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250 lines
6.1 KiB
250 lines
6.1 KiB
<!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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