function perlin() { return ` #ifdef GL_ES precision highp float; #endif #define PI 3.14159265359; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform float u_xpos; uniform float u_ypos; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy; i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); float n_ = 0.142857142857; vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } `; } const shaders = { cloth: { vertex: ` uniform float time; varying vec3 vUv; ${perlin()} void main() { vec3 p = position; float e = sin(snoise(vec3(p.xy * .15, time * 0.1)) * 10.) * .5; p.z += e; vec4 modelViewPosition = modelViewMatrix * vec4(p, 1.0); vUv = p; gl_Position = projectionMatrix * modelViewPosition; } `, fragment: ` uniform vec3 camera; uniform float time; varying vec3 vUv; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { float d = dot(camera, normalize(vUv)) / 3.1415; vec3 c = hsv2rgb(vec3(d, 1., 1.)); c = mix(vec3(1., 0., 1.), c, .75); gl_FragColor = vec4(c * 0.29, 1.0); } ` } }; const scene = new THREE.Scene(), width = window.innerWidth, height = window.innerHeight, camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000), renderer = new THREE.WebGLRenderer(), startTime = new Date().getTime(), timeOffset = 15; var composer, outlinePass; let currentTime = 0; renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); let CameraHolder = new THREE.Object3D(); CameraHolder.add(camera); scene.add(CameraHolder); composer = new THREE.EffectComposer(renderer); var renderPass = new THREE.RenderPass(scene, camera); composer.addPass(renderPass); outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera); composer.addPass(outlinePass); let bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(width, height), 1.5, .4, .85); renderer.toneMappingExposure = 1; bloomPass.threshold = 0; bloomPass.strength = 1.5; bloomPass.radius = 1.5; composer.addPass(bloomPass); /* let filmPass = new THREE.FilmPass(0.34, 0.025, 256, false); composer.addPass(filmPass); outlinePass.edgeStrength = 3 outlinePass.edgeThickness = 1 outlinePass.edgeGlow = 0 outlinePass.visibleEdgeColor.set('#ffffff') outlinePass.hiddenEdgeColor.set('#ffffff') outlinePass.BlurDirectionX = new THREE.Vector2(0.0, 0.0) outlinePass.BlurDirectionY = new THREE.Vector2(0.0, 0.0) */ let uniforms = { camera: { value: camera.position }, time: { value: 0 } }; let length = 60, cameraZ = 5; var geometry = new THREE.PlaneGeometry(length * 1.2, length, 600, 600); //var geometry = new THREE.SphereGeometry( 1, 100, 100 ); let material = new THREE.ShaderMaterial({ uniforms: uniforms, fragmentShader: shaders.cloth.fragment, vertexShader: shaders.cloth.vertex }); var plane = new THREE.Mesh(geometry, material); scene.add(plane); plane.rotation.x = Math.PI * 1.5; plane.position.y = -6; plane.position.z = -(length * .3); var plane2 = new THREE.Mesh(geometry, material); scene.add(plane2); plane2.rotation.x = Math.PI * .15; plane2.position.z = -length * .25; camera.position.z = length * .5 - cameraZ / 2; const sgeom = new THREE.SphereGeometry(3, 50, 50); const smat = new THREE.MeshBasicMaterial({ color: 0x000000 }); const sphere = new THREE.Mesh(sgeom, smat); scene.add(sphere); function animate() { var now = new Date().getTime(); currentTime = (now - startTime) / 1000; let t = currentTime + timeOffset; CameraHolder.updateMatrixWorld(); camera.updateMatrixWorld(); var vector = camera.position.clone(); vector.applyMatrix4(camera.matrixWorld); uniforms.time.value = t; uniforms.camera.value = vector; //CameraHolder.rotation.y = t * 0.1 CameraHolder.rotation.x = -.1 + Math.cos(t * 0.15) * (Math.PI * .01); requestAnimationFrame(animate); //renderer.render(scene, camera) composer.render(); } animate();