webgl_shader_lava.html 5.2 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div>
  12. <script id="fragmentShader" type="x-shader/x-fragment">
  13. uniform float time;
  14. uniform float fogDensity;
  15. uniform vec3 fogColor;
  16. uniform sampler2D texture1;
  17. uniform sampler2D texture2;
  18. varying vec2 vUv;
  19. void main( void ) {
  20. vec2 position = - 1.0 + 2.0 * vUv;
  21. vec4 noise = texture2D( texture1, vUv );
  22. vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
  23. vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;
  24. T1.x += noise.x * 2.0;
  25. T1.y += noise.y * 2.0;
  26. T2.x -= noise.y * 0.2;
  27. T2.y += noise.z * 0.2;
  28. float p = texture2D( texture1, T1 * 2.0 ).a;
  29. vec4 color = texture2D( texture2, T2 * 2.0 );
  30. vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
  31. if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
  32. if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
  33. if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }
  34. gl_FragColor = temp;
  35. float depth = gl_FragCoord.z / gl_FragCoord.w;
  36. const float LOG2 = 1.442695;
  37. float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
  38. fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
  39. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  40. }
  41. </script>
  42. <script id="vertexShader" type="x-shader/x-vertex">
  43. uniform vec2 uvScale;
  44. varying vec2 vUv;
  45. void main()
  46. {
  47. vUv = uvScale * uv;
  48. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  49. gl_Position = projectionMatrix * mvPosition;
  50. }
  51. </script>
  52. <script type="module">
  53. import {
  54. Clock,
  55. Mesh,
  56. PerspectiveCamera,
  57. RepeatWrapping,
  58. Scene,
  59. ShaderMaterial,
  60. TextureLoader,
  61. TorusBufferGeometry,
  62. Vector2,
  63. Vector3,
  64. WebGLRenderer
  65. } from "../build/three.module.js";
  66. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  67. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  68. import { FilmPass } from './jsm/postprocessing/FilmPass.js';
  69. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  70. var container;
  71. var camera, scene, renderer, composer, clock;
  72. var uniforms, mesh;
  73. init();
  74. animate();
  75. function init() {
  76. container = document.getElementById( 'container' );
  77. camera = new PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 3000 );
  78. camera.position.z = 4;
  79. scene = new Scene();
  80. clock = new Clock();
  81. var textureLoader = new TextureLoader();
  82. uniforms = {
  83. "fogDensity": { value: 0.45 },
  84. "fogColor": { value: new Vector3( 0, 0, 0 ) },
  85. "time": { value: 1.0 },
  86. "uvScale": { value: new Vector2( 3.0, 1.0 ) },
  87. "texture1": { value: textureLoader.load( 'textures/lava/cloud.png' ) },
  88. "texture2": { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
  89. };
  90. uniforms[ "texture1" ].value.wrapS = uniforms[ "texture1" ].value.wrapT = RepeatWrapping;
  91. uniforms[ "texture2" ].value.wrapS = uniforms[ "texture2" ].value.wrapT = RepeatWrapping;
  92. var size = 0.65;
  93. var material = new ShaderMaterial( {
  94. uniforms: uniforms,
  95. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  96. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  97. } );
  98. mesh = new Mesh( new TorusBufferGeometry( size, 0.3, 30, 30 ), material );
  99. mesh.rotation.x = 0.3;
  100. scene.add( mesh );
  101. //
  102. renderer = new WebGLRenderer( { antialias: true } );
  103. renderer.setPixelRatio( window.devicePixelRatio );
  104. container.appendChild( renderer.domElement );
  105. renderer.autoClear = false;
  106. //
  107. var renderModel = new RenderPass( scene, camera );
  108. var effectBloom = new BloomPass( 1.25 );
  109. var effectFilm = new FilmPass( 0.35, 0.95, 2048, false );
  110. composer = new EffectComposer( renderer );
  111. composer.addPass( renderModel );
  112. composer.addPass( effectBloom );
  113. composer.addPass( effectFilm );
  114. //
  115. onWindowResize();
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. }
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. composer.setSize( window.innerWidth, window.innerHeight );
  123. }
  124. //
  125. function animate() {
  126. requestAnimationFrame( animate );
  127. render();
  128. }
  129. function render() {
  130. var delta = 5 * clock.getDelta();
  131. uniforms[ "time" ].value += 0.2 * delta;
  132. mesh.rotation.y += 0.0125 * delta;
  133. mesh.rotation.x += 0.05 * delta;
  134. renderer.clear();
  135. composer.render( 0.01 );
  136. }
  137. </script>
  138. </body>
  139. </html>