Files
win32.run/static/html/visualizers/9.html
2023-02-13 19:32:10 +07:00

208 lines
4.8 KiB
HTML

<html>
<head>
<style>
*{ margin: 0px;}
html, body {
background-color: black;
}
</style>
</head>
<!-- CodePen Home
I still walk the same streets at night
Tom Hinton
https://codepen.io/TomHinton/pen/BardWZj-->
<body>
<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 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));
}
vec2 brownConradyDistortion(in vec2 uv, in float k1, in float k2)
{
uv = uv * 2.0 - 1.0; // brown conrady takes [-1:1]
// positive values of K1 give barrel distortion, negative give pincushion
float r2 = uv.x*uv.x + uv.y*uv.y;
uv *= 1.0 + k1 * r2 + k2 * r2 * r2;
// tangential distortion (due to off center lens elements)
// is not modeled in this function, but if it was, the terms would go here
uv = (uv * .5 + .5); // restore -> [0:1]
return uv;
}
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.);
}
void main() {
vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5;
vec2 uv2 = uv;
vec2 uv3 = uv;
uvRipple(uv2, 2.5 + wiggly(uv2.x + u_time * .05, uv2.y + u_time * .05, 2., 2., .5));
float n = sin(uv.x) * 50. * uv.y * sin(u_time * .1);
float a =sin(uv.x*n+u_time) / uv.y* n* cos(u_time*.15);
uv = brownConradyDistortion(uv, n, a );
vec3 color = vec3(uv.x, uv.y, 1.);
color = mix(color, 1.-color, smoothstep(distance(uv2, vec2(.5)), .2, .6));
color = mix(color, 1.-color, smoothstep(distance(uv, vec2(.4)), .3, .6));
color = mix(color, 1.-color, smoothstep(distance(uv3, vec2(.3)), .4, .6));
coswarp(color, 3.);
color = vec3(stroke(color.r, .5, .5), stroke(color.g, .5, .5), stroke(color.b, .5, .5));
gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.0);
}
</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 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>