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Browse files- index.html +766 -19
index.html
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<html>
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| 1 |
+
<!DOCTYPE html>
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| 2 |
+
<html lang="en">
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| 3 |
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<head>
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| 4 |
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<meta charset="utf-8" />
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| 5 |
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<meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,viewport-fit=cover" />
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| 6 |
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<title>Space-X Debris Explosion Shader</title>
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| 7 |
+
<style>
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| 8 |
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:root {
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| 9 |
+
color-scheme: dark;
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| 10 |
+
}
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| 11 |
+
html, body {
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| 12 |
+
margin: 0;
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| 13 |
+
height: 100%;
|
| 14 |
+
background: #000;
|
| 15 |
+
overflow: hidden;
|
| 16 |
+
font-family: system-ui, -apple-system, Segoe UI, Roboto, Ubuntu, Cantarell, "Helvetica Neue", Arial, "Noto Sans", "Apple Color Emoji", "Segoe UI Emoji";
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| 17 |
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}
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| 18 |
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#wrap {
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| 19 |
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position: relative;
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| 20 |
+
width: 100vw;
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| 21 |
+
height: 100vh;
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| 22 |
+
background: radial-gradient(1200px 800px at 50% 60%, #04060a 0%, #020307 55%, #010205 75%, #000 100%);
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| 23 |
+
}
|
| 24 |
+
canvas {
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| 25 |
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position: absolute;
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| 26 |
+
inset: 0;
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| 27 |
+
width: 100%;
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| 28 |
+
height: 100%;
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| 29 |
+
display: block;
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| 30 |
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}
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| 31 |
+
#overlay {
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| 32 |
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position: absolute;
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| 33 |
+
top: 12px;
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| 34 |
+
left: 12px;
|
| 35 |
+
right: 12px;
|
| 36 |
+
display: flex;
|
| 37 |
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justify-content: space-between;
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| 38 |
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align-items: center;
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| 39 |
+
gap: 12px;
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| 40 |
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z-index: 10;
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| 41 |
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pointer-events: none;
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| 42 |
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}
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| 43 |
