提交 9b755e82 编写于 作者: M Mr.doob

Added "v2" uniform type to WebGLRenderer.

Added a shader demo (as in using only 2 triangles).
上级 5c8a0896
此差异已折叠。
此差异已折叠。
此差异已折叠。
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - shader</title>
<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;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
<script id="vertex_shader" type="x-shader/x-vertex">
void main()
{
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 resolution;
uniform float time;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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 type="text/javascript">
var container, stats;
var camera, scene, renderer;
var uniforms, material, mesh;
var mouseX = 0, mouseY = 0,
lat = 0, lon = 0, phy = 0, theta = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
material = new THREE.MeshShaderMaterial( {
vertex_shader: document.getElementById( 'vertex_shader' ).innerText,
fragment_shader: document.getElementById( 'fragment_shader' ).innerText,
uniforms: uniforms
} );
mesh = new THREE.Mesh( new Plane( 2, 2 ), material );
scene.addObject( mesh );
renderer = new THREE.WebGLRenderer( { scene: scene } );
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 ) {
uniforms.resolution.value.x = window.innerWidth;
uniforms.resolution.value.y = window.innerHeight;
renderer.setSize( window.innerWidth, window.innerHeight );
}
function loop() {
uniforms.time.value += 0.05;
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
......@@ -1337,6 +1337,10 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.uniform1f( location, value );
} else if( type == "v2" ) {
_gl.uniform2f( location, value.x, value.y );
} else if( type == "v3" ) {
_gl.uniform3f( location, value.x, value.y, value.z );
......
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