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Author SHA1 Message Date
Renovate Bot
092f71c78d chore(deps): update dependency typescript-eslint to v8.49.0 2025-12-08 19:04:09 +00:00
3 changed files with 19 additions and 14 deletions

View File

@ -17,12 +17,15 @@ function App() {
localStorage.getItem("token") || ""
);
const [theme, setTheme] = useState<string>("default");
const [isShaderTheme, setIsShaderTheme] = useState(false);
useEffect(() => {
if (theme !== "default") {
document.body.classList.add("shader-theme");
setIsShaderTheme(true);
} else {
document.body.classList.remove("shader-theme");
setIsShaderTheme(false);
}
}, [theme]);
@ -85,7 +88,7 @@ function App() {
<option value="clouds">Clouds Theme</option>
</select>
</div>
<ShaderBackground theme= {theme} />
{isShaderTheme && <ShaderBackground theme= {theme} />}
<Routes>
<Route path="/" element={<PersonList people={people} />} />
<Route path="/games" element={<GameList />} />

View File

@ -154,6 +154,7 @@ export const ShaderBackground: React.FC<ShaderBackgroundProps> = ({
shader_code = CLOUDS_SHADER_CODE;
break;
default:
console.error("Unknown shader theme:", theme);
return;
}

View File

@ -9,8 +9,8 @@ out vec4 FragColor;
float orb(vec3 p) {
// orb time
float t = T * 4.f;
return length(p - vec3(sin(sin(t * .2f) + t * .4f) * 6.f, 1.f + sin(sin(t * .5f) + t * .2f) * 4.f, 12.f + T + cos(t * .3f) * 8.f));
float t = T * 4.;
return length(p - vec3(sin(sin(t * .2) + t * .4) * 6., 1. + sin(sin(t * .5) + t * .2) * 4., 12. + T + cos(t * .3) * 8.));
}
void mainImage(out vec4 o, vec2 u) {
@ -21,41 +21,42 @@ void mainImage(out vec4 o, vec2 u) {
u = (u + u - p.xy) / p.y;
// camera movement
u += vec2(cos(t * .1f) * .3f, cos(t * .3f) * .1f);
u += vec2(cos(t * .1) * .3, cos(t * .3) * .1);
for(o *= i; i++ < 128.f;
for(o *= i; i++ < 128.;
// accumulate distance
d += s = min(.03f + .2f * abs(s), e = max(.5f * e, .01f)),
d += s = min(.03 + .2 * abs(s), e = max(.5 * e, .01)),
// grayscale color and orb light
o += 1.f / (s + e * 3.f))
o += 1. / (s + e * 3.))
// noise loop start, march
for(p = vec3(u * d, d + t), // p = ro + rd *d, p.z + t;
// entity (orb)
e = orb(p) - .1f,
e = orb(p) - .1,
// spin by t, twist by p.z
p.xy *= mat2(cos(.1f * t + p.z / 8.f + vec4(0, 33, 11, 0))),
p.xy *= mat2(cos(.1 * t + p.z / 8. + vec4(0, 33, 11, 0))),
// mirrored planes 4 units apart
s = 4.f - abs(p.y),
s = 4. - abs(p.y),
// noise starts at .8 up to 32., grow by a+=a
a = .8f; a < 32.f; a += a)
a = .8; a < 32.; a += a)
// apply turbulence
p += cos(.7f * t + p.yzx) * .2f,
p += cos(.7 * t + p.yzx) * .2,
// apply noise
s -= abs(dot(sin(.1f * t + p * a), .6f + p - p)) / a;
s -= abs(dot(sin(.1 * t + p * a), .6 + p - p)) / a;
// tanh tonemap, brightness, light off-screen
o = tanh(o / 1e1f);
o = tanh(o / 1e1);
}
void main() {
mainImage(FragColor, gl_FragCoord.xy);
}