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HTML

              
                
              
            
!

CSS

              
                body{ 
  overflow: hidden; 
  margin: 0; 
}
              
            
!

JS

              
                import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
import { EffectComposer } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/UnrealBloomPass.js";

class Postprocessing {
  constructor(scene, camera, renderer) {
    const renderScene = new RenderPass(scene, camera);
    const bloomPass = new UnrealBloomPass(
      new THREE.Vector2(window.innerWidth, window.innerHeight),
      1,
      1,
      0
    );
    const target1 = new THREE.WebGLRenderTarget(
      window.innerWidth,
      window.innerHeight,
      {
        type: THREE.HalfFloatType,
        samples: 8
      }
    );
    this.bloomComposer = new EffectComposer(renderer, target1);
    this.bloomComposer.renderToScreen = false;
    this.bloomComposer.addPass(renderScene);
    this.bloomComposer.addPass(bloomPass);
    const finalPass = new ShaderPass(
      new THREE.ShaderMaterial({
        uniforms: {
          baseTexture: { value: null },
          bloomTexture: { value: this.bloomComposer.renderTarget2.texture }
        },
        vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } `,
        fragmentShader: `uniform sampler2D baseTexture; uniform sampler2D bloomTexture; varying vec2 vUv; void main() { gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) ); }`,
        defines: {}
      }),
      "baseTexture"
    );
    finalPass.needsSwap = true;
    const target2 = new THREE.WebGLRenderTarget(
      window.innerWidth,
      window.innerHeight,
      {
        type: THREE.HalfFloatType,
        samples: 8
      }
    );
    this.finalComposer = new EffectComposer(renderer, target2);
    this.finalComposer.addPass(renderScene);
    this.finalComposer.addPass(finalPass);
  }
}

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let postprocessing = new Postprocessing(scene, camera, renderer);
window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
  postprocessing.bloomComposer.setSize(innerWidth, innerHeight);
  postprocessing.finalComposer.setSize(innerWidth, innerHeight);
});
let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.enablePan = false;

let gu = {
  time: { value: 0 },
  globalBloom: { value: 0 }
};

let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.set(0.25, 0.5, 1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));

let glow = new THREE.Mesh(
  /*new THREE.CylinderGeometry(1.5, 2, 0, 72, 1, true).rotateX(Math.PI * 0.5)*/
  new THREE.TorusGeometry(2, 0.1, 16, 72),
  new THREE.MeshBasicMaterial({
    color: 0xff00ff,
    side: THREE.DoubleSide,
    onBeforeCompile: shader => {
      shader.uniforms.time = gu.time;
      shader.uniforms.globalBloom = gu.globalBloom;
      shader.fragmentShader = `
        uniform float time;
        uniform float globalBloom;
        
        //  Function from Iñigo Quiles
        //  https://www.shadertoy.com/view/MsS3Wc
        vec3 hsb2rgb( in vec3 c ){
            vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
                                     6.0)-3.0)-1.0,
                             0.0,
                             1.0 );
            rgb = rgb*rgb*(3.0-2.0*rgb);
            return c.z * mix( vec3(1.0), rgb, c.y);
        }
      
        ${shader.fragmentShader}
      `.replace(
        `#include <color_fragment>`,
        `#include <color_fragment>
        
        vec3 colBloom = hsb2rgb(vec3(fract(vUv.x + time), 1., 1.));
        vec3 colBloomNone = vec3(0); //vec3(pow(sin((vUv.y) * PI) * 0.5 + 0.5, 0.75));
        
        diffuseColor.rgb = mix(colBloomNone, colBloom, globalBloom);
        `
      );
      console.log(shader.fragmentShader)
    }
  })
);
glow.material.defines = {"USE_UV": ""};
glow.position.x = -3;
let nonGlow = new THREE.Mesh(
  new THREE.BoxGeometry(4, 4, 4),
  new THREE.MeshLambertMaterial({
    color: "white",
    onBeforeCompile: (shader) => {
      shader.uniforms.globalBloom = gu.globalBloom;
      shader.fragmentShader = `
        uniform float globalBloom;
        ${shader.fragmentShader}
      `.replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
        `
      );
      console.log(shader.fragmentShader);
    }
  })
);
nonGlow.position.x = 3;
scene.add(glow, nonGlow);

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  gu.time.value = t;
  controls.update();
  gu.globalBloom.value = 1;
  postprocessing.bloomComposer.render();
  gu.globalBloom.value = 0;
  postprocessing.finalComposer.render();
  //renderer.render(scene, camera);
});

              
            
!
999px

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