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[DEPRECATED] Three.js Water shader based on the "water noise" example from @oosmoxiecode http://oos.moxiecode.com/js_webgl/water_noise/
<!DOCTYPE html>
<html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Water/Ocean</title>
<meta charset="utf-8">
<style> * { padding:0; margin:0; }</style>
</head>
<body>
<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js"></script>
<script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/three.js/r61/three.js"></script>
<script type="text/javascript">
// Utils
THREE.ColorConverter = {
setHSV: function ( color, h, s, v ) {
// https://gist.github.com/xpansive/1337890#file-index-js
return color.setHSL( h, ( s * v ) / ( ( h = ( 2 - s ) * v ) < 1 ? h : ( 2 - h ) ), h * 0.5 );
}
}
</script>
<script id="fragmentShaderNormal" type="x-shader/x-fragment">
uniform float height;
uniform vec2 resolution;
uniform sampler2D heightMap;
varying vec2 vUv;
void main( void ) {
float val = texture2D( heightMap, vUv ).x;
float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;
gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );
}
</script>
<script id="fragmentShaderColormap" type="x-shader/x-fragment">
uniform sampler2D colorRamp;
uniform sampler2D heightMap;
varying vec2 vUv;
void main( void ) {
float v = texture2D( heightMap, vUv ).x;
vec3 color = texture2D( colorRamp, vec2( v, 0.0 ) ).xyz;
gl_FragColor = vec4( color, 1.0 );
}
</script>
<script id="fragmentShaderNoise" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
uniform float time;
varying vec2 vUv;
vec4 permute( vec4 x ) {
return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
}
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 );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod( i, 289.0 );
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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
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 = 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 ) ) );
}
float surface( vec3 coord ) {
float n = 0.0;
n += 0.3 * abs( snoise( coord * 5.0 ) );
//n += 0.3 * abs( snoise( coord ) );
//n += 0.25 * ( snoise( coord * 2.0 ) );
//n += 0.125 * abs( snoise( coord * 4.0 ) );
n += 0.0625 * abs( snoise( coord * 28.0 ) );
return n;
}
void main( void ) {
vec3 coord = vec3( vUv, -time );
float n = surface( coord );
gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
uniform vec2 scale;
void main( void ) {
vUv = uv * scale;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="vertexShaderFlip" type="x-shader/x-vertex">
varying vec2 vUv;
uniform vec2 scale;
void main( void ) {
vUv = vec2( uv.x, 1.0 - uv.y ) * scale;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = 0;
var container;
var stats;
var camera;
var scene;
var webglRenderer;
var cameraOrtho;
var pointLight;
var render_gl = 1;
var has_gl = 0;
var r = 0;
var delta
var time;
var oldTime;
var uniformsNoise, uniformsNormal,
normalMap, noiseMap,
quadTarget,
mesh;
var uniformsNormalMap;
var colorRampTexture, specularRampTexture;
var mlib = {};
var lightCone;
init(), animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
var aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera = new THREE.PerspectiveCamera( 65, aspect, 1, 100000 );
camera.position.z = 350;
camera.position.x = -350;
camera.position.y = 150;
camTarget = new THREE.Object3D();
cameraOrtho = new THREE.OrthographicCamera();
cameraOrtho.position.z = 100;
sceneRenderTarget = new THREE.Scene();
scene = new THREE.Scene();
// Lights
ambientLight = new THREE.AmbientLight( 0x111111 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xd9d29d, 1, 0 );
pointLight.position.y = 10;
scene.add( pointLight );
var spotlight = new THREE.SpotLight( 0xd2cfb9, 2, 0 );
spotlight.position.set( 50, 150, -200 );
scene.add( spotlight );
// Noise
var rx = 512, ry = 512;
var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
noiseMap = new THREE.WebGLRenderTarget( rx, ry, pars );
normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
colorMap = new THREE.WebGLRenderTarget( rx, ry, pars );
specularMap = new THREE.WebGLRenderTarget( rx, ry, pars );
uniformsNoise = {
time: { type: "f", value: 1.0 },
scale: { type: "v2", value: new THREE.Vector2( 2, 2 ) }
};
uniformsNormal = {
height: { type: "f", value: 0.075 },
resolution: { type: "v2", value: new THREE.Vector2( rx, ry ) },
scale: { type: "v2", value: new THREE.Vector2( 1, 1 ) },
heightMap: { type: "t", value: noiseMap }
};
var rwidth = 256, rheight = 1, rsize = rwidth * rheight;
var tcolor = new THREE.Color( 0xffffff );
// Specular ramp data
var dataSpecular = new Uint8Array( rsize * 3 );
for ( var i = 0; i < rsize; i ++ ) {
var h = i / 255;
//tcolor.setHSV( 0.0, 0.0, 1 - h );
THREE.ColorConverter.setHSV( tcolor, 0.0, 0.0, 1 - h );
dataSpecular[ i * 3 ] = Math.floor( tcolor.r * 255 );
dataSpecular[ i * 3 + 1 ] = Math.floor( tcolor.g * 255 );
dataSpecular[ i * 3 + 2 ] = Math.floor( tcolor.b * 255 );
