<!DOCTYPE html>
<html lang="en">
<head>
    <title>SubFactory</title>

    <!-- Basic Page Needs
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
    <meta charset="utf-8">
    <title>Skeleton: Responsive CSS Boilerplate</title>
    <meta name="description" content="">
    <meta name="author" content="">

    <!-- Mobile Specific Metas
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
    <meta name="viewport" content="width=device-width, initial-scale=1">

    <!-- FONT
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
<!--    <link href='//fonts.googleapis.com/css?family=Raleway:400,300,600' rel='stylesheet' type='text/css'>-->

    <!-- CSS
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
    <link rel="stylesheet" href="./css/normalize.css">
    <link rel="stylesheet" href="./css/skeleton.css">
    <link rel="stylesheet" href="./css/custom.css">

    <!-- Scripts
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
<!--    <script src="//ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>-->

    <!-- Favicon
    –––––––––––––––––––––––––––––––––––––––––––––––––– -->
    <link rel="icon" type="image/png" href="./images/favicon.png">


    <!--    Shaders -->
    <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">
        #ifdef GL_ES
        precision highp float;
        #endif

        //    #extension GL_OES_standard_derivatives : enable

        uniform float iTime;
        uniform vec2 iMouse;
        uniform vec2 iResolution;
        uniform sampler2D iChannel0;


        vec2 GetGradient(vec2 intPos, float t) {
            float rand = texture(iChannel0, intPos / 64.0).r * 4.0;
            float angle = 6.283185 * rand + 4.0 * t * rand;
            return vec2(cos(angle), sin(angle));
        }

        float Pseudo3dNoise(vec3 pos) {
            vec2 i = floor(pos.xy);
            vec2 f = pos.xy - i;
            vec2 blend = f * f * (3.0 -(2.0 * f));
            float noiseVal =
                mix(
                    mix(
                        dot(GetGradient(i + vec2(0, 0), pos.z), f - vec2(0, 0)),
                        dot(GetGradient(i + vec2(1, 0), pos.z), f - vec2(1, 0)),
                        blend.x),
                    mix(
                        dot(GetGradient(i + vec2(0, 1), pos.z), f - vec2(0, 1)),
                        dot(GetGradient(i + vec2(1, 1), pos.z), f - vec2(1, 1)),
                        blend.x),
                    blend.y
                );
            return noiseVal / 0.7;
        }

        void mainImage(out vec4 fragColor, in vec2 fragCoord) {
            vec2 uv = fragCoord.xy / iResolution.y;
            vec2 uvm = iMouse.xy / iResolution.y;

            float time = (80.-(1.*uvm.y)) * sin(iTime / 30000.);

            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.));
            fragColor.rgba = vec4(vec3(val), 1.0);
        }

        void main() {
            mainImage(gl_FragColor, gl_FragCoord.xy);
        }
    </script>

    <style>
        body {
            background-color: black;
        }

        .shaderhero {
            display: flex;
            justify-content: center;
            align-items: center;
            width: 100vw;
            height: 100vh;
        }

        #hecksshader {
            position: absolute;
            left: 0px;
            top: 0px;
            z-index: -100;
            width: 100%;
            height: 100%;
            opacity: 0.9;
        }

        .shadercontainer {
            position: relative;
        }

        .shadertitle {
            position: absolute;
            display: block;
            padding: 10rem 0;

            margin-left: auto;
            margin-right: auto;
            width: 75%;
            opacity: 0.98;
            z-index: -1;
        }

        .hidden_desktop{
            visibility: visible;
            display: block;
        }
        .hidden_mobile {
            visibility: hidden;
            display: none;
        }

        @media (min-width: 1000px) {
          .hidden_desktop{
              visibility: hidden;
              display: none;
          }
          .hidden_mobile {
              visibility: visible;
              display: block;
          }
        }


        #shadersoundsystem {
            left: 0px;
            top: 0px;
            z-index: -50;
            width: 100%;
            opacity: 0.2
        }

    </style>

</head>

<body>

<audio autoplay>
    <source src="./audio/SubfactoryClip_Faded2.wav">
</audio>


<div class="shaderhero">
    <canvas id="hecksshader"></canvas>
    <img src="./images/02_Sub_Factory_Facebook_Banner.jpg" class="shadertitle hidden_mobile">
    <img src="./images/01_Sub_Factory_Flyer_A6_Web.jpg" class="shadertitle hidden_desktop">
</div>
<!--<img src="./images/soundsystem.svg" id="shadersoundsystem">-->




<script type="module">
			import * as THREE from 'https://unpkg.com/three/build/three.module.js';

			let camera, scene, renderer;
			let uniforms;
			let texture;
            let downsample_quality = 1.;
			init();
			render();

			function init() {
				camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
				scene = new THREE.Scene();
				const geometry = new THREE.PlaneGeometry( 2, 2 );

                const loader = new THREE.TextureLoader();
                const texture = loader.load('noise.png');
                texture.wrapS = THREE.RepeatWrapping;
                texture.wrapT = THREE.RepeatWrapping;



				uniforms = {
					iTime: { value: 1.0 },
					iResolution: { value: new THREE.Vector2(1.0,1.0) },
					iMouse: { value: new THREE.Vector2(0.0,0.0) },
                    iChannel0: { value: texture },
				};

				const material = new THREE.ShaderMaterial( {
					uniforms: uniforms,
					vertexShader: document.getElementById( 'vertexShader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentShader' ).textContent
				} );

				const mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				const canvas = document.querySelector('#hecksshader');
				renderer = new THREE.WebGLRenderer({antialias: true, canvas});

				document.addEventListener( 'pointermove', onPointerMove);
			}

			function onPointerMove(event) {
                var clientX = event.clientX;
                var clientY = event.clientY;
                var mouseX = clientX;
                var mouseY = 1 - clientY;
                uniforms[ 'iMouse' ].value = new THREE.Vector2(mouseX, mouseY);
			}

            function rendererNeedsResize(renderer) {
                const canvas = renderer.domElement;
                const width = canvas.clientWidth;
                const height = canvas.clientHeight;
                const needResize = canvas.width !== width || canvas.height !== height;
                return true;
            }

			function render() {
				requestAnimationFrame( render );

                if ( rendererNeedsResize(renderer)) {
                    const canvas = renderer.domElement;
                    renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
                    camera.aspect = canvas.clientWidth / canvas.clientHeight;
                    camera.updateProjectionMatrix();
                    uniforms['iResolution'].value = new THREE.Vector2( canvas.clientWidth / downsample_quality, canvas.clientHeight / downsample_quality );
                }

				uniforms[ 'iTime' ].value = performance.now();

				renderer.render( scene, camera );
			}


</script>
</body>
</html>