- 更新 README.md 中的图片链接 - 移除配置修改相关内容 - 添加性价比最高的 ChatGPT 镜像站链接 - 更新 index.html 中的标题、描述和导航链接 - 调整 footer 样式,优化版权信息显示 - 添加自定义滚动条样式 - 调整部分 CSS 样式,如输入框样式和 padding 等
1155 lines
35 KiB
HTML
1155 lines
35 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<title>NianBroken</title>
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<meta name="description" content="同我啜泣 共我悲鸣 |关键词:Suinian,Nianbroken" />
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<meta charset="utf-8" />
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<meta http-equiv="content-language" content="zh-cn" />
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<link rel="shortcut icon" href="images/favicon.ico" />
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no" />
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<link rel="stylesheet" href="assets/css/main.css" />
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<noscript>
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<link rel="stylesheet" href="assets/css/noscript.css" />
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</noscript>
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</head>
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<body class="is-preload">
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<!-- Wrapper -->
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<div id="wrapper">
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<!-- Header -->
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<header id="header">
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<div class="icon">
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<img src="images/icon-fa-gem.png" alt="碎念个人引导页" title="碎念个人引导页" class="logo" />
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</div>
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<div class="content">
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<div class="inner">
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<h1>NianBroken</h1>
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<p>你顺手挽住火焰 化作漫天大雪</p>
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</div>
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</div>
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<nav>
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<ul>
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<li><a target="_blank" href="https://nianbroken.github.io/Great-Firewall/">防火长城</a></li>
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<li><a target="_blank" href="https://aizex.klaio.top/">Aizex</a></li>
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<li><a target="_blank" href="https://nianbroken.github.io/Great-Firewall/">防火长城</a></li>
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<li><a target="_blank" href="https://aizex.klaio.top/">Aizex</a></li>
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<li><a target="_blank" href="https://nianbroken.github.io/Great-Firewall/">防火长城</a></li>
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<li><a target="_blank" href="https://aizex.klaio.top/">Aizex</a></li>
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<li><a target="_blank" href="https://nianbroken.github.io/Great-Firewall/">防火长城</a></li>
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<!--<li><a href="#elements">Elements</a></li>-->
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</ul>
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</nav>
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</header>
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<!-- Footer -->
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<footer id="footer">
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<p class="copyright">
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<script>
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var mydate = new Date();
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document.writeln("Copyright © 2021 - " + mydate.getFullYear() + " 碎念_Nian<br />All Rights Reserved");
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</script>
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</p>
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<p class="copyright contact-icons">
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<a target="_blank" href="http://wpa.qq.com/msgrd?v=3&uin=2971802058&site=qq&menu=yes"> <img src="images\svg\qq.svg" width="30" alt="QQ" title="QQ" /> </a>
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<a target="_blank" href="mailto:suinian666@gmail.com"> <img src="images\svg\mail.svg" width="30" alt="Mail" title="Mail" /> </a>
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<a target="_blank" href="https://github.com/nianbroken"> <img src="images\svg\github.svg" width="30" alt="Github" title="Github" /> </a>
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<a target="_blank" href="https://gitee.com/nianbroken"> <img src="images\svg\gitee.svg" width="30" alt="Gitee" title="Gitee" /> </a>
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</p>
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</footer>
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</div>
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<canvas id="sakura" style="z-index: 2; position: fixed; left: 0; top: 0; height: 100vh; width: 100vw"> </canvas>
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<!-- BG -->
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<!-- <div id="bg"> -->
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<!-- Scripts -->
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<script src="assets/js/jquery.min.js"></script>
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<script src="assets/js/browser.min.js"></script>
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<script src="assets/js/breakpoints.min.js"></script>
