How to implement this shadertoy in three.js? - three.js

https://www.shadertoy.com/view/4tfXzl
Fragment shader with minor changes:
uniform sampler2D u_texture;
uniform float u_time;
float noise( in vec2 x ) {
vec2 p = floor(x);
vec2 f = fract(x);
vec2 uv = p.xy + f.xy*f.xy*(3.0-2.0*f.xy);
return texture( u_texture, (uv+118.4)/256.0, -100.0 ).x;
}
float fbm( vec2 x) {
float h = 0.0;
for (float i=1.0;i<10.0;i++) {
h+=noise(x*pow(1.6, i))*0.9*pow(0.6, i);
}
return h;
}
float warp(vec2 p, float mm) {
float m = 4.0;
vec2 q = vec2(fbm(vec2(p)), fbm(p+vec2(5.12*u_time*0.01, 1.08)));
vec2 r = vec2(fbm((p+q*m)+vec2(0.1, 4.741)), fbm((p+q*m)+vec2(1.952, 7.845)));
m /= mm;
return fbm(p+r*m);
}
void main() {
vec2 fragCoord = gl_FragCoord.xy;
fragCoord+=vec2(u_time*100.0, 0.0);
float col = warp(fragCoord*0.004, 12.0+fbm(fragCoord*0.005)*16.0);
gl_FragColor = mix(vec4(0.2, 0.4, 1.0, 1.0), vec4(1.0), smoothstep(0.0, 1.0, col));
}
Then i create simple plane in three.js and update u_time in the tick function, but the result is just blue screen. What do i do wrong?

Try it like so:
let camera, scene, renderer;
let uniforms;
init();
animate();
function init() {
camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry(2, 2);
uniforms = {
u_time: {
value: 1.0
},
u_texture: {
value: new THREE.TextureLoader().load('https://i.imgur.com/BwLDhLB.png')
}
};
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
uniforms['u_time'].value = performance.now() / 1000;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.130.1/build/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform sampler2D u_texture;
uniform float u_time;
float noise( in vec2 x ) {
vec2 p = floor(x);
vec2 f = fract(x);
vec2 uv = p.xy + f.xy*f.xy*(3.0-2.0*f.xy);
return texture( u_texture, (uv+118.4)/256.0, -100.0 ).x;
}
float fbm( vec2 x) {
float h = 0.0;
for (float i=1.0;i<10.0;i++) {
h+=noise(x*pow(1.6, i))*0.9*pow(0.6, i);
}
return h;
}
float warp(vec2 p, float mm) {
float m = 4.0;
vec2 q = vec2(fbm(vec2(p)), fbm(p+vec2(5.12*u_time*0.01, 1.08)));
vec2 r = vec2(fbm((p+q*m)+vec2(0.1, 4.741)), fbm((p+q*m)+vec2(1.952, 7.845)));
m /= mm;
return fbm(p+r*m);
}
void main() {
vec2 fragCoord = gl_FragCoord.xy;
fragCoord+=vec2(u_time*100.0, 0.0);
float col = warp(fragCoord*0.004, 12.0+fbm(fragCoord*0.005)*16.0);
gl_FragColor = mix(vec4(0.2, 0.4, 1.0, 1.0), vec4(1.0), smoothstep(0.0, 1.0, col));
}
</script>

Related

How to make a simple gradient shader on a cube

I'm trying to use a code I found here to create a gradient shader on a cube, based on coordinates. But the position in my vertex shader doesn't seem to vary. It goes from 0 to 1 without any steps in between:
What am I doing wrong?
https://codesandbox.io/s/modest-silence-xzg1c?file=/src/App.js
Here is my fragment and vertex shader:
const vertexShader = `
varying vec2 vUv;
void main() {
vUv.y = position.y;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
uniform vec3 colors[2];
varying vec2 vUv;
void main() {
gl_FragColor = vec4(mix(colors[0], colors[1], vUv.y), 1.0);
}
`
const uniforms = {
colors: {
type: 'v3v',
value: [new Color('#ff0000'), new Color('#0000ff')]
}
}
This is how you can interpolate colors, using Y-coord of vertices:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.135.0";
import {OrbitControls} from "https://cdn.skypack.dev/three#0.135.0/examples/jsm/controls/OrbitControls";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 10000);
camera.position.set(0, 0, 1500);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let g = new THREE.BoxBufferGeometry(200, 200, 200, 10, 10, 10);
let m = new THREE.ShaderMaterial({
uniforms: {
colors: {
value: [new THREE.Color('#ff0000'), new THREE.Color('#0000ff')]
}
},
vertexShader: `
varying float h;
void main() {
h = position.y;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform vec3 colors[2];
varying float h;
void main() {
float f = (h + 100.) / 200.; // linear interpolation
// but you can also use 'smoothstep'
f = clamp(f, 0., 1.);
gl_FragColor = vec4(mix(colors[0], colors[1], f), 1.0);
}
`
})
let o = new THREE.Mesh(g, m);
o.scale.setScalar(5);
scene.add(o);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
</script>

How to make smooth transition in Three.js with shaders?

I have a basic Three.js app which just adds two textures to the plane. I pass them as uniforms to my shaders where I transform one to another when my mouse enters the plane.
And my question is is there a way to add a transition to this process of changing one texture to another?
So they change more smoothly than right now:
My fragment shader:
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_progress;
uniform sampler2D image;
uniform sampler2D displacementTexture;
uniform int mouseIntersects;
varying vec2 vUv;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec4 mainTexture = texture2D(image, vUv);
vec4 displacementTexture = texture2D(displacementTexture, vUv.yx);
vec2 disaplacedUv = vec2(
vUv.x,
vUv.y
);
if (mouseIntersects == 1) {
disaplacedUv.y = mix(vUv.y, displacementTexture.r + 0.2, 0.2);
gl_FragColor = texture2D(image, disaplacedUv);
} else {
gl_FragColor = mainTexture;
}
}
Three.js setup
const setup = () => {
...scene, camera etc
uniforms = {
image: { type: 't', value: new THREE.TextureLoader().load(whale) },
displacementTexture: { type: 't', value: new THREE.TextureLoader().load(texture) },
mouseIntersects: { type: 'f', value: 0 },
};
material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms: uniforms,
vertexShader: vertex,
fragmentShader: fragment,
});
const geometry = new THREE.PlaneGeometry(1, 1, 32, 32);
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
raycaster = new THREE.Raycaster();
document.addEventListener('mousemove', (event) => updateMousePositions(event), false);
};
const updateMousePositions = (event) => {
event.preventDefault();
uniforms.u_mouse.value.x = (event.clientX / window.innerWidth) * 2 - 1;
uniforms.u_mouse.value.y = -(event.clientY / window.innerHeight) * 2 + 1;
};
const animate = () => {
requestAnimationFrame(animate);
render();
};
const render = () => {
uniforms.u_time.value += 0.05;
camera.lookAt(scene.position);
camera.updateMatrixWorld();
raycaster.setFromCamera(uniforms.u_mouse.value, camera);
const intersects = raycaster.intersectObject(mesh);
if (intersects.length === 1) {
uniforms.mouseIntersects.value = 1;
} else {
uniforms.mouseIntersects.value = 0;
}
renderer.render(scene, camera);
};
setup();
animate();
Instead of using uniform int mouseIntersects; make it a float so you can transition it from 0.0 to 1.0 in a smooth gradient instead of a hard discrete step. Then you could use the mix() GLSL command in your shader to smoothly transition from one texture to the other:
uniform sampler2D image;
uniform sampler2D displacementTexture;
uniform int mouseIntersects;
varying vec2 vUv;
void main() {
vec4 mainTexture = texture2D(image, vUv);
vec4 altTexture = texture2D(displacementTexture, vUv);
// 0.0 outputs mainTexture, 1.0 outputs altTexture
gl_FragColor = mix(mainTexture, altTexture, mouseIntersects);
}
Finally, in JavaScript, you can interpolate this value with MathUtils.lerp() when the mouseover takes place:
var targetValue = 0;
const render = () => {
// ...
