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February 16, 2021 08:37
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Vertex displacement
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import * as THREE from "https://cdn.skypack.dev/[email protected]"; | |
import { OrbitControls } from "https://cdn.skypack.dev/three/examples/jsm/controls/OrbitControls"; | |
import * as dat from "https://cdn.skypack.dev/[email protected]"; | |
const gui = new dat.GUI(); | |
const settings = { | |
speed: 0.32, | |
density: 2.5, | |
strength: 0.06, | |
}; | |
gui.add(settings, 'speed', 0.1, 1, 0.01); | |
gui.add(settings, 'density', 0, 10, 0.01); | |
gui.add(settings, 'strength', 0, 2, 0.01); | |
const noise = ` | |
// 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, 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 2.2 * n_xyz; | |
} | |
`; | |
const vertexShader = ` | |
varying vec3 vNormal; | |
uniform float uTime; | |
uniform float uSpeed; | |
uniform float uNoiseDensity; | |
uniform float uNoiseStrength; | |
${noise} | |
void main() { | |
float t = uTime * uSpeed; | |
float distortion = pnoise((normal + t) * uNoiseDensity, vec3(10.0)) * uNoiseStrength; | |
vec3 pos = position + (normal * distortion); | |
vNormal = normal; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.); | |
} | |
`; | |
const fragmentShader = ` | |
varying vec3 vNormal; | |
uniform float uTime; | |
void main() { | |
vec3 color = vec3(1.0); | |
gl_FragColor = vec4(vNormal, 1.0); | |
} | |
`; | |
class Scene { | |
constructor() { | |
this.renderer = new THREE.WebGLRenderer({ antialias: true }); | |
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5)); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
this.renderer.setClearColor('black', 1); | |
this.camera = new THREE.PerspectiveCamera( | |
45, | |
window.innerWidth / window.innerHeight, | |
0.1, | |
1000 | |
); | |
this.camera.position.set(0, 0, 4); | |
this.scene = new THREE.Scene(); | |
this.clock = new THREE.Clock(); | |
this.controls = new OrbitControls(this.camera, this.renderer.domElement); | |
this.init(); | |
this.animate(); | |
} | |
init() { | |
this.addCanvas(); | |
this.addElements(); | |
this.addEvents(); | |
} | |
addCanvas() { | |
const canvas = this.renderer.domElement; | |
canvas.classList.add('webgl'); | |
document.body.appendChild(canvas); | |
} | |
addElements() { | |
const geometry = new THREE.IcosahedronBufferGeometry(1, 64); | |
const material = new THREE.ShaderMaterial({ | |
vertexShader, | |
fragmentShader, | |
uniforms: { | |
uTime: { value: 0 }, | |
uSpeed: { value: settings.speed }, | |
uNoiseDensity: { value: settings.density }, | |
uNoiseStrength: { value: settings.strength }, | |
}, | |
wireframe: true, | |
}); | |
this.mesh = new THREE.Mesh(geometry, material); | |
this.scene.add(this.mesh); | |
} | |
addEvents() { | |
window.addEventListener('resize', this.resize.bind(this)); | |
} | |
resize() { | |
let width = window.innerWidth; | |
let height = window.innerHeight; | |
this.camera.aspect = width / height; | |
this.renderer.setSize(width, height); | |
this.camera.updateProjectionMatrix(); | |
} | |
animate() { | |
requestAnimationFrame(this.animate.bind(this)); | |
this.render(); | |
} | |
render() { | |
this.controls.update(); | |
// Update uniforms | |
this.mesh.material.uniforms.uTime.value = this.clock.getElapsedTime(); | |
this.mesh.material.uniforms.uSpeed.value = settings.speed; | |
this.mesh.material.uniforms.uNoiseDensity.value = settings.density; | |
this.mesh.material.uniforms.uNoiseStrength.value = settings.strength; | |
this.renderer.render(this.scene, this.camera); | |
} | |
} | |
new Scene(); |
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* { | |
margin: 0; | |
padding: 0; | |
box-sizing: border-box; | |
} | |
body { | |
overflow: hidden; | |
}2 |
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