Created
November 8, 2022 16:18
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A-Frame Shaders
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AFRAME.registerShader('caustic', { | |
schema: { | |
time: {type: 'time', is: 'uniform'}, | |
color: {type: 'color', is: 'uniform', default: '#2647fc'}, | |
base: {type: 'map', is: 'uniform'}, | |
obj: {type: 'map', is: 'uniform'}, | |
uvScale: {type: 'vec2', is:'uniform', default: {x: 0.3, y: 0.3}}, | |
brightness: {type: 'number', is: 'uniform', default: 22.0}, | |
speed: {type: 'number', is: 'uniform', default: 0.02} | |
}, | |
fragmentShader: ` | |
precision highp float; | |
precision highp int; | |
uniform float time; | |
uniform vec3 color; | |
uniform sampler2D base; | |
uniform sampler2D obj; | |
uniform vec2 uvScale; | |
uniform float brightness; | |
uniform float speed; | |
varying vec3 vNormal; | |
varying vec2 vUv; | |
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(g011, g011))); | |
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; | |
} | |
float surface3 ( vec3 coord ) { | |
float frequency = 7.0; | |
float n = 0.4; | |
n -= 1.0 * abs( cnoise( coord * frequency ) ); | |
n -= 1.5 * abs( cnoise( coord * frequency * 4.0 ) ); | |
n -= 1.25 * abs( cnoise( coord * frequency * 4.0 ) ); | |
return clamp( n, -0.6, 1.0 ); | |
} | |
#define PI 3.14159265358979323846264338327 | |
void main( void ) { | |
vec4 pix = texture2D(obj, vUv); | |
if (pix.a == 0.0) { | |
gl_FragColor = texture2D(base, vUv); | |
return; | |
} | |
vec2 uvMax = ( 2.0 * asin( sin( 2.0 * PI * vUv ) ) ) / PI; | |
float n = surface3(vec3(uvMax * uvScale, time * speed)); | |
vec3 s = vec3( clamp( n, 0.0, 1.0 ) ) * color * brightness; | |
gl_FragColor = vec4(pix.rgb + s, 1.0 ); | |
} | |
`, | |
vertexShader: ` | |
varying vec2 vUv; | |
varying vec3 vNormal; | |
void main() { | |
vNormal = position * normal; | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
} | |
` | |
}) |
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