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<script src="assets/js/util.js"></script>
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<script src="assets/js/main.js"></script>
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<style>
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canvas {
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padding: 0;
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margin: 0;
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}
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.contact-icons {
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margin-top: 0.5rem;
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}
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</style>
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<!-- sakura shader -->
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<script id="sakura_point_vsh" type="x-shader/x_vertex">
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uniform mat4 uProjection;
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uniform mat4 uModelview;
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uniform vec3 uResolution;
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uniform vec3 uOffset;
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uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
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uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
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attribute vec3 aPosition;
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attribute vec3 aEuler;
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attribute vec2 aMisc; //x:size, y:fade
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varying vec3 pposition;
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varying float psize;
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varying float palpha;
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varying float pdist;
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//varying mat3 rotMat;
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varying vec3 normX;
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varying vec3 normY;
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varying vec3 normZ;
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varying vec3 normal;
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varying float diffuse;
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varying float specular;
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varying float rstop;
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varying float distancefade;
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void main(void) {
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// Projection is based on vertical angle
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vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
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gl_Position = uProjection * pos;
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gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
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pposition = pos.xyz;
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psize = aMisc.x;
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pdist = length(pos.xyz);
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palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
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vec3 elrsn = sin(aEuler);
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vec3 elrcs = cos(aEuler);
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mat3 rotx = mat3(
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1.0, 0.0, 0.0,
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0.0, elrcs.x, elrsn.x,
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0.0, -elrsn.x, elrcs.x
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);
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mat3 roty = mat3(
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elrcs.y, 0.0, -elrsn.y,
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0.0, 1.0, 0.0,
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elrsn.y, 0.0, elrcs.y
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);
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mat3 rotz = mat3(
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elrcs.z, elrsn.z, 0.0,
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-elrsn.z, elrcs.z, 0.0,
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0.0, 0.0, 1.0
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);
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mat3 rotmat = rotx * roty * rotz;
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normal = rotmat[2];
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mat3 trrotm = mat3(
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rotmat[0][0], rotmat[1][0], rotmat[2][0],
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rotmat[0][1], rotmat[1][1], rotmat[2][1],
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rotmat[0][2], rotmat[1][2], rotmat[2][2]
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);
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normX = trrotm[0];
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normY = trrotm[1];
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normZ = trrotm[2];
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const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
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float tmpdfs = dot(lit, normal);
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if(tmpdfs < 0.0) {
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normal = -normal;
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tmpdfs = dot(lit, normal);
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}
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diffuse = 0.4 + tmpdfs;
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vec3 eyev = normalize(-pos.xyz);
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if(dot(eyev, normal) > 0.0) {
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vec3 hv = normalize(eyev + lit);
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specular = pow(max(dot(hv, normal), 0.0), 20.0);
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}
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else {
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specular = 0.0;
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}
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rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
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rstop = pow(rstop, 0.5);
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//-0.69315 = ln(0.5)
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distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
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}
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</script>
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<script id="sakura_point_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
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uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
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const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
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varying vec3 pposition;
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varying float psize;
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varying float palpha;
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varying float pdist;
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//varying mat3 rotMat;
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varying vec3 normX;
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varying vec3 normY;
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varying vec3 normZ;
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varying vec3 normal;
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varying float diffuse;
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varying float specular;
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varying float rstop;
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varying float distancefade;
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float ellipse(vec2 p, vec2 o, vec2 r) {
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vec2 lp = (p - o) / r;
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return length(lp) - 1.0;
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}
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void main(void) {
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vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
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vec3 d = vec3(0.0, 0.0, -1.0);
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float nd = normZ.z; //dot(-normZ, d);
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if(abs(nd) < 0.0001) discard;
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float np = dot(normZ, p);
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vec3 tp = p + d * np / nd;
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vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
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//angle = 15 degree
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const float flwrsn = 0.258819045102521;
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const float flwrcs = 0.965925826289068;
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mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
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vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
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float r;
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if(flwrp.x < 0.0) {
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r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
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}
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else {
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r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
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}
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if(r > rstop) discard;
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vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
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float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
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col *= vec3(1.0, grady, grady);
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col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
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col = col * diffuse + specular;
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col = mix(fadeCol, col, distancefade);
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float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
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alpha = smoothstep(0.0, 1.0, alpha) * palpha;
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gl_FragColor = vec4(col * 0.5, alpha);
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}
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</script>
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<!-- effects -->
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<script id="fx_common_vsh" type="x-shader/x_vertex">
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uniform vec3 uResolution;
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attribute vec2 aPosition;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
