webgl_shader_lava.html 5.4 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 src="../build/three.js"></script>
  13. <script src="js/shaders/ConvolutionShader.js"></script>
  14. <script src="js/shaders/CopyShader.js"></script>
  15. <script src="js/shaders/FilmShader.js"></script>
  16. <script src="js/postprocessing/EffectComposer.js"></script>
  17. <script src="js/postprocessing/ShaderPass.js"></script>
  18. <script src="js/postprocessing/MaskPass.js"></script>
  19. <script src="js/postprocessing/RenderPass.js"></script>
  20. <script src="js/postprocessing/BloomPass.js"></script>
  21. <script src="js/postprocessing/FilmPass.js"></script>
  22. <script src="js/WebGL.js"></script>
  23. <script id="fragmentShader" type="x-shader/x-fragment">
  24. uniform float time;
  25. uniform float fogDensity;
  26. uniform vec3 fogColor;
  27. uniform sampler2D texture1;
  28. uniform sampler2D texture2;
  29. varying vec2 vUv;
  30. void main( void ) {
  31. vec2 position = - 1.0 + 2.0 * vUv;
  32. vec4 noise = texture2D( texture1, vUv );
  33. vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
  34. vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;
  35. T1.x += noise.x * 2.0;
  36. T1.y += noise.y * 2.0;
  37. T2.x -= noise.y * 0.2;
  38. T2.y += noise.z * 0.2;
  39. float p = texture2D( texture1, T1 * 2.0 ).a;
  40. vec4 color = texture2D( texture2, T2 * 2.0 );
  41. vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
  42. if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
  43. if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
  44. if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }
  45. gl_FragColor = temp;
  46. float depth = gl_FragCoord.z / gl_FragCoord.w;
  47. const float LOG2 = 1.442695;
  48. float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
  49. fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
  50. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  51. }
  52. </script>
  53. <script id="vertexShader" type="x-shader/x-vertex">
  54. uniform vec2 uvScale;
  55. varying vec2 vUv;
  56. void main()
  57. {
  58. vUv = uvScale * uv;
  59. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  60. gl_Position = projectionMatrix * mvPosition;
  61. }
  62. </script>
  63. <script>
  64. if ( WEBGL.isWebGLAvailable() === false ) {
  65. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  66. }
  67. var container;
  68. var camera, scene, renderer, composer, clock;
  69. var uniforms, mesh;
  70. init();
  71. animate();
  72. function init() {
  73. container = document.getElementById( 'container' );
  74. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 3000 );
  75. camera.position.z = 4;
  76. scene = new THREE.Scene();
  77. clock = new THREE.Clock();
  78. var textureLoader = new THREE.TextureLoader();
  79. uniforms = {
  80. "fogDensity": { value: 0.45 },
  81. "fogColor": { value: new THREE.Vector3( 0, 0, 0 ) },
  82. "time": { value: 1.0 },
  83. "uvScale": { value: new THREE.Vector2( 3.0, 1.0 ) },
  84. "texture1": { value: textureLoader.load( 'textures/lava/cloud.png' ) },
  85. "texture2": { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
  86. };
  87. uniforms[ "texture1" ].value.wrapS = uniforms[ "texture1" ].value.wrapT = THREE.RepeatWrapping;
  88. uniforms[ "texture2" ].value.wrapS = uniforms[ "texture2" ].value.wrapT = THREE.RepeatWrapping;
  89. var size = 0.65;
  90. var material = new THREE.ShaderMaterial( {
  91. uniforms: uniforms,
  92. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  93. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  94. } );
  95. mesh = new THREE.Mesh( new THREE.TorusBufferGeometry( size, 0.3, 30, 30 ), material );
  96. mesh.rotation.x = 0.3;
  97. scene.add( mesh );
  98. //
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setPixelRatio( window.devicePixelRatio );
  101. container.appendChild( renderer.domElement );
  102. renderer.autoClear = false;
  103. //
  104. var renderModel = new THREE.RenderPass( scene, camera );
  105. var effectBloom = new THREE.BloomPass( 1.25 );
  106. var effectFilm = new THREE.FilmPass( 0.35, 0.95, 2048, false );
  107. composer = new THREE.EffectComposer( renderer );
  108. composer.addPass( renderModel );
  109. composer.addPass( effectBloom );
  110. composer.addPass( effectFilm );
  111. //
  112. onWindowResize();
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. }
  115. function onWindowResize() {
  116. camera.aspect = window.innerWidth / window.innerHeight;
  117. camera.updateProjectionMatrix();
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. composer.setSize( window.innerWidth, window.innerHeight );
  120. }
  121. //
  122. function animate() {
  123. requestAnimationFrame( animate );
  124. render();
  125. }
  126. function render() {
  127. var delta = 5 * clock.getDelta();
  128. uniforms[ "time" ].value += 0.2 * delta;
  129. mesh.rotation.y += 0.0125 * delta;
  130. mesh.rotation.x += 0.05 * delta;
  131. renderer.clear();
  132. composer.render( 0.01 );
  133. }
  134. </script>
  135. </body>
  136. </html>