-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
3 changed files
with
394 additions
and
1 deletion.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -9,5 +9,389 @@ | |
<body> | ||
<div id="app"></div> | ||
<script type="module" src="/src/main.js"></script> | ||
|
||
<!-- https://codepen.io/TomHinton/pen/GRPaaeN --> | ||
<style> | ||
#shader { | ||
position: fixed; | ||
inset: 0; | ||
z-index: -1; | ||
} | ||
</style> | ||
<div id="shader"></div> | ||
<script id="vertex" type="x-shader/x-vertex"> | ||
varying vec2 vUv; | ||
void main() { | ||
gl_Position = vec4(position, 1.0); | ||
vUv = uv; | ||
} | ||
</script> | ||
|
||
<script id="fragment" type="x-shader/x-fragment"> | ||
precision highp float; | ||
|
||
uniform vec2 u_resolution; | ||
uniform float u_time; | ||
varying vec2 vUv; | ||
|
||
const float PI = 3.1415926535897932384626433832795; | ||
const float TAU = PI * 2.; | ||
const float HALF_PI = PI * .5; | ||
|
||
float wiggly(float cx, float cy, float amplitude, float frequency, float spread){ | ||
|
||
float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread; | ||
|
||
return w; | ||
} | ||
|
||
|
||
void coswarp(inout vec3 trip, float warpsScale ){ | ||
|
||
trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25)); | ||
trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25)); | ||
trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25)); | ||
|
||
} | ||
|
||
|
||
void uvRipple(inout vec2 uv, float intensity){ | ||
|
||
vec2 p = uv -.5; | ||
|
||
|
||
float cLength=length(p); | ||
|
||
uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity; | ||
|
||
} | ||
|
||
float smoothMod(float x, float y, float e){ | ||
float top = cos(PI * (x/y)) * sin(PI * (x/y)); | ||
float bot = pow(sin(PI * (x/y)),2.); | ||
float at = atan(top/bot); | ||
return y * (1./2.) - (1./PI) * at ; | ||
} | ||
|
||
|
||
vec2 modPolar(vec2 p, float repetitions) { | ||
float angle = 2.*3.14/repetitions; | ||
float a = atan(p.y, p.x) + angle/2.; | ||
float r = length(p); | ||
//float c = floor(a/angle); | ||
a = smoothMod(a,angle,033323231231561.9) - angle/2.; | ||
//a = mix(a,) | ||
vec2 p2 = vec2(cos(a), sin(a))*r; | ||
|
||
p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05); | ||
|
||
|
||
|
||
return p2; | ||
} | ||
|
||
float stroke(float x, float s, float w){ | ||
float d = step(s, x+ w * .5) - step(s, x - w * .5); | ||
return clamp(d, 0., 1.); | ||
} | ||
|
||
// Classic Perlin 2D Noise | ||
// by Stefan Gustavson | ||
// | ||
vec4 permute(vec4 x) | ||
{ | ||
return mod(((x*34.0)+1.0)*x, 289.0); | ||
} | ||
|
||
|
||
vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | ||
|
||
float cnoise(vec2 P){ | ||
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); | ||
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); | ||
Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation | ||
vec4 ix = Pi.xzxz; | ||
vec4 iy = Pi.yyww; | ||
vec4 fx = Pf.xzxz; | ||
vec4 fy = Pf.yyww; | ||
vec4 i = permute(permute(ix) + iy); | ||
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... | ||
vec4 gy = abs(gx) - 0.5; | ||
vec4 tx = floor(gx + 0.5); | ||
gx = gx - tx; | ||
vec2 g00 = vec2(gx.x,gy.x); | ||
vec2 g10 = vec2(gx.y,gy.y); | ||
vec2 g01 = vec2(gx.z,gy.z); | ||
vec2 g11 = vec2(gx.w,gy.w); | ||
vec4 norm = 1.79284291400159 - 0.85373472095314 * | ||
vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); | ||
g00 *= norm.x; | ||
g01 *= norm.y; | ||
g10 *= norm.z; | ||
g11 *= norm.w; | ||
float n00 = dot(g00, vec2(fx.x, fy.x)); | ||
float n10 = dot(g10, vec2(fx.y, fy.y)); | ||
float n01 = dot(g01, vec2(fx.z, fy.z)); | ||
float n11 = dot(g11, vec2(fx.w, fy.w)); | ||
vec2 fade_xy = fade(Pf.xy); | ||
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); | ||
float n_xy = mix(n_x.x, n_x.y, fade_xy.y); | ||
return 2.3 * n_xy; | ||
} | ||
|
||
vec2 rotate2D (vec2 _st, float _angle) { | ||
_st -= 0.5; | ||
_st = mat2(cos(_angle),-sin(_angle), | ||
sin(_angle),cos(_angle)) * _st; | ||
_st += 0.5; | ||
return _st; | ||
} | ||
|
||
|
||
|
||
vec2 rotateTilePattern(vec2 _st){ | ||
|
||
float t = (u_time * .25) ; | ||
|
||
// Scale the coordinate system by 2x2 | ||
_st *= 2.0; | ||
|
||
// Give each cell an index number | ||
// according to its position | ||
float index = 0.0; | ||
index += step(1., mod(_st.x,2.0)); | ||
index += step(1., mod(_st.y,2.0))*2.0; | ||
|
||
// | | ||
// 2 | 3 | ||
// | | ||
//-------------- | ||
// | | ||
// 0 | 1 | ||
// | | ||
|
||
// Make each cell between 0.0 - 1.0 | ||
_st = fract(_st); | ||
|
||
// Rotate each cell according to the index | ||
|
||
if(index == 0.0){ | ||
// Rotate cell 1 by 90 degrees | ||
_st = rotate2D(_st,PI ); | ||
} | ||
|
||
if(index == 1.0){ | ||
// Rotate cell 1 by 90 degrees | ||
_st = rotate2D(_st,PI*0.5 ); | ||
} else if(index == 2.0){ | ||
// Rotate cell 2 by -90 degrees | ||
_st = rotate2D(_st,PI*-0.5 ); | ||
} else if(index == 3.0){ | ||
// Rotate cell 3 by 180 degrees | ||
_st = rotate2D(_st,PI ); | ||
} | ||
|
||
return _st; | ||
} | ||
|
||
vec2 tile(vec2 st, float _zoom){ | ||
float vTime = u_time; | ||
st *= _zoom; | ||
|
||
return fract(st); | ||
} | ||
|
||
vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) { | ||
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)), | ||
vec2(cos(rotation),sin(rotation)) | ||
); | ||
uv -= pivot; | ||
uv= uv*rotation_matrix; | ||
uv += pivot; | ||
return uv; | ||
} | ||
|
||
void coswarp2(inout vec2 trip, float warpsScale ){ | ||
|
||
float vTime = u_time; | ||
trip.xy += warpsScale * .1 * cos(3. * trip.yx + (vTime * .25)); | ||
trip.xy += warpsScale * .05 * cos(11. * trip.yx + (vTime * .25)); | ||
trip.xy += warpsScale * .025 * cos(17. * trip.yx + (vTime * .25)); | ||
|
||
} | ||
|
||
float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius) { | ||
return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius; | ||
} | ||
|
||
float shape( in vec2 p, float sides ,float size) | ||
{ | ||
|
||
float d = 0.0; | ||
vec2 st = p *2.-1.; | ||
|
||
// Number of sides of your shape | ||
float N = sides ; | ||
|
||
// Angle and radius from the current pixel | ||
float a = atan(st.x,st.y)+PI ; | ||
float r = (2.* PI)/(N) ; | ||
|
||
// Shaping function that modulate the distance | ||
d = cos(floor(.5+a/r)*r-a)*length(st); | ||
|
||
|
||
return 1.0-smoothstep(size,size +.1,d); | ||
} | ||
|
||
|
||
void main() { | ||
vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5; | ||
|
||
float vTime = u_time * .5 ; | ||
|
||
vec2 uv2 = uv; | ||
vec2 uv3= uv; | ||
|
||
|
||
uv *= 4.0 - (step((uv.x / uv.y), sin(u_time + length(uv+.5)))); | ||
|
||
uv.x += (u_time * .1); | ||
|
||
// Give each cell an index number | ||
// according to its position | ||
float index = 0.0; | ||
