webgl_materials_nodes.html 41 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>WebGL NodeMaterial</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: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Material
  31. </div>
  32. <script src="../build/three.min.js"></script>
  33. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/dat.gui.min.js"></script>
  36. <!-- NodeLibrary -->
  37. <script src="js/nodes/GLNode.js"></script>
  38. <script src="js/nodes/RawNode.js"></script>
  39. <script src="js/nodes/TempNode.js"></script>
  40. <script src="js/nodes/InputNode.js"></script>
  41. <script src="js/nodes/ConstNode.js"></script>
  42. <script src="js/nodes/FunctionNode.js"></script>
  43. <script src="js/nodes/FunctionCallNode.js"></script>
  44. <script src="js/nodes/BuilderNode.js"></script>
  45. <script src="js/nodes/NodeLib.js"></script>
  46. <script src="js/nodes/NodeMaterial.js"></script>
  47. <!-- Accessors -->
  48. <script src="js/nodes/accessors/PositionNode.js"></script>
  49. <script src="js/nodes/accessors/NormalNode.js"></script>
  50. <script src="js/nodes/accessors/UVNode.js"></script>
  51. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  52. <script src="js/nodes/accessors/ColorsNode.js"></script>
  53. <script src="js/nodes/accessors/CameraNode.js"></script>
  54. <script src="js/nodes/accessors/ReflectNode.js"></script>
  55. <script src="js/nodes/accessors/LightNode.js"></script>
  56. <!-- Inputs -->
  57. <script src="js/nodes/inputs/IntNode.js"></script>
  58. <script src="js/nodes/inputs/FloatNode.js"></script>
  59. <script src="js/nodes/inputs/ColorNode.js"></script>
  60. <script src="js/nodes/inputs/Vector2Node.js"></script>
  61. <script src="js/nodes/inputs/Vector3Node.js"></script>
  62. <script src="js/nodes/inputs/Vector4Node.js"></script>
  63. <script src="js/nodes/inputs/TextureNode.js"></script>
  64. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  65. <!-- Math -->
  66. <script src="js/nodes/math/Math1Node.js"></script>
  67. <script src="js/nodes/math/Math2Node.js"></script>
  68. <script src="js/nodes/math/Math3Node.js"></script>
  69. <script src="js/nodes/math/OperatorNode.js"></script>
  70. <!-- Utils -->
  71. <script src="js/nodes/utils/SwitchNode.js"></script>
  72. <script src="js/nodes/utils/JoinNode.js"></script>
  73. <script src="js/nodes/utils/TimerNode.js"></script>
  74. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  75. <script src="js/nodes/utils/VelocityNode.js"></script>
  76. <script src="js/nodes/utils/LuminanceNode.js"></script>
  77. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  78. <script src="js/nodes/utils/NoiseNode.js"></script>
  79. <script src="js/nodes/utils/ResolutionNode.js"></script>
  80. <!-- Phong Material -->
  81. <script src="js/nodes/materials/PhongNode.js"></script>
  82. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  83. <!-- Standard Material -->
  84. <script src="js/nodes/materials/StandardNode.js"></script>
  85. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  86. <script>
  87. var container = document.getElementById( 'container' );
  88. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  89. var teapot, mesh;
  90. var controls;
  91. var move = false;
  92. var rtTexture, rtMaterial;
  93. var gui, guiElements = [];
  94. var param = { example: 'sss' };
  95. var brick = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
  96. var grass = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
  97. var grassNormal = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big-nm.jpg' );
  98. var decalDiffuse = new THREE.TextureLoader().load( 'textures/decal/decal-diffuse.png' );
  99. decalDiffuse.wrapS = decalDiffuse.wrapT = THREE.RepeatWrapping;
  100. var cloud = new THREE.TextureLoader().load( 'textures/lava/cloud.png' );
  101. cloud.wrapS = cloud.wrapT = THREE.RepeatWrapping;
  102. var cubemap = function() {
  103. var path = "textures/cube/Park2/";
  104. var format = '.jpg';
  105. var urls = [
  106. path + 'posx' + format, path + 'negx' + format,
  107. path + 'posy' + format, path + 'negy' + format,
  108. path + 'posz' + format, path + 'negz' + format
  109. ];
  110. var textureCube = new THREE.CubeTextureLoader().load( urls );
  111. textureCube.format = THREE.RGBFormat;
  112. return textureCube;
  113. }();
  114. window.addEventListener( 'load', init );
  115. function init() {
  116. renderer = new THREE.WebGLRenderer( { antialias: true } );
  117. renderer.setPixelRatio( window.devicePixelRatio );
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. container.appendChild( renderer.domElement );
  120. scene = new THREE.Scene();
  121. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  122. camera.position.x = 50;
  123. camera.position.z = - 50;
  124. camera.position.y = 30;
  125. camera.target = new THREE.Vector3();
  126. controls = new THREE.OrbitControls( camera, renderer.domElement );
  127. controls.minDistance = 50;
  128. controls.maxDistance = 200;
  129. scene.add( new THREE.AmbientLight( 0x464646 ) );
  130. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  131. light.position.set( 1, 0.75, 0.5 );
