<script>
// https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
const fbm = `
#define NUM_OCTAVES 5
float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
`;
</script>
<canvas id="cnvsGradient" width="300" height="50" style="position: absolute; margin: 10px; border: 1px solid aqua"/>
body{
overflow: hidden;
margin: 0;
}
console.clear();
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 7);
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0xaaaaaa);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
let tex = setGradient();
let objs = [
createMesh(0.5, 0.5, 0.5, -2, 0, 0),
createMesh(1, 3, 1, 0, 0, 0),
createMesh(1.5, 2, 1.5, 2, 0, 0)
];
renderer.setAnimationLoop(() => {
objs.forEach(o => {o.rotation.y += 0.01});
renderer.render(scene, camera);
});
function createMesh(w, h, d, x, y, z) {
let g = new THREE.BoxGeometry(w, h, d);
let uniforms = {
tex: {
value: tex
},
scaling: {
value: new THREE.Vector3()
}
};
let m = new THREE.MeshLambertMaterial({
metalness: 0.25,
roughness: 0.75,
onBeforeCompile: (shader) => {
shader.uniforms.tex = uniforms.tex;
shader.uniforms.scaling = uniforms.scaling;
shader.vertexShader = `
uniform vec3 scaling;
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
//vPos = (modelMatrix * vec4(position, 1.0)).xyz;
vPos = vec3(position * scaling);
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
uniform sampler2D tex;
varying vec3 vPos;
${fbm}
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
float d = fbm(vPos * 0.5);
for(int i = 0; i < 4; i++){
d = fbm(vPos * (float(i) + 1.) * d);
}
vec3 col = texture(tex, vec2(d, 0.5)).rgb;
vec4 diffuseColor = vec4( col, opacity );`
);
//console.log(shader.fragmentShader);
}
});
let o = new THREE.Mesh(g, m);
scene.add(o);
o.updateMatrixWorld();
let box = new THREE.Box3().setFromObject(o);
let size = new THREE.Vector3();
box.getSize(size);
let scaling = new THREE.Vector3(1, 1, 1);
let sizeMin = Math.min(size.x, Math.min(size.y, size.z));
let sizeMax = Math.max(size.x, Math.max(size.y, size.z));
if (sizeMin < 1) scaling.setScalar(1 / sizeMax);
uniforms.scaling.value.copy(scaling);
o.position.set(x, y, z);
return o;
}
function setGradient() {
let canvas = document.getElementById("cnvsGradient");
let ctx = canvas.getContext("2d");
let gradient = ctx.createLinearGradient(0, 0, 300, 0);
gradient.addColorStop(0.15, "#cbff7c");
gradient.addColorStop(0.5, "#ff007f");
gradient.addColorStop(0.85, "#0044ff");
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
return new THREE.CanvasTexture(canvas);
}
This Pen doesn't use any external CSS resources.
This Pen doesn't use any external JavaScript resources.