inspired from this tweet https://twitter.com/robbietilton/status/1316811565874651136 skull model from https://sketchfab.com/3d-models/skull-planes-2363b34481234eab996d6a5c3f7ee3fa
Created
January 19, 2021 11:43
-
-
Save vineeth-pappu/8d27430ba43d53662324aa0e0fc72a7c to your computer and use it in GitHub Desktop.
Ghost Card
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| <div id="world"></div> |
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| import { EffectComposer } from "https://unpkg.com/[email protected]/examples/jsm/postprocessing/EffectComposer.js"; | |
| import { RenderPass } from "https://unpkg.com/[email protected]/examples/jsm/postprocessing/RenderPass.js"; | |
| import { UnrealBloomPass } from "https://unpkg.com/[email protected]/examples/jsm/postprocessing/UnrealBloomPass.js"; | |
| import { OBJLoader } from "https://unpkg.com/[email protected]/examples/jsm/loaders/OBJLoader"; | |
| import { OrbitControls } from "https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls"; | |
| var cardtemplate = "https://raw.githubusercontent.com/pizza3/asset/master/cardtemplate3.png"; | |
| var cardtemplateback = "https://raw.githubusercontent.com/pizza3/asset/master/cardtemplateback4.png"; | |
| var flower = "https://raw.githubusercontent.com/pizza3/asset/master/flower3.png"; | |
| var noise2 = "https://raw.githubusercontent.com/pizza3/asset/master/noise2.png"; | |
| var color11 = "https://raw.githubusercontent.com/pizza3/asset/master/color11.png"; | |
| var backtexture = "https://raw.githubusercontent.com/pizza3/asset/master/color3.jpg"; | |
| var skullmodel = "https://raw.githubusercontent.com/pizza3/asset/master/skull5.obj"; | |
| var voronoi = "https://raw.githubusercontent.com/pizza3/asset/master/rgbnoise2.png"; | |
| var scene, | |
| sceneRTT, | |
| camera, | |
| cameraRTT, | |
| renderer, | |
| container, | |
| width = 1301, | |
| height = window.innerHeight, | |
| frontmaterial, | |
| backmaterial, | |
| controls, | |
| bloomPass, | |
| composer, | |
| frontcard, | |
| backcard; | |
| var options = { | |
| exposure: 2.8, | |
| bloomStrength: 0.8, | |
| bloomThreshold: 0, | |
| bloomRadius: 1.29, | |
| color0: [197, 81, 245], | |
| color1: [65, 0, 170], | |
| color2: [0, 150, 255], | |
| isanimate: false, | |
| }; | |
| var gui = new dat.GUI(); | |
| var bloom = gui.addFolder("Bloom"); | |
| bloom.add(options, "bloomStrength", 0.0, 5.0).name("bloomStrength").listen(); | |
| bloom.add(options, "bloomRadius", 0.1, 2.0).name("bloomRadius").listen(); | |
| bloom.open(); | |
| var color = gui.addFolder("Colors"); | |
| color.addColor(options, "color0").name("Border"); | |
| color.addColor(options, "color1").name("Base"); | |
| color.addColor(options, "color2").name("Eye"); | |
| color.open(); | |
| var isanim = gui.addFolder("Animate"); | |
| isanim.add(options, "isanimate").name("Animate"); | |
| isanim.open(); | |
| gui.close() | |
| const vert = ` | |
| varying vec2 vUv; | |
| varying vec3 camPos; | |
| varying vec3 eyeVector; | |
| varying vec3 vNormal; | |
| void main() { | |
| vUv = uv; | |
| camPos = cameraPosition; | |
| vNormal = normal; | |
| vec4 worldPosition = modelViewMatrix * vec4( position, 1.0); | |
| eyeVector = normalize(worldPosition.xyz - abs(cameraPosition)); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| `; | |
| const fragPlane = ` | |
| varying vec2 vUv; | |
| uniform sampler2D skullrender; | |
| uniform sampler2D cardtemplate; | |
| uniform sampler2D backtexture; | |
| uniform sampler2D noiseTex; | |
| uniform sampler2D color; | |
| uniform sampler2D noise; | |
| uniform vec4 resolution; | |
| varying vec3 camPos; | |
| varying vec3 eyeVector; | |
