A simple watter shader based on the "water noise" example from @oosmoxiecode
Initiated by Makis Tracend
A simple watter shader based on the "water noise" example from @oosmoxiecode
Initiated by Makis Tracend
<!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> |
Note that this implementation in now outdated, deprecated in favor of https://github.com/jbouny/ocean