006: add note

This commit is contained in:
41666 2024-05-05 13:43:54 -04:00
parent c2db0d5f37
commit 4f291f4f50
11 changed files with 28 additions and 4217 deletions

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@ -1,199 +1,2 @@
import {
plane_default
} from "../chunk-a6d990db9d9ec9c3.js";
import {
MeshRenderer,
Renderable,
Shader,
Transform,
WebGLApp,
basic_default1 as basic_default,
etoq,
v3
} from "../chunk-652b721da622b7d9.js";
// src/006-the-edge/shaders/rail.frag
var rail_default = `#version 300 es
precision highp float;
uniform float u_time;
in vec2 uv0;
out vec4 fragColor;
const float railWidth = 0.041666;
const float railWiggle = 0.0015;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
const float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0, 0, 0, 0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
vec2 cUV = uv0 * 2.0 - 1.0;
float sintime = sin(u_time * 0.0001);
// wiggle
float vY = cos(uv0.y * sintime);
float vX = sin(uv0.x * sintime * 10000.0);
float vibes = railWiggle * snoise(vec3(vY, vX, u_time));
// smoothly calculate the wiggle
float rail = 1.0 - step(abs(pow(abs(cUV.y) - railWidth + vibes, 30.0)), 1.0);
// snip out wrapping
// if (abs(cUV.y) > railWidth * 2.0) {
// discard;
// }
vec4 railColor = vec4(rail);
// albedo (staticy colorful <333)
float noise = abs(sin(snoise(uv0.xxy * 10000. * u_time)));
float noise2 = abs(sin(snoise(uv0.yxy * 10000.* u_time)));
float noise3 = abs(sin(snoise(uv0.xyx * 10000. * u_time)));
railColor.rgb -= (vec3(noise, noise2, noise3) * 0.3);
// simplex noise based on 3 moire spirals
float theta = atan(cUV.y, uv0.x);
float spiral = sin(10.0 * (sqrt(19.0 + (15.0 * sintime * 0.05))) - 1000.0 * theta - 0.01 * u_time * 0.0001);
float theta2 = atan(1.0-(cUV.y / 1000.0), uv0.x - (railWidth / 20.));
float spiral2 = sin(10.0 * (sqrt(20.0 + u_time * 0.00001) - 10000.0 * theta2 - 0.01 * u_time * 0.0001));
float theta3 = atan(1.0 - uv0.y/10.0, uv0.x);
float spiral3 = sin(100.0 * (sqrt(100.0 + uv0.y) - 100000.0 * theta3 - 0.01 * sintime * 0.0001));
float sparkleNoise = snoise(vec3(spiral, spiral2, u_time * 0.00001));
fragColor.r = step(abs(spiral2 * spiral * sparkleNoise), mix(0.0333, 0.0666, abs(uv0.y + sin(u_time * 0.00001))));
fragColor.r *= pow(1.0 - abs(cUV.y), 3.0) * abs(spiral3);
fragColor.r *= 10.0;
if (cUV.y > 0.0) {
fragColor.r = 0.0;
}
// fragColor.g = spiral3;
// keep within 0-1
fragColor = clamp(vec4(fragColor + railColor), vec4(0), vec4(1));
}
`;
// src/006-the-edge/shaders/rail.ts
var basicShaderConfig = {
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"
}
};
var rail2 = (app, fragShader = rail_default) => new Shader(basicShaderConfig).vertex(basic_default).fragment(fragShader).app(app);
// src/006-the-edge/main.ts
var app = new WebGLApp({ fov: 45 });
var camera = new Transform([0, 0, 2], etoq([0, 0, 0]));
var transformRail = new Transform(v3(0), etoq(v3(0)), [1000, 1, 1]);
new Renderable(app, transformRail, new MeshRenderer(app, plane_default, rail2(app), camera).configure({}));
app.start();
import{c as E} from"../chunk-d24458ad0a4be457.js";import{f as j,g as k,h as z,i as F,j as y,l as B,n as H,o as I} from"../chunk-0ef35489d83e6289.js";var t=`#version 300 es
precision highp float;uniform float u_time;in vec2 uv0;out vec4 fragColor;const float railWidth=0.041666;const float railWiggle=0.0015;vec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-0.85373472095314*r;}float snoise(vec3 v){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));const float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0,0,0,0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);m=m*m;return 42.0*dot(m*m,vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3)));}void main(){vec2 cUV=uv0*2.0-1.0;float sintime=sin(u_time*0.0001);float vY=cos(uv0.y*sintime);float vX=sin(uv0.x*sintime*10000.0);float vibes=railWiggle*snoise(vec3(vY,vX,u_time));float rail=1.0-step(abs(pow(abs(cUV.y)-railWidth+vibes,30.0)),1.0);vec4 railColor=vec4(rail);float noise=abs(sin(snoise(uv0.xxy*10000.*u_time)));float noise2=abs(sin(snoise(uv0.yxy*10000.*u_time)));float noise3=abs(sin(snoise(uv0.xyx*10000.*u_time)));railColor.rgb-=(vec3(noise,noise2,noise3)*0.3);float theta=atan(cUV.y,uv0.x);float spiral=sin(10.0*(sqrt(19.0+(15.0*sintime*0.05)))-1000.0*theta-0.01*u_time*0.0001);float theta2=atan(1.0-(cUV.y/1000.0),uv0.x-(railWidth/20.));float spiral2=sin(10.0*(sqrt(20.0+u_time*0.00001)-10000.0*theta2-0.01*u_time*0.0001));float theta3=atan(1.0-uv0.y/10.0,uv0.x);float spiral3=sin(100.0*(sqrt(100.0+uv0.y)-100000.0*theta3-0.01*sintime*0.0001));float sparkleNoise=snoise(vec3(spiral,spiral2,u_time*0.00001));fragColor.r=step(abs(spiral2*spiral*sparkleNoise),mix(0.0333,0.0666,abs(uv0.y+sin(u_time*0.00001))));fragColor.r*=pow(1.0-abs(cUV.y),3.0)*abs(spiral3);fragColor.r*=10.0;if(cUV.y>0.0){fragColor.r=0.0;}fragColor=clamp(vec4(fragColor+railColor),vec4(0),vec4(1));}`;var O={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"}},D=(J,K=t)=>new y(O).vertex(B).fragment(K).app(J);var x=new I({fov:45}),P=new j([0,0,2],k([0,0,0])),Q=new j(z(0),k(z(0)),[1000,1,1]);new H(x,Q,new F(x,E,D(x),P).configure({}));x.start();