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GLSL Sierpiński Glitch Texture #3

  1. const vert = `#version 300 es
  2. layout(location = 0) in vec3 position;
  3. out vec2 uv;
  4. void main(void) {
  5.   uv = position.xy * 0.5 + 0.5;
  6.   gl_Position = vec4(position, 1.0);
  7. }
  8. `;
  9.  
  10. const frag1 = `#version 300 es
  11. precision highp float;
  12. uniform float time;
  13. uniform float dx;
  14. uniform float dy;
  15.  
  16. float w2 = 1.0 / float(${innerWidth * 2});
  17. float w10 = 1.0 / (float(${innerWidth * 2}) * 100.); 
  18. float convert = 3.141592653589 / 180.;
  19.  
  20. float sn;
  21. float cs;
  22.  
  23. out vec4 fragColor;
  24.  
  25. void main(void) {
  26.   vec2 uv = gl_FragCoord.xy / vec2(float(${innerWidth * 2}), float(${innerHeight * 2}));
  27.  
  28.   float xp = uv.x * float(${innerWidth * 2});
  29.   float yp = (1. - uv.y) * float(${innerHeight * 2});
  30.   int x = 10 | 2;
  31.   int xp2 = int(xp) << 1; 
  32.   float t = mod(float(int(yp) | int(xp + yp * .1) ) * (xp + dx) * (w10), 6.283185307179586);
  33.  
  34.   if (t < 0.) {
  35.     sn = 1.27323954 * t + .405284735 * t * t; 
  36.   } else {
  37.     sn = 1.27323954 * t - 0.405284735 * t * t;
  38.   }
  39.  
  40.   t = mod(float( (xp2 | int(yp + xp * .1 + dy) )) * convert, 6.283185307179586);
  41.  
  42.   t += 1.57079632;
  43.   if (t > 3.14159265) {
  44.     t -= 6.28318531;
  45.   }
  46.   if (t < 0.) {
  47.     cs = 1.27323954 * t + 0.405284735 * t * t;
  48.   } else {
  49.     cs = 1.27323954 * t - 0.405284735 * t * t;
  50.   }
  51.  
  52.   float c1 = 30. * (sn - cs);
  53.  
  54.   if (c1 < 0.) c1 = 255. - c1;
  55.   c1 = float((int(c1) << 4 | int(c1)) & 255) / 255.;
  56.  
  57.   fragColor = vec4(c1, c1, c1, 1.0);
  58. } 
  59. `;
  60.  
  61. const frag2 = `#version 300 es
  62. precision highp float;
  63. in vec2 uv;
  64.  
  65.   // The max kernel size (impacts performance)
  66. #define maxKernel 1.0
  67.  
  68. // The max offset (doesn't impact performance)
  69. #define maxOffset 34.0
  70. uniform sampler2D uTexture; 
  71.  
  72.  
  73. // https://www.shadertoy.com/view/mdGcRh
  74. vec3 fastBlur(vec2 uv, vec2 texel, vec2 kd)
  75. {
  76. float r = kd.x * kd.y;
  77. float rr = 1.0/r;
  78. vec3 col = vec3(0.0);
  79. float a = 1.0;
  80.  
  81. for (float x = -r; x <= r; x += kd.y) {       
  82. for (float y = -r; y <= r; y += kd.y)  {
  83. a++;
  84. vec2 c = uv + vec2(x,y) * texel;
  85. col += texture(uTexture, c + fract(sin(dot(c, vec2(12.9898, 78.233))) * 43758.5453) * texel * kd.y * 2.0 - kd.yy * texel).rgb * (2.0 - distance(vec2(x,y) * rr, vec2(0.0))); 
  86. }
  87. }
  88.  
  89. return col / a;
  90. }
  91.  
  92.  
  93. out vec4 fragColor;
  94. void main(void) {
  95.   vec4 color = texture(uTexture, uv);
  96.   vec4 colorB = texture(uTexture, vec2(uv.x, 1. - uv.y));
  97.   vec3 result = (color.rgb - colorB.rgb) * 1.2;
  98.  
  99.     float amt = .4;
  100.     vec2 texel = vec2(1.0)/ vec2(float(${innerWidth * 2}), float(${innerHeight * 2}));
  101.  
  102.     vec2 kd = round(vec2(amt * maxKernel + 1.0, amt * maxOffset + 1.0));
  103.  
  104.     vec3 blur = fastBlur(uv, texel, kd);
  105.  
  106.   fragColor = vec4(result, color.a);
  107. }
  108. `;
  109.  
  110.   const frag3 = `#version 300 es
  111. precision highp float;
  112. in vec2 uv;
  113.  
  114.   // The max kernel size (impacts performance)
  115. #define maxKernel 4.0
  116.  
  117. // The max offset (doesn't impact performance)
  118. #define maxOffset 34.0
  119. uniform sampler2D uTexture; 
  120.  
  121.  
  122. // https://www.shadertoy.com/view/mdGcRh
