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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - materials - shaders [custom]</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #ffffff;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- font-weight: bold;
- background-color: #050505;
- 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://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>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.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">
- 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="vertexShader" 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>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer;
- var uniforms1, uniforms2;
- var clock = new THREE.Clock();
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
- camera.position.z = 4;
- scene = new THREE.Scene();
- var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
- uniforms1 = {
- time: { value: 1.0 },
- resolution: { value: new THREE.Vector2() }
- };
- uniforms2 = {
- time: { value: 1.0 },
- resolution: { value: new THREE.Vector2() },
- texture: { value: new THREE.TextureLoader().load( "textures/disturb.jpg" ) }
- };
- uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
- var params = [
- [ 'fragment_shader1', uniforms1 ],
- [ 'fragment_shader2', uniforms2 ],
- [ 'fragment_shader3', uniforms1 ],
- [ 'fragment_shader4', uniforms1 ]
- ];
- for( var i = 0; i < params.length; i++ ) {
- var material = new THREE.ShaderMaterial( {
- uniforms: params[ i ][ 1 ],
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
- } );
- var mesh = new THREE.Mesh( geometry, material );
- mesh.position.x = i - ( params.length - 1 ) / 2;
- mesh.position.y = i % 2 - 0.5;
- scene.add( mesh );
- }
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- 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;
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var delta = clock.getDelta();
- uniforms1.time.value += delta * 5;
- uniforms2.time.value = clock.elapsedTime;
- for ( var i = 0; i < scene.children.length; i ++ ) {
- var object = scene.children[ i ];
- object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
- object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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