function Transition ( sceneA, sceneB ) { this.scene = new THREE.Scene(); this.cameraOrtho = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, -10, 10); this.textures = []; for (var i = 0; i < 6; i ++) this.textures[i] = new THREE.ImageUtils.loadTexture('textures/transition/transition' + (i + 1) + '.png'); this.quadmaterial = new THREE.ShaderMaterial({ uniforms: { tDiffuse1: { type: "t", value: null }, tDiffuse2: { type: "t", value: null }, mixRatio: { type: "f", value: 0.0 }, threshold: { type: "f", value: 0.1 }, useTexture: { type: "i", value: 1, }, tMixTexture: { type: "t", value: this.textures[0] } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float mixRatio;", "uniform sampler2D tDiffuse1;", "uniform sampler2D tDiffuse2;", "uniform sampler2D tMixTexture;", "uniform int useTexture;", "uniform float threshold;", "varying vec2 vUv;", "void main() {", "vec4 texel1 = texture2D( tDiffuse1, vUv );", "vec4 texel2 = texture2D( tDiffuse2, vUv );", "if (useTexture==1) {", "vec4 transitionTexel = texture2D( tMixTexture, vUv );", "float r = mixRatio * (1.0 + threshold * 2.0) - threshold;", "float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);", "gl_FragColor = mix( texel1, texel2, mixf );", "} else {", "gl_FragColor = mix( texel2, texel1, mixRatio );", "}", "}" ].join("\n") }); quadgeometry = new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight); this.quad = new THREE.Mesh(quadgeometry, this.quadmaterial); this.scene.add(this.quad); // Link both scenes and their FBOs this.sceneA = sceneA; this.sceneB = sceneB; this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo; this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo; this.needChange = false; this.setTextureThreshold = function ( value ) { this.quadmaterial.uniforms.threshold.value = value; } this.useTexture = function ( value ) { this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0; } this.setTexture = function ( i ) { this.quadmaterial.uniforms.tMixTexture.value = this.textures[i]; } this.render = function( delta ) { // Transition animation if (transitionParams.animateTransition) { var t = (1 + Math.sin(transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI)) / 2; transitionParams.transition = THREE.Math.smoothstep(t, 0.3, 0.7); // Change the current alpha texture after each transition if (transitionParams.loopTexture && (transitionParams.transition == 0 || transitionParams.transition == 1)) { if (this.needChange) { transitionParams.texture = (transitionParams.texture + 1)%this.textures.length; this.quadmaterial.uniforms.tMixTexture.value = this.textures[transitionParams.texture]; this.needChange = false; } } else this.needChange = true; } this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition; // Prevent render both scenes when it's not necessary if (transitionParams.transition == 0) { this.sceneB.render( delta, false ); } else if (transitionParams.transition == 1) { this.sceneA.render( delta, false ); } else { // When 0