WebGL Simplex Noise Vertex Shaders
This page documents the GLSL Vertex and Fragment shaders used to deform the geometric particle knots and animate the interactive visualizer backdrops on the Mockrithm landing page.
1. Shader Architecture & Uniforms
The centerpiece uses a custom ShaderMaterial that deforms a sphere geometry using 3D Simplex Noise. This creates a pulsing, organic wave effect.
graph TD
Vert[Vertex Shader: Deform coordinates via 3D Simplex Noise]
Vert --> Fragment[Fragment Shader: Compute color gradient based on height map]
Fragment --> Mesh[Render animated knot]2. GLSL Vertex Shader Implementation
Below is the GLSL source code for the vertex shader (deform.vert), which includes simplex noise formulas:
// GLSL Vertex Shader: deform.vert
uniform float uTime;
uniform float uNoiseFreq;
uniform float uNoiseAmp;
varying vec2 vUv;
varying float vNoiseHeight;
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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);
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - D.yyy;
// 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
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * 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 = 1.79284291400159 - 0.85373472095314 * 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)));
}
void main() {
vUv = uv;
// Calculate noise value based on position and time
vec3 noisePos = position * uNoiseFreq + vec3(0.0, 0.0, uTime);
float noiseVal = snoise(noisePos);
// Deform vertex position along its normal vector
vNoiseHeight = noiseVal;
vec3 newPosition = position + normal * noiseVal * uNoiseAmp;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}3. GLSL Fragment Shader Implementation
Below is the fragment shader (deform.frag) configuration that maps the noise deformation to a color gradient:
// GLSL Fragment Shader: deform.frag
varying vec2 vUv;
varying float vNoiseHeight;
void main() {
// Map height noise value to a monochromatic color gradient
vec3 colorA = vec3(0.03, 0.03, 0.05); // Zinc-950
vec3 colorB = vec3(1.0, 1.0, 1.0); // Neon White glow
// Blend colors using noise height map
float mixVal = clamp((vNoiseHeight + 1.0) * 0.5, 0.0, 1.0);
vec3 finalColor = mix(colorA, colorB, mixVal);
gl_FragColor = vec4(finalColor, 1.0);
}4. Initializing Shader Material in React/Three
Configure the uniforms in your Three.js script as follows:
const material = new THREE.ShaderMaterial({
vertexShader: myVertexShaderCode,
fragmentShader: myFragmentShaderCode,
uniforms: {
uTime: { value: 0.0 },
uNoiseFreq: { value: 1.8 },
uNoiseAmp: { value: 0.25 }
}
});
// Inside your requestAnimationFrame render tick:
function animate(time: number) {
material.uniforms.uTime.value = time * 0.001; // Pass elapsed seconds
renderer.render(scene, camera);
}Precision Settings
For mobile devices, specify precision mediump float; at the top of both shaders to conserve GPU processing cycles.