Pixi.js Clouds Shader
How do I make an pixi.js clouds shader?
Shader from https://www.shadertoy.com/view/XslGRrTake no credit for the shader, just wanted to see what pixi v2 could do.. What is a pixi.js clouds shader? How do you make a pixi.js clouds shader? This script and codes were developed by David Hartley on 18 November 2022, Friday.
Pixi.js Clouds Shader - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Pixi.js Clouds Shader</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css"> <style> /* NOTE: The styles were added inline because Prefixfree needs access to your styles and they must be inlined if they are on local disk! */ body { overflow: hidden;
}
canvas { width: 100%; height: 100%;
} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
</head>
<body> <!--Shader from https://www.shadertoy.com/view/XslGRr-->
<!--Lag? Try making the width and height smaller--> <script src='https://cdnjs.cloudflare.com/ajax/libs/modernizr/2.8.3/modernizr.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/pixi.js/2.0.0/pixi.js'></script> <script src="js/index.js"></script>
</body>
</html>
Pixi.js Clouds Shader - Script Codes CSS Codes
body { overflow: hidden;
}
canvas { width: 100%; height: 100%;
}
Pixi.js Clouds Shader - Script Codes JS Codes
console.clear();
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
var stage = new PIXI.Stage(0x0, true);
var renderer = PIXI.autoDetectRenderer(width, height);
document.body.appendChild(renderer.view);
var uniforms = { iResolution: { type: "2f", value: { x: width, y: height } }, iGlobalTime: { type: "1f", value: 0 }, iMouse: { type: "2f", value: { x: 0, y: 0 } }
};
var fragmentSrc = [ "precision mediump float;", "uniform vec2 iResolution;", "uniform float iGlobalTime;", "uniform vec2 iMouse;", "float hash( float n ) {", "return fract(sin(n)*43758.5453);", "}", "float noise( in vec3 x ) {", "vec3 p = floor(x);", "vec3 f = fract(x);", "f = f*f*(3.0-2.0*f);", "float n = p.x + p.y*57.0 + 113.0*p.z;", "return mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),", "mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),", "mix(mix( hash(n+113.0), hash(n+114.0),f.x),", "mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);", "}", "vec4 map( in vec3 p ) {", "float d = 0.2 - p.y;", "vec3 q = p - vec3(1.0,0.1,0.0)*iGlobalTime;", "float f;", "f = 0.5000*noise( q ); q = q*2.02;", "f += 0.2500*noise( q ); q = q*2.03;", "f += 0.1250*noise( q ); q = q*2.01;", "f += 0.0625*noise( q );", "d += 3.0 * f;", "d = clamp( d, 0.0, 1.0 );", "vec4 res = vec4( d );", "res.xyz = mix( 1.15*vec3(1.0,0.95,0.8), vec3(0.7,0.7,0.7), res.x );", "return res;", "}", "vec3 sundir = vec3(-1.0,0.0,0.0);", "vec4 raymarch( in vec3 ro, in vec3 rd ) {", "vec4 sum = vec4(0, 0, 0, 0);", "float t = 0.0;", "for(int i=0; i<64; i++) {", "if( sum.a > 0.99 ) continue;", "vec3 pos = ro + t*rd;", "vec4 col = map( pos );", "#if 1", "float dif = clamp((col.w - map(pos+0.3*sundir).w)/0.6, 0.0, 1.0 );", "vec3 lin = vec3(0.65,0.68,0.7)*1.35 + 0.45*vec3(0.7, 0.5, 0.3)*dif;", "col.xyz *= lin;", "#endif", "col.a *= 0.35;", "col.rgb *= col.a;", "sum = sum + col*(1.0 - sum.a); ", "#if 0", "t += 0.1;", "#else", "t += max(0.1,0.025*t);", "#endif", "}", "sum.xyz /= (0.001+sum.w);", "return clamp( sum, 0.0, 1.0 );", "}", "void main(void) {", "vec2 q = gl_FragCoord.xy / iResolution.xy;", "vec2 p = -1.0 + 2.0*q;", "p.x *= iResolution.x/ iResolution.y;", "vec2 mo = -1.0 + 2.0*iMouse.xy / iResolution.xy;", // camera "vec3 ro = 4.0*normalize(vec3(cos(2.75-3.0*mo.x), 0.7+(mo.y+1.0), sin(2.75-3.0*mo.x)));", "vec3 ta = vec3(0.0, 1.0, 0.0);", "vec3 ww = normalize( ta - ro);", "vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), ww ));", "vec3 vv = normalize(cross(ww,uu));", "vec3 rd = normalize( p.x*uu + p.y*vv + 1.5*ww );", "vec4 res = raymarch( ro, rd );", "float sun = clamp( dot(sundir,rd), 0.0, 1.0 );", "vec3 col = vec3(0.6,0.71,0.75) - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5;", "col += 0.2*vec3(1.0,.6,0.1)*pow( sun, 8.0 );", "col *= 0.95;", "col = mix( col, res.xyz, res.w );", "col += 0.1*vec3(1.0,0.4,0.2)*pow( sun, 3.0 );", "gl_FragColor = vec4( col, 1.0 );", "}"
];
var shader = new PIXI.AbstractFilter(fragmentSrc, uniforms);
var bg = PIXI.Sprite.fromImage("https://s3-us-west-2.amazonaws.com/s.cdpn.io/167451/test_BG.jpg");
bg.width = width;
bg.height = height;
bg.shader = shader;
stage.addChild(bg);
var logo = PIXI.Sprite.fromImage("https://s3-us-west-2.amazonaws.com/s.cdpn.io/167451/pixiJsV2.png");
logo.width = 472 / 3;
logo.height = 174 / 3;
logo.x = width - logo.width - 10;
logo.y = height - logo.height - 10;
stage.addChild(logo);
var count = 0;
var mouse;
function animate() { count += 0.01; mouse = stage.getMousePosition(); shader.uniforms.iGlobalTime.value = count; if (mouse.x > 0 && mouse.y > 0) { // If mouse is over stage shader.uniforms.iMouse.value = { x: mouse.x, y: mouse.y }; } shader.syncUniforms(); renderer.render(stage); requestAnimFrame(animate);
}
requestAnimFrame(animate);
Developer | David Hartley |
Username | davidhartley |
Uploaded | November 18, 2022 |
Rating | 3.5 |
Size | 3,491 Kb |
Views | 107,272 |
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