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@matematrolii/sketchbook

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3D matematrolii playground built on three.js and cannon.js

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/** * Ocean shader for three.js * * Created by Jonathan Blaire https://codepen.io/knoland * Original pen https://codepen.io/knoland/pen/XKxAJb * * Adapted for Sketchbook by Jan Bláha * https://github.com/swift502/Sketchbook */ const THREE = require('three'); export let WaterShader = { uniforms: { iGlobalTime: { type: 'f', value: 0.1 }, iResolution: { type: 'v2', value: new THREE.Vector2() }, cameraPos: {value: new THREE.Vector3()}, lightDir: {value: new THREE.Vector3()} }, vertexShader: ` varying vec3 vWorldPosition; varying vec2 vTexCoord; void main() { vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); vWorldPosition = worldPosition.xyz; vTexCoord = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } `, fragmentShader: ` uniform float iGlobalTime; uniform vec2 iResolution; uniform vec3 cameraPos; uniform vec3 lightDir; varying vec3 vWorldPosition; varying vec2 vTexCoord; const int NUM_STEPS = 8; const float PI = 3.1415; const float EPSILON = 1e-3; // sea variables const int ITER_GEOMETRY = 3; const int ITER_FRAGMENT = 5; const float SEA_HEIGHT = 0.6; const float SEA_CHOPPY = 1.0; const float SEA_SPEED = 1.0; 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); mat2 octave_m = mat2(1.6,1.2,-1.2,1.6); 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 ); } 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; } 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; } 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 SEA_TIME = iGlobalTime * SEA_SPEED; 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 SEA_TIME = iGlobalTime * SEA_SPEED; 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; float night = dot(l, vec3(0.0, 1.0, 0.0)); night = clamp(night + 0.1, 0.0, 0.5) * 2.0; color *= vec3(night); 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) { vec3 oriComp = ori; oriComp.y -= vWorldPosition.y - SEA_HEIGHT; float tm = 0.0; float tx = 1000.0; float hx = map(oriComp + dir * tx); if(hx > 0.0) { return tx; } float hm = map(oriComp + dir * tm); float tmid = 0.0; for(int i = 0; i < NUM_STEPS; i++) { tmid = mix(tm,tx, hm/(hm-hx)); p = oriComp + dir * tmid; float hmid = map(p); if(hmid < 0.0) { tx = tmid; hx = hmid; } else { tm = tmid; hm = hmid; } } return tmid; } void main() { float time = iGlobalTime * 0.3; // ray vec3 ang = vec3( sin(time*3.0)*0.1,sin(time)*0.2+0.3,time ); vec3 dir = normalize( vWorldPosition - cameraPos ); // tracing vec3 p; heightMapTracing(cameraPos,dir,p); vec3 dist = vWorldPosition - cameraPos; float EPSILON_NRM = 0.1 / iResolution.x; vec3 n = getNormal( p, dot(dist,dist) * EPSILON_NRM ); // color vec3 color = mix( getSkyColor(dir), getSeaColor(p,n,lightDir,dir,dist), pow(smoothstep(0.0,-0.05,dir.y),0.3) ); // post gl_FragColor = vec4(pow(color,vec3(0.8)), 1.0) * 1.2; float fogfac = clamp(length(dist), 300.0, 600.0); fogfac -= 300.0; fogfac /= 300.0; gl_FragColor.a = 1.0 - fogfac; #if defined( TONE_MAPPING ) gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); #endif } ` };