webgl_materials_nodes.html 69 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node material</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" rel="noopener">three.js</a> - Node-Based Material</br>
  31. <a id="serialize" href="javascript:void(0);">Serialize and apply</a>
  32. </div>
  33. <script src="../build/three.js"></script>
  34. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/libs/dat.gui.min.js"></script>
  37. <script type="module">
  38. import './js/nodes/THREE.Nodes.js';
  39. import './js/loaders/NodeMaterialLoader.js';
  40. var container = document.getElementById( 'container' );
  41. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  42. var frame = new THREE.NodeFrame();
  43. var teapot, mesh;
  44. var controls;
  45. var move = false;
  46. var rtTexture, rtMaterial;
  47. var gui;
  48. var library = {};
  49. var serialized = false;
  50. var textures = {
  51. brick: { url: 'textures/brick_diffuse.jpg' },
  52. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  53. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  54. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  55. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  56. cloud: { url: 'textures/lava/cloud.png' },
  57. spherical: { url: 'textures/envmap.png' }
  58. };
  59. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  60. function getTexture( name ) {
  61. var texture = textures[ name ].texture;
  62. if ( ! texture ) {
  63. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  64. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  65. library[ texture.uuid ] = texture;
  66. }
  67. return texture;
  68. }
  69. var cubemap = function () {
  70. var path = "textures/cube/Park2/";
  71. var format = '.jpg';
  72. var urls = [
  73. path + 'posx' + format, path + 'negx' + format,
  74. path + 'posy' + format, path + 'negy' + format,
  75. path + 'posz' + format, path + 'negz' + format
  76. ];
  77. var textureCube = new THREE.CubeTextureLoader().load( urls );
  78. textureCube.format = THREE.RGBFormat;
  79. library[ textureCube.uuid ] = textureCube;
  80. return textureCube;
  81. }();
  82. window.addEventListener( 'load', init );
  83. function init() {
  84. renderer = new THREE.WebGLRenderer( { antialias: true } );
  85. renderer.setPixelRatio( window.devicePixelRatio );
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  88. container.appendChild( renderer.domElement );
  89. scene = new THREE.Scene();
  90. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  91. camera.position.x = 50;
  92. camera.position.z = - 50;
  93. camera.position.y = 30;
  94. camera.target = new THREE.Vector3();
  95. controls = new THREE.OrbitControls( camera, renderer.domElement );
  96. controls.minDistance = 50;
  97. controls.maxDistance = 200;
  98. scene.add( new THREE.AmbientLight( 0x464646 ) );
  99. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  100. light.position.set( 1, 0.75, 0.5 );
  101. scene.add( light );
  102. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  103. light.position.set( - 1, 0.75, - 0.5 );
  104. scene.add( light );
  105. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  106. mesh = new THREE.Mesh( teapot );
  107. scene.add( mesh );
  108. library[ renderer.uuid ] = renderer;
  109. library[ camera.uuid ] = camera;
  110. library[ mesh.uuid ] = mesh;
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. updateMaterial();
  113. onWindowResize();
  114. animate();
  115. }
  116. function clearGui() {
  117. if ( gui ) gui.destroy();
  118. gui = new dat.GUI();
  119. gui.add( param, 'example', {
  120. 'basic / mesh-standard': 'mesh-standard',
  121. 'basic / standard': 'standard',
  122. 'basic / physical': 'physical',
  123. 'basic / phong': 'phong',
  124. 'basic / layers': 'layers',
  125. 'basic / rim': 'rim',
  126. 'basic / color-adjustment': 'color-adjustment',
  127. 'basic / uv-transform': 'uv-transform',
  128. 'basic / bump': 'bump',
  129. 'basic / blur': 'blur',
  130. 'basic / spherical-reflection': 'spherical-reflection',
  131. 'adv / fresnel': 'fresnel',
  132. 'adv / saturation': 'saturation',
  133. 'adv / top-bottom': 'top-bottom',
  134. 'adv / skin': 'skin',
  135. 'adv / skin-phong': 'skin-phong',
  136. 'adv / caustic': 'caustic',
  137. 'adv / displace': 'displace',
  138. 'adv / dissolve': 'dissolve',
  139. 'adv / dissolve-fire': 'dissolve-fire',
  140. 'adv / plush': 'plush',
  141. 'adv / toon': 'toon',
  142. 'adv / camera-depth': 'camera-depth',
  143. 'adv / soft-body': 'soft-body',
  144. 'adv / wave': 'wave',
  145. 'adv / triangle-blur': 'triangle-blur',
  146. 'adv / triplanar-mapping': 'triplanar-mapping',
  147. 'adv / render-to-texture': 'rtt',
  148. 'adv / temporal-blur': 'temporal-blur',
  149. 'adv / conditional': 'conditional',
  150. 'adv / expression': 'expression',
  151. 'adv / sss': 'sss',
  152. 'adv / translucent': 'translucent',
  153. 'node / position': 'node-position',
  154. 'node / normal': 'node-normal',
  155. 'misc / smoke': 'smoke',
  156. 'misc / firefly': 'firefly',
  157. 'misc / reserved-keywords': 'reserved-keywords',
  158. 'misc / varying': 'varying',
  159. 'misc / void-function': 'void-function',
  160. 'misc / readonly': 'readonly',
  161. 'misc / custom-attribute': 'custom-attribute'
  162. } ).onFinishChange( function () {
  163. updateMaterial();
  164. } );
  165. gui.open();
  166. }
  167. function addGui( name, value, callback, isColor, min, max ) {
  168. var node;
  169. param[ name ] = value;
  170. if ( isColor ) {
  171. node = gui.addColor( param, name ).onChange( function () {
  172. callback( param[ name ] );
  173. } );
  174. } else if ( typeof value == 'object' ) {
  175. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  176. node = gui.add( param, name, value ).onChange( function () {
  177. callback( param[ name ] );
  178. } );
  179. } else {
  180. node = gui.add( param, name, min, max ).onChange( function () {
  181. callback( param[ name ] );
  182. } );
  183. }
  184. return node;
  185. }
  186. function updateMaterial() {
  187. move = false;
  188. if ( mesh.material ) mesh.material.dispose();
  189. if ( rtTexture ) {
  190. delete library[ rtTexture.texture.uuid ];
  191. rtTexture.dispose();
  192. rtTexture = null;
  193. }
  194. if ( rtMaterial ) {
  195. rtMaterial.dispose();
  196. rtMaterial = null;
  197. }
  198. var name = param.example;
  199. var mtl;
  200. clearGui();
  201. switch ( name ) {
  202. case 'phong':
  203. // MATERIAL
  204. mtl = new THREE.PhongNodeMaterial();
  205. //mtl.color = // albedo (vec3)
  206. //mtl.alpha = // opacity (float)
  207. //mtl.specular = // specular color (vec3)
  208. //mtl.shininess = // shininess (float)
  209. //mtl.normal = // normal (vec3)
  210. //mtl.emissive = // emissive color (vec3)
  211. //mtl.ambient = // ambient color (vec3)
  212. //mtl.shadow = // shadowmap (vec3)
  213. //mtl.light = // custom-light (vec3)
  214. //mtl.ao = // ambient occlusion (float)
  215. //mtl.light = // input/output light (vec3)
  216. //mtl.environment = // reflection/refraction (vec3)
  217. //mtl.environmentAlpha = // environment alpha (float)
  218. //mtl.position = // vertex local position (vec3)
  219. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  220. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  221. mtl.specular = new THREE.FloatNode( .5 );
  222. mtl.shininess = new THREE.FloatNode( 15 );
  223. mtl.environment = new THREE.CubeTextureNode( cubemap );
  224. mtl.environmentAlpha = mask;
  225. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  226. mtl.normal.scale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  227. break;
  228. case 'standard':
  229. // MATERIAL
  230. mtl = new THREE.StandardNodeMaterial();
  231. //mtl.color = // albedo (vec3)
  232. //mtl.alpha = // opacity (float)
  233. //mtl.roughness = // roughness (float)
  234. //mtl.metalness = // metalness (float)
  235. //mtl.normal = // normal (vec3)
  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.position = // vertex local position (vec3)
  243. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "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( 0xEEEEEE );
  267. mtl.roughness = roughness;
  268. mtl.metalness = metalness;
  269. mtl.environment = new THREE.CubeTextureNode( cubemap );
