mirror of
https://github.com/koel/koel
synced 2024-12-21 01:53:11 +00:00
110 lines
2.9 KiB
TypeScript
110 lines
2.9 KiB
TypeScript
export default {
|
|
vertex: (cubeSize: number) => `
|
|
attribute vec3 a_pos;
|
|
uniform vec2 u_res;
|
|
uniform float u_frame;
|
|
uniform int u_spectrumValue[128];
|
|
varying float v_frame;
|
|
varying vec3 vv_pos;
|
|
void main () {
|
|
v_frame = u_frame;
|
|
float pi = 3.141592653589793;
|
|
float rad = u_frame / 2.0 / 180.0 * pi;
|
|
int spectrumIndex = 12 + int(mod(a_pos.x + ${Math.floor(cubeSize / 2)}.0, ${cubeSize}.0) + mod(a_pos.y + ${Math.floor(cubeSize / 2)}.0, ${cubeSize ** 2}.0) + (a_pos.z + ${Math.floor(cubeSize / 2)}.0) / ${cubeSize ** 2}.0);
|
|
float value = float(u_spectrumValue[spectrumIndex]) / 100.0;
|
|
vec3 v_pos = a_pos;
|
|
vec3 t = vec3(1, 1, 1);
|
|
|
|
vv_pos = v_pos;
|
|
float dist = abs(${Math.floor(cubeSize / 2)}.0 - sqrt(vv_pos.x * vv_pos.x + vv_pos.y * vv_pos.y + vv_pos.z * vv_pos.z));
|
|
|
|
t.x = v_pos.x * cos(rad) + v_pos.z * sin(rad);
|
|
t.y = v_pos.y;
|
|
t.z = - v_pos.x * sin(rad) + v_pos.z * cos(rad);
|
|
|
|
v_pos = t;
|
|
|
|
|
|
t.x = v_pos.x * cos(rad) - v_pos.y * sin(rad);
|
|
t.y = v_pos.x * sin(rad) + v_pos.y * cos(rad);
|
|
t.z = v_pos.z;
|
|
|
|
v_pos = t;
|
|
|
|
t.x = v_pos.x;
|
|
t.y = v_pos.y * cos(rad) - v_pos.z * sin(rad);
|
|
t.z = v_pos.y * sin(rad) + v_pos.z * cos(rad);
|
|
|
|
v_pos = t;
|
|
|
|
v_pos.z -= 20.0;
|
|
|
|
// Make reaction on spectrum
|
|
v_pos.z += value * dist;
|
|
v_pos.y += value / 100.0;
|
|
|
|
v_pos.x += sin(u_frame / 30.0 + v_pos.y / 4.0) * 1.2;
|
|
v_pos.y += cos(u_frame / 20.0 + v_pos.z / 5.0) * 1.0;
|
|
|
|
|
|
v_pos.x /= v_pos.z;
|
|
v_pos.y /= v_pos.z;
|
|
|
|
v_pos.x /= u_res.x / u_res.y;
|
|
|
|
gl_Position = vec4(v_pos.xy, 0.0, 1.0);
|
|
gl_PointSize = dist;
|
|
}`,
|
|
fragment: () => `
|
|
precision mediump float;
|
|
uniform vec4 u_color;
|
|
varying float v_frame;
|
|
varying vec3 vv_pos;
|
|
float hue2rgb(float f1, float f2, float hue) {
|
|
if (hue < 0.0)
|
|
hue += 1.0;
|
|
else if (hue > 1.0)
|
|
hue -= 1.0;
|
|
float res;
|
|
if ((6.0 * hue) < 1.0)
|
|
res = f1 + (f2 - f1) * 6.0 * hue;
|
|
else if ((2.0 * hue) < 1.0)
|
|
res = f2;
|
|
else if ((3.0 * hue) < 2.0)
|
|
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
|
|
else
|
|
res = f1;
|
|
return res;
|
|
}
|
|
|
|
vec3 hsl2rgb(vec3 hsl) {
|
|
vec3 rgb;
|
|
|
|
if (hsl.y == 0.0) {
|
|
rgb = vec3(hsl.z); // Luminance
|
|
} else {
|
|
float f2;
|
|
|
|
if (hsl.z < 0.5)
|
|
f2 = hsl.z * (1.0 + hsl.y);
|
|
else
|
|
f2 = hsl.z + hsl.y - hsl.y * hsl.z;
|
|
|
|
float f1 = 2.0 * hsl.z - f2;
|
|
|
|
rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
|
|
rgb.g = hue2rgb(f1, f2, hsl.x);
|
|
rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
|
|
}
|
|
return rgb;
|
|
}
|
|
|
|
vec3 hsl2rgb(float h, float s, float l) {
|
|
return hsl2rgb(vec3(h, s, l));
|
|
}
|
|
void main () {
|
|
float dist = sqrt(vv_pos.x * vv_pos.x + vv_pos.y * vv_pos.y + vv_pos.z * vv_pos.z);
|
|
float i_frame = mod(v_frame + dist * 20.0, 360.0);
|
|
gl_FragColor = vec4(hsl2rgb((i_frame) / 360.0, 1.0, .5), 1.0);
|
|
}`
|
|
}
|