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<!-- Comment the IFRAME if you wan't to get rid of the SOUNDCLOUD WIDGET API -->
<iframe width="100%" height="58" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/214692735&color=%23ff69b4&auto_play=false&hide_related=true&show_comments=false&show_user=true&show_reposts=false&show_teaser=false"></iframe>
<div id="canvas-wrapper" aria-label="3D Polaroid World"></div>
<div class="toggle toggle--anim p-flex-hzt-center" id="toggle-anim">
<button class="toggle__btn toggle__btn--anim p-text" type="button" data-action="pause" title="pause">||</button>
</div>
<div class="toggle p-flex-hzt-center" id="toggle-color">
<button class="toggle__btn p-text" type="button" data-mode="multicolored" data-active="true">multicolored</button>
<button class="toggle__btn p-text" type="button" data-mode="monochrome">monochrome</button>
</div>
<p class="credit p-text"><a href="https://www.ilithya.rocks/" target="blank" rel="external noopener" class="credit__link">by ilithya.rocks</a></p>
<script id="vertex" type="x-shader/x-vertex">
varying vec3 vUv;
void main() {
vUv = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="frag-pixel" type="x-shader/x-fragment">
// Shader code remix after: Author @patriciogv - 2015
precision highp float;
varying vec3 vUv;
uniform vec2 u_gb;
uniform vec2 u_resolution;
uniform float u_time;
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
void main() {
vec2 st = vUv.xy/u_resolution.xy;
float fr = 12.;
st *= u_resolution.xy/fr;
vec2 ipos = floor(st);
float c1 = abs(sin(u_time*2.4*random(ipos)));
vec2 gb = u_gb == vec2(1.0, 1.0) ? vec2(c1) : u_gb;
vec3 color = vec3(c1, gb);
gl_FragColor = vec4(color, 1.0);
}
</script>
<script id="frag-lines" type="x-shader/x-fragment">
// Shader code remix after: Author @patriciogv - 2015
precision highp float;
varying vec3 vUv;
uniform vec2 u_gb;
uniform vec2 u_resolution;
uniform float u_time;
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
void main() {
vec2 st = vUv.y/u_resolution.xy;
float fr = 4.;
st *= u_resolution.xy/fr;
vec2 ipos = floor(st);
float c1 = abs(sin(u_time*2.6*random(ipos)));
vec2 gb = u_gb == vec2(1.0, 1.0) ? vec2(c1) : u_gb;
vec3 color = vec3(c1, gb);
gl_FragColor = vec4(color, 1.0);
}
</script>
<script id="frag-halftone" type="x-shader/x-fragment">
precision highp float;
varying vec3 vUv;
uniform vec2 u_gb;
uniform vec2 u_resolution;
uniform float u_time;
// Only random and circle functions by @patriciogv - 2015 - patricio.io
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(.5)-_st;
return smoothstep(1.0-_radius, 1.0-_radius+_radius*0.2, 1.-dot(pos,pos)*3.14*6.);
}
void main() {
vec2 st = vUv.xy/u_resolution.xy;
st *= u_resolution.xy; // Fixes glitch shader bug
float i = 5.5;
vec2 str = st;
str /= i;
vec2 ipos = ceil(str);
float c1 = 1.0-circle(fract(st/i), abs(sin(u_time*3.*random(ipos))));
vec2 gb = u_gb == vec2(1.0, 1.0) ? vec2(c1) : u_gb;
vec3 color = vec3(c1, gb);
gl_FragColor = vec4(color, 1.0);
}
</script>
<script id="frag-mixshaped" type="x-shader/x-fragment">
precision highp float;
varying vec3 vUv;
uniform vec2 u_gb;
uniform vec2 u_resolution;
uniform float u_time;
// Only random and circle functions by @patriciogv - 2015 - patricio.io
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(.5)-_st;
return smoothstep(1.0-_radius, 1.0-_radius+_radius*0.2, 1.-dot(pos,pos)*3.14*5.);
}
void main() {
vec2 st = vUv.xy/u_resolution.xy;
st *= u_resolution.xy;
float i = 12.;
vec2 str = st;
str /= i;
