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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>The Polygon Shredder</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<meta property="og:url" content="https://www.clicktorelease.com/code/polygon-shredder"/>
<meta property="og:title" content="The Polygon Shredder"/>
<meta property="og:description" content="The polygon shredder that takes many cubes and turns them into confetti"/>
<meta property="og:image" content="https://www.clicktorelease.com/code/polygon-shredder/thumb.jpg"/>
<meta name="description" content="The polygon shredder that takes many cubes and turns them into confetti">
<meta itemprop="name" content="The Polygon Shredder">
<meta itemprop="description" content="The polygon shredder that takes many cubes and turns them into confetti">
<meta itemprop="image" content="https://www.clicktorelease.com/code/polygon-shredder/thumb.jpg">
<style>
* { margin: 0; padding: 0; -webkit-user-select: none; -moz-user-select: none}
body{ overflow: hidden; font-family: tahoma, sans-serif; font-size: 12px; background-color: #202020;}
#container{ position: absolute; left: 0; top: 0; right: 0; bottom: 0;}
#intro{ position: absolute; left: 0; top: 0; padding: 40px; pointer-events: none; transition: opacity 250ms ease-out; color: white;}
#intro h1, #intro h2, #intro ul, #closeBtn, #minIntro{ font-family: Raleway, sans-serif; color: white; text-shadow: 0 -1px 0 black;}
#intro h1{ font-size: 45.5px; text-transform: uppercase; font-weight: bold; line-height: 1em;}
#intro h2{ font-size: 11px; text-transform: uppercase; font-weight: normal; margin-bottom: 1em;}
#intro ul{ margin: 20px 20px 0 20px;}
#intro li{ font-weight: normal; font-size: 11px;}
#intro ul.controls{ margin: 10px 0 10px 40px; list-style-type: circle;}
#closeBtn{ font-size: 14px; border: 1px solid white; border-radius: 20px; display: inline; padding: 10px; pointer-events: auto; cursor: pointer; }
#closeBtn:hover{ color: red;}
.hidden{ opacity: 0 }
#sizes{ margin-bottom: 30px; margin-left: 10px;}
#intro a{ pointer-events: auto;}
#closeBtn .hidden{ pointer-events: none; }
#minIntro{ position: absolute; left: 10px; bottom: 10px; transition: opacity 250ms ease-out; }
#minIntro h1{ font-size: 24px; font-weight: bold; text-transform: uppercase;}
.hidden #closeBtn, .hidden a, #intro.hidden a{ pointer-events: none;}
#size-options span:not(:last-child):after{ content: ', '; }
a{ color: inherit;}
a:hover{ color: #dedede;}
#error{ position: absolute; left: 50%; top: 50%; text-align: center; transform: translate3d( -50%, -50%, 0 ); color: white; font-size: 14px; line-height: 1.4em; border: 1px solid white; padding:40px; border-radius: 20px; transition: opacity 250ms ease-out; pointer-events: none;}
#loaded{ display: none }
#loading{ padding: 20px 0; text-align: center }
.twitter-share{ display: inline-block; margin-right: 30px; }
.share{ margin-bottom: 1em; pointer-events: auto }
.min-share{ display: block; margin-top: 5px; }
@media (max-width: 700px) {
body{ font-size: 14px;}
#intro h1{ font-size: 24px; }
#intro h2{ font-size: 16px;}
#instructions{ display: none;}
#sizes{ margin: 10px 0 40px 0;}
#minIntro{ text-align: center; width: 100%; }
}
</style>
<link href='https://fonts.googleapis.com/css?family=Raleway:400,700' rel='stylesheet' type='text/css'>
</head>
<body>
<div id="fb-root"></div>
<script>(function(d, s, id) {
var js, fjs = d.getElementsByTagName(s)[0];
if (d.getElementById(id)) return;
js = d.createElement(s); js.id = id;
js.src = "//connect.facebook.net/en_GB/all.js#xfbml=1";
fjs.parentNode.insertBefore(js, fjs);
}(document, 'script', 'facebook-jssdk'));</script>
<div id="container" ></div>
<div id="intro" >
<h1>Polygon shredder</h1>
<h2>The polygon shredder that takes many cubes and turns them into confetti</h2>
<div class="share">
<div class="twitter-share">
<a href="https://twitter.com/share" class="twitter-share-button" data-via="thespite" data-lang="en">Tweet</a>
<script>!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs");</script>
</div>
<script type="text/javascript" src="https://apis.google.com/js/plusone.js"></script>
<div class="g-plusone" data-size="medium" data-annotation="bubble"></div>
