three.js animated texture in particles with custom shadermaterial - three.js

How do I make each particle animate and cycle through all the tiles in the sprite sheet?
Here's my shader program:
<script type="x-shader/x-vertex" id="vertexshader">
attribute vec2 offset;
varying vec2 vOffset;
void main()
{
vOffset = offset;
gl_PointSize = 25.0;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D texture;
uniform vec2 repeat;
varying vec2 vOffset;
void main()
{
vec2 uv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );
vec4 tex = texture2D( texture, uv * repeat + vOffset );
if ( tex.a < 0.5 ) discard;
gl_FragColor = tex;
}
</script>
Basically an example from here: http://jsfiddle.net/myy7x4zd/4/

Related

ThreeJS: Problem implementing 'non-ThreeJS' shader

I'm trying to use the shader from this post https://stackoverflow.com/a/27764539/6736544 with a ThreeJS geometry, so far without success.
This is the original shader code from #gman:
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script id="vs" type="foo">
attribute vec4 a_position;
attribute float a_v;
varying float v_v;
void main() {
// PS: In a real WebGL app you'd probably need to multiply a_position by
// a matrix at a minimum
gl_Position = a_position;
v_v = a_v;
}
</script>
<script id="fs" type="foo">
precision mediump float;
varying float v_v;
uniform float u_borderSize;
uniform vec4 u_baseColor;
uniform vec4 u_borderColor;
void main() {
float mixAmount = step(u_borderSize, v_v);
gl_FragColor = mix(u_baseColor,
u_borderColor,
mixAmount);
}
</script>
<canvas id="c" width="256" height="256"></canvas>
This is my attempt:
<script>
var vertexShader = `
varying vec2 vUv;
attribute float alpha;
varying float vAlpha;
attribute vec3 center;
varying vec3 vCenter;
void main() {
vUv = uv;
vAlpha = alpha;
vCenter = center;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
var fragmentShader = `
//precision mediump float;
uniform vec3 color1;
uniform float color1Alpha;
uniform vec3 borderColor;
uniform float borderThickness;
varying vec2 vUv;
varying float vAlpha;
varying vec3 vCenter;
void main() {
float u_borderSize = borderThickness;
vec4 u_baseColor = vec4(color1, color1Alpha);
vec4 u_borderColor = vec4(borderColor, 1.0);
// This is where I get stuck. No idea how to get a correct 'v_v' value.
float v_v = vUv.y;
float mixAmount = step(u_borderSize, v_v);
gl_FragColor = mix(u_baseColor,
u_borderColor,
mixAmount);
}
`;
</script>
See the jsfiddle here: https://jsfiddle.net/vuqarejz/
This is what I'm trying to achieve:
Questions:
Not sure what I'm missing, nor where the 'v_a' attribute is coming from.
Maybe it is the way UVs are unwrapped?
Maybe this is not the correct shader to use for my purpose?
Solved by tfoller in ThreeJS forum:
https://discourse.threejs.org/t/unwrapping-a-custom-shapebuffergeometry/39565/4

How to upgrade the older demo to latest version of three.js?

I got a webgl demo running with old version of Three.js (r52).
I want to adapt the code to new version of Three.js (r1xx).
But I got some black screen after I switched to the new version of Three.js library and upgrade some api.(e.g. Moving the attributes values to BufferGeometry)
This is the shader code passed to ShaderMaterial:
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
attribute vec3 customColor;
attribute float time;
uniform float globalTime;
varying vec3 vColor;
varying float fAlpha;
void main() {
vColor = customColor;
vec3 pos = position;
float animTime = min(1.4, max(1.0, globalTime - time));
vec3 animated = vec3( pos.x * animTime, pos.y * animTime, pos.z * animTime );
vec4 mvPosition = modelViewMatrix * vec4( animated, 1.0 );
fAlpha = 1.0 - (globalTime*0.5);
gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying vec3 vColor;
varying float fAlpha;
void main() {
// fog
float depth = gl_FragCoord.z / gl_FragCoord.w;
float near = 30.0;
float far = 290.0;
float fog = 0.0 + smoothstep( near, far, depth );
vec4 outColor = texture2D( texture, gl_PointCoord );
if ( outColor.a < 0.25 ) discard; // alpha be gone
gl_FragColor = vec4( color * vColor, fAlpha );
gl_FragColor = gl_FragColor * outColor;
gl_FragColor = mix( gl_FragColor, vec4( vec3(0.0,0.0,0.0), gl_FragColor.w ), fog );
}
</script>
It seems that the ShaderMaterial is not working well.
Does anyone know if I missed something?
Older one:
https://loooog.github.io/globe/legacy
The failed new one:
https://loooog.github.io/globe/
The code can be seen from the chrome dev console.
Update: the shader material issue has been solved. The line material is still not working
//var line = new THREE.Line(lineGeometry, lineMaterial, THREE.LineSegments);
var line = new THREE.LineSegments(lineGeometry, lineMaterial);