vec2 ipos = ceil(str);
float c1 = 1.0-circle(fract(st/(i*2.)), abs(sin(u_time*3.*random(ipos))));
vec2 gb = u_gb == vec2(1.0, 1.0) ? vec2(c1) : u_gb;
vec3 color = vec3(c1, gb);
gl_FragColor = vec4(color, 1.0);
}
</script>
$c1: hotpink;
$c2: #fffffd; // white
* {
user-select: none;
}
.p-text {
color: $c2;
font-family: Helvetica, Arial, sans-serif;
font-size: 0.55rem;
letter-spacing: 2px;
line-height: 1.5;
text-align: center;
text-transform: lowercase;
-webkit-tap-highlight-color: rgba(0,0,0,0);
}
.p-flex-hzt-center {
display: flex;
justify-content: center;
}
body {
height: 100vh;
background-color: $c1;
margin: 0;
padding: 0;
overflow: hidden;
position: relative;
}
canvas {
cursor: grab;
}
iframe {
width: calc(100% + 112px);
height: 58px;
position: absolute;
top: -6px;
left: -110px;
}
.toggle {
width: 100%;
position: absolute;
bottom: 36px;
left: 0;
z-index: 90;
&--anim {
bottom: 70px;
}
&__btn {
$gap: 5px;
$gap_anim: 2px;
background-color: $c1;
border: 1px solid $c2;
cursor: pointer;
outline: none;
padding: $gap round($gap * 2.2) $gap round($gap * 2.5);
transition: background-color 0.2s ease-in-out;
&--anim {
border-color: $c1;
font-size: 0.8rem;
padding: $gap_anim round($gap_anim * 3) $gap_anim round($gap_anim * 5.8);
&[data-action="pause"] {
padding-right: round($gap_anim * 4.3);
}
}
&:not(.toggle__btn--anim) {
&:last-child {
border-left: 0;
}
}
&[data-active],
&[data-action] {
background-color: $c2;
color: $c1;
font-weight: bold;
}
}
}
.credit {
width: 100%;
position: absolute;
bottom: 5px;
left: 0;
&__link {
color: rgba($c2, 0.6);
padding: 6px 15px 8px;
text-decoration: none;
}
}
/*
* 3D POLAROID WORLD
* Small virtual gallery for my GLSL #anydayshaders on-going experiments.
*
* - Move around the space in all directions by dragging your cursor or dragging with a finger on touch devices.
* - Zoom in/out with mouse wheel or a two fingers gesture in trackpad and touch devices.
* - Press the play/stop button to toggle all animations.
* - Press buttons to change the world's mood: multicolored vs. monochrome black and white <3.
*
* Follow my shader experiments here:
* https://github.com/ilithya/anydayshaders
* https://twitter.com/hashtag/anydayshaders
* https://www.instagram.com/explore/tags/anydayshaders/
*
* For now you can enjoy some music by Deftones while you browse the gallery via the SoundCloud Widget API at the top of your screen — it was recently 20 years of their White Pony album on June 20, 2020:
* https://www.youtube.com/watch?v=XLOKz155aXg
* https://www.deftones.com/
*
* Maybe one day I'll get to showcase my code art in a real gallery with an installation of this form. :D
*
* #055 - #100DaysOfCode
* By ilithya | 2020
* https://www.ilithya.rocks/
* https://twitter.com/ilithya_rocks
*/
// GLOBAL POLAROID FILM
const nearDist = 1;
const farDist = 1400;
const camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
nearDist,
farDist
);
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer({ antialias: true });
const canvasWrapper = document.querySelector("#canvas-wrapper");
const clock = new THREE.Clock();
const tau = 2*Math.PI;
let controls;
const init = () => {
camera.position.set(0, 0, 150);
renderer.setClearColor("hotpink");
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
canvasWrapper.appendChild(renderer.domElement);
};
init();
const updateObjMatrix = (object) => {
object.updateMatrix();
object.matrixAutoUpdate = false;
};
// INSTANT FILM
const iWidth = 170;
const iHeight = iWidth * 1.2;
const iDepth = iWidth / 5;
