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<script src="https://kit.fontawesome.com/48764efa36.js" crossorigin="anonymous"></script>
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Source+Sans+Pro:wght@300;400;600&display=swap" rel="stylesheet">
<h1>Select Your Path</h1>
<div id="album-rotator">
<div id="album-rotator-holder">
<a target="_top" class="album-item" href="https://twitter.com/smpnjn">
</a>
</div>
</div>
<script id="noise" type="x-shader/x-fragment">
#define NUM_OCTAVES 5
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 rand(float n){return fract(sin(n) * 43758.5453123);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
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); // Avoid truncation effects in permutation
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);
}
const mat2 m2 = mat2(0.8,-0.6,0.6,0.8);
#define NB_OCTAVES 8
#define LACUNARITY 10.0
#define GAIN 0.5
float fbm(in vec2 p) {
float total = 0.0,
frequency = 1.0,
amplitude = 1.0;
for (int i = 0; i < NB_OCTAVES; i++) {
total += snoise(p * frequency) * amplitude;
frequency *= LACUNARITY;
amplitude *= GAIN;
}
return total;
}
</script>
<script id="vertex" type="x-shader/x-fragment">
uniform float u_time;
uniform float u_height;
uniform vec2 u_rand;
float xDistortion;
float yDistortion;
varying float vDistortion;
varying vec2 vUv;
void main() {
vUv = uv;
vDistortion = snoise(vUv.xx * 3. - vec2(u_time / u_rand.x, u_time / u_rand.x) + cos(vUv.yy) * u_rand.y) * u_height;
xDistortion = snoise(vUv.xx * 1.) * u_height * u_rand.x / 10.;
vec3 pos = position;
pos.z += (vDistortion * 55.);
pos.x += (xDistortion * 55.);
pos.y += (sin(vUv.y) * 55.);
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
</script>
<script id="fragment" type="x-shader/x-fragment">
vec3 rgb(float r, float g, float b) {
return vec3(r / 255., g / 255., b / 255.);
}
vec3 rgb(float c) {
return vec3(c / 255., c / 255., c / 255.);
}
uniform vec3 u_lowColor;
uniform vec3 u_highColor;
uniform float u_time;
varying vec2 vUv;
varying float vDistortion;
varying float xDistortion;
void main() {
vec3 highColor = rgb(u_highColor.r, u_highColor.g, u_highColor.b);
vec3 colorMap = rgb(u_lowColor.r, u_lowColor.g, u_lowColor.b);
colorMap = mix(colorMap, highColor, vDistortion);
gl_FragColor = vec4(colorMap, 1.);
}
</script>
body {
padding: 0;
margin: 0;
background: radial-gradient(circle at top left, #161231, #161231);
font-family: "Source Sans Pro", -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
padding: 4rem;
}
#album-rotator {
width: 1000px;
float: left;
white-space: nowrap;
overflow: hidden;
position: relative;
word-break: keep-all;
padding: 2rem 0;
}
#album-rotator-holder {
position: relative;
user-select: none;
will-change: transform;
}
.album-item {
word-break: keep-all;
background: black;
box-shadow: 0 2px 30px rgba(0,0,0,0.5);
position: relative;
width: 500px;
user-drag: none;
height: 1000px;
user-select: none;
border-radius: 10px;
white-space: nowrap;
display: inline-block;
margin: 0 3rem 0 0;
transition: all 0.2s ease-out;
transform: scale(1);
}
.subtext {
font-size: 1.1167rem;
position: absolute;
bottom: 0;
left: 0;
padding: 1.25rem 1rem;
width: 100%;
white-space: initial;
letter-spacing: 0;
box-sizing: border-box;
font-weight: 400;
}
.icon {
font-size: 1rem;
line-height: 1rem;
display: block;
padding: 0 0 0.5rem 0;
}
canvas {
position: absolute;
top: 0;
left: 0;
}
h1 {
font-size: 2.5rem;
color: white;
margin: 0;
font-weight: 600;
text-shadow: 0 2px 10px rgba(0,0,0,0.2);
}
import * as THREE from 'https://cdn.skypack.dev/three@v0.122.0';
// Helper functions
const rgb = function(r, g, b) {
return new THREE.Vector3(r, g, b);
}
const loader = function(path, texture) {
return new Promise((resolve, reject) => {
let loader = new THREE.FileLoader();
if(typeof texture !== "undefined") {
loader = new THREE.TextureLoader();
}
loader.load(path, (item) => resolve(item));
})
}
const randomInteger = function(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// -- End Helper Functions
const config = {
individualItem: '.album-item', // class of individual item
carouselWidth: 1000, // in px
carouselId: '#album-rotator', // carousel selector
carouselHolderId: '#album-rotator-holder', // carousel should be <div id="carouselId"><div id="carouselHolderId">{items}</div></div>
colors: [
// Define colors for each item. If more items than colors, then first color will be used as default
// Format { low: rgb(), high: rgb() for each color }
{ low: rgb(0, 114, 255), high: rgb(48, 0, 255) },
{ low: rgb(236, 166, 15), high: rgb(233, 104, 0) },
{ low: rgb(43, 75, 235), high: rgb(213, 51, 248) },
{ low: rgb(175, 49, 49), high: rgb(123, 16, 16) }
]
}
// Async function for generating webGL waves
const createWave = async function(selector, colors) {
if(document.querySelectorAll(selector) !== null && document.querySelectorAll(selector).length > 0) {
// Import all the fragment and vertex shaders
const noise = document.getElementById('noise').textContent;
const fragment = document.getElementById('fragment').textContent
const vertex =document.getElementById('vertex').textContent
let i = 0;
// For each of the selector elements
document.querySelectorAll(selector).forEach(function(item) {
// Create a renderer
const newCanvas = document.createElement('canvas');
newCanvas.id = `canvas-${i}`;
item.appendChild(newCanvas);
const renderer = new THREE.WebGLRenderer({
powerPreference: "high-performance",
antialias: true,
alpha: true,
canvas: document.getElementById(`canvas-${i}`)
});
// Get el width and height
const elWidth = parseFloat(window.getComputedStyle(item).width);
const elHeight = parseFloat(window.getComputedStyle(item).height);
// Set sizes and set scene/camera
renderer.setSize( elWidth, elHeight );
renderer.setPixelRatio( window.devicePixelRatio );
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, elWidth / elHeight, 0.1, 1000 );
// Check on colors to use
let high = colors[0].high;
let low = colors[0].low;
if(typeof colors[i] !== "undefined") {
high = colors[i].high;
low = colors[i].low;
++i;
}
// And use the high color for the subtext.
