noise shader

This commit is contained in:
Kseninia Mikhaylova 2024-09-30 13:06:10 +03:00
parent f00664bcd6
commit 7c0c7cd6c3
1 changed files with 44 additions and 6 deletions

View File

@ -1,6 +1,6 @@
import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three" import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three"
import { useLoader, type TresLoader } from '@tresjs/core' import { useLoader, } from '@tresjs/core'
import { getFilename, patterns, type patternTypes } from "~/components/pattern" import { getFilename, patterns, } from "~/components/pattern"
const set_metaril_func = (scene: any, material: any) => { const set_metaril_func = (scene: any, material: any) => {
@ -9,15 +9,11 @@ const set_metaril_func = (scene: any, material: any) => {
el.castShadow = true el.castShadow = true
el.receiveShadow = true el.receiveShadow = true
} }
// if (el.material) {
el.material = material el.material = material
// }
set_metaril_func(el, material) set_metaril_func(el, material)
}) })
} }
const noiseTexturePromise = useLoader(TextureLoader, '/texture/images.jpeg')
const loaded_patterns: { [key: string]: any } = {} const loaded_patterns: { [key: string]: any } = {}
for (let index = 0; index < patterns.length; index++) { for (let index = 0; index < patterns.length; index++) {
const element = patterns[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 <begin_vertex>`,
`#include <begin_vertex>
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 <dithering_fragment>`,
`#include <dithering_fragment>
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) if (scene) set_metaril_func(scene, material)
else console.log(scene) else console.log(scene)