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December 4, 2019 09:09
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Perlin Noise
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doctype html | |
head | |
title Perlin noise | Fireball explosion | |
meta(charset='utf-8') | |
.container-fluid.fixed-top.header.disable-selection | |
.row | |
.col | |
h1 | |
strong Perlin Noise | |
//p.small(href='#',role='button') | |
strong 708.588 POINTS | |
#container | |
script#vertexShader(type='x-shader/x-vertex'). | |
// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson ([email protected]) | |
// 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/ashima/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; | |
} | |
// Classic Perlin noise, periodic variant | |
float pnoise(vec3 P, vec3 rep) | |
{ | |
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period | |
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period | |
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 1.5 * n_xyz; | |
} | |
// Turbulence By Jaume Sanchez => https://codepen.io/spite/ | |
varying vec2 vUv; | |
varying float noise; | |
varying float qnoise; | |
varying float displacement; | |
uniform float time; | |
uniform float pointscale; | |
uniform float decay; | |
uniform float complex; | |
uniform float waves; | |
uniform float eqcolor; | |
uniform bool fragment; | |
float turbulence( vec3 p) { | |
float t = - 0.1; | |
for (float f = 1.0 ; f <= 3.0 ; f++ ){ | |
float power = pow( 2.0, f ); | |
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power ); | |
} | |
return t; | |
} | |
void main() { | |
vUv = uv; | |
noise = (1.0 * - waves) * turbulence( decay * abs(normal + time)); | |
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time)); | |
float b = pnoise( complex * (position) + vec3( 1.0 * time ), vec3( 100.0 ) ); | |
if (fragment == true) { | |
displacement = - sin(noise) + normalize(b * 0.5); | |
} else { | |
displacement = - sin(noise) + cos(b * 0.5); | |
} | |
vec3 newPosition = (position) + (normal * displacement); | |
gl_Position = (projectionMatrix * modelViewMatrix) * vec4( newPosition, 1.0 ); | |
gl_PointSize = (pointscale); | |
//gl_ClipDistance[0]; | |
} | |
script#fragmentShader(type='x-shader/x-vertex'). | |
varying float qnoise; | |
uniform float time; | |
uniform bool redhell; | |
void main() { | |
float r, g, b; | |
if (!redhell == true) { | |
r = cos(qnoise + 0.5); | |
g = cos(qnoise - 0.5); | |
b = 0.0; | |
} else { | |
r = cos(qnoise + 0.5); | |
g = cos(qnoise - 0.5); | |
b = abs(qnoise); | |
} | |
gl_FragColor = vec4(r, g, b, 1.0); | |
} |
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// Three JS | |
window.addEventListener('load', init, false); | |
function init() { | |
createWorld(); | |
createPrimitive(); | |
createGUI(); | |
//--- | |
animation(); | |
} | |
var Theme = {_darkred: 0x000000} | |
//-------------------------------------------------------------------- | |
var scene, camera, renderer, container; | |
var start = Date.now(); | |
var _width, _height; | |
function createWorld() { | |
_width = window.innerWidth; | |
_height= window.innerHeight; | |
//--- | |
scene = new THREE.Scene(); | |
//scene.fog = new THREE.Fog(Theme._darkred, 8, 20); | |
scene.background = new THREE.Color(Theme._darkred); | |
//--- | |
camera = new THREE.PerspectiveCamera(55, _width/_height, 1, 1000); | |
camera.position.z = 12; | |
//--- | |
renderer = new THREE.WebGLRenderer({antialias:true, alpha:false}); | |
renderer.setSize(_width, _height); | |
//--- | |
container = document.getElementById("container"); | |
container.appendChild(renderer.domElement); | |
//--- | |
window.addEventListener('resize', onWindowResize, false); | |
} | |
function onWindowResize() { | |
_width = window.innerWidth; | |
_height = window.innerHeight; | |
renderer.setSize(_width, _height); | |
camera.aspect = _width / _height; | |
camera.updateProjectionMatrix(); | |
console.log('- resize -'); | |
} | |
//-------------------------------------------------------------------- | |
var mat; | |
var primitiveElement = function() { | |
this.mesh = new THREE.Object3D(); | |
mat = new THREE.ShaderMaterial( { | |
wireframe: false, | |
//fog: true, | |
uniforms: { | |
time: { | |
type: "f", | |
value: 0.0 | |
}, | |
pointscale: { | |
type: "f", | |
value: 0.0 | |
}, | |
decay: { | |
type: "f", | |
value: 0.0 | |
}, | |
complex: { | |
type: "f", | |
value: 0.0 | |
}, | |
waves: { | |
type: "f", | |
value: 0.0 | |
}, | |
eqcolor: { | |
type: "f", | |
value: 0.0 | |
}, | |
fragment: { | |
