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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Drape - a cloth simulator</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
padding: 10px;
width: 100%;
text-align: center;
}
#corner {
position: absolute;
padding: 10px;
bottom: 0;
right: 0;
width: 100%;
text-align: right;
}
a {
text-decoration: underline;
cursor: pointer;
}
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: true }
</style>
</head>
<body>
<div id="info">Drape - a Cloth Simulator<br/>
<a onclick="wireFrame();">Wireframe</a> |
<a onclick="restartCloth();">Restart</a>
</div>
<div id="corner"><a href = "https://github.com/aatishb/drape">View Source</a></div>
<script src="js/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/dat.gui.min.js"></script>
<script src="clothphysics.js"></script>
<script type="x-shader/x-fragment" id="fragmentShaderDepth">
uniform sampler2D texture;
varying vec2 vUV;
vec4 pack_depth( const in float depth ) {
const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
vec4 res = fract( depth * bit_shift );
res -= res.xxyz * bit_mask;
return res;
}
void main() {
vec4 pixel = texture2D( texture, vUV );
if ( pixel.a < 0.5 ) discard;
gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
}
</script>
<script type="x-shader/x-vertex" id="vertexShaderDepth">
varying vec2 vUV;
void main() {
vUV = 0.75 * uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script src = "drape.js"></script>
</body>
</html>