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266 lines
6.7 KiB
266 lines
6.7 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 [custom]</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 <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
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<script id="fragment_shader4" type="x-shader/x-fragment">
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uniform float time;
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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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float red = abs( sin( position.x * position.y + time / 5.0 ) );
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float green = abs( sin( position.x * position.y + time / 4.0 ) );
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float blue = abs( sin( position.x * position.y + time / 3.0 ) );
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gl_FragColor = vec4( red, green, blue, 1.0 );
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}
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</script>
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<script id="fragment_shader3" type="x-shader/x-fragment">
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uniform float time;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = vUv;
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float color = 0.0;
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color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
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color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
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color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
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color *= sin( time / 10.0 ) * 0.5;
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gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
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}
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</script>
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<script id="fragment_shader2" type="x-shader/x-fragment">
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uniform float time;
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uniform sampler2D colorTexture;
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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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float a = atan( position.y, position.x );
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float r = sqrt( dot( position, position ) );
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vec2 uv;
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uv.x = cos( a ) / r;
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uv.y = sin( a ) / r;
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uv /= 10.0;
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uv += time * 0.05;
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vec3 color = texture2D( colorTexture, uv ).rgb;
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gl_FragColor = vec4( color * r * 1.5, 1.0 );
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}
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</script>
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<script id="fragment_shader1" type="x-shader/x-fragment">
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uniform float time;
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varying vec2 vUv;
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void main(void) {
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vec2 p = - 1.0 + 2.0 * vUv;
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float a = time * 40.0;
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float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
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e = 400.0 * ( p.x * 0.5 + 0.5 );
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f = 400.0 * ( p.y * 0.5 + 0.5 );
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i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
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d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
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r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
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q = f / r;
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e = ( r * cos( q ) ) - a / 2.0;
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f = ( r * sin( q ) ) - a / 2.0;
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d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
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h = ( ( f + d ) + a / 2.0 ) * g;
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i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
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h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
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h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
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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 );
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i = mod( i / 5.6, 256.0 ) / 64.0;
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if ( i < 0.0 ) i += 4.0;
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if ( i >= 2.0 ) i = 4.0 - i;
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d = r / 350.0;
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d += sin( d * d * 8.0 ) * 0.52;
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f = ( sin( a * g ) + 1.0 ) / 2.0;
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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 );
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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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varying vec2 vUv;
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void main()
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{
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vUv = 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 stats;
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let camera, scene, renderer, clock;
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let uniforms1, uniforms2;
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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( 40, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 4;
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scene = new THREE.Scene();
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clock = new THREE.Clock();
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const geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
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uniforms1 = {
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'time': { value: 1.0 }
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};
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uniforms2 = {
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'time': { value: 1.0 },
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'colorTexture': { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
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};
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uniforms2[ 'colorTexture' ].value.wrapS = uniforms2[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
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const params = [
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[ 'fragment_shader1', uniforms1 ],
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[ 'fragment_shader2', uniforms2 ],
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[ 'fragment_shader3', uniforms1 ],
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[ 'fragment_shader4', uniforms1 ]
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];
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for ( let i = 0; i < params.length; i ++ ) {
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const material = new THREE.ShaderMaterial( {
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uniforms: params[ i ][ 1 ],
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
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} );
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = i - ( params.length - 1 ) / 2;
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mesh.position.y = i % 2 - 0.5;
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scene.add( mesh );
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}
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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container.appendChild( renderer.domElement );
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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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}
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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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const delta = clock.getDelta();
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uniforms1[ 'time' ].value += delta * 5;
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uniforms2[ 'time' ].value = clock.elapsedTime;
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for ( let i = 0; i < scene.children.length; i ++ ) {
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const object = scene.children[ i ];
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object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
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object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
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}
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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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