From 1347dbc95c88bbf6c9bf8be886b10abc572fd0d0 Mon Sep 17 00:00:00 2001 From: heck Date: Tue, 17 Jun 2025 15:21:38 +0200 Subject: [PATCH] fonts --- html/index.html | 71 ++++++++++++++++++++++++++----------------------- 1 file changed, 38 insertions(+), 33 deletions(-) diff --git a/html/index.html b/html/index.html index 8bce305..8ff6b6e 100644 --- a/html/index.html +++ b/html/index.html @@ -1,7 +1,7 @@ - Sub Factory + Subfactory @@ -10,6 +10,11 @@ + + + + + @@ -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); }