Exploring curl noise to make psychedelic backgrounds.
Created
February 14, 2018 10:16
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Psychedelic waves
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| <div class="world"></div> | |
| <div class="title"> | |
| <p>Looking at these waves for 1 minute<br/>will bring you 56% more serenity*</p> | |
| <p class="remark">* According to a very serious and reliable study conducted by myself.</p> | |
| <div class="credits"> | |
| <a href="https://codepen.io/Yakudoo/" target="blank">my other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></div> | |
| </div> | |
| <script type="x-shader/x-fragment" id="fragmentShader"> | |
| precision highp float; | |
| uniform float uTime; | |
| uniform vec2 uMousePosition; | |
| uniform float uHue; | |
| uniform float uHueVariation; | |
| uniform float uDensity; | |
| uniform float uDisplacement; | |
| uniform float uGradient; | |
| varying vec2 vUv; | |
| float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} | |
| vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} | |
| vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} | |
| float rand(vec2 co){ | |
| return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
| } | |
| float hue2rgb(float f1, float f2, float hue) { | |
| if (hue < 0.0) | |
| hue += 1.0; | |
| else if (hue > 1.0) | |
| hue -= 1.0; | |
| float res; | |
| if ((6.0 * hue) < 1.0) | |
| res = f1 + (f2 - f1) * 6.0 * hue; | |
| else if ((2.0 * hue) < 1.0) | |
| res = f2; | |
| else if ((3.0 * hue) < 2.0) | |
| res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; | |
| else | |
| res = f1; | |
| return res; | |
| } | |
| vec3 hsl2rgb(vec3 hsl) { | |
| vec3 rgb; | |
| if (hsl.y == 0.0) { | |
| rgb = vec3(hsl.z); // Luminance | |
| } else { | |
| float f2; | |
| if (hsl.z < 0.5) | |
| f2 = hsl.z * (1.0 + hsl.y); | |
| else | |
| f2 = hsl.z + hsl.y - hsl.y * hsl.z; | |
| float f1 = 2.0 * hsl.z - f2; | |
| rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0)); | |
| rgb.g = hue2rgb(f1, f2, hsl.x); | |
| rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0)); | |
| } | |
| return rgb; | |
| } | |
| vec3 hsl2rgb(float h, float s, float l) { | |
| return hsl2rgb(vec3(h, s, l)); | |
| } | |
| float noise(vec3 p){ | |
| vec3 a = floor(p); | |
| vec3 d = p - a; | |
| d = d * d * (3.0 - 2.0 * d); | |
| vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); | |
| vec4 k1 = perm(b.xyxy); | |
| vec4 k2 = perm(k1.xyxy + b.zzww); | |
| vec4 c = k2 + a.zzzz; | |
| vec4 k3 = perm(c); | |
| vec4 k4 = perm(c + 1.0); | |
| vec4 o1 = fract(k3 * (1.0 / 41.0)); | |
| vec4 o2 = fract(k4 * (1.0 / 41.0)); | |
| vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); | |
| vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); | |
| return o4.y * d.y + o4.x * (1.0 - d.y); | |
| } | |
| vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | |
| float cnoise(vec2 P){ | |
| vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); | |
| vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); | |
| Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation | |
| vec4 ix = Pi.xzxz; | |
| vec4 iy = Pi.yyww; | |
| vec4 fx = Pf.xzxz; | |
| vec4 fy = Pf.yyww; | |
| vec4 i = perm(perm(ix) + iy); | |
| vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... | |
| vec4 gy = abs(gx) - 0.5; | |
| vec4 tx = floor(gx + 0.5); | |
| gx = gx - tx; | |
| vec2 g00 = vec2(gx.x,gy.x); | |
| vec2 g10 = vec2(gx.y,gy.y); | |
| vec2 g01 = vec2(gx.z,gy.z); | |
| vec2 g11 = vec2(gx.w,gy.w); | |
| vec4 norm = 1.79284291400159 - 0.85373472095314 * | |
| vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); | |
| g00 *= norm.x; | |
| g01 *= norm.y; | |
| g10 *= norm.z; | |
| g11 *= norm.w; | |
| float n00 = dot(g00, vec2(fx.x, fy.x)); | |
| float n10 = dot(g10, vec2(fx.y, fy.y)); | |
| float n01 = dot(g01, vec2(fx.z, fy.z)); | |
| float n11 = dot(g11, vec2(fx.w, fy.w)); | |
| vec2 fade_xy = fade(Pf.xy); | |
| vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); | |
| float n_xy = mix(n_x.x, n_x.y, fade_xy.y); | |
| return 2.3 * n_xy; | |
| } | |
| void main () { | |
| float mouseDistance = length(vUv - uMousePosition); | |
| float t = uTime * .005; | |
| float elevation = vUv.y * uDensity * 30.0; | |
