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DemoPolar.vue
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DemoPolar.vue
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<template>
<canvas width="512" height="512" ref="glRef"></canvas>
</template>
<script setup>
import {onMounted, ref} from 'vue';
import GlRenderer from 'gl-renderer';
import {distance} from "../utils/glslFunc.js";
const glRef = ref(null);
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(a_vertexPosition, 1, 1);
vUv = uv;
}
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
#define PI 3.1415926
varying vec2 vUv;
float random(vec2 st) {
return fract(
sin(
dot(st.xy, vec2(12.9898, 78.233))
) *
43758.5453123
);
}
vec2 polar(vec2 st) {
return vec2(length(st), atan(st.y, st.x));
}
${distance.base}
${distance.polygon}
${distance.star}
void main() {
// float u_k = 1.7;
// float u_scale = 0.5;
// float u_offset = 0.2;
//
// vec2 st = vUv - vec2(0.5);
// st = polar(st);
// float d = u_scale * 0.5 * abs(cos(st.y * u_k * 0.5)) - st.x + u_offset;
//
// gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0);
// gl_FragColor.a = 1.0;
vec2 st = vUv * 10.0;
vec2 ipos = floor(st);
vec2 fpos = fract(st);
float r = random(ipos);
float d = 0.0;
fpos = fpos - vec2(0.5);
if (r < 0.14) {
d = polygon_distance2(
fpos,
4,
vec2(0.0, 0.4)
);
gl_FragColor.rgb = smoothstep(0.01, 0.0, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(0.01, 0.0, d);
} else if (r < 0.28) {
float u_k = 4.0;
fpos = polar(fpos);
d = 0.5 * abs(cos(fpos.y * u_k * 0.5)) - fpos.x;
gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(-0.01, 0.01, d);
} else if (r < 0.42) {
float u_k = 1.3;
fpos = polar(fpos);
fpos.y += PI / 2.0;
if (fpos.y > PI) fpos.y -= PI * 2.0;
d = 0.5 * abs(cos(fpos.y * u_k * 0.5)) - fpos.x;
gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(-0.01, 0.01, d);
} else if (r < 0.56) {
d = polygon_distance2(
fpos,
6,
vec2(0.0, 0.4)
);
gl_FragColor.rgb = smoothstep(0.01, 0.0, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(0.01, 0.0, d);
} else if (r < 0.70) {
d = star_distance(
fpos,
5,
vec2(0.15, 0.2)
);
gl_FragColor.rgb = smoothstep(0.01, 0.0, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(0.01, 0.0, d);
} else if (r < 0.84) {
float u_k = 1.7;
float u_scale = 0.5;
float u_offset = 0.2;
fpos = polar(fpos);
fpos.y += PI / 2.0;
if (fpos.y > PI) fpos.y -= PI * 2.0;
float d = u_scale * 0.5 * abs(cos(fpos.y * u_k * 0.5)) - fpos.x + u_offset;
gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(-0.01, 0.01, d);
} else {
float u_k = 5.0;
float u_scale = 0.13;
float u_offset = 0.2;
fpos = polar(fpos);
d = smoothstep(-0.3, 1.0, u_scale * 0.5 * cos(fpos.y * u_k) + u_offset) - fpos.x;
gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0, 0.0, 0.0);
gl_FragColor.a = smoothstep(-0.01, 0.01, d);
}
}
`;
onMounted(() => {
const renderer = new GlRenderer(glRef.value);
const program = renderer.compileSync(fragment, vertex);
renderer.useProgram(program);
renderer.setMeshData([{
positions: [
[-1, -1],
[-1, 1],
[1, 1],
[1, -1]
],
attributes: {
uv: [
[0, 0],
[0, 1],
[1, 1],
[1, 0]
]
},
cells: [[0, 1, 2], [2, 0, 3]]
}]);
renderer.render();
});
</script>