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Last active April 28, 2024 17:55
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Threejs MeshMatcapMaterial normals displacement
const matcapTexture = new THREE.TextureLoader().load(matcap);
const material = new THREE.MeshMatcapMaterial({
color: 0xFFFFFF,
matcap: matcapTexture
});
const uniforms = {
uTime: { value: 0 }
};
const mesh = new THREE.Mesh(
new THREE.SphereBufferGeometry(4.2, 100, 100),
material
);
material.onBeforeCompile = (shader) => {
for (const key in uniforms) {
shader.uniforms[key] = uniforms[key];
}
shader.fragmentShader = shader.fragmentShader.replace(
'void main() {',
[
'vec3 orthogonal(vec3 v) {',
' return normalize(abs(v.x) > abs(v.z) ? vec3(-v.y, v.x, 0.0) : vec3(0.0, -v.z, v.y));',
'}',
'//',
'// 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)+1.0)*x);',
'}',
'vec4 taylorInvSqrt(vec4 r)',
'{',
'return 1.79284291400159 - 0.85373472095314 * r;',
'}',
'float snoise(vec3 v, vec3 gradient)',
'{',
'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);',
'vec4 m2 = m * m;',
'vec4 m4 = m2 * m2;',
'vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));',
'// Determine noise gradient',
'vec4 temp = m2 * m * pdotx;',
'gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);',
'gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;',
'gradient *= 105.0;',
'return 105.0 * dot(m4, pdotx);',
'}',
' uniform float uTime;',
' float displace(vec3 point) {',
' float noise = snoise(vec3(.1 * point.x + 0.5 * uTime, 0.1 * point.y + 131. + 0.5 * uTime, .7 * point.z + 0.5 * uTime), vec3(uTime));',
' return noise;',
' }',
'void main() {'
].join('\n')
);
shader.fragmentShader = shader.fragmentShader.replace(
'vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;',
[
'#include <normal_fragment_maps>',
'vec3 displacedPosition = vViewPosition + normalize(normal) * displace(vViewPosition);',
'vec3 displacedNormal = normalize(normal);',
'float offset = (2. / 512.);',
'vec3 tangent = orthogonal(normal);',
'vec3 bitangent = normalize(cross(normal, tangent));',
'vec3 neighbour1 = vViewPosition + tangent * offset;',
'vec3 neighbour2 = vViewPosition + bitangent * offset;',
'vec3 displacedNeighbour1 = neighbour1 + normal * displace(neighbour1);',
'vec3 displacedNeighbour2 = neighbour2 + normal * displace(neighbour2);',
'vec3 displacedTangent = displacedNeighbour1 - displacedPosition;',
'vec3 displacedBitangent = displacedNeighbour2 - displacedPosition;',
'displacedNormal = normalize(cross(displacedTangent, displacedBitangent));',
'vec2 uv = vec2( dot( x, displacedNormal ), dot( y, displacedNormal ) ) * 0.495 + 0.5;'
].join('\n')
);
shader.fragmentShader = shader.fragmentShader.replace(
'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',
[
'vec3 color = 1.0 * vec3(outgoingLight) + vec3(.1);',
'gl_FragColor = vec4( color, diffuseColor.a );'
].join('\n')
);
};
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