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<canvas id="distortion" height="600" width="600"></canvas>
<script type="text/javascript" src="https://raw.githubusercontent.com/kjj6198/webgl/master/dist/distortion-bundle.js"></script>
/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ exports: {},
/******/ id: moduleId,
/******/ loaded: false
/******/ };
/******/
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/
/******/ // Flag the module as loaded
/******/ module.loaded = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
/******/
/******/ // Load entry module and return exports
/******/ return __webpack_require__(0);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ function(module, exports, __webpack_require__) {
'use strict';
var _distortion = __webpack_require__(1);
var _distortion2 = _interopRequireDefault(_distortion);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
(0, _distortion2.default)(document.querySelector('#distortion'), 'https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSyZr2LzZi9LX-xgb4ctGwKM3t0bSJKzElnZ2zvjDOoysadwE3csQ');
/***/ },
/* 1 */
/***/ function(module, exports, __webpack_require__) {
'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = distortion;
var _webgl = __webpack_require__(2);
var WebGL = _interopRequireWildcard(_webgl);
var _distoration = __webpack_require__(3);
var _distoration2 = _interopRequireDefault(_distoration);
var _vertex = __webpack_require__(4);
var _vertex2 = _interopRequireDefault(_vertex);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }
function distortion(canvas, imageURL) {
var gl = WebGL.initGL(canvas);
var program = WebGL.createProgram(gl, _vertex2.default, _distoration2.default);
var time = gl.getUniformLocation(program, 'u_time');
var resolution = gl.getUniformLocation(program, 'u_resolution');
gl.uniform2f(resolution, canvas.width, canvas.height);
var textureCoords = gl.getAttribLocation(program, 'a_textureCoords');
var position = gl.getAttribLocation(program, 'a_position');
var pointSize = gl.getAttribLocation(program, 'a_pointSize');
var textures = [0, 0, 1, 0, 0, 1, 1, 1];
var vertices = [-0.8, -0.8, 0.8, -0.8, -0.8, 0.8, 0.8, 0.8];
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textures), gl.STATIC_DRAW);
gl.enableVertexAttribArray(textureCoords);
gl.vertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 4);
var bindLoadedImage = function bindLoadedImage(gl) {
return function (img) {
WebGL.createTexture(gl, img);
draw(0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
};
WebGL.loadImage(imageURL, bindLoadedImage(gl));
var curTime = 0;
var lastTime = 0;
function draw(elapsed) {
requestAnimationFrame(draw);
var delta = elapsed - lastTime;
lastTime = elapsed;
var step = delta / (1000 / 60);
curTime += step;
gl.uniform1f(time, curTime);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
} /*
* [TODO] make this function more reusable.
* you can extract it to interface like createProgram
* combine program... etc.
*/
/***/ },
/* 2 */
/***/ function(module, exports) {
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.getContext = getContext;
exports.initGL = initGL;
exports.createShader = createShader;
exports.createProgram = createProgram;
exports.createTexture = createTexture;
exports.loadImage = loadImage;
function getContext(canvas) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var contexts = ["webgl", "experimental-webgl"];
var context = null;
contexts.some(function (name) {
try {
context = canvas.getContext(name, options);
} catch (e) {};
return context != null;
});
if (context == null) {
document.body.classList.add("no-webgl");
}
return context;
}
function initGL(canvas) {
var gl = getContext(canvas);
// const width = window.innerWidth;
// const height = window.innerHeight;
// canvas.width = width;
// canvas.height = height;
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 1, 1, 1);
// window.addEventListener('resize', function() {
// gl.viewport(0,0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// });
return gl;
}
function createShader(gl, type, shaderScript) {
var shader;
switch (type) {
case 'fragment':
shader = gl.createShader(gl.FRAGMENT_SHADER);
break;
case 'vertex':
shader = gl.createShader(gl.VERTEX_SHADER);
break;
}
gl.shaderSource(shader, shaderScript);
gl.compileShader(shader);
return shader;
}
function createProgram(gl, vertexScript, fragScript) {
var vertexShader = createShader(gl, 'vertex', vertexScript);
var fragShader = createShader(gl, 'fragment', fragScript);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragShader);
gl.linkProgram(program);
gl.useProgram(program);
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
console.info('current program linked status:', linked);
if (!linked) {
var lastError = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
return null;
}
return program;
}
function createTexture(gl, source) {
var wrap = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null;
if (wrap == null) wrap = gl.CLAMP_TO_EDGE;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
return texture;
}
function loadImage(src, imageLoadedFunc) {
var img = new Image();
img.addEventListener('load', function () {
imageLoadedFunc.call(this, img);
});
img.crossOrigin = '';
img.src = src;
}
/***/ },
/* 3 */
/***/ function(module, exports) {
module.exports = "precision mediump float;\n\nvarying vec2 v_textureCoords;\n\nuniform float u_time; // pass time to animate.\nuniform sampler2D u_sampler;\nuniform vec2 u_resolution;\n\n\nvec2 pixel() {\n return 1.0 / u_resolution;\n}\n\n// make position distortion by sin func.\nfloat distortion(float point,float freq, float speed) {\n return sin(point * freq + ((3.1415/2.0) * u_time * speed));\n}\n\nvec2 distortions(vec2 pos) {\n\tvec2 intensity = vec2(2.0,1.0) * pixel();\n\n vec2 waves = vec2(\n distortion(pos.y,190.0,0.35),\n distortion(pos.x,100.0,0.4)\n );\n\n return pos + (waves * intensity * 1.0);\n}\n\nvoid main() {\n\tvec2 distortions = distortions(v_textureCoords);\n\n\tvec4 testColor = vec4(1.0,0.0,0.0,1.0);\n\n\tgl_FragColor = texture2D(u_sampler, vec2(distortions.x, v_textureCoords.y));\n}"
/***/ },
/* 4 */
/***/ function(module, exports) {
module.exports = "attribute vec2 a_textureCoords;\nattribute vec4 a_position;\n\nvarying vec2 v_textureCoords;\n\nattribute float a_pointSize;\n\n// convert position to mapping -1 ~ 1\n// vec2 convertCoords(vec2 position, vec2 resolution) {\n// \tvec2 toOne = (position / resolution) * 2.0;\n// \tvec2 clipSpace = toOne - 1.0;\n\n// \treturn clipSpace;\n// }\n\nvoid main() {\n\t// vec2 converted = convertCoords(a_position, u_resolution);\n\t\n\tgl_Position = a_position;\n\tgl_PointSize = 10.0;\n\n\tv_textureCoords = a_textureCoords;\n}"
/***/ }
/******/ ]);
//# sourceMappingURL=distortion-bundle.js.map
Also see: Tab Triggers