diff --git a/packages/frontend-misskey-world-engine/src/envs/lobby.ts b/packages/frontend-misskey-world-engine/src/envs/lobby.ts index 4f8dacc32e..104547cb18 100644 --- a/packages/frontend-misskey-world-engine/src/envs/lobby.ts +++ b/packages/frontend-misskey-world-engine/src/envs/lobby.ts @@ -372,6 +372,17 @@ export class LobbyEnvManager extends WorldEnvManager { this.engine.sr.updateMesh([worldRingH, ...worldRingH.getChildMeshes(), worldRingM, ...worldRingM.getChildMeshes()], false); }, 100); + const sphere = this.meshes.find(m => m.name.includes('__DOME__')); + const texture = new BABYLON.CustomProceduralTexture('texture', '/client-assets/world/envs/lobby/shaders/bg', 4096, this.engine.scene); + texture.hasAlpha = true; + texture.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE; + texture.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE; + sphere.material = new BABYLON.StandardMaterial('sphereMat', this.engine.scene); + (sphere.material as BABYLON.StandardMaterial).diffuseTexture = texture; + (sphere.material as BABYLON.StandardMaterial).emissiveColor = new BABYLON.Color3(1, 1, 1); + (sphere.material as BABYLON.StandardMaterial).disableLighting = true; + (sphere.material as BABYLON.StandardMaterial).useAlphaFromDiffuseTexture = true; + const screenMeshes = this.meshes.filter(m => m.name.includes('__SCREEN__')); const screenMaterial = screenMeshes[0].material as BABYLON.PBRMaterial; diff --git a/packages/frontend/assets/world/envs/lobby/lobby.blend b/packages/frontend/assets/world/envs/lobby/lobby.blend index c367e379f1..a55b5cdb90 100644 Binary files a/packages/frontend/assets/world/envs/lobby/lobby.blend and b/packages/frontend/assets/world/envs/lobby/lobby.blend differ diff --git a/packages/frontend/assets/world/envs/lobby/lobby.glb b/packages/frontend/assets/world/envs/lobby/lobby.glb index de7e3a85b0..a2feb1de05 100644 Binary files a/packages/frontend/assets/world/envs/lobby/lobby.glb and b/packages/frontend/assets/world/envs/lobby/lobby.glb differ diff --git a/packages/frontend/assets/world/envs/lobby/shaders/bg/config.json b/packages/frontend/assets/world/envs/lobby/shaders/bg/config.json new file mode 100644 index 0000000000..ff95a73978 --- /dev/null +++ b/packages/frontend/assets/world/envs/lobby/shaders/bg/config.json @@ -0,0 +1,8 @@ +{ + "animate": true, + "refreshrate": 1, + "uniforms": [ + ], + "sampler2Ds": [ + ] +} diff --git a/packages/frontend/assets/world/envs/lobby/shaders/bg/custom.fragment.fx b/packages/frontend/assets/world/envs/lobby/shaders/bg/custom.fragment.fx new file mode 100644 index 0000000000..200eb28932 --- /dev/null +++ b/packages/frontend/assets/world/envs/lobby/shaders/bg/custom.fragment.fx @@ -0,0 +1,92 @@ +precision highp float; + +// render polka dot background with alpha channel + +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} + +float snoise(vec3 v){ + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0. + 0.0 * C + vec3 x1 = x0 - i1 + 1.0 * C.xxx; + vec3 x2 = x0 - i2 + 2.0 * C.xxx; + vec3 x3 = x0 - 1. + 3.0 * C.xxx; + +// Permutations + i = mod(i, 289.0 ); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + +// Gradients +// ( N*N points uniformly over a square, mapped onto an octahedron.) + float n_ = 1.0/7.0; // N=7 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +//Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + +// Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); +} + +uniform float time; + +void main(void) { + vec2 uv = gl_FragCoord.xy / vec2(4096.0, 4096.0); + float noise = snoise(vec3(uv.x * 3.0, uv.y * 3.0, time * 0.05)); + float radius = 0.001; + float spacing = 0.01; + float x = mod(uv.x, spacing); + float y = mod(uv.y, spacing); + float dist = sqrt((x - spacing / 2.0) * (x - spacing / 2.0) + (y - spacing / 2.0) * (y - spacing / 2.0)); + if (dist < radius) { + gl_FragColor = vec4(1.0, 1.0, 1.0, max(0.0, noise - 0.5) * 2.0); + } else { + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + } +}