noise shader
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@ -1,6 +1,6 @@
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import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three"
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import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three"
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import { useLoader, type TresLoader } from '@tresjs/core'
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import { useLoader, } from '@tresjs/core'
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import { getFilename, patterns, type patternTypes } from "~/components/pattern"
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import { getFilename, patterns, } from "~/components/pattern"
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const set_metaril_func = (scene: any, material: any) => {
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const set_metaril_func = (scene: any, material: any) => {
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@ -9,15 +9,11 @@ const set_metaril_func = (scene: any, material: any) => {
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el.castShadow = true
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el.castShadow = true
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el.receiveShadow = true
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el.receiveShadow = true
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}
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}
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// if (el.material) {
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el.material = material
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el.material = material
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// }
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set_metaril_func(el, material)
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set_metaril_func(el, material)
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})
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})
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}
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}
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const noiseTexturePromise = useLoader(TextureLoader, '/texture/images.jpeg')
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const loaded_patterns: { [key: string]: any } = {}
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const loaded_patterns: { [key: string]: any } = {}
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for (let index = 0; index < patterns.length; index++) {
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for (let index = 0; index < patterns.length; index++) {
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const element = patterns[index];
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const element = patterns[index];
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@ -78,6 +74,48 @@ export const set_material = (scene: any, color: any, pattern: { pattern: pattern
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})
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})
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}
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}
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}
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}
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material.onBeforeCompile = (shader) => {
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// Добавляем uniform переменную
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shader.uniforms.customUniform = { value: 1.0 };
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// Изменяем вершинный шейдер
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shader.vertexShader = `
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uniform float customUniform;
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varying vec2 vPosition;
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${shader.vertexShader}
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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vPosition = position.xy;
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`
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);
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// Изменяем фрагментный шейдер
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shader.fragmentShader = `
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varying vec2 vPosition;
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float random(float p) {
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return fract(sin(p) * 10000.0);
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}
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float noise(vec2 p) {
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return random(p.x + p.y * 10000.0);
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}
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float stepNoise(vec2 p) {
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return noise(floor(p));
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}
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${shader.fragmentShader}
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`.replace(
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`#include <dithering_fragment>`,
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`#include <dithering_fragment>
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vec2 p = vPosition * 10000.0;
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float brightness = stepNoise(p);
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float lightingEffect = dot(vNormal, vec3(0.0, 0.0, 1.0));
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gl_FragColor.rgb *= vec3(brightness) * lightingEffect;
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`
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);
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};
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if (scene) set_metaril_func(scene, material)
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if (scene) set_metaril_func(scene, material)
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else console.log(scene)
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else console.log(scene)
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