  123. vec3 fastBlur(vec2 uv, vec2 texel, vec2 kd)
  124. {
  125. float r = kd.x * kd.y;
  126. float rr = 1.0/r;
  127. vec3 col = vec3(0.0);
  128. float a = 1.0;
  129.  
  130. for (float x = -r; x <= r; x += kd.y) {       
  131. for (float y = -r; y <= r; y += kd.y)  {
  132. a++;
  133.       vec2 c = uv + vec2(x,y) * texel;
  134.  
  135.       col += texture(
  136.  
  137.       uTexture, 
  138.  
  139.       c 
  140.       + fract(sin(dot(c, vec2(2.9898, 78.233))) * 13758.5453) * texel * kd.y * 2.4
  141.       - kd.yy * texel
  142.  
  143.       ).rgb * (2.0 - distance(vec2(x,y) * rr, vec2(0.0)));
  144. }
  145. }
  146.  
  147. return col / a;
  148. }
  149.  
  150.  
  151. out vec4 fragColor;
  152. void main(void) {
  153.   vec4 color = texture(uTexture, uv);
  154.  
  155.     float amt = .4;
  156.     vec2 texel = vec2(1.0)/ vec2(float(${innerWidth * 2}), float(${innerHeight * 2}));
  157.  
  158.     vec2 kd = round(vec2(amt * maxKernel + 1.0, amt * maxOffset + 1.0));
  159.  
  160.   vec4 blur = vec4(fastBlur(uv, texel, kd), 1.);
  161.     //1-(1-A)*(1-B)
  162.   vec3 f = 1. - (1. - color.rgb) * (1. - blur.rgb);  
  163.  
  164.  
  165.   fragColor = vec4(f.rgb, 1.);
  166. } 
  167. `;
  168.  
  169.  
  170.  
  171. document.body.style.background = '#000';
  172. const gl = document.body
  173.   .appendChild(document.createElement('canvas'))
  174.   .getContext('webgl2');
  175.  
  176. Object.assign(gl.canvas.style, {
  177.   position: 'absolute',
  178.   left: 0,
  179.   top: 0
  180. });
  181.  
  182. const s = 1;
  183. const verts = new Float32Array([
  184.   -s, -s, 0,
  185.   s, -s, 0,
  186.   -s, s, 0,
  187.   s, s, 0,
  188. ]);
  189.  
  190. const buffer = gl.createBuffer();
  191. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  192. gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
  193.  
  194. function createShaderProgram(vertexSource, fragmentSource) {
  195.   const vs = gl.createShader(gl.VERTEX_SHADER);
  196.   gl.shaderSource(vs, vertexSource);
  197.   gl.compileShader(vs);
  198.  
  199.   const fs = gl.createShader(gl.FRAGMENT_SHADER);
  200.   gl.shaderSource(fs, fragmentSource);
  201.   gl.compileShader(fs);
  202.  
  203.   const program = gl.createProgram();
  204.   gl.attachShader(program, vs);
  205.   gl.attachShader(program, fs);
  206.   gl.linkProgram(program);
  207.  
  208.   if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
  209.     console.error('Could not link program:', gl.getProgramInfoLog(program));
  210.   }
  211.  
  212.   return program;
  213. }
  214.  
  215. const program1 = createShaderProgram(vert, frag1);
  216. const program2 = createShaderProgram(vert, frag2);
  217. const program3 = createShaderProgram(vert, frag3);
  218.  
  219. const framebuffer1 = gl.createFramebuffer();
  220. const framebuffer2 = gl.createFramebuffer();
  221. const texture1 = gl.createTexture();
  222. const texture2 = gl.createTexture();
  223.  
  224. gl.bindTexture(gl.TEXTURE_2D, texture1);
  225. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, innerWidth, innerHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  226. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  227. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  228. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  229.  
  230. gl.bindTexture(gl.TEXTURE_2D, texture2);
  231. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, innerWidth, innerHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  232. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  233. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  234. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  235.  