Same texture offseting different position in the fragment shader using threejs rendering engine

My vertex shader:
varying vec2 texCoord;
void main() {
texCoord = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
My fragment shader:
varying vec2 texCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float multiplier;
void main( void ) {
vec3 tex1 = texture2D(texture1, texCoord).xyz ;
vec3 tex2 = texture2D(texture2, texCoord).xyz ;
vec3 finaltex = mix( tex1, tex2, multiplier) ;
gl_FragColor = vec4(finaltex , 1.0);
}
Now this work very well when i run using the two texture.check http://shaderfrog.com/app/view/68 for the multiplier action.
But now what I want is I am having texture like this:
So with the single texture I want to index the offset of my texCoord so that I just need to sample one texture and I can get three representation form this like:
var shaderMaterial = new THREE.ShaderMaterial({
uniforms:{
texture1: { type: "t", value: texture1 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
Can offset my tri-color in the fragment shader. or Some one can help me modifying the fragment shader so that I can pass uniform to index my tri-color into individual Yellow,pink,red.
So either from shader or threejs I can get help regarding same.
I have done reference using two texture because I want to interpolate with cross fade effect on the texture same I want cross fade using fragment shader (independent to this I have already achieve by the texture.offset.x = currentColoum / horizontal and texture.offset.y = currentRow / Vertical;
I found the answer to this question, even implemented into application :D.
vertexShader:
void main() {
texCoord = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
FragmentShader:
varying vec2 texCoord;
uniform sampler2D texture;
uniform vec2 offset_current;
uniform vec2 offset_next;
uniform float multiplier;
void main( void ) {
vec2 offset1 = offset_current + vec2( texCoord.x* 1.0, texCoord.y * 0.333333);
vec2 offset2 = offset_next + vec2( texCoord.x* 1.0, texCoord.y * 0.333333);
vec3 tex1 = texture2D(texture1,offset1).xyz ;
vec3 tex2 = texture2D(texture1, offset2).xyz ;
vec3 mixCol = mix( tex1, tex2, multiplier );
vec4 fragColor = vec4(mixCol, 1.0);
if(fragColor.a == 0.0)
discard;
gl_FragColor = fragColor;
}
Explanation:
Since I am having the vertical texture of three different type I make my offset into y direction 0.3333. Because texture is read from [0,1]. I have extended this code same for the horizontal direction.
If some one going to make this dynamic then instead of hard coded we can pass the 0.3333 as the calculate one taking the inspiration form link.

