├── README.md ├── style.css ├── script.js ├── rgb.js └── index.html /README.md: -------------------------------------------------------------------------------- 1 | # liquidrgb 2 | -------------------------------------------------------------------------------- /style.css: -------------------------------------------------------------------------------- 1 | html, body { 2 | margin: 0; 3 | height: 100%; 4 | } 5 | 6 | canvas { 7 | display: block; 8 | } -------------------------------------------------------------------------------- /script.js: -------------------------------------------------------------------------------- 1 | var container; 2 | var camera, scene, renderer; 3 | var uniforms; 4 | var startTime; 5 | 6 | init(); 7 | animate(); 8 | 9 | function init() { 10 | container = document.getElementById('container'); 11 | 12 | startTime = Date.now(); 13 | camera = new THREE.Camera(); 14 | camera.position.z = 1; 15 | 16 | scene = new THREE.Scene(); 17 | 18 | var geometry = new THREE.PlaneBufferGeometry(16, 9); 19 | 20 | uniforms = { 21 | iGlobalTime: { type: "f", value: 1.0 }, 22 | iResolution: { type: "v2", value: new THREE.Vector2() } 23 | }; 24 | 25 | var material = new THREE.ShaderMaterial( { 26 | 27 | uniforms: uniforms, 28 | vertexShader: document.getElementById('vertexShader').textContent, 29 | fragmentShader: document.getElementById('fragmentShader').textContent 30 | 31 | } ); 32 | 33 | var mesh = new THREE.Mesh(geometry, material); 34 | scene.add(mesh); 35 | 36 | renderer = new THREE.WebGLRenderer(); 37 | container.appendChild(renderer.domElement); 38 | 39 | onWindowResize(); 40 | 41 | window.addEventListener('resize', onWindowResize, false); 42 | } 43 | 44 | function onWindowResize(event) { 45 | uniforms.iResolution.value.x = window.innerWidth; 46 | uniforms.iResolution.value.y = window.innerHeight; 47 | 48 | renderer.setSize(window.innerWidth, window.innerHeight); 49 | } 50 | 51 | function animate() { 52 | requestAnimationFrame(animate); 53 | render(); 54 | } 55 | 56 | function render() { 57 | var currentTime = Date.now(); 58 | uniforms.iGlobalTime.value = (currentTime - startTime) * 0.001; 59 | renderer.render(scene, camera); 60 | } -------------------------------------------------------------------------------- /rgb.js: -------------------------------------------------------------------------------- 1 | uniform vec2 iResolution; 2 | uniform float iGlobalTime; 3 | 4 | // Some utils first 5 | 6 | // From Stackoveflow 7 | // http://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl 8 | vec3 hsv2rgb(vec3 c) 9 | { 10 | vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 11 | vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); 12 | return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); 13 | } 14 | 15 | // Simplex 2D noise 16 | // from https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 17 | vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } 18 | 19 | float snoise(vec2 v){ 20 | const vec4 C = vec4(0.211324865405187, 0.366025403784439, 21 | -0.577350269189626, 0.024390243902439); 22 | vec2 i = floor(v + dot(v, C.yy) ); 23 | vec2 x0 = v - i + dot(i, C.xx); 24 | vec2 i1; 25 | i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); 26 | vec4 x12 = x0.xyxy + C.xxzz; 27 | x12.xy -= i1; 28 | i = mod(i, 289.0); 29 | vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) 30 | + i.x + vec3(0.0, i1.x, 1.0 )); 31 | vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), 32 | dot(x12.zw,x12.zw)), 0.0); 33 | m = m*m ; 34 | m = m*m ; 35 | vec3 x = 2.0 * fract(p * C.www) - 1.0; 36 | vec3 h = abs(x) - 0.5; 37 | vec3 ox = floor(x + 0.5); 38 | vec3 a0 = x - ox; 39 | m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); 40 | vec3 g; 41 | g.x = a0.x * x0.x + h.x * x0.y; 42 | g.yz = a0.yz * x12.xz + h.yz * x12.yw; 43 | return 130.0 * dot(m, g); 44 | } 45 | 46 | // This is my code 47 | void main(void) 48 | { 49 | vec2 uv = gl_FragCoord.xy / iResolution.xy; 50 | float xnoise = snoise(vec2(uv.x, iGlobalTime / 5.0 + 10000.0)); 51 | float ynoise = snoise(vec2(uv.y, iGlobalTime / 5.0 + 500.0)); 52 | vec2 t = vec2(xnoise, ynoise); 53 | float s1 = snoise(uv + t / 2.0 + snoise(uv + snoise(uv + t/3.0) / 5.0)); 54 | float s2 = snoise(uv + snoise(uv + s1) / 7.0); 55 | vec3 hsv = vec3(s1, 1.0, 1.0-s2); 56 | vec3 rgb = hsv2rgb(hsv); 57 | gl_FragColor = vec4(rgb, 1.0); 58 | } -------------------------------------------------------------------------------- /index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Liquid RGB 10 | 11 | 12 |
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