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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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63 lines
1.0 KiB
63 lines
1.0 KiB
( function () { |
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/** |
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* Kaleidoscope Shader |
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* Radial reflection around center point |
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* Ported from: http://pixelshaders.com/editor/ |
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* by Toby Schachman / http://tobyschachman.com/ |
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* |
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* sides: number of reflections |
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* angle: initial angle in radians |
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*/ |
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const KaleidoShader = { |
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uniforms: { |
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'tDiffuse': { |
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value: null |
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}, |
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'sides': { |
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value: 6.0 |
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}, |
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'angle': { |
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value: 0.0 |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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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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fragmentShader: |
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/* glsl */ |
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` |
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uniform sampler2D tDiffuse; |
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uniform float sides; |
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uniform float angle; |
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varying vec2 vUv; |
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void main() { |
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vec2 p = vUv - 0.5; |
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float r = length(p); |
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float a = atan(p.y, p.x) + angle; |
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float tau = 2. * 3.1416 ; |
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a = mod(a, tau/sides); |
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a = abs(a - tau/sides/2.) ; |
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p = r * vec2(cos(a), sin(a)); |
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vec4 color = texture2D(tDiffuse, p + 0.5); |
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gl_FragColor = color; |
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}` |
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}; |
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THREE.KaleidoShader = KaleidoShader; |
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} )();
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