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index.html
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<html>
<head>
<script src="sylvester.js" type="text/javascript">
</script>
<script src="glUtils.js" type="text/javascript">
</script>
<script src="seedrandom.js" type="text/javascript">
</script>
<script src="compability.js" type="text/javascript">
</script>
<!-- common junk -->
<script src="parts/newmath.js" type="text/javascript">
</script>
<script src="parts/gla_stuff.js" type="text/javascript">
</script>
<script src="music.js" type="text/javascript">
</script>
<script src="parts/images.js" type="text/javascript">
</script>
<script src="parts/events.js" type="text/javascript">
</script>
<!-- parts -->
<script src="parts/p_tunnel.js" type="text/javascript">
</script>
<script src="parts/p_intro.js" type="text/javascript">
</script>
<script src="parts/p_cubes.js" type="text/javascript">
</script>
<script src="parts/p_greetings.js" type="text/javascript">
</script>
<script src="parts/p_misc.js" type="text/javascript">
</script>
<script src="parts/p_name.js" type="text/javascript">
</script>
<script src="parts/p_twist.js" type="text/javascript">
</script>
<script src="parts/p_twist3d.js" type="text/javascript">
</script>
<script src="parts/p_twister.js" type="text/javascript">
</script>
<script src="parts/p_silu.js" type="text/javascript">
</script>
<script src="parts/p_klask.js" type="text/javascript">
</script>
<script src="parts/p_cubes.js" type="text/javascript">
</script>
<script src="parts/p_flareblob.js" type="text/javascript">
</script>
<script src="parts/p_psyk.js" type="text/javascript">
</script>
<script src="parts/p_wirelandscape.js" type="text/javascript">
</script>
<script src="parts/p_sphere.js" type="text/javascript">
</script>
<script src="parts/p_aftershit.js" type="text/javascript">
</script>
<!-- app -->
<script src="parts/testapp.js" type="text/javascript">
</script>
<script type="text/javascript">
var gl;
var frametime = 0.0;
function initGL(canvas){
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
var shaderProgram;
function initShaders(){
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.tMatrixUniform = gl.getUniformLocation(shaderProgram, "uTMatrix");
shaderProgram.textureEnabler = gl.getUniformLocation(shaderProgram, "uUseTexture");
shaderProgram.textureSampler = gl.getUniformLocation(shaderProgram, "uSampler");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordinateAttribute);
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
}
function getShader(gl, id){
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3)
str += k.textContent;
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
}
else
if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
}
else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function mvTranslate(v){
var m = Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
var starttime;
function webGLStart(){
var canvas = document.getElementById("video");
initGL(canvas);
initShaders();
initBuffers();
testApp__setup();
/*
gl.clearColor(0.2, 0.2, 0.2, 1.0);
gl.clearDepth(1.0)
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE,gl.ONE);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
*/
frametime = 0.0;
starttime = (new Date()).getTime();
setInterval(drawScene, 1000.0 / 60.0);
}
// var triangleVertexPositionBuffer;
// var squareVertexPositionBuffer;
function initBuffers(){
}
function drawScene(){
glCompabilityBeforeFrame();
gl.clearColor(0.05, 0.05, 0.05, 1.0);
gl.clearDepth(20.0);
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
frametime = (new Date()).getTime() - starttime;
frametime /= 1000.0;
// frametime *= 1.0;
// frametime += 0.0;
glaSetTime(frametime);
testApp__draw();
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 vTextureCoord;
varying vec4 vVertexColor;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
uniform bool uUseTexture;
void main(void) {
vec4 textureColor;
textureColor = vec4(vTextureCoord.x,vTextureCoord.y,1,1);
if(uUseTexture)
textureColor = texture2D(uSampler, vec2( vTextureCoord.s, vTextureCoord.t ));
gl_FragColor = vVertexColor * textureColor;
// vec4(textureColor.rgb * vVertexColor * vLightWeighting, textureColor.a * uAlpha);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec4 aVertexColor;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform mat4 uTMatrix;
// uniform vec3 uAmbientColor;
// uniform vec3 uLightingDirection;
// uniform vec3 uDirectionalColor;
// uniform bool uUseLighting;
uniform bool uUseTexture;
varying vec4 vTextureCoord;
varying vec4 vVertexColor;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
// vTextureCoord = uTMatrix * vec4(aTextureCoord.s,aTextureCoord.t,0,1);
vTextureCoord = vec4(aTextureCoord.s,aTextureCoord.t,0,1);
// vTextureCoord = vec4( gl_Position.x, gl_Position.y, 0, 1 );
// if (!uUseLighting) {
vLightWeighting = vec3( 1, 1, 1 );
vVertexColor = aVertexColor;
// } else {
// vec4 transformedNormal = uNMatrix * vec4(aVertexNormal, 1.0);
// float directionalLightWeighting = max(dot(transformedNormal.xyz, uLightingDirection), 0.0);
// vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
// }
}
</script>
<style>
html {
border: 0;
margin: 0;
padding: 0
}
body {
border: 0;
margin: 0;
padding: 0
background-color: #000;
}
canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0px;
top: 0px;
background-color: #000;
}
#banner {
position: absolute;
left: 10px;
bottom: 5px;
width: 500px;
height: 30px;
color: #ccc;
z-index: 999;
font: 8pt Arial;
}
#banner a {
color: #fff;
}
</style>
</head>
<body onload="webGLStart();">
<canvas id="video" style="border: none;" width="1280" height="720">
</canvas>
<audio id="music" autoplay="no" src="parts/intromusic.mp3" preload="auto">
</audio>
<div id="banner">
<a href="http://possan.se/2011/01/27/webglass/">webgl-port</a>
of our winning <a href="http://pouet.net/prod.php?which=94">64k intro "glass"</a>
from the gathering 2000 - tested in chrome
<br/>
ported by: <a href="http://possan.se">per-olov jernberg</a>
(illuminator/psikorp)
- <a href="https://github.com/possan/webglass">code available on github</a>
</div>
</body>
</html>