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JS
/********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas const gl = canvas.getContext("webgl2") const dpr = Math.max(.5, .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 out vec4 fragColor; uniform vec2 resolution; uniform vec2 touch; uniform float time; uniform int pointerCount; #define mouse (touch/resolution) #define P pointerCount #define T (20.+mod(time, 180.)) #define S smoothstep #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) float rnd(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); } float ftor(vec3 p, vec3 s, float r) { vec2 e = vec2( abs(length(p.xz)-s.x-s.z), abs(p.y)-s.y ); return length(max(e,.0))+ min(.0, max(e.x, e.y))-r; } float map(vec3 p) { const float dst=5.2; vec3 s, id, q = p; id = (floor(.5+p/dst-.5)-.5); q = (fract(.5+p/dst-.5)-.5)*dst; s = vec3(1, 1,.25)+(-sin(2.5*(T+length(id)*.2+sin(.2*T+length(id))*.5+.5)+p.y*2.)*.15); s = abs(s); q.xz *= 1.+cos(atan(q.x, q.z)*12.)*.1; float d = 5e5, sph = ftor(q, s,.05)*.5; d = min(d, sph); 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 tunnel(inout vec3 p) { if (P > 0) return; p.z += -4.*T; } float tick(float t, float e) { t/=e; return floor(t)+pow(S(.0, 1., fract(t)), e); } float tween2(float a) { return a*a*a*a*a; } float tween3(float x) { return x*x*x*(10. + x*(-15. + 6.*x)); } float getsss(vec3 p, vec3 rd, float dist, float k) { float ddist = dist * k; return clamp(map(p + rd * dist) / dist, .0, 1.) + clamp(map(p + rd * ddist) / ddist, .0, 1.); } float getao(vec3 p, vec3 n, float dist) { return clamp(map(p + n * dist) / dist, .0, 1.); } 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(tween2(cos(T*.2))*.3); p.xz *= rot(tween2(sin(T*.2))*3.14159); p.xy *= rot(tween3(.5+.5*cos(tick(T,10.)))*.2); } } void main(void) { vec2 uv = ( gl_FragCoord.xy-.5*resolution.xy )/min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0, 0, -8.5), rd = normalize(vec3(uv, .8)); cam(ro); cam(rd); tunnel(ro); vec3 p = ro, lp = vec3(1, 4.5, 5.-.5*clamp(tween2(cos(T)*.5+.5)*20.+10.,-20.,30.)); lp.yz *= rot(exp(-cos(T))); lp.xz *= rot(T); tunnel(lp); const float steps = 400., maxd = 35.; float dd = .0, at = .0; for (float i = .0; i < steps; i++) { float d = map(p); if (d < 1e-3) break; if (dd > maxd) { dd = maxd; break; } p += rd*d; dd += d; at += exp(rnd(p.xz+T)-dot(p-lp, p-lp)*.35); } vec3 n = norm(p), l = normalize(lp-p), tint = vec3(.95,.9,.8); float fog = S(1., .0, max(.0, dd/maxd)), diff = clamp(dot(l, n),.0, 1.)*.5+.5, fres = pow(S(.0, 1.,max(.0, dot(-rd, n))), 4.), fade = (1./dot(p-lp, p-lp)), spec = max(.0, dot(n, normalize(lp-p))), sss = getsss(l,n,15.,5.), ao = (getao(p,n,12.)*.5+.5)* (getao(p,n,1.)*.3+.7)* (getao(p,n,.5)); col += fog*tint*diff*fres*fade; col += fres*pow(spec, 128.)*pow(fade, .8); col = mix(col, vec3(.125,.0125,.25), fog*exp(log(diff))); col = mix(col, vec3(diff), diff * ao); col = mix(col, vec3(sss * .1), S(1.,.0,fog)); col += vec3(1,.3,.5)*at; col = exp(-col*16.); col = sqrt(col); col = exp(-col*8.); col += .05*rnd(n.yy); 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, null) 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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