<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@v0.172.0/build/three.webgpu.js",
"three/webgpu": "https://cdn.jsdelivr.net/npm/three@v0.172.0/build/three.webgpu.js",
"three/tsl": "https://cdn.jsdelivr.net/npm/three@v0.172.0/build/three.tsl.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@v0.171.0/examples/jsm/"
}
}
</script>
<div id="courses"><a href="https://niklever.com/courses" target="_blank">niklever.com/courses</a></div>
body {
padding: 0;
margin: 0;
}
#courses {
font: bold 30px "Arial";
position: fixed;
left: 20px;
top: 20px;
color: #ffffff;
text-decoration: none;
}
a:link {
color: white;
text-decoration: none;
}
a:hover {
color: #dddd33;
text-decoration: underline;
}
a:visited {
color: white;
text-decoration: none;
}
//Article about this - https://niklever.com/get-to-grips-with-threejs-shading-language-tsl-part-12-tileable-noise
import * as THREE from "three";
import {
uv,
uvec2,
float,
vec2,
vec3,
vec4,
uniform,
instanceIndex,
Fn,
abs,
mix,
texture,
textureStore,
time,
fract,
saturate
} from "three/tsl";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import {
perlinFbm,
worleyFbm,
remap
} from "https://assets.codepen.io/2666677/TSL-Common.js";
import { GUI } from "three/addons/libs/lil-gui.module.min.js";
let container;
let camera, scene, renderer, mesh;
init();
function init() {
renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(render);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0561a0);
camera = new THREE.PerspectiveCamera(
40,
window.innerWidth / window.innerHeight,
1,
40
);
camera.position.set(0, 0, 2);
new OrbitControls(camera, renderer.domElement);
tsl();
window.addEventListener("resize", onWindowResize);
}
async function createNoiseTexture(size = 512) {
const storageTexture = new THREE.StorageTexture(size, size);
/*storageTexture.wrapS = THREE.RepeatWrapping;
storageTexture.wrapT = THREE.RepeatWrapping;
storageTexture.minFilter = THREE.NearestFilter;
storageTexture.maxFilter = THREE.NearestFilter;
storageTexture.generateMinMaps = false;*/
const computeTexture = Fn(({ storageTexture }) => {
const posX = instanceIndex.modInt(size);
const posY = instanceIndex.div(size);
const indexUV = uvec2(posX, posY);
const pt = vec3(posX, posY, 0).div(size);
const freq = float(4);
const pfbm = mix(1, perlinFbm(pt, 4, 7), 0.5).toVar();
pfbm.assign(abs(pfbm.mul(2).sub(1))); // billowy perlin noise
const g = worleyFbm(pt, freq);
const b = worleyFbm(pt, freq.mul(2));
const a = worleyFbm(pt, freq.mul(4));
const r = remap(pfbm, 0, 1, g, 1); // perlin-worley
textureStore(storageTexture, indexUV, vec4(r, g, b, a)).toWriteOnly();
})({ storageTexture }).compute(size * size);
await renderer.computeAsync(computeTexture);
return storageTexture;
}
async function tsl() {
const geometry = new THREE.PlaneGeometry(3, 3);
const material = new THREE.MeshBasicNodeMaterial({ transparent: true });
mesh = new THREE.Mesh(geometry, material);
const storageTexture = await createNoiseTexture();
const wfbmctrl = uniform( float( 1. ) );
const pwctrl = uniform( float( 0.85 ) );
const fragmentTSL = Fn(({ storageTexture }) => {
const uv1 = vec2(uv()).sub(time.mul(0.02)).toVar();
uv1.assign( fract( uv1 ) );
const texel = texture(storageTexture, uv1, 0).toVar();
const perlinWorley = texel.r.toVar();
const worley = texel.gba.toVar();
// worley fbms with different frequencies
const wfbm = worley.r
.mul(0.625)
.add(worley.g.mul(0.125))
.add(worley.b.mul(0.25))
.toVar();
// cloud shape modeled after the GPU Pro 7 chapter
const cloud = remap( perlinWorley, wfbm.sub(wfbmctrl), 1, 0, 1 ).toVar();
cloud.assign( saturate( remap( cloud, pwctrl, 1, 0, 1) ) ); // fake cloud coverage
return vec4( 1, 1, 1, cloud);
});
material.fragmentNode = fragmentTSL({ storageTexture });
scene.add(mesh);
const gui = new GUI();
gui.add( wfbmctrl, 'value', 0, 2 ).name( 'wfbmctrl' );
gui.add( pwctrl, 'value', 0, 1 ).name( 'pwctrl' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function render() {
renderer.render(scene, camera);
}
This Pen doesn't use any external CSS resources.
This Pen doesn't use any external JavaScript resources.