453 lines
12 KiB
HTML
453 lines
12 KiB
HTML
<!DOCTYPE html>
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<html lang="en" >
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<head>
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<meta charset="UTF-8">
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<title>CodePen - Curl Noise</title>
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<link rel="stylesheet" href="./style.css">
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</head>
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<body>
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<!-- partial:index.partial.html -->
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<div class="wrapper" id="wrapper">
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</div>
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<script id="simulation_vel" type="x-shader/x-fragment">
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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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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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v) {
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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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// First corner
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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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// Other corners
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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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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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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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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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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); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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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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//Normalise gradients
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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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// Mix final noise value
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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), dot(p2,x2), dot(p3,x3) ) );
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}
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// via: https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html
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vec3 curlNoise( vec3 p ){
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const float e = 0.1;
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float n1 = snoise(vec3(p.x, p.y + e, p.z));
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float n2 = snoise(vec3(p.x, p.y - e, p.z));
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float n3 = snoise(vec3(p.x, p.y, p.z + e));
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float n4 = snoise(vec3(p.x, p.y, p.z - e));
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float n5 = snoise(vec3(p.x + e, p.y, p.z));
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float n6 = snoise(vec3(p.x - e, p.y, p.z));
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float x = n2 - n1 - n4 + n3;
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float y = n4 - n3 - n6 + n5;
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float z = n6 - n5 - n2 + n1;
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const float divisor = 1.0 / ( 2.0 * e );
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return normalize( vec3( x , y , z ) * divisor );
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}
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uniform float timer;
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uniform float delta;
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uniform float speed;
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uniform float factor;
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uniform float evolution;
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uniform float radius;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 c = texture2D( posTex, uv );
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vec4 oldVel = texture2D( velTex, uv );
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vec3 pos = c.xyz;
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float life = oldVel.a;
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float s = life / 100.0;
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float speedInc = 1.0;
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vec3 v = factor * speedInc * delta * speed * ( curlNoise( .2 * pos) );
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pos += v;
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life -= 0.3;
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if( life <= 0.0) {
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pos = texture2D( defTex, uv ).xyz;
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life = 100.0;
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}
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gl_FragColor = vec4( pos - c.xyz, life );
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}
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</script>
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<script id="simulation_pos" type="x-shader/x-fragment">
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 tmpPos = texture2D( posTex, uv );
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vec3 pos = tmpPos.xyz;
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vec4 tmpVel = texture2D( velTex, uv );
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vec3 vel = tmpVel.xyz;
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pos += vel;
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gl_FragColor = vec4( pos, 0.0 );
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}
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</script>
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<script id="simulation_def" type="x-shader/x-fragment">
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 tmpPos = texture2D( defTex, uv );
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gl_FragColor = vec4( tmpPos.rgb, 0.0 );
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}
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</script>
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<script id="vs-particles" type="x-shader/x-vertex">
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attribute float aNum;
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attribute float aRandom;
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// attribute vec2 aPosUv
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attribute vec3 aColor;
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uniform sampler2D posMap;
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uniform sampler2D velMap;
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uniform float size;
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uniform float timer;
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uniform vec3 boxScale;
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uniform float meshScale;
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uniform mat4 shadowMatrix;
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varying vec3 vPosition;
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varying vec3 vColor;
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varying vec4 vShadowCoord;
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mat3 calcLookAtMatrix(vec3 vector, float roll) {
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vec3 rr = vec3(sin(roll), cos(roll), 0.0);
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vec3 ww = normalize(vector);
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vec3 uu = normalize(cross(ww, rr));
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vec3 vv = normalize(cross(uu, ww));
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return mat3(uu, ww, vv);
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}
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void main() {
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vec2 posUv;
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posUv.x = mod(aNum, (size - 1.0));
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posUv.y = float(aNum / (size - 1.0));
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posUv /= vec2(size);
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vec4 cubePosition = texture2D( posMap, posUv );
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vec4 cubeVelocity = texture2D( velMap, posUv );
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float alpha = cubeVelocity.a / 100.0;
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float scale = 0.025 * 4.0 * (1.0 - alpha) * alpha;
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mat4 localRotationMat = mat4( calcLookAtMatrix( cubeVelocity.xyz, 0.0 ) );
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vec3 modifiedVertex = (localRotationMat * vec4( position * scale * aRandom * (vec3(1.0)) * boxScale * meshScale, 1.0 ) ).xyz;
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vec3 modifiedPosition = modifiedVertex + cubePosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPosition, 1.0 );
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vPosition = modifiedPosition;
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// via: line 7 in https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
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vShadowCoord = shadowMatrix * modelMatrix * vec4( modifiedPosition, 1.0 );
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vColor = aColor;
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}
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</script>
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<script id="fs-particles" type="x-shader/x-fragment">
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varying vec3 vPosition;
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varying vec3 vColor;
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varying vec4 vShadowCoord;
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uniform sampler2D shadowMap;
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uniform vec2 shadowMapSize;