if (intersects.length === 1) {
targetValue = 1;
} else {
targetValue = 0;
}
// This will smoothly transition from its current value to the targetValue on each frame:
uniforms.mouseIntersects.value = THREE.MathUtils.lerp(uniforms.mouseIntersects.value, targetValue, 0.1);
renderer.render(scene, camera);
};
... or you could use an animation library like GSAP that might give you more control

THREE.JS Metaballs animation at fragment shader

I have the code where I am trying to make a metaballs motion transition between particles like Shadertoy sketch https://www.shadertoy.com/view/wtd3Wn
So, in the end, I need something like this:
Eventually, it has to be animated as well.
To do this, I have created another shader [Joint] with width/height equal to the distance between particles and it's already got their position, so if you call
gl_FragColor = vec4(1.0 - circle(fragCoord, startPos, 16.0 ) * circle(fragCoord, endPos, 16.0 ) );
it would overdraw circles at their positions.
But when I am trying to draw metaballs, I've got nothing.
Pretty sure that I am doing something wrong with fragCoord initialization or I have to tweak these parameters:
const float threshold = 3.0;
const float density = 1000.0;
const float norm = 2.0;
and
balls[0] = setMetaball(vec2(0.0, 0.0), 0.2, vec3(0.0, 0.0, 1.0));
balls[1] = setMetaball(startPos, 0.05, vec3(0.0, 0.0, 1.0));
balls[2] = setMetaball(endPos, 0.1, vec3(0.0, 1.0, 0.0));
balls[3] = setMetaball(endPos, 0.05, vec3(0.0, 1.0, 0.0));
positions and radiuses
THREE.TOUCH = {};
var circularPoint = 'data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="128px" height="128px"><circle cx="64" cy="64" r="62" fill="white" /></svg>';
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(35, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0xEEEEEE, 1.0);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var N = 4,
verts = [],
colors = [],
radius = [];
verts = [
new THREE.Vector3(0.0, 0.0, -4.0),
new THREE.Vector3(-4.0, 0.0, 0.0),
new THREE.Vector3(4.0, 0.0, 0.0),
new THREE.Vector3(0.0, 0.0, 4.0)
];
colors.push(1.0, 0., 1.0);
colors.push(1.0, 0., 1.0);
colors.push(0.847, 0.332, 0.347);
colors.push(0.457, 0.695, 0.675);
for (var i = 0; i < N; i++) {
radius.push(0.5);
}
var pointsGeometry = new THREE.BufferGeometry().setFromPoints(verts);
pointsGeometry.addAttribute("color", new THREE.BufferAttribute(new Float32Array(colors), 3));
pointsGeometry.addAttribute("radius", new THREE.BufferAttribute(new Float32Array(radius), 1));
var pointsMaterial = new THREE.ShaderMaterial({
uniforms: {
viewport: {
value: window.innerHeight * window.devicePixelRatio
},
texture: {
value: new THREE.TextureLoader().load(circularPoint)
},
resolution: {
value: [innerWidth * 2, innerHeight * 2]
}
},
vertexShader: document.getElementById("vertexParticle").textContent,
fragmentShader: document.getElementById("fragmentParticle").textContent,
transparent: true
})
var verts2 = [],
colors2 = [],
radius2 = [];
var dist = new THREE.Vector3(-4.0, 0.0, 0.0).distanceTo(new THREE.Vector3(0.0, 0.0, -4.0));
for (var i = 0; i < 1; i++) {
for (var j = i + 1; j < 2; j++) {
var dist = verts[i].distanceTo(verts[j]);
var nv = new THREE.Vector3(verts[i].x, verts[i].y, verts[i].z);
verts2.push(nv.lerp(verts[j], 0.5));
radius2.push(dist / 2.0 + 0.5);
}
}
var jointsGeometry = new THREE.BufferGeometry().setFromPoints(verts2);
jointsGeometry.addAttribute("radius", new THREE.BufferAttribute(new Float32Array(radius2), 1));
var jointsMaterial = new THREE.ShaderMaterial({
uniforms: {
viewport: {
value: innerHeight * devicePixelRatio
},
texture: {
value: new THREE.TextureLoader().load(circularPoint)
},
start: {
value: verts[0]
},
end: {
value: verts[1]
},
resolution: {
value: [innerWidth * 2, innerHeight * 2]
}
},
vertexShader: document.getElementById("vertexJoint").textContent,
fragmentShader: document.getElementById("fragmentJoint").textContent,
transparent: true
})
jointsMaterial.extensions.derivatives = true;
jointsMaterial.extensions.fragDepth = true;
jointsMaterial.extensions.drawBuffers = true;
var points = new THREE.Points(pointsGeometry, pointsMaterial);
scene.add(points);
var joints = new THREE.Points(jointsGeometry, jointsMaterial);
scene.add(joints);
renderer.setAnimationLoop(function() {
renderer.render(scene, camera)
});
body { overflow: hidden; margin: 0; }
<html>
<head>
<meta charset="utf-8">
<title>THREE.JS METABALLS</title>
<meta name="description" content="Ehno based on D3.JS | THREE.JS stack.">
<meta name="keywords" content="HTML,CSS,CSV,JavaScript,D3.JS,THREE.JS">
<meta name="author" content="Vladimir V. KUCHINOV">
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/102/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script type="x-shader/x-vertex" id="vertexParticle">
#define PI 3.141592
attribute float radius;
attribute vec3 color;
uniform float viewport;
varying vec3 vColor;
void main() {
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = viewport * radius * PI / -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentParticle">
varying vec3 vColor;
uniform sampler2D texture;
uniform vec2 resolution;
void main() {
gl_FragColor = vec4(vColor, 1.) * texture2D(texture, gl_PointCoord);
if (gl_FragColor.a < 0.1) discard;
}
</script>
<script type="x-shader/x-vertex" id="vertexJoint">
#define PI 3.141592
attribute float radius;
uniform float viewport;
uniform vec2 resolution;
uniform vec3 start;
uniform vec3 end;
varying vec2 outStart;
varying vec2 outEnd;
varying vec2 vUv;
vec2 projectWorldCoordinates(vec3 in_){
vec4 p = projectionMatrix * modelViewMatrix * vec4(in_.xy, in_.z, 1.0);
return p.xy / p.w;
}
void main() {
vUv = uv;
outStart = projectWorldCoordinates(start);
outEnd = projectWorldCoordinates(end);
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = viewport * radius * PI / -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentJoint">