if(item.querySelector('.subtext') !== null) {
item.querySelector('.subtext').style.background = `rgba(${high.x},${high.y},${high.z},0.75)`;
}
// Create a plane, and pass that through to our shaders
let geometry = new THREE.PlaneGeometry(600, 600, 100, 100);
let material = new THREE.ShaderMaterial({
uniforms: {
u_lowColor: {type: 'v3', value: low },
u_highColor: {type: 'v3', value: high },
u_time: {type: 'f', value: 0},
u_height: {type: 'f', value: 1},
u_rand: {type: 'f', value: new THREE.Vector2(randomInteger(6, 10), randomInteger(8, 10)) }
},
fragmentShader: noise + fragment,
vertexShader: noise + vertex,
});
// Create the mesh and position appropriately
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 0, -300);
mesh.material.needsUpdate = true;
scene.add(mesh);
// On hover effects for each item
let enterTimer, exitTimer;
item.addEventListener('mouseenter', function(e) {
if(typeof exitTimer !== "undefined") {
clearTimeout(exitTimer);
}
enterTimer = setInterval(function() {
if(mesh.material.uniforms.u_height.value >= 0.5) {
mesh.material.uniforms.u_height.value -= 0.05;
} else {
clearTimeout(enterTimer);
}
}, 10);
});
item.addEventListener('mouseleave', function(e) {
if(typeof enterTimer !== "undefined") {
clearTimeout(enterTimer);
}
exitTimer = setInterval(function() {
if(mesh.material.uniforms.u_height.value < 1) {
mesh.material.uniforms.u_height.value += 0.05;
} else {
clearTimeout(exitTimer);
}
}, 10);
});
// Render
renderer.render( scene, camera );
let t = 0;
// Animate
const animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
mesh.material.uniforms.u_time.value = t;
t = t + 0.02;
};
animate();
});
}
}
document.addEventListener("DOMContentLoaded", function(e) {
createWave(config.individualItem, config.colors);
// Get items
const el = document.querySelector(config.individualItem);
const elWidth = parseFloat(window.getComputedStyle(el).width) + parseFloat(window.getComputedStyle(el).marginLeft) + parseFloat(window.getComputedStyle(el).marginRight);
// Track carousel
let mousedown = false;
let movement = false;
let initialPosition = 0;
let selectedItem;
let currentDelta = 0;
document.querySelectorAll(config.carouselId).forEach(function(item) {
item.style.width = `${config.carouselWidth}px`;
});
document.querySelectorAll(config.carouselId).forEach(function(item) {
item.addEventListener('pointerdown', function(e) {
mousedown = true;
selectedItem = item;
initialPosition = e.pageX;
currentDelta = parseFloat(item.querySelector(config.carouselHolderId).style.transform.split('translateX(')[1]) || 0;
});
});
const scrollCarousel = function(change, currentDelta, selectedItem) {
let numberThatFit = Math.floor(config.carouselWidth / elWidth);
let newDelta = currentDelta + change;
let elLength = selectedItem.querySelectorAll(config.individualItem).length - numberThatFit;
if(newDelta <= 0 && newDelta >= -elWidth * elLength) {
selectedItem.querySelector(config.carouselHolderId).style.transform = `translateX(${newDelta}px)`;
} else {
if(newDelta <= -elWidth * elLength) {
selectedItem.querySelector(config.carouselHolderId).style.transform = `translateX(${-elWidth * elLength}px)`;
} else if(newDelta >= 0) {
selectedItem.querySelector(config.carouselHolderId).style.transform = `translateX(0px)`;
}
}
}
document.body.addEventListener('pointermove', function(e) {
if(mousedown == true && typeof selectedItem !== "undefined") {
let change = -(initialPosition - e.pageX);
scrollCarousel(change, currentDelta, document.body);
document.querySelectorAll(`${config.carouselId} a`).forEach(function(item) {
item.style.pointerEvents = 'none';
});
movement = true;
}
});
['pointerup', 'mouseleave'].forEach(function(item) {
document.body.addEventListener(item, function(e) {
selectedItem = undefined;
movement = false;
document.querySelectorAll(`${config.carouselId} a`).forEach(function(item) {
item.style.pointerEvents = 'all';
});
});
});
document.querySelectorAll(config.carouselId).forEach(function(item) {
let trigger = 0;
item.addEventListener('wheel', function(e) {
if(trigger !== 1) {
++trigger;
} else {
let change = e.deltaX * -3;
let currentDelta = parseFloat(item.querySelector(config.carouselHolderId).style.transform.split('translateX(')[1]) || 0;
scrollCarousel(change, currentDelta, item);
trigger = 0;
}
e.preventDefault();
e.stopImmediatePropagation();
return false;
});
});
});
Also see: Tab Triggers