dev #84
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@ -1,13 +1,3 @@
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#include <dithering_fragment>
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#include <dithering_fragment>
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<<<<<<< HEAD
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// vec2 st = vec2(vDistance,vDistance)/vec2(u_resolution);
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vec2 st = vPosition.xy / vec2(u_resolution);
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vec3 pos = vec3(st * 5.0, 1.0 * 0.5);
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vec3 color = vec3(noise(pos));
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=======
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>>>>>>> bx-1480-constructor
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// gl_FragColor = vec4(normal, 1.0);
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// gl_FragColor = vec4(normal, 1.0);
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@ -1,12 +1,3 @@
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<<<<<<< HEAD
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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varying float vDistance;
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varying vec3 vPosition;
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=======
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>>>>>>> bx-1480-constructor
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float random(in float x) {
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float random(in float x) {
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return fract(sin(x) * 1e4);
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return fract(sin(x) * 1e4);
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}
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}
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@ -1,26 +1,14 @@
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<<<<<<< HEAD
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import { type patternIds } from './../components/pattern';
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import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, ShaderMaterial, Texture, TextureLoader, Vector2 } from "three"
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import { useLoader, } from '@tresjs/core'
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import { NodeToyMaterial } from '@nodetoy/three-nodetoy';
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import { data } from './shaderData.ts';
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=======
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import {
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import {
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Color, DataTexture, DoubleSide,
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Color, DataTexture, DoubleSide,
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MeshStandardMaterial, RepeatWrapping,
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MeshStandardMaterial, RepeatWrapping,
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Texture, TextureLoader, Vector3
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Texture, TextureLoader, Vector3
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} from "three"
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} from "three"
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import { useLoader, } from '@tresjs/core'
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import { useLoader, } from '@tresjs/core'
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>>>>>>> bx-1480-constructor
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import vertexShader from './vertex.vert?raw'
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import vertexShader from './vertex.vert?raw'
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import mainShader from './main.frag?raw'
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import mainShader from './main.frag?raw'
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import normalShader from './normal.frag?raw'
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import normalShader from './normal.frag?raw'
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import dithShader from './dith.frag?raw'
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import dithShader from './dith.frag?raw'
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<<<<<<< HEAD
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=======
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import noiseShader from './pnoise.glsl?raw'
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import noiseShader from './pnoise.glsl?raw'
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>>>>>>> bx-1480-constructor
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import { getFilename, patterns, } from "~/components/pattern"
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import { getFilename, patterns, } from "~/components/pattern"
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@ -67,40 +55,6 @@ function generateNoiseTexture(width: number, height: number) {
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return texture;
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return texture;
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}
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}
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const m_onBeforeCompile = (shader) => {
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// Добавляем uniform переменную
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shader.uniforms.u_resolution = { value: new Vector2(20.0, 20.0) };
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// Изменяем вершинный шейдер
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shader.vertexShader = `
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varying float vDistance;
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varying vec3 vPosition;
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${shader.vertexShader}
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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${vertexShader}
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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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${mainShader}
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${shader.fragmentShader}`
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.replace(
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'#include <normal_fragment_begin>',
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`
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#include <normal_fragment_begin>
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${normalShader}
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`
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)
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.replace(
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`#include <dithering_fragment>`,
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`#include <dithering_fragment>
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${dithShader}
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`
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);
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};
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const m = new MeshStandardMaterial({
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const m = new MeshStandardMaterial({
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// alphaMap: pattern ? texture : null,
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// alphaMap: pattern ? texture : null,
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transparent: true,
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transparent: true,
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@ -110,9 +64,6 @@ const m = new MeshStandardMaterial({
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side: DoubleSide,
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side: DoubleSide,
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})
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})
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<<<<<<< HEAD
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export const set_material = (scene: any, color: any, pattern: { pattern: patternIds, count: number } | undefined = undefined) => {
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=======
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const v = new Vector3()
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const v = new Vector3()
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v.setScalar(0.7)
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v.setScalar(0.7)
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const m_onBeforeCompile = (shader) => {
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const m_onBeforeCompile = (shader) => {
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@ -165,7 +116,6 @@ const m_onBeforeCompile = (shader) => {
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);
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);
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};
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};
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export const set_material = (scene: any, color: any, pattern: { pattern: patternTypes, count: number } | undefined = undefined) => {
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export const set_material = (scene: any, color: any, pattern: { pattern: patternTypes, count: number } | undefined = undefined) => {
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>>>>>>> bx-1480-constructor
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let c = color
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let c = color
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const material = m.clone()
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const material = m.clone()
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@ -1,16 +1,4 @@
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<<<<<<< HEAD
|
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vec2 normal_st = vec2(gl_FragCoord.x * 0.005, vPosition.y) * vec2(1000 * 2);
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// vec2 normal_st = vec2(random(vDistance), random(vDistance))/vec2(u_resolution);
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vec3 normal_pos = vec3(normal_st * 5.0, 1.0 * 0.5);
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// vec3 pos_xz = vPosition * vec3(1.0, 0.0, 1.0);
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// vec3 distance = pos_xz + vec3(0.15);
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vec3 normal_noise = vec3(noise(normal_pos));
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vec3 modifiedNormal = normal * normal_noise * vec3(0.5);
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normal = modifiedNormal;
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=======
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float noise = pnoise( 1000.0 * vPosition, vec3( 1000.0 ) );
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float noise = pnoise( 1000.0 * vPosition, vec3( 1000.0 ) );
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vec3 modifiedNormal = normal - vec3(noise) * 0.05;
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vec3 modifiedNormal = normal - vec3(noise) * 0.05;
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// modifiedNormal = vec3(noise);
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// modifiedNormal = vec3(noise);
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normal = vec3(modifiedNormal);
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normal = vec3(modifiedNormal);
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>>>>>>> bx-1480-constructor
|
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||||||
|
|
|
@ -1,15 +1,6 @@
|
||||||
<<<<<<< HEAD
|
|
||||||
// Вычисляем расстояние от текущей вершины до некоторой точки в пространстве
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vec3 pointToMeasure = vec3(1.0, 1.0, 1.0); // Некоторая точка, до которой вы хотите измерить расстояние
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// Используем функцию distance, чтобы вычислить расстояние от вершины до точки
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vDistance = distance(pointToMeasure, position.xyz);
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vPosition = position.xyz;
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=======
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vertexID = gl_VertexID;
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vertexID = gl_VertexID;
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vPosition = position.xyz + normal;
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vPosition = position.xyz + normal;
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vUv = uv;
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vUv = uv;
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float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0));
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float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0));
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vDistance = distanceToNextVertex;
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vDistance = distanceToNextVertex;
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||||||
>>>>>>> bx-1480-constructor
|
|
||||||
|
|
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Reference in New Issue