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3 Commits

Author SHA1 Message Date
Renovate Bot
9414b936c7 chore(deps): update dependency vite to v7.2.10 2025-12-08 15:04:05 +00:00
4ee3b8248a show neutral amount 2025-12-08 16:02:54 +01:00
f2e4f23c42 add second shader bg 2025-12-08 15:42:23 +01:00
6 changed files with 270 additions and 26 deletions

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@ -16,15 +16,18 @@ function App() {
const [token, setToken] = useState<string>(
localStorage.getItem("token") || ""
);
const [isShaderTheme, setIsShaderTheme] = useState<boolean>(false);
const [theme, setTheme] = useState<string>("default");
const [isShaderTheme, setIsShaderTheme] = useState(false);
useEffect(() => {
if (isShaderTheme) {
if (theme !== "default") {
document.body.classList.add("shader-theme");
setIsShaderTheme(true);
} else {
document.body.classList.remove("shader-theme");
setIsShaderTheme(false);
}
}, [isShaderTheme]);
}, [theme]);
const fetchPeople = () => {
if (!token) return;
@ -76,15 +79,13 @@ function App() {
<button onClick={handleLogout} className="btn-secondary">
Logout
</button>
<button
onClick={() => setIsShaderTheme(!isShaderTheme)}
className="btn-secondary"
style={{ marginLeft: "1rem" }}
>
{isShaderTheme ? "Normal Theme" : "Shader Theme"}
</button>
<select value={theme} onChange={(e) => setTheme(e.target.value)}>
<option value="default">Default Theme</option>
<option value="blackhole">Blackhole Theme</option>
<option value="star">Star Theme</option>
</select>
</div>
{isShaderTheme && <ShaderBackground />}
{isShaderTheme && <ShaderBackground theme= {theme} />}
<Routes>
<Route path="/" element={<PersonList people={people} />} />
<Route path="/games" element={<GameList />} />

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@ -12,6 +12,9 @@ export function GameFilter() {
const [people, setPeople] = useState<Person[]>([]);
const [selectedPeople, setSelectedPeople] = useState<Set<string>>(new Set());
const [filteredGames, setFilteredGames] = useState<string[]>([]);
const [gameToPositive, setGameToPositive] = useState<
Map<string, Set<string>>
>(new Map());
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const [metaData, _setMetaData] = useState<{ [key: string]: GameProto }>({});
@ -27,6 +30,7 @@ export function GameFilter() {
useEffect(() => {
if (selectedPeople.size === 0) {
// eslint-disable-next-line react-hooks/set-state-in-effect
setFilteredGames([]);
return;
}
@ -39,22 +43,31 @@ export function GameFilter() {
return;
}
// Create a map of game -> set of people who would play it
const gameToPlayers = new Map<string, Set<string>>();
// Create a map of game -> set of people who would not play it
const gameToNegative = new Map<string, Set<string>>();
const gameToPositiveOpinion = new Map<string, Set<string>>();
selectedPersons.forEach((person) => {
person.opinion.forEach((op) => {
if (!gameToPlayers.has(op.title)) {
gameToPlayers.set(op.title, new Set());
if (!gameToNegative.has(op.title)) {
gameToNegative.set(op.title, new Set());
}
