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HTML

              
                base(target='_blank')
canvas
section.info
  h1 NodeMaterial Experiment
  a(href='//nme.babylonjs.com/#DQ0WHJ') nme
  a(href='//www.pexels.com/video/a-medusa-jellyfish-swimming-gracefully-underwater-2731905/') vid
  a(href='//twitter.com/ycwhk') ...
              
            
!

CSS

              
                body {
    background:#222;
}

canvas {
    display:block; width:100%; height:100vh;
}

section.info {
    position:fixed; top:0; left:0; z-index:1;
    padding:1em;
    display:grid;
    color:#eee;
    h1 {
        padding:1ch;
    }
    a {
        color:inherit;
        padding:1ch;
        font:1em/1 monospace;
        transition:all 0.3s;
        &:hover {
            background:#eee; color:#222;
        }
    }
}
              
            
!

JS

              
                const {
    Engine, Scene, ArcRotateCamera, Vector3, MeshBuilder,
    TransformNode, HemisphericLight, DefaultRenderingPipeline,
    SolidParticleSystem, NodeMaterial, Animation
} = BABYLON;


(function main() {
    const engine = new Engine(document.querySelector('canvas'));
    const scene = createScene({ engine });
    engine.runRenderLoop(() => { scene.render() });
    addEventListener('resize', () => { engine.resize() });
})();

function createScene({ engine }: {
    engine: Engine
}): Scene {

    const bitmapRatio = 822 / 462;
    const nCols = 256;
    const nRows = nCols / bitmapRatio | 0;
    const nMeshes = nCols * nRows;
    const meshWidth = 0.1;
    const meshHeight = 0.1;
    const meshDepth = 0.1;
    const matOptions = {
        scaleZ: -10,
        vOffsetPerSec: 0.0,
        glossiness: 0.5,
        glossPower: 1,
        specularColor: new BABYLON.Color3(0.01, 0.05, 0.09)
    };

    const scene = new Scene(engine);
    scene.clearColor.set(0, 0, 0, 1);

    const camera = new ArcRotateCamera('', -Math.PI / 2, Math.PI / 2, 10,
        new Vector3(0, 0, 0), scene);
    camera.attachControl(engine.getRenderingCanvas()!);
    camera.wheelPrecision = 100;
    camera.upperRadiusLimit = 15;
    camera.fov *= 2;

    const light0 = new HemisphericLight('', new Vector3(0, 1, -1), scene);
    light0.intensity = 1;

    // source mesh
    const mesh = MeshBuilder.CreateBox('', {
        width: meshWidth,
        height: meshHeight,
        depth: meshDepth
    });
    mesh.setEnabled(false);

    const sps = new SolidParticleSystem('', scene, { updatable: true });
    sps.addShape(mesh, nMeshes);
    mesh.dispose();

    // sps mesh
    const spsMesh = sps.buildMesh();
    spsMesh.alwaysSelectAsActiveMesh = true;
    spsMesh.material = createMaterial(scene, matOptions);

    sps.initParticles = () => {
        for (let i = 0; i < sps.nbParticles; ++i) {
            const p = sps.particles[i];
            const col = i % nCols;
            const row = i / nCols | 0;
            p.position.x = col * meshWidth;
            p.position.y = row * meshHeight;
            p.uvs.set(
                col / nCols, row / nRows, // subregion lower left
                col / nCols, row / nRows  // subregion upper right
            );
        }
        sps.setParticles();
    };
    sps.initParticles();

    spsMesh.position.x = -0.5 * nCols * meshWidth;
    spsMesh.position.y = -0.5 * nRows * meshHeight;

    // anim 
    const anFlip = new Animation('', 'rotation.x', 100,
        Animation.ANIMATIONTYPE_FLOAT,
        Animation.ANIMATIONLOOPMODE_CONSTANT);
    anFlip.setKeys([
        { frame: 0, value: Math.PI/2 },
        { frame: 20, value: Math.PI/2 },
        { frame: 100, value: 0 },
    ]);

    const tnode = new TransformNode('');
    spsMesh.parent = tnode;
    tnode.animations.push(anFlip);
    scene.beginAnimation(tnode, 0, 100, true, 0.15);

