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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_shader2.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - shaders [custom]</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: #050505;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="fragment_shader4" type="x-shader/x-fragment">
uniform float time;
varying vec2 vUv;
void main( void ) {
vec2 position = - 1.0 + 2.0 * vUv;
float red = abs( sin( position.x * position.y + time / 5.0 ) );
float green = abs( sin( position.x * position.y + time / 4.0 ) );
float blue = abs( sin( position.x * position.y + time / 3.0 ) );
gl_FragColor = vec4( red, green, blue, 1.0 );
}
</script>
<script id="fragment_shader3" type="x-shader/x-fragment">
uniform float time;
varying vec2 vUv;
void main( void ) {
vec2 position = vUv;
float color = 0.0;
color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
color *= sin( time / 10.0 ) * 0.5;
gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
}
</script>
<script id="fragment_shader2" type="x-shader/x-fragment">
uniform float time;
uniform sampler2D texture;
varying vec2 vUv;
void main( void ) {
vec2 position = - 1.0 + 2.0 * vUv;
float a = atan( position.y, position.x );
float r = sqrt( dot( position, position ) );
vec2 uv;
uv.x = cos( a ) / r;
uv.y = sin( a ) / r;
uv /= 10.0;
uv += time * 0.05;
vec3 color = texture2D( texture, uv ).rgb;
gl_FragColor = vec4( color * r * 1.5, 1.0 );
}
</script>
<script id="fragment_shader1" type="x-shader/x-fragment">
uniform float time;
varying vec2 vUv;
void main(void) {
vec2 p = - 1.0 + 2.0 * vUv;
float a = time * 40.0;
float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
e = 400.0 * ( p.x * 0.5 + 0.5 );
f = 400.0 * ( p.y * 0.5 + 0.5 );
i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
q = f / r;
e = ( r * cos( q ) ) - a / 2.0;
f = ( r * sin( q ) ) - a / 2.0;
d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
h = ( ( f + d ) + a / 2.0 ) * g;
i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
i = mod( i / 5.6, 256.0 ) / 64.0;
if ( i < 0.0 ) i += 4.0;
if ( i >= 2.0 ) i = 4.0 - i;
d = r / 350.0;
d += sin( d * d * 8.0 ) * 0.52;
f = ( sin( a * g ) + 1.0 ) / 2.0;
gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
}
</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>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats;
var camera, scene, renderer, clock;
var uniforms1, uniforms2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 4;
scene = new THREE.Scene();
clock = new THREE.Clock();
var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
uniforms1 = {
"time": { value: 1.0 }
};
uniforms2 = {
"time": { value: 1.0 },
"texture": { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
};
uniforms2[ "texture" ].value.wrapS = uniforms2[ "texture" ].value.wrapT = THREE.RepeatWrapping;
var params = [
[ 'fragment_shader1', uniforms1 ],
[ 'fragment_shader2', uniforms2 ],
[ 'fragment_shader3', uniforms1 ],
[ 'fragment_shader4', uniforms1 ]
];
for ( var i = 0; i < params.length; i ++ ) {
var material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 1 ],
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = i - ( params.length - 1 ) / 2;
mesh.position.y = i % 2 - 0.5;
scene.add( mesh );
}
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
uniforms1[ "time" ].value += delta * 5;
uniforms2[ "time" ].value = clock.elapsedTime;
for ( var i = 0; i < scene.children.length; i ++ ) {
var object = scene.children[ i ];
object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>