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October 29, 2022 01:23
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Instancing Box & Curl Noise
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<script type="x-shader/x-fragment" id="reset-velocity"> | |
precision highp float; | |
void main () { | |
gl_FragColor = vec4(vec3(0.), 1.); | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="reset-position"> | |
precision highp float; | |
uniform vec2 size; | |
// https://github.com/mattdesl/glsl-random | |
highp float random(vec2 co) | |
{ | |
highp float a = 12.9898; | |
highp float b = 78.233; | |
highp float c = 43758.5453; | |
highp float dt= dot(co.xy ,vec2(a,b)); | |
highp float sn= mod(dt,3.14); | |
return fract(sin(sn) * c); | |
} | |
void main () { | |
vec2 nPosition = gl_FragCoord.st / size * 2. - 1.; | |
vec4 position = vec4( | |
nPosition * size, | |
0., | |
random(nPosition) | |
); | |
gl_FragColor = position; | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="velocity"> | |
precision highp float; | |
uniform vec2 size; | |
uniform sampler2D prevVelocityTexture; | |
uniform sampler2D prevPositionTexture; | |
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. 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; | |
} | |
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 ); | |
// x0 = x0 - 0.0 + 0.0 * C.xxx; | |
// x1 = x0 - i1 + 1.0 * C.xxx; | |
// x2 = x0 - i2 + 2.0 * C.xxx; | |
// x3 = x0 - 1.0 + 3.0 * C.xxx; | |
vec3 x1 = x0 - i1 + C.xxx; | |
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
// Permutations | |
i = mod289(i); | |
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: 7x7 points over a square, mapped onto an octahedron. | |
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
float n_ = 0.142857142857; // 1.0/7.0 | |
vec3 ns = n_ * D.wyz - D.xzx; | |
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
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) ) ); | |
} | |
// https://www.npmjs.com/package/glsl-curl-noise | |
vec3 snoiseVec3( vec3 x ){ | |
float s = snoise(vec3( x )); | |
float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 )); | |
float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 )); | |
vec3 c = vec3( s , s1 , s2 ); | |
return c; | |
} | |
vec3 curlNoise( vec3 p ){ | |
const float e = .1; | |
vec3 dx = vec3( e , 0.0 , 0.0 ); | |
vec3 dy = vec3( 0.0 , e , 0.0 ); | |
vec3 dz = vec3( 0.0 , 0.0 , e ); | |
vec3 p_x0 = snoiseVec3( p - dx ); | |
vec3 p_x1 = snoiseVec3( p + dx ); | |
vec3 p_y0 = snoiseVec3( p - dy ); | |
vec3 p_y1 = snoiseVec3( p + dy ); | |
vec3 p_z0 = snoiseVec3( p - dz ); | |
vec3 p_z1 = snoiseVec3( p + dz ); | |
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; | |
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; | |
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; | |
const float divisor = 1.0 / ( 2.0 * e ); | |
return normalize( vec3( x , y , z ) * divisor ); | |
} | |
const float speed = 2.; | |
const float density = 0.007; | |
const float ease = 0.02; | |
void main () { | |
vec2 uv = gl_FragCoord.st / size; | |
vec4 velocity = texture2D(prevVelocityTexture, uv); | |
vec3 prevPosition = texture2D(prevPositionTexture, uv).xyz; | |
velocity.xyz += curlNoise(prevPosition * density) * speed; | |
velocity.xyz *= velocity.w; | |
if (velocity.w > 0.01) { | |
velocity.w -= velocity.w * ease; | |
} else { | |
velocity.w = 1.; | |
} | |
gl_FragColor = velocity; | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="position"> | |
precision highp float; | |
uniform vec2 size; | |
uniform sampler2D prevPositionTexture; | |
uniform sampler2D velocityTexture; | |
void main () { | |
vec2 uv = gl_FragCoord.st / size; | |
vec4 prevPosition = texture2D(prevPositionTexture, uv); | |
vec4 velocity = texture2D(velocityTexture, uv); | |
vec3 position; | |
if (velocity.w == 1.) { | |
vec2 nPosition = uv * 2. - 1.; | |
