Smoke Shader Complete

Developer
Size
3,451 Kb
Views
40,480

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 Previews

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();
Smoke Shader Complete - Script Codes
Smoke Shader Complete - Script Codes
Home Page Home
Developer Omar Shehata
Username omarshe7ta
Uploaded August 13, 2022
Rating 3
Size 3,451 Kb
Views 40,480
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Omar Shehata (omarshe7ta) Script Codes
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