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| 1 | +<!doctype html> |
| 2 | +<html lang="en"> |
| 3 | + <head> |
| 4 | + <meta charset="UTF-8" /> |
| 5 | + <link rel="icon" type="image/png" href="/logo.png" /> |
| 6 | + <meta name="viewport" content="width=device-width, initial-scale=1.0" /> |
| 7 | + <title>Moonshine Web</title> |
| 8 | + </head> |
| 9 | + <body> |
| 10 | + <div id="root"></div> |
| 11 | + <script id="vertexshader" type="vertex"> |
| 12 | + uniform float u_time; |
| 13 | + |
| 14 | + vec3 mod289(vec3 x) |
| 15 | + { |
| 16 | + return x - floor(x * (1.0 / 289.0)) * 289.0; |
| 17 | + } |
| 18 | + |
| 19 | + vec4 mod289(vec4 x) |
| 20 | + { |
| 21 | + return x - floor(x * (1.0 / 289.0)) * 289.0; |
| 22 | + } |
| 23 | + |
| 24 | + vec4 permute(vec4 x) |
| 25 | + { |
| 26 | + return mod289(((x*34.0)+10.0)*x); |
| 27 | + } |
| 28 | + |
| 29 | + vec4 taylorInvSqrt(vec4 r) |
| 30 | + { |
| 31 | + return 1.79284291400159 - 0.85373472095314 * r; |
| 32 | + } |
| 33 | + |
| 34 | + vec3 fade(vec3 t) { |
| 35 | + return t*t*t*(t*(t*6.0-15.0)+10.0); |
| 36 | + } |
| 37 | + |
| 38 | + // Classic Perlin noise, periodic variant |
| 39 | + float pnoise(vec3 P, vec3 rep) |
| 40 | + { |
| 41 | + vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period |
| 42 | + vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period |
| 43 | + Pi0 = mod289(Pi0); |
| 44 | + Pi1 = mod289(Pi1); |
| 45 | + vec3 Pf0 = fract(P); // Fractional part for interpolation |
| 46 | + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 |
| 47 | + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 48 | + vec4 iy = vec4(Pi0.yy, Pi1.yy); |
| 49 | + vec4 iz0 = Pi0.zzzz; |
| 50 | + vec4 iz1 = Pi1.zzzz; |
| 51 | + |
| 52 | + vec4 ixy = permute(permute(ix) + iy); |
| 53 | + vec4 ixy0 = permute(ixy + iz0); |
| 54 | + vec4 ixy1 = permute(ixy + iz1); |
| 55 | + |
| 56 | + vec4 gx0 = ixy0 * (1.0 / 7.0); |
| 57 | + vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; |
| 58 | + gx0 = fract(gx0); |
| 59 | + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); |
| 60 | + vec4 sz0 = step(gz0, vec4(0.0)); |
| 61 | + gx0 -= sz0 * (step(0.0, gx0) - 0.5); |
| 62 | + gy0 -= sz0 * (step(0.0, gy0) - 0.5); |
| 63 | + |
| 64 | + vec4 gx1 = ixy1 * (1.0 / 7.0); |
| 65 | + vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; |
| 66 | + gx1 = fract(gx1); |
| 67 | + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); |
| 68 | + vec4 sz1 = step(gz1, vec4(0.0)); |
| 69 | + gx1 -= sz1 * (step(0.0, gx1) - 0.5); |
| 70 | + gy1 -= sz1 * (step(0.0, gy1) - 0.5); |
| 71 | + |
| 72 | + vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); |
| 73 | + vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); |
| 74 | + vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); |
| 75 | + vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); |
| 76 | + vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); |
| 77 | + vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); |
| 78 | + vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); |
| 79 | + vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); |
| 80 | + |
| 81 | + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
| 82 | + g000 *= norm0.x; |
| 83 | + g010 *= norm0.y; |
| 84 | + g100 *= norm0.z; |
| 85 | + g110 *= norm0.w; |
| 86 | + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
| 87 | + g001 *= norm1.x; |
| 88 | + g011 *= norm1.y; |
| 89 | + g101 *= norm1.z; |
| 90 | + g111 *= norm1.w; |
| 91 | + |
| 92 | + float n000 = dot(g000, Pf0); |
| 93 | + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); |
| 94 | + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); |
| 95 | + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); |
| 96 | + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); |
| 97 | + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); |
| 98 | + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); |
| 99 | + float n111 = dot(g111, Pf1); |
| 100 | + |
| 101 | + vec3 fade_xyz = fade(Pf0); |
| 102 | + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); |
| 103 | + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); |
| 104 | + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
| 105 | + return 2.2 * n_xyz; |
| 106 | + } |
| 107 | + |
| 108 | + uniform float u_frequency; |
| 109 | + |
| 110 | + void main() { |
| 111 | + float noise = 3.0 * pnoise(position + u_time, vec3(10.0)); |
| 112 | + float displacement = (u_frequency / 30.) * (noise / 10.); |
| 113 | + vec3 newPosition = position + normal * displacement; |
| 114 | + gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); |
| 115 | + } |
| 116 | + </script> |
| 117 | + <script id="fragmentshader" type="fragment"> |
| 118 | + uniform float u_red; |
| 119 | + uniform float u_blue; |
| 120 | + uniform float u_green; |
| 121 | + void main() { |
| 122 | + gl_FragColor = vec4(vec3(u_red, u_green, u_blue), 1. ); |
| 123 | + } |
| 124 | + </script> |
| 125 | + <script type="module" src="/src/main.jsx"></script> |
| 126 | + </body> |
| 127 | +</html> |
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