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fragmentcolor.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>MathBox - Fragment Color Cube</title>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/three@0.137.0/build/three.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/three@0.137.0/examples/js/controls/OrbitControls.js"
></script>
<!--
- a minified version mathbox.min.js is also available;
- recommend using a specific version (not @latest) in public sites
-->
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/mathbox@latest/build/bundle/mathbox.js"
></script>
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/mathbox@latest/build/mathbox.css"
/>
<meta name="viewport" content="initial-scale=1, maximum-scale=1" />
</head>
<body>
<script type="application/glsl" id="vertex-xyz">
// Enable STPQ mapping
#define POSITION_STPQ
void getPosition(inout vec4 xyzw, inout vec4 stpq) {
// Store XYZ per vertex in STPQ
stpq = xyzw;
}
</script>
<script type="application/glsl" id="fragment-xyz">
// Enable STPQ mapping
#define POSITION_STPQ
vec4 getColor(vec4 rgba, inout vec4 stpq) {
// Retrieve interpolated XYZ from vertices and use as RGB color.
// Note: gamma correction is applied with .fragment({ gamma: true }).
vec3 rgb = stpq.xyz;
// Add spatial grid
vec3 d3 = abs(fract(stpq.xyz * 16.0) - .5);
float level = 1.0 - 2.0 * min(d3.x, min(d3.y, d3.z));
float grid = clamp(level * 32.0 - 24.0, 0.0, 1.0) * .5 + .5;
return vec4(rgb * grid, 1.0);
}
</script>
<script>
mathbox = MathBox.mathBox({
plugins: ["core", "controls", "cursor", "stats"],
controls: {
klass: THREE.OrbitControls,
},
});
three = mathbox.three;
three.renderer.setClearColor(new THREE.Color(0xffffff), 1.0);
// View XYZ cube [0..1]
view = mathbox
.set({
scale: 720,
focus: 5,
})
.camera({
proxy: true,
position: [2, 1, 3],
})
.cartesian({
range: [
[0, 1],
[0, 1],
[0, 1],
],
scale: [1, 1, 1],
});
// 3 axes and grids
view.axis({
axis: 1,
width: 3,
});
view.axis({
axis: 2,
width: 3,
});
view.axis({
axis: 3,
width: 3,
});
view.grid({
width: 2,
opacity: 0.5,
axes: [1, 2],
zOrder: 1,
origin: [-0.1, -0.1, -0.1],
});
view.grid({
width: 2,
opacity: 0.5,
axes: [2, 3],
zOrder: 1,
origin: [-0.1, -0.1, -0.1],
});
view.grid({
width: 2,
opacity: 0.5,
axes: [1, 3],
zOrder: 1,
origin: [-0.1, -0.1, -0.1],
});
var remap = function (v) {
return 0.5 * v;
};
var clamp = function (v) {
return Math.max(0, Math.min(1, v));
};
// Visualize points in volume
var points = view.volume({
expr: function (emit, x, y, z, i, j, k, t) {
// Add some jitter
x =
x +
remap(Math.sin(y * 5 + t)) * remap(Math.sin(z * 5.32 + t)) * 0.25;
y =
y +
remap(Math.sin(z * 5 + t)) * remap(Math.sin(x * 5.32 + t)) * 0.25;
z =
z +
remap(Math.sin(x * 5 + t)) * remap(Math.sin(y * 5.32 + t)) * 0.25;
x =
x +
remap(Math.sin(y * 10.27 - t)) *
remap(Math.sin(z * 10.19 + t)) *
0.2;
y =
y +
remap(Math.sin(z * 10.27 - t)) *
remap(Math.sin(x * 10.19 + t)) *
0.2;
z =
z +
remap(Math.sin(x * 10.27 - t)) *
remap(Math.sin(y * 10.19 + t)) *
0.2;
x =
x +
remap(Math.sin(y * 15.59 + t)) *
remap(Math.sin(z * 15.31 - t)) *
0.15;
y =
y +
remap(Math.sin(z * 15.59 + t)) *
remap(Math.sin(x * 15.31 - t)) *
0.15;
z =
z +
remap(Math.sin(x * 15.59 + t)) *
remap(Math.sin(y * 15.31 - t)) *
0.15;
x =
x +
remap(Math.sin(y * 21.17 - t)) *
remap(Math.sin(z * 20.03 - t)) *
0.1;
y =
y +
remap(Math.sin(z * 21.17 - t)) *
remap(Math.sin(x * 20.03 - t)) *
0.1;
z =
z +
remap(Math.sin(x * 21.17 - t)) *
remap(Math.sin(y * 20.03 - t)) *
0.1;
emit(clamp(x), clamp(y), clamp(z));
},
width: 9,
height: 9,
depth: 9,
channels: 3,
});
// Nest vertex/fragment transform
var xf = view;
xf = xf
.shader({
code: "#vertex-xyz",
})
.vertex({
// Work in data XYZ instead of view XYZ
pass: "data",
});
xf = xf
.shader({
code: "#fragment-xyz",
})
.fragment({
// Convert from (web) sRGB to (GL) linear RGB on output
gamma: true,
});
// Make surface from data
xf.surface({
fill: true,
lineX: false,
lineY: false,
width: 2,
zBias: 1,
color: 0xffffff,
});
</script>
</body>
</html>