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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411
| <!-- chapter-04-06.html --> <!DOCTYPE html> <html> <head> <title>Shader material</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { margin: 0; overflow: hidden; } </style> </head> <body>
// 顶点着色器 <script id="vertex-shader" type="x-shader/x-vertex"> uniform float time; varying vec2 vUv;
void main() { vec3 posChanged = position; posChanged.x = posChanged.x*(abs(sin(time*1.0))); posChanged.y = posChanged.y*(abs(cos(time*1.0))); posChanged.z = posChanged.z*(abs(sin(time*1.0))); gl_Position = projectionMatrix * modelViewMatrix * vec4(posChanged,1.0); } </script>
// 片段着色器_1 <script id="fragment-shader-1" type="x-shader/x-fragment"> precision highp float; uniform float time; uniform float alpha; uniform vec2 resolution; varying vec2 vUv;
void main2(void) { vec2 position = vUv; float red = 1.0; float green = 0.25 + sin(time) * 0.25; float blue = 0.0; vec3 rgb = vec3(red, green, blue); vec4 color = vec4(rgb, alpha); gl_FragColor = color; }
#define PI 3.14159 #define TWO_PI (PI*2.0) #define N 68.5
void main(void) { vec2 center = (gl_FragCoord.xy); center.x=-10.12*sin(time/200.0); center.y=-10.12*cos(time/200.0);
vec2 v = (gl_FragCoord.xy - resolution/20.0) / min(resolution.y,resolution.x) * 15.0; v.x=v.x-10.0; v.y=v.y-200.0; float col = 0.0;
for(float i = 0.0; i < N; i++) { float a = i * (TWO_PI/N) * 61.95; col += cos(TWO_PI*(v.y * cos(a) + v.x * sin(a) + sin(time*0.004)*100.0 )); }
col /= 5.0;
gl_FragColor = vec4(col*1.0, -col*1.0,-col*4.0, 1.0); } </script>
// 片段着色器_2 <script id="fragment-shader-2" type="x-shader/x-fragment"> uniform float time; uniform vec2 resolution;
#define CGFloat float #define M_PI 3.14159265359
vec3 hsvtorgb(float h, float s, float v) { float c = v * s; h = mod((h * 6.0), 6.0); float x = c * (1.0 - abs(mod(h, 2.0) - 1.0)); vec3 color;
if (0.0 <= h && h < 1.0) { color = vec3(c, x, 0.0); } else if (1.0 <= h && h < 2.0) { color = vec3(x, c, 0.0); } else if (2.0 <= h && h < 3.0) { color = vec3(0.0, c, x); } else if (3.0 <= h && h < 4.0) { color = vec3(0.0, x, c); } else if (4.0 <= h && h < 5.0) { color = vec3(x, 0.0, c); } else if (5.0 <= h && h < 6.0) { color = vec3(c, 0.0, x); } else { color = vec3(0.0); }
color += v - c;
return color; }
void main(void) { vec2 position = (gl_FragCoord.xy - 0.5 * resolution) / resolution.y; float x = position.x; float y = position.y;
CGFloat a = atan(x, y);
CGFloat d = sqrt(x*x+y*y); CGFloat d0 = 0.5*(sin(d-time)+1.5)*d; CGFloat d1 = 5.0;
CGFloat u = mod(a*d1+sin(d*10.0+time), M_PI*2.0)/M_PI*0.5 - 0.5; CGFloat v = mod(pow(d0*4.0, 0.75),1.0) - 0.5;
CGFloat dd = sqrt(u*u+v*v);
CGFloat aa = atan(u, v);
CGFloat uu = mod(aa*3.0+3.0*cos(dd*30.0-time), M_PI*2.0)/M_PI*0.5 - 0.5;
CGFloat d2 = sqrt(uu*uu+v*v)*1.5;
gl_FragColor = vec4( hsvtorgb(dd+time*0.5/d1, sin(dd*time), d2), 1.0 ); } </script>
// 片段着色器_3 <script id="fragment-shader-3" type="x-shader/x-fragment"> uniform vec2 resolution; uniform float time;
vec2 rand(vec2 pos) { return fract( 0.00005 * (pow(pos+2.0, pos.yx + 1.0) * 22222.0)); } vec2 rand2(vec2 pos) { return rand(rand(pos)); }
float softnoise(vec2 pos, float scale) { vec2 smplpos = pos * scale; float c0 = rand2((floor(smplpos) + vec2(0.0, 0.0)) / scale).x; float c1 = rand2((floor(smplpos) + vec2(1.0, 0.0)) / scale).x; float c2 = rand2((floor(smplpos) + vec2(0.0, 1.0)) / scale).x; float c3 = rand2((floor(smplpos) + vec2(1.0, 1.0)) / scale).x;
vec2 a = fract(smplpos); return mix( mix(c0, c1, smoothstep(0.0, 1.0, a.x)), mix(c2, c3, smoothstep(0.0, 1.0, a.x)), smoothstep(0.0, 1.0, a.y)); }
void main(void) { vec2 pos = gl_FragCoord.xy / resolution.y; pos.x += time * 0.1; float color = 0.0; float s = 1.0; for(int i = 0; i < 8; i++) { color += softnoise(pos+vec2(i)*0.02, s * 4.0) / s / 2.0; s *= 2.0; } gl_FragColor = vec4(color); } </script>
// 片段着色器_4 <script id="fragment-shader-4" type="x-shader/x-fragment"> uniform float time; uniform vec2 resolution;
vec2 rand(vec2 pos) { return fract( ( pow( pos+2.0, pos.yx+2.0 )*555555.0 ) ); }
vec2 rand2(vec2 pos) { return rand(rand(pos)); }
float softnoise(vec2 pos, float scale) { vec2 smplpos = pos * scale; float c0 = rand2((floor(smplpos) + vec2(0.0, 0.0)) / scale).x; float c1 = rand2((floor(smplpos) + vec2(1.0, 0.0)) / scale).x; float c2 = rand2((floor(smplpos) + vec2(0.0, 1.0)) / scale).x; float c3 = rand2((floor(smplpos) + vec2(1.0, 1.0)) / scale).x;