type: "i", | |
value: true | |
}, | |
redhell: { | |
type: "i", | |
value: true | |
} | |
}, | |
vertexShader: document.getElementById( 'vertexShader' ).textContent, | |
fragmentShader: document.getElementById( 'fragmentShader' ).textContent | |
}); | |
var geo = new THREE.IcosahedronBufferGeometry(3, 7); | |
var mesh = new THREE.Points(geo, mat); | |
//--- | |
this.mesh.add(mesh); | |
} | |
var _primitive; | |
function createPrimitive() { | |
_primitive = new primitiveElement(); | |
scene.add(_primitive.mesh); | |
} | |
//-------------------------------------------------------------------- | |
var options = { | |
perlin: { | |
vel: 0.002, | |
speed: 0.00050, | |
perlins: 1.0, | |
decay: 0.10, | |
complex: 0.30, | |
waves: 20.0, | |
eqcolor: 11.0, | |
fragment: true, | |
redhell: true | |
}, | |
spin: { | |
sinVel: 0.0, | |
ampVel: 80.0, | |
} | |
} | |
function createGUI() { | |
var gui = new dat.GUI(); | |
var camGUI = gui.addFolder('Camera'); | |
//cam.add(, 'speed', 0.0, 30.00).listen(); | |
camGUI.add(camera.position, 'z', 3, 20).name('Zoom').listen(); | |
camGUI.add(options.perlin, 'vel', 0.000, 0.02).name('Velocity').listen(); | |
//camGUI.open(); | |
var mathGUI = gui.addFolder('Math Options'); | |
mathGUI.add(options.spin, 'sinVel', 0.0, 0.50).name('Sine').listen(); | |
mathGUI.add(options.spin, 'ampVel', 0.0, 90.00).name('Amplitude').listen(); | |
//mathGUI.open(); | |
var perlinGUI = gui.addFolder('Setup Perlin Noise'); | |
perlinGUI.add(options.perlin, 'perlins', 1.0, 5.0).name('Size').step(1); | |
perlinGUI.add(options.perlin, 'speed', 0.00000, 0.00050).name('Speed').listen(); | |
perlinGUI.add(options.perlin, 'decay', 0.0, 1.00).name('Decay').listen(); | |
perlinGUI.add(options.perlin, 'waves', 0.0, 20.00).name('Waves').listen(); | |
perlinGUI.add(options.perlin, 'fragment', true).name('Fragment'); | |
perlinGUI.add(options.perlin, 'complex', 0.1, 1.00).name('Complex').listen(); | |
perlinGUI.add(options.perlin, 'redhell', true).name('Electroflow'); | |
perlinGUI.add(options.perlin, 'eqcolor', 0.0, 15.0).name('Hue').listen(); | |
perlinGUI.open(); | |
} | |
//-------------------------------------------------------------------- | |
function animation() { | |
requestAnimationFrame(animation); | |
var performance = Date.now() * 0.003; | |
_primitive.mesh.rotation.y += options.perlin.vel; | |
_primitive.mesh.rotation.x = (Math.sin(performance * options.spin.sinVel) * options.spin.ampVel )* Math.PI / 180; | |
//--- | |
mat.uniforms['time'].value = options.perlin.speed * (Date.now() - start); | |
mat.uniforms['pointscale'].value = options.perlin.perlins; | |
mat.uniforms['decay'].value = options.perlin.decay; | |
mat.uniforms['complex'].value = options.perlin.complex; | |
mat.uniforms['waves'].value = options.perlin.waves; | |
mat.uniforms['eqcolor'].value = options.perlin.eqcolor; | |
mat.uniforms['fragment'].value = options.perlin.fragment; | |
mat.uniforms['redhell'].value = options.perlin.redhell; | |
//--- | |
camera.lookAt(scene.position); | |
renderer.render(scene, camera); | |
} |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0/js/bootstrap.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.20.3/TweenMax.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script> |
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body { | |
color: white; | |
margin: 0; | |
text-align: center; | |
background-color: black; | |
} | |
canvas { | |
display: block; | |
width: 100%; | |
height: 100%; | |
} | |
p { | |
/*font-size: 15px;*/ | |
} | |
.header { | |
top: 45%; | |
} | |
.footer { | |
bottom:3%; | |
} | |
.description { | |
color: gray; | |
padding-top: 50px; | |
} | |
a, a:hover, a:visited { | |
color: white; | |
text-decoration: none; | |
} | |
.disable-selection { | |
-moz-user-select: none; /* Firefox */ | |
-ms-user-select: none; /* Internet Explorer */ | |
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */ | |
-webkit-user-select: none; /* Chrome, Safari, and Opera */ | |
-webkit-touch-callout: none; /* Disable Android and iOS callouts*/ | |
} | |
h1::after { | |
content: ' Three JS'; | |
font-size: 12px; | |
position:absolute; | |
top: 3px; | |
padding-left: 5px; | |
font-weight: 400; | |
} | |
h2::after { | |
content: '2'; | |
font-size: 12px; | |
position:absolute; | |
top: 14px; | |
padding-left: 5px; | |
} |
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<link href="https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0/css/bootstrap.css" rel="stylesheet" /> |
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