  270. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  271. mtl.normal.scale = normalMask;
  272. // GUI
  273. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  274. mtl.color.value.setHex( val );
  275. }, true );
  276. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  277. roughnessA.value = val;
  278. }, false, 0, 1 );
  279. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  280. metalnessA.value = val;
  281. }, false, 0, 1 );
  282. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  283. roughnessB.value = val;
  284. }, false, 0, 1 );
  285. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  286. metalnessB.value = val;
  287. }, false, 0, 1 );
  288. addGui( 'normalScale', normalScale.value, function ( val ) {
  289. normalScale.value = val;
  290. }, false, 0, 1 );
  291. break;
  292. case 'mesh-standard':
  293. // MATERIAL
  294. var sataturation = new THREE.FloatNode( 1 ),
  295. useNodeMaterial = true,
  296. useMap = true,
  297. useNormals = true;
  298. function updateMaterial() {
  299. var oldMaterial = mtl;
  300. if ( oldMaterial ) oldMaterial.dispose();
  301. mtl = useNodeMaterial ? new THREE.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  302. // default syntax ( backward-compatible )
  303. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  304. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  305. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  306. mtl.envMap = cubemap;
  307. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  308. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  309. // extended syntax ( only for NodeMaterial )
  310. if ( useNodeMaterial && useMap ) {
  311. mtl.map = new THREE.ColorAdjustmentNode(
  312. new THREE.TextureNode( mtl.map ),
  313. sataturation,
  314. THREE.ColorAdjustmentNode.SATURATION
  315. );
  316. }
  317. // apply material
  318. mtl.side = THREE.DoubleSide;
  319. mtl.needsUpdate = true;
  320. mesh.material = mtl;
  321. }
  322. updateMaterial();
  323. // GUI
  324. addGui( 'use node material', useNodeMaterial, function ( val ) {
  325. useNodeMaterial = val;
  326. updateMaterial();
  327. } );
  328. addGui( 'roughness', mtl.roughness, function ( val ) {
  329. mtl.roughness = val;
  330. }, false, 0, 1 );
  331. addGui( 'metalness', mtl.roughness, function ( val ) {
  332. mtl.metalness = val;
  333. }, false, 0, 1 );
  334. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  335. mtl.normalScale.x = val;
  336. }, false, - 1, 1 );
  337. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  338. mtl.normalScale.y = val;
  339. }, false, - 1, 1 );
  340. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  341. sataturation.value = val;
  342. }, false, 0, 2 );
  343. addGui( 'colors', useMap, function ( val ) {
  344. useMap = val;
  345. updateMaterial();
  346. }, false );
  347. addGui( 'normals', useNormals, function ( val ) {
  348. useNormals = val;
  349. updateMaterial();
  350. }, false );
  351. break;
  352. case 'physical':
  353. // MATERIAL
  354. mtl = new THREE.StandardNodeMaterial();
  355. //mtl.color = // albedo (vec3)
  356. //mtl.alpha = // opacity (float)
  357. //mtl.roughness = // roughness (float)
  358. //mtl.metalness = // metalness (float)
  359. //mtl.reflectivity = // reflectivity (float)
  360. //mtl.clearCoat = // clearCoat (float)
  361. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  362. //mtl.normal = // normal (vec3)
  363. //mtl.emissive = // emissive color (vec3)
  364. //mtl.ambient = // ambient color (vec3)
  365. //mtl.shadow = // shadowmap (vec3)
  366. //mtl.light = // custom-light (vec3)
  367. //mtl.ao = // ambient occlusion (float)
  368. //mtl.environment = // reflection/refraction (vec3)
  369. //mtl.position = // vertex local position (vec3)
  370. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  371. var normalScale = new THREE.FloatNode( .3 );
  372. var roughnessA = new THREE.FloatNode( .5 );
  373. var metalnessA = new THREE.FloatNode( .5 );
  374. var roughnessB = new THREE.FloatNode( 0 );
  375. var metalnessB = new THREE.FloatNode( 1 );
  376. var reflectivity = new THREE.FloatNode( 0 );
  377. var clearCoat = new THREE.FloatNode( 1 );
  378. var clearCoatRoughness = new THREE.FloatNode( 1 );
  379. var roughness = new THREE.Math3Node(
  380. roughnessA,
  381. roughnessB,
  382. mask,
  383. THREE.Math3Node.MIX
  384. );
  385. var metalness = new THREE.Math3Node(
  386. metalnessA,
  387. metalnessB,
  388. mask,
  389. THREE.Math3Node.MIX
  390. );
  391. var normalMask = new THREE.OperatorNode(
  392. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  393. normalScale,
  394. THREE.OperatorNode.MUL
  395. );
  396. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  397. mtl.roughness = roughness;
  398. mtl.metalness = metalness;
  399. mtl.reflectivity = reflectivity;
  400. mtl.clearCoat = clearCoat;
  401. mtl.clearCoatRoughness = clearCoatRoughness;
  402. mtl.environment = new THREE.CubeTextureNode( cubemap );
  403. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  404. mtl.normal.scale = normalMask;
  405. // GUI
  406. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  407. mtl.color.value.setHex( val );
  408. }, true );
  409. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  410. reflectivity.value = val;
  411. }, false, 0, 1 );
  412. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  413. clearCoat.value = val;
  414. }, false, 0, 1 );
  415. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  416. clearCoatRoughness.value = val;
  417. }, false, 0, 1 );
  418. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  419. roughnessA.value = val;
  420. }, false, 0, 1 );
  421. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  422. metalnessA.value = val;
  423. }, false, 0, 1 );
  424. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  425. roughnessB.value = val;
  426. }, false, 0, 1 );
  427. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  428. metalnessB.value = val;
  429. }, false, 0, 1 );
  430. addGui( 'normalScale', normalScale.value, function ( val ) {
  431. normalScale.value = val;
  432. }, false, 0, 1 );
  433. break;
  434. case 'wave':
  435. // MATERIAL
  436. mtl = new THREE.PhongNodeMaterial();
  437. var time = new THREE.TimerNode();
  438. var speed = new THREE.FloatNode( 5 );
  439. var scale = new THREE.FloatNode( 1 );
  440. var worldScale = new THREE.FloatNode( .4 );
  441. var colorA = new THREE.ColorNode( 0xFFFFFF );
  442. var colorB = new THREE.ColorNode( 0x0054df );
  443. // used for serialization only
  444. time.name = "time";
  445. speed.name = "speed";
  446. var timeScale = new THREE.OperatorNode(
  447. time,
  448. speed,
  449. THREE.OperatorNode.MUL
  450. );
  451. var worldScl = new THREE.OperatorNode(
  452. new THREE.PositionNode(),
  453. worldScale,
  454. THREE.OperatorNode.MUL
  455. );
  456. var posContinuous = new THREE.OperatorNode(
  457. worldScl,
  458. timeScale,
  459. THREE.OperatorNode.ADD
  460. );
  461. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  462. wave = new THREE.SwitchNode( wave, 'x' );
  463. var waveScale = new THREE.OperatorNode(
  464. wave,
  465. scale,
  466. THREE.OperatorNode.MUL
  467. );
  468. var displaceY = new THREE.JoinNode(
  469. new THREE.FloatNode(),
  470. waveScale,
  471. new THREE.FloatNode()
  472. );
  473. var displace = new THREE.OperatorNode(
  474. new THREE.NormalNode(),
  475. displaceY,
  476. THREE.OperatorNode.MUL
  477. );
  478. var blend = new THREE.OperatorNode(
  479. new THREE.PositionNode(),
  480. displaceY,
  481. THREE.OperatorNode.ADD
  482. );
  483. var color = new THREE.Math3Node(
  484. colorB,
  485. colorA,
  486. wave,
  487. THREE.Math3Node.MIX
  488. );
  489. mtl.color = color;
  490. mtl.position = blend;
  491. // GUI
  492. addGui( 'speed', speed.value, function ( val ) {
  493. speed.value = val;
  494. }, false, 0, 10 );
  495. addGui( 'scale', scale.value, function ( val ) {
  496. scale.value = val;
  497. }, false, 0, 3 );
  498. addGui( 'worldScale', worldScale.value, function ( val ) {
  499. worldScale.value = val;
  500. }, false, 0, 1 );
  501. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  502. colorA.value.setHex( val );
  503. }, true );
  504. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  505. colorB.value.setHex( val );
