123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337 |
- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js webgl - materials - shaders [lava]</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;
- }
- #oldie a { color:#da0 }
- </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 lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div>
- <script type="text/javascript" src="../build/Three.js"></script>
- <script type="text/javascript" src="js/Detector.js"></script>
- <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
- <script type="text/javascript" src="js/Stats.js"></script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- uniform float time;
- uniform vec2 resolution;
-
- uniform float fogDensity;
- uniform vec3 fogColor;
- uniform sampler2D texture1;
- uniform sampler2D texture2;
- varying vec2 vUv;
- void main( void ) {
- vec2 position = -1.0 + 2.0 * vUv;
- vec4 noise = texture2D( texture1, vUv );
- vec2 T1 = vUv + vec2( 1.5, -1.5 ) * time *0.02;
- vec2 T2 = vUv + vec2( -0.5, 2.0 ) * time * 0.01;
-
- T1.x += noise.x * 2.0;
- T1.y += noise.y * 2.0;
- T2.x -= noise.y * 0.2;
- T2.y += noise.z * 0.2;
-
- float p = texture2D( texture1, T1 * 2.0 ).a;
-
- vec4 color = texture2D( texture2, T2 * 2.0 );
- vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
-
- if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
- if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; }
- if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; }
-
- gl_FragColor = temp;
- float depth = gl_FragCoord.z / gl_FragCoord.w;
- const float LOG2 = 1.442695;
- float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
- fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
-
- gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
- }
- </script>
- <script id="vertexShader" type="x-shader/x-vertex">
- uniform vec2 uvScale;
- varying vec2 vUv;
- void main()
- {
- vUv = uvScale * uv;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="text/javascript">
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var start_time;
- var camera, scene, renderer;
- var uniforms, material, mesh;
- var mouseX = 0, mouseY = 0,
- lat = 0, lon = 0, phy = 0, theta = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var postprocessing = { enabled : true };
-
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.Camera( 35, windowHalfX / windowHalfY, 1, 3000 );
- camera.position.z = 4;
- scene = new THREE.Scene();
- start_time = new Date().getTime();
- uniforms = {
-
- fogDensity: { type: "f", value: 0.45 },
- fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
- time: { type: "f", value: 1.0 },
- resolution: { type: "v2", value: new THREE.Vector2() },
- uvScale: { type: "v2", value: new THREE.Vector2( 3.0, 1.0 ) },
- texture1: { type: "t", value: 0, texture: ImageUtils.loadTexture( "textures/lava/cloud.png" ) },
- texture2: { type: "t", value: 1, texture: ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) }
- };
- uniforms.texture1.texture.wrapS = uniforms.texture1.texture.wrapT = THREE.Repeat;
- uniforms.texture2.texture.wrapS = uniforms.texture2.texture.wrapT = THREE.Repeat;
- var size = 0.65;
- material = new THREE.MeshShaderMaterial( {
- uniforms: uniforms,
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent
- } );
- mesh = new THREE.Mesh( new Torus( size, 0.3, 30, 30 ), [ material /*, new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 2 } ) */ ] );
- mesh.position.x = 0;
- mesh.position.y = 0;
- mesh.rotation.x = 0.3;
- scene.addObject( mesh );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- container.appendChild( renderer.domElement );
- initPostprocessing();
- renderer.autoClear = false;
- 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 ) {
- uniforms.resolution.value.x = window.innerWidth;
- uniforms.resolution.value.y = window.innerHeight;
- renderer.setSize( window.innerWidth, window.innerHeight );
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- }
- function initPostprocessing() {
- postprocessing.scene = new THREE.Scene();
- postprocessing.camera = new THREE.Camera();
- postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
- postprocessing.camera.position.z = 100;
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
- postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
- postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
- var screen_shader = ShaderUtils.lib["screen"];
- var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
- screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
- screen_uniforms["opacity"].value = 1.0;
- postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
- uniforms: screen_uniforms,
- vertexShader: screen_shader.vertexShader,
- fragmentShader: screen_shader.fragmentShader,
- blending: THREE.AdditiveBlending,
- transparent: true
- } );
- var convolution_shader = ShaderUtils.lib["convolution"];
- var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
- postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
- postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
- convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
- convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
- convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
- postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
- uniforms: convolution_uniforms,
- vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
- fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
- } );
- var film_shader = ShaderUtils.lib["film"];
- var film_uniforms = Uniforms.clone( film_shader.uniforms );
-
- film_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
-
- postprocessing.materialFilm = new THREE.MeshShaderMaterial( { uniforms: film_uniforms, vertexShader: film_shader.vertexShader, fragmentShader: film_shader.fragmentShader } );
- postprocessing.materialFilm.uniforms.grayscale.value = 0;
- postprocessing.materialFilm.uniforms.nIntensity.value = 0.35;
- postprocessing.materialFilm.uniforms.sIntensity.value = 0.95;
- postprocessing.materialFilm.uniforms.sCount.value = 2048;
- postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
- postprocessing.quad.position.z = -500;
- postprocessing.scene.addObject( postprocessing.quad );
- }
-
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- uniforms.time.value += 0.02;
- mesh.rotation.y += 0.00125;
- mesh.rotation.x += 0.005;
- if ( postprocessing.enabled ) {
- renderer.clear();
- // Render scene into texture
- renderer.render( scene, camera, postprocessing.rtTexture1, true );
- // Render quad with blured scene into texture (convolution pass 1)
- postprocessing.quad.materials = [ postprocessing.materialConvolution ];
- postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
- postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
- // Render quad with blured scene into texture (convolution pass 2)
- postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
- postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
- // Render original scene with superimposed blur to texture
- postprocessing.quad.materials = [ postprocessing.materialScreen ];
- postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
- postprocessing.materialScreen.uniforms.opacity.value = 1.25;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
- // Render to screen
- postprocessing.materialFilm.uniforms.time.value += 0.01;
- postprocessing.quad.materials = [ postprocessing.materialFilm ];
- postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
- renderer.render( postprocessing.scene, postprocessing.camera );
- } else {
- renderer.clear();
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
|