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February 16, 2021 22:59
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THREE js TO OF
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#version 150 | |
in vec4 verts; | |
out vec4 outputColor; | |
in float qnoise; | |
uniform float time; | |
uniform bool redHell; | |
uniform float r_color; | |
uniform float g_color; | |
uniform float b_color; | |
//in vec2 fragUV; | |
//uniform float time; | |
void main() | |
{ | |
float r,g,b; | |
vec3 normal = normalize(verts.xyz); | |
r = cos(qnoise+normal.x + (r_color)); | |
g = cos(qnoise +normal.x + g_color); | |
b = cos(qnoise+ normal.x + (b_color)); | |
outputColor = vec4 (r,g,b,1); | |
} |
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#include "ofApp.h" | |
//-------------------------------------------------------------- | |
void ofApp::setup(){ | |
ofEnableArbTex(); | |
ofEnableAntiAliasing(); | |
ofEnableSmoothing(); | |
ofEnableDepthTest(); | |
ofSetWindowShape(1400,900); | |
ofBackground(ofColor::black); | |
shader.load("shader"); | |
mesh.setMode(OF_PRIMITIVE_TRIANGLES); | |
ico.set(100,6); | |
mesh =ico.getMesh(); | |
this->gui.setup(); | |
//ImGui::StyleColorsDark(); | |
this->guiVisible = true; | |
ofSetRectMode(OF_RECTMODE_CENTER); | |
ambient.setAmbientColor(ofFloatColor::white); | |
point.setPointLight(); | |
point.setPosition(20,20,20); | |
//save config | |
XML_load_app(init, XML_path); | |
init.add(speed); | |
init.add(zoom); | |
init.add(decay); | |
init.add(waves); | |
init.add(eqcolor); | |
init.add(red); | |
init.add(green); | |
init.add(blue); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::update(){ | |
cam.setPosition(0,0,zoom); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::draw(){ | |
//vector<ofMeshFace> triangles = ico.getMesh().getUniqueFaces(); | |
cam.begin(); | |
ofSetColor(255); | |
//ofEnableLighting(); | |
point.enable(); | |
shader.begin(); | |
shader.setUniform1f("perlins",1.0); | |
shader.setUniform1f("time",ofGetElapsedTimef()); | |
shader.setUniform1f("pointscale", 10); | |
shader.setUniform1f("decay",decay); | |
shader.setUniform1f("complex", 2.0); | |
shader.setUniform1f("waves",waves); | |
shader.setUniform1f("eqcolor", eqcolor); | |
shader.setUniform1i("fragment",true); | |
shader.setUniform1f("dnoise", 0.0); | |
shader.setUniform1f("qnoise", 1.0); | |
shader.setUniform1f("r_color", red); | |
shader.setUniform1f("g_color", green); | |
shader.setUniform1f("b_color",blue); | |
shader.setUniform1i("speed",speed); | |
// ico.draw(); | |
mesh.draw(); | |
point.draw(); | |
shader.end(); | |
cam.end(); | |
// Gui | |
this->mouseOverGui = false; | |
if (this->guiVisible) | |
{ | |
this->mouseOverGui = this->imGui(); | |
} | |
if (this->mouseOverGui) | |
{ | |
//this->cam.disableMouseInput(); | |
} | |
else | |
{ | |
//this->cam.enableMouseInput(); | |
} | |
// this->imGui(); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::keyPressed(int key){ | |
if (key == OF_KEY_TAB) | |
{ | |
guiVisible = !guiVisible; | |
} | |
} | |
//-------------------------------------------------------------- | |
bool ofApp::imGui() | |
{ | |
auto mainSettings = ofxImGui::Settings(); | |
this->gui.begin(); | |
{ | |
if (ofxImGui::BeginWindow("Controls", mainSettings, true)) | |
ImGui::Dummy(ImVec2(0.0f, 20.0f)); | |
ImGui::SameLine(); | |
if (ImGui::Button("Save PNG")) | |
{ | |
imgSave.grabScreen(0, 0 , ofGetWidth(), ofGetHeight()); | |
imgSave.save("preview/capture"+ofToString(ofRandom(0,1000),0)+".png",OF_IMAGE_QUALITY_BEST); | |
} | |
ImGui::SameLine(); | |
if (ImGui::Button("Load Settings")) | |
{ | |
XML_load_app(init,XML_path); | |
} | |
ImGui::SameLine(); | |
if (ImGui::Button("Save Settings")) | |
{ | |
XML_save_app(init,XML_path); | |
} | |
ImGui::Dummy(ImVec2(0.0f, 20.0f)); | |
{ | |
if (ofxImGui::BeginTree(this->init,mainSettings)) | |
{ | |
ofxImGui::AddParameter(this->speed); | |
ofxImGui::AddParameter(this->zoom); | |
ofxImGui::EndTree(mainSettings); | |
} | |
if (ofxImGui::BeginTree(this->perlin,mainSettings)) | |
{ | |
ofxImGui::AddParameter(this->decay); | |
ofxImGui::AddParameter(this->waves); | |
ofxImGui::EndTree(mainSettings); | |
} | |
if (ofxImGui::BeginTree(this->color,mainSettings)) | |
{ | |
ofxImGui::AddParameter(this->eqcolor); | |
ofxImGui::AddParameter(this->red); | |
ofxImGui::AddParameter(this->green); | |
ofxImGui::AddParameter(this->blue); | |
ofxImGui::EndTree(mainSettings); | |
} | |
ofxImGui::EndWindow(mainSettings); | |
} | |
} | |
this->gui.end(); | |
return mainSettings.mouseOverGui; | |
} | |
//-------------------------------------------------------------- | |
void ofApp::XML_load_app(ofParameterGroup &g, string path){ | |
ofLogNotice("ofApp")<<"XML_load_app"<<path; | |
ofXml settings; | |
settings.load(path); | |
ofDeserialize(settings,g); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::XML_save_app(ofParameterGroup &g, string path){ | |
ofLogNotice("ofApp")<<"XML_save_app"<<path; | |
ofXml settings; | |
ofSerialize(settings,g); | |
settings.save(path); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::exit(){ | |
XML_save_app(init,XML_path); | |
} |
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#version 150 | |
// 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 | |
// | |
precision highp float; | |
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; | |
} | |
out vec4 verts; | |
in vec2 vUv; | |
//out vec2 fragUV; | |
uniform mat4 projectionMatrix; | |
uniform mat4 modelViewProjectionMatrix; | |
in vec3 normal; | |
in vec4 position; | |
float noise; | |
out float qnoise; | |
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(){ | |
//fragUV =vUv; | |
// vUv = verts.xy; | |
noise =(1.0 * waves) * turbulence (decay * abs(normal + time )); | |
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time)); | |
float b = pnoise( complex * (position.xyz) + 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.xyz) + (normal * displacement); | |
gl_Position = modelViewProjectionMatrix *vec4(newPosition ,1) ; | |
// gl_Position = (modelViewProjectionMatrix * projectionMatrix) * vec4(newPosition ,1) ; | |
gl_PointSize = (pointscale); | |
verts = vec4 (position); | |
} |
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