uniform vec2 resolution;
varying vec2 outStart;
varying vec2 outEnd;
varying vec2 vUv;
const float threshold = 3.0;
const float density = 1000.0;
const float norm = 2.0;
vec2 startPos;
vec2 endPos;
float pixelPower;
vec2 fragCoord;
vec4 mixColor;
struct Metaball{
vec2 position;
float radius;
vec3 color;
float power;
};
Metaball balls[4];
float Norm(float num_) { return pow(num_, norm); }
Metaball setMetaball(vec2 position_, float radius_, vec3 color_){
Metaball m;
m.position = position_;
m.radius = radius_;
m.color = color_;
vec2 pixelPosition = fragCoord.xy / resolution.xy;
pixelPosition.x = pixelPosition.x * resolution.x / resolution.y;
vec2 distanceVector = pixelPosition - position_;
distanceVector = vec2(abs(distanceVector.x), abs(distanceVector.y));
float normDistance = Norm(distanceVector.x) + Norm(distanceVector.y);
m.power = Norm(radius_) / normDistance;
return m;
}
vec4 drawMetaballs(){
vec4 color = vec4(0.);
vec3 val;
int powerMeta = 0;
float maxPower = 0.0;
balls[0] = setMetaball(vec2(0.0, 0.0), 0.2, vec3(0.0, 0.0, 1.0));
balls[1] = setMetaball(startPos, 0.05, vec3(0.0, 0.0, 1.0));
balls[2] = setMetaball(endPos, 0.1, vec3(0.0, 1.0, 0.0));
balls[3] = setMetaball(endPos, 0.05, vec3(0.0, 1.0, 0.0));
for(int i = 0; i < 4; i++){
pixelPower += balls[i].power;
if(maxPower < balls[i].power){
maxPower = balls[i].power;
powerMeta = i;
}
balls[i].power *= balls[i].radius;
}
val = vec3(0.);
for(int i = 0; i < 4; i++){
vec2 pixelPosition = fragCoord / resolution.xy;
pixelPosition.x = pixelPosition.x * resolution.x / resolution.y;
vec2 distanceVector = pixelPosition - balls[i].position;
distanceVector = vec2(abs(distanceVector.x), abs(distanceVector.y));
float normDistance = Norm(distanceVector.x) + Norm(distanceVector.y);
balls[i].power = Norm(balls[i].radius) / normDistance;
val += balls[i].color * (balls[i].power / maxPower);
}
if(pixelPower < threshold || pixelPower > threshold + Norm(density))
{
val = vec3(0.0);
}
color = vec4(val, 1.0);
return color;
}
float circle( vec2 _st, vec2 _center, float _radius ){
const float thickness = 8.0;
float dist = length(_st - _center);
return smoothstep(0.0, thickness / 2.0, abs(_radius - dist));
}
void main() {
vec2 fragCoord = vec2(gl_FragCoord.x, gl_FragCoord.y);
vec2 uv = (fragCoord * 2.0 - resolution.xy) / resolution.y;
startPos = (outStart.xy * 0.5 + 0.5) * resolution.xy;
endPos = (outEnd.xy * 0.5 + 0.5) * resolution.xy;
vec4 mb = drawMetaballs();
gl_FragColor = mb; //vec4(1.0 - circle(fragCoord, startPos, 16.0 ) * circle(fragCoord, endPos, 16.0 ) );
}
</script>
</body>
</html>
Done.
<html>
<head>
<meta charset="utf-8">
<title>THREE.JS METABALLS</title>
<meta name="description" content="Ehno based on D3.JS | THREE.JS stack.">
<meta name="keywords" content="HTML,CSS,CSV,JavaScript,D3.JS,THREE.JS">
<meta name="author" content="Vladimir V. KUCHINOV">
<style>
body { overflow: hidden; margin: 0; }
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/103/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<!--
<script src="LineMaterial.js"></script>
<script src="LineSegments2.js"></script>
<script src="LineSegmentsGeometry.js"></script>
<script src="LineGeometry.js"></script>
<script src="Line2.js"></script>
-->
<script type="x-shader/x-vertex" id="vertexParticle">
#define PI 3.141592
attribute float radius;
attribute vec3 color;
uniform float viewport;
varying vec3 vColor;
void main() {
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = viewport * radius * PI / -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentParticle">
varying vec3 vColor;
uniform sampler2D texture;
uniform vec2 resolution;
void main() {
gl_FragColor = vec4(vColor, 1.) * texture2D(texture, gl_PointCoord);
if (gl_FragColor.a < 0.5) discard;
}
</script>
<script type="x-shader/x-vertex" id="vertexJoint">
#define PI 3.141592
attribute float radius;
uniform float viewport;
uniform vec2 resolution;
uniform vec3 start;
uniform vec3 end;
varying vec2 outStart;
varying vec2 outEnd;
varying float size;
vec2 projectWorldCoordinates(vec3 in_){
vec4 p = projectionMatrix * modelViewMatrix * vec4(in_.xy, in_.z, 1.0);
return p.xy / p.w;
}
void main() {
outStart = projectWorldCoordinates(start);
outEnd = projectWorldCoordinates(end);
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = viewport * radius * PI / -mvPosition.z;
size = viewport * radius * PI / -mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentJoint">
uniform vec2 resolution;
uniform float time;
varying vec2 outStart;
varying vec2 outEnd;
varying float size;
const float threshold = 3.0;
const float density = 1000.0;
const float norm = 2.0;
vec2 startPos;
vec2 endPos;
float pixelPower;
vec2 fragCoord;
vec4 mixColor;
struct Metaball{
vec2 position;
float radius;
vec4 color;
float power;
};
Metaball balls[4];
float Norm(float num_) { return pow(num_, norm); }
Metaball setMetaball(vec2 position_, float radius_, vec4 color_, vec2 uv_){
Metaball m;
m.position = position_;
m.radius = radius_;
m.color = color_;
vec2 distanceVector = uv_ - position_;
distanceVector = vec2(abs(distanceVector.x), abs(distanceVector.y));
float normDistance = Norm(distanceVector.x) + Norm(distanceVector.y);
m.power = Norm(radius_) / normDistance;
return m;
}
vec4 drawMetaballs(vec2 p0_, vec2 p1_, vec2 uv_){
vec4 val;
int powerMeta = 0;
float maxPower = 0.0;
vec2 p0 = startPos;
vec2 p1 = endPos;
vec2 d0 = mix(p0, p1, -(sin(time) - 1.0) / 4.);
vec2 d1 = mix(p1, p0, -(sin(time) - 1.0) / 4.);
float rad = size / 8.0;
balls[0] = setMetaball(p0, rad, vec4(0.0, 1.0, 1.0, 1.0), uv_);
balls[1] = setMetaball(d0, rad * 0.75, vec4(0.0, 1.0, 1.0, 1.0), uv_);
balls[2] = setMetaball(p1, rad, vec4(1.0, 0.0, 1.0, 1.0), uv_);
balls[3] = setMetaball(d1, rad * 0.75, vec4(1.0, 0.0, 1.0, 1.0), uv_);
for(int i = 0; i < 4; i++){
