More info here: https://discourse.threejs.org/t/isonoise-icosahedron-perlin-noise-isolines-selectivebloom/34909
Created
November 4, 2023 06:33
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Icosahedron: Perlin Noise + Isolines + SelectiveBloom
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<div id="text"> | |
<div class="writing">IsoNoise</div> | |
</div> | |
<script type="x-shader/x-vertex" id="vertexshader"> | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="fragmentshader"> | |
uniform sampler2D baseTexture; | |
uniform sampler2D bloomTexture; | |
varying vec2 vUv; | |
void main() { | |
gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) ); | |
} | |
</script> | |
<script id="noiseFS2" type="x-shader/x-fragment"> | |
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 | |
float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} | |
float noise(vec3 p){ | |
vec3 a = floor(p); | |
vec3 d = p - a; | |
d = d * d * (3.0 - 2.0 * d); | |
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); | |
vec4 k1 = perm(b.xyxy); | |
vec4 k2 = perm(k1.xyxy + b.zzww); | |
vec4 c = k2 + a.zzzz; | |
vec4 k3 = perm(c); | |
vec4 k4 = perm(c + 1.0); | |
vec4 o1 = fract(k3 * (1.0 / 41.0)); | |
vec4 o2 = fract(k4 * (1.0 / 41.0)); | |
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); | |
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); | |
return o4.y * d.y + o4.x * (1.0 - d.y); | |
} | |
</script> | |
<script id="noiseFS" type="x-shader/x-fragment"> | |
// Classic Perlin 3D Noise | |
// by Stefan Gustavson | |
// | |
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | |
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | |
vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | |
float cnoise(vec4 P){ | |
vec4 Pi0 = floor(P); // Integer part for indexing | |
vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 | |
Pi0 = mod(Pi0, 289.0); | |
Pi1 = mod(Pi1, 289.0); | |
vec4 Pf0 = fract(P); // Fractional part for interpolation | |
vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = vec4(Pi0.zzzz); | |
vec4 iz1 = vec4(Pi1.zzzz); | |
vec4 iw0 = vec4(Pi0.wwww); | |
vec4 iw1 = vec4(Pi1.wwww); | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 ixy00 = permute(ixy0 + iw0); | |
vec4 ixy01 = permute(ixy0 + iw1); | |
vec4 ixy10 = permute(ixy1 + iw0); | |
vec4 ixy11 = permute(ixy1 + iw1); | |
vec4 gx00 = ixy00 / 7.0; | |
vec4 gy00 = floor(gx00) / 7.0; | |
vec4 gz00 = floor(gy00) / 6.0; | |
gx00 = fract(gx00) - 0.5; | |
gy00 = fract(gy00) - 0.5; | |
gz00 = fract(gz00) - 0.5; | |
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); | |
vec4 sw00 = step(gw00, vec4(0.0)); | |
gx00 -= sw00 * (step(0.0, gx00) - 0.5); | |
gy00 -= sw00 * (step(0.0, gy00) - 0.5); | |
vec4 gx01 = ixy01 / 7.0; | |
vec4 gy01 = floor(gx01) / 7.0; | |
vec4 gz01 = floor(gy01) / 6.0; | |
gx01 = fract(gx01) - 0.5; | |
gy01 = fract(gy01) - 0.5; | |
gz01 = fract(gz01) - 0.5; | |
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); | |
vec4 sw01 = step(gw01, vec4(0.0)); | |
gx01 -= sw01 * (step(0.0, gx01) - 0.5); | |
gy01 -= sw01 * (step(0.0, gy01) - 0.5); | |
vec4 gx10 = ixy10 / 7.0; | |
vec4 gy10 = floor(gx10) / 7.0; | |
vec4 gz10 = floor(gy10) / 6.0; | |
gx10 = fract(gx10) - 0.5; | |
gy10 = fract(gy10) - 0.5; | |
gz10 = fract(gz10) - 0.5; | |
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); | |
vec4 sw10 = step(gw10, vec4(0.0)); | |
gx10 -= sw10 * (step(0.0, gx10) - 0.5); | |
gy10 -= sw10 * (step(0.0, gy10) - 0.5); | |
vec4 gx11 = ixy11 / 7.0; | |
vec4 gy11 = floor(gx11) / 7.0; | |
vec4 gz11 = floor(gy11) / 6.0; | |
gx11 = fract(gx11) - 0.5; | |
gy11 = fract(gy11) - 0.5; | |
gz11 = fract(gz11) - 0.5; | |
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); | |
vec4 sw11 = step(gw11, vec4(0.0)); | |
gx11 -= sw11 * (step(0.0, gx11) - 0.5); | |
gy11 -= sw11 * (step(0.0, gy11) - 0.5); | |
