more math
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ea4210526d
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76c007f5b1
3 changed files with 34 additions and 15 deletions
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@ -26,17 +26,38 @@ const shader = new Shader(app)
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.attach(
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gl.FRAGMENT_SHADER,
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`
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uniform lowp float uTime;
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uniform lowp float uSinTime;
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uniform lowp float uCosTime;
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precision highp float;
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uniform float uTime;
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uniform float uSinTime;
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uniform float uCosTime;
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varying highp vec2 vTextureCoord;
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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lowp float slowedSinTime = sin(uTime*0.001)*0.5+0.5;
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lowp float slowedCosTime = cos(uTime*0.005)*0.5+0.5;
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gl_FragColor = vec4(vTextureCoord.x * 0.5 - slowedSinTime, vTextureCoord.y, vTextureCoord.y * 0.5 + slowedSinTime, 1.0);
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vec3 hsv = rgb2hsv(vec3(vTextureCoord, 1.0));
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hsv.x += uTime * 0.0001;
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hsv.y = vTextureCoord.x;
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hsv.z = vTextureCoord.y;
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vec3 rgb = hsv2rgb(hsv);
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gl_FragColor = vec4(rgb, 1.0);
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gl_FragColor = clamp(gl_FragColor, 0.0, 1.0);
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}
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`
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@ -12,12 +12,12 @@ export class Shader {
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this.gl.shaderSource(shader, source);
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this.gl.compileShader(shader);
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// if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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// throw new Error(
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// "An error occurred compiling the shaders: " +
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// this.gl.getShaderInfoLog(shader)
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// );
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// }
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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throw new Error(
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"An error occurred compiling the shaders: " +
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this.gl.getShaderInfoLog(shader)
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);
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}
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this.gl.attachShader(this.program, shader);
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@ -2,8 +2,6 @@
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background-color: rgba(0, 0, 0, 0.5);
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color: white;
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font: monospace;
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