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Sam 2023-06-18 22:44:11 +12:00
parent 1a736fc229
commit 472f55a0ae
8 changed files with 923 additions and 0 deletions

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body {
-webkit-box-sizing: border-box;
/* Safari/Chrome, other WebKit */
-moz-box-sizing: border-box;
/* Firefox, other Gecko */
box-sizing: border-box;
/* Opera/IE 8+ */
height: 100%
}
p {
margin: 0px;
}
canvas {
position: absolute;
}
#toolbar {
display: flex;
flex-flow: column;
height: 100%;
position: absolute;
padding: 0px 20px 0px 20px;
width: 500px;
height: 100vh;
overflow-y: scroll;
background-color: rgb(189, 189, 189);
}
#custom {
display: flex;
flex-flow: column;
height: 100%;
/* position: absolute; */
padding: 0px 20px 0px 20px;
/* width: 500px; */
/* height: 100vh; */
background-color: rgb(189, 189, 189);
}
.button {
display: block;
position: absolute;
right: 20px;
z-index: 100;
}
.controls {
display: flex;
margin: 8px 0px;
}
.controlFrameButton {
width: 8%;
}
.controlPauseButton {
width: 80%;
margin: auto;
}
/* <!-- HTML !-->
<button class="button-8" role="button">Button 8</button> */
/* CSS */
.button-8 {
background-color: #e1ecf4;
border-radius: 3px;
border: 1px solid #7aa7c7;
box-shadow: rgba(255, 255, 255, .7) 0 1px 0 0 inset;
box-sizing: border-box;
color: #1f3f55;
cursor: pointer;
display: inline-block;
/* font-family: -apple-system,system-ui,"Segoe UI","Liberation Sans",sans-serif; */
font-size: 13px;
font-weight: 400;
line-height: 1.15385;
/* margin: 0; */
outline: none;
padding: 8px .8em;
position: relative;
text-align: center;
text-decoration: none;
user-select: none;
-webkit-user-select: none;
touch-action: manipulation;
vertical-align: baseline;
white-space: nowrap;
}
.button-8:hover,
.button-8:focus {
background-color: #b3d3ea;
color: #2c5777;
}
.button-8:focus {
box-shadow: 0 0 0 4px rgba(0, 149, 255, .15);
}
.button-8:active {
background-color: #a0c7e4;
box-shadow: none;
color: #2c5777;
}
.buttonReset{
background-color: #f4e1e1;
}

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<!DOCTYPE html>
<html>
<!-- ahhh -->
<head>
<title>Document</title>
<link rel="stylesheet" href="./css/styles.css">
</head>
<body style="margin:0;">
<canvas id="canvas" style="display: block;box-sizing: border-box;"></canvas>
<div id="toolbar">
<br>
<select id="shape-selector">
<option value="EyePrototype">EyePrototype</option>
<option value="Nodal_expanding">Nodal_expanding</option>
<option value="MaryFace">MaryFace</option>
<option value="CircleExpand">CircleExpand</option>
<option value="PolyTwistColourWidth">PolyTwistColourWidth</option>
<option value="FloralPhyllo">FloralPhyllo</option>
<option value="FloralPhyllo_Accident">FloralPhyllo_Accident</option>
<option value="Spiral1">Spiral1</option>
<option value="FloralAccident">FloralAccident</option>
<option value="Phyllotaxis">Phyllotaxis</option>
<option value="SquareTwist_angle">SquareTwist_angle</option>
</select>
<div id="custom"></div>
<br>
<p>Controls:</p>
<p>
Press "Space" to pause and start the animation
</p>
<p>
Press "P" to show/hide the control panel
</p>
<br>
<p>Speed</p>
<input type="text" id="inputDegPerSec" value="10" onchange="ChangeDegPerSec(this.value)">
<br>
<p>Controls</p>
<div class="controls">
<button class="controlFrameButton button-8" onclick="BackwardFrame()"><</button>
<button class="controlPauseButton button-8" id="pauseButton" onclick="TogglePause()">Play</button>
<button class="controlFrameButton button-8" onclick="ForwardFrame()">></button>
</div>
<button class="buttonReset button-8" id="resetButton" onclick="Reset()">Reset Rotation</button>
