006: the edge...
This commit is contained in:
parent
02547b888f
commit
c2db0d5f37
16 changed files with 4461 additions and 20 deletions
29
html/006-the-edge/index.html
Normal file
29
html/006-the-edge/index.html
Normal file
|
@ -0,0 +1,29 @@
|
|||
<!doctype html>
|
||||
<meta charset="utf-8" />
|
||||
<title>com.mekanoe.art // 006-the-edge</title>
|
||||
<style>
|
||||
html,
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background-color: black;
|
||||
color: white;
|
||||
font-family: Atkinson Hyperlegible, sans-serif;
|
||||
}
|
||||
main {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
height: 100vh;
|
||||
}
|
||||
</style>
|
||||
<link rel="stylesheet" href="/work.css" />
|
||||
<main>
|
||||
<canvas id="canvas" width="1280" height="720"></canvas>
|
||||
<div id="telemetry">XX.X FPS (XX.X ms)</div>
|
||||
<div id="loading" class="loading-active"><div id="loading-text">[noeidelon] [stage 1]<br />bootstrapping...<span id="stage1-error"><br />this is taking a while...</span><span id="stage1-error2"><br />[panic] <span style="color: red">heck wtf</span></span></div></div>
|
||||
<div id="editor"></div>
|
||||
<nav><a class="nav-left" href="/005-thoughtform-hidenoe">⇠ 005-thoughtform-hidenoe</a></nav>
|
||||
</main>
|
||||
<script src="/006-the-edge/main.js" type="module"></script>
|
199
html/006-the-edge/main.js
Normal file
199
html/006-the-edge/main.js
Normal file
|
@ -0,0 +1,199 @@
|
|||
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();
|
Loading…
Add table
Add a link
Reference in a new issue