Skip to content

Instantly share code, notes, and snippets.

@jd-boyd
Last active December 15, 2015 23:15
Show Gist options
  • Save jd-boyd/9992ba44778d3701ea81 to your computer and use it in GitHub Desktop.
Save jd-boyd/9992ba44778d3701ea81 to your computer and use it in GitHub Desktop.
Shader Template
<canvas id="gl" style="border: none;" width="400" height="400"></canvas>
<script id="shader-fs" type="x-shader/x-fragment">
// from https://www.shadertoy.com/view/MdX3zr
precision mediump float;
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
float noise(vec3 p) //Thx to Las^Mercury
{
vec3 i = floor(p);
vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
a.xy = mix(a.xz, a.yw, f.y);
return mix(a.x, a.y, f.z);
}
float sphere(vec3 p, vec4 spr)
{
return length(spr.xyz-p) - spr.w;
}
float flame(vec3 p)
{
float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));
return d + (noise(p+vec3(.0,iGlobalTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
}
float scene(vec3 p)
{
return min(100.-length(p) , abs(flame(p)) );
}
vec4 raymarch(vec3 org, vec3 dir)
{
float d = 0.0, glow = 0.0, eps = 0.02;
vec3 p = org;
bool glowed = false;
for(int i=0; i<64; i++)
{
d = scene(p) + eps;
p += d * dir;
if( d>eps )
{
if(flame(p) < .0)
glowed=true;
if(glowed)
glow = float(i)/64.;
}
}
return vec4(p,glow);
}
void main()
{
vec2 v = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
v.x *= iResolution.x/iResolution.y;
vec3 org = vec3(0., -2., 4.);
vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5));
vec4 p = raymarch(org, dir);
float glow = p.w;
//blue to orange gradiant
vec4 col = mix(vec4(1.0,0.5,0.1,1.0), vec4(0.1,0.5,1.0,1.0), p.y*0.02+0.4);
gl_FragColor = mix(vec4(vec3(0.0), 1.0), col, pow(glow*2.0,4.0));
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
console.log("Could not initialise WebGL, sorry :-(");
}
}
//from https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error("An error occurred compiling the shaders: ",
gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram,
"uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram,
"uMVMatrix");
shaderProgram.iResolution = gl.getUniformLocation(shaderProgram,
"iResolution");
shaderProgram.iGlobalTime = gl.getUniformLocation(shaderProgram,
"iGlobalTime");
}
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
var iResolution = vec3.fromValues(400, 400, 0);
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
gl.uniform3fv(shaderProgram.iResolution, iResolution);
}
var squareVertexPositionBuffer;
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices),
gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
}
function drawScene() {
var time = ((new Date()).getTime() - orig_time) / 1000.0;
//console.log("draw", time);
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(pMatrix, 45,
gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
mat4.identity(mvMatrix);
mvMatrix = mat4.translate(mvMatrix,mvMatrix, [0, 0.0, -2.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
squareVertexPositionBuffer.itemSize,
gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.uniform1f(shaderProgram.iGlobalTime, time);
gl.drawArrays(gl.TRIANGLE_STRIP, 0,
squareVertexPositionBuffer.numItems);
requestAnimationFrame(drawScene);
}
var date_obj = new Date();
var orig_time = date_obj.getTime();
function webGLStart() {
var canvas = document.getElementById("gl");
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
drawScene();
}
webGLStart();
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.1/gl-matrix-min.js"></script>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment