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fbm.html
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<!DOCTYPE html>
<html>
<head>
<title>Fractal Brownian Motion</title>
</head>
<style>
body{
margin: 0;
overflow: hidden;
}
#description{
position: absolute;
bottom: 10px;
left: 10px;
color: black;
font-family: Helvetica, sans-serif;
}
</style>
<body>
<div id="container"></div>
<div id="description">
Procedurally generated shape using 2D noise and fractal brownian motion
</div>
</body>
<script type="vsh" id="vertexShader">
uniform float time;
uniform float speed;
uniform sampler2D texture;
varying float colorNoise;
varying vec3 pos;
varying vec2 vUv;
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define OCTAVES 6
float fbm (in vec2 st) {
// Initial values
float value = 0.0;
float amplitud = .5;
float frequency = 0.;
//
// Loop of octaves
for (int i = 0; i < OCTAVES; i++) {
value += amplitud * abs(noise(st));
st *= 2.;
// amplitud = (1. - (color.r - color.g - color.b))/10.;
amplitud *= .5;
// value = abs(value);
// value = 1.0 - value;
// value = value*value;
}
return value;
}
void main() {
vec2 scale = vec2(1., 1.);
vec2 offset = vec2(time, time);
vUv = uv * scale + offset;
vec4 color = texture2D(texture, uv + time/3.0);
// float n = fbm(position.xy+color.r/15.); //get noise for a coordinate (x, y)
float n = fbm(position.xy);
vec3 modifiedPos = position+n*normal;
gl_PointSize = 2.5;
gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPos, 1.0 );
}
</script>
<script type="fsh" id="fragmentShader">
uniform sampler2D texture;
uniform float time;
varying float colorNoise;
varying vec2 vUv;
varying vec3 pos;
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
vec4 permute( vec4 x ) {
return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
}
vec4 taylorInvSqrt( vec4 r ) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise( vec3 v ) {
const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
// First corner
vec3 i = floor( v + dot( v, C.yyy ) );
vec3 x0 = v - i + dot( i, C.xxx );
// Other corners
vec3 g = step( x0.yzx, x0.xyz );
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod( i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
vec4 x_ = floor( j * ns.z );
vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs( x ) - abs( y );
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor( b0 ) * 2.0 + 1.0;
vec4 s1 = floor( b1 ) * 2.0 + 1.0;
vec4 sh = -step( h, vec4( 0.0 ) );
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3( a0.xy, h.x );
vec3 p1 = vec3( a0.zw, h.y );
vec3 p2 = vec3( a1.xy, h.z );
vec3 p3 = vec3( a1.zw, h.w );
// Normalise gradients
vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m * m;
return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
dot( p2, x2 ), dot( p3, x3 ) ) );
}
float surface3( vec3 coord ) {
float n = 0.0;
n += 1.0 * abs( snoise( coord ) );
n += 0.5 * abs( snoise( coord * 2.0 ) );
n += 0.25 * abs( snoise( coord * 4.0 ) );
n += 0.125 * abs( snoise( coord * 8.0 ) );
return n;
}
void main(){
vec3 coord = vec3( vUv, -time/2. );
float n = surface3( coord );
vec4 color = texture2D(texture, vUv + n*n);
// gl_FragColor = vec4(vec3(n), 1.0 );
// gl_FragColor = fragColor;
gl_FragColor = vec4(color.rgb, .9);
}
</script>
<script src="bower_components/three.js/build/three.js"></script>
<script src="bower_components/three.js/examples/js/controls/TrackballControls.js"></script>
<script>
var camera, scene, renderer, controls, gui;
var angle = 0;
var clock = new THREE.Clock();
var time; var startTime = new Date().getTime();
var box;
var shape;
function resize(){
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function init() {
var container = document.getElementById( 'container' );
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCSoftShadowMap;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight);
renderer.setClearColor(0xededed);
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(0, 0, 10);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 2.0;
controls.panSpeed = 0.8;
controls.zoomSpeed = 1.5;
scene = new THREE.Scene();
var directionalLight = new THREE.DirectionalLight(0xffffff, .7);
directionalLight.position.set(1, -1, 0).normalize();
directionalLight.castShadow = true;
var ambientLight = new THREE.AmbientLight(0xffffff);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 0, 0);
scene.add(ambientLight);
scene.add(directionalLight);
scene.add(pointLight);
var texture = new THREE.TextureLoader().load('assets/rain.jpg');
texture.wrapT = texture.wrapS = THREE.RepeatWrapping;
var geom = new THREE.PlaneBufferGeometry(1, 1, 256, 256);
// var geom = new THREE.SphereBufferGeometry(1, 1, 256, 256);
shapeMat = new THREE.ShaderMaterial({
transparent: true,
// wireframe: true,
uniforms : {
"time" : { type: "f", value : 0.0 },
"texture" : { type : "t", value : texture},
"speed" : { type : "f", value : 1.},
},
side : THREE.DoubleSide,
depthTest: false,
vertexShader : document.getElementById('vertexShader').textContent,
fragmentShader : document.getElementById('fragmentShader').textContent
});
shape = new THREE.Mesh(geom, shapeMat);
var s = 5;
shape.scale.set(s, s, s);
shape.rotation.x = Math.PI/2.5;
// shape.position.set()
scene.add(shape);
window.addEventListener('resize', resize);
}
function update(){
time = new Date().getTime() - startTime;
shapeMat.uniforms['time'].value += .0005;
// camera.lookAt(scene.position);
controls.update();
}
function animate(){
update();
renderer.render(scene, camera);
window.requestAnimationFrame(animate);
}
init();
animate();
</script>
</html>