  132. scene.add( light );
  133. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  134. light.position.set( - 1, 0.75, - 0.5 );
  135. scene.add( light );
  136. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  137. mesh = new THREE.Mesh( teapot );
  138. scene.add( mesh );
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. updateMaterial();
  141. onWindowResize();
  142. animate();
  143. }
  144. function clearGui() {
  145. if ( gui ) gui.destroy();
  146. gui = new dat.GUI();
  147. var example = gui.add( param, 'example', {
  148. 'basic / standard (PBR)': 'standard',
  149. 'basic / phong': 'phong',
  150. 'basic / layers': 'layers',
  151. 'basic / rim': 'rim',
  152. 'basic / color-adjustment': 'color-adjustment',
  153. 'adv / fresnel': 'fresnel',
  154. 'adv / saturation': 'saturation',
  155. 'adv / top-bottom': 'top-bottom',
  156. 'adv / skin': 'skin',
  157. 'adv / skin-phong': 'skin-phong',
  158. 'adv / caustic': 'caustic',
  159. 'adv / displace': 'displace',
  160. 'adv / plush': 'plush',
  161. 'adv / toon': 'toon',
  162. 'adv / camera-depth': 'camera-depth',
  163. 'adv / soft-body': 'soft-body',
  164. 'adv / wave': 'wave',
  165. 'adv / sss' : 'sss',
  166. 'misc / smoke' : 'smoke',
  167. 'misc / firefly' : 'firefly'
  168. } ).onFinishChange( function() {
  169. updateMaterial();
  170. } );
  171. gui.open();
  172. }
  173. function addGui( name, value, callback, isColor, min, max ) {
  174. var node;
  175. param[ name ] = value;
  176. if ( isColor ) {
  177. node = gui.addColor( param, name ).onChange( function() {
  178. callback( param[ name ] );
  179. } );
  180. }
  181. else if ( typeof value == 'object' ) {
  182. node = gui.add( param, name, value ).onChange( function() {
  183. callback( param[ name ] );
  184. } );
  185. }
  186. else {
  187. node = gui.add( param, name, min, max ).onChange( function() {
  188. callback( param[ name ] );
  189. } );
  190. }
  191. return node;
  192. }
  193. function updateMaterial() {
  194. move = false;
  195. if ( mesh.material ) mesh.material.dispose();
  196. var name = param.example;
  197. var mtl;
  198. clearGui();
  199. switch ( name ) {
  200. case 'phong':
  201. // MATERIAL
  202. mtl = new THREE.PhongNodeMaterial();
  203. //mtl.color = // albedo (vec3)
  204. //mtl.alpha = // opacity (float)
  205. //mtl.specular = // specular color (vec3)
  206. //mtl.shininess = // shininess (float)
  207. //mtl.normal = // normalmap (vec3)
  208. //mtl.normalScale = // normalmap scale (vec2)
  209. //mtl.emissive = // emissive color (vec3)
  210. //mtl.ambient = // ambient color (vec3)
  211. //mtl.shadow = // shadowmap (vec3)
  212. //mtl.light = // custom-light (vec3)
  213. //mtl.ao = // ambient occlusion (float)
  214. //mtl.light = // input/output light (vec3)
  215. //mtl.environment = // reflection/refraction (vec3)
  216. //mtl.environmentAlpha = // environment alpha (float)
  217. //mtl.transform = // vertex transformation (vec3)
  218. var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
  219. mtl.color = new THREE.TextureNode( grass );
  220. mtl.specular = new THREE.FloatNode( .5 );
  221. mtl.shininess = new THREE.FloatNode( 15 );
  222. mtl.environment = new THREE.CubeTextureNode( cubemap );
  223. mtl.environmentAlpha = mask;
  224. mtl.normal = new THREE.TextureNode( grassNormal );
  225. mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  226. break;
  227. case 'standard':
  228. // MATERIAL
  229. mtl = new THREE.StandardNodeMaterial();
  230. //mtl.color = // albedo (vec3)
  231. //mtl.alpha = // opacity (float)
  232. //mtl.roughness = // roughness (float)
  233. //mtl.metalness = // metalness (float)
  234. //mtl.normal = // normalmap (vec3)
  235. //mtl.normalScale = // normalmap scale (vec2)
  236. //mtl.emissive = // emissive color (vec3)
  237. //mtl.ambient = // ambient color (vec3)
  238. //mtl.shadow = // shadowmap (vec3)
  239. //mtl.light = // custom-light (vec3)
  240. //mtl.ao = // ambient occlusion (float)
  241. //mtl.environment = // reflection/refraction (vec3)
  242. //mtl.transform = // vertex transformation (vec3)
  243. var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
  244. var normalScale = new THREE.FloatNode( .3 );
  245. var roughnessA = new THREE.FloatNode( .5 );
  246. var metalnessA = new THREE.FloatNode( .5 );
  247. var roughnessB = new THREE.FloatNode( 0 );
  248. var metalnessB = new THREE.FloatNode( 1 );
  249. var roughness = new THREE.Math3Node(
  250. roughnessA,
  251. roughnessB,
  252. mask,
  253. THREE.Math3Node.MIX
  254. );
  255. var metalness = new THREE.Math3Node(
  256. metalnessA,
  257. metalnessB,
  258. mask,
  259. THREE.Math3Node.MIX
  260. );
  261. var normalMask = new THREE.OperatorNode(
  262. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  263. normalScale,
  264. THREE.OperatorNode.MUL
  265. );
  266. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  267. mtl.roughness = roughness;
  268. mtl.metalness = metalness;
  269. mtl.environment = new THREE.CubeTextureNode( cubemap );
  270. mtl.normal = new THREE.TextureNode( grassNormal );
  271. mtl.normalScale = normalMask;
