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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Shader Art</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
</head>
<body>
<div>
Fans<br/>
Written live for Jam in Lyon.
<br/><br/>
More shaders:<br/>
<a href ="./index.html">[home]</a>
</div>
</body>
<script>
// -- https://xemantic.github.io/shader-web-background/
const shaderWebBackground={};
(()=>{'use strict';
const t=(a,b)=>{
b.initHalfFloatRGBATexture(b.width,b.height);
a.texParameteri(a.TEXTURE_2D,
a.TEXTURE_MIN_FILTER,a.LINEAR);
a.texParameteri(a.TEXTURE_2D,a.TEXTURE_MAG_FILTER, a.LINEAR);
a.texParameteri(a.TEXTURE_2D,a.TEXTURE_WRAP_S,a.CLAMP_TO_EDGE);
a.texParameteri(a.TEXTURE_2D, a.TEXTURE_WRAP_T,a.CLAMP_TO_EDGE)
},
x=(a,b)=>{
console.warn("shader-web-background cannot shade, adding fallback CSS classes");
document.documentElement.classList.add("shader-web-background-fallback");
b.classList.add("shader-web-background-fallback");
if(a instanceof shaderWebBackground.GlError)console.warn("Not sufficient WebGL support:", a);
else throw a;
};
function y(a,b){
if(!a)throw new shaderWebBackground.ConfigError(b);
}
function z(a){y(a instanceof HTMLCanvasElement,"config.canvas must be instance of canvas");
return a}
function A(){
const a=document.createElement("canvas"),b=a.style;
a.id="shader-web-background";
b.width="100vw";
b.height="100vh";
b.position="fixed";
b.top="0";
b.left="0";
b.zIndex=-9999;
return a
}
function B(a,b,c){
y(a instanceof HTMLScriptElement&&a.type===b,'Shader source element of id "'+ c+'" should be of type: <script type="'+(b+'" id="'+c+'">'))
}
function D(a){
const b=document.getElementById(a);
y(b,'Missing shader source: <script type="x-shader/x-fragment" id="'+ (a+'">'));
B(b,"x-shader/x-fragment",a);
return b.text
}
function E(a){
a+="Vertex";
const b=document.getElementById(a);
return b?(B(b,"x-shader/x-vertex",a),b.text):"attribute vec2 V;void main(){gl_Position=vec4(V,0,1);}"
}
function F(a,b){
"loading"!==document.readyState?b():window.addEventListener(a,b)
}
class G{constructor(a,b,c,d){
this.g=c;
const l=a.gl;
this.h=()=>{for(const f of d)f.u(l, f.location,b)};
this.i=()=>{
var f=c.v,h=a.gl;
h.bindBuffer(h.ARRAY_BUFFER,a.j);
h.enableVertexAttribArray(f);
h.vertexAttribPointer(f,2,h.FLOAT,!1,0,0);h.drawArrays(h.TRIANGLE_STRIP,0,4);h.disableVertexAttribArray(f);
h.bindBuffer(h.ARRAY_BUFFER,null);
f=a.gl;
for(h=0;h<a.g;h++)f.activeTexture(f.TEXTURE0+h),f.bindTexture(f.TEXTURE_2D,null);a.g=0
}
}
}
function H(a){
var b={antialias:!1,depth:!1,alpha:!1};
try{return new I(a,b)}
catch(c){throw new shaderWebBackground.GlError(c.message);}
}
function J(a,b,c,d,l,f){
function h(e,m,n){
try{{
var k=p;const q=k.gl,P=K(k,e,q.VERTEX_SHADER,m),Q=K(k,e,q.FRAGMENT_SHADER,n),v=q.createProgram();q.attachShader(v,P);q.attachShader(v,Q);q.linkProgram(v);var r=v
} return r }
catch(q){throw new shaderWebBackground.ConfigError(q.message);}
}
const p=H(a),w=[],g={
