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| 1 | +<!DOCTYPE html> |
| 2 | +<html lang="en"> |
| 3 | +<head> |
| 4 | +<meta charset="UTF-8"> |
| 5 | +<meta name="viewport" content="width=device-width, initial-scale=1.0"> |
| 6 | +<title>Stream — Ripple</title> |
| 7 | +<style> |
| 8 | + * { margin: 0; padding: 0; box-sizing: border-box; } |
| 9 | + html, body { width: 100%; height: 100%; overflow: hidden; background: #ffffff; } |
| 10 | + canvas { display: block; width: 100vw; height: 100vh; } |
| 11 | +</style> |
| 12 | +</head> |
| 13 | +<body> |
| 14 | +<canvas id="c"></canvas> |
| 15 | +<script> |
| 16 | +(() => { |
| 17 | + const canvas = document.getElementById('c'); |
| 18 | + const gl = canvas.getContext('webgl', { antialias: true, alpha: false }); |
| 19 | + if (!gl) { document.body.textContent = 'WebGL not supported'; return; } |
| 20 | + |
| 21 | + function resize() { |
| 22 | + const dpr = window.devicePixelRatio || 1; |
| 23 | + canvas.width = window.innerWidth * dpr; |
| 24 | + canvas.height = window.innerHeight * dpr; |
| 25 | + canvas.style.width = window.innerWidth + 'px'; |
| 26 | + canvas.style.height = window.innerHeight + 'px'; |
| 27 | + gl.viewport(0, 0, canvas.width, canvas.height); |
| 28 | + } |
| 29 | + window.addEventListener('resize', resize); |
| 30 | + resize(); |
| 31 | + |
| 32 | + const vsSource = ` |
| 33 | + attribute vec2 aPos; |
| 34 | + varying vec2 vUV; |
| 35 | + void main() { |
| 36 | + vUV = aPos * 0.5 + 0.5; |
| 37 | + gl_Position = vec4(aPos, 0.0, 1.0); |
| 38 | + } |
| 39 | + `; |
| 40 | + |
| 41 | + const fsSource = ` |
| 42 | + precision highp float; |
| 43 | + varying vec2 vUV; |
| 44 | + uniform float uTime; |
| 45 | + uniform vec2 uResolution; |
| 46 | + uniform vec2 uMouse; |
| 47 | +
|
| 48 | + // Ashima Arts simplex 2D noise |
| 49 | + vec3 mod289(vec3 x){ return x - floor(x*(1.0/289.0))*289.0; } |
| 50 | + vec2 mod289(vec2 x){ return x - floor(x*(1.0/289.0))*289.0; } |
| 51 | + vec3 permute(vec3 x){ return mod289(((x*34.0)+10.0)*x); } |
| 52 | + float snoise(vec2 v){ |
| 53 | + const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); |
| 54 | + vec2 i = floor(v + dot(v, C.yy)); |
| 55 | + vec2 x0 = v - i + dot(i, C.xx); |
| 56 | + vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); |
| 57 | + vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; |
| 58 | + i = mod289(i); |
| 59 | + vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); |
| 60 | + vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); |
| 61 | + m = m*m; m = m*m; |
| 62 | + vec3 x = 2.0*fract(p*C.www) - 1.0; |
| 63 | + vec3 h = abs(x) - 0.5; |
| 64 | + vec3 ox = floor(x + 0.5); |
| 65 | + vec3 a0 = x - ox; |
| 66 | + m *= 1.79284291400159 - 0.85373472095314*(a0*a0+h*h); |
| 67 | + vec3 g; g.x = a0.x*x0.x + h.x*x0.y; g.yz = a0.yz*x12.xz + h.yz*x12.yw; |
| 68 | + return 130.0 * dot(m, g); |
| 69 | + } |
| 70 | +
