Add shaders everywhere!
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@@ -8,8 +8,19 @@ declare const webglUtils: {
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resizeCanvasToDisplaySize: (e: HTMLCanvasElement | OffscreenCanvas) => any
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}
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export interface Props {
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colorStart?: [number, number, number]
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colorEnd?: [number, number, number]
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}
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declare const resolveLygiaAsync: (source: string) => Promise<string>
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const props = withDefaults(defineProps<Props>(), {
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colorStart: () => [0, .3, 0],
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colorEnd: () => [0, 1, 0]
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})
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const targetFramerate = 1000 / 60
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async function main(canvas: HTMLCanvasElement) {
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// Get A WebGL context
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/** @type {HTMLCanvasElement} */
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@@ -29,8 +40,10 @@ async function main(canvas: HTMLCanvasElement) {
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const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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// look up uniform locations
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const offset = gl.getUniformLocation(program, "u_offset");
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const mouseLocation = gl.getUniformLocation(program, "u_mouse");
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const colorStart = gl.getUniformLocation(program, "u_color_start");
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const colorEnd = gl.getUniformLocation(program, "u_color_end");
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const timeLocation = gl.getUniformLocation(program, "u_time");
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// Create a buffer to put three 2d clip space points in
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@@ -49,48 +62,51 @@ async function main(canvas: HTMLCanvasElement) {
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1, 1,
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]), gl.STATIC_DRAW);
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let mouseX = 0;
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let mouseY = 0;
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const gl2 = gl
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function render(time: number) {
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if (!gl) { return }
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time *= 0.001; // convert to seconds
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webglUtils.resizeCanvasToDisplaySize(gl.canvas);
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webglUtils.resizeCanvasToDisplaySize(gl2.canvas);
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// Tell WebGL how to convert from clip space to pixels
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
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// Tell it to use our program (pair of shaders)
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gl.useProgram(program);
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gl2.useProgram(program);
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// Turn on the attribute
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl2.enableVertexAttribArray(positionAttributeLocation);
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// Bind the position buffer.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl2.bindBuffer(gl2.ARRAY_BUFFER, positionBuffer);
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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gl.vertexAttribPointer(
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gl2.vertexAttribPointer(
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positionAttributeLocation,
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2, // 2 components per iteration
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gl.FLOAT, // the data is 32bit floats
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gl2.FLOAT, // the data is 32bit floats
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false, // don't normalize the data
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0, // 0 = move forward size * sizeof(type) each iteration to get the next position
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0, // start at the beginning of the buffer
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);
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gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
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gl.uniform2f(mouseLocation, mouseX, mouseY);
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gl.uniform1f(timeLocation, time);
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const bounds = canvas.getBoundingClientRect()
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const aspectRatio = Math.max(window.screen.width, window.screen.height) * devicePixelRatio
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gl.drawArrays(
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gl.TRIANGLES,
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gl2.uniform2f(offset, bounds.left, -bounds.bottom);
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// console.log(canvas.getBoundingClientRect().left * window.devicePixelRatio)
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gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
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gl2.uniform3f(colorStart, props.colorStart[0], props.colorStart[1], props.colorStart[2]);
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gl2.uniform3f(colorEnd, props.colorEnd[0], props.colorEnd[1], props.colorEnd[2]);
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gl2.uniform1f(timeLocation, time);
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gl2.drawArrays(
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gl2.TRIANGLES,
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0, // offset
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6, // num vertices to process
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);
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requestAnimationFrame(render);
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setTimeout(() => {
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requestAnimationFrame(render);
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}, targetFramerate);
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}
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requestAnimationFrame(render);
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}
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@@ -98,7 +114,6 @@ async function main(canvas: HTMLCanvasElement) {
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onMounted(() => {
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if (!canvas.value) { return }
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console.log("e")
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main(canvas.value);
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})
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@@ -110,7 +125,6 @@ onMounted(() => {
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<style scoped>
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#background {
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z-index: -1;
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left: 0;
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position: absolute;
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height: 100%;
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