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299 lines
9.0 KiB
HTML
299 lines
9.0 KiB
HTML
<html lang="en">
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<head>
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<title>three.js - wgsl/tsl node interoperability</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - wgsl/tsl node interoperability
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<br />CRT Shader adapted from <a href="https://mini.gmshaders.com/p/gm-shaders-mini-crt" target="_blank" rel="noopener"> Xor</a>.
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</div>
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<div id="container">
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<canvas id="c"></canvas>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { Fn, attribute, varyingProperty, time, uniform, wgslFn, texture, sampler, uv, clamp, float, vec2, vec3, fract, floor, positionGeometry, sin } from 'three/tsl';
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import WebGPU from 'three/addons/capabilities/WebGPU.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let renderer, camera, scene;
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const dpr = window.devicePixelRatio;
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const crtWidthUniform = uniform( 1608 );
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const crtHeightUniform = uniform( 1608 );
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const canvas = document.getElementById( 'c' );
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function onWindowResize() {
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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renderer.render( scene, camera );
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}
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function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw new Error( 'No WebGPU support' );
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}
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const vUv = varyingProperty( 'vec2', 'vUv' );
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// In WGSL, access varying properties from the varying struct
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const wgslVertexShader = wgslFn( `
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fn crtVertex(
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position: vec3f,
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uv: vec2f
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) -> vec3<f32> {
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varyings.vUv = uv;
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return position;
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}
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`, [
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vUv
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] );
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// Only wgsl vertex shaders take varyings arguments when defined.
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// For a wgsl fragment shader, pass the varyingProperty node to the
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// fragment shader's constructor to access the varying value computed
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// by the vertex shader.
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const wgslFragmentShader = wgslFn( `
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fn crtFragment(
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vUv: vec2f,
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tex: texture_2d<f32>,
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texSampler: sampler,
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crtWidth: f32,
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crtHeight: f32,
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cellOffset: f32,
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cellSize: f32,
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borderMask: f32,
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time: f32,
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speed: f32,
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pulseIntensity: f32,
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pulseWidth: f32,
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pulseRate: f32
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) -> vec3<f32> {
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// Convert uv into map of pixels
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var pixel = ( vUv * 0.5 + 0.5 ) * vec2<f32>(
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crtWidth,
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crtHeight
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);
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// Coordinate for each cell in the pixel map
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let coord = pixel / cellSize;
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// Three color values for each cell (r, g, b)
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let subcoord = coord * vec2f( 3.0, 1.0 );
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let offset = vec2<f32>( 0, fract( floor( coord.x ) * cellOffset ) );
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let maskCoord = floor( coord + offset ) * cellSize;
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var samplePoint = maskCoord / vec2<f32>(crtWidth, crtHeight);
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samplePoint.x += fract( time * speed / 20 );
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var color = textureSample(
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tex,
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texSampler,
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samplePoint
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).xyz;
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// Current implementation does not give an even amount of space to each r, g, b unit of a cell
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// Fix/hack this by multiplying subCoord.x by cellSize at cellSizes below 6
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let ind = floor( subcoord.x ) % 3;
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var maskColor = vec3<f32>(
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f32( ind == 0.0 ),
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f32( ind == 1.0 ),
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f32( ind == 2.0 )
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) * 3.0;
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let cellUV = fract( subcoord + offset ) * 2.0 - 1.0;
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var border: vec2<f32> = 1.0 - cellUV * cellUV * borderMask;
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maskColor *= vec3f( clamp( border.x, 0.0, 1.0 ) * clamp( border.y, 0.0, 1.0) );
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color *= maskColor;
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color.r *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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color.b *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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color.g *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
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return color;
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}
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` );
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const textureLoader = new THREE.TextureLoader();
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const planetTexture = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
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planetTexture.wrapS = THREE.RepeatWrapping;
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planetTexture.wrapT = THREE.RepeatWrapping;
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// Node Uniforms:
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// Passed to WGSL Functions.
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// Manipulated directly in TSL Functions.
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const cellOffsetUniform = uniform( 0.5 );
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const cellSizeUniform = uniform( 6 );
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const borderMaskUniform = uniform( 1 );
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const pulseIntensityUniform = uniform( 0.06 );
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const pulseWidthUniform = uniform( 60 );
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const pulseRateUniform = uniform( 20 );
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const wgslShaderSpeedUniform = uniform( 1.0 );
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const tslShaderSpeedUniform = uniform( 1.0 );
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//
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const wgslShaderMaterial = new THREE.MeshBasicNodeMaterial();
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// Accessed attributes correspond to a Mesh or BufferGeometry's setAttribute() calls.