  236. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer1);
  237. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
  238.  
  239. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer2);
  240. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture2, 0);
  241.  
  242. const onResize = () => {
  243.   gl.canvas.width = innerWidth * 2;
  244.   gl.canvas.height = innerHeight * 2;
  245.   gl.canvas.style.width = innerWidth + 'px'
  246.   gl.canvas.style.height = innerHeight + 'px'
  247.   gl.viewport(0, 0, innerWidth * 2, innerHeight * 2);
  248.   gl.bindTexture(gl.TEXTURE_2D, texture1);
  249.   gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, innerWidth * 2, innerHeight * 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  250.   gl.bindTexture(gl.TEXTURE_2D, texture2);
  251.   gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, innerWidth * 2, innerHeight * 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  252. };
  253.  
  254. window.onresize = onResize;
  255. onResize();
  256.  
  257. gl.disable(gl.DEPTH_TEST);
  258.  
  259. let mx = 0;
  260. let my = 0;
  261. let dx = 0;
  262. let dy = 0;
  263.  
  264. window.onpointermove = e => {
  265.   mx = e.clientX;
  266.   my = e.clientY;
  267. };
  268.  
  269. const loop = () => {
  270.  
  271.   dx += (mx * 2 - (innerWidth) - dx) / 8;
  272.   dy += (my * 2 - dy) / 8;
  273.  
  274.   // first pass
  275.   gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer1);
  276.   gl.useProgram(program1);
  277.  
  278.   const mxUniform = gl.getUniformLocation(program1, 'dx');
  279.   gl.uniform1f(mxUniform, dx);
  280.  
  281.   const myUniform = gl.getUniformLocation(program1, 'dy');
  282.   gl.uniform1f(myUniform, dy);
  283.  
  284.   gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  285.   const pos1 = gl.getAttribLocation(program1, 'position');
  286.   gl.enableVertexAttribArray(pos1);
  287.   gl.vertexAttribPointer(pos1, 3, gl.FLOAT, false, 0, 0);
  288.   gl.clearColor(0, 0, 0, 1);
  289.   gl.clear(gl.COLOR_BUFFER_BIT);
  290.   gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
  291.  
  292.   // second pass
  293.   gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer2);
  294.   gl.useProgram(program2);
  295.   gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  296.   const pos2 = gl.getAttribLocation(program2, 'position');
  297.   gl.enableVertexAttribArray(pos2);
  298.   gl.vertexAttribPointer(pos2, 3, gl.FLOAT, false, 0, 0);
  299.   const uTexture = gl.getUniformLocation(program2, 'uTexture');
  300.   gl.uniform1i(uTexture, 0);
  301.   gl.activeTexture(gl.TEXTURE0);
  302.   gl.bindTexture(gl.TEXTURE_2D, texture1);
  303.   gl.clearColor(0, 0, 0, 1);
  304.   gl.clear(gl.COLOR_BUFFER_BIT);
  305.   gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
  306.  
  307.   // third pass
  308.   gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  309.   gl.useProgram(program3);
  310.   gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  311.   const pos3 = gl.getAttribLocation(program3, 'position');
  312.   gl.enableVertexAttribArray(pos3);
  313.   gl.vertexAttribPointer(pos3, 3, gl.FLOAT, false, 0, 0);
  314.   const u2Texture = gl.getUniformLocation(program3, 'uTexture');
  315.   gl.uniform1i(u2Texture, 0);
  316.   gl.activeTexture(gl.TEXTURE0);
  317.   gl.bindTexture(gl.TEXTURE_2D, texture2);
  318.   gl.clearColor(0, 0, 0, 1);
  319.   gl.clear(gl.COLOR_BUFFER_BIT);
  320.   gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 
  321.  
  322.   requestAnimationFrame(loop);
  323. };
  324. loop();