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); | |
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); | |
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); | |
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); | |
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); | |
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); | |
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); | |
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); | |
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); | |
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); | |
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); | |
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); | |
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); | |
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); | |
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); | |
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); | |
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); | |
g0000 *= norm00.x; | |
g0100 *= norm00.y; | |
g1000 *= norm00.z; | |
g1100 *= norm00.w; | |
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); | |
g0001 *= norm01.x; | |
g0101 *= norm01.y; | |
g1001 *= norm01.z; | |
g1101 *= norm01.w; | |
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); | |
g0010 *= norm10.x; | |
g0110 *= norm10.y; | |
g1010 *= norm10.z; | |
g1110 *= norm10.w; | |
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); | |
g0011 *= norm11.x; | |
g0111 *= norm11.y; | |
g1011 *= norm11.z; | |
g1111 *= norm11.w; | |
float n0000 = dot(g0000, Pf0); | |
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); | |
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); | |
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); | |
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); | |
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); | |
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); | |
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); | |
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); | |
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); | |
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); | |
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); | |
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); | |
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); | |
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); | |
float n1111 = dot(g1111, Pf1); | |
vec4 fade_xyzw = fade(Pf0); | |
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); | |
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); | |
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); | |
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); | |
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); | |
return 2.2 * n_xyzw; | |
} | |
</script> |
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import * as THREE from "https://cdn.skypack.dev/[email protected]"; | |
import {OrbitControls} from "https://cdn.skypack.dev/[email protected]/examples/jsm/controls/OrbitControls"; | |
import { EffectComposer } from 'https://cdn.skypack.dev/[email protected]/examples/jsm/postprocessing/EffectComposer.js'; | |
import { RenderPass } from 'https://cdn.skypack.dev/[email protected]/examples/jsm/postprocessing/RenderPass.js'; | |
import { ShaderPass } from 'https://cdn.skypack.dev/[email protected]/examples/jsm/postprocessing/ShaderPass.js'; | |
import { UnrealBloomPass } from 'https://cdn.skypack.dev/[email protected]/examples/jsm/postprocessing/UnrealBloomPass.js'; | |
let scene = new THREE.Scene(); | |
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000); | |
camera.position.set(0, 0, 10); | |
let renderer = new THREE.WebGLRenderer(); | |
renderer.setSize(innerWidth, innerHeight); | |
renderer.toneMapping = THREE.ReinhardToneMapping; | |
