|
@@ -22,7 +22,7 @@
|
|
|
padding: 5px;
|
|
|
z-index:100;
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
</style>
|
|
|
</head>
|
|
|
|
|
@@ -44,10 +44,10 @@
|
|
|
|
|
|
varying vec3 vNormal;
|
|
|
varying vec2 vUv;
|
|
|
-
|
|
|
+
|
|
|
void main() {
|
|
|
|
|
|
- vNormal = normal;
|
|
|
+ vNormal = normal;
|
|
|
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
|
|
|
|
|
|
vec3 newPosition = position + amplitude * normal * vec3( displacement );
|
|
@@ -56,12 +56,12 @@
|
|
|
}
|
|
|
|
|
|
</script>
|
|
|
-
|
|
|
+
|
|
|
<script type="x-shader/x-fragment" id="fragmentshader">
|
|
|
-
|
|
|
+
|
|
|
varying vec3 vNormal;
|
|
|
varying vec2 vUv;
|
|
|
-
|
|
|
+
|
|
|
uniform vec3 color;
|
|
|
uniform sampler2D texture;
|
|
|
|
|
@@ -69,28 +69,30 @@
|
|
|
|
|
|
vec3 light = vec3( 0.5, 0.2, 1.0 );
|
|
|
light = normalize( light );
|
|
|
-
|
|
|
+
|
|
|
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
|
|
|
|
|
|
vec4 tcolor = texture2D( texture, vUv );
|
|
|
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
|
|
|
-
|
|
|
+
|
|
|
gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
|
|
|
|
|
|
}
|
|
|
|
|
|
</script>
|
|
|
-
|
|
|
-
|
|
|
+
|
|
|
+
|
|
|
<script type="text/javascript">
|
|
|
-
|
|
|
+
|
|
|
var renderer, scene, camera, stats;
|
|
|
|
|
|
var sphere, uniforms, attributes;
|
|
|
|
|
|
+ var noise = [];
|
|
|
+
|
|
|
var WIDTH = window.innerWidth,
|
|
|
- HEIGHT = window.innerHeight;
|
|
|
-
|
|
|
+ HEIGHT = window.innerHeight;
|
|
|
+
|
|
|
init();
|
|
|
animate();
|
|
|
|
|
@@ -98,17 +100,17 @@
|
|
|
|
|
|
camera = new THREE.Camera( 30, WIDTH / HEIGHT, 1, 10000 );
|
|
|
camera.position.z = 300;
|
|
|
-
|
|
|
- scene = new THREE.Scene();
|
|
|
-
|
|
|
+
|
|
|
+ scene = new THREE.Scene();
|
|
|
+
|
|
|
attributes = {
|
|
|
|
|
|
displacement: { type: 'f', value: [] }
|
|
|
|
|
|
};
|
|
|
-
|
|
|
+
|
|
|
uniforms = {
|
|
|
-
|
|
|
+
|
|
|
amplitude: { type: "f", value: 1.0 },
|
|
|
color: { type: "c", value: new THREE.Color( 0xff2200 ) },
|
|
|
texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) },
|
|
@@ -118,47 +120,54 @@
|
|
|
uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
|
|
|
|
|
|
var shaderMaterial = new THREE.MeshShaderMaterial( {
|
|
|
-
|
|
|
+
|
|
|
uniforms: uniforms,
|
|
|
attributes: attributes,
|
|
|
vertexShader: document.getElementById( 'vertexshader' ).textContent,
|
|
|
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent
|
|
|
+ fragmentShader: document.getElementById( 'fragmentshader' ).textContent
|
|
|
|
|
|
});
|
|
|
-
|
|
|
-
|
|
|
+
|
|
|
+
|
|
|
var radius = 50, segments = 128, rings = 64;
|
|
|
var geometry = new THREE.SphereGeometry( radius, segments, rings );
|
|
|
-
|
|
|
+
|
|
|
sphere = new THREE.Mesh( geometry, shaderMaterial );
|
|
|
sphere.dynamic = true;
|
|
|
|
|
|
var vertices = sphere.geometry.vertices;
|
|
|
var values = attributes.displacement.value;
|
|
|
|
|
|
+
|
|
|
for( var v = 0; v < vertices.length; v++ ) {
|
|
|
|
|
|
- values[ v ] = Math.random() * 5;
|
|
|
+ values[ v ] = 0;
|
|
|
+ noise[ v ] = Math.random() * 5;
|
|
|
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
scene.addChild( sphere );
|
|
|
-
|
|
|
+
|
|
|
renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1 } );
|
|
|
renderer.setSize( WIDTH, HEIGHT );
|
|
|
-
|
|
|
+
|
|
|
var container = document.getElementById( 'container' );
|
|
|
container.appendChild( renderer.domElement );
|
|
|
-
|
|
|
+
|
|
|
stats = new Stats();
|
|
|
stats.domElement.style.position = 'absolute';
|
|
|
stats.domElement.style.top = '0px';
|
|
|
container.appendChild( stats.domElement );
|
|
|
-
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function cap( x, a, b ) {
|
|
|
+
|
|
|
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
var i, value;
|
|
|
-
|
|
|
+
|
|
|
function animate() {
|
|
|
|
|
|
requestAnimationFrame( animate );
|
|
@@ -169,19 +178,22 @@
|
|
|
}
|
|
|
|
|
|
function render() {
|
|
|
-
|
|
|
- sphere.rotation.y += 0.01;
|
|
|
- sphere.rotation.z += 0.01;
|
|
|
-
|
|
|
+
|
|
|
+ var time = new Date().getTime() * 0.01;
|
|
|
+
|
|
|
+ sphere.rotation.y = 0.01 * time;
|
|
|
+ sphere.rotation.z = 0.01 * time;
|
|
|
+
|
|
|
uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
|
|
|
THREE.ColorUtils.adjustHSV( uniforms.color.value, 0.0005, 0, 0 );
|
|
|
-
|
|
|
+
|
|
|
for( i = 0; i < attributes.displacement.value.length; i++ ) {
|
|
|
|
|
|
- value = attributes.displacement.value[ i ];
|
|
|
- value[ i ] += 0.5 * ( 0.5 - Math.random() );
|
|
|
- if ( value[ i ] < -5 ) value[ i ] = -5;
|
|
|
- if ( value[ i ] > 5 ) value[ i ] = 5;
|
|
|
+ attributes.displacement.value[ i ] = Math.sin( 0.1*i + time );
|
|
|
+
|
|
|
+ noise[ i ] += 0.5 * ( 0.5 - Math.random() );
|
|
|
+ noise[ i ] = cap( noise[ i ], -5, 5 );
|
|
|
+ attributes.displacement.value[ i ] += noise[ i ];
|
|
|
|
|
|
}
|
|
|
attributes.displacement.needsUpdate = true;
|