| float shadow = smoothstep(0.0, .3 + sin(t * 5.0 * 3.14) * .1 , mouseDistance); | |
| elevation += shadow * 5.0; | |
| float displacement = cnoise( vec2( t + vUv.y * 2.0, t + vUv.x * 3.0 )) * uDisplacement * 3.0 ; | |
| elevation += displacement * 4.0; | |
| elevation *= 2.0 + cnoise( vec2( t + vUv.y * 1.0, t + .5)) * 2.0 ; | |
| //elevation += cnoise ( vec2 (elevation * .1, t * 3.0) ); | |
| float light = .9 + fract(elevation) ; | |
| light *= .9 + (1.0 - (displacement * displacement)) * .1; | |
| elevation = floor(elevation); | |
| //elevation += uGradient * .25; | |
| float hue = uHue + shadow * .1 + cnoise( vec2( elevation * .10, .1 + t)) * uHueVariation; | |
| float saturation = .6;; | |
| float brightness = - (1.0 - shadow) * .1 + .5 - smoothstep( 0.0, .9, cnoise( vec2( elevation * .5, .4 + t * 5.0)) ) * .1; | |
| vec3 hslCol = vec3( hue, saturation, brightness); | |
| vec3 col = hsl2rgb(hslCol) * vec3(light, 1.0, 1.0); | |
| /* circle: | |
| float d = length(vUv- vec2(.5,.5)); | |
| float radius = .1;// + (t * .1); | |
| float stroke = 0.001; | |
| float smoothing = .0005; | |
| d = smoothstep(radius, radius+smoothing, d) - smoothstep(radius+stroke, radius+stroke+smoothing, d); | |
| col += d;// * 10.0; | |
| */ | |
| gl_FragColor = vec4(col, 1.); | |
| } | |
| </script> | |
| <script type="x-shader/x-vertex" id="vertexShader"> | |
| // attributes of our mesh | |
| attribute vec3 position; | |
| attribute vec2 uv; | |
| // built-in uniforms from ThreeJS camera and Object3D | |
| uniform mat4 projectionMatrix; | |
| uniform mat4 modelViewMatrix; | |
| uniform mat3 normalMatrix; | |
| // custom uniforms to build up our tubes | |
| uniform float uTime; | |
| uniform vec2 uMousePosition; | |
| // pass a few things along to the vertex shader | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| vec4 pos = vec4(position, 1.0); | |
| gl_Position = pos; | |
| } | |
| </script> |
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| class World { | |
| constructor(width, height) { | |
| this.renderer = new THREE.WebGLRenderer({ | |
| alpha: true, | |
| antialias: true | |
| }); | |
| this.renderer.setPixelRatio(window.devicePixelRatio); | |
| this.renderer.setSize(width, height); | |
| this.container = document.getElementsByClassName("world")[0]; | |
| this.scene = new THREE.Scene(); | |
| this.width = width; | |
| this.height = height; | |
| this.aspectRatio = width / height; | |
| this.fieldOfView = 50; | |
| var nearPlane = .1; | |
| var farPlane = 20000; | |
| this.camera = new THREE.PerspectiveCamera(this.fieldOfView, this.aspectRatio, nearPlane, farPlane); | |
| this.camera.position.z = 200; | |
| this.container.appendChild(this.renderer.domElement); | |
| this.timer = 0; | |
| this.mousePos = {x:0, y:0}; | |
| this.targetMousePos = {x:0, y:0}; | |
| this.createPlane(); | |
| this.render(); | |
| } | |
| createPlane(){ | |
| this.material = new THREE.RawShaderMaterial({ | |
| vertexShader: document.getElementById( 'vertexShader' ).textContent, | |
| fragmentShader: document.getElementById('fragmentShader').textContent, | |
| uniforms: { | |
| uTime: { type: 'f', value: 0 }, | |
| uHue: {type: 'f', value: .5}, | |
| uHueVariation: {type: 'f', value: 1}, | |
| uGradient: {type: 'f', value: 1}, | |
| uDensity: {type: 'f', value: 1}, | |
| uDisplacement: {type: 'f', value: 1}, | |
| uMousePosition: {type: 'v2', value: new THREE.Vector2( 0.5, 0.5 ) } | |
| } | |
| }); | |
| this.planeGeometry = new THREE.PlaneGeometry(2, 2, 1, 1); | |
| this.plane = new THREE.Mesh(this.planeGeometry, this.material); | |
| this.scene.add(this.plane); | |
| } | |
| render() { | |
| this.timer += parameters.speed; | |
| this.plane.material.uniforms.uTime.value = this.timer; | |
| this.mousePos.x += (this.targetMousePos.x - this.mousePos.x) * .1; | |
| this.mousePos.y += (this.targetMousePos.y - this.mousePos.y) * .1; | |
| if (this.plane){ | |
| this.plane.material.uniforms.uMousePosition.value = new THREE.Vector2(this.mousePos.x, this.mousePos.y); | |
| } | |
| this.renderer.render(this.scene, this.camera); | |
| } | |
| loop() { | |
| this.render(); | |
| requestAnimationFrame(this.loop.bind(this)); | |
| } | |
| updateSize(w, h) { | |
| this.renderer.setSize(w, h); | |
