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index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<link rel="stylesheet" type="text/css" href="static/css/main.css"/>
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no"/>
<title>Frag3d.js</title>
</head>
<body>
<div class="content">
<div class="title">Frag</div>
<div class="title label">BOOM</div>
</div>
<a href="https://github.com/but0n/frag3d.js" class="github-corner" aria-label="View source on Github"><svg width="80" height="80" viewBox="0 0 250 250" style="fill:#151513; color:#fff; position: absolute; top: 0; border: 0; right: 0;" aria-hidden="true"><path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path><path d="M128.3,109.0 C113.8,99.7 119.0,89.6 119.0,89.6 C122.0,82.7 120.5,78.6 120.5,78.6 C119.2,72.0 123.4,76.3 123.4,76.3 C127.3,80.9 125.5,87.3 125.5,87.3 C122.9,97.6 130.6,101.9 134.4,103.2" fill="currentColor" style="transform-origin: 130px 106px;" class="octo-arm"></path><path d="M115.0,115.0 C114.9,115.1 118.7,116.5 119.8,115.4 L133.7,101.6 C136.9,99.2 139.9,98.4 142.2,98.6 C133.8,88.0 127.5,74.4 143.8,58.0 C148.5,53.4 154.0,51.2 159.7,51.0 C160.3,49.4 163.2,43.6 171.4,40.1 C171.4,40.1 176.1,42.5 178.8,56.2 C183.1,58.6 187.2,61.8 190.9,65.4 C194.5,69.0 197.7,73.2 200.1,77.6 C213.8,80.2 216.3,84.9 216.3,84.9 C212.7,93.1 206.9,96.0 205.4,96.6 C205.1,102.4 203.0,107.8 198.3,112.5 C181.9,128.9 168.3,122.5 157.7,114.1 C157.9,116.9 156.7,120.9 152.7,124.9 L141.0,136.5 C139.8,137.7 141.6,141.9 141.8,141.8 Z" fill="currentColor" class="octo-body"></path></svg></a><style>.github-corner:hover .octo-arm{animation:octocat-wave 560ms ease-in-out}@keyframes octocat-wave{0%,100%{transform:rotate(0)}20%,60%{transform:rotate(-25deg)}40%,80%{transform:rotate(10deg)}}@media (max-width:500px){.github-corner:hover .octo-arm{animation:none}.github-corner .octo-arm{animation:octocat-wave 560ms ease-in-out}}</style>
<canvas id="renderer" width="720" height="480"></canvas>
<script id="gpgpu-vs" type="x-shader/x-vertex">
attribute vec3 a_Position;
attribute vec2 a_texCoord;
varying vec2 uv;
void main () {
uv = a_texCoord;
gl_Position = vec4(a_Position, 1);
}
</script>
<script id="gpgpu-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform sampler2D data;
varying vec2 uv;
void main () {
gl_FragColor = texture2D(data, uv);
//vec2 xy = gl_FragCoord.xy / vec2(2354, 1608);
//gl_FragColor = vec4(xy, 0, 1);
}
</script>
<script id="Shader-vs" type="x-shader/x-vertex">
#define OFFSET_STOP_AT 1000.0
#define ROTATE_START_AT 10.0
// Mesh
attribute vec3 a_Position;
attribute vec3 a_Color;
attribute vec3 a_Normal;
attribute vec2 a_UV;
// MVP
uniform mat4 u_M;
uniform mat4 u_V;
uniform mat4 u_P;
uniform mat4 u_normalMatrix;
uniform float u_time;
// Interpolated
varying vec3 v_normal; // 每个片元的法线
varying vec3 v_pos; // 每个片元的位置
varying vec2 v_texCoord; // 每个片元的纹素坐标
varying vec3 v_color;
uniform sampler2D u_noise;
vec3 rotateVec3(vec3 p, float angle, vec3 axis){
vec3 a = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float r = 1.0 - c;
mat3 m = mat3(
a.x * a.x * r + c,
a.y * a.x * r + a.z * s,
a.z * a.x * r - a.y * s,
a.x * a.y * r - a.z * s,
a.y * a.y * r + c,
a.z * a.y * r + a.x * s,
a.x * a.z * r + a.y * s,
a.y * a.z * r - a.x * s,
a.z * a.z * r + c
);
return m * p;
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 offsetAnimation(vec4 data) {
vec3 v = data.rgb - 0.5; // direction
float a = min(data.a * 0.0001, 0.005);
float t = min(u_time, OFFSET_STOP_AT);
vec3 offset_distance = v * a * t * t;
return offset_distance;
}
vec3 rotateAnimation(vec4 data, vec3 pos) {
vec3 axis = normalize(data.rgb - 0.5); // direction
float t = max(u_time-ROTATE_START_AT, 0.0);
float rad = data.a * 0.01; // 角速度
vec3 rot = rotateVec3(pos, rad * t, axis);
return rot;
}
void main () {
vec3 deltaV = texture2D(u_noise,a_UV).rgb;
v_color = vec3(0.25, 0.76, 1);
vec4 data = texture2D(u_noise, a_UV);
vec3 p = a_Position + offsetAnimation(data);
p = rotateAnimation(data, p);
gl_Position = u_P * u_V * u_M * vec4(p, 1);
v_pos = vec3(u_M * vec4(p, 1)); // 每个片元的世界坐标
v_normal = vec3(u_normalMatrix * vec4(a_Normal, 1)); // 每个片元的法线
v_texCoord = a_UV;
gl_PointSize = 1.0;
}
</script>
<script id="Shader-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
#define PI 3.1415926535898
precision mediump float;
varying vec3 v_normal; // 每个片元的法线
varying vec3 v_pos; // 每个片元的位置
varying vec2 v_texCoord; // 每个片元的纹素坐标
varying vec3 v_color;
// uniform sampler2D u_noise;
void main () {
vec3 n = normalize(v_normal);
vec3 l = normalize(vec3(10, 10, 10) - v_pos);
vec3 lb = normalize(vec3(-10, -10, 10) - v_pos);
// vec3 deltaV = texture2D(u_noise,v_texCoord).rgb;
// Diffuse
vec3 diffuseContrib = vec3(v_color) * max(dot(n, l), 0.0);
diffuseContrib = max(diffuseContrib, v_color * 0.2);
diffuseContrib += vec3(v_color).grb * 0.6 * max(dot(n, lb), 0.0);
// Final Result
gl_FragColor = vec4(pow(diffuseContrib, vec3(1)), 1);
// gl_FragColor = vec4(deltaV, 1);
}
</script>
<script src="static/scripts/jquery-2.1.4.min.js"></script>
<script src="static/scripts/cuon-matrix.js"></script>
<script src="static/scripts/mesh.js"></script>
<script src="static/scripts/render.js"></script>
<script src="static/scripts/control.js"></script>
<script src="static/scripts/frag3d.js"></script>
</body>
</html>