|
@@ -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>
|