codepens/psychedelic-waves/dist/index.html

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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>CodePen - Psychedelic waves</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
<link rel="stylesheet" href="./style.css">
</head>
<body>
<!-- partial:index.partial.html -->
<div class="world"></div>
<div class="title">
<p>Looking at these waves for 1 minute<br/>will bring you 56% more serenity*</p>
<p class="remark">* According to a very serious and reliable study conducted by myself.</p>
<div class="credits">
<a href="https://codepen.io/Yakudoo/" target="blank">my other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></div>
</div>
<script type="x-shader/x-fragment" id="fragmentShader">
precision highp float;
uniform float uTime;
uniform vec2 uMousePosition;
uniform float uHue;
uniform float uHueVariation;
uniform float uDensity;
uniform float uDisplacement;
uniform float uGradient;
varying vec2 vUv;
float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float hue2rgb(float f1, float f2, float hue) {
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
vec3 hsl2rgb(vec3 hsl) {
vec3 rgb;
if (hsl.y == 0.0) {
rgb = vec3(hsl.z); // Luminance
} else {
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = hsl.z + hsl.y - hsl.y * hsl.z;
float f1 = 2.0 * hsl.z - f2;
rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
rgb.g = hue2rgb(f1, f2, hsl.x);
rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
vec3 hsl2rgb(float h, float s, float l) {
return hsl2rgb(vec3(h, s, l));
}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec2 P){
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = perm(perm(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 *
vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
void main () {
float mouseDistance = length(vUv - uMousePosition);
float t = uTime * .005;
float elevation = vUv.y * uDensity * 30.0;
float shadow = smoothstep(0.0, .3 + sin(t * 5.0 * 3.14) * .1 , mouseDistance);
elevation += shadow * 5.0;
float displacement = cnoise( vec2( t + vUv.y * 2.0, t + vUv.x * 3.0 )) * uDisplacement * 3.0 ;
elevation += displacement * 4.0;
elevation *= 2.0 + cnoise( vec2( t + vUv.y * 1.0, t + .5)) * 2.0 ;
//elevation += cnoise ( vec2 (elevation * .1, t * 3.0) );
float light = .9 + fract(elevation) ;
light *= .9 + (1.0 - (displacement * displacement)) * .1;
elevation = floor(elevation);
//elevation += uGradient * .25;
float hue = uHue + shadow * .1 + cnoise( vec2( elevation * .10, .1 + t)) * uHueVariation;
float saturation = .6;;
float brightness = - (1.0 - shadow) * .1 + .5 - smoothstep( 0.0, .9, cnoise( vec2( elevation * .5, .4 + t * 5.0)) ) * .1;
vec3 hslCol = vec3( hue, saturation, brightness);
vec3 col = hsl2rgb(hslCol) * vec3(light, 1.0, 1.0);
/* circle:
float d = length(vUv- vec2(.5,.5));
float radius = .1;// + (t * .1);
float stroke = 0.001;
float smoothing = .0005;
d = smoothstep(radius, radius+smoothing, d) - smoothstep(radius+stroke, radius+stroke+smoothing, d);
col += d;// * 10.0;
*/
gl_FragColor = vec4(col, 1.);
}
</script>
<script type="x-shader/x-vertex" id="vertexShader">
// attributes of our mesh
attribute vec3 position;
attribute vec2 uv;
// built-in uniforms from ThreeJS camera and Object3D
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
// custom uniforms to build up our tubes
uniform float uTime;
uniform vec2 uMousePosition;
// pass a few things along to the vertex shader
varying vec2 vUv;
void main() {
vUv = uv;
vec4 pos = vec4(position, 1.0);
gl_Position = pos;
}
</script>
<!-- partial -->
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.5/dat.gui.min.js'></script><script src="./script.js"></script>
</body>
</html>