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@Frankie-666
Last active November 10, 2018 22:36
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Winter Trees
<img src="http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-grasslight-big2.jpg" class="hidden"/>
<img src="http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-backgrounddetailed62.jpg" class="hidden"/>
<img src="http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-grasslight-big-nm2.jpg" class="hidden"/>
<script id="fragmentShaderNoise" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
uniform float time;
varying vec2 vUv;
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 );
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 ) ) );
}
float surface3( vec3 coord ) {
float n = 0.0;
n += 1.0 * abs( snoise( coord ) );
n += 0.5 * abs( snoise( coord * 2.0 ) );
n += 0.25 * abs( snoise( coord * 4.0 ) );
n += 0.125 * abs( snoise( coord * 8.0 ) );
return n;
}
void main( void ) {
vec3 coord = vec3( vUv, -time );
float n = surface3( coord );
gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
uniform vec2 scale;
uniform vec2 offset;
void main( void ) {
vUv = uv * scale + offset;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<div class="link">
<a href="https://twitter.com/cjgammon">@cjgammon</a>
</div>
<div id="loader">
<h1>wait for it...</h1>
</div>
<div id="container"></div>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var renderer, container, stats;
var camera, scene;
var cameraOrtho, sceneRenderTarget;
var uniformsNoise, uniformsNormal,
heightMap, normalMap,
quadTarget;
var directionalLight, pointLight;
var terrain;
var textureCounter = 0;
var animDelta = 0, animDeltaDir = -1;
var lightVal = 0, lightDir = 1;
var clock = new THREE.Clock();
var morph, morphs = [];
var updateNoise = true;
var animateTerrain = false;
var textMesh1;
var mlib = {};
THREE.ImageUtils.crossOrigin = '';
diffuseTexture1 = THREE.ImageUtils.loadTexture( "http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-grasslight-big2.jpg", null, function () {
loadTextures();
applyShader( THREE.LuminosityShader, diffuseTexture1, specularMap );
} );
diffuseTexture2 = THREE.ImageUtils.loadTexture( "http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-backgrounddetailed62.jpg", null, loadTextures );
detailTexture = THREE.ImageUtils.loadTexture( "http://crossorigin.me/http://www.radiolights.com/CODEPEN/b-grasslight-big-nm2.jpg", null, loadTextures );
function init() {
container = document.getElementById( 'container' );
// SCENE (RENDER TARGET)
sceneRenderTarget = new THREE.Scene();
cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
cameraOrtho.position.z = 100;
sceneRenderTarget.add( cameraOrtho );
// CAMERA
camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
camera.position.set( -1200, 800, 1200 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 0, 0 );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.maxPolarAngle = 90 * Math.PI / 180;
controls.keys = [ 65, 83, 68 ];
// SCENE (FINAL)
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x556380 ) );
directionalLight = new THREE.DirectionalLight( 0x8d4a23, 0.12 );
directionalLight.position.set( 1500, 3000, 0 );
directionalLight.castShadow = true;
directionalLight.shadowCameraNear = 50;
directionalLight.shadowCameraFar = 10000;
directionalLight.shadowCameraLeft = -2000;
directionalLight.shadowCameraRight = 2000;
directionalLight.shadowCameraTop = 2000;
directionalLight.shadowCameraBottom = -2000;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadowCameraVisible = true;
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0x594b1d, 4, 4000);
pointLight.position.set( 1000, 0, 0 );
scene.add( pointLight );
// HEIGHT + NORMAL MAPS
var normalShader = THREE.NormalMapShader;
var rx = 256, ry = 256;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
heightMap.texture.generateMipmaps = false;
normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
normalMap.texture.generateMipmaps = false;
uniformsNoise = {
time: { type: "f", value: 1.0 },
scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
};
uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
uniformsNormal.height.value = 0.05;
uniformsNormal.resolution.value.set( rx, ry );
uniformsNormal.heightMap.value = heightMap;
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
// TEXTURES
var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
specularMap.texture.generateMipmaps = false;
diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping;
// TERRAIN SHADER
var params = [
[ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
[ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
];
for( var i = 0; i < params.length; i ++ ) {
material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 3 ],
vertexShader: params[ i ][ 2 ],
fragmentShader: params[ i ][ 1 ],
lights: params[ i ][ 4 ],
fog: true
} );
mlib[ params[ i ][ 0 ] ] = material;
}
var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
quadTarget.position.z = -500;
sceneRenderTarget.add( quadTarget );
// TERRAIN MESH
var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
THREE.BufferGeometryUtils.computeTangents( geometryTerrain );
terrain = new THREE.Mesh( geometryTerrain, new THREE.MeshLambertMaterial({
color: 0xe2c5be,
map: diffuseTexture1,
aoMap: detailTexture,
lightMap: diffuseTexture1,
}));
terrain.position.set( 0, -125, 0 );
terrain.rotation.x = -Math.PI / 2;
