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+<html lang="en">
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+ <head>
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+ <title>three.js - shadertoy</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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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - WGSL/TSL Node Interoperability
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+ <br />CRT Shader adapted from <a href="https://mini.gmshaders.com/p/gm-shaders-mini-crt" target="_blank" rel="noopener"> Xor</a>.
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+ </div>
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+ <div id="container">
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+ <canvas id="c"></canvas>
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+ </div>
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+
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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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+ "three/nodes": "./jsm/nodes/Nodes.js"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import WebGPU from 'three/addons/capabilities/WebGPU.js';
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+ import WebGL from 'three/addons/capabilities/WebGL.js';
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+
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+ import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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+ import { tslFn, attribute, varyingProperty, timerLocal, uniform, wgslFn, texture, uv, clamp, float, vec2, vec3, fract, floor, MeshBasicNodeMaterial, positionGeometry, sin } from 'three/nodes';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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+ let renderer, camera, scene;
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+ const dpr = window.devicePixelRatio;
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+
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+ const crtWidthUniform = uniform( 1608 );
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+ const crtHeightUniform = uniform( 1608 );
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+
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+ const canvas = document.getElementById( 'c' );
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+
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+ function onWindowResize() {
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+
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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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+
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+ function animate() {
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ function init() {
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+
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+ if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
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+
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+ document.body.appendChild( WebGPU.getErrorMessage() );
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+
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+ throw new Error( 'No WebGPU or WebGL2 support' );
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+
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+ }
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+
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+ const vUv = varyingProperty( 'vec2', 'vUv' );
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+
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+ // In WGSL, access varying properties from the varying struct
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+ const wgslVertexShader = wgslFn( `
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+ fn crtVertex(
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+ position: vec3f,
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+ uv: vec2f
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+ ) -> vec3<f32> {
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+ varyings.vUv = uv;
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+ return position;
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+ }
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+ `, [
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+ vUv
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+ ] );
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+
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+ // Only wgsl vertex shaders take varyings arguments when defined.
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+ // For a wgsl fragment shader, pass the varyingProperty node to the
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+ // fragment shader's constructor to acess the varying value computed
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+ // by the vertex shader.
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+ const wgslFragmentShader = wgslFn( `
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+ fn crtFragment(
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+ vUv: vec2f,
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+ tex: texture_2d<f32>,
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+ texSampler: sampler,
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+ crtWidth: f32,
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+ crtHeight: f32,
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+ cellOffset: f32,
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+ cellSize: f32,
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+ borderMask: f32,
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+ time: f32,
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+ speed: f32,
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+ pulseIntensity: f32,
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+ pulseWidth: f32,
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+ pulseRate: f32
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+ ) -> vec3<f32> {
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+ // Convert uv into map of pixels
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+ var pixel = ( vUv * 0.5 + 0.5 ) * vec2<f32>(
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+ crtWidth,
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+ crtHeight
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+ );
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+ // Coordinate for each cell in the pixel map
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+ var coord = pixel / cellSize;
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+ // Three color values for each cell (r, g, b)
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+ var subcoord = coord * vec2f( 3.0, 1.0 );
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+ var offset = vec2<f32>( 0, fract( floor( coord.x ) * cellOffset ) );
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+
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+ var maskCoord = floor( coord + offset ) * cellSize;
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+
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+ var samplePoint = maskCoord / vec2<f32>(crtWidth, crtHeight);
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+ samplePoint.x += fract( time * speed / 20 );
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+
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+ var color = textureSample(
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+ tex,
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+ texSampler,
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+ samplePoint
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+ ).xyz;
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+
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+ // Current implementation does not give an even amount of space to each r, g, b unit of a cell
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+ // Fix/hack this by multiplying subCoord.x by cellSize at cellSizes below 6
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+ var ind = floor( subcoord.x ) % 3;
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+
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+ var maskColor = vec3<f32>(
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+ f32( ind == 0.0 ),
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+ f32( ind == 1.0 ),
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+ f32( ind == 2.0 )
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+ ) * 3.0;
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+
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+ var cellUV = fract( subcoord + offset ) * 2.0 - 1.0;
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+ var border: vec2<f32> = 1.0 - cellUV * cellUV * borderMask;
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+
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+ maskColor *= vec3f( clamp( border.x, 0.0, 1.0 ) * clamp( border.y, 0.0, 1.0) );
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+
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+ color *= maskColor;
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+
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+ color.r *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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+ color.b *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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+ color.g *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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+
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+ return color;
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+ }
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+ ` );
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+
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+ const textureLoader = new THREE.TextureLoader();
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+ const planetTexture = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
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+ planetTexture.wrapS = THREE.RepeatWrapping;
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+ planetTexture.wrapT = THREE.RepeatWrapping;
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+
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+ // Node Uniforms:
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+ // Passed to WGSL Functions.
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+ // Manipulated directly in TSL Functions.
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+ const cellOffsetUniform = uniform( 0.5 );
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+ const cellSizeUniform = uniform( 6 );
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+ const borderMaskUniform = uniform( 1 );
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+ const pulseIntensityUniform = uniform( 0.06 );
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+ const pulseWidthUniform = uniform( 60 );
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+ const pulseRateUniform = uniform( 20 );
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+ const wgslShaderSpeedUniform = uniform( 1.0 );
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+ const tslShaderSpeedUniform = uniform( 1.0 );
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+
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+ //
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+
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+ const wgslShaderMaterial = new MeshBasicNodeMaterial();
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+
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+ // Accessed attributes correspond to a Mesh or BufferGeometry's setAttribute() calls.