pixelPower += balls[i].power;
if(maxPower < balls[i].power){
maxPower = balls[i].power;
powerMeta = i;
}
balls[i].power *= balls[i].radius;
}
val = vec4(0.);
for(int i = 0; i < 4; i++){
vec2 distanceVector = uv_ - balls[i].position;
distanceVector = vec2(abs(distanceVector.x), abs(distanceVector.y));
float normDistance = Norm(distanceVector.x) + Norm(distanceVector.y);
balls[i].power = Norm(balls[i].radius) / normDistance;
val += balls[i].color * (balls[i].power / maxPower);
}
if(pixelPower < threshold || pixelPower > threshold + Norm(density))
{
val = vec4(0.0);
}
return vec4(val);
}
float DigitBin( const int x_ )
{
return x_==0?480599.0:x_==1?139810.0:x_==2?476951.0:x_==3?476999.0:x_==4?350020.0:x_==5?464711.0:x_==6?464727.0:x_==7?476228.0:x_==8?481111.0:x_==9?481095.0:0.0;
}
float PrintValue( const vec2 position_, const float string_, const float maxDigits_, const float decimal_ )
{
if ((position_.y < 0.0) || (position_.y >= 1.0)) return 0.0;
float fLog10Value = log2(abs(string_)) / log2(10.0);
float fBiggestIndex = max(floor(fLog10Value), 0.0);
float fDigitIndex = maxDigits_ - floor(position_.x);
float fCharBin = 0.0;
if(fDigitIndex > (-decimal_ - 1.01)) {
if(fDigitIndex > fBiggestIndex) {
if((string_ < 0.0) && (fDigitIndex < (fBiggestIndex+1.5))) fCharBin = 1792.0;
} else {
if(fDigitIndex == -1.0) {
if(decimal_ > 0.0) fCharBin = 2.0;
} else {
float fReducedRangeValue = string_;
if(fDigitIndex < 0.0) { fReducedRangeValue = fract( string_ ); fDigitIndex += 1.0; }
float fDigitValue = (abs(fReducedRangeValue / (pow(10.0, fDigitIndex))));
fCharBin = DigitBin(int(floor(mod(fDigitValue, 10.0))));
}
}
}
return floor(mod((fCharBin / pow(2.0, floor(fract(position_.x) * 4.0) + (floor(position_.y * 5.0) * 4.0))), 2.0));
}
float smooth_circle(float st, vec2 pos, float rad, vec2 uv)
{
return 1.0 - smoothstep(rad * rad - st, rad * rad, dot(uv - pos, uv - pos));
}
void main() {
vec2 fontSize = vec2(0.1, -0.1);
fragCoord = -1.0 + 2.0 * gl_PointCoord;
vec2 fragCoord2 = vec2(gl_FragCoord.x, gl_FragCoord.y);
vec2 uv = (fragCoord2 * 2.0 - resolution.xy) / resolution.y;
startPos = (outStart.xy * 0.5 + 0.5) * resolution.xy;
endPos = (outEnd.xy * 0.5 + 0.5) * resolution.xy;
vec3 debug = vec3( PrintValue( (fragCoord + vec2(1.25, -0.75)) / fontSize, gl_FragCoord.x, 5.0, 2.0) );
//startPos, endPos in screen coords (pixels)
vec3 circ = vec3(smooth_circle(1.0, startPos, 10.0, fragCoord2));
vec3 circ2 = vec3(smooth_circle(1.0, endPos, 10.0, fragCoord2));
//local: -1.0...1.0;
vec3 circ3 = vec3(smooth_circle(0.0, vec2(-1.), 0.25, fragCoord));
debug = debug + circ + circ2 + circ3;
gl_FragColor = vec4(drawMetaballs(startPos, endPos, fragCoord2));
}
</script>
<script>
THREE.TOUCH = {};
var joints, uniforms;
var circularPoint = 'data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="128px" height="128px"><circle cx="64" cy="64" r="62" fill="white" /></svg>';
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 200);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0xEEEEEE, 1.0);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var N = 4,
verts = [],
colors = [],
radius = [];
verts = [
new THREE.Vector3(0.0, 0.0, -4.0),
new THREE.Vector3(-4.0, 0.0, 0.0),
new THREE.Vector3(4.0, 0.0, 0.0),
new THREE.Vector3(0.0, 0.0, 4.0)
];
colors.push(0.0, 1.0, 1.0);
colors.push(1.0, 0., 1.0);
colors.push(0.847, 0.332, 0.347);
colors.push(0.457, 0.695, 0.675);
for (var i = 0; i < N; i++) {
radius.push(0.5);
}
var pointsGeometry = new THREE.BufferGeometry().setFromPoints(verts);
pointsGeometry.addAttribute("color", new THREE.BufferAttribute(new Float32Array(colors), 3));
pointsGeometry.addAttribute("radius", new THREE.BufferAttribute(new Float32Array(radius), 1));
var pointsMaterial = new THREE.ShaderMaterial({
uniforms: {
viewport: {
value: window.innerHeight * window.devicePixelRatio
},
texture: {
value: new THREE.TextureLoader().load(circularPoint)
},
resolution: {
value: [innerWidth * window.devicePixelRatio, innerHeight * window.devicePixelRatio]
}
},
vertexShader: document.getElementById("vertexParticle").textContent,
fragmentShader: document.getElementById("fragmentParticle").textContent,
transparent: true
})
var verts2 = [],
colors2 = [],
radius2 = [];
var dist = new THREE.Vector3(-4.0, 0.0, 0.0).distanceTo(new THREE.Vector3(0.0, 0.0, -4.0));
for (var i = 0; i < 1; i++) {
for (var j = i + 1; j < 2; j++) {
var dist = verts[i].distanceTo(verts[j]);
var nv = new THREE.Vector3(verts[i].x, verts[i].y, verts[i].z);
verts2.push(nv.lerp(verts[j], 0.5));
radius2.push(dist / 2.0 + 0.5);
}
}
var jointsGeometry = new THREE.BufferGeometry().setFromPoints(verts2);
jointsGeometry.addAttribute("radius", new THREE.BufferAttribute(new Float32Array(radius2), 1));
uniforms = {
viewport: {
value: innerHeight * devicePixelRatio
},
texture: {
value: new THREE.TextureLoader().load(circularPoint)
},
time: { value: 0.0 },
start: {
value: verts[0]
},
end: {
value: verts[1]
},
resolution: {
value: new THREE.Vector2(window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio)
}
};
var jointsMaterial = new THREE.ShaderMaterial({
uniforms,
vertexShader: document.getElementById("vertexJoint").textContent,
fragmentShader: document.getElementById("fragmentJoint").textContent,
transparent: true
})
jointsMaterial.extensions.derivatives = true;
jointsMaterial.extensions.fragDepth = true;
jointsMaterial.extensions.drawBuffers = true;
var points = new THREE.Points(pointsGeometry, pointsMaterial);
scene.add(points);
joints = new THREE.Points(jointsGeometry, jointsMaterial);
scene.add(joints);
renderer.setAnimationLoop(function(timestamp) {
uniforms[ "time" ].value = timestamp / 1000;
renderer.render(scene, camera)
});
</script>
</body>
</html>

Preventing Texture Border Strectching in WebGL when Applying a Wave Effect with a Fragment Shader

I'm using GLSL via Three.js in my project.