    // fx 
    const rp = new DefaultRenderingPipeline();
    rp.bloomEnabled = true;
    rp.bloomThreshold = 0.5;
    rp.bloomWeight = 1;
    rp.bloomScale = 0.2;

    return scene;
}


function createMaterial(scene: Scene, matOptions: any): NodeMaterial {
    var nodeMaterial = new BABYLON.NodeMaterial("node");

    // InputBlock
    var position = new BABYLON.InputBlock("position");
    position.setAsAttribute("position");

    // VectorSplitterBlock
    var VectorSplitter = new BABYLON.VectorSplitterBlock("VectorSplitter");

    // VectorMergerBlock
    var VectorMerger = new BABYLON.VectorMergerBlock("VectorMerger");

    // AddBlock
    var Add = new BABYLON.AddBlock("Add");

    // MultiplyBlock
    var Multiply = new BABYLON.MultiplyBlock("Multiply");

    // SubtractBlock
    var Subtract = new BABYLON.SubtractBlock("Subtract");

    // TextureBlock
    var Texture = new BABYLON.TextureBlock("Texture");
    const vTex = new BABYLON.VideoTexture('', 'https://raw.githubusercontent.com/ycw/grocery/master/a-medusa-jellyfish-swimming_VovaKrasilnikov.mp4', scene);
    vTex.video.muted = true;
    vTex.video.play();
    Texture.texture = vTex;
    Texture.texture!.wrapU = 1;
    Texture.texture!.wrapV = 1;
    Texture.texture!.uAng = 0;
    Texture.texture!.vAng = 0;
    Texture.texture!.wAng = 0;
    Texture.texture!.uOffset = 0;
    Texture.texture!.vOffset = 0;
    Texture.texture!.uScale = 1;
    Texture.texture!.vScale = 1;
    Texture.texture!.gammaSpace = true;

    // VectorMergerBlock
    var VectorMerger1 = new BABYLON.VectorMergerBlock("VectorMerger");

    // VectorSplitterBlock
    var VectorSplitter1 = new BABYLON.VectorSplitterBlock("VectorSplitter");

    // InputBlock
    var uv = new BABYLON.InputBlock("uv");
    uv.setAsAttribute("uv");

    // AddBlock
    var Add1 = new BABYLON.AddBlock("Add");

    // MultiplyBlock
    var Multiply1 = new BABYLON.MultiplyBlock("Multiply");

    // InputBlock
    var Time = new BABYLON.InputBlock("Time");
    Time.value = 0;
    Time.min = 0;
    Time.max = 0;
    Time.matrixMode = 0;
    Time.animationType = BABYLON.AnimatedInputBlockTypes.Time;

    // InputBlock
    var vOffsetPerSec = new BABYLON.InputBlock("vOffsetPerSec");
    vOffsetPerSec.value = matOptions.vOffsetPerSec;
    vOffsetPerSec.min = 0;
    vOffsetPerSec.max = 0;
    vOffsetPerSec.matrixMode = 0;
    vOffsetPerSec.animationType = BABYLON.AnimatedInputBlockTypes.None;

    // ColorMergerBlock
    var ColorMerger = new BABYLON.ColorMergerBlock("ColorMerger");

    // LightBlock
    var Lights = new BABYLON.LightBlock("Lights");

    // TransformBlock
    var worldPos = new BABYLON.TransformBlock("worldPos");
    worldPos.complementZ = 0;
    worldPos.complementW = 1;

    // InputBlock
    var world = new BABYLON.InputBlock("world");
    world.setAsSystemValue(BABYLON.NodeMaterialSystemValues.World);

    // TransformBlock
    var Worldnormal = new BABYLON.TransformBlock("World normal");
    Worldnormal.complementZ = 0;
    Worldnormal.complementW = 0;

    // InputBlock
    var normal = new BABYLON.InputBlock("normal");
    normal.setAsAttribute("normal");

    // TransformBlock
    var worldPosviewProjectionTransform = new BABYLON.TransformBlock("worldPos * viewProjectionTransform");
    worldPosviewProjectionTransform.complementZ = 0;
    worldPosviewProjectionTransform.complementW = 1;

    // InputBlock
    var viewProjection = new BABYLON.InputBlock("viewProjection");
    viewProjection.setAsSystemValue(BABYLON.NodeMaterialSystemValues.ViewProjection);

    // VertexOutputBlock
    var vertexOutput = new BABYLON.VertexOutputBlock("vertexOutput");

