Xenesis / templates /404.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0,maximum-scale=1.0, minimum-scale=1.0">
<title>Xenesis - 404</title>
<link rel="stylesheet" href="/static/css/style.css">
<link rel="icon" type="image/png" href="/static/logoCus.png" />
<link rel="stylesheet" href="/static/tailwind.css">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap-icons@1.10.3/font/bootstrap-icons.css">
<style>
.form {
background: radial-gradient(at top left, #211e60 1%, #240a34 50%);
box-shadow: 0 0 100px 0 rgba(0, 0, 0, 0.8);
}
@media screen and (max-width: 374px) {
.form-header-text {
font-size: 1.3rem !important;
line-height: 1.4 !important;
}
}
</style>
</head>
<body class="bg-[#240a34] overflow-hidden">
<div class="relative flex items-center justify-center w-screen h-full min-h-[100vh] max-h-[100vh] overflow-hidden">
<div class="absolute top-0 left-0 w-screen h-[calc((785/1292)*100vw)] h-full min-h-[100vh] scale-110">
<canvas id="canvas" class="h-full w-full object-center block"></canvas>
</div>
</div>
<div class="text-4xl text-white font-extrabold absolute top-0 capitalize w-screen h-screen flex justify-center items-center" >
404 Page not Found
</div>
<script src="/static/tailwind.js"></script>
<!-- vertex shader -->
<script id="vs" type="f">
attribute vec2 position;
attribute vec2 texcoord;
uniform mat3 u_matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(u_matrix * vec3(position, 1), 1);
v_texcoord = texcoord;
}
</script>
<!-- fragment shader -->
<script id="fs" type="f">
precision mediump float;
uniform vec2 u_mouse;
uniform sampler2D u_originalImage;
uniform sampler2D u_mapImage;
varying vec2 v_texcoord;
void main() {
vec4 depthDistortion = texture2D(u_mapImage, v_texcoord);
float parallaxMult = depthDistortion.r;
vec2 parallax = (u_mouse) * parallaxMult;
vec4 original = texture2D(u_originalImage, (v_texcoord + parallax));
gl_FragColor = original;
}
</script>
<!-- partial -->
<script src='https://cdn.rawgit.com/greggman/twgl.js/master/dist/4.x/twgl-full.min.js'></script>
<script src='https://webglfundamentals.org/webgl/resources/m3.js'></script>
<!-- Parallax Effect -->
<script>
function main(id,sourceImage,depthMap) {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
const canvas = document.getElementById(id);
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
let originalImage = { width: 0, height: 0 }; // replaced after loading
const originalTexture = twgl.createTexture(
gl,
{
src: sourceImage,
crossOrigin: "",
},
(err, texture, source) => {
originalImage = source;
}
);
const mapTexture = twgl.createTexture(gl, {
src: depthMap,
crossOrigin: "",
});
// compile shaders, link program, lookup location
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for a quad
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
const mouse = [0, 0];
document.addEventListener("mousemove", (event) => {
mouse[0] = ((event.clientX / gl.canvas.clientWidth) * 2 - 1) * -0.02;
mouse[1] = ((event.clientY / gl.canvas.clientHeight) * 2 - 1) * -0.02;
});
document.addEventListener("touchmove", (event) => {
mouse[0] = ((event.touches[0].clientX / gl.canvas.clientWidth) * 2 - 1) * -0.02;
mouse[1] = ((event.touches[0].clientY / gl.canvas.clientHeight) * 2 - 1) * -0.02;
});
document.addEventListener("touchend", (event) => {
mouse[0] = 0;
mouse[1] = 0;
});
var nMouse = [0, 0];
var oMouse = [0, 0];
requestAnimationFrame(render);
function render() {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
const canvasAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const imageAspect = originalImage.width / originalImage.height;
const mat = m3.scaling(imageAspect/canvasAspect , -1);
nMouse[0] += (mouse[0] - nMouse[0]) * 0.05;
nMouse[1] += (mouse[1] - nMouse[1]) * 0.05;
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
u_matrix: mat,
u_originalImage: originalTexture,
u_mapImage: mapTexture,
u_mouse: nMouse,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
}
main("canvas","/static/404.png","/static/404DepthMap.jpeg");
</script>
<script>
setTimeout(()=>{window.location.href="/"},5000)
</script>
</body>
</html>