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How to use 2d shaders as procedural animated textures.

Still some bug with textured one :(
alteredq 14 years ago
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fb63495caf
1 changed files with 280 additions and 0 deletions
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      examples/shader2.html

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examples/shader2.html

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+<!DOCTYPE HTML>
+<html lang="en">
+	<head>
+		<title>three.js - shader materials</title>
+		<meta charset="utf-8">
+		<style type="text/css">
+			body {
+				color: #ffffff;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+				font-weight: bold;
+
+				background-color: #000000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+
+			a {
+
+				color: #ffffff;
+			}
+
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div> 
+		<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div> 
+
+		<script type="text/javascript" src="js/Stats.js"></script>
+
+		<script type="text/javascript" src="../build/ThreeExtras.js"></script>
+
+
+		<script id="fragment_shader4" type="x-shader/x-fragment">
+
+			uniform float time;
+			uniform vec2 resolution;
+
+			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;
+			uniform vec2 resolution;
+			
+			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 vec2 resolution;
+
+			uniform sampler2D texture;
+			
+			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( texture, uv ).rgb;
+
+				gl_FragColor = vec4( color * r * 1.5, 1.0 );
+
+			}
+		</script>
+
+		<script id="fragment_shader1" type="x-shader/x-fragment">
+			#ifdef GL_ES
+			precision highp float;
+			#endif
+
+			uniform vec2 resolution;
+			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(i-e,2.0)+pow(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="vertex_shader" type="x-shader/x-vertex">
+		
+			varying vec2 vUv;
+			
+			void main()
+			{
+				vUv = uv;
+				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
+				gl_Position = projectionMatrix * mvPosition;
+			}
+			
+		</script>
+
+		<script type="text/javascript">
+
+			var container, stats;
+
+			var start_time;
+			
+			var camera, scene, renderer;
+
+			var uniforms1, uniforms2, material1, material2, mesh, meshes = [];
+
+			var mouseX = 0, mouseY = 0,
+			lat = 0, lon = 0, phy = 0, theta = 0;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+			init();
+			setInterval( loop, 1000 / 60 );
+
+			function init() {
+
+				container = document.getElementById( 'container' );
+
+				camera = new THREE.Camera( 40, windowHalfX / windowHalfY, 1, 3000 );
+				camera.position.z = 4;
+
+				scene = new THREE.Scene();
+
+				start_time = new Date().getTime();
+				
+				uniforms1 = {
+					time: { type: "f", value: 1.0 },
+					resolution: { type: "v2", value: new THREE.Vector2() }
+				};
+
+				uniforms2 = {
+					time: { type: "f", value: 1.0 },
+					resolution: { type: "v2", value: new THREE.Vector2() },
+					texture: { type: "t", value: 0, texture: ImageUtils.loadTexture( "textures/disturb.jpg" ) }
+				};
+
+				var size = 0.75, mlib = [], 
+					params = [ [ 'fragment_shader1', uniforms1 ],  [ 'fragment_shader2', uniforms2 ], [ 'fragment_shader3', uniforms1 ], [ 'fragment_shader4', uniforms1 ] ];
+				
+				for( var i = 0; i < params.length; i++ ) {
+				
+					material = new THREE.MeshShaderMaterial( {
+
+						uniforms: params[ i ][ 1 ],
+						vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
+						fragment_shader: document.getElementById( params[ i ][ 0 ] ).textContent
+
+						} );
+						
+					mlib[ i ] = material;
+
+					mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, [ mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ] ], false ), new THREE.MeshFaceMaterial() );
+					mesh.position.x = i - (params.length - 1)/2;
+					mesh.position.y = i % 2 - 0.5;
+					scene.addObject( mesh );
+					
+					meshes[ i ] = mesh;
+
+				}
+				
+				renderer = new THREE.WebGLRenderer();
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				onWindowResize();
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize( event ) {
+
+				uniforms1.resolution.value.x = window.innerWidth;
+				uniforms1.resolution.value.y = window.innerHeight;
+				
+				uniforms2.resolution.value.x = window.innerWidth;
+				uniforms2.resolution.value.y = window.innerHeight;
+				
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function loop() {
+
+				uniforms1.time.value += 0.05;
+				uniforms2.time.value = ( new Date().getTime() - start_time ) / 1000;
+				
+				for( var i = 0; i < meshes.length; ++i ) {
+					
+					meshes[ i ].rotation.y += 0.01 * ( i % 2 ? 1 : -1 );
+					meshes[ i ].rotation.x += 0.01 * ( i % 2 ? -1 : 1 );
+					
+				}
+
+				renderer.render( scene, camera );
+				stats.update();
+
+			}
+
+		</script>
+
+	</body>
+</html>