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@realdarklord
Created June 24, 2023 02:02
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Black Hole (WebGL Shader)

Black Hole (WebGL Shader)

Really glad to finally have this working as I'd like. This is a remake of one of my previous pens: https://codepen.io/darrylhuffman/pen/EWOJMW but this one is far more interactive. I hope you all enjoy!

It's kind of hard to make this accurate since I don't really know how a black hole actually looks... There are many different interpretations, some where it gets super bright around the black hole & then black in the middle, but those look dull. I'm taking more of the gravitational lensing approach here now.

I also find it odd that unintentionally, if you hold down click it will "take you into the black hole" and suddenly see the black hole on another part of the image it's not supposed to be on (and not usually visibl ). You'd imagine the black hole would stay in the same place on "the other side" but it's almost like it leads to another place.

A Pen by Darryl Huffman on CodePen.

License.

<script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[
// Look below at line 23 for realism.
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform sampler2D u_image;
varying vec2 v_texCoord;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_mass;
uniform float u_time;
uniform float u_clickedTime;
vec2 rotate(vec2 mt, vec2 st, float angle){
float cos = cos((angle + u_clickedTime) * PI); // try replacing * 1.0 with * PI
float sin = sin(angle * 0.0); // try removing the * 0.0
// Uncomment these two lines for realism
//float cos = cos(angle) * (u_time * 0.3);
//float sin = sin(angle) * (u_time * 0.3);
float nx = (cos * (st.x - mt.x)) + (sin * (st.y - mt.y)) + mt.x;
float ny = (cos * (st.y - mt.y)) - (sin * (st.x - mt.x)) + mt.y;
return vec2(nx, ny);
}
void main() {
vec2 st = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y)/u_resolution;
vec2 mt = vec2(u_mouse.x, u_resolution.y - u_mouse.y)/u_resolution;
float dx = st.x - mt.x;
float dy = st.y - mt.y;
float dist = sqrt(dx * dx + dy * dy);
float pull = u_mass / (dist * dist);
vec3 color = vec3(0.0);
vec2 r = rotate(mt,st,pull);
vec4 imgcolor = texture2D(u_image, r);
color = vec3(
(imgcolor.x - (pull * 0.25)),
(imgcolor.y - (pull * 0.25)),
(imgcolor.z - (pull * 0.25))
);
gl_FragColor = vec4(color,1.);
}
// ]]></script>
<script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
}
// ]]></script>
<canvas id="glscreen"></canvas>
// set up global javascript variables
var bgUrl = 'https://images.unsplash.com/photo-1462331940025-496dfbfc7564?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=1427&q=80'
var blackholeMass = 1500;
var curblackholeMass = 0;
var canvas, gl; // canvas and webgl context
var shaderScript;
var shaderSource;
var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on
var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces" on a 3d model.
var buffer;
/* Variables holding the location of uniform variables in the WebGL. We use this to send info to the WebGL script. */
var locationOfTime;
var locationOfResolution;
var locationOfMouse;
var locationOfMass;
var locationOfclickedTime;
var originY = window.innerHeight,
originX = window.innerWidth;
var mouse;
var startTime = new Date().getTime(); // Get start time for animating
var currentTime = 0;
var clicked = false,
clickedTime = 0;
$(document).mousedown(function(){
clicked = true;
});
$(document).mouseup(function(){
clicked = false;
});
function init(image) {
// standard canvas setup here, except get webgl context
canvas = document.getElementById('glscreen');
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
canvas.width = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
canvas.height = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
mouse = {x: originX/2, y: -(originY/2) + canvas.height, moved: false};
$(document).mousemove(function(e) {
mouse.x = e.pageX;
mouse.y = -e.pageY + canvas.height;
mouse.moved = true;
});
// give WebGL it's viewport
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// kind of back-end stuff
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]),
gl.STATIC_DRAW
); // ^^ That up there sets up the vertex's used to draw onto. I think at least, I haven't payed much attention to vertex's yet, for all I know I'm wrong.
shaderScript = document.getElementById("2d-vertex-shader");
shaderSource = shaderScript.text;
vertexShader = gl.createShader(gl.VERTEX_SHADER); //create the vertex shader from script