gl:p.gl,
canvas:a,
width:0,
height:0,
cssPixelRatio:0,
cssWidth:0,
cssHeight:0,
isOverShader:(e,m)=>{
const n=a.getBoundingClientRect();
return e>=n.left&&e<=n.right&&m>=n.top&&m<=n.bottom
},
toShaderX:e=>(e-a.getBoundingClientRect().left)*g.cssPixelRatio+.5,
toShaderY:e=>a.height-(e-a.getBoundingClientRect().top)*g.cssPixelRatio-.5,
s:()=>g.cssWidth!==a.clientWidth||g.cssHeight!==a.clientHeight?(g.resize(),!0):!1,
resize:()=>{
const e=window.devicePixelRatio||1,m=a.clientWidth,n=a.clientHeight,k=Math.floor(m*e),r=Math.floor(n*e);
a.width=k;
a.height=r;
g.width=k;
g.height=r;
g.cssPixelRatio=e;
g.cssWidth=m;
g.cssHeight=n;
p.gl.viewport(0,0,p.canvas.width,p.canvas.height);
for(const q of w)q.g.l(k,r)
},
texture:(e,m)=>{
{
var n=p;
const k=n.gl;
m=m instanceof L?m.g:m;
k.activeTexture(k.TEXTURE0+n.g);
k.bindTexture(k.TEXTURE_2D,m);
k.uniform1i(e,n.g++)
}
},
buffers:{
},
initHalfFloatRGBATexture:(e,m)=>{ p.h.g(e,m) }
},
R=Object.keys(b).length-1;
let S=0;
for(const e in b){
if(S++<R){
const k=b[e].texture||t;
g.buffers[e]=M(
p,()=>{
k(p.gl,g)
}
)
}
const m=N(p,h(e,E(e),D(e)),g.buffers[e]),n=b[e].uniforms||{ };
var u=Object.keys(n);
for(const k of m.m)y(n[k.name],'No configuration for uniform "'+k.name+'" defined in shader "'+e+'"'),u=u.filter(r=>r!==k.name);
0!==u.length&&console.warn('Extra uniforms configured for shader "'+e+'", which are not present in the shader code - might have been removed by GLSL compiler if not used: '+u.join(", "));
u=m.m.map(k=>({
location:k.location,u:n[k.name]
}));
w.push(new G(p,g,m,u))
}const C=()=>{
g.s()&&d&&d(g.width,g.height,g);
l&&l(g);
for(const e of w)e.g.i(e.h,e.i);
f&&f(g);
requestAnimationFrame(C)
};
F("load",()=>{
g.resize();
c&&c(g);
d&&d(g.width,g.height,g);
requestAnimationFrame(C)
});
return g
}
shaderWebBackground.Error=class extends Error{
constructor(a){
super(a);
this.name="shaderWebBackground.Error"
}
};
shaderWebBackground.ConfigError=class extends shaderWebBackground.Error{
constructor(a){
super(a);
this.name="shaderWebBackground.ConfigError"
}
};
shaderWebBackground.GlError=class extends shaderWebBackground.Error{
constructor(a){
super(a);
this.name="shaderWebBackground.GlError"
}
};
shaderWebBackground.shade=function(a){
y(a,"Missing config argument");
const b=a.canvas?z(a.canvas):A();
y(a.shaders,"No shaders specified in config");
try{
const c=J(b,a.shaders,a.onInit,a.onResize,a.onBeforeFrame,a.onAfterFrame);
a.canvas||F("DOMContentLoaded",()=>{
document.body.appendChild(b)
});
return c
}catch(c){
(a.onError||x)(c,b)
}
};
const O=[-1,1,1,1,-1,-1,1,-1];
function T(a,b){
return a.j(a.gl.getExtension(b),b+" extension is not supported")
}
class U{
constructor(a,b){
this.gl=a;
this.j=b
}g(){
}
}
class V extends U{
constructor(a,b){
super(a,b);
this.h=T(this,"OES_texture_half_float");
T(this,"OES_texture_half_float_linear")
}
g(a,b){
const c=this.gl;
c.texImage2D(c.TEXTURE_2D,0,c.RGBA,a,b,0,c.RGBA,this.h.HALF_FLOAT_OES,null)
}
}
