nevermind, statics don't rly suck
This commit is contained in:
parent
adc3a38395
commit
428246706f
13 changed files with 532 additions and 5 deletions
62
html/001-platform-provenance/main.js
Normal file
62
html/001-platform-provenance/main.js
Normal file
|
@ -0,0 +1,62 @@
|
|||
import {
|
||||
App,
|
||||
BasicPlane,
|
||||
Shader
|
||||
} from "../chunk-2775206da9dea9ea.js";
|
||||
|
||||
// src/001-platform-provenance/main.ts
|
||||
var app2 = new App({ fov: 20 });
|
||||
var gl = app2.gl;
|
||||
var shader2 = new Shader(app2).attach(gl.VERTEX_SHADER, `
|
||||
attribute vec4 aVertexPosition;
|
||||
attribute vec2 aTextureCoord;
|
||||
|
||||
uniform mat4 uModelViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
|
||||
vTextureCoord = aTextureCoord;
|
||||
}
|
||||
`).attach(gl.FRAGMENT_SHADER, `
|
||||
precision highp float;
|
||||
|
||||
uniform float uTime;
|
||||
uniform float uSinTime;
|
||||
uniform float uCosTime;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
|
||||
vec3 rgb2hsv(vec3 c) {
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
vec3 hsv2rgb(vec3 c) {
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float zComponent = uSinTime * 0.001 * 0.5 + 0.5;
|
||||
vec3 hsv = rgb2hsv(vec3(vTextureCoord, zComponent));
|
||||
hsv.x += uTime * 0.0001;
|
||||
hsv.y = 1.0;
|
||||
hsv.z = 1.0;
|
||||
vec3 rgb = hsv2rgb(hsv);
|
||||
|
||||
gl_FragColor = vec4(rgb, 1.0);
|
||||
gl_FragColor = clamp(gl_FragColor, 0.0, 1.0);
|
||||
}
|
||||
`).link();
|
||||
var plane = new BasicPlane(app2);
|
||||
plane.attachShader(shader2);
|
||||
app2.loop();
|
Loading…
Add table
Add a link
Reference in a new issue