  272. // GUI
  273. addGui( 'color', mtl.color.value.getHex(), function( val ) {
  274. mtl.color.value.setHex( val );
  275. }, true );
  276. addGui( 'roughnessA', roughnessA.number, function( val ) {
  277. roughnessA.number = val;
  278. }, false, 0, 1 );
  279. addGui( 'metalnessA', metalnessA.number, function( val ) {
  280. metalnessA.number = val;
  281. }, false, 0, 1 );
  282. addGui( 'roughnessB', roughnessB.number, function( val ) {
  283. roughnessB.number = val;
  284. }, false, 0, 1 );
  285. addGui( 'metalnessB', metalnessB.number, function( val ) {
  286. metalnessB.number = val;
  287. }, false, 0, 1 );
  288. addGui( 'normalScale', normalScale.number, function( val ) {
  289. normalScale.number = val;
  290. }, false, 0, 1 );
  291. break;
  292. case 'wave':
  293. // MATERIAL
  294. mtl = new THREE.PhongNodeMaterial();
  295. var time = new THREE.TimerNode();
  296. var speed = new THREE.FloatNode( 5 );
  297. var scale = new THREE.FloatNode( 1 );
  298. var worldScale = new THREE.FloatNode( .4 );
  299. var colorA = new THREE.ColorNode( 0xFFFFFF );
  300. var colorB = new THREE.ColorNode( 0x0054df );
  301. var uv = new THREE.UVNode();
  302. var timeScale = new THREE.OperatorNode(
  303. time,
  304. speed,
  305. THREE.OperatorNode.MUL
  306. );
  307. var worldScl = new THREE.OperatorNode(
  308. new THREE.PositionNode(),
  309. worldScale,
  310. THREE.OperatorNode.MUL
  311. );
  312. var posContinuous = new THREE.OperatorNode(
  313. worldScl,
  314. timeScale,
  315. THREE.OperatorNode.ADD
  316. );
  317. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  318. wave = new THREE.SwitchNode( wave, 'x' );
  319. var waveScale = new THREE.OperatorNode(
  320. wave,
  321. scale,
  322. THREE.OperatorNode.MUL
  323. );
  324. var displaceY = new THREE.JoinNode(
  325. new THREE.FloatNode(),
  326. waveScale,
  327. new THREE.FloatNode()
  328. );
  329. var displace = new THREE.OperatorNode(
  330. new THREE.NormalNode(),
  331. displaceY,
  332. THREE.OperatorNode.MUL
  333. );
  334. var blend = new THREE.OperatorNode(
  335. new THREE.PositionNode(),
  336. displaceY,
  337. THREE.OperatorNode.ADD
  338. );
  339. var color = new THREE.Math3Node(
  340. colorB,
  341. colorA,
  342. wave,
  343. THREE.Math3Node.MIX
  344. );
  345. mtl.color = color;
  346. mtl.transform = blend;
  347. // GUI
  348. addGui( 'speed', speed.number, function( val ) {
  349. speed.number = val;
  350. }, false, 0, 10 );
  351. addGui( 'scale', scale.number, function( val ) {
  352. scale.number = val;
  353. }, false, 0, 3 );
  354. addGui( 'worldScale', worldScale.number, function( val ) {
  355. worldScale.number = val;
  356. }, false, 0, 1 );
  357. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  358. colorA.value.setHex( val );
  359. }, true );
  360. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  361. colorB.value.setHex( val );
  362. }, true );
  363. addGui( 'useNormals', false, function( val ) {
  364. blend.b = val ? displace : displaceY;
  365. mtl.build();
  366. } );
  367. break;
  368. case 'rim':
  369. // MATERIAL
  370. mtl = new THREE.PhongNodeMaterial();
  371. var intensity = 1.3;
  372. var power = new THREE.FloatNode( 3 );
  373. var color = new THREE.ColorNode( 0xFFFFFF );
  374. var viewZ = new THREE.Math2Node(
  375. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  376. new THREE.Vector3Node( 0, 0, - intensity ),
  377. THREE.Math2Node.DOT
  378. );
  379. var rim = new THREE.OperatorNode(
  380. viewZ,
  381. new THREE.FloatNode( intensity ),
  382. THREE.OperatorNode.ADD
  383. );
  384. var rimPower = new THREE.Math2Node(
  385. rim,
  386. power,
  387. THREE.Math2Node.POW
  388. );
  389. var rimColor = new THREE.OperatorNode(
  390. rimPower,
  391. color,
  392. THREE.OperatorNode.MUL
  393. );
  394. mtl.color = new THREE.ColorNode( 0x111111 );
  395. mtl.emissive = rimColor;
  396. // GUI
  397. addGui( 'color', color.value.getHex(), function( val ) {
  398. color.value.setHex( val );
  399. }, true );
  400. addGui( 'intensity', intensity, function( val ) {
  401. intensity = val;
  402. viewZ.b.z = - intensity;
  403. rim.b.number = intensity;
  404. }, false, 0, 3 );
  405. addGui( 'power', power.number, function( val ) {
  406. power.number = val;
  407. }, false, 0, 6 );
  408. addGui( 'xray', false, function( val ) {
  409. if ( val ) {
  410. mtl.emissive = color;
  411. mtl.alpha = rimPower;
  412. mtl.blending = THREE.AdditiveBlending;
  413. mtl.depthWrite = false;
  414. }
  415. else {
  416. mtl.emissive = rimColor;
  417. mtl.alpha = null;
  418. mtl.blending = THREE.NormalBlending;
  419. mtl.depthWrite = true;
  420. }
  421. mtl.build();
  422. } );
  423. break;
  424. case 'color-adjustment':
  425. // MATERIAL
  426. mtl = new THREE.PhongNodeMaterial();
  427. var texture = new THREE.TextureNode( brick );
  428. var hue = new THREE.FloatNode();
  429. var sataturation = new THREE.FloatNode( 1 );
  430. var vibrance = new THREE.FloatNode();
  431. var brightness = new THREE.FloatNode( 0 );
  432. var contrast = new THREE.FloatNode( 1 );
