171 lines
5.2 KiB
HTML
171 lines
5.2 KiB
HTML
<!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: GPGPU particles</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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uniform float u_time;
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const float spawnrate = .01;
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const float life = 200.;
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const float fadetime = 20.;
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const int octaves = 5;
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const float seed = 43758.5453123;
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const float seed2 = 73156.8473192;
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float random(float val) {
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return fract(sin(val) * seed);
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}
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vec2 random2(vec2 st, float seed){
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st = vec2( dot(st,vec2(127.1,311.7)),
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dot(st,vec2(269.5,183.3)) );
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return -1.0 + 2.0*fract(sin(st)*seed);
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}
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float random2d(vec2 uv) {
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return fract(
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sin(
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dot( uv.xy, vec2(12.9898, 78.233) )
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) * seed);
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}
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varying float v_z;
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float easeLinear(float time, float begin, float change, float duration)
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{
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return change * time / duration + begin;
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}
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vec2 easeLinear(float time, vec2 begin, vec2 change, float duration)
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{
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return change * time / duration + begin;
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}
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void main() {
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vec4 pos = vec4(position,1.0);
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float id = position.z;
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bool emitter = mod(id, 2.) == 0.;
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float rand = random(id);
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float rand1 = random(id + 1.);
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float pointsize = 100. * rand * rand1;
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// float spawnrate = spawnrate + (sin(u_time / 10.) + 1.) * .01;
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float time = mod(u_time - id * spawnrate, life);
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float step = time / life;
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bool alive = time >= 0.;
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vec2 polar = vec2(0., 0.);
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if(alive) {
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if(emitter) {
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// pos.xy = vec2(10. * rand);
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vec2 outerPolar = vec2(30. + sin(u_time / 50.) * 10., 200.);
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polar = easeLinear(time, vec2(sin(u_time / 50.), 100. + sin(u_time / 10.) * 50.), outerPolar, life);
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// polar.x += sin(u_time / 10. * rand) + 1.;
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polar.y += (sin((u_time + 100.) / 10. * rand) + 1.) * (polar.x * 2. + 10.);
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if(time < fadetime) {
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pointsize = easeLinear(time, 0., pointsize, fadetime);
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} else if(time > life - fadetime) {
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pointsize = easeLinear(time - life + fadetime, pointsize, -pointsize, fadetime);
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}
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pointsize *= (sin((u_time + 100.) / 10. * rand1) + 1.);
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pointsize *= cos(polar.x * 1.5 + u_time * .1) * .5 + 1.;
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pos.z = 100.;
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} else {
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// pos.xy = vec2(10. * rand);
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vec2 outerPolar = vec2(30. + sin(u_time / 50.) * 10. + 3.14, 200.);
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polar = easeLinear(time, vec2(sin(u_time / 50.) + 3.14, 100. + cos(u_time / 10.) * 50.), outerPolar, life);
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// polar.x += sin(u_time / 10. * rand) + 1.;
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polar.y += (sin((u_time + 100.) / 10. * rand) + 1.) * (polar.x * 2. + 10.);
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if(time < fadetime) {
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pointsize = easeLinear(time, 0., pointsize, fadetime);
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} else if(time > life - fadetime) {
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pointsize = easeLinear(time - life + fadetime, pointsize, -pointsize, fadetime);
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}
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pointsize *= 1. - (sin((u_time + 100.) / 10. * rand1) + 1.);
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// pointsize *= cos(polar.x * 1.5 + u_time * .1) * .5 + 1.;
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pos.z = 90.;
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}
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}
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pos.x += cos(polar.x) * polar.y;
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pos.y += sin(polar.x) * polar.y;
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v_z = pos.z / 100. + polar.x / 100.;
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gl_PointSize = pointsize;
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gl_Position = projectionMatrix *
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modelViewMatrix *
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pos;
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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 float u_time;
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uniform sampler2D tSprite;
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varying float v_z;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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#define TAU 6.28318531
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float starSDF(vec2 st, int V, float s) {
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// st = st*4.-2.;
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float a = atan(st.y, st.x)/TAU;
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float seg = a * float(V);
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a = ((floor(seg) + 0.5)/float(V) +
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mix(s,-s,step(.5,fract(seg))))
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* TAU;
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return abs(dot(vec2(cos(a),sin(a)),
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st));
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
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float dist;
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vec2 pointUV = gl_PointCoord.xy - .5 * v_z / v_z;
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dist = 1. - length(pointUV) * 3.;
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vec2 polar = vec2(atan(uv.y, uv.x), length(uv.xy));
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int points = int(dist * 5.);
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// gl_FragColor = vec4(hsb2rgb(vec3(polar.y / 3., 1. - v_z * sin(polar.y * u_time / 100.), polar.y * v_z / 10.)), dist);
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gl_FragColor = vec4(
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mix(
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vec3(5.0, 0., 0.),
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vec3(.8, 1.5, .5),
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clamp(dist * v_z, 0., 1.)
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) *
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dist,
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smoothstep(0.6, .61 + v_z / 1.5, dist)
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);
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// gl_FragColor *= v_z / 2.;
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// gl_FragColor = vec4(vec3(.8, .8, .5), smoothstep(0.8, .81, dist));
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// gl_FragColor = vec4(v_z / 2.);
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// gl_FragColor = vec4(vec3(dist), dist);
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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> |