<style> html, body { p.texte3d { font-size: 40px; font-weight: bold; color: red; text-shadow: 17px 17px 6 #999, 23px 23px 9 #888, 77px 77px 0 #777, 100px 400px 0 #666, 5px 5px 0 #555, 6px 6px 0 #444, 7px 7px 0 #333, 8px 8px 0 #222, 9px 9px 0 #111, 10px 10px 0 #000;
coding. allday. every. day. is. my. life
font-family :highlighttext overflow: hidden; padding: 0; margin: 0; }top: 0; canvas { position:fixed; left: 0; width: 100%; height: 100%; } .content { position: fixed; top: 0; left: 0; width: 100%; height: 100vh; } img { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); height: 115%; width: auto; opacity: 0; } @media (min-aspect-ratio: 4/3) { img { height: auto; width: 100%; } } @media (max-aspect-ratio: 3/5) { img { left: 30%; } } .overlay { position: fixed; top: 50%; left: 30%; max-width: 50%; transform: translate(-50%, -50%); font-family: sans-serif; font-size: 10vh; font-weight: bold; pointer-events: none; text-transform: uppercase; } @media (max-aspect-ratio: 1/1) { .overlay { left: 50%; width: 90%; max-width: 90%; } } @media (max-aspect-ratio: 3/5) { .overlay { font-size: 5vh; } } </style>3d
<script id="rendered-js" >
const canvas = document.getElementsByTagName("canvas")[0]; const image = document.getElementsByTagName("img")[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
const params = { SIM_RESOLUTION: 128, DYE_RESOLUTION: 1024, DENSITY_DISSIPATION: 0.995, VELOCITY_DISSIPATION: 0.9, PRESSURE_ITERATIONS: 10, SPLAT_RADIUS: 3 / window.innerHeight, color: { r: 0.8, g: 0.5, b: 0.2 } };
const pointer = { x: 0.65 * window.innerWidth, y: 0.5 * window.innerHeight, dx: 0, dy: 0, moved: false, firstMove: false // for codepen preview }; window.setTimeout(() => { pointer.firstMove = true; }, 3000);
let prevTimestamp = Date.now();
const gl = canvas.getContext("webgl"); gl.getExtension("OES_texture_float");
let outputColor, velocity, divergence, pressure;
const vertexShader = createShader( document.getElementById("vertShader").innerHTML, gl.VERTEX_SHADER );
const splatProgram = createProgram("fragShaderPoint"); const divergenceProgram = createProgram("fragShaderDivergence"); const pressureProgram = createProgram("fragShaderPressure"); const gradientSubtractProgram = createProgram("fragShaderGradientSubtract"); const advectionProgram = createProgram("fragShaderAdvection"); const displayProgram = createProgram("fragShaderDisplay");
initFBOs(); render(); image.style.opacity = "1";
window.addEventListener("resize", () => { params.SPLAT_RADIUS = 5 / window.innerHeight; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; });
canvas.addEventListener("click", (e) => { pointer.dx = 10; pointer.dy = 10; pointer.x = e.pageX; pointer.y = e.pageY; pointer.firstMove = true; });
canvas.addEventListener("mousemove", (e) => { pointer.moved = true; pointer.dx = 5 * (e.pageX - pointer.x); pointer.dy = 5 * (e.pageY - pointer.y); pointer.x = e.pageX; pointer.y = e.pageY; pointer.firstMove = true; });
canvas.addEventListener("touchmove", (e) => { e.preventDefault(); pointer.moved = true; pointer.dx = 8 * (e.targetTouches[0].pageX - pointer.x); pointer.dy = 8 * (e.targetTouches[0].pageY - pointer.y); pointer.x = e.targetTouches[0].pageX; pointer.y = e.targetTouches[0].pageY; pointer.firstMove = true; });
function createProgram(elId) { const shader = createShader( document.getElementById(elId).innerHTML, gl.FRAGMENT_SHADER ); const program = createShaderProgram(vertexShader, shader); const uniforms = getUniforms(program); return { program, uniforms }; }
function createShaderProgram(vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(
"Unable to initialize the shader program: " + gl.getProgramInfoLog(program)
);
return null;
}
return program;
}
function getUniforms(program) { let uniforms = []; let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (let i = 0; i < uniformCount; i++) { let uniformName = gl.getActiveUniform(program, i).name; uniforms[uniformName] = gl.getUniformLocation(program, uniformName); } return uniforms; }
function createShader(sourceCode, type) { const shader = gl.createShader(type); gl.shaderSource(shader, sourceCode); gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(
"An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader)
);
gl.deleteShader(shader);
return null;
}
return shader;
}
function blit(target) { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW ); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW ); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0);
if (target == null) {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
} else {
gl.viewport(0, 0, target.width, target.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
}
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
function initFBOs() { const simRes = getResolution(params.SIM_RESOLUTION); const dyeRes = getResolution(params.DYE_RESOLUTION);
