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tsl-textures

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A collection of Three.js Shading Language (TSL) textures

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// TSL-Textures: Wood import { Color } from 'three'; import { add, cos, exp, float, Fn, Loop, mix, mul, positionGeometry, radians, reciprocal, sin, sub, vec3 } from 'three/tsl'; import { noise } from './tsl-utils.js'; var defaults = { $name: 'Wood', position: positionGeometry, scale: 2.5, rings: 4.5, lengths: 1, angle: 0, fibers: 0.3, fibersDensity: 10, color: new Color( 0.8, 0.4, 0 ), background: new Color( 0.4, 0.1, 0 ), seed: 0, }; var woodRaw = Fn( ([ position, scale, rings, lengths, angle, fibers, fibersDensity, color, background, seed ]) => { var angle = radians( angle ).toVar(); var posLocal = vec3( sub( position.x.mul( cos( angle ) ), position.y.mul( sin( angle ) ) ), add( position.x.mul( sin( angle ) ), position.y.mul( cos( angle ) ) ), position.z, ).toVar(); // main pattern with rings var pos = posLocal.mul( exp( scale.sub( 3 ) ).mul( vec3( reciprocal( lengths ), 4, reciprocal( lengths ) ) ) ).add( seed ).toVar( ); var k = noise( pos ).add( 1 ).mul( 10 ).mul( rings ); k = k.add( k.cos() ).cos().add( 1 ).div( 2 ); var kk = float( 0 ).toVar(), sum = float( 0 ).toVar(), scale = exp( scale.sub( 2 ) ).mul( vec3( 1, fibersDensity, 1 ) ).toVar(), power = float( 2 ).toVar(); Loop( 10, ()=>{ kk.addAssign( mul( power, noise( posLocal.mul( scale ).add( seed ) ) ) ); sum.addAssign( power ); scale.mulAssign( 1.8 ); power.mulAssign( 0.6 ); } ); kk.assign( mul( kk, 5 ).div( sum ).mul( 10 ).sin().add( 1 ).div( 2 ) ); return mix( color, background, mix( k, kk, fibers ) ); } ).setLayout( { name: 'woodRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'rings', type: 'float' }, { name: 'lengths', type: 'float' }, { name: 'angle', type: 'float' }, { name: 'fibers', type: 'float' }, { name: 'fibersDensity', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function wood( params={} ) { var { position, scale, rings, lengths, angle, fibers, fibersDensity, color, background, seed } = { ...defaults, ...params }; return woodRaw( position, scale, rings, lengths, angle, fibers, fibersDensity, color, background, seed ); } wood.defaults = defaults; export { wood };