tutorial by The Art of Code https://www.youtube.com/watch?v=WrxZ4AZPdOQ&t=
Created
October 29, 2022 01:28
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Test Shader #1
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<div class="content-canvas"></div> | |
<script id="vertex" type="x-shader/x-vertex"> | |
varying vec3 v_position; | |
varying vec2 vUv; | |
void main(){ | |
vUv = uv; | |
v_position = position; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); | |
} | |
</script> | |
<script id="fragment" type="x-shader/x-fragment"> | |
#define S(x, y, t) smoothstep(x, y, t) | |
uniform vec2 u_mouse; | |
uniform vec2 u_res; | |
uniform float u_time; | |
varying vec2 vUv; | |
varying vec3 v_position; | |
struct ray{ | |
vec3 o, d; | |
}; | |
ray GetRay(vec2 uv, vec3 camPos, vec3 lookAt, float zoom){ | |
ray a; | |
a.o = camPos; | |
vec3 f = normalize(lookAt - camPos); | |
vec3 r = cross(vec3(0, 1, 0), f); | |
vec3 u = cross(f, r); | |
vec3 c = a.o + f * zoom; | |
vec3 i = c + uv.x * r + uv.y * u; | |
a.d = normalize(i-a.o); | |
return a; | |
} | |
vec3 ClosestPoint(ray r, vec3 p){ | |
return r.o + max(0., dot(p-r.o, r.d)) * r.d; | |
} | |
float DistRay(ray r, vec3 p){ | |
return length(p - ClosestPoint(r, p)); | |
} | |
float Bokeh(ray r, vec3 p, float size, float blur){ | |
float d = DistRay(r, p); | |
size *= length(p); | |
float c = S(size, size * (1.-blur), d); | |
c *= mix(.7, 1. ,S(size * .8, size, d)); | |
return c; | |
} | |
float N(float t){ | |
return fract(sin(t * 3456.) * 6547.); | |
} | |
vec4 N14(float t){ | |
return fract(sin(t * vec4(123., 1024., 3456., 9564.) * vec4(6547., 354, 8799., 1564.))); | |
} | |
vec3 Headlights(ray r, float t){ | |
float w1 = .25; | |
float w2 = w1 * 1.2; | |
float s = 1./10.; | |
float m = 0.; | |
for(float i = 0.; i < 1.; i+= 1./10.){ | |
float n = N(i); | |
if(n > .1) continue; | |
float ti = fract(t + i); | |
float z = 100. - ti * 100.; | |
float fade = ti * ti * ti * ti; | |
float focus = S(.8, 1., ti); | |
float size = mix(.05, .03, focus); | |
m += Bokeh(r, vec3(-1. - w1, .15, z), size, .1) * fade; | |
m += Bokeh(r, vec3(-1. + w1, .15, z), size, .1) * fade; | |
m += Bokeh(r, vec3(-1. - w2, .15, z), size, .1) * fade; | |
m += Bokeh(r, vec3(-1. + w2, .15, z), size, .1) * fade; | |
float ref = 0.; | |
ref += Bokeh(r, vec3(-1. - w2, -.15, z), size * 3., 1.) * fade; | |
ref += Bokeh(r, vec3(-1. + w2, -.15, z), size * 3., 1.) * fade; | |
m += ref * focus; | |
} | |
return vec3(.9, .9, 1.) * m; | |
} | |
vec3 Taillights(ray r, float t) { | |
t *= .25; | |
float w1 = .25; | |
float w2 = w1*1.2; | |
float s = 1./15.; | |
float m = 0.; | |
for(float i=0.; i<1.; i+=1./15.) { | |
float n = N(i); | |
if(n>.5) continue; | |
float lane = step(.25, n); | |
float ti = fract(t+i); | |
float z = 100.-ti*100.; | |
float fade = ti*ti*ti*ti*ti; | |
float focus = S(.9, 1., ti); | |
float size = mix(.05, .03, focus); | |
float laneShift = S(1., .96, ti); | |
float x = 1.5 - lane * laneShift; | |
float blink = step(0., sin(t*1000.))*7.*lane*step(.96, ti); | |
m += Bokeh(r, vec3(x-w1,.15, z), size, .1)*fade; | |
m += Bokeh(r, vec3(x+w1,.15, z), size, .1)*fade; | |
m += Bokeh(r, vec3(x-w2,.15, z), size, .1)*fade; | |
