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Forked from jshuadvd/WebGL Simplex Noise - Sphere.markdown
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May 22, 2023 09:52
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WebGL Simplex Noise - Sphere
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<canvas id="webgl-contents"></canvas> | |
<script id="vs" type="x-shader/x-vertex"> | |
precision mediump float; | |
attribute vec3 position; | |
uniform float time; | |
uniform mat4 p_matrix; | |
uniform mat4 mv_matrix; | |
varying vec3 vColor; | |
// | |
// 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); | |
vec3 i = floor(v + dot(v, C.yyy) ); | |
vec3 x0 = v - i + dot(i, C.xxx) ; | |
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 ); | |
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 | |
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 )); | |
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 = 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); | |
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; | |
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) ) ); | |
} | |
vec3 hsv2rgb(vec3 c){ | |
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} | |
void main() { | |
float update_time = time / 1000.0; | |
float noise = snoise(vec3(position + update_time * 2.0)); | |
vec4 mv_position = mv_matrix * vec4(position * (noise * 0.3 + 1.0), 1.0); | |
vColor = hsv2rgb(vec3(noise * 0.6 + update_time, 0.5, 1.0)); | |
gl_Position = p_matrix * mv_position; | |
} | |
</script> | |
<script id="fs" type="x-shader/x-fragment"> | |
precision mediump float; | |
uniform float time; | |
varying vec3 vColor; | |
void main() { | |
gl_FragColor = vec4(vColor, 0.13); | |
} | |
</script> |
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const canvas = document.getElementById('webgl-contents'); | |
const gl = canvas.getContext('webgl'); | |
const getPolar = (rad1, rad2, r) => { | |
var x = Math.sin(rad1) * Math.cos(rad2) * r; | |
var z = Math.sin(rad1) * Math.sin(rad2) * r; | |
var y = Math.cos(rad1) * r; | |
return [x, y, z]; | |
}; | |
const loadProgram = (gl, vs_src, fs_src) => { | |
const program = gl.createProgram(); | |
const vs = loadShader(gl.VERTEX_SHADER, gl, vs_src); | |
const fs = loadShader(gl.FRAGMENT_SHADER, gl, fs_src); | |
gl.attachShader(program, vs); | |
gl.attachShader(program, fs); | |
gl.linkProgram(program); | |
gl.useProgram(program); | |
return program; | |
}; | |
const loadShader = (type, gl, shader_src) => { | |
const shader = gl.createShader(type); | |
gl.shaderSource(shader, shader_src); | |
gl.compileShader(shader); | |
return shader; | |
}; | |
const vertices = []; | |
const colors = []; | |
const init = () => { | |
canvas.width = window.innerWidth; | |
canvas.height = window.innerHeight; | |
canvas.style.width = `${document.body.clientWidth}px`; | |
canvas.style.height = `${document.body.clientHeight}px`; | |
gl.clearColor(0.05, 0.05, 0.05, 1.0); | |
gl.enable(gl.DEPTH_TEST); | |
gl.depthFunc(gl.LESS); | |
gl.enable(gl.BLEND); | |
gl.blendFunc(gl.SRC_ALPHA, gl.ONE); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
for (var i = 0; i < 50000; i++) { | |
const v = getPolar( | |
Math.PI / 180 * (Math.random() * 150 + 15), | |
Math.PI / 180 * (Math.random() * 360), | |
450 | |
); | |
vertices.push(v[0], v[1], v[2]); | |
} | |
const center = [0.0, 0.0, 0.0]; | |
const camera = { | |
position: [1000.0, 0.0, 0.0], | |
up: [0.0, 1.0, 0.0] | |
}; | |
let fovy = 30; | |
let aspect = canvas.width / canvas.height; | |
let near = 0.1; | |
let far = 10000.0; | |
let time = 0; | |
const m_matrix = mat4.identity(mat4.create()); | |
const v_matrix = mat4.identity(mat4.create()); | |
const p_matrix = mat4.identity(mat4.create()); | |
const mv_matrix = mat4.identity(mat4.create()); | |
const mvp_matrix = mat4.identity(mat4.create()); | |
mat4.lookAt(v_matrix, camera.position, center, camera.up); | |
mat4.perspective(p_matrix, fovy, aspect, near, far); | |
mat4.multiply(mv_matrix, v_matrix, m_matrix); | |
mat4.multiply(mvp_matrix, p_matrix, mv_matrix); | |
const program = loadProgram(gl, document.getElementById('vs').textContent, document.getElementById('fs').textContent); | |
const uni_m_matrix = gl.getUniformLocation(program, 'm_matrix'); | |
gl.uniformMatrix4fv(uni_m_matrix, false, m_matrix); | |
const uni_v_matrix = gl.getUniformLocation(program, 'v_matrix'); | |
gl.uniformMatrix4fv(uni_v_matrix, false, v_matrix); | |
const uni_p_matrix = gl.getUniformLocation(program, 'p_matrix'); | |
gl.uniformMatrix4fv(uni_p_matrix, false, p_matrix); | |
const uni_mv_matrix = gl.getUniformLocation(program, 'mv_matrix'); | |
gl.uniformMatrix4fv(uni_mv_matrix, false, mv_matrix); | |
const uni_mvp_matrix = gl.getUniformLocation(program, 'mvp_matrix'); | |
gl.uniformMatrix4fv(uni_mvp_matrix, false, mvp_matrix); | |
const uni_time = gl.getUniformLocation(program, 'time'); | |
gl.uniform1f(uni_time, time); | |
const attr_position = gl.getAttribLocation(program, 'position'); | |
const vertex_buffer = gl.createBuffer(); | |
gl.enableVertexAttribArray(attr_position); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
gl.vertexAttribPointer(attr_position, 3, gl.FLOAT, false, 0, 0); | |
const render = () => { | |
time ++; | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.uniform1f(uni_time, time); | |
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3); | |
}; | |
const renderLoop = () => { | |
render(); | |
requestAnimationFrame(renderLoop); | |
}; | |
renderLoop(); | |
}; | |
init(); |
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<script src="//cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.1/gl-matrix-min.js"></script> |
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body { | |
margin: 0; | |
padding: 0; | |
overflow: hidden; | |
} |
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