class W extends U{
constructor(a,b){
super(a,b);
T(this,"EXT_color_buffer_float");
this.gl.getExtension("OES_texture_float_linear")
}g(a,b){
const c=this.gl;
c.texImage2D(c.TEXTURE_2D,0,c.RGBA16F,a,b,0,c.RGBA,c.HALF_FLOAT,null)
}
}
function X(a){
a=a.split(/\r?\n/);
const b=a.length.toString().length;
var c=[];
a.forEach((d,l)=>{
l=(l+1).toString();
l=l.length>=b?l:" ".repeat(b-l.length)+l;
c.push(l+": "+d+"\n")
});
return c.join("")
}
function M(a,b){
return new L( a.gl,()=>{ b(a.gl) } )
}
function N(a,b,c){
const d=a.gl;
a=[];
const l=d.getProgramParameter(b,d.ACTIVE_UNIFORMS);
for(let f=0;
f<l;
f++){
const h=d.getActiveUniform(b,f);
a.push({
name:h.name,location:d.getUniformLocation(b,h.name)
})
}
return{
v:d.getAttribLocation(b,"V"),m:a,l:c?(f,h)=>c.l(f,h):()=>{
},i:(f,h)=>{
d.useProgram(b);
f();
c?(f=c.g,c.g=c.h,c.h=f,c.i(h)):h()
}
}
}
function K(a,b,c,d){
a=a.gl;
c=a.createShader(c);
a.shaderSource(c,d);
a.compileShader(c);
if(!a.getShaderParameter(c,a.COMPILE_STATUS)){
const l=String(a.getShaderInfoLog(c));
a.deleteShader(c);
b="Cannot compile shader - "+b+": "+l;
console.log(b);
console.log(X(d));
throw Error(b);
}
return c
}
class I{
constructor(a,b){
this.canvas=a;
const c=(l,f)=>{
if(!l)throw Error(f);
return l
};
let d=a.getContext("webgl2",b);
if(d)this.h=new W(d,c);
else if(d=a.getContext("webgl",b))this.h=new V(d,c);
c(d,"webgl context not supported on supplied canvas element: "+a);
this.gl=d;
a=d.createBuffer();
d.bindBuffer(d.ARRAY_BUFFER,a);
d.bufferData(d.ARRAY_BUFFER,new Float32Array(O),d.STATIC_DRAW);
d.bindBuffer(d.ARRAY_BUFFER,null);
this.j=a;
this.buffers={ };
this.g=0
}
}
function Y(a){
const b=a.gl,c=b.createTexture();
b.bindTexture(b.TEXTURE_2D,c);
a.o(b);
b.bindTexture(b.TEXTURE_2D,null);
return c
}
class L{
constructor(a,b){
this.j=a.createFramebuffer();
this.gl=a;
this.o=b;
this.g=this.h=null
}
l(){
this.h&&this.gl.deleteTexture(this.h);
this.g&&this.gl.deleteTexture(this.g);
this.h=Y(this);
this.g=Y(this)
}
i(a){
const b=this.gl;
b.bindFramebuffer(b.FRAMEBUFFER,this.j);
b.framebufferTexture2D(b.FRAMEBUFFER,b.COLOR_ATTACHMENT0,b.TEXTURE_2D,this.g,0);
a();
b.framebufferTexture2D(b.FRAMEBUFFER,b.COLOR_ATTACHMENT0,b.TEXTURE_2D,null,0);
b.bindFramebuffer(b.FRAMEBUFFER,null)
}
};
})()
//# sourceMappingURL=dist/shader-web-background.min.js.map
</script>
<script type="x-shader/x-fragment" id="image">
precision mediump float; // Only used for Pulsar/VEDA
// STANDARD UNIFORMS
uniform float time; // For TD, add a constant with absTime.seconds()
uniform float slider;
uniform float knob;
// uniform vec2 mouse; //Only for Pulsar/VEDA
uniform vec2 resolution; //Only for Pulsar/VEDA
uniform vec4 colorin1;
uniform vec4 colorin2;
#define black vec4(0.0, 0.0, 0.0, 1.0);
#define PI 3.1415926538
//out vec4 gl_FragColor; // Only for Touchdesigner
// GLSL FUNCTIONS
// SIMPLE ADJUSTMENT FUNCTIONS. DO NOT DEPEND ON OUTSIDE VARIABLES (time) OR FUNCTIONS
//FLOAT FUNCTIONS. JUST RETURN A FLOAT
