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simplex noise on the ring, rotation.
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1 changed files with 128 additions and 3 deletions
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@ -1,5 +1,5 @@
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import React, { memo, useMemo } from "react";
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import { useFrame, useLoader, useThree } from "react-three-fiber";
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import React, { memo, useRef } from "react";
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import { useFrame, useLoader } from "react-three-fiber";
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import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import middleRingTexture from "../../static/sprites/middle_ring_tex.png";
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@ -26,14 +26,128 @@ const MiddleRing = memo(() => {
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const uniforms = {
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tex: { type: "t", value: middleRingTex },
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uTime: { value: 1.0 },
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};
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const middleRingMaterialRef = useRef<THREE.ShaderMaterial>();
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const middleRingRef = useRef<THREE.Object3D>();
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const vertexShader = `
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varying vec2 vUv;
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uniform float uTime;
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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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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vec3 pos = position;
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float noiseFreq = 0.5;
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float noiseAmp = 0.05;
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vec3 noisePos = vec3(pos.x * noiseFreq + uTime, pos.y, pos.z);
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pos.y += snoise(noisePos) * noiseAmp;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);
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}
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`;
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@ -48,6 +162,15 @@ const MiddleRing = memo(() => {
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}
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`;
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const clock = new THREE.Clock();
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useFrame(() => {
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if (middleRingMaterialRef.current) {
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middleRingMaterialRef.current.uniforms.uTime.value = clock.getElapsedTime();
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}
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middleRingRef.current!.rotation.y += 0.06;
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});
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// -0.15, 03
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return (
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<group>
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@ -56,6 +179,7 @@ const MiddleRing = memo(() => {
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geometry={nodes.BezierCircle.geometry}
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position={[0, -0.15, 0.3]}
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scale={[0.8, 0.5, 0.8]}
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ref={middleRingRef}
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>
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<shaderMaterial
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attach="material"
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@ -64,6 +188,7 @@ const MiddleRing = memo(() => {
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uniforms={uniforms}
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vertexShader={vertexShader}
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fragmentShader={fragmentShader}
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ref={middleRingMaterialRef}
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transparent={true}
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/>
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<meshBasicMaterial />
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