A Pen by Menglin Chen on CodePen.
Created
November 13, 2018 01:42
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<script id="custom-vertex" 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/stegu/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 2.2 * n_xyz; | |
} | |
#define PHYSICAL | |
varying vec3 vViewPosition; | |
#ifndef FLAT_SHADED | |
varying vec3 vNormal; | |
#endif | |
#include <common> | |
#include <uv_pars_vertex> | |
#include <uv2_pars_vertex> | |
#include <displacementmap_pars_vertex> | |
#include <color_pars_vertex> | |
#include <fog_pars_vertex> | |
#include <morphtarget_pars_vertex> | |
#include <skinning_pars_vertex> | |
#include <shadowmap_pars_vertex> | |
#include <logdepthbuf_pars_vertex> | |
#include <clipping_planes_pars_vertex> | |
uniform float time; | |
uniform float maxHeight; | |
uniform float speed; | |
uniform float distortCenter; | |
uniform float ticknessOffset; | |
varying float vDisplace; | |
varying vec4 color; | |
void main() { | |
float t = time * speed; | |
float wRoad = distortCenter; | |
float wRoad2 = wRoad * 0.5; | |
float angleCenter = uv.y * PI*4.0; | |
angleCenter += t * 0.9; | |
float centerOff = ( | |
sin(angleCenter) + | |
sin(angleCenter*0.5) | |
) * wRoad; | |
vec3 noiseIn = vec3(uv, 1.0)*20.0; | |
float noise = cnoise(vec3(noiseIn.x, noiseIn.y + t, noiseIn.z)); | |
noise += 1.0; | |
float h = noise; | |
float angle = (uv.x - centerOff) * PI; | |
float f = abs(cos(angle)); | |
h *= pow(f, 1.5 + ticknessOffset); | |
// water | |
/*if(h < 0.02){ | |
float am = 8.0; | |
h += cnoise(vec3(noiseIn.x*am, noiseIn.y*am + t*4.0, noiseIn.z*am)) * 0.01; | |
}*/ | |
vDisplace = h; | |
h*=maxHeight; | |
#include <uv_vertex> | |
#include <uv2_vertex> | |
#include <color_vertex> | |
// #include <beginnormal_vertex> | |
vec3 objectNormal = vec3( normal.x, normal.y, normal.z ); | |
#include <morphnormal_vertex> | |
#include <skinbase_vertex> | |
#include <skinnormal_vertex> | |
#include <defaultnormal_vertex> | |
#ifndef FLAT_SHADED | |
vNormal = normalize( transformedNormal ); | |
#endif | |
//#include <begin_vertex> | |
vec3 transformed = vec3( position.x, position.y, position.z + h ); | |
#include <morphtarget_vertex> | |
#include <skinning_vertex> | |
#include <displacementmap_vertex> | |
#include <project_vertex> | |
#include <logdepthbuf_vertex> | |
#include <clipping_planes_vertex> | |
vViewPosition = - mvPosition.xyz; | |
#include <worldpos_vertex> | |
#include <shadowmap_vertex> | |
#include <fog_vertex> | |
} | |
</script> | |
<script id="custom-fragment" type="x-shader/x-fragment"> | |
#define PHYSICAL | |
uniform vec3 diffuse; | |
uniform vec3 emissive; | |
uniform float roughness; | |
uniform float metalness; | |
uniform float opacity; | |
#ifndef STANDARD | |
uniform float clearCoat; | |
uniform float clearCoatRoughness; | |
#endif | |
varying vec3 vViewPosition; | |
#ifndef FLAT_SHADED | |
varying vec3 vNormal; | |
#endif | |
#include <common> | |
#include <packing> | |
#include <dithering_pars_fragment> | |
#include <color_pars_fragment> | |
#include <uv_pars_fragment> | |
#include <uv2_pars_fragment> | |
#include <map_pars_fragment> | |
#include <alphamap_pars_fragment> | |
#include <aomap_pars_fragment> | |
#include <lightmap_pars_fragment> | |
#include <emissivemap_pars_fragment> | |
#include <bsdfs> | |
#include <cube_uv_reflection_fragment> | |
#include <envmap_pars_fragment> | |
#include <envmap_physical_pars_fragment> | |
#include <fog_pars_fragment> | |