this old thing was tricky to port to glsl, canvas port was easy (codepen here) – used gpt a bit for glsl version… got it eventually: take a look

// binary // color // filters // glsl // graphics // hacks // hex // javascript // math // webgl

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

Non-perspective WebGL Texture

  1. (() => {
  2.   const m = new Float32Array([
  3.     0, 0, 0, 0, 
  4.     0, 0, 0, 0, 
  5.     0, 0, 0, 0, 
  6.     0, 0, 0, 0
  7.   ])
  8.  
  9.   const pointSize = Math.max(Math.min(10, ~~(innerWidth / 70)), 3);
  10.  
  11.   const vert = `
  12.     attribute vec3 vec;
  13.     uniform mat4 mat;
  14.     void main(void) {
  15.       gl_Position = mat * vec4(vec, 1.);
  16.       gl_PointSize = ${pointSize}.;
  17.     }
  18.   `
  19.  
  20.   const frag = `
  21.     #ifdef GL_ES
  22.     precision highp float;
  23.     #endif
  24.     void main(void) {
  25.       vec2 uv = gl_FragCoord.xy  / vec2(500., 500.);
  26.       gl_FragColor = vec4(uv.x, 0., cos(uv.y * 60.), .4);
  27.     }
  28.   `
  29.  
  30.   document.body.style.background = '#333'
  31.   const gl = document.body
  32.     .appendChild(document.createElement('canvas'))
  33.     .getContext('webgl')
  34.  
  35.   Object.assign(gl.canvas.style, {
  36.     position: 'absolute',
  37.     left: '50%',
  38.     top: '50%',
  39.     transform: 'translate(-50%, -50%)',
  40.     outline: '1px solid gray'
  41.   })
  42.  
  43.   with (gl) {
  44.     const NUM = 3
  45.     const s = .5;
  46.     const verts = [
  47.       -s, -s, 0,
  48.        s, -s, 0,
  49.       -s,  s, 0,
  50.        s,  s, 0,
  51.     ]
  52.  
  53.     //  1.0,  1.0,
  54.     // -1.0,  1.0,
  55.     //  1.0, -1.0,
  56.     // -1.0, -1.0,
  57.  
  58.     // for (let i = 0; i < NUM; i++) {
  59.     //   verts.push(
  60.     //     Math.random() * 1 - 0.5,
  61.     //     Math.random() * 1 - 0.5,
  62.     //     Math.random() * 1 - 0.5
  63.     //   )
  64.     // }
  65.  
  66.     const leng = verts.length / 3
  67.     bindBuffer(ARRAY_BUFFER, createBuffer())
  68.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  69.  
  70.     const vs = createShader(VERTEX_SHADER)
  71.     shaderSource(vs, vert)
  72.     compileShader(vs)
  73.  
  74.     const fs = createShader(FRAGMENT_SHADER)
  75.     const sp = createProgram()
  76.  
  77.     shaderSource(fs, frag)
  78.     compileShader(fs)
  79.     attachShader(sp, vs)
  80.     attachShader(sp, fs)
  81.     linkProgram(sp)
  82.     useProgram(sp)
  83.  
  84.     const vec = getAttribLocation(sp, 'vec')
  85.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  86.     enableVertexAttribArray(vec)
  87.  
  88.     const matLoc = getUniformLocation(sp, 'mat')
  89.  
  90.     function rot(x, y, z) {
  91.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  92.  
  93.       const sinA = Math.sin(x)
  94.       const cosA = Math.cos(x)
  95.       const sinB = Math.sin(y)
  96.       const cosB = Math.cos(y)
  97.       const sinY = Math.sin(z)
  98.       const cosY = Math.cos(z)
  99.  
  100.       m[0] = cosA * cosB
  101.       m[1] = cosA * sinB * sinY - sinA * cosY
  102.       m[2] = cosA * sinB * cosY + sinA * sinY
  103.       m[3] = 0
  104.  
  105.       m[4] = sinA * cosB
  106.       m[5] = sinA * sinB * sinY + cosA * cosY
  107.       m[6] = sinA * sinB * cosY - cosA * sinY
  108.       m[7] = 0
  109.  
  110.       m[8] = -sinB
  111.       m[9] = cosB * sinY
  112.       m[10] = cosB * cosY
  113.       m[11] = m[12] = m[13] = 0
  114.       m[15] = 1
  115.  
  116.       uniformMatrix4fv(matLoc, false, m)
  117.     }
  118.  
  119.     onresize = () => {
  120.       const { canvas } = gl
  121.       const size = Math.min(innerWidth, innerHeight) - 20
  122.       canvas.width = canvas.height = size
  123.       viewport(0, 0, size, size)
  124.     }
  125.  
  126.     onresize()
  127.  
  128.     let rx = 0, ry = 0
  129.  
  130.     disable(DEPTH_TEST)
  131.     enable(BLEND)
  132.     blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  133.  
  134.     function loop() {
  135.       rot(rx += .01, ry += .01, 0)
  136.  
  137.       clearColor(0, 0, 0, 1)
  138.       clear(COLOR_BUFFER_BIT)
  139.       drawArrays(TRIANGLE_STRIP, 0, leng)
  140.       window.requestAnimationFrame(loop)
  141.     }
  142.     loop()
  143.   }
  144. })()

