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1 change: 1 addition & 0 deletions examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -190,6 +190,7 @@
"webgl_panorama_equirectangular",
"webgl_performance",
"webgl_performance_static",
"webgl_performance_shader",
"webgl_points_billboards",
"webgl_points_dynamic",
"webgl_points_sprites",
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259 changes: 259 additions & 0 deletions examples/webgl_performance_shader.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,259 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - shaders [lava]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>

<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank" rel="noopener">TheGameMaker</a></div>

<script id="fragmentShader" type="x-shader/x-fragment">

uniform float time;

uniform float fogDensity;
uniform vec3 fogColor;

uniform sampler2D texture1;
uniform sampler2D texture2;

varying vec2 vUv;

void main( void ) {

vec2 position = - 1.0 + 2.0 * vUv;

vec4 noise = texture2D( texture1, vUv );
vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;

T1.x += noise.x * 2.0;
T1.y += noise.y * 2.0;
T2.x -= noise.y * 0.2;
T2.y += noise.z * 0.2;

float p = texture2D( texture1, T1 * 2.0 ).a;

vec4 color = texture2D( texture2, T2 * 2.0 );
vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );

if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }

gl_FragColor = temp;

float depth = gl_FragCoord.z / gl_FragCoord.w;
const float LOG2 = 1.442695;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );

gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

}

</script>

<script id="vertexShader" type="x-shader/x-vertex">

uniform vec2 uvScale;
varying vec2 vUv;

void main()
{

vUv = uvScale * uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;

}

</script>

<script type="module">

import * as THREE from '../build/three.module.js';

import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
import { RenderPass } from './jsm/postprocessing/RenderPass.js';
import { FilmPass } from './jsm/postprocessing/FilmPass.js';
import { BloomPass } from './jsm/postprocessing/BloomPass.js';
import Stats from './jsm/libs/stats.module.js';

let camera, renderer, composer, clock, scene;

let uniforms, stats;
const materials = [];

init();
animate();

function init() {

const container = document.getElementById( 'container' );

camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 7;

scene = new THREE.Scene();

clock = new THREE.Clock();

const textureLoader = new THREE.TextureLoader();

uniforms = {

'fogDensity': { value: 0.001 },
'fogColor': { value: new THREE.Vector3( 0, 0, 0 ) },
'time': { value: 1.0 },
'uvScale': { value: new THREE.Vector2( 3.0, 1.0 ) },
'texture1': { value: textureLoader.load( 'textures/lava/cloud.png' ) },
'texture2': { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }

};

uniforms[ 'texture1' ].value.wrapS = uniforms[ 'texture1' ].value.wrapT = THREE.RepeatWrapping;
uniforms[ 'texture2' ].value.wrapS = uniforms[ 'texture2' ].value.wrapT = THREE.RepeatWrapping;


//

renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
renderer.autoClear = false;
renderer.info.autoReset = false;

//

const renderModel = new RenderPass( scene, camera );
const effectBloom = new BloomPass( 1.25 );
const effectFilm = new FilmPass( 0.35, 0.95, 2048, false );

composer = new EffectComposer( renderer );

composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectFilm );

//

stats = new Stats();
container.appendChild( stats.dom );

onWindowResize();


window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
addMeshes();

}

function removeAllMeshes() {

for ( var i = scene.children.length - 1; i >= 0; i -- ) {

const obj = scene.children[ i ];
scene.remove( obj );

}

}

function addMeshes() {

removeAllMeshes();
//reset pseudorandom number
THREE.MathUtils.seededRandom( 1 );

const projScreenMatrix = new THREE.Matrix4();
const frustum = new THREE.Frustum();
camera.updateMatrixWorld();
projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
frustum.setFromProjectionMatrix( projScreenMatrix );

const size = 0.65;
let meshesCount = 0;
while ( meshesCount < 2500 ) {

const material = new THREE.ShaderMaterial( {

uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent

} );


const mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material );

mesh.position.x = THREE.MathUtils.seededRandom() * 20 - 10;
mesh.position.y = THREE.MathUtils.seededRandom() * 20 - 10;
mesh.position.z = THREE.MathUtils.seededRandom() * 20 - 10;
mesh.rotation.x = THREE.MathUtils.seededRandom() * 2 * Math.PI;
mesh.rotation.y = THREE.MathUtils.seededRandom() * 2 * Math.PI;
mesh.scale.x = mesh.scale.y = mesh.scale.z = THREE.MathUtils.seededRandom() * .2 + 0.1;

mesh.updateMatrixWorld();

if ( frustum.intersectsObject( mesh ) ) {

// mesh.rotation.x = 0.3;
materials.push( material );
scene.add( mesh );
meshesCount ++;

}

}

}

//

function animate() {

requestAnimationFrame( animate );

render();
stats.update();

}

function render() {

materials.forEach( ( material ) => {

material.needsUpdate = true;

} );

const delta = 5 * clock.getDelta();

uniforms[ 'time' ].value += 0.2 * delta;

renderer.clear();
composer.render( 0.01 );
console.log( renderer.info.render.calls );
renderer.info.reset();

}

</script>

</body>
</html>
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