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Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,141 @@ <script id="vertexShader" type="x-shader/x-vertex"> #include <fog_pars_vertex> uniform float uTime; uniform float uBigWavesElevation; uniform vec2 uBigWavesFrequency; uniform float uBigWaveSpeed; uniform float uSmallWavesElevation; uniform float uSmallWavesFrequency; uniform float uSmallWavesSpeed; uniform float uSmallWavesIterations; varying float vElevation; // Classic Perlin 3D Noise // by Stefan Gustavson // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } void main() { #include <begin_vertex> #include <project_vertex> #include <fog_vertex> vec4 modelPosition = modelMatrix * vec4(position, 1.0); float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed) * sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed) * uBigWavesElevation; for(float i = 1.0; i <= 10.0; i++) { elevation -= abs( cnoise( vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed) ) * uSmallWavesElevation / i ); if(i >= uSmallWavesIterations ) { break; } } modelPosition.y += elevation; vec4 viewPosition = viewMatrix * modelPosition; vec4 projectedPosition = projectionMatrix * viewPosition; gl_Position = projectedPosition; vElevation = elevation; } </script> <script id="fragmentShader" type="x-shader/x-fragment"> #include <fog_pars_fragment> precision mediump float; uniform vec3 uDepthColor; uniform vec3 uSurfaceColor; uniform float uColorOffset; uniform float uColorMultiplier; varying float vElevation; void main() { float mixStrength = (vElevation + uColorOffset) * uColorMultiplier; vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength); gl_FragColor = vec4(color, 1.0); #include <fog_fragment> } </script> <canvas class="webgl"></canvas> This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,233 @@ /** * Debug */ const gui = new dat.GUI({ closed: false, width: 340 }); const bigWavesFolder = gui.addFolder("Large Waves"); const smallWavesFolder = gui.addFolder("Small Waves"); const colorFolder = gui.addFolder("Colors"); const debugObject = { waveDepthColor: "#1e4d40", waveSurfaceColor: "#4d9aaa", fogNear: 1, fogFar: 3, fogColor: "#8e99a2" }; /** * Base */ // Canvas const canvas = document.querySelector("canvas.webgl"); // Scene const scene = new THREE.Scene(); scene.fog = new THREE.Fog( debugObject.fogColor, debugObject.fogNear, debugObject.fogFar ); scene.background = new THREE.Color(debugObject.fogColor); /** * Object */ const waterGeometry = new THREE.PlaneGeometry(12, 12, 512, 512); // Material const waterMaterial = new THREE.ShaderMaterial({ vertexShader: document.getElementById("vertexShader").textContent, fragmentShader: document.getElementById("fragmentShader").textContent, transparent: true, fog: true, uniforms: { uTime: { value: 0 }, uMouse: { value: new THREE.Vector2() }, uBigWavesElevation: { value: 0.2 }, uBigWavesFrequency: { value: new THREE.Vector2(4, 2) }, uBigWaveSpeed: { value: 0.75 }, // Small Waves uSmallWavesElevation: { value: 0.15 }, uSmallWavesFrequency: { value: 3 }, uSmallWavesSpeed: { value: 0.2 }, uSmallWavesIterations: { value: 4 }, // Color uDepthColor: { value: new THREE.Color(debugObject.waveDepthColor) }, uSurfaceColor: { value: new THREE.Color(debugObject.waveSurfaceColor) }, uColorOffset: { value: 0.08 }, uColorMultiplier: { value: 5 }, // Fog, contains fogColor, fogDensity, fogFar and fogNear ...THREE.UniformsLib["fog"] } }); const water = new THREE.Mesh(waterGeometry, waterMaterial); water.rotation.x = -Math.PI * 0.5; scene.add(water); /** * Sizes */ const sizes = { width: window.innerWidth, height: window.innerHeight }; window.addEventListener("resize", () => { // Update sizes sizes.width = window.innerWidth; sizes.height = window.innerHeight; // Update camera camera.aspect = sizes.width / sizes.height; camera.updateProjectionMatrix(); // Update renderer renderer.setSize(sizes.width, sizes.height); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); }); /** * Camera */ // Base camera const camera = new THREE.PerspectiveCamera( 75, sizes.width / sizes.height, 0.1, 100 ); camera.position.set(1, 1, 1); scene.add(camera); // Controls const controls = new THREE.OrbitControls(camera, canvas); controls.enableDamping = true; /** * Renderer */ const renderer = new THREE.WebGLRenderer({ canvas: canvas }); renderer.setSize(sizes.width, sizes.height); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); /** * Add GUI */ // Big Waves bigWavesFolder .add(waterMaterial.uniforms.uBigWavesElevation, "value") .min(0) .max(1) .step(0.001) .name("Elevation"); bigWavesFolder .add(waterMaterial.uniforms.uBigWavesFrequency.value, "x") .min(0) .max(10) .step(0.001) .name("Frequency X"); bigWavesFolder .add(waterMaterial.uniforms.uBigWavesFrequency.value, "y") .min(0) .max(10) .step(0.001) .name("Frequency Y"); bigWavesFolder .add(waterMaterial.uniforms.uBigWaveSpeed, "value") .min(0.25) .max(5) .step(0.001) .name("Speed"); // Small Waves smallWavesFolder .add(waterMaterial.uniforms.uSmallWavesElevation, "value") .min(0.0) .max(0.3) .step(0.001) .name("Elevation"); smallWavesFolder .add(waterMaterial.uniforms.uSmallWavesFrequency, "value") .min(0) .max(30) .step(0.001) .name("Frequency"); smallWavesFolder .add(waterMaterial.uniforms.uSmallWavesSpeed, "value") .min(0.0) .max(1) .step(0.001) .name("Speed"); smallWavesFolder .add(waterMaterial.uniforms.uSmallWavesIterations, "value") .min(0) .max(10) .step(1) .name("Iterations"); // Colors colorFolder .add(waterMaterial.uniforms.uColorOffset, "value") .min(0) .max(0.15) .step(0.0001) .name("Color Offset"); colorFolder .add(waterMaterial.uniforms.uColorMultiplier, "value") .min(0.0) .max(10.0) .step(0.001) .name("Color multiplier"); colorFolder .addColor(debugObject, "waveDepthColor") .name("Wave depth color") .onChange(() => { waterMaterial.uniforms.uDepthColor.value.set(debugObject.waveDepthColor); }); colorFolder .addColor(debugObject, "waveSurfaceColor") .name("Wave surface color") .onChange(() => { waterMaterial.uniforms.uSurfaceColor.value.set( debugObject.waveSurfaceColor ); }); colorFolder .addColor(debugObject, "fogColor") .name("Fog Color") .onChange(() => { waterMaterial.uniforms.fogColor.value.set(debugObject.fogColor); scene.background.set(debugObject.fogColor); scene.fog = new THREE.Fog( debugObject.fogColor, debugObject.fogNear, debugObject.fogFar ); }); /** * Animate */ const clock = new THREE.Clock(); const tick = () => { const elapsedTime = clock.getElapsedTime(); // Update controls controls.update(); // Update time waterMaterial.uniforms.uTime.value = elapsedTime; // Render renderer.render(scene, camera); // Call tick again on the next frame window.requestAnimationFrame(tick); }; tick(); This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,3 @@ <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script> <script src="https://unpkg.com/[email protected]/examples/js/controls/OrbitControls.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script> This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,16 @@ * { margin: 0; padding: 0; } html, body { overflow: hidden; } .webgl { position: fixed; top: 0; left: 0; outline: none; } This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,7 @@ The Raging Sea -------------- Learned in Bruno Simon's fantastic Three.js course: https://threejs-journey.xyz/. Added some fog for the fun of it A [Pen](https://codepen.io/arte_muzz/pen/c4fe0b98fac5f6fd752ad408297e3929) by [Monica](https://codepen.io/arte_muzz) on [CodePen](https://codepen.io). [License](https://codepen.io/arte_muzz/pen/c4fe0b98fac5f6fd752ad408297e3929/license).