  506. }, true );
  507. addGui( 'useNormals', false, function ( val ) {
  508. blend.b = val ? displace : displaceY;
  509. mtl.needsUpdate = true;
  510. } );
  511. break;
  512. case 'rim':
  513. // MATERIAL
  514. mtl = new THREE.PhongNodeMaterial();
  515. var intensity = 1.3;
  516. var power = new THREE.FloatNode( 3 );
  517. var color = new THREE.ColorNode( 0xFFFFFF );
  518. var viewZ = new THREE.Math2Node(
  519. new THREE.NormalNode(),
  520. new THREE.Vector3Node( 0, 0, - intensity ),
  521. THREE.Math2Node.DOT
  522. );
  523. var rim = new THREE.OperatorNode(
  524. viewZ,
  525. new THREE.FloatNode( intensity ),
  526. THREE.OperatorNode.ADD
  527. );
  528. var rimPower = new THREE.Math2Node(
  529. rim,
  530. power,
  531. THREE.Math2Node.POW
  532. );
  533. var rimColor = new THREE.OperatorNode(
  534. rimPower,
  535. color,
  536. THREE.OperatorNode.MUL
  537. );
  538. mtl.color = new THREE.ColorNode( 0x111111 );
  539. mtl.emissive = rimColor;
  540. // GUI
  541. addGui( 'color', color.value.getHex(), function ( val ) {
  542. color.value.setHex( val );
  543. }, true );
  544. addGui( 'intensity', intensity, function ( val ) {
  545. intensity = val;
  546. viewZ.b.z = - intensity;
  547. rim.b.value = intensity;
  548. }, false, 0, 3 );
  549. addGui( 'power', power.value, function ( val ) {
  550. power.value = val;
  551. }, false, 0, 6 );
  552. addGui( 'xray', false, function ( val ) {
  553. if ( val ) {
  554. mtl.emissive = color;
  555. mtl.alpha = rimPower;
  556. mtl.blending = THREE.AdditiveBlending;
  557. mtl.depthWrite = false;
  558. } else {
  559. mtl.emissive = rimColor;
  560. mtl.alpha = null;
  561. mtl.blending = THREE.NormalBlending;
  562. mtl.depthWrite = true;
  563. }
  564. mtl.needsUpdate = true;
  565. } );
  566. break;
  567. case 'color-adjustment':
  568. // MATERIAL
  569. mtl = new THREE.PhongNodeMaterial();
  570. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  571. var hue = new THREE.FloatNode();
  572. var sataturation = new THREE.FloatNode( 1 );
  573. var vibrance = new THREE.FloatNode();
  574. var brightness = new THREE.FloatNode( 0 );
  575. var contrast = new THREE.FloatNode( 1 );
  576. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  577. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  578. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  579. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  580. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  581. mtl.color = contrastNode;
  582. // GUI
  583. addGui( 'hue', hue.value, function ( val ) {
  584. hue.value = val;
  585. }, false, 0, Math.PI * 2 );
  586. addGui( 'saturation', sataturation.value, function ( val ) {
  587. sataturation.value = val;
  588. }, false, 0, 2 );
  589. addGui( 'vibrance', vibrance.value, function ( val ) {
  590. vibrance.value = val;
  591. }, false, - 1, 1 );
  592. addGui( 'brightness', brightness.value, function ( val ) {
  593. brightness.value = val;
  594. }, false, 0, .5 );
  595. addGui( 'contrast', contrast.value, function ( val ) {
  596. contrast.value = val;
  597. }, false, 0, 2 );
  598. break;
  599. case 'uv-transform':
  600. // MATERIAL
  601. mtl = new THREE.PhongNodeMaterial();
  602. var translate = new THREE.Vector2();
  603. var rotate = 0;
  604. var scale = new THREE.Vector2( 1, 1 );
  605. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  606. texture.uv = new THREE.UVTransformNode();
  607. //texture.uv.uv = new THREE.UVNode( 1 ); // uv2 for example
  608. mtl.color = texture;
  609. // GUI
  610. function updateUVTransform() {
  611. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  612. }
  613. addGui( 'translateX', translate.x, function ( val ) {
  614. translate.x = val;
  615. updateUVTransform();
  616. }, false, 0, 10 );
  617. addGui( 'translateY', translate.y, function ( val ) {
  618. translate.y = val;
  619. updateUVTransform();
  620. }, false, 0, 10 );
  621. addGui( 'scaleX', scale.x, function ( val ) {
  622. scale.x = val;
  623. updateUVTransform();
  624. }, false, .1, 5 );
  625. addGui( 'scaleY', scale.y, function ( val ) {
  626. scale.y = val;
  627. updateUVTransform();
  628. }, false, .1, 5 );
  629. addGui( 'rotate', rotate, function ( val ) {
  630. rotate = val;
  631. updateUVTransform();
  632. }, false, 0, 360 );
  633. break;
  634. case 'bump':
  635. // MATERIAL
  636. mtl = new THREE.PhongNodeMaterial();
  637. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  638. var bumpMap = new THREE.BumpMapNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  639. bumpMap.scale = new THREE.FloatNode( .5 );
  640. mtl.color = diffuse;
  641. mtl.normal = bumpMap;
  642. // convert BumpMap to NormalMap
  643. //bumpMap.toNormalMap = true;
  644. //mtl.normal = new THREE.NormalMapNode( bumpMap );
  645. // GUI
  646. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  647. bumpMap.scale.value = val;
  648. }, false, - 2, 2 );
  649. addGui( 'color', true, function ( val ) {
  650. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  651. mtl.needsUpdate = true;
  652. } );
  653. break;
  654. case 'blur':
  655. // MATERIAL
  656. mtl = new THREE.PhongNodeMaterial();
  657. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  658. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  659. mtl.color = blur;
  660. // GUI
  661. addGui( 'radiusX', blur.radius.x, function ( val ) {
  662. blur.radius.x = val;
  663. }, false, 0, 15 );
  664. addGui( 'radiusY', blur.radius.y, function ( val ) {
  665. blur.radius.y = val;
  666. }, false, 0, 15 );
  667. break;
  668. case 'spherical-reflection':
  669. // MATERIAL
  670. mtl = new THREE.PhongNodeMaterial();
  671. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  672. break;
  673. case 'fresnel':
  674. // MATERIAL
  675. mtl = new THREE.PhongNodeMaterial();
  676. var reflectance = new THREE.FloatNode( 1.3 );
  677. var power = new THREE.FloatNode( 1 );
  678. var color = new THREE.CubeTextureNode( cubemap );
  679. var viewZ = new THREE.Math2Node(
  680. new THREE.NormalNode(),
  681. new THREE.Vector3Node( 0, 0, - 1 ),
  682. THREE.Math2Node.DOT
  683. );
  684. var theta = new THREE.OperatorNode(
  685. viewZ,
  686. new THREE.FloatNode( 1 ),
  687. THREE.OperatorNode.ADD
  688. );
  689. var thetaPower = new THREE.Math2Node(
  690. theta,
  691. power,
  692. THREE.Math2Node.POW
  693. );
  694. var fresnel = new THREE.OperatorNode(
  695. reflectance,
  696. thetaPower,
  697. THREE.OperatorNode.MUL
  698. );
  699. mtl.color = new THREE.ColorNode( 0x3399FF );
  700. mtl.environment = color;
  701. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SATURATE );
  702. // GUI
  703. addGui( 'reflectance', reflectance.value, function ( val ) {
  704. reflectance.value = val;
  705. }, false, 0, 3 );
  706. addGui( 'power', power.value, function ( val ) {
  707. power.value = val;
  708. }, false, 0, 5 );
  709. break;
  710. case 'layers':
  711. // MATERIAL
  712. mtl = new THREE.PhongNodeMaterial();
  713. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  714. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  715. var offset = new THREE.FloatNode( 0 );
  716. var scale = new THREE.FloatNode( 1 );
  717. var uv = new THREE.UVNode();
  718. var uvOffset = new THREE.OperatorNode(
  719. offset,
  720. uv,
  721. THREE.OperatorNode.ADD
  722. );
  723. var uvScale = new THREE.OperatorNode(
  724. uvOffset,
  725. scale,
  726. THREE.OperatorNode.MUL
  727. );
  728. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  729. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  730. var blend = new THREE.Math3Node(
  731. tex1,
  732. tex2,
  733. maskAlphaChannel,
  734. THREE.Math3Node.MIX
  735. );
  736. mtl.color = blend;
  737. // GUI
  738. addGui( 'offset', offset.value, function ( val ) {
  739. offset.value = val;
  740. }, false, 0, 1 );
  741. addGui( 'scale', scale.value, function ( val ) {
  742. scale.value = val;
  743. }, false, 0, 10 );
  744. break;
  745. case 'saturation':
  746. // MATERIAL
  747. mtl = new THREE.StandardNodeMaterial();
  748. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  749. var sat = new THREE.FloatNode( 0 );
  750. var satrgb = new THREE.FunctionNode( [
  751. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  752. // include luminance function from LuminanceNode
