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<div class="text-wrap">
<h1>Followers!</h1>
<a href="https://codepen.io/MillerTime/full/qBZRpQV" target="_blank">Check out the interactive version here</a>
</div>
<img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAAAgCAIAAAAt/+nTAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAACJRJREFUeNrU2EePFEkQBWAGGu+99957EHBBgMQJzlz4k1yRkBAehPfee+897Df1ZnOKnoGdlXYlyEOruioj4sULl1Xduv3hq6XTu927d2+68+3btz/AAbh79OjRq1evnj17umhpaX36/fv3r1+/fv78+dOnTy5+N0/aHIC10Wj0799/yJAhw4cPHzp0aL9+/fjgEdDv3r17/vz506dPX7x48fbt2y9fvvDqpxqrVb/zvVpdBfQvxVsig3K4p0+fPnv27GnTpo0ZM2bAgAFc8hTcN2/ePHjw4Nq1a5cuXfLLk48fP3ZUKoD0JIAlCUUs0fP7i+jBUMTZ7bp4I4bBnTVr1vr161esWDFp0iRx6N27d7QQA/fly5e3bt06efLkgQMHTp8+/fDhw7oPoUAAsTBq1CjicLhpA9vi9ujRI26LHhydem7/oEGDhg0bNmLECBddF2/EPAemTJmydOnSxYsXA1GnMD7QC5lHffv2pYKix48f+404bxPAuXPnzpw5UwD79OkTBB8+fBC9y5cvnz9//urVqx2jJ1GlK5EZM2bMmTMHDKq6Lt6oKyJGVx19MtJfYXXfL+HXr19TJK9klz3Qjx49euHChWvXrkXB5MmTBw8ebGcQ2CN6N2/edH///v1N0aOZxalTpy5btmzVqlXz588fO3asSLKV7G8SP3XqFHFhKT40so+jL6olTJSWugluAeWea8GliJlz585RarP7CIN+w4YNa9asAcUeIqUQ6dES5IZf0aP8xIkTARHncb98+fJNmzYtWbIEenvifJN40pI/BNGX4Lc5IEM4IM9gog4myDQfWpAxulpyrEe1XIypVnhiT+bgHnrJA31Kv77ifGBR+7FaQHgkVtrG6tWrhW7ixInxsKm4I+430dAP379/LwtS020RoPHevXvHjh179erVkydP7t+/zyW6sAvZxo0bEe9vKVZu9KqWDfPmzWM+3Ad95oZfVjNS3IdVfwt09YMjO8eNG6fqBDDcJ/hkk5yJf1o85cTF6u7duxCCR1V7DRAQgcOHD4uvRNL4macOVlvhmzBhQlNX9lTNQJDKYwDQ9A08sUGJ/B45cmS6iqcu7AT34sWLShMybktI3NtJYWYOD589e8aEzEFQJhIfZJFCX7BggZqmP421zYFI3rlzp5waEru4AWgGc/AJn0C5wNn48eMFh6WUnZvY1TEUKxx616JFi7QmbqQHiIM2TQQIOpHKpRQ9uzBIY83aU9okJ3EbBg4cmFZLD5+xqSPpIj90IfKhFlCIR1ZLemzZsoW94OOP+LBx+/ZtiUivCKiQRJ8Gvl24cGHXrl2CyQEa7FepWER/QPBWwvANaNzbYwOjGMXr8ePHd+7ciQJgjCYuMc2HmPCrm7OYsMDTaBraFLEh77dv3y64o6pVGmtsGMYKBtkcoEuXiHvy0NOzZ88eOXLErywXDVygHGeyMWct9QM0N9LB3E/uyVUpgH5pbGimXxPnrW2cTCIRF7FS7o2Ow9k+bWHr1q321U8miQ+n4yfQNhQEyR8OXL9+XXyUQXIUFHdEoxCBICIozARMd7KTwwpUbqhG16y4QBYNqIzDyWfEJQKtM6rTY0naVpKqPvYg0EAlrszBBBrSTEv3SBPLjMsxRgqpV72vTJ/EofvfqySwbIGYuOT8Vi0iFOJCwymVyRz0KcvOI4BjJp15XAi9NOVx3PWrFSgjSSnc7uRkmphEtn7kjlcABUHTMabOTjm01w9tbsaTuqC/jCYR2h0IJeX0t2PHjj179tiE6c2bN2/btk23Saxz7JH6uMcZeuRuazurjpCJSQ6CpYOJVb2P2Rw/43DwZaecRFYZ5Hk5KWlWTpZqI42eYNtplOEUioh7rPhE0+MbN27YatYou7acqzZrKTZLFQ07Y5uNdBg++3WfeJqGItZzPC0ICGaQuci5KIci9SrmV65cETQ6iacZZkokShnD2dAWgSSGIec0Ilm1cG04ZQQl7sHtGEQJak/eclzbiTnGzDUIIHOfJ3OrlQpOHxM0k16u++tClqeTQgm9zdp0cgkXOmmZA5lCebVCa/tRIu8D9q1bt05PVAAmJb1xgEaPSljDwctq0aVF6Dk2pC0Q1zFAFxB6VLyO7LQjN9IrGdaCBdZ5jjayLnCUg4kIOJbiBaGsULty5UpTSChyjsL9vWol7O3vA/DxgXm7Rdz8y2mE1b7VyiGnvGGk1XASWyaXkSlKst9OGihEqiySltDjVX4Tly2SEzt6paeII67JZk5xgJ9Gp2vE26zSnB0SPaa5lHcDDiCivYjTN5FNBUt2C1mZymk+oT8JENZd0CIHzCyNNdlPCVl/JT0E/nIs/GGE515Knenh5r+bVJ05cyZJkoHIc0S4kxpAKyVxXlmer1b9laBR3ldig1gOXkHf1OOANlkUCdogSJsXASTlMIezZDMi0ltzhs1JGPFHjx6FWAAhcB+jRm9ewZEdJZzhQ6Evh2Xo2T106BBzjCZ/WnMkp1byOBNB6Ev3TbNjO52LMd4fPHjQiADFnTRBTzN6ygtdcAd6akbZCT3ZvXv3psCCIMoRAXfaQBlw9bOjnHG+2L17NwdEr1RwmwPlnSatw8IWMRcyVdaa8PxG3r59+4CQBso3RZJRRWMaYhz+VC1/lRqymZQ2XgiJo6D+PpVxm3KymciXamX8pV8x53BlLjkgqv4Q1/xZJR+FBCHvXxIxHyYSfQZEkBuY6PTrQOKuBryUmdMuqBINsihQMBJP1tGQnluXzfGROb2IrPox+1UUSAwJO0HiWIAh86vzL3Pls4zSKYeNHLPS8gmL0s++zyQHuCEPofFLA2OofVYtzCVEHT+rpE9EfFi1UgyCINRk847VqemWTj8wlSwsJ5YY/vV3xdIP8iqYxp+Miu1ff59r+raV+vnHT5ot/8v3yh8P4V3/rthR/Lf9qPyfrb8EGACE/jY6oCFW9wAAAABJRU5ErkJggg==" />
html,
body {
height: 100%;
}
body {
background-image: radial-gradient(ellipse at center, #2c0c00 8.0%, #000 100.0%);
background-size: 160% 160%;
background-position: 50% 50%;
overflow: hidden;
}
.text-wrap {
display: flex;
flex-direction: column;
align-items: center;
position: fixed;
z-index: 1;
top: 65vh;
width: 100%;
}
h1 {
color: rgb(255, 94, 30);
font-family: 'Luckiest Guy', sans-serif;
font-size: min(12vw, 64px);
text-align: center;
margin-bottom: 40px;
}
a {
color: rgb(255, 94, 30);
font-family: system-ui;
font-size: 15px;
text-decoration: none;
border-bottom: 1px solid rgb(255, 94, 30);
opacity: 0.65;
}
a:hover,
a:focus {
opacity: 1;
}
@media (max-width: 600px) {
a {
font-size: 12px;
}
}
img {
display: none;
}
console.clear();
////////////
// CONFIG //
////////////
// Affects number of cubes generated
const DENSITY = 1;
const LAYERS = 5;
// Colors are in rgb format
const COLORS = [
[1.000, 0.655, 0.231],
[1.000, 0.365, 0.114],
[0.898, 0.078, 0.392],
[0.424, 0.5, 0.114]
];
const GAMMA = 1.8;
const CLEAR_COLOR = [0, 0, 0, 0];
// Time in seconds for all cubes to wrap around once.