m += Bokeh(r, vec3(x+w2,.15, z), size, .1)*fade*(1.+blink); | |
float ref = 0.; | |
ref += Bokeh(r, vec3(x-w2, -.15, z), size*3., 1.)*fade; | |
ref += Bokeh(r, vec3(x+w2, -.15, z), size*3., 1.)*fade*(1.+blink*.1); | |
m += ref*focus; | |
} | |
return vec3(1., .1, .03)*m; | |
} | |
vec3 Envlights(ray r, float t) { | |
float side = step(r.d.x, 0.); | |
r.d.x = abs(r.d.x); | |
float s = 1./10.; | |
float m = 0.; | |
vec3 c = vec3(0.); | |
for(float i = 0.; i < 1.; i+= 1./10.){ | |
float ti = fract(t + i + side * s * 0.5); | |
float z = 100. - ti * 100.; | |
float fade = ti * ti * ti; | |
vec4 n = N14(i + side * 100.); | |
float occlusion = sin(ti * 6.28 * 10. * n.x) * .5 + .5; | |
float x = mix(2.5, 10., n.x); | |
float y = mix(.1, .15, n.y); | |
vec3 p = vec3(x, y, 50. - ti * 50.); | |
vec3 col = n.wzy; | |
c += Bokeh(r, p, .05, .1) * fade * col * .5; | |
} | |
return c; | |
} | |
vec3 Streetlights(ray r, float t){ | |
float side = step(r.d.x, 0.); | |
r.d.x = abs(r.d.x); | |
float s = 1./10.; | |
float m = 0.; | |
for(float i = 0.; i < 1.; i+= 1./10.){ | |
float ti = fract(t + i + side * s * 0.5); | |
float z = 100. - ti * 100.; | |
float fade = ti * ti * ti; | |
m += Bokeh(r, vec3(2., 2., z), .05, .1) * fade; | |
m += Bokeh(r, vec3(2., 2., z), .05, .1) * fade; | |
} | |
return vec3(1., .5, 0.) * m; | |
} | |
vec2 Rain(vec2 uv, float t){ | |
t *= 40.; | |
vec2 a = vec2(3., 1.); | |
vec2 st = uv * a; | |
vec2 id = floor(st); | |
st.y += t * .22; | |
float n = fract(sin(id.x * 716.34) * 768.34); | |
uv.y += n; | |
st.y += n; | |
id = floor(st); | |
st = fract(st) - .5; | |
t += fract(sin(id.x * 716.34 + id.y * 1453.7) * 768.34) * 6.283; | |
float y = -sin(t + sin(t + sin(t) * .5)) * .43; | |
vec2 p1 = vec2(0., y); | |
vec2 o1 = (st - p1)/ a; | |
float d = length(o1); | |
float m1 = S(.07, .0, d); | |
vec2 o2 = (fract(uv * a.x * vec2(1., 2.)) - .5) / vec2(1., 2.); | |
d = length(o2); | |
float m2 = S(.3 * (.5 - st.y), .0, d) * S(-.1, .1, st.y - p1.y); | |
//if(st.x > .46 || st.y > .49) m1 = 1.; | |
return vec2(m1 * o1 * 30. + m2 * o2 * 10.); | |
} | |
void main(){ | |
vec2 uv = gl_FragCoord.xy / u_res; | |
float aspect = u_res.x / u_res.y; | |
uv -= .5; | |
uv.x *= aspect; | |
vec2 m = u_mouse / u_res; | |
vec3 camPos = vec3(0, .2, 0); | |
vec3 lookAt = vec3(0, .2, .1); | |
float t = u_time * .05 + m.x; | |
vec2 rainDistort = Rain(uv * 5., t) * .5; | |
rainDistort += Rain(uv * 7., t) * .5; | |
uv.x += sin(uv.y * 70.) * .005; | |
uv.y += sin(uv.x * 170.) * .003; | |
ray r = GetRay(uv - rainDistort * .5, camPos, lookAt, 2.); | |
vec3 color = Streetlights(r, t); | |
color += Headlights(r, t); | |
color += Taillights(r, t); | |
color += Envlights(r, t); | |
color += (r.d.y * .25 * vec3(.2, .1, .5)); | |
//color = vec3(rainDistort, 0.); | |
gl_FragColor = vec4(color, 1); | |
} | |
</script> |
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class MathUtils { | |
constructor() {} | |
lerp(a, b, n) { | |
return n * (b - a) + a; | |
} | |
to(obj, time, set) { | |
const start = performance.now(); | |
const duration = time * 1000; | |
return new Promise(resolve => { | |
this.opts = { | |
obj, | |
time, | |
duration, | |
start, | |
set, | |
resolve | |
}; | |
this.update(); | |
}); | |
} | |
update() { | |
