Learned in Bruno Simon's fantastic Three.js course: https://threejs-journey.xyz/. Added some fog for the fun of it
Created
August 16, 2021 05:18
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The Raging Sea
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<script id="vertexShader" type="x-shader/x-vertex"> | |
#include <fog_pars_vertex> | |
uniform float uTime; | |
uniform float uBigWavesElevation; | |
uniform vec2 uBigWavesFrequency; | |
uniform float uBigWaveSpeed; | |
uniform float uSmallWavesElevation; | |
uniform float uSmallWavesFrequency; | |
uniform float uSmallWavesSpeed; | |
uniform float uSmallWavesIterations; | |
varying float vElevation; | |
// Classic Perlin 3D Noise | |
// by Stefan Gustavson | |
// | |
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | |
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | |
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | |
float cnoise(vec3 P){ | |
vec3 Pi0 = floor(P); // Integer part for indexing | |
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 | |
Pi0 = mod(Pi0, 289.0); | |
Pi1 = mod(Pi1, 289.0); | |
vec3 Pf0 = fract(P); // Fractional part for interpolation | |
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 / 7.0; | |
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 / 7.0; | |
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
void main() { | |
#include <begin_vertex> | |
#include <project_vertex> | |
#include <fog_vertex> | |
vec4 modelPosition = modelMatrix * vec4(position, 1.0); | |
float elevation = | |
sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed) | |
* sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed) | |
* uBigWavesElevation; | |
for(float i = 1.0; i <= 10.0; i++) { | |
elevation -= abs( | |
cnoise( | |
vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed) | |
) | |
* uSmallWavesElevation / i | |
); | |
if(i >= uSmallWavesIterations ) { | |
break; | |
} | |
} | |
modelPosition.y += elevation; | |
vec4 viewPosition = viewMatrix * modelPosition; | |
vec4 projectedPosition = projectionMatrix * viewPosition; | |
gl_Position = projectedPosition; | |
vElevation = elevation; | |
} | |
</script> | |
<script id="fragmentShader" type="x-shader/x-fragment"> | |
#include <fog_pars_fragment> | |
precision mediump float; | |
uniform vec3 uDepthColor; | |
uniform vec3 uSurfaceColor; | |
uniform float uColorOffset; | |
uniform float uColorMultiplier; | |
varying float vElevation; | |
void main() { | |
float mixStrength = (vElevation + uColorOffset) * uColorMultiplier; | |
vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength); | |
gl_FragColor = vec4(color, 1.0); | |
#include <fog_fragment> | |
} | |
</script> | |
<canvas class="webgl"></canvas> |
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/** | |
* Debug | |
*/ | |
const gui = new dat.GUI({ closed: false, width: 340 }); | |
const bigWavesFolder = gui.addFolder("Large Waves"); | |
const smallWavesFolder = gui.addFolder("Small Waves"); | |
const colorFolder = gui.addFolder("Colors"); | |
const debugObject = { | |
waveDepthColor: "#1e4d40", | |
waveSurfaceColor: "#4d9aaa", | |
fogNear: 1, | |
fogFar: 3, | |
fogColor: "#8e99a2" | |
}; | |
/** | |
* Base | |
*/ | |
// Canvas | |
const canvas = document.querySelector("canvas.webgl"); | |
// Scene | |
const scene = new THREE.Scene(); | |
scene.fog = new THREE.Fog( | |
debugObject.fogColor, | |
debugObject.fogNear, | |
debugObject.fogFar | |
); | |
scene.background = new THREE.Color(debugObject.fogColor); | |
/** | |
* Object | |
*/ | |
const waterGeometry = new THREE.PlaneGeometry(12, 12, 512, 512); | |
// Material | |
const waterMaterial = new THREE.ShaderMaterial({ | |
vertexShader: document.getElementById("vertexShader").textContent, | |
fragmentShader: document.getElementById("fragmentShader").textContent, | |
transparent: true, | |
fog: true, | |
uniforms: { | |
uTime: { value: 0 }, | |
uMouse: { value: new THREE.Vector2() }, | |
uBigWavesElevation: { value: 0.2 }, | |
uBigWavesFrequency: { value: new THREE.Vector2(4, 2) }, | |
uBigWaveSpeed: { value: 0.75 }, | |
// Small Waves | |
uSmallWavesElevation: { value: 0.15 }, | |
uSmallWavesFrequency: { value: 3 }, | |
uSmallWavesSpeed: { value: 0.2 }, | |
uSmallWavesIterations: { value: 4 }, | |
// Color | |
uDepthColor: { value: new THREE.Color(debugObject.waveDepthColor) }, | |
uSurfaceColor: { value: new THREE.Color(debugObject.waveSurfaceColor) }, | |
uColorOffset: { value: 0.08 }, | |
uColorMultiplier: { value: 5 }, | |
