- Dapatkan pautan
- E-mel
- Apl Lain
Kalau bolehlah divisualkan rasa kopi yang betul-betul 'kaw' ketika bersarapan pagi atau minum pada waktu rehat .. mungkin begini gambarannya.
HTML view ▼
Demo (di paparan mudah alih, skrol di tepi)
HTML view ▼
<div class="labu">
<canvas id="canvas"></canvas>
</div>
<style>
.labu * {
box-sizing: border-box;
}
.labu {
margin: 0;
width: 100%;
overflow: hidden;
background:
repeating-radial-gradient(
circle at center,
#444 0 10%,
#111 10% 20%
);
touch-action: none;
}
canvas {
width: 100%;
max-height: 100vh;
object-fit: contain;
}
</style>
<script>
const canvas = window.canvas
const gl = canvas.getContext('webgl2')
const dpr = window.devicePixelRatio
const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0., 1.);
}
`/* tanda */
const fragmentSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
out vec4 fragColor;
uniform vec2 resolution;
uniform float time;
#define S smoothstep
#define T .112358+time
float rnd(vec2 p) {
return fract(
sin(
dot(
p,
vec2(12.9898, 78.233)
)
)*43758.5453123
);
}
float noise(vec2 p) {
vec2 f=fract(p), i=floor(p);
float
a=rnd(i),
b=rnd(i+vec2(1,0)),
c=rnd(i+vec2(0,1)),
d=rnd(i+vec2(1,1));
vec2 u = f*f*(3.-2.*f);
return mix(a,b,u.x)+
(c-a)*u.y*(1.-u.x)+
(d-b)*u.y*u.x;
}
void main(void) {
vec2 uv = (
gl_FragCoord.xy -.5 * resolution.xy
)/min(resolution.x, resolution.y);
float t = T*.1;
vec3 col = vec3(0);
vec2 p = vec2(0);
p.x = noise(uv+vec2(0,1));
p.y = noise(uv+vec2(1,0));
p = 8.*(
vec2(
sin(t),
-cos(t)
)*.15-p
);
float s = .35;
for(float i=.0;i<6.;i++) {
p.x += s*sin(2.*t-i*1.5*p.y)+t;
p.y += s*cos(2.*t+i*1.5*p.x)-t;
}
col+= sin(t+p.x+p.y);
col = pow(S(vec3(0),vec3(1),col), vec3(.4));
col = mix(vec3(.7,.6,.4)*col, col, col);
float
stp = 2.,
prog = T*.2,
anim = floor(mod(prog-.5,stp));
if(anim == .0) {
prog -= length(uv)*.2;
} else {
prog -= min(abs(uv.x),abs(uv.y))*.2;
}
float scene = floor(mod(prog,stp));
if(scene == .0) {
col = 1.-col;
}
fragColor = vec4(col,1);
}
`/* tanda */
let time;
let buffer;
let program;
let resolution;
let vertices = []
function resize() {
const {
innerWidth: width,
innerHeight: height
} = window
canvas.width = width * dpr
canvas.height = height * dpr
gl.viewport(0, 0, width * dpr, height * dpr)
}
function compile(shader, source) {
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader))
}
}
function setup() {
const vs = gl.createShader(gl.VERTEX_SHADER)
const fs = gl.createShader(gl.FRAGMENT_SHADER)
program = gl.createProgram()
compile(vs, vertexSource)
compile(fs, fragmentSource)
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program))
}
vertices = [
-1.0,
-1.0,
1.0,
-1.0,
-1.0,
1.0,
-1.0,
1.0,
1.0,
-1.0,
1.0,
1.0
]
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
time = gl.getUniformLocation(program, "time")
resolution = gl.getUniformLocation(program, 'resolution')
}
function draw(now) {
gl.clearColor(0, 0, 0, 1.)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.uniform1f(time, now*.001)
gl.uniform2f(
resolution,
canvas.width,
canvas.height
)
gl.drawArrays(gl.TRIANGLES, 0, vertices.length * .5)
}
function loop(now) {
draw(now)
requestAnimationFrame(loop)
}
