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three-noise-shader-material

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provides a THREE.ShaderMaterial preconfigured to display 3d noise

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module.exports = function (THREE) { /** * @author jeromeetienne / https://github.com/jeromeetienne */ NoiseShaderMaterial = function(opts){ opts = opts || {} opts.vertexShader = opts.vertexShader || NoiseShaderMaterial.vertexShader opts.fragmentShader = opts.fragmentShader || NoiseShaderMaterial.fragmentShader opts.uniforms = opts.uniforms || { time : { type: "f" , value: 1.0 }, scale : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, offset : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, } var material = new THREE.ShaderMaterial(opts) return material } // from https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl NoiseShaderMaterial.noiseFragmentShader = [ '//', '// 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) ) );', ' }', ].join('\n') NoiseShaderMaterial.fragmentShader = [ NoiseShaderMaterial.noiseFragmentShader, 'uniform float time;', 'varying vec2 vUv;', 'float surface3( vec3 coord ){', ' float height = 0.0;', ' height += abs(snoise(coord )) * 1.0;', ' height += abs(snoise(coord * 2.0)) * 0.5;', ' height += abs(snoise(coord * 4.0)) * 0.25;', ' height += abs(snoise(coord * 8.0)) * 0.125;', ' return height;', '}', 'void main( void ) {', ' vec3 coord = vec3( vUv, time );', ' float height = surface3( coord );', ' gl_FragColor = vec4( vec3(height, height, height), 1.0 );', '}', ].join('\n') NoiseShaderMaterial.vertexShader = [ ' varying vec2 vUv;', ' uniform vec2 scale;', ' uniform vec2 offset;', '', ' void main( void ) {', ' vUv = uv * scale + offset;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' }', ].join('\n') return NoiseShaderMaterial }