Created
March 31, 2023 13:52
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window.onload = function () { | |
const canvas = document.getElementById("c"); | |
let width = 800; | |
let height = 600; | |
const renderer = new THREE.WebGLRenderer({ | |
canvas: canvas, | |
antialias: true, | |
}); | |
renderer.setSize(width, height, 2); | |
renderTarget = new THREE.WebGLRenderTarget(width, height, { | |
depthBuffer: false, | |
stencilBuffer: false, | |
}); | |
renderTarget.setSize(width, height, 2); | |
window.addEventListener("resize", function (e) { | |
renderer.setSize(width, height, 2); | |
renderTarget.setSize(width, height, 2); | |
}); | |
const clock = new THREE.Clock(); | |
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); | |
const s1 = new THREE.Scene(); | |
const q1 = new THREE.Mesh( | |
new THREE.PlaneBufferGeometry(2, 2, 1, 1), | |
new THREE.ShaderMaterial({ | |
uniforms: { | |
Time: { value: 0.0 }, | |
Resolution: { type: "v2", value: new THREE.Vector2() }, | |
}, | |
vertexShader: ` | |
varying vec2 UV; | |
void main() { | |
UV = uv; | |
gl_Position = vec4(position, 1.0); | |
} | |
`, | |
fragmentShader: ` | |
varying vec2 UV; | |
uniform float Time; | |
uniform vec2 Resolution; | |
float noise(vec2 x) { | |
return fract(sin(dot(x / 500.0, vec2(12.9898, 78.233))) * 43758.5453); | |
} | |
void main() { | |
vec3 r = vec3(2.0 * (gl_FragCoord.xy - Resolution * 0.5) / Resolution, (sin(Time * 0.01) * 0.5 + 0.5) * 0.6 + 0.4); | |
float o = Time * 0.08; | |
vec3 c = vec3(0.0); | |
vec3 s = r / max(abs(r.x), abs(r.y)); | |
vec3 p = 2.0 * s + 0.1; | |
for (int i = 0; i < 20; ++i, p += s) { | |
vec3 d = vec3(30.0 * fract(noise(round(p.xy)) - o) - p.z); | |
c += max(vec3(0.0), vec3(0.9) - abs(d * vec3(0.76))) * d; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} | |
`, | |
}) | |
); | |
s1.add(q1); | |
const s2 = new THREE.Scene(); | |
const q2 = new THREE.Mesh( | |
new THREE.PlaneBufferGeometry(2, 2, 1, 1), | |
new THREE.ShaderMaterial({ | |
uniforms: { | |
Time: { value: 0.0 }, | |
Resolution: { type: "v2", value: new THREE.Vector2() }, | |
Tex: { value: renderTarget.texture }, | |
}, | |
vertexShader: ` | |
varying vec2 UV; | |
void main() { | |
UV = uv; | |
gl_Position = vec4(position, 1.0); | |
} | |
`, | |
fragmentShader: ` | |
varying vec2 UV; | |
uniform float Time; | |
uniform sampler2D Tex; | |
const vec2 randConst = vec2(12.9898, 78.233); | |
const float randMultiplier = 43758.5453; | |
const float smoothstepWidth = 0.02; | |
const float textureOffsets[3] = float[](0.010, 0.005, 0.000); | |
void main() { | |
vec2 uv = UV; | |
float smoothstepRange = 1.0 / 15.0; | |
float smoothstepStart = smoothstepRange * (floor(Time * 0.5 / smoothstepRange)); | |
float smoothstepEnd = smoothstepStart + smoothstepRange; | |
float smoothstepValue = smoothstep(smoothstepStart, smoothstepEnd, uv.y); | |
float o = 0.01 * sin(1.0 - tan(Time * 0.005)); | |
uv.x += (smoothstepValue * o) - ((1.0 - smoothstepValue) * o); | |
uv.x += fract(sin(dot(vec2(Time * 0.00001, floor(uv.y * 200.0) / 200.0), randConst)) * randMultiplier) * 0.005; | |
vec4 texValue = vec4(0.0, 0.0, 0.0, 1.0); | |
for (int i = 0; i < 3; ++i) { | |
texValue[i] = texture(Tex, uv + vec2(textureOffsets[i], 0.0)).r; | |
} | |
texValue.w = 1.0; | |
gl_FragColor = texValue; | |
} | |
`, | |
}) | |
); | |
s2.add(q2); | |
function animate() { | |
if (canvas.width !== width || canvas.height !== height) { | |
renderer.setSize(width, height, false); | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
} | |
var delta = clock.getDelta(); | |
q1.material.uniforms["Time"].value += delta; | |
q1.material.uniforms["Resolution"].value.x = renderer.domElement.width; | |
q1.material.uniforms["Resolution"].value.y = renderer.domElement.height; | |
q2.material.uniforms["Time"].value += delta; | |
q2.material.uniforms["Resolution"].value.x = renderer.domElement.width; | |
q2.material.uniforms["Resolution"].value.y = renderer.domElement.height; | |
requestAnimationFrame(animate); | |
renderer.setRenderTarget(renderTarget); | |
renderer.render(s1, camera); | |
renderer.setRenderTarget(null); | |
renderer.render(s2, camera); | |
} | |
animate(); | |
}; |
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