| varying vec3 vNormal; | |
| float Fresnel(vec3 eyeVector, vec3 worldNormal) { | |
| return pow( 1.0 + dot( eyeVector, worldNormal), 1.80 ); | |
| } | |
| void main() { | |
| vec2 uv = gl_FragCoord.xy/resolution.xy ; | |
| vec4 temptex = texture2D( cardtemplate, vUv); | |
| vec4 skulltex = texture2D( skullrender, uv - 0.5 ); | |
| gl_FragColor = temptex; | |
| float f = Fresnel(eyeVector, vNormal); | |
| vec4 noisetex = texture2D( noise, mod(vUv*2.,1.)); | |
| if(gl_FragColor.g >= .5 && gl_FragColor.r < 0.6){ | |
| gl_FragColor = f + skulltex; | |
| gl_FragColor += noisetex/5.; | |
| } else { | |
| vec4 bactex = texture2D( backtexture, vUv); | |
| float tone = pow(dot(normalize(camPos), normalize(bactex.rgb)), 1.); | |
| vec4 colortex = texture2D( color, vec2(tone,0.)); | |
| //sparkle code, dont touch this! | |
| vec2 uv2 = vUv; | |
| vec3 pixeltex = texture2D(noiseTex,mod(uv*5.,1.)).rgb; | |
| float iTime = 1.*0.004; | |
| uv.y += iTime / 10.0; | |
| uv.x -= (sin(iTime/10.0)/2.0); | |
| uv2.y += iTime / 14.0; | |
| uv2.x += (sin(iTime/10.0)/9.0); | |
| float result = 0.0; | |
| result += texture2D(noiseTex, mod(uv*4.,1.) * 0.6 + vec2(iTime*-0.003)).r; | |
| result *= texture2D(noiseTex, mod(uv2*4.,1.) * 0.9 + vec2(iTime*+0.002)).b; | |
| result = pow(result, 10.0); | |
| gl_FragColor *= colortex; | |
| gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.; | |
| // gl_FragColor += vec4(108.0)*result; | |
| } | |
| gl_FragColor.a = temptex.a; | |
| } | |
| `; | |
| const fragPlaneback = ` | |
| varying vec2 vUv; | |
| uniform sampler2D skullrender; | |
| uniform sampler2D cardtemplate; | |
| uniform sampler2D backtexture; | |
| uniform sampler2D noiseTex; | |
| uniform sampler2D color; | |
| uniform sampler2D noise; | |
| uniform vec4 resolution; | |
| varying vec3 camPos; | |
| varying vec3 eyeVector; | |
| varying vec3 vNormal; | |
| float Fresnel(vec3 eyeVector, vec3 worldNormal) { | |
| return pow( 1.0 + dot( eyeVector, worldNormal), 1.80 ); | |
| } | |
| void main() { | |
| vec2 uv = gl_FragCoord.xy/resolution.xy ; | |
| vec4 temptex = texture2D( cardtemplate, vUv); | |
| vec4 skulltex = texture2D( skullrender, vUv ); | |
| gl_FragColor = temptex; | |
| vec4 noisetex = texture2D( noise, mod(vUv*2.,1.)); | |
| float f = Fresnel(eyeVector, vNormal); | |
| vec2 uv2 = vUv; | |
| vec3 pixeltex = texture2D(noiseTex,mod(uv*5.,1.)).rgb; | |
| float iTime = 1.*0.004; | |
| uv.y += iTime / 10.0; | |
| uv.x -= (sin(iTime/10.0)/2.0); | |
| uv2.y += iTime / 14.0; | |
| uv2.x += (sin(iTime/10.0)/9.0); | |
| float result = 0.0; | |
| result += texture2D(noiseTex, mod(uv*4.,1.) * 0.6 + vec2(iTime*-0.003)).r; | |
| result *= texture2D(noiseTex, mod(uv2*4.,1.) * 0.9 + vec2(iTime*+0.002)).b; | |
| result = pow(result, 10.0); | |
| vec4 bactex = texture2D( backtexture, vUv); | |
| float tone = pow(dot(normalize(camPos), normalize(bactex.rgb)), 1.); | |
| vec4 colortex = texture2D( color, vec2(tone,0.)); | |
| if(gl_FragColor.g >= .5 && gl_FragColor.r < 0.6){ | |
| float tone = pow(dot(normalize(camPos), normalize(skulltex.rgb)), 1.); | |
| vec4 colortex2 = texture2D( color, vec2(tone,0.)); | |
| if(skulltex.a > 0.2){ | |
| gl_FragColor = colortex; | |
| // gl_FragColor += vec4(108.0)*result; | |
| // gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.; | |
| } else { | |
| gl_FragColor = vec4(0.) + f; | |
| gl_FragColor += noisetex/5.; | |
| } | |
| gl_FragColor += noisetex/5.; | |
| } else { | |
| //sparkle code, dont touch this! | |
| gl_FragColor *= colortex; | |
| gl_FragColor += vec4(sin((tone + vUv.x + vUv.y/10.)*10.))/8.; | |
| } | |
| } | |
| `; | |
| const vertskull = ` | |
| varying vec3 vNormal; | |