+
#title {
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| 44 |
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font-size: clamp(12px, 2vw, 16px);
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| 45 |
+
letter-spacing: .08em;
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| 46 |
+
text-transform: uppercase;
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| 47 |
+
opacity: .8;
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| 48 |
+
color: #a9b7d1;
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| 49 |
+
pointer-events: auto;
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| 50 |
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}
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| 51 |
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#title a {
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| 52 |
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color: #9ad4ff;
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| 53 |
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text-decoration: none;
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| 54 |
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border-bottom: 1px dashed rgba(154,212,255,.35);
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| 55 |
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}
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| 56 |
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#controls {
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| 57 |
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pointer-events: auto;
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| 58 |
+
display: flex;
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| 59 |
+
gap: 8px;
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| 60 |
+
}
|
| 61 |
+
button {
|
| 62 |
+
background: rgba(255,255,255,.06);
|
| 63 |
+
color: #d9e3ff;
|
| 64 |
+
border: 1px solid rgba(255,255,255,.12);
|
| 65 |
+
border-radius: 10px;
|
| 66 |
+
padding: 8px 12px;
|
| 67 |
+
font-size: 12px;
|
| 68 |
+
cursor: pointer;
|
| 69 |
+
backdrop-filter: blur(6px);
|
| 70 |
+
transition: all .2s ease;
|
| 71 |
+
}
|
| 72 |
+
button:hover {
|
| 73 |
+
background: rgba(255,255,255,.1);
|
| 74 |
+
transform: translateY(-1px);
|
| 75 |
+
}
|
| 76 |
+
#hint {
|
| 77 |
+
position: absolute;
|
| 78 |
+
bottom: 12px;
|
| 79 |
+
right: 12px;
|
| 80 |
+
color: #b9c6e6;
|
| 81 |
+
opacity: .65;
|
| 82 |
+
font-size: 12px;
|
| 83 |
+
padding: 6px 10px;
|
| 84 |
+
border: 1px solid rgba(255,255,255,.08);
|
| 85 |
+
border-radius: 8px;
|
| 86 |
+
background: rgba(0,0,0,.25);
|
| 87 |
+
backdrop-filter: blur(6px);
|
| 88 |
+
pointer-events: none;
|
| 89 |
+
}
|
| 90 |
+
</style>
|
| 91 |
+
</head>
|
| 92 |
+
<body>
|
| 93 |
+
<div id="wrap">
|
| 94 |
+
<canvas id="gl"></canvas>
|
| 95 |
+
<div id="overlay">
|
| 96 |
+
<div id="title">
|
| 97 |
+
Debris After a Space-X Rocket Explosion
|
| 98 |
+
| Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" rel="noopener noreferrer">anycoder</a>
|
| 99 |
+
</div>
|
| 100 |
+
<div id="controls">
|
| 101 |
+
<button id="btn-explode" title="Spawn a new explosion (E)">Explode</button>
|
| 102 |
+
<button id="btn-toggle" title="Pause/Resume (Space)">Pause</button>
|
| 103 |
+
<button id="btn-reset" title="Reset particles (R)">Reset</button>
|
| 104 |
+
</div>
|
| 105 |
+
</div>
|
| 106 |
+
<div id="hint">Click or press E to explode • Space to pause • R to reset</div>
|
| 107 |
+
</div>
|
| 108 |
+
|
| 109 |
+
<script>
|
| 110 |
+
(function(){
|
| 111 |
+
const canvas = document.getElementById('gl');
|
| 112 |
+
const gl = canvas.getContext('webgl', { antialias: false, alpha: false, preserveDrawingBuffer: false });
|
| 113 |
+
if (!gl) {
|
| 114 |
+
alert('WebGL not supported on this device/browser.');
|
| 115 |
+
return;
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
// Globals
|
| 119 |
+
const DPR = Math.min(2, window.devicePixelRatio || 1);
|
| 120 |
+
let W = 0, H = 0;
|
| 121 |
+
let time = 0, lastT = 0, paused = false;
|
| 122 |
+
|
| 123 |
+
// Explosion and physics
|
| 124 |
+
const G = 0.10; // "gravity" in world units per second^2 (scaled)
|
| 125 |
+
const DRAG = 0.995; // velocity damping per frame
|
| 126 |
+
const MAX_PARTICLES = 14000;
|
| 127 |
+
const MIN_PARTICLES = 4000;
|
| 128 |
+
let PARTICLE_COUNT = MAX_PARTICLES;
|
| 129 |
+
|
| 130 |
+
// Explosion origin in world coordinates (will be recentered on resize)
|
| 131 |
+
let origin = { x: 0, y: 0 };
|
| 132 |
+
|
| 133 |
+
// Particles data
|
| 134 |
+
let pLife, pPos, pVel, pSize, pSeed;
|
| 135 |
+
|
| 136 |
+
// Stars
|
| 137 |
+
let STAR_COUNT = 600;
|
| 138 |
+
let starPos, starPhase, starSize;
|
| 139 |
+
|
| 140 |
+
// Shockwave
|
| 141 |
+
let shockActive = false;
|
| 142 |
+
let shockStart = 0;
|
| 143 |
+
let shockDuration = 6.0;
|
| 144 |
+
let shockMaxRadius = 0.0;
|
| 145 |
+
let shockThickness = 0.06;
|
| 146 |
+
|
| 147 |
+
// Trail FBO
|
| 148 |
+
let trailFbo = null;
|
| 149 |
+
let trailTex = null;
|
| 150 |
+
|
| 151 |
+
// Utility
|
| 152 |
+
const rand = (a=0,b=1)=>a+Math.random()*(b-a);
|
| 153 |
+
const clamp = (x, a, b)=>Math.max(a, Math.min(b, x));
|
| 154 |
+
const mix = (a,b,t)=>a*(1-t)+b*t;
|
| 155 |
+
|
| 156 |
+
// Shaders
|
| 157 |
+
const particleVS = `
|
| 158 |
+
attribute vec2 a_pos;
|
| 159 |
+
attribute vec2 a_vel;
|
| 160 |
+
attribute float a_size;
|
| 161 |
+
attribute float a_seed;
|
| 162 |
+
|
| 163 |
+
uniform vec2 u_origin;
|
| 164 |
+
uniform vec2 u_scale;
|
| 165 |
+
uniform float u_aspect;
|
| 166 |
+
uniform float u_time;
|
| 167 |
+
|
| 168 |
+
varying float v_speed;
|
| 169 |
+
varying float v_seed;
|
| 170 |
+
varying float v_size;
|
| 171 |
+
|
| 172 |
+
void main() {
|
| 173 |
+
vec2 dir = normalize(a_vel + vec2(1e-6));
|
| 174 |
+
float speed = length(a_vel);
|
| 175 |
+
v_speed = speed;
|
| 176 |
+
v_seed = a_seed;
|
| 177 |
+
v_size = a_size;
|
| 178 |
+
|
| 179 |
+
vec2 world = a_pos;
|
| 180 |
+
vec2 clip = (world - u_origin) * u_scale;
|
| 181 |
+
gl_Position = vec4(clip, 0.0, 1.0);
|
| 182 |
+
gl_PointSize = a_size;
|
| 183 |
+
}
|
| 184 |
+
`;
|
| 185 |
+
|
| 186 |
+
const particleFS = `
|
| 187 |
+
precision mediump float;
|
| 188 |
+
|
| 189 |
+
uniform float u_time;
|
| 190 |
+
|
| 191 |
+
varying float v_speed;
|
| 192 |
+
varying float v_seed;
|
| 193 |
+
varying float v_size;
|
| 194 |
+
|
| 195 |
+
// 2D rotation
|
| 196 |
+
mat2 rot(float a){ float c=cos(a), s=sin(a); return mat2(c,-s,s,c); }
|
| 197 |
+
|
| 198 |
+
float hash21(vec2 p){
|
| 199 |
+
p = fract(p*vec2(123.34, 345.45));
|
| 200 |
+
p += dot(p, p+34.345);
|
| 201 |
+
return fract(p.x*p.y);
|
| 202 |
+
}
|
| 203 |
+
|
| 204 |
+
void main() {
|
| 205 |
+
// Point sprite coord
|
| 206 |
+
vec2 uv = gl_PointCoord*2.0 - 1.0;
|
| 207 |
+
|
| 208 |
+
// Flicker rotation for anisotropy
|
| 209 |
+
float ang = v_seed*6.2831 + u_time*2.0;
|
| 210 |
+
uv = rot(ang) * uv;
|
| 211 |
+
|
| 212 |
+
// Elliptical falloff: elongated along x
|
| 213 |
+
float e = 0.42;
|
| 214 |
+
float d = dot(vec2(uv.x/e, uv.y), vec2(uv.x/e, uv.y));
|
| 215 |
+
float alpha = smoothstep(1.0, 0.0, d);
|
| 216 |
+
|
| 217 |
+
// Spark core
|
| 218 |
+
float core = smoothstep(0.20, 0.0, d);
|
| 219 |
+
alpha = max(alpha, core*0.75);
|
| 220 |
+
|
| 221 |
+
// Color by speed: white->yellow->orange->red
|
| 222 |
+
float t = clamp(v_speed*0.6, 0.0, 1.0);
|
| 223 |
+
vec3 col = mix(vec3(1.0, 0.95, 0.90), vec3(1.0, 0.75, 0.25), smoothstep(0.0, 0.5, t));
|
| 224 |
+
col = mix(col, vec3(1.0, 0.45, 0.10), smoothstep(0.5, 1.0, t));
|
| 225 |
+
col = mix(col, vec3(0.9, 0.1, 0.05), smoothstep(0.9, 1.6, t));
|
| 226 |
+
|
| 227 |
+
// Slight color jitter
|
| 228 |
+
float n = hash21(vec2(v_seed*19.31, v_seed*91.7));
|
| 229 |
+
col *= mix(0.9, 1.1, n);
|
| 230 |
+
|
| 231 |
+
// Flicker
|
| 232 |
+
float flick = 0.85 + 0.25*sin(u_time*40.0 + v_seed*123.4);
|
| 233 |
+
alpha *= flick;
|
| 234 |
+
|
| 235 |
+
gl_FragColor = vec4(col, alpha);
|
| 236 |
+
// Premultiplied-like glow via additive blend
|
| 237 |
+
}
|
| 238 |
+
`;
|
| 239 |
+
|
| 240 |
+
const compositeVS = `
|
| 241 |
+
attribute vec2 a_pos;
|
| 242 |
+
varying vec2 v_uv;
|
| 243 |
+
void main(){
|
| 244 |
+
v_uv = a_pos*0.5 + 0.5;
|
| 245 |
+
gl_Position = vec4(a_pos, 0.0, 1.0);
