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+<!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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+ <style type="text/css">
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+ body {
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+ color: #ffffff;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ font-weight: bold;
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+
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+ background-color: #000000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ padding: 5px;
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+ }
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+
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+ a {
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+
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+ color: #ffffff;
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+ }
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+
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+ #oldie a { color:#da0 }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="container"></div>
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+ <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div>
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+
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+ <script type="text/javascript" src="../build/Three.js"></script>
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+
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+ <script type="text/javascript" src="js/Detector.js"></script>
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+ <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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+ <script type="text/javascript" src="js/Stats.js"></script>
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+
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+ <script id="fragmentShader" type="x-shader/x-fragment">
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+
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ uniform float fogDensity;
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+ uniform vec3 fogColor;
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+
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+ uniform sampler2D texture1;
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+ uniform sampler2D texture2;
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+
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+ varying vec2 vUv;
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+
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+ void main( void ) {
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+
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+ vec2 position = -1.0 + 2.0 * vUv;
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+
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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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+
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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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+
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+ float p = texture2D( texture1, T1 * 2.0 ).a;
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+
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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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+
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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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+
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+ gl_FragColor = temp;
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+
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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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+
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+ gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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+
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+ }
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+ </script>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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+ varying vec2 vUv;
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+
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+ void main()
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+ {
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+
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+ vUv = vec2( 3.0, 1.0 ) * 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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+ }
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+
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+ </script>
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+
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+ <script type="text/javascript">
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var container, stats;
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+
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+ var start_time;
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+
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+ var camera, scene, renderer;
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+
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+ var uniforms, material, mesh;
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+
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+ var mouseX = 0, mouseY = 0,
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+ lat = 0, lon = 0, phy = 0, theta = 0;
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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+
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+ var postprocessing = { enabled : true };
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.getElementById( 'container' );
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+
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+ camera = new THREE.Camera( 35, windowHalfX / windowHalfY, 1, 3000 );
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+ camera.position.z = 4;
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+
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+ scene = new THREE.Scene();
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+
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+ start_time = new Date().getTime();
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+
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+ uniforms = {
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+
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+ fogDensity: { type: "f", value: 0.45 },
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+ fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
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+ time: { type: "f", value: 1.0 },
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+ resolution: { type: "v2", value: new THREE.Vector2() },
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+ texture1: { type: "t", value: 0, texture: ImageUtils.loadTexture( "textures/lava/cloud.png" ) },
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+ texture2: { type: "t", value: 1, texture: ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) }
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+
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+ };
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+
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+ uniforms.texture1.texture.wrapS = uniforms.texture1.texture.wrapT = THREE.Repeat;
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+ uniforms.texture2.texture.wrapS = uniforms.texture2.texture.wrapT = THREE.Repeat;
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+
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+ var size = 0.65;
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+
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+ material = new THREE.MeshShaderMaterial( {
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+
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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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+ } );
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+
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+ mesh = new THREE.Mesh( new Torus( size, 0.3, 30, 30 ), [ material /*, new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 2 } ) */ ] );
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+ mesh.position.x = 0;
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+ mesh.position.y = 0;
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+ mesh.rotation.x = 0.3;
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+ scene.addObject( mesh );
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+
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ container.appendChild( renderer.domElement );
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+
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+ initPostprocessing();
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+ renderer.autoClear = false;
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ //container.appendChild( stats.domElement );
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+
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+ onWindowResize();
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize( event ) {
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+
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+ uniforms.resolution.value.x = window.innerWidth;
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+ uniforms.resolution.value.y = window.innerHeight;
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ function initPostprocessing() {
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+
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+ postprocessing.scene = new THREE.Scene();
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+
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+ postprocessing.camera = new THREE.Camera();
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+ postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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+ postprocessing.camera.position.z = 100;
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+
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+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
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+ postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
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+ postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
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+ postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
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+
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+ var screen_shader = ShaderUtils.lib["screen"];
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+ var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
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+
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+ screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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+ screen_uniforms["opacity"].value = 1.0;
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+
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+ postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: screen_uniforms,
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+ vertexShader: screen_shader.vertexShader,
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+ fragmentShader: screen_shader.fragmentShader,
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+ blending: THREE.AdditiveBlending,
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+ transparent: true
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+
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+ } );
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+
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+ var convolution_shader = ShaderUtils.lib["convolution"];
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+ var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
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+
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+ postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
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+ postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
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+
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+ convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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+ convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
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+ convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
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+
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+ postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: convolution_uniforms,
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+ vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
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+ fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
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+
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+ } );
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+
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+ var film_shader = ShaderUtils.lib["film"];
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+ var film_uniforms = Uniforms.clone( film_shader.uniforms );
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+
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+ film_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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+
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+ postprocessing.materialFilm = new THREE.MeshShaderMaterial( { uniforms: film_uniforms, vertexShader: film_shader.vertexShader, fragmentShader: film_shader.fragmentShader } );
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+ postprocessing.materialFilm.uniforms.grayscale.value = 0;
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+ postprocessing.materialFilm.uniforms.nIntensity.value = 0.35;
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+ postprocessing.materialFilm.uniforms.sIntensity.value = 0.95;
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+ postprocessing.materialFilm.uniforms.sCount.value = 2048;
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+
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+ postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
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+ postprocessing.quad.position.z = -500;
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+ postprocessing.scene.addObject( postprocessing.quad );
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+
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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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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ uniforms.time.value += 0.02;
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+
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+ mesh.rotation.y += 0.00125;
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+ mesh.rotation.x += 0.005;
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+
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+ if ( postprocessing.enabled ) {
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+
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+ renderer.clear();
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+
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+ // Render scene into texture
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+
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+ renderer.render( scene, camera, postprocessing.rtTexture1, true );
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+
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+ // Render quad with blured scene into texture (convolution pass 1)
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+
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+ postprocessing.quad.materials = [ postprocessing.materialConvolution ];
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+
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+ postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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+ postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
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+
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+ // Render quad with blured scene into texture (convolution pass 2)
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+
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+ postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
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+ postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
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+
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+ // Render original scene with superimposed blur to texture
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+
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+ postprocessing.quad.materials = [ postprocessing.materialScreen ];
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+
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+ postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
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+ postprocessing.materialScreen.uniforms.opacity.value = 1.25;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
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+
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+ // Render to screen
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+
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+ postprocessing.materialFilm.uniforms.time.value += 0.01;
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+ postprocessing.quad.materials = [ postprocessing.materialFilm ];
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+
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+ postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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+ renderer.render( postprocessing.scene, postprocessing.camera );
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+
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+ } else {
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+
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+ renderer.clear();
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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