index += step(1., mod(uv.x,2.0)); | ||
index += step(1., mod(uv.y,2.0))*2.0; | ||
|
||
// | | ||
// 2 | 3 | ||
// | | ||
//-------------- | ||
// | | ||
// 0 | 1 | ||
// | | ||
|
||
// Make each cell between 0.0 - 1.0 | ||
uv = fract(uv); | ||
|
||
// Rotate each cell according to the index | ||
|
||
if(index == 0.0){ | ||
// Rotate cell 1 by 90 degrees | ||
uv = rotate2D(uv,PI ); | ||
uv = rotateTilePattern(uv); | ||
|
||
} | ||
|
||
if(index == 1.0){ | ||
// Rotate cell 1 by 90 degrees | ||
uv = rotate2D(uv,PI*0.5 ); | ||
uv = rotateTilePattern(uv); | ||
uv = rotateTilePattern(uv); | ||
} else if(index == 2.0){ | ||
// Rotate cell 2 by -90 degrees | ||
uv = rotate2D(uv,PI*-0.5 | ||
); | ||
uv = rotateTilePattern(uv); | ||
uv = rotateTilePattern(uv); | ||
uv = rotateTilePattern(uv); | ||
} else if(index == 3.0){ | ||
// Rotate cell 3 by 180 degrees | ||
uv = rotate2D(uv,PI ); | ||
} | ||
|
||
|
||
uv = rotateTilePattern(uv); | ||
uv = rotateTilePattern(uv); | ||
|
||
|
||
|
||
float t = (u_time * .025) + length(uv -.5) ; | ||
|
||
float tx = (u_time * .025) + uv.x ; | ||
|
||
float ty = (u_time * .0125) + uv.y ; | ||
|
||
|
||
|
||
vec3 color = vec3(cos(tx), sin(t), sin(ty)); | ||
|
||
color *= 1.-step(shape(uv, 4., .5), .3); | ||
|
||
color = mix(color, 1.-color, step(length(uv-.5),.2)); | ||
|
||
uv2 = rotateTilePattern(uv2); | ||
uv2 = rotateTilePattern(uv2); | ||
|
||
|
||
color = mix(color, 1.-color, step(shape(uv2, 3., .4),.2)); | ||
|
||
|
||
color = mix(color, 1.-color, step(shape(uv3, 40., sin(u_time)*2.),.2)); | ||
|
||
|
||
gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.0); | ||
} | ||
</script> | ||
|
||
<script type="module"> | ||
import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js'; | ||
let camera, scene, renderer, clock; | ||
let uniforms; | ||
|
||
function init() { | ||
const container = document.getElementById("shader"); | ||
|
||
clock = new THREE.Clock(); | ||
camera = new THREE.Camera(); | ||
camera.position.z = 1; | ||
|
||
scene = new THREE.Scene(); | ||
|
||
const geometry = new THREE.PlaneBufferGeometry(2, 2); | ||
|
||
uniforms = { | ||
u_time: { type: "f", value: 1.0 }, | ||
u_resolution: { type: "v2", value: new THREE.Vector2() }, | ||
}; | ||
|
||
const material = new THREE.ShaderMaterial({ | ||
uniforms, | ||
vertexShader: document.getElementById("vertex").textContent, | ||
fragmentShader: document.getElementById("fragment").textContent | ||
}); | ||
|
||
const mesh = new THREE.Mesh(geometry, material); | ||
scene.add(mesh); | ||
|
||
renderer = new THREE.WebGLRenderer(); | ||
renderer.setPixelRatio(window.devicePixelRatio); | ||
|
||
container.appendChild(renderer.domElement); | ||
|
||
onWindowResize(); | ||
window.addEventListener("resize", onWindowResize); | ||
} | ||
|
||
function onWindowResize() { | ||
renderer.setSize(window.innerWidth, window.innerHeight); | ||
uniforms.u_resolution.value.x = renderer.domElement.width; | ||
uniforms.u_resolution.value.y = renderer.domElement.height; | ||
} | ||
|
||
function render() { | ||
uniforms.u_time.value = clock.getElapsedTime(); | ||
renderer.render(scene, camera); | ||
} | ||
|
||
function animate() { | ||
render(); | ||
requestAnimationFrame(animate); | ||
} | ||
|
||
init(); | ||
animate(); | ||
</script> | ||
</body> | ||
</html> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.