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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st Edition
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene FREE CHAPTER 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Postprocessing passes

Three.js comes with a number of postprocessing passes you can use directly with THREE.EffectComposer. Note that it's best to play around with the examples in this chapter to see the result of these passes and understand what is happening. The following table gives an overview of the passes that are available:

Pass name

Description

THREE.BloomPass

This is an effect that makes light areas bleed into darker areas. This simulates an effect where the camera is overwhelmed by extremely bright light.

THREE.DotScreenPass

This applies a layer of black dots representing the original image across the screen.

THREE.FilmPass

This simulates a TV screen by applying scanlines and distortions.

THREE.GlitchPass

This shows an electronic glitch on the screen at a random time interval.

THREE.MaskPass

This allows you to apply a mask to the current image. Subsequent passes are only applied to the masked area.

THREE.RenderPass

This renders a scene based on the...

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