webgl_shader2.html 7.1 KB
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<!DOCTYPE HTML>
<html lang="en">
	<head>
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		<title>three.js webgl - materials - shaders [custom]</title>
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		<meta charset="utf-8">
		<style type="text/css">
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}

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

			a {

				color: #ffffff;
			}

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

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		<div id="container"></div>
		<div id="info"><a href="http://github.com/mrdoob/three.js" 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>
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		<script type="text/javascript" src="../build/Three.js"></script>
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		<script type="text/javascript" src="js/Detector.js"></script>
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		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
		<script type="text/javascript" src="js/Stats.js"></script>
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		<script id="fragment_shader4" type="x-shader/x-fragment">

			uniform float time;
			uniform vec2 resolution;

			varying vec2 vUv;
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			void main( void ) {

				vec2 position = -1.0 + 2.0 * vUv;
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				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>
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		<script id="fragment_shader3" type="x-shader/x-fragment">

			uniform float time;
			uniform vec2 resolution;
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			varying vec2 vUv;
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			void main( void ) {

				vec2 position = vUv;
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				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">
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			uniform float time;
			uniform vec2 resolution;

			uniform sampler2D texture;
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			varying vec2 vUv;
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			void main( void ) {

				vec2 position = -1.0 + 2.0 * vUv;
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				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">
			#ifdef GL_ES
			precision highp float;
			#endif

			uniform vec2 resolution;
			uniform float time;

			varying vec2 vUv;
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			void main(void)
			{
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				vec2 p = -1.0 + 2.0 * vUv;
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				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);

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			}
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		</script>

		<script id="vertex_shader" type="x-shader/x-vertex">
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			varying vec2 vUv;
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			void main()
			{
				vUv = uv;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_Position = projectionMatrix * mvPosition;
			}
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		</script>

		<script type="text/javascript">

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			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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			var container, stats;

			var start_time;
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			var camera, scene, renderer;

			var uniforms1, uniforms2, material1, material2, mesh, meshes = [];

			var mouseX = 0, mouseY = 0,
			lat = 0, lon = 0, phy = 0, theta = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
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			animate();
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			function init() {

				container = document.getElementById( 'container' );

				camera = new THREE.Camera( 40, windowHalfX / windowHalfY, 1, 3000 );
				camera.position.z = 4;

				scene = new THREE.Scene();

				start_time = new Date().getTime();
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				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: 0, texture: ImageUtils.loadTexture( "textures/disturb.jpg" ) }
				};
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				uniforms2.texture.texture.wrap_s = uniforms2.texture.texture.wrap_t = THREE.Repeat;
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				var size = 0.75, mlib = [],
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					params = [ [ 'fragment_shader1', uniforms1 ],  [ 'fragment_shader2', uniforms2 ], [ 'fragment_shader3', uniforms1 ], [ 'fragment_shader4', uniforms1 ] ];
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				for( var i = 0; i < params.length; i++ ) {
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					material = new THREE.MeshShaderMaterial( {

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

						} );
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					mlib[ i ] = material;

					mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, [ mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ] ], false ), new THREE.MeshFaceMaterial() );
					mesh.position.x = i - (params.length - 1)/2;
					mesh.position.y = i % 2 - 0.5;
					scene.addObject( mesh );
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					meshes[ i ] = mesh;

				}
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				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;
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				uniforms2.resolution.value.x = window.innerWidth;
				uniforms2.resolution.value.y = window.innerHeight;
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				renderer.setSize( window.innerWidth, window.innerHeight );

			}

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			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {
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				uniforms1.time.value += 0.05;
				uniforms2.time.value = ( new Date().getTime() - start_time ) / 1000;
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				for( var i = 0; i < meshes.length; ++i ) {
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					meshes[ i ].rotation.y += 0.01 * ( i % 2 ? 1 : -1 );
					meshes[ i ].rotation.x += 0.01 * ( i % 2 ? -1 : 1 );
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				}

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>