  753. " vec3 intensity = vec3( luminance( rgb ) );",
  754. " return mix( intensity, rgb, adjustment );",
  755. "}"
  756. ].join( "\n" ), [ THREE.LuminanceNode.Nodes.luminance ] );
  757. var saturation = new THREE.FunctionCallNode( satrgb );
  758. saturation.inputs.rgb = tex;
  759. saturation.inputs.adjustment = sat;
  760. // or try
  761. //saturation.inputs[0] = tex;
  762. //saturation.inputs[1] = sat;
  763. mtl.color = saturation;
  764. // GUI
  765. addGui( 'saturation', sat.value, function ( val ) {
  766. sat.value = val;
  767. }, false, 0, 2 );
  768. break;
  769. case 'top-bottom':
  770. // MATERIAL
  771. mtl = new THREE.PhongNodeMaterial();
  772. var top = new THREE.TextureNode( getTexture( "grass" ) );
  773. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  774. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  775. var normalY = new THREE.SwitchNode( normal, 'y' );
  776. var hard = new THREE.FloatNode( 9 );
  777. var offset = new THREE.FloatNode( - 2.5 );
  778. var hardClamp = new THREE.OperatorNode(
  779. normalY,
  780. hard,
  781. THREE.OperatorNode.MUL
  782. );
  783. var offsetClamp = new THREE.OperatorNode(
  784. hardClamp,
  785. offset,
  786. THREE.OperatorNode.ADD
  787. );
  788. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SATURATE );
  789. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  790. mtl.color = blend;
  791. // GUI
  792. addGui( 'hard', hard.value, function ( val ) {
  793. hard.value = val;
  794. }, false, 0, 20 );
  795. addGui( 'offset', offset.value, function ( val ) {
  796. offset.value = val;
  797. }, false, - 10, 10 );
  798. break;
  799. case 'displace':
  800. // MATERIAL
  801. mtl = new THREE.PhongNodeMaterial();
  802. var time = new THREE.TimerNode();
  803. var scale = new THREE.FloatNode( 2 );
  804. var speed = new THREE.FloatNode( .2 );
  805. var colorA = new THREE.ColorNode( 0xFFFFFF );
  806. var colorB = new THREE.ColorNode( 0x0054df );
  807. // used for serialization only
  808. time.name = "time";
  809. speed.name = "speed";
  810. var uv = new THREE.UVNode();
  811. var timeScl = new THREE.OperatorNode(
  812. time,
  813. speed,
  814. THREE.OperatorNode.MUL
  815. );
  816. var displaceOffset = new THREE.OperatorNode(
  817. timeScl,
  818. uv,
  819. THREE.OperatorNode.ADD
  820. );
  821. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  822. var texArea = new THREE.SwitchNode( tex, 'w' );
  823. var displace = new THREE.OperatorNode(
  824. new THREE.NormalNode(),
  825. texArea,
  826. THREE.OperatorNode.MUL
  827. );
  828. var displaceScale = new THREE.OperatorNode(
  829. displace,
  830. scale,
  831. THREE.OperatorNode.MUL
  832. );
  833. var blend = new THREE.OperatorNode(
  834. new THREE.PositionNode(),
  835. displaceScale,
  836. THREE.OperatorNode.ADD
  837. );
  838. var color = new THREE.Math3Node(
  839. colorB,
  840. colorA,
  841. texArea,
  842. THREE.Math3Node.MIX
  843. );
  844. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  845. mtl.emissive = color;
  846. mtl.position = blend;
  847. // GUI
  848. addGui( 'speed', speed.value, function ( val ) {
  849. speed.value = val;
  850. }, false, 0, 1 );
  851. addGui( 'scale', scale.value, function ( val ) {
  852. scale.value = val;
  853. }, false, 0, 10 );
  854. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  855. colorA.value.setHex( val );
  856. }, true );
  857. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  858. colorB.value.setHex( val );
  859. }, true );
  860. break;
  861. case 'dissolve':
  862. // MATERIAL
  863. mtl = new THREE.StandardNodeMaterial();
  864. var color = new THREE.ColorNode( 0xEEEEEE );
  865. var borderColor = new THREE.ColorNode( 0x0054df );
  866. var threshold = new THREE.FloatNode( .1 );
  867. var borderSize = new THREE.FloatNode( .2 );
  868. var tex = new THREE.TextureNode( getTexture( "cloud" ) );
  869. var texArea = new THREE.SwitchNode( tex, 'w' );
  870. var thresholdBorder = new THREE.Math3Node(
  871. new THREE.OperatorNode( threshold, borderSize, THREE.OperatorNode.ADD ),
  872. threshold,
  873. texArea,
  874. THREE.Math3Node.SMOOTHSTEP
  875. );
  876. var thresholdEmissive = new THREE.OperatorNode(
  877. borderColor,
  878. thresholdBorder,
  879. THREE.OperatorNode.MUL
  880. );
  881. // APPLY
  882. mtl.color = color;
  883. mtl.emissive = thresholdEmissive;
  884. mtl.mask = new THREE.CondNode(
  885. texArea, // a: value
  886. threshold, // b: value
  887. THREE.CondNode.GREATER // condition
  888. );
  889. // GUI
  890. addGui( 'threshold', threshold.value, function ( val ) {
  891. threshold.value = val;
  892. }, false, -.3, 1.3 );
  893. addGui( 'borderSize', borderSize.value, function ( val ) {
  894. borderSize.value = val;
  895. }, false, 0, .5 );
  896. addGui( 'color', color.value.getHex(), function ( val ) {
  897. color.value.setHex( val );
  898. }, true );
  899. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  900. borderColor.value.setHex( val );
  901. }, true );
  902. break;
  903. case 'dissolve-fire':
  904. // MATERIAL
  905. mtl = new THREE.StandardNodeMaterial();
  906. var color = new THREE.ColorNode( 0xEEEEEE );
  907. var fireStartColor = new THREE.ColorNode( 0xF7CA78 );
  908. var fireEndColor = new THREE.ColorNode( 0xFF0000 );
  909. var burnedColor = new THREE.ColorNode( 0x000000 );
  910. var burnedFinalColor = new THREE.ColorNode( 0x000000 );
  911. var threshold = new THREE.FloatNode( .1 );
  912. var fireSize = new THREE.FloatNode( .16 );
  913. var burnedSize = new THREE.FloatNode( .5 );
  914. var timer = new THREE.TimerNode( 0.8 );
  915. var sinCycleInSecs = new THREE.OperatorNode(
  916. timer,
  917. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  918. THREE.OperatorNode.MUL
  919. );
  920. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  921. // round sin to 0 at 1
  922. cycle = new THREE.OperatorNode( cycle, new THREE.FloatNode( 1 ), THREE.OperatorNode.ADD );
  923. cycle = new THREE.OperatorNode( cycle, new THREE.FloatNode( 2 ), THREE.OperatorNode.DIV );
  924. // offset to +.9
  925. cycle = new THREE.OperatorNode( cycle, new THREE.FloatNode( .9 ), THREE.OperatorNode.ADD );
  926. var tex = new THREE.TextureNode( getTexture( "cloud" ) );
  927. var texArea = new THREE.SwitchNode( tex, 'w' );
  928. var thresholdBorder = new THREE.Math3Node(
  929. new THREE.OperatorNode( threshold, fireSize, THREE.OperatorNode.ADD ),
  930. threshold,
  931. texArea,
  932. THREE.Math3Node.SMOOTHSTEP
  933. );
  934. var fireStartAnimatedColor = new THREE.ColorAdjustmentNode(
  935. fireStartColor,
  936. cycle,
  937. THREE.ColorAdjustmentNode.SATURATION
  938. );
  939. var fireEndAnimatedColor = new THREE.ColorAdjustmentNode(
  940. fireEndColor,
  941. cycle,
  942. THREE.ColorAdjustmentNode.SATURATION
  943. );
  944. var fireColor = new THREE.Math3Node(
  945. fireEndAnimatedColor,
  946. fireStartAnimatedColor,
  947. thresholdBorder,
  948. THREE.Math3Node.MIX
  949. );
  950. var thresholdBurnedBorder = new THREE.Math3Node(
  951. new THREE.OperatorNode( threshold, burnedSize, THREE.OperatorNode.ADD ),
  952. threshold,
  953. texArea,
  954. THREE.Math3Node.SMOOTHSTEP
  955. );
  956. var fireEmissive = new THREE.OperatorNode(
  957. fireColor,
  958. thresholdBorder,
  959. THREE.OperatorNode.MUL
  960. );
  961. var burnedResultColor = new THREE.Math3Node(
  962. color,
  963. burnedColor,
  964. thresholdBurnedBorder,
  965. THREE.Math3Node.MIX
  966. );
  967. // APPLY
  968. mtl.color = burnedResultColor;
  969. mtl.emissive = fireEmissive;
  970. mtl.mask = new THREE.CondNode(
  971. texArea, // a: value
  972. threshold, // b: value
  973. THREE.CondNode.GREATER // condition
  974. );
  975. // GUI
  976. addGui( 'threshold', threshold.value, function ( val ) {
  977. threshold.value = val;
  978. }, false, -.5, 1.5 );
  979. addGui( 'fireSize', fireSize.value, function ( val ) {
  980. fireSize.value = val;
  981. }, false, 0, .5 );
  982. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  983. burnedSize.value = val;
  984. }, false, 0, 1 );
  985. addGui( 'color', color.value.getHex(), function ( val ) {
  986. color.value.setHex( val );
  987. }, true );
  988. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  989. fireStartColor.value.setHex( val );
