dev #84

Merged
ksenia_mikhailova merged 141 commits from dev into main 2024-10-03 15:30:24 +03:00
5 changed files with 0 additions and 90 deletions
Showing only changes of commit 85ae3802eb - Show all commits

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@ -1,13 +1,3 @@
#include <dithering_fragment> #include <dithering_fragment>
<<<<<<< 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); // gl_FragColor = vec4(normal, 1.0);

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@ -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) { float random(in float x) {
return fract(sin(x) * 1e4); return fract(sin(x) * 1e4);
} }

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@ -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 { import {
Color, DataTexture, DoubleSide, Color, DataTexture, DoubleSide,
MeshStandardMaterial, RepeatWrapping, MeshStandardMaterial, RepeatWrapping,
Texture, TextureLoader, Vector3 Texture, TextureLoader, Vector3
} from "three" } from "three"
import { useLoader, } from '@tresjs/core' import { useLoader, } from '@tresjs/core'
>>>>>>> bx-1480-constructor
import vertexShader from './vertex.vert?raw' import vertexShader from './vertex.vert?raw'
import mainShader from './main.frag?raw' import mainShader from './main.frag?raw'
import normalShader from './normal.frag?raw' import normalShader from './normal.frag?raw'
import dithShader from './dith.frag?raw' import dithShader from './dith.frag?raw'
<<<<<<< HEAD
=======
import noiseShader from './pnoise.glsl?raw' import noiseShader from './pnoise.glsl?raw'
>>>>>>> bx-1480-constructor
import { getFilename, patterns, } from "~/components/pattern" import { getFilename, patterns, } from "~/components/pattern"
@ -67,40 +55,6 @@ function generateNoiseTexture(width: number, height: number) {
return texture; 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 <begin_vertex>`,
`#include <begin_vertex>
${vertexShader}
`
);
// // Изменяем фрагментный шейдер
shader.fragmentShader = `
${mainShader}
${shader.fragmentShader}`
.replace(
'#include <normal_fragment_begin>',
`
#include <normal_fragment_begin>
${normalShader}
`
)
.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
${dithShader}
`
);
};
const m = new MeshStandardMaterial({ const m = new MeshStandardMaterial({
// alphaMap: pattern ? texture : null, // alphaMap: pattern ? texture : null,
transparent: true, transparent: true,
@ -110,9 +64,6 @@ const m = new MeshStandardMaterial({
side: DoubleSide, side: DoubleSide,
}) })
<<<<<<< HEAD
export const set_material = (scene: any, color: any, pattern: { pattern: patternIds, count: number } | undefined = undefined) => {
=======
const v = new Vector3() const v = new Vector3()
v.setScalar(0.7) v.setScalar(0.7)
const m_onBeforeCompile = (shader) => { 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) => { export const set_material = (scene: any, color: any, pattern: { pattern: patternTypes, count: number } | undefined = undefined) => {
>>>>>>> bx-1480-constructor
let c = color let c = color
const material = m.clone() const material = m.clone()

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@ -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 ) ); float noise = pnoise( 1000.0 * vPosition, vec3( 1000.0 ) );
vec3 modifiedNormal = normal - vec3(noise) * 0.05; vec3 modifiedNormal = normal - vec3(noise) * 0.05;
// modifiedNormal = vec3(noise); // modifiedNormal = vec3(noise);
normal = vec3(modifiedNormal); normal = vec3(modifiedNormal);
>>>>>>> bx-1480-constructor

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@ -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; vertexID = gl_VertexID;
vPosition = position.xyz + normal; vPosition = position.xyz + normal;
vUv = uv; vUv = uv;
float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0)); float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0));
vDistance = distanceToNextVertex; vDistance = distanceToNextVertex;
>>>>>>> bx-1480-constructor