<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>water shader implement in three.js</title> <style type="text/css"> body { overflow: hidden; margin: 0; height: 100%; } </style> </head> <body> <!-- THIS is OPENGL Shading language scripts --> <script id="vertex-shader" type="no-js"> void main() { gl_Position = vec4( position, 1.0 ); } </script> <!-- orinal from https://www.shadertoy.com/view/Ms2SD1 --> <script id="fragment-shader" type="no-js"> uniform float iGlobalTime; uniform vec2 iResolution; uniform vec4 iMouse; const int NUM_STEPS = 8; const float PI = 3.1415; const float EPSILON = 1e-3; float EPSILON_NRM = 0.1 / iResolution.x; // sea const int ITER_GEOMETRY = 3; const int ITER_FRAGMENT = 5; const float SEA_HEIGHT = 0.6; const float SEA_CHOPPY = 4.0; const float SEA_SPEED = 0.8; const float SEA_FREQ = 0.16; const vec3 SEA_BASE = vec3(0.1,0.19,0.22); const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6); float SEA_TIME = iGlobalTime * SEA_SPEED; mat2 octave_m = mat2(1.6,1.2,-1.2,1.6); // math mat3 fromEuler(vec3 ang) { vec2 a1 = vec2(sin(ang.x),cos(ang.x)); vec2 a2 = vec2(sin(ang.y),cos(ang.y)); vec2 a3 = vec2(sin(ang.z),cos(ang.z)); mat3 m; m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x); m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x); m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y); return m; } float hash( vec2 p ) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); } float noise( in vec2 p ) { vec2 i = floor( p ); vec2 f = fract( p ); vec2 u = f*f*(3.0-2.0*f); return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } // lighting float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); } float specular(vec3 n,vec3 l,vec3 e,float s) { float nrm = (s + 8.0) / (3.1415 * 8.0); return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; } // sky vec3 getSkyColor(vec3 e) { e.y = max(e.y,0.0); vec3 ret; ret.x = pow(1.0-e.y,2.0); ret.y = 1.0-e.y; ret.z = 0.6+(1.0-e.y)*0.4; return ret; } // sea float sea_octave(vec2 uv, float choppy) { uv += noise(uv); vec2 wv = 1.0-abs(sin(uv)); vec2 swv = abs(cos(uv)); wv = mix(wv,swv,wv); return pow(1.0-pow(wv.x * wv.y,0.65),choppy); } float map(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_GEOMETRY; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; } float map_detailed(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_FRAGMENT; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; } vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) { float fresnel = 1.0 - max(dot(n,-eye),0.0); fresnel = pow(fresnel,3.0) * 0.65; vec3 reflected = getSkyColor(reflect(eye,n)); vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12; vec3 color = mix(refracted,reflected,fresnel); float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0); color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten; color += vec3(specular(n,l,eye,60.0)); return color; } // tracing vec3 getNormal(vec3 p, float eps) { vec3 n; n.y = map_detailed(p); n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; n.y = eps; return normalize(n); } float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) { float tm = 0.0; float tx = 1000.0; float hx = map(ori + dir * tx); if(hx > 0.0) return tx; float hm = map(ori + dir * tm); float tmid = 0.0; for(int i = 0; i < NUM_STEPS; i++) { tmid = mix(tm,tx, hm/(hm-hx)); p = ori + dir * tmid; float hmid = map(p); if(hmid < 0.0) { tx = tmid; hx = hmid; } else { tm = tmid; hm = hmid; } } return tmid; } void main() { vec2 uv = gl_FragCoord.xy / iResolution.xy; uv = uv * 2.0 - 1.0; uv.x *= iResolution.x / iResolution.y; float time = iGlobalTime * 0.3 + iMouse.x*0.01; // ray vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time); vec3 ori = vec3(0.0,3.5,time*5.0); vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15; dir = normalize(dir) * fromEuler(ang); // tracing vec3 p; heightMapTracing(ori,dir,p); vec3 dist = p - ori; vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM); vec3 light = normalize(vec3(0.0,1.0,0.8)); // color vec3 color = mix( getSkyColor(dir), getSeaColor(p,n,light,dir,dist), pow(smoothstep(0.0,-0.05,dir.y),0.3)); // post gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0); } </script> <script type="text/javascript" src="//cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script> <script type="text/javascript"> // init camera, scene, renderer var scene, camera, renderer; scene = new THREE.Scene(); var fov = 75, aspect = window.innerWidth / window.innerHeight; camera = new THREE.PerspectiveCamera(fov, aspect, 0.1, 1000); camera.position.z = 100; camera.lookAt(scene.position); renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0xc4c4c4); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); var clock = new THREE.Clock(); var tuniform = { iGlobalTime: { type: 'f', value: 0.1 }, iResolution: { type: 'v2', value: new THREE.Vector2() }, iMouse: { type: 'v4', value: new THREE.Vector2() } }; // Mouse position in - 1 to 1 renderer.domElement.addEventListener('mousedown', function(e) { var canvas = renderer.domElement; var rect = canvas.getBoundingClientRect(); tuniform.iMouse.value.x = (e.clientX - rect.left) / window.innerWidth * 2 - 1; tuniform.iMouse.value.y = (e.clientY - rect.top) / window.innerHeight * -2 + 1; }); renderer.domElement.addEventListener('mouseup', function(e) { var canvas = renderer.domElement; var rect = canvas.getBoundingClientRect(); tuniform.iMouse.value.z = (e.clientX - rect.left) / window.innerWidth * 2 - 1; tuniform.iMouse.value.w = (e.clientY - rect.top) / window.innerHeight * -2 + 1; }); // resize canvas function window.addEventListener('resize',function() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }); tuniform.iResolution.value.x = window.innerWidth; tuniform.iResolution.value.y = window.innerHeight; // Create Plane var material = new THREE.ShaderMaterial({ uniforms: tuniform, vertexShader: document.getElementById('vertex-shader').textContent, fragmentShader: document.getElementById('fragment-shader').textContent }); var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight, 40), material ); scene.add(mesh); // draw animation function render(time) { tuniform.iGlobalTime.value += clock.getDelta(); requestAnimationFrame(render); renderer.render(scene, camera); } render(); </script> </body> </html> 提示:你可以先修改部分代码再运行。 转载请注明:有爱前端 » three.js震撼栗子 喜欢 (1)or分享 (0)