function init() {
setup()
resize()
loop(0)
}
document.body.onload = init
window.onresize = resize
</script>
<canvas id="canvas"></canvas>
</div>
<style>
.labu * {
box-sizing: border-box;
}
.labu {
margin: 0;
width: 100%;
overflow: hidden;
background:
repeating-radial-gradient(
circle at center,
#444 0 10%,
#111 10% 20%
);
touch-action: none;
}
canvas {
width: 100%;
max-height: 100vh;
object-fit: contain;
}
</style>
<script>
const canvas = window.canvas
const gl = canvas.getContext('webgl2')
const dpr = window.devicePixelRatio
const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0., 1.);
}
`/* tanda */
const fragmentSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
out vec4 fragColor;
uniform vec2 resolution;
uniform float time;
#define S smoothstep
#define T .112358+time
float rnd(vec2 p) {
return fract(
sin(
dot(
p,
vec2(12.9898, 78.233)
)
)*43758.5453123
);
}
float noise(vec2 p) {
vec2 f=fract(p), i=floor(p);
float
a=rnd(i),
b=rnd(i+vec2(1,0)),
c=rnd(i+vec2(0,1)),
d=rnd(i+vec2(1,1));
vec2 u = f*f*(3.-2.*f);
return mix(a,b,u.x)+
(c-a)*u.y*(1.-u.x)+
(d-b)*u.y*u.x;
}
void main(void) {
vec2 uv = (
gl_FragCoord.xy -.5 * resolution.xy
)/min(resolution.x, resolution.y);
float t = T*.1;
vec3 col = vec3(0);
vec2 p = vec2(0);
p.x = noise(uv+vec2(0,1));
p.y = noise(uv+vec2(1,0));
p = 8.*(
vec2(
sin(t),
-cos(t)
)*.15-p
);
float s = .35;
for(float i=.0;i<6.;i++) {
p.x += s*sin(2.*t-i*1.5*p.y)+t;
p.y += s*cos(2.*t+i*1.5*p.x)-t;
}
col+= sin(t+p.x+p.y);
col = pow(S(vec3(0),vec3(1),col), vec3(.4));
col = mix(vec3(.7,.6,.4)*col, col, col);
float
stp = 2.,
prog = T*.2,
anim = floor(mod(prog-.5,stp));
if(anim == .0) {
prog -= length(uv)*.2;
} else {
prog -= min(abs(uv.x),abs(uv.y))*.2;
}
float scene = floor(mod(prog,stp));
if(scene == .0) {
col = 1.-col;
}
fragColor = vec4(col,1);
}
`/* tanda */
let time;
let buffer;
let program;
let resolution;
let vertices = []
function resize() {
const {
innerWidth: width,
innerHeight: height
} = window
canvas.width = width * dpr
canvas.height = height * dpr
gl.viewport(0, 0, width * dpr, height * dpr)
}
function compile(shader, source) {
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader))
}
}
function setup() {
const vs = gl.createShader(gl.VERTEX_SHADER)
const fs = gl.createShader(gl.FRAGMENT_SHADER)
program = gl.createProgram()
compile(vs, vertexSource)
compile(fs, fragmentSource)
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program))
}
vertices = [
-1.0,
-1.0,
1.0,
-1.0,
-1.0,
1.0,
-1.0,
1.0,
1.0,
-1.0,
1.0,
1.0
]
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
time = gl.getUniformLocation(program, "time")
resolution = gl.getUniformLocation(program, 'resolution')
}
function draw(now) {
gl.clearColor(0, 0, 0, 1.)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.uniform1f(time, now*.001)
gl.uniform2f(
resolution,
canvas.width,
canvas.height
)
gl.drawArrays(gl.TRIANGLES, 0, vertices.length * .5)
}
function loop(now) {
draw(now)
requestAnimationFrame(loop)
}
function init() {
setup()
resize()
loop(0)
}
document.body.onload = init
window.onresize = resize
</script>
Hanya demo je. Saya dah kurang minum kopi.
Ulasan