</div>
<div>
<button onclick="manualToggleSettings()" class="button">Show/hide</button>
</div>
</body>
<script src="./js/helper.js" type="text/javascript"></script>
<script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
<script src="./js/math.js" type="text/javascript"></script>
<script src="./js/objects.js" type="text/javascript"></script>
<script src="./js/index.js"></script>
</html>

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// Get a reference to the canvas element
const canvas = document.getElementById('canvas');
// Set up WebGL context
const gl = canvas.getContext('webgl');
// Set the canvas size and WebGL viewport
canvas.width = 800;
canvas.height = 800;
// let centerX = canvas.width / 2;
// let centerY = canvas.height / 2;
gl.viewport(0, 0, canvas.width, canvas.height);
// Create vertex shader
const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
// Create fragment shader using the code you wrote
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 colour = vec3(1.0, 1.5, 2.0);
vec3 colour2 = vec3(0.2, 0.2, 1.0);
float pi = 3.1415926;
for (float i = 0.0; i < 2.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float distance = length(uv);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv));
colour *= distance;
}
float distance = length(uv0);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv0));
colour *= distance;
fragColor = vec4(colour, 1.0);
}
void main() {
vec2 fragCoord = gl_FragCoord.xy;
vec2 iResolution = vec2(${canvas.width.toFixed(1)}, ${canvas.height.toFixed(1)});
float iTime = ${performance.now().toFixed(3)} / 1000.0;
vec4 fragColor;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`;
// Compile and link shaders
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
// Create vertex buffer
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
// Set uniforms
const iResolutionLocation = gl.getUniformLocation(program, 'iResolution');
gl.uniform2f(iResolutionLocation, canvas.width, canvas.height);
// Render the shader
function render() {
gl.uniform1f(gl.getUniformLocation(program, 'iTime'), performance.now() / 1000.0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(render);
}
render();

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async function fetchConfig(className) {
// const config = await $.getJSON("config.json");
const config = {
EyePrototype: [
{ type: "range", min: -20, max: 20, defaultValue: 0, property: "Val1" },
// { type: "color", defaultValue: "#00fffb", property: "colourPupil" },
],
};
return config[className];
}
function addControl(item, instance) {
console.log(item);
let parentDiv = document.getElementById("custom");
let title = document.createElement("p");
title.innerText = item.property + ": " + item.defaultValue;
title.id = "elText" + item.property;
let control = document.createElement("input");
control.type = item.type;
if (item.type === "range") {
control.min = item.min;
control.max = item.max;
}
control.value = item.defaultValue;
control.className = "control";
control.id = "el" + item.property;
const listener = (event) => {
const newValue = event.target.value;
instance[item.property] =
item.type === "range" ? parseInt(newValue, 10) : newValue;
title.innerText = item.property + ": " + newValue;
};
control.addEventListener("input", listener);
parentDiv.appendChild(title);
parentDiv.appendChild(control);
return { element: control, listener };
}
function drawEyelid(width, x1, y1, colour) {
x1 -= centerX;
y1 -= centerY;
const angle = Math.atan2(y1, x1);
const cosAngle = Math.cos(angle);
const sinAngle = Math.sin(angle);
const x2 = cosAngle * width;
const y2 = sinAngle * width;
