Three.js Perlin Orb

by 2jddfsjad

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.min.js"></script>
<!--
thanks to the following tutorial
 https://www.clicktorelease.com/blog/vertex-displacement-noise-3d-webgl-glsl-three-js
 -->

<div id="container"></div>    

<script type="x-shader/x-vertex" id="vertexShader">
// Include the Ashima code here!

varying vec2 vUv;
varying float noise;
uniform float time;
  
  vec3 mod289(vec3 x)
{
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x)
{
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x)
{
  return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
}

// Classic Perlin noise
float cnoise(vec3 P)
{
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod289(Pi0);
  Pi1 = mod289(Pi1);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);

  vec4 gx0 = ixy0 * (1.0 / 7.0);
  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);

  vec4 gx1 = ixy1 * (1.0 / 7.0);
  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);

  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 =...

CSS

body {
  margin:0;
  background-color:rgba(255,0,0,0.3);
}

.container{background-color:rgba(255,0,0,0.3);}

JavaScript

var container, 
    renderer, 
    scene, 
    camera, 
    mesh, 
    start = Date.now(),
    fov = 30;

window.addEventListener( 'load', function() {

    // grab the container from the DOM
    container = document.getElementById( "container" );
    
    // create a scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0x22f9f9 );

    // create a camera the size of the browser window
    // and place it 100 units away, looking towards the center of the scene
    camera = new THREE.PerspectiveCamera( 
        fov, 
        window.innerWidth / window.innerHeight, 
        1, 
        10000 );
    camera.position.z = 70;
    camera.target = new THREE.Vector3( 0, 0, 0 );

    scene.add( camera );
    

material = new THREE.ShaderMaterial( {
      uniforms: { 
        time: { // float initialized to 0
            type: "f", 
            value: 0.0 
        }
    },
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
    
    // create a sphere and assign the material
    mesh = new THREE.Mesh( 
    //don't change these values
        new THREE.IcosahedronGeometry( 20, 6 ), 
        material 
    );
    scene.add( mesh );
    
    // create the renderer and attach it to the DOM
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    
    container.appendChild( renderer.domElement );

    render();

} );

function render() {
    // uniform update
    material.uniforms[ 'time' ].value = .000095 * ( Date.now() - start );
    // let there be light
    renderer.render( scene, camera );
    requestAnimationFrame( render );
}