<div class="fb-like" data-href="https://www.clicktorelease.com/code/polygon-shredder/" data-colorscheme="light" data-layout="button_count" data-action="like" data-show-faces="true" data-send="false"></div>
</div>
<p>Jaume Sanchez · <a href="https://www.clicktorelease.com/" rel="external" >clicktorelease</a> · <a href="https://twitter.com/thespite" rel="external">Twitter</a> · <a href="https://github.com/spite/polygon-shredder" rel="external" >GitHub</a></p>
<div id="loading" >Loading...</div>
<div id="loaded" >
<div id="instructions" >
<ul>
<li><b>Move mouse</b> around, the particles will be generated following the mouse</li>
<li>Press <b>space to pause</b>, space again to resume</li>
<li><b>Click and drag</b> to rotate the camera, use scroll to zoom in and out</li>
<li>Play with the <b>controls</b> and let's see what you can find!</li>
</ul>
<ul class="controls">
<li><b>Factor:</b> speed at which the particles move</li>
<li><b>Evolution:</b> the variation over time of the particles flow</li>
<li><b>Rotation:</b> speed at which the particle field auto-rotates</li>
<li><b>Radius:</b> radius of a sphere that repels particles</li>
<li><b>Pulsate:</b> if enabled, the sphere pulsates, pushing in and out</li>
<li><b>ScaleX/Y/Z:</b> set the scale of each axis of the particles</li>
<li><b>Scale:</b> change the overall scale of the particles</li>
</ul>
</div>
<p id="sizes">Too many? Too litte?<br/>Try <span id="size-options" ></span></p>
<p id="closeBtn" >Close this message</p>
</div>
</div>
<div id="minIntro" class="hidden">
<h1>Polygon shredder</h1>
<p>Jaume Sanchez · <a href="https://www.clicktorelease.com/" rel="external" >clicktorelease</a> · <a href="https://twitter.com/thespite" rel="external">Twitter</a> · <a href="https://github.com/spite/polygon-shredder" rel="external" >GitHub</a> <span class="min-share">
<div class="twitter-share">
<a href="https://twitter.com/share" class="twitter-share-button" data-via="thespite" data-lang="en">Tweet</a>
<script>!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs");</script>
</div>
<script type="text/javascript" src="https://apis.google.com/js/plusone.js"></script>
<div class="g-plusone" data-size="medium" data-annotation="bubble"></div>
<div class="fb-like" data-href="https://www.clicktorelease.com/code/polygon-shredder/" data-colorscheme="light" data-layout="button_count" data-action="like" data-show-faces="true" data-send="false"></div>
</span>
</p>
</div>
<div id="error" class="hidden">
<p>I'm sorry, no fallback for browsers with no working WebGL.</p>
</div>
<script src="js/isMobile.min.js"></script>
<script src="js/three.js"></script>
<script src="js/THREE.FBOHelper.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/Simulation.js"></script>
<script src="js/dat.gui.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/main-boxels.js"></script>
<script id="texture_vertex_simulation_shader" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec3 vOffset;
uniform vec3 offset;
uniform mat4 inverseModelViewMatrix;
void main() {
vOffset = ( inverseModelViewMatrix * vec4( offset, 1. ) ).xyz;
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="texture_fragment_simulation_shader" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r){
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}
vec3 snoiseVec3( vec3 x ){
float s = snoise(vec3( x ));
float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
vec3 c = vec3( s , s1 , s2 );
return c;
}
vec3 curlNoise( vec3 p ){
const float e = .1;
vec3 dx = vec3( e , 0.0 , 0.0 );
vec3 dy = vec3( 0.0 , e , 0.0 );
vec3 dz = vec3( 0.0 , 0.0 , e );
vec3 p_x0 = snoiseVec3( p - dx );
vec3 p_x1 = snoiseVec3( p + dx );
vec3 p_y0 = snoiseVec3( p - dy );
vec3 p_y1 = snoiseVec3( p + dy );
vec3 p_z0 = snoiseVec3( p - dz );
vec3 p_z1 = snoiseVec3( p + dz );
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}
vec3 curlNoise2( vec3 p ) {
const float e = .1;
vec3 xNoisePotentialDerivatives = snoiseVec3( p );
vec3 yNoisePotentialDerivatives = snoiseVec3( p + e * vec3( 3., -3., 1. ) );
vec3 zNoisePotentialDerivatives = snoiseVec3( p + e * vec3( 2., 4., -3. ) );
vec3 noiseVelocity = vec3(
