0、说明
请仔细阅读以下贴出的shadertoy与threejs的着色器代码之间的区别,一法通万法皆通。
1、shadertoy中着色器代码
// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable.
// :)
// by David Hoskins.
// Original water turbulence effect by joltz0r
// Redefine below to see the tiling...
//#define SHOW_TILING
#define TAU 6.28318530718
#define MAX_ITER 5
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float time = iTime * .5+23.0;
// uv should be the 0-1 uv of texture...
vec2 uv = fragCoord.xy / iResolution.xy;
#ifdef SHOW_TILING
vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
#else
vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
vec2 i = vec2(p);
float c = 1.0;
float inten = .005;
for (int n = 0; n < MAX_ITER; n++)
{
float t = time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
c = 1.17-pow(c, 1.4);
vec3 colour = vec3(pow(abs(c), 8.0));
colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
#ifdef SHOW_TILING
// Flash tile borders...
vec2 pixel = 2.0 / iResolution.xy;
uv *= 2.0;
float f = floor(mod(iTime*.5, 2.0)); // Flash value.
vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
uv = step(fract(uv), pixel); // Add one line of pixels per tile.
colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
#endif
fragColor = vec4(colour, 1.0);
}
2、threejs中修改的着色器代码
import * as THREE from "three/build/three.module.js";
const WaterShader = {
uniforms: {
iTime: {
value: 0
},
iResolution: {
value: new THREE.Vector3(1, 1, 1)
},
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
#include <common>
uniform vec3 iResolution;
uniform float iTime;
// by David Hoskins.
// Original water turbulence effect by joltz0r
// Redefine below to see the tiling...
//#define SHOW_TILING
#define TAU 6.28318530718
#define MAX_ITER 5
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
float time = iTime * .5+23.0;
// uv should be the 0-1 uv of texture...
vec2 uv = fragCoord.xy / iResolution.xy;
#ifdef SHOW_TILING
vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
#else
vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
vec2 i = vec2(p);
float c = 1.0;
float inten = .005;
for (int n = 0; n < MAX_ITER; n++)
{
float t = time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
c = 1.17-pow(c, 1.4);
vec3 colour = vec3(pow(abs(c), 8.0));
colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
#ifdef SHOW_TILING
// Flash tile borders...
vec2 pixel = 2.0 / iResolution.xy;
uv *= 2.0;
float f = floor(mod(iTime*.5, 2.0)); // Flash value.
vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
uv = step(fract(uv), pixel); // Add one line of pixels per tile.
colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
#endif
fragColor = vec4(colour, 1.0);
}
varying vec2 vUv;
void main() {
mainImage(gl_FragColor, vUv * iResolution.xy);
}
`
};
export {
WaterShader
};