    // InputBlock
    var cameraPosition = new BABYLON.InputBlock("cameraPosition");
    cameraPosition.setAsSystemValue(BABYLON.NodeMaterialSystemValues.CameraPosition);

    // InputBlock
    var glossiness = new BABYLON.InputBlock("glossiness");
    glossiness.value = matOptions.glossiness;
    glossiness.min = 0;
    glossiness.max = 0;
    glossiness.matrixMode = 0;
    glossiness.animationType = BABYLON.AnimatedInputBlockTypes.None;

    // InputBlock
    var glossPower = new BABYLON.InputBlock("glossPower");
    glossPower.value = matOptions.glossPower;
    glossPower.min = 0;
    glossPower.max = 0;
    glossPower.matrixMode = 0;
    glossPower.animationType = BABYLON.AnimatedInputBlockTypes.None;

    // InputBlock
    var specularColor = new BABYLON.InputBlock("specularColor");
    specularColor.value = matOptions.specularColor;
    specularColor.isConstant = false;
    specularColor.visibleInInspector = false;

    // AddBlock
    var Add2 = new BABYLON.AddBlock("Add");

    // FragmentOutputBlock
    var fragmentOutput = new BABYLON.FragmentOutputBlock("fragmentOutput");

    // InputBlock
    var Float = new BABYLON.InputBlock("Float");
    Float.value = 0.5;
    Float.min = 0;
    Float.max = 0;
    Float.matrixMode = 0;
    Float.animationType = BABYLON.AnimatedInputBlockTypes.None;

    // InputBlock
    var scaleZ = new BABYLON.InputBlock("scaleZ");
    scaleZ.value = matOptions.scaleZ;
    scaleZ.min = 0;
    scaleZ.max = 0;
    scaleZ.matrixMode = 0;
    scaleZ.animationType = BABYLON.AnimatedInputBlockTypes.None;

    // Connections
    position.output.connectTo(VectorSplitter.xyzIn);
    VectorSplitter.x.connectTo(VectorMerger.x);
    VectorSplitter.y.connectTo(VectorMerger.y);
    VectorSplitter.z.connectTo(Add.left);
    uv.output.connectTo(VectorSplitter1.xyIn);
    VectorSplitter1.x.connectTo(VectorMerger1.x);
    VectorSplitter1.y.connectTo(Add1.left);
    Time.output.connectTo(Multiply1.left);
    vOffsetPerSec.output.connectTo(Multiply1.right);
    Multiply1.output.connectTo(Add1.right);
    Add1.output.connectTo(VectorMerger1.y);
    VectorMerger1.xy.connectTo(Texture.uv);
    Texture.r.connectTo(Subtract.left);
    Float.output.connectTo(Subtract.right);
    Subtract.output.connectTo(Multiply.left);
    scaleZ.output.connectTo(Multiply.right);
    Multiply.output.connectTo(Add.right);
    Add.output.connectTo(VectorMerger.z);
    VectorMerger.xyz.connectTo(worldPos.vector);
    world.output.connectTo(worldPos.transform);
    worldPos.output.connectTo(worldPosviewProjectionTransform.vector);
    viewProjection.output.connectTo(worldPosviewProjectionTransform.transform);
    worldPosviewProjectionTransform.output.connectTo(vertexOutput.vector);
    worldPos.output.connectTo(Lights.worldPosition);
    normal.output.connectTo(Worldnormal.vector);
    world.output.connectTo(Worldnormal.transform);
    Worldnormal.output.connectTo(Lights.worldNormal);
    cameraPosition.output.connectTo(Lights.cameraPosition);
    glossiness.output.connectTo(Lights.glossiness);
    glossPower.output.connectTo(Lights.glossPower);
    Texture.r.connectTo(ColorMerger.r);
    Texture.g.connectTo(ColorMerger.g);
    Texture.b.connectTo(ColorMerger.b);
    ColorMerger.rgb.connectTo(Lights.diffuseColor);
    specularColor.output.connectTo(Lights.specularColor);
    Lights.diffuseOutput.connectTo(Add2.left);
    Lights.specularOutput.connectTo(Add2.right);
    Add2.output.connectTo(fragmentOutput.rgb);

    // Output nodes
    nodeMaterial.addOutputNode(vertexOutput);
    nodeMaterial.addOutputNode(fragmentOutput);
    nodeMaterial.build();

    return nodeMaterial;
}
              
            
!
999px

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