Spaces:
Running
Running
| 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(); | |
| } | |
| } | |
| } | |