如何将 shadertoy 代码实现到 three.js - 阐明细节
How to implemen shadertoy code into three.js - clarifying the details
所以这里是前一个问题:
How to implement a ShaderToy shader in three.js
尝试将上述 link 中的步骤实施到此代码中,但未成功:
three.js/blob/master/examples/webgl_shader.html
所以我替换了原始的顶点着色器和原始的片段着色器,所以我得到了这个代码:
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 vUv;
void main(void)
{
vec2 p = -1.0 + 2.0 *vUv;
vec2 q = p - vec2(0.5, 0.5);
q.x += sin(iGlobalTime* 0.6) * 0.2;
q.y += cos(iGlobalTime* 0.4) * 0.3;
float len = length(q);
float a = atan(q.y, q.x) + iGlobalTime * 0.3;
float b = atan(q.y, q.x) + iGlobalTime * 0.3;
float r1 = 0.3 / len + iGlobalTime * 0.5;
float r2 = 0.2 / len + iGlobalTime * 0.5;
float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0;
vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 ));
vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 ));
vec3 col = vec3(mix(tex1, tex2, m));
gl_FragColor = vec4(col * len * 1.5, 1.0);
}
</script>
这很清楚,但是如何以及在何处实施 tuniform:
var tuniform = {
iGlobalTime: { type: 'f', value: 0.1 },
iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/tex07.jpg') },
iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/infi.jpg' ) },
};
和 iGlobalTime 部分?
tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping;
tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping;
所以我的问题是:如何修改此代码(或任何 thrre.js 代码):
three.js/blob/master/examples/webgl_shader.html
要显示一个工作的 shadertoy 示例,其中也包括 iGlobalTime?
==================== EITED部分从这里开始===================== ====
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - shader [Monjori]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
#oldie a { color:#da0 }
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 vUv;
void main(void)
{
vec2 p = -1.0 + 2.0 *vUv;
vec2 q = p - vec2(0.5, 0.5);
q.x += sin(iGlobalTime* 0.6) * 0.2;
q.y += cos(iGlobalTime* 0.4) * 0.3;
float len = length(q);
float a = atan(q.y, q.x) + iGlobalTime * 0.3;
float b = atan(q.y, q.x) + iGlobalTime * 0.3;
float r1 = 0.3 / len + iGlobalTime * 0.5;
float r2 = 0.2 / len + iGlobalTime * 0.5;
float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0;
vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 ));
vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 ));
vec3 col = vec3(mix(tex1, tex2, m));
gl_FragColor = vec4(col * len * 1.5, 1.0);
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var tuniform = {
iGlobalTime: { type: 'f', value: 0.1 },
iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg') },
iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg' ) },
};
tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping;
tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping;
delta=clock.getDelta();
tuniform.iGlobalTime.value += delta;
uniforms.time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</body>
</html>
要将任何着色器从 shadertoy 转换为 three.js 着色器,您只需拥有正确的 variables/uniforms。 Shadertoy 提供 three.js 着色器默认不提供的制服。例如,Shadertoy 具有 iResolution 制服,您在 three.js 着色器中不会拥有它,因为 Shadertoy 用于在平面 canvas 而不是 3d 对象上进行渲染。 iGlobalTime 也是这些制服之一,默认情况下不在 three.js 着色器中。
在您发布的代码中,您已经正确定义了 iGlobalTime 制服,您只需在代码首次运行时创建一个 THREE.Clock 一次,然后您需要在渲染函数中更新制服。
uniforms.iGlobalTime.value = clock.getElapsedTime();
我已经实现了这个matrix style shader which uses iGlobalTime in three.js here
所以这里是前一个问题: How to implement a ShaderToy shader in three.js
尝试将上述 link 中的步骤实施到此代码中,但未成功: three.js/blob/master/examples/webgl_shader.html
所以我替换了原始的顶点着色器和原始的片段着色器,所以我得到了这个代码:
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 vUv;
void main(void)
{
vec2 p = -1.0 + 2.0 *vUv;
vec2 q = p - vec2(0.5, 0.5);
q.x += sin(iGlobalTime* 0.6) * 0.2;
q.y += cos(iGlobalTime* 0.4) * 0.3;
float len = length(q);
float a = atan(q.y, q.x) + iGlobalTime * 0.3;
float b = atan(q.y, q.x) + iGlobalTime * 0.3;
float r1 = 0.3 / len + iGlobalTime * 0.5;
float r2 = 0.2 / len + iGlobalTime * 0.5;
float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0;
vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 ));
vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 ));
vec3 col = vec3(mix(tex1, tex2, m));
gl_FragColor = vec4(col * len * 1.5, 1.0);
}
</script>
这很清楚,但是如何以及在何处实施 tuniform:
var tuniform = {
iGlobalTime: { type: 'f', value: 0.1 },
iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/tex07.jpg') },
iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/infi.jpg' ) },
};
和 iGlobalTime 部分?
tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping;
tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping;
所以我的问题是:如何修改此代码(或任何 thrre.js 代码): three.js/blob/master/examples/webgl_shader.html
要显示一个工作的 shadertoy 示例,其中也包括 iGlobalTime?
==================== EITED部分从这里开始===================== ====
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - shader [Monjori]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
#oldie a { color:#da0 }
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 vUv;
void main(void)
{
vec2 p = -1.0 + 2.0 *vUv;
vec2 q = p - vec2(0.5, 0.5);
q.x += sin(iGlobalTime* 0.6) * 0.2;
q.y += cos(iGlobalTime* 0.4) * 0.3;
float len = length(q);
float a = atan(q.y, q.x) + iGlobalTime * 0.3;
float b = atan(q.y, q.x) + iGlobalTime * 0.3;
float r1 = 0.3 / len + iGlobalTime * 0.5;
float r2 = 0.2 / len + iGlobalTime * 0.5;
float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0;
vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 ));
vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 ));
vec3 col = vec3(mix(tex1, tex2, m));
gl_FragColor = vec4(col * len * 1.5, 1.0);
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var tuniform = {
iGlobalTime: { type: 'f', value: 0.1 },
iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg') },
iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg' ) },
};
tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping;
tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping;
delta=clock.getDelta();
tuniform.iGlobalTime.value += delta;
uniforms.time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</body>
</html>
要将任何着色器从 shadertoy 转换为 three.js 着色器,您只需拥有正确的 variables/uniforms。 Shadertoy 提供 three.js 着色器默认不提供的制服。例如,Shadertoy 具有 iResolution 制服,您在 three.js 着色器中不会拥有它,因为 Shadertoy 用于在平面 canvas 而不是 3d 对象上进行渲染。 iGlobalTime 也是这些制服之一,默认情况下不在 three.js 着色器中。
在您发布的代码中,您已经正确定义了 iGlobalTime 制服,您只需在代码首次运行时创建一个 THREE.Clock 一次,然后您需要在渲染函数中更新制服。
uniforms.iGlobalTime.value = clock.getElapsedTime();
我已经实现了这个matrix style shader which uses iGlobalTime in three.js here