Pipes
How do I make an pipes?
Shadertoy remix of davidope's excellent work for codevember 2016 https://www.shadertoy.com/view/4ldXR4. What is a pipes? How do you make a pipes? This script and codes were developed by XORXOR on 27 January 2023, Friday.
Pipes - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Pipes</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex"> void main() { gl_Position = vec4( position, 1.0 ); }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
// Created by XORXOR, 2016
// Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
uniform vec2 iResolution;
uniform float iGlobalTime;
float cylinder( vec3 p )
{ return length( p.xy ) - 0.9;
}
vec3 opTwist( vec3 p )
{ float a = -0.1 * iGlobalTime - 0.02 * p.z; float c = cos( a ); float s = sin( a ); mat2 m = mat2( c, -s, s, c ); return vec3( m * p.xy, p.z );
}
vec2 opRep( vec2 p, float size, float start, float stop )
{ float halfSize = size * 0.5; vec2 c = floor( p / size ); p = mod( p, size ) - halfSize; if ( ( c.x > stop ) || ( c.y > stop ) ) { p += size * ( c - stop ); } if ( ( c.x < start ) || ( c.y < start ) ) { p += size * ( c - start ); } return p;
}
float map( vec3 p )
{ p = opTwist( p ); p.xy = opRep( p.xy, 10.0, -7.0, 7.0 ); float d = cylinder( p ); return d;
}
float scene( vec3 ro, vec3 rd )
{ float t = 0.01; for ( int i = 0; i < 200; i++ ) { vec3 p = ro + t * rd; float d = map( p ); if ( d < 0.001 ) { return t; } t += d; } return -1.0;
}
vec3 calcNormal( vec3 pos )
{ vec3 eps = vec3( 0.001, 0.0, 0.0 ); float pd = map( pos ); vec3 n = vec3( pd - map( pos - eps.xyy ), pd - map( pos - eps.yxy ), pd - map( pos - eps.yyx ) ); return normalize( n );
}
float calcAo( vec3 pos, vec3 n )
{ float occ = 0.0; for ( int i = 0; i < 5; i++ ) { float hp = 0.1 + 2.0 * float( i ); float dp = map( pos + n * hp ); occ += ( hp - dp ); } return clamp( 1.0 - 0.04 * occ, 0.0, 1.0 );
}
vec3 render( vec3 ro, vec3 rd )
{ float d = scene( ro, rd ); vec3 col = vec3( 0 ); if ( d > 0.0 ) { vec3 pos = ro + d * rd; vec3 twistPos = opTwist( pos ); float t = -15.0 * iGlobalTime; col = vec3( floor( 0.3 * mod( twistPos.z + t, 6.0 ) ) ); vec3 nor = calcNormal( pos ); float ao = calcAo( pos, nor ); col *= vec3( ao ); float fog = ( 400.0 + pos.z ) / 300.0; col *= fog; } return col;
}
void main()
{ vec3 eye = vec3( 0.0, 0.0, 20.0 ); vec3 target = vec3( 0.0 ); vec3 cw = normalize( target - eye ); vec3 cu = cross( cw, vec3( 0, 1, 0 ) ); vec3 cv = cross( cu, cw ); mat3 cm = mat3( cu, cv, cw ); vec3 col = vec3( 0.0 ); for ( int i = 0; i < 4; i++ ) { vec2 off = vec2( mod( float( i ), 2.0 ), mod( float( i / 2 ), 2.0 ) ) / 2.0; vec2 uv = ( gl_FragCoord.xy + off - 0.5 * iResolution.xy ) / iResolution.y; vec3 rd = cm * normalize( vec3( uv, 2.5 ) ); col += render( eye, rd ); } col *= 0.25; gl_FragColor = vec4( col, 1.0 );
}
</script> <script src='https://threejs.org/build/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Pipes - Script Codes CSS Codes
*{ padding:0; margin:0;
}
Pipes - Script Codes JS Codes
var container;
var camera, scene, renderer;
var uniforms;
var startTime;
init();
animate();
function init() { container = document.getElementById( 'container' ); startTime = Date.now(); camera = new THREE.Camera(); camera.position.z = 1; scene = new THREE.Scene(); var geometry = new THREE.PlaneBufferGeometry( 16, 9 ); uniforms = { iGlobalTime: { type: "f", value: 1.0 }, iResolution: { type: "v2", value: new THREE.Vector2() } }; var material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); renderer = new THREE.WebGLRenderer(); container.appendChild( renderer.domElement ); onWindowResize(); window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) { uniforms.iResolution.value.x = window.innerWidth; uniforms.iResolution.value.y = window.innerHeight; renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() { requestAnimationFrame( animate ); render();
}
function render() { var currentTime = Date.now(); uniforms.iGlobalTime.value = (currentTime - startTime) * 0.001; renderer.render( scene, camera );
}
Developer | XORXOR |
Username | xorxor_hu |
Uploaded | January 27, 2023 |
Rating | 4.5 |
Size | 3,300 Kb |
Views | 6,072 |
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