heck 3 weeks ago
parent
commit
1347dbc95c
  1. 71
      html/index.html

71
html/index.html

@ -1,7 +1,7 @@
<!DOCTYPE html>
<html lang="de">
<head>
<title>Sub Factory</title>
<title>Subfactory</title>
<a id="focus" href="#focus"></a>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<meta charset="utf-8">
@ -10,6 +10,11 @@
<link rel="icon" type="image/png" href="./resources/favicon.png">
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css">
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.3/css/all.css">
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Orbitron">-->
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Orbitron">-->
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Goldman">-->
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Silkscreen">-->
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Michroma">
<link rel="stylesheet" href="css/fontred.css">
@ -89,23 +94,23 @@
float val = sin(noiseVal * time + (sin(time) * time / 10.));
val = 18./time2/val;
val *= 0.25;
fragColor.rgba = vec4(val,0.,0.,1.0);
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
void hallucinate_2(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.y;
vec2 uvm = iMouse.xy / iResolution.y;
float time = 30.+(3. * pow(cos(iTime / 23000.),2.));
float time = 30.+(3. * pow(cos(iTime / 23000.), 2.));
float noiseVal = Pseudo3dNoise(vec3(uv, time));
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/3000.),2.));
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/3000.), 2.));
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/10.));
float val = sin(noiseVal * time + (sin(time) * time / 10.));
val = 2./time2/val;
val *= 0.4;
fragColor.rgba = vec4(val,0.,0.,1.0);
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
void bentorbits(out vec4 fragColor, in vec2 fragCoord) {
@ -122,7 +127,7 @@
float val = fsin(noiseVal * time + (fsin(time) * time / 10.));
val =180./time2/val;
val *= 0.1;
fragColor.rgba = vec4(val,0.,0.,1.0);
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
void debris(out vec4 fragColor, in vec2 fragCoord) {
@ -130,7 +135,7 @@
vec2 uvm = iMouse.xy / iResolution.y;
float tstart = 300000. + iTime;
float t = 300000.+ pow(tstart,2.)*1000.;
float t = 300000.+ pow(tstart, 2.)*1000.;
float time = 400.98 - (.33 * mod(pow(sin(t * 1500000.), 2.), 1.));
float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -146,17 +151,17 @@
vec2 uv = fragCoord.xy / iResolution.y;
vec2 uvm = iMouse.xy / iResolution.y;
float time = 0.98+(20. * pow(cos(iTime / 200000.),2.));
float time = 0.98+(20. * pow(cos(iTime / 200000.), 2.));
float noiseVal = Pseudo3dNoise(vec3(uv, time));
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/1.));
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/440000.),2.));
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/440000.), 2.));
float val = sin(noiseVal * time + (sin(time) * time / 10.));
val = 18./time2/val;
val *= 0.12;
fragColor.rgba = vec4(val,0.,0.,1.0);
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
@ -165,7 +170,7 @@
vec2 uvm = iMouse.xy / iResolution.y;
float tstart = 600. + iTime;
float t = pow(tstart,1.9)*100.;
float t = pow(tstart, 1.9)*100.;
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.));
// float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -174,7 +179,7 @@
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.));
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001);
val =smoothstep(0.,t/100000000.,0.001*time2/val);
val =smoothstep(0., t/100000000., 0.001*time2/val);
val *= 0.3;
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
@ -212,7 +217,7 @@
vec2 uvm = iMouse.xy / iResolution.y;
float tstart = 6000. + iTime;
float t = pow(tstart,2.)*100.;
float t = pow(tstart, 2.)*100.;
