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<div class="container">
<canvas id="canvas"></canvas>
<div class="clean-btn">
clean the screen
</div>
</div>
<div class="name">
Click To Add Flowers
</div>
<script type="x-shader/x-fragment" id="fragmentShader">
#define PI 3.14159265359
uniform float u_ratio;
uniform vec2 u_cursor;
uniform float u_stop_time;
uniform float u_clean;
uniform vec2 u_stop_randomizer;
uniform sampler2D u_texture;
varying vec2 vUv;
// --------------------------------
// 2D noise
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float get_flower_shape(vec2 _p, float _pet_n, float _angle, float _outline) {
_angle *= 3.;
_p = vec2(_p.x * cos(_angle) - _p.y * sin(_angle),
_p.x * sin(_angle) + _p.y * cos(_angle));
float a = atan(_p.y, _p.x);
float flower_sectoral_shape = pow(abs(sin(a * _pet_n)), .4) + .25;
vec2 flower_size_range = vec2(.03, .1);
float size = flower_size_range[0] + u_stop_randomizer[0] * flower_size_range[1];
float flower_radial_shape = pow(length(_p) / size, 2.);
flower_radial_shape -= .1 * sin(8. * a); // add noise
flower_radial_shape = max(.1, flower_radial_shape);
flower_radial_shape += smoothstep(0., 0.03, -_p.y + .2 * abs(_p.x));
float grow_time = step(.25, u_stop_time) * pow(u_stop_time, .3);
float flower_shape = 1. - smoothstep(0., flower_sectoral_shape, _outline * flower_radial_shape / grow_time);
flower_shape *= (1. - step(1., grow_time));
return flower_shape;
}
float get_stem_shape(vec2 _p, vec2 _uv, float _w, float _angle) {
_w = max(.004, _w);
float x_offset = _p.y * sin(_angle);
x_offset *= pow(3. * _uv.y, 2.);
_p.x -= x_offset;
// add horizontal noise to the cursor coordinale
float noise_power = .5;
float cursor_horizontal_noise = noise_power * snoise(2. * _uv * u_stop_randomizer[0]);
cursor_horizontal_noise *= pow(dot(_p.y, _p.y), .6);// moise to be zero at cursor
cursor_horizontal_noise *= pow(dot(_uv.y, _uv.y), .3);// moise to be zero at bottom
_p.x += cursor_horizontal_noise;
// vertical line through the cursor point (_p.x)
float left = smoothstep(-_w, 0., _p.x);
float right = 1. - smoothstep(0., _w, _p.x);
float stem_shape = left * right;
// make it grow + don't go up to the cursor point
float grow_time = 1. - smoothstep(0., .2, u_stop_time);
float stem_top_mask = smoothstep(0., pow(grow_time, .5), .03 -_p.y);
stem_shape *= stem_top_mask;
// stop drawing once done
stem_shape *= (1. - step(.17, u_stop_time));
return stem_shape;
}
void main() {
vec3 base = texture2D(u_texture, vUv).xyz;
vec2 uv = vUv;
uv.x *= u_ratio;
vec2 cursor = vUv - u_cursor.xy;
cursor.x *= u_ratio;
vec3 stem_color = vec3(.1 + u_stop_randomizer[0] * .6, .6, .2);
vec3 flower_color = vec3(.6 + .5 * u_stop_randomizer[1], .1, .9 - .5 * u_stop_randomizer[1]);
float angle = .5 * (u_stop_randomizer[0] - .5);
float stem_shape = get_stem_shape(cursor, uv, .003, angle);
stem_shape += get_stem_shape(cursor + vec2(0., .2 + .5 * u_stop_randomizer[0]), uv, .003, angle);
float stem_mask = 1. - get_stem_shape(cursor, uv, .004, angle);
stem_mask -= get_stem_shape(cursor + vec2(0., .2 + .5 * u_stop_randomizer[0]), uv, .004, angle);
float petals_back_number = 1. + floor(u_stop_randomizer[0] * 2.);
float angle_offset = -(2. * step(0., angle) - 1.) * .1 * u_stop_time;
float flower_back_shape = get_flower_shape(cursor, petals_back_number, angle + angle_offset, 1.5);
float flower_back_mask = 1. - get_flower_shape(cursor, petals_back_number, angle + angle_offset, 1.6);
float petals_front_number = 2. + floor(u_stop_randomizer[1] * 2.);
float flower_front_shape = get_flower_shape(cursor, petals_front_number, angle, 1.);
float flower_front_mask = 1. - get_flower_shape(cursor, petals_front_number, angle, .95);
vec3 color = base;
color *= stem_mask;
color *= flower_back_mask;
color *= flower_front_mask;
color += (stem_shape * stem_color);
color += (flower_back_shape * (flower_color + vec3(0., .8 * u_stop_time, 0.)));
color += (flower_front_shape * flower_color);
color.r *= 1. - (.5 * flower_back_shape * flower_front_shape);
color.b *= 1. - (flower_back_shape * flower_front_shape);
color *= u_clean;
gl_FragColor = vec4(color, 1.);
}
</script>