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uniform float shadowBias;
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uniform float shadowRadius;
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// uniform sampler2D projector;
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uniform vec3 lightPosition;
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uniform vec2 resolution;
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float bias;
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// via: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl
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const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
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const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
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const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
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float unpackRGBAToDepth( const in vec4 v ) {
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return dot( v, UnpackFactors );
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}
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// via:
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// https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L32
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float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
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return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
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}
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// via:
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// https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L60
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float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
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float shadow = 1.0;
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shadowCoord.xyz /= shadowCoord.w;
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shadowCoord.z += shadowBias;
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// if ( something && something ) breaks ATI OpenGL shader compiler
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// if ( all( something, something ) ) using this instead
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bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
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bool inFrustum = all( inFrustumVec );
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bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
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bool frustumTest = all( frustumTestVec );
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if ( frustumTest ) {
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vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
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float dx0 = - texelSize.x * shadowRadius;
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float dy0 = - texelSize.y * shadowRadius;
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float dx1 = + texelSize.x * shadowRadius;
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float dy1 = + texelSize.y * shadowRadius;
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shadow = (
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
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texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
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) * ( 1.0 / 9.0 );
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}
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return shadow;
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}
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mat2 rotationMatrix( float a ) {
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return mat2( cos( a ), sin( a ),
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-sin( a ), cos( a ) );
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}
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vec3 calcIrradiance_hemi(vec3 newNormal, vec3 lightPos, vec3 grd, vec3 sky){
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float dotNL = dot(newNormal, normalize(lightPos));
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float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
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return mix(grd, sky, hemiDiffuseWeight);
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}
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vec3 calcIrradiance_dir(vec3 newNormal, vec3 lightPos, vec3 light){
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float dotNL = dot(newNormal, normalize(lightPos));
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return light * max(0.0, dotNL);
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}
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const float PI = 3.14159265358979323846264;
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// hemisphere ground color
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const vec3 hemiLight_g = vec3(256.0, 246.0, 191.0) / vec3(256.0);
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// hemisphere sky color
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const vec3 hemiLight_s_1 = vec3(0.5882352941176471,0.8274509803921568,0.8823529411764706);
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const vec3 hemiLight_s_2 = vec3(0.9686274509803922,0.8509803921568627,0.6666666666666666);
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const vec3 hemiLight_s_3 = vec3(0.8784313725490196,0.5882352941176471,0.7647058823529411);
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// directional light color
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const vec3 dirLight = vec3(0.4);
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const vec3 dirLight_2 = vec3(0.1);
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const vec3 hemiLightPos_1 = vec3(1.0, 1.0, -1.0);
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const vec3 hemiLightPos_2 = vec3(-1.0, -1.0, 1.0);
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const vec3 hemiLightPos_3 = vec3(-1.0, 1.0, 1.0);
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void main() {
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vec3 fdx = dFdx( vPosition );
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vec3 fdy = dFdy( vPosition );
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vec3 n = normalize(cross(fdx, fdy));
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float diffuse = max(0.0, dot(n, normalize(lightPosition)));
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float theta = clamp( -diffuse, 0., 1. );
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bias = 0.005 * tan( acos( theta ) );
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bias = clamp( bias, 0., 0.01 );
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// shadow gradient
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// float mask = sqrt(pow((vShadowCoord.x - 0.5) * 2.0, 2.0) + pow((vShadowCoord.y - 0.5) * 2.0, 2.0));
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// mask = 1.0 - smoothstep(0.5, 1.0, mask);
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vec3 hemiColor = vec3(0.0);
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hemiColor += calcIrradiance_hemi(n, hemiLightPos_1, hemiLight_g, hemiLight_s_1) * 0.43;
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hemiColor += calcIrradiance_hemi(n, hemiLightPos_2, hemiLight_g, hemiLight_s_2) * 0.33;
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hemiColor += calcIrradiance_hemi(n, hemiLightPos_3, hemiLight_g, hemiLight_s_3) * 0.38;
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vec3 dirColor = vec3(0.0);
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dirColor += calcIrradiance_dir(n, lightPosition, dirLight);
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vec3 dirLightPos2 = vec3(-lightPosition.x, -lightPosition.y, -lightPosition.z);
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dirColor += calcIrradiance_dir(n, dirLightPos2, dirLight_2);
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float shadow = 1.0;
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shadow *= getShadow(shadowMap, shadowMapSize, bias, shadowRadius, vShadowCoord);
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vec3 color = vColor * hemiColor;
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color += dirColor * shadow;
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gl_FragColor = vec4(color, 0.0);
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}
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</script>
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<script id="fs-particles-shadow" type="x-shader/x-fragment">
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// via: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl
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const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
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const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
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const float ShiftRight8 = 1. / 256.;
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vec4 packDepthToRGBA( const in float v ) {
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vec4 r = vec4( fract( v * PackFactors ), v );
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r.yzw -= r.xyz * ShiftRight8; // tidy overflow
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return r * PackUpscale;
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}
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void main() {
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gl_FragColor = packDepthToRGBA( gl_FragCoord.z );
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}
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</script>
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<!-- partial -->
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<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.js'></script>
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<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/593507/OrbitControls.js'></script>
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<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/593507/GPUComputationRenderer.js'></script><script src="./script.js"></script>
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</body>
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</html>
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