base shader

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code002lover 2025-12-08 12:15:16 +01:00
parent 6128804352
commit 8706d510db
6 changed files with 288 additions and 1201 deletions

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import { useEffect, useRef } from "react";
import SHADER_CODE from "./assets/shader.glsl?raw";
function buildProgram(
ctx: WebGL2RenderingContext,
fragShader: WebGLShader,
vertexShader: WebGLShader
) {
const program = ctx.createProgram();
if (!program) return null;
ctx.attachShader(program, fragShader);
ctx.attachShader(program, vertexShader);
ctx.linkProgram(program);
const status = ctx.getProgramParameter(program, ctx.LINK_STATUS);
if (status) {
return program;
}
console.error(ctx.getProgramInfoLog(program));
ctx.deleteProgram(program);
return null;
}
function buildShader(
ctx: WebGL2RenderingContext,
type: number,
source: string
) {
const shader = ctx.createShader(type);
if (!shader) return null;
ctx.shaderSource(shader, source);
ctx.compileShader(shader);
const status = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
if (status) {
return shader;
}
console.error(ctx.getShaderInfoLog(shader));
ctx.deleteShader(shader);
return null;
}
function loadTexture(gl: WebGL2RenderingContext, url: string) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Because images have to be downloaded over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
width,
height,
border,
srcFormat,
srcType,
pixel
);
const image = new Image();
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
srcFormat,
srcType,
image
);
// WebGL1 has different requirements for power of 2 images
// vs. non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn off mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
image.src = url;
return texture;
}
function isPowerOf2(value: number) {
return (value & (value - 1)) === 0;
}
export const ShaderBackground = () => {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const gl = canvas.getContext("webgl2");
if (!gl) return;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
const shader = buildShader(gl, gl.FRAGMENT_SHADER, SHADER_CODE);
const vertexShader = buildShader(
gl,
gl.VERTEX_SHADER,
`#version 300 es
precision lowp float;
in vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}`
);
if (!shader || !vertexShader) return;
const finalProgram = buildProgram(gl, shader, vertexShader);
if (!finalProgram) return;
const posBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
gl.STATIC_DRAW
);
gl.useProgram(finalProgram);
const loc = gl.getAttribLocation(finalProgram, "a_position");
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
function setResolution(program: WebGLProgram) {
const loc = gl!.getUniformLocation(program, "iResolution");
if (loc) gl!.uniform3fv(loc, [canvas!.width, canvas!.height, 1]);
}
function setTime(program: WebGLProgram, now: number) {
const loc = gl!.getUniformLocation(program, "iTime");
if (loc) gl!.uniform1f(loc, now);
}
const final_iChannel1 = gl.getUniformLocation(finalProgram, "iChannel1");
const ichannel1_texture = loadTexture(gl, "assets/ichannel1.png");
gl!.viewport(0, 0, canvas!.width, canvas!.height);
gl!.useProgram(finalProgram);
setResolution(finalProgram!);
// Bind Texture to Unit 1
gl!.activeTexture(gl!.TEXTURE1);
gl!.bindTexture(gl!.TEXTURE_2D, ichannel1_texture);
gl!.uniform1i(final_iChannel1, 1);
function update(now: number) {
// time in seconds
const time = (now) / 1000;
gl!.clear(gl!.COLOR_BUFFER_BIT);
setTime(finalProgram!, time);
gl!.drawArrays(gl!.TRIANGLES, 0, 6);
requestAnimationFrame(update);
}
requestAnimationFrame(update);
});
return (
<canvas ref={canvasRef} id="blackhole_canvas" width="800" height="450" />
);
};

