A Pen by Kris Winiarski on CodePen.
Created
May 17, 2019 16:59
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GLSL Glitch
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.p-summary | |
h1 GLSL Glitch | |
p | |
a(href="https://ykob.github.io/sketch-threejs/sketch/glitch.html", target="_blank") | |
|this source. | |
canvas(id="canvas-webgl", class="p-canvas-webgl") |
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class BackgroundImage { | |
constructor() { | |
this.uniforms = { | |
resolution: { | |
type: 'v2', | |
value: new THREE.Vector2(window.innerWidth, window.innerHeight), | |
}, | |
imageResolution: { | |
type: 'v2', | |
value: new THREE.Vector2(2048, 1356), | |
}, | |
texture: { | |
type: 't', | |
value: null, | |
}, | |
}; | |
this.obj = null; | |
} | |
init(src, callback) { | |
const loader = new THREE.TextureLoader(); | |
loader.crossOrigin = '*'; | |
loader.load( | |
src, (tex) => { | |
tex.magFilter = THREE.NearestFilter; | |
tex.minFilter = THREE.NearestFilter; | |
this.uniforms.texture.value = tex; | |
this.obj = this.createObj(); | |
callback(); | |
}); | |
} | |
createObj() { | |
return new THREE.Mesh( | |
new THREE.PlaneBufferGeometry(2, 2), | |
new THREE.RawShaderMaterial({ | |
uniforms: this.uniforms, | |
vertexShader: `attribute vec3 position; | |
attribute vec2 uv; | |
varying vec2 vUv; | |
void main(void) { | |
vUv = uv; | |
gl_Position = vec4(position, 1.0); | |
} | |
`, | |
fragmentShader: `precision highp float; | |
uniform vec2 resolution; | |
uniform vec2 imageResolution; | |
uniform sampler2D texture; | |
varying vec2 vUv; | |
void main(void) { | |
vec2 ratio = vec2( | |
min((resolution.x / resolution.y) / (imageResolution.x / imageResolution.y), 1.0), | |
min((resolution.y / resolution.x) / (imageResolution.y / imageResolution.x), 1.0) | |
); | |
vec2 uv = vec2( | |
vUv.x * ratio.x + (1.0 - ratio.x) * 0.5, | |
vUv.y * ratio.y + (1.0 - ratio.y) * 0.5 | |
); | |
gl_FragColor = texture2D(texture, uv); | |
} | |
`, | |
}) | |
); | |
} | |
resize() { | |
this.uniforms.resolution.value.set(window.innerWidth, window.innerHeight); | |
} | |
} | |
class PostEffect { | |
constructor(texture) { | |
this.uniforms = { | |
time: { | |
type: 'f', | |
value: 0 | |
}, | |
resolution: { | |
type: 'v2', | |
value: new THREE.Vector2(window.innerWidth, window.innerHeight) | |
}, | |
texture: { | |
type: 't', | |
value: texture, | |
}, | |
}; | |
this.obj = this.createObj(); | |
} | |
createObj() { | |
return new THREE.Mesh( | |
new THREE.PlaneBufferGeometry(2, 2), | |
new THREE.RawShaderMaterial({ | |
uniforms: this.uniforms, | |
vertexShader: `attribute vec3 position; | |
attribute vec2 uv; | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = vec4(position, 1.0); | |
} | |
`, | |
fragmentShader: `precision highp float; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform sampler2D texture; | |
varying vec2 vUv; | |
float random(vec2 c){ | |
return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} | |
// | |
// 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 snoise3(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) ) ); | |
} | |
const float interval = 3.0; | |
void main(void){ | |
float strength = smoothstep(interval * 0.5, interval, interval - mod(time, interval)); | |
vec2 shake = vec2(strength * 8.0 + 0.5) * vec2( | |
random(vec2(time)) * 2.0 - 1.0, | |
random(vec2(time * 2.0)) * 2.0 - 1.0 | |
) / resolution; | |
float y = vUv.y * resolution.y; | |
float rgbWave = ( | |
snoise3(vec3(0.0, y * 0.01, time * 400.0)) * (2.0 + strength * 32.0) | |
* snoise3(vec3(0.0, y * 0.02, time * 200.0)) * (1.0 + strength * 4.0) | |
+ step(0.9995, sin(y * 0.005 + time * 1.6)) * 12.0 | |
+ step(0.9999, sin(y * 0.005 + time * 2.0)) * -18.0 | |
) / resolution.x; | |
float rgbDiff = (6.0 + sin(time * 500.0 + vUv.y * 40.0) * (20.0 * strength + 1.0)) / resolution.x; | |
float rgbUvX = vUv.x + rgbWave; | |
float r = texture2D(texture, vec2(rgbUvX + rgbDiff, vUv.y) + shake).r; | |
float g = texture2D(texture, vec2(rgbUvX, vUv.y) + shake).g; | |
float b = texture2D(texture, vec2(rgbUvX - rgbDiff, vUv.y) + shake).b; | |
float whiteNoise = (random(vUv + mod(time, 10.0)) * 2.0 - 1.0) * (0.15 + strength * 0.15); | |
float bnTime = floor(time * 20.0) * 200.0; | |
float noiseX = step((snoise3(vec3(0.0, vUv.x * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3); | |
float noiseY = step((snoise3(vec3(0.0, vUv.y * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3); | |
float bnMask = noiseX * noiseY; | |
float bnUvX = vUv.x + sin(bnTime) * 0.2 + rgbWave; | |
float bnR = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask; | |
