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. #oldie a { color:#da0 }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" 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>
  32. <script src="../build/three.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script id="fragment_shader4" type="x-shader/x-fragment">
  36. uniform float time;
  37. uniform vec2 resolution;
  38. varying vec2 vUv;
  39. void main( void ) {
  40. vec2 position = -1.0 + 2.0 * vUv;
  41. float red = abs( sin( position.x * position.y + time / 5.0 ) );
  42. float green = abs( sin( position.x * position.y + time / 4.0 ) );
  43. float blue = abs( sin( position.x * position.y + time / 3.0 ) );
  44. gl_FragColor = vec4( red, green, blue, 1.0 );
  45. }
  46. </script>
  47. <script id="fragment_shader3" type="x-shader/x-fragment">
  48. uniform float time;
  49. uniform vec2 resolution;
  50. varying vec2 vUv;
  51. void main( void ) {
  52. vec2 position = vUv;
  53. float color = 0.0;
  54. color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
  55. color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
  56. color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
  57. color *= sin( time / 10.0 ) * 0.5;
  58. gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
  59. }
  60. </script>
  61. <script id="fragment_shader2" type="x-shader/x-fragment">
  62. uniform float time;
  63. uniform vec2 resolution;
  64. uniform sampler2D texture;
  65. varying vec2 vUv;
  66. void main( void ) {
  67. vec2 position = -1.0 + 2.0 * vUv;
  68. float a = atan( position.y, position.x );
  69. float r = sqrt( dot( position, position ) );
  70. vec2 uv;
  71. uv.x = cos( a ) / r;
  72. uv.y = sin( a ) / r;
  73. uv /= 10.0;
  74. uv += time * 0.05;
  75. vec3 color = texture2D( texture, uv ).rgb;
  76. gl_FragColor = vec4( color * r * 1.5, 1.0 );
  77. }
  78. </script>
  79. <script id="fragment_shader1" type="x-shader/x-fragment">
  80. uniform vec2 resolution;
  81. uniform float time;
  82. varying vec2 vUv;
  83. void main(void)
  84. {
  85. vec2 p = -1.0 + 2.0 * vUv;
  86. float a = time*40.0;
  87. float d,e,f,g=1.0/40.0,h,i,r,q;
  88. e=400.0*(p.x*0.5+0.5);
  89. f=400.0*(p.y*0.5+0.5);
  90. i=200.0+sin(e*g+a/150.0)*20.0;
  91. d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
  92. r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
  93. q=f/r;
  94. e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
  95. d=sin(e*g)*176.0+sin(e*g)*164.0+r;
  96. h=((f+d)+a/2.0)*g;
  97. i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
  98. h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
  99. h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
  100. 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);
  101. i=mod(i/5.6,256.0)/64.0;
  102. if(i<0.0) i+=4.0;
  103. if(i>=2.0) i=4.0-i;
  104. d=r/350.0;
  105. d+=sin(d*d*8.0)*0.52;
  106. f=(sin(a*g)+1.0)/2.0;
  107. 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);
  108. }
  109. </script>
  110. <script id="vertexShader" type="x-shader/x-vertex">
  111. varying vec2 vUv;
  112. void main()
  113. {
  114. vUv = uv;
  115. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  116. gl_Position = projectionMatrix * mvPosition;
  117. }
  118. </script>
  119. <script>
  120. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  121. var container, stats;
  122. var camera, scene, renderer;
  123. var uniforms1, uniforms2;
  124. var clock = new THREE.Clock();
  125. init();
  126. animate();
  127. function init() {
  128. container = document.getElementById( 'container' );
  129. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
  130. camera.position.z = 4;
  131. scene = new THREE.Scene();
  132. var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
  133. uniforms1 = {
  134. time: { value: 1.0 },
  135. resolution: { value: new THREE.Vector2() }
  136. };
  137. uniforms2 = {
  138. time: { value: 1.0 },
  139. resolution: { value: new THREE.Vector2() },
  140. texture: { value: new THREE.TextureLoader().load( "textures/disturb.jpg" ) }
  141. };
  142. uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
  143. var params = [
  144. [ 'fragment_shader1', uniforms1 ],
  145. [ 'fragment_shader2', uniforms2 ],
  146. [ 'fragment_shader3', uniforms1 ],
  147. [ 'fragment_shader4', uniforms1 ]
  148. ];
  149. for( var i = 0; i < params.length; i++ ) {
  150. var material = new THREE.ShaderMaterial( {
  151. uniforms: params[ i ][ 1 ],
  152. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  153. fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
  154. } );
  155. var mesh = new THREE.Mesh( geometry, material );
  156. mesh.position.x = i - ( params.length - 1 ) / 2;
  157. mesh.position.y = i % 2 - 0.5;
  158. scene.add( mesh );
  159. }
  160. renderer = new THREE.WebGLRenderer();
  161. renderer.setPixelRatio( window.devicePixelRatio );
  162. container.appendChild( renderer.domElement );
  163. stats = new Stats();
  164. container.appendChild( stats.dom );
  165. onWindowResize();
  166. window.addEventListener( 'resize', onWindowResize, false );
  167. }
  168. function onWindowResize( event ) {
  169. uniforms1.resolution.value.x = window.innerWidth;
  170. uniforms1.resolution.value.y = window.innerHeight;
  171. uniforms2.resolution.value.x = window.innerWidth;
  172. uniforms2.resolution.value.y = window.innerHeight;
  173. camera.aspect = window.innerWidth / window.innerHeight;
  174. camera.updateProjectionMatrix();
  175. renderer.setSize( window.innerWidth, window.innerHeight );
  176. }
  177. //
  178. function animate() {
  179. requestAnimationFrame( animate );
  180. render();
  181. stats.update();
  182. }
  183. function render() {
  184. var delta = clock.getDelta();
  185. uniforms1.time.value += delta * 5;
  186. uniforms2.time.value = clock.elapsedTime;
  187. for ( var i = 0; i < scene.children.length; i ++ ) {
  188. var object = scene.children[ i ];
  189. object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
  190. object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
  191. }
  192. renderer.render( scene, camera );
  193. }
  194. </script>
  195. </body>
  196. </html>