#include <lights_pars_begin> | |
#include <lights_physical_pars_fragment> | |
#include <shadowmap_pars_fragment> | |
#include <bumpmap_pars_fragment> | |
#include <normalmap_pars_fragment> | |
#include <roughnessmap_pars_fragment> | |
#include <metalnessmap_pars_fragment> | |
#include <logdepthbuf_pars_fragment> | |
#include <clipping_planes_pars_fragment> | |
// Function from Iñigo Quiles | |
// https://www.shadertoy.com/view/MsS3Wc | |
vec3 hsb2rgb( in vec3 c ){ | |
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), | |
6.0)-3.0)-1.0, | |
0.0, | |
1.0 ); | |
rgb = rgb*rgb*(3.0-2.0*rgb); | |
return c.z * mix(vec3(1.0), rgb, c.y); | |
} | |
uniform float time; | |
uniform sampler2D pallete; | |
varying float vDisplace; | |
varying vec4 color; | |
void main() { | |
vec2 stripPos = vec2( 0.0, vDisplace ); | |
vec4 stripColor = texture2D( pallete, stripPos ); | |
stripColor *= pow(1.0-vDisplace, 1.0); | |
// gl_FragColor *= vec4(stripColor.rgb, 1.0); | |
#include <clipping_planes_fragment> | |
vec4 diffuseColor = vec4( diffuse * stripColor.rgb, opacity ); | |
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
vec3 totalEmissiveRadiance = emissive; | |
#include <logdepthbuf_fragment> | |
#include <map_fragment> | |
#include <color_fragment> | |
#include <alphamap_fragment> | |
#include <alphatest_fragment> | |
#include <roughnessmap_fragment> | |
#include <metalnessmap_fragment> | |
#include <normal_fragment_begin> | |
#include <normal_fragment_maps> | |
#include <emissivemap_fragment> | |
#include <lights_physical_fragment> | |
#include <lights_fragment_begin> | |
#include <lights_fragment_maps> | |
#include <lights_fragment_end> | |
#include <aomap_fragment> | |
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; | |
gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | |
#include <tonemapping_fragment> | |
#include <encodings_fragment> | |
#include <fog_fragment> | |
#include <premultiplied_alpha_fragment> | |
#include <dithering_fragment> | |
} | |
</script> | |
<h5 class="message">DRAG ME!</h5> | |
<a class="experiment-url" href="https://lab.ma77os.com/layerscape" target="_blank">source: lab.ma77os.com/layerscape</a> |
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var isInteractive = true; | |
var width, height; | |
var scene, camera, renderer, light; | |
var controls; | |
var terrain; | |
var cubemapRT, cubeRenderTarget; | |
var composer; | |
var message = document.querySelector(".message") | |
var hammer; | |
var mouse = {x:0, y:0}; | |
var isMobile = typeof window.orientation !== 'undefined' | |
var palleteBlack = { | |
colors:[ | |
{ c: "#111111", l:5 }, | |
{ c: "#ed254e", l:1 }, | |
{ c: "#f9dc5c", l:1 }, | |
{ c: "#c2eabd", l:1 }, | |
{ c: "#011936", l:1 }, | |
{ c: "#465362", l:1 }, | |
], | |
topColor:null, | |
repeat:10, | |
shuffle:true, | |
texture:null, | |
} | |
var palleteObj = palleteBlack | |
function init(){ | |
textureLoader = new THREE.TextureLoader(); | |
palleteObj.texture = textureLoader.load(createPalleteImg(palleteObj)) | |
build() | |
} | |
var bl = true | |
function build(){ | |
setup(); | |
elements(); | |
if(isInteractive){ | |
hammer = new Hammer(document.body) | |
hammer.get('pinch').set({ enable: true }); | |
hammer.on('pinch', function(ev) { | |
c.yd = ev.scale | |
}); | |
message.innerHTML = isMobile ? "DRAG AND PINCH!" : "MOVE!" | |
message.style.display = "block" | |
window.addEventListener(isMobile ? "touchstart" : "mousemove", function(){ | |