if (!gameToPositiveOpinion.has(op.title)) {
gameToPositiveOpinion.set(op.title, new Set());
}
if (!op.wouldPlay) {
gameToPlayers.get(op.title)!.add(person.name);
gameToNegative.get(op.title)!.add(person.name);
}
if (op.wouldPlay) {
gameToPositiveOpinion.get(op.title)!.add(person.name);
}
});
});
setGameToPositive(gameToPositiveOpinion);
// Filter games where ALL selected people would play
const game_titles = Array.from(gameToPlayers.entries())
const game_titles = Array.from(gameToNegative.entries())
.filter(([, players]) => players.size === 0)
.map(([game]) => game);
@ -169,8 +182,21 @@ export function GameFilter() {
marginTop: "0.5rem",
}}
>
All {selectedPeople.size} selected would play
{gameToPositive.get(game)!.size} selected would play
</div>
{selectedPeople.size - gameToPositive.get(game)!.size >
0 && (
<div
style={{
fontSize: "0.9em",
color: "#d4d400",
marginTop: "0.3rem",
}}
>
? {selectedPeople.size - gameToPositive.get(game)!.size}{" "}
{(selectedPeople.size - gameToPositive.get(game)!.size) > 1 ? "are" : "is"} neutral
</div>
)}
</div>
<GameImage game={game} />
</Link>

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@ -1,6 +1,7 @@
import { useEffect, useRef } from "react";
import SHADER_CODE from "./assets/shader.glsl?raw";
import BLACKHOLE_SHADER_CODE from "./assets/blackhole.glsl?raw";
import STAR_SHADER_CODE from "./assets/star.glsl?raw";
function buildProgram(
ctx: WebGL2RenderingContext,
@ -112,8 +113,11 @@ function isPowerOf2(value: number) {
return (value & (value - 1)) === 0;
}
type ShaderBackgroundProps = {
theme: string;
};
export const ShaderBackground = () => {
export const ShaderBackground: React.FC<ShaderBackgroundProps> = ({ theme }) => {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
@ -127,12 +131,25 @@ export const ShaderBackground = () => {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
const shader = buildShader(gl, gl.FRAGMENT_SHADER, SHADER_CODE);
let shader_code;
switch (theme) {
case "blackhole":
shader_code = BLACKHOLE_SHADER_CODE;
break;
case "star":
shader_code = STAR_SHADER_CODE;
break;
default:
console.error("Unknown shader theme:", theme);
return;
}
const shader = buildShader(gl, gl.FRAGMENT_SHADER, shader_code);
const vertexShader = buildShader(
gl,
gl.VERTEX_SHADER,
`#version 300 es
precision lowp float;
precision highp float;
in vec2 a_position;
@ -172,7 +189,7 @@ export const ShaderBackground = () => {
const final_iChannel1 = gl.getUniformLocation(finalProgram, "iChannel1");
const ichannel1_texture = loadTexture(gl, "assets/ichannel1.png");
const ichannel1_texture = loadTexture(gl, "assets/small_noise.png");
gl!.viewport(0, 0, canvas!.width, canvas!.height);
@ -186,7 +203,7 @@ export const ShaderBackground = () => {
function update(now: number) {
// time in seconds
const time = (now) / 1000;
const time = now / 1000;
gl!.clear(gl!.COLOR_BUFFER_BIT);
setTime(finalProgram!, time);
@ -197,7 +214,7 @@ export const ShaderBackground = () => {
}
requestAnimationFrame(update);
});
}, [theme]);
return (
<canvas