const x3Old = width / 2;
const y3Old = width / 2;
const x4Old = width / 2;
const y4Old = -width / 2;
const x3 = x3Old * cosAngle - y3Old * sinAngle;
const y3 = x3Old * sinAngle + y3Old * cosAngle;
const x4 = x4Old * cosAngle - y4Old * sinAngle;
const y4 = x4Old * sinAngle + y4Old * cosAngle;
x1 += centerX;
y1 += centerY;
const x2Final = x2 + x1;
const y2Final = y2 + y1;
const x3Final = x3 + x1;
const y3Final = y3 + y1;
const x4Final = x4 + x1;
const y4Final = y4 + y1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3Final, y3Final, x2Final, y2Final);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4Final, y4Final, x2Final, y2Final);
ctx.fillStyle = colour;
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.stroke();
}
function drawEyelidAccident(x1, y1) {
let leafWidth = 120;
let leafHeight = 60;
x1 -= centerX;
y1 -= centerY;
let angle = Math.atan(y1 / x1);
// if(angle >=Math.PI){
// angle -=Math.PI
// console.log("greater called")
// }
angle = Math.abs(angle);
let x2Old = 0 + leafWidth;
let y2Old = 0;
let x3Old = 0 + leafWidth / 2;
let y3Old = 0 + leafHeight / 2;
let x4Old = 0 + leafWidth / 2;
let y4Old = 0 - leafHeight / 2;
let x2 = x2Old * Math.cos(angle) - y2Old * Math.sin(angle);
let y2 = x2Old * Math.sin(angle) + y2Old * Math.cos(angle);
let x3 = x3Old * Math.cos(angle) - y3Old * Math.sin(angle);
let y3 = x3Old * Math.sin(angle) + y3Old * Math.cos(angle);
let x4 = x4Old * Math.cos(angle) - y4Old * Math.sin(angle);
let y4 = x4Old * Math.sin(angle) + y4Old * Math.cos(angle);
let oldx1 = x1;
let oldy1 = y1;
x1 += centerX; // +x2/2
y1 += centerY; // +x2/2
x2 += x1;
y2 += y1;
x3 += x1;
y3 += y1;
x4 += x1;
y4 += y1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3, y3, x2, y2);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4, y4, x2, y2);
ctx.fillStyle = "black";
ctx.fill();
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x3, y3, x2, y2);
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(x4, y4, x2, y2);
ctx.strokeStyle = "orange";
ctx.stroke();
}
function DrawPolygon(sides, width, rotation, colour, line_width) {
ctx.beginPath();
ctx.moveTo(
centerX + width * Math.cos((rotation * Math.PI) / 180),
centerY + width * Math.sin((rotation * Math.PI) / 180)
);
for (var i = 1; i <= sides; i += 1) {
ctx.lineTo(
centerX +
width *
Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180),
centerY +
width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180)
);
}
ctx.strokeStyle = colour;
ctx.lineWidth = line_width;
ctx.stroke();
}
function rad(degrees) {
return (degrees * Math.PI) / 180;
}
function colourToText(colour) {
return "rgb(" + colour[0] + "," + colour[1] + "," + colour[2] + ")";
}
function waveNormal(x, max) {
let val = Math.sin((x / max) * Math.PI * 2 - max * (Math.PI / (max * 2))) / 2 + 0.5
return val
}
function LerpHex(a, b, amount) {
var ah = parseInt(a.replace(/#/g, ""), 16),
ar = ah >> 16,
ag = (ah >> 8) & 0xff,
ab = ah & 0xff,
bh = parseInt(b.replace(/#/g, ""), 16),
br = bh >> 16,
bg = (bh >> 8) & 0xff,
bb = bh & 0xff,
rr = ar + amount * (br - ar),
rg = ag + amount * (bg - ag),
rb = ab + amount * (bb - ab);
return (
"#" + (((1 << 24) + (rr << 16) + (rg << 8) + rb) | 0).toString(16).slice(1)
);
}
function LerpRGB(a, b, t) {
if (t < 0) {
t *= -1;
}
var newColor = [0, 0, 0];
newColor[0] = a[0] + (b[0] - a[0]) * t;
newColor[1] = a[1] + (b[1] - a[1]) * t;
newColor[2] = a[2] + (b[2] - a[2]) * t;
return newColor;
}
function lerpRGB(a, b, t) {
const result = [0, 0, 0];
for (let i = 0; i < 3; i++) {
result[i] = (1 - t) * a[i] + t * b[i];
}
return result;
}
function drawCenter(width) {
console.log("center?")
