3d/html/001-platform-provenance.js
2023-10-01 13:35:20 -04:00

70 lines
1.8 KiB
JavaScript

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();