160 lines
4.4 KiB
HTML
160 lines
4.4 KiB
HTML
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<!DOCTYPE html>
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<html lang="en" >
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<head>
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<meta charset="UTF-8">
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<title>GLSL: In Which Alice Feels Sick</title>
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<link rel="stylesheet" href="./style.css">
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</head>
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<body>
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<!-- partial:index.partial.html -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
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<script id="vertexShader" type="x-shader/x-vertex">
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void main() {
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gl_Position = vec4( position, 1.0 );
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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uniform sampler2D u_noise;
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float PI = 3.141592653589793;
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// float r1 = 0.1 + ((u_mouse.y + 0.5) * .1);
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// float r2 = 0.4 + (u_mouse.x * .2);
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float r1 = 0.1;
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float r2 = 0.4;
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// These awesome complex Math functions curtesy of
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// https://github.com/mkovacs/reim/blob/master/reim.glsl
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vec2 cCis(float r);
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vec2 cLog(vec2 c); // principal value
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vec2 cInv(vec2 c);
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float cArg(vec2 c);
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float cAbs(vec2 c);
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vec2 cMul(vec2 a, vec2 b);
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vec2 cDiv(vec2 a, vec2 b);
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vec2 cCis(float r)
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{
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return vec2( cos(r), sin(r) );
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}
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vec2 cExp(vec2 c)
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{
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return exp(c.x) * cCis(c.y);
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}
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vec2 cConj(vec2 c)
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{
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return vec2(c.x, -c.y);
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}
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vec2 cInv(vec2 c)
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{
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return cConj(c) / dot(c, c);
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}
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vec2 cLog(vec2 c)
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{
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return vec2( log( cAbs(c) ), cArg(c) );
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}
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float cArg(vec2 c)
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{
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return atan(c.y, c.x);
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}
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float cAbs(vec2 c)
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{
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return length(c);
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}
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vec2 cMul(vec2 a, vec2 b)
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{
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return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
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}
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vec2 cDiv(vec2 a, vec2 b)
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{
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return cMul(a, cInv(b));
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}
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vec2 hash2(vec2 p)
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{
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vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
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return o;
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}
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float rect(vec2 p, vec2 size) {
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vec2 d = abs(p) - size;
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return min(max(d.x, d.y), 0.0) + length(max(d,0.0));
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}
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float strokewidth = 0.02;
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vec3 circles(vec2 uv, float r1, float r2) {
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float d = length(uv);
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vec3 colour = vec3(0.);
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float aa = fwidth(d);
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float distance_between = (r2 - r1)/2.;
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colour = mix(colour, vec3(.8, .8, 0.), smoothstep(aa, 0., rect(uv + vec2(r1+distance_between, 0.), vec2(distance_between, strokewidth / 2.)) ));
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colour = mix(colour, vec3(.8, .8, .8), smoothstep(aa, 0., rect(uv - vec2(r1+distance_between, 0.), vec2(distance_between, strokewidth / 2.)) ));
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colour = mix(colour, vec3(.0, .8, .8), smoothstep(aa, 0., rect(uv + vec2(0., r1+distance_between), vec2(strokewidth / 2., distance_between)) ));
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colour = mix(colour, vec3(.8, .0, .8), smoothstep(aa, 0., rect(uv - vec2(0., r1+distance_between), vec2(strokewidth / 2., distance_between)) ));
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colour = mix(colour, vec3(1., 0., 0.), smoothstep(r1 + aa, r1, d) * smoothstep(r1 - strokewidth, r1 - strokewidth + aa, d));
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colour = mix(colour, vec3(0., 1., 0.), smoothstep(r2 + aa, r2, d) * smoothstep(r2 - strokewidth, r2 - strokewidth + aa, d));
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return colour;
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}
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vec3 render(vec2 uv) {
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// float vignette = pow(uv.x*uv.y * 15.0, 0.25);
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// float vignette = pow((1. - uv.x - 0.5) * (1. - uv.y - 0.5) * 5., 0.55) * .5;
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float d = length(uv);
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float vignette = smoothstep(.5, 1., 1. - d) * .8;
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vignette *= smoothstep(0., 0.2, d);
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vignette *= 1.5;
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vignette = .8 - vignette;
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uv += u_time * .2;
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vec2 i_uv = floor(uv * 10.);
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vec3 colour = vec3(mod(i_uv.x + i_uv.y, 2.));
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colour -= vignette;
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float aa = .05;
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// colour = mix(colour, vec3(0.), smoothstep(r1 + aa * .5, r1, d) * smoothstep(r1 - strokewidth, r1 - strokewidth + aa * .5, d) * .5);
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colour = mix(colour, vec3(0.), smoothstep(r2 + aa, r2, d) * smoothstep(r2 - strokewidth * 2., r2 - strokewidth * 2. + aa, d));
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return colour;
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
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// 5. Take the tiled strips back to ordinary space.
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uv = cLog(uv);
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// 4. Scale and rotate the strips
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float scale = log(r2/r1);
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float angle = atan(scale/(2.0*PI));
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uv = cDiv(uv, cExp(vec2(0,angle))*cos(angle));
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// 3. this simulates zooming in the tile
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uv += u_time;
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// 2. Tile the strips
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uv.x = mod(uv.x,log(r2/r1));
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// 1. Take the annulus to a strip
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uv = cExp(uv)*r1;
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vec3 colour = render(uv);
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gl_FragColor = vec4(colour,1.0);
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}
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</script>
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<div id="container"></div>
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<!-- partial -->
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<script src="./script.js"></script>
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</body>
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</html>
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