  433. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  434. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  435. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  436. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  437. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  438. mtl.color = contrastNode;
  439. // GUI
  440. addGui( 'hue', hue.number, function( val ) {
  441. hue.number = val;
  442. }, false, 0, Math.PI * 2 );
  443. addGui( 'saturation', sataturation.number, function( val ) {
  444. sataturation.number = val;
  445. }, false, 0, 2 );
  446. addGui( 'vibrance', vibrance.number, function( val ) {
  447. vibrance.number = val;
  448. }, false, - 1, 1 );
  449. addGui( 'brightness', brightness.number, function( val ) {
  450. brightness.number = val;
  451. }, false, 0, .5 );
  452. addGui( 'contrast', contrast.number, function( val ) {
  453. contrast.number = val;
  454. }, false, 0, 2 );
  455. break;
  456. case 'fresnel':
  457. // MATERIAL
  458. mtl = new THREE.PhongNodeMaterial();
  459. var reflectance = new THREE.FloatNode( 1.3 );
  460. var power = new THREE.FloatNode( 1 );
  461. var color = new THREE.CubeTextureNode( cubemap );
  462. var viewZ = new THREE.Math2Node(
  463. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  464. new THREE.Vector3Node( 0, 0, - 1 ),
  465. THREE.Math2Node.DOT
  466. );
  467. var theta = new THREE.OperatorNode(
  468. viewZ,
  469. new THREE.FloatNode( 1 ),
  470. THREE.OperatorNode.ADD
  471. );
  472. var thetaPower = new THREE.Math2Node(
  473. theta,
  474. power,
  475. THREE.Math2Node.POW
  476. );
  477. var fresnel = new THREE.OperatorNode(
  478. reflectance,
  479. thetaPower,
  480. THREE.OperatorNode.MUL
  481. );
  482. mtl.color = new THREE.ColorNode( 0x3399FF );
  483. mtl.environment = color;
  484. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  485. // GUI
  486. addGui( 'reflectance', reflectance.number, function( val ) {
  487. reflectance.number = val;
  488. }, false, 0, 3 );
  489. addGui( 'power', power.number, function( val ) {
  490. power.number = val;
  491. }, false, 0, 5 );
  492. break;
  493. case 'layers':
  494. // MATERIAL
  495. mtl = new THREE.PhongNodeMaterial();
  496. var tex1 = new THREE.TextureNode( grass );
  497. var tex2 = new THREE.TextureNode( brick );
  498. var offset = new THREE.FloatNode( 0 );
  499. var scale = new THREE.FloatNode( 1 );
  500. var uv = new THREE.UVNode();
  501. var uvOffset = new THREE.OperatorNode(
  502. offset,
  503. uv,
  504. THREE.OperatorNode.ADD
  505. );
  506. var uvScale = new THREE.OperatorNode(
  507. uvOffset,
  508. scale,
  509. THREE.OperatorNode.MUL
  510. );
  511. var mask = new THREE.TextureNode( decalDiffuse, uvScale );
  512. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  513. var blend = new THREE.Math3Node(
  514. tex1,
  515. tex2,
  516. maskAlphaChannel,
  517. THREE.Math3Node.MIX
  518. );
  519. mtl.color = blend;
  520. // GUI
  521. addGui( 'offset', offset.number, function( val ) {
  522. offset.number = val;
  523. }, false, 0, 1 );
  524. addGui( 'scale', scale.number, function( val ) {
  525. scale.number = val;
  526. }, false, 0, 10 );
  527. break;
  528. case 'saturation':
  529. // MATERIAL
  530. mtl = new THREE.StandardNodeMaterial();
  531. var tex = new THREE.TextureNode( brick );
  532. var sat = new THREE.FloatNode( 0 );
  533. var satrgb = new THREE.FunctionNode( [
  534. "vec3 satrgb(vec3 rgb, float adjustment) {",
  535. //"const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  536. "vec3 intensity = vec3(dot(rgb, LUMA));",
  537. "return mix(intensity, rgb, adjustment);",
  538. "}"
  539. ].join( "\n" ) );
  540. var saturation = new THREE.FunctionCallNode( satrgb );
  541. saturation.inputs.rgb = tex;
  542. saturation.inputs.adjustment = sat;
  543. // or try
  544. //saturation.inputs[0] = tex;
  545. //saturation.inputs[1] = sat;
  546. mtl.color = saturation;
  547. mtl.environment = new THREE.CubeTextureNode( cubemap ); // optional
  548. // GUI
  549. addGui( 'saturation', sat.number, function( val ) {
  550. sat.number = val;
  551. }, false, 0, 2 );
  552. break;
  553. case 'top-bottom':
  554. // MATERIAL
  555. mtl = new THREE.PhongNodeMaterial();
  556. var top = new THREE.TextureNode( grass );
  557. var bottom = new THREE.TextureNode( brick );
  558. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  559. var normalY = new THREE.SwitchNode( normal, 'y' );
  560. var hard = new THREE.FloatNode( 9 );
  561. var offset = new THREE.FloatNode( - 2.5 );
  562. var hardClamp = new THREE.OperatorNode(
  563. normalY,
  564. hard,
  565. THREE.OperatorNode.MUL
  566. );
  567. var offsetClamp = new THREE.OperatorNode(
  568. hardClamp,
  569. offset,
  570. THREE.OperatorNode.ADD
  571. );
  572. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  573. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  574. mtl.color = blend;
  575. // GUI
  576. addGui( 'hard', hard.number, function( val ) {
  577. hard.number = val;
  578. }, false, 0, 20 );
  579. addGui( 'offset', offset.number, function( val ) {
  580. offset.number = val;
  581. }, false, - 10, 10 );
  582. break;
  583. case 'displace':
