306 lines
7.9 KiB
HTML
306 lines
7.9 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>CodePen - A Pen by Anand Davaasuren</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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<canvas id="sakura"></canvas>
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<div class="btnbg">
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</div>
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<!-- sakura shader -->
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<script id="sakura_point_vsh" type="x-shader/x_vertex">
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uniform mat4 uProjection;
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uniform mat4 uModelview;
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uniform vec3 uResolution;
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uniform vec3 uOffset;
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uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
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uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
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attribute vec3 aPosition;
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attribute vec3 aEuler;
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attribute vec2 aMisc; //x:size, y:fade
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varying vec3 pposition;
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varying float psize;
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varying float palpha;
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varying float pdist;
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//varying mat3 rotMat;
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varying vec3 normX;
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varying vec3 normY;
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varying vec3 normZ;
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varying vec3 normal;
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varying float diffuse;
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varying float specular;
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varying float rstop;
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varying float distancefade;
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void main(void) {
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// Projection is based on vertical angle
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vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
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gl_Position = uProjection * pos;
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gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
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pposition = pos.xyz;
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psize = aMisc.x;
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pdist = length(pos.xyz);
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palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
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vec3 elrsn = sin(aEuler);
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vec3 elrcs = cos(aEuler);
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mat3 rotx = mat3(
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1.0, 0.0, 0.0,
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0.0, elrcs.x, elrsn.x,
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0.0, -elrsn.x, elrcs.x
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);
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mat3 roty = mat3(
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elrcs.y, 0.0, -elrsn.y,
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0.0, 1.0, 0.0,
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elrsn.y, 0.0, elrcs.y
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);
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mat3 rotz = mat3(
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elrcs.z, elrsn.z, 0.0,
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-elrsn.z, elrcs.z, 0.0,
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0.0, 0.0, 1.0
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);
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mat3 rotmat = rotx * roty * rotz;
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normal = rotmat[2];
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mat3 trrotm = mat3(
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rotmat[0][0], rotmat[1][0], rotmat[2][0],
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rotmat[0][1], rotmat[1][1], rotmat[2][1],
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rotmat[0][2], rotmat[1][2], rotmat[2][2]
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);
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normX = trrotm[0];
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normY = trrotm[1];
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normZ = trrotm[2];
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const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
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float tmpdfs = dot(lit, normal);
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if(tmpdfs < 0.0) {
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normal = -normal;
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tmpdfs = dot(lit, normal);
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}
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diffuse = 0.4 + tmpdfs;
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vec3 eyev = normalize(-pos.xyz);
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if(dot(eyev, normal) > 0.0) {
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vec3 hv = normalize(eyev + lit);
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specular = pow(max(dot(hv, normal), 0.0), 20.0);
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}
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else {
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specular = 0.0;
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}
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rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
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rstop = pow(rstop, 0.5);
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//-0.69315 = ln(0.5)
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distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
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}
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</script>
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<script id="sakura_point_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
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uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
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const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
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varying vec3 pposition;
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varying float psize;
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varying float palpha;
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varying float pdist;
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//varying mat3 rotMat;
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varying vec3 normX;
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varying vec3 normY;
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varying vec3 normZ;
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varying vec3 normal;
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varying float diffuse;
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varying float specular;
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varying float rstop;
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varying float distancefade;
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float ellipse(vec2 p, vec2 o, vec2 r) {
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vec2 lp = (p - o) / r;
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return length(lp) - 1.0;
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}
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void main(void) {
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vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
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vec3 d = vec3(0.0, 0.0, -1.0);
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float nd = normZ.z; //dot(-normZ, d);
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if(abs(nd) < 0.0001) discard;
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float np = dot(normZ, p);
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vec3 tp = p + d * np / nd;
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vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
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//angle = 15 degree
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const float flwrsn = 0.258819045102521;
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const float flwrcs = 0.965925826289068;
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mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
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vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
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float r;
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if(flwrp.x < 0.0) {
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r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
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}
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else {
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r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
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}
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if(r > rstop) discard;
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vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
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float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
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col *= vec3(1.0, grady, grady);
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col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
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col = col * diffuse + specular;
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col = mix(fadeCol, col, distancefade);
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float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
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alpha = smoothstep(0.0, 1.0, alpha) * palpha;
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gl_FragColor = vec4(col * 0.5, alpha);
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}
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</script>
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<!-- effects -->
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<script id="fx_common_vsh" type="x-shader/x_vertex">
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uniform vec3 uResolution;
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attribute vec2 aPosition;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
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screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
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}
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</script>
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<script id="bg_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform vec2 uTimes;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec3 col;
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float c;
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vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
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c = exp(-pow(length(tmpv) * 1.8, 2.0));
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col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
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gl_FragColor = vec4(col * 0.5, 1.0);
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}
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</script>
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<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 col = texture2D(uSrc, texCoord);
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gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
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}
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</script>
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<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 col = texture2D(uSrc, texCoord);
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col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
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col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
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col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
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col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
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gl_FragColor = col / 5.0;
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}
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</script>
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<!-- effect fragment shader template -->
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<script id="fx_common_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_FragColor = texture2D(uSrc, texCoord);
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}
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</script>
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<!-- post processing -->
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<script id="pp_final_vsh" type="x-shader/x_vertex">
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uniform vec3 uResolution;
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attribute vec2 aPosition;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
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screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
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}
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</script>
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<script id="pp_final_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform sampler2D uBloom;
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uniform vec2 uDelta;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
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vec4 bloomcol = texture2D(uBloom, texCoord);
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vec4 col;
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col = srccol + bloomcol * (vec4(1.0) + srccol);
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col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
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col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
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gl_FragColor = vec4(col.rgb, 1.0);
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gl_FragColor.a = 1.0;
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}
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</script>
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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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