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icecreamsandwich.js
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icecreamsandwich.js
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const regl = require('regl')()
const mat4 = require('gl-mat4')
var rmat = []
const cyl = require('./bits/implicitcyl.js')
const normals = require('angle-normals')
const camera = require('./bits/camera.js')(regl, {
center: [0, 0, 0],
distance: 15,
phi: -0.6,
theta: -0.7
})
var feedback = require('./bits/feedbackeffect.js')
var drawfeedback = feedback(regl, `
vec3 sample (vec2 uv, sampler2D tex) {
return 0.97*texture2D(tex, (0.99*(2.0*uv-1.0)+1.0)*0.5).rgb;
}
`)
const feedBackTexture = regl.texture({})
const drawcyl = regl({
frag: `
precision mediump float;
varying vec3 vnormal;
vec3 hsl2rgb(vec3 hsl) {
vec3 rgb = clamp( abs(mod(hsl.x*5.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
return hsl.z - (rgb-0.5)*(3.0-abs(2.0*hsl.y-1.0));
}
void main () {
gl_FragColor = vec4(hsl2rgb(abs(vnormal)), 0.3);
}`,
vert: `
precision mediump float;
uniform mat4 model, projection, view;
attribute vec3 position, normal;
varying vec3 vnormal;
uniform float t;
vec3 warp (vec3 p){
float r = length(p.zx*sin(t*p.yz));
float theta = atan(p.z, p.x);
return vec3 ((1.0-r)*cos(theta), (p.y*2.0)/r+p.y, r*sin(theta+p.z));
}
void main () {
vnormal = normal;
gl_Position = projection * view * model * vec4(warp(position), 1.0);
gl_PointSize =
(64.0*(1.0+sin(t*20.0+length(position))))/gl_Position.w;
}`,
attributes: {
position: cyl.positions,
normal: normals(cyl.cells, cyl.positions)
},
elements: cyl.cells,
uniforms: {
t: function(context, props){
return context.tick/1000
},
model: function(context, props){
var theta = context.tick/60
return mat4.rotateZ(rmat, mat4.identity(rmat), theta)
}
},
blend: {
enable: true,
func: {
src: 'src alpha',
dst: 'one minus src alpha'
}
},
cull: {
enable: true
},
primitive: "points"
})
regl.frame(() => {
regl.clear({ color: [0, 0, 0, 1] })
drawfeedback({texture: feedBackTexture})
camera(() => {
drawcyl()
feedBackTexture({
copy: true,
min: 'linear',
mag: 'linear'
})
})
})