<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - materials - shaders [lava]</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> </head> <body> <div id="container"></div> <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div> <script id="fragmentShader" type="x-shader/x-fragment"> uniform float time; uniform float fogDensity; uniform vec3 fogColor; uniform sampler2D texture1; uniform sampler2D texture2; varying vec2 vUv; void main( void ) { vec2 position = - 1.0 + 2.0 * vUv; vec4 noise = texture2D( texture1, vUv ); vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02; vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01; T1.x += noise.x * 2.0; T1.y += noise.y * 2.0; T2.x -= noise.y * 0.2; T2.y += noise.z * 0.2; float p = texture2D( texture1, T1 * 2.0 ).a; vec4 color = texture2D( texture2, T2 * 2.0 ); vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 ); if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); } if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; } if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; } gl_FragColor = temp; float depth = gl_FragCoord.z / gl_FragCoord.w; const float LOG2 = 1.442695; float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 ); fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 ); gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor ); } </script> <script id="vertexShader" type="x-shader/x-vertex"> uniform vec2 uvScale; varying vec2 vUv; void main() { vUv = uvScale * uv; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js'; import { RenderPass } from 'three/addons/postprocessing/RenderPass.js'; import { BloomPass } from 'three/addons/postprocessing/BloomPass.js'; import { OutputPass } from 'three/addons/postprocessing/OutputPass.js'; let camera, renderer, composer, clock; let uniforms, mesh; init(); animate(); function init() { const container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 3000 ); camera.position.z = 4; const scene = new THREE.Scene(); clock = new THREE.Clock(); const textureLoader = new THREE.TextureLoader(); const cloudTexture = textureLoader.load( 'textures/lava/cloud.png' ); const lavaTexture = textureLoader.load( 'textures/lava/lavatile.jpg' ); lavaTexture.colorSpace = THREE.SRGBColorSpace; cloudTexture.wrapS = cloudTexture.wrapT = THREE.RepeatWrapping; lavaTexture.wrapS = lavaTexture.wrapT = THREE.RepeatWrapping; uniforms = { 'fogDensity': { value: 0.45 }, 'fogColor': { value: new THREE.Vector3( 0, 0, 0 ) }, 'time': { value: 1.0 }, 'uvScale': { value: new THREE.Vector2( 3.0, 1.0 ) }, 'texture1': { value: cloudTexture }, 'texture2': { value: lavaTexture } }; const size = 0.65; const material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material ); mesh.rotation.x = 0.3; scene.add( mesh ); // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.autoClear = false; container.appendChild( renderer.domElement ); // const renderModel = new RenderPass( scene, camera ); const effectBloom = new BloomPass( 1.25 ); const outputPass = new OutputPass(); composer = new EffectComposer( renderer ); composer.addPass( renderModel ); composer.addPass( effectBloom ); composer.addPass( outputPass ); // onWindowResize(); window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); composer.setSize( window.innerWidth, window.innerHeight ); } // function animate() { requestAnimationFrame( animate ); render(); } function render() { const delta = 5 * clock.getDelta(); uniforms[ 'time' ].value += 0.2 * delta; mesh.rotation.y += 0.0125 * delta; mesh.rotation.x += 0.05 * delta; renderer.clear(); composer.render( 0.01 ); } </script> </body> </html>