File size: 4,372 Bytes
e911bb0
271217e
 
 
 
 
 
d2db5b3
271217e
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
e911bb0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
<!doctype html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <link rel="icon" type="image/png" href="/logo.png" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Moonshine Web</title>
    <script type="module" crossorigin src="/assets/index-DBlYkRpE.js"></script>
    <link rel="stylesheet" crossorigin href="/assets/index-Br9ehX_t.css">
  </head>
  <body>
    <div id="root"></div>
    <script id="vertexshader" type="vertex">
      uniform float u_time;

      vec3 mod289(vec3 x)
      {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }

      vec4 mod289(vec4 x)
      {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }

      vec4 permute(vec4 x)
      {
        return mod289(((x*34.0)+10.0)*x);
      }

      vec4 taylorInvSqrt(vec4 r)
      {
        return 1.79284291400159 - 0.85373472095314 * r;
      }

      vec3 fade(vec3 t) {
        return t*t*t*(t*(t*6.0-15.0)+10.0);
      }

      // Classic Perlin noise, periodic variant
      float pnoise(vec3 P, vec3 rep)
      {
        vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
        vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
        Pi0 = mod289(Pi0);
        Pi1 = mod289(Pi1);
        vec3 Pf0 = fract(P); // Fractional part for interpolation
        vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
        vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);

        vec4 gx0 = ixy0 * (1.0 / 7.0);
        vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);

        vec4 gx1 = ixy1 * (1.0 / 7.0);
        vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);

        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;

        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);

        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
        return 2.2 * n_xyz;
      }

      uniform float u_frequency;

      void main() {
          float noise = 3.0 * pnoise(position + u_time, vec3(10.0));
          float displacement = (u_frequency / 30.) * (noise / 10.);
          vec3 newPosition = position + normal * displacement;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
      }
    </script>
    <script id="fragmentshader" type="fragment">
      uniform float u_red;
      uniform float u_blue;
      uniform float u_green;
      void main() {
          gl_FragColor = vec4(vec3(u_red, u_green, u_blue), 1. );
      }
    </script>
  </body>
</html>