| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - gpgpu - water</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
- Click and Move mouse to disturb water.
- </div>
- <!-- This is just a smoothing 'compute shader' for using manually: -->
- <script id="smoothFragmentShader" type="x-shader/x-fragment">
- uniform sampler2D smoothTexture;
- void main() {
- vec2 cellSize = 1.0 / resolution.xy;
- vec2 uv = gl_FragCoord.xy * cellSize;
- // Computes the mean of texel and 4 neighbours
- vec4 textureValue = texture2D( smoothTexture, uv );
- textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
- textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
- textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
- textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
- textureValue /= 5.0;
- gl_FragColor = textureValue;
- }
- </script>
- <!-- This is a 'compute shader' to read the current level and normal of water at a point -->
- <!-- It is used with a variable of size 1x1 -->
- <script id="readWaterLevelFragmentShader" type="x-shader/x-fragment">
- uniform vec2 point1;
- uniform sampler2D levelTexture;
- // Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
- float shift_right( float v, float amt ) {
- v = floor( v ) + 0.5;
- return floor( v / exp2( amt ) );
- }
- float shift_left( float v, float amt ) {
- return floor( v * exp2( amt ) + 0.5 );
- }
- float mask_last( float v, float bits ) {
- return mod( v, shift_left( 1.0, bits ) );
- }
- float extract_bits( float num, float from, float to ) {
- from = floor( from + 0.5 ); to = floor( to + 0.5 );
- return mask_last( shift_right( num, from ), to - from );
- }
- vec4 encode_float( float val ) {
- if ( val == 0.0 ) return vec4( 0, 0, 0, 0 );
- float sign = val > 0.0 ? 0.0 : 1.0;
- val = abs( val );
- float exponent = floor( log2( val ) );
- float biased_exponent = exponent + 127.0;
- float fraction = ( ( val / exp2( exponent ) ) - 1.0 ) * 8388608.0;
- float t = biased_exponent / 2.0;
- float last_bit_of_biased_exponent = fract( t ) * 2.0;
- float remaining_bits_of_biased_exponent = floor( t );
- float byte4 = extract_bits( fraction, 0.0, 8.0 ) / 255.0;
- float byte3 = extract_bits( fraction, 8.0, 16.0 ) / 255.0;
- float byte2 = ( last_bit_of_biased_exponent * 128.0 + extract_bits( fraction, 16.0, 23.0 ) ) / 255.0;
- float byte1 = ( sign * 128.0 + remaining_bits_of_biased_exponent ) / 255.0;
- return vec4( byte4, byte3, byte2, byte1 );
- }
- void main() {
- vec2 cellSize = 1.0 / resolution.xy;
- float waterLevel = texture2D( levelTexture, point1 ).x;
- vec2 normal = vec2(
- ( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
- ( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
- if ( gl_FragCoord.x < 1.5 ) {
- gl_FragColor = encode_float( waterLevel );
- } else if ( gl_FragCoord.x < 2.5 ) {
- gl_FragColor = encode_float( normal.x );
- } else if ( gl_FragCoord.x < 3.5 ) {
- gl_FragColor = encode_float( normal.y );
- } else {
- gl_FragColor = encode_float( 0.0 );
- }
- }
- </script>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
- import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
- import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
- // Texture width for simulation
- const WIDTH = 128;
- // Water size in system units
- const BOUNDS = 6;
- const BOUNDS_HALF = BOUNDS * 0.5;
- let tmpHeightmap = null;
- const tmpQuat = new THREE.Quaternion();
- const tmpQuatX = new THREE.Quaternion();
- const tmpQuatZ = new THREE.Quaternion();
- let duckModel = null;
- let container, stats;
- let camera, scene, renderer, controls;
- let mousedown = false;
- const mouseCoords = new THREE.Vector2();
- const raycaster = new THREE.Raycaster();
- let sun;
- let waterMesh;
- let poolBorder;