const SCROLL_TIME = 10;
// Radians per second
const ROTATE_MIN = 0.5;
const ROTATE_MAX = 4.2;
// Meters
const SIZE_MIN = 0.032;
const SIZE_MAX = 0.064;
// Randomize placement (meters)
const OFFSET_JITTER = 0.025;
// Camera controls
const CAMERA_DISTANCE = 3.5;
const CAMERA_FOV = 0.7;
const CAMERA_NEAR = 1;
const CAMERA_FAR = 100;
////////////////////////
// COMPUTED CONSTANTS //
////////////////////////
// Number of cubes on each axis
const COUNT_X = Math.floor(32 * DENSITY);
const COUNT_Y = Math.floor(16 * DENSITY);
const COUNT_Z = Math.floor(LAYERS);
const COUNT_TOTAL = COUNT_X * COUNT_Y * COUNT_Z;
// Bounding volume dimensions (meters)
const BOUND_WIDTH = 2;
const BOUND_HEIGHT = COUNT_Y / COUNT_X * BOUND_WIDTH;
const BOUND_DEPTH = COUNT_Z / COUNT_X * BOUND_WIDTH;
//////////////////
// MATH HELPERS //
//////////////////
const TAU = Math.PI * 2;
const random = (min, max) => Math.random() * (max - min) + min;
const interpolate = (a, b, mix) => (b - a) * mix + a;
/////////////////
// APPLICATION //
/////////////////
const regl = createREGL({ extensions: ['angle_instanced_arrays'] });
const textTexture = regl.texture({
format: 'rgb',
data: document.querySelector('img'),
mag: 'linear',
min: 'linear'
});
const viewMatrix = mat4.fromTranslation([], [0, 0.25, -CAMERA_DISTANCE]);
const projectionMatrix = [];
const projectionViewMatrix = [];
// Gamma correct colors
COLORS.forEach(c => {
c[0] = Math.pow(c[0], GAMMA);
c[1] = Math.pow(c[1], GAMMA);
c[2] = Math.pow(c[2], GAMMA);
});
// Color of each cube
const colors = new Float32Array(3 * COUNT_TOTAL);
// Position of each cube
const offsets = new Float32Array(3 * COUNT_TOTAL);
// Base scale of each cube
const scales = new Float32Array(COUNT_TOTAL);
// Axis of rotation for each cube
const rotationAxes = new Float32Array(3 * COUNT_TOTAL);
// Rotation angle for each cube
const angles = new Float32Array(COUNT_TOTAL);
// Rotation speed for each cube (radians/s)
const rotationSpeeds = new Float32Array(COUNT_TOTAL);
// `angleBuffer` will be updated each frame, to animate rotations
const angleBuffer = regl.buffer({
data: angles,
type: 'float',
usage: 'dynamic'
});
// Generate all data.
// Some buffers have a stride of 1, others have a stride of 3.
let i = 0;
let i3 = 0;
for (let x=0; x<COUNT_X; x++) {
const xPercent = x / COUNT_X;
for (let y=0; y<COUNT_Y; y++) {
const yPercent = y / COUNT_Y;
for (let z=0; z<COUNT_Z; z++) {
const zPercent = z / COUNT_Z;
const color = COLORS[Math.random() * COLORS.length | 0];
const axis = vec3.random([]);
colors[i3] = color[0];
colors[i3+1] = color[1];
colors[i3+2] = color[2];
offsets[i3] = xPercent*BOUND_WIDTH - 0.5*BOUND_WIDTH + random(-OFFSET_JITTER, OFFSET_JITTER);
offsets[i3+1] = yPercent*BOUND_HEIGHT - 0.5*BOUND_HEIGHT + random(-OFFSET_JITTER, OFFSET_JITTER);
offsets[i3+2] = zPercent*BOUND_DEPTH - 0.5*BOUND_DEPTH + random(-OFFSET_JITTER, OFFSET_JITTER);
scales[i] = 0.5 * random(SIZE_MIN, SIZE_MAX);
rotationAxes[i3] = axis[0];
rotationAxes[i3+1] = axis[1];
rotationAxes[i3+2] = axis[2];
angles[i] = Math.random() * TAU;
rotationSpeeds[i] = random(ROTATE_MIN, ROTATE_MAX);
i++;
i3 += 3;
}
}
}
// Shader setup, using instancing to draw many copies of one cube.
