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