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WebGL Shader Example

  1. (() => {
  2.  
  3.   const vert = `
  4.     attribute vec3 vec;
  5.     void main(void) {
  6.       gl_Position = vec4(vec, 1.);
  7.     }
  8.   `
  9.  
  10.   const frag = `
  11.     #ifdef GL_ES
  12.     precision highp float;
  13.     #endif
  14.     uniform float time;
  15.     void main(void) {
  16.       vec2 uv = gl_FragCoord.xy  / vec2(500., 500.);
  17.       float w = 1. + cos(uv.y * 60.) * cos(uv.x * 50. + time * 30.);
  18.       gl_FragColor = vec4(uv.x, w * .5, w, 1.);
  19.     }
  20.   `
  21.  
  22.   document.body.style.background = '#000'
  23.   const gl = document.body
  24.     .appendChild(document.createElement('canvas'))
  25.     .getContext('webgl')
  26.  
  27.   Object.assign(gl.canvas.style, {
  28.     position: 'absolute',
  29.     left: 0,
  30.     top: 0
  31.   })
  32.  
  33.   with (gl) {
  34.     const s = 1;
  35.     const verts = [
  36.       -s, -s, 0,
  37.        s, -s, 0,
  38.       -s,  s, 0,
  39.        s,  s, 0,
  40.     ]
  41.  
  42.     const leng = verts.length / 3
  43.     bindBuffer(ARRAY_BUFFER, createBuffer())
  44.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  45.  
  46.     const vs = createShader(VERTEX_SHADER)
  47.     shaderSource(vs, vert)
  48.     compileShader(vs)
  49.  
  50.     const fs = createShader(FRAGMENT_SHADER)
  51.     const sp = createProgram()
  52.  
  53.     shaderSource(fs, frag)
  54.     compileShader(fs)
  55.     attachShader(sp, vs)
  56.     attachShader(sp, fs)
  57.     linkProgram(sp)
  58.     useProgram(sp)
  59.  
  60.     const vec = getAttribLocation(sp, 'vec')
  61.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  62.     enableVertexAttribArray(vec)
  63.  
  64.     onresize = () => {
  65.       const { canvas } = gl 
  66.       canvas.width = innerWidth
  67.       canvas.height = innerHeight
  68.       viewport(0, 0, innerWidth, innerHeight)
  69.     }
  70.  
  71.     onresize()
  72.  
  73.     disable(DEPTH_TEST)
  74.     enable(BLEND)
  75.     blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  76.  
  77.     const startTime = Date.now();
  78.  
  79.     function loop() {
  80.       const time = (Date.now() - startTime) / 1000
  81.       const uniformTime = gl.getUniformLocation(sp, 'time');
  82.       gl.uniform1f(uniformTime, time);
  83.  
  84.       clearColor(0, 0, 0, 1)
  85.       clear(COLOR_BUFFER_BIT)
  86.       drawArrays(TRIANGLE_STRIP, 0, leng)
  87.       requestAnimationFrame(loop)
  88.     }
  89.     loop()
  90.   }
  91. })()

A basic shader setup. This is realistic minus the use of a with statement…

// 3d // glsl // javascript // shaders // webgl

Isometric Vases

  1.  
  2. const canvas = document.createElement`canvas`
  3. const c = canvas.getContext`2d`
  4.  
  5. document.body.appendChild(canvas)
  6. document.body.style.margin = 0
  7.  
  8. canvas.style.width = '100%'
  9. canvas.style.height = '100%'
  10.  
  11. const COLS = 10
  12. const ROWS = 10
  13. let space;
  14. let size;
  15. let time = 0
  16. const num = COLS * ROWS
  17. const mon = []
  18. for (let y = 0; y < COLS; y++) {
  19.   for (let x = 0; x < ROWS; x++) {
  20.     mon.push(monument())
  21.   }
  22. }
  23.  
  24. function reset(){
  25.   time = 0
  26.   c.fillStyle = '#ccc'
  27.   c.fillRect(0, 0, canvas.width, canvas.height)
  28. }
  29.  
  30. function resize() {
  31.   canvas.width = innerWidth * 2
  32.   canvas.height = innerHeight * 2
  33.  
  34.   reset()
  35. }
  36. resize()
  37. window.addEventListener('resize', resize)
  38.  
  39. function monument(x, y) {
  40.  
  41.   const s = Math.random()
  42.   let cl = 0;
  43.   let damp = Math.random() / 10;
  44.  
  45.   let rad = 10 + Math.random() * 
  46.   Math.random() * (innerWidth / 30)
  47.  
  48.   let skip = Math.random() < .5;
  49.   let o = Math.random() * 7
  50.   let shade = .01;
  51.   let radamp = 200 + Math.random() * 90
  52.   let life = 100 + Math.random() *  Math.random() *  Math.random() * 1200;
  53.   return (x, y) => { 
  54.       if (time === 0) { 
  55.       c.save()
  56.       c.strokeStyle = 'rgba(0, 0, 0, 0.2)'
  57.       c.translate(x - space / 2, y - space / 2)
  58.       c.strokeRect(0, 0, space, space)
  59.       c.restore()
  60.       }
  61.     if (skip) {
  62.  
  63.  
  64.     } else { 
  65.  
  66.       //rad += (0 - rad) / radamp
  67.       let teta = time * s * damp
  68.       let C = Math.sin(teta)
  69.       let C2 = Math.sin(time * s * damp + o);
  70.  
  71.       cl = C2 * 200 + 55;
  72.  
  73.       shade -= .0001;
  74.  
  75.       let col = `rgba(${cl}, ${cl}, ${cl}, 1)`
  76.       if (time > life) {
  77.         col = `rgba(155, 155, 155, .4)`
  78.         skip = true
  79.       }
  80.  
  81.     c.save()
  82.  
  83.       c.translate(x - time * s, y)
  84.       c.fillStyle = `rgba(0, 0, 0, ${shade})`
  85.       c.beginPath()
  86.       c.arc(0, 0, rad + rad * C, 0, 7)
  87.       c.fill()
  88.       c.restore();
  89.  
  90.       c.save()
  91.  
  92.       c.translate(x - time * s, y - time * s)
  93.       c.fillStyle = col
  94.       c.beginPath()
  95.       c.arc(0, 0, rad + rad * C, 0, 7)
  96.       c.fill()
  97.       c.restore();
  98.     }
  99.   }
  100. }
  101.  
  102. function draw() {
  103.   space = (innerWidth * 2) / COLS * .6;
  104.  
  105.   size = COLS * space
  106.  
  107.   c.save()
  108.   c.scale(1, .6)
  109.   c.translate(innerWidth, innerHeight * 2)
  110.   c.rotate(45 * Math.PI / 180)
  111.   c.translate(-size / 2, -size / 2)
  112.  
  113.   let inc = 0;
  114.   for (let y = 0; y < COLS; y++) {
  115.     for (let x = 0; x < ROWS; x++) {
  116.       mon[inc++](y * space, x * space)
  117.     }
  118.   }
  119.   c.restore()
  120.   time++
  121.   requestAnimationFrame(draw)
  122. }
  123.  
  124. draw();

Something I speed coded for genuary

snippet.zone ~ 2021-22 /// {s/z}