mirror of
https://github.com/misskey-dev/misskey.git
synced 2024-12-29 22:59:20 +09:00
227 lines
6.7 KiB
Vue
227 lines
6.7 KiB
Vue
|
<template>
|
||
|
<canvas ref="canvasEl" style="width: 100%; height: 100%;"></canvas>
|
||
|
</template>
|
||
|
|
||
|
<script lang="ts" setup>
|
||
|
import { onMounted, onUnmounted, shallowRef } from 'vue';
|
||
|
import { defaultStore } from '@/store';
|
||
|
|
||
|
const canvasEl = shallowRef<HTMLCanvasElement>();
|
||
|
|
||
|
function loadShader(gl, type, source) {
|
||
|
const shader = gl.createShader(type);
|
||
|
|
||
|
gl.shaderSource(shader, source);
|
||
|
gl.compileShader(shader);
|
||
|
|
||
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||
|
alert(
|
||
|
`falied to compile shader: ${gl.getShaderInfoLog(shader)}`,
|
||
|
);
|
||
|
gl.deleteShader(shader);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return shader;
|
||
|
}
|
||
|
|
||
|
function initShaderProgram(gl, vsSource, fsSource) {
|
||
|
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
|
||
|
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
|
||
|
|
||
|
const shaderProgram = gl.createProgram();
|
||
|
gl.attachShader(shaderProgram, vertexShader);
|
||
|
gl.attachShader(shaderProgram, fragmentShader);
|
||
|
gl.linkProgram(shaderProgram);
|
||
|
|
||
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
||
|
alert(
|
||
|
`failed to init shader: ${gl.getProgramInfoLog(
|
||
|
shaderProgram,
|
||
|
)}`,
|
||
|
);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return shaderProgram;
|
||
|
}
|
||
|
|
||
|
let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
|
||
|
|
||
|
onMounted(() => {
|
||
|
const canvas = canvasEl.value!;
|
||
|
const gl = canvas.getContext('webgl', { premultipliedAlpha: true });
|
||
|
|
||
|
if (gl == null) return;
|
||
|
|
||
|
gl.clearColor(0.0, 0.0, 0.0, 0.0);
|
||
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||
|
|
||
|
const positionBuffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||
|
|
||
|
const shaderProgram = initShaderProgram(gl, `
|
||
|
attribute vec2 vertex;
|
||
|
|
||
|
varying vec2 v_pos;
|
||
|
|
||
|
void main() {
|
||
|
gl_Position = vec4(vertex, 0.0, 1.0);
|
||
|
v_pos = vertex;
|
||
|
}
|
||
|
`, `
|
||
|
precision mediump float;
|
||
|
|
||
|
vec3 mod289(vec3 x) {
|
||
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||
|
}
|
||
|
|
||
|
vec2 mod289(vec2 x) {
|
||
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||
|
}
|
||
|
|
||
|
vec3 permute(vec3 x) {
|
||
|
return mod289(((x*34.0)+1.0)*x);
|
||
|
}
|
||
|
|
||
|
float snoise(vec2 v) {
|
||
|
const vec4 C = vec4(0.211324865405187,
|
||
|
0.366025403784439,
|
||
|
-0.577350269189626,
|
||
|
0.024390243902439);
|
||
|
|
||
|
vec2 i = floor(v + dot(v, C.yy) );
|
||
|
vec2 x0 = v - i + dot(i, C.xx);
|
||
|
|
||
|
vec2 i1;
|
||
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||
|
vec4 x12 = x0.xyxy + C.xxzz;
|
||
|
x12.xy -= i1;
|
||
|
|
||
|
i = mod289(i);
|
||
|
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||
|
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||
|
|
||
|
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||
|
m = m*m ;
|
||
|
m = m*m ;
|
||
|
|
||
|
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||
|
vec3 h = abs(x) - 0.5;
|
||
|
vec3 ox = floor(x + 0.5);
|
||
|
vec3 a0 = x - ox;
|
||
|
|
||
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||
|
|
||
|
vec3 g;
|
||
|
g.x = a0.x * x0.x + h.x * x0.y;
|
||
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
|
return 130.0 * dot(m, g);
|
||
|
}
|
||
|
|
||
|
uniform float u_time;
|
||
|
uniform vec2 u_resolution;
|
||
|
uniform float u_spread;
|
||
|
uniform float u_speed;
|
||
|
uniform float u_warp;
|
||
|
uniform float u_focus;
|
||
|
uniform float u_itensity;
|
||
|
|
||
|
varying vec2 v_pos;
|
||
|
|
||
|
float circle( in vec2 _pos, in vec2 _origin, in float _radius ) {
|
||
|
float SPREAD = 0.7 * u_spread;
|
||
|
float SPEED = 0.00055 * u_speed;
|
||
|
float WARP = 1.5 * u_warp;
|
||
|
float FOCUS = 1.15 * u_focus;
