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shader_sphere.js
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// Ensure ThreeJS is in global scope for the 'examples/'
global.THREE = require("three");
// Include any additional ThreeJS examples below
require("three/examples/js/controls/OrbitControls");
const canvasSketch = require("canvas-sketch");
const glsl = require("glslify");
const settings = {
// Make the loop animated
animate: true,
// Get a WebGL canvas rather than 2D
context: "webgl"
};
const sketch = ({ context }) => {
// Create a renderer
const renderer = new THREE.WebGLRenderer({
canvas: context.canvas
});
// WebGL background color
renderer.setClearColor("#fff", 1);
// Setup a camera
const camera = new THREE.PerspectiveCamera(50, 1, 0.01, 100);
camera.position.set(0, 0, -4);
camera.lookAt(new THREE.Vector3());
// Setup camera controller
const controls = new THREE.OrbitControls(camera, context.canvas);
// Setup your scene
const scene = new THREE.Scene();
// Setup a geometry
const geometry = new THREE.SphereGeometry(1, 32, 16);
const vertexShader = /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0);
}
`;
const fragmentShader = glsl(/* glsl */`
#pragma glslify: noise = require('glsl-noise/simplex/3d')
varying vec2 vUv;
uniform vec3 color;
uniform float time;
void main () {
vec2 center = vec2(0.5, 0.5);
vec2 q = vUv;
q.x *= 2.0;
// a % b = mod(a, b)
vec2 pos = mod(q * 10.0, 1.0);
float d = distance(pos, center);
// float mask = d > 0.25 ? 1.0 : 0.0;
vec2 noiseInput = floor(q * 10.0);
float offset = noise(vec3(noiseInput.xy, time)) * 0.25;
float mask = step(0.25 + offset, d);
// float mask = step(0.25 + sin(time + vUv.x * 2.0) * 0.25, d);
mask = 1.0 - mask;
vec3 fragColor = mix(color, vec3(1.0), mask);
gl_FragColor = vec4(vec3(fragColor), 1.0);
// gl_FragColor = vec4(vec3(vUv.y), 1.0);
}
`);
// Setup a material
const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color("green") }
},
vertexShader,
fragmentShader
});
// Setup a mesh with geometry + material
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
// draw each frame
return {
// Handle resize events here
resize({ pixelRatio, viewportWidth, viewportHeight }) {
renderer.setPixelRatio(pixelRatio);
renderer.setSize(viewportWidth, viewportHeight, false);
camera.aspect = viewportWidth / viewportHeight;
camera.updateProjectionMatrix();
},
// Update & render your scene here
render({ time }) {
material.uniforms.time.value = time;
controls.update();
renderer.render(scene, camera);
},
// Dispose of events & renderer for cleaner hot-reloading
unload() {
controls.dispose();
renderer.dispose();
}
};
};
canvasSketch(sketch, settings);