  990. }, true );
  991. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  992. fireEndColor.value.setHex( val );
  993. }, true );
  994. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  995. burnedColor.value.setHex( val );
  996. }, true );
  997. addGui( 'timeScale', timer.scale, function ( val ) {
  998. timer.scale = val;
  999. }, false, 0, 2 );
  1000. break;
  1001. case 'smoke':
  1002. // MATERIAL
  1003. mtl = new THREE.PhongNodeMaterial();
  1004. var time = new THREE.TimerNode();
  1005. var uv = new THREE.UVNode();
  1006. var timeSpeedA = new THREE.OperatorNode(
  1007. time,
  1008. new THREE.Vector2Node( 0.3, 0.1 ),
  1009. THREE.OperatorNode.MUL
  1010. );
  1011. var timeSpeedB = new THREE.OperatorNode(
  1012. time,
  1013. new THREE.Vector2Node( 0.15, 0.4 ),
  1014. THREE.OperatorNode.MUL
  1015. );
  1016. var uvOffsetA = new THREE.OperatorNode(
  1017. timeSpeedA,
  1018. uv,
  1019. THREE.OperatorNode.ADD
  1020. );
  1021. var uvOffsetB = new THREE.OperatorNode(
  1022. timeSpeedB,
  1023. uv,
  1024. THREE.OperatorNode.ADD
  1025. );
  1026. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1027. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1028. var clouds = new THREE.OperatorNode(
  1029. cloudA,
  1030. cloudB,
  1031. THREE.OperatorNode.ADD
  1032. );
  1033. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  1034. mtl.alpha = clouds;
  1035. // GUI
  1036. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1037. mtl.environment.value.setHex( val );
  1038. }, true );
  1039. break;
  1040. case 'camera-depth':
  1041. // MATERIAL
  1042. var colorA = new THREE.ColorNode( 0xFFFFFF );
  1043. var colorB = new THREE.ColorNode( 0x0054df );
  1044. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  1045. depth.near.value = 1;
  1046. depth.far.value = 200;
  1047. var colors = new THREE.Math3Node(
  1048. colorB,
  1049. colorA,
  1050. depth,
  1051. THREE.Math3Node.MIX
  1052. );
  1053. mtl = new THREE.PhongNodeMaterial();
  1054. mtl.color = colors;
  1055. // GUI
  1056. addGui( 'near', depth.near.value, function ( val ) {
  1057. depth.near.value = val;
  1058. }, false, 1, 1200 );
  1059. addGui( 'far', depth.far.value, function ( val ) {
  1060. depth.far.value = val;
  1061. }, false, 1, 1200 );
  1062. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1063. colorA.value.setHex( val );
  1064. }, true );
  1065. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1066. colorB.value.setHex( val );
  1067. }, true );
  1068. break;
  1069. case 'caustic':
  1070. // MATERIAL
  1071. mtl = new THREE.StandardNodeMaterial();
  1072. var hash2 = new THREE.FunctionNode( [
  1073. "vec2 hash2(vec2 p) {",
  1074. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1075. "}"
  1076. ].join( "\n" ) );
  1077. var voronoi = new THREE.FunctionNode( [
  1078. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1079. "float voronoi(vec2 p, in float time) {",
  1080. " vec2 n = floor(p);",
  1081. " vec2 f = fract(p);",
  1082. " float md = 5.0;",
  1083. " vec2 m = vec2(0.0);",
  1084. " for (int i = -1; i <= 1; i++) {",
  1085. " for (int j = -1; j <= 1; j++) {",
  1086. " vec2 g = vec2(i, j);",
  1087. " vec2 o = hash2(n + g);",
  1088. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1089. " vec2 r = g + o - f;",
  1090. " float d = dot(r, r);",
  1091. " if (d < md) {",
  1092. " md = d;",
  1093. " m = n+g+o;",
  1094. " }",
  1095. " }",
  1096. " }",
  1097. " return md;",
  1098. "}"
  1099. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1100. var voronoiLayers = new THREE.FunctionNode( [
  1101. // based on https://www.shadertoy.com/view/4tXSDf
  1102. "float voronoiLayers(vec2 p, in float time) {",
  1103. " float v = 0.0;",
  1104. " float a = 0.4;",
  1105. " for (int i = 0; i < 3; i++) {",
  1106. " v += voronoi(p, time) * a;",
  1107. " p *= 2.0;",
  1108. " a *= 0.5;",
  1109. " }",
  1110. " return v;",
  1111. "}"
  1112. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1113. var time = new THREE.TimerNode();
  1114. var timeScale = new THREE.FloatNode( 2 );
  1115. // used for serialization only
  1116. time.name = "time";
  1117. timeScale.name = "speed";
  1118. var alpha = new THREE.FloatNode( 1 );
  1119. var scale = new THREE.FloatNode( .1 );
  1120. var intensity = new THREE.FloatNode( 1.5 );
  1121. var color = new THREE.ColorNode( 0xFFFFFF );
  1122. var colorA = new THREE.ColorNode( 0xFFFFFF );
  1123. var colorB = new THREE.ColorNode( 0x0054df );
  1124. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  1125. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  1126. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  1127. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  1128. // clamp0at1
  1129. mask = new THREE.Math1Node( mask, THREE.Math1Node.SATURATE );
  1130. var timeOffset = new THREE.OperatorNode(
  1131. time,
  1132. timeScale,
  1133. THREE.OperatorNode.MUL
  1134. );
  1135. var uvPos = new THREE.OperatorNode(
  1136. worldPosTop,
  1137. scale,
  1138. THREE.OperatorNode.MUL
  1139. );
  1140. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  1141. voronoi.inputs.p = uvPos;
  1142. voronoi.inputs.time = timeOffset;
  1143. var maskCaustic = new THREE.OperatorNode(
  1144. alpha,
  1145. mask,
  1146. THREE.OperatorNode.MUL
  1147. );
  1148. var voronoiIntensity = new THREE.OperatorNode(
  1149. voronoi,
  1150. intensity,
  1151. THREE.OperatorNode.MUL
  1152. );
  1153. var voronoiColors = new THREE.Math3Node(
  1154. colorB,
  1155. colorA,
  1156. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SATURATE ), // mix needs clamp
  1157. THREE.Math3Node.MIX
  1158. );
  1159. var caustic = new THREE.Math3Node(
  1160. color,
  1161. voronoiColors,
  1162. maskCaustic,
  1163. THREE.Math3Node.MIX
  1164. );
  1165. var causticLights = new THREE.OperatorNode(
  1166. voronoiIntensity,
  1167. maskCaustic,
  1168. THREE.OperatorNode.MUL
  1169. );
  1170. mtl.color = caustic;
  1171. mtl.ambient = causticLights;
  1172. // GUI
  1173. addGui( 'timeScale', timeScale.value, function ( val ) {
  1174. timeScale.value = val;
  1175. }, false, 0, 5 );
  1176. addGui( 'intensity', intensity.value, function ( val ) {
  1177. intensity.value = val;
  1178. }, false, 0, 3 );
  1179. addGui( 'scale', scale.value, function ( val ) {
  1180. scale.value = val;
  1181. }, false, 0, 1 );
  1182. addGui( 'alpha', alpha.value, function ( val ) {
  1183. alpha.value = val;
  1184. }, false, 0, 1 );
  1185. addGui( 'color', color.value.getHex(), function ( val ) {
  1186. color.value.setHex( val );
  1187. }, true );
  1188. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1189. colorA.value.setHex( val );
  1190. }, true );
  1191. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1192. colorB.value.setHex( val );
  1193. }, true );
  1194. break;
  1195. case 'soft-body':
  1196. // MATERIAL
  1197. move = true;
  1198. mtl = new THREE.StandardNodeMaterial();
  1199. var scale = new THREE.FloatNode( 2 );
  1200. var colorA = new THREE.ColorNode( 0xFF6633 );
  1201. var colorB = new THREE.ColorNode( 0x3366FF );
  1202. var pos = new THREE.PositionNode();
  1203. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1204. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1205. var velocity = new THREE.VelocityNode( mesh, {
  1206. type: 'elastic',
  1207. spring: .95,
  1208. damping: .95
  1209. } );
  1210. var velocityArea = new THREE.OperatorNode(
  1211. mask,
  1212. scale,
  1213. THREE.OperatorNode.MUL
  1214. );
  1215. var softVelocity = new THREE.OperatorNode(
  1216. velocity,
  1217. velocityArea,
  1218. THREE.OperatorNode.MUL
  1219. );
  1220. var softPosition = new THREE.OperatorNode(
  1221. new THREE.PositionNode(),
  1222. softVelocity,
  1223. THREE.OperatorNode.ADD
  1224. );
  1225. var colors = new THREE.Math3Node(
  1226. colorB,
  1227. colorA,
  1228. mask,
  1229. THREE.Math3Node.MIX
  1230. );
  1231. mtl.color = colors;
  1232. mtl.position = softPosition;
  1233. // GUI
  1234. addGui( 'spring', velocity.params.spring, function ( val ) {
  1235. velocity.params.spring = val;
  1236. }, false, 0, .95 );
  1237. addGui( 'damping', velocity.params.damping, function ( val ) {
  1238. velocity.params.damping = val;
  1239. }, false, 0, .95 );
  1240. addGui( 'scale', scale.value, function ( val ) {