- let meshRay;
- let gpuCompute;
- let heightmapVariable;
- // let smoothShader;
- let readWaterLevelShader;
- let readWaterLevelRenderTarget;
- let readWaterLevelImage;
- const waterNormal = new THREE.Vector3();
- const NUM_DUCK = 12;
- const ducks = [];
- let ducksEnabled = true;
- const simplex = new SimplexNoise();
- let frame = 0;
- const effectController = {
- mouseSize: 0.2,
- mouseDeep: 0.01,
- viscosity: 0.93,
- speed: 5,
- ducksEnabled: ducksEnabled,
- wireframe: false,
- shadow: false,
- };
- init();
- async function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
- camera.position.set( 0, 2.00, 4 );
- camera.lookAt( 0, 0, 0 );
- scene = new THREE.Scene();
- sun = new THREE.DirectionalLight( 0xFFFFFF, 4.0 );
- sun.position.set( - 1, 2.6, 1.4 );
- scene.add( sun );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- renderer.toneMappingExposure = 0.5;
- container.appendChild( renderer.domElement );
- controls = new OrbitControls( camera, container );
- stats = new Stats();
- container.appendChild( stats.dom );
- container.style.touchAction = 'none';
- container.addEventListener( 'pointermove', onPointerMove );
- container.addEventListener( 'pointerdown', onPointerDown );
- container.addEventListener( 'pointerup', onPointerUp );
- window.addEventListener( 'resize', onWindowResize );
- const hdrLoader = new HDRLoader().setPath( './textures/equirectangular/' );
- const glbloader = new GLTFLoader().setPath( 'models/gltf/' );
- glbloader.setDRACOLoader( new DRACOLoader().setDecoderPath( 'jsm/libs/draco/gltf/' ) );
- const [ env, model ] = await Promise.all( [ hdrLoader.loadAsync( 'blouberg_sunrise_2_1k.hdr' ), glbloader.loadAsync( 'duck.glb' ) ] );
- env.mapping = THREE.EquirectangularReflectionMapping;
- scene.environment = env;
- scene.background = env;
- scene.backgroundBlurriness = 0.3;
- scene.environmentIntensity = 1.25;
- duckModel = model.scene.children[ 0 ];
- duckModel.receiveShadow = true;
- duckModel.castShadow = true;
- const gui = new GUI();
- gui.domElement.style.right = '0px';
- const valuesChanger = function () {
- heightmapVariable.material.uniforms[ 'mouseSize' ].value = effectController.mouseSize;
- heightmapVariable.material.uniforms[ 'deep' ].value = effectController.mouseDeep;
- heightmapVariable.material.uniforms[ 'viscosity' ].value = effectController.viscosity;
- ducksEnabled = effectController.ducksEnabled;
- let i = NUM_DUCK;
- while ( i -- ) {
- if ( ducks[ i ] ) ducks[ i ].visible = ducksEnabled;
- }
- };
- gui.add( effectController, 'mouseSize', 0.1, 1.0, 0.1 ).onChange( valuesChanger );
- gui.add( effectController, 'mouseDeep', 0.01, 1.0, 0.01 ).onChange( valuesChanger );
- gui.add( effectController, 'viscosity', 0.9, 0.999, 0.001 ).onChange( valuesChanger );
- gui.add( effectController, 'speed', 1, 6, 1 );
- gui.add( effectController, 'ducksEnabled' ).onChange( valuesChanger );
- gui.add( effectController, 'wireframe' ).onChange( ( v )=>{
- waterMesh.material.wireframe = v;
- poolBorder.material.wireframe = v;
- } );
- gui.add( effectController, 'shadow' ).onChange( addShadow );
- //const buttonSmooth = { smoothWater: function () {smoothWater();} };
- //gui.add( buttonSmooth, 'smoothWater' );
- initWater();
- createducks();
- valuesChanger();
- renderer.setAnimationLoop( animate );
- }
- function initWater() {
- const geometry = new THREE.PlaneGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
- const material = new WaterMaterial( {
- color: 0x9bd2ec,
- metalness: 0.9,
- roughness: 0,
- transparent: true,
- opacity: 0.8,
- side: THREE.DoubleSide
- } );
- waterMesh = new THREE.Mesh( geometry, material );
- waterMesh.rotation.x = - Math.PI * 0.5;
- waterMesh.matrixAutoUpdate = false;
