Skip to content

Instantly share code, notes, and snippets.

@LuaxY
Created November 17, 2021 15:57
Show Gist options
  • Save LuaxY/8571c5f62e82484cbf4050deb82ab529 to your computer and use it in GitHub Desktop.
Save LuaxY/8571c5f62e82484cbf4050deb82ab529 to your computer and use it in GitHub Desktop.
Paradise Trippies Canvas
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Canvas</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Initialize the GL context
var gl = canvas.getContext("webgl");
if (!gl) {
console.error("Unable to initialize WebGL.");
}
//Time
var time = 0.0;
//************** Shader sources **************
var vertexSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
var fragmentSource = `
precision highp float;
#define AA
uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);
uniform float time;
void main(){
float strength = 0.4;
float t = time/6.0;
vec3 col = vec3(0);
vec2 fC = gl_FragCoord.xy;
#ifdef AA
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
fC = gl_FragCoord.xy+vec2(i,j)/3.0;
#endif
//Normalized pixel coordinates (from 0 to 1)
vec2 pos = fC/resolution.xy;
pos.y /= resolution.x/resolution.y;
pos = 4.0*(vec2(0.5) - pos);
for(float k = 1.0; k < 7.0; k+=1.0){
pos.x += strength * sin(2.0*t+k*1.5 * pos.y)+t*0.5;
pos.y += strength * cos(2.0*t+k*1.5 * pos.x);
}
//Time varying pixel colour
col += 0.5 + 0.5*cos(time+pos.xyx+vec3(0,2,4));
#ifdef AA
}
}
col /= 9.0;
#endif
//Gamma
col = pow(col, vec3(0.4545));
//Fragment colour
gl_FragColor = vec4(col,1.0);
}
`;
//************** Utility functions **************
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);
}
//Compile shader and combine with source
function compileShader(shaderSource, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}
return shader;
}
//From https://codepen.io/jlfwong/pen/GqmroZ
//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw "Cannot find attribute " + name + ".";
}
return attributeLocation;
}
function getUniformLocation(program, name) {
var attributeLocation = gl.getUniformLocation(program, name);
if (attributeLocation === -1) {
throw "Cannot find uniform " + name + ".";
}
return attributeLocation;
}
//************** Create shaders **************
//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
//Set up rectangle covering entire canvas
var vertexData = new Float32Array([
-1.0,
1.0, // top left
-1.0,
-1.0, // bottom left
1.0,
1.0, // top right
1.0,
-1.0, // bottom right
]);
//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, "position");
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(
positionHandle,
2, // position is a vec2 (2 values per component)
gl.FLOAT, // each component is a float
false, // don't normalize values
2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes)
0 // how many bytes inside the buffer to start from
);
//Set uniform handle
var timeHandle = getUniformLocation(program, "time");
var widthHandle = getUniformLocation(program, "width");
var heightHandle = getUniformLocation(program, "height");
gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);
var lastFrame = Date.now();
var thisFrame;
function draw() {
//Update time
thisFrame = Date.now();
time += (thisFrame - lastFrame) / 770;
lastFrame = thisFrame;
//Send uniforms to program
gl.uniform1f(timeHandle, time);
//Draw a triangle strip connecting vertices 0-4
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(draw);
}
draw();
</script>
<style>
body {
padding: 0 auto;
margin: 0 auto;
}
</style>
</body>
</html>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment