Rename index.html to sent_disp_demo.html
Browse files- index.html +0 -188
- sent_disp_demo.html +337 -0
index.html
DELETED
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@@ -1,188 +0,0 @@
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<!doctype html>
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<html>
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width,initial-scale=1" />
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<title>Red Halo — Editor Safe</title>
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<style>
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html, body{
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margin:0;
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padding:0;
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height:100%;
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background:#000;
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overflow:hidden;
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}
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canvas{
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width:100%;
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height:100%;
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display:block;
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background:#000;
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}
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</style>
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</head>
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<body>
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<canvas id="gl"></canvas>
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<script>
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(() => {
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const canvas = document.getElementById("gl");
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const gl = canvas.getContext("webgl", {antialias:true}) ||
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canvas.getContext("experimental-webgl");
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if(!gl){
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document.body.innerHTML = "WebGL not supported";
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return;
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}
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/* ======================
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Utility
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====================== */
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function compile(type,src){
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const s = gl.createShader(type);
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gl.shaderSource(s,src);
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gl.compileShader(s);
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if(!gl.getShaderParameter(s,gl.COMPILE_STATUS))
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throw gl.getShaderInfoLog(s);
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return s;
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}
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function program(v,f){
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const p = gl.createProgram();
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gl.attachShader(p,compile(gl.VERTEX_SHADER,v));
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gl.attachShader(p,compile(gl.FRAGMENT_SHADER,f));
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gl.linkProgram(p);
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if(!gl.getProgramParameter(p,gl.LINK_STATUS))
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throw gl.getProgramInfoLog(p);
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return p;
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}
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function createTex(w,h){
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const t = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D,t);
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gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,w,h,0,gl.RGBA,gl.UNSIGNED_BYTE,null);
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return t;
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}
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function createFbo(t){
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const f = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER,f);
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gl.framebufferTexture2D(gl.FRAMEBUFFER,gl.COLOR_ATTACHMENT0,gl.TEXTURE_2D,t,0);
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gl.bindFramebuffer(gl.FRAMEBUFFER,null);
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return f;
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}
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/* ======================
