diff --git a/components/content/zip-top-can/Noise.js b/components/content/zip-top-can/Noise.js new file mode 100644 index 0000000..dde037f --- /dev/null +++ b/components/content/zip-top-can/Noise.js @@ -0,0 +1,142 @@ +export const noise = ` +// Classic Perlin 3D Noise +// by Stefan Gustavson +// +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} +vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} + +float cnoise(vec4 P){ + ; + vec4 Pi0 = floor(P); // Integer part for indexing + vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec4 Pf0 = fract(P); // Fractional part for interpolation + vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = vec4(Pi0.zzzz); + vec4 iz1 = vec4(Pi1.zzzz); + vec4 iw0 = vec4(Pi0.wwww); + vec4 iw1 = vec4(Pi1.wwww); + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + vec4 ixy00 = permute(ixy0 + iw0); + vec4 ixy01 = permute(ixy0 + iw1); + vec4 ixy10 = permute(ixy1 + iw0); + vec4 ixy11 = permute(ixy1 + iw1); + + vec4 gx00 = ixy00 / 7.0; + vec4 gy00 = floor(gx00) / 7.0; + vec4 gz00 = floor(gy00) / 6.0; + gx00 = fract(gx00) - 0.5; + gy00 = fract(gy00) - 0.5; + gz00 = fract(gz00) - 0.5; + vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); + vec4 sw00 = step(gw00, vec4(0.0)); + gx00 -= sw00 * (step(0.0, gx00) - 0.5); + gy00 -= sw00 * (step(0.0, gy00) - 0.5); + + vec4 gx01 = ixy01 / 7.0; + vec4 gy01 = floor(gx01) / 7.0; + vec4 gz01 = floor(gy01) / 6.0; + gx01 = fract(gx01) - 0.5; + gy01 = fract(gy01) - 0.5; + gz01 = fract(gz01) - 0.5; + vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); + vec4 sw01 = step(gw01, vec4(0.0)); + gx01 -= sw01 * (step(0.0, gx01) - 0.5); + gy01 -= sw01 * (step(0.0, gy01) - 0.5); + + vec4 gx10 = ixy10 / 7.0; + vec4 gy10 = floor(gx10) / 7.0; + vec4 gz10 = floor(gy10) / 6.0; + gx10 = fract(gx10) - 0.5; + gy10 = fract(gy10) - 0.5; + gz10 = fract(gz10) - 0.5; + vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); + vec4 sw10 = step(gw10, vec4(0.0)); + gx10 -= sw10 * (step(0.0, gx10) - 0.5); + gy10 -= sw10 * (step(0.0, gy10) - 0.5); + + vec4 gx11 = ixy11 / 7.0; + vec4 gy11 = floor(gx11) / 7.0; + vec4 gz11 = floor(gy11) / 6.0; + gx11 = fract(gx11) - 0.5; + gy11 = fract(gy11) - 0.5; + gz11 = fract(gz11) - 0.5; + vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); + vec4 sw11 = step(gw11, vec4(0.0)); + gx11 -= sw11 * (step(0.0, gx11) - 0.5); + gy11 -= sw11 * (step(0.0, gy11) - 0.5); + + vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); + vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); + vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); + vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); + vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); + vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); + vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); + vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); + vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); + vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); + vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); + vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); + vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); + vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); + vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); + vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); + + vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); + g0000 *= norm00.x; + g0100 *= norm00.y; + g1000 *= norm00.z; + g1100 *= norm00.w; + + vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); + g0001 *= norm01.x; + g0101 *= norm01.y; + g1001 *= norm01.z; + g1101 *= norm01.w; + + vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); + g0010 *= norm10.x; + g0110 *= norm10.y; + g1010 *= norm10.z; + g1110 *= norm10.w; + + vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); + g0011 *= norm11.x; + g0111 *= norm11.y; + g1011 *= norm11.z; + g1111 *= norm11.w; + + float n0000 = dot(g0000, Pf0); + float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); + float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); + float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); + float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); + float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); + float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); + float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); + float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); + float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); + float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); + float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); + float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); + float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); + float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); + float n1111 = dot(g1111, Pf1); + + vec4 fade_xyzw = fade(Pf0); + vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); + vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); + vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); + vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); + float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); + return 2.2 * n_xyzw; +} +`; diff --git a/components/content/zip-top-can/background.vue b/components/content/zip-top-can/background.vue new file mode 100644 index 0000000..169e62d --- /dev/null +++ b/components/content/zip-top-can/background.vue @@ -0,0 +1,95 @@ + + + \ No newline at end of file diff --git a/components/content/zip-top-can/colors.js b/components/content/zip-top-can/colors.js new file mode 100644 index 0000000..608bd90 --- /dev/null +++ b/components/content/zip-top-can/colors.js @@ -0,0 +1 @@ +export const colors = [0x8c75ff, 0x5cffab, 0xf74a8a, 0x3df2f2]; diff --git a/components/content/zip-top-can/index.vue b/components/content/zip-top-can/index.vue new file mode 100644 index 0000000..cc09059 --- /dev/null +++ b/components/content/zip-top-can/index.vue @@ -0,0 +1,47 @@ + + + \ No newline at end of file diff --git a/components/content/zip-top-can/model.vue b/components/content/zip-top-can/model.vue new file mode 100644 index 0000000..6283c50 --- /dev/null +++ b/components/content/zip-top-can/model.vue @@ -0,0 +1,138 @@ + + + diff --git a/content/authors/hawk86104.md b/content/authors/hawk86104.md new file mode 100644 index 0000000..2f64c4c --- /dev/null +++ b/content/authors/hawk86104.md @@ -0,0 +1,9 @@ +--- +name: Hawk-X-man +slug: hawk86104 +email: hawk86104@icegl.cn +twitter: hawk86104 +github: hawk86104 +website: https://icegl.cn +avatar: https://avatars.githubusercontent.com/u/29882682?s=96&v=4 +--- diff --git a/content/experiments/zip-top-can.md b/content/experiments/zip-top-can.md new file mode 100644 index 0000000..428c287 --- /dev/null +++ b/content/experiments/zip-top-can.md @@ -0,0 +1,9 @@ +--- +title: ZipTopCan display +author: hawk86104 +description: Clicking the screen triggers a ripple of spot diffusion, based on three.js and cientos.js, modifying the material’s shader. +tags: ['useGLTF', 'shader', 'gsap', 'Environment', noise] +--- + +::zip-top-can +:: \ No newline at end of file diff --git a/public/models/zip-top-can/energy-can.glb b/public/models/zip-top-can/energy-can.glb new file mode 100644 index 0000000..9fecc13 Binary files /dev/null and b/public/models/zip-top-can/energy-can.glb differ diff --git a/public/zip-top-can.png b/public/zip-top-can.png new file mode 100644 index 0000000..9afe212 Binary files /dev/null and b/public/zip-top-can.png differ