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Add nebula shader javascript.
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Includes inline GLSL code, as well as a GLES implementation of cnoise.
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ProjectSynchro committed May 4, 2024
1 parent 9d33106 commit 7ef5f64
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213 changes: 213 additions & 0 deletions content/js/nebula_shader.js
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const ITERATIONS = 3;
const SCALAR = Math.pow(2.0, 4.0 / 3.0);

let gl, program, buffer;

const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;

const fragmentShaderSource = `
precision mediump float; // Specify precision for float variables
const int ITERATIONS = 3;
const float SCALAR = pow(2.0, 4.0/3.0); // Ensure constants have the correct type
uniform mat4 projection;
uniform float eddy_scale;
uniform float u_time;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
vec4 effect(vec4 col_in, vec2 texture_coords, vec2 screen_coords ) {
float f = 0.0;
vec3 uv;
// Calculate coordinates
uv.xy = screen_coords / eddy_scale;
uv.z = u_time / 5.0;
// Create the noise
for (int i=0; i<ITERATIONS; i++) {
float scale = pow(SCALAR, float(i));
f += abs( cnoise( uv * scale ) ) / scale;
}
vec4 colour = mix( vec4(0.0,0.0,0.0,1.0), col_in, 0.1 + f );
return colour;
}
void main() {
gl_FragColor = effect(vec4(0.0,0.0,1.0,1.0), gl_FragCoord.xy, gl_FragCoord.xy);
}
`;

function compileShader(gl, source, type) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Error compiling shader:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}

function createProgram(gl, vertexShaderSource, fragmentShaderSource) {
const vertexShader = compileShader(gl, vertexShaderSource, gl.VERTEX_SHADER);
const fragmentShader = compileShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Error linking program:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}

function resizeCanvas() {
const canvas = document.getElementById('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}

function init() {
const canvas = document.getElementById('nebula-canvas');
gl = canvas.getContext('webgl');

if (!gl) {
console.error('WebGL not supported');
return;
}

program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
if (!program) {
return;
}

gl.useProgram(program);

buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 3, 3, -1]), gl.STATIC_DRAW);

const positionAttrib = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionAttrib);
gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 0, 0);

gl.uniform1f(gl.getUniformLocation(program, 'eddy_scale'), 50.0);

resizeCanvas(); // Call resizeCanvas initially
window.addEventListener('resize', resizeCanvas); // Resize canvas when window is resized

let startTime = performance.now();
function animate() {
const time = (performance.now() - startTime) / 1000;
gl.uniform1f(gl.getUniformLocation(program, 'u_time'), time);

gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);

gl.drawArrays(gl.TRIANGLES, 0, 3);

requestAnimationFrame(animate);
}
animate();
}

init();

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