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Quad
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====================== */
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const quad = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER,quad);
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gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([
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-1,-1, 1,-1, -1,1,
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-1,1, 1,-1, 1,1
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]),gl.STATIC_DRAW);
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const VS = `
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attribute vec2 a;
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varying vec2 v;
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void main(){
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v = a*0.5+0.5;
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gl_Position = vec4(a,0,1);
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}
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`;
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const FS = `
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precision highp float;
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varying vec2 v;
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uniform vec2 r;
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uniform float t;
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float ring(vec2 p, float rad){
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float d = length(p);
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return smoothstep(0.02,0.0,abs(d-rad));
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}
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void main(){
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vec2 uv = v*2.0-1.0;
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uv.x *= r.x/r.y;
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float time = t*0.8;
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float R = 0.35 + sin(time)*0.01;
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float base = ring(uv,R);
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float glow = exp(-8.0*abs(length(uv)-R));
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vec3 c = vec3(1.0,0.1,0.15)*(base*1.2 + glow*0.6);
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gl_FragColor = vec4(c,1.0);
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}
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`;
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const prog = program(VS,FS);
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const uRes = gl.getUniformLocation(prog,"r");
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const uTime = gl.getUniformLocation(prog,"t");
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function bind(){
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gl.useProgram(prog);
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gl.bindBuffer(gl.ARRAY_BUFFER,quad);
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const a = gl.getAttribLocation(prog,"a");
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gl.enableVertexAttribArray(a);
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gl.vertexAttribPointer(a,2,gl.FLOAT,false,0,0);
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}
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/* ======================
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Resize (Editor Safe)
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====================== */
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let W=0,H=0;
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function resize(){
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const rect = canvas.getBoundingClientRect();
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const dpr = Math.max(1,window.devicePixelRatio||1);
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const w = Math.floor(rect.width*dpr);
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const h = Math.floor(rect.height*dpr);
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if(w!==W || h!==H){
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W=w; H=h;
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canvas.width=W;
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canvas.height=H;
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gl.viewport(0,0,W,H);
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}
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}
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setInterval(resize,100);
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/* ======================
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Render
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====================== */