  1241. scale.value = val;
  1242. }, false, 0, 3 );
  1243. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1244. colorA.value.setHex( val );
  1245. }, true );
  1246. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1247. colorB.value.setHex( val );
  1248. }, true );
  1249. break;
  1250. case 'plush':
  1251. // MATERIAL
  1252. mtl = new THREE.PhongNodeMaterial();
  1253. var color = new THREE.ColorNode( 0x8D8677 );
  1254. var mildness = new THREE.FloatNode( 1.6 );
  1255. var fur = new THREE.FloatNode( .5 );
  1256. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1257. var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
  1258. var viewZ = new THREE.Math2Node(
  1259. posDirection,
  1260. norDirection,
  1261. THREE.Math2Node.DOT
  1262. );
  1263. // without luma correction for now
  1264. var mildnessColor = new THREE.OperatorNode(
  1265. color,
  1266. mildness,
  1267. THREE.OperatorNode.MUL
  1268. );
  1269. var furScale = new THREE.OperatorNode(
  1270. viewZ,
  1271. fur,
  1272. THREE.OperatorNode.MUL
  1273. );
  1274. mtl.color = color;
  1275. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  1276. mtl.normal.scale = furScale;
  1277. mtl.environment = mildnessColor;
  1278. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1279. mtl.shininess = new THREE.FloatNode( 0 );
  1280. // GUI
  1281. addGui( 'color', color.value.getHex(), function ( val ) {
  1282. color.value.setHex( val );
  1283. }, true );
  1284. addGui( 'mildness', mildness.value, function ( val ) {
  1285. mildness.value = val;
  1286. }, false, 1, 2 );
  1287. addGui( 'fur', fur.value, function ( val ) {
  1288. fur.value = val;
  1289. }, false, 0, 2 );
  1290. break;
  1291. case 'skin':
  1292. case 'skin-phong':
  1293. // MATERIAL
  1294. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1295. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1296. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1297. var wrapLight = new THREE.FloatNode( 1.5 );
  1298. var wrapShadow = new THREE.FloatNode( 0 );
  1299. var directLight = new THREE.LightNode();
  1300. var lightLuminance = new THREE.LuminanceNode( directLight );
  1301. var lightWrap = new THREE.Math3Node(
  1302. wrapShadow,
  1303. wrapLight,
  1304. lightLuminance,
  1305. THREE.Math3Node.SMOOTHSTEP
  1306. );
  1307. var lightTransition = new THREE.OperatorNode(
  1308. lightWrap,
  1309. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1310. THREE.OperatorNode.MUL
  1311. );
  1312. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1313. var wrappedLightColor = new THREE.OperatorNode(
  1314. wrappedLight,
  1315. bloodColor,
  1316. THREE.OperatorNode.MUL
  1317. );
  1318. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SATURATE );
  1319. var totalLight = new THREE.OperatorNode(
  1320. directLight,
  1321. bloodArea,
  1322. THREE.OperatorNode.ADD
  1323. );
  1324. mtl.color = skinColor;
  1325. mtl.light = totalLight;
  1326. if ( name == 'skin' ) {
  1327. // StandardNodeMaterial
  1328. mtl.metalness = new THREE.FloatNode( 0 );
  1329. mtl.roughness = new THREE.FloatNode( 1 );
  1330. mtl.reflectivity = new THREE.FloatNode( 0 );
  1331. mtl.clearCoat = new THREE.FloatNode( .2 );
  1332. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1333. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1334. } else {
  1335. // PhongNodeMaterial
  1336. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1337. mtl.shininess = new THREE.FloatNode( 15 );
  1338. }
  1339. // GUI
  1340. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1341. skinColor.value.setHex( val );
  1342. }, true );
  1343. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1344. bloodColor.value.setHex( val );
  1345. }, true );
  1346. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1347. wrapLight.value = val;
  1348. }, false, 0, 3 );
  1349. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1350. wrapShadow.value = val;
  1351. }, false, - 1, 0 );
  1352. break;
  1353. case 'toon':
  1354. // MATERIAL
  1355. mtl = new THREE.PhongNodeMaterial();
  1356. var count = new THREE.FloatNode( 3.43 );
  1357. var sceneDirectLight = new THREE.LightNode();
  1358. var color = new THREE.ColorNode( 0xAABBFF );
  1359. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1360. var lineSize = new THREE.FloatNode( 0.23 );
  1361. var lineInner = new THREE.FloatNode( 0 );
  1362. // CEL
  1363. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1364. var preCelLight = new THREE.OperatorNode(
  1365. lightLuminance,
  1366. count,
  1367. THREE.OperatorNode.MUL
  1368. );
  1369. var celLight = new THREE.Math1Node(
  1370. preCelLight,
  1371. THREE.Math1Node.CEIL
  1372. );
  1373. var posCelLight = new THREE.OperatorNode(
  1374. celLight,
  1375. count,
  1376. THREE.OperatorNode.DIV
  1377. );
  1378. // LINE
  1379. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1380. var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
  1381. var viewZ = new THREE.Math2Node(
  1382. posDirection,
  1383. norDirection,
  1384. THREE.Math2Node.DOT
  1385. );
  1386. var lineOutside = new THREE.Math1Node(
  1387. viewZ,
  1388. THREE.Math1Node.ABS
  1389. );
  1390. var line = new THREE.OperatorNode(
  1391. lineOutside,
  1392. new THREE.FloatNode( 1 ),
  1393. THREE.OperatorNode.DIV
  1394. );
  1395. var lineScaled = new THREE.Math3Node(
  1396. line,
  1397. lineSize,
  1398. lineInner,
  1399. THREE.Math3Node.SMOOTHSTEP
  1400. );
  1401. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SATURATE ), THREE.Math1Node.INVERT );
  1402. // APPLY
  1403. mtl.color = color;
  1404. mtl.light = posCelLight;
  1405. mtl.shininess = new THREE.FloatNode( 0 );
  1406. mtl.environment = lineColor;
  1407. mtl.environmentAlpha = innerContour;
  1408. // GUI
  1409. addGui( 'color', color.value.getHex(), function ( val ) {
  1410. color.value.setHex( val );
  1411. }, true );
  1412. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1413. lineColor.value.setHex( val );
  1414. }, true );
  1415. addGui( 'count', count.value, function ( val ) {
  1416. count.value = val;
  1417. }, false, 1, 8 );
  1418. addGui( 'lineSize', lineSize.value, function ( val ) {
  1419. lineSize.value = val;
  1420. }, false, 0, 1 );
  1421. addGui( 'lineInner', lineInner.value, function ( val ) {
  1422. lineInner.value = val;
  1423. }, false, 0, 1 );
  1424. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1425. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1426. mtl.needsUpdate = true;
  1427. } );
  1428. break;
  1429. case 'custom-attribute':
  1430. // GEOMETRY
  1431. // add "position" buffer to "custom" attribute
  1432. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1433. // MATERIAL
  1434. mtl = new THREE.PhongNodeMaterial();
  1435. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1436. // or
  1437. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1438. break;
  1439. case 'expression':
  1440. // MATERIAL
  1441. mtl = new THREE.PhongNodeMaterial();
  1442. var speed = new THREE.FloatNode( .5 );
  1443. mtl.color = new THREE.ExpressionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1444. mtl.color.keywords[ "speed" ] = speed;
  1445. mtl.position = new THREE.ExpressionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
  1446. mtl.position.keywords[ "speed" ] = speed;
  1447. // add global keyword ( variable or const )
  1448. THREE.NodeLib.addKeyword( 'myCustomUv', function () {
  1449. return new THREE.ReflectNode();
  1450. } );
  1451. // GUI
  1452. addGui( 'speed', speed.value, function ( val ) {
  1453. speed.value = val;
  1454. }, false, 0, 1 );
  1455. break;
  1456. case 'reserved-keywords':
  1457. // MATERIAL
  1458. mtl = new THREE.PhongNodeMaterial();
  1459. var keywordsexample = new THREE.FunctionNode( [
  1460. // use "uv" reserved keyword
  1461. "vec4 keywordsexample( sampler2D texture ) {",
  1462. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1463. "}"
  1464. ].join( "\n" ) );
  1465. // add local keyword ( const only )
  1466. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1467. // add global keyword ( const only )
  1468. THREE.NodeLib.addKeyword( 'myUV', function () {
  1469. return new THREE.UVNode();
  1470. } );
  1471. // add global const or function
