codepens/calm-in-the-iridescence/dist/script.js

251 lines
5.7 KiB
JavaScript

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();