float magnitude(vec2 vecToMag) {
float x2 = vecToMag.x * vecToMag.x;
float y2 = vecToMag.y * vecToMag.y;
return pow(x2 + y2, 0.5);
}
//LERPF. simple linear interpolation between two floats
float lerpf(float fA, float fB, float lp){
return (fA * (1.0 - lp)) + fB * lp;
}
//COSY. Converts a value into a sinusoid which is 0 at inp=0 and 1 at inp =1
float cosy(float inp) {
return (cos(inp * PI) * -0.5) + 0.5;
}
//CHECK. Like cosy, but rounded
float check(float inp){
return ceil(cos(inp * PI * -1.0));
}
//DIST2. Returns the distance (in units) between two VEC2s
float dist2 (vec2 vectorFrom, vec2 vectorTo) {
vec2 dif = vectorTo - vectorFrom;
float xAb = abs(dif.x);
float xSq = xAb * xAb;
float yAb = abs(dif.y);
float ySq = yAb * yAb;
float hyp = pow(xSq + ySq, 0.5);
return hyp;
}
//HASH. a fast function to convert any float to a "random" float 0...1
float hash(float n) {
return fract(sin(n * 12.9898) * 43758.5453123 + cos(n * 78.233) * 12345.6789);
}
//SDIV. Safe division (rounds zero to non-zero)
float sDiv(float numerator, float denominator) {
float safeDenom = sign(denominator) * max(abs(denominator), 0.00000001);
return numerator / safeDenom;
}
//SUM. add xyz together
float sum(vec4 inpt) {
return (inpt.x + inpt.y + inpt.z);
}
//ISOVER. returns 1.0 if value is over threshold, otherwise 0.0
float isOver(float val, float threshold) {
float diff = val - threshold;
return ceil((sign(diff) + 1.0) / 2.01);
}
// BLACKNESS. how close to black you are from pivot value
float blackness(vec4 inpt, float pivot) {
// for now just based on the sum of xyz
float cSum = inpt.x + inpt.y + inpt.z;
float absPivot = max(0.0001, abs(pivot));
return cSum / absPivot;
}
//ISBLACK. Returns 1.0 if color is black
float isBlack(vec4 col) {
return 1.0 - ceil(sum(col));
}
// GRIDNESS1D. scales values 0..1 based on how close val is to one of the points on a 1D grid of gridSize sections (val=0 and val=1 are both points)
float gridness1d(float pos, float gridSize) {
float fraction = fract(pos * gridSize);
fraction = abs(fraction - 0.5);
return 1.0 - (fraction * 2.0);
}
//OSCO. osc but starts at 0 and has an offset instead of time
float osco(float low, float high, float offset) {
float cycle = 0.5 - (cos(offset) * 0.5);
return low + (cycle * (high - low));
}
// VECTOR FUNCTIONS. RETURN A VECTOR
//SHIFT. Offset by X and Y
vec2 shift(vec2 v, float shiftX, float shiftY) {
return v + vec2(shiftX, shiftY);
}
//SCALE. multiply x and y by amounts
vec2 scale(vec2 v, float scaleX, float scaleY)
{
return vec2(v.x * scaleX, v.y * scaleY);
}
//ROTATE. rotate v by radians
vec2 rotate(vec2 v, float radians) {
float s = sin(radians);
float c = cos(radians);
mat2 rotationMatrix = mat2(c, -s, s, c);
return rotationMatrix * v;
}
//CELL. just uses floor and ceiling on a vec2 to clamp resolution
vec2 cell(float resX, float resY, vec2 pos)
{
float safeX = sign(resX) * max(0.00000001, abs(resX));
float safeY = sign(resY) * max(0.00000001, abs(resY));