zNoisePotentialDerivatives.y - yNoisePotentialDerivatives.z,
xNoisePotentialDerivatives.z - zNoisePotentialDerivatives.x,
yNoisePotentialDerivatives.x - xNoisePotentialDerivatives.y
);
return normalize( noiseVelocity );
}
vec4 snoiseD(vec3 v) { //returns vec4(value, dx, dy, dz)
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ );
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 values = vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ); //value of contributions from each corner (extrapolate the gradient)
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); //kernel function from each corner
vec4 m2 = m * m;
vec4 m3 = m * m * m;
vec4 temp = -6.0 * m2 * values;
float dx = temp[0] * x0.x + temp[1] * x1.x + temp[2] * x2.x + temp[3] * x3.x + m3[0] * p0.x + m3[1] * p1.x + m3[2] * p2.x + m3[3] * p3.x;
float dy = temp[0] * x0.y + temp[1] * x1.y + temp[2] * x2.y + temp[3] * x3.y + m3[0] * p0.y + m3[1] * p1.y + m3[2] * p2.y + m3[3] * p3.y;
float dz = temp[0] * x0.z + temp[1] * x1.z + temp[2] * x2.z + temp[3] * x3.z + m3[0] * p0.z + m3[1] * p1.z + m3[2] * p2.z + m3[3] * p3.z;
return vec4(dot(m3, values), dx, dy, dz) * 42.0;
}
vec3 curlNoise3 (vec3 p) {
vec3 xNoisePotentialDerivatives = snoiseD( p ).yzw; //yzw are the xyz derivatives
vec3 yNoisePotentialDerivatives = snoiseD(vec3( p.y - 19.1 , p.z + 33.4 , p.x + 47.2 )).zwy;
vec3 zNoisePotentialDerivatives = snoiseD(vec3( p.z + 74.2 , p.x - 124.5 , p.y + 99.4 )).wyz;
vec3 noiseVelocity = vec3(
zNoisePotentialDerivatives.y - yNoisePotentialDerivatives.z,
xNoisePotentialDerivatives.z - zNoisePotentialDerivatives.x,
yNoisePotentialDerivatives.x - xNoisePotentialDerivatives.y
);
const float e = .1;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( noiseVelocity * divisor );
}
varying vec2 vUv;
varying vec3 vOffset;
uniform float active;
uniform sampler2D tPositions;
uniform sampler2D oPositions;
uniform float width;
uniform float height;
uniform vec3 offset;
uniform float timer;
uniform float delta;
uniform float speed;
uniform float reset;
uniform float genScale;
uniform float factor;
uniform float evolution;
uniform float radius;
mat4 rotationMatrix(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec4 c = texture2D( tPositions, vUv );
vec3 pos = c.xyz;
float life = c.a;
float s = vUv.x * life / 100.;
float speedInc = 1.;
if( s > .95 ) speedInc = .75;
else if( s > .9 ) speedInc = .85;
else speedInc = 1.;
//speedInc *= 2. * ( 1. - ( life / 100. ) );
//speedInc *= .25;
vec3 v = factor * speedInc * delta * speed * ( curlNoise( .2 * pos + factor * evolution * .1 * timer ) );
//vec3 v = speedInc * delta * speed * ( snoiseVec3( .2 * pos + 5. * timer ) );
pos += v;
life -= factor * 1.;
if( length( pos ) < radius ) {
pos = normalize( pos ) * radius;
}
if( life <= 0. || reset == 1. ) {
pos = ( rotationMatrix( vec3( 1., 0., 0. ), timer ) * texture2D( oPositions, vUv ) ).xyz + vOffset;
//pos = genScale * texture2D( oPositions, vUv ).xyz + vOffset;
life = 100.;
}
gl_FragColor = vec4( pos, life );
}
</script>
<script id="vs-particles" type="x-shader/x-vertex">
precision highp float;
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform vec3 cameraPosition;
uniform sampler2D map;
uniform sampler2D prevMap;
uniform vec3 boxVertices[ 36 ];
uniform vec3 boxNormals[ 3 ];
uniform float width;
uniform float height;
uniform float timer;
uniform vec3 boxScale;
uniform float meshScale;
varying vec3 vPosition;
varying vec4 vColor;
varying vec4 vShadowCoord;
uniform mat4 shadowV;
uniform mat4 shadowP;
uniform vec3 lightPosition;
varying vec3 vLightPosition;
uniform sampler2D diffuse;
const mat4 biasMatrix = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
mat4 rotationMatrix(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
float ramp( float x ) {
return 1. - 1. - pow( 1. - x, 4. );
}
float parabola( float x, float k ) {
return pow( 4. * x * ( 1. - x ), k );
}
float random(vec4 seed4){
//return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
mat3 calcLookAtMatrix(vec3 origin, vec3 target, float roll) {
vec3 rr = vec3(sin(roll), cos(roll), 0.0);
vec3 ww = normalize(target - origin);
vec3 uu = normalize(cross(ww, rr));
vec3 vv = normalize(cross(uu, ww));
return mat3(uu, vv, ww);
