Files
win32.run/static/html/visualizers/1.html
2023-02-13 19:32:10 +07:00

219 lines
7.0 KiB
HTML

<html>
<head>
<style>
html,body{
overflow: hidden;
margin: 0;
background-color: black;
}
</style>
</head>
<!-- CodePen Home
Spheres on a noisy sphere
Paul
Follow
https://codepen.io/prisoner849/pen/KKRONqp
-->
<body>
<script>
let noise = `
// Simplex 4D Noise
// by Ian McEwan, Ashima Arts
//
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 ) ) ) ) ;
}
vec3 getNoised( vec3 p){
vec3 np = normalize(p);
float n = snoise(vec4(np * 2., time));
n = n * 0.5 + 0.5;
return np * (4. + n * 2.);
}
`;
</script>
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
let scene = new THREE.Scene();
scene.background = new THREE.Color(0x240024);
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
})
let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
let gu = {
time: {value: 0}
}
let rndPts = [];
let rndClr = [];
let v3 = new THREE.Vector3();
let c = new THREE.Color(), c1 = new THREE.Color("red"), c2 = new THREE.Color("magenta").addScalar(0.25);
for(let i = 0; i < 1000; i++){
v3.randomDirection();
rndPts.push(v3.x, v3.y, v3.z);
c.lerpColors(c1, c2, Math.random());
rndClr.push(c.r, c.g, c.b);
}
let ig = new THREE.InstancedBufferGeometry().copy(new THREE.SphereGeometry(0.1));
ig.instanceCount = Infinity;
ig.setAttribute("instPos", new THREE.InstancedBufferAttribute(new Float32Array(rndPts), 3));
ig.setAttribute("color", new THREE.InstancedBufferAttribute(new Float32Array(rndClr), 3));
let im = new THREE.MeshBasicMaterial({
vertexColors: true,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.vertexShader = `
uniform float time;
attribute vec3 instPos;
${noise}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
transformed += getNoised(instPos);
`
);
}
})
let io = new THREE.Mesh(ig, im);
let g = new THREE.IcosahedronGeometry(1, 40);
let m = new THREE.MeshBasicMaterial({
transparent: true,
opacity: 0.25,
color: 0xff4444,
wireframe: true,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.vertexShader = `
uniform float time;
${noise}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
transformed = getNoised(position);
`
);
console.log(shader.vertexShader);
}
})
let o = new THREE.Mesh(g, m);
o.add(io);
scene.add(o);
let clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
controls.update();
let t = clock.getElapsedTime();
gu.time.value = t * 0.25;
renderer.render(scene, camera);
});
</script>
</body>
</html>