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<button id="btnUpdate" style="position: absolute; margin: 10px; width:100px; height: 50px;">re-generate</button>
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.skypack.dev/three@0.140.0",
"three/": "https://cdn.skypack.dev/three@0.140.0/"
}
}
</script>
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
varying vec2 vUv;
void main() {
gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
}
</script>
<script id="noiseFS" type="x-shader/x-fragment">
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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 = 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) ) );
}
</script>
body{
overflow: hidden;
margin: 0;
}
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { Line2 } from "three/examples/jsm/lines/Line2";
import { LineMaterial } from "three/examples/jsm/lines/LineMaterial";
import { LineGeometry } from "three/examples/jsm/lines/LineGeometry";
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass';
import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass';
console.clear();
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
//renderer.toneMapping = THREE.ReinhardToneMapping;
//renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let clock = new THREE.Clock();
window.addEventListener("resize", () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
bloomComposer.setSize( innerWidth, innerHeight );
finalComposer.setSize( innerWidth, innerHeight );
});
let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
let path = new THREE.Path();
path.moveTo(-5, 5);
path.lineTo(-5, 5);
const segs = 40,
r = 10 / (segs * 4),
step = r * 2;
for(let i = 0; i < segs; i++){
path.absarc( 5, 5 - r - i * step * 2, r, Math.PI * 0.5, Math.PI * 1.5, true);
path.absarc(-5, 5 - r * 3 - i * step * 2, r, Math.PI * 0.5, Math.PI * 1.5, false)
}
path.lineTo(5, -5);
const points = path.getSpacedPoints(25000);
let eGeom = new THREE.BufferGeometry().setFromPoints(points);
let l = new THREE.Line(eGeom);
let geometry = new LineGeometry();
let geoLine = geometry.fromLine(l);
let canvas = document.createElement("canvas");
canvas.width = canvas.height = 512;
let tex = new THREE.CanvasTexture(canvas);
let updateCounter = 0;
updateTexture();
btnUpdate.addEventListener("click", event => {updateTexture()});
//setInterval(() => {updateTexture()}, 1000);
let u = {
globalBloom: {value: 0},
iTime: { value: 0 },
iTexture: { value: tex /*new THREE.TextureLoader().load("https://threejs.org/examples/textures/uv_grid_opengl.jpg")*/}
};
let matLine = new LineMaterial({
color: 0x404040,
worldUnits: true,
linewidth: 0.1,
dashed: false,
alphaToCoverage: false
});
matLine.onBeforeCompile = (shader) => {
shader.uniforms.globalBloom = u.globalBloom;
shader.uniforms.iTime = u.iTime;
shader.uniforms.iTexture = u.iTexture;
shader.vertexShader = `
uniform float iTime;
varying vec2 vUv;
${document.getElementById("noiseFS").textContent}
${shader.vertexShader}
`.replace(
`// camera space
vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );`,
`
float time = iTime * 0.5;
vec2 calcUVStart = (instanceStart.xy - vec2(-5.)) / 10.;
vec2 calcUVEnd = (instanceEnd.xy - vec2(-5.)) / 10.;
//float xS = snoise(vec3(calcUVStart * 2.5 + 1., time));
//float xE = snoise(vec3(calcUVEnd * 2.5 + 1., time));
float yS = snoise(vec3(calcUVStart * 2.5, time));
float yE = snoise(vec3(calcUVEnd * 2.5, time));
float zS = snoise(vec3(calcUVStart * 2.5 - 1., time));
float zE = snoise(vec3(calcUVEnd * 2.5 - 1., time));
vec3 nDir = vec3(0, 1, 1) * 0.75;
vec3 iStart = instanceStart + nDir * vec3(1, yS, zS);
vec3 iEnd = instanceEnd + nDir * vec3(1, yE, zE);
vec2 finalUVStart = (iStart.xy - vec2(-5.)) / 10.;
vec2 finalUVEnd = (iEnd.xy - vec2(-5.)) / 10.;
vUv = (finalUVStart + finalUVEnd) * 0.5;
// camera space
vec4 start = modelViewMatrix * vec4( iStart, 1.0 );
vec4 end = modelViewMatrix * vec4( iEnd, 1.0 );
`
)
shader.fragmentShader = `
uniform float globalBloom;
uniform sampler2D iTexture;
varying vec2 vUv;
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, alpha );`,
`
vec2 uv = vUv;
uv.x = abs(vUv.x - 0.5) + 0.25;
vec4 texColor = texture2D(iTexture, uv);
float auv = step(0., min(vUv.x, vUv.y)) - step(1., max(vUv.x, vUv.y));
if (auv < 0.5 || texColor.a < 0.99 ) discard;
vec3 col = mix(diffuse, texColor.rgb, texColor.a * auv);
vec4 diffuseColor = vec4( col, alpha );`
).replace(
`#include <premultiplied_alpha_fragment>`,
`#include <premultiplied_alpha_fragment>
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
float d = min(1., step(0.9, texColor.b) + step(0.9, texColor.r));
vec3 bloomCol = mix(vec3(1), texColor.rgb, d * globalBloom);
gl_FragColor.rgb = mix(gl_FragColor.rgb, bloomCol, d);
`
);
console.log(shader.fragmentShader);
};
let line = new Line2(geoLine, matLine);
line.computeLineDistances();
scene.add(line);
// BLOOM
const params = {
bloomStrength: 2,
bloomThreshold: 0,
bloomRadius: 0.5
};
const renderScene = new RenderPass( scene, camera );
const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
const bloomComposer = new EffectComposer( renderer );
bloomComposer.renderToScreen = false;
bloomComposer.addPass( renderScene );
bloomComposer.addPass( bloomPass );
const finalPass = new ShaderPass(
new THREE.ShaderMaterial( {
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: bloomComposer.renderTarget2.texture }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
defines: {}
} ), 'baseTexture'
);
finalPass.needsSwap = true;
const finalComposer = new EffectComposer( renderer );
finalComposer.addPass( renderScene );
finalComposer.addPass( finalPass );
////////
renderer.setAnimationLoop((_) => {
u.iTime.value = clock.getElapsedTime() * 0.25;
matLine.resolution.set(innerWidth, innerHeight);
controls.update();
renderer.setClearColor(0x000000);
u.globalBloom.value = 1;
bloomComposer.render();
renderer.setClearColor(0x304050);
u.globalBloom.value = 0;
finalComposer.render();
//renderer.render(scene, camera);
});
function updateTexture(){
let c = canvas;
let ctx = c.getContext("2d");
let styles = ['#000000', '#111111', '#ff0000', '#000000', '#111111', '#000000', '#404040', '#606060'];
ctx.lineWidth = 15;
ctx.lineJoin = 'round';
ctx.clearRect(0, 0, c.width, c.height);
drawTriangle("rgb(0, 200, 255)");
for(let i = 0; i < styles.length * 3; i++){
drawTriangle(styles[i % styles.length]);
}
tex.needsUpdate = true;
updateCounter++;
function drawTriangle(color){
ctx.strokeStyle = color;
ctx.beginPath();
ctx.moveTo(Math.random()*c.width,Math.random()*c.height);
ctx.lineTo(Math.random()*c.width,Math.random()*c.height);
ctx.lineTo(Math.random()*c.width,Math.random()*c.height);
ctx.closePath();
ctx.stroke();
}
}
Also see: Tab Triggers