yp-rubix/src/fluidDistortion.js
2025-09-03 09:02:56 +05:30

268 lines
8.9 KiB
JavaScript

import * as THREE from 'three';
// Enhanced ripple simulation with multiple trailing ripples and lighting
const FluidSimShader = {
uniforms: {
tPrev: { value: null },
iResolution: { value: new THREE.Vector2() },
iTime: { value: 0.0 },
mouse: { value: new THREE.Vector3(-1, -1, 0.0) },
dissipation: { value: 0.950 }, // Slightly more persistent for trails
tension: { value: 1.5 }, // Higher tension for stronger ripples
radius: { value: 10.0 }, // Larger splat radius
trailLength: { value: 3 }, // Number of trailing ripples
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position.xy, 0.0, 1.0);
}
`,
fragmentShader: `
precision highp float;
varying vec2 vUv;
uniform sampler2D tPrev;
uniform vec2 iResolution;
uniform float iTime;
uniform vec3 mouse;
uniform float dissipation;
uniform float tension;
uniform float radius;
uniform float trailLength;
vec2 readRG(vec2 uv) {
vec4 c = texture2D(tPrev, uv);
return c.rg;
}
void main() {
vec2 texel = 1.0 / iResolution;
vec2 currPrev = readRG(vUv);
float curr = currPrev.r;
float prev = currPrev.g;
// Enhanced 8-neighbor laplacian for stronger ripples
float up = readRG(vUv + vec2(0.0, texel.y)).r;
float down = readRG(vUv + vec2(0.0, -texel.y)).r;
float right = readRG(vUv + vec2( texel.x, 0.0)).r;
float left = readRG(vUv + vec2(-texel.x, 0.0)).r;
// Diagonal neighbors for smoother ripples
float upLeft = readRG(vUv + vec2(-texel.x, texel.y)).r;
float upRight = readRG(vUv + vec2( texel.x, texel.y)).r;
float downLeft = readRG(vUv + vec2(-texel.x, -texel.y)).r;
float downRight = readRG(vUv + vec2( texel.x, -texel.y)).r;
// Enhanced laplacian with diagonal weights
float lap = (up + down + left + right) * 0.2 +
(upLeft + upRight + downLeft + downRight) * 0.05 - curr;
// Wave equation with enhanced parameters
float next = curr + (curr - prev) * dissipation + lap * tension;
// Multiple trailing ripples from mouse movement
if (mouse.z > 0.0001) {
vec2 uvPx = vUv * iResolution;
vec2 d = uvPx - mouse.xy;
float dist = length(d);
// Create multiple concentric ripples
for (float i = 0.0; i < 4.0; i++) {
if (i >= trailLength) break;
float offset = i * radius * 0.4; // Spacing between ripples
float r = radius + offset;
float timeOffset = i * 0.3; // Temporal offset for trailing effect
// Gaussian with sine wave for ripple pattern
float g = exp(-pow(dist - offset, 2.0) / (r * r * 0.5));
float ripple = sin(dist * 0.2 - iTime * 8.0 + timeOffset) * g;
// Diminishing strength for trailing ripples
float strength = mouse.z * (1.0 - i * 0.2) * 0.8;
next += ripple * strength;
}
}
gl_FragColor = vec4(next, curr, 0.0, 1.0);
}
`
};
// Enhanced distortion shader with dynamic lighting
export const FluidDistortionShader = {
uniforms: {
tDiffuse: { value: null },
tSim: { value: null },
iResolution: { value: new THREE.Vector2() },
amount: { value: 0.12 }, // Stronger base distortion
chromaticAmount: { value: 0.015 }, // Enhanced chromatic aberration
lightPosition: { value: new THREE.Vector3(0.5, 0.5, 1.0) }, // Light position
lightIntensity: { value: 1.5 }, // Light brightness
lightColor: { value: new THREE.Color(0.8, 0.9, 1.0) }, // Cool light color
normalStrength: { value: 2.0 }, // How pronounced the lighting effect is
ambientLight: { value: 0.15 }, // Base ambient lighting
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position.xy, 0.0, 1.0);
}
`,
fragmentShader: `
precision highp float;
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform sampler2D tSim;
uniform vec2 iResolution;
uniform float amount;
uniform float chromaticAmount;
uniform vec3 lightPosition;
uniform float lightIntensity;
uniform vec3 lightColor;
uniform float normalStrength;
uniform float ambientLight;
void main() {
vec2 texel = 1.0 / iResolution;
// Sample height field for normal calculation
float hC = texture2D(tSim, vUv).r;
