Add Walls
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67
src/components/wall-shader.js
Normal file
67
src/components/wall-shader.js
Normal file
@@ -0,0 +1,67 @@
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AFRAME.registerShader('wall-shader', {
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schema: {
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iTime: {type: 'time', is: 'uniform'},
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tex: {type: 'map', is: 'uniform'}
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},
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vertexShader: `
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varying vec2 uvs;
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void main() {
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uvs.xy = uv.xy;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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// based on https://www.shadertoy.com/view/ldlXRS
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varying vec2 uvs;
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uniform float iTime;
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uniform sampler2D tex;
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#define time iTime/1000.0*0.15
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#define tau 6.2831853
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mat2 makem2(in float theta){float c = cos(theta);float s = sin(theta);return mat2(c,-s,s,c);}
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float noise( in vec2 x ){return texture2D(tex, x*.01).x;}
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float fbm(in vec2 p) {
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float z=2.;
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float rz = 0.;
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vec2 bp = p;
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for (float i= 1.;i < 6.;i++)
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{
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rz+= abs((noise(p)-0.5)*2.)/z;
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z = z*2.;
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p = p*2.;
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}
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return rz;
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}
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float dualfbm(in vec2 p) {
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vec2 p2 = p*.4;
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vec2 basis = vec2(fbm(p2-time*1.6),fbm(p2+time*1.7));
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basis = (basis-.5)*.2;
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p += basis;
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return fbm(p*makem2(time*0.2));
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}
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void main() {
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vec2 p = uvs.xy-0.5;// / iResolution.xy-0.5;
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vec2 pp = p;
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p*= 4.0;
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float rz = dualfbm(p)*5.0;
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p += time * 20.0;
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rz *= pow(abs(cos(p.x*.2) + sin(p.y*1.4)*0.1), .4);
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vec3 col = vec3(0.2,0.0,0.0) / rz;
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col.g = smoothstep(0.6, 1.0, col.r);
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col.b = smoothstep(0.6, 1.0, col.r);
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col += smoothstep(0.49, 0.495, abs(pp.x));
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col += smoothstep(0.49, 0.495, abs(pp.y));
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gl_FragColor = vec4(col, 0.2 + smoothstep(0.0, 0.6, col.x));
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}
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`
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});
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