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@robksawyer
Created December 8, 2020 16:26
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PolyhedronMaterial effect from https://madeinhaus.com/work
#define SHADER_NAME PolyhedronMaterial
precision highp float;
uniform sampler2D map;
uniform vec2 uvDisp;
uniform float time;
varying float smoothShading;
// varying vec3 viewPos;
varying vec2 vUV;
// Normalizes a float. Range: [min, max] -> [0, 1]
float normFloat(float n, float minVal, float maxVal) {
return max(0.0, min(1.0, (n-minVal) / (maxVal-minVal)));
}
vec4 normVec4(vec4 n, float minVal, float maxVal) {
return max(vec4(0.0), min(vec4(1.0), (n-minVal) / (maxVal-minVal)));
}
void main() {
// Map texture
gl_FragColor = texture2D(map, vUV);
gl_FragColor *= smoothShading;
}
#define SHADER_NAME PolyhedronMaterial
precision highp float;
#define PI 3.14159265
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
uniform vec2 uvDisp;
uniform float opacity;
uniform float time;
uniform float uvRot;
uniform float waveFreq;
uniform float waveMultip;
uniform float waveMode;
attribute vec3 position;
attribute vec3 normal;
attribute vec3 midpoint;
attribute vec2 uv;
varying float smoothShading;
// varying vec3 viewPos;
varying vec2 vUV;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// 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) {
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(0.6 - 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) ) );
}
vec3 snoiseVec3( vec3 x ) {
float s0 = snoise(vec3( x ));
float s1 = snoise(vec3( x.y - 19.1, x.z + 33.4, x.x + 47.2 ));
float s2 = snoise(vec3( x.z + 74.2, x.x - 124.5, x.y + 99.4 ));
return vec3( s0, s1, s2 );
}
// Normalizes a float. Range: [min, max] -> [0, 1]
float normFloat(float n, float minVal, float maxVal) {
return max(0.0, min(1.0, (n-minVal) / (maxVal-minVal)));
}
void main() {
// Apply transforms
vec4 realPos = modelMatrix * vec4(position, 1.0);
vec4 realMid = modelMatrix * vec4(midpoint, 1.0);
// Geom deformation through simplex noise
vec3 dispMode = mix(realMid.xyz, realPos.xyz, waveMode);
// Places deformation origin at center of poly
vec3 translation = modelMatrix[3].xyz;
dispMode -= translation;
dispMode.z -= 5.0;
vec3 displacement = snoiseVec3(dispMode * waveFreq + time);
realPos.xyz += displacement * waveMultip;
// Calc normals
vec3 realNorm = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
vec3 lightVector = normalize(cameraPosition - realPos.xyz);
smoothShading = dot(realNorm, lightVector) * opacity;
// Varyings
// viewPos = realPos.xyz;
// UV rotation + displacement
mat2 rotationMat = mat2(cos(uvRot), -sin(uvRot), sin(uvRot), cos(uvRot));
vec2 uvMidpoint = vec2(0.25, 0.25);
// Converts range from [-1, 1] to [-0.25, 0.75]
vec2 newUVDisp = (uvDisp + 0.5) / 2.0;
vUV = uv - uvMidpoint;
vUV *= rotationMat;
vUV += uvMidpoint + newUVDisp;
gl_Position = projectionMatrix * viewMatrix * realPos;
}
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