Skip to content

Instantly share code, notes, and snippets.

@synecdocheNORTH
Created January 9, 2019 20:00
Show Gist options
  • Save synecdocheNORTH/611c1997e9e2c96e6e2fbb5c6b4d1d4b to your computer and use it in GitHub Desktop.
Save synecdocheNORTH/611c1997e9e2c96e6e2fbb5c6b4d1d4b to your computer and use it in GitHub Desktop.
Cloud Journey
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<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">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
vec3 hash33(vec3 p){
return texture2D(u_noise, p.xy * p.z * 256.).rgb;
}
float pn( in vec3 p ) {
vec3 i = floor(p); p -= i; p *= p*(3. - 2.*p);
p.xy = texture2D(u_noise, (p.xy + i.xy + vec2(37, 17)*i.z + .5)/256., -100.).yx;
return mix(p.x, p.y, p.z);
}
// Thanks to Shane for this one.
// Basic low quality noise consisting of three layers of rotated, mutated
// trigonometric functions. Needs work, but sufficient for this example.
float trigNoise3D(in vec3 p){
float res = 0., sum = 0.;
// IQ's cheap, texture-lookup noise function. Very efficient, but still
// a little too processor intensive for multiple layer usage in a largish
// "for loop" setup. Therefore, just one layer is being used here.
float n = pn(p*8. + u_time*.5);
// Two sinusoidal layers. I'm pretty sure you could get rid of one of
// the swizzles (I have a feeling the GPU doesn't like them as much),
// which I'll try to do later.
vec3 t = sin(p.yzx*3.14159265 + cos(p.zxy*3.14159265+1.57/2.))*0.5 + 0.5;
p = p*1.5 + (t - 1.5); // + u_time*0.1
res += (dot(t, vec3(0.333)));
t = sin(p.yzx*3.14159265 + cos(p.zxy*3.14159265+1.57/2.))*0.5 + 0.5;
res += (dot(t, vec3(0.333)))*0.7071;
return ((res/1.7071))*0.85 + n*0.15;
}
float world(vec3 p) {
float n = trigNoise3D(p*0.2);
float t = sin(u_time*.0001)*.5+.5;
float c = cos(p.z*.2*t+n);
float s = sin(p.z*.05+n*.5);
p.xy *= mat2(c, -s, s, c);
p -= n*1.5;
p.y = mod(p.y, 4.0 + p.y * .5) - 2. - p.y * .25;
return abs(p.y) - .1;
}
void main() {
// Setting up our screen coordinates.
vec2 aspect = vec2(u_resolution.x/u_resolution.y, 1.0); //
vec2 uv = (2.0*gl_FragCoord.xy/u_resolution.xy - 1.0)*aspect;
// vec3 rd = normalize(vec3(gl_FragCoord.xy - u_resolution.xy*.5, u_resolution.y*.5));
float modtime = u_time * .1;
// The sin in here is to make it look like a walk.
vec3 lookAt = vec3(sin(modtime)*2. + u_mouse.x*2., u_mouse.y*2., 2. + u_time*2.); // This is the point you look towards, or at, if you prefer.
vec3 camera_position = vec3(sin(modtime)*3., 0, u_time*2.); // This is the point you look from, or camera you look at the scene through. Whichever way you wish to look at it.
vec3 forward = normalize(lookAt-camera_position); // Forward vector.
vec3 right = normalize(vec3(forward.z, 0., -forward.x )); // Right vector... or is it left? Either way, so long as the correct-facing up-vector is produced.
vec3 up = normalize(cross(forward,right)); // Cross product the two vectors above to get the up vector.
