diff --git a/utils/dith.frag b/utils/dith.frag index 4fde669..164673d 100644 --- a/utils/dith.frag +++ b/utils/dith.frag @@ -1,5 +1,6 @@ #include +<<<<<<< HEAD // vec2 st = vec2(vDistance,vDistance)/vec2(u_resolution); vec2 st = vPosition.xy / vec2(u_resolution); @@ -7,4 +8,6 @@ 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 971cacb..1fe56e1 100644 --- a/utils/main.frag +++ b/utils/main.frag @@ -1,9 +1,12 @@ +<<<<<<< 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 3921da0..9de07d7 100644 --- a/utils/material.ts +++ b/utils/material.ts @@ -1,12 +1,26 @@ +<<<<<<< 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" @@ -96,7 +110,62 @@ 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) => { + // Добавляем uniform переменную + shader.uniforms.u_resolution = { value: v }; + + // Изменяем вершинный шейдер + shader.vertexShader = ` + uniform vec3 u_resolution; + + varying float vDistance; + varying vec3 vPosition; + + flat varying int vertexID; + + varying vec2 vUv; + varying float noise; + + ${shader.vertexShader} + `.replace( + `#include `, + `#include + ${vertexShader} + ` + ); + + // Изменяем фрагментный шейдер + shader.fragmentShader = ` + uniform vec3 u_resolution; + + varying float vDistance; + varying vec3 vPosition; + int vertexID; + + ${noiseShader} + ${mainShader} + ${shader.fragmentShader}` + .replace( + '#include ', + `#include + ${normalShader} + ` + ) + .replace( + `#include `, + `#include + + ${dithShader} + ` + ); +}; +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 cf5fc0e..de0d615 100644 --- a/utils/normal.frag +++ b/utils/normal.frag @@ -1,3 +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); @@ -6,4 +7,10 @@ vec3 normal_pos = vec3(normal_st * 5.0, 1.0 * 0.5); // vec3 distance = pos_xz + vec3(0.15); vec3 normal_noise = vec3(noise(normal_pos)); vec3 modifiedNormal = normal * normal_noise * vec3(0.5); -normal = modifiedNormal; \ No newline at end of file +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/pnoise.glsl b/utils/pnoise.glsl new file mode 100644 index 0000000..cdc70be --- /dev/null +++ b/utils/pnoise.glsl @@ -0,0 +1,171 @@ +// +// GLSL textureless classic 3D noise "cnoise", +// with an RSL-style periodic variant "pnoise". +// Author: Stefan Gustavson (stefan.gustavson@liu.se) +// Version: 2011-10-11 +// +// Many thanks to Ian McEwan of Ashima Arts for the +// ideas for permutation and gradient selection. +// +// Copyright (c) 2011 Stefan Gustavson. All rights reserved. +// Distributed under the MIT license. See LICENSE file. +// https://github.com/stegu/webgl-noise +// + +vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 permute(vec4 x) { + return mod289(((x * 34.0) + 10.0) * x); +} + +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); +} + +// Classic Perlin noise +float cnoise(vec3 P) { + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + 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 * (1.0 / 7.0); + vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0); + vec4 gy1 = fract(floor(gx1) * (1.0 / 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; +} + +// Classic Perlin noise, periodic variant +float pnoise(vec3 P, vec3 rep) { + vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period + vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + 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 * (1.0 / 7.0); + vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0); + vec4 gy1 = fract(floor(gx1) * (1.0 / 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; +} \ No newline at end of file diff --git a/utils/vertex.vert b/utils/vertex.vert index 0ecc4c9..6fb5fd0 100644 --- a/utils/vertex.vert +++ b/utils/vertex.vert @@ -1,6 +1,15 @@ +<<<<<<< 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; \ No newline at end of file +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