<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - materials - shaders [lava]</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #ffffff; font-family:Monospace; font-size:13px; text-align:center; font-weight: bold; background-color: #000000; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } a { color: #ffffff; } #oldie a { color:#da0 } </style> </head> <body> <div id="container"></div> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div> <script src="../build/three.min.js"></script> <script src="js/shaders/ConvolutionShader.js"></script> <script src="js/shaders/CopyShader.js"></script> <script src="js/shaders/FilmShader.js"></script> <script src="js/postprocessing/EffectComposer.js"></script> <script src="js/postprocessing/ShaderPass.js"></script> <script src="js/postprocessing/MaskPass.js"></script> <script src="js/postprocessing/RenderPass.js"></script> <script src="js/postprocessing/BloomPass.js"></script> <script src="js/postprocessing/FilmPass.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script id="fragmentShader" type="x-shader/x-fragment"> uniform float time; uniform vec2 resolution; uniform float fogDensity; uniform vec3 fogColor; uniform sampler2D texture1; uniform sampler2D texture2; varying vec2 vUv; void main( void ) { vec2 position = -1.0 + 2.0 * vUv; vec4 noise = texture2D( texture1, vUv ); vec2 T1 = vUv + vec2( 1.5, -1.5 ) * time *0.02; vec2 T2 = vUv + vec2( -0.5, 2.0 ) * time * 0.01; T1.x += noise.x * 2.0; T1.y += noise.y * 2.0; T2.x -= noise.y * 0.2; T2.y += noise.z * 0.2; float p = texture2D( texture1, T1 * 2.0 ).a; vec4 color = texture2D( texture2, T2 * 2.0 ); vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 ); if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); } if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; } if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; } gl_FragColor = temp; float depth = gl_FragCoord.z / gl_FragCoord.w; const float LOG2 = 1.442695; float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 ); fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 ); gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor ); } </script> <script id="vertexShader" type="x-shader/x-vertex"> uniform vec2 uvScale; varying vec2 vUv; void main() { vUv = uvScale * uv; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var clock = new THREE.Clock(); var camera, scene, renderer, composer; var uniforms, material, mesh; var mouseX = 0, mouseY = 0, lat = 0, lon = 0, phy = 0, theta = 0; var width = window.innerWidth || 2; var height = window.innerHeight || 2; var windowHalfX = width / 2; var windowHalfY = height / 2; init(); animate(); function init() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 35, windowHalfX / windowHalfY, 1, 3000 ); camera.position.z = 4; scene = new THREE.Scene(); uniforms = { fogDensity: { type: "f", value: 0.45 }, fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }, time: { type: "f", value: 1.0 }, resolution: { type: "v2", value: new THREE.Vector2() }, uvScale: { type: "v2", value: new THREE.Vector2( 3.0, 1.0 ) }, texture1: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/lava/cloud.png" ) }, texture2: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) } }; uniforms.texture1.value.wrapS = uniforms.texture1.value.wrapT = THREE.RepeatWrapping; uniforms.texture2.value.wrapS = uniforms.texture2.value.wrapT = THREE.RepeatWrapping; var size = 0.65; material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material ); mesh.rotation.x = 0.3; scene.add( mesh ); // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); container.appendChild( renderer.domElement ); renderer.autoClear = false; // stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; //container.appendChild( stats.domElement ); // var renderModel = new THREE.RenderPass( scene, camera ); var effectBloom = new THREE.BloomPass( 1.25 ); var effectFilm = new THREE.FilmPass( 0.35, 0.95, 2048, false ); effectFilm.renderToScreen = true; composer = new THREE.EffectComposer( renderer ); composer.addPass( renderModel ); composer.addPass( effectBloom ); composer.addPass( effectFilm ); // onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize( event ) { uniforms.resolution.value.x = window.innerWidth; uniforms.resolution.value.y = window.innerHeight; renderer.setSize( window.innerWidth, window.innerHeight ); camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); composer.reset(); } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var delta = 5 * clock.getDelta(); uniforms.time.value += 0.2 * delta; mesh.rotation.y += 0.0125 * delta; mesh.rotation.x += 0.05 * delta; renderer.clear(); composer.render( 0.01 ); } </script> </body> </html>