--- /dev/null
+<!DOCTYPE html>
+
+<!--Reference:
+SSAO algo: http://devlog-martinsh.blogspot.tw/2011/12/ssao-shader-update-v12.html?showComment=1398158188712#c1563204765906693531
+log depth http://outerra.blogspot.tw/2013/07/logarithmic-depth-buffer-optimizations.html
+convert the exponential depth to a linear value: http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
+Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere-->
+
+<html lang="en">
+ <head>
+ <title>three.js webgl - postprocessing - Screen Space Ambient Occlusion</title>
+ <meta charset="utf-8">
+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+ <style>
+ body {
+ background-color: #000000;
+ margin: 0px;
+ overflow: hidden;
+ font-family:Monospace;
+ font-size:13px;
+ text-align:center;
+ font-weight: bold;
+ }
+
+ a {
+ color:#00ff78;
+ }
+
+ #info {
+ color: #fff;
+ position: absolute;
+ top: 0px;
+ width: 100%;
+ padding: 5px;
+ }
+ .dg.ac {
+ z-index: 1 !important; /* FIX DAT.GUI */
+ }
+ </style>
+ </head>
+ <body>
+ <script src="../build/three.js"></script>
+
+ <script src="js/shaders/SSAOShader.js"></script>
+ <script src="js/shaders/CopyShader.js"></script>
+
+ <script src="js/postprocessing/EffectComposer.js"></script>
+ <script src="js/postprocessing/RenderPass.js"></script>
+ <script src="js/postprocessing/ShaderPass.js"></script>
+ <script src="js/postprocessing/MaskPass.js"></script>
+
+ <script src="js/Detector.js"></script>
+ <script src="js/libs/stats.min.js"></script>
+ <script src='js/libs/dat.gui.min.js'></script>
+
+ <div id="info">
+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl screen space ambient occlusion example<br/>
+ shader by <a href="http://alteredqualia.com">alteredq</a>
+ </div>
+
+ <script>
+
+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+ var container, stats;
+ var camera, scene, renderer;
+ var depthMaterial, effectComposer, depthRenderTarget;
+ var ssaoPass;
+ var group;
+ var postprocessing = { enabled: true, ao_only: false, radius: 32 };
+
+ init();
+ animate();
+
+ function init() {
+
+ container = document.createElement( 'div' );
+ document.body.appendChild( container );
+
+ renderer = new THREE.WebGLRenderer( { antialias: false } );
+ renderer.setSize( window.innerWidth, window.innerHeight );
+ document.body.appendChild( renderer.domElement );
+
+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
+ camera.position.z = 500;
+
+ scene = new THREE.Scene();
+ scene.background = new THREE.Color( 0xa0a0a0 );
+
+ group = new THREE.Object3D();
+ scene.add( group );
+
+ var geometry = new THREE.BoxGeometry( 10, 10, 10 );
+ for ( var i = 0; i < 200; i ++ ) {
+
+ var material = new THREE.MeshBasicMaterial();
+ material.color.r = Math.random();
+ material.color.g = Math.random();
+ material.color.b = Math.random();
+
+ var mesh = new THREE.Mesh( geometry, material );
+ mesh.position.x = Math.random() * 400 - 200;
+ mesh.position.y = Math.random() * 400 - 200;
+ mesh.position.z = Math.random() * 400 - 200;
+ mesh.rotation.x = Math.random();
+ mesh.rotation.y = Math.random();
+ mesh.rotation.z = Math.random();
+
+ mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
+ group.add( mesh );
+
+ }
+
+ stats = new Stats();
+ container.appendChild( stats.dom );
+
+ // Init postprocessing
+ initPostprocessing();
+
+ // Init gui
+ var gui = new dat.GUI();
+ gui.add( postprocessing, "enabled" );
+ gui.add( postprocessing, "ao_only", false ).onChange( renderModeChange );
+ gui.add( postprocessing, "radius" ).min( 0 ).max( 64 ).onChange( radiusChange );
+
+ window.addEventListener( 'resize', onWindowResize, false );
+
+ }
+
+ function radiusChange( value ) {
+
+ ssaoPass.uniforms[ 'radius' ].value = value;
+
+ }
+
+ function renderModeChange( value ) {
+
+ ssaoPass.uniforms[ 'onlyAO' ].value = value;
+
+ }
+
+ function onWindowResize() {
+
+ var width = window.innerWidth;
+ var height = window.innerHeight;
+
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+ renderer.setSize( width, height );
+
+ // Resize renderTargets
+ ssaoPass.uniforms[ 'size' ].value.set( width, height );
+
+ var pixelRatio = renderer.getPixelRatio();
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newHeight = Math.floor( height / pixelRatio ) || 1;
+ depthRenderTarget.setSize( newWidth, newHeight );
+ effectComposer.setSize( newWidth, newHeight );
+
+ }
+
+ function initPostprocessing() {
+
+ // Setup render pass
+ var renderPass = new THREE.RenderPass( scene, camera );
+
+ // Setup depth pass
+ depthMaterial = new THREE.MeshDepthMaterial();
+ depthMaterial.depthPacking = THREE.RGBADepthPacking;
+ depthMaterial.blending = THREE.NoBlending;
+
+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+ depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
+ depthRenderTarget.texture.name = "SSAOShader.rt";
+
+ // Setup SSAO pass
+ ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
+ ssaoPass.renderToScreen = true;
+ //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
+ ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
+ ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
+ ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
+ ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
+
+ // Add pass to effect composer
+ effectComposer = new THREE.EffectComposer( renderer );
+ effectComposer.addPass( renderPass );
+ effectComposer.addPass( ssaoPass );
+
+ }
+
+ function animate() {
+
+ requestAnimationFrame( animate );
+
+ stats.begin();
+ render();
+ stats.end();
+
+ }
+
+ function render() {
+
+ var timer = performance.now();
+ group.rotation.x = timer * 0.0002;
+ group.rotation.y = timer * 0.0001;
+
+ if ( postprocessing.enabled ) {
+
+ // Render depth into depthRenderTarget
+ scene.overrideMaterial = depthMaterial;
+ renderer.render( scene, camera, depthRenderTarget, true );
+
+ // Render renderPass and SSAO shaderPass
+ scene.overrideMaterial = null;
+ effectComposer.render();
+
+ } else {
+
+ renderer.render( scene, camera );
+
+ }
+
+ }
+
+ </script>
+ </body>
+</html>