message.style.display = "none" | |
}) | |
} | |
render(); | |
if(isMobile) | |
window.addEventListener("touchmove", mousemove, {passive:false}) | |
else | |
window.addEventListener("mousemove", mousemove) | |
window.addEventListener("resize", resize) | |
resize() | |
} | |
function setup(){ | |
scene = new THREE.Scene(); | |
var fogColor = new THREE.Color( 0xffffff ) | |
scene.background = fogColor; | |
scene.fog = new THREE.Fog(fogColor, 10, 400); | |
sky() | |
camera = new THREE.PerspectiveCamera(60, width / height, .1, 10000); | |
camera.position.y = 8; | |
camera.position.z = 4; | |
ambientLight = new THREE.AmbientLight(0xffffff, 1); | |
scene.add(ambientLight) | |
renderer = new THREE.WebGLRenderer( {antialias:true} ); | |
renderer.setPixelRatio = devicePixelRatio; | |
renderer.setSize(width, height); | |
document.body.appendChild(renderer.domElement) | |
} | |
function sky(){ | |
sky = new THREE.Sky(); | |
sky.scale.setScalar( 450000 ); | |
sky.material.uniforms.turbidity.value = 20; | |
sky.material.uniforms.rayleigh.value = 0; | |
sky.material.uniforms.luminance.value = 1; | |
sky.material.uniforms.mieCoefficient.value = 0.01; | |
sky.material.uniforms.mieDirectionalG.value = 0.8; | |
scene.add( sky ); | |
sunSphere = new THREE.Mesh( | |
new THREE.SphereBufferGeometry( 20000, 16, 8 ), | |
new THREE.MeshBasicMaterial( { color: 0xffffff } ) | |
); | |
sunSphere.visible = false; | |
scene.add( sunSphere ); | |
var theta = Math.PI * ( -0.02 ); | |
var phi = 2 * Math.PI * ( -.25 ); | |
sunSphere.position.x = 400000 * Math.cos( phi ); | |
sunSphere.position.y = 400000 * Math.sin( phi ) * Math.sin( theta ); | |
sunSphere.position.z = 400000 * Math.sin( phi ) * Math.cos( theta ); | |
sky.material.uniforms.sunPosition.value.copy( sunSphere.position ); | |
} | |
function elements(){ | |
var w= 100 | |
var h = 400 | |
var geometry = new THREE.PlaneBufferGeometry(w, h,400, 400); | |
var colorsBuffer = new Float32Array(geometry.attributes.position.count * 3) | |
for ( var i = 0; i < colorsBuffer.length; i++ ) { | |
colorsBuffer[ i ] = Math.random() | |
} | |
geometry.addAttribute( 'vColor', new THREE.BufferAttribute( colorsBuffer, 3 ) ); | |
var displaceBuffer = new Float32Array( geometry.attributes.position.count ); | |
for ( var i = 0; i < displaceBuffer.length; i++ ) { | |
displaceBuffer[ i ] = Math.random() | |
} | |
geometry.addAttribute( 'vDisplace', new THREE.BufferAttribute( displaceBuffer, 1 ) ); | |
var material = new MeshCustomMaterial( | |
{ | |
roughness:.7, | |
metalness:0.1 | |
}, | |
{ | |
time: { type: "f", value: 0.0 }, | |
distortCenter: { type: "f", value: 0.1 }, | |
ticknessOffset: { type: "f", value: 0.0 }, | |
pallete:{ type: "t", value: null}, | |
speed: { type: "f", value: 2.0 }, | |
maxHeight: { type: "f", value: 10.0 }, | |
}, | |
document.getElementById("custom-vertex").textContent, | |
document.getElementById("custom-fragment").textContent | |
); | |
terrain = new THREE.Mesh(geometry, material); | |
terrain.position.y = h/2; | |
container = new THREE.Object3D(); | |
container.add(terrain) | |
container.position.y = 0 | |
container.position.z = 4 | |
container.rotation.x = -Math.PI / 2 | |
scene.add(container) | |
} | |
function createPalleteImg(palleteObj){ | |
var canvas = document.createElement("canvas"); | |
var ctx = canvas.getContext("2d"); | |
var pallete = expandPallete(palleteObj) | |
var texH = 1024; | |
var colorH = texH / pallete.length; | |
canvas.width = 2; | |
canvas.height = texH | |