float hL = texture2D(tSim, vUv - vec2(texel.x, 0.0)).r;
float hR = texture2D(tSim, vUv + vec2(texel.x, 0.0)).r;
float hD = texture2D(tSim, vUv - vec2(0.0, texel.y)).r;
float hU = texture2D(tSim, vUv + vec2(0.0, texel.y)).r;
// Calculate gradient and normal
vec2 grad = vec2(hR - hL, hU - hD) * normalStrength;
vec3 normal = normalize(vec3(-grad.x, -grad.y, 1.0));
// Enhanced distortion with trailing effect
vec2 baseOffset = grad * amount;
// Add subtle trailing distortion based on height
vec2 trailOffset = grad * abs(hC) * amount * 0.3;
vec2 totalOffset = baseOffset + trailOffset;
// Chromatic aberration with enhanced separation
vec2 chromaticOffset = grad * chromaticAmount;
vec2 uvR = vUv + totalOffset + chromaticOffset;
vec2 uvG = vUv + totalOffset;
vec2 uvB = vUv + totalOffset - chromaticOffset;
// Clamp UVs
uvR = clamp(uvR, vec2(0.0), vec2(1.0));
uvG = clamp(uvG, vec2(0.0), vec2(1.0));
uvB = clamp(uvB, vec2(0.0), vec2(1.0));
// Sample distorted colors
float r = texture2D(tDiffuse, uvR).r;
float g = texture2D(tDiffuse, uvG).g;
float b = texture2D(tDiffuse, uvB).b;
vec3 distortedColor = vec3(r, g, b);
// Dynamic lighting calculation
vec3 lightDir = normalize(vec3(lightPosition.xy - vUv, lightPosition.z));
float NdotL = max(dot(normal, lightDir), 0.0);
// Create rim lighting effect for ripples
float rimLight = pow(1.0 - abs(dot(normal, vec3(0.0, 0.0, 1.0))), 2.0);
// Combine lighting effects
vec3 lighting = lightColor * (NdotL * lightIntensity + rimLight * 0.3) + ambientLight;
// Apply lighting selectively - stronger where there are ripples
float rippleIntensity = abs(hC) + length(grad) * 0.5;
rippleIntensity = clamp(rippleIntensity, 0.0, 1.0);
// Blend original color with lit color based on ripple presence
vec3 finalColor = mix(distortedColor, distortedColor * lighting, rippleIntensity);
gl_FragColor = vec4(finalColor, 1.0);
}
`
};
// Enhanced fluid simulation factory
export function createFluidSimulation(renderer, dpr = 1) {
const simScene = new THREE.Scene();
const simCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(FluidSimShader.uniforms),
vertexShader: FluidSimShader.vertexShader,
fragmentShader: FluidSimShader.fragmentShader,
depthTest: false,
depthWrite: false
}));
simScene.add(quad);
// Higher precision for better ripple quality
const params = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType, // Use float for better precision
depthBuffer: false,
stencilBuffer: false
};
let width = Math.max(2, Math.floor(window.innerWidth * dpr));
let height = Math.max(2, Math.floor(window.innerHeight * dpr));
let rtA = new THREE.WebGLRenderTarget(width, height, params);
let rtB = new THREE.WebGLRenderTarget(width, height, params);
// Initialize
renderer.setRenderTarget(rtA);
renderer.clear();
renderer.setRenderTarget(rtB);
renderer.clear();
renderer.setRenderTarget(null);
quad.material.uniforms.iResolution.value.set(width, height);
quad.material.uniforms.tPrev.value = rtA.texture;
function swap() {
const tmp = rtA; rtA = rtB; rtB = tmp;
}
function update(mouseX, mouseY, strength, timeSec) {
quad.material.uniforms.iTime.value = timeSec;
if (mouseX < 0.0 || mouseY < 0.0) {
quad.material.uniforms.mouse.value.set(-1, -1, 0.0);
} else {
// Enhanced strength for better trailing effect
const enhancedStrength = Math.max(0.0, Math.min(1.0, strength * 1.5));
quad.material.uniforms.mouse.value.set(mouseX, mouseY, enhancedStrength);
}
quad.material.uniforms.tPrev.value = rtA.texture;
renderer.setRenderTarget(rtB);
renderer.render(simScene, simCamera);
renderer.setRenderTarget(null);
swap();
}
function getTexture() {
return rtA.texture;
}
function resize(w, h, newDpr = dpr) {
width = Math.max(2, Math.floor(w * newDpr));
height = Math.max(2, Math.floor(h * newDpr));
rtA.setSize(width, height);
rtB.setSize(width, height);
quad.material.uniforms.iResolution.value.set(width, height);
}
return { update, getTexture, resize };
}