position = vec3(nPosition * size, 0.); | |
} else { | |
position = prevPosition.xyz + velocity.xyz; | |
} | |
gl_FragColor = vec4(position, prevPosition.w); | |
} | |
</script> | |
<script type="x-shader/x-vertex" id="main-vs"> | |
attribute vec3 position; | |
attribute vec3 normal; | |
attribute vec2 instancedUv; | |
uniform sampler2D positionTexture; | |
uniform sampler2D velocityTexture; | |
uniform mat4 mvpMatrix; | |
uniform mat4 invMatrix; | |
uniform vec3 lightDirection; | |
uniform vec3 ambientColor; | |
uniform vec3 eyeDirection; | |
uniform float time; | |
varying vec4 vColor; | |
// https://github.com/yuichiroharai/glsl-y-rotate#readme | |
mat3 rotateQ(vec3 axis, float rad) { | |
float hr = rad / 2.0; | |
float s = sin( hr ); | |
vec4 q = vec4(axis * s, cos( hr )); | |
vec3 q2 = q.xyz + q.xyz; | |
vec3 qq2 = q.xyz * q2; | |
vec2 qx = q.xx * q2.yz; | |
float qy = q.y * q2.z; | |
vec3 qw = q.w * q2.xyz; | |
return mat3( | |
1.0 - (qq2.y + qq2.z), qx.x - qw.z, qx.y + qw.y, | |
qx.x + qw.z, 1.0 - (qq2.x + qq2.z), qy - qw.x, | |
qx.y - qw.y, qy + qw.x, 1.0 - (qq2.x + qq2.y) | |
); | |
} | |
// https://github.com/mattdesl/glsl-random | |
highp float random(vec2 co) | |
{ | |
highp float a = 12.9898; | |
highp float b = 78.233; | |
highp float c = 43758.5453; | |
highp float dt= dot(co.xy ,vec2(a,b)); | |
highp float sn= mod(dt,3.14); | |
return fract(sin(sn) * c); | |
} | |
vec3 hsv(float h, float s, float v) { | |
vec4 t = vec4(1., 2. / 3., 1. / 3., 3.); | |
vec3 p = abs(fract(vec3(h) + t.xyz) * 6. - vec3(t.w)); | |
return v * mix(vec3(t.x), clamp(p - vec3(t.x), 0., 1.), s); | |
} | |
const float PI = 3.1415926; | |
const float PI2 = PI * 2.; | |
const float colorInterval = PI2 * 10.; | |
const float scale = 2.; | |
const float maxScaleRate = 1.4; | |
const float rotationSpeed = 100.; | |
const float minRotationSpeed = 0.1; | |
void main () { | |
vec3 modelPosition = position; | |
vec4 instancedPosition = texture2D(positionTexture, instancedUv); | |
float randomValue = instancedPosition.w; | |
float velocity = texture2D(velocityTexture, instancedUv).w; | |
float life = smoothstep(0.01, 0.04, velocity); | |
float cScale = scale; | |
cScale *= life; | |
cScale *= mix(1., maxScaleRate, (instancedPosition.z - 1.) * 0.01); | |
modelPosition *= 0.5 * cScale; | |
vec3 axis = normalize(vec3( | |
random(vec2(randomValue, 0.)), | |
random(vec2(0., randomValue)), | |
random(vec2(randomValue, 1.)) | |
)); | |
float radian = PI2 * random(vec2(randomValue)); | |
radian += velocity * mix(minRotationSpeed, rotationSpeed, randomValue); | |
mat3 rotate = rotateQ(axis, radian); | |
modelPosition *= rotate; | |
vec3 cNormal = normalize(normal); | |
cNormal *= rotate; | |
vec3 invLight = normalize(invMatrix * vec4(lightDirection, 0.)).rgb; | |
vec3 invEye = normalize(invMatrix * vec4(eyeDirection, 0.)).rgb; | |
vec3 halfLE = normalize(invLight + invEye); | |
float diffuse = clamp(dot(cNormal, invLight), 0.1, 1.); | |
float specular = pow(clamp(dot(cNormal, halfLE), 0., 1.), 50.); | |
float colorNTime = mod(time * 0.001, colorInterval) / colorInterval; | |
float alpha = 1.; | |
vColor = vec4(hsv(colorNTime * PI2, 0.25 + 0.7 * colorNTime, 0.85 + 0.1 * colorNTime), alpha); | |
vColor.rgb *= vec3(diffuse + specular); | |
vColor.rgb += ambientColor; | |
vColor.rgb *= mix(0.2, 1., clamp(((instancedPosition + 100.) / 200.).z, 0., 1.)); | |
vColor.rgb *= life; | |
gl_Position = mvpMatrix * (vec4(modelPosition + instancedPosition.xyz, 1.)); | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="main-fs"> | |
precision highp float; | |
varying vec4 vColor; | |
void main () { | |
gl_FragColor = vColor; | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="texture"> | |
precision highp float; | |
uniform vec2 resolution; | |
uniform sampler2D texture; | |
void main() { | |
gl_FragColor = texture2D(texture, gl_FragCoord.st / resolution); | |
} | |
</script> |
