<div id="content" class="content">
<div id="slider" data-images='["ссылка на изображение","ссылка на изображение"]' data-displacement=""></div>
</div><style>
canvas, #content {
height: 100% !important;
width: 100% !important;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.6.0/gsap.min.js"></script>
<script>
class Sketch {
constructor(opts) {
this.scene = new THREE.Scene();
this.vertex = `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );}`;
this.fragment = opts.fragment;
this.uniforms = opts.uniforms;
this.renderer = new THREE.WebGLRenderer();
this.width = window.innerWidth;
this.height = window.innerHeight;
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(this.width, this.height);
this.renderer.setClearColor(0xeeeeee, 1);
this.duration = opts.duration || 1;
this.debug = opts.debug || false
this.easing = opts.easing || 'easeInOut'
this.clicker = document.getElementById("content");
this.container = document.getElementById("slider");
this.images = JSON.parse(this.container.getAttribute('data-images'));
this.width = this.container.offsetWidth;
this.height = this.container.offsetHeight;
this.container.appendChild(this.renderer.domElement);
this.camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.001,
1000
);
this.camera.position.set(0, 0, 2);
this.time = 0;
this.current = 0;
this.textures = [];
this.paused = true;
this.initiate(()=>{
console.log(this.textures);
this.setupResize();
this.settings();
this.addObjects();
this.resize();
this.clickEvent();
this.play();
})
}
initiate(cb){
const promises = [];
let that = this;
this.images.forEach((url,i)=>{
let promise = new Promise(resolve => {
that.textures[i] = new THREE.TextureLoader().load( url, resolve );
});
promises.push(promise);
})
Promise.all(promises).then(() => {
cb();
});
}
clickEvent(){
this.clicker.addEventListener('click',()=>{
this.next();
})
}
settings() {
let that = this;
this.settings = {progress:0.5};
Object.keys(this.uniforms).forEach((item)=> {
this.settings[item] = this.uniforms[item].value;
})
}
setupResize() {
window.addEventListener("resize", this.resize.bind(this));
}
resize() {
this.width = this.container.offsetWidth;
this.height = this.container.offsetHeight;
this.renderer.setSize(this.width, this.height);
this.camera.aspect = this.width / this.height;
// image cover
this.imageAspect = this.textures[0].image.height/this.textures[0].image.width;
let a1; let a2;
if(this.height/this.width>this.imageAspect) {
a1 = (this.width/this.height) * this.imageAspect ;
a2 = 1;
} else{
a1 = 1;
a2 = (this.height/this.width) / this.imageAspect;
}
this.material.uniforms.resolution.value.x = this.width;
this.material.uniforms.resolution.value.y = this.height;
this.material.uniforms.resolution.value.z = a1;
this.material.uniforms.resolution.value.w = a2;
const dist = this.camera.position.z;
const height = 1;
this.camera.fov = 2*(180/Math.PI)*Math.atan(height/(2*dist));
this.plane.scale.x = this.camera.aspect;
this.plane.scale.y = 1;
this.camera.updateProjectionMatrix();
}
addObjects() {
let that = this;
this.material = new THREE.ShaderMaterial({
extensions: {
derivatives: "#extension GL_OES_standard_derivatives : enable"
},
side: THREE.DoubleSide,
uniforms: {
time: { type: "f", value: 0 },
progress: { type: "f", value: 0 },
border: { type: "f", value: 0 },
intensity: { type: "f", value: 0 },
scaleX: { type: "f", value: 40 },
scaleY: { type: "f", value: 40 },
transition: { type: "f", value: 40 },
swipe: { type: "f", value: 0 },
width: { type: "f", value: 0 },
radius: { type: "f", value: 0 },
texture1: { type: "f", value: this.textures[0] },
texture2: { type: "f", value: this.textures[1] },
displacement: { type: "f", value: new THREE.TextureLoader().load('disp1.jpg') },
resolution: { type: "v4", value: new THREE.Vector4() },
},
vertexShader: this.vertex,
fragmentShader: this.fragment
});
this.geometry = new THREE.PlaneGeometry(1, 1, 2, 2);
this.plane = new THREE.Mesh(this.geometry, this.material);
this.scene.add(this.plane);
}
stop() {
this.paused = true;
}
play() {
this.paused = false;
this.render();
}
next(){
if(this.isRunning) return;
this.isRunning = true;
let len = this.textures.length;
let nextTexture =this.textures[(this.current +1)%len];
this.material.uniforms.texture2.value = nextTexture;
let tl = new TimelineMax();
tl.to(this.material.uniforms.progress,this.duration,{
value:1,
ease: Power2[this.easing],
onComplete:()=>{
console.log('FINISH');
this.current = (this.current +1)%len;
this.material.uniforms.texture1.value = nextTexture;
this.material.uniforms.progress.value = 0;
this.isRunning = false;
}})
}
render() {
if (this.paused) return;
this.time += 0.05;
this.material.uniforms.time.value = this.time;
Object.keys(this.uniforms).forEach((item)=> {
this.material.uniforms[item].value = this.settings[item];
});
requestAnimationFrame(this.render.bind(this));
this.renderer.render(this.scene, this.camera);
}
}
let sketch = new Sketch({
duration: 1.5,
debug: true,
easing: 'easeOut',
uniforms: {
width: {value: 5.5, type:'f', min:0, max:10},
scaleX: {value: 10, type:'f', min:0.1, max:60},
scaleY: {value: 10, type:'f', min:0.1, max:60},
},
fragment: `
uniform float time;
uniform float progress;
uniform float width;
uniform float scaleX;
// uniform float border;
uniform float scaleY;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D displacement;
uniform vec4 resolution;
varying vec2 vUv;
varying vec4 vPosition;
// 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;
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
float parabola( float x, float k ) {
return pow( 4. * x * ( 1. - x ), k );
}
void main() {
float dt = parabola(progress,1.);
float border = 1.;
vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);
vec4 color1 = texture2D(texture1,newUV);
vec4 color2 = texture2D(texture2,newUV);
vec4 d = texture2D(displacement,vec2(newUV.x*scaleX,newUV.y*scaleY));
float realnoise = 0.5*(cnoise(vec4(newUV.x*scaleX + 0.*time/3., newUV.y*scaleY,0.*time/3.,0.)) +1.);
float w = width*dt;
float maskvalue = smoothstep(1. - w,1.,vUv.x + mix(-w/2., 1. - w/2., progress));
float maskvalue0 = smoothstep(1.,1.,vUv.x + progress);
float mask = maskvalue + maskvalue*realnoise;
// float mask = maskvalue;
float final = smoothstep(border,border+0.01,mask);
gl_FragColor = mix(color1,color2,final);
// gl_FragColor =vec4(maskvalue0,final,0.,1.);
}
`
});
</script>