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To convert the provided ShaderToy fragment shader to work with Three.js, we will follow a similar process as outlined earlier. We need to create a corresponding vertex shader for Three.js and modify the fragment shader to match Three.js’s conventions. Also, we will set up the necessary uniforms and JavaScript code to render it using Three.js.
Vertex Shader
The vertex shader can be a simple pass-through shader, as the main graphical effect is in the fragment shader.
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
Fragment Shader
In the fragment shader, we adapt the mainImage
function to the standard main
function used in Three.js shaders and use the uniforms provided by Three.js.
uniform float iTime;
uniform vec2 iResolution;
void main() {
vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
uv.x *= iResolution.x / iResolution.y;
vec3 color = vec3(0.0);
for( int i = 0; i < 128; i++ ) {
float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5;
float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
float pox = sin(float(i) * 321.55 + 4.1) * iResolution.x / iResolution.y;
float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0;
vec2 pos = vec2(pox + sin(iTime / 15.0 + pha + siz), -1.0 - rad + (2.0 + 2.0 * rad) * mod(pha + 0.3 * (iTime / 7.0) * (0.2 + 0.8 * siz), 1.0));
float dis = length(uv - pos);
vec3 col = mix(vec3(0.194 * sin(iTime / 6.0) + 0.3, 0.2, 0.3 * pha), vec3(1.1 * sin(iTime / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i)));
float f = length(uv - pos) / rad;
f = sqrt(clamp(1.0 + (sin(iTime * siz) * 0.5) * f, 0.0, 1.0));
color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
}
color *= sqrt(1.5 - 0.5 * length(uv));
gl_FragColor = vec4(color, 1.0);
}
JavaScript/Three.js Code
Now, we set up the Three.js scene, including the uniforms, material, geometry, and mesh.
const uniforms = {
iTime: { value: 0 },
iResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) }
};
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader, // The vertex shader code
fragmentShader: fragmentShader // The modified fragment shader code
});
const geometry = new THREE.PlaneBufferGeometry(2, 2);
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
function animate() {
requestAnimationFrame(animate);
uniforms.iTime.value += 0.05;
renderer.render(scene, camera);
}
animate();
Make sure to replace vertexShader
and fragmentShader
with your actual shader code strings. This setup will render the effect of the original ShaderToy shader in a Three.js context. Remember to adjust the uniforms and rendering loop to suit your specific application’s needs.
In this conversion:
- We’ve replaced
mainImage(out vec4 fragColor, in vec2 fragCoord)
with void main()
.
- We’ve modified the calculation of
uv
to use gl_FragCoord
instead of fragCoord
.
- The uniforms
iTime
and iResolution
are declared at the top, which you will pass from your Three.js application.
This shader should now work within a Three.js context, using a ShaderMaterial
with this fragment shader and a basic vertex shader. Remember to update the uniform values (iTime
and iResolution
) in your JavaScript code as your scene updates.