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					251 lines
				
				6.1 KiB
			
		
		
			
		
	
	
					251 lines
				
				6.1 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - materials - shaders [lava]</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="container"></div>
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										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div>
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										<script id="fragmentShader" type="x-shader/x-fragment">
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											uniform float time;
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											uniform float fogDensity;
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											uniform vec3 fogColor;
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											uniform sampler2D texture1;
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											uniform sampler2D texture2;
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											varying vec2 vUv;
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											void main( void ) {
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												vec2 position = - 1.0 + 2.0 * vUv;
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												vec4 noise = texture2D( texture1, vUv );
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												vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
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												vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;
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												T1.x += noise.x * 2.0;
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												T1.y += noise.y * 2.0;
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												T2.x -= noise.y * 0.2;
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												T2.y += noise.z * 0.2;
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												float p = texture2D( texture1, T1 * 2.0 ).a;
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												vec4 color = texture2D( texture2, T2 * 2.0 );
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												vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
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												if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
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												if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
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												if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }
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												gl_FragColor = temp;
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												float depth = gl_FragCoord.z / gl_FragCoord.w;
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												const float LOG2 = 1.442695;
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												float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
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												fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
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												gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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											}
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										</script>
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										<script id="vertexShader" type="x-shader/x-vertex">
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											uniform vec2 uvScale;
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											varying vec2 vUv;
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											void main()
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											{
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												vUv = uvScale * uv;
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												vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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												gl_Position = projectionMatrix * mvPosition;
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											}
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										</script>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											let camera, renderer, clock, scene;
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											let uniforms, stats;
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											const materials = [];
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											init();
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											animate();
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											function init() {
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												const container = document.getElementById( 'container' );
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 3000 );
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												camera.position.z = 7;
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												scene = new THREE.Scene();
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												clock = new THREE.Clock();
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												const textureLoader = new THREE.TextureLoader();
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												uniforms = {
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													'fogDensity': { value: 0.001 },
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													'fogColor': { value: new THREE.Vector3( 0, 0, 0 ) },
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													'time': { value: 1.0 },
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													'uvScale': { value: new THREE.Vector2( 3.0, 1.0 ) },
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													'texture1': { value: textureLoader.load( 'textures/lava/cloud.png' ) },
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													'texture2': { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
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												};
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												uniforms[ 'texture1' ].value.wrapS = uniforms[ 'texture1' ].value.wrapT = THREE.RepeatWrapping;
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												uniforms[ 'texture2' ].value.wrapS = uniforms[ 'texture2' ].value.wrapT = THREE.RepeatWrapping;
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												//
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												container.appendChild( renderer.domElement );
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												//
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												onWindowResize();
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												addMeshes();
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											}
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											function removeAllMeshes() {
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												for ( var i = scene.children.length - 1; i >= 0; i -- ) {
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													const obj = scene.children[ i ];
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													scene.remove( obj );
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													obj.geometry.dispose();
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													obj.material.dispose();
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												}
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											}
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											function addMeshes() {
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												removeAllMeshes();
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												//reset pseudorandom number
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												THREE.MathUtils.seededRandom( 1 );
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												const projScreenMatrix = new THREE.Matrix4();
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												const frustum = new THREE.Frustum();
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												camera.updateMatrixWorld();
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												projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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												frustum.setFromProjectionMatrix( projScreenMatrix );
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												const size = 0.65;
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												let meshesCount = 0;
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												while ( meshesCount < 2500 ) {
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													const material = new THREE.ShaderMaterial( {
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														uniforms: uniforms,
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														vertexShader: document.getElementById( 'vertexShader' ).textContent,
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														fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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													} );
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													const mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material );
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													mesh.position.x = THREE.MathUtils.seededRandom() * 20 - 10;
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													mesh.position.y = THREE.MathUtils.seededRandom() * 20 - 10;
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													mesh.position.z = THREE.MathUtils.seededRandom() * 20 - 10;
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													mesh.rotation.x = THREE.MathUtils.seededRandom() * 2 * Math.PI;
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													mesh.rotation.y = THREE.MathUtils.seededRandom() * 2 * Math.PI;
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													mesh.scale.x = mesh.scale.y = mesh.scale.z = THREE.MathUtils.seededRandom() * .2 + 0.1;
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													mesh.updateMatrixWorld();
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													if ( frustum.intersectsObject( mesh ) ) {
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														// mesh.rotation.x = 0.3;
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														materials.push( material );
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														scene.add( mesh );
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														meshesCount ++;
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													}
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												}
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											}
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											//
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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												stats.update();
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											}
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											function render() {
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												materials.forEach( ( material ) => {
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													material.needsUpdate = true;
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												} );
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												const delta = 5 * clock.getDelta();
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												uniforms[ 'time' ].value += 0.2 * delta;
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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