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Moiré patterns
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<!doctype html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Moiré patterns</title> | |
<style> | |
html { overflow: hidden; } | |
html, body, canvas { height: 100%; margin: 0; } | |
</style> | |
<script id="vertex-shader" type="x-shader"> | |
attribute vec2 aPos; | |
void main() { | |
gl_Position = vec4(aPos, 0, 1); | |
} | |
</script> | |
<script id="fragment-shader" type="x-shader"> | |
uniform sampler2D uTexture; | |
uniform mediump mat2 uTransform; | |
uniform mediump vec2 uCentre; | |
void main() { | |
mediump vec4 a, b; | |
mediump vec2 p = gl_FragCoord.xy - uCentre; | |
a = texture2D(uTexture, p / 10.0); | |
b = texture2D(uTexture, (uTransform * p) / 10.0); | |
gl_FragColor = a * b; | |
} | |
</script> | |
</head> | |
<body> | |
<script> | |
var dpr = window.devicePixelRatio || 1.0; | |
if (dpr != 1 && dpr != 2) dpr = 1; | |
var texture_canvas = document.createElement("canvas"); | |
texture_canvas.width = 32 * dpr; | |
texture_canvas.height = 32 * dpr; | |
var texture_cx = texture_canvas.getContext("2d"); | |
texture_cx.fillRect(0, 0, 16 * dpr, 16 * dpr); | |
texture_cx.fillRect(16 * dpr, 16 * dpr, 16 * dpr, 16 * dpr); | |
var canvas = document.createElement("canvas"); | |
document.body.appendChild(canvas); | |
function getText(selector) { | |
var el = document.querySelector(selector); | |
var t = ""; | |
for (var c = el.firstChild; c; c = c.nextSibling) { | |
t += c.textContent; | |
} | |
return t; | |
} | |
function makeShader(shader_type, selector) { | |
var shader = gl.createShader(shader_type); | |
gl.shaderSource(shader, getText(selector)); | |
gl.compileShader(shader); | |
return shader; | |
} | |
function setSize() { | |
canvas.width = document.body.clientWidth * dpr; | |
canvas.height = document.body.clientHeight * dpr; | |
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
} | |
var gl, prog, uTransform, uCentre; | |
function init() { | |
setSize(); | |
prog = gl.createProgram(); | |
var vertex_shader = makeShader(gl.VERTEX_SHADER, "#vertex-shader"); | |
var fragment_shader = makeShader(gl.FRAGMENT_SHADER, "#fragment-shader"); | |
gl.attachShader(prog, vertex_shader); | |
gl.attachShader(prog, fragment_shader); | |
gl.linkProgram(prog); | |
var texture = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_canvas); | |
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1,-1, 1,-1, -1,1, 1,1 ]), gl.STATIC_DRAW); | |
var aPos = gl.getAttribLocation(prog, "aPos"); | |
gl.enableVertexAttribArray(aPos); | |
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); | |
gl.useProgram(prog); | |
uTransform = gl.getUniformLocation(prog, "uTransform"); | |
uCentre = gl.getUniformLocation(prog, "uCentre"); | |
} | |
function rotationMatrix(theta) { | |
var s = Math.sin(theta), c = Math.cos(theta); | |
return [ c, s, -s, c ]; | |
} | |
var initial_timestamp; | |
function drawFrame(timestamp) { | |
if (!initial_timestamp) initial_timestamp = timestamp; | |
var dt = timestamp - initial_timestamp; | |
var theta = 1e-4 * dt; | |
gl.uniformMatrix2fv(uTransform, false, rotationMatrix(theta)); | |
gl.uniform2f(uCentre, canvas.width/2, canvas.height/2); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
requestAnimationFrame(drawFrame); | |
} | |
window.onresize = setSize; | |
init(); | |
requestAnimationFrame(drawFrame); | |
</script> | |
</body> | |
</html> |
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