  1472. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1473. // reserved keywords
  1474. console.log( THREE.NodeLib.keywords );
  1475. // keywords conflit? use this to disable:
  1476. //blurtexture.useKeywords = false; // ( true is default )
  1477. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1478. break;
  1479. case 'node-position':
  1480. // MATERIAL
  1481. var node = new THREE.PositionNode();
  1482. mtl = new THREE.PhongNodeMaterial();
  1483. mtl.color = node;
  1484. // GUI
  1485. addGui( 'scope', {
  1486. local: THREE.PositionNode.LOCAL,
  1487. world: THREE.PositionNode.WORLD,
  1488. view: THREE.PositionNode.VIEW
  1489. }, function ( val ) {
  1490. node.scope = val;
  1491. mtl.needsUpdate = true;
  1492. } );
  1493. break;
  1494. case 'node-normal':
  1495. // MATERIAL
  1496. var node = new THREE.NormalNode();
  1497. mtl = new THREE.PhongNodeMaterial();
  1498. mtl.color = node;
  1499. // GUI
  1500. addGui( 'scope', {
  1501. local: THREE.NormalNode.LOCAL,
  1502. world: THREE.NormalNode.WORLD,
  1503. view: THREE.NormalNode.VIEW
  1504. }, function ( val ) {
  1505. node.scope = val;
  1506. mtl.needsUpdate = true;
  1507. } );
  1508. break;
  1509. case 'varying':
  1510. // MATERIAL
  1511. mtl = new THREE.PhongNodeMaterial();
  1512. var varying = new THREE.VarNode( "vec3" );
  1513. varying.value = new THREE.NormalNode( THREE.NormalNode.VIEW );
  1514. // using BypassNode the NormalNode not apply the value in .position slot
  1515. // but set the NormalNode value in VarNode
  1516. // it can be useful to send values between vertex to fragment shader
  1517. // without affect vertex shader
  1518. mtl.position = new THREE.BypassNode( varying );
  1519. mtl.color = varying;
  1520. // you can also set a independent value in .position slot using BypassNode
  1521. // such this expression using ExpressionNode
  1522. mtl.position.value = new THREE.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1523. break;
  1524. case 'void-function':
  1525. // MATERIAL
  1526. mtl = new THREE.PhongNodeMaterial();
  1527. var varying = new THREE.VarNode( "vec3" );
  1528. // VERTEX
  1529. var setMyVar = new THREE.FunctionNode( [
  1530. "void setMyVar( vec3 pos ) {",
  1531. // set "myVar" in vertex shader in this example,
  1532. // can be used in fragment shader too or in rest of the current shader
  1533. " myVar = pos;",
  1534. "}"
  1535. ].join( "\n" ) );
  1536. // add keyword
  1537. setMyVar.keywords[ "myVar" ] = varying;
  1538. var position = new THREE.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1539. position.includes = [ setMyVar ];
  1540. position.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1541. // use BypassNode to "void" functions
  1542. mtl.position = new THREE.BypassNode( position );
  1543. // FRAGMENT
  1544. var clipFromPos = new THREE.FunctionNode( [
  1545. "void clipFromPos( vec3 pos ) {",
  1546. " if ( pos.y < .0 ) discard;",
  1547. "}"
  1548. ].join( "\n" ) );
  1549. var clipFromPosCall = new THREE.FunctionCallNode( clipFromPos, {
  1550. pos: varying
  1551. } );
  1552. mtl.color = new THREE.BypassNode( clipFromPosCall, varying );
  1553. break;
  1554. case 'conditional':
  1555. // MATERIAL
  1556. mtl = new THREE.PhongNodeMaterial();
  1557. var a = new THREE.FloatNode( 0 ),
  1558. b = new THREE.FloatNode( 0 ),
  1559. ifNode = new THREE.ColorNode( 0x0000FF ),
  1560. elseNode = new THREE.ColorNode( 0xFF0000 );
  1561. var cond = new THREE.CondNode( a, b, THREE.CondNode.EQUAL, ifNode, elseNode );
  1562. mtl.color = cond;
  1563. // GUI
  1564. addGui( 'a', a.value, function ( val ) {
  1565. a.value = val;
  1566. }, false, 0, 1 );
  1567. addGui( 'b', b.value, function ( val ) {
  1568. b.value = val;
  1569. }, false, 0, 1 );
  1570. addGui( 'a condition b', {
  1571. EQUAL: THREE.CondNode.EQUAL,
  1572. NOT_EQUAL: THREE.CondNode.NOT_EQUAL,
  1573. GREATER: THREE.CondNode.GREATER,
  1574. GREATER_EQUAL: THREE.CondNode.GREATER_EQUAL,
  1575. LESS: THREE.CondNode.LESS,
  1576. LESS_EQUAL: THREE.CondNode.LESS_EQUAL
  1577. }, function ( val ) {
  1578. cond.op = val;
  1579. mtl.needsUpdate = true;
  1580. } );
  1581. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1582. ifNode.value.setHex( val );
  1583. }, true );
  1584. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1585. elseNode.value.setHex( val );
  1586. }, true );
  1587. break;
  1588. case 'rtt':
  1589. // MATERIAL
  1590. mtl = new THREE.PhongNodeMaterial();
  1591. var uvTransform = new THREE.UVTransformNode(),
  1592. checker = new THREE.CheckerNode( uvTransform );
  1593. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1594. var rtt = new THREE.RTTNode( 512, 512, checker ),
  1595. bumpMap = new THREE.BumpMapNode( rtt );
  1596. bumpMap.scale.value = .1;
  1597. mtl.color = checker;
  1598. mtl.normal = bumpMap;
  1599. // GUI
  1600. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1601. bumpMap.scale.value = val;
  1602. }, false, - .5, .5 );
  1603. addGui( 'scale', 2, function ( val ) {
  1604. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1605. }, false, 0, 8 );
  1606. addGui( 'ignoreColor', false, function ( val ) {
  1607. mtl.color = val ? new THREE.ColorNode( 0xFFFFFF ) : checker;
  1608. mtl.needsUpdate = true;
  1609. } );
  1610. break;
  1611. case 'temporal-blur':
  1612. // MATERIAL
  1613. mtl = new THREE.PhongNodeMaterial();
  1614. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  1615. var rttStore = new THREE.RTTNode( 512, 512, texture );
  1616. var blur = new THREE.BlurNode( rttStore );
  1617. var timer = new THREE.TimerNode( .01, THREE.TimerNode.LOCAL );
  1618. var color = new THREE.Math3Node(
  1619. rttStore,
  1620. blur,
  1621. new THREE.FloatNode( .6 ),
  1622. THREE.Math3Node.MIX
  1623. );
  1624. blur.horizontal = blur.vertical = timer;
  1625. var rttSave = new THREE.RTTNode( 512, 512, color );
  1626. rttSave.saveTo = rttStore;
  1627. mtl.color = rttSave;
  1628. // GUI
  1629. addGui( 'click to reset', false, function () {
  1630. // render a single time
  1631. rttStore.render = true;
  1632. // reset time blur
  1633. timer.value = 0;
  1634. } );
  1635. break;
  1636. case 'readonly':
  1637. // MATERIAL
  1638. mtl = new THREE.PhongNodeMaterial();
  1639. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1640. mtl.specular = new THREE.FloatNode( .5 );
  1641. mtl.shininess = new THREE.FloatNode( 15 );
  1642. // not use "uniform" input ( for optimization )
  1643. // instead use explicit declaration, for example:
  1644. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1645. // if readonly is true not allow change the value after build the shader material
  1646. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1647. break;
  1648. case 'triangle-blur':
  1649. // MATERIAL
  1650. mtl = new THREE.PhongNodeMaterial();
  1651. var delta = new THREE.Vector2Node( .5, .25 );
  1652. var alpha = new THREE.FloatNode( 1 );
  1653. var blurtexture = new THREE.FunctionNode( [
  1654. // Reference: TriangleBlurShader.js
  1655. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1656. " vec4 color = vec4( 0.0 );",
  1657. " float total = 0.0;",
  1658. // randomize the lookup values to hide the fixed number of samples
  1659. " float offset = rand( uv );",
  1660. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1661. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1662. " float weight = 1.0 - abs( percent );",
  1663. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1664. " total += weight;",
  1665. " }",
  1666. " return color / total;",
  1667. "}"
  1668. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1669. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1670. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1671. delta: delta,
  1672. uv: new THREE.UVNode()
  1673. } );
  1674. var color = new THREE.Math3Node(
  1675. new THREE.TextureNode( getTexture( "brick" ) ),
  1676. blurredTexture,
  1677. alpha,
  1678. THREE.Math3Node.MIX
  1679. );
  1680. mtl.color = color;
  1681. // GUI
  1682. addGui( 'alpha', alpha.value, function ( val ) {
  1683. alpha.value = val;
  1684. }, false, 0, 1 );
  1685. addGui( 'deltaX', delta.x, function ( val ) {
  1686. delta.x = val;
  1687. }, false, 0, 1 );
  1688. addGui( 'deltaY', delta.x, function ( val ) {
  1689. delta.y = val;
  1690. }, false, 0, 1 );
  1691. break;
