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2 years ago
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing procedural effects</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Procedural Effects Example by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
</div>
<script id="procedural-vert" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="noiseRandom1D-frag" type="x-shader/x-fragment">
#include <common>
varying vec2 vUv;
void main() {
gl_FragColor.xyz = vec3( rand( vUv ) );
gl_FragColor.w = 1.0;
}
</script>
<script id="noiseRandom2D-frag" type="x-shader/x-fragment">
#include <common>
varying vec2 vUv;
void main() {
vec2 rand2 = vec2( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ) );
gl_FragColor.xyz = mix( mix( vec3( 1.0, 1.0, 1.0 ), vec3( 0.0, 0.0, 1.0 ), rand2.x ), vec3( 0.0 ), rand2.y );
gl_FragColor.w = 1.0;
}
</script>
<script id="noiseRandom3D-frag" type="x-shader/x-fragment">
#include <common>
varying vec2 vUv;
void main() {
vec3 rand3 = vec3( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ), rand( vUv + vec2( 0.6, 0.4 ) ) );
gl_FragColor.xyz = rand3;
gl_FragColor.w = 1.0;
}
</script>
<div id="container"></div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let postCamera, postScene, renderer;
let postMaterial, noiseRandom1DMaterial, noiseRandom2DMaterial, noiseRandom3DMaterial, postQuad;
let stats;
const params = { procedure: 'noiseRandom3D' };
init();
animate();
initGui();
// Init gui
function initGui() {
const gui = new GUI();
gui.add( params, 'procedure', [ 'noiseRandom1D', 'noiseRandom2D', 'noiseRandom3D' ] );
}
function init() {
const container = document.getElementById( 'container' );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
// Setup post processing stage
postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
noiseRandom1DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom1D-frag' ).textContent.trim()
} );
noiseRandom2DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom2D-frag' ).textContent.trim()
} );
noiseRandom3DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom3D-frag' ).textContent.trim()
} );
postMaterial = noiseRandom3DMaterial;
const postPlane = new THREE.PlaneGeometry( 2, 2 );
postQuad = new THREE.Mesh( postPlane, postMaterial );
postScene = new THREE.Scene();
postScene.add( postQuad );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
postCamera.aspect = width / height;
postCamera.updateProjectionMatrix();
renderer.setSize( width, height );
}
function animate() {
requestAnimationFrame( animate );
switch ( params.procedure ) {
case 'noiseRandom1D': postMaterial = noiseRandom1DMaterial; break;
case 'noiseRandom2D': postMaterial = noiseRandom2DMaterial; break;
case 'noiseRandom3D': postMaterial = noiseRandom3DMaterial; break;
}
postQuad.material = postMaterial;
// render post FX
renderer.render( postScene, postCamera );
stats.update();
}
</script>
</body>
</html>