webgl_shader_lava.html 10 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - shaders [lava]</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #ffffff;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #ffffff;
  24. }
  25. #oldie a { color:#da0 }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div>
  31. <script type="text/javascript" src="../build/Three.js"></script>
  32. <script type="text/javascript" src="js/Detector.js"></script>
  33. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  34. <script type="text/javascript" src="js/Stats.js"></script>
  35. <script id="fragmentShader" type="x-shader/x-fragment">
  36. uniform float time;
  37. uniform vec2 resolution;
  38. uniform float fogDensity;
  39. uniform vec3 fogColor;
  40. uniform sampler2D texture1;
  41. uniform sampler2D texture2;
  42. varying vec2 vUv;
  43. void main( void ) {
  44. vec2 position = -1.0 + 2.0 * vUv;
  45. vec4 noise = texture2D( texture1, vUv );
  46. vec2 T1 = vUv + vec2( 1.5, -1.5 ) * time *0.02;
  47. vec2 T2 = vUv + vec2( -0.5, 2.0 ) * time * 0.01;
  48. T1.x += noise.x * 2.0;
  49. T1.y += noise.y * 2.0;
  50. T2.x -= noise.y * 0.2;
  51. T2.y += noise.z * 0.2;
  52. float p = texture2D( texture1, T1 * 2.0 ).a;
  53. vec4 color = texture2D( texture2, T2 * 2.0 );
  54. vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
  55. if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
  56. if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; }
  57. if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; }
  58. gl_FragColor = temp;
  59. float depth = gl_FragCoord.z / gl_FragCoord.w;
  60. const float LOG2 = 1.442695;
  61. float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
  62. fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
  63. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  64. }
  65. </script>
  66. <script id="vertexShader" type="x-shader/x-vertex">
  67. uniform vec2 uvScale;
  68. varying vec2 vUv;
  69. void main()
  70. {
  71. vUv = uvScale * uv;
  72. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  73. gl_Position = projectionMatrix * mvPosition;
  74. }
  75. </script>
  76. <script type="text/javascript">
  77. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  78. var container, stats;
  79. var start_time;
  80. var camera, scene, renderer;
  81. var uniforms, material, mesh;
  82. var mouseX = 0, mouseY = 0,
  83. lat = 0, lon = 0, phy = 0, theta = 0;
  84. var windowHalfX = window.innerWidth / 2;
  85. var windowHalfY = window.innerHeight / 2;
  86. var postprocessing = { enabled : true };
  87. init();
  88. animate();
  89. function init() {
  90. container = document.getElementById( 'container' );
  91. camera = new THREE.Camera( 35, windowHalfX / windowHalfY, 1, 3000 );
  92. camera.position.z = 4;
  93. scene = new THREE.Scene();
  94. start_time = new Date().getTime();
  95. uniforms = {
  96. fogDensity: { type: "f", value: 0.45 },
  97. fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  98. time: { type: "f", value: 1.0 },
  99. resolution: { type: "v2", value: new THREE.Vector2() },
  100. uvScale: { type: "v2", value: new THREE.Vector2( 3.0, 1.0 ) },
  101. texture1: { type: "t", value: 0, texture: ImageUtils.loadTexture( "textures/lava/cloud.png" ) },
  102. texture2: { type: "t", value: 1, texture: ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) }
  103. };
  104. uniforms.texture1.texture.wrapS = uniforms.texture1.texture.wrapT = THREE.Repeat;
  105. uniforms.texture2.texture.wrapS = uniforms.texture2.texture.wrapT = THREE.Repeat;
  106. var size = 0.65;
  107. material = new THREE.MeshShaderMaterial( {
  108. uniforms: uniforms,
  109. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  110. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  111. } );
  112. mesh = new THREE.Mesh( new Torus( size, 0.3, 30, 30 ), [ material /*, new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 2 } ) */ ] );
  113. mesh.position.x = 0;
  114. mesh.position.y = 0;
  115. mesh.rotation.x = 0.3;
  116. scene.addObject( mesh );
  117. renderer = new THREE.WebGLRenderer( { antialias: true } );
  118. container.appendChild( renderer.domElement );
  119. initPostprocessing();
  120. renderer.autoClear = false;
  121. stats = new Stats();
  122. stats.domElement.style.position = 'absolute';
  123. stats.domElement.style.top = '0px';
  124. //container.appendChild( stats.domElement );
  125. onWindowResize();
  126. window.addEventListener( 'resize', onWindowResize, false );
  127. }
