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JS
'use strict'; // From: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83#simplex-noise var shaderPartialSimplexNoise = '\n//\tSimplex 3D Noise \n//\tby Ian McEwan, Ashima Arts\n//\nvec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\nvec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}\n\nfloat snoise(vec3 v){ \n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0. + 0.0 * C \n vec3 x1 = x0 - i1 + 1.0 * C.xxx;\n vec3 x2 = x0 - i2 + 2.0 * C.xxx;\n vec3 x3 = x0 - 1. + 3.0 * C.xxx;\n\n// Permutations\n i = mod(i, 289.0 ); \n vec4 p = permute( permute( permute( \n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients\n// ( N*N points uniformly over a square, mapped onto an octahedron.)\n float n_ = 1.0/7.0; // N=7\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n dot(p2,x2), dot(p3,x3) ) );\n}'; // From: https://github.com/cabbibo/glsl-curl-noise var shaderPartialCurlNoise = '\n' + shaderPartialSimplexNoise + '\n\nvec3 snoiseVec3( vec3 x ){\n float s = snoise(vec3( x ));\n float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));\n float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));\n vec3 c = vec3( s , s1 , s2 );\n return c;\n}\n\nvec3 curlNoise( vec3 p ){\n const float e = .1;\n vec3 dx = vec3( e , 0.0 , 0.0 );\n vec3 dy = vec3( 0.0 , e , 0.0 );\n vec3 dz = vec3( 0.0 , 0.0 , e );\n\n vec3 p_x0 = snoiseVec3( p - dx );\n vec3 p_x1 = snoiseVec3( p + dx );\n vec3 p_y0 = snoiseVec3( p - dy );\n vec3 p_y1 = snoiseVec3( p + dy );\n vec3 p_z0 = snoiseVec3( p - dz );\n vec3 p_z1 = snoiseVec3( p + dz );\n\n float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;\n float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;\n float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;\n\n const float divisor = 1.0 / ( 2.0 * e );\n return normalize( vec3( x , y , z ) * divisor );\n}'; var shaderSimulationPosition = '\nuniform float delta;\n\nvoid main() {\n\tvec2 uv = gl_FragCoord.xy / resolution.xy;\n\tvec3 position = texture2D(texturePosition, uv).xyz;\n\tvec3 velocity = texture2D(textureVelocity, uv).xyz;\n\n\tgl_FragColor = vec4(position + velocity * delta, 1.0);\n}'; var shaderSimulationVelocity = '\n' + shaderPartialCurlNoise + '\n\nvoid main() {\n\tvec2 uv = gl_FragCoord.xy / resolution.xy;\n\tvec3 position = texture2D(texturePosition, uv).xyz;\n\tvec3 velocity = texture2D(textureVelocity, uv).xyz;\n\tvec3 acceleration = curlNoise(position);\n\n\tgl_FragColor = vec4(curlNoise((position) * .25), 1.0);\n}'; var shaderPointFragment = '\nvoid main() {\n\tgl_FragColor = vec4(1.0, 0.25, 0.0, 1.0);\n}'; var shaderPointVertex = '\nattribute vec2 reference;\nuniform sampler2D texturePosition;\n\nvoid main() {\n\tvec3 position = texture2D(texturePosition, reference).xyz;\n\n\t' + THREE.ShaderChunk.begin_vertex + '\n\t' + THREE.ShaderChunk.project_vertex + '\n\n\tgl_PointSize = 8.0 * (1.0 / -mvPosition.z);\n}'; var TEXTURE_SIZE = 512; var TEXTURE_HEIGHT = TEXTURE_SIZE; var TEXTURE_WIDTH = TEXTURE_SIZE; var previousFrame = Date.now() / 1000; var cameraFar = Math.pow(2, 16); var camera = new THREE.PerspectiveCamera(45, 1, 0.001, cameraFar); camera.position.z = 8; var scene = new THREE.Scene(); var renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setPixelRatio(window.devicePixelRatio); var controls = new THREE.OrbitControls(camera, renderer.domElement); var particles = function (points) { var vertices = new Float32Array(points * 3).fill(0); var references = new Float32Array(points * 2); for (var i = 0; i < references.length; i += 2) { var indexVertex = i / 2; references[i] = indexVertex % TEXTURE_WIDTH / TEXTURE_WIDTH; references[i + 1] = Math.floor(indexVertex / TEXTURE_WIDTH) / TEXTURE_HEIGHT; } var geometry = new THREE.BufferGeometry(); geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3)); geometry.addAttribute('reference', new THREE.BufferAttribute(references, 2)); var material = new THREE.ShaderMaterial({ uniforms: { texturePosition: { value: null } }, fragmentShader: shaderPointFragment, vertexShader: shaderPointVertex, side: THREE.DoubleSide, blending: THREE.AdditiveBlending, transparent: true }); return new THREE.Points(geometry, material); }(TEXTURE_WIDTH * TEXTURE_HEIGHT); scene.add(particles); var gpuComputationRenderer = new GPUComputationRenderer(TEXTURE_WIDTH, TEXTURE_HEIGHT, renderer); var dataPosition = gpuComputationRenderer.createTexture(); var dataVelocity = gpuComputationRenderer.createTexture(); var textureArraySize = TEXTURE_WIDTH * TEXTURE_HEIGHT * 4; var birandom = function birandom() { return Math.random() * 2 - 1; }; for (var i = 0; i < textureArraySize; i += 4) { var radius = (1 - Math.pow(Math.random(), 3)) * 1; var azimuth = Math.random() * Math.PI; var inclination = Math.random() * Math.PI * 2; dataPosition.image.data[i] = radius * Math.sin(azimuth) * Math.cos(inclination); dataPosition.image.data[i + 1] = radius * Math.sin(azimuth) * Math.sin(inclination); dataPosition.image.data[i + 2] = radius * Math.cos(azimuth); dataPosition.image.data[i + 3] = 1; dataVelocity.image.data[i] = 0; dataVelocity.image.data[i + 1] = 0; dataVelocity.image.data[i + 2] = 0; dataVelocity.image.data[i + 3] = 1; } var variableVelocity = gpuComputationRenderer.addVariable('textureVelocity', shaderSimulationVelocity, dataVelocity); var variablePosition = gpuComputationRenderer.addVariable('texturePosition', shaderSimulationPosition, dataPosition); variablePosition.material.uniforms.delta = { value: 0 }; gpuComputationRenderer.setVariableDependencies(variableVelocity, [variableVelocity, variablePosition]); gpuComputationRenderer.setVariableDependencies(variablePosition, [variableVelocity, variablePosition]); variablePosition.wrapS = THREE.RepeatWrapping; variablePosition.wrapT = THREE.RepeatWrapping; variableVelocity.wrapS = THREE.RepeatWrapping; variableVelocity.wrapT = THREE.RepeatWrapping; var gpuComputationRendererError = gpuComputationRenderer.init(); if (gpuComputationRendererError) { console.error('ERROR', gpuComputationRendererError); } var resize = function resize() { var width = arguments.length <= 0 || arguments[0] === undefined ? window.innerWidth : arguments[0]; var height = arguments.length <= 1 || arguments[1] === undefined ? window.innerHeight : arguments[1]; camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); }; var render = function render(delta) { gpuComputationRenderer.compute(); variablePosition.material.uniforms.delta.value = Math.min(delta, 0.5); particles.material.uniforms.texturePosition.value = gpuComputationRenderer.getCurrentRenderTarget(variablePosition).texture; renderer.render(scene, camera); }; var animate = function animate() { requestAnimationFrame(animate); var now = Date.now() / 1000; var delta = now - previousFrame; previousFrame = now; render(delta); }; document.body.appendChild(renderer.domElement); window.addEventListener('resize', function () { return resize(); }); resize(); animate();
CSS
canvas { display: block; }
HTML
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