| this.camera.aspect = w / h; | |
| this.camera.updateProjectionMatrix(); | |
| } | |
| mouseMove(mousePos) { | |
| this.targetMousePos.x = mousePos.px; | |
| this.targetMousePos.y = mousePos.py; | |
| } | |
| }; | |
| document.addEventListener("DOMContentLoaded", domIsReady); | |
| let mousePos = {x:0, y:0, px:0, py:0}; | |
| let world; | |
| let gui = new dat.GUI(); | |
| let parameters = { | |
| speed: .2, | |
| hue: .5, | |
| hueVariation: 1, | |
| gradient: .3, | |
| density: .5, | |
| displacement: .66, | |
| } | |
| function domIsReady() { | |
| world = new World(this.container, this.renderer, window.innerWidth, window.innerHeight); | |
| window.addEventListener('resize', handleWindowResize, false); | |
| document.addEventListener("mousemove", handleMouseMove, false); | |
| handleWindowResize(); | |
| world.loop(); | |
| initGui(); | |
| } | |
| var guiHue; | |
| function initGui(){ | |
| gui.width = 250; | |
| guiSpeed = gui.add(parameters, 'speed').min(.1).max(1).step(.01).name('speed'); | |
| guiHue = gui.add(parameters, 'hue').min(0).max(1).step(.01).name('hue'); | |
| guiVariation = gui.add(parameters, 'hueVariation').min(0).max(1).step(.01).name('hue variation'); | |
| //guiGradient = gui.add(parameters, 'gradient').min(0).max(1).step(.01).name('inner gradient'); | |
| guiDensity = gui.add(parameters, 'density').min(0).max(1).step(.01).name('density'); | |
| guiDisp = gui.add(parameters, 'displacement').min(0).max(1).step(.01).name('displacement'); | |
| guiHue.onChange( function(value) { | |
| updateParameters(); | |
| }); | |
| guiVariation.onChange( function(value) { | |
| updateParameters(); | |
| }); | |
| /* | |
| guiGradient.onChange( function(value) { | |
| updateParameters(); | |
| }); | |
| */ | |
| guiDensity.onChange( function(value) { | |
| updateParameters(); | |
| }); | |
| guiDisp.onChange( function(value) { | |
| updateParameters(); | |
| }); | |
| updateParameters(); | |
| } | |
| function updateParameters(){ | |
| world.plane.material.uniforms.uHue.value = parameters.hue; | |
| world.plane.material.uniforms.uHueVariation.value = parameters.hueVariation; | |
| //world.plane.material.uniforms.uGradient.value = parameters.gradient; | |
| world.plane.material.uniforms.uDensity.value = parameters.density; | |
| world.plane.material.uniforms.uDisplacement.value = parameters.displacement; | |
| } | |
| function handleWindowResize() { | |
| world.updateSize(window.innerWidth, window.innerHeight); | |
| } | |
| function handleMouseMove(e) { | |
| mousePos.x = e.clientX; | |
| mousePos.y = e.clientY; | |
| mousePos.px = mousePos.x / window.innerWidth; | |
| mousePos.py = 1.0 - mousePos.y / window.innerHeight; | |
| world.mouseMove(mousePos); | |
| } |
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| <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.min.js"></script> | |
| <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.5/dat.gui.min.js"></script> |
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| @import url('https://fonts.googleapis.com/css?family=Poppins:400,900'); | |
| body{ | |
| overflow: hidden; | |
| } | |
| canvas { | |
| display: block; | |
| } | |
| .world{ | |
| position: absolute; | |
| width:100%; | |
| height:100%; | |
| background: #FF4066; | |
| } | |
| .title{ | |
| position: absolute; | |
| color: white; | |
| width: calc (100%-80); | |
| font-size: 24px; | |
| font-weight: 900; | |
| font-family: "Poppins"; | |
| //text-align: right; | |
| letter-spacing: 1px; | |
| bottom: 40px; | |
| left: 40px; | |
| //display: none; | |
| } | |
| .remark{ | |
| position: relative; | |
| color: white; | |
| font-size: 10px; | |
| font-family: "Poppins"; | |
| font-weight: 400; | |
| letter-spacing: 1px; | |
| line-height:1.5; | |
| //display: none; | |
| } | |
| .credits{ | |
| position:relative; | |
| color:white; | |
| margin-top:20px; | |
| font-size:10px; | |
| font-family:"Poppins", sans-serif; | |
| font-weight: 900; | |
| letter-spacing: 3px; | |
| text-transform: uppercase; | |
| } | |
| .credits a { | |
| color:white; | |
| text-decoration: none; | |
| } | |
| .credits a:hover { | |
| color:blue; | |
| text-decoration: none; | |
| } |
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