<script type="x-shader/x-fragment" id="vertShader">
precision mediump float;
varying vec2 vUv;
attribute vec2 a_position;
void main() {
vUv = .5 * (a_position + 1.);
gl_Position = vec4(a_position, 0.0, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragShader">
precision mediump float;
varying vec2 vUv;
uniform float u_time;
uniform float u_ratio;
uniform vec2 u_pointer_position;
uniform float u_scroll_progress;
vec2 rotate(vec2 uv, float th) {
return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;
}
float neuro_shape(vec2 uv, float t, float p) {
vec2 sine_acc = vec2(0.);
vec2 res = vec2(0.);
float scale = 8.;
for (int j = 0; j < 15; j++) {
uv = rotate(uv, 1.);
sine_acc = rotate(sine_acc, 1.);
vec2 layer = uv * scale + float(j) + sine_acc - t;
sine_acc += sin(layer);
res += (.5 + .5 * cos(layer)) / scale;
scale *= (1.2 - .07 * p);
}
return res.x + res.y;
}
void main() {
vec2 uv = .5 * vUv; // размер шума
uv.x *= u_ratio;
vec2 pointer = vUv - u_pointer_position;
pointer.x *= u_ratio;
float p = clamp(length(pointer), 0., 1.);
p = .5 * pow(1. - p, 2.);
float t = .001 * u_time;
vec3 color = vec3(0.);
float noise = neuro_shape(uv, t, p);
noise = 1.2 * pow(noise, 3.);
noise += pow(noise, 10.);
noise = max(.0, noise - .5);
noise *= (1. - length(vUv - .5));
color = normalize(vec3(.2, .5 + .4 * cos(3. * u_scroll_progress), .5 + .5 * sin(3. * u_scroll_progress))); // цвет шума
color = color * noise;
gl_FragColor = vec4(color, noise);
}
</script>
<script>
const canvasEl = document.querySelector("canvas#neuro");
const devicePixelRatio = Math.min(window.devicePixelRatio, 2);
const pointer = {
x: 0,
y: 0,
tX: 0,
tY: 0,
};
let uniforms;
const gl = initShader();
setupEvents();
resizeCanvas();
window.addEventListener("resize", resizeCanvas);
render();
function initShader() {
const vsSource = document.getElementById("vertShader").innerHTML;
const fsSource = document.getElementById("fragShader").innerHTML;
const gl = canvasEl.getContext("webgl") || canvasEl.getContext("experimental-webgl");
if (!gl) {
alert("WebGL is not supported by your browser.");
}
function createShader(gl, 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;
}
const vertexShader = createShader(gl, vsSource, gl.VERTEX_SHADER);
const fragmentShader = createShader(gl, fsSource, gl.FRAGMENT_SHADER);
function createShaderProgram(gl, 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;
}
const shaderProgram = createShaderProgram(gl, vertexShader, fragmentShader);
uniforms = getUniforms(shaderProgram);
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;
}
const vertices = new Float32Array([-1., -1., 1., -1., -1., 1., 1., 1.]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.useProgram(shaderProgram);
const positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
return gl;
}
function render() {
const currentTime = performance.now();
pointer.x += (pointer.tX - pointer.x) * .5;
pointer.y += (pointer.tY - pointer.y) * .5;
gl.uniform1f(uniforms.u_time, currentTime);
gl.uniform2f(uniforms.u_pointer_position, pointer.x / window.innerWidth, 1 - pointer.y / window.innerHeight);
gl.uniform1f(uniforms.u_scroll_progress, window["pageYOffset"] / (2 * window.innerHeight));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(render);
}
function resizeCanvas() {
canvasEl.width = window.innerWidth * devicePixelRatio;
canvasEl.height = window.innerHeight * devicePixelRatio;
gl.uniform1f(uniforms.u_ratio, canvasEl.width / canvasEl.height);
gl.viewport(0, 0, canvasEl.width, canvasEl.height);
}
function setupEvents() {
window.addEventListener("pointermove", e => {
updateMousePosition(e.clientX, e.clientY);
});
window.addEventListener("touchmove", e => {
updateMousePosition(e.targetTouches[0].clientX, e.targetTouches[0].clientY);
});
window.addEventListener("click", e => {
updateMousePosition(e.clientX, e.clientY);
});
function updateMousePosition(eX, eY) {
pointer.tX = eX;
pointer.tY = eY;
}
}
</script>