import { App, BasicPlane, Shader } from "../chunk-2775206da9dea9ea.js"; // src/001-platform-provenance/main.ts var app2 = new App({ fov: 20 }); var gl = app2.gl; var shader2 = new Shader(app2).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); } `).link(); var plane = new BasicPlane(app2); plane.attachShader(shader2); app2.loop();