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169 lines
4.2 KiB
169 lines
4.2 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Shadertoy - Procedural Texture</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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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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}
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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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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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const fov = 75;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 5;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.z = 2;
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const scene = new THREE.Scene();
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const boxWidth = 1;
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const boxHeight = 1;
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const boxDepth = 1;
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const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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const fragmentShader = `
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#include <common>
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uniform vec3 iResolution;
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uniform float iTime;
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uniform sampler2D iChannel0;
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// By Daedelus: https://www.shadertoy.com/user/Daedelus
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// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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#define TIMESCALE 0.25
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#define TILES 8
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#define COLOR 0.7, 1.6, 2.8
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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uv.x *= iResolution.x / iResolution.y;
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vec4 noise = texture2D(iChannel0, floor(uv * float(TILES)) / float(TILES));
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float p = 1.0 - mod(noise.r + noise.g + noise.b + iTime * float(TIMESCALE), 1.0);
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p = min(max(p * 3.0 - 1.8, 0.1), 2.0);
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vec2 r = mod(uv * float(TILES), 1.0);
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r = vec2(pow(r.x - 0.5, 2.0), pow(r.y - 0.5, 2.0));
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p *= 1.0 - pow(min(1.0, 12.0 * dot(r, r)), 2.0);
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fragColor = vec4(COLOR, 1.0) * p;
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}
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varying vec2 vUv;
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void main() {
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mainImage(gl_FragColor, vUv * iResolution.xy);
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}
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`;
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const vertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`;
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const loader = new THREE.TextureLoader();
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const texture = loader.load('resources/images/bayer.png');
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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const uniforms = {
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iTime: { value: 0 },
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iResolution: { value: new THREE.Vector3(1, 1, 1) },
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iChannel0: { value: texture },
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};
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const material = new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms,
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});
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function makeInstance(geometry, x) {
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const cube = new THREE.Mesh(geometry, material);
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scene.add(cube);
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cube.position.x = x;
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return cube;
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}
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const cubes = [
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makeInstance(geometry, 0),
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makeInstance(geometry, -2),
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makeInstance(geometry, 2),
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];
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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function render(time) {
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time *= 0.001; // convert to seconds
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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cubes.forEach((cube, ndx) => {
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const speed = 1 + ndx * .1;
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const rot = time * speed;
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cube.rotation.x = rot;
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cube.rotation.y = rot;
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});
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uniforms.iTime.value = time;
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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