3d/html/006-the-edge/main.js
2024-05-05 04:23:00 -04:00

199 lines
5.5 KiB
JavaScript

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();