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.));
// float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -221,7 +226,7 @@
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.));
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001);
fragColor.rgba = vec4(smoothstep(0.,t/100000000.,0.001*time2/val), 0., 0., 1.0);
fragColor.rgba = vec4(smoothstep(0., t/100000000., 0.001*time2/val), 0., 0., 1.0);
}
void flashbang(out vec4 fragColor, in vec2 fragCoord) {
@ -229,7 +234,7 @@
vec2 uvm = iMouse.xy / iResolution.y;
float tstart = 600. + iTime;
float t = pow(tstart,2.)*100.;
float t = pow(tstart, 2.)*100.;
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.));
// float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -238,14 +243,14 @@
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.));
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001);
fragColor.rgba = vec4(smoothstep(0.,t/100000000.,0.001*time2/val), 0., 0., 1.0);
fragColor.rgba = vec4(smoothstep(0., t/100000000., 0.001*time2/val), 0., 0., 1.0);
}
void glitchbang(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.y;
vec2 uvm = iMouse.xy / iResolution.y;
float t = pow(iTime,3.0);
float t = pow(iTime, 3.0);
float time = 20.98+(t/2000000.) - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.));
float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -261,7 +266,7 @@
vec2 uv = fragCoord.xy / iResolution.y;
vec2 uvm = iMouse.xy / iResolution.y;
float t = 100000000000000000000./pow(iTime,4.0);
float t = 100000000000000000000./pow(iTime, 4.0);
float time = 20.98 - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.));
float noiseVal = Pseudo3dNoise(vec3(uv, time));
@ -278,7 +283,7 @@
vec2 uvm = iMouse.xy / iResolution.y;
float tstart = 2000. + iTime;
float t = pow(tstart,1.9)*100.;
float t = pow(tstart, 1.9)*100.;
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.));
float noiseVal = Pseudo3dNoise(vec3(uv*20., time/1000.));
@ -288,7 +293,7 @@
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.));
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001);
val = smoothstep(0.,t/100000000.,0.001*time2/val);
val = smoothstep(0., t/100000000., 0.001*time2/val);
val *= 0.3;
fragColor.rgba = vec4(val, 0., 0., 1.0);
}
@ -338,46 +343,46 @@
void main() {
// monday
if(shadervariation == 1) {
if (shadervariation == 1) {
noiseinfection(gl_FragColor, gl_FragCoord.xy);
}
// tuesday
if(shadervariation == 2) {
if (shadervariation == 2) {
hallucinate_1(gl_FragColor, gl_FragCoord.xy);
}
// wednesday
if(shadervariation == 3) {
if (shadervariation == 3) {
camousmudgy(gl_FragColor, gl_FragCoord.xy);
}
// thursday
if(shadervariation == 4) {
if (shadervariation == 4) {
flashsmudgy(gl_FragColor, gl_FragCoord.xy);
}
// friday
if(shadervariation == 5) {
if (shadervariation == 5) {
hallucinate_2(gl_FragColor, gl_FragCoord.xy);
}
// event-soon
if(shadervariation == 6) {
if (shadervariation == 6) {
orion(gl_FragColor, gl_FragCoord.xy);
}
// event-on
if(shadervariation == 7) {
if (shadervariation == 7) {
jitterbang(gl_FragColor, gl_FragCoord.xy);
}
// event-primetime
if(shadervariation == 8) {
if (shadervariation == 8) {
flashbang(gl_FragColor, gl_FragCoord.xy);
}
// event-over
if(shadervariation == 9) {
if (shadervariation == 9) {
tvshutdown(gl_FragColor, gl_FragCoord.xy);
}
// debris(gl_FragColor, gl_FragCoord.xy);
// decorationgoeslsd(gl_FragColor, gl_FragCoord.xy);
// bentorbits(gl_FragColor, gl_FragCoord.xy);
// interfields(gl_FragColor, gl_FragCoord.xy);
// debris(gl_FragColor, gl_FragCoord.xy);
// decorationgoeslsd(gl_FragColor, gl_FragCoord.xy);
// bentorbits(gl_FragColor, gl_FragCoord.xy);
// interfields(gl_FragColor, gl_FragCoord.xy);
}
</script>
</head>

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