webgl_shader2.html 6.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - shaders [custom]</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #050505;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: #ffffff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info"><a href="http://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>
  31. <script src="../build/three.js"></script>
  32. <script src="js/WebGL.js"></script>
  33. <script src="js/libs/stats.min.js"></script>
  34. <script id="fragment_shader4" type="x-shader/x-fragment">
  35. uniform float time;
  36. varying vec2 vUv;
  37. void main( void ) {
  38. vec2 position = - 1.0 + 2.0 * vUv;
  39. float red = abs( sin( position.x * position.y + time / 5.0 ) );
  40. float green = abs( sin( position.x * position.y + time / 4.0 ) );
  41. float blue = abs( sin( position.x * position.y + time / 3.0 ) );
  42. gl_FragColor = vec4( red, green, blue, 1.0 );
  43. }
  44. </script>
  45. <script id="fragment_shader3" type="x-shader/x-fragment">
  46. uniform float time;
  47. varying vec2 vUv;
  48. void main( void ) {
  49. vec2 position = vUv;
  50. float color = 0.0;
  51. color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
  52. color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
  53. color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
  54. color *= sin( time / 10.0 ) * 0.5;
  55. gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
  56. }
  57. </script>
  58. <script id="fragment_shader2" type="x-shader/x-fragment">
  59. uniform float time;
  60. uniform sampler2D texture;
  61. varying vec2 vUv;
  62. void main( void ) {
  63. vec2 position = - 1.0 + 2.0 * vUv;
  64. float a = atan( position.y, position.x );
  65. float r = sqrt( dot( position, position ) );
  66. vec2 uv;
  67. uv.x = cos( a ) / r;
  68. uv.y = sin( a ) / r;
  69. uv /= 10.0;
  70. uv += time * 0.05;
  71. vec3 color = texture2D( texture, uv ).rgb;
  72. gl_FragColor = vec4( color * r * 1.5, 1.0 );
  73. }
  74. </script>
  75. <script id="fragment_shader1" type="x-shader/x-fragment">
  76. uniform float time;
  77. varying vec2 vUv;
  78. void main(void) {
  79. vec2 p = - 1.0 + 2.0 * vUv;
  80. float a = time * 40.0;
  81. float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
  82. e = 400.0 * ( p.x * 0.5 + 0.5 );
  83. f = 400.0 * ( p.y * 0.5 + 0.5 );
  84. i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
  85. d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
  86. r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
  87. q = f / r;
  88. e = ( r * cos( q ) ) - a / 2.0;
  89. f = ( r * sin( q ) ) - a / 2.0;
  90. d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
  91. h = ( ( f + d ) + a / 2.0 ) * g;
  92. i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
  93. h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
  94. h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
  95. 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 );
  96. i = mod( i / 5.6, 256.0 ) / 64.0;
  97. if ( i < 0.0 ) i += 4.0;
  98. if ( i >= 2.0 ) i = 4.0 - i;
  99. d = r / 350.0;
  100. d += sin( d * d * 8.0 ) * 0.52;
  101. f = ( sin( a * g ) + 1.0 ) / 2.0;
  102. 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 );
  103. }
  104. </script>
  105. <script id="vertexShader" type="x-shader/x-vertex">
  106. varying vec2 vUv;
  107. void main()
  108. {
  109. vUv = uv;
  110. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  111. gl_Position = projectionMatrix * mvPosition;
  112. }
  113. </script>
  114. <script>
  115. if ( WEBGL.isWebGLAvailable() === false ) {
  116. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  117. }
  118. var container, stats;
  119. var camera, scene, renderer, clock;
  120. var uniforms1, uniforms2;
  121. init();
  122. animate();
  123. function init() {
  124. container = document.getElementById( 'container' );
  125. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
  126. camera.position.z = 4;
  127. scene = new THREE.Scene();
  128. clock = new THREE.Clock();
  129. var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
  130. uniforms1 = {
  131. time: { value: 1.0 }
  132. };
  133. uniforms2 = {
  134. time: { value: 1.0 },
  135. texture: { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
  136. };
  137. uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
  138. var params = [
  139. [ 'fragment_shader1', uniforms1 ],
  140. [ 'fragment_shader2', uniforms2 ],
  141. [ 'fragment_shader3', uniforms1 ],
  142. [ 'fragment_shader4', uniforms1 ]
  143. ];
  144. for ( var i = 0; i < params.length; i ++ ) {
  145. var material = new THREE.ShaderMaterial( {
  146. uniforms: params[ i ][ 1 ],
  147. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  148. fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
  149. } );
  150. var mesh = new THREE.Mesh( geometry, material );
  151. mesh.position.x = i - ( params.length - 1 ) / 2;
  152. mesh.position.y = i % 2 - 0.5;
  153. scene.add( mesh );
  154. }
  155. renderer = new THREE.WebGLRenderer();
  156. renderer.setPixelRatio( window.devicePixelRatio );
  157. container.appendChild( renderer.domElement );
  158. stats = new Stats();
  159. container.appendChild( stats.dom );
  160. onWindowResize();
  161. window.addEventListener( 'resize', onWindowResize, false );
  162. }
  163. function onWindowResize() {
  164. camera.aspect = window.innerWidth / window.innerHeight;
  165. camera.updateProjectionMatrix();
  166. renderer.setSize( window.innerWidth, window.innerHeight );
  167. }
  168. //
  169. function animate() {
  170. requestAnimationFrame( animate );
  171. render();
  172. stats.update();
  173. }
  174. function render() {
  175. var delta = clock.getDelta();
  176. uniforms1.time.value += delta * 5;
  177. uniforms2.time.value = clock.elapsedTime;
  178. for ( var i = 0; i < scene.children.length; i ++ ) {
  179. var object = scene.children[ i ];
  180. object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
  181. object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
  182. }
  183. renderer.render( scene, camera );
  184. }
  185. </script>
  186. </body>
  187. </html>