| varying vec3 camPos; | |
| varying vec3 vPosition; | |
| varying vec2 vUv; | |
| varying vec3 eyeVector; | |
| void main() { | |
| vNormal = normal; | |
| vUv = uv; | |
| camPos = cameraPosition; | |
| vPosition = position; | |
| vec4 worldPosition = modelViewMatrix * vec4( position, 1.0); | |
| eyeVector = normalize(worldPosition.xyz - cameraPosition); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| `; | |
| const fragskull = ` | |
| #define NUM_OCTAVES 5 | |
| uniform vec4 resolution; | |
| varying vec3 vNormal; | |
| varying vec3 vPosition; | |
| uniform float time; | |
| varying vec3 camPos; | |
| varying vec2 vUv; | |
| uniform vec3 color1; | |
| uniform vec3 color0; | |
| varying vec3 eyeVector; | |
| float rand(vec2 n) { | |
| return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
| } | |
| float noise(vec2 p){ | |
| vec2 ip = floor(p); | |
| vec2 u = fract(p); | |
| u = u*u*(3.0-2.0*u); | |
| float res = mix( | |
| mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), | |
| mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); | |
| return res*res; | |
| } | |
| float fbm(vec2 x) { | |
| float v = 0.0; | |
| float a = 0.5; | |
| vec2 shift = vec2(100); | |
| // Rotate to reduce axial bias | |
| mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); | |
| for (int i = 0; i < NUM_OCTAVES; ++i) { | |
| v += a * noise(x); | |
| x = rot * x * 2.0 + shift; | |
| a *= 0.5; | |
| } | |
| return v; | |
| } | |
| float setOpacity(float r, float g, float b) { | |
| float tone = (r + g + b) / 3.0; | |
| float alpha = 1.0; | |
| if(tone<0.69) { | |
| alpha = 0.0; | |
| } | |
| return alpha; | |
| } | |
| vec3 rgbcol(float r, float g, float b) { | |
| return vec3(r/255.0,g/255.0,b/255.0); | |
| } | |
| float Fresnel(vec3 eyeVector, vec3 worldNormal) { | |
| return pow( 1.0 + dot( eyeVector, worldNormal), 3.0 ); | |
| } | |
| void main() { | |
| vec2 olduv = gl_FragCoord.xy/resolution.xy ; | |
| float f = Fresnel(eyeVector, vNormal); | |
| float gradient2 = (f)*(.3 - vPosition.y) ; | |
| float scale = 8.; | |
| // olduv *= 0.5; | |
| // olduv.y -= 0.5; | |
| olduv.y = olduv.y - time; | |
| vec2 p = olduv*scale; | |
| float noise = fbm( p + time ); | |
| vec2 uv = gl_FragCoord.xy/resolution.xy ; | |
| // uv = normalize( vNormal ).xy ; | |
| vec3 newCam = vec3(0.,5.,10.); | |
| float gradient = dot(.0 - normalize( newCam ), normalize( vNormal )) ; | |
| vec3 viewDirectionW = normalize(camPos - vPosition); | |
| float fresnelTerm = dot(viewDirectionW, vNormal); | |
| fresnelTerm = clamp( 1. - fresnelTerm, 0., 1.) ; | |
| vec3 color = vec3(noise) + gradient; | |
| vec3 color2 = color - 0.2; | |
| float noisetone = setOpacity(color.r,color.g,color.b); | |
| float noisetone2 = setOpacity(color2.r,color2.g,color2.b); | |
| vec4 backColor = vec4(color, 1.); | |
| backColor.rgb = rgbcol(color0.r,color0.g,color0.b)*noisetone; | |
| // backColor.a = noisetone; | |
| vec4 frontColor = vec4(color2, 1.); | |
| frontColor.rgb = rgbcol(color1.r,color1.g,color1.b)*noisetone; | |
| // frontColor.a = noisetone2; | |
| if(noisetone2>0.0){ | |
| // show first color | |
| gl_FragColor = frontColor; | |
| } else { | |
| // show 2nd color | |
| gl_FragColor = backColor; | |
| } | |
| } | |
| `; | |
| function init() { | |
| container = document.getElementById("world"); | |
| camera = new THREE.PerspectiveCamera( | |
| 30, | |
| 1301 / 2 / window.innerHeight, | |
| 1, | |
| 10000 | |
| ); | |
| camera.position.z = 100; | |
| cameraRTT = new THREE.PerspectiveCamera( | |
| 30, | |
| 1301 / 2 / window.innerHeight, | |
| 1, | |
| 10000 | |
| ); | |
| // cameraRTT.position.z = 70; | |
| // cameraRTT.position.y = -14.5; | |
