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362 changes: 24 additions & 338 deletions README.md

Large diffs are not rendered by default.

18 changes: 16 additions & 2 deletions part1/vert_wave.html
Original file line number Diff line number Diff line change
Expand Up @@ -15,19 +15,33 @@

uniform mat4 u_modelViewPerspective;

uniform float u_time;

varying vec3 f_color;

void main(void)
{
float height = 0.0;
float s_contrib = sin(position.x*2.0*3.14159 + u_time * 0.3);
float t_contrib = cos(position.y*2.0*3.14159 + u_time * 0.3);
float height = s_contrib*t_contrib;

vec3 highColor = vec3(1.0, 2.0, 0.0);
vec3 lowColor = vec3(0.0, 0.8, 1.0);

f_color = mix(lowColor, highColor, height);

gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}
</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 f_color;
void main(void)
{
gl_FragColor = vec4(vec3(0.0), 1.0);
//gl_FragColor = vec4(vec3(0.0), 1.0);
gl_FragColor = vec4(f_color,1.0);
}
</script>

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12 changes: 10 additions & 2 deletions part1/vert_wave.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@
/*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/
/*global getShaderSource,createWebGLContext,createProgram*/

var NUM_WIDTH_PTS = 32;
var NUM_HEIGHT_PTS = 32;
var NUM_WIDTH_PTS = 64;
var NUM_HEIGHT_PTS = 64;

var message = document.getElementById("message");
var canvas = document.getElementById("canvas");
Expand All @@ -31,6 +31,8 @@
var positionLocation = 0;
var heightLocation = 1;
var u_modelViewPerspectiveLocation;
var u_timeLocation;
var deltaTime = 0;

(function initializeShader() {
var program;
Expand All @@ -41,6 +43,8 @@
context.bindAttribLocation(program, positionLocation, "position");
u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective");

u_timeLocation = context.getUniformLocation(program, "u_time");

context.useProgram(program);
})();

Expand Down Expand Up @@ -138,11 +142,15 @@
var mvp = mat4.create();
mat4.multiply(persp, mv, mvp);

deltaTime += 0.1;
///////////////////////////////////////////////////////////////////////////
// Render
context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);

context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp);

context.uniform1f(u_timeLocation, deltaTime);

context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0);

window.requestAnimFrame(animate);
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56 changes: 56 additions & 0 deletions part1/vert_wave_custom.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,56 @@
<html>

<head>
<title>Vertex Wave</title>
<meta charset ="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1"> <!-- Use Chrome Frame in IE -->
</head>

<body>
<div id="message" style="position:absolute;top:100px"></div> <!-- Pixel offset to avoid FPS counter -->
<canvas id="canvas" style="border: none;" width="1024" height="768" tabindex="1"></canvas>

<script id="vs" type="x-shader/x-vertex">
attribute vec2 position;

uniform mat4 u_modelViewPerspective;

uniform float u_time;

varying vec3 f_color;


void main(void)
{
float dis = distance(position, vec2(0.5,0.5))*30.0;
float height = sin(u_time - dis) / (u_time - dis);
height = clamp(height, -1.0, 1.0);

vec3 highColor = vec3(1.0, 0.2, 0.0);
vec3 lowColor = vec3(0.3, 0.8, 0.4);

f_color = mix(lowColor, highColor, height);

gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}


</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 f_color;
void main(void)
{
//gl_FragColor = vec4(vec3(0.0), 1.0);
gl_FragColor = vec4(f_color,1.0);
}
</script>

<script src ="gl-matrix.js" type ="text/javascript"></script>
<script src ="webGLUtility.js" type ="text/javascript"></script>
<script src ="vert_wave.js" type ="text/javascript"></script>
</body>

</html>
98 changes: 98 additions & 0 deletions part1/vert_wave_simplex.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,98 @@
<html>

<head>
<title>Vertex Wave</title>
<meta charset ="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1"> <!-- Use Chrome Frame in IE -->
</head>

<body>
<div id="message" style="position:absolute;top:100px"></div> <!-- Pixel offset to avoid FPS counter -->
<canvas id="canvas" style="border: none;" width="1024" height="768" tabindex="1"></canvas>

<script id="vs" type="x-shader/x-vertex">
attribute vec2 position;

uniform mat4 u_modelViewPerspective;

uniform float u_time;

varying vec3 f_color;

vec3 permute(vec3 x) {
x = ((x*34.0)+1.0)*x;
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

float simplexNoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);

vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);

vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);

vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;

i = i - floor(i * (1.0 / 289.0)) * 289.0;

vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));

vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;

vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;

m *= inversesqrt( a0*a0 + h*h );

vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}


void main(void)
{
float timeScale = 0.04;
vec2 simplexVec = vec2(u_time * timeScale, position.x);
float s_contrib = simplexNoise(simplexVec);
float t_contrib = simplexNoise(vec2(s_contrib,u_time * timeScale));
float height = s_contrib*t_contrib;

vec3 highColor = vec3(1.0, 2.0, 0.0);
vec3 lowColor = vec3(0.0, 0.8, 1.0);

f_color = mix(lowColor, highColor, height);

gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}


</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 f_color;
void main(void)
{
//gl_FragColor = vec4(vec3(0.0), 1.0);
gl_FragColor = vec4(f_color,1.0);
}
</script>

<script src ="gl-matrix.js" type ="text/javascript"></script>
<script src ="webGLUtility.js" type ="text/javascript"></script>
<script src ="vert_wave.js" type ="text/javascript"></script>
</body>

</html>
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