mirror of
https://github.com/osmarks/website
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248 lines
8.1 KiB
HTML
248 lines
8.1 KiB
HTML
---
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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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