seems good

This commit is contained in:
41666 2023-10-03 00:46:52 -04:00
parent a9cb149999
commit d1e95047fc
14 changed files with 110 additions and 402 deletions

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@ -0,0 +1,35 @@
precision highp float;
uniform float uTime;
uniform float uSinTime;
uniform float uCosTime;
varying highp vec2 vTextureCoord;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
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() {
float zComponent = uSinTime * 0.001 * 0.5 + 0.5;
vec3 hsv = rgb2hsv(vec3(vTextureCoord, zComponent));
hsv.x += uTime * 0.0001;
hsv.y = 1.0;
hsv.z = 1.0;
vec3 rgb = hsv2rgb(hsv);
gl_FragColor = vec4(rgb, 1.0);
gl_FragColor = clamp(gl_FragColor, 0.0, 1.0);
}

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@ -1,68 +1,15 @@
import { Shader } from "../shader";
import { BasicPlane } from "../basic-plane";
import { App } from "../app";
import fragment from "./fragment.glsl";
import vertex from "./vertex.glsl";
const app = new App({ fov: 20 });
const gl = app.gl;
const shader = new Shader(app)
.attach(
gl.VERTEX_SHADER,
`
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying highp vec2 vTextureCoord;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
}
`
)
.attach(
gl.FRAGMENT_SHADER,
`
precision highp float;
uniform float uTime;
uniform float uSinTime;
uniform float uCosTime;
varying highp vec2 vTextureCoord;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
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() {
float zComponent = uSinTime * 0.001 * 0.5 + 0.5;
vec3 hsv = rgb2hsv(vec3(vTextureCoord, zComponent));
hsv.x += uTime * 0.0001;
hsv.y = 1.0;
hsv.z = 1.0;
vec3 rgb = hsv2rgb(hsv);
gl_FragColor = vec4(rgb, 1.0);
gl_FragColor = clamp(gl_FragColor, 0.0, 1.0);
}
`
)
.attach(gl.VERTEX_SHADER, vertex)
.attach(gl.FRAGMENT_SHADER, fragment)
.link();
const plane = new BasicPlane(app);

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attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying highp vec2 vTextureCoord;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
}

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@ -1,36 +0,0 @@
import { Shader } from "../shader";
import { BasicPlane } from "../basic-plane";
import { App } from "../app";
const app = new App({ fov: 20 });
const gl = app.gl;
const shader = new Shader(app)
.attach(
gl.VERTEX_SHADER,
`
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
}
`
)
.attach(
gl.FRAGMENT_SHADER,
`
void main() {
gl_FragColor = vec4(1.0);
}
`
)
.link();
const plane = new BasicPlane(app);
plane.attachShader(shader);
app.loop();

View file