add 002
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8 changed files with 152 additions and 3 deletions
31
html/002-rainbow-trinity.html
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31
html/002-rainbow-trinity.html
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<!DOCTYPE html>
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<meta charset="utf-8" />
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<title>com.mekanoe.art // 002-rainbow-trinity</title>
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<style>
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html,
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body {
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margin: 0;
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padding: 0;
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overflow: hidden;
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background-color: black;
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color: white;
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}
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main {
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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}
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</style>
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<link rel="stylesheet" href="work.css" />
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<main>
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<canvas id="canvas" width="1280" height="720"></canvas>
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<div id="telemetry">XX.X FPS (XX.X ms)</div>
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</main>
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<script
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src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/3.4.2/gl-matrix-min.min.js"
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integrity="sha512-cR3oS5mKRWD+38vYi1CNJk1DLpi104ovuQBuVv9p7nNxeqzSNiHzlboK2BZQybmpTi1QNnQ5unYajpURcMjeZQ=="
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crossorigin="anonymous"
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referrerpolicy="no-referrer"
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></script>
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<script src="/002-rainbow-trinity.js" type="module"></script>
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74
html/002-rainbow-trinity.js
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html/002-rainbow-trinity.js
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import { Shader, colorUtils, commonFrag, commonVert } from "./lib/shader.js";
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import { BasicPlane } from "./lib/basic-plane.js";
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import { App } from "./lib/app.js";
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const app = new App({ fov: 20 });
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const gl = app.gl;
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const shader = new Shader(app)
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.attach(
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gl.VERTEX_SHADER,
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`
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${commonVert}
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varying highp vec2 vTextureCoord;
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void main() {
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gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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vTextureCoord = aTextureCoord;
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}
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`
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)
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.attach(
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gl.FRAGMENT_SHADER,
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`
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${commonFrag}
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${colorUtils}
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varying highp vec2 vTextureCoord;
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vec3 circle(vec2 pos, vec3 color) {
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float radius = 0.75;
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float dist = length(pos);
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float circle = smoothstep(radius + 0.001, radius, dist);
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return color * vec3(1.0 - circle);
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}
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vec3 colorRotator(vec3 color, float phase, vec2 uv) {
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color.x += uSinTime * 0.0001 + uv.y;
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vec3 hsv = rgb2hsv(color);
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hsv.x += uSinTime * 0.001 * uv.y - phase;
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hsv.y = 1.0;
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hsv.z = 0.5;
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vec3 rgb = hsv2rgb(hsv);
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return rgb;
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}
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void main() {
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float value = sin(uTime * 0.00025) * 0.5 + 0.5;
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vec2 sv = vec2(1.0, 1.0);
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vec3 triUpper = hsv2rgb(vec3(value, sv));
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vec3 triLeft = hsv2rgb(vec3(value + 0.33, sv));
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vec3 triRight = hsv2rgb(vec3(value + 0.66, sv));
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vec2 uv = vTextureCoord * 2.0 - 1.0;
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vec3 color = vec3(0.0);
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// place 3 circles in a triangle
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color += circle(vec2(uv.x, uv.y + 0.5), colorRotator(triUpper, 1.0, uv));
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color += circle(vec2(uv.x - 0.5, uv.y - 0.33), colorRotator(triLeft, 0.667, uv));
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color += circle(vec2(uv.x + 0.5, uv.y - 0.33), colorRotator(triRight, 0.333, uv));
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// color = 1.0 - color;
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gl_FragColor = vec4(color, 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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)
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.link();
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const plane = new BasicPlane(app);
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plane.attachShader(shader);
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app.loop();
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@ -30,6 +30,7 @@
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</header>
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<section id="works">
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<ul>
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<li><a href="/002-rainbow-trinity">./002-rainbow-trinity</a></li>
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<li><a href="/001-platform-provenance">./001-platform-provenance</a></li>
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</ul>
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</section>
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@ -71,3 +71,37 @@ export class Shader {
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this.updateTime();
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}
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}
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export const colorUtils = `
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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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`;
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export const commonFrag = `
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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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`;
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export const commonVert = `
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attribute vec4 aVertexPosition;
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attribute vec2 aTextureCoord;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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`;
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