@anov/3d-ability 0.0.4-alpha3 → 0.0.4-alpha4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -0,0 +1,28 @@
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declare const snowShader: {
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uniforms: {
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tDiffuse: {
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value: null;
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};
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iResolution: {
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value: null;
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};
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iTime: {
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value: number;
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};
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size: {
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value: number;
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};
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density: {
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value: number;
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};
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snowSpeed: {
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value: number;
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};
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camVert: {
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value: number;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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export default snowShader;
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@@ -27,7 +27,7 @@ var snowShader = {
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}
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},
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vertexShader: /* glsl */"\n varying highp vec2 vUv;\n varying vec3 vPosition;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
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fragmentShader: /* glsl */"\n #define PI 3.14159265359\n uniform sampler2D tDiffuse;\n uniform vec2 iResolution;\n uniform float iTime;\n uniform float size;\n uniform float density;\n uniform float snowSpeed;\n uniform float camVert;\n varying highp vec2 vUv;\n\n float ball(vec2 p) {\n float d = distance(vec2(.5), p);\n return smoothstep(size,size - .05, d);\n }\n float N11(float n) {\n return fract(sin(n * 871.213) * 3134.422);\n }\n float N21(vec2 uv) {\n return N11(N11(uv.x) + uv.y);\n }\n \n float snow(vec2 uv, float t) {\n vec2 org_uv = vec2(uv.x, uv.y);\n float z = 10.;\n uv.y += t * .5;\n vec2 gv = fract(uv*z);\n vec2 id = floor(uv*z); \n gv.x += (sin(N21(id) * 128. + t) * .4);\n gv.y += (sin(N11(N21(id)) * 128. + t) * .4);\n float dots = ball(gv);\n return dots;\n }\n void main(){\n vec3 col=texture(tDiffuse,vUv).rgb;\n vec2 uv= vUv;\n float t = iTime * .3*snowSpeed;\n vec2 gh_uv = uv;\n vec3 colSnow = vec3(0.);\n float m = 0.;\n \n for(float i =0.; i <= .5; i += 1. / (
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fragmentShader: /* glsl */"\n #define PI 3.14159265359\n uniform sampler2D tDiffuse;\n uniform vec2 iResolution;\n uniform float iTime;\n uniform float size;\n uniform float density;\n uniform float snowSpeed;\n uniform float camVert;\n varying highp vec2 vUv;\n\n float ball(vec2 p) {\n float d = distance(vec2(.5), p);\n return smoothstep(size,size - .05, d);\n }\n float N11(float n) {\n return fract(sin(n * 871.213) * 3134.422);\n }\n float N21(vec2 uv) {\n return N11(N11(uv.x) + uv.y);\n }\n \n float snow(vec2 uv, float t) {\n vec2 org_uv = vec2(uv.x, uv.y);\n float z = 10.;\n uv.y += t * .5;\n vec2 gv = fract(uv*z);\n vec2 id = floor(uv*z); \n gv.x += (sin(N21(id) * 128. + t) * .4);\n gv.y += (sin(N11(N21(id)) * 128. + t) * .4);\n float dots = ball(gv);\n return dots;\n }\n void main(){\n vec3 col=texture(tDiffuse,vUv).rgb;\n vec2 uv= vUv;\n float t = iTime * .3*snowSpeed;\n vec2 gh_uv = uv;\n vec3 colSnow = vec3(0.);\n float m = 0.;\n \n for(float i =0.; i <= .5; i += 1. / (5.*density)) {\n float z = mix(1., .5 , i);\n vec2 offset = vec2(N11(i), N11(N11(i)));\n m += snow((uv + offset) * z, t) * .3;\n }\n \n\n colSnow = vec3(m)*1.2;\n gl_FragColor = vec4(colSnow,colSnow.x);\n }"
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};