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const start = performance.now();
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function draw(){
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resize();
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const time = (performance.now()-start)/1000;
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gl.clearColor(0,0,0,1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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bind();
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gl.uniform2f(uRes,W,H);
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gl.uniform1f(uTime,time);
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gl.drawArrays(gl.TRIANGLES,0,6);
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requestAnimationFrame(draw);
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}
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draw();
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})();
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</script>
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</body>
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</html>
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sent_disp_demo.html
ADDED
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@@ -0,0 +1,337 @@
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| 1 |
+
<!doctype html>
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| 2 |
+
<html>
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| 3 |
+
<head>
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| 4 |
+
<meta charset="utf-8">
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| 5 |
+
<meta name="viewport" content="width=device-width,initial-scale=1">
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| 6 |
+
<title>Sentinel Demo — Single Timeline Color Cycle</title>
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| 7 |
+
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| 8 |
+
<style>
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| 9 |
+
html,body{
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| 10 |
+
margin:0;
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| 11 |
+
height:100%;
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| 12 |
+
background:#000;
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| 13 |
+
overflow:hidden;
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| 14 |
+
}
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| 15 |
+
canvas{
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| 16 |
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width:100%;
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| 17 |
+
height:100%;
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| 18 |
+
display:block;
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| 19 |
+
}
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</style>
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+
</head>
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| 22 |
+
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| 23 |
+
<body>
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| 24 |
+
<canvas id="gl"></canvas>
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| 25 |
+
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| 26 |
+
<script>
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| 27 |
+
(() => {
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| 28 |
+
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| 29 |
+
const canvas=document.getElementById("gl");
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| 30 |
+
const gl=canvas.getContext("webgl",{antialias:true});
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| 31 |
+
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| 32 |
+
if(!gl){
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| 33 |
+
document.body.innerHTML="WebGL not supported";
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+
return;
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+
}
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| 36 |
+
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| 37 |
+
function resize(){
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| 38 |
+
canvas.width=window.innerWidth;
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| 39 |
+
canvas.height=window.innerHeight;
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| 40 |
+
gl.viewport(0,0,canvas.width,canvas.height);
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| 41 |
+
}
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| 42 |
+
resize();
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| 43 |
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window.addEventListener("resize",resize);
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| 44 |
+
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| 45 |
+
function compile(type,src){
