Three.js Shader Fun
How do I make an three.js shader fun?
Having more fun with Three.js <3. What is a three.js shader fun? How do you make a three.js shader fun? This script and codes were developed by Kevin Alford on 07 January 2023, Saturday.
Three.js Shader Fun - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Three.js Shader Fun</title> <script src="https://s.codepen.io/assets/libs/modernizr.js" type="text/javascript"></script> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/three.js/r54/three.min.js"></script> <script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script> <script type="text/javascript" src="https://googledrive.com/host/0B-4noyqAgbqCTkhZRzN6ejJhM2s"></script> <!-- Shaders --> <script type="x-shader/x-vertex" id="vertex_shader"> // switch on high precision floats #ifdef GL_ES precision highp float; #endif varying vec3 vNormal; void main() { vNormal = normal; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); } </script> <script type="x-shader/x-fragment" id="fragment_shader"> #ifdef GL_ES precision highp float; #endif uniform float time; uniform float scaler; varying vec3 vNormal; void main() { // calc the dot product and clamp // 0 -> 1 rather than -1 -> 1 vec3 light = vec3(0.5,0.2,1.0); // ensure it's normalized light = normalize(light); // calculate the dot product of // the light to the vertex normal float dProd = max(0.0, dot(vNormal, light)); gl_FragColor = vec4( sin(gl_FragCoord.x*gl_FragCoord.x*scaler + time)*dProd, sin(gl_FragCoord.y*gl_FragCoord.x*scaler + time)*dProd, sin(gl_FragCoord.y*gl_FragCoord.x*scaler + time)*dProd, 1.0); } </script> <!-- End Shaders --> <div id='container'></div> <script src='http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Three.js Shader Fun - Script Codes CSS Codes
body
{ background-color: #555753;
}
Three.js Shader Fun - Script Codes JS Codes
$(document).ready(function () { // Dimension Settings var width = window.innerWidth, height = window.innerHeight; var angle = 45, aspect = width/height, near = 0.1, far = 10000; var adjustables = { coarse_value: 3.2, fine_value: 0.0, time_step: 0.1 } // Uniforms for fragment shader var uniforms = { time: { type: 'f', // a float value: 0 }, scaler: { type: 'f', value: adjustables.coarse_value + adjustables.fine_value // 3.2, 1.0 } }; // Woorld Objects var renderer = new THREE.WebGLRenderer(); var camera = new THREE.PerspectiveCamera(angle, aspect, near, far); var scene = new THREE.Scene(); var light = new THREE.SpotLight(0xFFFFFF, 1); var vertex_shader = $('#vertex_shader'); var fragment_shader = $('#fragment_shader'); var material = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: vertex_shader.text(), fragmentShader: fragment_shader.text() }); var radius = 20, segments = 32, rings = 32; var geometry = new THREE.SphereGeometry(radius, segments, rings); var sphere = new THREE.Mesh(geometry, material); // Positions light.position.x = 0; light.position.y = 100; light.position.z = 0; light.lookAt(sphere.position); camera.position.z = 40; camera.position.y = 40; camera.lookAt(sphere.position); // Build World scene.add(camera); scene.add(light); scene.add(sphere); // Shadow renderer.shadowMapEnabled = true; light.castShadow = true; light.shadowCameraNear = 1.0; light.shadowDarkness = 0.5; sphere.castShadow = true; sphere.receiveShadow = true; var gui_settings = { "preset": "electrowaves", "remembered": { "griddy": { "0": { "coarse_value": 2.1, "fine_value": 0 } }, "electrowaves": { "0": { "coarse_value": 0, "fine_value": 0.0325 } } }, "closed": false, "folders": {}
} // GUI var gui = new dat.GUI({load: gui_settings}); gui.remember(adjustables); gui.add(adjustables, 'coarse_value').min(0).max(4).step(0.1); gui.add(adjustables, 'fine_value').min(0.0).max(0.1).step(0.0001); // deal with resizes // Render $('#container').append(renderer.domElement); renderer.setSize(width, height); // Update Method var pen = this; var update = function() { uniforms.time.value += adjustables.time_step; uniforms.scaler.value = adjustables.coarse_value + adjustables.fine_value; }; // Browser Animation Loop var animate = function() { update(); renderer.render(scene, camera); requestAnimationFrame( animate ); }; animate();
});
Developer | Kevin Alford |
Username | zeroeth |
Uploaded | January 07, 2023 |
Rating | 3 |
Size | 3,196 Kb |
Views | 6,072 |
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