topical media & game development
mobile-query-three-plugins-fireball-tquery.fireballmaterial.js / js
Fireball material
All hard work by @alteredq - http://alteredqualia.com/three/examples/webgl_shader_fireball.html
and Ian McEwan(Ashima Arts) - github.com/ashima/webgl-noise
tQuery.Object3D.registerInstance('setFireballMaterial', function(opts){
opts = tQuery.extend(opts, {
scale : 1,
speed : 0.3,
world : tQuery.world
});
this.each(function(object3d){
var uniforms = {
time : { type: "f", value: 1.0 },
scale : { type: "f", value: opts.scale }
};
var material = new THREE.ShaderMaterial({
uniforms : uniforms,
vertexShader : tQuery.Object3D.prototype.setFireballMaterial._vertexShaderText,
fragmentShader : tQuery.Object3D.prototype.setFireballMaterial._fragmentShaderText
});
object3d.material = material;
opts.world.loop().hook(function(delta, now){
uniforms.time.value += opts.speed * delta;
});
});
// for chained API
return this;
});
// converted by document.getElementById( 'vertexShader' ).textContent.split('\n').map(function(line){ return "\'"+line+"\',"; }).join('\n');
tQuery.Object3D.prototype.setFireballMaterial._vertexShaderText = [
' uniform float time;',
' uniform float scale;',
'',
' varying vec3 vTexCoord3D;',
' varying vec3 vNormal;',
' varying vec3 vViewPosition;',
'',
' void main( void ) {',
'',
' vec4 mPosition = modelMatrix * vec4( position, 1.0 );',
' vNormal = normalize( normalMatrix * normal );',
' vViewPosition = cameraPosition - mPosition.xyz;',
'',
' vTexCoord3D = scale * ( position.xyz + vec3( 0.0, 0.0, -time ) );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'',
' }',
'',
' '
].join('\n');
// converted by document.getElementById( 'fragmentShader' ).textContent.split('\n').map(function(line){ return "\""+line+"\","; }).join('\n');
tQuery.Object3D.prototype.setFireballMaterial._fragmentShaderText = [
"",
"",
" //",
" // Description : Array and textureless GLSL 3D simplex noise function.",
" // Author : Ian McEwan, Ashima Arts.",
" // Maintainer : ijm",
" // Lastmod : 20110409 (stegu)",
" // License : Copyright (C) 2011 Ashima Arts. All rights reserved.",
" // Distributed under the MIT License. See LICENSE file.",
" //",
"",
" uniform float time;",
"",
" varying vec3 vTexCoord3D;",
" varying vec3 vNormal;",
" varying vec3 vViewPosition;",
"",
" vec4 permute( vec4 x ) {",
"",
" return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );",
"",
" }",
"",
" vec4 taylorInvSqrt( vec4 r ) {",
"",
" return 1.79284291400159 - 0.85373472095314 * r;",
"",
" }",
"",
" float snoise( vec3 v ) {",
"",
" const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );",
" const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );",
"",
" // First corner",
"",
" vec3 i = floor( v + dot( v, C.yyy ) );",
" vec3 x0 = v - i + dot( i, C.xxx );",
"",
" // Other corners",
"",
" vec3 g = step( x0.yzx, x0.xyz );",
" vec3 l = 1.0 - g;",
" vec3 i1 = min( g.xyz, l.zxy );",
" vec3 i2 = max( g.xyz, l.zxy );",
"",
" // x0 = x0 - 0. + 0.0 * C",
" vec3 x1 = x0 - i1 + 1.0 * C.xxx;",
" vec3 x2 = x0 - i2 + 2.0 * C.xxx;",
" vec3 x3 = x0 - 1. + 3.0 * C.xxx;",
"",
" // Permutations",
"",
" i = mod( i, 289.0 );",
" vec4 p = permute( permute( permute(",
