codepens/curl-noise/dist/index.html

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<meta charset="UTF-8">
<title>CodePen - Curl Noise</title>
<link rel="stylesheet" href="./style.css">
</head>
<body>
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<script id="simulation_vel" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
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);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
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 );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
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 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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);
//Normalise gradients
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;
// Mix final noise value
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) ) );
}
// via: https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html
vec3 curlNoise( vec3 p ){
const float e = 0.1;
float n1 = snoise(vec3(p.x, p.y + e, p.z));
float n2 = snoise(vec3(p.x, p.y - e, p.z));
float n3 = snoise(vec3(p.x, p.y, p.z + e));
float n4 = snoise(vec3(p.x, p.y, p.z - e));
float n5 = snoise(vec3(p.x + e, p.y, p.z));
float n6 = snoise(vec3(p.x - e, p.y, p.z));
float x = n2 - n1 - n4 + n3;
float y = n4 - n3 - n6 + n5;
float z = n6 - n5 - n2 + n1;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}
uniform float timer;
uniform float delta;
uniform float speed;
uniform float factor;
uniform float evolution;
uniform float radius;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 c = texture2D( posTex, uv );
vec4 oldVel = texture2D( velTex, uv );
vec3 pos = c.xyz;
float life = oldVel.a;
float s = life / 100.0;
float speedInc = 1.0;
vec3 v = factor * speedInc * delta * speed * ( curlNoise( .2 * pos) );
pos += v;
life -= 0.3;
if( life <= 0.0) {
pos = texture2D( defTex, uv ).xyz;
life = 100.0;
}
gl_FragColor = vec4( pos - c.xyz, life );
}
</script>
<script id="simulation_pos" type="x-shader/x-fragment">
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 tmpPos = texture2D( posTex, uv );
vec3 pos = tmpPos.xyz;
vec4 tmpVel = texture2D( velTex, uv );
vec3 vel = tmpVel.xyz;
pos += vel;
gl_FragColor = vec4( pos, 0.0 );
}
</script>
<script id="simulation_def" type="x-shader/x-fragment">
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 tmpPos = texture2D( defTex, uv );
gl_FragColor = vec4( tmpPos.rgb, 0.0 );
}
</script>
<script id="vs-particles" type="x-shader/x-vertex">
attribute float aNum;
attribute float aRandom;
// attribute vec2 aPosUv
attribute vec3 aColor;
uniform sampler2D posMap;
uniform sampler2D velMap;
uniform float size;
uniform float timer;
uniform vec3 boxScale;
uniform float meshScale;
uniform mat4 shadowMatrix;
varying vec3 vPosition;
varying vec3 vColor;
varying vec4 vShadowCoord;
mat3 calcLookAtMatrix(vec3 vector, float roll) {
vec3 rr = vec3(sin(roll), cos(roll), 0.0);
vec3 ww = normalize(vector);
vec3 uu = normalize(cross(ww, rr));
vec3 vv = normalize(cross(uu, ww));
return mat3(uu, ww, vv);
}
void main() {
vec2 posUv;
posUv.x = mod(aNum, (size - 1.0));
posUv.y = float(aNum / (size - 1.0));
posUv /= vec2(size);
vec4 cubePosition = texture2D( posMap, posUv );
vec4 cubeVelocity = texture2D( velMap, posUv );
float alpha = cubeVelocity.a / 100.0;
float scale = 0.025 * 4.0 * (1.0 - alpha) * alpha;
mat4 localRotationMat = mat4( calcLookAtMatrix( cubeVelocity.xyz, 0.0 ) );
vec3 modifiedVertex = (localRotationMat * vec4( position * scale * aRandom * (vec3(1.0)) * boxScale * meshScale, 1.0 ) ).xyz;
vec3 modifiedPosition = modifiedVertex + cubePosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPosition, 1.0 );
vPosition = modifiedPosition;
// via: line 7 in https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
vShadowCoord = shadowMatrix * modelMatrix * vec4( modifiedPosition, 1.0 );
vColor = aColor;
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
varying vec3 vPosition;
varying vec3 vColor;
varying vec4 vShadowCoord;
uniform sampler2D shadowMap;
uniform vec2 shadowMapSize;
uniform float shadowBias;
uniform float shadowRadius;
// uniform sampler2D projector;
