mirror of
https://github.com/jlengrand/elm-webgl-playground.git
synced 2026-03-10 08:11:18 +00:00
Added shadertoy demo
This commit is contained in:
@@ -1,5 +1,11 @@
|
||||
# elm-webgl-playground
|
||||
|
||||
## Shadertoy.elm
|
||||
|
||||
Renders the shader code from [https://www.shadertoy.com/view/Ms2SD1](https://www.shadertoy.com/view/Ms2SD1) using Elm WebGL.
|
||||
|
||||

|
||||
|
||||
## CSS3d.elm
|
||||
|
||||
Mixes WebGL and DOM layers in one common 3D space.
|
||||
|
||||
372
Shadertoy.elm
Normal file
372
Shadertoy.elm
Normal file
@@ -0,0 +1,372 @@
|
||||
{- The shader code is taken from https://www.shadertoy.com/view/Ms2SD1 -}
|
||||
|
||||
|
||||
module Shadertoy exposing (main)
|
||||
|
||||
import AnimationFrame
|
||||
import Html exposing (Html, div, text, a)
|
||||
import Html.Attributes exposing (height, href, style, width)
|
||||
import Math.Vector2 as Vec2 exposing (Vec2)
|
||||
import Math.Vector3 as Vec3 exposing (Vec3, vec3)
|
||||
import Math.Vector4 as Vec4 exposing (Vec4, vec4)
|
||||
import Time exposing (Time)
|
||||
import WebGL exposing (Mesh, Shader, Texture)
|
||||
import Window exposing (Size)
|
||||
import Mouse exposing (Position)
|
||||
import Task
|
||||
|
||||
|
||||
type Msg
|
||||
= Diff Time
|
||||
| Move Position
|
||||
| Press Bool
|
||||
| Resize Size
|
||||
|
||||
|
||||
type alias Model =
|
||||
{ size : Size
|
||||
, position : Position
|
||||
, pressed : Bool
|
||||
, time : Float
|
||||
}
|
||||
|
||||
|
||||
main : Program Never Model Msg
|
||||
main =
|
||||
Html.program
|
||||
{ init =
|
||||
( Model (Size 0 0) (Position 0 0) False 0
|
||||
, Task.perform Resize Window.size
|
||||
)
|
||||
, view = view
|
||||
, subscriptions = subscriptions
|
||||
, update = update
|
||||
}
|
||||
|
||||
|
||||
update : Msg -> Model -> ( Model, Cmd Msg )
|
||||
update msg model =
|
||||
case msg of
|
||||
Diff time ->
|
||||
{ model | time = model.time + time } ! []
|
||||
|
||||
Move position ->
|
||||
{ model | position = position } ! []
|
||||
|
||||
Press pressed ->
|
||||
{ model | pressed = pressed } ! []
|
||||
|
||||
Resize size ->
|
||||
{ model | size = size } ! []
|
||||
|
||||
|
||||
subscriptions : Model -> Sub Msg
|
||||
subscriptions { pressed } =
|
||||
Sub.batch
|
||||
[ AnimationFrame.diffs Diff
|
||||
, Window.resizes Resize
|
||||
, Mouse.downs (always (Press True))
|
||||
, Mouse.ups (always (Press False))
|
||||
, if pressed then
|
||||
Mouse.moves Move
|
||||
else
|
||||
Sub.none
|
||||
]
|
||||
|
||||
|
||||
view : Model -> Html msg
|
||||
view { size, position, time } =
|
||||
div []
|
||||
[ WebGL.toHtml
|
||||
[ width size.width
|
||||
, height size.height
|
||||
, style [ ( "display", "block" ) ]
|
||||
]
|
||||
[ WebGL.entity
|
||||
vertexShader
|
||||
fragmentShader
|
||||
mesh
|
||||
{ iResolution = vec3 (toFloat size.width) (toFloat size.height) 0
|
||||
, iGlobalTime = time / 1000
|
||||
, iMouse = vec4 (toFloat position.x) (toFloat position.y) 0 0
|
||||
}
|
||||
]
|
||||
, a
|
||||
[ href "https://www.shadertoy.com/view/Ms2SD1"
|
||||
, style
|
||||
[ ( "position", "absolute" )
|
||||
, ( "top", "0" )
|
||||
, ( "color", "#fff" )
|
||||
, ( "font", "300 20px sans-serif" )
|
||||
, ( "background-color", "#222" )
|
||||
, ( "text-decoration", "none" )
|
||||
]
|
||||
]
|
||||
[ text "The shader code is taken from: https://www.shadertoy.com/view/Ms2SD1" ]
|
||||
]
|
||||
|
||||
|
||||
|
||||
-- Mesh
|
||||
|
||||
|
||||
type alias Vertex =
|
||||
{ position : Vec3
|
||||
}
|
||||
|
||||
|
||||
mesh : Mesh Vertex
|
||||
mesh =
|
||||
WebGL.triangles
|
||||
[ ( Vertex (vec3 -1 1 0)
|
||||
, Vertex (vec3 1 1 0)
|
||||
, Vertex (vec3 -1 -1 0)
|
||||
)
|
||||
, ( Vertex (vec3 -1 -1 0)
|
||||
, Vertex (vec3 1 1 0)
|
||||
, Vertex (vec3 1 -1 0)
|
||||
)
|
||||
]
|
||||
|
||||
|
||||
|
||||
-- Shaders
|
||||
|
||||
|
||||
type alias Uniforms =
|
||||
{ iResolution : Vec3
|
||||
, iGlobalTime : Float