const filmGeometry = new THREE.BoxBufferGeometry(
iWidth,
iHeight,
iDepth
);
const emissiveLight = "#f9e6de"; // creamy
const materialOptions = {
emissive: emissiveLight,
shininess: 80
};
const filmMaterial = new THREE.MeshPhongMaterial(materialOptions);
// Add light for MeshPhongMaterial to be visible in scene
const spotLight = new THREE.SpotLight('#fffffd', 0.3);
spotLight.position.set(100, 400, 100);
scene.add(spotLight);
// INSTANT FILM PRINTS
const pWidth = iWidth/1.2;
const printGeometry = new THREE.PlaneBufferGeometry(
pWidth,
pWidth,
1
);
const printMaterial = new THREE.MeshBasicMaterial({ color: "#000" });
const Film = function (group) {
this.group = group;
};
let printMesh;
Film.prototype.create = function () {
const iFilm = new THREE.Mesh(filmGeometry, filmMaterial);
printMesh = new THREE.Mesh(printGeometry, printMaterial);
printMesh.position.y = pWidth/10;
printMesh.position.z = iDepth - 15;
updateObjMatrix(printMesh);
this.group.add(iFilm);
this.group.add(printMesh);
};
const addPrintMeshMaterial = (gp, newMat) => gp.children[1].material = newMat;
const vertexShader = document.querySelector("#vertex").textContent;
const fragPixelShader = document.querySelector("#frag-pixel").textContent;
const fragLinesShader = document.querySelector("#frag-lines").textContent;
const fragHalftoneShader = document.querySelector("#frag-halftone").textContent;
const fragMixshapedShader = document.querySelector("#frag-mixshaped").textContent;
const instantGroup = new THREE.Group();
const uniformMulti = { type: "v2", value: new THREE.Vector2(0.52, 0.75) };
const uniformMono = { type: "v2", value: new THREE.Vector2(1.0, 1.0) };
const uniforms = {
u_gb: uniformMulti,
u_resolution: { type: "v2", value: new THREE.Vector2(1.0, 1.0) },
u_time: { type: "f", value: 1.0 },
};
const setShaderMaterial = (fragShader) => new THREE.ShaderMaterial({
uniforms,
fragmentShader: fragShader,
vertexShader,
});
const pixelPolaroid = setShaderMaterial(fragPixelShader);
const linesPolaroid = setShaderMaterial(fragLinesShader);
const halftonePolaroid = setShaderMaterial(fragHalftoneShader);
const mixshapedPolaroid = setShaderMaterial(fragMixshapedShader);
const filmGroup_01 = new THREE.Group();
const film_01 = new Film(filmGroup_01);
film_01.create();
addPrintMeshMaterial(filmGroup_01, pixelPolaroid);
instantGroup.add(filmGroup_01);
const filmGroup_02 = new THREE.Group();
const film_02 = new Film(filmGroup_02);
filmGroup_02.position.z = iWidth*1.5;
filmGroup_02.position.x = iWidth*1.5;
filmGroup_02.rotation.y = tau/-4;
updateObjMatrix(filmGroup_02);
film_02.create();
addPrintMeshMaterial(filmGroup_02, linesPolaroid);
instantGroup.add(filmGroup_02);
const filmGroup_03 = new THREE.Group();
const film_03 = new Film(filmGroup_03);
filmGroup_03.position.z = iWidth*1.5;
filmGroup_03.position.x = iWidth*-1.5;
filmGroup_03.rotation.y = tau/4;
updateObjMatrix(filmGroup_03);
film_03.create();
addPrintMeshMaterial(filmGroup_03, halftonePolaroid);
instantGroup.add(filmGroup_03);
const filmGroup_04 = new THREE.Group();
const film_04 = new Film(filmGroup_04);
filmGroup_04.position.z = iWidth*3;
filmGroup_04.rotation.y = tau/2;
updateObjMatrix(filmGroup_04);
film_04.create();
addPrintMeshMaterial(filmGroup_04, mixshapedPolaroid);
instantGroup.add(filmGroup_04);
instantGroup.position.z = iWidth*-1.5;
scene.add(instantGroup);
// 3D CONFETTI
const confettiGroup = new THREE.Group();
const radius = 3.5;
const triangleGeom = new THREE.TetrahedronBufferGeometry(radius);
