index71
{
const settings = {
width: 1,
height: 1,
depth: 1
}
const renderer = new THREE.WebGLRenderer({
canvas: document.getElementById('canvas'),
antialias: true,
})
renderer.setSize(window.innerWidth, window.innerHeight)
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.z = 3
const scene = new THREE.Scene()
const controls = new THREE.OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.dampingFactor = 0.1
const visibleHeightAtZDepth = (depth, camera) => {
const cameraOffset = camera.position.z;
if (depth < cameraOffset) depth -= cameraOffset;
else depth += cameraOffset;
const vFOV = camera.fov * Math.PI / 180;
return 2 * Math.tan(vFOV / 2) * Math.abs(depth);
}
const visibleWidthAtZDepth = (depth, camera) => {
const height = visibleHeightAtZDepth(depth, camera);
return height * camera.aspect;
}
const vertex = `
precision highp float;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normal;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.);
gl_Position = projectionMatrix * mvPosition;
}
`
const fragment = `
precision highp float;
varying vec2 vUv;
uniform vec3 uColor;
uniform float uTime;
varying vec3 vNormal;
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() {
vec2 uv = vNormal.yz;
float time = uTime * 0.5;
uv.x *= uv.y;
float n = cnoise(vec3(
sin(time * 3.) + uv.y,
cos(time * 3.) + uv.x * 3.,
cos(time * 3.) + vNormal.z
));
float n1 = smoothstep(0.1, 0.12, n);
float n2 = smoothstep(0.3, 0.32, n);
float n3 = smoothstep(0.7, 0.72, n);
vec3 col = vec3(uv, 1.);
col += vec3(1., 0., 1.) * n1;
col += vec3(0., 1., 0.) * n2;
col += vec3(0., 0., 1.) * n3;
gl_FragColor = vec4(col, 1.);
}
`
const geo = new THREE.TorusGeometry(1, 0.3, 100, 100)
const mat = new THREE.ShaderMaterial({
extensions: {
derivates: '#extension GL_OES_standard_derivatives: enable',
},
uniforms: {
uTime: {
value: 0.
}
},
vertexShader: vertex,
fragmentShader: fragment,
transparent: true,
})
const mesh = new THREE.Mesh(geo, mat)
scene.add(mesh)
let time = 0;
const render = () => {
time += 0.01
requestAnimationFrame(render)
renderer.render(scene, camera)
controls.update()
mat.uniforms.uTime.value = time
mesh.rotation.x = time
mesh.rotation.y = time
}
render()
const resize = () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
window.addEventListener('resize', resize)
}