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https://github.com/osmarks/website
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new graphics demos, fix a bug, minor post updates, add opengraph
This commit is contained in:
247
experiments/limitless-grid/index.html
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247
experiments/limitless-grid/index.html
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---
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title: "Demo: Limitless* Grid"
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description: The Limitless Grid screensaver (kind of) implemented in a somewhat laggy pixel shader.
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slug: demogrid
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---
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<!DOCTYPE html>
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<canvas id="d"></canvas>
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<table id="ctrl"></table>
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<p>
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Originally implemented in ShaderToy; ported to raw WebGL here.
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I don't actually know computer graphics and today's best omniscient machine oracles are unhelpful for this, so this mostly relies on trial and error and some vector maths I did on paper.
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Each ray in the viewport is intersected with planes in the xz, yz and xy directions. There are finitely many, since I don't know how or whether you can analytically compute the intersections for an infinite stack of them, so it is not, strictly, a "limitless" grid, though this is also true of the <a href="https://github.com/ghisguth/sunlight/tree/HEAD/limitlessgrid">original</a> and each plane is infinite in extent.
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</p>
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<script>
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const SHADER = `precision mediump float;
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uniform float time;
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uniform vec2 resolution;
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uniform float lscale;
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uniform float lthick;
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uniform float lbright;
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uniform float speed;
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uniform vec3 yz_col;
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uniform vec3 xz_col;
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uniform vec3 xy_col;
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float dfn(float x) {
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float lscaleh = lscale * 0.5;
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if (abs(x)>lscale*100.0) return 100.0;
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return abs(mod(x - lscaleh, lscale) - lscaleh) / lscale;
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}
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float dfn_nonlin(float x) {
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//return x;
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if (x < lthick) return lbright;
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else return 0.0;
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}
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vec3 ray_direction(vec2 uv, vec3 cam, vec3 target, float zoom) {
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vec3 f = normalize(target - cam);
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vec3 r = normalize(cross(vec3(0.0, 1.0, 0.0), f));
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vec3 u = cross(f, r);
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return normalize(uv.x * r + uv.y * u + zoom * f);
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}
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vec3 line_plane_intersect(vec3 l0, vec3 ldir, vec3 p0, vec3 n, out float lam) {
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lam = dot(p0 - l0, n) / dot(ldir, n);
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vec3 isect = l0 + ldir * lam;
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return isect;
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}
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void main() {
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vec2 uv = 2.0 * gl_FragCoord.xy / resolution.xy - vec2(1.0, 1.0);
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vec3 l0 = vec3(0.0); // this cannot actually be moved off zero or some handwaves made somewhere (probably dfn(isect)) break
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vec3 ldir = ray_direction(uv, l0, vec3(sin(speed * time), cos(speed * time), 0.1), 1.0);
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float n = 1.0;
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vec3 bri = vec3(0.0);
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for (float n = 0.0; n <= 8.0; n += 1.0) {
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{
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// yz plane
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vec3 p0 = vec3(n, 0.0, 0.0);
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vec3 norm = vec3(1.0, 0.0, 0.0);
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float lam;
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vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
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bri += yz_col * (dfn_nonlin(dfn(isect.y)) + dfn_nonlin(dfn(isect.z)));
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}
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{
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// xz plane
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vec3 p0 = vec3(0.0, n, 0.0);
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vec3 norm = vec3(0.0, 1.0, 0.0);
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float lam;
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vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
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bri += xz_col * (dfn_nonlin(dfn(isect.x)) + dfn_nonlin(dfn(isect.z)));
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}
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{
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// xy plane
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vec3 p0 = vec3(0.0, 0.0, n);
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vec3 norm = vec3(0.0, 0.0, 1.0);
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float lam;
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vec3 isect = line_plane_intersect(l0, ldir, p0, norm, lam);
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bri += xy_col * (dfn_nonlin(dfn(isect.x)) + dfn_nonlin(dfn(isect.y)));
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}
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}
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// Output to screen
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gl_FragColor = vec4(bri, 1.0);
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}`
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let size = 1000
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let canvas = document.querySelector("canvas")
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canvas.width = canvas.height = size
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canvas.style.width = canvas.style.height = "100%n"
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// the WebGL API is terrible and if I meet whoever designed it I will armbar them
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const gl = canvas.getContext("webgl")
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLShader
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function createShader(sourceCode, type) {
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// Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
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const shader = gl.createShader(type)
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gl.shaderSource(shader, sourceCode)
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gl.compileShader(shader)
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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const info = gl.getShaderInfoLog(shader)
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throw `Could not compile WebGL program. \n\n${info}`
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}
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return shader
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}
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const program = gl.createProgram()
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// Attach pre-existing shaders
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gl.attachShader(program, createShader(`precision mediump float;
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}`, gl.VERTEX_SHADER))
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gl.attachShader(program, createShader(SHADER, gl.FRAGMENT_SHADER))
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gl.linkProgram(program)
