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AquarellePass.js
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AquarellePass.js
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var THREE = window.THREE || {};
THREE.AquarellePass = function(texture, mask) {
THREE.Pass.call(this);
this.uniforms = {
Texture: {
type: 't',
value: texture
},
Mask: {
type: 't',
value: mask
},
Amplitude: {
type: 'f',
value: 50
},
Frequency: {
type: 'f',
value: 10
}
};
this.material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader: [
'varying vec2 vUv;',
'void main() {',
'vUv = uv;',
'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);',
'}'
].join('\n'),
fragmentShader: [
'// Uniform variables.',
'uniform sampler2D Texture;',
'uniform sampler2D Mask;',
'uniform float Amplitude;',
'uniform float Frequency;',
'// Varying variables.',
'varying vec2 vUv;',
'// Description : Array and textureless GLSL 3D simplex noise function.',
'// 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) ) );',
'}',
'void main() {',
'vec2 offset;',
'float noise = snoise(vec3(vUv * Frequency, 0)) * 3.14;',
'offset = vec2(cos(noise), sin(noise)) * Amplitude * .001;',
'vec4 texture = texture2D(Texture, vUv + offset);',
'vec2 shift = vUv;',
'float largeNoise = snoise(vec3(vUv * 20.0, 0));',
'shift += vec2(cos(largeNoise), sin(largeNoise)) * .07;',
'float smallNoise = snoise(vec3(vUv * 70.0, 0));',
'shift += vec2(cos(smallNoise), sin(smallNoise)) * .02;',
'vec4 mask = texture2D(Mask, shift);',
'gl_FragColor = vec4(texture.r, texture.g, texture.b, mask.a);',
'}'
].join('\n'),
transparent: true
});
this.needsSwap = false;
this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
this.scene = new THREE.Scene;
this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2));
this.scene.add(this.quad);
};
THREE.AquarellePass.prototype = Object.assign(Object.create(THREE.Pass.prototype), {
constructor: THREE.AquarellePass,
render: function(renderer, writeBuffer, readBuffer) {
this.quad.material = this.material;
renderer.render(this.scene, this.camera, readBuffer, this.clear);
}
});