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itowns

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A JS/WebGL framework for 3D geospatial data visualization

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<!DOCTYPE html> <html> <head> <title>Itowns - postprocessing</title> <meta charset="UTF-8"> <link rel="stylesheet" type="text/css" href="css/example.css"> <link rel="stylesheet" type="text/css" href="css/LoadingScreen.css"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> </head> <body> <div id="viewerDiv"></div> <script src="../dist/itowns.js"></script> <script src="js/GUI/LoadingScreen.js"></script> <!-- from https://github.com/mrdoob/three.js/blob/master/examples/js/shaders/DotScreenShader.js --> <script type="x-shader/x-vertex" id="vertexshader"> varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec2 center; uniform float angle; uniform float scale; uniform vec2 tSize; uniform sampler2D tDiffuse; varying vec2 vUv; float pattern() { float s = sin( angle ), c = cos( angle ); vec2 tex = vUv * tSize - center; vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale; return ( sin( point.x ) * sin( point.y ) ) * 4.0; } void main() { vec4 color = texture2D( tDiffuse, vUv ); float average = ( color.r + color.g + color.b ) / 3.0; gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a ); } </script> <script type="text/javascript"> var positionOnGlobe = { longitude: 2.351323, latitude: 48.856712, altitude: 25000000 }; // iTowns namespace defined here var viewerDiv = document.getElementById('viewerDiv'); var view = new itowns.GlobeView(viewerDiv, positionOnGlobe); // Simple postprocessing setup // var postprocessScene = new itowns.THREE.Scene(); var quad = new itowns.THREE.Mesh(new itowns.THREE.PlaneBufferGeometry(2, 2), null); var cam = new itowns.THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10); setupLoadingScreen(viewerDiv, view); quad.frustumCulled = false; quad.material = new itowns.THREE.ShaderMaterial({ uniforms: { tDiffuse: { value: null }, tSize: { value: new itowns.THREE.Vector2(256, 256) }, center: { value: new itowns.THREE.Vector2(0.5, 0.5) }, angle: { value: 1.57 }, scale: { value: 1.0 }, }, vertexShader: document.getElementById('vertexshader').textContent, fragmentShader: document.getElementById('fragmentshader').textContent, }); postprocessScene.add(quad); view.render = function render() { var g = view.mainLoop.gfxEngine; var r = g.renderer; r.setRenderTarget(g.fullSizeRenderTarget); r.clear(); r.render(view.scene, view.camera.camera3D); quad.material.uniforms.tDiffuse.value = g.fullSizeRenderTarget.texture; quad.material.uniforms.tSize.value.set( g.fullSizeRenderTarget.width, g.fullSizeRenderTarget.height); r.setRenderTarget(null); r.clear(); r.render(postprocessScene, cam); }; itowns.Fetcher.json('./layers/JSONLayers/Ortho.json').then(function _(config) { config.source = new itowns.WMTSSource(config.source); var layer = new itowns.ColorLayer('Ortho', config); view.addLayer(layer); }); itowns.Fetcher.json('./layers/JSONLayers/IGN_MNT.json').then(function _(config) { config.source = new itowns.WMTSSource(config.source); var layer = new itowns.ElevationLayer(config.id, config); view.addLayer(layer); }); </script> </body> </html>