codepens/fiesta/dist/index.html

226 lines
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HTML

<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>CodePen - Fiesta</title>
<link rel="stylesheet" href="./style.css">
</head>
<body>
<!-- partial:index.partial.html -->
<script id="vertexShader_particle" type="x-shader/x-vertex">
precision highp float;
attribute vec2 reference;
attribute vec2 position;
uniform vec2 u_resolution;
uniform vec2 u_screen;
uniform sampler2D s_data;
uniform sampler2D b_position;
varying vec3 v_colour;
varying float v_fogDepth;
varying float pointsize;
vec3 pal( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) {
return a + b*cos( 6.28318*(c*t+d) );
}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
void main() {
vec2 position = texture2D(b_position, reference).xy;
vec4 data = texture2D(s_data, reference);
gl_PointSize = 200. * data.x;
pointsize = gl_PointSize;
vec2 p = position/u_resolution;
v_colour = vec3(1,1,1);
vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.);
gl_Position = vec4(pos.xy, 0., 1.);
v_colour = pal( data.y*3., vec3(0.9,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.,.5,1.0),vec3(0.2,0.2,0.67).zxy);
}
</script>
<script id="fragmentShader_particle" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
varying vec3 v_colour;
varying float pointsize;
void main() {
vec2 uv = gl_PointCoord.xy - .5;
gl_FragColor = vec4(0, 0, 0, 1);
float l = length(uv);
float aa = 1. / pointsize;
float c = smoothstep(.2, 0.2-aa * 2., l);
float d = smoothstep(.21, 0.21-aa * 2., l);
float s = smoothstep(.2, .2-aa, length(uv-aa*3.)) * .2;
float opacity = clamp(s+c, 0., 1.);
gl_FragColor = vec4(mix(vec3(0.), v_colour, c), opacity);
}
</script>
<script id="fragmentShader_position" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform vec4 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform vec2 u_screen;
uniform sampler2D s_data;
uniform sampler2D b_position;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float rand(float n){return fract(sin(n) * 43758.5453123);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
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 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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 = 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) ) );
}
vec2 screenSpace(vec2 p) {
vec2 uv = (p - 0.5 * u_screen.xy) / min(u_screen.y, u_screen.x);
return uv;
}
float noise21(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec4 sample = texture2D(b_position, uv);
vec4 data = texture2D(s_data, uv);
vec2 position = sample.xy;
vec2 velocity = sample.zw;
vec2 m = position-u_mouse.xy;
m = vec2(length(m), atan(m.y, m.x));
float a = snoise(vec3(position*.004, u_time - floor(u_time*5.) * 20.)) * (3.14159 * 2.);
// a = mix(atan(position.y, position.x), a, smoothstep(0., .1, length((position - u_screen * .5) * .01)-.2));
float str = 1.;
// vec2 p = position - u_screen * .5;
// vec2 ss = screenSpace(position);
// float msk = smoothstep(0.01, 0., length(ss)-.3);
// a = mix(a, atan(p.y, p.x), msk);
// str = mix(1., 3., msk);
float c = cos(a);
float s = sin(a);
float mass = smoothstep(.0, 1., data.x);
velocity = (velocity + vec2(c, s) * str * ((mass + .5) * .2)) * .98 * ((1. -mass * .5) * .05 + .95);
// if(length(velocity) > 10.) velocity = normalize(velocity)*10.;
if(u_mouse.z == 1.) {
// float str = 1./m.x * 1000.;
float str = smoothstep(500., 100., m.x);
str = pow(str, 20. * (1.-mass));
velocity += vec2( cos(m.y) * str, sin(m.y) * str );
}
vec2 pos = position + velocity;
if(pos.x > u_screen.x + 100.) pos.x = -90.;
else if(pos.x < -100.) pos.x = u_screen.x + 90.;
if(pos.y > u_screen.y + 100.) pos.y = -90.;
else if(pos.y < -100.) pos.y = u_screen.y + 90.;
gl_FragColor = vec4(pos, velocity);
}
</script>
<!-- partial -->
<script type="module" src="./script.js"></script>
</body>
</html>