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export default snowShader;
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//# sourceMappingURL=shader.js.map
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@@ -1 +1 @@
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{"version":3,"names":["snowShader","uniforms","tDiffuse","value","iResolution","iTime","size","density","snowSpeed","camVert","vertexShader","fragmentShader"],"sources":["../../../src/environment/showShader/shader.ts"],"sourcesContent":["// source from https://www.shadertoy.com/view/wt3GWH\nconst snowShader = {\n uniforms: {\n tDiffuse: { value: null },\n iResolution: { value: null },\n iTime: { value: 0 },\n size: { value: 0.032 }, // 0.05\n density: { value: 1.0 }, // 1.0\n snowSpeed: { value: 0.1 }, // 1.0\n camVert: { value: 1.0 },\n },\n\n vertexShader: /* glsl */`\n varying highp vec2 vUv;\n varying vec3 vPosition;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: /* glsl */`\n #define PI 3.14159265359\n uniform sampler2D tDiffuse;\n uniform vec2 iResolution;\n uniform float iTime;\n uniform float size;\n uniform float density;\n uniform float snowSpeed;\n uniform float camVert;\n varying highp vec2 vUv;\n\n float ball(vec2 p) {\n float d = distance(vec2(.5), p);\n return smoothstep(size,size - .05, d);\n }\n float N11(float n) {\n return fract(sin(n * 871.213) * 3134.422);\n }\n float N21(vec2 uv) {\n return N11(N11(uv.x) + uv.y);\n }\n \n float snow(vec2 uv, float t) {\n vec2 org_uv = vec2(uv.x, uv.y);\n float z = 10.;\n uv.y += t * .5;\n vec2 gv = fract(uv*z);\n vec2 id = floor(uv*z); \n gv.x += (sin(N21(id) * 128. + t) * .4);\n gv.y += (sin(N11(N21(id)) * 128. + t) * .4);\n float dots = ball(gv);\n return dots;\n }\n void main(){\n vec3 col=texture(tDiffuse,vUv).rgb;\n vec2 uv= vUv;\n float t = iTime * .3*snowSpeed;\n vec2 gh_uv = uv;\n vec3 colSnow = vec3(0.);\n float m = 0.;\n \n for(float i =0.; i <= .5; i += 1. / (
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{"version":3,"names":["snowShader","uniforms","tDiffuse","value","iResolution","iTime","size","density","snowSpeed","camVert","vertexShader","fragmentShader"],"sources":["../../../src/environment/showShader/shader.ts"],"sourcesContent":["// source from https://www.shadertoy.com/view/wt3GWH\nconst snowShader = {\n uniforms: {\n tDiffuse: { value: null },\n iResolution: { value: null },\n iTime: { value: 0 },\n size: { value: 0.032 }, // 0.05\n density: { value: 1.0 }, // 1.0\n snowSpeed: { value: 0.1 }, // 1.0\n camVert: { value: 1.0 },\n },\n\n vertexShader: /* glsl */`\n varying highp vec2 vUv;\n varying vec3 vPosition;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: /* glsl */`\n #define PI 3.14159265359\n uniform sampler2D tDiffuse;\n uniform vec2 iResolution;\n uniform float iTime;\n uniform float size;\n uniform float density;\n uniform float snowSpeed;\n uniform float camVert;\n varying highp vec2 vUv;\n\n float ball(vec2 p) {\n float d = distance(vec2(.5), p);\n return smoothstep(size,size - .05, d);\n }\n float N11(float n) {\n return fract(sin(n * 871.213) * 3134.422);\n }\n float N21(vec2 uv) {\n return N11(N11(uv.x) + uv.y);\n }\n \n float snow(vec2 uv, float t) {\n vec2 org_uv = vec2(uv.x, uv.y);\n float z = 10.;\n uv.y += t * .5;\n vec2 gv = fract(uv*z);\n vec2 id = floor(uv*z); \n gv.x += (sin(N21(id) * 128. + t) * .4);\n gv.y += (sin(N11(N21(id)) * 128. + t) * .4);\n float dots = ball(gv);\n return dots;\n }\n void main(){\n vec3 col=texture(tDiffuse,vUv).rgb;\n vec2 uv= vUv;\n float t = iTime * .3*snowSpeed;\n vec2 gh_uv = uv;\n vec3 colSnow = vec3(0.);\n float m = 0.;\n \n for(float i =0.; i <= .5; i += 1. / (5.*density)) {\n float z = mix(1., .5 , i);\n vec2 offset = vec2(N11(i), N11(N11(i)));\n m += snow((uv + offset) * z, t) * .3;\n }\n \n\n colSnow = vec3(m)*1.2;\n gl_FragColor = vec4(colSnow,colSnow.x);\n }`,\n\n}\nexport default snowShader\n"],"mappings":"AAAA;AACA,IAAMA,UAAU,GAAG;EACjBC,QAAQ,EAAE;IACRC,QAAQ,EAAE;MAAEC,KAAK,EAAE;IAAK,CAAC;IACzBC,WAAW,EAAE;MAAED,KAAK,EAAE;IAAK,CAAC;IAC5BE,KAAK,EAAE;MAAEF,KAAK,EAAE;IAAE,CAAC;IACnBG,IAAI,EAAE;MAAEH,KAAK,EAAE;IAAM,CAAC;IAAE;IACxBI,OAAO,EAAE;MAAEJ,KAAK,EAAE;IAAI,CAAC;IAAE;IACzBK,SAAS,EAAE;MAAEL,KAAK,EAAE;IAAI,CAAC;IAAE;IAC3BM,OAAO,EAAE;MAAEN,KAAK,EAAE;IAAI;EACxB,CAAC;EAEDO,YAAY,EAAE,0OAMN;EAERC,cAAc,EAAE;AAoDlB,CAAC;AACD,eAAeX,UAAU"}
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