【Webgl_glsl&Threejs】搬运分享shader

来源

https://www.shadertoy.com/view/mtyGWy

这是一个基于圆弧缩放和分型的shader材质 ,可以作为墙体,天幕等特效使用

预览

在这里插入图片描述

代码演示

直接引入Material在Mesh表面使用

	import { DoubleSide, ShaderChunk, ShaderMaterial } from "three";
// https://www.shadertoy.com/view/7dG3zy
const vertex = `
${ShaderChunk.logdepthbuf_pars_vertex}
bool isPerspectiveMatrix(mat4) {
    return true;
}

varying vec4 m_pos;
varying vec2 vUv;

void main () {
    vUv = uv;
    // 从贴图中采样颜色值
    vec3 newPosition = normal*vec3(0,0,0)+position;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);

      ${ShaderChunk.logdepthbuf_vertex}
}
    `;

// 片元着色器代码
const fragment = /*glsl*/`
${ShaderChunk.logdepthbuf_pars_fragment}
precision mediump float;
varying vec2 vUv;
uniform float uTime;

/* This animation is the material of my first youtube tutorial about creative 
coding, which is a video in which I try to introduce programmers to GLSL 
and to the wonderful world of shaders, while also trying to share my recent 
passion for this community.
                                    Video URL: https://youtu.be/f4s1h2YETNY
*/

//https://iquilezles.org/articles/palettes/
vec3 palette( float t ) {
 vec3 a = vec3(0.5, 0.5, 0.5);
 vec3 b = vec3(0.5, 0.5, 0.5);
 vec3 c = vec3(1.0, 1.0, 1.0);
 vec3 d = vec3(0.263,0.416,0.557);

 return a + b*cos( 6.28318*(c*t+d) );
}

void main() {
    vec2 uv = vUv;
    uv-=.5;
    uv*=3.;
    vec2 uv0 = uv;
    vec3 finalColor = vec3(0.0);
    
    for (float i = 0.0; i < 4.0; i++) {
        uv = fract(uv * 1.5) - 0.5;
        float d = length(uv) * exp(-length(uv0));

        vec3 col = palette(length(uv0) + i*.4 + (uTime*0.1)*.4);

        d = sin(d*8. + (uTime*0.1))/8.;
        d = abs(d);

        d = pow(0.01 / d, 1.2);

        finalColor += col * d;
    }
 
  gl_FragColor = vec4(finalColor,1.);

  ${ShaderChunk.logdepthbuf_fragment}
}
    `;

const uniforms = {
    uTime: { value: 1.0 },
};
const CircleGridShaderMaterial = new ShaderMaterial({
    uniforms: {
        uTime: { value: 1.0 },
    },
    vertexShader: vertex,
    fragmentShader: fragment,
    side: DoubleSide,
    transparent: true,
});

// const loop = () => {
//     requestAnimationFrame(loop)
//     CircleGridShaderMaterial.uniforms.uTime.value += .001
// }
// loop()
setInterval(() => {
    // CircleGridShaderMaterial.uniforms.uTime.value += .0001
}, 5000);
export default CircleGridShaderMaterial


视频演示

fractShader

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