So here is a previous question: How to implement a ShaderToy shader in three.js
Tried to implement the steps from the link above into this code unsucessfully: three.js/blob/master/examples/webgl_shader.html
So I replaced the original vertex shader and the origianl fragment shader so I got this code:
<script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <script id="fragmentShader" type="x-shader/x-fragment"> uniform float iGlobalTime; uniform sampler2D iChannel0; uniform sampler2D iChannel1; varying vec2 vUv; void main(void) { vec2 p = -1.0 + 2.0 *vUv; vec2 q = p - vec2(0.5, 0.5); q.x += sin(iGlobalTime* 0.6) * 0.2; q.y += cos(iGlobalTime* 0.4) * 0.3; float len = length(q); float a = atan(q.y, q.x) + iGlobalTime * 0.3; float b = atan(q.y, q.x) + iGlobalTime * 0.3; float r1 = 0.3 / len + iGlobalTime * 0.5; float r2 = 0.2 / len + iGlobalTime * 0.5; float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0; vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 )); vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 )); vec3 col = vec3(mix(tex1, tex2, m)); gl_FragColor = vec4(col * len * 1.5, 1.0); } </script>
This is clear but how and Where to implement the tuniform:
var tuniform = { iGlobalTime: { type: 'f', value: 0.1 }, iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/tex07.jpg') }, iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/infi.jpg' ) }, };
and the iGlobalTime parts?
tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping; tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping;
So my question is: how to modify this code (or any thrre.js code): three.js/blob/master/examples/webgl_shader.html
to display a working shadertoy example which includes iGlobalTime as well?
==================== EITED PART STARTS HERE =========================
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - shader [Monjori]</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #ffffff; font-family:Monospace; font-size:13px; text-align:center; font-weight: bold; background-color: #000000; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } a { color: #ffffff; } #oldie a { color:#da0 } </style> </head> <body> <div id="container"></div> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div> <script src="../build/three.min.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <script id="fragmentShader" type="x-shader/x-fragment"> uniform float iGlobalTime; uniform sampler2D iChannel0; uniform sampler2D iChannel1; varying vec2 vUv; void main(void) { vec2 p = -1.0 + 2.0 *vUv; vec2 q = p - vec2(0.5, 0.5); q.x += sin(iGlobalTime* 0.6) * 0.2; q.y += cos(iGlobalTime* 0.4) * 0.3; float len = length(q); float a = atan(q.y, q.x) + iGlobalTime * 0.3; float b = atan(q.y, q.x) + iGlobalTime * 0.3; float r1 = 0.3 / len + iGlobalTime * 0.5; float r2 = 0.2 / len + iGlobalTime * 0.5; float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0; vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 )); vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 )); vec3 col = vec3(mix(tex1, tex2, m)); gl_FragColor = vec4(col * len * 1.5, 1.0); } </script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer; var uniforms; init(); animate(); function init() { container = document.getElementById( 'container' ); camera = new THREE.Camera(); camera.position.z = 1; scene = new THREE.Scene(); var geometry = new THREE.PlaneBufferGeometry( 2, 2 ); uniforms = { time: { type: "f", value: 1.0 }, resolution: { type: "v2", value: new THREE.Vector2() } }; var material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); container.appendChild( renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize( event ) { renderer.setSize( window.innerWidth, window.innerHeight ); uniforms.resolution.value.x = renderer.domElement.width; uniforms.resolution.value.y = renderer.domElement.height; } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var tuniform = { iGlobalTime: { type: 'f', value: 0.1 }, iChannel0: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg') }, iChannel1: { type: 't', value: THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg' ) }, }; tuniform.iChannel0.value.wrapS = tuniform.iChannel0.value.wrapT = THREE.RepeatWrapping; tuniform.iChannel1.value.wrapS = tuniform.iChannel1.value.wrapT = THREE.RepeatWrapping; delta=clock.getDelta(); tuniform.iGlobalTime.value += delta; uniforms.time.value += 0.05; renderer.render( scene, camera ); } </script> </body> </html>