|
| 246 |
+
}
|
| 247 |
+
`;
|
| 248 |
+
|
| 249 |
+
const compositeFS = `
|
| 250 |
+
precision mediump float;
|
| 251 |
+
varying vec2 v_uv;
|
| 252 |
+
|
| 253 |
+
uniform sampler2D u_prevTrail;
|
| 254 |
+
uniform sampler2D u_curr;
|
| 255 |
+
uniform float u_decay;
|
| 256 |
+
|
| 257 |
+
uniform vec2 u_resolution;
|
| 258 |
+
uniform float u_time;
|
| 259 |
+
|
| 260 |
+
uniform int u_starCount;
|
| 261 |
+
uniform vec2 u_starPos[1200];
|
| 262 |
+
uniform float u_starPhase[1200];
|
| 263 |
+
uniform float u_starSize[1200];
|
| 264 |
+
|
| 265 |
+
// Starfield function
|
| 266 |
+
float hash(float x){ return fract(sin(x)*43758.5453123); }
|
| 267 |
+
vec3 starfield(vec2 uv, float aspect){
|
| 268 |
+
// Tile to reduce cost
|
| 269 |
+
vec2 grid = uv*vec2(aspect, 1.0)*400.0;
|
| 270 |
+
vec2 id = floor(grid);
|
| 271 |
+
vec2 gv = fract(grid) - 0.5;
|
| 272 |
+
|
| 273 |
+
float n = hash(id.x + id.y*57.0);
|
| 274 |
+
vec3 col = vec3(0.0);
|
| 275 |
+
|
| 276 |
+
// Sparse stars
|
| 277 |
+
if (n > 0.997) {
|
| 278 |
+
float tw = 0.6 + 0.4*sin(u_time*2.0 + n*123.0);
|
| 279 |
+
float size = mix(0.5, 1.5, hash(n*13.7));
|
| 280 |
+
float d = length(gv);
|
| 281 |
+
float s = smoothstep(size, 0.0, d);
|
| 282 |
+
col += vec3(1.0, 1.0, 1.0) * s * tw;
|
| 283 |
+
}
|
| 284 |
+
return col;
|
| 285 |
+
}
|
| 286 |
+
|
| 287 |
+
// Shockwave ring
|
| 288 |
+
float ring(vec2 uv, vec2 center, float radius, float thickness){
|
| 289 |
+
float d = length(uv - center);
|
| 290 |
+
float inner = smoothstep(radius - thickness, radius, d);
|
| 291 |
+
float outer = 1.0 - smoothstep(radius, radius + thickness, d);
|
| 292 |
+
float ringv = inner * outer;
|
| 293 |
+
// fade ends
|
| 294 |
+
return ringv;
|
| 295 |
+
}
|
| 296 |
+
|
| 297 |
+
// Background nebula (cheap multi-noise)
|
| 298 |
+
float noise(vec2 p){
|
| 299 |
+
vec2 i = floor(p);
|
| 300 |
+
vec2 f = fract(p);
|
| 301 |
+
float a = hash(i.x + i.y*57.0);
|
| 302 |
+
float b = hash(i.x+1.0 + i.y*57.0);
|
| 303 |
+
float c = hash(i.x + (i.y+1.0)*57.0);
|
| 304 |
+
float d = hash(i.x+1.0 + (i.y+1.0)*57.0);
|
| 305 |
+
vec2 u = f*f*(3.0-2.0*f);
|
| 306 |
+
return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
|
| 307 |
+
}
|
| 308 |
+
vec3 nebula(vec2 uv, float t){
|
| 309 |
+
uv *= 2.5;
|
| 310 |
+
float n = 0.0;
|
| 311 |
+
n += noise(uv + vec2(t*0.03, t*0.01));
|
| 312 |
+
n += 0.5*noise(uv*2.0 - vec2(t*0.02, -t*0.015));
|
| 313 |
+
n += 0.25*noise(uv*4.0 + vec2(t*0.01, t*0.02));
|
| 314 |
+
n = pow(n, 1.2);
|
| 315 |
+
vec3 c = mix(vec3(0.05, 0.07, 0.10), vec3(0.10, 0.05, 0.15), n);
|
| 316 |
+
c += vec3(0.03, 0.02, 0.06)*n*n;
|
| 317 |
+
return c;
|
| 318 |
+
}
|
| 319 |
+
|
| 320 |
+
void main(){
|
| 321 |
+
// UV to NDC space (0..1)
|
| 322 |
+
vec2 uv = v_uv;
|
| 323 |
+
vec2 ndc = uv*2.0 - 1.0;
|
| 324 |
+
|
| 325 |
+
// Background base
|
| 326 |
+
vec3 col = nebula(ndc, u_time);
|
| 327 |
+
|
| 328 |
+
// Stars (procedural sparse)
|
| 329 |
+
float aspect = u_resolution.x / u_resolution.y;
|
| 330 |
+
vec3 stars = starfield(uv, aspect);
|
| 331 |
+
col += stars * 0.7;
|
| 332 |
+
|
| 333 |
+
// Shockwave ring
|
| 334 |
+
if (u_time < ${shockDuration.toFixed(1)}) {
|
| 335 |
+
float radius = (u_time - shockStart) * 0.9; // world units to NDC
|
| 336 |
+
// convert center
|
| 337 |
+
vec2 c = vec2(0.0); // origin in NDC
|
| 338 |
+
float ringv = ring(ndc, c, radius, ${shockThickness.toFixed(2)});
|
| 339 |
+
vec3 ringCol = mix(vec3(0.5,0.8,1.0), vec3(1.0,0.9,0.6), smoothstep(0.0, 1.0, radius));
|
| 340 |
+
col += ringCol * ringv * 1.2;
|
| 341 |
+
}
|
| 342 |
+
|
| 343 |
+
// Trails: fade previous, add current
|
| 344 |
+
vec3 prev = texture2D(u_prevTrail, uv).rgb;
|
| 345 |
+
vec3 curr = texture2D(u_curr, uv).rgb;
|
| 346 |
+
|
| 347 |
+
vec3 combined = prev * u_decay + curr;
|
| 348 |
+
|
| 349 |
+
// Vignette
|
| 350 |
+
float vign = smoothstep(1.3, 0.2, length(ndc));
|
| 351 |
+
col *= vign;
|
| 352 |
+
|
| 353 |
+
// Mix trails over background
|
| 354 |
+
col += combined;
|
| 355 |
+
|
| 356 |
+
// Tone map and gamma
|
| 357 |
+
col = col / (1.0 + col); // simple Reinhard
|
| 358 |
+
col = pow(col, vec3(1.0/2.2));
