<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@v0.173.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@v0.173.0/examples/jsm/"
}
}
</script>
<div id="courses"><a href="https://niklever.com/courses" target="_blank">niklever.com/courses</a></div>
body {
padding: 0;
margin: 0;
}
#courses {
font: bold 30px "Arial";
position: fixed;
left: 20px;
top: 20px;
color: #ffffff;
text-decoration: none;
}
a:link {
color: white;
text-decoration: none;
}
a:hover {
color: #dddd33;
text-decoration: underline;
}
a:visited {
color: white;
text-decoration: none;
}
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, clock, mesh, uniforms;
const vertexShader = `
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
const fragmentShader = `
varying vec2 vUv;
uniform float uTime;
uniform float uContrast;
uniform float uBrightness;
uniform float uFrequency;
uniform vec3 uPhase;
uniform int uCount;
float mandelbrot( vec2 c )
{
float c2 = dot(c, c);
// skip computation inside M1 - https://iquilezles.org/articles/mset1bulb
if( 256.0*c2*c2 - 96.0*c2 + 32.0*c.x - 3.0 < 0.0 ) return 0.0;
// skip computation inside M2 - https://iquilezles.org/articles/mset2bulb
if( 16.0*(c2+2.0*c.x+1.0) - 1.0 < 0.0 ) return 0.0;
float B = float(uCount);
float n = 0.0;
vec2 z = vec2(0.0);
for( int i=0; i<uCount; i++ )
{
z = vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ) + c;
if( dot(z,z)>B ) break;
n += 1.0;
}
if( n>float(uCount - 1) ) return 0.0;
// ------------------------------------------------------
// optimized smooth interation count
float sn = n - log2(log2(dot(z,z))) + 4.0;
return sn;
}
void main( )
{
vec3 col = vec3(0.0);
int AA = 2;
float AAsq = float(AA*AA);
for( int m=0; m<AA; m++ ){
for( int n=0; n<AA; n++ )
{
vec2 p = (-1.0 + 2.0*(vUv+vec2(float(m) * 0.001,float(n) * 0.001)/float(AA)));
float w = float(AA*m+n);
float time = uTime + 0.5*(1.0/24.0)*w/AAsq;
float zoo = 0.72 + 0.28*cos(.09*time);
float theta = 0.05*(1.0-zoo)*time;
float coa = cos( theta );
float sia = sin( theta );
zoo = pow( zoo, 8.0);
vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
//vec2 c = vec2(-.745,.186) + xy*zoo;
vec2 c = vec2(-0.720,-0.26) + xy*zoo;
float l = mandelbrot(c);
//color(t) = a + b ⋅ cos[ 2π(c⋅t+d)]
//a: contrast
//b: brightness
//c: frequency
//d: phase
col += (l<0.5) ? vec3(0.0,0.0,0.0) :
uContrast + uBrightness*cos( 6.28*(uFrequency*(l/float(uCount)) + uPhase) );
}
}
col /= AAsq;
gl_FragColor = vec4( col, 1.0 );
}
`;
init();
function init() {
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x0561a0 );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 40 );
camera.position.set( 0, 0, 1.4 );
uniforms = {
uTime: { value: 0 },
uCount: { value: 100 },
uPhase: { value: new THREE.Vector3( 0.1, 0.8, 1.0 ) },
uContrast: { value: 0.746 },
uBrightness: { value: 0.402 },
uFrequency: { value: 4.1 }
}
const geometry = new THREE.PlaneGeometry( );
const material = new THREE.ShaderMaterial({
fragmentShader,
vertexShader,
uniforms
})
mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
const options = {
phase: 0x978672
}
const color = new THREE.Color(options.phase);
uniforms.uPhase.value.set( color.r, color.g, color.b );
const gui = new GUI();
gui.add( uniforms.uCount, 'value', 10, 512, 1 ).name( 'count' );
gui.add( uniforms.uContrast, 'value', 0, 2 ).name( 'contrast' );
gui.add( uniforms.uBrightness, 'value', 0, 2 ).name( 'brightness' );
gui.add( uniforms.uFrequency, 'value', 0, 10).name( 'frequency' );
gui.addColor( options, 'phase' ).onChange( value => {
color.setHex( value );
uniforms.uPhase.value.set( color.r, color.g, color.b );
} )
renderer.setAnimationLoop( render );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function render() {
uniforms.uTime.value += clock.getDelta();
renderer.render( scene, camera );
}
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This Pen doesn't use any external JavaScript resources.