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<!-- For @sableRaph's weekly creative coding challenge (https://twitter.com/sableRaph) #WCCChallenge.
The theme this week was 'Obscure.'
Come join the discord https://discord.gg/5nQDqKGuY4
IDK, im obscuring a picture of the most obscure bird I could find wirh a shader built around a pic of the least obscure bird.
Obscure buddy is a SOUTH PHILIPPINE DWARF KINGFISHER.
-->
<div id="shader"></div>
<script id="vertex" type="x-shader/x-vertex">
varying vec2 vUv;
void main() { gl_Position = vec4(position, 1.0);
vUv = uv;
}
</script>
<script id="fragment" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
uniform sampler2D uTexture;
const float PI = 3.1415926535897932384626433832795;
const float TAU = PI * 2.;
const float HALF_PI = PI * .5;
void coswarp(inout vec3 trip, float warpsScale ){
trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25));
trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25));
trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25));
}
// Classic Perlin 2D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec2 P){
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 *
vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
vec2 rotate2D (vec2 _st, float _angle) {
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) {
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
vec2(cos(rotation),sin(rotation))
);
uv -= pivot;
uv= uv*rotation_matrix;
uv += pivot;
return uv;
}
vec2 getRadialUv(vec2 uv)
{
float angle = atan(uv.x, - uv.y);
angle = abs(angle);
vec2 radialUv = vec2(0.0);
radialUv.x = angle / (PI * 2.0) + 0.5;
radialUv.y = 1.0 - pow(1.0 - length(uv), 4.0);
return radialUv;
}
void main() {
vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5;
float vTime = u_time * .5 ;
float t = (u_time * .25) + length(uv -.5) ;
vec2 rote = rotateUV(uv, vec2(.5), PI * vTime * .05);
vec2 roteC = rotateUV(uv, vec2(.5), -PI * vTime * .05);
uv.x += cnoise(rote * 1.);
uv.y += cnoise(roteC);
vec3 color2 = vec3(rote.x, rote.y, 1.);
coswarp(color2, 3.);
coswarp(color2, 3.);
float alpha = color2.r;
vec4 tex = texture2D(uTexture, uv);
vec3 color = vec3(tex.rgb);
gl_FragColor = vec4(vec3(color.r, color.g, color.b), alpha);
}
</script>
*{ margin: 0px;}
body {
background-image: url("https://cdn.shopify.com/s/files/1/1317/9597/files/Webp.net-resizeimage-8-3_480x480.jpg?v=1623748435");
background-color: #cccccc;
background-repeat: no-repeat;
background-size: cover;
}
let camera, scene, renderer, clock;
let uniforms;
function init() {
const container = document.getElementById("shader");
clock = new THREE.Clock();
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
const geometry = new THREE.PlaneBufferGeometry(2, 2);
const texture = new THREE.TextureLoader().load( 'https://upload.wikimedia.org/wikipedia/commons/8/84/Male_and_female_chicken_sitting_together.jpg' );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
uTexture: {
value: texture
}
};
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader: document.getElementById("vertex").textContent,
fragmentShader: document.getElementById("fragment").textContent
});
material.transparent = true
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);
onWindowResize();
window.addEventListener("resize", onWindowResize);
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function render() {
uniforms.u_time.value = clock.getElapsedTime();
renderer.render(scene, camera);
}
function animate() {
render();
requestAnimationFrame(animate);
}
init();
animate();
Also see: Tab Triggers