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@artemuzz
Created April 17, 2021 18:10
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  1. artemuzz created this gist Apr 17, 2021.
    141 changes: 141 additions & 0 deletions index.html
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    <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>
    233 changes: 233 additions & 0 deletions script.babel
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    /**
    * 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();
    3 changes: 3 additions & 0 deletions scripts
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    <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>
    16 changes: 16 additions & 0 deletions style.scss
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    * {
    margin: 0;
    padding: 0;
    }

    html,
    body {
    overflow: hidden;
    }

    .webgl {
    position: fixed;
    top: 0;
    left: 0;
    outline: none;
    }
    7 changes: 7 additions & 0 deletions the-raging-sea.markdown
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    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).