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// using original library https://github.com/ko-yelie/kgl | |
const width = 100 | |
const height = 100 | |
const sizeUniform = [width, height] | |
const particleUv = [] | |
for (let j = 0; j < height; j++) { | |
for (let i = 0; i < width; i++) { | |
particleUv.push(i / (width - 1), 1 - j / (height - 1)) | |
} | |
} | |
const webgl = new Kgl({ | |
cameraPosition: [0, 0, 480.], | |
fov: 50, | |
programs: { | |
resetVelocity: { | |
fragmentShaderId: 'reset-velocity', | |
isFloats: true, | |
}, | |
resetPosition: { | |
fragmentShaderId: 'reset-position', | |
uniforms: { | |
size: sizeUniform, | |
}, | |
isFloats: true, | |
}, | |
velocity: { | |
fragmentShaderId: 'velocity', | |
uniforms: { | |
size: sizeUniform, | |
prevVelocityTexture: 'framebuffer', | |
prevPositionTexture: 'framebuffer', | |
}, | |
isFloats: true, | |
}, | |
position: { | |
fragmentShaderId: 'position', | |
uniforms: { | |
size: sizeUniform, | |
prevPositionTexture: 'framebuffer', | |
velocityTexture: 'framebuffer', | |
}, | |
isFloats: true, | |
}, | |
main: { | |
vertexShaderId: 'main-vs', | |
fragmentShaderId: 'main-fs', | |
attributes: { | |
position: { | |
value: [1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1], | |
size: 3, | |
}, | |
normal: { | |
value: [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1], | |
size: 3 | |
}, | |
indices: { | |
value: [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23], | |
isIndices: true | |
}, | |
}, | |
instancedAttributes: { | |
instancedUv: { | |
value: particleUv, | |
size: 2 | |
} | |
}, | |
uniforms: { | |
positionTexture: 'framebuffer', | |
velocityTexture: 'framebuffer', | |
time: 0, | |
}, | |
isDepth: true, | |
isTransparent: true, | |
}, | |
texture: { | |
fragmentShaderId: 'texture', | |
uniforms: { | |
texture: 'framebuffer' | |
}, | |
clearedColor: [0, 0, 0, 1], | |
isTransparent: true | |
} | |
}, | |
framebuffers: [ | |
'scene', | |
], | |
framebufferFloats: { | |
velocity0: { | |
width, | |
height | |
}, | |
velocity1: { | |
width, | |
height | |
}, | |
position0: { | |
width, | |
height | |
}, | |
position1: { | |
width, | |
height | |
} | |
}, | |
isAutoStart: false | |
}) | |
let loopCount = 0 | |
let targetbufferIndex | |
let prevbufferIndex | |
let i | |
targetbufferIndex = loopCount++ % 2 | |
{ | |
webgl.bindFramebuffer('velocity' + targetbufferIndex) | |
webgl.programs['resetVelocity'].draw() | |
} | |
{ | |
webgl.bindFramebuffer('position' + targetbufferIndex) | |
webgl.programs['resetPosition'].draw() | |
} | |
const draw = time => { | |
targetbufferIndex = loopCount++ % 2 | |
prevbufferIndex = 1 - targetbufferIndex | |
{ | |
webgl.bindFramebuffer('velocity' + targetbufferIndex) | |
webgl.programs['velocity'].draw({ | |
prevVelocityTexture: 'velocity' + prevbufferIndex, | |
prevPositionTexture: 'position' + prevbufferIndex, | |
}) | |
} | |
{ | |
webgl.bindFramebuffer('position' + targetbufferIndex) | |
webgl.programs['position'].draw({ | |
prevPositionTexture: 'position' + prevbufferIndex, | |
velocityTexture: 'velocity' + targetbufferIndex, | |
}) | |
} | |
{ | |
webgl.bindFramebuffer('scene') | |
webgl.programs['main'].draw({ | |
positionTexture: 'position' + targetbufferIndex, | |
velocityTexture: 'velocity' + targetbufferIndex, | |
time, | |
}) | |
} | |
{ | |
webgl.unbindFramebuffer() | |
webgl.programs['texture'].draw({ | |
texture: 'scene', | |
}) | |
} | |
requestAnimationFrame(draw) | |
} | |
requestAnimationFrame(draw) |
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<script src="https://unpkg.com/@ko-yelie/[email protected]/dist/index.iife.min.js"></script> |
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html, | |
body { | |
height: 100%; | |
} | |
body { | |
overflow: hidden; | |
margin: 0; | |
} | |
canvas { | |
width: 100%; | |
height: 100%; | |
} |
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