  584. // MATERIAL
  585. mtl = new THREE.PhongNodeMaterial();
  586. var time = new THREE.TimerNode();
  587. var scale = new THREE.FloatNode( 2 );
  588. var speed = new THREE.FloatNode( .2 );
  589. var colorA = new THREE.ColorNode( 0xFFFFFF );
  590. var colorB = new THREE.ColorNode( 0x0054df );
  591. var uv = new THREE.UVNode();
  592. var timeScl = new THREE.OperatorNode(
  593. time,
  594. speed,
  595. THREE.OperatorNode.MUL
  596. );
  597. var displaceOffset = new THREE.OperatorNode(
  598. timeScl,
  599. uv,
  600. THREE.OperatorNode.ADD
  601. );
  602. var tex = new THREE.TextureNode( cloud, displaceOffset );
  603. var texArea = new THREE.SwitchNode( tex, 'w' );
  604. var displace = new THREE.OperatorNode(
  605. new THREE.NormalNode(),
  606. texArea,
  607. THREE.OperatorNode.MUL
  608. );
  609. var displaceScale = new THREE.OperatorNode(
  610. displace,
  611. scale,
  612. THREE.OperatorNode.MUL
  613. );
  614. var blend = new THREE.OperatorNode(
  615. new THREE.PositionNode(),
  616. displaceScale,
  617. THREE.OperatorNode.ADD
  618. );
  619. var color = new THREE.Math3Node(
  620. colorB,
  621. colorA,
  622. texArea,
  623. THREE.Math3Node.MIX
  624. );
  625. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  626. mtl.emissive = color;
  627. mtl.transform = blend;
  628. // GUI
  629. addGui( 'speed', speed.number, function( val ) {
  630. speed.number = val;
  631. }, false, 0, 1 );
  632. addGui( 'scale', scale.number, function( val ) {
  633. scale.number = val;
  634. }, false, 0, 10 );
  635. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  636. colorA.value.setHex( val );
  637. }, true );
  638. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  639. colorB.value.setHex( val );
  640. }, true );
  641. break;
  642. case 'smoke':
  643. // MATERIAL
  644. mtl = new THREE.PhongNodeMaterial();
  645. var time = new THREE.TimerNode();
  646. var uv = new THREE.UVNode();
  647. var timeSpeedA = new THREE.OperatorNode(
  648. time,
  649. new THREE.Vector2Node( 0.3, 0.1 ),
  650. THREE.OperatorNode.MUL
  651. );
  652. var timeSpeedB = new THREE.OperatorNode(
  653. time,
  654. new THREE.Vector2Node( 0.15, 0.4 ),
  655. THREE.OperatorNode.MUL
  656. );
  657. var uvOffsetA = new THREE.OperatorNode(
  658. timeSpeedA,
  659. uv,
  660. THREE.OperatorNode.ADD
  661. );
  662. var uvOffsetB = new THREE.OperatorNode(
  663. timeSpeedB,
  664. uv,
  665. THREE.OperatorNode.ADD
  666. );
  667. var cloudA = new THREE.TextureNode( cloud, uvOffsetA );
  668. var cloudB = new THREE.TextureNode( cloud, uvOffsetB );
  669. var clouds = new THREE.OperatorNode(
  670. cloudA,
  671. cloudB,
  672. THREE.OperatorNode.ADD
  673. );
  674. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  675. mtl.alpha = clouds;
  676. // GUI
  677. addGui( 'color', mtl.environment.value.getHex(), function( val ) {
  678. mtl.environment.value.setHex( val );
  679. }, true );
  680. break;
  681. case 'camera-depth':
  682. // MATERIAL
  683. var colorA = new THREE.ColorNode( 0xFFFFFF );
  684. var colorB = new THREE.ColorNode( 0x0054df );
  685. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  686. depth.near.number = 1;
  687. depth.far.number = 200;
  688. var colors = new THREE.Math3Node(
  689. colorB,
  690. colorA,
  691. depth,
  692. THREE.Math3Node.MIX
  693. );
  694. mtl = new THREE.PhongNodeMaterial();
  695. mtl.color = colors;
  696. // GUI
  697. addGui( 'near', depth.near.number, function( val ) {
  698. depth.near.number = val;
  699. }, false, 1, 1200 );
  700. addGui( 'far', depth.far.number, function( val ) {
  701. depth.far.number = val;
  702. }, false, 1, 1200 );
  703. addGui( 'nearColor', colorA.value.getHex(), function( val ) {
  704. colorA.value.setHex( val );
  705. }, true );
  706. addGui( 'farColor', colorB.value.getHex(), function( val ) {
  707. colorB.value.setHex( val );
  708. }, true );
  709. break;
  710. case 'caustic':
  711. // MATERIAL
  712. mtl = new THREE.StandardNodeMaterial();
  713. var hash2 = new THREE.FunctionNode( [
  714. "vec2 hash2(vec2 p) {",
  715. "return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  716. "}"
  717. ].join( "\n" ) );
  718. var voronoi = new THREE.FunctionNode( [
  719. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  720. "float voronoi(vec2 p, in float time) {",
  721. "vec2 n = floor(p);",
  722. "vec2 f = fract(p);",
  723. "float md = 5.0;",
  724. "vec2 m = vec2(0.0);",
  725. "for (int i = -1; i <= 1; i++) {",
  726. "for (int j = -1; j <= 1; j++) {",
  727. "vec2 g = vec2(i, j);",
  728. "vec2 o = hash2(n + g);",
  729. "o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  730. "vec2 r = g + o - f;",
  731. "float d = dot(r, r);",
  732. "if (d < md) {",
  733. "md = d;",
  734. "m = n+g+o;",
  735. "}",
  736. "}",
  737. "}",
  738. "return md;",
  739. "}"
  740. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  741. var voronoiLayers = new THREE.FunctionNode( [
  742. // based on https://www.shadertoy.com/view/4tXSDf
  743. "float voronoiLayers(vec2 p, in float time) {",
  744. "float v = 0.0;",
  745. "float a = 0.4;",