Forked from a previous example – toying with the idea of doing some kind of complex low level webgl… not sure, might end up using THREE… Please excuse some of the dead code here…

// canvas // webgl

Many WebGL Constants

  1. console.log(
  2.   Object.getOwnPropertyNames(WebGLRenderingContext)
  3. )
// tricks // webgl

Speed Coded Space

  1. (() => {
  2.   const TWO_PI = Math.PI * 2;
  3.   const m = new Float32Array([
  4.     0, 0, 0, 0,
  5.     0, 0, 0, 0,
  6.     0, 0, 0, 0,
  7.     0, 0, 0, 0
  8.   ])
  9.  
  10.   const vert = `
  11.     attribute vec3 vec;
  12.     uniform mat4 mat;
  13.     void main(void) {
  14.       gl_Position = mat * vec4(vec, 1.0);
  15.       gl_PointSize = 2.0;
  16.     }
  17.   `
  18.  
  19.   const frag = `
  20.     void main(void) {
  21.       gl_FragColor = vec4(1., 1., 1., .25);
  22.     }
  23.   `
  24.  
  25.   document.body.style.background = '#232323'
  26.   const gl = document.body
  27.     .appendChild(document.createElement('canvas'))
  28.     .getContext('webgl', {
  29.       preserveDrawingBuffer: true,
  30.       powerPreference: 'high-performance'
  31.     })
  32.  
  33.   Object.assign(gl.canvas.style, {
  34.     position: 'absolute',
  35.     left: '50%',
  36.     top: '50%',
  37.     transform: 'translate(-50%, -50%)',
  38.     outline: '1px solid gray'
  39.   })
  40.  
  41.  
  42.   with(gl) {
  43.     const NUM = 50
  44.     const radius = 0.7
  45.     let verts = []
  46.  
  47.     // Superformula (equations from):
  48.     // https://bsapubs.onlinelibrary.wiley.com/doi/10.3732/ajb.90.3.333
  49.     // http://en.wikipedia.org/wiki/Superformula
  50.     function superShape(a, b, m, n1, n2, n3, scale, x = 0, y = 0, z = 0, rx=0, ry=0, rz=0) {
  51.       const { random, pow, abs, cos, sin } = Math
  52.       // with(Math) { // destrucuring vs the dreaded `with`
  53.         let r = 0
  54.         let p = 0
  55.         let xp = 0
  56.         let yp = 0
  57.         let zp = 0
  58.  
  59.         let rotX = rx
  60.         let rotY = ry  
  61.         let rotZ = rz
  62.  
  63.         let cosX = cos(rotX)
  64.         let cosY = cos(rotY)
  65.         let sinX = sin(rotX)
  66.         let sinY = sin(rotY)
  67.  
  68.         while (p <= TWO_PI) {
  69.           let ang = (m * p) / 4
  70.  
  71.           r = pow(pow(abs(cos(ang) / a), n2) + pow(abs(sin(ang) / b), n3), -1 / n1)
  72.           xp = r * cos(p)
  73.           yp = r * sin(p)
  74.  
  75.           p += 0.05
  76.  
  77.           zp = zp * cosX - xp * sinX
  78.           xp = zp * sinX + xp * cosX
  79.           yp = yp * cosY - zp * sinY
  80.           zp = yp * sinY + zp * cosY
  81.  
  82.           verts[inc] = xp * scale + x
  83.           verts[inc + 1] = yp * scale + y
  84.           verts[inc + 2] = zp * scale + z
  85.           inc += 3;
  86.         }
  87.       // }
  88.     }
  89.  
  90.     let inc = 0; 
  91.     for (let i = 0; i < NUM; i++) {
  92.       let m =  Math.random() * 20
  93.       let n1 = Math.random() * 30
  94.       let n2 = Math.random() * 30
  95.       let n3 = Math.random() * 30
  96.       let scl = Math.random() * .2
  97.       let x = Math.random() * Math.cos(i)
  98.       let y = Math.random() * Math.sin(i);
  99.       let z = Math.random() - .5
  100.       let rx = Math.random() * TWO_PI,
  101.           ry = Math.random() * TWO_PI,
