non-functional: air tastes funny LMFAO

This commit is contained in:
41666 2024-04-30 20:13:39 -04:00
parent 0b6ce2137f
commit 269f54882f
5 changed files with 177 additions and 0 deletions

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import { MeshRenderer } from "../renderer/mesh-renderer";
import { WebGLApp } from "../renderer/webgl";
import { Renderable } from "../renderer/renderable";
import { Transform, etoq, v3 } from "../renderer/transform";
import plane from "../meshes/plane";
import texture0 from "../meshes/trianglething/textures/texture0.png";
import { Texture } from "../renderer/texture";
import { outer } from "./shaders/outer";
import uvsphere from "../meshes/uvsphere";
import { basic } from "../common-shaders/basic";
import { noe } from "./shaders/noe";
import uvsphereInverted from "../meshes/uvsphere-inverted";
const app = new WebGLApp({ fov: 45 });
const light = new Transform(v3(-5));
const camera = new Transform([0, 0, 2], etoq([0, 0, 0]));
const transformPlane = new Transform(v3(0), etoq([0, 180, 0]), v3(1.8));
const transformSphere = new Transform(v3(0), etoq([0, 180, 180]), v3(0.6));
// app.onUpdate((time, app) => {
// // const wiggle = 40 * (Math.sin(time) * 0.001);
// // camera.position = [wiggle, 2, 4 - wiggle];
// });
new Renderable(
app,
transformPlane,
new MeshRenderer(app, plane, outer(app), camera).configure({})
);
new Renderable(
app,
transformSphere,
new MeshRenderer(app, plane, noe(app), camera).configure({})
);
// createGizmo(app, camera, light);
app.start();

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#version 300 es
precision highp float;
// uniform mat4 u_view;
// uniform mat4 u_projection;
// uniform mat4 u_object_to_world;
// uniform mat4 u_object_to_world_inv;
// uniform vec3 u_light_0;
// uniform vec4 u_light_0_color;
uniform float u_time;
// uniform vec4 u_albedo;
in vec2 uv0;
in vec3 light_pos;
out vec4 fragColor;
const float margin = 0.5;
// float r = length(m);
// float a = atan(m.y, m.x);
// float v = sin(100.*(sqrt(r)-0.02*a-.3*t));
// return clamp(v,0.,1.);
void main() {
// 0..1 to -1..1
vec2 cUV = uv0 * 2.0 - 1.0;
float circleDistance = length(cUV);
if (circleDistance > margin) {
discard;
}
float theta = atan(cUV.y, cUV.x) ;
float spiral = sin(100.0 * (sqrt(circleDistance*20.0) - 10.0 * theta - 0.01 * u_time * 0.001));
float edgeLightZone = pow(clamp(abs(dot(cUV.xyx, light_pos)), 0.0, 1.0) * 2.0, 7.0);
fragColor = vec4(0.0, spiral, edgeLightZone, 1.0);
}

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import { Shader, ShaderConfig } from "../../renderer/shader";
import { WebGLApp } from "../../renderer/webgl";
import vert from "../../common-shaders/basic.vert";
import frag from "./noe.frag";
export const basicShaderConfig: ShaderConfig = {
attributes: {
vertex: "a_vertex",
uv0: "a_uv0",
normal: "a_normal",
vertexColor: "a_vertex_color",
},
uniforms: {
view: "u_view",
projection: "u_projection",
objectToWorld: "u_object_to_world",
objectToWorldInv: "u_object_to_world_inv",
light0: "u_light_0",
light0Color: "u_light_0_color",
time: "u_time",
albedo: "u_albedo",
texture0: "u_texture_0",
texture1: "u_texture_1",
texture2: "u_texture_2",
},
};
export const noe = (app: WebGLApp) =>
new Shader(basicShaderConfig).vertex(vert).fragment(frag).app(app);

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#version 300 es
precision highp float;
uniform float u_time;
in vec2 uv0;
out vec4 fragColor;
vec2 squareImaginary(vec2 number){
return vec2(
pow(number.x,2.0) - pow(number.y, 2.0),
2.0 * number.x * number.y
);
}
float iterateMandelbrot(vec2 coord){
vec2 z = vec2(0,0);
float maxIterations = 100.0;
for (float i = 0.0; i < maxIterations; i++) {
z = squareImaginary(z) + (coord * -1.3);
if (length(z) > 2.0) return i / float(maxIterations);
}
return maxIterations;
}
void main() {
// uv0 is 0..1, we want to denormalize this to -1..1
vec2 uvMirror = abs(uv0 * 2.0 - 1.0);
fragColor = vec4(0.0);
float mandelbrot = iterateMandelbrot((uvMirror.xy + vec2(0.14, -0.525)) * 0.9);
fragColor.r = mandelbrot;
vec2 outerNoise = (mandelbrot) * (1.0 - uvMirror * 0.5);
fragColor.gb += (1.0 - mandelbrot) * outerNoise;
fragColor.a = 1.0;
}

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import { Shader, ShaderConfig } from "../../renderer/shader";
import { WebGLApp } from "../../renderer/webgl";
import vert from "../../common-shaders/basic.vert";
import frag from "./outer.frag";
export const basicShaderConfig: ShaderConfig = {
attributes: {
vertex: "a_vertex",
uv0: "a_uv0",
normal: "a_normal",
vertexColor: "a_vertex_color",
},
uniforms: {
view: "u_view",
projection: "u_projection",
objectToWorld: "u_object_to_world",
objectToWorldInv: "u_object_to_world_inv",
light0: "u_light_0",
light0Color: "u_light_0_color",
time: "u_time",
albedo: "u_albedo",
texture0: "u_texture_0",
texture1: "u_texture_1",
texture2: "u_texture_2",
},
};
export const outer = (app: WebGLApp) =>
new Shader(basicShaderConfig).vertex(vert).fragment(frag).app(app);