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| 46 |
+
const s=gl.createShader(type);
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| 47 |
+
gl.shaderSource(s,src);
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| 48 |
+
gl.compileShader(s);
|
| 49 |
+
if(!gl.getShaderParameter(s, gl.COMPILE_STATUS)){
|
| 50 |
+
throw new Error(gl.getShaderInfoLog(s) || "shader compile failed");
|
| 51 |
+
}
|
| 52 |
+
return s;
|
| 53 |
+
}
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| 54 |
+
|
| 55 |
+
function program(v,f){
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| 56 |
+
const p=gl.createProgram();
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| 57 |
+
gl.attachShader(p,compile(gl.VERTEX_SHADER,v));
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| 58 |
+
gl.attachShader(p,compile(gl.FRAGMENT_SHADER,f));
|
| 59 |
+
gl.linkProgram(p);
|
| 60 |
+
if(!gl.getProgramParameter(p, gl.LINK_STATUS)){
|
| 61 |
+
throw new Error(gl.getProgramInfoLog(p) || "program link failed");
|
| 62 |
+
}
|
| 63 |
+
return p;
|
| 64 |
+
}
|
| 65 |
+
|
| 66 |
+
const quad=gl.createBuffer();
|
| 67 |
+
gl.bindBuffer(gl.ARRAY_BUFFER,quad);
|
| 68 |
+
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([
|
| 69 |
+
-1,-1, 1,-1, -1, 1,
|
| 70 |
+
-1, 1, 1,-1, 1, 1
|
| 71 |
+
]),gl.STATIC_DRAW);
|
| 72 |
+
|
| 73 |
+
const VS=`
|
| 74 |
+
attribute vec2 a;
|
| 75 |
+
varying vec2 v;
|
| 76 |
+
void main(){
|
| 77 |
+
v=a*0.5+0.5;
|
| 78 |
+
gl_Position=vec4(a,0.0,1.0);
|
| 79 |
+
}
|
| 80 |
+
`;
|
| 81 |
+
|
| 82 |
+
/* ================================
|
| 83 |
+
APPROVED HALO SHADER (ADD-ONLY)
|
| 84 |
+
- Added uniform vec3 uCol
|
| 85 |
+
- Replaced hard-coded red with uCol
|
| 86 |
+
================================= */
|
| 87 |
+
const FS=`
|
| 88 |
+
precision highp float;
|
| 89 |
+
|
| 90 |
+
varying vec2 v;
|
| 91 |
+
uniform vec2 r;
|
| 92 |
+
uniform float t;
|
| 93 |
+
|
| 94 |
+
/* ADD ONLY */
|
| 95 |
+
uniform vec3 uCol;
|
| 96 |
+
|
| 97 |
+
float ring(vec2 p,float rad){
|
| 98 |
+
float d=length(p);
|
| 99 |
+
return smoothstep(0.02,0.0,abs(d-rad));
|
| 100 |
+
}
|
| 101 |
+
|
| 102 |
+
void main(){
|
| 103 |
+
|
| 104 |
+
vec2 uv=v*2.0-1.0;
|
| 105 |
+
uv.x*=r.x/r.y;
|
| 106 |
+
|
| 107 |
+
float time=t*0.8;
|
| 108 |
+
|
| 109 |
+
float R=0.35+sin(time)*0.01;
|
| 110 |
+
|
| 111 |
+
float phase=mod(floor(t/5.0),5.0);
|
| 112 |
+
|
| 113 |
+
if(phase==1.0){
|
| 114 |
+
R+=sin(atan(uv.y,uv.x)*6.0+time)*0.005;
|
| 115 |
+
}
|
| 116 |
+
|
| 117 |
+
if(phase==2.0){
|
| 118 |
+
R+=sin(length(uv)*40.0-time*2.0)*0.002;
|
| 119 |
+
}
|
| 120 |
+
|
| 121 |
+
if(phase==3.0){
|
| 122 |
+
R+=sin(time*6.0)*0.015;
|
| 123 |
+
}
|
| 124 |
+
|
| 125 |
+
if(phase==4.0){
|
| 126 |
+
R+=sin(atan(uv.y,uv.x)*80.0+time*4.0)*0.008;
|
| 127 |
+
}
|
| 128 |
+
|
| 129 |
+
float base=ring(uv,R);
|
| 130 |
+
float glow=exp(-8.0*abs(length(uv)-R));
|
| 131 |
+
|
| 132 |
+
/* CHANGED: from vec3 red to uCol */
|
| 133 |
+
vec3 color =
|
| 134 |
+
uCol*(base*1.4) +
|
| 135 |
+
uCol*(glow*0.8);
|
| 136 |
+
|
| 137 |
+
gl_FragColor=vec4(color,1.0);
|
| 138 |
+
|
| 139 |
+
}
|
| 140 |
+
`;
|
| 141 |
+
|
| 142 |
+
const prog=program(VS,FS);
|
| 143 |
+
const uRes=gl.getUniformLocation(prog,"r");
|
| 144 |
+
const uTime=gl.getUniformLocation(prog,"t");
|
| 145 |
+
/* ADD ONLY */
|
| 146 |
+
const uCol = gl.getUniformLocation(prog,"uCol");
|
| 147 |
+
|
| 148 |
+
/* ========= ADD ONLY: overlay line program (color capable) ========= */
|
| 149 |
+
|
| 150 |
+
const LINE_VS=`
|
| 151 |
+
attribute vec2 a;
|
| 152 |
+
void main(){
|
| 153 |
+
gl_Position=vec4(a,0.0,1.0);
|
| 154 |
+
}
|
| 155 |
+
`;
|
| 156 |
+
|
| 157 |
+
const LINE_FS=`
|
| 158 |
+
precision highp float;
|
| 159 |
+
uniform vec3 uColor;
|
| 160 |
+
uniform float alpha;
|
| 161 |
+
void main(){
|
| 162 |
+
gl_FragColor=vec4(uColor,alpha);
|
| 163 |
+
}
|
| 164 |
+
`;
|
| 165 |
+
|
| 166 |
+
const lineProg=program(LINE_VS,LINE_FS);
|
| 167 |
+
const lineA=gl.getAttribLocation(lineProg,"a");
|
| 168 |
+
const lineColor=gl.getUniformLocation(lineProg,"uColor");
|
| 169 |
+
const lineAlpha=gl.getUniformLocation(lineProg,"alpha");
|
| 170 |
+
const lineBuf=gl.createBuffer();
|
| 171 |
+
|
| 172 |
+
/* ========= timeline color cycle (single color active per full demo) ========= */
|
| 173 |
+
|
| 174 |
+
const TIMELINE_COLORS = [
|
| 175 |
+
{ name:"red", rgb:[1.00,0.00,0.00] },
|
| 176 |
+
{ name:"blue", rgb:[0.10,0.55,1.00] },
|
| 177 |
+
{ name:"green",rgb:[0.00,1.00,0.35] },
|
| 178 |
+
{ name:"gold", rgb:[1.00,0.78,0.12] }
|
| 179 |
+
];
|
| 180 |
+
|
| 181 |
+
const PHASE_SECONDS = 5;
|
| 182 |
+
const PHASE_COUNT = 5;
|
| 183 |
+
const DEMO_CYCLE_SECONDS = PHASE_SECONDS * PHASE_COUNT; // 25s
|
| 184 |
+
|
| 185 |
+
function activeTimelineColor(time){
|
| 186 |
+
const completedCycles = Math.floor(time / DEMO_CYCLE_SECONDS);
|
| 187 |
+
const idx = completedCycles % TIMELINE_COLORS.length;
|
| 188 |
+
return TIMELINE_COLORS[idx].rgb;
|
| 189 |
+
}
|
| 190 |
+
|
| 191 |
