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); } }