terrain.visible = true;
terrain.receiveShadow = true;
scene.add( terrain );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container.appendChild( renderer.domElement );
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
// EVENTS
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
// COMPOSER
renderer.autoClear = false;
renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
renderTarget.texture.generateMipmaps = false;
effectBloom = new THREE.BloomPass( 0.6 );
var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
var bluriness = 6;
hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
effectBleach.uniforms[ 'opacity' ].value = 0.65;
composer = new THREE.EffectComposer( renderer, renderTarget );
var renderModel = new THREE.RenderPass( scene, camera );
vblur.renderToScreen = true;
composer = new THREE.EffectComposer( renderer, renderTarget );
composer.addPass( renderModel );
composer.addPass( effectBloom );
//composer.addPass( effectBleach );
composer.addPass( hblur );
composer.addPass( vblur );
var size = 3000;
for (i = 0; i < 200; i += 1) {
addTree(-size / 2 + Math.random() * size, -size / 2 + Math.random() * size);
}
var loader = document.getElementById('loader');
loader.style.display = 'none';
var canvas = document.getElementsByTagName('canvas');
canvas[0].style.opacity = '1';
}
function addTree(x, z) {
var group = new THREE.Object3D();
// radiusAtTop, radiusAtBottom, height, segmentsAroundRadius, segmentsAlongHeight,
var geo = new THREE.CylinderGeometry( 15, 20, 150, 6, 4 );
var mat = new THREE.MeshPhongMaterial({
color: 0xe66f73,
shading: THREE.FlatShading
});
var shape = new THREE.Mesh(geo, mat);
shape.position.set(0, -50, 0);
shape.castShadow = true;
shape.receiveShadow = true;
group.add( shape );
var size = Math.round(Math.random());
var s = 0.3 + Math.random() * 0.7;
//top colors
var r2 = 246;
var g2 = 205;
var b2 = 118;
//bottom colors
var r1 = 253;
var g1 = 240;
var b1 = 205;
var l = 5 + size;
for (i = 0; i < l; i += 1) {
var r = r1 + (i / l) * (r2 - r1);
var g = g1 + (i / l) * (g2 - g1);
var b = b1 + (i / l) * (b2 - b1);
c = new THREE.Color( r / 255, g / 255, b / 255 ); //0xf6ce76;
// pyramid
var geo = new THREE.CylinderGeometry( i * 5, 50 + (i * 10), 75, 5, 5 );
var mat = new THREE.MeshPhongMaterial({
color: c,
shading: THREE.FlatShading
});
if (i > 0) {
rot = -0.05 + Math.random() * 0.1;
} else {
rot = 0;
}
var shape = new THREE.Mesh(geo, mat);
shape.position.set(0, 150 - (i * 35), 0);
shape.rotation.set(rot, 0, rot);
shape.castShadow = true;
shape.receiveShadow = true;
group.add( shape );
}
var y = 0 - ((1 - s) * 150);
group.position.set(x, y, z);
group.scale.set(s, s, s);
scene.add(group);
}
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
function applyShader( shader, texture, target ) {
var shaderMaterial = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: THREE.UniformsUtils.clone( shader.uniforms )
} );
shaderMaterial.uniforms[ "tDiffuse" ].value = texture;
var sceneTmp = new THREE.Scene();
var meshTmp = new THREE.Mesh( new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ), shaderMaterial );
meshTmp.position.z = -500;
sceneTmp.add( meshTmp );
renderer.render( sceneTmp, cameraOrtho, target, true );
}
//
function loadTextures() {
textureCounter += 1;
if ( textureCounter == 3 ) {
init();
animate();
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var delta = clock.getDelta();
if ( terrain ) {
controls.update();
var time = Date.now() * 0.001;
var fLow = 0.1, fHigh = 0.6;
lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
scene.fog.color.setHSL( 2.6, 0.1, lightVal );
renderer.setClearColor( scene.fog.color );
directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
if ( updateNoise ) {
animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
quadTarget.material = mlib[ "heightmap" ];
renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
quadTarget.material = mlib[ "normal" ];
renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
}
composer.render( 0.1 );
}
}
<script src="//cdnjs.cloudflare.com/ajax/libs/gsap/1.18.0/TweenMax.min.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/Detector.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/BleachBypassShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/ConvolutionShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/HorizontalTiltShiftShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/LuminosityShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/NormalMapShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/VerticalTiltShiftShader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/BloomPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/MaskPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/SavePass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/BufferGeometryUtils.js"></script>
html{
min-height: 100%;
}
canvas{
background: transparent;
opacity: 0;
}
body {
margin: 0;
overflow: hidden;
min-height: 100%;
background: #050505;
background-repeat: no-repeat;
background-position: center;
}
#loader{
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
h1{
color: white;
letter-spacing: .1em;
font-weight: 100;
font-family: sans-serif;
}
}
.link{
position: fixed;
bottom: 0;
left: 0;
margin: 10px;
font-family: sans-serif;
font-weight: 100;
a{
color: black;
text-decoration: none;
&:hover{
text-decoration: underline;
}
}
}
.hidden{
display: none;
}
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