float flooredX = floor(pos.x * safeX) / safeX;
float flooredY= floor(pos.y * safeY) / safeY;
vec2 floored = vec2(flooredX, flooredY);
float ceildX = ceil(pos.x * safeX) / safeX;
float ceildY= ceil(pos.y * safeY) / safeY;
vec2 ceild = vec2(ceildX, ceildY);
return vec2((ceildX + flooredX) / 2.,(flooredY + ceildY) / 2.);
}
// GRIDDEDV. Returns the same vec2 but 'pixelated" to a resolution where 1px correspond to a width of 'division'
vec2 griddedv(vec2 v, float division)
{
float bigX = v.x / division;
float xF = fract(bigX);
float xM = bigX - xF;
float bigY = v.y / division;
float yF = fract(bigY);
float yM = bigY - yF;
return vec2(sign(v.x) * abs(xM * division), sign(v.y) * abs(yM * division));
}
//just shorthand for a vec4 of all the same color and 1.0
vec4 vec4x(float inp){
return vec4(inp,inp,inp,1.0);
}
//LERPV. linear interpolation from vecA to vecB to the degree of lp. Supports lp<0 and lp>1
vec4 lerpv(vec4 vecA, vec4 vecB, float lp) {
return (vecA * (1.0 - lp)) + vecB * lp;
}
//DIFF4. Returns the XYZ difference of two VEC4s
vec4 diff4 (vec4 vectorFrom, vec4 vectorTo) {
vec4 dif = vectorTo - vectorFrom;
return vec4(dif.x, dif.y, dif.z, 1.0);
}
//ABSV. returns a vec4 as absolute values
vec4 absv(vec4 inpv) {
return vec4(abs(inpv.x), abs(inpv.y), abs(inpv.z), 1.0);
}
//GAIN. multiplies rgb by a value
vec4 gain(vec4 inpt, float val) {
return vec4(inpt.x * val, inpt.y * val, inpt.z * val, 1.0);
}
//FISHEYE. center is inverse zoom of center (0..1). Outerscale is the scale of the outer range of the canvas
vec2 fisheye(vec2 pos, float center, float outerScale){
vec2 scaled = pos * vec2(outerScale, outerScale);
vec2 magniPos = scaled * scaled * scaled;
return (scaled * center) + (magniPos * outerScale * (1.0 - center));
}
// SIMPLE FUNCTIONS, MAY USE UNIFORMS (time) BUT NOT OTHER FUNCTIONS
vec2 scroll(vec2 pos, float rate) {
float scaleTim = fract(time * rate);
float offsetY = mod(pos.y + scaleTim, 1.0) - 0.5;
return vec2(pos.x, offsetY);
}
//TPI. just shorthand for mod(time, 2.0 * PI)
float tpi() {
return mod(time, 2.0 * PI);
}
//OSC. oscillates between low and high with time * tscale
float osc(float low, float high, float tscale) {
float range = high - low;
float osc = (cos(time * tscale * (2.0 * PI)) + 1.) * range * 0.5;
return low + osc;
}
// HUESHIFT. Uses constants and fancy math to rotate hue
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
vec4 hueShift( vec4 color, float hueAdjust ){
vec3 color3 = vec3(color.x, color.y, color.z);
float YPrime = dot (color3, kRGBToYPrime);
float I = dot (color3, kRGBToI);
float Q = dot (color3, kRGBToQ);
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
hue += hueAdjust * 2.0 * PI;
Q = chroma * sin (hue);
I = chroma * cos (hue);
vec3 yIQ = vec3 (YPrime, I, Q);
return vec4( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) , 1.0);
}
// COMPOSITE FUNCTIONS, USE ANOTHER FUNCTION
// TRANSFORM. Offset and rotate a vector.