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+ wgslShaderMaterial.positionNode = wgslVertexShader( {
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+ position: attribute( 'position' ),
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+ uv: attribute( 'uv' )
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+ } );
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+
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+ wgslShaderMaterial.fragmentNode = wgslFragmentShader( {
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+ vUv: vUv,
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+ tex: texture( planetTexture ),
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+ texSampler: texture( planetTexture ),
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+ crtWidth: crtWidthUniform,
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+ crtHeight: crtHeightUniform,
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+ cellOffset: cellOffsetUniform,
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+ cellSize: cellSizeUniform,
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+ borderMask: borderMaskUniform,
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+ time: timerLocal(),
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+ speed: wgslShaderSpeedUniform,
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+ pulseIntensity: pulseIntensityUniform,
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+ pulseWidth: pulseWidthUniform,
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+ pulseRate: pulseRateUniform
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+ } );
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+
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+ //
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+
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+ const tslVertexShader = tslFn( () => {
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+
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+ vUv.assign( uv() );
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+ return positionGeometry;
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+
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+ } );
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+
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+ const tslFragmentShader = tslFn( () => {
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+
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+ const dimensions = vec2( crtWidthUniform, crtHeightUniform );
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+ const translatedUV = vUv.mul( 0.5 ).add( 0.5 );
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+ const pixel = translatedUV.mul( dimensions );
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+
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+ const coord = pixel.div( cellSizeUniform );
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+ const subCoord = coord.mul( vec2( 3.0, 1.0 ) );
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+
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+ const cellOffset = vec2(
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+ 0.0,
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+ fract( floor( coord.x ).mul( cellOffsetUniform ) )
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+ );
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+
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+ const maskCoord = floor( coord.add( cellOffset ) ).mul( cellSizeUniform );
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+ const samplePoint = maskCoord.div( dimensions );
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+ const time = timerLocal().mul( tslShaderSpeedUniform );
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+ samplePoint.x = samplePoint.x.add( fract( time.div( 20 ) ) );
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+ samplePoint.y = samplePoint.y.sub( 1.5 );
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+
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+ let color = texture( planetTexture, samplePoint );
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+
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+ const ind = floor( subCoord.x ).mod( 3 );
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+
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+ let maskColor = vec3(
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+ ind.equal( 0.0 ),
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+ ind.equal( 1.0 ),
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+ ind.equal( 2.0 )
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+ ).mul( 3.0 );
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+
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+ const subCoordOffset = fract( subCoord.add( cellOffset ) );
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+ let cellUV = subCoordOffset.mul( 2.0 );
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+ cellUV = cellUV.sub( 1.0 );
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+
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+ const border = float( 1.0 ).sub(
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+ cellUV.mul( cellUV ).mul( borderMaskUniform )
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+ );
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+
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+ const clampX = clamp( border.x, 0.0, 1.0 );
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+ const clampY = clamp( border.y, 0.0, 1.0 );
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+ const borderClamp = clampX.mul( clampY );
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+ maskColor = maskColor.mul( borderClamp );
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+
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+ color = color.mul( maskColor );
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+
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+ const pixelDampen = pixel.y.div( pulseWidthUniform );
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+ let pulse = sin( pixelDampen.add( time.mul( pulseRateUniform ) ) );
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+ pulse = pulse.mul( pulseIntensityUniform );
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+ color = color.mul( float( 1.0 ).add( pulse ) );
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+
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+ return color;
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+
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+ } );
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+
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+ const tslShaderMaterial = new MeshBasicNodeMaterial();
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+ tslShaderMaterial.positionNode = tslVertexShader();
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+ tslShaderMaterial.colorNode = tslFragmentShader();
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+
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+ camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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+ scene = new THREE.Scene();
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+
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+ const geometry = new THREE.PlaneGeometry( 2, 1 );
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+
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+ const wgslQuad = new THREE.Mesh( geometry, wgslShaderMaterial );
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+ wgslQuad.position.y += 0.5;
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+ scene.add( wgslQuad );
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+
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+ const tslQuad = new THREE.Mesh( geometry, tslShaderMaterial );
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+ tslQuad.position.y -= 0.5;
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+ scene.add( tslQuad );
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+
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+ renderer = new WebGPURenderer( { antialias: true, canvas: canvas } );
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+ renderer.setPixelRatio( dpr );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
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+ document.body.appendChild( renderer.domElement );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ const gui = new GUI();
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+
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+ gui.add( cellSizeUniform, 'value', 6, 50, 1 ).name( 'Cell Size' );
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+ gui.add( cellOffsetUniform, 'value', 0, 1, 0.1 ).name( 'Cell Offset' );
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+ gui.add( borderMaskUniform, 'value', 0, 5, 0.1 ).name( 'Border Mask' );
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+ gui.add( pulseIntensityUniform, 'value', 0, 0.5, 0.01 ).name( 'Pulse Intensity' );
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+ gui.add( pulseWidthUniform, 'value', 10, 100, 5 ).name( 'Pulse Width' );
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+ gui.add( wgslShaderSpeedUniform, 'value', 1, 10 ).name( 'WGSL Shader Speed' );
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+ gui.add( tslShaderSpeedUniform, 'value', 1, 10 ).name( 'TSL Shader Speed' );
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+
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+ }
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+
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+ init();
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+
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+ </script>
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+ </body>
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+</html>
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