Spherical Harmonics Shader
by Matt
HTML
<base href="https://rawcdn.githack.com/mrdoob/three.js/r152/examples/" />
<script async src="https://cdn.jsdelivr.net/npm/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/",
"lil-gui": "https://cdn.jsdelivr.net/npm/[email protected]/dist/lil-gui.esm.min.js"
}
}
</script>
<template id="vertex-shader">
varying vec3 vPosition;
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</template>
<template id="fragment-shader">
#define WHITE vec3(1., 1., 1.)
// Reference: https://www.shadertoy.com/view/lsfXWH
#define k01 0.2820947918 // sqrt( 1/PI)/2
#define k02 0.4886025119 // sqrt( 3/PI)/2
#define k03 1.0925484306 // sqrt( 15/PI)/2
#define k04 0.3153915652 // sqrt( 5/PI)/4
#define k05 0.5462742153 // sqrt( 15/PI)/4
#define k06 0.5900435860 // sqrt( 70/PI)/8
#define k07 2.8906114210 // sqrt(105/PI)/2
#define k08 0.4570214810 // sqrt( 42/PI)/8
#define k09 0.3731763300 // sqrt( 7/PI)/4
#define k10 1.4453057110 // sqrt(105/PI)/4
float SH_0_0( in vec3 s ) { vec3 n = s.zxy; return k01; }
float SH_1_0( in vec3 s ) { vec3 n = s.zxy; return -k02*n.y; }
float SH_1_1( in vec3 s ) { vec3 n = s.zxy; return k02*n.z; }
float SH_1_2( in vec3 s ) { vec3 n = s.zxy; return -k02*n.x; }
float SH_2_0( in vec3 s ) { vec3 n = s.zxy; return k03*n.x*n.y; }
float SH_2_1( in vec3 s ) { vec3 n = s.zxy; return -k03*n.y*n.z; }
float SH_2_2( in vec3 s ) { vec3 n = s.zxy; return k04*(3.0*n.z*n.z-1.0); }
float SH_2_3( in vec3 s ) { vec3 n = s.zxy; return -k03*n.x*n.z; }
float SH_2_4( in vec3 s ) { vec3 n = s.zxy; return k05*(n.x*n.x-n.y*n.y); }
float SH_3_0( in vec3 s ) { vec3 n = s.zxy; return -k06*n.y*(3.0*n.x*n.x-n.y*n.y); }
float SH_3_1( in vec3 s ) { vec3 n = s.zxy; return k07*n.z*n.y*n.x; }
float SH_3_2( in...
CSS
canvas {
position: fixed;
inset: 0;
}
JavaScript
/**
* Reference: https://www.shadertoy.com/view/lsfXWH
*/
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GUI } from 'lil-gui'
let scene, camera, renderer
let mesh, orbitControls, clock
let params
init().then(animate)
async function init() {
params = {
colorPos: "#ff0000",
colorNeg: "#0000ff",
l0: [0],
l1: [0,0,0],
l2: [0,0,0,0,0],
}
scene = new THREE.Scene()
scene.background = new THREE.Color('black')
camera = new THREE.PerspectiveCamera(75, undefined, 0.1, 1000)
camera.position.set(1, 2, 3)
clock = new THREE.Clock()
const directionalLight = new THREE.DirectionalLight('white')
directionalLight.position.set(2, 3, 4)
scene.add(directionalLight)
const ambientLight = new THREE.AmbientLight('white', 0.3)
scene.add(ambientLight)
renderer = new THREE.WebGLRenderer({ antialias: true })
document.body.appendChild(renderer.domElement)
orbitControls = new OrbitControls(camera, renderer.domElement)
const grid = new THREE.GridHelper()
grid.position.y = -1
scene.add(grid)
const axes = new THREE.AxesHelper(2)
scene.add(axes)
const vertexShader = document.querySelector("#vertex-shader").content.textContent
const fragmentShader = document.querySelector("#fragment-shader").content.textContent
const uniforms = {
colorPos: { value: new THREE.Color(params.colorPos) },
colorNeg: { value: new THREE.Color(params.colorNeg) },
f0_0: { value: params.l0[0] },
f1_0: { value: params.l1[0] },
f1_1: { value: params.l1[1] },
f1_2: { value: params.l1[2] },
f2_0: { value: params.l2[0] },
f2_1: { value: params.l2[1] },
f2_2: { value: params.l2[2] },
f2_3: { value: params.l2[3] },
f2_4: { value: params.l2[4] },
}
const geometry = new THREE.SphereGeometry(1, 128, 64)
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader,
fragmentShader,
})
mesh = new THREE.Mesh(geometry,...