mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-15 18:13:59 +00:00
141 lines
4.1 KiB
HTML
141 lines
4.1 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset='utf-8'>
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<title>GLSL Editor</title>
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<link href='/favicon.gif' rel='shortcut icon'/>
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<!-- GLSL Canvas -->
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<script type='text/javascript' src='https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/build/GlslCanvas.min.js'></script>
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<link type='text/css' rel='stylesheet' href='https://rawgit.com/patriciogonzalezvivo/glslEditor/gh-pages/build/css/main.css'>
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<script type='application/javascript' src='https://rawgit.com/patriciogonzalezvivo/glslEditor/gh-pages/build/js/glslEditor.js'></script>
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<style>
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body {
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background: #FFFFFF;
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}
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#glsl_editor {
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display: block;
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margin-top: auto;
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margin-bottom: auto;
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}
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canvas.ge_canvas {
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float: top;
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position: relative;
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display: block;
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margin-left: auto;
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margin-right: auto;
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max-width: 1200px;
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}
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.CodeMirror {
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background: #FFFFFF;
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font-size: 14px;
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line-height: 1.5em;
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margin-left: auto;
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margin-right: auto;
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max-width: 700px;
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}
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.cm-s-default .cm-variable-3 {
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color: #708;
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}
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.cm-s-default .cm-keyword {
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color: #708;
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}
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</style>
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</head>
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<body>
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<div id='glsl_editor'></div>
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</body>
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<script type='text/javascript'>
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var preFunction = '\n\
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#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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\n\
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#define PI 3.14159265359\n\
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\n\
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uniform vec2 u_resolution;\n\
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uniform vec2 u_mouse;\n\
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uniform float u_time;\n\
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\n\
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float lineJitter = 0.5;\n\
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float lineWidth = 7.0;\n\
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float gridWidth = 1.7;\n\
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float scale = 0.001;\n\
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float zoom = 2.5;\n\
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vec2 offset = vec2(0.5);\n\
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\n';
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var postFunction = '\n\
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float rand(vec2 co){\n\
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return fract(sin(dot(co.xy,vec2(12.9898,78.233)))*43758.5453);\n\
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}\n\
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\n\
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vec3 plot2D(in vec2 _st, in float _width ) {\n\
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const float samples = 3.0;\n\
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\n\
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vec2 steping = _width*vec2(scale)/samples;\n\
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\n\
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float count = 0.0;\n\
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float mySamples = 0.0;\n\
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for (float i = 0.0; i < samples; i++) {\n\
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for (float j = 0.0;j < samples; j++) {\n\
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if (i*i+j*j>samples*samples) \n\
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continue;\n\
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mySamples++;\n\
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float ii = i + lineJitter*rand(vec2(_st.x+ i*steping.x,_st.y+ j*steping.y));\n\
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float jj = j + lineJitter*rand(vec2(_st.y + i*steping.x,_st.x+ j*steping.y));\n\
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float f = function(_st.x+ ii*steping.x)-(_st.y+ jj*steping.y);\n\
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count += (f>0.) ? 1.0 : -1.0;\n\
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}\n\
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}\n\
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vec3 color = vec3(1.0);\n\
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if (abs(count)!=mySamples)\n\
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color = vec3(abs(float(count))/float(mySamples));\n\
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return color;\n\
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}\n\
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\n\
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vec3 grid2D( in vec2 _st, in float _width ) {\n\
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float axisDetail = _width*scale;\n\
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if (abs(_st.x)<axisDetail || abs(_st.y)<axisDetail) \n\
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return 1.0-vec3(0.65,0.65,1.0);\n\
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if (abs(mod(_st.x,1.0))<axisDetail || abs(mod(_st.y,1.0))<axisDetail) \n\
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return 1.0-vec3(0.80,0.80,1.0);\n\
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if (abs(mod(_st.x,0.25))<axisDetail || abs(mod(_st.y,0.25))<axisDetail) \n\
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return 1.0-vec3(0.95,0.95,1.0);\n\
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return vec3(0.0);\n\
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}\n\
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\n\
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void main(){\n\
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vec2 st = (gl_FragCoord.xy/u_resolution.xy)-offset;\n\
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st.x *= u_resolution.x/u_resolution.y;\n\
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\n\
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scale *= zoom;\n\
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st *= zoom;\n\
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\n\
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vec3 color = plot2D(st,lineWidth);\n\
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color -= grid2D(st,gridWidth);\n\
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\n\
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gl_FragColor = vec4(color,1.0);\n\
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}';
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var funct = 'float function (float x) {\n\
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float y = x;\n\
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return y;\n\
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}';
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window.glslEditor = new GlslEditor('#glsl_editor', {
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canvas_width: 900,
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canvas_height: 300,
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lineNumbers: false,
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frag_header: preFunction,
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frag_footer: postFunction,
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multipleBuffers: true
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}).open(funct);
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</script>
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</html> |