ctx.strokeStyle = "pink";
ctx.lineWidth = 1
ctx.beginPath();
ctx.moveTo(centerX - width, centerY);
ctx.lineTo(centerX + width, centerY);
ctx.closePath();
ctx.stroke();
ctx.beginPath();
ctx.moveTo(centerX, centerY - width);
ctx.lineTo(centerX, centerY + width);
ctx.closePath();
ctx.stroke();
}
function render_clear() {
// ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// ctx.fillStyle = "black";
// ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
function rotatePointTmp(x, y, centerXX, centerYY, rotation) {
let xFromC = x - centerXX;
let yFromC = y - centerYY;
let d = (xFromC ** 2 + yFromC ** 2) ** 0.5
// let orgAngle = Math.atan2(yFromC/xFromC)
let orgAngle = Math.atan2(xFromC, yFromC)
let tmp = Math.cos(rad(orgAngle - rotation)) * d
// console.log(Math.cos((-90)*(Math.PI/180)))
console.log(orgAngle)
console.log(rad(rotation))
console.log(Math.cos(orgAngle - rad(rotation)) * d)
console.log(d)
// console.log(d)
let newPointX = Math.cos(orgAngle - rad(rotation+90)) * d + centerXX;
let newPointY = Math.sin(orgAngle - rad(rotation+90)) * d + centerYY;
return [newPointX, newPointY]
}
function rotatePoint(x,y,rotation){
let nCos = Math.cos(rad(rotation))
// console.log(nCos*(180/Math.PI))
// console.log(rad(rotation))
let nSin = Math.sin(rad(rotation))
let newX = x*nCos - y*nSin
let newY = y*nCos + x*nSin
return [newX,newY]
}

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//jshint esversion:8
let c = document.getElementById("canvas");
const gl = canvas.getContext('webgl');
// canvas.width = 800;
// canvas.height = 800;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
// let ctx = c.getContext("2d");
// ctx.canvas.width = window.innerWidth;
// ctx.canvas.height = window.innerHeight;
// centerX = ctx.canvas.width / 2;
// centerY = ctx.canvas.height / 2;
window.addEventListener('resize', function () {
console.log('addEventListener - resize');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}, true);
let deg_per_sec = 10;
let targetFps = 60;
let frameDuration = 1000 / targetFps;
let rotation = 0; //was = j = angle
let paused = true;
render_clear();
let drawObj = null;
function createInstance(className, args) {
const classMap = {
EyePrototype: EyePrototype,
// Add more class constructors here as needed
};
if (classMap.hasOwnProperty(className)) {
return new classMap[className](...args);
} else {
throw new Error(`Unknown class name: ${className}`);
}
}
async function updateDrawObj() {
const shapeSelector = document.getElementById("shape-selector");
const selectedShape = shapeSelector.value;
const config = await fetchConfig(selectedShape);
if (drawObj) {
drawObj.remove(); // Remove the previous instance
}
// Extract default values from the configuration
const defaultValues = config
// .filter((item) => item.type !== "color") // Exclude color inputs
.map((item) => item.defaultValue);
drawObj = createInstance(selectedShape, defaultValues);
// drawObj = await createShapeWithRandomProperties(813311281, config1);
console.log(drawObj)
drawObj.initialise(config);
}
updateDrawObj();
function render() {
setTimeout(() => {
requestAnimationFrame(() => {
render_clear();
if (drawObj) {
drawObj.draw(rotation);
}
if (!paused) {
rotation += deg_per_sec / targetFps;
}
// drawCenter(300)
});
render();
}, frameDuration);
}
document
.getElementById("shape-selector")
.addEventListener("change", updateDrawObj);
let toolbarShowing = true;
document.addEventListener("keydown", toggleSettings);
function manualToggleSettings() {
console.log("hi")
toolbarShowing = !toolbarShowing;
let tb = document.getElementById("toolbar");
if (toolbarShowing) {
tb.style.display = "flex";
} else {
tb.style.display = "none";
}
}
function toggleSettings(e) {
if (e.key == "p") {
toolbarShowing = !toolbarShowing;
}
if (e.code === "Space") {
paused = !paused;
}
let tb = document.getElementById("toolbar");
if (toolbarShowing) {
tb.style.display = "flex";
} else {
tb.style.display = "none";
}
}
function TogglePause() {
let pb = document.getElementById("pauseButton");
paused = !paused;
if (paused) {
pb.textContent = "Play";
} else {
pb.textContent = "Pause";
}
}
function Reset() {
rotation = 0; //was = j = angle
currentFrame = 0;
}
function ForwardFrame() {
rotation += deg_per_sec / fps; // was = j = innerRotation, now = rotation
currentFrame += 1; // was = i
}
function BackwardFrame() {
rotation -= deg_per_sec / fps; // was = j = innerRotation, now = rotation
currentFrame -= 1; // was = i
