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@ZainabNadeem
Created November 1, 2023 18:41
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<script id="webgl-noise" type="x-shader/x-vertex">
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20201014 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// 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)+10.0)*x);
}
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 );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
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: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
</script>

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Threejs sphere of particles moving with noise on the GPU. Mobile friendly. Use it as you wish :)

A Pen by Zainab Nadeem on CodePen.

License.

class World {
renderer;
scene;
camera;
molecule;
constructor() {
this.build();
window.addEventListener('resize', this.resize.bind(this))
this.animate = this.animate.bind(this);
this.animate();
}
build() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.z = 3;
this.renderer = new THREE.WebGLRenderer({
alpha:true,
antialias:true
});
this.renderer.setPixelRatio( window.devicePixelRatio );
this.renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(this.renderer.domElement);
this.molecule = new Molecule()
this.scene.add(this.molecule);
}
resize() {
const w = window.innerWidth;
const h = window.innerHeight;
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
this.renderer.setSize(w, h);
}
animate() {
requestAnimationFrame(this.animate);
const time = performance.now() * 0.001;
this.molecule.animate(time);
this.renderer.render(this.scene, this.camera);
}
}
class Molecule extends THREE.Object3D{
material;
geometry;
mesh;
radius = 1.5;
detail = 40;
particleSizeMin = 0.01;
particleSizeMax = 0.08;
constructor() {
super();
this.build();
}
build() {
this.dot()
this.geometry = new THREE.IcosahedronBufferGeometry(1, this.detail);
this.material = new THREE.PointsMaterial( {
map:this.dot(),
blending: THREE.AdditiveBlending,
color:0x101A88,
depthTest:false
} )
this.setupShader(this.material)
this.mesh = new THREE.Points(this.geometry, this.material);
this.add(this.mesh);
}
dot(size = 32, color = "#FFFFFF"){
const sizeH = size * 0.5;
const canvas = document.createElement('canvas')
canvas.width = canvas.height = size
const ctx = canvas.getContext('2d')
const circle = new Path2D()
circle.arc(sizeH, sizeH, sizeH, 0, 2 * Math.PI);
ctx.fillStyle = color;
ctx.fill(circle);
// debug canvas
// canvas.style.position = "fixed"
// canvas.style.top = 0
// canvas.style.left = 0
// document.body.appendChild(canvas)
return new THREE.CanvasTexture(canvas)
}
setupShader(material){
material.onBeforeCompile = ( shader ) => {
shader.uniforms.time = { value: 0 }
shader.uniforms.radius = { value: this.radius }
shader.uniforms.particleSizeMin = { value: this.particleSizeMin }
shader.uniforms.particleSizeMax = { value: this.particleSizeMax }
shader.vertexShader = 'uniform float particleSizeMax;\n' + shader.vertexShader;
shader.vertexShader = 'uniform float particleSizeMin;\n' + shader.vertexShader;
shader.vertexShader = 'uniform float radius;\n' + shader.vertexShader;
shader.vertexShader = 'uniform float time;\n' + shader.vertexShader;
shader.vertexShader = document.getElementById("webgl-noise").textContent + "\n" + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
vec3 p = position;
float n = snoise( vec3( p.x*.6 + time*0.2, p.y*0.4 + time*0.3, p.z*.2 + time*0.2) );
p += n *0.4;
// constrain to sphere radius
float l = radius / length(p);
p *= l;
float s = mix(particleSizeMin, particleSizeMax, n);
vec3 transformed = vec3( p.x, p.y, p.z );
`
)
shader.vertexShader = shader.vertexShader.replace(
'gl_PointSize = size;',
'gl_PointSize = s;'
)
material.userData.shader = shader;
}
}
animate(time) {
this.mesh.rotation.set(0, time * 0.2, 0);
if(this.material.userData.shader)
this.material.userData.shader.uniforms.time.value = time;
}
}
new World();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
body {
height: 100vh;
margin: 0;
background-image:radial-gradient(circle farthest-corner, #060A33, #000000);
background-repeat: no-repeat;
}
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