document.body.appendChild(renderer.domElement); | |
window.addEventListener("resize", () => { | |
camera.aspect = innerWidth / innerHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(innerWidth, innerHeight); | |
bloomComposer.setSize( innerWidth, innerHeight ); | |
finalComposer.setSize( innerWidth, innerHeight ); | |
rt.setSize(innerWidth, innerHeight); | |
globalUniforms.aspect.value = camera.aspect; | |
}) | |
let controls = new OrbitControls(camera, renderer.domElement); | |
controls.enableZoom = false; | |
controls.enablePan = false; | |
controls.enableDamping = true; | |
controls.autoRotate = true; | |
controls.autoRotateSpeed *= 0.25; | |
let cubeMap = createCubeMap(); | |
let light = new THREE.DirectionalLight(0xffffff, 1.75); | |
light.position.setScalar(1); | |
scene.add(light, new THREE.AmbientLight(0xffffff, 0.25)); | |
let globalUniforms = { | |
bloom: {value: 0}, | |
time: {value: 0}, | |
aspect: {value: innerWidth / innerHeight} | |
} | |
// <OBJECT> | |
let g = new THREE.IcosahedronGeometry(1, 70); | |
let localUniforms = { | |
color1: {value: new THREE.Color(0xff3232)}, | |
color2: {value: new THREE.Color(0x0032ff)} | |
} | |
let m = new THREE.MeshStandardMaterial({ | |
roughness: 0.125, | |
metalness: 0.875, | |
envMap: cubeMap, | |
onBeforeCompile: shader => { | |
shader.uniforms.bloom = globalUniforms.bloom; | |
shader.uniforms.time = globalUniforms.time; | |
shader.uniforms.color1 = localUniforms.color1; | |
shader.uniforms.color2 = localUniforms.color2; | |
shader.vertexShader = ` | |
uniform float time; | |
varying vec3 rPos; | |
${document.getElementById( 'noiseFS' ).textContent} | |
float noise(vec3 p){ | |
return cnoise(vec4(p, time)); | |
} | |
vec3 getPos(vec3 p){ | |
return p * (4. + noise(p * 3.) * 2.); | |
} | |
${shader.vertexShader} | |
`.replace( | |
`#include <beginnormal_vertex>`, | |
`#include <beginnormal_vertex> | |
vec3 p0 = getPos(position); | |
// https://stackoverflow.com/a/39296939/4045502 | |
float theta = .1; | |
vec3 vecTangent = normalize(cross(p0, vec3(1.0, 0.0, 0.0)) + cross(p0, vec3(0.0, 1.0, 0.0))); | |
vec3 vecBitangent = normalize(cross(vecTangent, p0)); | |
vec3 ptTangentSample = getPos(normalize(p0 + theta * normalize(vecTangent))); | |
vec3 ptBitangentSample = getPos(normalize(p0 + theta * normalize(vecBitangent))); | |
objectNormal = normalize(cross(ptBitangentSample - p0, ptTangentSample - p0)); | |
/////////////////////////////////////////////// | |
` | |
) | |
.replace( | |
`#include <begin_vertex>`, | |
`#include <begin_vertex> | |
transformed = p0; | |
rPos = transformed; | |
` | |
); | |
//console.log(shader.vertexShader); | |
shader.fragmentShader = ` | |
#define ss(a, b, c) smoothstep(a, b, c) | |
uniform float bloom; | |
uniform vec3 color1; | |
uniform vec3 color2; | |
varying vec3 rPos; | |
${shader.fragmentShader} | |
`.replace( | |
`vec4 diffuseColor = vec4( diffuse, opacity );`, | |
` | |
vec3 col = mix(color1, color2, ss(2., 6., length(rPos))); | |
vec4 diffuseColor = vec4( col, opacity ); | |
` | |
) | |
.replace( | |
`#include <dithering_fragment>`, | |
`#include <dithering_fragment> | |
//https://madebyevan.com/shaders/grid/ | |
float coord = length(rPos) * 4.; | |
float line = abs(fract(coord - 0.5) - 0.5) / fwidth(coord) / 1.25; | |
float grid = 1.0 - min(line, 1.0); | |
////////////////////////////////////// | |
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), bloom); | |
gl_FragColor.rgb = mix(gl_FragColor.rgb, col * 2., grid); | |
` | |
); | |
//console.log(shader.fragmentShader); | |
} | |
}); | |
let o = new THREE.Mesh(g, m); | |
scene.add(o); | |
// </OBJECT> | |
// <BLOOM> | |
const params = { | |
exposure: 1, | |
bloomStrength: 1, | |
bloomThreshold: 0, | |
bloomRadius: 0 | |
}; | |
const renderScene = new RenderPass( scene, camera ); | |
const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); | |
