webgl_shader2.html 6.8 KB
Newer Older
M
Mr.doob 已提交
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - materials - shaders [custom]</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #050505;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
			}

			a {

				color: #ffffff;
			}

			#oldie a { color:#da0 }
		</style>
	</head>
	<body>

		<div id="container"></div>
		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>

		<script src="../build/three.min.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script id="fragment_shader4" type="x-shader/x-fragment">

			uniform float time;
			uniform vec2 resolution;

			varying vec2 vUv;

			void main( void ) {

				vec2 position = -1.0 + 2.0 * vUv;

				float red = abs( sin( position.x * position.y + time / 5.0 ) );
				float green = abs( sin( position.x * position.y + time / 4.0 ) );
				float blue = abs( sin( position.x * position.y + time / 3.0 ) );
				gl_FragColor = vec4( red, green, blue, 1.0 );

			}

		</script>

		<script id="fragment_shader3" type="x-shader/x-fragment">

			uniform float time;
			uniform vec2 resolution;

			varying vec2 vUv;

			void main( void ) {

				vec2 position = vUv;

				float color = 0.0;
				color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
				color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
				color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
				color *= sin( time / 10.0 ) * 0.5;

				gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );

			}

		</script>

		<script id="fragment_shader2" type="x-shader/x-fragment">

			uniform float time;
			uniform vec2 resolution;

			uniform sampler2D texture;

			varying vec2 vUv;

			void main( void ) {

				vec2 position = -1.0 + 2.0 * vUv;

				float a = atan( position.y, position.x );
				float r = sqrt( dot( position, position ) );

				vec2 uv;
				uv.x = cos( a ) / r;
				uv.y = sin( a ) / r;
				uv /= 10.0;
				uv += time * 0.05;

				vec3 color = texture2D( texture, uv ).rgb;

				gl_FragColor = vec4( color * r * 1.5, 1.0 );

			}
		</script>

		<script id="fragment_shader1" type="x-shader/x-fragment">

			uniform vec2 resolution;
			uniform float time;

			varying vec2 vUv;

			void main(void)
			{

				vec2 p = -1.0 + 2.0 * vUv;
				float a = time*40.0;
				float d,e,f,g=1.0/40.0,h,i,r,q;

				e=400.0*(p.x*0.5+0.5);
				f=400.0*(p.y*0.5+0.5);
				i=200.0+sin(e*g+a/150.0)*20.0;
				d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
				r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
				q=f/r;
				e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
				d=sin(e*g)*176.0+sin(e*g)*164.0+r;
				h=((f+d)+a/2.0)*g;
				i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
				h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
				h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
				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);
				i=mod(i/5.6,256.0)/64.0;
				if(i<0.0) i+=4.0;
				if(i>=2.0) i=4.0-i;
				d=r/350.0;
				d+=sin(d*d*8.0)*0.52;
				f=(sin(a*g)+1.0)/2.0;
				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);

			}

		</script>

		<script id="vertexShader" type="x-shader/x-vertex">

			varying vec2 vUv;

			void main()
			{
				vUv = uv;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_Position = projectionMatrix * mvPosition;
			}

		</script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats;

			var camera, scene, renderer;

M
r67  
Mr.doob 已提交
176
			var uniforms1, uniforms2;
M
Mr.doob 已提交
177 178 179 180 181 182 183 184 185 186

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );

M
r67  
Mr.doob 已提交
187
				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
M
Mr.doob 已提交
188 189 190 191
				camera.position.z = 4;

				scene = new THREE.Scene();

M
r67  
Mr.doob 已提交
192
				var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
M
Mr.doob 已提交
193 194 195 196 197 198 199 200 201 202 203 204 205 206

				uniforms1 = {
					time: { type: "f", value: 1.0 },
					resolution: { type: "v2", value: new THREE.Vector2() }
				};

				uniforms2 = {
					time: { type: "f", value: 1.0 },
					resolution: { type: "v2", value: new THREE.Vector2() },
					texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/disturb.jpg" ) }
				};

				uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;

M
r67  
Mr.doob 已提交
207 208 209 210 211 212
				var params = [
					[ 'fragment_shader1', uniforms1 ],
					[ 'fragment_shader2', uniforms2 ],
					[ 'fragment_shader3', uniforms1 ],
					[ 'fragment_shader4', uniforms1 ]
				];
M
Mr.doob 已提交
213 214 215

				for( var i = 0; i < params.length; i++ ) {

M
r67  
Mr.doob 已提交
216
					var material = new THREE.ShaderMaterial( {
M
Mr.doob 已提交
217 218 219 220 221 222 223

						uniforms: params[ i ][ 1 ],
						vertexShader: document.getElementById( 'vertexShader' ).textContent,
						fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent

						} );

M
r67  
Mr.doob 已提交
224
					var mesh = new THREE.Mesh( geometry, material );
M
Mr.doob 已提交
225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277
					mesh.position.x = i - ( params.length - 1 ) / 2;
					mesh.position.y = i % 2 - 0.5;
					scene.add( mesh );

				}

				renderer = new THREE.WebGLRenderer();
				container.appendChild( renderer.domElement );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

				onWindowResize();

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize( event ) {

				uniforms1.resolution.value.x = window.innerWidth;
				uniforms1.resolution.value.y = window.innerHeight;

				uniforms2.resolution.value.x = window.innerWidth;
				uniforms2.resolution.value.y = window.innerHeight;

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var delta = clock.getDelta();

				uniforms1.time.value += delta * 5;
				uniforms2.time.value = clock.elapsedTime;

M
r67  
Mr.doob 已提交
278 279 280
				for ( var i = 0; i < scene.children.length; i ++ ) {

					var object = scene.children[ i ];
M
Mr.doob 已提交
281

M
r67  
Mr.doob 已提交
282 283
					object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
					object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
M
Mr.doob 已提交
284 285 286 287 288 289 290 291 292 293 294

				}

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>