vec2 a = fract(smplpos); return mix(mix(c0, c1, smoothstep(0.0, 1.0, a.x)), mix(c2, c3, smoothstep(0.0, 1.0, a.x)), smoothstep(0.0, 1.0, a.x)); }
void main( void ) { vec2 pos = gl_FragCoord.xy / resolution.y - time * 0.4; float color = 0.0; float s = 1.0; for (int i = 0; i < 6; ++i) { color += softnoise(pos + vec2(0.01 * float(i)), s * 4.0) / s / 2.0; s *= 2.0; } gl_FragColor = vec4(color,mix(color,cos(color),sin(color)),color,1); } </script>
// 片段着色器_5 <script id="fragment-shader-5" type="x-shader/x-fragment"> uniform float time; uniform vec2 resolution;
void main( void ) { vec3 color = vec3(1.0, 0., 0.); vec2 pos = (( 1.4 * gl_FragCoord.xy - resolution.xy) / resolution.xx)*1.5; float r=sqrt(pos.x*pos.x+pos.y*pos.y)/15.0; float size1=2.0*cos(time/60.0); float size2=2.5*sin(time/12.1);
float rot1=13.00; float rot2=-50.00; float t=sin(time); float a = (60.0)*sin(rot1*atan(pos.x-size1*pos.y/r,pos.y+size1*pos.x/r)+time); a += 200.0*acos(pos.x*2.0+cos(time/2.0))+asin(pos.y*5.0+sin(time/2.0)); a=a*(r/50.0); a=200.0*sin(a*5.0)*(r/30.0); if(a>5.0) a=a/200.0; if(a<0.5) a=a*22.5; gl_FragColor = vec4( cos(a/20.0),a*cos(a/200.0),sin(a/8.0), 1.0 ); } </script>
// 片段着色器_6 <script id="fragment-shader-6" type="x-shader/x-fragment"> uniform float time; uniform vec2 resolution;
void main( void ) { vec2 uPos = ( gl_FragCoord.xy / resolution.xy );
uPos.x -= 1.0; uPos.y -= 0.5;
vec3 color = vec3(0.0); float vertColor = 2.0; for( float i = 0.0; i < 15.0; ++i ) { float t = time * (0.9); uPos.y += sin( uPos.x*i + t+i/2.0 ) * 0.1; float fTemp = abs(1.0 / uPos.y / 100.0); vertColor += fTemp; color += vec3( fTemp*(10.0-i)/10.0, fTemp*i/10.0, pow(fTemp,1.5)*1.5 ); }
vec4 color_final = vec4(color, 1.0); gl_FragColor = color_final; } </script>
<div id="Stats-output"> </div> <div id="WebGL-output"> </div>
<script type="text/javascript"> function init() { var stats = initStats(); var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0x000000, 1.0)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMapEnabled = true;
var cubeGeometry = new THREE.BoxGeometry(20, 20, 20); var meshMaterial1 = createMaterial("vertex-shader", "fragment-shader-1"); var meshMaterial2 = createMaterial("vertex-shader", "fragment-shader-2"); var meshMaterial3 = createMaterial("vertex-shader", "fragment-shader-3"); var meshMaterial4 = createMaterial("vertex-shader", "fragment-shader-4"); var meshMaterial5 = createMaterial("vertex-shader", "fragment-shader-5"); var meshMaterial6 = createMaterial("vertex-shader", "fragment-shader-6");
var material = new THREE.MeshFaceMaterial( [meshMaterial1, meshMaterial2, meshMaterial3, meshMaterial4, meshMaterial5, meshMaterial6]); var cube = new THREE.Mesh(cubeGeometry, material); scene.add(cube);
camera.position.x = 30; camera.position.y = 30; camera.position.z = 30; camera.lookAt(new THREE.Vector3(0, 0, 0));
var ambientLight = new THREE.AmbientLight(0x0c0c0c); scene.add(ambientLight);
var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; scene.add(spotLight); document.getElementById("WebGL-output").appendChild(renderer.domElement);
render(); var step = 0; function render() { stats.update(); cube.rotation.y = step += 0.01; cube.rotation.x = step; cube.rotation.z = step; cube.material.materials.forEach(function (e) { e.uniforms.time.value += 0.01; });
requestAnimationFrame(render); renderer.render(scene, camera); }
function initStats() { var stats = new Stats(); stats.setMode(0); stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } function createMaterial(vertexShader, fragmentShader) { var vertShader = document.getElementById(vertexShader).innerHTML; var fragShader = document.getElementById(fragmentShader).innerHTML;
var attributes = {}; var uniforms = { time: {type: 'f', value: 0.2}, scale: {type: 'f', value: 0.2}, alpha: {type: 'f', value: 0.6}, resolution: {type: "v2", value: new THREE.Vector2()} };
uniforms.resolution.value.x = window.innerWidth; uniforms.resolution.value.y = window.innerHeight;
var meshMaterial = new THREE.ShaderMaterial({ uniforms: uniforms, attributes: attributes, vertexShader: vertShader, fragmentShader: fragShader, transparent: true }); return meshMaterial; } } window.onload = init; </script> </body> </html>
|