diff --git a/Screenshot 2023-05-31 220243.png b/Screenshot 2023-05-31 220243.png new file mode 100644 index 0000000..62bae2d Binary files /dev/null and b/Screenshot 2023-05-31 220243.png differ diff --git a/webGl/circle fractal/css/styles.css b/webGl/circle fractal/css/styles.css new file mode 100644 index 0000000..d21bee8 --- /dev/null +++ b/webGl/circle fractal/css/styles.css @@ -0,0 +1,112 @@ +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; +} +/* + */ + +/* 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; +} \ No newline at end of file diff --git a/webGl/circle fractal/index.html b/webGl/circle fractal/index.html new file mode 100644 index 0000000..4375160 --- /dev/null +++ b/webGl/circle fractal/index.html @@ -0,0 +1,58 @@ + + + + + + Document + + + + + +
+
+ +
+
+

Controls:

+

+ Press "Space" to pause and start the animation +

+

+ Press "P" to show/hide the control panel +

+
+

Speed

+ +
+

Controls

+
+ + + +
+ +
+
+ +
+ + + + + + + + \ No newline at end of file diff --git a/webGl/circle fractal/index.js b/webGl/circle fractal/index.js new file mode 100644 index 0000000..5e5483d --- /dev/null +++ b/webGl/circle fractal/index.js @@ -0,0 +1,101 @@ +// 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(); \ No newline at end of file diff --git a/webGl/circle fractal/js/helper.js b/webGl/circle fractal/js/helper.js new file mode 100644 index 0000000..5e27b17 --- /dev/null +++ b/webGl/circle fractal/js/helper.js @@ -0,0 +1,274 @@ +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] +} \ No newline at end of file diff --git a/webGl/circle fractal/js/index.js b/webGl/circle fractal/js/index.js new file mode 100644 index 0000000..a3ce0f5 --- /dev/null +++ b/webGl/circle fractal/js/index.js @@ -0,0 +1,148 @@ +//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; diff --git a/webGl/circle fractal/js/math.js b/webGl/circle fractal/js/math.js new file mode 100644 index 0000000..f9eeea3 --- /dev/null +++ b/webGl/circle fractal/js/math.js @@ -0,0 +1,77 @@ +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; +} diff --git a/webGl/circle fractal/js/objects.js b/webGl/circle fractal/js/objects.js new file mode 100644 index 0000000..d3ef718 --- /dev/null +++ b/webGl/circle fractal/js/objects.js @@ -0,0 +1,153 @@ +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); + } +} + +