webgl_shader2.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - shaders [custom]</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
  12. <script id="fragment_shader4" type="x-shader/x-fragment">
  13. uniform float time;
  14. varying vec2 vUv;
  15. void main( void ) {
  16. vec2 position = - 1.0 + 2.0 * vUv;
  17. float red = abs( sin( position.x * position.y + time / 5.0 ) );
  18. float green = abs( sin( position.x * position.y + time / 4.0 ) );
  19. float blue = abs( sin( position.x * position.y + time / 3.0 ) );
  20. gl_FragColor = vec4( red, green, blue, 1.0 );
  21. }
  22. </script>
  23. <script id="fragment_shader3" type="x-shader/x-fragment">
  24. uniform float time;
  25. varying vec2 vUv;
  26. void main( void ) {
  27. vec2 position = vUv;
  28. float color = 0.0;
  29. color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
  30. color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
  31. color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
  32. color *= sin( time / 10.0 ) * 0.5;
  33. gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
  34. }
  35. </script>
  36. <script id="fragment_shader2" type="x-shader/x-fragment">
  37. uniform float time;
  38. uniform sampler2D colorTexture;
  39. varying vec2 vUv;
  40. void main( void ) {
  41. vec2 position = - 1.0 + 2.0 * vUv;
  42. float a = atan( position.y, position.x );
  43. float r = sqrt( dot( position, position ) );
  44. vec2 uv;
  45. uv.x = cos( a ) / r;
  46. uv.y = sin( a ) / r;
  47. uv /= 10.0;
  48. uv += time * 0.05;
  49. vec3 color = texture2D( colorTexture, uv ).rgb;
  50. gl_FragColor = vec4( color * r * 1.5, 1.0 );
  51. }
  52. </script>
  53. <script id="fragment_shader1" type="x-shader/x-fragment">
  54. uniform float time;
  55. varying vec2 vUv;
  56. void main(void) {
  57. vec2 p = - 1.0 + 2.0 * vUv;
  58. float a = time * 40.0;
  59. float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
  60. e = 400.0 * ( p.x * 0.5 + 0.5 );
  61. f = 400.0 * ( p.y * 0.5 + 0.5 );
  62. i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
  63. d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
  64. r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
  65. q = f / r;
  66. e = ( r * cos( q ) ) - a / 2.0;
  67. f = ( r * sin( q ) ) - a / 2.0;
  68. d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
  69. h = ( ( f + d ) + a / 2.0 ) * g;
  70. i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
  71. h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
  72. h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
  73. i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
  74. i = mod( i / 5.6, 256.0 ) / 64.0;
  75. if ( i < 0.0 ) i += 4.0;
  76. if ( i >= 2.0 ) i = 4.0 - i;
  77. d = r / 350.0;
  78. d += sin( d * d * 8.0 ) * 0.52;
  79. f = ( sin( a * g ) + 1.0 ) / 2.0;
  80. gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
  81. }
  82. </script>
  83. <script id="vertexShader" type="x-shader/x-vertex">
  84. varying vec2 vUv;
  85. void main()
  86. {
  87. vUv = uv;
  88. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  89. gl_Position = projectionMatrix * mvPosition;
  90. }
  91. </script>
  92. <script type="module">
  93. import * as THREE from '../build/three.module.js';
  94. import Stats from './jsm/libs/stats.module.js';
  95. var container, stats;
  96. var camera, scene, renderer, clock;
  97. var uniforms1, uniforms2;
  98. init();
  99. animate();
  100. function init() {
  101. container = document.getElementById( 'container' );
  102. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
  103. camera.position.z = 4;
  104. scene = new THREE.Scene();
  105. clock = new THREE.Clock();
  106. var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
  107. uniforms1 = {
  108. "time": { value: 1.0 }
  109. };
  110. uniforms2 = {
  111. "time": { value: 1.0 },
  112. "colorTexture": { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
  113. };
  114. uniforms2[ "colorTexture" ].value.wrapS = uniforms2[ "colorTexture" ].value.wrapT = THREE.RepeatWrapping;
  115. var params = [
  116. [ 'fragment_shader1', uniforms1 ],
  117. [ 'fragment_shader2', uniforms2 ],
  118. [ 'fragment_shader3', uniforms1 ],
  119. [ 'fragment_shader4', uniforms1 ]
  120. ];
  121. for ( var i = 0; i < params.length; i ++ ) {
  122. var material = new THREE.ShaderMaterial( {
  123. uniforms: params[ i ][ 1 ],
  124. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  125. fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
  126. } );
  127. var mesh = new THREE.Mesh( geometry, material );
  128. mesh.position.x = i - ( params.length - 1 ) / 2;
  129. mesh.position.y = i % 2 - 0.5;
  130. scene.add( mesh );
  131. }
  132. renderer = new THREE.WebGLRenderer();
  133. renderer.setPixelRatio( window.devicePixelRatio );
  134. container.appendChild( renderer.domElement );
  135. stats = new Stats();
  136. container.appendChild( stats.dom );
  137. onWindowResize();
  138. window.addEventListener( 'resize', onWindowResize, false );
  139. }
  140. function onWindowResize() {
  141. camera.aspect = window.innerWidth / window.innerHeight;
  142. camera.updateProjectionMatrix();
  143. renderer.setSize( window.innerWidth, window.innerHeight );
  144. }
  145. //
  146. function animate() {
  147. requestAnimationFrame( animate );
  148. render();
  149. stats.update();
  150. }
  151. function render() {
  152. var delta = clock.getDelta();
  153. uniforms1[ "time" ].value += delta * 5;
  154. uniforms2[ "time" ].value = clock.elapsedTime;
  155. for ( var i = 0; i < scene.children.length; i ++ ) {
  156. var object = scene.children[ i ];
  157. object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
  158. object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
  159. }
  160. renderer.render( scene, camera );
  161. }
  162. </script>
  163. </body>
  164. </html>