threejs Adding lighting to ShaderMaterial - three.js

I'm creating a cube full of spheres. So I'm using a particle system. It's all working well until I try to apply a shader material to each of the particles. I've pretty much used the example at http://threejs.org/examples/#webgl_custom_attributes_particles3.
It is working, but what I'm trying to do now is add lighting to the scene using directional lighting. That's where I'm not getting anywhere. I have no experience in GLSL and am just copying and pasting at the moment, testing the waters. Any help would be great.
Here's what I have so far.
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
attribute vec4 ca;
varying vec4 vColor;
void main() {
vColor = ca;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying vec4 vColor;
void main() {
vec4 outColor = texture2D( texture, gl_PointCoord );
if ( outColor.a < 0.5 ) discard;
gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
float depth = gl_FragCoord.z / gl_FragCoord.w;
const vec3 fogColor = vec3( 0.0 );
float fogFactor = smoothstep( 200.0, 700.0, depth );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
</script>
and in my js:
(function addSpheres() {
var cube = new THREE.Object3D();
scene.add(cube);
var totalSpheres = 3840; //15*16*16
var particles = new THREE.Geometry();
var attributes = {
size: { type: 'f', value: [] },
ca: { type: 'c', value: [] }
};
var uniforms = {
amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color(0xffffff) },
texture: { type: "t", value: THREE.ImageUtils.loadTexture("textures/sprites/ball.png") }
};
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
});
shaderMaterial.lights = true;
var n = 20, n2 = n / 2;
var particle;
for (var i = -7; i < 9; i++) {
for (var j = -7; j < 9; j++) {
for (var k = -7; k < 8; k++) {
var pX = i * n - n2;
var pY = j * n - n2;
var pZ = k * n - n2;
particle = new THREE.Vector3(pX, pY, pZ);
particles.vertices.push(particle);
}
}
}
particleSystem = new THREE.ParticleSystem(particles, shaderMaterial);
particleSystem.dynamic = true;
// custom attributes
var vertices = particleSystem.geometry.vertices;
var values_size = attributes.size.value;
var values_color = attributes.ca.value;
for (var v = 0; v < vertices.length; v++) {
attributes.size.value[v] = 55;
attributes.ca.value[v] = new THREE.Color(0xffffff);
attributes.size.needsUpdate = true;
attributes.ca.needsUpdate = true;
}
cube.add(particleSystem);
scene.matrixAutoUpdate = false;
})();
Thanks in advance.
John.

Related

How to implement this shadertoy in 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>

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>

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 = "data:image/png;base64,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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.

shaderMaterial not work width Points

function createParticles(imgData) {
const geometry = new THREE.BufferGeometry();
var c = 0, x = 0, y = 0, positions = [], colors = [];
var data = imgData.data;
x = -imgData.width * 0.5;
y = imgData.height * 0.5;
for (var i = 0; i < imgData.width; i++) {
for (var j = 0; j < imgData.height; j++) {
positions.push(i - imgData.width * 0.5, j - imgData.height * 0.5, 0);
}
}
geometry.addAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
var material = new THREE.ShaderMaterial({ fragmentShader: document.getElementById('f-shader').textContent });
return new THREE.Points(geometry, material);
}
and this is my shader:
<script type="shader" id="f-shader">
void main(){
gl_FragColor = vec4(1.0, 0.58, 0.86, 1.0);
}
</script>
i add this shadermaterial ,but there is nothing ,and the points will show when no material
You will also need to specify a vertex shader, and the vertex shader will have to have a gl_PointSize call in it. Something like:
void main() {
gl_PointSize = 10.0;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}