  746. "for (int i = 0; i < 3; i++) {",
  747. "v += voronoi(p, time) * a;",
  748. "p *= 2.0;",
  749. "a *= 0.5;",
  750. "}",
  751. "return v;",
  752. "}"
  753. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  754. var time = new THREE.TimerNode();
  755. var timeScale = new THREE.FloatNode( 2 );
  756. var alpha = new THREE.FloatNode( 1 );
  757. var scale = new THREE.FloatNode( .1 );
  758. var intensity = new THREE.FloatNode( 1.5 );
  759. var color = new THREE.ColorNode( 0xFFFFFF );
  760. var colorA = new THREE.ColorNode( 0xFFFFFF );
  761. var colorB = new THREE.ColorNode( 0x0054df );
  762. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  763. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  764. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  765. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  766. // clamp0at1
  767. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  768. var timeOffset = new THREE.OperatorNode(
  769. time,
  770. timeScale,
  771. THREE.OperatorNode.MUL
  772. );
  773. var uvPos = new THREE.OperatorNode(
  774. worldPosTop,
  775. scale,
  776. THREE.OperatorNode.MUL
  777. );
  778. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  779. voronoi.inputs.p = uvPos;
  780. voronoi.inputs.time = timeOffset;
  781. var maskCaustic = new THREE.OperatorNode(
  782. alpha,
  783. mask,
  784. THREE.OperatorNode.MUL
  785. );
  786. var voronoiIntensity = new THREE.OperatorNode(
  787. voronoi,
  788. intensity,
  789. THREE.OperatorNode.MUL
  790. );
  791. var voronoiColors = new THREE.Math3Node(
  792. colorB,
  793. colorA,
  794. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  795. THREE.Math3Node.MIX
  796. );
  797. var caustic = new THREE.Math3Node(
  798. color,
  799. voronoiColors,
  800. maskCaustic,
  801. THREE.Math3Node.MIX
  802. );
  803. var causticLights = new THREE.OperatorNode(
  804. voronoiIntensity,
  805. maskCaustic,
  806. THREE.OperatorNode.MUL
  807. );
  808. mtl.color = caustic;
  809. mtl.ambient = causticLights;
  810. // GUI
  811. addGui( 'timeScale', timeScale.number, function( val ) {
  812. timeScale.number = val;
  813. }, false, 0, 5 );
  814. addGui( 'intensity', intensity.number, function( val ) {
  815. intensity.number = val;
  816. }, false, 0, 3 );
  817. addGui( 'scale', scale.number, function( val ) {
  818. scale.number = val;
  819. }, false, 0, 1 );
  820. addGui( 'alpha', alpha.number, function( val ) {
  821. alpha.number = val;
  822. }, false, 0, 1 );
  823. addGui( 'color', color.value.getHex(), function( val ) {
  824. color.value.setHex( val );
  825. }, true );
  826. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  827. colorA.value.setHex( val );
  828. }, true );
  829. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  830. colorB.value.setHex( val );
  831. }, true );
  832. break;
  833. case 'soft-body':
  834. // MATERIAL
  835. move = true;
  836. mtl = new THREE.StandardNodeMaterial();
  837. var scale = new THREE.FloatNode( 2 );
  838. var colorA = new THREE.ColorNode( 0xFF6633 );
  839. var colorB = new THREE.ColorNode( 0x3366FF );
  840. var pos = new THREE.PositionNode();
  841. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  842. var mask = new THREE.SwitchNode( posNorm, 'y' );
  843. var velocity = new THREE.VelocityNode( mesh, {
  844. type: 'elastic',
  845. spring: .8,
  846. friction: .9
  847. } );
  848. var velocityArea = new THREE.OperatorNode(
  849. mask,
  850. scale,
  851. THREE.OperatorNode.MUL
  852. );
  853. var softVelocity = new THREE.OperatorNode(
  854. velocity,
  855. velocityArea,
  856. THREE.OperatorNode.MUL
  857. );
  858. var softPosition = new THREE.OperatorNode(
  859. new THREE.PositionNode(),
  860. softVelocity,
  861. THREE.OperatorNode.ADD
  862. );
  863. var colors = new THREE.Math3Node(
  864. colorB,
  865. colorA,
  866. mask,
  867. THREE.Math3Node.MIX
  868. );
  869. mtl.color = colors;
  870. mtl.transform = softPosition;
  871. // GUI
  872. addGui( 'spring', velocity.params.spring, function( val ) {
  873. velocity.params.spring = val;
  874. }, false, 0, .9 );
  875. addGui( 'friction', velocity.params.friction, function( val ) {
  876. velocity.params.friction = val;
  877. }, false, 0, .9 );
  878. addGui( 'scale', scale.number, function( val ) {
  879. scale.number = val;
  880. }, false, 0, 3 );
  881. addGui( 'softBody', colorA.value.getHex(), function( val ) {
  882. colorA.value.setHex( val );
  883. }, true );
  884. addGui( 'hardBody', colorB.value.getHex(), function( val ) {
  885. colorB.value.setHex( val );
  886. }, true );
  887. break;
  888. case 'plush':
  889. // MATERIAL
  890. mtl = new THREE.PhongNodeMaterial();
  891. var color = new THREE.ColorNode( 0x8D8677 );
  892. var mildness = new THREE.FloatNode( 1.6 );
  893. var fur = new THREE.FloatNode( .5 );
  894. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  895. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  896. var viewZ = new THREE.Math2Node(
  897. posDirection,
  898. norDirection,
  899. THREE.Math2Node.DOT
  900. );
  901. // without luma correction for now
  902. var mildnessColor = new THREE.OperatorNode(