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screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
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}
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</script>
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<script id="bg_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform vec2 uTimes;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec3 col;
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float c;
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vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
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c = exp(-pow(length(tmpv) * 1.8, 2.0));
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col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
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gl_FragColor = vec4(col * 0.5, 1.0);
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}
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</script>
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<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 col = texture2D(uSrc, texCoord);
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gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
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}
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</script>
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<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 col = texture2D(uSrc, texCoord);
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col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
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col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
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col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
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col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
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gl_FragColor = col / 5.0;
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}
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</script>
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<!-- effect fragment shader template -->
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<script id="fx_common_fsh" type="x-shader/x_fragment">
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#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D uSrc;
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uniform vec2 uDelta;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_FragColor = texture2D(uSrc, texCoord);
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}
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</script>
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<!-- post processing -->
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<script id="pp_final_vsh" type="x-shader/x_vertex">
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uniform vec3 uResolution;
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attribute vec2 aPosition;
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varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
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screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
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}
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</script>
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<script id="pp_final_fsh" type="x-shader/x_fragment">
|
||
#ifdef GL_ES
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//precision mediump float;
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precision highp float;
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#endif
|
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uniform sampler2D uSrc;
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uniform sampler2D uBloom;
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uniform vec2 uDelta;
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||
varying vec2 texCoord;
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varying vec2 screenCoord;
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void main(void) {
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vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
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vec4 bloomcol = texture2D(uBloom, texCoord);
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vec4 col;
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col = srccol + bloomcol * (vec4(1.0) + srccol);
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col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
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col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
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gl_FragColor = vec4(col.rgb, 1.0);
|
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gl_FragColor.a = 1.0;
|
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}
|
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</script>
|
||
<script>
|
||
// Utilities
|
||
var Vector3 = {};
|
||
var Matrix44 = {};
|
||
Vector3.create = function (x, y, z) {
|
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return { x: x, y: y, z: z };
|
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};
|
||
Vector3.dot = function (v0, v1) {
|
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return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
|
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};
|
||
Vector3.cross = function (v, v0, v1) {
|
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v.x = v0.y * v1.z - v0.z * v1.y;
|
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v.y = v0.z * v1.x - v0.x * v1.z;
|
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v.z = v0.x * v1.y - v0.y * v1.x;
|
||
};
|
||
Vector3.normalize = function (v) {
|
||
var l = v.x * v.x + v.y * v.y + v.z * v.z;
|
||
if (l > 0.00001) {
|
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l = 1.0 / Math.sqrt(l);
|
||
v.x *= l;
|
||
v.y *= l;
|
||
v.z *= l;
|
||
}
|
||
};
|
||
Vector3.arrayForm = function (v) {
|
||
if (v.array) {
|
||
v.array[0] = v.x;
|
||
v.array[1] = v.y;
|
||
v.array[2] = v.z;
|
||
} else {
|
||
v.array = new Float32Array([v.x, v.y, v.z]);
|
||
}
|
||
return v.array;
|
||
};
|
||
Matrix44.createIdentity = function () {
|
||
return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
|
||
};
|
||
Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
|
||
var h = near * Math.tan(((vdeg * Math.PI) / 180.0) * 0.5) * 2.0;
|
||
var w = h * aspect;
|
||
|
||
m[0] = (2.0 * near) / w;
|
||
m[1] = 0.0;
|
||
m[2] = 0.0;
|
||
m[3] = 0.0;
|
||
|
||
m[4] = 0.0;
|
||
m[5] = (2.0 * near) / h;
|
||
m[6] = 0.0;
|
||
m[7] = 0.0;
|
||
|
||
m[8] = 0.0;
|
||
m[9] = 0.0;
|
||
m[10] = -(far + near) / (far - near);
|
||
m[11] = -1.0;
|
||
|
||
m[12] = 0.0;
|
||
m[13] = 0.0;
|
||
m[14] = (-2.0 * far * near) / (far - near);
|
||
m[15] = 0.0;
|
||
};
|
||
Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
|
||
var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
|
||
Vector3.normalize(frontv);
|
||
var sidev = Vector3.create(1.0, 0.0, 0.0);
|
||
Vector3.cross(sidev, vup, frontv);
|
||
Vector3.normalize(sidev);
|
||
var topv = Vector3.create(1.0, 0.0, 0.0);
|
||
Vector3.cross(topv, frontv, sidev);
|
||
Vector3.normalize(topv);
|
||
|
||
m[0] = sidev.x;
|
||
m[1] = topv.x;
|
||
m[2] = frontv.x;
|
||
m[3] = 0.0;
|
||
|
||
m[4] = sidev.y;
|
||
m[5] = topv.y;
|
||
m[6] = frontv.y;
|
||
m[7] = 0.0;
|
||
|
||
m[8] = sidev.z;
|
||
m[9] = topv.z;
|
||
m[10] = frontv.z;
|
||
m[11] = 0.0;
|
||
|
||
m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
|
||
m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
|
||
m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
|
||
m[15] = 1.0;
|
||
};
|
||
|
||
//
|
||
var timeInfo = {
|
||
start: 0,
|
||
prev: 0, // Date
|
||
delta: 0,
|
||
elapsed: 0, // Number(sec)
|
||
};
|
||
|
||
//
|
||
var gl;
|
||
var renderSpec = {
|
||
width: 0,
|
||
height: 0,
|
||
aspect: 1,
|
||
array: new Float32Array(3),
|
||
halfWidth: 0,
|
||
halfHeight: 0,
|
||
halfArray: new Float32Array(3),
|
||
// and some render targets. see setViewport()
|
||
};
|
||
renderSpec.setSize = function (w, h) {
|
||
renderSpec.width = w;
|
||
renderSpec.height = h;
|
||
renderSpec.aspect = renderSpec.width / renderSpec.height;
|
||
renderSpec.array[0] = renderSpec.width;
|
||
renderSpec.array[1] = renderSpec.height;
|
||
renderSpec.array[2] = renderSpec.aspect;
|
||
|
||
renderSpec.halfWidth = Math.floor(w / 2);
|
||
renderSpec.halfHeight = Math.floor(h / 2);
|
||
renderSpec.halfArray[0] = renderSpec.halfWidth;
|
||
renderSpec.halfArray[1] = renderSpec.halfHeight;
|
||
renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
|
||
};
|
||
|
||
function deleteRenderTarget(rt) {
|
||
gl.deleteFramebuffer(rt.frameBuffer);
|
||
gl.deleteRenderbuffer(rt.renderBuffer);
|
||
gl.deleteTexture(rt.texture);
|
||
}
|
||
|
||
function createRenderTarget(w, h) {
|
||
var ret = {
|
||
width: w,
|
||
height: h,
|
||
sizeArray: new Float32Array([w, h, w / h]),
|
||
dtxArray: new Float32Array([1.0 / w, 1.0 / h]),
|
||
};
|
||
ret.frameBuffer = gl.createFramebuffer();
|
||
ret.renderBuffer = gl.createRenderbuffer();
|
||
ret.texture = gl.createTexture();
|
||
|
||
gl.bindTexture(gl.TEXTURE_2D, ret.texture);
|
||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||
|
||
gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
|
||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
|
||
|
||
gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
|
||
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
|
||
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
|
||
|
||
gl.bindTexture(gl.TEXTURE_2D, null);
|
||
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
|
||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||
|
||
return ret;
|
||
}
|
||
|
||
function compileShader(shtype, shsrc) {
|
||
var retsh = gl.createShader(shtype);
|
||
|
||
gl.shaderSource(retsh, shsrc);
|
||
gl.compileShader(retsh);
|
||
|
||
if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
|
||
var errlog = gl.getShaderInfoLog(retsh);
|
||
gl.deleteShader(retsh);
|
||
console.error(errlog);
|
||
return null;
|
||
}
|
||
return retsh;
|
||
}
|
||
|
||
function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
|
||
var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
|
||
var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
|
||
|
||
if (vsh == null || fsh == null) {
|
||
return null;
|
||
}
|
||
|
||
var prog = gl.createProgram();
|
||
gl.attachShader(prog, vsh);
|
||
gl.attachShader(prog, fsh);
|
||
|
||
gl.deleteShader(vsh);
|
||
gl.deleteShader(fsh);
|
||
|
||
gl.linkProgram(prog);
|
||
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
|
||
var errlog = gl.getProgramInfoLog(prog);
|
||
console.error(errlog);
|
||
return null;
|
||
}
|
||
|
||
if (uniformlist) {
|
||
prog.uniforms = {};
|
||
for (var i = 0; i < uniformlist.length; i++) {
|
||
prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
|
||
}
|
||
}
|
||
|
||
if (attrlist) {
|
||
prog.attributes = {};
|
||
for (var i = 0; i < attrlist.length; i++) {
|
||
var attr = attrlist[i];
|
||
prog.attributes[attr] = gl.getAttribLocation(prog, attr);
|
||
}
|
||
}
|
||
|
||
return prog;
|
||
}
|
||
|
||
function useShader(prog) {
|
||
gl.useProgram(prog);
|
||
for (var attr in prog.attributes) {
|
||
gl.enableVertexAttribArray(prog.attributes[attr]);
|
||
}
|
||
}
|
||
|
||
function unuseShader(prog) {
|
||
for (var attr in prog.attributes) {
|
||
gl.disableVertexAttribArray(prog.attributes[attr]);
|
||
}
|
||
gl.useProgram(null);
|
||
}
|
||
|
||
/////
|
||
var projection = {
|
||
angle: 60,
|
||
