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doctype html
head
title Perlin noise | Fireball explosion
meta(charset='utf-8')
.container-fluid.fixed-top.header.disable-selection
.row
.col
h1
strong Perlin Noise
//p.small(href='#',role='button')
strong 708.588 POINTS
#container
script#vertexShader(type='x-shader/x-vertex').
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. 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;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 1.5 * n_xyz;
}
// Turbulence By Jaume Sanchez => https://codepen.io/spite/
varying vec2 vUv;
varying float noise;
varying float qnoise;
varying float displacement;
uniform float time;
uniform float pointscale;
uniform float decay;
uniform float complex;
uniform float waves;
uniform float eqcolor;
uniform bool fragment;
float turbulence( vec3 p) {
float t = - 0.1;
for (float f = 1.0 ; f <= 3.0 ; f++ ){
float power = pow( 2.0, f );
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
}
return t;
}
void main() {
vUv = uv;
noise = (1.0 * - waves) * turbulence( decay * abs(normal + time));
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time));
float b = pnoise( complex * (position) + vec3( 1.0 * time ), vec3( 100.0 ) );
if (fragment == true) {
displacement = - sin(noise) + normalize(b * 0.5);
} else {
displacement = - sin(noise) + cos(b * 0.5);
}
vec3 newPosition = (position) + (normal * displacement);
gl_Position = (projectionMatrix * modelViewMatrix) * vec4( newPosition, 1.0 );
gl_PointSize = (pointscale);
//gl_ClipDistance[0];
}
script#fragmentShader(type='x-shader/x-vertex').
varying float qnoise;
uniform float time;
uniform bool redhell;
void main() {
float r, g, b;
if (!redhell == true) {
r = cos(qnoise + 0.5);
g = cos(qnoise - 0.5);
b = 0.0;
} else {
r = cos(qnoise + 0.5);
g = cos(qnoise - 0.5);
b = abs(qnoise);
}
gl_FragColor = vec4(r, g, b, 1.0);
}
body {
color: white;
margin: 0;
text-align: center;
background-color: black;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
p {
/*font-size: 15px;*/
}
.header {
top: 45%;
}
.footer {
bottom:3%;
}
.description {
color: gray;
padding-top: 50px;
}
a, a:hover, a:visited {
color: white;
text-decoration: none;
}
.disable-selection {
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer */
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
-webkit-user-select: none; /* Chrome, Safari, and Opera */
-webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
content: ' Three JS';
font-size: 12px;
position:absolute;
top: 3px;
padding-left: 5px;
font-weight: 400;
}
h2::after {
content: '2';
font-size: 12px;
position:absolute;
top: 14px;
padding-left: 5px;
}
// Three JS
window.addEventListener('load', init, false);
function init() {
createWorld();
createPrimitive();
createGUI();
//---
animation();
}
var Theme = {_darkred: 0x000000}
//--------------------------------------------------------------------
var scene, camera, renderer, container;
var start = Date.now();
var _width, _height;
function createWorld() {
_width = window.innerWidth;
_height= window.innerHeight;
//---
scene = new THREE.Scene();
//scene.fog = new THREE.Fog(Theme._darkred, 8, 20);
scene.background = new THREE.Color(Theme._darkred);
//---
camera = new THREE.PerspectiveCamera(55, _width/_height, 1, 1000);
camera.position.z = 12;
//---
renderer = new THREE.WebGLRenderer({antialias:true, alpha:false});
renderer.setSize(_width, _height);
//---
container = document.getElementById("container");
container.appendChild(renderer.domElement);
//---
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
_width = window.innerWidth;
_height = window.innerHeight;
renderer.setSize(_width, _height);
camera.aspect = _width / _height;
camera.updateProjectionMatrix();
console.log('- resize -');
}
//--------------------------------------------------------------------
var mat;
var primitiveElement = function() {
this.mesh = new THREE.Object3D();
mat = new THREE.ShaderMaterial( {
wireframe: false,
//fog: true,
uniforms: {
time: {
type: "f",
value: 0.0
},
pointscale: {
type: "f",
value: 0.0
},
decay: {
type: "f",
value: 0.0
},
complex: {
type: "f",
value: 0.0
},
waves: {
type: "f",
value: 0.0
},
eqcolor: {
type: "f",
value: 0.0
},
fragment: {
type: "i",
value: true
},
redhell: {
type: "i",
value: true
}
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
var geo = new THREE.IcosahedronBufferGeometry(3, 7);
var mesh = new THREE.Points(geo, mat);
//---
this.mesh.add(mesh);
}
var _primitive;
function createPrimitive() {
_primitive = new primitiveElement();
scene.add(_primitive.mesh);
}
//--------------------------------------------------------------------
var options = {
perlin: {
vel: 0.002,
speed: 0.00050,
perlins: 1.0,
decay: 0.10,
complex: 0.30,
waves: 20.0,
eqcolor: 11.0,
fragment: true,
redhell: true
},
spin: {
sinVel: 0.0,
ampVel: 80.0,
}
}
function createGUI() {
var gui = new dat.GUI();
var camGUI = gui.addFolder('Camera');
//cam.add(, 'speed', 0.0, 30.00).listen();
camGUI.add(camera.position, 'z', 3, 20).name('Zoom').listen();
camGUI.add(options.perlin, 'vel', 0.000, 0.02).name('Velocity').listen();
//camGUI.open();
var mathGUI = gui.addFolder('Math Options');
mathGUI.add(options.spin, 'sinVel', 0.0, 0.50).name('Sine').listen();
mathGUI.add(options.spin, 'ampVel', 0.0, 90.00).name('Amplitude').listen();
//mathGUI.open();
var perlinGUI = gui.addFolder('Setup Perlin Noise');
perlinGUI.add(options.perlin, 'perlins', 1.0, 5.0).name('Size').step(1);
perlinGUI.add(options.perlin, 'speed', 0.00000, 0.00050).name('Speed').listen();
perlinGUI.add(options.perlin, 'decay', 0.0, 1.00).name('Decay').listen();
perlinGUI.add(options.perlin, 'waves', 0.0, 20.00).name('Waves').listen();
perlinGUI.add(options.perlin, 'fragment', true).name('Fragment');
perlinGUI.add(options.perlin, 'complex', 0.1, 1.00).name('Complex').listen();
perlinGUI.add(options.perlin, 'redhell', true).name('Electroflow');
perlinGUI.add(options.perlin, 'eqcolor', 0.0, 15.0).name('Hue').listen();
perlinGUI.open();
}
//--------------------------------------------------------------------
function animation() {
requestAnimationFrame(animation);
var performance = Date.now() * 0.003;
_primitive.mesh.rotation.y += options.perlin.vel;
_primitive.mesh.rotation.x = (Math.sin(performance * options.spin.sinVel) * options.spin.ampVel )* Math.PI / 180;
//---
mat.uniforms['time'].value = options.perlin.speed * (Date.now() - start);
mat.uniforms['pointscale'].value = options.perlin.perlins;
mat.uniforms['decay'].value = options.perlin.decay;
mat.uniforms['complex'].value = options.perlin.complex;
mat.uniforms['waves'].value = options.perlin.waves;
mat.uniforms['eqcolor'].value = options.perlin.eqcolor;
mat.uniforms['fragment'].value = options.perlin.fragment;
mat.uniforms['redhell'].value = options.perlin.redhell;
//---
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
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