A Pen by Tom Hinton on CodePen.
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August 25, 2023 19:38
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Meet me there, In the blue
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<div id="shader"></div> | |
<script id="vertex" type="x-shader/x-vertex"> | |
varying vec2 vUv; | |
void main() { gl_Position = vec4(position, 1.0); | |
vUv = uv; | |
} | |
</script> | |
<script id="fragment" type="x-shader/x-fragment"> | |
precision highp float; | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
varying vec2 vUv; | |
const float PI = 3.1415926535897932384626433832795; | |
const float TAU = PI * 2.; | |
float wiggly(float cx, float cy, float amplitude, float frequency, float spread){ | |
float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread; | |
return w; | |
} | |
void coswarp(inout vec3 trip, float warpsScale ){ | |
trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25)); | |
trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25)); | |
trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25)); | |
} | |
void uvRipple(inout vec2 uv, float intensity){ | |
vec2 p = uv -.5; | |
float cLength=length(p); | |
uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity; | |
} | |
float smoothMod(float x, float y, float e){ | |
float top = cos(PI * (x/y)) * sin(PI * (x/y)); | |
float bot = pow(sin(PI * (x/y)),2.); | |
float at = atan(top/bot); | |
return y * (1./2.) - (1./PI) * at ; | |
} | |
vec2 modPolar(vec2 p, float repetitions) { | |
float angle = 2.*3.14/repetitions; | |
float a = atan(p.y, p.x) + angle/2.; | |
float r = length(p); | |
//float c = floor(a/angle); | |
a = smoothMod(a,angle,033323231231561.9) - angle/2.; | |
//a = mix(a,) | |
vec2 p2 = vec2(cos(a), sin(a))*r; | |
p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05); | |
return p2; | |
} | |
float stroke(float x, float s, float w){ | |
float d = step(s, x+ w * .5) - step(s, x - w * .5); | |
return clamp(d, 0., 1.); | |
} | |
// Classic Perlin 2D Noise | |
// by Stefan Gustavson | |
// | |
vec4 permute(vec4 x) | |
{ | |
return mod(((x*34.0)+1.0)*x, 289.0); | |
} | |
vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | |
float cnoise(vec2 P){ | |
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); | |
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); | |
Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation | |
vec4 ix = Pi.xzxz; | |
vec4 iy = Pi.yyww; | |
vec4 fx = Pf.xzxz; | |
vec4 fy = Pf.yyww; | |
vec4 i = permute(permute(ix) + iy); | |
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... | |
vec4 gy = abs(gx) - 0.5; | |
vec4 tx = floor(gx + 0.5); | |
gx = gx - tx; | |
vec2 g00 = vec2(gx.x,gy.x); | |
vec2 g10 = vec2(gx.y,gy.y); | |
vec2 g01 = vec2(gx.z,gy.z); | |
vec2 g11 = vec2(gx.w,gy.w); | |
vec4 norm = 1.79284291400159 - 0.85373472095314 * | |
vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); | |
g00 *= norm.x; | |
g01 *= norm.y; | |
g10 *= norm.z; | |
g11 *= norm.w; | |
float n00 = dot(g00, vec2(fx.x, fy.x)); | |
float n10 = dot(g10, vec2(fx.y, fy.y)); | |
float n01 = dot(g01, vec2(fx.z, fy.z)); | |
float n11 = dot(g11, vec2(fx.w, fy.w)); | |
vec2 fade_xy = fade(Pf.xy); | |
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); | |
float n_xy = mix(n_x.x, n_x.y, fade_xy.y); | |
return 2.3 * n_xy; | |
} | |
vec2 rotate2D (vec2 _st, float _angle) { | |
_st -= 0.5; | |
_st = mat2(cos(_angle),-sin(_angle), | |
sin(_angle),cos(_angle)) * _st; | |
_st += 0.5; | |
return _st; | |
} | |
vec2 rotateTilePattern(vec2 _st){ | |
// Scale the coordinate system by 2x2 | |
_st *= 2.0; | |
// Give each cell an index number | |
// according to its position | |
float index = 0.0; | |
index += step(1., mod(_st.x,2.0)); | |
index += step(1., mod(_st.y,2.0))*2.0; | |
// | | |
// 2 | 3 | |
// | | |
//-------------- | |
// | | |
// 0 | 1 | |
// | | |
// Make each cell between 0.0 - 1.0 | |
_st = fract(_st); | |
// Rotate each cell according to the index | |
if(index == 1.0){ | |
// Rotate cell 1 by 90 degrees | |
_st = rotate2D(_st,PI*0.5); | |
} else if(index == 2.0){ | |
// Rotate cell 2 by -90 degrees | |
_st = rotate2D(_st,PI*-0.5); | |
} else if(index == 3.0){ | |
// Rotate cell 3 by 180 degrees | |
_st = rotate2D(_st,PI); | |
} | |
return _st; | |
} | |
void main() { | |
vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5; | |
float vTime = u_time; | |
vec2 uv2 = uv; | |
vec2 uv3 = uv; | |
uvRipple(uv2, .5); | |
uv = modPolar(uv-.5, 4.); | |
uv = rotateTilePattern(uv * cnoise(uv * 4.)); | |
float n = fract(sin(uv.x) * uv.y); | |
vec3 color = vec3(uv.x, uv.y, 2.); | |
coswarp(color, 3.); | |
uvRipple(uv,color.r); | |
color = vec3(uv.x, uv.y, 1.); | |
coswarp(color, 3.); | |
color -= stroke(distance(uv2,vec2(.5)), .3, .8); | |
color += stroke(distance(uv2,vec2(n)), uv.x, .5); | |
gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.0); | |
} | |
</script> |
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let camera, scene, renderer, clock; | |
let uniforms; | |
function init() { | |
const container = document.getElementById("shader"); | |
clock = new THREE.Clock(); | |
camera = new THREE.Camera(); | |
camera.position.z = 1; | |
scene = new THREE.Scene(); | |
const geometry = new THREE.PlaneBufferGeometry(2, 2); | |
uniforms = { | |
u_time: { type: "f", value: 1.0 }, | |
u_resolution: { type: "v2", value: new THREE.Vector2() }, | |
}; | |
const material = new THREE.ShaderMaterial({ | |
uniforms, | |
vertexShader: document.getElementById("vertex").textContent, | |
fragmentShader: document.getElementById("fragment").textContent | |
}); | |
const 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); | |
} | |
function onWindowResize() { | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
uniforms.u_resolution.value.x = renderer.domElement.width; | |
uniforms.u_resolution.value.y = renderer.domElement.height; | |
} | |
function render() { | |
uniforms.u_time.value = clock.getElapsedTime(); | |
renderer.render(scene, camera); | |
} | |
function animate() { | |
render(); | |
requestAnimationFrame(animate); | |
} | |
init(); | |
animate(); |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
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*{ margin: 0px;} |
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