nearfar: new Float32Array([0.1, 100.0]),
|
||
matrix: Matrix44.createIdentity(),
|
||
};
|
||
var camera = {
|
||
position: Vector3.create(0, 0, 100),
|
||
lookat: Vector3.create(0, 0, 0),
|
||
up: Vector3.create(0, 1, 0),
|
||
dof: Vector3.create(10.0, 4.0, 8.0),
|
||
matrix: Matrix44.createIdentity(),
|
||
};
|
||
|
||
var pointFlower = {};
|
||
var meshFlower = {};
|
||
var sceneStandBy = false;
|
||
|
||
var BlossomParticle = function () {
|
||
this.velocity = new Array(3);
|
||
this.rotation = new Array(3);
|
||
this.position = new Array(3);
|
||
this.euler = new Array(3);
|
||
this.size = 1.0;
|
||
this.alpha = 1.0;
|
||
this.zkey = 0.0;
|
||
};
|
||
|
||
BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
|
||
this.velocity[0] = vx;
|
||
this.velocity[1] = vy;
|
||
this.velocity[2] = vz;
|
||
};
|
||
|
||
BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
|
||
this.rotation[0] = rx;
|
||
this.rotation[1] = ry;
|
||
this.rotation[2] = rz;
|
||
};
|
||
|
||
BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
|
||
this.position[0] = nx;
|
||
this.position[1] = ny;
|
||
this.position[2] = nz;
|
||
};
|
||
|
||
BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
|
||
this.euler[0] = rx;
|
||
this.euler[1] = ry;
|
||
this.euler[2] = rz;
|
||
};
|
||
|
||
BlossomParticle.prototype.setSize = function (s) {
|
||
this.size = s;
|
||
};
|
||
|
||
BlossomParticle.prototype.update = function (dt, et) {
|
||
this.position[0] += this.velocity[0] * dt;
|
||
this.position[1] += this.velocity[1] * dt;
|
||
this.position[2] += this.velocity[2] * dt;
|
||
|
||
this.euler[0] += this.rotation[0] * dt;
|
||
this.euler[1] += this.rotation[1] * dt;
|
||
this.euler[2] += this.rotation[2] * dt;
|
||
};
|
||
|
||
function createPointFlowers() {
|
||
// get point sizes
|
||
var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
|
||
renderSpec.pointSize = { min: prm[0], max: prm[1] };
|
||
|
||
var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
|
||
var frgsrc = document.getElementById("sakura_point_fsh").textContent;
|
||
|
||
pointFlower.program = createShader(vtxsrc, frgsrc, ["uProjection", "uModelview", "uResolution", "uOffset", "uDOF", "uFade"], ["aPosition", "aEuler", "aMisc"]);
|
||
|
||
useShader(pointFlower.program);
|
||
pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
|
||
pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
|
||
|
||
// paramerters: velocity[3], rotate[3]
|
||
pointFlower.numFlowers = 1600;
|
||
pointFlower.particles = new Array(pointFlower.numFlowers);
|
||
// vertex attributes {position[3], euler_xyz[3], size[1]}
|
||
pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
|
||
pointFlower.positionArrayOffset = 0;
|
||
pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
|
||
pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
|
||
|
||
pointFlower.buffer = gl.createBuffer();
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
|
||
gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
||
|
||
unuseShader(pointFlower.program);
|
||
|
||
for (var i = 0; i < pointFlower.numFlowers; i++) {
|
||
pointFlower.particles[i] = new BlossomParticle();
|
||
}
|
||
}
|
||
|
||
function initPointFlowers() {
|
||
//area
|
||
pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
|
||
pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
|
||
|
||
pointFlower.fader.x = 10.0; //env fade start
|
||
pointFlower.fader.y = pointFlower.area.z; //env fade half
|
||
pointFlower.fader.z = 0.1; //near fade start
|
||
|
||
//particles
|
||
var PI2 = Math.PI * 2.0;
|
||
var tmpv3 = Vector3.create(0, 0, 0);
|
||
var tmpv = 0;
|
||
var symmetryrand = function () {
|
||
return Math.random() * 2.0 - 1.0;
|
||
};
|
||
for (var i = 0; i < pointFlower.numFlowers; i++) {
|
||
var tmpprtcl = pointFlower.particles[i];
|
||
|
||
//velocity
|
||
tmpv3.x = symmetryrand() * 0.3 + 0.8;
|
||
tmpv3.y = symmetryrand() * 0.2 - 1.0;
|
||
tmpv3.z = symmetryrand() * 0.3 + 0.5;
|
||
Vector3.normalize(tmpv3);
|
||
tmpv = 2.0 + Math.random() * 1.0;
|
||
tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
|
||
|
||
//rotation
|
||
tmpprtcl.setRotation(symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5);
|
||
|
||
//position
|
||
tmpprtcl.setPosition(symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z);
|
||
|
||
//euler
|
||
tmpprtcl.setEulerAngles(Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0);
|
||
|
||
//size
|
||
tmpprtcl.setSize(0.9 + Math.random() * 0.1);
|
||
}
|
||
}
|
||
|
||
function renderPointFlowers() {
|
||
//update
|
||
var PI2 = Math.PI * 2.0;
|
||
var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
|
||
var repeatPos = function (prt, cmp, limit) {
|
||
if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
|
||
//out of area
|
||
if (prt.position[cmp] > 0) {
|
||
prt.position[cmp] -= limit * 2.0;
|
||
} else {
|
||
prt.position[cmp] += limit * 2.0;
|
||
}
|
||
}
|
||
};
|
||
var repeatEuler = function (prt, cmp) {
|
||
prt.euler[cmp] = prt.euler[cmp] % PI2;
|
||
if (prt.euler[cmp] < 0.0) {
|
||
prt.euler[cmp] += PI2;
|
||
}
|
||
};
|
||
|
||
for (var i = 0; i < pointFlower.numFlowers; i++) {
|
||
var prtcl = pointFlower.particles[i];
|
||
prtcl.update(timeInfo.delta, timeInfo.elapsed);
|
||
repeatPos(prtcl, 0, pointFlower.area.x);
|
||
repeatPos(prtcl, 1, pointFlower.area.y);
|
||
repeatPos(prtcl, 2, pointFlower.area.z);
|
||
repeatEuler(prtcl, 0);
|
||
repeatEuler(prtcl, 1);
|
||
repeatEuler(prtcl, 2);
|
||
|
||
prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;
|
||
|
||
prtcl.zkey = camera.matrix[2] * prtcl.position[0] + camera.matrix[6] * prtcl.position[1] + camera.matrix[10] * prtcl.position[2] + camera.matrix[14];
|
||
}
|
||
|
||
// sort
|
||
pointFlower.particles.sort(function (p0, p1) {
|
||
return p0.zkey - p1.zkey;
|
||
});
|
||
|
||
// update data
|
||
var ipos = pointFlower.positionArrayOffset;
|
||
var ieuler = pointFlower.eulerArrayOffset;
|
||
var imisc = pointFlower.miscArrayOffset;