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@ -1,5 +1,5 @@
#version 300 es
precision mediump float;
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
uniform sampler2D iChannel1;

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@ -0,0 +1,200 @@
#version 300 es
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
out vec4 FragColor;
// mix noise for alive animation, full source
vec4 hash4(vec4 n) {
return fract(sin(n) * 1399763.5453123f);
}
vec3 hash3(vec3 n) {
return fract(sin(n) * 1399763.5453123f);
}
vec3 hpos(vec3 n) {
return hash3(vec3(dot(n, vec3(157.0f, 113.0f, 271.0f)), dot(n, vec3(271.0f, 157.0f, 113.0f)), dot(n, vec3(113.0f, 271.0f, 157.0f))));
}
float noise4q(vec4 x) {
vec4 n3 = vec4(0, 0.25f, 0.5f, 0.75f);
vec4 p2 = floor(x.wwww + n3);
vec4 b = floor(x.xxxx + n3) + floor(x.yyyy + n3) * 157.0f + floor(x.zzzz + n3) * 113.0f;
vec4 p1 = b + fract(p2 * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
p2 = b + fract((p2 + 1.0f) * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
vec4 f1 = fract(x.xxxx + n3);
vec4 f2 = fract(x.yyyy + n3);
f1 = f1 * f1 * (3.0f - 2.0f * f1);
f2 = f2 * f2 * (3.0f - 2.0f * f2);
vec4 n1 = vec4(0, 1.0f, 157.0f, 158.0f);
vec4 n2 = vec4(113.0f, 114.0f, 270.0f, 271.0f);
vec4 vs1 = mix(hash4(p1), hash4(n1.yyyy + p1), f1);
vec4 vs2 = mix(hash4(n1.zzzz + p1), hash4(n1.wwww + p1), f1);
vec4 vs3 = mix(hash4(p2), hash4(n1.yyyy + p2), f1);
vec4 vs4 = mix(hash4(n1.zzzz + p2), hash4(n1.wwww + p2), f1);
vs1 = mix(vs1, vs2, f2);
vs3 = mix(vs3, vs4, f2);
vs2 = mix(hash4(n2.xxxx + p1), hash4(n2.yyyy + p1), f1);
vs4 = mix(hash4(n2.zzzz + p1), hash4(n2.wwww + p1), f1);
vs2 = mix(vs2, vs4, f2);
vs4 = mix(hash4(n2.xxxx + p2), hash4(n2.yyyy + p2), f1);
vec4 vs5 = mix(hash4(n2.zzzz + p2), hash4(n2.wwww + p2), f1);
vs4 = mix(vs4, vs5, f2);
f1 = fract(x.zzzz + n3);
f2 = fract(x.wwww + n3);
f1 = f1 * f1 * (3.0f - 2.0f * f1);
f2 = f2 * f2 * (3.0f - 2.0f * f2);
vs1 = mix(vs1, vs2, f1);
vs3 = mix(vs3, vs4, f1);
vs1 = mix(vs1, vs3, f2);
float r = dot(vs1, vec4(0.25f));
return r * r * (3.0f - 2.0f * r);
}
// body of a star
float noiseSpere(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
float b = dot(ray, pos);
float c = dot(pos, pos) - b * b;
vec3 r1 = vec3(0.0f);
float s = 0.0f;
float d = 0.03125f;
float d2 = zoom / (d * d);
float ar = 5.0f;
for(int i = 0; i < 3; i++) {
float rq = r * r;
if(c < rq) {
float l1 = sqrt(rq - c);
r1 = ray * (b - l1) - pos;
r1 = r1 * mr;
s += abs(noise4q(vec4(r1 * d2 + subnoise * ar, anim * ar)) * d);
}
ar -= 2.0f;
d *= 4.0f;
d2 *= 0.0625f;
r = r - r * 0.02f;
}
return s;
}
// glow ring
float ring(vec3 ray, vec3 pos, float r, float size) {
float b = dot(ray, pos);
float c = dot(pos, pos) - b * b;
float s = max(0.0f, (1.0f - size * abs(r - sqrt(c))));
return s;
}
// rays of a star
float ringRayNoise(vec3 ray, vec3 pos, float r, float size, mat3 mr, float anim) {
float b = dot(ray, pos);
vec3 pr = ray * b - pos;
float c = length(pr);
pr *= mr;
pr = normalize(pr);
float s = max(0.0f, (1.0f - size * abs(r - c)));
float nd = noise4q(vec4(pr * 1.0f, -anim + c)) * 2.0f;