|
| 359 |
+
|
| 360 |
+
gl_FragColor = vec4(col, 1.0);
|
| 361 |
+
}
|
| 362 |
+
`;
|
| 363 |
+
|
| 364 |
+
// GL helpers
|
| 365 |
+
function createShader(type, src){
|
| 366 |
+
const sh = gl.createShader(type);
|
| 367 |
+
gl.shaderSource(sh, src);
|
| 368 |
+
gl.compileShader(sh);
|
| 369 |
+
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
|
| 370 |
+
console.error(gl.getShaderInfoLog(sh));
|
| 371 |
+
throw new Error('Shader compile error');
|
| 372 |
+
}
|
| 373 |
+
return sh;
|
| 374 |
+
}
|
| 375 |
+
function createProgram(vsSrc, fsSrc){
|
| 376 |
+
const vs = createShader(gl.VERTEX_SHADER, vsSrc);
|
| 377 |
+
const fs = createShader(gl.FRAGMENT_SHADER, fsSrc);
|
| 378 |
+
const pr = gl.createProgram();
|
| 379 |
+
gl.attachShader(pr, vs);
|
| 380 |
+
gl.attachShader(pr, fs);
|
| 381 |
+
gl.linkProgram(pr);
|
| 382 |
+
if (!gl.getProgramParameter(pr, gl.LINK_STATUS)) {
|
| 383 |
+
console.error(gl.getProgramInfoLog(pr));
|
| 384 |
+
throw new Error('Program link error');
|
| 385 |
+
}
|
| 386 |
+
return pr;
|
| 387 |
+
}
|
| 388 |
+
|
| 389 |
+
// Programs
|
| 390 |
+
const particleProg = createProgram(particleVS, particleFS);
|
| 391 |
+
const particleLoc = {
|
| 392 |
+
a_pos: gl.getAttribLocation(particleProg, 'a_pos'),
|
| 393 |
+
a_vel: gl.getAttribLocation(particleProg, 'a_vel'),
|
| 394 |
+
a_size: gl.getAttribLocation(particleProg, 'a_size'),
|
| 395 |
+
a_seed: gl.getAttribLocation(particleProg, 'a_seed'),
|
| 396 |
+
u_origin: gl.getUniformLocation(particleProg, 'u_origin'),
|
| 397 |
+
u_scale: gl.getUniformLocation(particleProg, 'u_scale'),
|
| 398 |
+
u_aspect: gl.getUniformLocation(particleProg, 'u_aspect'),
|
| 399 |
+
u_time: gl.getUniformLocation(particleProg, 'u_time'),
|
| 400 |
+
};
|
| 401 |
+
|
| 402 |
+
const compositeProg = createProgram(compositeVS, compositeFS);
|
| 403 |
+
const compositeLoc = {
|
| 404 |
+
a_pos: gl.getAttribLocation(compositeProg, 'a_pos'),
|
| 405 |
+
u_prevTrail: gl.getUniformLocation(compositeProg, 'u_prevTrail'),
|
| 406 |
+
u_curr: gl.getUniformLocation(compositeProg, 'u_curr'),
|
| 407 |
+
u_decay: gl.getUniformLocation(compositeProg, 'u_decay'),
|
| 408 |
+
u_resolution: gl.getUniformLocation(compositeProg, 'u_resolution'),
|
| 409 |
+
u_time: gl.getUniformLocation(compositeProg, 'u_time'),
|
| 410 |
+
u_starCount: gl.getUniformLocation(compositeProg, 'u_starCount'),
|
| 411 |
+
u_starPos: gl.getUniformLocation(compositeProg, 'u_starPos'),
|
| 412 |
+
u_starPhase: gl.getUniformLocation(compositeProg, 'u_starPhase'),
|
| 413 |
+
u_starSize: gl.getUniformLocation(compositeProg, 'u_starSize'),
|
| 414 |
+
};
|
| 415 |
+
|
| 416 |
+
// Buffers
|
| 417 |
+
const fsQuad = gl.createBuffer();
|
| 418 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, fsQuad);
|
| 419 |
+
// Full-screen triangle
|
| 420 |
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| 421 |
+
-1, -1,
|
| 422 |
+
3, -1,
|
| 423 |
+
-1, 3
|
| 424 |
+
]), gl.STATIC_DRAW);
|
| 425 |
+
|
| 426 |
+
// Particle buffers
|
| 427 |
+
const bufPos = gl.createBuffer();
|
| 428 |
+
const bufVel = gl.createBuffer();
|
| 429 |
+
const bufSize = gl.createBuffer();
|
| 430 |
+
const bufSeed = gl.createBuffer();
|
| 431 |
+
|
| 432 |
+
// Trail target
|
| 433 |
+
function createTrailTarget(w, h){
|
| 434 |
+
const tex = gl.createTexture();
|
| 435 |
+
gl.bindTexture(gl.TEXTURE_2D, tex);
|
| 436 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
| 437 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
| 438 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
| 439 |
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
| 440 |
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
| 441 |
+
|
| 442 |
+
const fbo = gl.createFramebuffer();
|
| 443 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
| 444 |
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
|
| 445 |
+
|
| 446 |
+
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
| 447 |
+
if (status !== gl.FRAMEBUFFER_COMPLETE) {
|
| 448 |
+
console.error('FBO incomplete', status.toString(16));
|
| 449 |
+
}
|
| 450 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| 451 |
+
|
| 452 |