gl.shaderSource(vertexShader, shaderSource);
gl.compileShader(vertexShader);
shaderScript = document.getElementById("2d-fragment-shader");
shaderSource = shaderScript.text;
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); //create the fragment from script
gl.shaderSource(fragmentShader, shaderSource);
gl.compileShader(fragmentShader);
program = gl.createProgram(); // create the WebGL program. This variable will be used to inject our javascript variables into the program.
gl.attachShader(program, vertexShader); // add the shaders to the program
gl.attachShader(program, fragmentShader); // ^^
gl.linkProgram(program); // Tell our WebGL application to use the program
gl.useProgram(program); // ^^ yep, but now literally use it.
/*
Alright, so here we're attatching javascript variables to the WebGL code. First we get the location of the uniform variable inside the program.
We use the gl.getUniformLocation function to do this, and pass thru the program variable we created above, as well as the name of the uniform variable in our shader.
*/
locationOfResolution = gl.getUniformLocation(program, "u_resolution");
locationOfMouse = gl.getUniformLocation(program, "u_mouse");
locationOfMass = gl.getUniformLocation(program, "u_mass");
locationOfTime = gl.getUniformLocation(program, "u_time");
locationOfclickedTime = gl.getUniformLocation(program, "u_clickedTime");
/*
Then we simply apply our javascript variables to the program.
Notice, it gets a bit tricky doing this. If you're editing a float value, gl.uniformf works.
But if we want to send over an array of floats, for example, we'd use gl.uniform2f. We're specifying that we are sending 2 floats at the end.
You can also send it over to the program as a vector, by using gl.uniform2fv.
To read up on all of the different gl.uniform** stuff, to send any variable you want, I'd recommend using the table (found on this site, but you need to scroll down about 300px)
https://webglfundamentals.org/webgl/lessons/webgl-shaders-and-glsl.html#uniforms
*/
gl.uniform2f(locationOfResolution, canvas.width, canvas.height);
gl.uniform2f(locationOfMouse, mouse.x, mouse.y);
gl.uniform1f(locationOfMass, curblackholeMass*0.00001);
gl.uniform1f(locationOfTime, currentTime);
gl.uniform1f(locationOfclickedTime, clickedTime);
var texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
// provide texture coordinates for the rectangle.
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// Create a texture.
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Upload the image into the texture.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
render();
}
function render() {
var now = new Date().getTime();
currentTime = (now - startTime) / 1000; // update the current time for animations
if(curblackholeMass < blackholeMass - 50){
curblackholeMass += (blackholeMass-curblackholeMass) * 0.03;
}
if(clicked){
clickedTime += 0.03;
} else if(clickedTime > 0 && clicked == false) {
clickedTime += -(clickedTime*0.015);
}
if(mouse.moved == false){
mouse.y = (-(originY/2) + Math.sin(currentTime * 0.7) * ((originY * 0.25))) + canvas.height;
mouse.x = (originX/2) + Math.sin(currentTime * 0.6) * -(originX * 0.35);
}
gl.uniform1f(locationOfMass, curblackholeMass*0.00001);
gl.uniform2f(locationOfMouse, mouse.x, mouse.y);
gl.uniform1f(locationOfTime, currentTime); // update the time uniform in our shader
gl.uniform1f(locationOfclickedTime, clickedTime);
window.requestAnimationFrame(render, canvas); // request the next frame
positionLocation = gl.getAttribLocation(program, "a_position"); // do stuff for those vertex's
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
window.addEventListener('load', function(event){
var image = new Image();
image.crossOrigin = "Anonymous";
image.src = bgUrl;
image.onload = function() {
init(image);
}
});
window.addEventListener('resize', function(event){
// just re-doing some stuff in the init here, to enable resizing.
canvas.width = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
canvas.height = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
locationOfResolution = gl.getUniformLocation(program, "u_resolution");
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
html, body {
position: absolute;
top: 0px;
left: 0px;
right: 0px;
bottom: 0px;
padding: 0px;
//cursor: none;
margin: 0px;
overflow: hidden;
display: flex;
height: 100%;
width: 100%;
background-color: #000;
}
canvas {
margin: auto auto;
}
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