  903. color,
  904. mildness,
  905. THREE.OperatorNode.MUL
  906. );
  907. var furScale = new THREE.OperatorNode(
  908. viewZ,
  909. fur,
  910. THREE.OperatorNode.MUL
  911. );
  912. mtl.color = color;
  913. mtl.normal = new THREE.TextureNode( grassNormal );
  914. mtl.normalScale = furScale;
  915. mtl.environment = mildnessColor;
  916. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  917. mtl.shininess = new THREE.FloatNode( 0 );
  918. // GUI
  919. addGui( 'color', color.value.getHex(), function( val ) {
  920. color.value.setHex( val );
  921. }, true );
  922. addGui( 'mildness', mildness.number, function( val ) {
  923. mildness.number = val;
  924. }, false, 1, 2 );
  925. addGui( 'fur', fur.number, function( val ) {
  926. fur.number = val;
  927. }, false, 0, 2 );
  928. break;
  929. case 'skin':
  930. case 'skin-phong':
  931. // MATERIAL
  932. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  933. var skinColor = new THREE.ColorNode( 0xFFC495 );
  934. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  935. var wrapLight = new THREE.FloatNode( 1.5 );
  936. var wrapShadow = new THREE.FloatNode( 0 );
  937. var directLight = new THREE.LightNode();
  938. var lightLuminance = new THREE.LuminanceNode( directLight );
  939. var lightWrap = new THREE.Math3Node(
  940. wrapShadow,
  941. wrapLight,
  942. lightLuminance,
  943. THREE.Math3Node.SMOOTHSTEP
  944. );
  945. var lightTransition = new THREE.OperatorNode(
  946. lightWrap,
  947. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  948. THREE.OperatorNode.MUL
  949. );
  950. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  951. var wrappedLightColor = new THREE.OperatorNode(
  952. wrappedLight,
  953. bloodColor,
  954. THREE.OperatorNode.MUL
  955. );
  956. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  957. var totalLight = new THREE.OperatorNode(
  958. directLight,
  959. bloodArea,
  960. THREE.OperatorNode.ADD
  961. );
  962. mtl.color = skinColor;
  963. mtl.light = totalLight;
  964. if ( name == 'skin' ) {
  965. // StandardNodeMaterial
  966. mtl.metalness = new THREE.FloatNode( .05 );
  967. mtl.roughness = new THREE.FloatNode( .5 );
  968. mtl.environment = new THREE.CubeTextureNode( cubemap );
  969. }
  970. else {
  971. // PhongNodeMaterial
  972. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  973. mtl.shininess = new THREE.FloatNode( 10 );
  974. }
  975. // GUI
  976. addGui( 'skinColor', skinColor.value.getHex(), function( val ) {
  977. skinColor.value.setHex( val );
  978. }, true );
  979. addGui( 'bloodColor', bloodColor.value.getHex(), function( val ) {
  980. bloodColor.value.setHex( val );
  981. }, true );
  982. addGui( 'wrapLight', wrapLight.number, function( val ) {
  983. wrapLight.number = val;
  984. }, false, 0, 3 );
  985. addGui( 'wrapShadow', wrapShadow.number, function( val ) {
  986. wrapShadow.number = val;
  987. }, false, - 1, 0 );
  988. break;
  989. case 'toon':
  990. // MATERIAL
  991. mtl = new THREE.PhongNodeMaterial();
  992. var count = new THREE.FloatNode( 3.43 );
  993. var sceneDirectLight = new THREE.LightNode();
  994. var color = new THREE.ColorNode( 0xAABBFF );
  995. var lineColor = new THREE.ColorNode( 0xFF0000 );
  996. var lineSize = new THREE.FloatNode( 0.23 );
  997. var lineInner = new THREE.FloatNode( 0 );
  998. // CEL
  999. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1000. var preCelLight = new THREE.OperatorNode(
  1001. lightLuminance,
  1002. count,
  1003. THREE.OperatorNode.MUL
  1004. );
  1005. var celLight = new THREE.Math1Node(
  1006. preCelLight,
  1007. THREE.Math1Node.CEIL
  1008. );
  1009. var posCelLight = new THREE.OperatorNode(
  1010. celLight,
  1011. count,
  1012. THREE.OperatorNode.DIV
  1013. );
  1014. // LINE
  1015. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1016. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1017. var viewZ = new THREE.Math2Node(
  1018. posDirection,
  1019. norDirection,
  1020. THREE.Math2Node.DOT
  1021. );
  1022. var lineOutside = new THREE.Math1Node(
  1023. viewZ,
  1024. THREE.Math1Node.ABS
  1025. );
  1026. var line = new THREE.OperatorNode(
  1027. lineOutside,
  1028. new THREE.FloatNode( 1 ),
  1029. THREE.OperatorNode.DIV
  1030. );
  1031. var lineScaled = new THREE.Math3Node(
  1032. line,
  1033. lineSize,
  1034. lineInner,
  1035. THREE.Math3Node.SMOOTHSTEP
  1036. );
  1037. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1038. // APPLY
  1039. mtl.color = color;
  1040. mtl.light = posCelLight;
  1041. mtl.shininess = new THREE.FloatNode( 0 );
  1042. mtl.environment = lineColor;
  1043. mtl.environmentAlpha = innerContour;
  1044. // GUI
  1045. addGui( 'color', color.value.getHex(), function( val ) {
  1046. color.value.setHex( val );
  1047. }, true );
  1048. addGui( 'lineColor', lineColor.value.getHex(), function( val ) {
  1049. lineColor.value.setHex( val );
  1050. }, true );
  1051. addGui( 'count', count.number, function( val ) {
  1052. count.number = val;
  1053. }, false, 1, 8 );
  1054. addGui( 'lineSize', lineSize.number, function( val ) {
  1055. lineSize.number = val;