+
return { fbo, tex };
|
| 453 |
+
}
|
| 454 |
+
|
| 455 |
+
function resize(){
|
| 456 |
+
const cssW = canvas.clientWidth || window.innerWidth;
|
| 457 |
+
const cssH = canvas.clientHeight || window.innerHeight;
|
| 458 |
+
const w = Math.floor(cssW * DPR);
|
| 459 |
+
const h = Math.floor(cssH * DPR);
|
| 460 |
+
if (w === W && h === H) return;
|
| 461 |
+
|
| 462 |
+
W = w; H = h;
|
| 463 |
+
canvas.width = W;
|
| 464 |
+
canvas.height = H;
|
| 465 |
+
gl.viewport(0, 0, W, H);
|
| 466 |
+
|
| 467 |
+
// Recreate trail target
|
| 468 |
+
if (trailTex) {
|
| 469 |
+
gl.deleteTexture(trailTex);
|
| 470 |
+
gl.deleteFramebuffer(trailFbo);
|
| 471 |
+
}
|
| 472 |
+
const t = createTrailTarget(W, H);
|
| 473 |
+
trailFbo = t.fbo;
|
| 474 |
+
trailTex = t.tex;
|
| 475 |
+
|
| 476 |
+
// Center explosion
|
| 477 |
+
origin.x = 0;
|
| 478 |
+
origin.y = 0;
|
| 479 |
+
|
| 480 |
+
// Recompute scale (world -> NDC)
|
| 481 |
+
worldScale.x = 1.0 / (WORLD_RADIUS);
|
| 482 |
+
worldScale.y = 1.0 / (WORLD_RADIUS);
|
| 483 |
+
}
|
| 484 |
+
|
| 485 |
+
// World settings
|
| 486 |
+
const WORLD_RADIUS = 2.2; // world half-extent in NDC
|
| 487 |
+
const worldScale = { x: 1/WORLD_RADIUS, y: 1/WORLD_RADIUS };
|
| 488 |
+
|
| 489 |
+
// Particles init
|
| 490 |
+
function allocParticles(count){
|
| 491 |
+
PARTICLE_COUNT = clamp(count|0, MIN_PARTICLES, MAX_PARTICLES);
|
| 492 |
+
pLife = new Float32Array(PARTICLE_COUNT);
|
| 493 |
+
pPos = new Float32Array(PARTICLE_COUNT * 2);
|
| 494 |
+
pVel = new Float32Array(PARTICLE_COUNT * 2);
|
| 495 |
+
pSize = new Float32Array(PARTICLE_COUNT);
|
| 496 |
+
pSeed = new Float32Array(PARTICLE_COUNT);
|
| 497 |
+
}
|
| 498 |
+
|
| 499 |
+
function randomInCircle(radius){
|
| 500 |
+
const t = Math.random()*Math.PI*2;
|
| 501 |
+
const r = Math.sqrt(Math.random())*radius;
|
| 502 |
+
return { x: Math.cos(t)*r, y: Math.sin(t)*r };
|
| 503 |
+
}
|
| 504 |
+
|
| 505 |
+
function hslToRgb(h, s, l) {
|
| 506 |
+
let r, g, b;
|
| 507 |
+
if (s === 0) {
|
| 508 |
+
r = g = b = l; // achromatic
|
| 509 |
+
} else {
|
| 510 |
+
const hue2rgb = function hue2rgb(p, q, t){
|
| 511 |
+
if (t < 0) t += 1;
|
| 512 |
+
if (t > 1) t -= 1;
|
| 513 |
+
if (t < 1/6) return p + (q - p) * 6 * t;
|
| 514 |
+
if (t < 1/2) return q;
|
| 515 |
+
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
|
| 516 |
+
return p;
|
| 517 |
+
};
|
| 518 |
+
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
| 519 |
+
const p = 2 * l - q;
|
| 520 |
+
r = hue2rgb(p, q, h + 1/3);
|
| 521 |
+
g = hue2rgb(p, q, h);
|
| 522 |
+
b = hue2rgb(p, q, h - 1/3);
|
| 523 |
+
}
|
| 524 |
+
return [r, g, b];
|
| 525 |
+
}
|
| 526 |
+
|
| 527 |
+
function resetParticles(count){
|
| 528 |
+
allocParticles(count);
|
| 529 |
+
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
| 530 |
+
pSeed[i] = Math.random();
|
| 531 |
+
const r = randomInCircle(0.15 + Math.random()*0.25);
|
| 532 |
+
pPos[i*2+0] = origin.x + r.x;
|
| 533 |
+
pPos[i*2+1] = origin.y + r.y;
|
| 534 |
+
|
| 535 |
+
// Velocity: radial burst
|
| 536 |
+
const angle = Math.atan2(r.y, r.x);
|
| 537 |
+
const speed = 0.7 + Math.random()*2.6; // world units per second
|
| 538 |
+
pVel[i*2+0] = Math.cos(angle) * speed;
|
| 539 |
+
pVel[i*2+1] = Math.sin(angle) * speed;
|
| 540 |
+
|
| 541 |
+
// Size in pixels (scaled with DPR)
|
| 542 |
+
pSize[i] = (1.0 + Math.random()*3.5) * DPR * 1.2;
|
| 543 |
+
|
| 544 |
+
// Life in seconds
|
| 545 |
+
pLife[i] = 1.5 + Math.random()*5.0;
|
| 546 |
+
}
|
| 547 |
+
|
| 548 |
+
// Upload static buffers
|
| 549 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufSeed);
|
| 550 |
+
gl.bufferData(gl.ARRAY_BUFFER, pSeed, gl.STATIC_DRAW);
|
| 551 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufSize);
|
| 552 |
+
gl.bufferData(gl.ARRAY_BUFFER, pSize, gl.DYNAMIC_DRAW);
|
| 553 |
+
|
| 554 |
+
// Initial positions
|
| 555 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
|
| 556 |
+
gl.bufferData(gl.ARRAY_BUFFER, pPos, gl.DYNAMIC_DRAW);
|
| 557 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
|
| 558 |
+
gl.bufferData(gl.ARRAY_BUFFER, pVel, gl.DYNAMIC_DRAW);
|
| 559 |
+
}
|
| 560 |
+
|
| 561 |
+
function respawn(i){
|
| 562 |
+
pSeed[i] = Math.random();
|
| 563 |
+
const r = randomInCircle(0.05 + Math.random()*0.18);
|
| 564 |
+
pPos[i*2+0] = origin.x + r.x;
|
| 565 |
+
pPos[i*2+1] = origin.y + r.y;
|
| 566 |
+
|
| 567 |
+
const angle = Math.atan2(r.y, r.x);
|
| 568 |
+
const speed = 0.9 + Math.random()*2.8;
|
| 569 |
+
pVel[i*2+0] = Math.cos(angle) * speed;
|
| 570 |
+
pVel[i*2+1] = Math.sin(angle) * speed;
|
| 571 |
+
|
| 572 |
+
pSize[i] = (1.0 + Math.random()*3.5) * DPR * 1.2;
|
| 573 |
+
pLife[i] = 1.8 + Math.random()*6.0;
|
| 574 |
+
}
|
| 575 |
+
|
| 576 |
+
function initStars(count){
|
| 577 |
+
STAR_COUNT = Math.min(1200, count|0);
|
| 578 |
+
starPos = new Float32Array(STAR_COUNT*2);
|
| 579 |
+
starPhase = new Float32Array(STAR_COUNT);
|
| 580 |
+
starSize = new Float32Array(STAR_COUNT);
|
| 581 |
+
for (let i = 0; i < STAR_COUNT; i++){
|
| 582 |
+
// Distribute roughly uniformly in NDC
|
| 583 |
+
starPos[i*2+0] = rand(-1, 1);
|
| 584 |
+
starPos[i*2+1] = rand(-1, 1);
|
| 585 |
+
starPhase[i] = rand(0, Math.PI*2);
|
| 586 |
+
starSize[i] = rand(0.5, 1.5);
|
| 587 |
+
}
|
| 588 |
+
}
|
| 589 |
+
|
| 590 |
+
function explode(){
|
| 591 |
+
// Shockwave start
|
| 592 |
+
shockActive = true;
|
| 593 |
+
shockStart = time;
|
| 594 |
+
// Reset velocities with a powerful burst and add some turbulence
|
| 595 |
+
for (let i = 0; i < PARTICLE_COUNT; i++){
|
| 596 |
+
const angle = Math.random()*Math.PI*2;
|
| 597 |
+
const speed = 1.2 + Math.random()*3.2; // stronger impulse
|
| 598 |
+
pVel[i*2+0] = Math.cos(angle) * speed;
|
| 599 |
+
pVel[i*2+1] = Math.sin(angle) * speed;
|
| 600 |
+
// Add slight size jitter for flair
|
| 601 |
+
pSize[i] = (1.2 + Math.random()*4.2) * DPR * 1.2;
|
| 602 |
+
pLife[i] = 2.0 + Math.random()*6.0;
|
| 603 |
+
}
|
| 604 |
+
}
|
| 605 |
+
|
| 606 |
+
// Init
|
| 607 |
+
resetParticles(MAX_PARTICLES);
|
| 608 |
+
initStars(STAR_COUNT);
|
| 609 |
+
|
| 610 |
+
// GL State
|
| 611 |
+
gl.disable(gl.DEPTH_TEST);
|
| 612 |
+
gl.enable(gl.BLEND);
|
| 613 |
+
gl.blendFunc(gl.ONE, gl.ONE); // additive
|
| 614 |
+
gl.clearColor(0,0,0,1);
|
| 615 |
+
|
| 616 |
+
// Controls
|
| 617 |
+
const btnExplode = document.getElementById('btn-explode');
|
| 618 |
+
const btnToggle = document.getElementById('btn-toggle');
|
| 619 |
+
const btnReset = document.getElementById('btn-reset');
|
| 620 |
+
btnExplode.addEventListener('click', explode);
|
| 621 |
+
btnToggle.addEventListener('click', ()=>{
|
| 622 |
+
paused = !paused;
|
| 623 |
+
btnToggle.textContent = paused ? 'Resume' : 'Pause';
|
| 624 |
+
});
|
| 625 |
+
btnReset.addEventListener('click', ()=>resetParticles(PARTICLE_COUNT));
|
| 626 |
+
|
| 627 |
+
window.addEventListener('keydown', (e)=>{
|
| 628 |
+
if (e.code === 'Space') { paused = !paused; btnToggle.textContent = paused ? 'Resume' : 'Pause'; }
|
| 629 |
+
if (e.key.toLowerCase() === 'e') explode();
|
| 630 |
+
if (e.key.toLowerCase() === 'r') resetParticles(PARTICLE_COUNT);
|
| 631 |
+
});
|
| 632 |
+
window.addEventListener('resize', resize);
|
| 633 |
+
window.addEventListener('pointerdown', explode);
|
| 634 |
+
resize();
|
| 635 |
+
|
| 636 |
+
// Animation
|
| 637 |
+
function update(dt){
|
| 638 |
+
// Update particles on CPU
|
| 639 |
+
const decay = Math.pow(DRAG, dt*60);
|
| 640 |
+
for (let i = 0; i < PARTICLE_COUNT; i++){
|
| 641 |
+
// Life
|
| 642 |
+
pLife[i] -= dt;
|
| 643 |
+
if (pLife[i] <= 0) {
|
| 644 |
+
respawn(i);
|
| 645 |
+
continue;
|
| 646 |
+
}
|
| 647 |
+
// Velocity
|
| 648 |
+
pVel[i*2+0] *= decay;
|
| 649 |
+
pVel[i*2+1] = pVel[i*2+1]*decay - G*dt;
|
| 650 |
+
|
| 651 |
+
// Position
|
| 652 |
+
pPos[i*2+0] += pVel[i*2+0] * dt;
|
| 653 |
+
pPos[i*2+1] += pVel[i*2+1] * dt;
|
| 654 |
+
|
| 655 |
+
// If out of bounds (with margin), respawn
|
| 656 |
+
const x = pPos[i*2+0], y = pPos[i*2+1];
|
| 657 |
+
if (Math.abs(x) > WORLD_RADIUS*1.8 || Math.abs(y) > WORLD_RADIUS*1.8) {
|
| 658 |
+
respawn(i);
|
| 659 |
+
}
|
| 660 |
+
}
|
| 661 |
+
}
|
| 662 |
+
|
| 663 |
+
function drawParticlesToFBO(){
|
| 664 |
+
// Render current particles into trailTex FBO
|
| 665 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, trailFbo);
|
| 666 |
+
gl.viewport(0, 0, W, H);
|
| 667 |
+
gl.clearColor(0,0,0,0);
|
| 668 |
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
| 669 |
+
|
| 670 |
+
gl.useProgram(particleProg);
|
| 671 |
+
|
| 672 |
+
// Attributes
|
| 673 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
|
| 674 |
+
gl.enableVertexAttribArray(particleLoc.a_pos);
|
| 675 |
+
gl.vertexAttribPointer(particleLoc.a_pos, 2, gl.FLOAT, false, 0, 0);
|
| 676 |
+
|
| 677 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
|
| 678 |
+
gl.enableVertexAttribArray(particleLoc.a_vel);
|
| 679 |
+
gl.vertexAttribPointer(particleLoc.a_vel, 2, gl.FLOAT, false, 0, 0);
|
| 680 |
+
|
| 681 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufSize);
|
| 682 |
+
gl.enableVertexAttribArray(particleLoc.a_size);
|
| 683 |
+
gl.vertexAttribPointer(particleLoc.a_size, 1, gl.FLOAT, false, 0, 0);
|
| 684 |
+
|
| 685 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufSeed);
|
| 686 |
+
gl.enableVertexAttribArray(particleLoc.a_seed);
|
| 687 |
+
gl.vertexAttribPointer(particleLoc.a_seed, 1, gl.FLOAT, false, 0, 0);
|
| 688 |
+
|
| 689 |
+
// Uniforms
|
| 690 |
+
gl.uniform2f(particleLoc.u_origin, origin.x, origin.y);
|
| 691 |
+
gl.uniform2f(particleLoc.u_scale, worldScale.x, worldScale.y);
|
| 692 |
+
gl.uniform1f(particleLoc.u_aspect, W / H);
|
| 693 |
+
gl.uniform1f(particleLoc.u_time, time);
|
| 694 |
+
|
| 695 |
+
// Update dynamic buffers
|
| 696 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
|
| 697 |
+
gl.bufferSubData(gl.ARRAY_BUFFER, 0, pPos);
|
| 698 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
|
| 699 |
+
gl.bufferSubData(gl.ARRAY_BUFFER, 0, pVel);
|
| 700 |
+
|
| 701 |
+
gl.drawArrays(gl.POINTS, 0, PARTICLE_COUNT);
|
| 702 |
+
|
| 703 |
+
// Cleanup
|
| 704 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
| 705 |
+
gl.useProgram(null);
|
| 706 |
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| 707 |
+
}
|
| 708 |
+
|
| 709 |
+
function compositeToScreen(){
|
| 710 |
+
gl.useProgram(compositeProg);
|
| 711 |
+
|
| 712 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, fsQuad);
|
| 713 |
+
gl.enableVertexAttribArray(compositeLoc.a_pos);
|
| 714 |
+
gl.vertexAttribPointer(compositeLoc.a_pos, 2, gl.FLOAT, false, 0, 0);
|
| 715 |
+
|
| 716 |
+
gl.activeTexture(gl.TEXTURE0);
|
| 717 |
+
gl.bindTexture(gl.TEXTURE_2D, trailTex);
|
| 718 |
+
gl.uniform1i(compositeLoc.u_prevTrail, 0);
|
| 719 |
+
|
| 720 |
+
gl.activeTexture(gl.TEXTURE1);
|
| 721 |
+
gl.bindTexture(gl.TEXTURE_2D, trailTex); // same target this frame
|
| 722 |
+
gl.uniform1i(compositeLoc.u_curr, 1);
|
| 723 |
+
|
| 724 |
+
gl.uniform1f(compositeLoc.u_decay, 0.965); // trail persistence
|
| 725 |
+
gl.uniform2f(compositeLoc.u_resolution, W, H);
|
| 726 |
+
gl.uniform1f(compositeLoc.u_time, time);
|
| 727 |
+
|
| 728 |
+
gl.uniform1i(compositeLoc.u_starCount, STAR_COUNT);
|
| 729 |
+
gl.uniform2fv(compositeLoc.u_starPos, starPos);
|
| 730 |
+
gl.uniform1fv(compositeLoc.u_starPhase, starPhase);
|
| 731 |
+
gl.uniform1fv(compositeLoc.u_starSize, starSize);
|
| 732 |
+
|
| 733 |
+
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
| 734 |
+
|
| 735 |
+
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
| 736 |
+
gl.useProgram(null);
|
| 737 |
+
}
|
| 738 |
+
|
| 739 |
+
function frame(t){
|
| 740 |
+
const now = t * 0.001;
|
| 741 |
+
const dt = Math.min(0.033, now - lastT || 0.016);
|
| 742 |
+
lastT = now;
|
| 743 |
+
if (!paused) {
|
| 744 |
+
time += dt;
|
| 745 |
+
update(dt);
|
| 746 |
+
}
|
| 747 |
+
|
| 748 |
+
// Draw particles to trail buffer
|
| 749 |
+
drawParticlesToFBO();
|
| 750 |
+
|
| 751 |
+
// Composite to screen
|
| 752 |
+
gl.viewport(0, 0, W, H);
|
| 753 |
+
gl.clearColor(0,0,0,1);
|
| 754 |
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
| 755 |
+
compositeToScreen();
|
| 756 |
+
|
| 757 |
+
requestAnimationFrame(frame);
|
| 758 |
+
}
|
| 759 |
+
requestAnimationFrame(frame);
|
| 760 |
+
|
| 761 |
+
// Auto explode after a moment for dramatic entrance
|
| 762 |
+
setTimeout(()=>explode(), 900);
|
| 763 |
+
})();
|
| 764 |
+
</script>
|
| 765 |
+
</body>
|
| 766 |
+
</html>
|