관리 메뉴

웹솔루션개발 25년 노하우! 해피CGI의 모든것

[해피CGI][cgimall] Unreal. Fragrances 본문

웹프로그램밍 자료실/JAVA 자료

[해피CGI][cgimall] Unreal. Fragrances

해피CGI윤실장 2025. 10. 15. 09:10

three.js 를 사용한 3D 디자인으로 입체적으로 사이트를 꾸밀 수 있을 거 같습니다.
자세한 내용은 데모를 참고해 주시기 바랍니다.




HTML

<script type="importmap">
  {
    "imports": {
    }
  }
</script>
<script>
  const noise = `// Simplex 4D Noise 
// by Ian McEwan, Stefan Gustavson (https://github.com/stegu/webgl-noise)
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
 
vec4 grad4(float j, vec4 ip){
  const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
  vec4 p,s;
 
  p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
  s = vec4(lessThan(p, vec4(0.0)));
  p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 
 
  return p;
}
 
float snoise(vec4 v){
  const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                        0.309016994374947451); // (sqrt(5) - 1)/4   F4
// First corner
  vec4 i  = floor(v + dot(v, C.yyyy) );
  vec4 x0 = v -   i + dot(i, C.xxxx);
 
// Other corners
 
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;
 
  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;
 
//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;
 
  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;
 
  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
 
  //  x0 = x0 - 0.0 + 0.0 * C 
  vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
  vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
  vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
  vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
 
// Permutations
  i = mod(i, 289.0); 
  float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
  vec4 j1 = permute( permute( permute( permute (
             i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
           + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
           + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
           + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
 
  vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
 
  vec4 p0 = grad4(j0,   ip);
  vec4 p1 = grad4(j1.x, ip);
  vec4 p2 = grad4(j1.y, ip);
  vec4 p3 = grad4(j1.z, ip);
  vec4 p4 = grad4(j1.w, ip);
 
// 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;
  p4 *= taylorInvSqrt(dot(p4,p4));
 
// Mix contributions from the five corners
  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
  m0 = m0 * m0;
  m1 = m1 * m1;
  return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
 
}`;
</script>
<div id="container" class="container">
  <button id="btnClose" class="btnClose">X</button>
  <span id="text"></span>
</div>
 

CSS

body{
  overflow: hidden;
  margin: 0;
}
 
.container{
  display: none;
  position: absolute;
  bottom: 5vh;
  left: 50%;
  transform: translate(-50%, 0);
  height: 17vh;
  aspect-ratio: 3;
  background: rgba(0, 0, 0, 0.5);
  clip-path: polygon(10% 0, 100% 0, 90% 100%, 0 100%);
  padding: 5vh 10vh;
  color: white;
  
  font-family: "Orbitron", sans-serif;
  font-optical-sizing: auto;
  font-style: normal;
  font-size: 3.5vh;
}
 
.btnClose{
  position: absolute;
  width: 5vh;
  height: 5vh;
  top: 0.5vh;
  right: 3vh;
  border: 0.25vh solid white;
  border-radius: 1vh;
  background: transparent;
  color: white;
  padding: 0;
  
  font-family: "Orbitron", sans-serif;
  font-optical-sizing: auto;
  font-style: normal;
  font-size: 4vh;
}

 

Comments