// Note most animation and math is done in the vertex shader on the GPU,
// including generating rotation matrices. Many common instancing approaches
// upload a tranform matrix for each instance each frame, but here we only
// upload a single float each frame (the angle) and a rotation matrix is built
// from that and a static rotation axis.
const draw = regl({
cull: { enable: true },
frontFace: 'cw',
vert: `
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec3 a_color;
attribute vec3 a_offset;
attribute float a_scale;
attribute vec3 a_rotationAxis;
attribute float a_angle;
uniform sampler2D u_tex;
uniform float u_scrollOffset;
uniform mat4 u_projectionViewMatrix;
varying vec3 v_color;
mat4 rotationMatrix(vec3 axis, float angle) {
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
void main() {
vec3 offset = a_offset;
offset.x = mod(offset.x + u_scrollOffset + 1.0, 2.0) - 1.0;
vec2 texCoord = vec2(
(offset.x + 1.0) * 0.5,
1.0 - (offset.y + 0.5)
);
float texScale = texture2D(u_tex, texCoord).r;
mat4 rotation = rotationMatrix(a_rotationAxis, a_angle);
vec3 position = (rotation * vec4(a_position, 1.0)).xyz;
vec3 normal = (rotation * vec4(a_normal, 1.0)).xyz;
gl_Position = u_projectionViewMatrix * vec4(position * a_scale * texScale + offset, 1.0);
v_color = a_color * min(1.0, normal.z + 0.1);
}
`,
frag: `
precision highp float;
varying vec3 v_color;
void main() {
gl_FragColor = vec4(v_color, 1.0);
}
`,
attributes: {
// unit cube triangle vertices
a_position: getCubeVertices(),
a_normal: getCubeNormals(),
a_color: {
buffer: regl.buffer(colors),
divisor: 1 // one per cube
},
a_offset: {
buffer: regl.buffer(offsets),
divisor: 1 // one per cube
},
a_scale: {
buffer: regl.buffer(scales),
divisor: 1 // one per cube
},
a_rotationAxis: {
buffer: regl.buffer(rotationAxes),
divisor: 1 // one per cube
},
a_angle: {
buffer: angleBuffer,
divisor: 1 // one per cube
}
},
uniforms: {
u_tex: textTexture,
u_scrollOffset: ({ time }) => {
return time % SCROLL_TIME / SCROLL_TIME * BOUND_WIDTH;
},
u_projectionViewMatrix: ({ viewportWidth, viewportHeight }) => {
const aspectRatio = viewportWidth / viewportHeight;
let finalFovY = CAMERA_FOV;
// On narrow screens, widen FOV (zoom out)
if (aspectRatio < 1) {
finalFovY = interpolate(CAMERA_FOV / aspectRatio, CAMERA_FOV, 0.5);
// Prevent FOV from getting too wide and approaching 180 degrees
finalFovY = Math.min(finalFovY, 0.8*Math.PI);
}
mat4.perspective(projectionMatrix, finalFovY, aspectRatio, CAMERA_NEAR, CAMERA_FAR);
mat4.multiply(projectionViewMatrix, projectionMatrix, viewMatrix);
return projectionViewMatrix;
}
},
count: 36,
instances: COUNT_TOTAL
});
// Animation loop
let lastTime = -1;
regl.frame(({ time }) => {
const timeDelta = lastTime === -1 ? 0 : time - lastTime;
lastTime = time;
regl.clear({ color: CLEAR_COLOR });
for (let i=0; i<COUNT_TOTAL; i++) {
const speed = rotationSpeeds[i];
let angle = angles[i] + speed*timeDelta;
if (angle > TAU) {
angle -= TAU;
}
angles[i] = angle;
}
angleBuffer.subdata(angles);
draw();
});
//////////////////
// DATA HELPERS //
//////////////////
function getCubeVertices() {
const ltf = [-1, 1, 1];
const ltb = [-1, 1, -1];
const lbf = [-1, -1, 1];
const lbb = [-1, -1, -1];
const rtf = [1, 1, 1];
const rtb = [1, 1, -1];
const rbf = [1, -1, 1];
const rbb = [1, -1, -1];
return [
// top
ltf, ltb, rtb,
rtb, rtf, ltf,
// bottom
lbb, lbf, rbf,
rbf, rbb, lbb,
// left
ltb, ltf, lbb,
lbb, ltf, lbf,
// right
rbf, rtf, rtb,
rtb, rbb, rbf,
// front
lbf, ltf, rtf,
rtf, rbf, lbf,
// back
rtb, ltb, lbb,
lbb, rbb, rtb
];
}
function getCubeNormals() {
const up = [0, 1, 0];
const down = [0, -1, 0];
const left = [-1, 0, 0];
const right = [1, 0, 0];
const front = [0, 0, 1];
const back = [0, 0, -1];
return [
// top
up, up, up, up, up, up,
// bottom
down, down, down, down, down, down,
// left
left, left, left, left, left, left,
// right
right, right, right, right, right, right,
// front
front, front, front, front, front, front,
// back
back, back, back, back, back, back
];
}
Also see: Tab Triggers