|
| 71 | + // Cubic bezier for center line |
| 72 | + float bezier1D(float t, float p0, float p1, float p2, float p3) { |
| 73 | + float u = 1.0 - t; |
| 74 | + return u*u*u*p0 + 3.0*u*u*t*p1 + 3.0*u*t*t*p2 + t*t*t*p3; |
| 75 | + } |
| 76 | +
|
| 77 | + // S-curve center y as function of x(t) |
| 78 | + // Control points: start upper-left (y=0.25), dip (y=0.72), rise (y=0.22), end upper-right (y=0.32) |
| 79 | + float getCenterY(float x) { |
| 80 | + // Invert x->t approximately by iteration (x is monotonic along curve) |
| 81 | + // Control points in x: -0.05, 0.30, 0.70, 1.05 |
| 82 | + float t = x; // initial guess (close since x control points span ~0..1) |
| 83 | + for (int i = 0; i < 6; i++) { |
| 84 | + float ex = bezier1D(t, -0.05, 0.30, 0.70, 1.05); |
| 85 | + float dex = 3.0*(1.0-t)*(1.0-t)*(0.30-(-0.05)) + 6.0*(1.0-t)*t*(0.70-0.30) + 3.0*t*t*(1.05-0.70); |
| 86 | + t = t - (ex - x) / max(dex, 0.001); |
| 87 | + t = clamp(t, 0.0, 1.0); |
| 88 | + } |
| 89 | + return bezier1D(t, 0.25, 0.72, 0.22, 0.32); |
| 90 | + } |
| 91 | +
|
| 92 | + // Stream half-width as function of x |
| 93 | + float getHalfWidth(float x) { |
| 94 | + // Wider on left, narrow in center (~x=0.45), medium on right |
| 95 | + float center = 0.45; |
| 96 | + float squeeze = 1.0 - 0.55 * exp(-((x - center)*(x - center)) / 0.035); |
| 97 | + float taper = 1.0 - 0.25 * x; |
| 98 | + return 0.10 * squeeze * taper; |
| 99 | + } |
| 100 | +
|
| 101 | + // Warm palette: top=red-orange, mid=gold, bottom=magenta |
| 102 | + vec3 warmColor(float v) { |
| 103 | + vec3 top = vec3(0.92, 0.25, 0.10); |
| 104 | + vec3 mid = vec3(0.96, 0.67, 0.12); |
| 105 | + vec3 bottom = vec3(0.80, 0.16, 0.48); |
| 106 | + if (v < 0.5) return mix(top, mid, v * 2.0); |
| 107 | + return mix(mid, bottom, (v - 0.5) * 2.0); |
| 108 | + } |
| 109 | +
|
| 110 | + // Cool palette: top=lime, mid=green, bottom=teal (blue on top visually) |
| 111 | + vec3 coolColor(float v) { |
| 112 | + vec3 top = vec3(0.55, 0.78, 0.16); |
| 113 | + vec3 mid = vec3(0.06, 0.60, 0.40); |
| 114 | + vec3 bottom = vec3(0.0, 0.63, 0.63); |
| 115 | + if (v < 0.5) return mix(top, mid, v * 2.0); |
| 116 | + return mix(mid, bottom, (v - 0.5) * 2.0); |
| 117 | + } |
| 118 | +
|
| 119 | + void main() { |
| 120 | + vec2 uv = vUV; |
| 121 | + float aspect = uResolution.x / uResolution.y; |
| 122 | +
|
| 123 | + float x = uv.x; |
| 124 | + float y = uv.y; |
| 125 | +
|
| 126 | + // Noise-modulated center line — subtle life |
| 127 | + float noiseScale = 1.8; |
| 128 | + float centerNoise = snoise(vec2(x * noiseScale + 0.3, uTime * 0.10)) * 0.028 |
| 129 | + + snoise(vec2(x * noiseScale * 2.5 + 5.0, uTime * 0.14 + 3.0)) * 0.014 |
| 130 | + + snoise(vec2(x * 5.0 - uTime * 0.18, 12.0)) * 0.005; |
| 131 | + // Magnetic attraction — stream bends toward cursor |
| 132 | + float mdx = x - uMouse.x; |
| 133 | + float attract = 0.04 * exp(-(mdx * mdx) / 0.03); |
