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Icosahedron: Perlin Noise + Isolines + SelectiveBloom
<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>
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);
}
@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);
}
@BDouglasAz
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Super cool thanks to Paul on code pen 🤙🏻

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