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@submgr
Created October 18, 2023 16:47
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[Three.js]shader_ripple_color_mod()
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js"></script>
<div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
//参考 https://tympanus.net/Development/ScrollSpiral/
#define TWO_PI 6.2831853072
#define PI 3.14159265359
precision highp float;
uniform vec2 resolution;
uniform float time;
void main(void) {
vec2 uv = (gl_FragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
float t = time*0.05;
float lineWidth = 0.002;
vec3 color = vec3(0.0);
for(int j = 0; j < 3; j++){
for(int i=0; i < 5; i++){
color[j] += lineWidth*float(i*i) / abs(fract(t - 0.01*float(j)+float(i)*0.01)*5.0 - length(uv) + mod(uv.x+uv.y, 0.2));
}
}
gl_FragColor = vec4(color[0],color[1],color[2],1.0);
}
</script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.time.value += 0.05;
renderer.render( scene, camera );
}
*{
padding: 0;
margin: 0;
}
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