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<!doctype html> |
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<html lang="en"> |
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<head> |
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<meta charset="UTF-8" /> |
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<link rel="icon" type="image/png" href="/logo.png" /> |
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<meta name="viewport" content="width=device-width, initial-scale=1.0" /> |
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<title>Moonshine Web</title> |
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<script type="module" crossorigin src="/assets/index-DBlYkRpE.js"></script> |
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<link rel="stylesheet" crossorigin href="/assets/index-Br9ehX_t.css"> |
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</head> |
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<body> |
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<div id="root"></div> |
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<script id="vertexshader" type="vertex"> |
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uniform float u_time; |
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vec3 mod289(vec3 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 mod289(vec4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 permute(vec4 x) |
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{ |
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return mod289(((x*34.0)+10.0)*x); |
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} |
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vec4 taylorInvSqrt(vec4 r) |
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{ |
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return 1.79284291400159 - 0.85373472095314 * r; |
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} |
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vec3 fade(vec3 t) { |
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return t*t*t*(t*(t*6.0-15.0)+10.0); |
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} |
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float pnoise(vec3 P, vec3 rep) |
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{ |
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vec3 Pi0 = mod(floor(P), rep); |
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vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); |
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Pi0 = mod289(Pi0); |
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Pi1 = mod289(Pi1); |
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vec3 Pf0 = fract(P); |
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vec3 Pf1 = Pf0 - vec3(1.0); |
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy, Pi1.yy); |
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vec4 iz0 = Pi0.zzzz; |
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vec4 iz1 = Pi1.zzzz; |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 gx0 = ixy0 * (1.0 / 7.0); |
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; |
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gx0 = fract(gx0); |
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); |
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vec4 sz0 = step(gz0, vec4(0.0)); |
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); |
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gy0 -= sz0 * (step(0.0, gy0) - 0.5); |
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vec4 gx1 = ixy1 * (1.0 / 7.0); |
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; |
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gx1 = fract(gx1); |
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); |
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vec4 sz1 = step(gz1, vec4(0.0)); |
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); |
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gy1 -= sz1 * (step(0.0, gy1) - 0.5); |
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); |
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); |
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); |
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); |
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); |
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); |
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); |
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); |
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
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g000 *= norm0.x; |
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g010 *= norm0.y; |
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g100 *= norm0.z; |
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g110 *= norm0.w; |
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
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g001 *= norm1.x; |
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g011 *= norm1.y; |
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g101 *= norm1.z; |
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g111 *= norm1.w; |
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float n000 = dot(g000, Pf0); |
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); |
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); |
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); |
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); |
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); |
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); |
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float n111 = dot(g111, Pf1); |
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vec3 fade_xyz = fade(Pf0); |
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); |
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); |
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
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return 2.2 * n_xyz; |
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} |
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uniform float u_frequency; |
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void main() { |
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float noise = 3.0 * pnoise(position + u_time, vec3(10.0)); |
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float displacement = (u_frequency / 30.) * (noise / 10.); |
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vec3 newPosition = position + normal * displacement; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); |
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} |
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</script> |
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<script id="fragmentshader" type="fragment"> |
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uniform float u_red; |
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uniform float u_blue; |
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uniform float u_green; |
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void main() { |
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gl_FragColor = vec4(vec3(u_red, u_green, u_blue), 1. ); |
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} |
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</script> |
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</body> |
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</html> |
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