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 );
}