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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const info = gl.getProgramInfoLog(program)
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throw `Could not compile WebGL program. \n\n${info}`
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}
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const programInfo = {
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program,
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attribLocations: {
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position: gl.getAttribLocation(program, "position"),
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},
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uniformLocations: {
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time: gl.getUniformLocation(program, "time"),
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resolution: gl.getUniformLocation(program, "resolution"),
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lscale: gl.getUniformLocation(program, "lscale"),
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lthick: gl.getUniformLocation(program, "lthick"),
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lbright: gl.getUniformLocation(program, "lbright"),
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speed: gl.getUniformLocation(program, "speed"),
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xz_col: gl.getUniformLocation(program, "xz_col"),
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yz_col: gl.getUniformLocation(program, "yz_col"),
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xy_col: gl.getUniformLocation(program, "xy_col"),
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},
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};
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const errorCheck = () => {
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const error = gl.getError();
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if (error !== gl.NO_ERROR) {
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console.error("WebGL error:", error)
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}
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}
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const positionBuffer = gl.createBuffer()
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const positions = new Float32Array([1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0])
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW)
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errorCheck()
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const inputs = {
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lscale: ["range", 0.05, 1],
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lthick: ["range", 0.01, 0.2],
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lbright: ["range", 0.01, 0.2],
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speed: ["range", 0.005, 1],
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xz_col: ["color"],
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yz_col: ["color"],
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xy_col: ["color"]
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}
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const inputValues = {
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lscale: 0.2,
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lthick: 0.06,
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lbright: 0.02,
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speed: 0.03,
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xz_col: "#ff0000",
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xy_col: "#00ff00",
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yz_col: "#0000ff"
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}
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const ctrl = document.querySelector("#ctrl")
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for (const [name, [type, min, max]] of Object.entries(inputs)) {
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const container = document.createElement("tr")
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const label = document.createElement("label")
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label.textContent = name
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label.setAttribute("for", name)
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label.style.minWidth = "10em"
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label.style.display = "inline-block"
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container.appendChild(label)
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const input = document.createElement("input")
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input.type = type
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if (min && max) {
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input.min = Math.log(min)
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input.max = Math.log(max)
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input.step = (Math.log(max) - Math.log(min)) / 100
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input.value = Math.log(inputValues[name])
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} else {
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input.value = inputValues[name]
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}
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input.style.verticalAlign = "middle"
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input.setAttribute("name", name)
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input.oninput = () => {
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if (type === "range") {
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const v = Math.exp(parseFloat(input.value))
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if (isNaN(v)) {
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input.value = Math.log(inputValues[name])
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} else {
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inputValues[name] = [v]
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}
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}
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if (type === "color") {
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const rawColor = parseInt(input.value.slice(1), 16)
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// R, G, B floats
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inputValues[name] = [
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((rawColor >> 16) & 0xFF) / 0xFF,
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((rawColor >> 8) & 0xFF) / 0xFF,
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(rawColor & 0xFF) / 0xFF
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]
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}
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}
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input.oninput()
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container.appendChild(input)
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ctrl.appendChild(container)
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}
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let start = Date.now() / 1000
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let rec = () => {
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gl.clearColor(0.0, 0.0, 0.0, 1.0)
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gl.clear(gl.COLOR_BUFFER_BIT)
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gl.useProgram(programInfo.program)
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errorCheck()
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
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gl.vertexAttribPointer(programInfo.attribLocations.position, 2, gl.FLOAT, false, 0, 0)
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gl.enableVertexAttribArray(programInfo.attribLocations.position)
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gl.uniform1f(programInfo.uniformLocations.time, Date.now() / 1000 - start)
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for (const [name, value] of Object.entries(inputValues)) {
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gl[`uniform${value.length}f`](programInfo.uniformLocations[name], ...value)
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}
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gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height)
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
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errorCheck()
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requestAnimationFrame(rec)
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}
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rec()
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</script>
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139
experiments/wiggly-lines/index.html
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139
experiments/wiggly-lines/index.html
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@@ -0,0 +1,139 @@
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---
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title: "Demo: Wiggly Lines"
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description: An unfinished attempt to replicate an Apple screensaver.