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#version 300 es
precision lowp float;
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform sampler2D iChannel1;
out vec4 FragColor;
const float pi = 3.1415927f;
float sdSphere(vec3 p, float s) {
return length(p) - s;
}
float sdTorus(vec3 p, vec2 t) {
vec2 q = vec2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 pp = fragCoord.xy / iResolution.xy;
pp = -1.0f + 2.0f * pp;
pp.x *= iResolution.x / iResolution.y;
vec3 lookAt = vec3(0.0f, -0.1f, 0.0f);
float eyer = 2.0f;
float eyea = 0.0f;
float eyea2 = (-0.24f) * pi * 2.0f;
vec3 ro = vec3(eyer * cos(eyea) * sin(eyea2), eyer * cos(eyea2), eyer * sin(eyea) * sin(eyea2)); //camera position
vec3 front = normalize(lookAt - ro);
vec3 left = normalize(cross(normalize(vec3(0.0f, 1, -0.1f)), front));
vec3 up = normalize(cross(front, left));
vec3 rd = normalize(front * 1.5f + left * pp.x + up * pp.y); // rect vector
vec3 bh = vec3(0.0f, 0.0f, 0.0f);
float bhr = 0.1f;
float bhmass = 5.0f;
bhmass *= 0.001f; // premul G
vec3 p = ro;
vec3 pv = rd;
float dt = 0.02f;
vec3 col = vec3(0.0f);
float noncaptured = 1.0f;
vec3 c1 = vec3(0.5f, 0.46f, 0.4f);
vec3 c2 = vec3(1.0f, 0.8f, 0.6f);
for(float t = 0.0f; t < 1.0f; t += 0.005f) {
p += pv * dt * noncaptured;
// gravity
vec3 bhv = bh - p;
float r = dot(bhv, bhv);
pv += normalize(bhv) * ((bhmass) / r);
noncaptured = smoothstep(0.0f, 0.666f, sdSphere(p - bh, bhr));
// Texture for the accretion disc
float dr = length(bhv.xz);
float da = atan(bhv.x, bhv.z);
vec2 ra = vec2(dr, da * (0.01f + (dr - bhr) * 0.002f) + 2.0f * pi + iTime * 0.005f);
ra *= vec2(10.0f, 20.0f);
vec3 dcol = mix(c2, c1, pow(length(bhv) - bhr, 2.0f)) * max(0.0f, texture(iChannel1, ra * vec2(0.1f, 0.5f)).r + 0.05f) * (4.0f / ((0.001f + (length(bhv) - bhr) * 50.0f)));
col += max(vec3(0.0f), dcol * smoothstep(0.0f, 1.0f, -sdTorus((p * vec3(1.0f, 25.0f, 1.0f)) - bh, vec2(0.8f, 0.99f))) * noncaptured);
col += vec3(1.0f, 0.9f, 0.85f) * (1.0f / vec3(dot(bhv, bhv))) * 0.0033f * noncaptured;
}
fragColor = vec4(col, 1.0f);
}
void main() {
// gl_FragCoord.xy is pixel coordinates (1..width, 1..height)
mainImage(FragColor, gl_FragCoord.xy);
}

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export function generateRandomRGBABytes(
width: number,
height: number
): Uint8Array {
if (width <= 0 || height <= 0) {
throw new Error("width and height must be positive");
}
const len = width * height * 4;
const out = new Uint8Array(len);
// Maximum bytes per getRandomValues call (per spec / browsers)
const MAX_GETRANDOM_BYTES = 65536;
if (typeof crypto !== "undefined" && "getRandomValues" in crypto) {
// Fill in chunks of up to MAX_GETRANDOM_BYTES
let offset = 0;
while (offset < len) {
const chunkSize = Math.min(MAX_GETRANDOM_BYTES, len - offset);
// Subarray view for the current chunk
const chunkView = out.subarray(offset, offset + chunkSize);
crypto.getRandomValues(chunkView);
offset += chunkSize;
}
// Ensure alpha channel is fully opaque (255)
for (let i = 3; i < len; i += 4) out[i] = 255;
} else {
// Fallback to Math.random for all bytes
for (let i = 0; i < len; i++) {
if ((i + 1) % 4 === 0) out[i] = 255;
else out[i] = Math.floor(Math.random() * 256);
}
}
return out;
}