I've got a flag texture like so:
When I apply a Fragment Shader to give it a wavy effect, the borders of the texture seem to stretch. However, I don't want that; I want the background color to be seen (in this case, clear) so that it just looks like a flag that's waving. You can see the problem in the CodePen here.
For reference (and if the CodePen for some reason doesn't work in the future), here's the code:
The Vertex Shader
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
The Fragment Shader
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D image;
uniform vec2 strength;
uniform float speed;
varying vec2 vUv;
vec2 sineWave( vec2 p ) {
float x = strength.x * sin(-1.0 * p.y + 50.0 * p.x + u_time * speed);
float y = strength.y * sin(p.y + 10.0 * p.x + u_time * speed);
return vec2(p.x, p.y + y);
}
void main() {
vec4 color = texture2D(image, sineWave(vUv));
gl_FragColor = color;
}
Three.js Code
const CANVAS_WIDTH = 250;
const CANVAS_HEIGHT = 250;
const imageDataUri = 'data:image/png;base64,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';
const vertexShader = () => {
return `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
};
const fragmentShader = () => {
return `
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D image;
uniform vec2 strength;
uniform float speed;
varying vec2 vUv;
vec2 sineWave( vec2 p ) {
float x = strength.x * sin(-1.0 * p.y + 50.0 * p.x + u_time * speed);
float y = strength.y * sin(p.y + 10.0 * p.x + u_time * speed);
return vec2(p.x, p.y + y);
}
void main() {
vec4 color = texture2D(image, sineWave(vUv));
gl_FragColor = color;
}
`
};
function init() {
let loader = new THREE.TextureLoader();
loader.load(
imageDataUri,
(texture) => {
let scene = new THREE.Scene();
let camera =
new THREE.PerspectiveCamera(75, CANVAS_WIDTH / CANVAS_HEIGHT, 0.1, 1000);
let renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setClearColor(0x000000, 0);
renderer.setSize(CANVAS_WIDTH, CANVAS_HEIGHT);
document.body.appendChild(renderer.domElement);
let uniforms = {
u_time: { type: 'f', value: 0.1 },
u_resolution: { type: 'v2', value: new THREE.Vector2() },
image: { type: 't', value: texture },
strength: { type: 'v2', value: new THREE.Vector2(0.01, 0.025) },
speed: { type: 'f', value: 8.0 }
};
let material = new THREE.ShaderMaterial({
uniforms,
vertexShader: vertexShader(),
fragmentShader: fragmentShader()
});
let triangleMesh = new THREE.Mesh(new THREE.PlaneGeometry(CANVAS_WIDTH, CANVAS_HEIGHT, 1, 1), material);
scene.add(triangleMesh);
camera.position.z = 250;
let clock = new THREE.Clock();
let animate = () => {
requestAnimationFrame(animate);
triangleMesh.material.uniforms.u_time.value += clock.getDelta();
renderer.render(scene, camera);
};
animate();
},
undefined,
(err) => { console.error('Could not load texture', err) }
);
}
init();
body {background: orange;}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
What you can do is to scale the wave effect dependent on the v coordinate of the texture. If you scale by 1.0-p.y then the wave effect is zero at the top border and has its maximum at the bottom.
float y = strength.y * sin(p.y + 10.0 * p.x + u_time * speed) * (1.0-p.y*p.y);
For a less weak wave effect in the top area of the flag, scale by the square of the v coordinate ((1.0-p.y*p.y)):
float y = strength.y * sin(p.y + 10.0 * p.x + u_time * speed) * (1.0-p.y*p.y);
const CANVAS_WIDTH = 250;
const CANVAS_HEIGHT = 250;
