More info here: https://discourse.threejs.org/t/isonoise-icosahedron-perlin-noise-isolines-selectivebloom/34909
A Pen by Kilian K Lindberg on CodePen.
| <div id="text"> | |
| <div class="writing"></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://esm.sh/three@0.136.0"; | |
| import {OrbitControls} from "https://esm.sh/three@0.136.0/examples/jsm/controls/OrbitControls"; | |
| import { EffectComposer } from 'https://esm.sh/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js'; | |
| import { RenderPass } from 'https://esm.sh/three@0.136.0/examples/jsm/postprocessing/RenderPass.js'; | |
| import { ShaderPass } from 'https://esm.sh/three@0.136.0/examples/jsm/postprocessing/ShaderPass.js'; | |
| import { UnrealBloomPass } from 'https://esm.sh/three@0.136.0/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); | |
| } |