}
void main() {
vec2 dimensions = vec2( width, height );
float px = position.y;
float vi = position.z;
float x = mod( px, dimensions.x );
float y = mod( floor( px / dimensions.x ), dimensions.y );
vec2 uv = vec2( x, y ) / dimensions;
vec4 cubePosition = texture2D( map, uv );
vec4 prevPosition = texture2D( prevMap, uv );
float alpha = cubePosition.a / 100.;
float scale = .025 * parabola( 1. - alpha, 1. );
vec3 faceNormal = boxNormals[ int( vi / 6. ) ];
mat4 localRotation = mat4( calcLookAtMatrix( cubePosition.xyz, prevPosition.xyz, 0. ) );
vec4 rotatedNormal = localRotation * vec4( faceNormal, 1. );
vec3 visPosition = ( modelMatrix * ( cubePosition + rotatedNormal * scale ) ).xyz;
float d = dot( normalize( visPosition - cameraPosition ), normalize( ( modelMatrix * rotatedNormal ).xyz ) );
vec3 boxVertex = boxVertices[ int( vi + ( 1. - step( 0., d ) ) * 18. ) ];
vec3 modifiedVertex = ( ( localRotation * vec4( boxVertex * scale * boxScale * meshScale, 1. ) ).xyz );
vec3 modifiedPosition = cubePosition.xyz + modifiedVertex;
gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPosition, 1.0 );
vPosition = modifiedPosition;
vShadowCoord = biasMatrix * shadowP * shadowV * modelMatrix * vec4( modifiedPosition, 1. );
vColor = texture2D( diffuse, uv );
vLightPosition = lightPosition;
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform float spread;
varying vec3 vPosition;
varying vec4 vColor;
varying vec4 vShadowCoord;
uniform sampler2D depthTexture;
uniform sampler2D projector;
varying vec3 vLightPosition;
uniform vec2 resolution;
uniform vec3 cameraPosition;
float bias;
float unpackDepth( const in vec4 rgba_depth ) {
const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);
return dot(rgba_depth, bit_shift);
}
float random(vec4 seed4){
//return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
float sampleVisibility( vec3 coord ) {
return step( coord.z, unpackDepth( texture2D( depthTexture, coord.xy + 0. * ( .5 - random( vec4( coord, bias ) ) ) / 2048. ) ) + bias );
}
mat2 rotationMatrix( float a ) {
return mat2( cos( a ), sin( a ),
-sin( a ), cos( a ) );
}
const float PI = 3.14159265358979323846264;
void main() {
/* vec3 fdx = vec3(dFdx(vPosition.x),dFdx(vPosition.y),dFdx(vPosition.z));
vec3 fdy = vec3(dFdy(vPosition.x),dFdy(vPosition.y),dFdy(vPosition.z));
vec3 n = normalize(cross(fdx,fdy));*/
vec3 fdx = dFdx( vPosition );
vec3 fdy = dFdy( vPosition );
vec3 n = normalize(cross(fdx, fdy));
vec4 base = vec4( 1. );
vec3 L = normalize( vLightPosition - vPosition );
vec3 E = normalize( cameraPosition - vPosition );
float diffuse = max( 0., dot( L, n ) );
float theta = clamp( -diffuse, 0., 1. );
bias = 0.005 * tan( acos( theta ) );
bias = clamp( bias, 0., 0.01 );
float shadow = 0.;
vec3 shadowCoord = vShadowCoord.xyz / vShadowCoord.w;
float step = spread;
vec2 inc = vec2( step ) / resolution;
shadow += sampleVisibility( shadowCoord + vec3( 0., -inc.y, 0. ) );
shadow += sampleVisibility( shadowCoord + vec3( -inc.x, 0., 0. ) );
shadow += sampleVisibility( shadowCoord + vec3( 0., 0., 0. ) );
shadow += sampleVisibility( shadowCoord + vec3( inc.x, 0., 0. ) );
shadow += sampleVisibility( shadowCoord + vec3( 0., inc.y, 0. ) );
shadow /= 5.;
vec4 mask = texture2D( projector, vShadowCoord.xy );
float shininess = 200.;
vec3 halfVector = normalize(E + L );
float specular = dot(n, halfVector);
specular = max(0.0, specular);
specular = pow(specular, shininess);
float ambient = .2;
float o = diffuse * shadow * mask.r;
vec3 color = mix( vColor.rgb, vec3( 1. ), .8 * clamp( -n.y, 0., 1. ) );
vec3 diffuseColor = color * mix( vec3( o ), vec3( 1. ), ambient );
vec3 specularColor = vec3( 1. );
base.rgb = mix( diffuseColor, specularColor, specular * o );
gl_FragColor = base;
}
</script>
<script id="fs-particles-shadow" type="x-shader/x-fragment">
precision highp float;
vec4 packDepth(const in float depth) {
const vec4 bit_shift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);
vec4 res = mod(depth*bit_shift*vec4(255), vec4(256))/vec4(255);
res -= res.xxyz * bit_mask;
return res;
}
void main() {
gl_FragColor = packDepth( gl_FragCoord.z );
}
</script>
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