Perlin Noise with Normal Map
2D (uv, time) texture
by jmchen
HTML
<div id="info">Noise 2D Texture</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script src="//cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<script id='myVertexShader' type="x-shader/x-vertex">
varying vec4 wPos;
varying vec2 vUv;
uniform vec2 scale;
uniform vec2 offset;
void main() {
vUv = uv * scale + offset;
wPos = modelMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id='myFragmentShader' type="x-shader/x-vertex">
//
// FROM: http://jsfiddle.net/jmchen/cby3d1ag/
//
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;
}
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 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y +...
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var renderer, scene, camera, controls, mesh;
var clock;
var angle = 0,
sign = 1;
var light, lightball;
var gcontrols;
init();
animate();
function init() {
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x777777);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100);
camera.position.z = 3;
controls = new THREE.OrbitControls(camera, renderer.domElement);
light = new THREE.PointLight();
light.position.set(3, 3, 3);
scene.add(light);
lightball = new THREE.Mesh(
new THREE.SphereGeometry(0.03, 8, 8),
new THREE.MeshBasicMaterial({
color: 0xffff00,
wireframe:true
}));
scene.add(lightball);
var geometry = new THREE.PlaneGeometry(1, 1);
var material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms: {
terms: {
type: 'i',
value: 1
},
normalMap: {
type: 'i',
value: 0
},
modified: {
type: 'i',
value: 0
},
wLightPos: {
type: 'v3',
value: new THREE.Vector3()
},
time: {
type: 'f',
value: 1.0
},
scale: {
type: 'v2',
value: new THREE.Vector2(1, 1)
},
offset: {
type: 'v2',
value: new THREE.Vector2(0, 0)
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent,
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
...