" i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )",
" + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )",
" + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );",
"",
" // Gradients",
" // ( N*N points uniformly over a square, mapped onto an octahedron.)",
"",
" float n_ = 1.0 / 7.0; // N=7",
"",
" vec3 ns = n_ * D.wyz - D.xzx;",
"",
" vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)",
"",
" vec4 x_ = floor( j * ns.z );",
" vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)",
"",
" vec4 x = x_ *ns.x + ns.yyyy;",
" vec4 y = y_ *ns.x + ns.yyyy;",
" vec4 h = 1.0 - abs( x ) - abs( y );",
"",
" vec4 b0 = vec4( x.xy, y.xy );",
" vec4 b1 = vec4( x.zw, y.zw );",
"",
" vec4 s0 = floor( b0 ) * 2.0 + 1.0;",
" vec4 s1 = floor( b1 ) * 2.0 + 1.0;",
" vec4 sh = -step( h, vec4( 0.0 ) );",
"",
" vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;",
" vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;",
"",
" vec3 p0 = vec3( a0.xy, h.x );",
" vec3 p1 = vec3( a0.zw, h.y );",
" vec3 p2 = vec3( a1.xy, h.z );",
" vec3 p3 = vec3( a1.zw, h.w );",
"",
" // Normalise gradients",
"",
" vec4 norm = taylorInvSqrt( vec4( dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3) ) );",
" p0 *= norm.x;",
" p1 *= norm.y;",
" p2 *= norm.z;",
" p3 *= norm.w;",
"",
" // Mix final noise value",
"",
" vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3) ), 0.0 );",
" m = m * m;",
" return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),",
" dot(p2,x2), dot(p3,x3) ) );",
"",
" }",
"",
" float heightMap( vec3 coord ) {",
"",
" float n = abs( snoise( coord ) );",
"",
" n += 0.25 * abs( snoise( coord * 2.0 ) );",
" n += 0.25 * abs( snoise( coord * 4.0 ) );",
" n += 0.125 * abs( snoise( coord * 8.0 ) );",
" n += 0.0625 * abs( snoise( coord * 16.0 ) );",
"",
" return n;",
"",
" }",
"",
" void main( void ) {",
"",
" // height",
"",
" float n = heightMap( vTexCoord3D );",
"",
" // color",
"",
" gl_FragColor = vec4( vec3( 1.5 - n, 1.0 - n, 0.5 - n ), 1.0 );",
"",
" // normal",
"",
" const float e = 0.001;",
"",
" float nx = heightMap( vTexCoord3D + vec3( e, 0.0, 0.0 ) );",
" float ny = heightMap( vTexCoord3D + vec3( 0.0, e, 0.0 ) );",
" float nz = heightMap( vTexCoord3D + vec3( 0.0, 0.0, e ) );",
"",
" vec3 normal = normalize( vNormal + 0.05 * vec3( n - nx, n - ny, n - nz ) / e );",
"",
" // diffuse light",
"",
" vec3 vLightWeighting = vec3( 0.1 );",
"",
" vec4 lDirection = viewMatrix * vec4( normalize( vec3( 1.0, 0.0, 0.5 ) ), 0.0 );",
" float directionalLightWeighting = dot( normal, normalize( lDirection.xyz ) ) * 0.25 + 0.75;",
" vLightWeighting += vec3( 1.0 ) * directionalLightWeighting;",
"",
" // specular light",
"",
" vec3 dirHalfVector = normalize( lDirection.xyz + normalize( vViewPosition ) );",
"",
" float dirDotNormalHalf = dot( normal, dirHalfVector );",
"",
" float dirSpecularWeight = 0.0;",
" if ( dirDotNormalHalf >= 0.0 )",
" dirSpecularWeight = ( 1.0 - n ) * pow( dirDotNormalHalf, 5.0 );",
"",
" vLightWeighting += vec3( 1.0, 0.5, 0.0 ) * dirSpecularWeight * n * 2.0;",
"",
" gl_FragColor *= vec4( vLightWeighting, 1.0 );",
"",
" }",
"",
" "
].join('\n');
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.