mirror of
https://github.com/MisskeyIO/misskey
synced 2024-12-22 10:38:16 +09:00
c2370a1be6
* chore: Add the SPDX information to each file Add copyright and licensing information as defined in version 3.0 of the REUSE Specification. * tweak format --------- Co-authored-by: syuilo <Syuilotan@yahoo.co.jp>
249 lines
7.3 KiB
Vue
249 lines
7.3 KiB
Vue
<!--
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SPDX-FileCopyrightText: syuilo and other misskey contributors
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SPDX-License-Identifier: AGPL-3.0-only
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-->
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<template>
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<canvas ref="canvasEl" style="width: 100%; height: 100%; pointer-events: none;"></canvas>
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</template>
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<script lang="ts" setup>
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import { onMounted, onUnmounted, shallowRef } from 'vue';
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import isChromatic from 'chromatic/isChromatic';
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const canvasEl = shallowRef<HTMLCanvasElement>();
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const props = withDefaults(defineProps<{
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scale?: number;
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focus?: number;
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}>(), {
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scale: 1.0,
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focus: 1.0,
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});
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(
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`falied to compile shader: ${gl.getShaderInfoLog(shader)}`,
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);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert(
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`failed to init shader: ${gl.getProgramInfoLog(
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shaderProgram,
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)}`,
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);
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return null;
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}
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return shaderProgram;
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}
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let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
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onMounted(() => {
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const canvas = canvasEl.value!;
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canvas.width = canvas.offsetWidth;
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canvas.height = canvas.offsetHeight;
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const gl = canvas.getContext('webgl', { premultipliedAlpha: true });
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if (gl == null) return;
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const shaderProgram = initShaderProgram(gl, `
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attribute vec2 vertex;
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uniform vec2 u_scale;
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varying vec2 v_pos;
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void main() {
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gl_Position = vec4(vertex, 0.0, 1.0);
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v_pos = vertex / u_scale;
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}
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`, `
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precision mediump float;
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v) {
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const vec4 C = vec4(0.211324865405187,
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0.366025403784439,
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-0.577350269189626,
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0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod289(i);
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform float u_spread;
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uniform float u_speed;
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uniform float u_warp;
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uniform float u_focus;
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uniform float u_itensity;
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varying vec2 v_pos;
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float circle( in vec2 _pos, in vec2 _origin, in float _radius ) {
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float SPREAD = 0.7 * u_spread;
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float SPEED = 0.00055 * u_speed;
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float WARP = 1.5 * u_warp;
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float FOCUS = 1.15 * u_focus;
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vec2 dist = _pos - _origin;
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float distortion = snoise( vec2(
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_pos.x * 1.587 * WARP + u_time * SPEED * 0.5,
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_pos.y * 1.192 * WARP + u_time * SPEED * 0.3
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) ) * 0.5 + 0.5;
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float feather = 0.01 + SPREAD * pow( distortion, FOCUS );
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return 1.0 - smoothstep(
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_radius - ( _radius * feather ),
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_radius + ( _radius * feather ),
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dot( dist, dist ) * 4.0
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);
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}
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void main() {
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vec3 green = vec3( 1.0 ) - vec3( 153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0 );
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vec3 purple = vec3( 1.0 ) - vec3( 195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0 );
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vec3 orange = vec3( 1.0 ) - vec3( 255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0 );
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float ratio = u_resolution.x / u_resolution.y;
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vec2 uv = vec2( v_pos.x, v_pos.y / ratio ) * 0.5 + 0.5;
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vec3 color = vec3( 0.0 );
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float greenMix = snoise( v_pos * 1.31 + u_time * 0.8 * 0.00017 ) * 0.5 + 0.5;
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float purpleMix = snoise( v_pos * 1.26 + u_time * 0.8 * -0.0001 ) * 0.5 + 0.5;
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float orangeMix = snoise( v_pos * 1.34 + u_time * 0.8 * 0.00015 ) * 0.5 + 0.5;
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float alphaOne = 0.35 + 0.65 * pow( snoise( vec2( u_time * 0.00012, uv.x ) ) * 0.5 + 0.5, 1.2 );
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float alphaTwo = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 1561.0 ) * 0.00014, uv.x ) ) * 0.5 + 0.5, 1.2 );
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float alphaThree = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 3917.0 ) * 0.00013, uv.x ) ) * 0.5 + 0.5, 1.2 );
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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 );
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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 );
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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 );
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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 );
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vec3 inverted = vec3( 1.0 ) - color;
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gl_FragColor = vec4( color, max(max(color.x, color.y), color.z) );
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}
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`);
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gl.useProgram(shaderProgram);
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const u_resolution = gl.getUniformLocation(shaderProgram, 'u_resolution');
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const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
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const u_spread = gl.getUniformLocation(shaderProgram, 'u_spread');
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const u_speed = gl.getUniformLocation(shaderProgram, 'u_speed');
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const u_warp = gl.getUniformLocation(shaderProgram, 'u_warp');
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const u_focus = gl.getUniformLocation(shaderProgram, 'u_focus');
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const u_itensity = gl.getUniformLocation(shaderProgram, 'u_itensity');
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const u_scale = gl.getUniformLocation(shaderProgram, 'u_scale');
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gl.uniform2fv(u_resolution, [canvas.width, canvas.height]);
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gl.uniform1f(u_spread, 1.0);
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gl.uniform1f(u_speed, 1.0);
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gl.uniform1f(u_warp, 1.0);
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gl.uniform1f(u_focus, props.focus);
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gl.uniform1f(u_itensity, 0.5);
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gl.uniform2fv(u_scale, [props.scale, props.scale]);
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const vertex = gl.getAttribLocation(shaderProgram, 'vertex');
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gl.enableVertexAttribArray(vertex);
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gl.vertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0);
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const vertices = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
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if (isChromatic()) {
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gl!.uniform1f(u_time, 0);
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gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
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} else {
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function render(timeStamp) {
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gl!.uniform1f(u_time, timeStamp);
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gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
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handle = window.requestAnimationFrame(render);
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}
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handle = window.requestAnimationFrame(render);
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}
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});
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onUnmounted(() => {
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if (handle) {
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window.cancelAnimationFrame(handle);
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}
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});
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</script>
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<style lang="scss" module>
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</style>
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