Jelajahi Sumber

Examples: Removed webgl_shader2.

Mr.doob 2 tahun lalu
induk
melakukan
e289dcecc0
3 mengubah file dengan 0 tambahan dan 267 penghapusan
  1. 0 1
      examples/files.json
  2. TEMPAT SAMPAH
      examples/screenshots/webgl_shader2.jpg
  3. 0 266
      examples/webgl_shader2.html

+ 0 - 1
examples/files.json

@@ -207,7 +207,6 @@
 		"webgl_rtt",
 		"webgl_shader",
 		"webgl_shader_lava",
-		"webgl_shader2",
 		"webgl_shaders_ocean",
 		"webgl_shaders_sky",
 		"webgl_shaders_tonemapping",

TEMPAT SAMPAH
examples/screenshots/webgl_shader2.jpg


+ 0 - 266
examples/webgl_shader2.html

@@ -1,266 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js webgl - materials - shaders [custom]</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-	</head>
-	<body>
-
-		<div id="container"></div>
-		<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>
-
-		<script id="fragment_shader4" type="x-shader/x-fragment">
-
-			uniform float time;
-
-			varying vec2 vUv;
-
-			void main( void ) {
-
-				vec2 position = - 1.0 + 2.0 * vUv;
-
-				float red = abs( sin( position.x * position.y + time / 5.0 ) );
-				float green = abs( sin( position.x * position.y + time / 4.0 ) );
-				float blue = abs( sin( position.x * position.y + time / 3.0 ) );
-				gl_FragColor = vec4( red, green, blue, 1.0 );
-
-			}
-
-		</script>
-
-		<script id="fragment_shader3" type="x-shader/x-fragment">
-
-			uniform float time;
-
-			varying vec2 vUv;
-
-			void main( void ) {
-
-				vec2 position = vUv;
-
-				float color = 0.0;
-				color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
-				color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
-				color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
-				color *= sin( time / 10.0 ) * 0.5;
-
-				gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
-
-			}
-
-		</script>
-
-		<script id="fragment_shader2" type="x-shader/x-fragment">
-
-			uniform float time;
-
-			uniform sampler2D colorTexture;
-
-			varying vec2 vUv;
-
-			void main( void ) {
-
-				vec2 position = - 1.0 + 2.0 * vUv;
-
-				float a = atan( position.y, position.x );
-				float r = sqrt( dot( position, position ) );
-
-				vec2 uv;
-				uv.x = cos( a ) / r;
-				uv.y = sin( a ) / r;
-				uv /= 10.0;
-				uv += time * 0.05;
-
-				vec3 color = texture2D( colorTexture, uv ).rgb;
-
-				gl_FragColor = vec4( color * r * 1.5, 1.0 );
-
-			}
-		</script>
-
-		<script id="fragment_shader1" type="x-shader/x-fragment">
-
-			uniform float time;
-
-			varying vec2 vUv;
-
-			void main(void) {
-
-				vec2 p = - 1.0 + 2.0 * vUv;
-				float a = time * 40.0;
-				float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
-
-				e = 400.0 * ( p.x * 0.5 + 0.5 );
-				f = 400.0 * ( p.y * 0.5 + 0.5 );
-				i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
-				d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
-				r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
-				q = f / r;
-				e = ( r * cos( q ) ) - a / 2.0;
-				f = ( r * sin( q ) ) - a / 2.0;
-				d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
-				h = ( ( f + d ) + a / 2.0 ) * g;
-				i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
-				h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
-				h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
-				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 );
-				i = mod( i / 5.6, 256.0 ) / 64.0;
-				if ( i < 0.0 ) i += 4.0;
-				if ( i >= 2.0 ) i = 4.0 - i;
-				d = r / 350.0;
-				d += sin( d * d * 8.0 ) * 0.52;
-				f = ( sin( a * g ) + 1.0 ) / 2.0;
-				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 );
-
-			}
-
-		</script>
-
-		<script id="vertexShader" type="x-shader/x-vertex">
-
-			varying vec2 vUv;
-
-			void main()
-			{
-				vUv = uv;
-				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
-				gl_Position = projectionMatrix * mvPosition;
-			}
-
-		</script>
-
-		<!-- Import maps polyfill -->
-		<!-- Remove this when import maps will be widely supported -->
-		<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
-
-		<script type="importmap">
-			{
-				"imports": {
-					"three": "../build/three.module.js",
-					"three/addons/": "./jsm/"
-				}
-			}
-		</script>
-
-		<script type="module">
-
-			import * as THREE from 'three';
-
-			import Stats from 'three/addons/libs/stats.module.js';
-
-			let stats;
-
-			let camera, scene, renderer, clock;
-
-			let uniforms1, uniforms2;
-
-			init();
-			animate();
-
-			function init() {
-
-				const container = document.getElementById( 'container' );
-
-				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
-				camera.position.z = 4;
-
-				scene = new THREE.Scene();
-
-				clock = new THREE.Clock();
-
-				const geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
-
-				uniforms1 = {
-					'time': { value: 1.0 }
-				};
-
-				uniforms2 = {
-					'time': { value: 1.0 },
-					'colorTexture': { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
-				};
-
-				uniforms2[ 'colorTexture' ].value.wrapS = uniforms2[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
-
-				const params = [
-					[ 'fragment_shader1', uniforms1 ],
-					[ 'fragment_shader2', uniforms2 ],
-					[ 'fragment_shader3', uniforms1 ],
-					[ 'fragment_shader4', uniforms1 ]
-				];
-
-				for ( let i = 0; i < params.length; i ++ ) {
-
-					const material = new THREE.ShaderMaterial( {
-
-						uniforms: params[ i ][ 1 ],
-						vertexShader: document.getElementById( 'vertexShader' ).textContent,
-						fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
-
-					} );
-
-					const mesh = new THREE.Mesh( geometry, material );
-					mesh.position.x = i - ( params.length - 1 ) / 2;
-					mesh.position.y = i % 2 - 0.5;
-					scene.add( mesh );
-
-				}
-
-				renderer = new THREE.WebGLRenderer();
-				renderer.setPixelRatio( window.devicePixelRatio );
-				container.appendChild( renderer.domElement );
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				onWindowResize();
-
-				window.addEventListener( 'resize', onWindowResize );
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				render();
-				stats.update();
-
-			}
-
-			function render() {
-
-				const delta = clock.getDelta();
-
-				uniforms1[ 'time' ].value += delta * 5;
-				uniforms2[ 'time' ].value = clock.elapsedTime;
-
-				for ( let i = 0; i < scene.children.length; i ++ ) {
-
-					const object = scene.children[ i ];
-
-					object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
-					object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
-
-				}
-
-				renderer.render( scene, camera );
-
-			}
-
-		</script>
-
-	</body>
-</html>