Skip to content

Instantly share code, notes, and snippets.

@cyrstem
Created February 16, 2021 22:59
Show Gist options
  • Save cyrstem/a2c10e229e3d66ab7f82e38cf9aab820 to your computer and use it in GitHub Desktop.
Save cyrstem/a2c10e229e3d66ab7f82e38cf9aab820 to your computer and use it in GitHub Desktop.
THREE js TO OF
#version 150
in vec4 verts;
out vec4 outputColor;
in float qnoise;
uniform float time;
uniform bool redHell;
uniform float r_color;
uniform float g_color;
uniform float b_color;
//in vec2 fragUV;
//uniform float time;
void main()
{
float r,g,b;
vec3 normal = normalize(verts.xyz);
r = cos(qnoise+normal.x + (r_color));
g = cos(qnoise +normal.x + g_color);
b = cos(qnoise+ normal.x + (b_color));
outputColor = vec4 (r,g,b,1);
}
#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup(){
ofEnableArbTex();
ofEnableAntiAliasing();
ofEnableSmoothing();
ofEnableDepthTest();
ofSetWindowShape(1400,900);
ofBackground(ofColor::black);
shader.load("shader");
mesh.setMode(OF_PRIMITIVE_TRIANGLES);
ico.set(100,6);
mesh =ico.getMesh();
this->gui.setup();
//ImGui::StyleColorsDark();
this->guiVisible = true;
ofSetRectMode(OF_RECTMODE_CENTER);
ambient.setAmbientColor(ofFloatColor::white);
point.setPointLight();
point.setPosition(20,20,20);
//save config
XML_load_app(init, XML_path);
init.add(speed);
init.add(zoom);
init.add(decay);
init.add(waves);
init.add(eqcolor);
init.add(red);
init.add(green);
init.add(blue);
}
//--------------------------------------------------------------
void ofApp::update(){
cam.setPosition(0,0,zoom);
}
//--------------------------------------------------------------
void ofApp::draw(){
//vector<ofMeshFace> triangles = ico.getMesh().getUniqueFaces();
cam.begin();
ofSetColor(255);
//ofEnableLighting();
point.enable();
shader.begin();
shader.setUniform1f("perlins",1.0);
shader.setUniform1f("time",ofGetElapsedTimef());
shader.setUniform1f("pointscale", 10);
shader.setUniform1f("decay",decay);
shader.setUniform1f("complex", 2.0);
shader.setUniform1f("waves",waves);
shader.setUniform1f("eqcolor", eqcolor);
shader.setUniform1i("fragment",true);
shader.setUniform1f("dnoise", 0.0);
shader.setUniform1f("qnoise", 1.0);
shader.setUniform1f("r_color", red);
shader.setUniform1f("g_color", green);
shader.setUniform1f("b_color",blue);
shader.setUniform1i("speed",speed);
// ico.draw();
mesh.draw();
point.draw();
shader.end();
cam.end();
// Gui
this->mouseOverGui = false;
if (this->guiVisible)
{
this->mouseOverGui = this->imGui();
}
if (this->mouseOverGui)
{
//this->cam.disableMouseInput();
}
else
{
//this->cam.enableMouseInput();
}
// this->imGui();
}
//--------------------------------------------------------------
void ofApp::keyPressed(int key){
if (key == OF_KEY_TAB)
{
guiVisible = !guiVisible;
}
}
//--------------------------------------------------------------
bool ofApp::imGui()
{
auto mainSettings = ofxImGui::Settings();
this->gui.begin();
{
if (ofxImGui::BeginWindow("Controls", mainSettings, true))
ImGui::Dummy(ImVec2(0.0f, 20.0f));
ImGui::SameLine();
if (ImGui::Button("Save PNG"))
{
imgSave.grabScreen(0, 0 , ofGetWidth(), ofGetHeight());
imgSave.save("preview/capture"+ofToString(ofRandom(0,1000),0)+".png",OF_IMAGE_QUALITY_BEST);
}
ImGui::SameLine();
if (ImGui::Button("Load Settings"))
{
XML_load_app(init,XML_path);
}
ImGui::SameLine();
if (ImGui::Button("Save Settings"))
{
XML_save_app(init,XML_path);
}
ImGui::Dummy(ImVec2(0.0f, 20.0f));
{
if (ofxImGui::BeginTree(this->init,mainSettings))
{
ofxImGui::AddParameter(this->speed);
ofxImGui::AddParameter(this->zoom);
ofxImGui::EndTree(mainSettings);
}
if (ofxImGui::BeginTree(this->perlin,mainSettings))
{
ofxImGui::AddParameter(this->decay);
ofxImGui::AddParameter(this->waves);
ofxImGui::EndTree(mainSettings);
}
if (ofxImGui::BeginTree(this->color,mainSettings))
{
ofxImGui::AddParameter(this->eqcolor);
ofxImGui::AddParameter(this->red);
ofxImGui::AddParameter(this->green);
ofxImGui::AddParameter(this->blue);
ofxImGui::EndTree(mainSettings);
}
ofxImGui::EndWindow(mainSettings);
}
}
this->gui.end();
return mainSettings.mouseOverGui;
}
//--------------------------------------------------------------
void ofApp::XML_load_app(ofParameterGroup &g, string path){
ofLogNotice("ofApp")<<"XML_load_app"<<path;
ofXml settings;
settings.load(path);
ofDeserialize(settings,g);
}
//--------------------------------------------------------------
void ofApp::XML_save_app(ofParameterGroup &g, string path){
ofLogNotice("ofApp")<<"XML_save_app"<<path;
ofXml settings;
ofSerialize(settings,g);
settings.save(path);
}
//--------------------------------------------------------------
void ofApp::exit(){
XML_save_app(init,XML_path);
}
#version 150
// 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/ashima/webgl-noise
//
precision highp float;
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 1.5 * n_xyz;
}
out vec4 verts;
in vec2 vUv;
//out vec2 fragUV;
uniform mat4 projectionMatrix;
uniform mat4 modelViewProjectionMatrix;
in vec3 normal;
in vec4 position;
float noise;
out float qnoise;
float displacement;
uniform float time;
uniform float pointscale;
uniform float decay;
uniform float complex;
uniform float waves;
uniform float eqcolor;
uniform bool fragment;
float turbulence( vec3 p) {
float t = - 0.1;
for (float f = 1.0 ; f <= 3.0 ; f++ ){
float power = pow( 2.0, f );
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
}
return t;
}
//========================================================
void main(){
//fragUV =vUv;
// vUv = verts.xy;
noise =(1.0 * waves) * turbulence (decay * abs(normal + time ));
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time));
float b = pnoise( complex * (position.xyz) + vec3( 1.0 * time ), vec3( 100.0 ) );
if (fragment == true) {
displacement = - sin(noise) + normalize(b * 0.5);
} else {
displacement = - sin(noise) + cos(b *0.5);
}
vec3 newPosition = (position.xyz) + (normal * displacement);
gl_Position = modelViewProjectionMatrix *vec4(newPosition ,1) ;
// gl_Position = (modelViewProjectionMatrix * projectionMatrix) * vec4(newPosition ,1) ;
gl_PointSize = (pointscale);
verts = vec4 (position);
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment