You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
			
				
					267 lines
				
				6.7 KiB
			
		
		
			
		
	
	
					267 lines
				
				6.7 KiB
			| 
								 
											3 years ago
										 
									 | 
							
								<!DOCTYPE html>
							 | 
						||
| 
								 | 
							
								<html lang="en">
							 | 
						||
| 
								 | 
							
									<head>
							 | 
						||
| 
								 | 
							
										<title>three.js webgl - materials - shaders [custom]</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="container"></div>
							 | 
						||
| 
								 | 
							
										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script id="fragment_shader4" type="x-shader/x-fragment">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniform float time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											void main( void ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec2 position = - 1.0 + 2.0 * vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												float red = abs( sin( position.x * position.y + time / 5.0 ) );
							 | 
						||
| 
								 | 
							
												float green = abs( sin( position.x * position.y + time / 4.0 ) );
							 | 
						||
| 
								 | 
							
												float blue = abs( sin( position.x * position.y + time / 3.0 ) );
							 | 
						||
| 
								 | 
							
												gl_FragColor = vec4( red, green, blue, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script id="fragment_shader3" type="x-shader/x-fragment">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniform float time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											void main( void ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec2 position = vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												float color = 0.0;
							 | 
						||
| 
								 | 
							
												color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
							 | 
						||
| 
								 | 
							
												color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
							 | 
						||
| 
								 | 
							
												color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
							 | 
						||
| 
								 | 
							
												color *= sin( time / 10.0 ) * 0.5;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script id="fragment_shader2" type="x-shader/x-fragment">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniform float time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniform sampler2D colorTexture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											void main( void ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec2 position = - 1.0 + 2.0 * vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												float a = atan( position.y, position.x );
							 | 
						||
| 
								 | 
							
												float r = sqrt( dot( position, position ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec2 uv;
							 | 
						||
| 
								 | 
							
												uv.x = cos( a ) / r;
							 | 
						||
| 
								 | 
							
												uv.y = sin( a ) / r;
							 | 
						||
| 
								 | 
							
												uv /= 10.0;
							 | 
						||
| 
								 | 
							
												uv += time * 0.05;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec3 color = texture2D( colorTexture, uv ).rgb;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gl_FragColor = vec4( color * r * 1.5, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script id="fragment_shader1" type="x-shader/x-fragment">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniform float time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											void main(void) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec2 p = - 1.0 + 2.0 * vUv;
							 | 
						||
| 
								 | 
							
												float a = time * 40.0;
							 | 
						||
| 
								 | 
							
												float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												e = 400.0 * ( p.x * 0.5 + 0.5 );
							 | 
						||
| 
								 | 
							
												f = 400.0 * ( p.y * 0.5 + 0.5 );
							 | 
						||
| 
								 | 
							
												i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
							 | 
						||
| 
								 | 
							
												d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
							 | 
						||
| 
								 | 
							
												r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
							 | 
						||
| 
								 | 
							
												q = f / r;
							 | 
						||
| 
								 | 
							
												e = ( r * cos( q ) ) - a / 2.0;
							 | 
						||
| 
								 | 
							
												f = ( r * sin( q ) ) - a / 2.0;
							 | 
						||
| 
								 | 
							
												d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
							 | 
						||
| 
								 | 
							
												h = ( ( f + d ) + a / 2.0 ) * g;
							 | 
						||
| 
								 | 
							
												i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
							 | 
						||
| 
								 | 
							
												h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
							 | 
						||
| 
								 | 
							
												h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
							 | 
						||
| 
								 | 
							
												i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
							 | 
						||
| 
								 | 
							
												i = mod( i / 5.6, 256.0 ) / 64.0;
							 | 
						||
| 
								 | 
							
												if ( i < 0.0 ) i += 4.0;
							 | 
						||
| 
								 | 
							
												if ( i >= 2.0 ) i = 4.0 - i;
							 | 
						||
| 
								 | 
							
												d = r / 350.0;
							 | 
						||
| 
								 | 
							
												d += sin( d * d * 8.0 ) * 0.52;
							 | 
						||
| 
								 | 
							
												f = ( sin( a * g ) + 1.0 ) / 2.0;
							 | 
						||
| 
								 | 
							
												gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script id="vertexShader" type="x-shader/x-vertex">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											void main()
							 | 
						||
| 
								 | 
							
											{
							 | 
						||
| 
								 | 
							
												vUv = uv;
							 | 
						||
| 
								 | 
							
												vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
												gl_Position = projectionMatrix * mvPosition;
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<!-- 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';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let stats;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let camera, scene, renderer, clock;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let uniforms1, uniforms2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											init();
							 | 
						||
| 
								 | 
							
											animate();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function init() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const container = document.getElementById( 'container' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
							 | 
						||
| 
								 | 
							
												camera.position.z = 4;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												scene = new THREE.Scene();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												clock = new THREE.Clock();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniforms1 = {
							 | 
						||
| 
								 | 
							
													'time': { value: 1.0 }
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniforms2 = {
							 | 
						||
| 
								 | 
							
													'time': { value: 1.0 },
							 | 
						||
| 
								 | 
							
													'colorTexture': { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniforms2[ 'colorTexture' ].value.wrapS = uniforms2[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const params = [
							 | 
						||
| 
								 | 
							
													[ 'fragment_shader1', uniforms1 ],
							 | 
						||
| 
								 | 
							
													[ 'fragment_shader2', uniforms2 ],
							 | 
						||
| 
								 | 
							
													[ 'fragment_shader3', uniforms1 ],
							 | 
						||
| 
								 | 
							
													[ 'fragment_shader4', uniforms1 ]
							 | 
						||
| 
								 | 
							
												];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < params.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const material = new THREE.ShaderMaterial( {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														uniforms: params[ i ][ 1 ],
							 | 
						||
| 
								 | 
							
														vertexShader: document.getElementById( 'vertexShader' ).textContent,
							 | 
						||
| 
								 | 
							
														fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const mesh = new THREE.Mesh( geometry, material );
							 | 
						||
| 
								 | 
							
													mesh.position.x = i - ( params.length - 1 ) / 2;
							 | 
						||
| 
								 | 
							
													mesh.position.y = i % 2 - 0.5;
							 | 
						||
| 
								 | 
							
													scene.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer = new THREE.WebGLRenderer();
							 | 
						||
| 
								 | 
							
												renderer.setPixelRatio( window.devicePixelRatio );
							 | 
						||
| 
								 | 
							
												container.appendChild( renderer.domElement );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats = new Stats();
							 | 
						||
| 
								 | 
							
												container.appendChild( stats.dom );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												onWindowResize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												window.addEventListener( 'resize', onWindowResize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												render();
							 | 
						||
| 
								 | 
							
												stats.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function render() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const delta = clock.getDelta();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniforms1[ 'time' ].value += delta * 5;
							 | 
						||
| 
								 | 
							
												uniforms2[ 'time' ].value = clock.elapsedTime;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < scene.children.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const object = scene.children[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
							 | 
						||
| 
								 | 
							
													object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |