mirror of
https://github.com/RayLabsHQ/gitea-mirror.git
synced 2025-12-11 05:56:46 +03:00
140 lines
5.2 KiB
Plaintext
140 lines
5.2 KiB
Plaintext
---
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---
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<canvas id="shader-canvas" class="hidden lg:block absolute inset-0 w-full h-full dark:opacity-90 z-10 pointer-events-none"></canvas>
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<script>
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const canvas = document.getElementById('shader-canvas') as HTMLCanvasElement | null;
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if (!canvas) {
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console.error('Canvas element not found');
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} else {
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const gl = canvas.getContext('webgl', { alpha: true });
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if (!gl) {
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console.error('WebGL not supported!');
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} else {
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const vertexShaderSource = `
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attribute vec2 a_position;
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void main() {
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gl_Position = vec4(a_position, 0.0, 1.0);
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}
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`;
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const fragmentShaderSource = `
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precision mediump float;
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uniform vec2 iResolution;
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uniform float iTime;
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uniform vec3 u_color1;
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uniform vec3 u_color2;
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#define iterations 2
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void main() {
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vec2 uv = gl_FragCoord.xy / iResolution.xy;
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vec2 mirrored_uv = uv;
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if (mirrored_uv.x > 0.5) {
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mirrored_uv.x = 1.0 - mirrored_uv.x;
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}
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float res = 1.0;
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for (int i = 0; i < iterations; i++) {
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res += cos(mirrored_uv.y * 12.345 - iTime * 1.0 + cos(res * 12.234) * 0.2 + cos(mirrored_uv.x * 32.2345 + cos(mirrored_uv.y * 17.234))) + cos(mirrored_uv.x * 12.345);
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}
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vec3 c = mix(u_color1, u_color2, cos(res + cos(mirrored_uv.y * 24.3214) * 0.1 + cos(mirrored_uv.x * 6.324 + iTime * 1.0) + iTime) * 0.5 + 0.5);
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float vignette = clamp((length(mirrored_uv - 0.1 + cos(iTime * 0.9 + mirrored_uv.yx * 4.34 + mirrored_uv.xy * res) * 0.2) * 5.0 - 0.4), 0.0, 1.0);
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vec3 final_color = mix(c, vec3(0.0), vignette);
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gl_FragColor = vec4(final_color, length(final_color));
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}
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`;
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function createShader(context: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
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const shader = context.createShader(type);
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if (!shader) return null;
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context.shaderSource(shader, source);
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context.compileShader(shader);
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if (!context.getShaderParameter(shader, context.COMPILE_STATUS)) {
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console.error('Shader compilation error:', context.getShaderInfoLog(shader));
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context.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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const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
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const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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if (vertexShader && fragmentShader) {
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const program = gl.createProgram();
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if (program) {
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.error('Program linking error:', gl.getProgramInfoLog(program));
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} else {
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gl.useProgram(program);
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
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const resolutionLocation = gl.getUniformLocation(program, "iResolution");
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const timeLocation = gl.getUniformLocation(program, "iTime");
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const color1Location = gl.getUniformLocation(program, "u_color1");
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const color2Location = gl.getUniformLocation(program, "u_color2");
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const color1 = [0.122, 0.502, 0.122]; // #1f801f
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const color2 = [0.059, 0.251, 0.059]; // #0f400f
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function render(time: number): void {
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if (!gl || !program || !canvas) return;
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time *= 0.001;
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const displayWidth = canvas.clientWidth;
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const displayHeight = canvas.clientHeight;
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if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
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canvas.width = displayWidth;
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canvas.height = displayHeight;
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gl.viewport(0, 0, canvas.width, canvas.height);
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}
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(program);
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if (resolutionLocation !== null) {
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gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
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}
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if (timeLocation !== null) {
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gl.uniform1f(timeLocation, time);
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}
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if (color1Location !== null) {
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gl.uniform3fv(color1Location, color1);
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}
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if (color2Location !== null) {
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gl.uniform3fv(color2Location, color2);
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}
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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}
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}
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}
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}
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</script> |