| 134 | + float bendY = (uMouse.y - getCenterY(x)) * attract; |
| 135 | + // Ripple — subtle turbulence near cursor |
| 136 | + float mDistSq = (x - uMouse.x) * (x - uMouse.x) + (y - uMouse.y) * (y - uMouse.y); |
| 137 | + float ripple = 0.010 * exp(-mDistSq / 0.020) * snoise(vec2(x * 10.0 - uTime * 0.4, y * 10.0)); |
| 138 | + // Ambient ripple — subtle turbulence everywhere |
| 139 | + float ambientRipple = snoise(vec2(x * 8.0 - uTime * 0.3, y * 6.0 + uTime * 0.15)) * 0.005 |
| 140 | + + snoise(vec2(x * 12.0 + uTime * 0.2, y * 10.0 - uTime * 0.1)) * 0.003; |
| 141 | + float centerY = getCenterY(x) + centerNoise + bendY + ripple + ambientRipple; |
| 142 | +
|
| 143 | + // Half width with gentle breathing |
| 144 | + float hw = getHalfWidth(x); |
| 145 | + float widthNoise = snoise(vec2(x * 3.0 + 10.0, uTime * 0.12 + 7.0)) * 0.010 |
| 146 | + + snoise(vec2(x * 6.0 - uTime * 0.08, 20.0)) * 0.004; |
| 147 | + hw += widthNoise; |
| 148 | + hw = max(hw, 0.01); |
| 149 | +
|
| 150 | + // Signed distance from center (in y), normalized by half-width |
| 151 | + float dist = (y - centerY) / hw; |
| 152 | +
|
| 153 | + // Gaussian falloff for soft edges |
| 154 | + float sigma = 0.7; |
| 155 | + float gauss = exp(-(dist * dist) / (2.0 * sigma * sigma)); |
| 156 | +
|
| 157 | + // Extra softness at edges - wider gaussian for the outermost part |
| 158 | + float outerSigma = 1.0; |
| 159 | + float outerGauss = exp(-(dist * dist) / (2.0 * outerSigma * outerSigma)); |
| 160 | +
|
| 161 | + // Blend: use tighter gaussian for color intensity, outer for alpha presence |
| 162 | + float alpha = mix(outerGauss, gauss, 0.5); |
| 163 | +
|
| 164 | + // Add subtle noise to alpha for organic feel |
| 165 | + float alphaNoise = snoise(vec2(x * 5.0 + uTime * 0.05, y * 5.0 * aspect + uTime * 0.03)) * 0.08; |
| 166 | + alpha = clamp(alpha + alphaNoise * alpha, 0.0, 1.0); |
| 167 | +
|
| 168 | + alpha = pow(alpha, 0.55); |
| 169 | + alpha *= smoothstep(0.0, 0.03, alpha); |
| 170 | +
|
| 171 | + // Vertical position within stream: 0=top, 1=bottom |
| 172 | + float vPos = clamp(dist * 0.5 + 0.5, 0.0, 1.0); |
| 173 | +
|
| 174 | + // Add noise to vertical position for more organic color variation |
| 175 | + float vNoise = snoise(vec2(x * 3.0 + uTime * 0.07 + 20.0, y * 4.0 * aspect - uTime * 0.04)) * 0.13; |
| 176 | + vPos = clamp(vPos + vNoise, 0.0, 1.0); |
| 177 | +
|
| 178 | + // Color: blend warm and cool based on x |
| 179 | + vec3 warm = warmColor(vPos); |
| 180 | + vec3 cool = coolColor(vPos); |
| 181 | +
|
| 182 | + // Smooth transition from warm to cool |
| 183 | + float warmCoolMix = smoothstep(0.38, 0.55, x); |
| 184 | + // Add subtle noise to transition boundary |
| 185 | + float transNoise = snoise(vec2(x * 2.0 + 50.0, y * 3.0 * aspect + uTime * 0.05)) * 0.08; |
| 186 | + warmCoolMix = clamp(warmCoolMix + transNoise, 0.0, 1.0); |
| 187 | +
|
