mirror of
https://github.com/ducbao414/win32.run.git
synced 2025-12-16 17:22:51 +09:00
324 lines
8.1 KiB
HTML
324 lines
8.1 KiB
HTML
<html>
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<head>
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<style>
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html, body, canvas {
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display: block;
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width: 100%;
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height: 100%;
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margin: 0;
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position: fixed;
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background: 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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your actual body
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foretoo
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https://codepen.io/foretoo/pen/WNzPjgo -->
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<body>
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<canvas id="canvas"></canvas>
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<script type="x-shader/x-vertex" id="vertex_shader">
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varying vec3 vPos;
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varying float vNoise;
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uniform float time;
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uniform float size;
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#include <snoise>
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float PI = 3.14159265;
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void main() {
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float bt = time / 16.0;
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float st = time / 12.0;
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// CLOUDS NOISE
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vec3 bp = position * vec3(0.33, 1.0, 0.33) * 2.1;
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vec3 sp = position * vec3(0.25, 1.0, 0.25) * 5.5;
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float bn = // 0.0;
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snoise(vec4(
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cos(bt) * bp.x - sin(bt) * bp.z,
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bp.y + bt,
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sin(bt) * bp.x + cos(bt) * bp.z,
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0.0
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)) + 1.0;
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float sn = // 0.0;
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snoise(vec4(
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cos(st) * sp.x - sin(st) * sp.z,
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sp.y + st,
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sin(st) * sp.x + cos(st) * sp.z,
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0.0
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)) + 1.0;
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// Get (0-1) final noise
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float n = (sn + bn) * 0.25;
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// Clear poles
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n = n - abs(sin(position.y * 0.4));
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// Extract clouds
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n = step(0.47, n);
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// if cloud go to an orbit
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vPos = (1.0 - n) * position + n * normalize(position) * 1.05;
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vNoise = n;
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vec4 mvPosition = modelViewMatrix * vec4(vPos, 1.0);
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gl_PointSize = size * 0.1 * (55.5 / -mvPosition.z);
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragment_shader">
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uniform float time;
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varying vec3 vPos;
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varying float vNoise;
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float PI = 3.14159265;
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void main() {
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float t = time / 5.0;
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float ty = (vPos.y - t) * 3.33;
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float R = (sin(ty ) + 1.0) / 2.0 + vNoise;
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float G = (sin(ty + PI * 0.67) + 1.0) / 3.0 + vNoise;
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float B = (sin(ty + PI * 1.33) + 1.0) / 2.0 + vNoise;
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gl_FragColor = vec4(R, G, B, 1.0);
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}
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</script>
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<script type="x-shader/x-fragment" id="simplex_noise">
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// Simplex 4D Noise
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// by Ian McEwan, Ashima Arts
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//
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec4 grad4(float j, vec4 ip){
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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float snoise(vec4 v){
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const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
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0.309016994374947451); // (sqrt(5) - 1)/4 F4
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// First corner
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vec4 i = floor(v + dot(v, C.yyyy) );
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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// x0 = x0 - 0.0 + 0.0 * C
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vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
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vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
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vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
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vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
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// Permutations
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i = mod(i, 289.0);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute( permute( permute( permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients
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// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
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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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import { OrbitControls } from
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"https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls"
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import { MeshSurfaceSampler } from
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"https://cdn.skypack.dev/three@0.136.0/examples/jsm/math/MeshSurfaceSampler.js"
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import { EffectComposer } from
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"https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js"
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import { RenderPass } from
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"https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/RenderPass.js"
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import { UnrealBloomPass } from
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"https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/UnrealBloomPass.js"
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console.clear()
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// ------------------------ //
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// INIT
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const scene = new THREE.Scene()
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const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
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camera.position.set(0, 1, 3)
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const renderer = new THREE.WebGLRenderer({ canvas })
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renderer.setSize(innerWidth, innerHeight)
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2))
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const orbit = new OrbitControls(camera, canvas)
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orbit.enableDamping = true
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// ------------------------ //
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// Geometry sampler
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const dodecahedron = new THREE.DodecahedronBufferGeometry(1, 0)
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dodecahedron.rotateX(Math.random() * Math.PI * 2)
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dodecahedron.rotateY(Math.random() * Math.PI * 2)
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const sampler = new MeshSurfaceSampler(new THREE.Mesh(dodecahedron))
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.setWeightAttribute(null)
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.build()
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// ------------------------ //
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// Points data
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const count = 55000
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const position = new Float32Array(count * 3)
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const pos = new THREE.Vector3()
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for (let i = 0; i < count; i++) {
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sampler.sample(pos)
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position[i * 3 + 0] = pos.x
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position[i * 3 + 1] = pos.y
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position[i * 3 + 2] = pos.z
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}
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// ------------------------ //
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// Points mesh
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const points_geometry = new THREE.BufferGeometry()
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points_geometry.setAttribute("position", new THREE.BufferAttribute(position, 3))
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const points_material = new THREE.ShaderMaterial({
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uniforms: {
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time: { value: 0 },
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size: { value: calcPointSize() },
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},
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vertexShader: vertex_shader.textContent.replace(
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"#include <snoise>",
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simplex_noise.textContent
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),
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fragmentShader: fragment_shader.textContent,
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})
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const points = new THREE.Points(points_geometry, points_material)
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scene.add(points)
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// ------------------------ //
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// Bloom effect
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const renderScene = new RenderPass(scene, camera)
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const bloomPass = new UnrealBloomPass(
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{ x: innerWidth, y: innerHeight },
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3 * (1 / renderer.getPixelRatio()), // strength
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2 * (1 / renderer.getPixelRatio()), // radius
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0.99, // threshold
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)
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const composer = new EffectComposer(renderer)
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composer.addPass(renderScene)
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composer.addPass(bloomPass)
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// ------------------------ //
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// Looper
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const loop = () => {
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points.rotateY(0.002)
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points_material.uniforms.time.value += 0.05
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orbit.update()
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composer.render()
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requestAnimationFrame(loop)
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}
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requestAnimationFrame(loop)
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// ------------------------ //
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// Helpers
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onresize = () => {
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points_material.uniforms.size.value = calcPointSize()
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bloomPass.setSize(innerWidth, innerHeight)
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camera.aspect = innerWidth / innerHeight
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camera.updateProjectionMatrix()
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composer.setSize(innerWidth, innerHeight)
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renderer.setSize(innerWidth, innerHeight)
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}
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function calcPointSize() {
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return renderer.getPixelRatio() * Math.min(innerWidth, innerHeight) * 0.001
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}
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</script>
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</body>
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</html> |