forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathwebgl_shader_lava.html
212 lines (137 loc) · 5.38 KB
/
webgl_shader_lava.html
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
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - shaders [lava]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float time;
uniform float fogDensity;
uniform vec3 fogColor;
uniform sampler2D texture1;
uniform sampler2D texture2;
varying vec2 vUv;
void main( void ) {
vec2 position = - 1.0 + 2.0 * vUv;
vec4 noise = texture2D( texture1, vUv );
vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;
T1.x += noise.x * 2.0;
T1.y += noise.y * 2.0;
T2.x -= noise.y * 0.2;
T2.y += noise.z * 0.2;
float p = texture2D( texture1, T1 * 2.0 ).a;
vec4 color = texture2D( texture2, T2 * 2.0 );
vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }
gl_FragColor = temp;
float depth = gl_FragCoord.z / gl_FragCoord.w;
const float LOG2 = 1.442695;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
uniform vec2 uvScale;
varying vec2 vUv;
void main()
{
vUv = uvScale * uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
let camera, renderer, composer, clock;
let uniforms, mesh;
init();
animate();
function init() {
const container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 4;
const scene = new THREE.Scene();
clock = new THREE.Clock();
const textureLoader = new THREE.TextureLoader();
uniforms = {
'fogDensity': { value: 0.45 },
'fogColor': { value: new THREE.Vector3( 0, 0, 0 ) },
'time': { value: 1.0 },
'uvScale': { value: new THREE.Vector2( 3.0, 1.0 ) },
'texture1': { value: textureLoader.load( 'textures/lava/cloud.png' ) },
'texture2': { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
};
uniforms[ 'texture1' ].value.wrapS = uniforms[ 'texture1' ].value.wrapT = THREE.RepeatWrapping;
uniforms[ 'texture2' ].value.wrapS = uniforms[ 'texture2' ].value.wrapT = THREE.RepeatWrapping;
const size = 0.65;
const material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material );
mesh.rotation.x = 0.3;
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
renderer.autoClear = false;
//
const renderModel = new RenderPass( scene, camera );
const effectBloom = new BloomPass( 1.25 );
const effectFilm = new FilmPass( 0.35, 0.95, 2048, false );
composer = new EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectFilm );
//
onWindowResize();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
const delta = 5 * clock.getDelta();
uniforms[ 'time' ].value += 0.2 * delta;
mesh.rotation.y += 0.0125 * delta;
mesh.rotation.x += 0.05 * delta;
renderer.clear();
composer.render( 0.01 );
}
</script>
</body>
</html>