diff --git a/utils/dith.frag b/utils/dith.frag index 164673d..3ff65b5 100644 --- a/utils/dith.frag +++ b/utils/dith.frag @@ -1,13 +1,3 @@ #include -<<<<<<< HEAD -// vec2 st = vec2(vDistance,vDistance)/vec2(u_resolution); -vec2 st = vPosition.xy / vec2(u_resolution); - -vec3 pos = vec3(st * 5.0, 1.0 * 0.5); - -vec3 color = vec3(noise(pos)); - -======= ->>>>>>> bx-1480-constructor // gl_FragColor = vec4(normal, 1.0); \ No newline at end of file diff --git a/utils/main.frag b/utils/main.frag index 1fe56e1..6af0c18 100644 --- a/utils/main.frag +++ b/utils/main.frag @@ -1,12 +1,3 @@ -<<<<<<< HEAD -uniform vec2 u_resolution; -uniform vec2 u_mouse; -uniform float u_time; -varying float vDistance; -varying vec3 vPosition; - -======= ->>>>>>> bx-1480-constructor float random(in float x) { return fract(sin(x) * 1e4); } diff --git a/utils/material.ts b/utils/material.ts index 9de07d7..9e953dc 100644 --- a/utils/material.ts +++ b/utils/material.ts @@ -1,26 +1,14 @@ -<<<<<<< HEAD -import { type patternIds } from './../components/pattern'; -import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, ShaderMaterial, Texture, TextureLoader, Vector2 } from "three" -import { useLoader, } from '@tresjs/core' -import { NodeToyMaterial } from '@nodetoy/three-nodetoy'; -import { data } from './shaderData.ts'; -======= - import { Color, DataTexture, DoubleSide, MeshStandardMaterial, RepeatWrapping, Texture, TextureLoader, Vector3 } from "three" import { useLoader, } from '@tresjs/core' ->>>>>>> bx-1480-constructor import vertexShader from './vertex.vert?raw' import mainShader from './main.frag?raw' import normalShader from './normal.frag?raw' import dithShader from './dith.frag?raw' -<<<<<<< HEAD -======= import noiseShader from './pnoise.glsl?raw' ->>>>>>> bx-1480-constructor import { getFilename, patterns, } from "~/components/pattern" @@ -67,40 +55,6 @@ function generateNoiseTexture(width: number, height: number) { return texture; } -const m_onBeforeCompile = (shader) => { - // Добавляем uniform переменную - shader.uniforms.u_resolution = { value: new Vector2(20.0, 20.0) }; - - // Изменяем вершинный шейдер - shader.vertexShader = ` - varying float vDistance; - varying vec3 vPosition; - ${shader.vertexShader} - `.replace( - `#include `, - `#include - ${vertexShader} - ` - ); - - // // Изменяем фрагментный шейдер - shader.fragmentShader = ` - ${mainShader} - ${shader.fragmentShader}` - .replace( - '#include ', - ` - #include - ${normalShader} - ` - ) - .replace( - `#include `, - `#include - ${dithShader} - ` - ); -}; const m = new MeshStandardMaterial({ // alphaMap: pattern ? texture : null, transparent: true, @@ -110,9 +64,6 @@ const m = new MeshStandardMaterial({ side: DoubleSide, }) -<<<<<<< HEAD -export const set_material = (scene: any, color: any, pattern: { pattern: patternIds, count: number } | undefined = undefined) => { -======= const v = new Vector3() v.setScalar(0.7) const m_onBeforeCompile = (shader) => { @@ -165,7 +116,6 @@ const m_onBeforeCompile = (shader) => { ); }; export const set_material = (scene: any, color: any, pattern: { pattern: patternTypes, count: number } | undefined = undefined) => { ->>>>>>> bx-1480-constructor let c = color const material = m.clone() diff --git a/utils/normal.frag b/utils/normal.frag index de0d615..387e4f7 100644 --- a/utils/normal.frag +++ b/utils/normal.frag @@ -1,16 +1,4 @@ -<<<<<<< HEAD -vec2 normal_st = vec2(gl_FragCoord.x * 0.005, vPosition.y) * vec2(1000 * 2); -// vec2 normal_st = vec2(random(vDistance), random(vDistance))/vec2(u_resolution); -vec3 normal_pos = vec3(normal_st * 5.0, 1.0 * 0.5); - -// vec3 pos_xz = vPosition * vec3(1.0, 0.0, 1.0); -// vec3 distance = pos_xz + vec3(0.15); -vec3 normal_noise = vec3(noise(normal_pos)); -vec3 modifiedNormal = normal * normal_noise * vec3(0.5); -normal = modifiedNormal; -======= float noise = pnoise( 1000.0 * vPosition, vec3( 1000.0 ) ); vec3 modifiedNormal = normal - vec3(noise) * 0.05; // modifiedNormal = vec3(noise); normal = vec3(modifiedNormal); ->>>>>>> bx-1480-constructor diff --git a/utils/vertex.vert b/utils/vertex.vert index 6fb5fd0..8e697df 100644 --- a/utils/vertex.vert +++ b/utils/vertex.vert @@ -1,15 +1,6 @@ -<<<<<<< HEAD -// Вычисляем расстояние от текущей вершины до некоторой точки в пространстве -vec3 pointToMeasure = vec3(1.0, 1.0, 1.0); // Некоторая точка, до которой вы хотите измерить расстояние - -// Используем функцию distance, чтобы вычислить расстояние от вершины до точки -vDistance = distance(pointToMeasure, position.xyz); -vPosition = position.xyz; -======= vertexID = gl_VertexID; vPosition = position.xyz + normal; vUv = uv; float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0)); vDistance = distanceToNextVertex; ->>>>>>> bx-1480-constructor