| 188 | + vec3 color = mix(warm, cool, warmCoolMix); |
| 189 | +
|
| 190 | + // No center darkening — keep colors clean |
| 191 | +
|
| 192 | + // Boost saturation slightly |
| 193 | + float lum = dot(color, vec3(0.299, 0.587, 0.114)); |
| 194 | + color = mix(vec3(lum), color, 1.15); |
| 195 | +
|
| 196 | + // Composite over white |
| 197 | + vec3 white = vec3(1.0); |
| 198 | + vec3 final = mix(white, color, alpha * 0.96); |
| 199 | +
|
| 200 | + gl_FragColor = vec4(final, 1.0); |
| 201 | + } |
| 202 | + `; |
| 203 | + |
| 204 | + function createShader(type, source) { |
| 205 | + const s = gl.createShader(type); |
| 206 | + gl.shaderSource(s, source); |
| 207 | + gl.compileShader(s); |
| 208 | + if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { |
| 209 | + console.error(gl.getShaderInfoLog(s)); |
| 210 | + gl.deleteShader(s); |
| 211 | + return null; |
| 212 | + } |
| 213 | + return s; |
| 214 | + } |
| 215 | + |
| 216 | + const vs = createShader(gl.VERTEX_SHADER, vsSource); |
| 217 | + const fs = createShader(gl.FRAGMENT_SHADER, fsSource); |
| 218 | + const prog = gl.createProgram(); |
| 219 | + gl.attachShader(prog, vs); |
| 220 | + gl.attachShader(prog, fs); |
| 221 | + gl.linkProgram(prog); |
| 222 | + if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
| 223 | + console.error(gl.getProgramInfoLog(prog)); |
| 224 | + return; |
| 225 | + } |
| 226 | + gl.useProgram(prog); |
| 227 | + |
| 228 | + const aPos = gl.getAttribLocation(prog, 'aPos'); |
| 229 | + const uTime = gl.getUniformLocation(prog, 'uTime'); |
| 230 | + const uRes = gl.getUniformLocation(prog, 'uResolution'); |
| 231 | + const uMouse = gl.getUniformLocation(prog, 'uMouse'); |
| 232 | + |
| 233 | + const buf = gl.createBuffer(); |
| 234 | + gl.bindBuffer(gl.ARRAY_BUFFER, buf); |
| 235 | + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 1,-1, -1,1, 1,1]), gl.STATIC_DRAW); |
| 236 | + gl.enableVertexAttribArray(aPos); |
| 237 | + gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); |
| 238 | + |
| 239 | + let mx = 0.5, my = 0.5, smx = 0.5, smy = 0.5; |
| 240 | + document.addEventListener('mousemove', function(e) { |
| 241 | + mx = e.clientX / window.innerWidth; |
| 242 | + my = 1.0 - e.clientY / window.innerHeight; |
| 243 | + }); |
| 244 | + |
| 245 | + let startTime = performance.now(); |
| 246 | + |
| 247 | + function draw() { |
| 248 | + const t = (performance.now() - startTime) / 1000.0; |
| 249 | + smx += (mx - smx) * 0.08; |
| 250 | + smy += (my - smy) * 0.08; |
| 251 | + gl.uniform1f(uTime, t); |
| 252 | + gl.uniform2f(uRes, canvas.width, canvas.height); |
| 253 | + gl.uniform2f(uMouse, smx, smy); |
| 254 | + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| 255 | + requestAnimationFrame(draw); |
| 256 | + } |
| 257 | + |
| 258 | + draw(); |
| 259 | +})(); |
| 260 | +</script> |
| 261 | +</body> |
| 262 | +</html> |
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