| cameraRTT.position.z = 30; | |
| cameraRTT.position.y = -3.5; | |
| scene = new THREE.Scene(); | |
| sceneRTT = new THREE.Scene(); | |
| renderer = new THREE.WebGLRenderer({ antialias: true, autoSize: true }); | |
| renderer.setPixelRatio(2); | |
| renderer.setSize(1301 / 2, window.innerHeight); | |
| renderer.autoClear = false; | |
| renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
| renderer.interpolateneMapping = THREE.ACESFilmicToneMapping; | |
| renderer.outputEncoding = THREE.sRGBEncoding; | |
| controls = new OrbitControls(camera, renderer.domElement); | |
| controls.enableZoom = false; | |
| controls.update(); | |
| document.getElementById("world").appendChild(renderer.domElement); | |
| // | |
| var renderScene = new RenderPass(sceneRTT, cameraRTT); | |
| bloomPass = new UnrealBloomPass( | |
| new THREE.Vector2(1301, window.innerHeight), | |
| 0.7, | |
| 0.4, | |
| 0.85 | |
| ); | |
| composer = new EffectComposer(renderer); | |
| composer.renderToScreen = false; | |
| composer.addPass(renderScene); | |
| composer.addPass(bloomPass); | |
| // | |
| plane(); | |
| planeback(); | |
| loadskull(); | |
| animate(); | |
| } | |
| function plane() { | |
| var geometry = new THREE.PlaneGeometry(20, 30); | |
| frontmaterial = new THREE.ShaderMaterial({ | |
| uniforms: { | |
| cardtemplate: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(cardtemplate), | |
| }, | |
| backtexture: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(backtexture), | |
| }, | |
| noise: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(noise2), | |
| }, | |
| skullrender: { | |
| type: "t", | |
| value: composer.readBuffer.texture, | |
| }, | |
| resolution: { | |
| value: new THREE.Vector2(1301 / 2, window.innerHeight), | |
| }, | |
| noiseTex: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(voronoi), | |
| }, | |
| color: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(color11), | |
| }, | |
| }, | |
| fragmentShader: fragPlane, | |
| vertexShader: vert, | |
| transparent: true, | |
| depthWrite: false, | |
| }); | |
| frontcard = new THREE.Mesh(geometry, frontmaterial); | |
| scene.add(frontcard); | |
| } | |
| function planeback() { | |
| var geometry = new THREE.PlaneGeometry(20, 30); | |
| backmaterial = new THREE.ShaderMaterial({ | |
| uniforms: { | |
| cardtemplate: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(cardtemplateback), | |
| }, | |
| backtexture: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(backtexture), | |
| }, | |
| noise: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(noise2), | |
| }, | |
| skullrender: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(flower), | |
| }, | |
| resolution: { | |
| value: new THREE.Vector2(1301 / 2, window.innerHeight), | |
| }, | |
| noiseTex: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(voronoi), | |
| }, | |
| color: { | |
| type: "t", | |
| value: new THREE.TextureLoader().load(color11), | |
| }, | |
| }, | |
| fragmentShader: fragPlaneback, | |
| vertexShader: vert, | |
| transparent: true, | |
| depthWrite: false, | |
| }); | |
| backcard = new THREE.Mesh(geometry, backmaterial); | |
| backcard.rotation.set(0, Math.PI, 0); | |
| scene.add(backcard); | |
| } | |
| var eye, | |
| eye2, | |
| basicmat, | |
| skullmaterial, | |
| modelgroup = new THREE.Group(); | |
| function loadskull() { | |
| skullmaterial = new THREE.ShaderMaterial({ | |
| uniforms: { | |
| time: { | |
| type: "f", | |
| value: 0.0, | |
| }, | |
| color1: { | |
| value: new THREE.Vector3(...options.color1), | |
| }, | |
| color0: { | |
| value: new THREE.Vector3(...options.color0), | |
| }, | |
| resolution: { | |
| value: new THREE.Vector2(1301, window.innerHeight), | |