- waterMesh.updateMatrix();
- waterMesh.receiveShadow = true;
- waterMesh.castShadow = true;
- scene.add( waterMesh );
- // pool border
- const borderGeom = new THREE.TorusGeometry( 4.2, 0.1, 12, 4 );
- borderGeom.rotateX( Math.PI * 0.5 );
- borderGeom.rotateY( Math.PI * 0.25 );
- poolBorder = new THREE.Mesh( borderGeom, new THREE.MeshStandardMaterial( { color: 0x908877, roughness: 0.2 } ) );
- scene.add( poolBorder );
- poolBorder.receiveShadow = true;
- poolBorder.castShadow = true;
- // THREE.Mesh just for mouse raycasting
- const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
- meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, visible: false } ) );
- meshRay.rotation.x = - Math.PI / 2;
- meshRay.matrixAutoUpdate = false;
- meshRay.updateMatrix();
- scene.add( meshRay );
- // Creates the gpu computation class and sets it up
- gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
- const heightmap0 = gpuCompute.createTexture();
- fillTexture( heightmap0 );
- heightmapVariable = gpuCompute.addVariable( 'heightmap', shaderChange.heightmap_frag, heightmap0 );
- gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
- heightmapVariable.material.uniforms[ 'mousePos' ] = { value: new THREE.Vector2( 10000, 10000 ) };
- heightmapVariable.material.uniforms[ 'mouseSize' ] = { value: 0.2 };
- heightmapVariable.material.uniforms[ 'viscosity' ] = { value: 0.93 };
- heightmapVariable.material.uniforms[ 'deep' ] = { value: 0.01 };
- heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
- const error = gpuCompute.init();
- if ( error !== null ) console.error( error );
- // Create compute shader to smooth the water surface and velocity
- //smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { smoothTexture: { value: null } } );
- // Create compute shader to read water level
- readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
- point1: { value: new THREE.Vector2() },
- levelTexture: { value: null }
- } );
- readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
- readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
- // Create a 4x1 pixel image and a render target (Uint8, 4 channels, 1 byte per channel) to read water height and orientation
- readWaterLevelImage = new Uint8Array( 4 * 1 * 4 );
- readWaterLevelRenderTarget = new THREE.WebGLRenderTarget( 4, 1, {
- wrapS: THREE.ClampToEdgeWrapping,
- wrapT: THREE.ClampToEdgeWrapping,
- minFilter: THREE.NearestFilter,
- magFilter: THREE.NearestFilter,
- format: THREE.RGBAFormat,
- type: THREE.UnsignedByteType,
- depthBuffer: false
- } );
- }
- function fillTexture( texture ) {
- const waterMaxHeight = 0.1;
- function noise( x, y ) {
- let multR = waterMaxHeight;
- let mult = 0.025;
- let r = 0;
- for ( let i = 0; i < 15; i ++ ) {
- r += multR * simplex.noise( x * mult, y * mult );
- multR *= 0.53 + 0.025 * i;
- mult *= 1.25;
- }
- return r;
- }
- const pixels = texture.image.data;
- let p = 0;
- for ( let j = 0; j < WIDTH; j ++ ) {
- for ( let i = 0; i < WIDTH; i ++ ) {
- const x = i * 128 / WIDTH;
- const y = j * 128 / WIDTH;
- pixels[ p + 0 ] = noise( x, y );
- pixels[ p + 1 ] = pixels[ p + 0 ];
- pixels[ p + 2 ] = 0;
- pixels[ p + 3 ] = 1;
- p += 4;
- }
- }
- }
- function addShadow( v ) {
- renderer.shadowMap.enabled = v;
- sun.castShadow = v;
- if ( v ) {
- renderer.shadowMap.type = THREE.VSMShadowMap;
- const shadow = sun.shadow;
- shadow.mapSize.width = shadow.mapSize.height = 2048;
- shadow.radius = 2;
- shadow.bias = - 0.0005;
- const shadowCam = shadow.camera, s = 5;
- shadowCam.near = 0.1;
- shadowCam.far = 6;
- shadowCam.right = shadowCam.top = s;
- shadowCam.left = shadowCam.bottom = - s;
- } else {
- if ( sun.shadow ) sun.shadow.dispose();
- }
- // debug shadow
