xrf.frag.href = function(v, opts){ let { mesh, model, camera, scene, renderer, THREE} = opts let texture = mesh.material.map texture.mapping = THREE.ClampToEdgeWrapping texture.needsUpdate = true mesh.material.dispose() // poor man's equi-portal mesh.material = new THREE.ShaderMaterial( { side: THREE.DoubleSide, uniforms: { pano: { value: texture } }, vertexShader: ` vec3 portalPosition; varying vec3 vWorldPosition; varying float vDistanceToCenter; varying float vDistance; void main() { vDistanceToCenter = clamp(length(position - vec3(0.0, 0.0, 0.0)), 0.0, 1.0); portalPosition = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; vDistance = length(portalPosition - cameraPosition); vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` #define RECIPROCAL_PI2 0.15915494 uniform sampler2D pano; varying float vDistanceToCenter; varying float vDistance; varying vec3 vWorldPosition; void main() { vec3 direction = normalize(vWorldPosition - cameraPosition); vec2 sampleUV; sampleUV.y = -clamp(direction.y * 0.5 + 0.5, 0.0, 1.0); sampleUV.x = atan(direction.z, -direction.x) * -RECIPROCAL_PI2; sampleUV.x += 0.33; // adjust focus to AFRAME's $('a-scene').components.screenshot.capture() vec4 color = texture2D(pano, sampleUV); // Convert color to grayscale (lazy lite approach to not having to match tonemapping/shaderstacking of THREE.js) float luminance = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b; vec4 grayscale_color = vec4(vec3(luminance) + vec3(0.33), color.a); gl_FragColor = grayscale_color; } `, }); mesh.material.needsUpdate = true const handleTeleport = (e) => { if( mesh.clicked ) return this.clicked = true let portalArea = 1 // 1 meter const meshWorldPosition = new THREE.Vector3(); meshWorldPosition.setFromMatrixPosition(mesh.matrixWorld); const cameraDirection = new THREE.Vector3(); camera.getWorldPosition(cameraDirection); cameraDirection.sub(meshWorldPosition); cameraDirection.normalize(); cameraDirection.multiplyScalar(portalArea); // move away from portal const newPos = meshWorldPosition.clone().add(cameraDirection); const positionInFrontOfPortal = () => { camera.position.copy(newPos); camera.lookAt(meshWorldPosition); if( xrf.baseReferenceSpace ){ // WebXR VR/AR roomscale reposition const offsetPosition = { x: -newPos.x, y: 0, z: -newPos.z, w: 1 }; const offsetRotation = new THREE.Quaternion(); const transform = new XRRigidTransform( offsetPosition, offsetRotation ); const teleportSpaceOffset = xrf.baseReferenceSpace.getOffsetReferenceSpace( transform ); xrf.renderer.xr.setReferenceSpace( teleportSpaceOffset ); } document.location.hash = `#pos=${camera.position.x},${camera.position.y},${camera.position.z}`; } const distance = camera.position.distanceTo(newPos); if( distance > portalArea ) positionInFrontOfPortal() else xrf.navigate.to(v.string) // ok let's surf to HREF! setTimeout( () => mesh.clicked = false, 200 ) // prevent double clicks } if( !opts.frag.q ) mesh.addEventListener('click', handleTeleport ) // lazy remove mesh (because we're inside a traverse) setTimeout( () => { model.interactive.add(mesh) // make clickable },200) }