|
||||
, iMouse : Vec4
|
||||
}
|
||||
|
||||
|
||||
vertexShader : Shader Vertex Uniforms { vFragCoord : Vec2 }
|
||||
vertexShader =
|
||||
[glsl|
|
||||
|
||||
precision mediump float;
|
||||
|
||||
attribute vec3 position;
|
||||
varying vec2 vFragCoord;
|
||||
uniform vec3 iResolution;
|
||||
|
||||
void main () {
|
||||
gl_Position = vec4(position, 1.0);
|
||||
vFragCoord = (position.xy + 1.0) / 2.0 * iResolution.xy;
|
||||
}
|
||||
|
||||
|]
|
||||
|
||||
|
||||
fragmentShader : Shader {} Uniforms { vFragCoord : Vec2 }
|
||||
fragmentShader =
|
||||
[glsl|
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 vFragCoord;
|
||||
uniform vec3 iResolution; // viewport resolution (in pixels)
|
||||
uniform float iGlobalTime; // shader playback time (in seconds)
|
||||
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
|
||||
|
||||
/*
|
||||
* "Seascape" by Alexander Alekseev aka TDM - 2014
|
||||
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
* Contact: tdmaav@gmail.com
|
||||
*/
|
||||
|
||||
const int NUM_STEPS = 8;
|
||||
const float PI = 3.1415;
|
||||
const float EPSILON = 1e-3;
|
||||
|
||||
// sea
|
||||
const int ITER_GEOMETRY = 3;
|
||||
const int ITER_FRAGMENT = 5;
|
||||
const float SEA_HEIGHT = 0.6;
|
||||
const float SEA_CHOPPY = 4.0;
|
||||
const float SEA_SPEED = 0.8;
|
||||
const float SEA_FREQ = 0.16;
|
||||
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
|
||||
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
|
||||
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
|
||||
|
||||
// math
|
||||
mat3 fromEuler(vec3 ang) {
|
||||
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
|
||||
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
|
||||
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
|
||||
mat3 m;
|
||||
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
|
||||
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
|
||||
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
|
||||
return m;
|
||||
}
|
||||
float hash( vec2 p ) {
|
||||
float h = dot(p,vec2(127.1,311.7));
|
||||
return fract(sin(h)*43758.5453123);
|
||||
}
|
||||
float noise( in vec2 p ) {
|
||||
vec2 i = floor( p );
|
||||
vec2 f = fract( p );
|
||||
vec2 u = f*f*(3.0-2.0*f);
|
||||
return -1.0 + 2.0 * mix(
|
||||
mix(
|
||||
hash(i + vec2(0.0,0.0)),
|
||||
hash(i + vec2(1.0,0.0)),
|
||||
u.x
|
||||
),
|
||||
mix(
|
||||
hash(i + vec2(0.0,1.0)),
|
||||
hash(i + vec2(1.0,1.0)),
|
||||
u.x
|
||||
),
|
||||
u.y
|
||||
);
|
||||
}
|
||||
|
||||
// lighting
|
||||
float diffuse(vec3 n,vec3 l,float p) {
|
||||
return pow(dot(n,l) * 0.4 + 0.6,p);
|
||||
}
|
||||
float specular(vec3 n,vec3 l,vec3 e,float s) {
|
||||
float nrm = (s + 8.0) / (3.1415 * 8.0);
|
||||
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
|
||||
}
|
||||
|
||||
// sky
|
||||
vec3 getSkyColor(vec3 e) {
|
||||
e.y = max(e.y,0.0);
|
||||
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
|
||||
}
|
||||
|
||||
// sea
|
||||
float sea_octave(vec2 uv, float choppy) {
|
||||
uv += noise(uv);
|
||||
vec2 wv = 1.0-abs(sin(uv));
|
||||
vec2 swv = abs(cos(uv));
|
||||
wv = mix(wv,swv,wv);
|
||||
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
|
||||
}
|
||||
|
||||
float map(vec3 p) {
|
||||
float SEA_TIME = 1.0 + iGlobalTime * SEA_SPEED;
|
||||
float freq = SEA_FREQ;
|
||||
float amp = SEA_HEIGHT;
|
||||
float choppy = SEA_CHOPPY;
|
||||
vec2 uv = p.xz; uv.x *= 0.75;
|
||||
|
||||
float d, h = 0.0;
|
||||
for(int i = 0; i < ITER_GEOMETRY; i++) {
|
||||
d = sea_octave((uv+SEA_TIME)*freq,choppy);
|
||||
d += sea_octave((uv-SEA_TIME)*freq,choppy);
|
||||
h += d * amp;
|
||||
uv *= octave_m; freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy,1.0,0.2);
|
||||
}
|
||||
return p.y - h;
|
||||
}
|
||||
|
||||
float map_detailed(vec3 p) {
|
||||
float SEA_TIME = 1.0 + iGlobalTime * SEA_SPEED;
|
||||
float freq = SEA_FREQ;
|
||||
float amp = SEA_HEIGHT;
