import { Shader } from "./lib/shader.js"; import { BasicPlane } from "./lib/basic-plane.js"; import { App } from "./lib/app.js"; 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() { vec3 hsv = rgb2hsv(vec3(vTextureCoord, 1.0)); hsv.x += uTime * 0.0001; hsv.y = vTextureCoord.x; hsv.z = vTextureCoord.y; vec3 rgb = hsv2rgb(hsv); gl_FragColor = vec4(rgb, 1.0); gl_FragColor = clamp(gl_FragColor, 0.0, 1.0); } ` ) .link(); const plane = new BasicPlane(app); plane.attachShader(shader); app.loop();