  1056. }, false, 0, 1 );
  1057. addGui( 'lineInner', lineInner.number, function( val ) {
  1058. lineInner.number = val;
  1059. }, false, 0, 1 );
  1060. addGui( 'ignoreIndirectLight', false, function( val ) {
  1061. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1062. mtl.build();
  1063. } );
  1064. break;
  1065. case 'firefly':
  1066. // MATERIAL
  1067. mtl = new THREE.PhongNodeMaterial();
  1068. var time = new THREE.TimerNode();
  1069. var speed = new THREE.FloatNode( .5 );
  1070. var color = new THREE.ColorNode( 0x98ff00 );
  1071. var timeSpeed = new THREE.OperatorNode(
  1072. time,
  1073. speed,
  1074. THREE.OperatorNode.MUL
  1075. );
  1076. var sinCycleInSecs = new THREE.OperatorNode(
  1077. timeSpeed,
  1078. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1079. THREE.OperatorNode.MUL
  1080. );
  1081. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1082. var cycleColor = new THREE.OperatorNode(
  1083. cycle,
  1084. color,
  1085. THREE.OperatorNode.MUL
  1086. );
  1087. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1088. mtl.color = new THREE.ColorNode( 0 );
  1089. mtl.emissive = cos;
  1090. // GUI
  1091. addGui( 'speed', speed.number, function( val ) {
  1092. speed.number = val;
  1093. }, false, 0, 3 );
  1094. break;
  1095. case 'sss':
  1096. // DISTANCE FORMULA
  1097. var modelPos = new THREE.Vector3Node();
  1098. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1099. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1100. var cameraDistance = new THREE.Math2Node(
  1101. modelPos,
  1102. cameraPosition,
  1103. THREE.Math2Node.DISTANCE
  1104. );
  1105. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1106. var distance = new THREE.OperatorNode(
  1107. cameraDistance,
  1108. viewPosZ,
  1109. THREE.OperatorNode.SUB
  1110. );
  1111. var distanceRadius = new THREE.OperatorNode(
  1112. distance,
  1113. new THREE.FloatNode( 70 ),
  1114. THREE.OperatorNode.ADD
  1115. );
  1116. var objectDepth = new THREE.Math3Node(
  1117. distanceRadius,
  1118. new THREE.FloatNode( 0 ),
  1119. new THREE.FloatNode( 50 ),
  1120. THREE.Math3Node.SMOOTHSTEP
  1121. );
  1122. // RTT ( get back distance )
  1123. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1124. var distanceMtl = new THREE.PhongNodeMaterial();
  1125. distanceMtl.environment = objectDepth;
  1126. distanceMtl.side = THREE.BackSide;
  1127. distanceMtl.build();
  1128. rtMaterial = distanceMtl;
  1129. // MATERIAL
  1130. mtl = new THREE.StandardNodeMaterial();
  1131. var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1132. var difference = new THREE.OperatorNode(
  1133. objectDepth,
  1134. backSideDepth,
  1135. THREE.OperatorNode.SUB
  1136. );
  1137. difference = new THREE.Math3Node(
  1138. new THREE.FloatNode( - .1 ),
  1139. new THREE.FloatNode( .5 ),
  1140. difference,
  1141. THREE.Math3Node.SMOOTHSTEP
  1142. );
  1143. var internalColor = new THREE.ColorNode( 0x1a0e14 );
  1144. var surfaceColor = new THREE.ColorNode( 0xd04327 );
  1145. var color = new THREE.Math3Node(
  1146. surfaceColor,
  1147. internalColor,
  1148. new THREE.Math1Node( difference, THREE.Math1Node.SAT ),
  1149. THREE.Math3Node.MIX
  1150. );
  1151. var light = new THREE.OperatorNode(
  1152. new THREE.LightNode(),
  1153. color,
  1154. THREE.OperatorNode.ADD
  1155. );
  1156. mtl.color = new THREE.ColorNode( 0xffffff );
  1157. mtl.roughness = new THREE.FloatNode( .1 );
  1158. mtl.metalness = new THREE.FloatNode( .5 );
  1159. mtl.light = light;
  1160. mtl.environment = color;
  1161. // GUI
  1162. addGui( 'internalColor', internalColor.value.getHex(), function( val ) {
  1163. internalColor.value.setHex( val );
  1164. }, true );
  1165. addGui( 'surfaceColor', surfaceColor.value.getHex(), function( val ) {
  1166. surfaceColor.value.setHex( val );
  1167. }, true );
  1168. addGui( 'area', difference.b.number, function( val ) {
  1169. difference.b.number = val;
  1170. }, false, 0, 1 );
  1171. break;
  1172. }
  1173. // build shader
  1174. mtl.build();
  1175. // set material
  1176. mesh.material = mtl;
  1177. }
  1178. function onWindowResize() {
  1179. camera.aspect = window.innerWidth / window.innerHeight;
  1180. camera.updateProjectionMatrix();
  1181. renderer.setSize( window.innerWidth, window.innerHeight );
  1182. }
  1183. function animate() {
  1184. var delta = clock.getDelta();
  1185. if ( move ) {
  1186. var time = Date.now() * 0.005;
  1187. mesh.position.z = Math.cos( time ) * 10;
  1188. mesh.position.y = Math.sin( time ) * 10;
  1189. }
  1190. else {
  1191. mesh.position.z = mesh.position.y = 0;
  1192. }
  1193. //mesh.rotation.z += .01;
  1194. // update material animation and/or gpu calcs (pre-renderer)
  1195. mesh.material.updateAnimation( delta );
  1196. // render to texture for SSS material only
  1197. if ( rtTexture ) {
  1198. scene.overrideMaterial = rtMaterial;
  1199. renderer.render( scene, camera, rtTexture, true );
  1200. scene.overrideMaterial = null;
  1201. }
  1202. renderer.render( scene, camera );
  1203. requestAnimationFrame( animate );
  1204. }
  1205. </script>
  1206. </body>
  1207. </html>