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@@ -28,7 +28,6 @@
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color: #ffffff;
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}
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- #oldie a { color:#da0 }
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</style>
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</head>
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<body>
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@@ -44,13 +43,12 @@
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<script id="fragment_shader4" type="x-shader/x-fragment">
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uniform float time;
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- uniform vec2 resolution;
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varying vec2 vUv;
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void main( void ) {
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- vec2 position = -1.0 + 2.0 * vUv;
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+ vec2 position = - 1.0 + 2.0 * vUv;
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float red = abs( sin( position.x * position.y + time / 5.0 ) );
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float green = abs( sin( position.x * position.y + time / 4.0 ) );
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@@ -64,7 +62,6 @@
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<script id="fragment_shader3" type="x-shader/x-fragment">
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uniform float time;
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- uniform vec2 resolution;
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varying vec2 vUv;
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@@ -87,7 +84,6 @@
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<script id="fragment_shader2" type="x-shader/x-fragment">
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uniform float time;
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- uniform vec2 resolution;
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uniform sampler2D texture;
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@@ -95,7 +91,7 @@
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void main( void ) {
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- vec2 position = -1.0 + 2.0 * vUv;
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+ vec2 position = - 1.0 + 2.0 * vUv;
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float a = atan( position.y, position.x );
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float r = sqrt( dot( position, position ) );
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@@ -115,38 +111,37 @@
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<script id="fragment_shader1" type="x-shader/x-fragment">
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- uniform vec2 resolution;
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uniform float time;
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varying vec2 vUv;
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- void main(void)
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- {
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-
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- vec2 p = -1.0 + 2.0 * vUv;
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- float a = time*40.0;
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- float d,e,f,g=1.0/40.0,h,i,r,q;
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-
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- e=400.0*(p.x*0.5+0.5);
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- f=400.0*(p.y*0.5+0.5);
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- i=200.0+sin(e*g+a/150.0)*20.0;
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- d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
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- r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
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- q=f/r;
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- e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
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- d=sin(e*g)*176.0+sin(e*g)*164.0+r;
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- h=((f+d)+a/2.0)*g;
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- i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
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- h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
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- h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
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- i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
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- i=mod(i/5.6,256.0)/64.0;
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- if(i<0.0) i+=4.0;
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- if(i>=2.0) i=4.0-i;
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- d=r/350.0;
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- d+=sin(d*d*8.0)*0.52;
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- f=(sin(a*g)+1.0)/2.0;
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- gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
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+ void main(void) {
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+
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+ vec2 p = - 1.0 + 2.0 * vUv;
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+ float a = time * 40.0;
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+ float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;
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+
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+ e = 400.0 * ( p.x * 0.5 + 0.5 );
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+ f = 400.0 * ( p.y * 0.5 + 0.5 );
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+ i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
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+ d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
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+ r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
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+ q = f / r;
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+ e = ( r * cos( q ) ) - a / 2.0;
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+ f = ( r * sin( q ) ) - a / 2.0;
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+ d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
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+ h = ( ( f + d ) + a / 2.0 ) * g;
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+ i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
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+ h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
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+ h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
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+ i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
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+ i = mod( i / 5.6, 256.0 ) / 64.0;
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+ if ( i < 0.0 ) i += 4.0;
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+ if ( i >= 2.0 ) i = 4.0 - i;
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+ d = r / 350.0;
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+ d += sin( d * d * 8.0 ) * 0.52;
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+ f = ( sin( a * g ) + 1.0 ) / 2.0;
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+ gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );
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}
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@@ -171,12 +166,10 @@
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var container, stats;
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- var camera, scene, renderer;
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+ var camera, scene, renderer, clock;
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var uniforms1, uniforms2;
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- var clock = new THREE.Clock();
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-
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init();
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animate();
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@@ -189,17 +182,17 @@
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scene = new THREE.Scene();
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- var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
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+ clock = new THREE.Clock();
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+
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+ var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
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uniforms1 = {
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- time: { value: 1.0 },
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- resolution: { value: new THREE.Vector2() }
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+ time: { value: 1.0 }
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};
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uniforms2 = {
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- time: { value: 1.0 },
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- resolution: { value: new THREE.Vector2() },
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- texture: { value: new THREE.TextureLoader().load( "textures/disturb.jpg" ) }
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+ time: { value: 1.0 },
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+ texture: { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
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};
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uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
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@@ -243,12 +236,6 @@
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function onWindowResize( event ) {
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- uniforms1.resolution.value.x = window.innerWidth;
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- uniforms1.resolution.value.y = window.innerHeight;
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-
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- uniforms2.resolution.value.x = window.innerWidth;
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- uniforms2.resolution.value.y = window.innerHeight;
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-
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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