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vertexShader.js
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vertexShader.js
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const vertexShader = `
#define GLSLIFY 1
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
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 );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
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: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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) ) );
}
const float PI = 3.14159265359;
vec4 getWorldNormal(mat4 modelMat,vec3 normal){
vec4 worldNormal=normalize((modelMat*vec4(normal,0.)));
return worldNormal;
}
uniform float uTime;
uniform vec2 uMouse;
varying vec2 vUv;
varying vec3 vWorldNormal;
vec3 distort(vec3 p){
vec3 pointDirection=normalize(p);
vec3 mousePoint=vec3(uMouse,1.);
vec3 mouseDirection=normalize(mousePoint);
float mousePointAngle=dot(pointDirection,mouseDirection);
float freq=1.5;
float t=uTime*100.;
float f=PI*freq;
float fc=mousePointAngle*f;
vec3 n11=pointDirection*1.5;
vec3 n12=vec3(uTime)*4.;
float dist=smoothstep(.4,1.,mousePointAngle);
float n1a=dist*2.;
float noise1=snoise(n11+n12)*n1a;
vec3 n21=pointDirection*1.5;
vec3 n22=vec3(0.,0.,uTime)*2.;
vec3 n23=vec3(uMouse,0.)*.2;
float n2a=.8;
float noise2=snoise(n21+n22+n23)*n2a;
float mouseN1=sin(fc+PI+t);
float mouseN2=smoothstep(f,f*2.,fc+t);
float mouseN3=smoothstep(f*2.,f,fc+t);
float mouseNa=4.;
float mouseNoise=mouseN1*mouseN2*mouseN3*mouseNa;
float noise=noise1+noise2+mouseNoise;
vec3 distortion=pointDirection*(noise+length(p));
return distortion;
}
// http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts
vec3 orthogonal(vec3 v){
return normalize(abs(v.x)>abs(v.z)?vec3(-v.y,v.x,0.)
:vec3(0.,-v.z,v.y));
}
// https://codepen.io/marco_fugaro/pen/xxZWPWJ?editors=0010
vec3 fixNormal(vec3 position,vec3 distortedPosition,vec3 normal){
vec3 tangent=orthogonal(normal);
vec3 bitangent=normalize(cross(normal,tangent));
float offset=.1;
vec3 neighbour1=position+tangent*offset;
vec3 neighbour2=position+bitangent*offset;
vec3 displacedNeighbour1=distort(neighbour1);
vec3 displacedNeighbour2=distort(neighbour2);
vec3 displacedTangent=displacedNeighbour1-distortedPosition;
vec3 displacedBitangent=displacedNeighbour2-distortedPosition;
vec3 displacedNormal=normalize(cross(displacedTangent,displacedBitangent));
return displacedNormal;
}
void main(){
vec3 pos=position;
pos=distort(pos);
vec4 modelPosition=modelMatrix*vec4(pos,1.);
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
vec3 distortedNormal=fixNormal(position,pos,normal);
vUv=uv;
vWorldNormal=getWorldNormal(modelMatrix,distortedNormal).xyz;
}
`;
export default vertexShader;