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wgslShaderMaterial.positionNode = wgslVertexShader( {
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position: attribute( 'position' ),
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uv: attribute( 'uv' )
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} );
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wgslShaderMaterial.fragmentNode = wgslFragmentShader( {
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vUv: vUv,
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tex: texture( planetTexture ),
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texSampler: sampler( planetTexture ),
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crtWidth: crtWidthUniform,
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crtHeight: crtHeightUniform,
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cellOffset: cellOffsetUniform,
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cellSize: cellSizeUniform,
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borderMask: borderMaskUniform,
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time: time,
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speed: wgslShaderSpeedUniform,
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pulseIntensity: pulseIntensityUniform,
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pulseWidth: pulseWidthUniform,
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pulseRate: pulseRateUniform
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} );
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//
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const tslVertexShader = Fn( () => {
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vUv.assign( uv() );
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return positionGeometry;
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} );
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const tslFragmentShader = Fn( () => {
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const dimensions = vec2( crtWidthUniform, crtHeightUniform );
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const translatedUV = vUv.mul( 0.5 ).add( 0.5 );
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const pixel = translatedUV.mul( dimensions );
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const coord = pixel.div( cellSizeUniform );
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const subCoord = coord.mul( vec2( 3.0, 1.0 ) );
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const cellOffset = vec2(
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0.0,
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fract( floor( coord.x ).mul( cellOffsetUniform ) )
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);
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const maskCoord = floor( coord.add( cellOffset ) ).mul( cellSizeUniform );
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const samplePoint = maskCoord.div( dimensions );
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const scaledTime = time.mul( tslShaderSpeedUniform );
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samplePoint.x = samplePoint.x.add( fract( scaledTime.div( 20 ) ) );
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samplePoint.y = samplePoint.y.sub( 1.5 );
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let color = texture( planetTexture, samplePoint );
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const ind = floor( subCoord.x ).mod( 3 );
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let maskColor = vec3(
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ind.equal( 0.0 ),
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ind.equal( 1.0 ),
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ind.equal( 2.0 )
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).mul( 3.0 );
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const subCoordOffset = fract( subCoord.add( cellOffset ) );
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let cellUV = subCoordOffset.mul( 2.0 );
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cellUV = cellUV.sub( 1.0 );
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const border = float( 1.0 ).sub(
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cellUV.mul( cellUV ).mul( borderMaskUniform )
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);
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const clampX = clamp( border.x, 0.0, 1.0 );
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const clampY = clamp( border.y, 0.0, 1.0 );
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const borderClamp = clampX.mul( clampY );
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maskColor = maskColor.mul( borderClamp );
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color = color.mul( maskColor );
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const pixelDampen = pixel.y.div( pulseWidthUniform );
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let pulse = sin( pixelDampen.add( time.mul( pulseRateUniform ) ) );
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pulse = pulse.mul( pulseIntensityUniform );
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color = color.mul( float( 1.0 ).add( pulse ) );
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return color;
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} );
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const tslShaderMaterial = new THREE.MeshBasicNodeMaterial();
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tslShaderMaterial.positionNode = tslVertexShader();
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tslShaderMaterial.colorNode = tslFragmentShader();
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camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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scene = new THREE.Scene();
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const geometry = new THREE.PlaneGeometry( 2, 1 );
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const wgslQuad = new THREE.Mesh( geometry, wgslShaderMaterial );
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wgslQuad.position.y += 0.5;
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scene.add( wgslQuad );
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const tslQuad = new THREE.Mesh( geometry, tslShaderMaterial );
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tslQuad.position.y -= 0.5;
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scene.add( tslQuad );
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renderer = new THREE.WebGPURenderer( { antialias: true, canvas: canvas } );
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renderer.setPixelRatio( dpr );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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gui.add( cellSizeUniform, 'value', 6, 50, 1 ).name( 'Cell Size' );
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gui.add( cellOffsetUniform, 'value', 0, 1, 0.1 ).name( 'Cell Offset' );
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gui.add( borderMaskUniform, 'value', 0, 5, 0.1 ).name( 'Border Mask' );
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gui.add( pulseIntensityUniform, 'value', 0, 0.5, 0.01 ).name( 'Pulse Intensity' );
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gui.add( pulseWidthUniform, 'value', 10, 100, 5 ).name( 'Pulse Width' );
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gui.add( wgslShaderSpeedUniform, 'value', 1, 10 ).name( 'WGSL Shader Speed' );
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gui.add( tslShaderSpeedUniform, 'value', 1, 10 ).name( 'TSL Shader Speed' );
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}
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init();
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</script>
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</body>
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</html>
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