bloomPass.threshold = params.bloomThreshold; | |
bloomPass.strength = params.bloomStrength; | |
bloomPass.radius = params.bloomRadius; | |
const bloomComposer = new EffectComposer( renderer ); | |
bloomComposer.renderToScreen = false; | |
bloomComposer.addPass( renderScene ); | |
bloomComposer.addPass( bloomPass ); | |
const finalPass = new ShaderPass( | |
new THREE.ShaderMaterial( { | |
uniforms: { | |
baseTexture: { value: null }, | |
bloomTexture: { value: bloomComposer.renderTarget2.texture } | |
}, | |
vertexShader: document.getElementById( 'vertexshader' ).textContent, | |
fragmentShader: document.getElementById( 'fragmentshader' ).textContent, | |
defines: {} | |
} ), 'baseTexture' | |
); | |
finalPass.needsSwap = true; | |
const finalComposer = new EffectComposer( renderer ); | |
finalComposer.addPass( renderScene ); | |
finalComposer.addPass( finalPass ); | |
// </BLOOM> | |
// <BACKGROUND> | |
let rt = new THREE.WebGLRenderTarget(innerWidth, innerHeight); | |
scene.background = rt.texture; | |
let bCam = new THREE.Camera(); | |
let bScn = new THREE.Scene(); | |
let bQuad = new THREE.Mesh( | |
new THREE.PlaneGeometry(2, 2), | |
new THREE.ShaderMaterial({ | |
uniforms: { | |
time: globalUniforms.time, | |
aspect: globalUniforms.aspect, | |
baseColor: {value: new THREE.Color(0x160832)} | |
}, | |
vertexShader: ` | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: ` | |
#define ss(a, b, c) smoothstep(a, b, c) | |
uniform float time; | |
uniform float aspect; | |
uniform vec3 baseColor; | |
varying vec2 vUv; | |
${document.getElementById( 'noiseFS2' ).textContent} | |
void main() { | |
vec2 uv = (vUv - 0.5) * vec2(aspect, 1.); | |
float n = noise(vec3(normalize(uv) * 6., time * 5.)); | |
float backCircle = length(uv * (1. - n * 0.25)) ; | |
vec3 blueish = vec3(0.5, 0.5, 1) * 0.125; | |
vec3 col = mix(baseColor * 0.5 + blueish, baseColor * 0.5, ss(0.5 + n * 0.1, 0.75 - n * 0.05, backCircle)); | |
gl_FragColor = vec4( col, 1.0 ); | |
}` | |
}) | |
); | |
bScn.add(bQuad); | |
// </BACKGROUND> | |
let clock = new THREE.Clock(); | |
renderer.setAnimationLoop(() => { | |
let t = clock.getElapsedTime(); | |
controls.update(); | |
globalUniforms.time.value = t * 0.1; | |
renderer.setRenderTarget(rt); | |
renderer.render(bScn, bCam); | |
renderer.setRenderTarget(null); | |
scene.background = null; | |
globalUniforms.bloom.value = 1; | |
bloomComposer.render(); | |
scene.background = rt.texture; | |
globalUniforms.bloom.value = 0; | |
finalComposer.render(); | |
//renderer.render(scene, camera); | |
}); | |
function createCubeMap(){ | |
let images = []; | |
let c = document.createElement("canvas"); | |
c.width = 4; | |
c.height = c.width; | |
let ctx = c.getContext("2d"); | |
for (let i = 0; i < 6; i++) { | |
ctx.fillStyle = "#fff"; | |
ctx.fillRect(0, 0, c.width, c.height); | |
for (let j = 0; j < (c.width * c.height) / 2; j++) { | |
ctx.fillStyle = Math.random() < 0.5 ? "#a8a9ad" : "#646464"; | |
ctx.fillRect( | |
Math.floor(Math.random() * c.width), | |
Math.floor(Math.random() * c.height), | |
2, | |
1 | |
); | |
} | |
images.push(c.toDataURL()); | |
} | |
return new THREE.CubeTextureLoader().load(images); | |
} |
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@import url('https://fonts.googleapis.com/css2?family=Neonderthaw&display=swap'); | |
body{ | |
overflow: hidden; | |
margin: 0; | |
} | |
#text { | |
position: absolute; | |
bottom: 5vh; | |
left: calc(50% - 28vh); | |
} | |
.writing{ | |
--glow: #48f; | |
display: block; | |
transform: rotate(-15deg); | |
font-family: 'Neonderthaw', cursive; | |
font-size: 14vh; | |
font-weight: 700; | |
color: #fff; | |
text-shadow: 0 0 0.125vh var(--glow), 0 0 0.125vh var(--glow), 0 0 0.25vh var(--glow), 0 0 0.5vh var(--glow), 0 0 0.75vh var(--glow); | |
} |
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Super cool thanks to Paul on code pen 🤙🏻