  128. function onWindowResize( event ) {
  129. uniforms.resolution.value.x = window.innerWidth;
  130. uniforms.resolution.value.y = window.innerHeight;
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. }
  135. function initPostprocessing() {
  136. postprocessing.scene = new THREE.Scene();
  137. postprocessing.camera = new THREE.Camera();
  138. postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  139. postprocessing.camera.position.z = 100;
  140. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  141. postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  142. postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
  143. postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
  144. var screen_shader = ShaderUtils.lib["screen"];
  145. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  146. screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
  147. screen_uniforms["opacity"].value = 1.0;
  148. postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
  149. uniforms: screen_uniforms,
  150. vertexShader: screen_shader.vertexShader,
  151. fragmentShader: screen_shader.fragmentShader,
  152. blending: THREE.AdditiveBlending,
  153. transparent: true
  154. } );
  155. var convolution_shader = ShaderUtils.lib["convolution"];
  156. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  157. postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  158. postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
  159. convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
  160. convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
  161. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  162. postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
  163. uniforms: convolution_uniforms,
  164. vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
  165. fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
  166. } );
  167. var film_shader = ShaderUtils.lib["film"];
  168. var film_uniforms = Uniforms.clone( film_shader.uniforms );
  169. film_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
  170. postprocessing.materialFilm = new THREE.MeshShaderMaterial( { uniforms: film_uniforms, vertexShader: film_shader.vertexShader, fragmentShader: film_shader.fragmentShader } );
  171. postprocessing.materialFilm.uniforms.grayscale.value = 0;
  172. postprocessing.materialFilm.uniforms.nIntensity.value = 0.35;
  173. postprocessing.materialFilm.uniforms.sIntensity.value = 0.95;
  174. postprocessing.materialFilm.uniforms.sCount.value = 2048;
  175. postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
  176. postprocessing.quad.position.z = -500;
  177. postprocessing.scene.addObject( postprocessing.quad );
  178. }
  179. //
  180. function animate() {
  181. requestAnimationFrame( animate );
  182. render();
  183. stats.update();
  184. }
  185. function render() {
  186. uniforms.time.value += 0.02;
  187. mesh.rotation.y += 0.00125;
  188. mesh.rotation.x += 0.005;
  189. if ( postprocessing.enabled ) {
  190. renderer.clear();
  191. // Render scene into texture
  192. renderer.render( scene, camera, postprocessing.rtTexture1, true );
  193. // Render quad with blured scene into texture (convolution pass 1)
  194. postprocessing.quad.materials = [ postprocessing.materialConvolution ];
  195. postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
  196. postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
  197. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
  198. // Render quad with blured scene into texture (convolution pass 2)
  199. postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
  200. postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
  201. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
  202. // Render original scene with superimposed blur to texture
  203. postprocessing.quad.materials = [ postprocessing.materialScreen ];
  204. postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
  205. postprocessing.materialScreen.uniforms.opacity.value = 1.25;
  206. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
  207. // Render to screen
  208. postprocessing.materialFilm.uniforms.time.value += 0.01;
  209. postprocessing.quad.materials = [ postprocessing.materialFilm ];
  210. postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
  211. renderer.render( postprocessing.scene, postprocessing.camera );
  212. } else {
  213. renderer.clear();
  214. renderer.render( scene, camera );
  215. }
  216. }
  217. </script>
  218. </body>
  219. </html>