|
||
for (var i = 0; i < pointFlower.numFlowers; i++) {
|
||
var prtcl = pointFlower.particles[i];
|
||
pointFlower.dataArray[ipos] = prtcl.position[0];
|
||
pointFlower.dataArray[ipos + 1] = prtcl.position[1];
|
||
pointFlower.dataArray[ipos + 2] = prtcl.position[2];
|
||
ipos += 3;
|
||
pointFlower.dataArray[ieuler] = prtcl.euler[0];
|
||
pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
|
||
pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
|
||
ieuler += 3;
|
||
pointFlower.dataArray[imisc] = prtcl.size;
|
||
pointFlower.dataArray[imisc + 1] = prtcl.alpha;
|
||
imisc += 2;
|
||
}
|
||
|
||
//draw
|
||
gl.enable(gl.BLEND);
|
||
//gl.disable(gl.DEPTH_TEST);
|
||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||
|
||
var prog = pointFlower.program;
|
||
useShader(prog);
|
||
|
||
gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
|
||
gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
|
||
gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
|
||
gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
|
||
gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
|
||
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
|
||
gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
|
||
|
||
gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
|
||
gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
|
||
gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
|
||
|
||
// doubler
|
||
for (var i = 1; i < 2; i++) {
|
||
var zpos = i * -2.0;
|
||
pointFlower.offset[0] = pointFlower.area.x * -1.0;
|
||
pointFlower.offset[1] = pointFlower.area.y * -1.0;
|
||
pointFlower.offset[2] = pointFlower.area.z * zpos;
|
||
gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
|
||
gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
|
||
|
||
pointFlower.offset[0] = pointFlower.area.x * -1.0;
|
||
pointFlower.offset[1] = pointFlower.area.y * 1.0;
|
||
pointFlower.offset[2] = pointFlower.area.z * zpos;
|
||
gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
|
||
gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
|
||
|
||
pointFlower.offset[0] = pointFlower.area.x * 1.0;
|
||
pointFlower.offset[1] = pointFlower.area.y * -1.0;
|
||
pointFlower.offset[2] = pointFlower.area.z * zpos;
|
||
gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
|
||
gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
|
||
|
||
pointFlower.offset[0] = pointFlower.area.x * 1.0;
|
||
pointFlower.offset[1] = pointFlower.area.y * 1.0;
|
||
pointFlower.offset[2] = pointFlower.area.z * zpos;
|
||
gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
|
||
gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
|
||
}
|
||
|
||
//main
|
||
pointFlower.offset[0] = 0.0;
|
||
pointFlower.offset[1] = 0.0;
|
||
pointFlower.offset[2] = 0.0;
|
||
gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
|
||
gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
|
||
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
||
unuseShader(prog);
|
||
|
||
gl.enable(gl.DEPTH_TEST);
|
||
gl.disable(gl.BLEND);
|
||
}
|
||
|
||
// effects
|
||
//common util
|
||
function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
|
||
var ret = {};
|
||
var unifs = ["uResolution", "uSrc", "uDelta"];
|
||
if (exunifs) {
|
||
unifs = unifs.concat(exunifs);
|
||
}
|
||
var attrs = ["aPosition"];
|
||
if (exattrs) {
|
||
attrs = attrs.concat(exattrs);
|
||
}
|
||
|
||
ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
|
||
useShader(ret.program);
|
||
|
||
ret.dataArray = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0]);
|
||
ret.buffer = gl.createBuffer();
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
|
||
gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
|
||
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
||
unuseShader(ret.program);
|
||
|
||
return ret;
|
||
}
|
||
|
||
// basic usage
|
||
// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
|
||
// gl.uniform**(...); //additional uniforms
|
||
// drawEffect()
|
||
// unuseEffect(prog)
|
||
// TEXTURE0 makes src
|
||
function useEffect(fxobj, srctex) {
|
||
var prog = fxobj.program;
|
||
useShader(prog);
|
||
gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
|
||
|
||
if (srctex != null) {
|
||
gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
|
||
gl.uniform1i(prog.uniforms.uSrc, 0);
|
||
|
||
gl.activeTexture(gl.TEXTURE0);
|
||
gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
|
||
}
|
||
}
|
||
function drawEffect(fxobj) {
|
||
gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
|
||
gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
|
||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||
}
|
||
function unuseEffect(fxobj) {
|
||
unuseShader(fxobj.program);
|
||
}
|
||
|
||
var effectLib = {};
|
||
function createEffectLib() {
|
||
var vtxsrc, frgsrc;
|
||
//common
|
||
var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
|
||
|
||
//background
|
||
frgsrc = document.getElementById("bg_fsh").textContent;
|
||
effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ["uTimes"], null);
|
||
|
||
// make brightpixels buffer
|
||
frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
|
||
effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
|
||
|
||
// direction blur
|
||
frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
|
||
effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ["uBlurDir"], null);
|
||
|
||
//final composite
|
||
vtxsrc = document.getElementById("pp_final_vsh").textContent;
|
||
frgsrc = document.getElementById("pp_final_fsh").textContent;
|
||
effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ["uBloom"], null);
|
||
}
|
||
|
||
// background
|
||
function createBackground() {
|
||
//console.log("create background");
|
||
}
|
||
function initBackground() {
|
||
//console.log("init background");
|
||
}
|
||
function renderBackground() {
|
||
gl.disable(gl.DEPTH_TEST);
|
||
|
||
