Skip to content

Uniforms

Video Lecture

Section Video Links
Uniform and UniformArray Uniform and UniformArray

Description

Uniforms are variables that we can create and use outside of the fragment shader. As each fragment is processed, it will have an identical copy of the value at that time.

In this lesson, we will create a GUI with several controls that allow us to modify the shader in real time using the TSL named imports of uniform and uniformArray.

Working Example

<>

Start Script

./src/main.ts

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
import './style.css'
import * as THREE from 'three/webgpu'
import {
  positionLocal,
  Fn,
  length,
  sin,
  time,
  vec3,
  pow,
  float,
  fract,
  max,
  abs,
} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'

const scene = new THREE.Scene()

const camera = new THREE.PerspectiveCamera(
  53,
  window.innerWidth / window.innerHeight,
  0.1,
  10
)
camera.position.z = 1

const renderer = new THREE.WebGPURenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
renderer.setAnimationLoop(animate)

window.addEventListener('resize', function () {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
})

const controls = new OrbitControls(camera, renderer.domElement)
//controls.target.set(1, -1, 0)
controls.enableDamping = true

// const options = {
//   radius: 0.1,
// }

// const radius = uniform(options.radius)

const main = Fn(() => {
  const p = positionLocal.toVar()

  p.mulAssign(5)

  const radius = float(0.1)
  const intensity = 2

  const colours = [
    vec3(1.0, 0.05, 0.3),
    vec3(0.1, 0.4, 1.0),
    vec3(0.2, 1, 0.2),
  ]

  const finalColour = vec3().toVar()

  for (let i = 0; i < 3; i++) {
    p.mulAssign(sin(i).add(0.5))

    p.assign(fract(p).sub(0.5))

    const distance = length(p)

    distance.assign(sin(distance.mul(10).sub(time)))
    distance.assign(abs(distance))

    // glow equation = pow(radius/distance), intensity)
    distance.assign(pow(radius.div(distance), intensity))

    finalColour.assign(max(finalColour, colours[i].mul(distance)))
  }

  return finalColour
})

const material = new THREE.NodeMaterial()
material.fragmentNode = main()

const mesh = new THREE.Mesh(new THREE.PlaneGeometry(), material)
scene.add(mesh)

//scene.backgroundNode = main()

const gui = new GUI()
// gui.add(options, 'radius', 0, 1, 0.01).onChange((v) => {
//   radius.value = v
// })

function animate() {
  controls.update()

  renderer.render(scene, camera)
}

Final Script

./src/main.ts

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
import './style.css'
import * as THREE from 'three/webgpu'
import {
  positionLocal,
  Fn,
  length,
  sin,
  time,
  vec3,
  pow,
  //float,
  fract,
  max,
  uniform,
  abs,
  uniformArray,
} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'

const scene = new THREE.Scene()

const camera = new THREE.PerspectiveCamera(
  53,
  window.innerWidth / window.innerHeight,
  0.1,
  10
)
camera.position.z = 1

const renderer = new THREE.WebGPURenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
renderer.setAnimationLoop(animate)

window.addEventListener('resize', function () {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
})

const controls = new OrbitControls(camera, renderer.domElement)
controls.target.set(1, -1, 0)
controls.enableDamping = true

const options = {
  radius: 0.1,
  intensity: 2.0,
  zoom: 5.0,
  layerZoom: 0.5,
  rings: 10,
  colours: [
    new THREE.Color(1.0, 0.05, 0.3),
    new THREE.Color(0.1, 0.4, 1.0),
    new THREE.Color(0.2, 1, 0.2),
  ],
}

const radius = uniform(options.radius)
const intensity = uniform(options.intensity)
const zoom = uniform(options.zoom)
const layerZoom = uniform(options.layerZoom)
const rings = uniform(options.rings)
const colours = uniformArray(options.colours)

const main = Fn(() => {
  const p = positionLocal.toVar()

  p.mulAssign(zoom)

  //const radius = float(0.1)
  //const intensity = 2

  //const colours = [vec3(1.0, 0.05, 0.3), vec3(0.1, 0.4, 1.0), vec3(0.2, 1, 0.2)]

  const finalColour = vec3().toVar()

  for (let i = 0; i < 3; i++) {
    p.mulAssign(sin(i).add(layerZoom))

    p.assign(fract(p).sub(0.5))

    const distance = length(p)

    distance.assign(sin(distance.mul(rings).sub(time)))
    distance.assign(abs(distance))

    // glow equation = pow(radius/distance), intensity)
    distance.assign(pow(radius.div(distance), intensity))

    finalColour.assign(max(finalColour, colours.element(i).mul(distance)))
  }

  return finalColour
})

// const material = new THREE.NodeMaterial()
// material.fragmentNode = main()

// const mesh = new THREE.Mesh(new THREE.PlaneGeometry(), material)
// scene.add(mesh)

scene.backgroundNode = main()

const gui = new GUI()
gui.add(options, 'radius', 0, 1, 0.01).onChange((v) => {
  radius.value = v
})
gui.add(options, 'intensity', 0, 10, 0.01).onChange((v) => {
  intensity.value = v
})
gui.add(options, 'zoom', 0.2, 50, 0.01).onChange((v) => {
  zoom.value = v
})
gui.add(options, 'layerZoom', 0.1, 2, 0.01).onChange((v) => {
  layerZoom.value = v
})
gui.add(options, 'rings', 0, 50, 0.01).onChange((v) => {
  rings.value = v
})
gui.addColor(options.colours, 0)
gui.addColor(options.colours, 1)
gui.addColor(options.colours, 2)

function animate() {
  controls.update()

  renderer.render(scene, camera)
}