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233 lines
6.6 KiB
233 lines
6.6 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Heck Webshader Template</title>
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<meta charset="utf-8">
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<meta name="description" content="Heck Webshader Template">
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<meta name="author" content="heck">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<link rel="stylesheet" href="./css/normalize.css">
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<link rel="stylesheet" href="./css/skeleton.css">
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<link rel="stylesheet" href="./css/custom.css">
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<link rel="icon" type="image/png" href="./images/favicon.png">
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<!-- Shaders -->
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<script id="vertexShader" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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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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#ifdef GL_ES
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precision highp float;
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#endif
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// #extension GL_OES_standard_derivatives : enable
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uniform float iTime;
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uniform vec2 iMouse;
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uniform vec2 iResolution;
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uniform sampler2D iChannel0;
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vec2 GetGradient(vec2 intPos, float t) {
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float rand = texture(iChannel0, intPos / 64.0).r * 4.0;
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float angle = 6.283185 * rand + 4.0 * t * rand;
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return vec2(cos(angle), sin(angle));
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}
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float Pseudo3dNoise(vec3 pos) {
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vec2 i = floor(pos.xy);
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vec2 f = pos.xy - i;
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vec2 blend = f * f * (3.0 -(2.0 * f));
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float noiseVal =
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mix(
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mix(
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dot(GetGradient(i + vec2(0, 0), pos.z), f - vec2(0, 0)),
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dot(GetGradient(i + vec2(1, 0), pos.z), f - vec2(1, 0)),
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blend.x),
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mix(
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dot(GetGradient(i + vec2(0, 1), pos.z), f - vec2(0, 1)),
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dot(GetGradient(i + vec2(1, 1), pos.z), f - vec2(1, 1)),
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blend.x),
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blend.y
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);
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return noiseVal / 0.7;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord.xy / iResolution.y;
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vec2 uvm = iMouse.xy / iResolution.y;
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float time = (80.-(1.*uvm.y)) * sin(iTime / 30000.);
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float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/10.));
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float val = sin(noiseVal * time + (sin(time) * time / 10.));
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fragColor.rgba = vec4(vec3(val), 1.0);
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}
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void main() {
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mainImage(gl_FragColor, gl_FragCoord.xy);
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}
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</script>
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<style>
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body {
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background-color: black;
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}
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.shaderhero {
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display: flex;
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justify-content: center;
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align-items: center;
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width: 100vw;
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height: 100vh;
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}
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#hecksshader {
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position: absolute;
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left: 0px;
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top: 0px;
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z-index: -100;
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width: 100%;
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height: 100%;
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opacity: 0.9;
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}
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.shadercontainer {
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position: relative;
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}
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.shadertitle {
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position: absolute;
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display: block;
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padding: 10rem 0;
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margin-left: auto;
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margin-right: auto;
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width: 75%;
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opacity: 0.98;
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z-index: -1;
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}
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.hidden_desktop {
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visibility: visible;
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display: block;
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}
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.hidden_mobile {
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visibility: hidden;
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display: none;
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}
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@media (min-width: 1000px) {
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.hidden_desktop {
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visibility: hidden;
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display: none;
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}
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.hidden_mobile {
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visibility: visible;
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display: block;
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}
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}
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</style>
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</head>
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<body>
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<div class="shaderhero">
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<canvas id="hecksshader"></canvas>
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<img src="./images/landscape_for_computers.jpg" class="shadertitle hidden_mobile">
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<img src="./images/portrait_for_phones.jpg" class="shadertitle hidden_desktop">
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</div>
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<script type="module">
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import * as THREE from 'https://unpkg.com/three/build/three.module.js';
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let camera, scene, renderer;
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let uniforms;
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let texture;
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let downsample_quality = 1.;
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init();
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render();
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function init() {
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camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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scene = new THREE.Scene();
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const geometry = new THREE.PlaneGeometry( 2, 2 );
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const loader = new THREE.TextureLoader();
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const texture = loader.load('images/noise.png');
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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uniforms = {
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iTime: { value: 1.0 },
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iResolution: { value: new THREE.Vector2(1.0,1.0) },
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iMouse: { value: new THREE.Vector2(0.0,0.0) },
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iChannel0: { value: texture },
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};
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const material = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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const mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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const canvas = document.querySelector('#hecksshader');
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renderer = new THREE.WebGLRenderer({antialias: true, canvas});
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document.addEventListener( 'pointermove', onPointerMove);
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}
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function onPointerMove(event) {
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var clientX = event.clientX;
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var clientY = event.clientY;
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var mouseX = clientX;
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var mouseY = 1 - clientY;
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uniforms[ 'iMouse' ].value = new THREE.Vector2(mouseX, mouseY);
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}
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function rendererNeedsResize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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return true;
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}
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function render() {
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requestAnimationFrame( render );
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if ( rendererNeedsResize(renderer)) {
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const canvas = renderer.domElement;
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renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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uniforms['iResolution'].value = new THREE.Vector2( canvas.clientWidth / downsample_quality, canvas.clientHeight / downsample_quality );
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}
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uniforms[ 'iTime' ].value = performance.now();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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