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| 1 | +var regl = require('regl')() |
| 2 | +var camera = require('regl-camera')(regl, |
| 3 | + { distance: 5 }) |
| 4 | +var icosphere = require('icosphere') |
| 5 | +var mesh = icosphere(3) |
| 6 | +var glsl = require('glslify') |
| 7 | +var anormals = require('angle-normals') |
| 8 | + |
| 9 | +function createBlob () { |
| 10 | + return regl({ |
| 11 | + frag: glsl` |
| 12 | + precision highp float; |
| 13 | + #pragma glslify: snoise = require('glsl-noise/simplex/4d') |
| 14 | + #pragma glslify: hsl2rgb = require('glsl-hsl2rgb') |
| 15 | + uniform float time; |
| 16 | + varying vec3 vpos; |
| 17 | + void main () { |
| 18 | + float h = (snoise(vec4(vpos,time))*0.5+0.5)*0.4+0.5; |
| 19 | + float s = 0.5; |
| 20 | + float l = 0.5; |
| 21 | + gl_FragColor = vec4(hsl2rgb(h,s,l),1); |
| 22 | + } |
| 23 | + `, |
| 24 | + vert: glsl` |
| 25 | + precision highp float; |
| 26 | + #pragma glslify: snoise = require('glsl-noise/simplex/4d') |
| 27 | + attribute vec3 position, normal; |
| 28 | + uniform mat4 projection, view; |
| 29 | + uniform float time, iblob; |
| 30 | + uniform vec3 offset; |
| 31 | + varying vec3 vpos; |
| 32 | + void main () { |
| 33 | + vec3 p = position + offset |
| 34 | + + vec3( |
| 35 | + sin(iblob*0.9+time*0.1)*20.0, |
| 36 | + cos(iblob*0.7+time*0.1)*3.0, |
| 37 | + sin(iblob*0.8+time*0.1)*23.0 |
| 38 | + ); |
| 39 | + float n = snoise(vec4(p,time*0.2)); |
| 40 | + vpos = p + normal * n * 0.8; |
| 41 | + gl_Position = projection * view * vec4(vpos,1); |
| 42 | + } |
| 43 | + `, |
| 44 | + uniforms: { |
| 45 | + time: regl.context('time'), |
| 46 | + offset: regl.prop('offset'), |
| 47 | + iblob: regl.prop('iblob') |
| 48 | + }, |
| 49 | + attributes: { |
| 50 | + position: mesh.positions, |
| 51 | + normal: anormals(mesh.cells, mesh.positions) |
| 52 | + }, |
| 53 | + elements: mesh.cells |
| 54 | + }) |
| 55 | +} |
| 56 | + |
| 57 | +function createBG () { |
| 58 | + return regl({ |
| 59 | + frag: glsl` |
| 60 | + precision highp float; |
| 61 | + #pragma glslify: snoise = require('glsl-noise/simplex/3d') |
| 62 | + #pragma glslify: hsl2rgb = require('glsl-hsl2rgb') |
| 63 | + varying vec2 vpos; |
| 64 | + uniform float time; |
| 65 | + void main () { |
| 66 | + float h = (snoise(vec3(vpos,time))*0.5+0.5)*0.4+0.4 |
| 67 | + + (snoise(vec3(vpos*4.0,time*2.0))*0.5+0.5)*0.2+0.2; |
| 68 | + float s = (snoise(vec3(vpos,time))*0.5+0.5)*0.2+0.8; |
| 69 | + float l = pow((snoise(vec3(vpos*8.0,time))*0.5+0.5),3.0); |
| 70 | + gl_FragColor = vec4(hsl2rgb(h,s,l),1); |
| 71 | + } |
| 72 | + `, |
| 73 | + vert: glsl` |
| 74 | + precision highp float; |
| 75 | + attribute vec2 position; |
| 76 | + varying vec2 vpos; |
| 77 | + void main () { |
| 78 | + vpos = position; |
| 79 | + gl_Position = vec4(position,0,1); |
| 80 | + } |
| 81 | + `, |
| 82 | + uniforms: { |
| 83 | + time: regl.context('time') |
| 84 | + }, |
| 85 | + attributes: { |
| 86 | + position: [-4,4,-4,-4,4,0] |
| 87 | + }, |
| 88 | + elements: [[0,1,2]], |
| 89 | + count: 3, |
| 90 | + depth: { |
| 91 | + enable: false, |
| 92 | + mask: false |
| 93 | + } |
| 94 | + }) |
| 95 | +} |
| 96 | + |
| 97 | +var blobs = [] |
| 98 | +for (var i = 0; i < 100; i++) { |
| 99 | + var x = (Math.random()*2-1) * 20 |
| 100 | + var y = (Math.random()*2-1) * 5 |
| 101 | + var z = (Math.random()*2-1) * 20 |
| 102 | + blobs.push({ offset: [x,y,z], iblob: i }) |
| 103 | +} |
| 104 | + |
| 105 | +var draw = { |
| 106 | + blob: createBlob(), |
| 107 | + bg: createBG() |
| 108 | +} |
| 109 | + |
| 110 | +regl.frame(function () { |
| 111 | + regl.clear({ color: [0,0,0,1], depth: true }) |
| 112 | + draw.bg() |
| 113 | + camera(function () { |
| 114 | + draw.blob(blobs) |
| 115 | + }) |
| 116 | +}) |
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