webgl_shader2.html 6.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - shaders [custom]</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <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 <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
  12. <script src="../build/three.js"></script>
  13. <script src="js/WebGL.js"></script>
  14. <script src="js/libs/stats.min.js"></script>
  15. <script id="fragment_shader4" type="x-shader/x-fragment">
  16. uniform float time;
  17. varying vec2 vUv;
  18. void main( void ) {
  19. vec2 position = - 1.0 + 2.0 * vUv;
  20. float red = abs( sin( position.x * position.y + time / 5.0 ) );
  21. float green = abs( sin( position.x * position.y + time / 4.0 ) );
  22. float blue = abs( sin( position.x * position.y + time / 3.0 ) );
  23. gl_FragColor = vec4( red, green, blue, 1.0 );
  24. }
  25. </script>
  26. <script id="fragment_shader3" type="x-shader/x-fragment">
  27. uniform float time;
  28. varying vec2 vUv;
  29. void main( void ) {
  30. vec2 position = vUv;
  31. float color = 0.0;
  32. color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
  33. color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
  34. color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
  35. color *= sin( time / 10.0 ) * 0.5;
  36. gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
  37. }
  38. </script>
  39. <script id="fragment_shader2" type="x-shader/x-fragment">
  40. uniform float time;
  41. uniform sampler2D texture;
  42. varying vec2 vUv;
  43. void main( void ) {
  44. vec2 position = - 1.0 + 2.0 * vUv;
  45. float a = atan( position.y, position.x );
  46. float r = sqrt( dot( position, position ) );
  47. vec2 uv;
  48. uv.x = cos( a ) / r;
  49. uv.y = sin( a ) / r;
  50. uv /= 10.0;
  51. uv += time * 0.05;
  52. vec3 color = texture2D( texture, uv ).rgb;
  53. gl_FragColor = vec4( color * r * 1.5, 1.0 );
  54. }
  55. </script>
  56. <script id="fragment_shader1" type="x-shader/x-fragment">
  57. uniform float time;
  58. varying vec2 vUv;
  59. void main(void) {
  60. vec2 p = - 1.0 + 2.0 * vUv;
  61. float a = time * 40.0;
  62. float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
  63. e = 400.0 * ( p.x * 0.5 + 0.5 );
  64. f = 400.0 * ( p.y * 0.5 + 0.5 );
  65. i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
  66. d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
  67. r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
  68. q = f / r;
  69. e = ( r * cos( q ) ) - a / 2.0;
  70. f = ( r * sin( q ) ) - a / 2.0;
  71. d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
  72. h = ( ( f + d ) + a / 2.0 ) * g;
  73. i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
  74. h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
  75. h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
  76. i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
  77. i = mod( i / 5.6, 256.0 ) / 64.0;
  78. if ( i < 0.0 ) i += 4.0;
  79. if ( i >= 2.0 ) i = 4.0 - i;
  80. d = r / 350.0;
  81. d += sin( d * d * 8.0 ) * 0.52;
  82. f = ( sin( a * g ) + 1.0 ) / 2.0;
  83. gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
  84. }
  85. </script>
  86. <script id="vertexShader" type="x-shader/x-vertex">
  87. varying vec2 vUv;
  88. void main()
  89. {
  90. vUv = uv;
  91. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  92. gl_Position = projectionMatrix * mvPosition;
  93. }
  94. </script>
  95. <script>
  96. if ( WEBGL.isWebGLAvailable() === false ) {
  97. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  98. }
  99. var container, stats;
  100. var camera, scene, renderer, clock;
  101. var uniforms1, uniforms2;
  102. init();
  103. animate();
  104. function init() {
  105. container = document.getElementById( 'container' );
  106. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
  107. camera.position.z = 4;
  108. scene = new THREE.Scene();
  109. clock = new THREE.Clock();
  110. var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
  111. uniforms1 = {
  112. "time": { value: 1.0 }
  113. };
  114. uniforms2 = {
  115. "time": { value: 1.0 },
  116. "texture": { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
  117. };
  118. uniforms2[ "texture" ].value.wrapS = uniforms2[ "texture" ].value.wrapT = THREE.RepeatWrapping;
  119. var params = [
  120. [ 'fragment_shader1', uniforms1 ],
  121. [ 'fragment_shader2', uniforms2 ],
  122. [ 'fragment_shader3', uniforms1 ],
  123. [ 'fragment_shader4', uniforms1 ]
  124. ];
  125. for ( var i = 0; i < params.length; i ++ ) {
  126. var material = new THREE.ShaderMaterial( {
  127. uniforms: params[ i ][ 1 ],
  128. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  129. fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
  130. } );
  131. var mesh = new THREE.Mesh( geometry, material );
  132. mesh.position.x = i - ( params.length - 1 ) / 2;
  133. mesh.position.y = i % 2 - 0.5;
  134. scene.add( mesh );
  135. }
  136. renderer = new THREE.WebGLRenderer();
  137. renderer.setPixelRatio( window.devicePixelRatio );
  138. container.appendChild( renderer.domElement );
  139. stats = new Stats();
  140. container.appendChild( stats.dom );
  141. onWindowResize();
  142. window.addEventListener( 'resize', onWindowResize, false );
  143. }
  144. function onWindowResize() {
  145. camera.aspect = window.innerWidth / window.innerHeight;
  146. camera.updateProjectionMatrix();
  147. renderer.setSize( window.innerWidth, window.innerHeight );
  148. }
  149. //
  150. function animate() {
  151. requestAnimationFrame( animate );
  152. render();
  153. stats.update();
  154. }
  155. function render() {
  156. var delta = clock.getDelta();
  157. uniforms1[ "time" ].value += delta * 5;
  158. uniforms2[ "time" ].value = clock.elapsedTime;
  159. for ( var i = 0; i < scene.children.length; i ++ ) {
  160. var object = scene.children[ i ];
  161. object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
  162. object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
  163. }
  164. renderer.render( scene, camera );
  165. }
  166. </script>
  167. </body>
  168. </html>