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webgl_shader.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - shader [Monjori]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: #ffffff; }
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank" rel="noopener">Monjori by Mic</a></div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec2 vUv;
uniform float time;
void main() {
vec2 p = - 1.0 + 2.0 * vUv;
float a = time * 40.0;
float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
e = 400.0 * ( p.x * 0.5 + 0.5 );
f = 400.0 * ( p.y * 0.5 + 0.5 );
i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
q = f / r;
e = ( r * cos( q ) ) - a / 2.0;
f = ( r * sin( q ) ) - a / 2.0;
d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
h = ( ( f + d ) + a / 2.0 ) * g;
i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
i = mod( i / 5.6, 256.0 ) / 64.0;
if ( i < 0.0 ) i += 4.0;
if ( i >= 2.0 ) i = 4.0 - i;
d = r / 350.0;
d += sin( d * d * 8.0 ) * 0.52;
f = ( sin( a * g ) + 1.0 ) / 2.0;
gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
}
</script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
"time": { value: 1.0 }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate( timestamp ) {
requestAnimationFrame( animate );
uniforms[ "time" ].value = timestamp / 1000;
renderer.render( scene, camera );
}
</script>
</body>
</html>