  1692. case 'triplanar-mapping':
  1693. // MATERIAL
  1694. mtl = new THREE.PhongNodeMaterial();
  1695. var scale = new THREE.FloatNode( .02 );
  1696. var triplanarMapping = new THREE.FunctionNode( [
  1697. // Reference: https://github.com/keijiro/StandardTriplanar
  1698. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1699. // Blending factor of triplanar mapping
  1700. " vec3 bf = normalize( abs( normal ) );",
  1701. " bf /= dot( bf, vec3( 1.0 ) );",
  1702. // Triplanar mapping
  1703. " vec2 tx = position.yz * scale;",
  1704. " vec2 ty = position.zx * scale;",
  1705. " vec2 tz = position.xy * scale;",
  1706. // Base color
  1707. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1708. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1709. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1710. " return cx + cy + cz;",
  1711. "}"
  1712. ].join( "\n" ) );
  1713. var triplanarMappingTexture = new THREE.FunctionCallNode( triplanarMapping, {
  1714. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1715. normal: new THREE.NormalNode( THREE.NormalNode.WORLD ),
  1716. position: new THREE.PositionNode( THREE.PositionNode.WORLD ),
  1717. scale: scale,
  1718. } );
  1719. mtl.color = triplanarMappingTexture;
  1720. // GUI
  1721. addGui( 'scale', scale.value, function ( val ) {
  1722. scale.value = val;
  1723. }, false, 0.001, .1 );
  1724. break;
  1725. case 'firefly':
  1726. // MATERIAL
  1727. mtl = new THREE.PhongNodeMaterial();
  1728. var time = new THREE.TimerNode();
  1729. var speed = new THREE.FloatNode( .5 );
  1730. var color = new THREE.ColorNode( 0x98ff00 );
  1731. var timeSpeed = new THREE.OperatorNode(
  1732. time,
  1733. speed,
  1734. THREE.OperatorNode.MUL
  1735. );
  1736. var sinCycleInSecs = new THREE.OperatorNode(
  1737. timeSpeed,
  1738. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1739. THREE.OperatorNode.MUL
  1740. );
  1741. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1742. var cycleColor = new THREE.OperatorNode(
  1743. cycle,
  1744. color,
  1745. THREE.OperatorNode.MUL
  1746. );
  1747. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1748. mtl.color = new THREE.ColorNode( 0 );
  1749. mtl.emissive = cos;
  1750. // GUI
  1751. addGui( 'speed', speed.value, function ( val ) {
  1752. speed.value = val;
  1753. }, false, 0, 3 );
  1754. break;
  1755. case 'sss':
  1756. case 'translucent':
  1757. // DISTANCE FORMULA
  1758. var modelPos = new THREE.Vector3Node();
  1759. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1760. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1761. var cameraDistance = new THREE.Math2Node(
  1762. modelPos,
  1763. cameraPosition,
  1764. THREE.Math2Node.DISTANCE
  1765. );
  1766. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1767. var distance = new THREE.OperatorNode(
  1768. cameraDistance,
  1769. viewPosZ,
  1770. THREE.OperatorNode.SUB
  1771. );
  1772. var distanceRadius = new THREE.OperatorNode(
  1773. distance,
  1774. new THREE.FloatNode( 70 ),
  1775. THREE.OperatorNode.ADD
  1776. );
  1777. var objectDepth = new THREE.Math3Node(
  1778. distanceRadius,
  1779. new THREE.FloatNode( 0 ),
  1780. new THREE.FloatNode( 50 ),
  1781. THREE.Math3Node.SMOOTHSTEP
  1782. );
  1783. // RTT ( get back distance )
  1784. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1785. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1786. var distanceMtl = new THREE.PhongNodeMaterial();
  1787. distanceMtl.environment = objectDepth;
  1788. distanceMtl.side = THREE.BackSide;
  1789. rtMaterial = distanceMtl;
  1790. // MATERIAL
  1791. mtl = new THREE.StandardNodeMaterial();
  1792. var backSideDepth = new THREE.TextureNode( rtTexture.texture, new THREE.ScreenUVNode() );
  1793. var difference = new THREE.OperatorNode(
  1794. objectDepth,
  1795. backSideDepth,
  1796. THREE.OperatorNode.SUB
  1797. );
  1798. var sss = new THREE.Math3Node(
  1799. new THREE.FloatNode( - .1 ),
  1800. new THREE.FloatNode( .5 ),
  1801. difference,
  1802. THREE.Math3Node.SMOOTHSTEP
  1803. );
  1804. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SATURATE );
  1805. var frontColor, backColor;
  1806. if ( name == 'sss' ) {
  1807. var sssOut = new THREE.Math2Node(
  1808. objectDepth,
  1809. sssAlpha,
  1810. THREE.Math2Node.MIN
  1811. );
  1812. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1813. backColor = new THREE.ColorNode( 0xd04327 );
  1814. var color = new THREE.Math3Node(
  1815. backColor,
  1816. frontColor,
  1817. sssOut,
  1818. THREE.Math3Node.MIX
  1819. );
  1820. var light = new THREE.OperatorNode(
  1821. new THREE.LightNode(),
  1822. color,
  1823. THREE.OperatorNode.ADD
  1824. );
  1825. mtl.color = frontColor;
  1826. mtl.roughness = new THREE.FloatNode( .1 );
  1827. mtl.metalness = new THREE.FloatNode( .5 );
  1828. mtl.light = light;
  1829. mtl.environment = color;
  1830. } else {
  1831. frontColor = new THREE.ColorNode( 0xd04327 );
  1832. backColor = new THREE.ColorNode( 0x1a0e14 );
  1833. var color = new THREE.Math3Node(
  1834. frontColor,
  1835. backColor,
  1836. sssAlpha,
  1837. THREE.Math3Node.MIX
  1838. );
  1839. var light = new THREE.OperatorNode(
  1840. new THREE.LightNode(),
  1841. color,
  1842. THREE.OperatorNode.ADD
  1843. );
  1844. mtl.color = new THREE.ColorNode( 0xffffff );
  1845. mtl.roughness = new THREE.FloatNode( .1 );
  1846. mtl.metalness = new THREE.FloatNode( .5 );
  1847. mtl.light = light;
  1848. mtl.environment = color;
  1849. }
  1850. // GUI
  1851. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1852. frontColor.value.setHex( val );
  1853. }, true );
  1854. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1855. backColor.value.setHex( val );
  1856. }, true );
  1857. addGui( 'area', sss.b.value, function ( val ) {
  1858. sss.b.value = val;
  1859. }, false, 0, 1 );
  1860. break;
  1861. }
  1862. // set material
  1863. mtl.side = THREE.DoubleSide;
  1864. mesh.material = mtl;
  1865. }
  1866. function onWindowResize() {
  1867. var width = window.innerWidth, height = window.innerHeight;
  1868. camera.aspect = width / height;
  1869. camera.updateProjectionMatrix();
  1870. renderer.setSize( width, height );
  1871. if ( rtTexture ) rtTexture.setSize( width, height );
  1872. }
  1873. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  1874. if ( serialized ) reset();
  1875. else serialize();
  1876. serialized = ! serialized;
  1877. } );
  1878. function reset() {
  1879. updateMaterial();
  1880. // gui
  1881. var div = document.getElementById( 'serialize' );
  1882. div.textContent = "Serialize and apply";
  1883. }
  1884. function serialize() {
  1885. var json = mesh.material.toJSON();
  1886. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  1887. var cloud = getTexture( "cloud" );
  1888. THREE.NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  1889. library[ "cloud" ] = cloud;
  1890. // --
  1891. var jsonStr = JSON.stringify( json );
  1892. console.log( jsonStr );
  1893. var loader = new THREE.NodeMaterialLoader( null, library ),
  1894. material = loader.parse( json );
  1895. mesh.material.dispose();
  1896. mesh.material = material;
  1897. // gui
  1898. var div = document.getElementById( 'serialize' );
  1899. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1900. if ( gui ) gui.destroy();
  1901. gui = null;
  1902. }
  1903. function animate() {
  1904. var delta = clock.getDelta();
  1905. if ( move ) {
  1906. var time = Date.now() * 0.005;
  1907. mesh.position.z = Math.cos( time ) * 10;
  1908. mesh.position.y = Math.sin( time ) * 10;
  1909. } else {
  1910. mesh.position.z = mesh.position.y = 0;
  1911. }
  1912. //mesh.rotation.z += .01;
  1913. // update material animation and/or gpu calcs (pre-renderer)
  1914. frame.update( delta ).setRenderer( renderer );
  1915. if ( mesh.material instanceof THREE.NodeMaterial ) {
  1916. frame.updateNode( mesh.material );
  1917. }
  1918. // render to texture for sss/translucent material only
  1919. if ( rtTexture ) {
  1920. scene.overrideMaterial = rtMaterial;
  1921. renderer.render( scene, camera, rtTexture, true );
  1922. scene.overrideMaterial = null;
  1923. }
  1924. renderer.render( scene, camera );
  1925. requestAnimationFrame( animate );
  1926. }
  1927. </script>
  1928. </body>
  1929. </html>