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More Effects...
JS
/********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas const gl = canvas.getContext("webgl2") const dpr = Math.max(1, .5*window.devicePixelRatio) /** @type {Map
} */ const touches = new Map() const vertexSource = `#version 300 es #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif in vec2 position; void main(void) { gl_Position = vec4(position, 0., 1.); } ` const fragmentSource = `#version 300 es /********* * made by Matthias Hurrle (@atzedent) */ #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float time; uniform vec2 resolution; uniform vec2 touch; uniform int pointerCount; out vec4 fragColor; #define P pointerCount #define T mod(time,180.) #define S smoothstep #define mouse (touch/resolution) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) #define noise(p) (.5+.5*sin(p.x*1.5)*sin(p.y*1.5)) #define tint vec3(1,3,2) float rnd(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); } float fbm(vec2 p) { float f = .0; mat2 m = mat2(1.6, 1.2, -1.2, 1.6); f += .500000*noise(p); p *= m; f += .250000*noise(p); p *= m; f += .125000*noise(p); p *= m; f += .062500*noise(p); p *= m; f += .015625*noise(p); return f; } float oct(vec3 p, float s) { p = abs(p); return (p.x+p.y+p.z-s)*(1./sqrt(3.)); } float cave(vec3 p) { vec3 q = p+vec3(0, 0, T*7.5); float rock = fbm(q.xz*.25); float way = pow(abs(q.x) * 38., 2.)*125e-6; rock *= way; return max(q.y-rock, .0); } float mat = .0; float map(vec3 p) { vec3 q = p; q.xz *= rot(-T*.5); q.yz *= rot(T*.25); float d = 5e5, walls = cave(p+vec3(0, 8, 0))*.5, end = oct(q, 1.8); d = min(d, walls); d = min(d, end); if (d == end) mat = 1.; else mat = .0; return d; } vec3 norm(vec3 p) { vec2 e = vec2(1e-3, 0); float d = map(p); vec3 n = d-vec3( map(p-e.xyy), map(p-e.yxy), map(p-e.yyx) ); return normalize(n); } void cam(inout vec3 p) { if (P > 0) { p.yz *= rot(-mouse.y*acos(-1.)+acos(.0)); p.xz *= rot(acos(-1.)-mouse.x*acos(-1.)*2.); } else { p.yz *= rot(sin(T*.5)*.25+.25); p.xz *= rot(T*.25); p.xy *= rot(sin(T*.5)*.25+.25); } } void light(inout vec3 col, in vec3 p, in vec3 rd, float fog, float side) { vec3 n = norm(p), lp = vec3(0, -2, 3.*side-side*(S(.0, 1.,sin(T*.5)*.5+.5)*2.-1.)), l = normalize(lp-p), r = reflect(rd, n); float diff = clamp(dot(l, n),.0, 1.)*.5+.5, fres = pow(S(.0, 1.,max(.0, dot(r, n))), 4.), fade = (1./dot(p-lp, p-lp)); col += fog*tint*diff*fres*fade; } void main(void) { vec2 uv = ( gl_FragCoord.xy-.5*resolution )/min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0, 0, (P > 0?.0: 2.*exp(-cos(T*.25))-2.)-6.5), rd = normalize(vec3(uv, 1)); cam(ro); cam(rd); vec3 p = ro; const float steps = 400., maxd = 400.; float dd = .0, ii = .0, at = .0; for (float i = .0; i < steps; i++, ii = i) { float d = map(p); if (d < 1e-3) { break; } if (dd > maxd) { dd = maxd; break; } p += rd*d; dd += d; at += .075*(.075/dd); } if (mat == 1.) { float fog = pow(S(1.,.0, dd/maxd), 4.); light(col, p, rd, fog, 1.); light(col, p, rd, fog, -1.); } else { col += ii/400.; col += pow(5.*at, 2.); col += pow(col, vec3(3))*(S(.0, 1.,sin(T*.5)*.5+.5)*75.); float c = S(1.,.0, S(.95,.9, (col.x+col.y+col.z)*.3)); col = mix(col, tint*.95, c); } col += rnd(uv*T)*.25-(.2 * S(.0,1.,cos(ro.x*.5)*.5+.5)); fragColor = vec4(col, 1); } ` let time let buffer let program let touch let resolution let pointerCount let vertices = [] let touching = false function resize() { const { innerWidth: width, innerHeight: height } = window canvas.width = width * dpr canvas.height = height * dpr gl.viewport(0, 0, width * dpr, height * dpr) } function compile(shader, source) { gl.shaderSource(shader, source) gl.compileShader(shader) if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(shader)) } } function setup() { const vs = gl.createShader(gl.VERTEX_SHADER) const fs = gl.createShader(gl.FRAGMENT_SHADER) program = gl.createProgram() compile(vs, vertexSource) compile(fs, fragmentSource) gl.attachShader(program, vs) gl.attachShader(program, fs) gl.linkProgram(program) if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)) } vertices = [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0] buffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW) const position = gl.getAttribLocation(program, "position") gl.enableVertexAttribArray(position) gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0) time = gl.getUniformLocation(program, "time") touch = gl.getUniformLocation(program, "touch") pointerCount = gl.getUniformLocation(program, "pointerCount") resolution = gl.getUniformLocation(program, "resolution") } function draw(now) { gl.clearColor(0, 0, 0, 1) gl.clear(gl.COLOR_BUFFER_BIT) gl.useProgram(program) gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.uniform1f(time, now * 0.001) gl.uniform2f(touch, ...getTouches()) gl.uniform1i(pointerCount, touches.size) gl.uniform2f(resolution, canvas.width, canvas.height) gl.drawArrays(gl.TRIANGLES, 0, vertices.length * 0.5) } function getTouches() { if (!touches.size) { return [0, 0] } for (let [id, t] of touches) { const result = [dpr * t.clientX, dpr * (innerHeight - t.clientY)] return result } } function loop(now) { draw(now) requestAnimationFrame(loop) } function init() { setup() resize() loop(0) } document.body.onload = init window.onresize = resize canvas.onpointerdown = e => { touching = true touches.set(e.pointerId, e) } canvas.onpointermove = e => { if (!touching) return touches.set(e.pointerId, e) } canvas.onpointerup = e => { touching = false touches.clear() } canvas.onpointerout = e => { touching = false touches.clear() }
CSS
* { box-sizing: border-box; } html, body { margin: 0; min-height: 100vh; overflow: hidden; background: repeating-radial-gradient( circle at center, #444 0 10%, #111 10% 20% ); touch-action: none; } canvas { width: 100%; height: auto; object-fit: contain; }
HTML
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