Three.js camera control not working & WebGL shader

I found nice water simulation from codepen and modified it with help from other thread here (can't find it anymore though).
I have used three.js couple of times before, but now I just can't comprehend why camera positioning/rotation/aspect/etc isn't working. No matter what coordinates or angle I give to camera and use updateProjectionMatrix nothing happens, camera just stays in one place.
I commented out resize events etc, since they don't do anything also.
Entire code:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<style type="text/css">
body {
overflow: hidden;
margin: 0;
height: 100%;
}
</style>
<title></title>
<script type='text/javascript'>//<![CDATA[
window.onload=function(){
// init camera, scene, renderer
var scene, camera, renderer;
scene = new THREE.Scene();
var fov = 75,
aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(fov, aspect, 0.1, 1000);
camera.position.z = 200;
camera.rotate.z = 1.5707963268;
camera.updateProjectionMatrix();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xc4c4c4);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var clock = new THREE.Clock();
var tuniform = {
time: {
type: 'f',
value: 0.1
},
resolution: {
type: 'v2',
value: new THREE.Vector2()
},
mouse: {
type: 'v4',
value: new THREE.Vector2()
}
};
// Mouse position in - 1 to 1
renderer.domElement.addEventListener('mousedown', function(e) {
//var canvas = renderer.domElement;
//var rect = canvas.getBoundingClientRect();
//tuniform.mouse.value.x = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
//tuniform.mouse.value.y = (e.clientY - rect.top) / window.innerHeight * -2 + 1;
});
renderer.domElement.addEventListener('mouseup', function(e) {
//var canvas = renderer.domElement;
//var rect = canvas.getBoundingClientRect();
//tuniform.mouse.value.z = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
//tuniform.mouse.value.w = (e.clientY - rect.top) / window.innerHeight * -2 + 1;
});
// resize canvas function
window.addEventListener('resize',function() {
//camera.aspect = window.innerWidth / window.innerHeight;
//camera.updateProjectionMatrix();
//renderer.setSize(window.innerWidth, window.innerHeight);
});
tuniform.resolution.value.x = window.innerWidth;
tuniform.resolution.value.y = window.innerHeight;
// Create Plane
var material = new THREE.ShaderMaterial({
uniforms: tuniform,
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent
});
var mesh = new THREE.Mesh(
new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight, 40), material
);
scene.add(mesh);
// draw animation
function render(time) {
tuniform.time.value += clock.getDelta();
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
}//]]>
</script>
</head>
<body>
<!-- THIS is OPENGL Shading language scripts -->
<script id="vertex-shader" type="no-js">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragment-shader" type="no-js">
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
varying vec2 surfacePosition;
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / resolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 2.0;
const float SEA_SPEED = 0.5;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22); //meren pohjaväri
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
const float SKY_INTENSITY = 1.0;
#define SEA_TIME time * SEA_SPEED
// math
mat4 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat4 m;
m[0] = vec4(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x,0.0);
m[1] = vec4(-a2.y*a1.x,a1.y*a2.y,a2.x,0.0);
m[2] = vec4(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y,0.0);
m[3] = vec4(0.0,0.0,0.0,1.0);
return m;
}
vec3 rotate(vec3 v, mat4 m) {
return vec3(dot(v,m[0].xyz),dot(v,m[1].xyz),dot(v,m[2].xyz));
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); }
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 sky_color(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret * SKY_INTENSITY;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
mat2 m = mat2(1.6,1.2,-1.2,1.6);
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
mat2 m = mat2(1.6,1.2,-1.2,1.6);
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 sea_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) {
float fresnel_o = 1.0 - max(dot(n,-eye),0.0);
float fresnel = pow(fresnel_o,3.0) * 0.65;
// reflection
vec3 refl = sky_color(reflect(eye,n));
// color
vec3 ret = SEA_BASE;
ret = mix(ret,refl,fresnel);
// wave peaks
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
ret += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
return ret;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float hftracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
// main
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv = 1.0 - uv * 2.0;
uv.x *= resolution.x / resolution.y;
//uv = (surfacePosition+vec2(0., .5))*17. + 5E-3*(pow(length(surfacePosition+vec2(0. ,0.5)), -2.));
uv.y *= -1.;
//uv.y += -2.;
// ray
vec3 ang = vec3(0.0,0.003, pow(time, 0.6));
ang = vec3(0.0,clamp(2.0-mouse.y*0.01,-0.3,PI),mouse.x*0.01);
vec3 ori = vec3(0.0,3.5,time*.05);
vec3 dir = normalize(vec3(uv.xy,-2.0));
dir.z -= length(uv) * 0.15;
//dir = rotate(normalize(dir),ang);
// tracing
vec3 p;
float dens = hftracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist)*EPSILON_NRM);
// color
vec3 color = sea_color(p,n,dir,dist);
vec3 light = normalize(vec3(0.0,1.0,0.8));
color += vec3(diffuse(n,light,80.0) * SEA_WATER_COLOR) * 0.12;
color += vec3(specular(n,light,dir,60.0));
// post
color = mix(sky_color(dir),color,pow(smoothstep(0.0,-0.05,dir.y),0.3));
color = pow(color,vec3(0.75));
gl_FragColor = vec4(color,1.0);
}
</script>
<script>
// tell the embed parent frame the height of the content
if (window.parent && window.parent.parent){
window.parent.parent.postMessage(["resultsFrame", {
height: document.body.getBoundingClientRect().height,
slug: "uz6yo2w3"
}], "*")
}
</script>
</body>
</html>
There are so much try in this code that it's not even clear to me what you're trying to do, but I can give some hints :
Change the camera.rotate to camera.rotation l. 30
Your mouse events are commented. If you want to rotate the camera with the mouse, you're gonna have to add a mousemove event ;
By the way, l. 50 you send a vec4 but loads it as a vec2 l. 126 ;
When the window is resized, you may also want to update the new resolution to the shader ;
l. 304, change the Z component of the camera's origin from vec3 ori = vec3(0.0, 3.5, time * 5.0); to vec3 ori = vec3(0.0, 3.5, time * 5.0); so you can see the camera moving along the sea ;
l. 306, instead of dir = rotate(normalize(dir), ang); add the initial dir = normalize(dir) * fromEuler(ang); (ang is the angle of the camera) ;
l. 149, change your mat4 fromEuler(vec3 ang){...} to the initial mat3 fromEuler(vec3 ang){...} function ;
l. 301, just put vec3 ang = vec3(0.0, 0.0, 0.0); and play with it. You may use mouse coordinates in this function, depending on how you want the user interact with the camera.

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