}
// Ramp textures
//colorRampTexture = new THREE.DataTexture( dataColor, rwidth, rheight, THREE.RGBFormat );
//colorRampTexture.needsUpdate = true;
specularRampTexture = new THREE.DataTexture( dataSpecular, rwidth, rheight, THREE.RGBFormat );
specularRampTexture.needsUpdate = true;
uniformsColor = {
scale: { type: "v2", value: new THREE.Vector2( 1, 1 ) },
heightMap: { type: "t", value: noiseMap },
colorRamp: { type: "t", value: colorRampTexture }
};
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
var vertexShaderFlip = document.getElementById( 'vertexShaderFlip' ).textContent;
// Normal
var normalShader = THREE.ShaderLib[ "normalmap" ];
uniformsNormalMap = THREE.UniformsUtils.clone( normalShader.uniforms );
uniformsNormalMap[ "tNormal" ].texture = normalMap;
//uniformsNormalMap[ "uNormalScale" ].value = 100.25;
uniformsNormalMap[ "tDiffuse" ].texture = colorMap;
uniformsNormalMap[ "tSpecular" ].texture = specularMap;
uniformsNormalMap[ "tAO" ].texture = noiseMap;
uniformsNormalMap[ "enableAO" ].value = true;
uniformsNormalMap[ "enableDiffuse" ].value = false;
uniformsNormalMap[ "enableSpecular" ].value = true;
uniformsNormalMap[ "uDiffuseColor" ].value.setHex( 0x202336 );
uniformsNormalMap[ "uSpecularColor" ].value.setHex( 0xd2cfb9 );
uniformsNormalMap[ "uAmbientColor" ].value.setHex( 0x1a1d21 );
uniformsNormalMap[ "uShininess" ].value = 20;
uniformsNormalMap[ "enableReflection" ].value = true;
//uniformsNormalMap[ "tCube" ].texture = textureCube;
uniformsNormalMap[ "uReflectivity" ].value = 0.40;
uniformsNormalMap[ "tNormal" ].texture.wrapS = uniformsNormalMap[ "tNormal" ].texture.wrapT = THREE.MirroredRepeatWrapping;
uniformsNormalMap[ "tSpecular" ].texture.wrapS = uniformsNormalMap[ "tSpecular" ].texture.wrapT = THREE.MirroredRepeatWrapping;
uniformsNormalMap[ "tAO" ].texture.wrapS = uniformsNormalMap[ "tAO" ].texture.wrapT = THREE.MirroredRepeatWrapping;
uniformsNormalMap[ "uRepeat" ].value = new THREE.Vector2(20,80);
var size = 1.25,
params = [
[ 'noise', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false, false ],
[ 'normal', document.getElementById( 'fragmentShaderNormal' ).textContent, vertexShaderFlip, uniformsNormal, false, false ],
[ 'color', document.getElementById( 'fragmentShaderColormap' ).textContent, vertexShaderFlip, uniformsColor, false, false ],
[ 'normalmap', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormalMap, true, true ]
];
for( var i = 0; i < params.length; i ++ ) {
material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 3 ],
vertexShader: params[ i ][ 2 ],
fragmentShader: params[ i ][ 1 ],
lights: params[ i ][ 4 ],
fog: params[ i ][ 5 ]
} );
mlib[ params[ i ][ 0 ] ] = material;
}
// Rendertarget
var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
quadTarget.position.z = -500;
sceneRenderTarget.add( quadTarget );
// Surface
var plane = new THREE.PlaneGeometry( 50000, 50000, 1, 1 );
plane.computeFaceNormals();
plane.computeVertexNormals();
plane.computeTangents();
//console.log( mlib[ "normalmap" ] );
var material2 = new THREE.MeshPhongMaterial( { color: 0x202336, specular: 0xd2cfb9, ambient: 0x1a1d21, shininess: 20, envMap: null, combine: THREE.MixOperation, reflectivity: 0.5 } );
var meshPlane = new THREE.Mesh( plane, mlib[ "normalmap" ] );
//var meshPlane = new THREE.Mesh( plane, material2 );
meshPlane.rotation.x = -Math.PI / 2;
scene.add( meshPlane );
try {
webglRenderer = new THREE.WebGLRenderer( { scene: scene, antiAlias: false } );
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
webglRenderer.setClearColor(0x7788aa, 1);
container.appendChild( webglRenderer.domElement );
webglRenderer.autoClear = false;
has_gl = 1;
}
catch (e) {
// need webgl
console.log("no webgl");
return;
}
}
function animate() {
requestAnimationFrame( animate );
loop();
}
function loop() {
time = new Date().getTime();
delta = time - oldTime;
oldTime = time;
if (isNaN(delta) || delta > 1000 || delta == 0 ) {
delta = 1000/60;
}
r += delta/1500;
uniformsNoise.time.value += delta/20000;
uniformsNormalMap[ "uOffset" ].value.y -= delta/10000;
camera.lookAt(camTarget.position);
camera.position.y = 150+Math.sin(r*8)*1.5;
webglRenderer.clear();
quadTarget.material = mlib[ "noise" ];
webglRenderer.render( sceneRenderTarget, cameraOrtho, noiseMap, true );
quadTarget.material = mlib[ "normal" ];
webglRenderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
quadTarget.material = mlib[ "color" ];
mlib[ "color" ].uniforms.colorRamp.texture = specularRampTexture;
webglRenderer.render( sceneRenderTarget, cameraOrtho, specularMap, true );
if ( render_gl && has_gl ) {
webglRenderer.clear();
webglRenderer.render( scene, camera );
}
}
</script>
</body></html>
@tracend
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tracend commented Jan 25, 2014

Note that this implementation in now outdated, deprecated in favor of https://github.com/jbouny/ocean

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