STUDIO TAMA

cdmWaveVertex.glsl

1  uniform float uTime;
2  uniform float uSpeed;
3  uniform float uAmplitude;
4  uniform float uWaveCountX;
5  uniform float uWaveCountY;
6  uniform float uPeriod;
7  uniform float uNoiseStrength;
8
9  attribute vec4 tangent;
10
11  varying vec2 vUv;
12
13  float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
14    return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
15  }
16
17  float random (in vec2 st) {
18    return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
19  }
20
21  float getBaseWave(vec2 uv) {
22    float remapAngleX = uv.x * uWaveCountX * PI;
23    float remapAngleY = uv.y * uWaveCountY * PI;
24    float xWave = sin(remapAngleX) * uAmplitude;
25    float yWave = sin(remapAngleY) * uAmplitude;
26    float zWave = xWave * yWave;
27    return zWave;
28  }
29
30  vec3 loopWave(vec3 position ,vec2 uv) {    
31    float maxVal = pow(uAmplitude, 2.0);
32    float minVal = - maxVal;
33
34    for (int i = 0; i < 10; i++) {
35      float remapZAngle = remap(position.x, 0.0, 1.0, 0.0, PI/2.0);
36      float remapZ = sin(remapZAngle);
37      position.z += remapZ /3.0;
38    }
39
40    return position;
41  }
42
43  void main() {
44    vec3 biTangent = cross(normal, tangent.xyz);
45    float shift = 0.01;
46    vec3 positionA = csm_Position + tangent.xyz * shift;
47    vec3 positionB = csm_Position + biTangent * shift;
48    
49    vUv = uv;
50    float zWave = getBaseWave(vUv);
51    csm_Position.z += zWave;
52    positionA.z += zWave;
53    positionB.z += zWave;
54
55    csm_Position = loopWave(csm_Position,vUv);
56    positionA = loopWave(positionA,vUv);
57    positionB = loopWave(positionB,vUv);
58
59    csm_Position.z *= sin(uTime * uSpeed + (vUv.x + vUv.y ) * uPeriod );
60    positionA.z *= sin(uTime * uSpeed + (vUv.x + vUv.y ) * uPeriod );
61    positionB.z *= sin(uTime * uSpeed + (vUv.x + vUv.y ) * uPeriod );
62    
63    csm_Position.z += random(vUv) * uNoiseStrength;
64    positionA.z += random(vUv) * uNoiseStrength;
65    positionB.z += random(vUv) * uNoiseStrength;
66
67    vec3 toA = normalize(positionA - csm_Position);
68    vec3 toB = normalize(positionB - csm_Position);
69    csm_Normal = cross(toA, toB);
70
71  }

csmWaveFragment.glsl

1  varying vec2 vUv;
2
3  void main() {
4    csm_DiffuseColor = vec4(vUv,1.0,1.0);
5  }