dev #84
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#include <dithering_fragment>
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// gl_FragColor = vec4(normal, 1.0);
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@ -0,0 +1,51 @@
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float random(in float x) {
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return fract(sin(x) * 1e4);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise(in vec3 p) {
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const vec3 step = vec3(110.0, 241.0, 171.0);
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vec3 i = floor(p);
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vec3 f = fract(p);
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// For performance, compute the base input to a
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// 1D random from the integer part of the
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// argument and the incremental change to the
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// 1D based on the 3D -> 1D wrapping
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float n = dot(i, step);
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vec3 u = f * f * (3.0 - 2.0 * f);
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return mix(mix(mix(random(n + dot(step, vec3(0, 0, 0))), random(n + dot(step, vec3(1, 0, 0))), u.x), mix(random(n + dot(step, vec3(0, 1, 0))), random(n + dot(step, vec3(1, 1, 0))), u.x), u.y), mix(mix(random(n + dot(step, vec3(0, 0, 1))), random(n + dot(step, vec3(1, 0, 1))), u.x), mix(random(n + dot(step, vec3(0, 1, 1))), random(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
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}
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// <https://www.shadertoy.com/view/Xd23Dh>
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// by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm>
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//
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vec3 hash3(vec2 p) {
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vec3 q = vec3(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)), dot(p, vec2(419.2, 371.9)));
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return fract(sin(q) * 43758.5453);
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}
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float iqnoise(in vec2 x, float u, float v) {
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vec2 p = floor(x);
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vec2 f = fract(x);
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float k = 1.0 + 63.0 * pow(1.0 - v, 4.0);
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float va = 0.0;
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float wt = 0.0;
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for(int j = -2; j <= 2; j++) for(int i = -2; i <= 2; i++) {
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vec2 g = vec2(float(i), float(j));
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vec3 o = hash3(p + g) * vec3(u, u, 1.0);
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vec2 r = g - f + o.xy;
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float d = dot(r, r);
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float ww = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), k);
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va += o.z * ww;
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wt += ww;
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}
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return va / wt;
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}
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@ -1,5 +1,15 @@
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import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three"
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import {
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Color, DataTexture, DoubleSide,
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MeshStandardMaterial, RepeatWrapping,
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Texture, TextureLoader, Vector3
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} from "three"
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import { useLoader, } from '@tresjs/core'
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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 normalShader from './normal.frag?raw'
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import dithShader from './dith.frag?raw'
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import noiseShader from './pnoise.glsl?raw'
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import { getFilename, patterns, } from "~/components/pattern"
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@ -55,40 +65,54 @@ const m = new MeshStandardMaterial({
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side: DoubleSide,
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})
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const v = new Vector3()
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v.setScalar(0.7)
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const m_onBeforeCompile = (shader) => {
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// Добавляем uniform переменную
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shader.uniforms.customUniform = { value: 1.0 };
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shader.uniforms.u_resolution = { value: v };
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// Изменяем вершинный шейдер
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shader.vertexShader = `
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uniform float customUniform;
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varying vec2 vPosition;
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uniform vec3 u_resolution;
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varying float vDistance;
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varying vec3 vPosition;
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flat varying int vertexID;
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varying vec2 vUv;
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varying float noise;
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${shader.vertexShader}
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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vPosition = position.xy;
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${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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float random(float p) {
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return fract(sin(p) * 10000.0);
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}
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uniform vec3 u_resolution;
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float noise(vec2 p) {
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return random((p.x + p.y) * 10000.0);
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}
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${shader.fragmentShader}
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`
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varying float vDistance;
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varying vec3 vPosition;
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int vertexID;
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${noiseShader}
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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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`#include <normal_fragment_begin>
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${normalShader}
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`
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)
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.replace(
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`#include <dithering_fragment>`,
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`#include <dithering_fragment>
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float noise_v = noise(gl_FragColor.rg);
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float clamped_noise = clamp(noise_v, 0.85, 1.0);
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gl_FragColor.rgb *= vec3(clamped_noise);
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${dithShader}
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`
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);
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};
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@ -0,0 +1,4 @@
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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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// modifiedNormal = vec3(noise);
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normal = vec3(modifiedNormal);
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@ -0,0 +1,171 @@
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//
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// GLSL textureless classic 3D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-10-11
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/stegu/webgl-noise
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//
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x * 34.0) + 10.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec3 fade(vec3 t) {
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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// Classic Perlin noise
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float cnoise(vec3 P) {
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vec3 Pi0 = floor(P); // Integer part for indexing
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 * (1.0 / 7.0);
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 * (1.0 / 7.0);
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
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vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
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vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
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vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
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vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
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vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
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vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
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vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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// Classic Perlin noise, periodic variant
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float pnoise(vec3 P, vec3 rep) {
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vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
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vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 * (1.0 / 7.0);
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 * (1.0 / 7.0);
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
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vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
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vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
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vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
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vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
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vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
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vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
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vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
|
|
@ -0,0 +1,6 @@
|
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vertexID = gl_VertexID;
|
||||
vPosition = position.xyz + normal;
|
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vUv = uv;
|
||||
|
||||
float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0));
|
||||
vDistance = distanceToNextVertex;
|
Loading…
Reference in New Issue