178 lines
4.4 KiB
TypeScript
178 lines
4.4 KiB
TypeScript
/**
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* Digital Liquid Shader
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*
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* Creates a flowing, organic noise effect perfect for
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* bio-luminescent or cyber backgrounds.
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*
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* Usage with React Three Fiber:
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*
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* const material = useRef<THREE.ShaderMaterial>(null);
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*
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* useFrame((state) => {
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* if (material.current) {
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* material.current.uniforms.uTime.value = state.clock.elapsedTime;
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* }
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* });
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*
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* <mesh>
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* <planeGeometry args={[10, 10]} />
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* <shaderMaterial
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* ref={material}
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* vertexShader={vertexShader}
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* fragmentShader={fragmentShader}
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* uniforms={uniforms}
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* transparent
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* />
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* </mesh>
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*/
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// ============================================
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// UNIFORMS
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// ============================================
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export const uniforms = {
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uTime: { value: 0 },
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uResolution: { value: [1, 1] },
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uColorA: { value: [0.0, 0.1, 0.0] }, // Deep green
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uColorB: { value: [0.8, 1.0, 0.0] }, // Neon lime
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uOpacity: { value: 0.4 },
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uSpeed: { value: 0.3 },
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uScale: { value: 3.0 },
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};
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// ============================================
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// VERTEX SHADER
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// ============================================
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export const vertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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// ============================================
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// FRAGMENT SHADER
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// ============================================
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export const fragmentShader = `
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uniform float uTime;
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uniform vec2 uResolution;
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uniform vec3 uColorA;
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uniform vec3 uColorB;
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uniform float uOpacity;
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uniform float uSpeed;
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uniform float uScale;
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varying vec2 vUv;
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// Simplex 3D Noise
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - D.yyy;
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// Permutations
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i = mod289(i);
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vec4 p = permute(permute(permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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// Gradients
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float n_ = 0.142857142857;
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_);
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
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vec3 p0 = vec3(a0.xy, h.x);
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vec3 p1 = vec3(a0.zw, h.y);
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vec3 p2 = vec3(a1.xy, h.z);
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vec3 p3 = vec3(a1.zw, h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
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}
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void main() {
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vec2 uv = vUv;
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float time = uTime * uSpeed;
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// Layer 1: Base flowing noise
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float noise1 = snoise(vec3(uv * uScale, time));
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// Layer 2: Vertical flow
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float noise2 = snoise(vec3(uv.x * 2.0, uv.y * 4.0 - time * 1.5, 0.0)) * 0.5;
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// Layer 3: Fine detail
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float noise3 = snoise(vec3(uv * uScale * 2.0, time * 0.5)) * 0.25;
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// Combine
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float noise = noise1 + noise2 + noise3;
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noise = noise * 0.5 + 0.5; // Normalize to 0-1
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// Color mapping
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vec3 color = mix(uColorA, uColorB, noise);
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// Vertical gradient fade (optional, for edge softness)
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float vignette = smoothstep(0.0, 0.3, uv.y) * smoothstep(1.0, 0.7, uv.y);
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color *= vignette;
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gl_FragColor = vec4(color, uOpacity);
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}
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`;
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// ============================================
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// REACT THREE FIBER HELPER
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// ============================================
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export const DigitalLiquidMaterial = {
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uniforms,
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vertexShader,
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fragmentShader,
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};
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export default DigitalLiquidMaterial;
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