Files
2023-02-13 19:32:10 +07:00

160 lines
3.7 KiB
HTML

<html>
<head>
<style>
*{ margin: 0px;}
html,body{
background-color: black;
}
</style>
</head>
<!-- CodePen Home
#mathober2022 - Hyperbolic
Tom Hinton https://codepen.io/TomHinton/pen/GRdBVZm -->
<body>
<!--
Created for Mathtober, a series of maths based creative promtps that can be found https://fractalkitty.com/2022/09/17/mathober-2022-prompts/
I think modPolar is something I got from Char Stiles?
http://charstiles.com/
-->
<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.;
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;
return p2;
}
void coswarp(inout vec3 trip, float warpsScale ){
float t = u_time;
trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (t * .25));
trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (t * .25));
trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (t * .25));
}
void main() {
vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5;
float t = (u_time * .5) + length(uv-.5);
uv = modPolar(uv-.5, 17. * sinh(sin(t)));
vec3 color = vec3(uv.x, uv.y, 1.);
coswarp(color, 3.);
coswarp(color, 3.);
color.r *= step(fract(sinh(uv.y ) + sinh(uv.x *( 4. + sin(t) ) ) * .01) *10., .8 );
color.g *= step(fract(sinh(uv.y ) + sinh(uv.x *( 5. + sin(t) ) ) * .01) *5., .8 );
color.b *= step(fract(sinh(uv.y ) + sinh(uv.x *( 6. + sin(t) ) ) * .01) *2., .8 );
gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.);
}
</script>
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
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>