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<script id="vertex" type="x-shader/x-fragment">
varying vec2 uv2;
void main(){
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.);
uv2 = uv;
}
</script>
<script id="fragment" type="x-shader/x-fragment">
#define PI 3.14159265358979323846
varying vec2 uv2;
uniform float u_time;
uniform sampler2D u_img1;
uniform sampler2D u_img2;
void main(){
vec2 uv = uv2;
float transition = sin(u_time * PI);
float speed = 2.;
float change = sin(u_time * PI * speed) * 0.5 + 0.5;
float nextChange = sin((u_time+0.01) * PI * speed) * 0.5 + 0.5;
float direction = sign(nextChange - change);
float colorOffset = 0.015;
float maxChange = 0.75;
vec2 uv1 = uv;
uv1.x += change * maxChange;
float red = texture2D(u_img1, uv1).r;
uv1.x += change * colorOffset * direction;
float green = texture2D(u_img1, uv1).g;
uv1.x += change * colorOffset * direction;
float blue = texture2D(u_img1, uv1).b;
vec2 uv2 = uv;
float reverseChange = 1.-change;
uv2.x += reverseChange * -maxChange;
float red2 = texture2D(u_img2,uv2).r;
uv2.x += reverseChange * colorOffset * -direction;
float green2 = texture2D(u_img2,uv2).g;
uv2.x += reverseChange * colorOffset * -direction;
float blue2 = texture2D(u_img2,uv2).b;
gl_FragColor = vec4(vec3(red,green,blue),min((red+green+blue)*3., 1.-change));
gl_FragColor += vec4(vec3(red2,green2,blue2),min((red2+green2+blue2)*3., change));
}
</script>
<script id="noise" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/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)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r){
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}
// via: https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html
vec3 curlNoise( vec3 p ){
const float e = 0.1;
float n1 = snoise(vec3(p.x, p.y + e, p.z));
float n2 = snoise(vec3(p.x, p.y - e, p.z));
float n3 = snoise(vec3(p.x, p.y, p.z + e));
float n4 = snoise(vec3(p.x, p.y, p.z - e));
float n5 = snoise(vec3(p.x + e, p.y, p.z));
float n6 = snoise(vec3(p.x - e, p.y, p.z));
float x = n2 - n1 - n4 + n3;
float y = n4 - n3 - n6 + n5;
float z = n6 - n5 - n2 + n1;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}
</script>
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background-color: #05050a;
}
.stats {
position: absolute;
top: 5px;
left: 5px;
}
// Nope, not removing backgrounds again
class ThreeBasic {
constructor(withControls = false){
this.hasControls = withControls;
this.useControls = false;
this.renderer = null;
this.camera = null;
this.scene = null;
this.controls = null;
}
init(){
const VIEW_ANGLE = 45,
ASPECT = window.innerWidth / window.innerHeight,
NEAR = 0.1,
FAR = 10000;
const camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.z = 20;
if(this.hasControls){
}
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true});
document.body.appendChild(renderer.domElement);
this.camera = camera;
this.scene = scene;
this.renderer = renderer;
this.onResize();
}
add(mesh){
this.scene.add(mesh);
}
onResize(){
this.renderer.setSize(window.innerWidth, window.innerHeight);
// uniforms.u_res.value.x = renderer.domElement.width;
// uniforms.u_res.value.y = renderer.domElement.height;
this.camera.aspect = window.innerWidth / window.innerHeight;
}
render(){
this.renderer.render( this.scene, this.camera );
}
}
const getShaders = (name, options) =>{
const shaders = {
fragmentShader: (document.getElementById(name+'-fragment') || document.getElementById('fragment')).textContent,
vertexShader: (document.getElementById(name+'-vertex') || document.getElementById('vertex')).textContent
}
if(options){
if(options.noise === true){
const noise = document.getElementById('noise');
if(noise){
shaders.fragmentShader = noise.textContent + shaders.fragmentShader;
shaders.vertexShader = noise.textContent + shaders.vertexShader;
} else {
console.error('NOISE NOT FOUND');
}
}
}
return shaders;
}
const app = new ThreeBasic(true);
app.init();
const src1 = 'https://dl.dropboxusercontent.com/s/o8m8qs2m0hsk2e5/rgb-project3.png?dl=0';
const src2 = 'https://dl.dropboxusercontent.com/s/vmk1jmyoqacrx5g/rgb-project2.png?dl=0'
const t0 = new THREE.TextureLoader().load(src1);
const t1 = new THREE.TextureLoader().load(src2);
// CODE GOES HERE
const uniforms = {
u_time: {type:'f', value: 0},
u_img1: {type:'t',value: t0},
u_img2: {type:'t',value: t1},
}
let segments = 16;
let geometry = new THREE.PlaneBufferGeometry(16,16,segments,segments);
const material = new THREE.ShaderMaterial({
uniforms,
...getShaders(''),
side: THREE.DoubleSide
});
material.transparent = true;
const mesh = new THREE.Mesh(geometry, material);
// Adding materials
app.add(mesh);
//
let stats = new Stats();
stats.showPanel(0);
stats.domElement.className = "stats"
document.body.appendChild( stats.domElement );
/*
pow(
(1 + noise.eval(
4 * SEED + scl * pos.x/2,
scl * pos.y / 2 + mr * cos(TWO_PI*t),
scl * pos.z / 2 + mr * sin(TWO_PI*t))
)/2,
4.0);
*/
const gui = new dat.GUI()
// Gui controls go here
const update = ()=>{
uniforms.u_time.value += 0.005;
}
function draw(){
stats.begin();
app.render();
stats.end();
update();
requestAnimationFrame(draw)
}
function init(){
requestAnimationFrame(draw)
}
window.addEventListener('resize', ()=>{
App.onResize();
});
window.addEventListener('mousemove',(e)=>{
// uniforms.u_mouse.value.x = e.clientX/window.innerWidth;
// uniforms.u_mouse.value.y = e.clientY/window.innerHeight;
})
init();
Also see: Tab Triggers