I'm trying to display this storm shader (below) as a background with 3d geometry in front. My implementation is here located underneath. The problem is the BG is a matte flat colour and not the dynamic cloud scene that displays from the example. The console in edge is saying the code runs without error. The 3D geometry renders, just the BG doesn't display. Would someone mind explaining where my logic is incorrect? Using Vanilla JS no parcel or npm. Each example runs correctly individually but when blended the BG goes to a flat colour.
/*
Most of the stuff in here is just bootstrapping. Essentially it's just
setting ThreeJS up so that it renders a flat surface upon which to draw
the shader. The only thing to see here really is the uniforms sent to
the shader. Apart from that all of the magic happens in the HTML view
under the fragment shader.
*/
let container;
let camera, scene, renderer;
let uniforms;
let loader=new THREE.TextureLoader();
let texture, bg;
loader.setCrossOrigin("anonymous");
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
(tex) => {
texture = tex;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.minFilter = THREE.LinearFilter;
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/clouds-1-tile.jpg',
(tex) => {
bg = tex;
bg.wrapS = THREE.RepeatWrapping;
bg.wrapT = THREE.RepeatWrapping;
bg.minFilter = THREE.LinearFilter;
init();
animate();
}
);
}
);
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_noise: { type: "t", value: texture },
u_bg: { type: "t", value: bg },
u_mouse: { type: "v2", value: new THREE.Vector2() },
u_scroll: { type: 'f', value : 0 }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
material.extensions.derivatives = true;
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener('pointermove', (e)=> {
let ratio = window.innerHeight / window.innerWidth;
uniforms.u_mouse.value.x = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
uniforms.u_mouse.value.y = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1;
e.preventDefault();
});
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate(delta) {
requestAnimationFrame( animate );
render(delta);
}
let then = 0;
function render(delta) {
uniforms.u_time.value = -1000 + delta * 0.0005;
uniforms.u_scroll.value = window.scrollY;
renderer.render( scene, camera );
}
body {
height: 10000px;
margin: 0;
padding: 0;
}
#container {
position: fixed;
touch-action: none;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
uniform sampler2D u_bg;
uniform float u_scroll;
const vec3 cloudcolour = vec3(.07,0.0,.24);
const vec3 lightcolour = vec3(.25,0.6,1.);
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
float noise1 = noise(vec3(uv * 3. * noise(vec3(uv * 3. + 100., u_time * 3. + 10.)), u_time * 2.)) * 2.;
float noise2 = noise(vec3(uv + 2.35, u_time * 1.357 - 10.));
uv.y -= u_scroll * .0001;
uv += texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .05, 1.) - .5 * .05).rg * 0.08 + noise1 * .008 * (1. - clamp(noise1 * noise1 * 2. + .2, 0., 1.));
vec3 tex = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .02, 1.) - .5).rgb;
uv.y -= u_scroll * .0001;
vec3 tex1 = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .08, 1.)).rgb;
uv.y -= u_scroll * .0001;
vec3 tex2 = texture2D(u_bg, (uv * .8 + .5) * vec2(.5, 1.) - vec2(u_time * .1, 1.)).rgb;
vec3 fragcolour = tex;
float shade = tex.r;
shade *= clamp(noise1 * noise2 * sin(u_time * 3.), .2, 10.);
shade += shade * shade * 3.;
shade -= (1. - clamp(tex1 * 4., 0., 1.).r) * .2;
shade -= (1. - clamp(tex2 * 4., 0., 1.).r) * .1;
fragcolour = mix(cloudcolour, lightcolour, shade);
gl_FragColor = vec4(fragcolour, 1.);
}
</script>
<div id="container" touch-action="none"></div>
// Three.js - Background Cubemap
// from https://r105.threejsfundamentals.org/threejs/threejs-background-equirectangularmap.html
'use strict';
/* global THREE */
let uniforms;
let loader=new THREE.TextureLoader();
let texture, bg;
loader.setCrossOrigin("anonymous");
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
(tex) => {
texture = tex;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.minFilter = THREE.LinearFilter;
loader.load(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/clouds-1-tile.jpg',
(tex) => {
bg = tex;
bg.wrapS = THREE.RepeatWrapping;
bg.wrapT = THREE.RepeatWrapping;
bg.minFilter = THREE.LinearFilter;
main();
}
);
}
);
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
renderer.autoClearColor = false;
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 3;
const controls = new THREE.OrbitControls(camera, canvas);
controls.target.set(0, 0, 0);
controls.update();
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
function makeInstance(geometry, color, x) {
const material = new THREE.MeshPhongMaterial({color});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance(geometry, 0x44aa88, 0),
makeInstance(geometry, 0x8844aa, -2),
makeInstance(geometry, 0xaa8844, 2),
];
const bgScene = new THREE.Scene();
let bgMesh;
{
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_noise: { type: "t", value: texture },
u_bg: { type: "t", value: bg },
u_mouse: { type: "v2", value: new THREE.Vector2() },
u_scroll: { type: 'f', value : 0 }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
material.extensions.derivatives = true;
const plane = new THREE.BoxBufferGeometry(2, 2, 2);
bgMesh = new THREE.Mesh(plane, material);
bgScene.add(bgMesh);
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
uniforms.u_time.value = -1000 + time * 0.0005;
uniforms.u_scroll.value = window.scrollY;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach((cube, ndx) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
});
bgMesh.position.copy(camera.position);
renderer.render(bgScene, camera);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
<head>
<style>body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}</style>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
uniform sampler2D u_bg;
uniform float u_scroll;
const vec3 cloudcolour = vec3(.07,0.0,.24);
const vec3 lightcolour = vec3(.25,0.6,1.);
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
float noise1 = noise(vec3(uv * 3. * noise(vec3(uv * 3. + 100., u_time * 3. + 10.)), u_time * 2.)) * 2.;
float noise2 = noise(vec3(uv + 2.35, u_time * 1.357 - 10.));
uv.y -= u_scroll * .0001;
uv += texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .05, 1.) - .5 * .05).rg * 0.08 + noise1 * .008 * (1. - clamp(noise1 * noise1 * 2. + .2, 0., 1.));
vec3 tex = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .02, 1.) - .5).rgb;
uv.y -= u_scroll * .0001;
vec3 tex1 = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .08, 1.)).rgb;
uv.y -= u_scroll * .0001;
vec3 tex2 = texture2D(u_bg, (uv * .8 + .5) * vec2(.5, 1.) - vec2(u_time * .1, 1.)).rgb;
vec3 fragcolour = tex;
float shade = tex.r;
shade *= clamp(noise1 * noise2 * sin(u_time * 3.), .2, 10.);
shade += shade * shade * 3.;
shade -= (1. - clamp(tex1 * 4., 0., 1.).r) * .2;
shade -= (1. - clamp(tex2 * 4., 0., 1.).r) * .1;
fragcolour = mix(cloudcolour, lightcolour, shade);
gl_FragColor = vec4(fragcolour, 1.);
}
</script>
<canvas id="c"></canvas>
<script src="https://r105.threejsfundamentals.org/threejs/resources/threejs/r105/three.min.js"></script>
<script src="https://r105.threejsfundamentals.org/threejs/resources/threejs/r105/js/controls/OrbitControls.js"></script>
<script type="module" src="./app.js"></script>
</head>