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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>小归客</title>
</head>
<style></style>
<body>
<script type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define hue(a) (.6+.6*cos(6.3*(a)+vec3(0,83,21)))
float rnd(float a) {
vec2 p=fract(a*vec2(12.9898,78.233)); p+=dot(p,p*345.);
return fract(p.x*p.y);
}
vec3 pattern(vec2 uv) {
vec3 col=vec3(0);
for (float i=.0; i++<20.;) {
float a=rnd(i);
vec2 n=vec2(a,fract(a*34.56)), p=sin(n*(T+7.)+T*.5);
float d=dot(uv-p,uv-p);
col+=.00125/d*hue(dot(uv,uv)+i*.125+T);
}
return col;
}
void main(void) {
vec2 uv=(FC-.5*R)/min(R.x,R.y);
vec3 col=vec3(0);
float s=2.4,
a=atan(uv.x,uv.y),
b=length(uv);
uv=vec2(a*5./6.28318,.05/tan(b)+T);
uv=fract(uv)-.5;
col+=pattern(uv*s);
O=vec4(col,1);
}</script>
</body>
<script type="text/javascript">
window.onload = init
function init() {
let renderer, canvas; const dpr = Math.max(1, .5*devicePixelRatio)
const resize = () => {
const { innerWidth: width, innerHeight: height } = window; canvas.width = width * dpr; canvas.height = height * dpr; if (renderer) { renderer.updateScale(dpr) }
}
const source = document.querySelector("script[type='x-shader/x-fragment']").textContent
canvas = document.createElement("canvas"); document.body.innerHTML = ""; document.body.appendChild(canvas); document.body.style = "margin:0;touch-action:none;overflow:hidden"; canvas.style.width = "100%"; canvas.style.height = "auto"; canvas.style.userSelect = "none"; renderer = new Renderer(canvas, dpr); renderer.setup(); renderer.init(); resize()
if (renderer.test(source) === null) { renderer.updateShader(source) }
window.onresize = resize; const loop = (now) => { renderer.render(now); requestAnimationFrame(loop) }; loop(0)
}
class Renderer {
#vertexSrc = "#version 300 es\nprecision highp float;\nin vec4 position;\nvoid main(){gl_Position=position;}"
#fragmtSrc = "#version 300 es\nprecision highp float;\nout vec4 O;\nuniform float time;\nuniform vec2 resolution;\nvoid main() {\n\tvec2 uv=gl_FragCoord.xy/resolution;\n\tO=vec4(uv,sin(time)*.5+.5,1);\n}"
#vertices = [-1, 1, -1, -1, 1, 1, 1, -1]
constructor(canvas, scale) {
this.canvas = canvas; this.scale = scale; this.gl = canvas.getContext("webgl2"); this.gl.viewport(0, 0, canvas.width * scale, canvas.height * scale); this.shaderSource = this.#fragmtSrc; this.mouseCoords = [0, 0]; this.pointerCoords = [0, 0]; this.nbrOfPointers = 0
}
get defaultSource() { return this.#fragmtSrc }
updateShader(source) { this.reset(); this.shaderSource = source; this.setup(); this.init(); }
updateMouse(coords) { this.mouseCoords = coords }
updatePointerCoords(coords) { this.pointerCoords = coords }
updatePointerCount(nbr) { this.nbrOfPointers = nbr }
updateScale(scale) { this.scale = scale; this.gl.viewport(0, 0, this.canvas.width * scale, this.canvas.height * scale) }
compile(shader, source) {
const gl = this.gl; gl.shaderSource(shader, source); gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader)); this.canvas.dispatchEvent(new CustomEvent('shader-error', { detail: gl.getShaderInfoLog(shader) }))
}
}
test(source) {
let result = null; const gl = this.gl; const shader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(shader, source); gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { result = gl.getShaderInfoLog(shader) }
if (gl.getShaderParameter(shader, gl.DELETE_STATUS)) { gl.deleteShader(shader) }
return result
}
reset() {
const { gl, program, vs, fs } = this
if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return
if (gl.getShaderParameter(vs, gl.DELETE_STATUS)) { gl.detachShader(program, vs); gl.deleteShader(vs); }
if (gl.getShaderParameter(fs, gl.DELETE_STATUS)) { gl.detachShader(program, fs); gl.deleteShader(fs); }
gl.deleteProgram(program)
}
setup() {
const gl = this.gl; this.vs = gl.createShader(gl.VERTEX_SHADER); this.fs = gl.createShader(gl.FRAGMENT_SHADER); this.compile(this.vs, this.#vertexSrc); this.compile(this.fs, this.shaderSource); this.program = gl.createProgram(); gl.attachShader(this.program, this.vs); gl.attachShader(this.program, this.fs); gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(this.program)) }
}
init() {
const { gl, program } = this; this.buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.#vertices), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0); program.resolution = gl.getUniformLocation(program, "resolution");
program.time = gl.getUniformLocation(program, "time"); program.touch = gl.getUniformLocation(program, "touch"); program.pointerCount = gl.getUniformLocation(program, "pointerCount"); program.pointers = gl.getUniformLocation(program, "pointers");
}
render(now = 0) {
const { gl, program, buffer, canvas, mouseCoords, pointerCoords, nbrOfPointers } = this
if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return
gl.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.uniform2f(program.resolution, canvas.width, canvas.height); gl.uniform1f(program.time, now * 1e-3); gl.uniform2f(program.touch, ...mouseCoords); gl.uniform1i(program.pointerCount, nbrOfPointers); gl.uniform2fv(program.pointers, pointerCoords); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
}
}
</script>
</html>
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