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https://github.com/ducbao414/win32.run.git
synced 2025-12-17 01:32:50 +09:00
init the awkward code
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160
static/html/visualizers/4.html
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160
static/html/visualizers/4.html
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<html>
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<head>
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<style>
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*{ margin: 0px;}
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html,body{
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background-color: black;
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}
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</style>
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</head>
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<!-- CodePen Home
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#mathober2022 - Hyperbolic
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Tom Hinton https://codepen.io/TomHinton/pen/GRdBVZm -->
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<body>
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<!--
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Created for Mathtober, a series of maths based creative promtps that can be found https://fractalkitty.com/2022/09/17/mathober-2022-prompts/
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I think modPolar is something I got from Char Stiles?
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http://charstiles.com/
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-->
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<div id="shader"></div>
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<script id="vertex" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() { gl_Position = vec4(position, 1.0);
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vUv = uv;
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}
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</script>
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<script id="fragment" type="x-shader/x-fragment">
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precision highp float;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 vUv;
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const float PI = 3.1415926535897932384626433832795;
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const float TAU = PI * 2.;
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float smoothMod(float x, float y, float e){
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float top = cos(PI * (x/y)) * sin(PI * (x/y));
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float bot = pow(sin(PI * (x/y)),2.);
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float at = atan(top/bot);
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return y * (1./2.) - (1./PI) * at ;
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}
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vec2 modPolar(vec2 p, float repetitions) {
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float angle = 2.*3.14/repetitions;
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float a = atan(p.y, p.x) + angle/2.;
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float r = length(p);
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//float c = floor(a/angle);
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a = smoothMod(a,angle,033323231231561.9) - angle/2.;
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//a = mix(a,)
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vec2 p2 = vec2(cos(a), sin(a))*r;
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return p2;
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}
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void coswarp(inout vec3 trip, float warpsScale ){
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float t = u_time;
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trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (t * .25));
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trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (t * .25));
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trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (t * .25));
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5;
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float t = (u_time * .5) + length(uv-.5);
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uv = modPolar(uv-.5, 17. * sinh(sin(t)));
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vec3 color = vec3(uv.x, uv.y, 1.);
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coswarp(color, 3.);
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coswarp(color, 3.);
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color.r *= step(fract(sinh(uv.y ) + sinh(uv.x *( 4. + sin(t) ) ) * .01) *10., .8 );
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color.g *= step(fract(sinh(uv.y ) + sinh(uv.x *( 5. + sin(t) ) ) * .01) *5., .8 );
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color.b *= step(fract(sinh(uv.y ) + sinh(uv.x *( 6. + sin(t) ) ) * .01) *2., .8 );
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gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.);
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}
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</script>
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<script type="module">
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import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
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let camera, scene, renderer, clock;
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let uniforms;
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function init() {
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const container = document.getElementById("shader");
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clock = new THREE.Clock();
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camera = new THREE.Camera();
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camera.position.z = 1;
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scene = new THREE.Scene();
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const geometry = new THREE.PlaneBufferGeometry(2, 2);
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uniforms = {
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u_time: { type: "f", value: 1.0 },
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u_resolution: { type: "v2", value: new THREE.Vector2() },
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};
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const material = new THREE.ShaderMaterial({
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uniforms,
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vertexShader: document.getElementById("vertex").textContent,
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fragmentShader: document.getElementById("fragment").textContent
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});
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio(window.devicePixelRatio);
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container.appendChild(renderer.domElement);
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onWindowResize();
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window.addEventListener("resize", onWindowResize);
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}
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function onWindowResize() {
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renderer.setSize(window.innerWidth, window.innerHeight);
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uniforms.u_resolution.value.x = renderer.domElement.width;
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uniforms.u_resolution.value.y = renderer.domElement.height;
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}
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function render() {
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uniforms.u_time.value = clock.getElapsedTime();
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renderer.render(scene, camera);
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}
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function animate() {
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render();
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requestAnimationFrame(animate);
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}
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init();
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animate();
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</script>
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</body>
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</html>
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