uniform vec3 lightPosition;
uniform vec2 resolution;
float bias;
// via: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl
const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
float unpackRGBAToDepth( const in vec4 v ) {
return dot( v, UnpackFactors );
}
// via:
// https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L32
float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
}
// via:
// https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L60
float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
float shadow = 1.0;
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z += shadowBias;
// if ( something && something ) breaks ATI OpenGL shader compiler
// if ( all( something, something ) ) using this instead
bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
bool inFrustum = all( inFrustumVec );
bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
bool frustumTest = all( frustumTestVec );
if ( frustumTest ) {
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
float dx0 = - texelSize.x * shadowRadius;
float dy0 = - texelSize.y * shadowRadius;
float dx1 = + texelSize.x * shadowRadius;
float dy1 = + texelSize.y * shadowRadius;
shadow = (
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
) * ( 1.0 / 9.0 );
}
return shadow;
}
mat2 rotationMatrix( float a ) {
return mat2( cos( a ), sin( a ),
-sin( a ), cos( a ) );
}
vec3 calcIrradiance_hemi(vec3 newNormal, vec3 lightPos, vec3 grd, vec3 sky){
float dotNL = dot(newNormal, normalize(lightPos));
float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
return mix(grd, sky, hemiDiffuseWeight);
}
vec3 calcIrradiance_dir(vec3 newNormal, vec3 lightPos, vec3 light){
float dotNL = dot(newNormal, normalize(lightPos));
return light * max(0.0, dotNL);
}
const float PI = 3.14159265358979323846264;
// hemisphere ground color
const vec3 hemiLight_g = vec3(256.0, 246.0, 191.0) / vec3(256.0);
// hemisphere sky color
const vec3 hemiLight_s_1 = vec3(0.5882352941176471,0.8274509803921568,0.8823529411764706);
const vec3 hemiLight_s_2 = vec3(0.9686274509803922,0.8509803921568627,0.6666666666666666);
const vec3 hemiLight_s_3 = vec3(0.8784313725490196,0.5882352941176471,0.7647058823529411);
// directional light color
const vec3 dirLight = vec3(0.4);
const vec3 dirLight_2 = vec3(0.1);
const vec3 hemiLightPos_1 = vec3(1.0, 1.0, -1.0);
const vec3 hemiLightPos_2 = vec3(-1.0, -1.0, 1.0);
const vec3 hemiLightPos_3 = vec3(-1.0, 1.0, 1.0);
void main() {
vec3 fdx = dFdx( vPosition );
vec3 fdy = dFdy( vPosition );
vec3 n = normalize(cross(fdx, fdy));
float diffuse = max(0.0, dot(n, normalize(lightPosition)));
float theta = clamp( -diffuse, 0., 1. );
bias = 0.005 * tan( acos( theta ) );
bias = clamp( bias, 0., 0.01 );
// shadow gradient
// float mask = sqrt(pow((vShadowCoord.x - 0.5) * 2.0, 2.0) + pow((vShadowCoord.y - 0.5) * 2.0, 2.0));
// mask = 1.0 - smoothstep(0.5, 1.0, mask);
vec3 hemiColor = vec3(0.0);
hemiColor += calcIrradiance_hemi(n, hemiLightPos_1, hemiLight_g, hemiLight_s_1) * 0.43;
hemiColor += calcIrradiance_hemi(n, hemiLightPos_2, hemiLight_g, hemiLight_s_2) * 0.33;
hemiColor += calcIrradiance_hemi(n, hemiLightPos_3, hemiLight_g, hemiLight_s_3) * 0.38;
vec3 dirColor = vec3(0.0);
dirColor += calcIrradiance_dir(n, lightPosition, dirLight);
vec3 dirLightPos2 = vec3(-lightPosition.x, -lightPosition.y, -lightPosition.z);
dirColor += calcIrradiance_dir(n, dirLightPos2, dirLight_2);
float shadow = 1.0;
shadow *= getShadow(shadowMap, shadowMapSize, bias, shadowRadius, vShadowCoord);
vec3 color = vColor * hemiColor;
color += dirColor * shadow;
gl_FragColor = vec4(color, 0.0);
}
</script>
<script id="fs-particles-shadow" type="x-shader/x-fragment">
// via: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl
const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
const float ShiftRight8 = 1. / 256.;
vec4 packDepthToRGBA( const in float v ) {
vec4 r = vec4( fract( v * PackFactors ), v );
r.yzw -= r.xyz * ShiftRight8; // tidy overflow
return r * PackUpscale;
}
void main() {
gl_FragColor = packDepthToRGBA( gl_FragCoord.z );
}
</script>
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</html>