float bnG = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask; | |
float bnB = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask; | |
vec4 blockNoise = vec4(bnR, bnG, bnB, 1.0); | |
float bnTime2 = floor(time * 25.0) * 300.0; | |
float noiseX2 = step((snoise3(vec3(0.0, vUv.x * 2.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.5); | |
float noiseY2 = step((snoise3(vec3(0.0, vUv.y * 8.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.3); | |
float bnMask2 = noiseX2 * noiseY2; | |
float bnR2 = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask2; | |
float bnG2 = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask2; | |
float bnB2 = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask2; | |
vec4 blockNoise2 = vec4(bnR2, bnG2, bnB2, 1.0); | |
float waveNoise = (sin(vUv.y * 1200.0) + 1.0) / 2.0 * (0.15 + strength * 0.2); | |
gl_FragColor = vec4(r, g, b, 1.0) * (1.0 - bnMask - bnMask2) + (whiteNoise + blockNoise + blockNoise2 - waveNoise); | |
} | |
`, | |
}) | |
); | |
} | |
render(time) { | |
this.uniforms.time.value += time; | |
} | |
resize() { | |
this.uniforms.resolution.value.set(window.innerWidth, window.innerHeight); | |
} | |
} | |
class ConsoleSignature { | |
constructor() { | |
this.message = `created by yoichi kobayashi`; | |
this.url = `http://www.tplh.net`; | |
this.show(); | |
} | |
show() { | |
if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { | |
const args = [ | |
`\n%c ${this.message} %c%c ${this.url} \n\n`, | |
'color: #fff; background: #222; padding:3px 0;', | |
'padding:3px 1px;', | |
'color: #fff; background: #47c; padding:3px 0;', | |
]; | |
console.log.apply(console, args); | |
} else if (window.console) { | |
console.log(`${this.message} ${this.url}`); | |
} | |
} | |
} | |
const debounce = (callback, duration) => { | |
var timer; | |
return function(event) { | |
clearTimeout(timer); | |
timer = setTimeout(function(){ | |
callback(event); | |
}, duration); | |
}; | |
}; | |
const canvas = document.getElementById('canvas-webgl'); | |
const renderer = new THREE.WebGLRenderer({ | |
antialias: false, | |
canvas: canvas, | |
}); | |
const renderBack1 = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight); | |
const scene = new THREE.Scene(); | |
const sceneBack = new THREE.Scene(); | |
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); | |
const cameraBack = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000); | |
const clock = new THREE.Clock(); | |
// | |
// process for this sketch. | |
// | |
const bgImg = new BackgroundImage(); | |
const postEffect = new PostEffect(renderBack1.texture); | |
const consoleSignature = new ConsoleSignature(); | |
// | |
// common process | |
// | |
const resizeWindow = () => { | |
canvas.width = window.innerWidth; | |
canvas.height = window.innerHeight; | |
cameraBack.aspect = window.innerWidth / window.innerHeight; | |
cameraBack.updateProjectionMatrix(); | |
bgImg.resize(); | |
postEffect.resize(); | |
renderBack1.setSize(window.innerWidth, window.innerHeight); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
} | |
const render = () => { | |
const time = clock.getDelta(); | |
renderer.render(sceneBack, cameraBack, renderBack1); | |
postEffect.render(time); | |
renderer.render(scene, camera); | |
} | |
const renderLoop = () => { | |
render(); | |
requestAnimationFrame(renderLoop); | |
} | |
const on = () => { | |
window.addEventListener('resize', debounce(() => { | |
resizeWindow(); | |
}), 1000); | |
} | |
const init = () => { | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
renderer.setClearColor(0x111111, 1.0); | |
cameraBack.position.set(0, 0, 100); | |
cameraBack.lookAt(new THREE.Vector3()); | |
bgImg.init('http://www.tplh.net/file/osaka01.jpg', () => { | |
sceneBack.add(bgImg.obj); | |
scene.add(postEffect.obj); | |
}) | |
on(); | |
resizeWindow(); | |
renderLoop(); | |
} | |
init(); |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script> |
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@import url('https://fonts.googleapis.com/css?family=Homenaje'); | |
.p-canvas-webgl { | |
position: fixed; | |
z-index: 1; | |
top: 0; left: 0; | |
} | |
.p-summary { | |
position: absolute; | |
top: 20px; left: 20px; | |
z-index: 2; | |
color: #fff; | |
font-family: 'Homenaje', sans-serif; | |
h1 { | |
margin: 0 0 0.2em; | |
font-size: 42px; | |
font-weight: 400; | |
letter-spacing: 0.05em; | |
} | |
p { | |
margin: 0; | |
font-size: 1.1rem; | |
letter-spacing: 0.1em; | |
} | |
a { | |
color: #fff; | |
} | |
} |
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