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c4df4e7 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 | import * as THREE from 'three';
const vertexShader = `
void main() {
gl_Position = vec4(position.xy, 0.0, 1.0);
}
`;
const fragmentShader = `
precision highp float;
uniform float u_time;
uniform float u_amplitude;
uniform vec2 u_resolution;
uniform vec3 u_color;
uniform float u_breathe;
vec2 cmul(vec2 a, vec2 b) {
return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
}
vec2 cdiv(vec2 a, vec2 b) {
float d = dot(b, b);
return vec2(dot(a, b), a.y * b.x - a.x * b.y) / d;
}
vec2 conj(vec2 z) {
return vec2(z.x, -z.y);
}
vec2 mobius(vec2 z, vec2 a) {
return cdiv(z - a, vec2(1.0, 0.0) - cmul(conj(a), z));
}
float hdist(vec2 z) {
float r = length(z);
if (r >= 1.0) return 10.0;
return log((1.0 + r) / (1.0 - r));
}
vec2 rot(vec2 p, float a) {
float c = cos(a), s = sin(a);
return vec2(c * p.x - s * p.y, s * p.x + c * p.y);
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
// Texture breathing: subtle scale pulsation independent of audio
uv *= 1.0 + 0.05 * (u_breathe - 0.5);
float breathe = 1.0 + 0.15 * u_amplitude;
uv *= 1.1 * breathe;
float r = length(uv);
if (r >= 1.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
float rotSpeed = 0.08 + 0.05 * u_amplitude;
uv = rot(uv, u_time * rotSpeed);
float n = 7.0;
float angleStep = 6.283185 / n;
float coshR = cos(3.14159265 / 3.0) / sin(3.14159265 / n);
float sinhR = sqrt(coshR * coshR - 1.0);
float tr = sinhR / (coshR + 1.0);
vec2 z = uv;
float iter = 0.0;
for (int i = 0; i < 40; i++) {
float ang = atan(z.y, z.x);
float sector = floor(ang / angleStep + 0.5) * angleStep;
z = rot(z, -sector);
iter += abs(sector) > 0.01 ? 1.0 : 0.0;
vec2 center = vec2(tr, 0.0);
vec2 w = mobius(z, center);
if (length(w) >= length(z) - 0.0001) break;
z = w;
iter += 1.0;
}
float d = hdist(z);
// Color palette: deep purples, teals, magentas — psychedelic but dark
float t = mod(iter * 0.1 + u_time * 0.02, 1.0);
vec3 col1 = vec3(0.03, 0.01, 0.08); // deep purple-black
vec3 col2 = vec3(0.02, 0.10, 0.15); // dark teal
vec3 col3 = vec3(0.12, 0.02, 0.10); // dark magenta
vec3 color = mix(col1, col2, sin(iter * 0.7 + u_time * 0.1) * 0.5 + 0.5);
color = mix(color, col3, sin(iter * 1.1 - u_time * 0.15) * 0.5 + 0.5);
// Breathe-modulated saturation
float sat = 0.85 + 0.15 * u_breathe;
color *= sat;
// Tint toward the hand-gesture color
float satBoost = 0.3 + 0.2 * u_amplitude;
color = mix(color, u_color * 0.15, satBoost * 0.3);
// Edge highlights with glow from amplitude
float edgeThreshold = (0.04 - 0.02 * u_amplitude) * (1.0 + 0.3 * u_breathe);
float edgeLine = 1.0 - smoothstep(0.0, edgeThreshold, abs(fract(d * 1.5) - 0.5) - 0.45);
color += vec3(0.06, 0.08, 0.14) * edgeLine * (1.0 + u_amplitude);
// Sector pattern
float ang = atan(z.y, z.x);
float sectorPattern = smoothstep(0.02, 0.04, abs(sin(ang * n * 0.5)));
color *= 0.7 + 0.3 * sectorPattern;
// Audio reactive brightness
color *= 0.8 + 0.25 * u_amplitude;
// Disk edge fade
float diskEdge = smoothstep(0.98, 0.92, r);
color *= diskEdge;
color = min(color, vec3(1.0));
gl_FragColor = vec4(color, 0.45);
}
`;
export class WaveformVisualizer {
constructor(scene, analyser, canvasWidth, canvasHeight) {
this.scene = scene;
this.analyser = analyser;
this.mesh = null;
this.clock = new THREE.Clock();
this.currentColor = new THREE.Color('#7B4394');
this.targetColor = new THREE.Color('#7B4394');
this.uniforms = {
u_time: { value: 0.0 },
u_amplitude: { value: 0.0 },
u_resolution: { value: new THREE.Vector2(canvasWidth, canvasHeight) },
u_color: { value: this.currentColor },
u_breathe: { value: 0 }
};
this._createVisualizer();
}
_createVisualizer() {
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
depthWrite: false,
depthTest: false
});
this.mesh = new THREE.Mesh(geometry, material);
this.mesh.renderOrder = -1;
this.mesh.frustumCulled = false;
this.scene.add(this.mesh);
}
update() {
if (!this.analyser || !this.mesh) return;
// Interpolate color
this.currentColor.lerp(this.targetColor, 0.05);
// Update time
this.uniforms.u_time.value = this.clock.getElapsedTime();
// Compute RMS amplitude from analyser
var waveformData = this.analyser.getValue();
var sum = 0;
for (var i = 0; i < waveformData.length; i++) {
sum += waveformData[i] * waveformData[i];
}
var amplitude = Math.sqrt(sum / waveformData.length);
this.uniforms.u_amplitude.value = amplitude;
this.lastAmplitude = amplitude;
var breathe = 0.5 + 0.5 * Math.sin(this.uniforms.u_time.value * 2.094); // ~3 second cycle
this.uniforms.u_breathe.value = breathe;
}
updateColor(newColor) {
this.targetColor.set(newColor);
}
updatePosition(canvasWidth, canvasHeight) {
this.uniforms.u_resolution.value.set(canvasWidth, canvasHeight);
}
dispose() {
if (this.mesh) {
this.scene.remove(this.mesh);
if (this.mesh.geometry) this.mesh.geometry.dispose();
if (this.mesh.material) this.mesh.material.dispose();
}
}
}
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