|
||||
float choppy = SEA_CHOPPY;
|
||||
vec2 uv = p.xz; uv.x *= 0.75;
|
||||
|
||||
float d, h = 0.0;
|
||||
for(int i = 0; i < ITER_FRAGMENT; i++) {
|
||||
d = sea_octave((uv+SEA_TIME)*freq,choppy);
|
||||
d += sea_octave((uv-SEA_TIME)*freq,choppy);
|
||||
h += d * amp;
|
||||
uv *= octave_m; freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy,1.0,0.2);
|
||||
}
|
||||
return p.y - h;
|
||||
}
|
||||
|
||||
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
|
||||
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
|
||||
fresnel = pow(fresnel,3.0) * 0.65;
|
||||
|
||||
vec3 reflected = getSkyColor(reflect(eye,n));
|
||||
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
|
||||
|
||||
vec3 color = mix(refracted,reflected,fresnel);
|
||||
|
||||
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
|
||||
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
|
||||
|
||||
color += vec3(specular(n,l,eye,60.0));
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// tracing
|
||||
vec3 getNormal(vec3 p, float eps) {
|
||||
vec3 n;
|
||||
n.y = map_detailed(p);
|
||||
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
|
||||
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
|
||||
n.y = eps;
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
|
||||
float tm = 0.0;
|
||||
float tx = 1000.0;
|
||||
float hx = map(ori + dir * tx);
|
||||
if(hx > 0.0) return tx;
|
||||
float hm = map(ori + dir * tm);
|
||||
float tmid = 0.0;
|
||||
for(int i = 0; i < NUM_STEPS; i++) {
|
||||
tmid = mix(tm,tx, hm/(hm-hx));
|
||||
p = ori + dir * tmid;
|
||||
float hmid = map(p);
|
||||
if (hmid < 0.0) {
|
||||
tx = tmid;
|
||||
hx = hmid;
|
||||
} else {
|
||||
tm = tmid;
|
||||
hm = hmid;
|
||||
}
|
||||
}
|
||||
return tmid;
|
||||
}
|
||||
|
||||
// main
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
uv = uv * 2.0 - 1.0;
|
||||
uv.x *= iResolution.x / iResolution.y;
|
||||
float time = iGlobalTime * 0.3 + iMouse.x*0.01;
|
||||
|
||||
// ray
|
||||
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
|
||||
vec3 ori = vec3(0.0,3.5,time*5.0);
|
||||
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
|
||||
dir = normalize(dir) * fromEuler(ang);
|
||||
|
||||
// tracing
|
||||
vec3 p;
|
||||
heightMapTracing(ori,dir,p);
|
||||
vec3 dist = p - ori;
|
||||
float EPSILON_NRM = 0.1 / iResolution.x;
|
||||
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
|
||||
vec3 light = normalize(vec3(0.0,1.0,0.8));
|
||||
|
||||
// color
|
||||
vec3 color = mix(
|
||||
getSkyColor(dir),
|
||||
getSeaColor(p,n,light,dir,dist),
|
||||
pow(smoothstep(0.0,-0.05,dir.y),0.3)
|
||||
);
|
||||
|
||||
// post
|
||||
fragColor = vec4(pow(color,vec3(0.75)), 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mainImage(gl_FragColor, vFragCoord);
|
||||
}
|
||||
|
||||
|]
|
||||
11
Tangram.elm
11
Tangram.elm
@@ -41,7 +41,7 @@ main : Program Never Model Message
|
||||
main =
|
||||
Html.program
|
||||
{ init = ( Model (Window.Size 0 0) 0, Task.perform Resize Window.size )
|
||||
, view = \{ time, size } -> view size (time * 0.001)
|
||||
, view = \{ time, size } -> view size (time * 0.0005)
|
||||
, update = update
|
||||
, subscriptions = subscriptions
|
||||
}
|
||||
@@ -131,7 +131,12 @@ camera ratio =
|
||||
|
||||
f : Float -> Float
|
||||
f t =
|
||||
abs (cos t)
|
||||
clamp_ ((cos t))
|
||||
|
||||
|
||||
clamp_ : Float -> Float
|
||||
clamp_ x =
|
||||
(clamp 0.2 0.8 (x ^ 2) - 0.2) / 0.6
|
||||
|
||||
|
||||
interpolate : List Shape -> Float -> Shape
|
||||
@@ -153,7 +158,7 @@ interpolate shapes t =
|
||||
|> Maybe.withDefault Shape.default
|
||||
|
||||
d =
|
||||
sin ((t - toFloat current * pi) / 2)
|
||||
clamp_ (sin ((t - toFloat current * pi) / 2))
|
||||
in
|
||||
Shape.morph d shape1 shape2
|
||||
|
||||
|
||||
BIN
shadertoy.png
Normal file
BIN
shadertoy.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 374 KiB |
Reference in New Issue
Block a user