| }, | |
| }, | |
| fragmentShader: fragskull, | |
| vertexShader: vertskull, | |
| // depthWrite: false, | |
| }); | |
| var spheregeo = new THREE.SphereGeometry(1.5, 32, 32); | |
| basicmat = new THREE.MeshBasicMaterial(); | |
| basicmat.color.setRGB(...options.color2); | |
| eye = new THREE.Mesh(spheregeo, basicmat); | |
| eye2 = new THREE.Mesh(spheregeo, basicmat); | |
| eye.position.set(-2.2, -2.2, -6.6); | |
| eye2.position.set(2.2, -2.2, -6.6); | |
| modelgroup = new THREE.Object3D(); | |
| modelgroup.add(eye); | |
| modelgroup.add(eye2); | |
| var objloader = new OBJLoader(); | |
| objloader.load(skullmodel, function (object) { | |
| var mesh2 = object.clone(); | |
| mesh2.position.set(0, 0, -10); | |
| mesh2.rotation.set(Math.PI, 0, Math.PI); | |
| mesh2.children.forEach((val, key) => { | |
| val.traverse(function (child) { | |
| child.geometry = new THREE.Geometry().fromBufferGeometry( | |
| child.geometry | |
| ); | |
| child.geometry.mergeVertices(); | |
| child.material = skullmaterial; | |
| child.verticesNeedUpdate = true; | |
| child.normalsNeedUpdate = true; | |
| child.uvsNeedUpdate = true; | |
| child.material.flatShading = THREE.SmoothShading; | |
| child.geometry.computeVertexNormals(); | |
| }); | |
| mesh2.scale.set(8, 8, 8); | |
| modelgroup.add(mesh2); | |
| sceneRTT.add(modelgroup); | |
| }); | |
| }); | |
| } | |
| var matrix = new THREE.Matrix4(); | |
| var period = 5; | |
| var clock = new THREE.Clock(); | |
| function updateDraw(deltaTime) { | |
| modelgroup.rotation.set(-camera.rotation._x, -camera.rotation._y, 0); | |
| if (options.isanimate) { | |
| matrix.makeRotationY((clock.getDelta() * 0.7 * Math.PI) / period); | |
| camera.position.applyMatrix4(matrix); | |
| camera.lookAt(frontcard.position); | |
| } | |
| bloomPass.threshold = options.bloomThreshold; | |
| bloomPass.strength = options.bloomStrength; | |
| bloomPass.radius = options.bloomRadius; | |
| if (skullmaterial) { | |
| skullmaterial.uniforms.time.value = deltaTime / 4000; | |
| skullmaterial.uniforms.color1.value = new THREE.Vector3(...options.color1); | |
| skullmaterial.uniforms.color0.value = new THREE.Vector3(...options.color0); | |
| eye2.material.color.setRGB(...options.color2); | |
| eye.material.color.setRGB(...options.color2); | |
| } | |
| } | |
| function animate(deltaTime) { | |
| requestAnimationFrame(animate); | |
| updateDraw(deltaTime); | |
| composer.render(); | |
| renderer.render(scene, camera); | |
| } | |
| function handleResize() { | |
| camera.aspect = 1301 / 2 / window.innerHeight; | |
| camera.updateProjectionMatrix(); | |
| frontcard.material.uniforms.resolution.value = new THREE.Vector2( | |
| 1301 / 2, | |
| window.innerHeight | |
| ); | |
| skullmaterial.uniforms.resolution.value = new THREE.Vector2( | |
| 1301, | |
| window.innerHeight | |
| ); | |
| renderer.setPixelRatio(2); | |
| renderer.setSize(1301 / 2, window.innerHeight); | |
| } | |
| window.addEventListener("load", init, false); | |
| window.addEventListener("resize", handleResize, false); |
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| <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r121/three.min.js"></script> | |
| <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script> |
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| * { | |
| margin: 0; | |
| padding: 0; | |
| box-sizing: border-box; | |
| background: black; | |
| text-align: center; | |
| outline: none; | |
| } | |
| #world { | |
| width: 100%; | |
| height: 100vh; | |
| } | |
| canvas { | |
| left: calc(50% - 325px); | |
| position: absolute; | |
| } |
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