Shadow artifacts in opengl

I am trying to render an object and two lights, one of the lights cast shadows. Everything works ok but I noticed that there are some obvious artifacts, as shown in the below image, some shadows seem to overflow to bright areas.
Below is the shaders to render depth information into a framebuffer
<script id="shadow-shader-vertex" type="x-shader/x-vertex">
attribute vec4 aVertexPosition;
uniform mat4 uObjMVP;
void main() {
gl_Position = uObjMVP * aVertexPosition;
}
</script>
<script id="shadow-shader-fragment" type="x-shader/x-vertex">
precision mediump float;
void main() {
//pack gl_FragCoord.z
const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);
const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);
vec4 rgbaDepth = fract(gl_FragCoord.z * bitShift);
rgbaDepth -= rgbaDepth.gbaa * bitMask;
gl_FragColor = rgbaDepth;
}
</script>
In the above shaders, uObjMVP is the MVP matrix used when looking from the position of the light that cast shadow (the warm light, the cold light does not cast shadow)
And here are the shaders to draw everything:
<script id="shader-vertex" type="x-shader/x-vertex">
//position of a vertex.
attribute vec4 aVertexPosition;
//vertex normal.
attribute vec3 aNormal;
//mvp matrix
uniform mat4 uObjMVP;
uniform mat3 uNormalMV;
//shadow mvp matrix
uniform mat4 uShadowMVP;
//interplate normals
varying vec3 vNormal;
//for shadow calculation
varying vec4 vShadowPositionFromLight;
void main() {
gl_Position = uObjMVP * aVertexPosition;
//convert normal direction from object space to view space
vNormal = uNormalMV * aNormal;
vShadowPositionFromLight = uShadowMVP * aVertexPosition;
}
</script>
<script id="shader-fragment" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D uShadowMap;
varying vec3 vNormal;
varying vec4 vShadowPositionFromLight;
struct baseColor {
vec3 ambient;
vec3 diffuse;
};
struct directLight {
vec3 direction;
vec3 color;
};
baseColor mysObjBaseColor = baseColor(
vec3(1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0)
);
directLight warmLight = directLight(
normalize(vec3(-83.064, -1.99, -173.467)),
vec3(0.831, 0.976, 0.243)
);
directLight coldLight = directLight(
normalize(vec3(37.889, 47.864, -207.187)),
vec3(0.196, 0.361, 0.608)
);
vec3 ambientLightColor = vec3(0.3, 0.3, 0.3);
float unpackDepth(const in vec4 rgbaDepth) {
const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0*256.0), 1.0/(256.0*256.0*256.0));
float depth = dot(rgbaDepth, bitShift);
return depth;
}
float calVisibility() {
vec3 shadowCoord = (vShadowPositionFromLight.xyz/vShadowPositionFromLight.w)/2.0 + 0.5;
float depth = unpackDepth(texture2D(uShadowMap, shadowCoord.xy));
return (shadowCoord.z > depth + 0.005) ? 0.4 : 1.0;
}
vec3 calAmbientLight(){
return ambientLightColor * mysObjBaseColor.ambient;
}
vec3 calDiffuseLight(const in directLight light, const in float visibility){
vec3 inverseLightDir = light.direction * -1.0;
float dot = max(dot(inverseLightDir, normalize(vNormal)), 0.0);
return light.color * mysObjBaseColor.diffuse * dot * visibility;
}
void main() {
vec3 ambientLight = calAmbientLight();
float visibility = calVisibility();
vec3 warmDiffuseLight = calDiffuseLight(warmLight, visibility);
// cold light does not cast shadow and hence visilibility is always 1.0
vec3 coldDiffuseLight = calDiffuseLight(coldLight, 1.0);
gl_FragColor = vec4(coldDiffuseLight + warmDiffuseLight + ambientLight, 1.0);
}
</script>
If I simply draw the depth information out on to the canvas,
void main() {
// vec3 ambientLight = calAmbientLight();
// float visibility = calVisibility();
// vec3 warmDiffuseLight = calDiffuseLight(warmLight, visibility);
// // cold light does not cast shadow and hence visilibility is always 1.0
// vec3 coldDiffuseLight = calDiffuseLight(coldLight, 1.0);
// gl_FragColor = vec4(coldDiffuseLight + warmDiffuseLight + ambientLight, 1.0);
vec3 shadowCoord = (vShadowPositionFromLight.xyz/vShadowPositionFromLight.w)/2.0 + 0.5;
gl_FragColor = vec4(unpackDepth(texture2D(uShadowMap, shadowCoord.xy)), 0.0, 0.0, 1.0);
}
I would get this image
Thanks in advance.

why Particle system with shader doesn't work? three.js

Hi can anyone help me whith this? I have this shader, it works with THREE.Mesh but doesn't with THREE.Particlesystem?
I want each particle to have a portion of a given map(texture) and change their positions accordingly, something like this http://www.chromeexperiments.com/detail/webcam-displacement/?f=webgl
<script id="vs" type="x-shader/x-vertex">
uniform sampler2D map;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 color = texture2D( map, vUv );
float value = ( color.r + color.g + color.b ) / 3.0;
vec4 pos = vec4( position.xy, value * 100.0, 1.0 );
gl_PointSize = 20.0;
gl_Position = projectionMatrix * modelViewMatrix * pos;
}
</script>
<script id="fs" type="x-shader/x-fragment">
uniform sampler2D map;
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( map, vUv );
}
</script>
ParticleSystem doesn't really support UVs as there aren't faces, just single points. Texture mapping particles is done with gl_PointCoord (IIRC), but that gives you same mapping for every particle. In order to give different portion of the same texture to each particle, you should use BufferGeometry, which in the latest version of three.js supports all attributes including custom ones (and it is very efficient and fast!). You'd then supply a vec2 offset attribute for each particle: you get the correct UV from this offset and the gl_PointCoord.

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