vec2 transform(vec2 pos, float offsetX, float offsetY, float rotateRads){
return rotate(pos - vec2(offsetX, offsetX), rotateRads);
}
// SAT. Uses lerpv to scale by distance from gray. Note: does not clamp to 1.0. function name "saturate" already exists in shadertoy
vec4 sat( vec4 color, float saturation ) {
float avg = (color.x + color.y + color.z) / 3.;
return lerpv(vec4x(avg), color, saturation);
}
//GRIDNESS. returns 0..1 how close pos is to a point on a grid of X and Y segments
float gridness(vec2 pos, float gridSizeX, float gridSizeY, float spherical) {
float griddedX = gridness1d(pos.x, gridSizeX);
float griddedY = gridness1d(pos.y, gridSizeY);
float square = max(griddedX, griddedY);
float sphere = pow(griddedX + griddedY, 2.0) / 2.0;
return lerpf(square, sphere, spherical);
}
//returns value at v in an ripple of ripples frequency
float ripple(vec2 v, float ripples, float cycleOffset){
float rip = length(v) * 2.0 * PI * ripples;
return osco(0.0, 1.0, rip - cycleOffset);
}
//vignette which starts at iD fading from origColor to vignetteColor by oD
vec4 vignette(vec2 v, vec4 fromColor, vec4 toColor, float iD, float oD) {
float vigStart = max(length(v) - iD, 0.0);
float vigness = sDiv(vigStart, oD - iD); //progress from v to oD
return lerpv(fromColor, toColor, vigness);
}
// NICEVIGNETTE. Returns a float 0..1 which is black top+bottom+sides, as well as smoothly towards corners, but retains more image than a linear or ^2 fade
// NOTE: based on screen coord of 0..0.5
float niceVignette(vec2 v)
{
//How close we are to edge
float edginess = max(abs(v.x), abs(v.y)) * 2.;
edginess *= edginess; // faster than pow? who cares
float cornerness = abs(v.x *2.) * abs(v.y * 2.); // is 1 when at +/- 1,1
cornerness *= cornerness;
float finalScale = (1. - edginess) * (1. - cornerness);
return finalScale;
}
void main(void) {
vec2 vUV = (gl_FragCoord.xy / resolution.xy); // Only used for Pulsar/VEDA
// vec4 movieColor = texture(sTD2DInputs[0], vUV.st); // Only used for Touchdesigner to sample from (up to 4) TOP inputs
float perMin = 1. / 60.;
float gridRes = 0.05;
vec2 pos = vUV.xy;
vec2 cpos = shift(pos, -0.5, -0.5);
vec2 cUVr = griddedv(cpos + vec2(osc(-0.2, 0.2, 0.05), 0.), gridRes);
vec2 cUVg = griddedv(cpos, gridRes);
vec2 cUVb = griddedv(cpos- vec2(osc(-0.1, 0.1, 0.05)), gridRes);
float dist = magnitude(cUVg) * 2.0; //-1..+1
float rads = atan( cUVr.y, cUVr.x); // unit circle angle in radians of current pixel on screen
float gads = atan( cUVg.y, cUVg.x); // unit circle angle in radians of current pixel on screen
float bads = atan( cUVb.y, cUVb.x); // unit circle angle in radians of current pixel on screen
float r10r = (rads + PI) / (2.0 * PI); // rads bound within 0..1
float r10g = (gads + PI) / (2.0 * PI); // rads bound within 0..1
float r10b = (bads + PI) / (2.0 * PI); // rads bound within 0..1
float rsmoothr = 1.0 - (2.0 * abs(r10r - 0.5)); // how close we are to the ends of r10
float rsmoothg = 1.0 - (2.0 * abs(r10g - 0.5)); // how close we are to the ends of r10
float rsmoothb = 1.0 - (2.0 * abs(r10b - 0.5)); // how close we are to the ends of r10
float rspin = cos(time + (2. * r10r * osc(-3., 3., 0.03) * PI));
float gspin = cos(time + (2. * r10g * osc(-3., 3., 0.03) * PI));
float bspin = cos(time + (2. * r10b * osc(-3., 3., 0.03) * PI));
gl_FragColor = vec4(rspin, gspin, bspin, 1.);
}
</script>
<script>
shaderWebBackground.shade({
shaders: {
image: {
uniforms: {
time: (gl, loc) => gl.uniform1f(loc, performance.now() / 1000),
resolution: (gl, loc) => {
const canvas = gl.canvas; // Assuming the canvas element
gl.uniform2f(loc, canvas.width, canvas.height);
}
}
}
}
});
</script>
<style>
.shader-web-background-fallback {
background-position: center;
background-size: cover;
background-attachment: fixed;
}
div {
position:relative;
height:20%;
width:20%;
background-color: black;
text-align: center;
border: 3px solid white;
padding: 20px;
margin: auto; /* Centers it horizontally */
opacity: 0.8;
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
header {
height: 100vh;
}
html {
box-sizing: border-box;
background: black;
font-size: 1.7vmin;
font-family: sans-serif;
scroll-behavior: smooth;
line-height: 2em;
}
*, *:before, *:after {
box-sizing: inherit;
}
body, h1, h2, p, ul, blockquote {
color: white;
overflow-x: hidden;
overflow-y: hidden;
text-align: center;
margin: 0;
padding: 0;
}
p, ul {
margin-top: .618rem;
margin-bottom: .618rem;
}
</style>
</html>