From 7c0c7cd6c31af6fe66ae50f87b46a3896cf4619f Mon Sep 17 00:00:00 2001 From: Kseninia Mikhaylova Date: Mon, 30 Sep 2024 13:06:10 +0300 Subject: [PATCH] noise shader --- utils/material.ts | 50 +++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 44 insertions(+), 6 deletions(-) diff --git a/utils/material.ts b/utils/material.ts index 95c05cc..d6db994 100644 --- a/utils/material.ts +++ b/utils/material.ts @@ -1,6 +1,6 @@ import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three" -import { useLoader, type TresLoader } from '@tresjs/core' -import { getFilename, patterns, type patternTypes } from "~/components/pattern" +import { useLoader, } from '@tresjs/core' +import { getFilename, patterns, } from "~/components/pattern" const set_metaril_func = (scene: any, material: any) => { @@ -9,15 +9,11 @@ const set_metaril_func = (scene: any, material: any) => { el.castShadow = true el.receiveShadow = true } - - // if (el.material) { el.material = material - // } set_metaril_func(el, material) }) } -const noiseTexturePromise = useLoader(TextureLoader, '/texture/images.jpeg') const loaded_patterns: { [key: string]: any } = {} for (let index = 0; index < patterns.length; index++) { const element = patterns[index]; @@ -78,6 +74,48 @@ export const set_material = (scene: any, color: any, pattern: { pattern: pattern }) } } + material.onBeforeCompile = (shader) => { + // Добавляем uniform переменную + shader.uniforms.customUniform = { value: 1.0 }; + + // Изменяем вершинный шейдер + shader.vertexShader = ` + uniform float customUniform; + varying vec2 vPosition; + ${shader.vertexShader} + `.replace( + `#include `, + `#include + vPosition = position.xy; + ` + ); + + // Изменяем фрагментный шейдер + shader.fragmentShader = ` + varying vec2 vPosition; + float random(float p) { + return fract(sin(p) * 10000.0); + } + + float noise(vec2 p) { + return random(p.x + p.y * 10000.0); + } + + float stepNoise(vec2 p) { + return noise(floor(p)); + } + ${shader.fragmentShader} + `.replace( + `#include `, + `#include + + vec2 p = vPosition * 10000.0; + float brightness = stepNoise(p); + float lightingEffect = dot(vNormal, vec3(0.0, 0.0, 1.0)); + gl_FragColor.rgb *= vec3(brightness) * lightingEffect; + ` + ); + }; if (scene) set_metaril_func(scene, material) else console.log(scene)