three.js 毛玻璃着色器的效果
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three.js 毛玻璃着色器的效果
在线链接:https://threehub.cn/#/codeMirror?navigation=ThreeJS&classify=shader&id=groundglass
国内站点预览:http://threehub.cn
github地址: https://github.com/z2586300277/three-cesium-examples

import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import * as dat from 'dat.gui'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 0, 1)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
animate()
function animate() {
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const vertexShader = `
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`
const fragmentShader = `
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform vec2 vScreenSize;
uniform float fRadius;
float rand(vec2 co) {
float a = fract(dot(co, vec2(2.067390879775102, 12.451168662908249))) - 0.5;
float s = a * (6.182785114200511 + a * a * (-38.026512460676566 + a * a * 53.392573080032137));
float t = fract(s * 43758.5453);
return t;
}
void main() {
float x = (vUv.x * vScreenSize.x) + rand(vUv) * fRadius * 2.0 - fRadius;
float y = (vUv.y * vScreenSize.y) + rand(vec2(vUv.y, vUv.x)) * fRadius * 2.0 - fRadius;
vec4 textureColor = texture2D(tDiffuse, vec2(x, y) / vScreenSize);
gl_FragColor = textureColor;
}`
const uniforms = {
tDiffuse: { type: 't', value: new THREE.TextureLoader().load(`https://threehub.cn/` + 'files/author/flowers-10.jpg') },
vScreenSize: { type: "v2", value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
fRadius: { type: "f", value: 20.0 },
}
const material = new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader });
const geometry = new THREE.PlaneGeometry();
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var gui = new dat.GUI();
gui.add(uniforms['fRadius'], 'value', 1.0, 100.0).step(1.0).name('mosaicScale');
/**
* 名称: 毛玻璃
* 作者: 优雅永不过时 https://github.com/z2586300277
* 参考来源:https://github.com/hafly
*/
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