  102.           rz = Math.random() * TWO_PI;
  103.  
  104.       for (let j = 0; j < 10; j++) {
  105.         superShape(1, 1, 1 + m,
  106.           n1 / j,
  107.           n2,
  108.           n3, 
  109.           scl- j / 100,
  110.           x,
  111.           y,
  112.           z, rx, ry, rz)
  113.         }
  114.     }
  115.  
  116.     const overts = verts.concat()
  117.     const leng = verts.length / 3
  118.  
  119.     bindBuffer(ARRAY_BUFFER, createBuffer())
  120.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  121.  
  122.     const vs = createShader(VERTEX_SHADER)
  123.     shaderSource(vs, vert)
  124.     compileShader(vs)
  125.  
  126.     const fs = createShader(FRAGMENT_SHADER)
  127.     const sp = createProgram()
  128.  
  129.     shaderSource(fs, frag)
  130.     compileShader(fs)
  131.     attachShader(sp, vs)
  132.     attachShader(sp, fs)
  133.     linkProgram(sp)
  134.     useProgram(sp)
  135.  
  136.     const vec = getAttribLocation(sp, 'vec')
  137.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  138.     enableVertexAttribArray(vec)
  139.  
  140.     const matLoc = getUniformLocation(sp, 'mat')
  141.  
  142.     function rot(x, y, z) {
  143.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  144.  
  145.       const sinA = Math.sin(x)
  146.       const cosA = Math.cos(x)
  147.       const sinB = Math.sin(y)
  148.       const cosB = Math.cos(y)
  149.       const sinY = Math.sin(z)
  150.       const cosY = Math.cos(z)
  151.  
  152.       m[0] = cosA * cosB
  153.       m[1] = cosA * sinB * sinY - sinA * cosY
  154.       m[2] = cosA * sinB * cosY + sinA * sinY
  155.       m[3] = 0
  156.  
  157.       m[4] = sinA * cosB
  158.       m[5] = sinA * sinB * sinY + cosA * cosY
  159.       m[6] = sinA * sinB * cosY - cosA * sinY
  160.       m[7] = 0
  161.  
  162.       m[8] = -sinB
  163.       m[9] = cosB * sinY
  164.       m[10] = cosB * cosY
  165.       m[11] = m[12] = m[13] = 0
  166.       m[15] = 1
  167.  
  168.       uniformMatrix4fv(matLoc, false, m)
  169.     }
  170.  
  171.     onresize = () => {
  172.       const {
  173.         canvas
  174.       } = gl
  175.       const size = Math.min(innerWidth, innerHeight) - 20
  176.       canvas.width = canvas.height = size
  177.       viewport(0, 0, size, size)
  178.     }
  179.  
  180.     onresize()
  181.  
  182.     let rx = 0, ry = 0, rz = 0
  183.     let t = 0;
  184.     function loop() {
  185.       // rx += 0.01
  186.       // ry += 0.01
  187.       rz += 0.01
  188.       rot(rx, ry, rz)
  189.  
  190.       disable(DEPTH_TEST)
  191.       enable(BLEND)
  192.       blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  193.       clearColor(0, 0, 0, 1)
  194.       clear(COLOR_BUFFER_BIT)
  195.  
  196.       for (let i = 0; i < verts.length; i += 3) {
  197.         let tof = t + i / 50000;  
  198.         verts[i] = Math.sin(tof) * overts[i]
  199.         verts[i + 1] = Math.sin(tof) * overts[i + 1]
  200.         verts[i + 2] = Math.sin(tof) * overts[i + 2]
  201.       }
  202.  
  203.       t += 0.01
  204.  
  205.       bufferSubData(ARRAY_BUFFER, 0, new Float32Array(verts))
  206.       drawArrays(POINTS, 0, leng)
  207.       window.requestAnimationFrame(loop)
  208.     }
  209.     loop()
  210.   }
  211. })()

Forked a recent snippet using supershapes for #genuary2022 – prompt was space…

snippet.zone ~ 2021-24 /// {s/z}