for(var i=0; i < pallete.length; i++){ | |
ctx.fillStyle = pallete[i]; | |
ctx.fillRect(0, colorH * i, canvas.width, colorH) | |
} | |
return canvas.toDataURL() | |
} | |
function expandPallete(palleteObj){ | |
var pallete = [] | |
for(var x=0; x < palleteObj.repeat; x++){ | |
for(var i=0; i < palleteObj.colors.length; i++){ | |
var colors = palleteObj.shuffle ? shuffle(palleteObj.colors.slice()) : palleteObj.colors; | |
var c = colors[i]; | |
for(var j=0; j < c.l; j++){ | |
pallete.push(c.c); | |
} | |
} | |
} | |
if(palleteObj.topColor){ | |
pallete.push(palleteObj.topColor); | |
} | |
return pallete | |
} | |
function shuffle(o) { | |
for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x); | |
return o; | |
}; | |
var c = {x:0, y:0, xd:0, yd:0}; | |
function render(){ | |
requestAnimationFrame(render) | |
var time = performance.now() * 0.001 | |
terrain.material.uniforms.pallete.value = palleteObj.texture; | |
terrain.material.uniforms.time.value = time; | |
if(isInteractive){ | |
c.xd = (mouse.x)*0.2; | |
if(!isMobile) | |
c.yd = mouse.y*5; | |
if(c.yd < -.5) c.yd = -.5; | |
c.x += (c.xd - c.x) * 0.08 | |
c.y += (c.yd - c.y) * 0.08 | |
terrain.material.uniforms.distortCenter.value = c.x; | |
terrain.material.uniforms.ticknessOffset.value = c.y; | |
} | |
if(Math.sin(time + Math.PI) > 0.99){ | |
palleteObj.texture = textureLoader.load(createPalleteImg(palleteObj)) | |
} | |
renderer.render(scene, camera) | |
} | |
function mousemove(e){ | |
e.preventDefault(); | |
var x, y | |
if(e.type == "mousemove"){ | |
x = e.clientX; | |
y = e.clientY; | |
}else{ | |
x = e.changedTouches[0].clientX | |
y = e.changedTouches[0].clientY | |
} | |
mouse.x = (x / width) - 0.5 | |
mouse.y = (y / height) - 0.5 | |
} | |
function resize(){ | |
width = window.innerWidth | |
height = window.innerHeight | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
renderer.setSize( width, height ); | |
} | |
function MeshCustomMaterial (parameters, uniforms, vertexShader, fragmentShader) { | |
THREE.MeshStandardMaterial.call( this ); | |
this.uniforms = THREE.UniformsUtils.merge([ | |
THREE.ShaderLib.standard.uniforms, | |
uniforms | |
]); | |
this.vertexShader = vertexShader; | |
this.fragmentShader = fragmentShader; | |
this.type = 'MeshCustomMaterial'; | |
this.setValues(parameters); | |
} | |
MeshCustomMaterial.prototype = Object.create( THREE.MeshStandardMaterial.prototype ); | |
MeshCustomMaterial.prototype.constructor = MeshCustomMaterial; | |
MeshCustomMaterial.prototype.isMeshStandardMaterial = true; | |
window.onload = init |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script> | |
<script src="https://threejs.org/examples/js/objects/Sky.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/hammer.js/2.0.8/hammer.min.js"></script> |
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html, body { | |
height: 100%; | |
width: 100%; | |
overflow: hidden; | |
margin:0; | |
font-family:Arial; | |
color:white; | |
} | |
a:link, a:hover, a:visited, a:active{ | |
color:white; | |
text-decoration: none; | |
} | |
.message{ | |
padding:20px; | |
position:absolute; | |
display: none; | |
top:50%; | |
left:50%; | |
transform:translate(-50%, -50%); | |
background:black; | |
} | |
.experiment-url{ | |
position:absolute; | |
bottom:10px; | |
right:10px; | |
padding:8px; | |
z-index: 1; | |
font-size: 11px; | |
background:black; | |
letter-spacing:0.5px; | |
border: 1px solid white; | |
} |
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