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earthquake_3d_viewer_front/three/examples/webgpu_shadertoy.html

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<html lang="en">
<head>
<title>three.js webgpu - shadertoy</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - shadertoy
<br />Shader created by <a href="https://www.shadertoy.com/view/Mt2SzR" target="_blank" rel="noopener">jackdavenport</a> and <a href="https://www.shadertoy.com/view/3tcBzH" target="_blank" rel="noopener">trinketMage</a>.
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="x-shader/x-fragment" id="example1">
// https://www.shadertoy.com/view/Mt2SzR
float random(float x) {
return fract(sin(x) * 10000.);
}
float noise(vec2 p) {
return random(p.x + p.y * 10000.);
}
vec2 sw(vec2 p) { return vec2(floor(p.x), floor(p.y)); }
vec2 se(vec2 p) { return vec2(ceil(p.x), floor(p.y)); }
vec2 nw(vec2 p) { return vec2(floor(p.x), ceil(p.y)); }
vec2 ne(vec2 p) { return vec2(ceil(p.x), ceil(p.y)); }
float smoothNoise(vec2 p) {
vec2 interp = smoothstep(0., 1., fract(p));
float s = mix(noise(sw(p)), noise(se(p)), interp.x);
float n = mix(noise(nw(p)), noise(ne(p)), interp.x);
return mix(s, n, interp.y);
}
float fractalNoise(vec2 p) {
float x = 0.;
x += smoothNoise(p );
x += smoothNoise(p * 2. ) / 2.;
x += smoothNoise(p * 4. ) / 4.;
x += smoothNoise(p * 8. ) / 8.;
x += smoothNoise(p * 16.) / 16.;
x /= 1. + 1./2. + 1./4. + 1./8. + 1./16.;
return x;
}
float movingNoise(vec2 p) {
float x = fractalNoise(p + iTime);
float y = fractalNoise(p - iTime);
return fractalNoise(p + vec2(x, y));
}
// call this for water noise function
float nestedNoise(vec2 p) {
float x = movingNoise(p);
float y = movingNoise(p + 100.);
return movingNoise(p + vec2(x, y));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
float n = nestedNoise(uv * 6.);
fragColor = vec4(mix(vec3(.4, .6, 1.), vec3(.1, .2, 1.), n), 1.);
}
</script>
<script type="x-shader/x-fragment" id="example2">
// https://www.shadertoy.com/view/3tcBzH
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float hermite(float t)
{
return t * t * (3.0 - 2.0 * t);
}
float noise(vec2 co, float frequency)
{
vec2 v = vec2(co.x * frequency, co.y * frequency);
float ix1 = floor(v.x);
float iy1 = floor(v.y);
float ix2 = floor(v.x + 1.0);
float iy2 = floor(v.y + 1.0);
float fx = hermite(fract(v.x));
float fy = hermite(fract(v.y));
float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx);
float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx);
return mix(fade1, fade2, fy);
}
float pnoise(vec2 co, float freq, int steps, float persistence)
{
float value = 0.0;
float ampl = 1.0;
float sum = 0.0;
for(int i=0 ; i<steps ; i++)
{
sum += ampl;
value += noise(co, freq) * ampl;
freq *= 2.0;
ampl *= persistence;
}
return value / sum;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
float gradient = 1.0 - uv.y;
float gradientStep = 0.2;
vec2 pos = fragCoord.xy / iResolution.x;
pos.y -= iTime * 0.3125;
vec4 brighterColor = vec4(1.0, 0.65, 0.1, 0.25);
vec4 darkerColor = vec4(1.0, 0.0, 0.15, 0.0625);
vec4 middleColor = mix(brighterColor, darkerColor, 0.5);
float noiseTexel = pnoise(pos, 10.0, 5, 0.5);
float firstStep = smoothstep(0.0, noiseTexel, gradient);
float darkerColorStep = smoothstep(0.0, noiseTexel, gradient - gradientStep);
float darkerColorPath = firstStep - darkerColorStep;
vec4 color = mix(brighterColor, darkerColor, darkerColorPath);
float middleColorStep = smoothstep(0.0, noiseTexel, gradient - 0.2 * 2.0);
color = mix(color, middleColor, darkerColorStep - middleColorStep);
color = mix(vec4(0.0), color, firstStep);
fragColor = color;
}
</script>
<script type="module">
import * as THREE from 'three/webgpu';
import * as TSL from 'three/tsl';
import Transpiler from 'three/addons/transpiler/Transpiler.js';
import ShaderToyDecoder from 'three/addons/transpiler/ShaderToyDecoder.js';
import TSLEncoder from 'three/addons/transpiler/TSLEncoder.js';
class ShaderToyNode extends THREE.Node {
constructor() {
super( 'vec4' );
this.mainImage = null;
}
transpile( glsl, iife = false ) {
const decoder = new ShaderToyDecoder();
const encoder = new TSLEncoder();
encoder.iife = iife;
const jsCode = new Transpiler( decoder, encoder ).parse( glsl );
return jsCode;
}
parse( glsl ) {
const jsCode = this.transpile( glsl, true );
const { mainImage } = eval( jsCode )( TSL );
this.mainImage = mainImage;
}
async parseAsync( glsl ) {
const jsCode = this.transpile( glsl );
const { mainImage } = await import( `data:text/javascript,${ encodeURIComponent( jsCode ) }` );
this.mainImage = mainImage;
}
setup( builder ) {
if ( this.mainImage === null ) {
throw new Error( 'ShaderToyNode: .parse() must be called first.' );
}
return this.mainImage();
}
}
let renderer, camera, scene;
const dpr = window.devicePixelRatio;
init();
function init() {
const example1Code = document.getElementById( 'example1' ).textContent;
const example2Code = document.getElementById( 'example2' ).textContent;
const shaderToy1Node = new ShaderToyNode();
shaderToy1Node.parse( example1Code );
const shaderToy2Node = new ShaderToyNode();
shaderToy2Node.parse( example2Code );
//
camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry( 2, 2 );
const material = new THREE.MeshBasicNodeMaterial();
material.colorNode = TSL.oscSine( TSL.time.mul( .3 ) ).mix( shaderToy1Node, shaderToy2Node );
const quad = new THREE.Mesh( geometry, material );
scene.add( quad );
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( dpr );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.render( scene, camera );
}
</script>
</body>
</html>