JSFiddle - React, Tailwind, and code Playground
by tfoller
HTML
<canvas id="main_canvas" style="border: solid 1px red;" width=600 height=600></canvas>
<script type="x-shader/x-vertex" id="vs">
varying vec2 vuv;
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
vuv = uv;
}
</script>
<script type='x-shader/x-fragment' id='fs'>
varying vec2 vuv;
uniform sampler2D map;
uniform mat3 mapctrl;
void main() {
vec2 muv = (mapctrl * vec3(vuv, 1.0)).xy;
vec4 clr = texture2D(map, muv);
gl_FragColor = clr;
}
</script>
<button id="boom" style="display: block;margin-top: 10px;">boom</button>
CSS
body {
background: #000;
}
JavaScript
//import * as THREE from 'https://alikim.com/_v1_jsm/three.module.js'
import * as THREE from 'https://alikim.com/_v1_jsm/three141.showshader.js'
const get = (id) => document.getElementById(id);
const canvas = get('main_canvas');
const [w2, h2] = [canvas.width / 2, canvas.height / 2];
const renderer = new THREE.WebGLRenderer({
antialias: false,
alpha: true,
canvas,
});
const [near, far] = [0, 1];
const camera = new THREE.OrthographicCamera(-w2, w2, h2, -h2, near, far);
const render = () => {
renderer.render(scene, camera)
};
const mtx = {
scaleX: 1,
scaleY: 1,
skewX: 0,
skewY: 0,
offU: 0,
offV: 0,
};
const size = 300;
const animator1 = (mtx, tile, fps) => {
const showTile = (tile, off) => {
mtx.scaleX = tile[0];
mtx.scaleY = tile[1];
mtx.offU = off[0];
mtx.offV = off[1];
render();
};
const fr = 1000 / fps;
const tuv = [1/tile[0], 1/tile[1]];
const off = [];
for(let j = 0; j < tile[1]; j++) {
off[1] = 1 - tuv[1] * (j + 1);
for(let i = 0; i < tile[0]; i++) {
off[0] = tuv[0] * i;
const del = (j * tile[0] + i) * fr;
setTimeout(showTile, del, [...tile], [...off]);
}
}
};
const fps = 30;
const tile = [5, 5];
document.getElementById('boom').addEventListener('click', () => {animator1(mtx, tile, fps)});
const geo = new THREE.PlaneBufferGeometry(size, size, 1, 1);
const url = "https://i.postimg.cc/Y0Kvywgk/Explosion01-nofire-5x5-1.png";
const map = new THREE.TextureLoader().load(url, render);
const mat = new THREE.MeshBasicMaterial({
map,
transparent: true,
});
const mat1 = new THREE.ShaderMaterial({
vertexShader: get('vs').textContent,
fragmentShader: get('fs').textContent,
transparent: true,
uniforms: {
map: {
value: map
},
mapctrl: {
get value() {
const degToRad = Math.PI / 180;
const [sX, sY, skX, skY, tX, tY] = [
1 / mtx.scaleX || 1, 1 / mtx.scaleY || 1, degToRad * mtx.skewX || 0,
degToRad * mtx.skewY || 0, mtx.offU ||...