Three.js - Perlin Noise Shader

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Three.js - Shaders

Beispiel[Bearbeiten]

script.js

import portalVertexShader from './shaders/portal/vertex.glsl'
import portalFragmentShader from './shaders/portal/fragment.glsl'
//...
// Debug
const debugObject = {
    portalColorStart : '#000000',
    portalColorEnd : '#d9a8d6'
}
//...
const portalLightMaterial = new THREE.ShaderMaterial({
    uniforms:{
        uTime: {value: 0},
        uColorStart: { value: new THREE.Color(debugObject.portalColorStart)},
        uColorEnd: { value: new THREE.Color(debugObject.portalColorEnd)}
    },
    vertexShader: portalVertexShader,
    fragmentShader: portalFragmentShader
})

gui.addColor(debugObject,'portalColorStart')
    .onChange( () =>{ portalLightMaterial.uniforms.uColorStart.value.set(debugObject.portalColorStart) })
gui.addColor(debugObject,'portalColorEnd')
    .onChange( () =>{ portalLightMaterial.uniforms.uColorEnd.value.set(debugObject.portalColorEnd) })
//...

vertex.glsl

varying vec2 vUv; // send coordinates to fragment shader
void main()
{
    vUv = uv;
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);
    vec4 viewPosition = viewMatrix * modelPosition;
    vec4 projectionPosition = projectionMatrix * viewPosition;

    gl_Position = projectionPosition;
}

fragment.glsl

varying vec2 vUv;
uniform float uTime;
uniform vec3 uColorStart;
uniform vec3 uColorEnd;
//  Classic Perlin 3D Noise 
//  by Stefan Gustavson
//
vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
float cnoise(vec3 P)
{
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 / 7.0;
    vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 / 7.0;
    vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 

    return 2.2 * n_xyz;
}

void main()
{
  // Displace uv
  vec2 displacedUv = vUv + cnoise(vec3(vUv * 5.3, uTime * 0.12));

  // Perlin noise
  float strength = cnoise(vec3(displacedUv * 5.0, uTime * 0.18 ));
  
  // Outer glow
  float outerGlow = distance(vUv, vec2(0.5)) * 5.0 - 1.55; // distance to center
  strength += outerGlow;

  // Apply black white step
  strength = strength + step(-0.2, strength) * 0.9; // edge / value

  // Clamp the value 0-1
  //strength = clamp(strength, 0.0, 1.0);

  //gl_FragColor = vec4(vUv, 1.0, 1.0);
  //gl_FragColor = vec4(outerGlow, outerGlow, outerGlow, 1.0); // test outer glow
  
  // Final color
  vec3 color = mix(uColorStart, uColorEnd, strength); 
  //gl_FragColor = vec4(strength, strength, strength, 1.0); // bw version
  gl_FragColor = vec4(color, 1.0); 
  
}