0005: noe alt2

This commit is contained in:
41666 2024-05-01 00:05:00 -04:00
parent bdacfc0f5f
commit 56508267a3
4 changed files with 69 additions and 13 deletions

View file

@ -4,11 +4,9 @@ import { Renderable } from "../renderer/renderable";
import { Transform, etoq, v3 } from "../renderer/transform";
import plane from "../meshes/plane";
import { outer } from "./shaders/outer";
import { noe } from "./shaders/noe";
import { frags, noe } from "./shaders/noe";
import { createGizmo } from "../renderer/gizmo";
const useDebug = location.search.includes("alt1");
const app = new WebGLApp({ fov: 45 });
const camera = new Transform([0, 0, 2], etoq([0, 0, 0]));
@ -40,10 +38,20 @@ new Renderable(
new MeshRenderer(app, plane, outer(app), camera).configure({})
);
let noeShader = frags.normal;
if (location.search.includes("alt1")) {
noeShader = frags.debug;
}
if (location.search.includes("alt2")) {
noeShader = frags.alt2;
}
new Renderable(
app,
transformSphere,
new MeshRenderer(app, plane, noe(app, useDebug), camera, light).configure({})
new MeshRenderer(app, plane, noe(app, noeShader), camera, light).configure({})
);
// createGizmo(app, camera, light);

View file

@ -0,0 +1,43 @@
#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 = 0.9;
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() {
// 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*13.0) - (u_time * 0.0001) * theta - 0.01 * u_time * 0.001));
// float edgeLightZone = pow(clamp(abs(dot(cUV.xyx, light_pos)), 0.0, 1.0) * 2.0, 4.0);
float colorSpiral = sin(100.0 * (sqrt(circleDistance * 10.0) - 0.001 * theta - 0.3 * u_time * 0.00005));
// vec3 hueRotation = hsv2rgb(vec3(colorSpiral, 1.0, 0.5));
fragColor = vec4(0, spiral, 0, 1.0);
}

View file

@ -3,6 +3,7 @@ import { WebGLApp } from "../../renderer/webgl";
import vert from "../../common-shaders/basic.vert";
import frag from "./noe.frag";
import fragDebug from "./noe-debug.frag";
import fragAlt2 from "./noe-alt2.frag";
export const basicShaderConfig: ShaderConfig = {
attributes: {
@ -27,8 +28,11 @@ export const basicShaderConfig: ShaderConfig = {
},
};
export const noe = (app: WebGLApp, debug: boolean = false) =>
new Shader(basicShaderConfig)
.vertex(vert)
.fragment(debug ? fragDebug : frag)
.app(app);
export const frags = {
normal: frag,
debug: fragDebug,
alt2: fragAlt2,
};
export const noe = (app: WebGLApp, fragShader: string = frag) =>
new Shader(basicShaderConfig).vertex(vert).fragment(fragShader).app(app);