Perlin noise Texturing
2D, 3D
by jmcjc5u
HTML
<div id="info">Terrain</div>
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script id='myVertexShader' type="x-shader/x-vertex">
uniform vec2 scale;
uniform vec2 offset;
uniform int terms;
varying float height;
uniform float time;
//
// 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 + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // ...
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var renderer, scene, camera, controls, mesh;
var clock;
var mesh2;
init();
animate();
function makeShaderMaterial() {
var material = new THREE.ShaderMaterial({
//wireframe: true,
side: THREE.DoubleSide,
uniforms: {
terms: {
type: 'i',
value: 5
},
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,
});
return material;
}
function init() {
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor (0x888888);
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 200;
controls = new THREE.OrbitControls(camera, renderer.domElement);
//////////////////////////////////////////////////////////////
material = makeShaderMaterial();
mesh2 = new THREE.Mesh (new THREE.PlaneGeometry (100,100,100,100), material)
scene.add( mesh2 );
}
function animate() {
var delta = clock.getDelta();
mesh2.material.uniforms[ "time" ].value += delta/15;
requestAnimationFrame (animate);
renderer.render( scene, camera );
}