|
||
|
|
||
|
vec2 dist = _pos - _origin;
|
||
|
|
||
|
float distortion = snoise( vec2(
|
||
|
_pos.x * 1.587 * WARP + u_time * SPEED * 0.5,
|
||
|
_pos.y * 1.192 * WARP + u_time * SPEED * 0.3
|
||
|
) ) * 0.5 + 0.5;
|
||
|
|
||
|
float feather = 0.01 + SPREAD * pow( distortion, FOCUS );
|
||
|
|
||
|
return 1.0 - smoothstep(
|
||
|
_radius - ( _radius * feather ),
|
||
|
_radius + ( _radius * feather ),
|
||
|
dot( dist, dist ) * 4.0
|
||
|
);
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec3 green = vec3( 1.0 ) - vec3( 153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0 );
|
||
|
vec3 purple = vec3( 1.0 ) - vec3( 195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0 );
|
||
|
vec3 orange = vec3( 1.0 ) - vec3( 255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0 );
|
||
|
|
||
|
//float ratio = u_resolution.x / u_resolution.y;
|
||
|
float ratio = 1.0;
|
||
|
|
||
|
vec2 uv = vec2( v_pos.x, v_pos.y / ratio ) * 0.5 + 0.5;
|
||
|
|
||
|
vec3 color = vec3( 0.0 );
|
||
|
|
||
|
float greenMix = snoise( v_pos * 1.31 + u_time * 0.8 * 0.00017 ) * 0.5 + 0.5;
|
||
|
float purpleMix = snoise( v_pos * 1.26 + u_time * 0.8 * -0.0001 ) * 0.5 + 0.5;
|
||
|
float orangeMix = snoise( v_pos * 1.34 + u_time * 0.8 * 0.00015 ) * 0.5 + 0.5;
|
||
|
|
||
|
float alphaOne = 0.35 + 0.65 * pow( snoise( vec2( u_time * 0.00012, uv.x ) ) * 0.5 + 0.5, 1.2 );
|
||
|
float alphaTwo = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 1561.0 ) * 0.00014, uv.x ) ) * 0.5 + 0.5, 1.2 );
|
||
|
float alphaThree = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 3917.0 ) * 0.00013, uv.x ) ) * 0.5 + 0.5, 1.2 );
|
||
|
|
||
|
color += vec3( circle( uv, vec2( 0.22 + sin( u_time * 0.000201 ) * 0.06, 0.80 + cos( u_time * 0.000151 ) * 0.06 ), 0.15 ) ) * alphaOne * ( purple * purpleMix + orange * orangeMix );
|
||
|
color += vec3( circle( uv, vec2( 0.90 + cos( u_time * 0.000166 ) * 0.06, 0.42 + sin( u_time * 0.000138 ) * 0.06 ), 0.18 ) ) * alphaTwo * ( green * greenMix + purple * purpleMix );
|
||
|
color += vec3( circle( uv, vec2( 0.19 + sin( u_time * 0.000112 ) * 0.06, 0.25 + sin( u_time * 0.000192 ) * 0.06 ), 0.09 ) ) * alphaThree * ( orange * orangeMix );
|
||
|
|
||
|
color *= u_itensity + 1.0 * pow( snoise( vec2( v_pos.y + u_time * 0.00013, v_pos.x + u_time * -0.00009 ) ) * 0.5 + 0.5, 2.0 );
|
||
|
|
||
|
vec3 inverted = vec3( 1.0 ) - color;
|
||
|
gl_FragColor = vec4( color, max(max(color.x, color.y), color.z) );
|
||
|
}
|
||
|
`);
|
||
|
|
||
|
gl.useProgram(shaderProgram);
|
||
|
const u_resolution = gl.getUniformLocation(shaderProgram, 'u_resolution');
|
||
|
const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
|
||
|
const u_spread = gl.getUniformLocation(shaderProgram, 'u_spread');
|
||
|
const u_speed = gl.getUniformLocation(shaderProgram, 'u_speed');
|
||
|
const u_warp = gl.getUniformLocation(shaderProgram, 'u_warp');
|
||
|
const u_focus = gl.getUniformLocation(shaderProgram, 'u_focus');
|
||
|
const u_itensity = gl.getUniformLocation(shaderProgram, 'u_itensity');
|
||
|
gl.uniform2fv(u_resolution, [canvas.width, canvas.height]);
|
||
|
gl.uniform1f(u_time, 1.0);
|
||
|
gl.uniform1f(u_spread, 1.0);
|
||
|
gl.uniform1f(u_speed, 1.0);
|
||
|
gl.uniform1f(u_warp, 1.0);
|
||
|
gl.uniform1f(u_focus, 1.0);
|
||
|
gl.uniform1f(u_itensity, 0.5);
|
||
|
|
||
|
const vertex = gl.getAttribLocation(shaderProgram, 'vertex');
|
||
|
gl.enableVertexAttribArray(vertex);
|
||
|
gl.vertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
const vertices = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
|
||
|
|
||
|
function render(timeStamp) {
|
||
|
gl!.uniform1f(u_time, timeStamp);
|
||
|
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
|
||
|
|
||
|
handle = window.requestAnimationFrame(render);
|
||
|
}
|
||
|
|
||
|
handle = window.requestAnimationFrame(render);
|
||
|
});
|
||
|
|
||
|
onUnmounted(() => {
|
||
|
if (handle) {
|
||
|
window.cancelAnimationFrame(handle);
|
||
|
}
|
||
|
});
|
||
|
</script>
|
||
|
|
||
|
<style lang="scss" module>
|
||
|
</style>
|