const imageDataUri = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAPoAAAD6CAYAAACI7Fo9AAAQOElEQVR4nO2dTWtcyRWGT2v0QSwUZqVh0EbeBbQek0A2Yf5AdlkNjLchf6LzC2YgOEtlK6+8SJYhmwEbeaFJwJCdjbE3zlK0pWmBOlS729Nu9e2+VfdU3apTzwMemK/X95br1aPbfVQ9+ONvfv1SRI4FAKzyaltEhoP9vdPP//qNDPb37tznT//6r4z+8k/Z/9PXsve7XwWtg2bGL//8e9k+Oer9OrgXMkrImDHcevT02d8mo59eXf/jP0XcuKViUHIyYmZsHR64v33lOr41+3fD67//Wyajn/gDIIMMAxn3Hv5WJqOx+0dD95dp0ZetzkYgg4yyMybvx07cU5vLvOgzplZ3v9gIZJBRbsbug/vTHs9t7hgs/sfzV+DZCGSQUW7G1ePncnV27mx+f/7fbC39P+4V+OlXBEs3TgYZtWS419mWbS7LRV/3CnzNi0cGGaVkuO4uPpvPWTa6rHoFvuQbJ4OMWjKabC6riu5rdf4AyCAjj4wmm0uD0aWt1dkIZJCRR8Y6m0tT0dtYnY1ABhn5ZKyzuawxuqyzOhuBDDLyydhkc1lX9CarsxHIICOvjE02lw1Gl2WrsxHIICOvjDY2d3y27l8+f/Pmx6+++PLbwe7257fvLtkIZJCRWcb1kwu5uXjtbP5wXdZ2i8t2Vj91XznYCGSQkU9GW5tLi2/dPz6ru9+MjUAGGflktHk2n7Ox6DOG4/OXXtNyvhdNBhlktM/wsbm0LXroDDx/iGSQESfDx+biYXTxnYFnI5BBRpwMX5uLT9F9rM5GIIOMeBm+NhdPo0sbq7MRyCAjXkaIzcW36JuszkYgg4y4GSE2lwCjS5PV2QhkkBE3I9TmElL0VVZnI5BBRvyMUJtLoNFl0epsBDLIiJ/RxeayfAqsD+7E2J2To+ObF2/ZCGSQETlj1cmuPoQa3TF0JXefCMFGIIOMeBldbS5dij57TnjlPhEiBDYTGWS0o8uz+ZwuRpeQE2OFjUAGGa3RsLl0LXrIDDwbgQwy2qNhc1EwuvhYnY1ABhnt0bK5aBS9rdXZCGSQ4YeWzUXJ6LLJ6mwEMsjwX5Ors3PRsLlsOjOuLYtny+2cHN25YDYCGWT4r4l7V2vTWXBt0TK6rLI6G4EMMsLWZIaKzUXL6LLC6mwEMsgIW5OtwwOZjMZqNhdlo8vc6u4XG4EMMvzXxE2aTkbTITQ1m0uXWfcm3Ay8iByzEcggw39Nbv932WmmvQltozuGg/092X0Qdp1sJjJqyVheE9cZrffNl1EveuiJscJGIKOijFVrovm++TIxjC4hM/BsBDJqyVi1JppTcKuIUnRfq7MRyKglo2lNYtpcIhpd2lqdjUBGLRlNaxLb5hKz6G2szkYgo5aMdWsS2+YS2eiyzupsBDJqyVi3JilsLrGL3mR1NgIZtWRsWpMUNpcERpdlq7MRyKglY9OapLK5aM66N7E4A3/77pKNQEYVGW3W5PrJhdxcvFadaW9iO/ZvMMNZ/dR9BWMjkGE9o82apLS5JPrW/eOzurthNgIZljParkmqZ/M5SYo+Yzg+f+l9YqywmcgoJKPt/aS2uaQseugMPMUgo4QMn/tJbXNJbHTxnYGnGGSUkOFzP33YXFIX3cfqFIOMEjJ876cPm0sPRpc2VqcYZJSQ4Xs/fdlc+ij6JqtTDDJKyAi5n75sLj0ZXZqsTjHIKCEj5H76tLn0VfRVVqcYZJSQEXo/fdpcejS6LFqdYpBRQkbo/fRtc4lxCqwP7sTYnZOj45sXbykGGVlndLmfq8fPo5zs6kOfRnd870ruzrKmGGTkmtHlfnKwufRd9EdPn33nPl9q8n4c9P9TLjJiZ3S9lr6fzef0bXQJOTFWKAYZCTK6XksuNpccih4yA08xyIidoXEtudhcMjG6+FidYpARO0PjWnKyueRS9LZWpxhkxM7QupacbC4ZGV02WZ1ikBE7Q+tacrO55FT0dVanGGTEztC6FsnQ5pKZ0WWV1SkGGbEztK5lnnN1di452VxSnALrw+KJsTsnRxSDjOgZWteymONmQ1Kc7OpDqlNgfZieGDu4tyvvT3+gGGREy9C6Fvm05JKbzaXvWfcm3Ay8iBxTDDJiZWhdy2LO1uGB3L677HWmvYncntHnDAf7e7L7IGy9KBcZKdZkMcf9vMZkNB3lzs7mkmvRQ0+MFYpBRqI1Wc5xP6+R2yvti+RqdAmZgacYZKRYk+Uc951nbu+bL5Nt0X2tTjHISLEmq3JyfN98mZyNLm2tTjHISLEmq3JynIJbRdZFb2N1ikFGijVpyinB5lKA0WWd1SkGGSnWpCmnFJtLCUVvsjrFICPFmqzLKcXmUojRZdnqFIOMFGuyLqckm0tus+5NLM7A3767pBhkRF+TTTnXTy7k5uJ1djPtTeQ4697EdAbefSWlGGTEXJNNOaXZXAr61v3js7pbdIpBRqw1aZNT0rP5nGKKPmM4Pn/pfWKsUAzTGVpr0ianRJtLaUUPnYGnGHYztNakbU6JNpcCjS6+M/AUw26G1pq0zSnV5lJi0X2sTjHsZmitiU9OqTaXQo0ubaxOMexmaK2JT07JNpdSi77J6hTDbobWmvjmlGxzKdjo0mR1imE3Q2tNfHNKt7mUXPRVVqcYdjO01iQkp3SbS+FGl0WrUwy7GVprEpJjweaS6ymwPrgTY3dOjo5vXrylGAYztNYkNOfq8XP3gQxZnuzqQ+lGdwxdyd0pnBTDVobW/YTmWLG5WCj67LnplTuFMwTKlWeG1v10ybHwbD7HgtEl5MRYoVzZZmjdT5ccSzYXK0UPmYGnXHlmaN1P1xxLNhdDRhcfq1OuPDO07qdrjjWbi6Wit7U65cozQ+t+NHKs2VyMGV02WZ1y5ZmhdT8aORZtLtaKvs7qlCvPDK370cqxaHMxaHRZZXXKlWeG1v1o5Vi1uVgs+rLVKVeeGVr3o5lj1eZS2CmwPkxPjB3c25X3pz9QrswytO5HO+fq7Fws2lwszLo34WbgReSYcuWVoXU/MXLchGXpM+1NWHxGnzMc7O9NP7s6BAqqn6F1LTFyZpi0uZTySS0hLH66y87JkVcCBdXP0LqWGDlbhwcyGY2L+dSVECwbXUJm4CmofobWtcTIcT/1OBlNfyDKrM3FetF9Z+ApqH6G1rXEynE/9Wj1lfZFrBtd2lqdgupnaF1LrBz3+o3V982XMV/0NlanoPoZWtcSM8fy++bL1GB0WWd1CqqfoXUtMXMsT8GtooqiN1mdgupnaF1L7JyabC4VGV2WrU5B9TO0riV2Tm02F8vvoy+z+L767btLCqqcoXUtKXKun1zIzcVr0++bL2N11r2J6Qy8+4pOQfUytK4lRU6NNpfKvnX/+Kzu/uApaH0llwqfzedUVfQZw/H5S+8TY4WSF59Tq82lxqKHnBgrlNxETq02l0qNLr4z8JS8/JyabS61Ft3H6pTcRk7NNpeKjS5trE7JbeTUbnOpueibrE7J7eTUbnOp3OjSZHVKbicHm3+g6qKvsjolt5WDzT9Qu9Fl0eqU3FYONv8Zs6fA+uBOjN05OTq+efGWkhvKuXr83B3hbPZkVx8w+geGruTu/DBKbiMHm38KRZ89q7szvd35YSFQ8vxyeDb/FIr+M94nxgolzzIHm9+Fos8ImYGn5HnmYPO7UPRPaW11Sp5nDjZfDUVfoK3VKXm+Odh8NRT9LmutTsnzzcHmzVD0JdZZnZLnnYPNm6Hoq7ljdUqedw42Xw9FX8Gy1Sl5/jnYfD21nQLrw/TE2MG9XXl/+gMlzzgHm2+GWfc1uBl4ETmm5HnnMNO+Gb51X89wsL83/dTNECh5mpyrs3PB5uup5pNaQlj8dJedkyOvBEqeLsf9nEJNn7oSAkbfjPcMPCVPlzMDm28Ao2/A1+qUPF3O1uGBTEZjbN4CjN6OVlan5Oly3NkBk9H0x4qxeQsoegvazMBT8rQ57uwA3jdvD0VvT6PVKXnaHPcuCO+b+0HRW9JkdUqePocpOH8ouh+fWJ2Sp89hCi4MXnX3YPEV+Nt3l5S8h5zrJxdyc/GaV9o9Ydbdn+kMvDMLJU+bg83D4Vt3T+bP6m7zUfK0OTybh0PRwxiOz196nxgrlDw4B5t3g6IHEHJirFDyTjnYvBsUPRyvGXhKHp6DzbtD0QPxsTol75aDzbtD0bux0eqUvFsONteBondgk9UpefccbK4DRe/OSqtT8u452FwPit6RVVan5Do52FwPiq7DR6vXXk6tHGyuC6fAKuFOjN05OTq+efGWkivkcLKrLhhdj6EruTv5hJJ3y8Hm+lB0JWbPka/cySehUPIP8GyuD0XXxfvE2DmU/APYPA4UXRFm4LvnYPM4UHR9mIEPzMHm8aDoyjADH56DzeNB0ePADLxnDjaPC0WPADPw/jnYPC4UPR7MwLcEm8eHokeCGfj2YPP4UPS4MAO/AWyeBmbdI8MM/HqYaU8DRo8PM/ANYPN0UPTIMAPfDM/m6aDoaWAGfkXO1dm5YPM08NlrCVj8zLadk6PWv6H1F/Dcdzp8hloaMHo6mIH/tOSCzdOB0RPhY3XrJd86PJDJaIzNE4LR01L9DLx792Eymr4wic0TQtETwgz81+LefeCV9vRQ9PRUOwO/++A+75v3BEVPTM0z8Lxv3h8UvR+qm4FnCq5fmHXvidpm4Jlp7xeM3h/f1zIDj837h6L3xKOnz76rZQaeZ/P+oej9Yn4GHpvnAUXvkRrOgcfmeUDR+8fsDDw2zweK3jOWz4HH5vlA0fPA3Aw8Ns8Lip4BFmfgsXleUPR8MDMDj83zg6JngqUZeGyeHxQ9L4qfgcfmecKse2aUPgPPTHueYPT8KHYGHpvnC0XPjJJn4Hk2zxeKnifFzcBj87yh6BlS4gw8Ns8bip4vxczAY/P8oeiZUtIMPDbPH4qeN9nPwGPzMqDoGVPCDDw2LwOKnj/ZzsBj83Kg6JmT8ww8Ni8Hil4G2c3AY/OyYNa9EHKbgWemvSwwejkMc5mBx+blQdELYfYcnMUMPM/m5UHRyyKLGfirs3PB5mXxWe0LUBLP37z58asvvvx2sLv9+c7JUesr134Bz31n8ejps4emFtc4GL08ep2Bn4HNCwOjF4aP1bVLvnV4IJPRGJsXCEYvk+Qz8O7V/slo+kIgNi8Qil4gfczAu1f7eaW9XCh6uSSbgd99cJ/3zQuHohdKyhl43jcvH4peNtFn4JmCswGz7oUTewaemXYbYPTyiTYDj83tQNELJ+YMPM/mdqDoNlCfgcfmtqDoBohxDjw2twVFt4PaDDw2twdFN4LmOfDY3B4U3RadZ+CxuU0ouiE0ZuCxuU0ouj2CZ+CxuV0oujG6zMBjc7tQdJt4z8Bjc9sw624U3xl4Ztptg9Ht0noGHpvbh6IbxWcGnmdz+1B022x8Xx2b1wFFN0ybaTlsXgcU3T6NVsfm9UDRjbPO6ti8Hih6HdyxOjavC4peAausjs3rgqLXw0erY/P6YDKuIty03C/+8ODY3TFTcHWxXfsCVIaz+unslrE5gFWc1d0v/oDrAqPXByavDRH5P5j6oOB59pHPAAAAAElFTkSuQmCC';
const vertexShader = () => {
return `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
};
const fragmentShader = () => {
return `
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D image;
uniform vec2 strength;
uniform float speed;
varying vec2 vUv;
vec2 sineWave( vec2 p ) {
float x = strength.x * sin(-1.0 * p.y + 50.0 * p.x + u_time * speed);
float y = strength.y * sin(p.y + 10.0 * p.x + u_time * speed) * (1.0-p.y*p.y);
return vec2(p.x, p.y + y);
}
void main() {
vec4 color = texture2D(image, sineWave(vUv));
gl_FragColor = color;
}
`
};
function init() {
let loader = new THREE.TextureLoader();
loader.load(
imageDataUri,
(texture) => {
let scene = new THREE.Scene();
let camera =
new THREE.PerspectiveCamera(75, CANVAS_WIDTH / CANVAS_HEIGHT, 0.1, 1000);
let renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setClearColor(0x000000, 0);
renderer.setSize(CANVAS_WIDTH, CANVAS_HEIGHT);
document.body.appendChild(renderer.domElement);
let uniforms = {
u_time: { type: 'f', value: 0.1 },
u_resolution: { type: 'v2', value: new THREE.Vector2() },
image: { type: 't', value: texture },
strength: { type: 'v2', value: new THREE.Vector2(0.01, 0.025) },
speed: { type: 'f', value: 8.0 }
};
let material = new THREE.ShaderMaterial({
uniforms,
vertexShader: vertexShader(),
fragmentShader: fragmentShader()
});
let triangleMesh = new THREE.Mesh(new THREE.PlaneGeometry(CANVAS_WIDTH, CANVAS_HEIGHT, 1, 1), material);
scene.add(triangleMesh);
camera.position.z = 250;
let clock = new THREE.Clock();
let animate = () => {
requestAnimationFrame(animate);
triangleMesh.material.uniforms.u_time.value += clock.getDelta();
renderer.render(scene, camera);
};
animate();
},
undefined,
(err) => { console.error('Could not load texture', err) }
);
}
init();
body {background: orange;}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>

THREE.JS Mouse interaction with shader

I have simple point cloud shader, which renders points as circles on screen.
