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<!DOCTYPE html>
<html>
<head>
<title>Bloom</title>
<style>
body {
margin: 0;
padding: 0;
}
#container {
position: fixed;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
</head>
<body>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
// By Liam Egan
// 2018
uniform vec2 u_resolution;
uniform float u_time;
const int octaves = 6;
const float seed = 43758.5453123;
const float seed2 = 73156.8473192;
vec2 random2(vec2 st, float seed){
st = vec2( dot(st,vec2(127.1,311.7)),
dot(st,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(st)*seed);
}
// Value Noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/lsf3WH
float noise(vec2 st, float seed) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( dot( random2(i + vec2(0.0,0.0), seed ), f - vec2(0.0,0.0) ),
dot( random2(i + vec2(1.0,0.0), seed ), f - vec2(1.0,0.0) ), u.x),
mix( dot( random2(i + vec2(0.0,1.0), seed ), f - vec2(0.0,1.0) ),
dot( random2(i + vec2(1.0,1.0), seed ), f - vec2(1.0,1.0) ), u.x), u.y);
}
float fbm1(in vec2 _st, float seed) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < octaves; ++i) {
v += a * noise(_st, seed);
_st = rot * _st * 2.0 + shift;
a *= 0.4;
}
return v;
}
float pattern(vec2 uv, float seed, float time, inout vec2 q, inout vec2 r) {
q = vec2( fbm1( uv + vec2(0.0,0.0), seed ),
fbm1( uv + vec2(5.2,1.3), seed ) );
r = vec2( fbm1( uv + 4.0*q + vec2(1.7 - time / 2.,9.2), seed ),
fbm1( uv + 4.0*q + vec2(8.3 - time / 2.,2.8), seed ) );
vec2 s = vec2( fbm1( uv + 4.0*r + vec2(21.7 - time / 2.,90.2), seed ),
fbm1( uv + 4.0*r + vec2(80.3 - time / 2.,20.8), seed ) );
vec2 t = vec2( fbm1( uv + 4.0*s + vec2(121.7 - time / 2.,90.2), seed ),
fbm1( uv + 4.0*s + vec2(180.3 - time / 2.,20.8), seed ) );
float rtn = fbm1( uv + 4.0*t, seed );
rtn = clamp(rtn, 0., .5); // This shit is magic!
return rtn;
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
uv *= 1. + dot(uv, uv)*.3;
float time = u_time / 20.;
mat2 rot = mat2(cos(time), sin(time),
-sin(time), cos(time));
uv = rot * uv;
uv *= 1.4 + sin(time) * .3;
uv.x -= time;
vec2 q = vec2(0.,0.);
vec2 r = vec2(0.,0.);
vec3 colour = vec3(pattern(uv, seed, time, q, r));
float QR = clamp(dot(q, r), -1., 1.);
colour += vec3(
(q.x + q.y) + QR * 30.,
QR * 15.,
r.x * r.y + QR * 5.
);
colour += .1;
colour = clamp(colour, 0.05, 1.);
// colour = vec3(QR * 200.);
// colour.r -= dot(q, r) * 15.;
// colour.g += r.x;
// colour = mix(colour, vec3(pattern(uv * r, seed2, time, q, r), dot(q, r) * 15., 0.), .5);
// colour -= q.y * 1.5;
// colour.g += dot(q, r) * 15.;
// colour = hsv2rgb(colour);
// gl_FragColor = vec4(abs(colour), 1.);
gl_FragColor = vec4(colour + (abs(colour) * .5), 1.);
}
</script>
<div id="container"></div>
</body>
<script src="js/index_render.js"></script>
</html>