outputColor = createDoubleFBO(dyeRes.width, dyeRes.height);
velocity = createDoubleFBO(simRes.width, simRes.height);
divergence = createFBO(simRes.width, simRes.height, gl.RGB);
pressure = createDoubleFBO(simRes.width, simRes.height, gl.RGB);
}
function getResolution(resolution) { let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; if (aspectRatio < 1) aspectRatio = 1 / aspectRatio;
let min = Math.round(resolution);
let max = Math.round(resolution * aspectRatio);
if (gl.drawingBufferWidth > gl.drawingBufferHeight)
return { width: max, height: min };
else return { width: min, height: max };
}
function createFBO(w, h, type = gl.RGBA) { gl.activeTexture(gl.TEXTURE0);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, type, w, h, 0, type, gl.FLOAT, null);
const fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
gl.viewport(0, 0, w, h);
gl.clear(gl.COLOR_BUFFER_BIT);
return {
fbo,
width: w,
height: h,
attach(id) {
gl.activeTexture(gl.TEXTURE0 + id);
gl.bindTexture(gl.TEXTURE_2D, texture);
return id;
}
};
}
function createDoubleFBO(w, h, type) { let fbo1 = createFBO(w, h, type); let fbo2 = createFBO(w, h, type);
return {
width: w,
height: h,
texelSizeX: 1 / w,
texelSizeY: 1 / h,
read: () => {
return fbo1;
},
write: () => {
return fbo2;
},
swap() {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
}
};
}
function render() { const dt = (Date.now() - prevTimestamp) / 1000; prevTimestamp = Date.now();
if (!pointer.firstMove) {
pointer.moved = true;
const newX =
(0.65 +
0.2 * Math.cos(0.006 * prevTimestamp) * Math.sin(0.008 * prevTimestamp)) *
window.innerWidth;
const newY =
(0.5 + 0.12 * Math.sin(0.01 * prevTimestamp)) * window.innerHeight;
pointer.dx = 10 * (newX - pointer.x);
pointer.dy = 10 * (newY - pointer.y);
pointer.x = newX;
pointer.y = newY;
}
if (pointer.moved) {
pointer.moved = false;
gl.useProgram(splatProgram.program);
gl.uniform1i(splatProgram.uniforms.u_input_txr, velocity.read().attach(0));
gl.uniform1f(splatProgram.uniforms.u_ratio, canvas.width / canvas.height);
gl.uniform2f(
splatProgram.uniforms.u_point,
pointer.x / canvas.width,
1 - pointer.y / canvas.height
);
gl.uniform3f(splatProgram.uniforms.u_point_value, pointer.dx, -pointer.dy, 1);
gl.uniform1f(splatProgram.uniforms.u_point_size, params.SPLAT_RADIUS);
blit(velocity.write());
velocity.swap();
gl.uniform1i(splatProgram.uniforms.u_input_txr, outputColor.read().attach(0));
gl.uniform3f(
splatProgram.uniforms.u_point_value,
1 - params.color.r,
1 - params.color.g,
1 - params.color.b
);
blit(outputColor.write());
outputColor.swap();
}
gl.useProgram(divergenceProgram.program);
gl.uniform2f(
divergenceProgram.uniforms.u_vertex_texel,
velocity.texelSizeX,
velocity.texelSizeY
);
gl.uniform1i(
divergenceProgram.uniforms.u_velocity_txr,
velocity.read().attach(0)
);
blit(divergence);
gl.useProgram(pressureProgram.program);
gl.uniform2f(
pressureProgram.uniforms.u_vertex_texel,
velocity.texelSizeX,
velocity.texelSizeY
);
gl.uniform1i(pressureProgram.uniforms.u_divergence_txr, divergence.attach(0));
for (let i = 0; i < params.PRESSURE_ITERATIONS; i++) {
gl.uniform1i(
pressureProgram.uniforms.u_pressure_txr,
pressure.read().attach(1)
);
blit(pressure.write());
pressure.swap();
}
gl.useProgram(gradientSubtractProgram.program);
gl.uniform2f(
gradientSubtractProgram.uniforms.u_vertex_texel,
velocity.texelSizeX,
velocity.texelSizeY
);
gl.uniform1i(
gradientSubtractProgram.uniforms.u_pressure_txr,
pressure.read().attach(0)
);
gl.uniform1i(
gradientSubtractProgram.uniforms.u_velocity_txr,
velocity.read().attach(1)
);
blit(velocity.write());
velocity.swap();
gl.useProgram(advectionProgram.program);
gl.uniform2f(
advectionProgram.uniforms.u_vertex_texel,
velocity.texelSizeX,
velocity.texelSizeY
);
gl.uniform2f(
advectionProgram.uniforms.u_output_textel,
velocity.texelSizeX,
velocity.texelSizeY
);
gl.uniform1i(
advectionProgram.uniforms.u_velocity_txr,
velocity.read().attach(0)
);
gl.uniform1i(advectionProgram.uniforms.u_input_txr, velocity.read().attach(0));
gl.uniform1f(advectionProgram.uniforms.u_dt, dt);
gl.uniform1f(
advectionProgram.uniforms.u_dissipation,
params.VELOCITY_DISSIPATION
);
blit(velocity.write());
velocity.swap();
gl.uniform2f(
advectionProgram.uniforms.u_output_textel,
outputColor.texelSizeX,
outputColor.texelSizeY
);
gl.uniform1i(
advectionProgram.uniforms.u_velocity_txr,
velocity.read().attach(0)
);
gl.uniform1i(
advectionProgram.uniforms.u_input_txr,
outputColor.read().attach(1)
);
gl.uniform1f(
advectionProgram.uniforms.u_dissipation,
params.DENSITY_DISSIPATION
);
blit(outputColor.write());
outputColor.swap();
gl.useProgram(displayProgram.program);
gl.uniform1i(
displayProgram.uniforms.u_output_texture,
outputColor.read().attach(0)
);
blit();
requestAnimationFrame(render);
} </script>