Smoke Shader Complete
How do I make an smoke shader complete?
What is a smoke shader complete? How do you make a smoke shader complete? This script and codes were developed by Omar Shehata on 13 August 2022, Saturday.
Smoke Shader Complete - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Smoke Shader Complete</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script id="fragShader" type="shader-code"> uniform vec2 res;//The width and height of our screen uniform sampler2D bufferTexture;//Our input texture uniform vec3 smokeSource;//The x,y are the posiiton. The z is the power/density uniform float time; void main() { vec2 pixel = gl_FragCoord.xy / res.xy; //Get the distance of the current pixel from the smoke source float dist = distance(smokeSource.xy,gl_FragCoord.xy); //Get the color of the current pixel gl_FragColor = texture2D( bufferTexture, pixel ); //Generate smoke when mouse is pressed gl_FragColor.rgb += smokeSource.z * max(15.0-dist,0.0); //Generate fixed smoke (this is the little point moving around in the center) vec2 smokePoint = vec2(res.x/2.0+100.0*sin(time),res.y/2.0+cos(time*3.5)*20.0); dist = distance(smokePoint,gl_FragCoord.xy); gl_FragColor.rgb += 0.01 * max(15.0-dist,0.0); //Smoke diffuse float xPixel = 1.0/res.x;//The size of a single pixel float yPixel = 1.0/res.y; vec4 rightColor = texture2D(bufferTexture,vec2(pixel.x+xPixel,pixel.y)); vec4 leftColor = texture2D(bufferTexture,vec2(pixel.x-xPixel,pixel.y)); vec4 upColor = texture2D(bufferTexture,vec2(pixel.x,pixel.y+yPixel)); vec4 downColor = texture2D(bufferTexture,vec2(pixel.x,pixel.y-yPixel)); //Handle the bottom boundary if(pixel.y <= yPixel){ downColor.rgb = vec3(0.0); } //Diffuse equation float factor = 8.0 * 0.016 * (leftColor.r + rightColor.r + downColor.r * 3.0 + upColor.r - 6.0 * gl_FragColor.r); //Account for low precision of texels float minimum = 0.003; if(factor >= -minimum && factor < 0.0) factor = -minimum; gl_FragColor.rgb += factor; } </script> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Smoke Shader Complete - Script Codes CSS Codes
/* We want our scene to span the entire window */ body { margin: 0; }
Smoke Shader Complete - Script Codes JS Codes
//@author Omar Shehata. 2015. //We are loading the Three.js library from the cdn here: http://cdnjs.com/libraries/three.js/ var scene; var camera; var renderer; function scene_setup(){ //This is the basic scene setup scene = new THREE.Scene(); var width = window.innerWidth; var height = window.innerHeight; //Note that we're using an orthographic camera here rather than a prespective camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 ); camera.position.z = 2; renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); } var bufferScene; var textureA; var textureB; var bufferMaterial; var plane; var bufferObject; var finalMaterial; var quad; function buffer_texture_setup(){ //Create buffer scene bufferScene = new THREE.Scene(); //Create 2 buffer textures textureA = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter}); textureB = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter} ); //Pass textureA to shader bufferMaterial = new THREE.ShaderMaterial( { uniforms: { bufferTexture: { type: "t", value: textureA }, res : {type: 'v2',value:new THREE.Vector2(window.innerWidth,window.innerHeight)},//Keeps the resolution smokeSource: {type:"v3",value:new THREE.Vector3(0,0,0)}, time: {type:"f",value:Math.random()*Math.PI*2+Math.PI} }, fragmentShader: document.getElementById( 'fragShader' ).innerHTML } ); plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ); bufferObject = new THREE.Mesh( plane, bufferMaterial ); bufferScene.add(bufferObject); //Draw textureB to screen finalMaterial = new THREE.MeshBasicMaterial({map: textureB}); quad = new THREE.Mesh( plane, finalMaterial ); scene.add(quad); } //Initialize the Threejs scene scene_setup(); //Setup the frame buffer/texture we're going to be rendering to instead of the screen buffer_texture_setup(); //Send position of smoke source with value var mouseDown = false; function UpdateMousePosition(X,Y){ var mouseX = X; var mouseY = window.innerHeight - Y; bufferMaterial.uniforms.smokeSource.value.x = mouseX; bufferMaterial.uniforms.smokeSource.value.y = mouseY; } document.onmousemove = function(event){ UpdateMousePosition(event.clientX,event.clientY) } document.onmousedown = function(event){ mouseDown = true; bufferMaterial.uniforms.smokeSource.value.z = 0.1; } document.onmouseup = function(event){ mouseDown = false; bufferMaterial.uniforms.smokeSource.value.z = 0; } //Render everything! function render() { requestAnimationFrame( render ); //Draw to textureB renderer.render(bufferScene,camera,textureB,true); //Swap textureA and B var t = textureA; textureA = textureB; textureB = t; quad.material.map = textureB; bufferMaterial.uniforms.bufferTexture.value = textureA; //Update time bufferMaterial.uniforms.time.value += 0.01; //Finally, draw to the screen renderer.render( scene, camera ); } render();
Developer | Omar Shehata |
Username | omarshe7ta |
Uploaded | August 13, 2022 |
Rating | 3 |
Size | 3,451 Kb |
Views | 40,480 |
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