nd = pow(nd, 2.0f);
float n = 0.4f;
float ns = 1.0f;
if(c > r) {
n = noise4q(vec4(pr * 10.0f, -anim + c));
ns = noise4q(vec4(pr * 50.0f, -anim * 2.5f + c * 2.0f)) * 2.0f;
}
n = n * n * nd * ns;
return pow(s, 4.0f) + s * s * n;
}
vec4 noiseSpace(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
float b = dot(ray, pos);
float c = dot(pos, pos) - b * b;
vec3 r1 = vec3(0.0f);
float s = 0.0f;
float d = 0.0625f * 1.5f;
float d2 = zoom / d;
float rq = r * r;
float l1 = sqrt(abs(rq - c));
r1 = (ray * (b - l1) - pos) * mr;
r1 *= d2;
s += abs(noise4q(vec4(r1 + subnoise, anim)) * d);
s += abs(noise4q(vec4(r1 * 0.5f + subnoise, anim)) * d * 2.0f);
s += abs(noise4q(vec4(r1 * 0.25f + subnoise, anim)) * d * 4.0f);
//return s;
return vec4(s * 2.0f, abs(noise4q(vec4(r1 * 0.1f + subnoise, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 6.0f, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 13.0f, anim))));
}
float sphereZero(vec3 ray, vec3 pos, float r) {
float b = dot(ray, pos);
float c = dot(pos, pos) - b * b;
float s = 1.0f;
if(c < r * r)
s = 0.0f;
return s;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = (-iResolution.xy + 2.0f * fragCoord.xy) / iResolution.y;
float time = iTime * 1.0f;
float mx = time * 0.025f;
float my = -0.6f;
vec2 rotate = vec2(mx, my);
vec2 sins = sin(rotate);
vec2 coss = cos(rotate);
mat3 mr = mat3(vec3(coss.x, 0.0f, sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(-sins.x, 0.0f, coss.x));
mr = mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, sins.y), vec3(0.0f, -sins.y, coss.y)) * mr;
mat3 imr = mat3(vec3(coss.x, 0.0f, -sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(sins.x, 0.0f, coss.x));
imr = imr * mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, -sins.y), vec3(0.0f, sins.y, coss.y));
vec3 ray = normalize(vec3(p, 2.0f));
vec3 pos = vec3(0.0f, 0.0f, 3.0f);
float s1 = noiseSpere(ray, pos, 1.0f, mr, 0.5f, vec3(0.0f), time);
s1 = pow(min(1.0f, s1 * 2.4f), 2.0f);
float s2 = noiseSpere(ray, pos, 1.0f, mr, 4.0f, vec3(83.23f, 34.34f, 67.453f), time);
s2 = min(1.0f, s2 * 2.2f);
fragColor = vec4(mix(vec3(1.0f, 1.0f, 0.0f), vec3(1.0f), pow(s1, 60.0f)) * s1, 1.0f);
fragColor += vec4(mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 1.0f), pow(s2, 2.0f)), vec3(1.0f), pow(s2, 10.0f)) * s2, 1.0f);
fragColor.xyz -= vec3(ring(ray, pos, 1.03f, 11.0f)) * 2.0f;
fragColor = max(vec4(0.0f), fragColor);
float s3 = ringRayNoise(ray, pos, 0.96f, 1.0f, mr, time);
fragColor.xyz += mix(vec3(1.0f, 0.6f, 0.1f), vec3(1.0f, 0.95f, 1.0f), pow(s3, 3.0f)) * s3;
float zero = sphereZero(ray, pos, 0.9f);
if(zero > 0.0f) {
vec4 s4 = noiseSpace(ray, pos, 100.0f, mr, 0.05f, vec3(1.0f, 2.0f, 4.0f), 0.0f);
s4.x = pow(s4.x, 3.0f);
fragColor.xyz += mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), s4.y * 1.9f), vec3(0.9f, 1.0f, 0.1f), s4.w * 0.75f) * s4.x * pow(s4.z * 2.5f, 3.0f) * 0.2f * zero;
}
fragColor = max(vec4(0.0f), fragColor);
fragColor = min(vec4(1.0f), fragColor);
}
void main() {
mainImage(FragColor, gl_FragCoord.xy);
}