const triangleMat = new THREE.MeshNormalMaterial();
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
const randomizeMatrix = (matrix) => {
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3();
const d = nearDist * 340;
const d2 = d * 2;
position.x = Math.random() * d2 - d;
position.y = Math.random() * d2 - d;
position.z = Math.random() * d2 - d;
rotation.x = Math.random() * tau;
rotation.y = Math.random() * tau;
rotation.z = Math.random() * tau;
quaternion.setFromEuler(rotation);
scale.x = scale.y = scale.z = getRandomArbitrary(0.7, 1);
matrix.compose(position, quaternion, scale);
};
const matrix = new THREE.Matrix4();
const count = Math.round(Math.max(window.innerWidth, window.innerHeight) / 8);
const deco = new THREE.InstancedMesh(triangleGeom, triangleMat, count);
for (let i = 0; i < count; i++) {
randomizeMatrix(matrix);
deco.setMatrixAt(i, matrix);
}
confettiGroup.add(deco);
scene.add(confettiGroup);
// WORLD COLOR & ANIMATION TOGGLE
let IS_ANIMATED = true;
const toggle = {
btnAnim: document.querySelector("#toggle-anim button"),
btnColor: document.querySelectorAll("#toggle-color button"),
updateMaterial(mode) {
const toggleMaterial =
mode === "monochrome" ? uniformMono : uniformMulti;
printMesh.material.uniforms.u_gb = toggleMaterial;
printMesh.material.uniformsNeedUpdate = true;
},
checkActiveBtnColor() {
this.btnColor.forEach((el) => {
el.addEventListener("click", (e) => {
e.preventDefault();
const target = e.currentTarget;
this.btnColor.forEach((l) => delete l.dataset.active);
target.dataset.active = true;
this.updateMaterial(target.dataset.mode);
});
});
},
checkActiveBtnAnim() {
this.btnAnim.addEventListener("click", (e) => {
e.preventDefault();
const target = e.currentTarget;
const txtPlay = `play`;
const txtPause = `pause`;
const iconPlay = `►`;
const iconPause = `||`;
function setBtnData(btn, icon) {
target.dataset.action = btn;
target.title = btn;
target.textContent = icon;
}
if (target.dataset.action === 'pause') {
setBtnData(txtPlay, iconPlay);
IS_ANIMATED = false;
} else {
setBtnData(txtPause, iconPause);
IS_ANIMATED = true;
}
});
}
};
toggle.checkActiveBtnColor();
toggle.checkActiveBtnAnim();
// SCREEN RESIZE
const onWindowResize = () => {
const w = window.innerWidth;
const h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
};
window.addEventListener("resize", onWindowResize);
// CONSTROLS INTERACTION
const createControls = () => {
// Make sure to run controls outside render function
controls = new THREE.OrbitControls(camera, renderer.domElement);
// If controls autoRotate is true, update controls during render
controls.autoRotateSpeed = 3.0;
controls.enableDamping = true;
controls.dampingFactor = 0.15;
controls.enableZoom = true;
controls.minDistance = 0;
controls.maxDistance = 750;
controls.keyPanSpeed = 30;
};
createControls();
// CREATE ANIMATIONS
const createAnimShaders = () => {
if (IS_ANIMATED) {
uniforms.u_time.value = clock.getElapsedTime();
}
};
const pos = 550;
confettiGroup.position.y = pos;
const createAnimConfetti = () => {
if (IS_ANIMATED) {
const time = 0.5;
let speed = time + Math.random() * time;
confettiGroup.position.y -= speed;
if (confettiGroup.position.y < -pos) {
confettiGroup.rotation.x = tau;
confettiGroup.position.y = pos;
speed = 0;
}
}
};
// RENDER 3D WORLD
const render = () => {
createAnimShaders();
createAnimConfetti();
controls.autoRotate = IS_ANIMATED ? true : false;
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(render);
};
render();
Also see: Tab Triggers