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<!DOCTYPE html> |
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<html lang="en"> |
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<head> |
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<title>three.js webgl - shader [Monjori]</title> |
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<meta charset="utf-8"> |
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<script id="vertexShader" type="x-shader/x-vertex"> |
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varying vec2 vUv; |
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|
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void main() { |
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vUv = uv; |
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gl_Position = vec4(position, 1.0); |
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} |
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</script> |
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<script id="fragmentShader" type="x-shader/x-fragment"> |
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#ifdef GL_FRAGMENT_PRECISION_HIGH |
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precision highp float; |
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#else |
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precision mediump float; |
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#endif |
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uniform float iTime; |
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uniform vec2 iMouse; |
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uniform vec2 iResolution; |
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uniform sampler2D iChannel0; |
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vec2 GetGradient(vec2 intPos, float t) { |
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float rand = texture(iChannel0, intPos / 64.0).r * 4.0; |
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float angle = 6.283185 * rand + 4.0 * t * rand; |
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return vec2(cos(angle), sin(angle)); |
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} |
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float Pseudo3dNoise(vec3 pos) { |
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vec2 i = floor(pos.xy); |
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vec2 f = pos.xy - i; |
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vec2 blend = f * f * (3.0 -(2.0 * f)); |
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float noiseVal = |
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mix( |
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mix( |
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dot(GetGradient(i + vec2(0, 0), pos.z), f - vec2(0, 0)), |
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dot(GetGradient(i + vec2(1, 0), pos.z), f - vec2(1, 0)), |
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blend.x), |
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mix( |
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dot(GetGradient(i + vec2(0, 1), pos.z), f - vec2(0, 1)), |
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dot(GetGradient(i + vec2(1, 1), pos.z), f - vec2(1, 1)), |
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blend.x), |
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blend.y |
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); |
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return noiseVal / 0.7;// normalize to about [-1..1] |
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} |
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void mainImage(out vec4 fragColor, in vec2 fragCoord) { |
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vec2 uv = fragCoord.xy / iResolution.y; |
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float time = iTime * (iTime * 0.1); |
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vec2 uvm = iMouse.xy / iResolution.y; |
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float noiseVal = 0.5 + 0.5 * Pseudo3dNoise(vec3(uv *6.0, time/10.)); |
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fragColor.rgb = vec3( 0.8+ 0.2*sin(noiseVal * time + (sin(time) * time / 10.))); |
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} |
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void main() { |
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mainImage(gl_FragColor, gl_FragCoord.xy); |
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} |
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</script> |
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</head> |
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<body> |
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<div id="container"></div> |
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<script type="module"> |
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import * as THREE from 'https://unpkg.com/three/build/three.module.js'; |
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let camera, scene, renderer; |
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let uniforms; |
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let texture; |
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init(); |
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animate(); |
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function init() { |
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const container = document.getElementById( 'container' ); |
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camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); |
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scene = new THREE.Scene(); |
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const geometry = new THREE.PlaneGeometry( 2, 2 ); |
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const loader = new THREE.TextureLoader(); |
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const texture = loader.load('noise.png'); |
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texture.wrapS = THREE.RepeatWrapping; |
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texture.wrapT = THREE.RepeatWrapping; |
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let quality = 1 |
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uniforms = { |
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iTime: { value: 1.0 }, |
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iResolution: { value: new THREE.Vector2( window.innerWidth / quality, window.innerHeight / quality ) }, |
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iMouse: { value: new THREE.Vector2(0.0,0.0) }, |
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iChannel0: { value: texture }, |
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}; |
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const material = new THREE.ShaderMaterial( { |
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uniforms: uniforms, |
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vertexShader: document.getElementById( 'vertexShader' ).textContent, |
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent |
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} ); |
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const mesh = new THREE.Mesh( geometry, material ); |
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scene.add( mesh ); |
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renderer = new THREE.WebGLRenderer(); |
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renderer.setPixelRatio( window.devicePixelRatio ); |
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container.appendChild( renderer.domElement ); |
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onWindowResize(); |
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window.addEventListener( 'resize', onWindowResize ); |
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document.addEventListener( 'pointermove', onPointerMove); |
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} |
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function onPointerMove(event) { |
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var clientX = event.clientX; |
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var clientY = event.clientY; |
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var mouseX = clientX / window.innerWidth; |
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var mouseY = 1 - clientY / window.innerHeight; |
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uniforms[ 'iMouse' ].value = new THREE.Vector2(mouseX, mouseY); |
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} |
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function onWindowResize() { |
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renderer.setSize( window.innerWidth, window.innerHeight ); |
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} |
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function animate() { |
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window.requestAnimationFrame( animate ); |
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uniforms[ 'iTime' ].value = performance.now() / 1000; |
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renderer.render( scene, camera ); |
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} |
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</script> |
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</body> |
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</html> |
After Width: | Height: | Size: 9.0 KiB |
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