- //scene.add( new THREE.CameraHelper(shadowCam) );
- }
- // function smoothWater() {
- // const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
- // const alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
- // for ( let i = 0; i < 10; i ++ ) {
- // smoothShader.uniforms[ 'smoothTexture' ].value = currentRenderTarget.texture;
- // gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
- // smoothShader.uniforms[ 'smoothTexture' ].value = alternateRenderTarget.texture;
- // gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
- // }
- // }
- function createducks() {
- for ( let i = 0; i < NUM_DUCK; i ++ ) {
- let sphere = duckModel;
- if ( i < NUM_DUCK - 1 ) {
- sphere = duckModel.clone();
- }
- sphere.position.x = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
- sphere.position.z = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
- sphere.userData.velocity = new THREE.Vector3();
- scene.add( sphere );
- ducks[ i ] = sphere;
- }
- }
- function duckDynamics() {
- readWaterLevelShader.uniforms[ 'levelTexture' ].value = tmpHeightmap;
- for ( let i = 0; i < NUM_DUCK; i ++ ) {
- const sphere = ducks[ i ];
- if ( sphere ) {
- // Read water level and orientation
- const u = 0.5 * sphere.position.x / BOUNDS_HALF + 0.5;
- const v = 1 - ( 0.5 * sphere.position.z / BOUNDS_HALF + 0.5 );
- readWaterLevelShader.uniforms[ 'point1' ].value.set( u, v );
- gpuCompute.doRenderTarget( readWaterLevelShader, readWaterLevelRenderTarget );
- renderer.readRenderTargetPixels( readWaterLevelRenderTarget, 0, 0, 4, 1, readWaterLevelImage );
- const pixels = new Float32Array( readWaterLevelImage.buffer );
- // Get orientation
- waterNormal.set( pixels[ 1 ], 0, - pixels[ 2 ] );
- const pos = sphere.position;
- const startPos = pos.clone();
- // Set height
- pos.y = pixels[ 0 ];
- // Move sphere
- waterNormal.multiplyScalar( 0.01 );
- sphere.userData.velocity.add( waterNormal );
- sphere.userData.velocity.multiplyScalar( 0.998 );
- pos.add( sphere.userData.velocity );
- const decal = 0.001;
- const limit = BOUNDS_HALF - 0.2;
- if ( pos.x < - limit ) {
- pos.x = - limit + decal;
- sphere.userData.velocity.x *= - 0.3;
- } else if ( pos.x > limit ) {
- pos.x = limit - decal;
- sphere.userData.velocity.x *= - 0.3;
- }
- if ( pos.z < - limit ) {
- pos.z = - limit + decal;
- sphere.userData.velocity.z *= - 0.3;
- } else if ( pos.z > limit ) {
- pos.z = limit - decal;
- sphere.userData.velocity.z *= - 0.3;
- }
- // duck orientation test
- const startNormal = new THREE.Vector3( pixels[ 1 ], 1, - pixels[ 2 ] ).normalize();
- const dir = startPos.sub( pos );
- dir.y = 0;
- dir.normalize();
- const yAxis = new THREE.Vector3( 0, 1, 0 );
- const zAxis = new THREE.Vector3( 0, 0, - 1 );
- tmpQuatX.setFromUnitVectors( zAxis, dir );
- tmpQuatZ.setFromUnitVectors( yAxis, startNormal );
- tmpQuat.multiplyQuaternions( tmpQuatZ, tmpQuatX );
- sphere.quaternion.slerp( tmpQuat, 0.017 );
- }
- }
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function onPointerDown() {
- mousedown = true;
- }
- function onPointerUp() {
- mousedown = false;
- controls.enabled = true;
- }
- function onPointerMove( event ) {
- const dom = renderer.domElement;
- mouseCoords.set( ( event.clientX / dom.clientWidth ) * 2 - 1, - ( event.clientY / dom.clientHeight ) * 2 + 1 );
- }
- function raycast() {
- // Set uniforms: mouse interaction
- const uniforms = heightmapVariable.material.uniforms;
- if ( mousedown ) {
- raycaster.setFromCamera( mouseCoords, camera );
- const intersects = raycaster.intersectObject( meshRay );
- if ( intersects.length > 0 ) {
- const point = intersects[ 0 ].point;
- uniforms[ 'mousePos' ].value.set( point.x, point.z );
- if ( controls.enabled ) controls.enabled = false;
- } else {
