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index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GlslCanvas</title>
<script type="text/javascript" src="dist/GlslCanvas.js"></script>
<style>
body {
background: #101515;
}
#glslCanvas {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%,-50%);
}
.blank {
}
#credits {
position: absolute;
bottom: 10px;
right: 15px;
text-align: right;
background: rgba(0,0,0,.5);
padding: 12px;
padding-top: 5px;
padding-bottom: 5px;
margin: 0px
}
.label {
color: white;
font-family: Helvetica, Arial, sans-serif;
text-decoration: none;
line-height: 0.0;
}
#title {
font-size: 24px;
font-weight: 600;
}
#author {
font-size: 14px;
font-style: italic;
font-weight: 100;
}
</style>
</head>
<body>
<canvas id="glslCanvas" data-fragment='
// Author: Patricio Gonzalez Vivo
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
uniform sampler2D u_logo; // data/logo.jpg
uniform vec2 u_logoResolution;
#include "lygia/math/const.glsl"
#include "lygia/space/ratio.glsl"
#include "lygia/space/scale.glsl"
#include "lygia/sdf/circleSDF.glsl"
vec2 sphereCoords(vec2 _st, float _scale){
float maxFactor = sin(1.570796327);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * _st.xy - 1.0;
float d = length(xy);
if (d < (2.0-maxFactor)){
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / 3.1415926535 * _scale;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
} else {
uv = _st.xy;
}
return uv;
}
vec4 sphereTexture(in sampler2D _tex, in vec2 _uv, float _time) {
vec2 st = sphereCoords(_uv, 1.0);
float aspect = u_tex0Resolution.y/u_tex0Resolution.x;
st.x = fract(st.x * aspect + _time);
return texture2D(_tex, st);
}
vec3 sphereNormals(in vec2 uv) {
uv = fract(uv)*2.0-1.0;
vec3 ret;
ret.xy = sqrt(uv * uv) * sign(uv);
ret.z = sqrt(abs(1.0 - dot(ret.xy,ret.xy)));
ret = ret * 0.5 + 0.5;
return mix(vec3(0.0), ret, smoothstep(1.0,0.98,dot(uv,uv)) );
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = scale(st, 2.0);
st = ratio(st, u_resolution);
vec3 color = vec3(0.0);
color = sphereTexture(u_tex0, st, u_time * 0.01).rgb;
// Calculate sun direction
float speedSun = 0.25;
vec3 sunPos = normalize(vec3(cos(u_time * speedSun - HALF_PI), 0.0, sin(speedSun * u_time - HALF_PI)));
vec3 surface = normalize(sphereNormals(st)*2.0-1.0);
// Add Shadows
color *= clamp(dot(sunPos, surface), 0.0, 1.0);
// Blend black the edge of the sphere
float radius = 1.0 - circleSDF(st);
color *= smoothstep(0.001, 0.02, radius);
st = scale(st, 2.);
color += texture2D(u_logo, st).rgb * step(.0001,st.y) * step(st.y,.999);
gl_FragColor = vec4(color, 1.0);
}
' width="800" height="600" data-textures="data/moon.jpg"></canvas>
<div id="credits">
<p class="label" id="title"></p>
<p class="label" id="author"></p>
</div>
</body>
<script>
var canvas = document.getElementById("glslCanvas");
var sandbox = new GlslCanvas(canvas);
var texCounter = 0;
var sandbox_content = "";
var sandbox_title = "";
var sandbox_author = "";
var sandbox_thumbnail = "";
canvas.style.width = '100%';
canvas.style.height = '100%';
function parseQuery (qstr) {
var query = {};
var a = qstr.split('&');
for (var i in a) {
var b = a[i].split('=');
query[decodeURIComponent(b[0])] = decodeURIComponent(b[1]);
}
return query;
}
function load(url) {
// Make the request and wait for the reply
fetch(url)
.then(function (response) {
// If we get a positive response...
if (response.status !== 200) {
console.log('Error getting shader. Status code: ' + response.status);
return;
}
// console.log(response);
return response.text();
})
.then(function(content) {
sandbox_content = content;
sandbox.load(content);
var title = addTitle();
var author = addAuthor();
if ( title === "unknown" && author === "unknown") {
document.getElementById("credits").style.visibility = "hidden";
} else {
document.getElementById("credits").style.visibility = "visible";
}
addMeta({
'title' : title + ' by ' + author,
'type' : 'website',
'url': window.location.href,
'image': sandbox_thumbnail
})
})
}
function addTitle() {
var result = sandbox_content.match(/\/\/\s*[T|t]itle\s*:\s*([\w|\s|\@|\(|\)|\-|\_]*)/i);
if (result && !(result[1] === ' ' || result[1] === '')) {
sandbox_title = result[1].replace(/(\r\n|\n|\r)/gm, '');
var title_el = document.getElementById("title").innerHTML = sandbox_title;
return sandbox_title;
}
else {
return "unknown";
}
}
function addAuthor() {
var result = sandbox_content.match(/\/\/\s*[A|a]uthor\s*[\:]?\s*([\w|\s|\@|\(|\)|\-|\_]*)/i);
if (result && !(result[1] === ' ' || result[1] === '')) {
sandbox_author = result[1].replace(/(\r\n|\n|\r)/gm, '');
document.getElementById("author").innerHTML = sandbox_author;
return sandbox_author;
}
else {
return "unknown";
}
}
function addMeta(obj) {
for (var key in obj) {
var meta = document.createElement('meta');
meta.setAttribute('og:'+key, obj[key]);
document.getElementsByTagName('head')[0].appendChild(meta);
}
}
var query = parseQuery(window.location.search.slice(1));
if (query && query.log) {
sandbox_thumbnail = 'https://thebookofshaders.com/log/' + query.log + '.png';
load('https://thebookofshaders.com/log/' + query.log + '.frag');
}
if (window.location.hash !== '') {
var hashes = location.hash.split('&');
for (var i in hashes) {
var ext = hashes[i].substr(hashes[i].lastIndexOf('.') + 1);
var path = hashes[i];
// Extract hash if is present
if (path.search('#') === 0) {
path = path.substr(1);
}
if (ext === 'frag') {
load(path);
}
else if (ext === 'png' || ext === 'jpg' || ext === 'PNG' || ext === 'JPG') {
sandbox.setUniform("u_tex"+texCounter.toString(), path);
texCounter++;
}
}
}
</script>
<script>
(function(i,s,o,g,r,a,m){i["GoogleAnalyticsObject"]=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,"script","//www.google-analytics.com/analytics.js","ga");
ga("create", "UA-18824436-2", "auto");
ga("send", "pageview");
</script>
</html>