useEffect(effectLib.sceneBg, null);
|
||
gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
|
||
drawEffect(effectLib.sceneBg);
|
||
unuseEffect(effectLib.sceneBg);
|
||
|
||
gl.enable(gl.DEPTH_TEST);
|
||
}
|
||
|
||
// post process
|
||
var postProcess = {};
|
||
function createPostProcess() {
|
||
//console.log("create post process");
|
||
}
|
||
function initPostProcess() {
|
||
//console.log("init post process");
|
||
}
|
||
|
||
function renderPostProcess() {
|
||
gl.enable(gl.TEXTURE_2D);
|
||
gl.disable(gl.DEPTH_TEST);
|
||
var bindRT = function (rt, isclear) {
|
||
gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
|
||
gl.viewport(0, 0, rt.width, rt.height);
|
||
if (isclear) {
|
||
gl.clearColor(0, 0, 0, 0);
|
||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||
}
|
||
};
|
||
|
||
//make bright buff
|
||
bindRT(renderSpec.wHalfRT0, true);
|
||
useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
|
||
drawEffect(effectLib.mkBrightBuf);
|
||
unuseEffect(effectLib.mkBrightBuf);
|
||
|
||
// make bloom
|
||
for (var i = 0; i < 2; i++) {
|
||
var p = 1.5 + 1 * i;
|
||
var s = 2.0 + 1 * i;
|
||
bindRT(renderSpec.wHalfRT1, true);
|
||
useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
|
||
gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
|
||
drawEffect(effectLib.dirBlur);
|
||
unuseEffect(effectLib.dirBlur);
|
||
|
||
bindRT(renderSpec.wHalfRT0, true);
|
||
useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
|
||
gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
|
||
drawEffect(effectLib.dirBlur);
|
||
unuseEffect(effectLib.dirBlur);
|
||
}
|
||
|
||
//display
|
||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||
gl.viewport(0, 0, renderSpec.width, renderSpec.height);
|
||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||
|
||
useEffect(effectLib.finalComp, renderSpec.mainRT);
|
||
gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
|
||
gl.activeTexture(gl.TEXTURE1);
|
||
gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
|
||
drawEffect(effectLib.finalComp);
|
||
unuseEffect(effectLib.finalComp);
|
||
|
||
gl.enable(gl.DEPTH_TEST);
|
||
}
|
||
|
||
/////
|
||
var SceneEnv = {};
|
||
function createScene() {
|
||
createEffectLib();
|
||
createBackground();
|
||
createPointFlowers();
|
||
createPostProcess();
|
||
sceneStandBy = true;
|
||
}
|
||
|
||
function initScene() {
|
||
initBackground();
|
||
initPointFlowers();
|
||
initPostProcess();
|
||
|
||
//camera.position.z = 17.320508;
|
||
camera.position.z = pointFlower.area.z + projection.nearfar[0];
|
||
projection.angle = ((Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0) / Math.PI) * 2.0;
|
||
Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
|
||
}
|
||
|
||
function renderScene() {
|
||
//draw
|
||
Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
|
||
|
||
gl.enable(gl.DEPTH_TEST);
|
||
|
||
//gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||
gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
|
||
gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
|
||
gl.clearColor(0.005, 0, 0.05, 0);
|
||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||
|
||
renderBackground();
|
||
renderPointFlowers();
|
||
renderPostProcess();
|
||
}
|
||
|
||
/////
|
||
function onResize(e) {
|
||
makeCanvasFullScreen(document.getElementById("sakura"));
|
||
setViewports();
|
||
if (sceneStandBy) {
|
||
initScene();
|
||
}
|
||
}
|
||
|
||
function setViewports() {
|
||
renderSpec.setSize(gl.canvas.width, gl.canvas.height);
|
||
|
||
gl.clearColor(0.2, 0.2, 0.5, 1.0);
|
||
gl.viewport(0, 0, renderSpec.width, renderSpec.height);
|
||
|
||
var rtfunc = function (rtname, rtw, rth) {
|
||
var rt = renderSpec[rtname];
|
||
if (rt) deleteRenderTarget(rt);
|
||
renderSpec[rtname] = createRenderTarget(rtw, rth);
|
||
};
|
||
rtfunc("mainRT", renderSpec.width, renderSpec.height);
|
||
rtfunc("wFullRT0", renderSpec.width, renderSpec.height);
|
||
rtfunc("wFullRT1", renderSpec.width, renderSpec.height);
|
||
rtfunc("wHalfRT0", renderSpec.halfWidth, renderSpec.halfHeight);
|
||
rtfunc("wHalfRT1", renderSpec.halfWidth, renderSpec.halfHeight);
|
||
}
|
||
|
||
function render() {
|
||
renderScene();
|
||
}
|
||
|
||
var animating = true;
|
||
function toggleAnimation(elm) {
|
||
animating ^= true;
|
||
if (animating) animate();
|
||
if (elm) {
|
||
elm.innerHTML = animating ? "Stop" : "Start";
|
||
}
|
||
}
|
||
|
||
function stepAnimation() {
|
||
if (!animating) animate();
|
||
}
|
||
|
||
function animate() {
|
||
var curdate = new Date();
|
||
timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
|
||
timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
|
||
timeInfo.prev = curdate;
|
||
|
||
if (animating) requestAnimationFrame(animate);
|
||
render();
|
||
}
|
||
|
||
function makeCanvasFullScreen(canvas) {
|
||
var b = document.body;
|
||
var d = document.documentElement;
|
||
fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
|
||
fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
|
||
canvas.width = fullw;
|
||
canvas.height = fullh;
|
||
}
|
||
|
||
window.addEventListener("load", function (e) {
|
||
var canvas = document.getElementById("sakura");
|
||
try {
|
||
makeCanvasFullScreen(canvas);
|
||
gl = canvas.getContext("experimental-webgl");
|
||
} catch (e) {
|
||
alert("WebGL not supported." + e);
|
||
console.error(e);
|
||
return;
|
||
}
|
||
|
||
window.addEventListener("resize", onResize);
|
||
|
||
setViewports();
|
||
createScene();
|
||
initScene();
|
||
|
||
timeInfo.start = new Date();
|
||
timeInfo.prev = timeInfo.start;
|
||
animate();
|
||
});
|
||
|
||
//set window.requestAnimationFrame
|
||
(function (w, r) {
|
||
w["r" + r] =
|
||
w["r" + r] ||
|
||
w["webkitR" + r] ||
|
||
w["mozR" + r] ||
|
||
w["msR" + r] ||
|
||
w["oR" + r] ||
|
||
function (c) {
|
||
w.setTimeout(c, 1000 / 60);
|
||
};
|
||
})(window, "equestAnimationFrame");
|
||
</script>
|
||
</body>
|
||
</html>
|