<script type="x-shader/x-vertex" id="vertexShader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.);
}
</script>
html, body {
overflow: hidden;
padding: 0;
margin: 0;
}
.container {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100vh;
display: flex;
flex-direction: column-reverse;
align-items: start;
}
.clean-btn {
z-index: 1;
font-family: sans-serif;
font-size: 15px;
color: white;
text-shadow: 0 0 10px #000000;
user-select: none;
padding: 0 0 15px 25px;
cursor: pointer;
text-decoration: underline;
opacity: .5;
}
canvas {
position: absolute;
top: 0;
left: 0;
display: block;
}
.name {
position: fixed;
top: 50%;
left: 50%;
width: 100%;
transform: translate(-50%, -50%);
color: white;
text-align: center;
font-size: 4vw;
text-shadow: 0 0 5px #000000;
user-select: none;
pointer-events: none;
}
@media all and (min-width: 640px) {
.name {
font-size: 45px
}
}
import * as THREE from "https://cdn.skypack.dev/three@0.133.1/build/three.module";
const canvasEl = document.querySelector("#canvas");
const cleanBtn = document.querySelector(".clean-btn");
const pointer = {
x: .66,
y: .3,
clicked: true,
};
// for codepen preview
window.setTimeout(() => {
pointer.x = .75;
pointer.y = .5;
pointer.clicked = true;
}, 700);
let basicMaterial, shaderMaterial;
let renderer = new THREE.WebGLRenderer({
canvas: canvasEl,
alpha: true,
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
let sceneShader = new THREE.Scene();
let sceneBasic = new THREE.Scene();
let camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10);
let clock = new THREE.Clock();
let renderTargets = [
new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight),
new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight)
];
createPlane();
updateSize();
window.addEventListener("resize", () => {
updateSize();
cleanCanvas();
});
render();
let isTouchScreen = false;
window.addEventListener("click", e => {
if (!isTouchScreen) {
pointer.x = e.pageX / window.innerWidth;
pointer.y = e.pageY / window.innerHeight;
pointer.clicked = true;
}
});
window.addEventListener("touchstart", e => {
isTouchScreen = true;
pointer.x = e.targetTouches[0].pageX / window.innerWidth;
pointer.y = e.targetTouches[0].pageY / window.innerHeight;
pointer.clicked = true;
});
cleanBtn.addEventListener("click", cleanCanvas);
function cleanCanvas() {
pointer.vanishCanvas = true;
setTimeout(() => {
pointer.vanishCanvas = false;
}, 50);
}
function createPlane() {
shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
u_stop_time: {type: "f", value: 0.},
u_stop_randomizer: {type: "v2", value: new THREE.Vector2(Math.random(), Math.random())},
u_cursor: {type: "v2", value: new THREE.Vector2(pointer.x, pointer.y)},
u_ratio: {type: "f", value: window.innerWidth / window.innerHeight},
u_texture: {type: "t", value: null},
u_clean: {type: "f", value: 1.},
},
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent
});
basicMaterial = new THREE.MeshBasicMaterial();
const planeGeometry = new THREE.PlaneGeometry(2, 2);
const planeBasic = new THREE.Mesh(planeGeometry, basicMaterial);
const planeShader = new THREE.Mesh(planeGeometry, shaderMaterial);
sceneBasic.add(planeBasic);
sceneShader.add(planeShader);
}
function render() {
shaderMaterial.uniforms.u_clean.value = pointer.vanishCanvas ? 0 : 1;
shaderMaterial.uniforms.u_texture.value = renderTargets[0].texture;
if (pointer.clicked) {
shaderMaterial.uniforms.u_cursor.value = new THREE.Vector2(pointer.x, 1 - pointer.y);
shaderMaterial.uniforms.u_stop_randomizer.value = new THREE.Vector2(Math.random(), Math.random());
shaderMaterial.uniforms.u_stop_time.value = 0.;
pointer.clicked = false;
}
shaderMaterial.uniforms.u_stop_time.value += clock.getDelta();
renderer.setRenderTarget(renderTargets[1]);
renderer.render(sceneShader, camera);
basicMaterial.map = renderTargets[1].texture;
renderer.setRenderTarget(null);
renderer.render(sceneBasic, camera);
let tmp = renderTargets[0];
renderTargets[0] = renderTargets[1];
renderTargets[1] = tmp;
requestAnimationFrame(render);
}
function updateSize() {
shaderMaterial.uniforms.u_ratio.value = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
}
Also see: Tab Triggers