Сверкающие звезды
Космос с сияющими звездами на канвасе и шейдерах
HTML
<body>
<canvas id="canvas" width="1400" height="600"></canvas>
</body>
CSS
body {
background-color: #000;
margin: 0;
overflow: hidden;
background-repeat: no-repeat;
}
JS
//Based on https://www.youtube.com/watch?v=3CycKKJiwis
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Initialize the GL context
var gl = canvas.getContext('webgl');
if(!gl){
console.error("Unable to initialize WebGL.");
}
//Time step
var dt = 0.03;
//Time
var time = 0.0;
//************** Shader sources **************
var vertexSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
var fragmentSource = `
precision highp float;
uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);
uniform float time;
float random(vec2 par){
return fract(sin(dot(par.xy,vec2(12.9898,78.233))) * 43758.5453);
}
vec2 random2(vec2 par){
float rand = random(par);
return vec2(rand, random(par+rand));
}
void main(){
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = gl_FragCoord.xy/resolution.xy;
//The ratio of the width and height of the screen
float widthHeightRatio = resolution.x/resolution.y;
float t = time * 0.01;
float dist = 0.0;
const float layers = 16.0;
float scale = 32.0;
float depth;
float phase;
float rotationAngle = time * -0.01;
vec2 offset;
vec2 local_uv;
vec2 index;
vec2 pos;
vec2 seed;
vec2 centre = vec2(0.5, 0.5);
mat2 rotation = mat2(cos(rotationAngle), -sin(rotationAngle),
sin(rotationAngle), cos(rotationAngle));
for(float i = 0.0; i < layers; i++){
depth = fract(i/layers + t);
//Move centre in a circle depending on the depth of the layer
centre.x = 0.5 + 0.1 * cos(t) * depth;
centre.y = 0.5 + 0.1 * sin(t) * depth;
//Get uv from the fragment coordinates, rotation and depth
uv = centre-gl_FragCoord.xy/resolution.xy;
uv.y /= widthHeightRatio;
uv *= rotation;
uv *= mix(scale, 0.0, depth);
//The local cell
index = floor(uv);
//Local cell seed;
seed = 20.0 * i + index;
//The local cell coordinates
local_uv = fract(i + uv) - 0.5;
//Get a random position for the local cell
pos = 0.8 * (random2(seed) - 0.5);
//Get a random phase
phase = 128.0 * random(seed);
//Get distance to the generated point, add fading to distant points
//Add the distance to the sum
dist += pow(abs(1.0-length(local_uv-pos)), 50.0 + 20.0 * sin(phase + 3.0 * time)) * min(1.0, depth*2.0);
}
gl_FragColor = vec4(vec3(dist),1.0);
}
`;
//************** Utility functions **************
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize(){
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);
}
//Compile shader and combine with source
function compileShader(shaderSource, shaderType){
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}
return shader;
}
//From https://codepen.io/jlfwong/pen/GqmroZ
//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw 'Cannot find attribute ' + name + '.';
}
return attributeLocation;
}
function getUniformLocation(program, name) {
var attributeLocation = gl.getUniformLocation(program, name);
if (attributeLocation === -1) {
throw 'Cannot find uniform ' + name + '.';
}
return attributeLocation;
}
//************** Create shaders **************
//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);
//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
//Set up rectangle covering entire canvas
var vertexData = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
2, // position is a vec2 (2 values per component)
gl.FLOAT, // each component is a float
false, // don't normalize values
2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes)
0 // how many bytes inside the buffer to start from
);
//Set uniform handle
var timeHandle = getUniformLocation(program, 'time');
var widthHandle = getUniformLocation(program, 'width');
var heightHandle = getUniformLocation(program, 'height');
gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);
function draw(){
//Update time
time += dt;
//Send uniforms to program
gl.uniform1f(timeHandle, time);
//Draw a triangle strip connecting vertices 0-4
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(draw);
}
draw();