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slug: demolines
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---
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<!DOCTYPE html>
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<canvas id="d"></canvas>
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<script>
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// Perlin noise implementation from somewhere
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function fade(t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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function lerp(t, a, b)
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{
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return a + t * (b - a);
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}
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function grad(hash, x, y, z)
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{
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// Convert lo 4 bits of hash code into 12 gradient directions.
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var h = hash & 15,
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u = h < 8 ? x : y,
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v = h < 4 ? y : h == 12 || h == 14 ? x : z;
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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function scale(n)
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{
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return (1 + n) / 2;
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}
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var p = new Array(512);
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var permutation = [
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151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
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37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
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57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
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54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
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86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82,
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85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
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154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
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178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
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145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
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127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
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];
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for (var i = 0; i < 256; i++) {
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p[256 + i] = p[i] = permutation[i];
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}
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/** Returns a number between 0 and 1. */
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function noise3d(x, y, z)
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{
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// Find unit cube that contains point.
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var X = Math.floor(x) & 255,
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Y = Math.floor(y) & 255,
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Z = Math.floor(z) & 255;
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// Find relative x,y,z of point in cube.
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x -= Math.floor(x);
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y -= Math.floor(y);
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z -= Math.floor(z);
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// Compute fade curves for each of x,y,z.
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var u = fade(x),
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v = fade(y),
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w = fade(z);
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// Hash coordinates of the corners.
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var A = p[X ] + Y, AA = p[A] + Z, AB = p[A + 1] + Z,
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B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
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// Add blended results from 8 corners of cube.
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return scale(
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lerp(
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w,
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lerp(
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v,
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lerp(
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u,
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grad(p[AA], x, y, z),
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grad(p[BA], x - 1, y, z)
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),
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lerp(
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u,
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grad(p[AB], x, y - 1, z),
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grad(p[BB], x - 1, y - 1, z)
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)
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),
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lerp(
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v,
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lerp(
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u,
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grad(p[AA + 1], x, y, z - 1),
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grad(p[BA + 1], x - 1, y, z - 1)
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),
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lerp(
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u,
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grad(p[AB + 1], x, y - 1, z - 1),
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grad(p[BB + 1], x - 1, y - 1, z - 1)
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)
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)
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)
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);
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}
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// main code
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let hues = ["180", "300", "60", "120"]
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let size = 1000
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let sc1 = 16
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let sc2 = 3
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let sc3 = 2.2
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let grid = 8
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let canvas = document.querySelector("canvas")
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canvas.width = canvas.height = size
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canvas.style.width = canvas.style.height = size + "px"
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let ctx = canvas.getContext("2d")
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let rec = () => {
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let dt = Date.now() / 5000
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ctx.fillRect(0,0,size,size)
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for (let x = grid; x < size; x += grid) {
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for (let y = grid; y < size; y += grid) {
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let xn = noise3d(x/size/sc3,y/size/sc3,dt) * 2 - 1
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let yn = noise3d(x/size/sc3,y/size/sc3,dt+3882) * 2 - 1
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let sn = noise3d(x/size/sc3,y/size/sc3,dt+51235)
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let cn = noise3d(x/size/sc3,y/size/sc3,dt+1114)
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ctx.strokeStyle = `oklch(${sn * 50 + 50}% 80% ${cn * 360}deg)`
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ctx.lineWidth = 2
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ctx.beginPath()
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ctx.moveTo(x + xn * grid * sc2, y + yn * grid * sc2)
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ctx.lineTo(x + (xn ** 2) * grid * sc1, y + (yn ** 2) * grid * sc1)
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ctx.stroke()
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}
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}
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requestAnimationFrame(rec)
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}
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rec()
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</script>
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