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JS
// Function to make the canvas retina ready const retinaFy = function retinaFy (canvas) { const height = document.body.clientHeight; const width = document.body.clientWidth; canvas.width = width * window.devicePixelRatio; canvas.height = height * window.devicePixelRatio; canvas.style.width = `${width}px`; canvas.style.height = `${height}px`; } // Define the canvas and webgl context const canvas = document.querySelector('#canvas'); retinaFy(canvas); window.addEventListener('resize', () => { retinaFy(canvas); }); // Retinafy the canvas before getting the webgl context const gl = canvas.getContext('webgl'); // Define the time, which is used to calculate progression let lastUpdate = new Date().getTime(); let timer = 0.0; const uniformPreset = 'u_'; const uniforms = [ 'time', 'resolution', ]; // Function to compile the shader const compileShader = function compileShader(type, shaderString, gl) { const shader = gl.createShader(type); gl.shaderSource(shader, shaderString); gl.compileShader(shader); return shader; } // Function to create the program const createProgram = function createProgram (gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); uniforms.map((uniform) => ( uniforms[uniform] = gl.getUniformLocation(program, `${uniformPreset}${uniform}`) )); return program; }; const vertex = ` attribute vec4 a_position; void main () { gl_Position = vec4(a_position); } `; const fragment = ` precision highp float; uniform vec2 u_resolution; uniform float u_time; // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } float perlin3( vec3 coord ) { float n = 0.0; n = 140.0 * abs( snoise( coord )); return n; } void main( void ) { float ab = 50.0; vec2 uv = gl_FragCoord.xy / vec2(ab, ab); vec3 coord = vec3(uv.xy, u_time / 2.0); float n = perlin3(coord); vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; // color = vec3(st.x * n, st.y * n, abs(cos(u_time))); vec3 color = vec3(st.x * n, st.y * n, 0.9); // vec2 uv = ( gl_FragCoord.xy + u_resolution.xy ); // gl_FragColor = vec4((cos(u_time)) * 0.05 + 0.1, 0.0, cos(u_time) * 0.05 + 0.1, 1.0); gl_FragColor = vec4( color, 1.0 ); } `; // Create the shaders const vertexShader = compileShader(gl.VERTEX_SHADER, vertex, gl); const fragmentShader = compileShader(gl.FRAGMENT_SHADER, fragment, gl); const program = createProgram(gl, vertexShader, fragmentShader); const array = [ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, ]; // Create array for buffer const bufferArray = new Float32Array(array); // Create a buffer const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, bufferArray, gl.STATIC_DRAW); // look up where the vertex data needs to go. const positionLocation = gl.getAttribLocation(program, 'a_position'); const dimensionCount = 2; // 2D gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, dimensionCount, gl.FLOAT, false, 0, 0); const draw = function draw() { gl.useProgram(program); gl.uniform2f(uniforms.resolution, canvas.width, canvas.height); const currentTime = new Date().getTime(); const timeSinceLastUpdate = currentTime - lastUpdate; lastUpdate = currentTime; timer += (timeSinceLastUpdate ? timeSinceLastUpdate / 1000 : 0.05); // console.log((Math.cos(timer)) * 0.1 + 0.1); // Pass time to the vertex and fragment shader gl.uniform1fv(uniforms.time, [timer]); gl.drawArrays(gl.TRIANGLES, 0, array.length / dimensionCount); // Requestanimationframe window.requestAnimationFrame(draw); } // draw draw();
CSS
html, body, canvas { width: 100%; height: 100%; margin: 0; overflow: hidden; } body { background: radial-gradient(hsl(255, 18%, 35%), hsl(198, 32%, 8%)); }
HTML
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