- uniforms[ 'mousePos' ].value.set( 10000, 10000 );
- }
- } else {
- uniforms[ 'mousePos' ].value.set( 10000, 10000 );
- }
- }
- function animate() {
- render();
- stats.update();
- }
- function render() {
- raycast();
- frame ++;
- if ( frame >= 7 - effectController.speed ) {
- // Do the gpu computation
- gpuCompute.compute();
- tmpHeightmap = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
- if ( ducksEnabled ) duckDynamics();
- // Get compute output in custom uniform
- if ( waterMesh ) waterMesh.material.heightmap = tmpHeightmap;
- frame = 0;
- }
- // Render
- renderer.render( scene, camera );
- }
- //----------------------
- class WaterMaterial extends THREE.MeshStandardMaterial {
- constructor( parameters ) {
- super();
- this.defines = {
- 'STANDARD': '',
- 'USE_UV': '',
- 'WIDTH': WIDTH.toFixed( 1 ),
- 'BOUNDS': BOUNDS.toFixed( 1 ),
- };
- this.extra = {};
- this.addParameter( 'heightmap', null );
- this.setValues( parameters );
- }
- addParameter( name, value ) {
- this.extra[ name ] = value;
- Object.defineProperty( this, name, {
- get: () => ( this.extra[ name ] ),
- set: ( v ) => {
- this.extra[ name ] = v;
- if ( this.userData.shader ) this.userData.shader.uniforms[ name ].value = this.extra[ name ];
- }
- } );
- }
- onBeforeCompile( shader ) {
- for ( const name in this.extra ) {
- shader.uniforms[ name ] = { value: this.extra[ name ] };
- }
- shader.vertexShader = shader.vertexShader.replace( '#include <common>', shaderChange.common );
- //shader.vertexShader = 'uniform sampler2D heightmap;\n' + shader.vertexShader;
- shader.vertexShader = shader.vertexShader.replace( '#include <beginnormal_vertex>', shaderChange.beginnormal_vertex );
- shader.vertexShader = shader.vertexShader.replace( '#include <begin_vertex>', shaderChange.begin_vertex );
- this.userData.shader = shader;
- }
- }
- const shaderChange = {
- heightmap_frag: /* glsl */`
- #include <common>
- uniform vec2 mousePos;
- uniform float mouseSize;
- uniform float viscosity;
- uniform float deep;
- void main() {
- vec2 cellSize = 1.0 / resolution.xy;
- vec2 uv = gl_FragCoord.xy * cellSize;
- // heightmapValue.x == height from previous frame
- // heightmapValue.y == height from penultimate frame
- // heightmapValue.z, heightmapValue.w not used
- vec4 heightmapValue = texture2D( heightmap, uv );
- // Get neighbours
- vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
- vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
- vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
- vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
- //float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - heightmapValue.y ) * viscosity;
- float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - (heightmapValue.y) ) * viscosity;
- // Mouse influence
- float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
- //newHeight += ( cos( mousePhase ) + 1.0 ) * 0.28 * 10.0;
- newHeight -= ( cos( mousePhase ) + 1.0 ) * deep;
- heightmapValue.y = heightmapValue.x;
- heightmapValue.x = newHeight;
- gl_FragColor = heightmapValue;
- }
- `,
- // FOR MATERIAL
- common: /* glsl */`
- #include <common>
- uniform sampler2D heightmap;
- `,
- beginnormal_vertex: /* glsl */`
- vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
- vec3 objectNormal = vec3(
- ( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
- ( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
- 1.0 );
- #ifdef USE_TANGENT
- vec3 objectTangent = vec3( tangent.xyz );
- #endif
- `,
- begin_vertex: /* glsl */`
- float heightValue = texture2D( heightmap, uv ).x;
- vec3 transformed = vec3( position.x, position.y, heightValue );
- #ifdef USE_ALPHAHASH
- vPosition = vec3( position );
- #endif
- `,
- };
- </script>
- </body>
- </html>
|