}
function ChangeDegPerSec(newValue) {
deg_per_sec = newValue;
}
window.onload = render;

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function rotateMatrix2d(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), Math.sin(angleD)],
[-Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1],
p[0] * r[1][0] + p[1] * r[1][1],
];
return newPoint;
}
function rotateMatrix3dX(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[1, 0, 0],
[0, Math.cos(angleD), -Math.sin(angleD)],
[0, Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dY(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), 0, Math.sin(angleD)],
[0, 1, 0],
[-Math.sin(angleD), 0, Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dZ(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), -Math.sin(angleD), 0],
[Math.sin(angleD), Math.cos(angleD), 0],
[0, 0, 1],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function projectionOrth(v) {
const p = [
[1, 0, 0],
[0, 1, 0],
];
const nPoint = [
p[0][0] * v[0] + p[0][1] * v[1] + p[0][2] * v[2],
p[1][0] * v[0] + p[1][1] * v[1] + p[1][2] * v[2],
];
return nPoint;
}

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class BaseShape {
constructor() {
this.controls = []; // Keep track of created elements and event listeners
this.speedMultiplier = 100;
}
initialise(config) {
for (let item of config) {
const { element, listener } = addControl(item, this);
this.controls.push({ element, listener });
}
const { element, listener } = addControl({ type: "range", min: 1, max: 500, defaultValue: 100, property: "speedMultiplier", }, this);
this.controls.push({ element, listener });
}
remove() {
this.controls.forEach(({ element, listener }) => {
if (element && listener) {
element.removeEventListener("input", listener);
}
if (element && element.parentElement) {
element.parentElement.removeChild(element);
const titleElement = document.getElementById("elText" + element.id.slice(2));
titleElement.parentElement.removeChild(titleElement);
}
});
this.controls = [];
}
draw() {
throw new Error("Draw function not implemented");
}
}
class EyePrototype extends BaseShape {
constructor(Val1) {
super();
this.Val1 = Val1;
this.iVal1Location = "";
this.iResolutionLocation = ""//gl.getUniformLocation(this.program, 'iResolution');
this.program = gl.createProgram();
}
initialise(config) {
for (let item of config) {
const { element, listener } = addControl(item, this);
this.controls.push({ element, listener });
}
const { element, listener } = addControl({ type: "range", min: 1, max: 500, defaultValue: 100, property: "speedMultiplier", }, this);
this.controls.push({ element, listener });
const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
// Create fragment shader using the code you wrote
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform float iVal1;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 colour = vec3(1.0, 1.5, 2.0);
vec3 colour2 = vec3(0.2, 0.2, 1.0);
float pi = 3.1415926;
float pie = iVal1/10.0;
for (float i = 0.0; i < 2.0; i++) {
uv = fract(uv * pie) - 0.5;
float distance = length(uv);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv));
colour *= distance;
}
float distance = length(uv0);
distance = sin(distance * pi * 5.0 - iTime) / (pi * 5.0);
distance = abs(distance);
distance = 0.02 / distance;
colour = mix(colour, colour2, length(uv0));
colour *= distance;
fragColor = vec4(colour, 1.0);
}
void main() {
vec2 fragCoord = gl_FragCoord.xy;
vec2 iResolution = vec2(${canvas.width.toFixed(1)}, ${canvas.height.toFixed(1)});
float iTime = ${performance.now().toFixed(3)} / 1000.0;
vec4 fragColor;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`;
// Compile and link shaders
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
// const this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
gl.useProgram(this.program);
// Create vertex buffer
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(this.program, 'position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
// Set uniforms
this.iResolutionLocation = gl.getUniformLocation(this.program, 'iResolution');
this.iVal1Location = gl.getUniformLocation(this.program, 'iVal1');
}
draw(rotation) {
gl.uniform2f(this.iResolutionLocation, canvas.width, canvas.height);
gl.uniform1f(gl.getUniformLocation(this.program, 'iTime'), performance.now() / 1000.0);
gl.uniform1f(this.iVal1Location, this.Val1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// requestAnimationFrame(render);
}
}