vertexShader:
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
uniform sampler2D texture;
uniform vec2 mouse;
uniform vec2 resolution;
attribute vec3 position;
attribute float radius;
attribute vec3 color;
varying vec3 vColor;
void main() {
vColor = color;
vec3 pos = position;
vec4 projected = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
gl_Position = projected;
gl_PointSize = radius;
}
fraqShader:
precision mediump float;
varying vec3 vColor;
uniform sampler2D texture;
uniform float useColor;
uniform vec2 mouse;
uniform vec2 resolution;
void main() {
float mx = mouse.x / resolution.x;
float my = mouse.y / resolution.y;
float d = sqrt((gl_PointCoord.x - mx)*(gl_PointCoord.x - mx) + (gl_PointCoord.y - mx)*(gl_PointCoord.y - mx));
if (useColor == 1.) {
gl_FragColor = vec4(vColor, 1.0);
} else {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
gl_FragColor = gl_FragColor * texture2D(texture, gl_PointCoord);
if(d < 0.1) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); }
}
The question is: Is possible to make a mouse interaction with these circles, I mean if the distance from current mouse position is less than point radius then the color would be different?
I have tried to set mouse.x and mouse.y to event_.clientX and event_.clinetY, then pass it to the shader trying to calculate distance:
float mx = mouse.x / resolution.x;
float my = mouse.y / resolution.y;
float d = sqrt((gl_PointCoord.x - mx)*(gl_PointCoord.x - mx) + (gl_PointCoord.y - mx)*(gl_PointCoord.y - mx));
But it doesn't work. Is there any solutions?/
gl_FragCoord.xy contains the window coordinates of the fragment. The lower left is (0,0) and the upper right is the width and height of the viewport in pixels.
Probably you have to flip the y coordinate of the mouse coordinates, because at screen coordinates the upper left is (0, 0) and the bottom right is the width and height of the window:
vec2 mc = vec2(mouse.x, u_resolution.y - mouse.y);
float d = length((mc - gl_FragCoord.xy) / u_resolutuon.xy);
var circularPoint = 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";
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xEEEEEE, 1.0);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var N = 2560;
var pallete = ["#FF6138", "#FFFF9D", "#BEEB9F", "#79BD8F", "#00A388"];
var verts = [], colors = [], rad = [], size = [], id = [], enabled = [];
for (let i = 0; i < N; i++) {
verts.push(getXYZ().multiplyScalar(5));
size.push(0.25 + Math.random() * 1.25);
rad.push(size[size.length - 1] * 1.0E-1 );
colors.push.apply(colors, randomRGB());
enabled.push(1);
var indx = new THREE.Color().setHex((i + 1));
id.push(indx.r, indx.g, indx.b);
}
var geometry = new THREE.BufferGeometry().setFromPoints(verts);
geometry.addAttribute("color", new THREE.BufferAttribute(new Float32Array(colors), 3));
geometry.addAttribute("id", new THREE.BufferAttribute(new Float32Array(id), 3));
geometry.addAttribute("size", new THREE.BufferAttribute(new Float32Array(size), 1));
geometry.addAttribute("rad", new THREE.BufferAttribute(new Float32Array(rad), 1));
geometry.addAttribute("enabled", new THREE.BufferAttribute(new Float32Array(enabled), 1));
var material = new THREE.ShaderMaterial({
uniforms: {
texture: {
value: new THREE.TextureLoader().load(circularPoint)
},
ori: {
value: new THREE.Vector3()
},
dir: {
value: new THREE.Vector3()
},
scale: {
value: window.innerHeight / 2
}
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
alphaTest: 0.9
})
var last_id = 0;
material.extensions.fragDepth = true;
material.extensions.drawBuffers = true;
var points = new THREE.Points(geometry, material);
scene.add(points);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var inverseMatrix = new THREE.Matrix4();
var ray = new THREE.Ray();
pickingScene = new THREE.Scene();
pickingTexture = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight);
pickingTexture.texture.minFilter = THREE.LinearFilter;
pickingScene.add(points.clone());
renderer.domElement.addEventListener("mousemove", onMouseMove, false);
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
inverseMatrix.getInverse(points.matrixWorld);
ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);
material.uniforms.ori.value = ray.origin;
material.uniforms.dir.value = ray.direction;
renderer.render(pickingScene, camera, pickingTexture);
var pixelBuffer = new Uint8Array(4);
renderer.readRenderTargetPixels(
pickingTexture, event.clientX, pickingTexture.height - event.clientY,
1, 1, pixelBuffer);
var id = (pixelBuffer[0] << 16) | (pixelBuffer[1] << 8) | (pixelBuffer[2]);
if(id < N){
last_id = id;
console.log("highlighted node: " + id);
for(var i = 0; i < N; i++){ if(i != (id)) { enabled[i] = 0.0; } }
points.geometry.attributes.enabled.needsUpdate = true;
}else if(id != last_id){
for(var i = 0; i < N; i++){ enabled[i] = 1.0; }
points.geometry.attributes.enabled.needsUpdate = true;
}
}
renderer.setAnimationLoop(() => { renderer.render(scene, camera) });
function getXYZ(){
var n = 1E1;
var rho = Math.random();
var theta = Math.random() * Math.PI * 2;
var phi = Math.random() * Math.PI * 2;
var x = rho * Math.cos(phi) * Math.sin(theta);
var y = rho * Math.sin(phi) * Math.sin(theta);
var z = rho * Math.cos(theta);
return new THREE.Vector3(x, y, z);
}
function randomRGB() {
var i = Math.floor(Math.random() * 5);
var hex = pallete[i];
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? [
parseInt(result[1], 16) / 255,
parseInt(result[2], 16) / 255,
parseInt(result[3], 16) / 255
] : null;
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.98.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.98.0/examples/js/controls/OrbitControls.js"></script>
<script type='x-shader/x-vertex' id='vertexShader'>
uniform vec3 ori;
uniform vec3 dir;
attribute float rad;
attribute float size;
attribute vec3 color;
uniform float scale;
attribute float enabled;
attribute vec3 id;
varying vec3 vColor;
vec3 closestPointToPoint() {
vec3 target = position - ori;
float distance = dot(target, dir);
return dir * distance + ori;
}
void main() {
vColor = color;
if (length(position - closestPointToPoint()) < rad) if(enabled == 1.) { vColor = id; }
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( scale / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type='x-shader/x-fragment' id='fragmentShader'>
varying vec3 vColor;
uniform sampler2D texture;
void main() {
gl_FragColor = vec4(vColor, 1.);
gl_FragColor = gl_FragColor * texture2D(texture, gl_PointCoord);
if (gl_FragColor.a < 0.1) discard;
}
</script>
That's the result I was looking for, but any tweaks are welcome.
Thanks to prisoner849, it's mainly his code.

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