const now = performance.now(); | |
const p = (now - this.opts.start) / this.opts.duration; | |
if (p >= 1) { | |
this.opts.completed = true; | |
return this.opts.resolve(); | |
} | |
for (let v in this.opts.set) { | |
this.opts.obj[v] = this.lerp( | |
this.opts.obj[v], | |
this.opts.set[v], | |
this.outElastic(p) | |
); | |
} | |
requestAnimationFrame(this.update); | |
} | |
} | |
const init = () => { | |
const content = document.querySelector(".content-canvas"); | |
const shader = { | |
v: document.querySelector("#vertex").textContent, | |
f: document.querySelector("#fragment").textContent | |
}; | |
const mathUtils = new MathUtils(); | |
const mouse = { | |
x: 0, | |
y: 0 | |
}; | |
const gl = { | |
renderer: new THREE.WebGLRenderer(), | |
camera: new THREE.PerspectiveCamera( | |
75, | |
innerWidth / innerHeight, | |
0.1, | |
1000 | |
), | |
scene: new THREE.Scene(), | |
loader: new THREE.TextureLoader(), | |
clock: new THREE.Clock() | |
}; | |
const uniforms = { | |
u_time: { type: "f", value: 0 }, | |
u_res: { type: "v2", value: new THREE.Vector2(innerWidth, innerHeight) }, | |
u_mouse: { type: "v2", value: new THREE.Vector2(0, 0) } | |
}; | |
const addScene = () => { | |
gl.renderer.setPixelRatio(devicePixelRatio); | |
gl.renderer.setSize(innerWidth, innerHeight); | |
gl.camera.position.z = 5; | |
content.append(gl.renderer.domElement); | |
gl.scene.add(gl.camera); | |
}; | |
const addMesh = () => { | |
const geometry = new THREE.PlaneGeometry(1, 1); | |
const material = new THREE.ShaderMaterial({ | |
uniforms: uniforms, | |
vertexShader: shader.v, | |
fragmentShader: shader.f | |
}); | |
gl.mesh = new THREE.Mesh(geometry, material); | |
gl.scene.add(gl.mesh); | |
}; | |
let elapsed = 0; | |
const update = e => { | |
elapsed = gl.clock.getElapsedTime(); | |
uniforms.u_time.value = elapsed; | |
uniforms.u_mouse.value.x = mathUtils.lerp( | |
uniforms.u_mouse.value.x, | |
mouse.x, | |
0.05 | |
); | |
uniforms.u_mouse.value.y = mathUtils.lerp( | |
uniforms.u_mouse.value.y, | |
mouse.y, | |
0.05 | |
); | |
render(); | |
requestAnimationFrame(update); | |
}; | |
const resize = () => { | |
const w = innerWidth; | |
const h = innerHeight; | |
gl.renderer.setSize(w, h); | |
gl.camera.aspect = w / h; | |
// calculate scene | |
const dist = gl.camera.position.z - gl.mesh.position.z; | |
const height = 1; | |
gl.camera.fov = 2 * (180 / Math.PI) * Math.atan(height / (2 * dist)); | |
if (w / h > 1) { | |
gl.mesh.scale.x = gl.mesh.scale.y = 1.05 * w / h; | |
} | |
gl.camera.updateProjectionMatrix(); | |
}; | |
const render = () => { | |
gl.renderer.render(gl.scene, gl.camera); | |
}; | |
addScene(); | |
addMesh(); | |
update(); | |
resize(); | |
window.addEventListener("resize", resize); | |
window.addEventListener("mousemove", ({ clientX, clientY }) => { | |
mouse.x = clientX; | |
mouse.y = innerHeight - clientY ; | |
}); | |
}; | |
init(); |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/102/three.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/2.1.2/TweenMax.min.js"></script> |
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body{ | |
margin: 0; | |
padding: 0; | |
} | |
canvas{ | |
display: block; | |
} |
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