+
/* ========= helpers ========= */
|
| 192 |
+
|
| 193 |
+
function pxToClip(x,y){
|
| 194 |
+
return [
|
| 195 |
+
(x/canvas.width)*2-1,
|
| 196 |
+
1-(y/canvas.height)*2
|
| 197 |
+
];
|
| 198 |
+
}
|
| 199 |
+
|
| 200 |
+
function useLine(color, alpha){
|
| 201 |
+
gl.useProgram(lineProg);
|
| 202 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, lineBuf);
|
| 203 |
+
gl.enableVertexAttribArray(lineA);
|
| 204 |
+
gl.vertexAttribPointer(lineA,2,gl.FLOAT,false,0,0);
|
| 205 |
+
gl.uniform3f(lineColor, color[0], color[1], color[2]);
|
| 206 |
+
gl.uniform1f(lineAlpha, alpha);
|
| 207 |
+
}
|
| 208 |
+
|
| 209 |
+
function drawLine(x1,y1,x2,y2,color,alpha){
|
| 210 |
+
const p1=pxToClip(x1,y1);
|
| 211 |
+
const p2=pxToClip(x2,y2);
|
| 212 |
+
useLine(color, alpha);
|
| 213 |
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([p1[0],p1[1], p2[0],p2[1]]), gl.STATIC_DRAW);
|
| 214 |
+
gl.drawArrays(gl.LINES, 0, 2);
|
| 215 |
+
}
|
| 216 |
+
|
| 217 |
+
/* ========= scan arm (single color; phase 4 only) ========= */
|
| 218 |
+
|
| 219 |
+
function drawScanArm(time, color){
|
| 220 |
+
|
| 221 |
+
const phase = Math.floor(time/PHASE_SECONDS) % PHASE_COUNT;
|
| 222 |
+
if(phase !== 4) return;
|
| 223 |
+
|
| 224 |
+
const angle=time*0.7;
|
| 225 |
+
const cx=canvas.width/2;
|
| 226 |
+
const cy=canvas.height/2;
|
| 227 |
+
const len=Math.max(canvas.width,canvas.height)*1.6;
|
| 228 |
+
|
| 229 |
+
gl.enable(gl.BLEND);
|
| 230 |
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
|
| 231 |
+
|
| 232 |
+
const tailSteps=18;
|
| 233 |
+
for(let i=0;i<tailSteps;i++){
|
| 234 |
+
const k=i/(tailSteps-1);
|
| 235 |
+
const a=1.0-k;
|
| 236 |
+
const tailAngle=angle - k*0.35;
|
| 237 |
+
|
| 238 |
+
const tx=cx+Math.cos(tailAngle)*len;
|
| 239 |
+
const ty=cy+Math.sin(tailAngle)*len;
|
| 240 |
+
|
| 241 |
+
drawLine(cx,cy,tx,ty,color, 0.02 + a*0.08);
|
| 242 |
+
}
|
| 243 |
+
|
| 244 |
+
const x=cx+Math.cos(angle)*len;
|
| 245 |
+
const y=cy+Math.sin(angle)*len;
|
| 246 |
+
|
| 247 |
+
drawLine(cx,cy,x,y,color,0.36);
|
| 248 |
+
|
| 249 |
+
gl.disable(gl.BLEND);
|
| 250 |
+
}
|
| 251 |
+
|
| 252 |
+
/* ========= bottom timeline (single color) ========= */
|
| 253 |
+
|
| 254 |
+
function drawTimeline(time, color){
|
| 255 |
+
const padX = Math.max(24, canvas.width*0.08);
|
| 256 |
+
const xL = padX;
|
| 257 |
+
const xR = canvas.width - padX;
|
| 258 |
+
const w = xR - xL;
|
| 259 |
+
|
| 260 |
+
const y = canvas.height - Math.max(110, canvas.height*0.16);
|
| 261 |
+
|
| 262 |
+
gl.enable(gl.BLEND);
|
| 263 |
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
|
| 264 |
+
|
| 265 |
+
// base line
|
| 266 |
+
drawLine(xL,y,xR,y,color,0.10);
|
| 267 |
+
|
| 268 |
+
// ticks
|
| 269 |
+
const ticks=18;
|
| 270 |
+
for(let i=0;i<=ticks;i++){
|
| 271 |
+
const x=xL+(i/ticks)*w;
|
| 272 |
+
const h=(i%3===0)?8:4;
|
| 273 |
+
drawLine(x,y-h,x,y+h,color,0.08);
|
| 274 |
+
}
|
| 275 |
+
|
| 276 |
+
// pulse progresses over the FULL demo cycle (0..1)
|
| 277 |
+
const cycleT = (time % DEMO_CYCLE_SECONDS) / DEMO_CYCLE_SECONDS;
|
| 278 |
+
const eased = 0.5 - 0.5*Math.cos(cycleT * Math.PI * 2.0);
|
| 279 |
+
const px = xL + eased*w;
|
| 280 |
+
|
| 281 |
+
drawLine(px-14,y,px+14,y,color,0.55);
|
| 282 |
+
drawLine(px,y-10,px,y+10,color,0.35);
|
| 283 |
+
|
| 284 |
+
// trail
|
| 285 |
+
for(let i=1;i<=10;i++){
|
| 286 |
+
const tx = px - i*10;
|
| 287 |
+
if(tx < xL) break;
|
| 288 |
+
drawLine(tx-4,y,tx+4,y,color,0.14*(1-i/11));
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
gl.disable(gl.BLEND);
|
| 292 |
+
}
|
| 293 |
+
|
| 294 |
+
/* ========= bind halo ========= */
|
| 295 |
+
let aLoc=-1;
|
| 296 |
+
function bindHalo(){
|
| 297 |
+
gl.useProgram(prog);
|
| 298 |
+
gl.bindBuffer(gl.ARRAY_BUFFER,quad);
|
| 299 |
+
aLoc = gl.getAttribLocation(prog,"a");
|
| 300 |
+
gl.enableVertexAttribArray(aLoc);
|
| 301 |
+
gl.vertexAttribPointer(aLoc,2,gl.FLOAT,false,0,0);
|
| 302 |
+
}
|
| 303 |
+
|
| 304 |
+
const start=performance.now();
|
| 305 |
+
|
| 306 |
+
function draw(){
|
| 307 |
+
const time=(performance.now()-start)/1000;
|
| 308 |
+
|
| 309 |
+
// active single color for entire display (halo + overlays)
|
| 310 |
+
const color = activeTimelineColor(time);
|
| 311 |
+
|
| 312 |
+
gl.clearColor(0,0,0,1);
|
| 313 |
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
| 314 |
+
|
| 315 |
+
bindHalo();
|
| 316 |
+
|
| 317 |
+
gl.uniform2f(uRes, canvas.width, canvas.height);
|
| 318 |
+
gl.uniform1f(uTime, time);
|
| 319 |
+
|
| 320 |
+
// halo color (ADD ONLY)
|
| 321 |
+
gl.uniform3f(uCol, color[0], color[1], color[2]);
|
| 322 |
+
|
| 323 |
+
gl.drawArrays(gl.TRIANGLES,0,6);
|
| 324 |
+
|
| 325 |
+
// overlays (same single color)
|
| 326 |
+
drawScanArm(time, color);
|
| 327 |
+
drawTimeline(time, color);
|
| 328 |
+
|
| 329 |
+
requestAnimationFrame(draw);
|
| 330 |
+
}
|
| 331 |
+
|
| 332 |
+
draw();
|
| 333 |
+
|
| 334 |
+
})();
|
| 335 |
+
</script>
|
| 336 |
+
</body>
|
| 337 |
+
</html>
|