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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>
Madchester<br/>
<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;
uniform float time;
float fade;
float fadeTo;
uniform vec2 mouse;
uniform vec2 resolution;
#define PI 3.1415926538
//simple linear interpolation between two floats
float lerpf(float fA, float fB, float lp){
return (fA * (1.0 - lp)) + fB * lp;
}
//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;
}
//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;
}
//Like cosy, but rounded
float check(float inp){
return ceil(cos(inp * PI * -1.0));
}
//Like checkerboard, but smooth on the X axis
float cylindricalChecker(float from, float to, vec2 pos, float rateX, float rateY){
//cos(pos.x * PI *2) would be 1 complete cycle of verical bars
vec2 cycle = pos * 2.0 * PI;
//cos(cycle.x * rateX) would make rateX vertical bars
cycle *= vec2(rateX, rateY);
// an oscillating 0 or 1 offset woould be ceil(cos(cycle.y)) * PI
float offseX = ceil(cos(-cycle.y) * 0.95) * PI;
//calculate based on pos.x, offset 0 or 1 based on pos.y
float checkX = cos(cycle.x + offseX) * 0.95;
return (from * (1.0 - checkX)) + (to * checkX);
}
//an accidental dizzying thing based on checker
float warpedChecker(float from, float to, vec2 pos, float rateX, float rateY){
//cos(pos.x * PI *2) would be 1 complete cycle of verical bars
vec2 cycle = pos * 2.0 * PI;
//cos(cycle.x * rateX) would make rateX vertical bars
cycle *= vec2(rateX, rateY);
// an oscillating 0 or 1 offset woould be ceil(cos(cycle.y)) * PI
float offseX = cos(-cycle.y) * PI;
//calculate based on pos.x, offset 0 or 1 based on pos.y
float checkX = cos(cycle.x + offseX) * 0.99;
return (from * (1.0 - checkX)) + (to * checkX);
}
//uses pos.x and .y to provide a 0 or 1 in a checkerboard with period rateX and rateY
float checker(float from, float to, vec2 pos, float rateX, float rateY){
//cos(pos.x * PI *2) would be 1 complete cycle of verical bars
vec2 cycle = pos * 2.0 * PI;
//cos(cycle.x * rateX) would make rateX vertical bars
cycle *= vec2(rateX, rateY);
// an oscillating 0 or 1 offset woould be ceil(cos(cycle.y)) * PI
float offseX = ceil(cos(-cycle.y) * 0.95) * PI;
//calculate based on pos.x, offset 0 or 1 based on pos.y
float checkX = ceil(cos(cycle.x + offseX) * 0.95);
return (from * (1.0 - checkX)) + (to * checkX);
}
//center-based position
vec2 centered(vec2 pos){
return pos - vec2(0.5, 0.5);
}
//fisheye. center is inverse zoom of center (0..1)
vec2 fisheye(vec2 pos, float center){
vec2 magniPos = pos * pos * pos;
return (pos * center) + (magniPos * (1.0 - center));
}
//sinusoidally oscillates between `from` and `to` at the rate of `rate` per second and with a cycle offset of `offset`
float custy(float from, float to, float inp, float rate, float offset)
{
return (cos((inp * PI * rate) + offset) * -0.5) + 0.5;
}
//just shorthand for a vec4 of all the same color and 1.0
vec4 vec4x(float inp){
return vec4(inp,inp,inp,1.0);
}
void main(void) {
vec2 pos = (gl_FragCoord.xy / resolution.xy); // 0..1 based position
vec2 cpos = centered(pos);
vec2 fpos = fisheye(cpos, 0.3 + (sin(time * 0.15) * 0.15));
vec2 swirlpos = fpos + vec2(sin(time * 0.45) * 0.3, cos(time * 0.25) * 0.3 ); //swirling around the center
vec2 wob = vec2(swirlpos.x + (cos(swirlpos.x * 20.0) * 0.2), swirlpos.y + (cos(swirlpos.y * 20.0) * 0.2));
//a squiggly wobbled version of pos, where the position of x and y oscillate to a degree of woobleStr
float wobbleStrX = 0.2;
float wobbleStrY = 0.2;
float wobXCt = 20.0;
float wobYCt = 20.0;
float wobX = pos.x + custy(-wobbleStrX, wobbleStrX, cos(pos.y * wobXCt), wobXCt, 0.0);
float wobY = pos.y + custy(-wobbleStrY, wobbleStrY, cos(pos.x * wobYCt), wobYCt, 0.0);
vec2 wobbled = vec2(wobX, wobY);
float bas = cosy(time);
float fromRed = 0.0;
float fromGrn = 0.0;
float fromBlu = 0.2;
float toRed = 0.9;
float toGrn = 0.1;
float toBlu = 0.8;
float pass1r = custy(fromRed, toRed, cosy((0.5 + wobbled.x) * cosy(time * 0.3) * 0.5), 0.2, 0.0);
float pass1g = custy(fromGrn, toGrn, cosy((0.5 + wobbled.x) * cosy(time * 0.2) * 200.0), 0.4, 0.333);
float pass1b = custy(fromBlu, toBlu, cosy((0.5 + wobbled.x) * cosy(time * 0.1) * 400.0), 0.1, 0.667);
vec4 pass1 = vec4(pass1r, pass1g, pass1b, 1.0);
vec4 passwX = vec4x(cosy(wob.x * 20.0));
vec4 passwY = vec4x(cosy(wob.y * 20.0));
//gl_FragColor = lerp(passwX, passwY, 0.5);
vec4 lensed = vec4x(warpedChecker(0.0, 0.5, swirlpos, 20.0, 20.0));
vec4 unlensed = vec4x(checker(0.0, 0.5, swirlpos, 20.0, 20.0));
float lpswitch = ceil((cos(pos.x * PI * 2.0) * -0.99) - 0.5) * ceil((cos(pos.y * PI * 2.0) * -0.99) - 0.5);
gl_FragColor = lerpv(unlensed,lensed, lpswitch);
}
</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:10%;
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>