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three.jsglslshaderwebgl2

Perlin noise function broken in vertex shader but not in fragment shader?


I am rendering a plane made of many triangles in WebGL 2 using Three.js, and I want to offset the vertices in the plane according to a Perlin noise function. However, my noise function seems to work in the fragment shader, but not in the vertex shader.

vertex shader:

#version 300 es
precision highp float;

vec2 rand2d (vec2 uv_0) {
    return vec2(
    fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
    vec2 v00 = floor(uv_1);
    vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
    vec2 vxy = fract(uv_1);
    float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
    vec2 s = smoothstep(0.0, 1.0, vxy);
    return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
// supplied by three
in vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;

// supplied by me

uniform float spacing;
uniform vec2 offset;
uniform vec2 size;
out vec3 offsetPosition;
void main() {
    // vec3 offsetPosition = position;
    offsetPosition = position + vec3(offset.x, 0, offset.y);
    offsetPosition.z = floor((cameraPosition.z + offsetPosition.z) / spacing) * spacing;
    offsetPosition.y = perlin_noise(offsetPosition.xz / 10.) * 10.;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(offsetPosition, 1.0);
}

fragment shader:

#version 300 es
precision highp float;

vec2 rand2d (vec2 uv_0) {
    return vec2(
    fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
    vec2 v00 = floor(uv_1);
    vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
    vec2 vxy = fract(uv_1);
    float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
    vec2 s = smoothstep(0.0, 1.0, vxy);
    return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
in vec3 offsetPosition;
out highp vec4 fragColor;
void main() {
    float value = perlin_noise(offsetPosition.xz / 10.) * .5 + .5;
    fragColor = vec4(value, offsetPosition.y, 0., 1.);
}

result:

enter image description here

The plane is completely flat (there are lots of triangles in that image, I swear), and appears red instead of yellow/green, which suggests that offsetPosition.y is being set to zero, which means that my Perlin noise function, which is identical in the vertex shader and the fragment shader, is returning 0 in the vertex shader only. Why is this happening?


Solution

  • The issue is, that you've to less triangles, respectively vertices. The vertices of your grid are distributed in that way, that the result of offsetPosition.xz / 10.0 are integral coordinates (no fractional component). The perlin noise is a periodic function with period length of 1.0. So for all integral coordinates, the result is same.

    Change to

    offsetPosition.y = perlin_noise(offsetPosition.xz / 100.0) * 10.0;
    

    and you will get different heights for the vertices.

    In general the algorithm works fine. See the example where I've used a 100x100 grid with 100x100 tiles. So offsetPosition.xz / 10.0 generates coordinates with steps of tenth:

    (function onLoad() {
      var camera, scene, renderer, orbitControls;
      
      init();
      animate();
    
      function init() {
        let canvas = document.createElement( 'canvas' );
        let context = canvas.getContext( 'webgl2', { alpha: false } );
        renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context, antialias: true, alpha: true } );
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.body.appendChild(renderer.domElement);
    
        camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
        camera.position.set(0, 10, -40);
    
        scene = new THREE.Scene();
        scene.background = new THREE.Color(0);
        scene.add(camera);
        window.onresize = resize;
        
        orbitControls = new THREE.OrbitControls(camera, renderer.domElement);
        
        addGridHelper();
        createModel();
      }
    
      function createModel() {
    
        var uniforms = {
              spacing : {type:'f', value: 0.0001}
        };
            
        var material = new THREE.ShaderMaterial({  
              side: THREE.DoubleSide,
              uniforms: uniforms,
              vertexShader: document.getElementById('vertex-shader').textContent,
              fragmentShader: document.getElementById('fragment-shader').textContent,
        });
    
        var geometry = new THREE.PlaneBufferGeometry( 100, 100, 100, 100);
        geometry.rotateX(Math.PI/2.0);
    
        var mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);
      }
    
      function addGridHelper() {
        
        var helper = new THREE.GridHelper(100, 100);
        helper.material.opacity = 1.0;
        helper.material.transparent = true;
        scene.add(helper);
    
        var axis = new THREE.AxesHelper(1000);
        scene.add(axis);
      }
    
      function resize() {
        
        var aspect = window.innerWidth / window.innerHeight;
        renderer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = aspect;
        camera.updateProjectionMatrix();
      }
    
      function animate() {
        requestAnimationFrame(animate);
        orbitControls.update();
        render();
      }
    
      function render() {
        renderer.render(scene, camera);
      }
    })();
    <script type='x-shader/x-vertex' id='vertex-shader'>
    #version 300 es
    precision highp float;
    
    vec2 rand2d (vec2 uv_0) {
        return vec2(
        fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
    }
    float perlin_noise (vec2 uv_1) {
        vec2 v00 = floor(uv_1);
        vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
        vec2 vxy = fract(uv_1);
        float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
        vec2 s = smoothstep(0.0, 1.0, vxy);
        return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
    }
    
    // supplied by me
    
    uniform float spacing;
    uniform vec2 offset;
    uniform vec2 size;
    out vec3 offsetPosition;
    void main() {
        offsetPosition = position + vec3(offset.x, 0, offset.y);
        offsetPosition.y = perlin_noise(offsetPosition.xz / 10.0) * 10.0;
        offsetPosition.z = floor(offsetPosition.z / spacing) * spacing;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(offsetPosition, 1.0);
    }
    </script>
    
    <script type='x-shader/x-fragment' id='fragment-shader'>
    #version 300 es
    precision highp float;
    
    vec2 rand2d (vec2 uv_0) {
        return vec2(
        fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
    }
    float perlin_noise (vec2 uv_1) {
        vec2 v00 = floor(uv_1);
        vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
        vec2 vxy = fract(uv_1);
        float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
        vec2 s = smoothstep(0.0, 1.0, vxy);
        return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
    }
    in vec3 offsetPosition;
    out highp vec4 fragColor;
    void main() {
        float value = perlin_noise(offsetPosition.xz / 10.0) * .5 + .5;
        fragColor = vec4(value, offsetPosition.y * 0.05 + 0.5, 0., 1.);
    }
    </script>
    
    <!--script src="https://threejs.org/build/three.min.js"></script-->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>