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Created July 8, 2016 18:28
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Water shader
<div class="app"></div>
<div class="infos">
<p>
Experiment by <a href="http://www.arnaudrocca.fr" target="_blank">Arnaud Rocca</a>
</p>
</div>
<script id="planeVS" type="shader">
precision mediump float;
uniform float u_amplitude;
uniform float u_frequency;
uniform float u_time;
// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl
//
// GLSL textureless classic 3D noise "cnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
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);
}
// Classic Perlin noise
float cnoise(vec3 P) {
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
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 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 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() {
// Get a 3d noise using the position
float displacement = u_amplitude * cnoise(u_frequency * position + u_time);
// Move the position along the normal and transform it
vec3 newPosition = position + normal * displacement;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
</script>
<script id="planeFS" type="shader">
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.8, 1.0);
}
</script>
class App {
/**
* @constructor
*/
constructor() {
this.width = window.innerWidth;
this.height = window.innerHeight;
this.DELTA_TIME = 0;
this.LAST_TIME = Date.now();
this.scene = new Scene(this.width, this.height);
this.plane = new Plane();
this.scene.add(this.plane.mesh);
const root = document.body.querySelector('.app');
root.appendChild(this.scene.renderer.domElement);
this.addListeners();
}
/**
* @method
* @name onResize
* @description Triggered when window is resized
*/
onResize() {
this.width = window.innerWidth;
this.height = window.innerHeight;
this.scene.resize(this.width, this.height);
}
/**
* @method
* @name addListeners
*/
addListeners() {
window.addEventListener('resize', this.onResize.bind(this));
TweenMax.ticker.addEventListener('tick', this.update.bind(this));
}
/**
* @method
* @name update
* @description Triggered on every TweenMax tick
*/
update() {
this.DELTA_TIME = Date.now() - this.LAST_TIME;
this.LAST_TIME = Date.now();
this.plane.update(this.DELTA_TIME);
this.scene.render();
}
}
class Plane {
/**
* @constructor
*/
constructor() {
this.size = 1000;
this.segments = 200;
this.options = new Options();
this.options.initGUI();
this.uniforms = {
u_amplitude: {type: '1f', value: this.options.amplitude},
u_frequency: {type: '1f', value: this.options.frequency},
u_time: {type: '1f', value: 0}
}
this.geometry = new THREE.PlaneGeometry(this.size, this.size, this.segments, this.segments);
this.material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader: document.getElementById('planeVS').innerHTML,
fragmentShader: document.getElementById('planeFS').innerHTML,
wireframe: true,
side: THREE.DoubleSide
});
this.mesh = new THREE.Mesh(this.geometry, this.material);
this.mesh.rotation.x = 360;
}
/**
* @method
* @name update
* @description Triggered on every TweenMax tick
* @param {number} dt - DELTA_TIME
*/
update(dt) {
this.uniforms.u_amplitude.value = this.options.amplitude;
this.uniforms.u_frequency.value = this.options.frequency;
this.uniforms.u_time.value += dt / 1000;
}
}
class Options {
/**
* @constructor
*/
constructor() {
this.amplitude = 10.0;
this.frequency = 0.05;
this.gui = new dat.GUI();
}
/**
* @method
* @name initGUI
* @description Initialize the dat-gui
*/
initGUI() {
this.gui.close();
this.gui.add(this, 'amplitude', 1.0, 15.0);
this.gui.add(this, 'frequency', 0.01, 0.1);
}
}
class Scene {
/**
* @constructor
*/
constructor(width, height) {
this.scene = new THREE.Scene();
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.setSize(width, height);
this.renderer.setClearColor(0x000000);
this.camera = new THREE.PerspectiveCamera(50, width / height, 1, 2000);
this.camera.position.z = 100;
this.controls = new THREE.OrbitControls(this.camera);
}
/**
* @method
* @name add
* @description Add a child to the scene
* @param {object} child - A THREE object
*/
add(child) {
this.scene.add(child);
}
/**
* @method
* @name remove
* @description Remove a child from the scene
* @param {object} child - A THREE object
*/
remove(child) {
this.scene.remove(child);
}
/**
* @method
* @name render
* @description Renders/Draw the scene
*/
render() {
this.renderer.autoClearColor = true;
this.renderer.render(this.scene, this.camera);
}
/**
* @method
* @name resize
* @description Resize the scene according to screen size
* @param {number} newWidth
* @param {number} newHeight
*/
resize(newWidth, newHeight) {
this.camera.aspect = newWidth / newHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(newWidth, newHeight);
}
}
new App();
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.18.4/TweenMax.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.min.js"></script>
html, body
width 100%
height 100%
margin 0
padding 0
overflow hidden
background url('http://lab.arnaudrocca.fr/water-shader/assets/images/preview.png') no-repeat center center fixed
background-size cover
font-size 10px
canvas
position absolute
display block
cursor move
.infos
position absolute
margin 0
bottom 10px
right 10px
color #888
font-family sans-serif
font-weight 400
font-size 1rem
line-height .5rem
a
text-decoration none
color #03C
opacity .7
transition .3s
&:hover
opacity 1
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