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index.js
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import * as THREE from 'three'
const w = 1
const h = 1
export default class WebGLTestShader {
constructor(){
this.renderer = new THREE.WebGLRenderer()
this.camera = new THREE.PerspectiveCamera( 50, 0.5, 0.0001, 1000 );
let geo = new THREE.PlaneBufferGeometry(2,2)
this.createMaterial()
this.renderTarget = new THREE.WebGLRenderTarget( 1,1 ,
{ minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.UnsignedByteType }
);
this.mesh = new THREE.Mesh(geo, this.material )
this.scene = new THREE.Scene()
this.scene.add(this.mesh)
var res = this.render()
var isIphone7 = res[3] == 35
var isIphone8 = res[3] == 0
}
render(){
this.renderer.setRenderTarget(this.renderTarget)
this.renderer.render(this.scene, this.camera)
var read = new Uint8Array( 4 );
this.renderer.readRenderTargetPixels( this.renderTarget, 0, 0, 1, 1, read );
this.mesh.geometry.dispose()
this.mesh.material.dispose()
this.renderer.dispose()
this.mesh.geometry = null
this.mesh.material = null
this.mesh = null
this.renderer = null
return read
}
createMaterial(){
this.material = new THREE.ShaderMaterial({
// transparent: true,
depthTest: false,
depthWrite: false,
transparent: false,
side: 2,
uniforms: {
},
vertexShader: `
varying float vvv;
void main() {
vvv = 0.31622776601683794;
gl_Position = vec4( position.xy, 0.0, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D map;
varying vec2 vUv;
varying float vvv;
vec4 EncodeFloatRGBA( float v ) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
return enc;
}
void main() {
gl_FragColor = EncodeFloatRGBA(vvv);
}
`,
})
}
}