// Fog, contains fogColor, fogDensity, fogFar and fogNear | |
...THREE.UniformsLib["fog"] | |
} | |
}); | |
const water = new THREE.Mesh(waterGeometry, waterMaterial); | |
water.rotation.x = -Math.PI * 0.5; | |
scene.add(water); | |
/** | |
* Sizes | |
*/ | |
const sizes = { | |
width: window.innerWidth, | |
height: window.innerHeight | |
}; | |
window.addEventListener("resize", () => { | |
// Update sizes | |
sizes.width = window.innerWidth; | |
sizes.height = window.innerHeight; | |
// Update camera | |
camera.aspect = sizes.width / sizes.height; | |
camera.updateProjectionMatrix(); | |
// Update renderer | |
renderer.setSize(sizes.width, sizes.height); | |
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); | |
}); | |
/** | |
* Camera | |
*/ | |
// Base camera | |
const camera = new THREE.PerspectiveCamera( | |
75, | |
sizes.width / sizes.height, | |
0.1, | |
100 | |
); | |
camera.position.set(1, 1, 1); | |
scene.add(camera); | |
// Controls | |
const controls = new THREE.OrbitControls(camera, canvas); | |
controls.enableDamping = true; | |
/** | |
* Renderer | |
*/ | |
const renderer = new THREE.WebGLRenderer({ | |
canvas: canvas | |
}); | |
renderer.setSize(sizes.width, sizes.height); | |
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); | |
/** | |
* Add GUI | |
*/ | |
// Big Waves | |
bigWavesFolder | |
.add(waterMaterial.uniforms.uBigWavesElevation, "value") | |
.min(0) | |
.max(1) | |
.step(0.001) | |
.name("Elevation"); | |
bigWavesFolder | |
.add(waterMaterial.uniforms.uBigWavesFrequency.value, "x") | |
.min(0) | |
.max(10) | |
.step(0.001) | |
.name("Frequency X"); | |
bigWavesFolder | |
.add(waterMaterial.uniforms.uBigWavesFrequency.value, "y") | |
.min(0) | |
.max(10) | |
.step(0.001) | |
.name("Frequency Y"); | |
bigWavesFolder | |
.add(waterMaterial.uniforms.uBigWaveSpeed, "value") | |
.min(0.25) | |
.max(5) | |
.step(0.001) | |
.name("Speed"); | |
// Small Waves | |
smallWavesFolder | |
.add(waterMaterial.uniforms.uSmallWavesElevation, "value") | |
.min(0.0) | |
.max(0.3) | |
.step(0.001) | |
.name("Elevation"); | |
smallWavesFolder | |
.add(waterMaterial.uniforms.uSmallWavesFrequency, "value") | |
.min(0) | |
.max(30) | |
.step(0.001) | |
.name("Frequency"); | |
smallWavesFolder | |
.add(waterMaterial.uniforms.uSmallWavesSpeed, "value") | |
.min(0.0) | |
.max(1) | |
.step(0.001) | |
.name("Speed"); | |
smallWavesFolder | |
.add(waterMaterial.uniforms.uSmallWavesIterations, "value") | |
.min(0) | |
.max(10) | |
.step(1) | |
.name("Iterations"); | |
// Colors | |
colorFolder | |
.add(waterMaterial.uniforms.uColorOffset, "value") | |
.min(0) | |
.max(0.15) | |
.step(0.0001) | |
.name("Color Offset"); | |
colorFolder | |
.add(waterMaterial.uniforms.uColorMultiplier, "value") | |
.min(0.0) | |
.max(10.0) | |
.step(0.001) | |
.name("Color multiplier"); | |
colorFolder | |
.addColor(debugObject, "waveDepthColor") | |
.name("Wave depth color") | |
.onChange(() => { | |
waterMaterial.uniforms.uDepthColor.value.set(debugObject.waveDepthColor); | |
}); | |
colorFolder | |
.addColor(debugObject, "waveSurfaceColor") | |
.name("Wave surface color") | |
.onChange(() => { | |
waterMaterial.uniforms.uSurfaceColor.value.set( | |
debugObject.waveSurfaceColor | |
); | |
}); | |
colorFolder | |
.addColor(debugObject, "fogColor") | |
.name("Fog Color") | |
.onChange(() => { | |
waterMaterial.uniforms.fogColor.value.set(debugObject.fogColor); | |
scene.background.set(debugObject.fogColor); | |
scene.fog = new THREE.Fog( | |
debugObject.fogColor, | |
debugObject.fogNear, | |
debugObject.fogFar | |
); | |
}); | |
/** | |
* Animate | |
*/ | |
const clock = new THREE.Clock(); | |
const tick = () => { | |
const elapsedTime = clock.getElapsedTime(); | |
// Update controls | |
controls.update(); | |
// Update time | |
waterMaterial.uniforms.uTime.value = elapsedTime; | |
// Render | |
renderer.render(scene, camera); | |
// Call tick again on the next frame | |
window.requestAnimationFrame(tick); | |
}; | |
tick(); |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script> | |
<script src="https://unpkg.com/[email protected]/examples/js/controls/OrbitControls.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script> |
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* { | |
margin: 0; | |
padding: 0; | |
} | |
html, | |
body { | |
overflow: hidden; | |
} | |
.webgl { | |
position: fixed; | |
top: 0; | |
left: 0; | |
outline: none; | |
} |
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