Doodle3D-Slicer/three.js-master/examples/webgl_shader2.html
2015-06-12 15:58:26 +02:00

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - shaders [custom]</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: #050505;
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 <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="fragment_shader4" type="x-shader/x-fragment">
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
void main( void ) {
vec2 position = -1.0 + 2.0 * vUv;
float red = abs( sin( position.x * position.y + time / 5.0 ) );
float green = abs( sin( position.x * position.y + time / 4.0 ) );
float blue = abs( sin( position.x * position.y + time / 3.0 ) );
gl_FragColor = vec4( red, green, blue, 1.0 );
}
</script>
<script id="fragment_shader3" type="x-shader/x-fragment">
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
void main( void ) {
vec2 position = vUv;
float color = 0.0;
color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
color *= sin( time / 10.0 ) * 0.5;
gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
}
</script>
<script id="fragment_shader2" type="x-shader/x-fragment">
uniform float time;
uniform vec2 resolution;
uniform sampler2D texture;
varying vec2 vUv;
void main( void ) {
vec2 position = -1.0 + 2.0 * vUv;
float a = atan( position.y, position.x );
float r = sqrt( dot( position, position ) );
vec2 uv;
uv.x = cos( a ) / r;
uv.y = sin( a ) / r;
uv /= 10.0;
uv += time * 0.05;
vec3 color = texture2D( texture, uv ).rgb;
gl_FragColor = vec4( color * r * 1.5, 1.0 );
}
</script>
<script id="fragment_shader1" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
varying vec2 vUv;
void main(void)
{
vec2 p = -1.0 + 2.0 * vUv;
float a = time*40.0;
float d,e,f,g=1.0/40.0,h,i,r,q;
e=400.0*(p.x*0.5+0.5);
f=400.0*(p.y*0.5+0.5);
i=200.0+sin(e*g+a/150.0)*20.0;
d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
q=f/r;
e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
d=sin(e*g)*176.0+sin(e*g)*164.0+r;
h=((f+d)+a/2.0)*g;
i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
i=mod(i/5.6,256.0)/64.0;
if(i<0.0) i+=4.0;
if(i>=2.0) i=4.0-i;
d=r/350.0;
d+=sin(d*d*8.0)*0.52;
f=(sin(a*g)+1.0)/2.0;
gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var uniforms1, uniforms2;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 4;
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
uniforms1 = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
uniforms2 = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() },
texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/disturb.jpg" ) }
};
uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
var params = [
[ 'fragment_shader1', uniforms1 ],
[ 'fragment_shader2', uniforms2 ],
[ 'fragment_shader3', uniforms1 ],
[ 'fragment_shader4', uniforms1 ]
];
for( var i = 0; i < params.length; i++ ) {
var material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 1 ],
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = i - ( params.length - 1 ) / 2;
mesh.position.y = i % 2 - 0.5;
scene.add( mesh );
}
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
uniforms1.resolution.value.x = window.innerWidth;
uniforms1.resolution.value.y = window.innerHeight;
uniforms2.resolution.value.x = window.innerWidth;
uniforms2.resolution.value.y = window.innerHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
uniforms1.time.value += delta * 5;
uniforms2.time.value = clock.elapsedTime;
for ( var i = 0; i < scene.children.length; i ++ ) {
var object = scene.children[ i ];
object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>