// FOV - Field of view.
float FOV = 1.1;
// ro - Ray origin.
vec3 ro = camera_position;
// rd - Ray direction.
vec3 rd = normalize(forward + FOV*uv.x*right + FOV*uv.y*up);
// rd += hash33(rd)*.002;
// Camera
// vec3 ro = vec3(sin(modtime)*3., 0, u_time*2.);
vec3 lp = vec3( -3, 2, -1.5);
lp += ro;
ro.x += u_mouse.x;
ro.y += u_mouse.y;
float local_density = 0.;
float density = 0.;
float weighting = 0.;
float dist = 1.;
float travelled = 0.;
const float distanceThreshold = .4;
// Initializing the scene color to black, and declaring the surface position vector.
vec3 col = vec3(0);
vec3 sp;
vec3 sn = normalize(-rd); // surface normal
// Raymarching loop.
for (int i=0; i<64; i++) {
if((density>1.) || travelled>80.)break;
sp = ro + rd*travelled; // Ray position.
dist = world(sp); // Closest distance to the surface... particle.
if(dist < .2) dist = .35;
local_density = (distanceThreshold - dist)*step(dist, distanceThreshold);
weighting = (1. - density)*local_density;
density += weighting*(1.-distanceThreshold)*1./dist;
vec3 ld = lp-sp; // Direction vector from the surface to the light position.
float lDist = max(length(ld), .001); // Distance from the surface to the light.
ld/=lDist; // Normalizing the directional light vector.
// Using the light distance to perform some falloff.
float atten = 1./(1. + lDist*.125 + lDist*lDist*.55);
float diff = max(dot( sn, ld ), 0.);
float spec = pow(max( dot( reflect(-ld, sn), -rd ), 0. ), 4.);
// col += weighting*(dist*5. - .1)*(.5 + diff + spec*.5)*atten;
// Much quicker version of the avove
col += weighting*atten*1.25;
travelled += max(dist*.4, .02);
}
col = max(col, 0.);
col = mix(vec3(.0, .1, .3), vec3(2.), col);
// col = mix(col, vec3(4.), density*.01);
col = mix(col, vec3(2.), travelled*.01);
col = mix(col.zyx, col, dot(rd, col.xyz)+.5*travelled*.05);
col *= col*col*1.5;
gl_FragColor = vec4(sqrt(max(col, 0.)), 1.0);
}
</script>
<div id="container" touch-action="none"></div>
/*
Most of the stuff in here is just bootstrapping. Essentially it's just
setting ThreeJS up so that it renders a flat surface upon which to draw
the shader. The only thing to see here really is the uniforms sent to
the shader. Apart from that all of the magic happens in the HTML view
under the fragment shader.
*/
let container;
let camera, scene, renderer;
let uniforms;
let loader=new THREE.TextureLoader();
let texture;
loader.setCrossOrigin("anonymous");
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
function do_something_with_texture(tex) {
texture = tex;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.minFilter = THREE.LinearFilter;
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 = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_noise: { type: "t", value: texture },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
material.extensions.derivatives = true;
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 );
document.addEventListener('pointermove', (e)=> {
let ratio = window.innerHeight / window.innerWidth;
uniforms.u_mouse.value.x = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
uniforms.u_mouse.value.y = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1;
e.preventDefault();
});
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate(delta) {
requestAnimationFrame( animate );
render(delta);
}
let capturer = new CCapture( {
verbose: true,
framerate: 30,
// motionBlurFrames: 4,
quality: 90,
format: 'webm',
workersPath: 'js/'
} );
let capturing = false;
isCapturing = function(val) {
if(val === false && window.capturing === true) {
capturer.stop();
capturer.save();
} else if(val === true && window.capturing === false) {
capturer.start();
}
capturing = val;
}
toggleCapture = function() {
isCapturing(!capturing);
}
window.addEventListener('keyup', function(e) { if(e.keyCode == 68) toggleCapture(); });
let then = 0;
function render(delta) {
uniforms.u_time.value = -11200 + delta * 0.0015;
renderer.render( scene, camera );
if(capturing) {
capturer.capture( renderer.domElement );
}
}
<script src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/ccapture.js"></script>
body {
margin: 0;
padding: 0;
}
#container {
position: fixed;
touch-action: none;
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment