├── .DS_Store
├── .github
└── FUNDING.yml
├── .gitignore
├── .nvmrc
├── LICENSE
├── README.md
├── package.json
├── src
├── _functions.scss
├── _mixins.scss
├── app.js
├── app.scss
├── index.html
└── shaders
│ ├── effect.fragment.glsl
│ ├── effect.vertex.glsl
│ └── modules
│ ├── Cover.glsl
│ ├── Random.glsl
│ ├── Rotate.glsl
│ └── Shape.glsl
├── static
├── .DS_Store
└── images
│ ├── 1.jpg
│ ├── 2.jpg
│ ├── 3.jpg
│ ├── 4.jpg
│ └── Noise_18.jpg
└── yarn.lock
/.DS_Store:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/.DS_Store
--------------------------------------------------------------------------------
/.github/FUNDING.yml:
--------------------------------------------------------------------------------
1 | # These are supported funding model platforms
2 |
3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
4 | patreon: fra_michelini
5 | open_collective: # Replace with a single Open Collective username
6 | ko_fi: # Replace with a single Ko-fi username
7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
9 | liberapay: # Replace with a single Liberapay username
10 | issuehunt: # Replace with a single IssueHunt username
11 | otechie: # Replace with a single Otechie username
12 | lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
13 | custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
14 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | node_modules
2 | dist
3 | .cache
4 | *.log
5 |
--------------------------------------------------------------------------------
/.nvmrc:
--------------------------------------------------------------------------------
1 | 14.15.5
2 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
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547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
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554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
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560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
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618 | Program, unless a warranty or assumption of liability accompanies a
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620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Abstract Image Slideshow with OGL, GLSL, and GSAP
2 |
3 | Demo for the tutorial on how to create a WebGL-powered image slideshow animated using a single value.
4 |
5 | 
6 |
7 | [Article on Codrops](https://tympanus.net/codrops/?p=55916)
8 |
9 | [Demo](http://tympanus.net/Tutorials/TriangleSlideshow/)
10 |
11 | **Disclaimer**: This has been developed using NodeJS `14.15.5`. I am not aware of any incompatibility issues with other versions, but to avoid any problem it is recommended to switch to version `14.15.5` using [NVM](https://github.com/nvm-sh/nvm).
12 |
13 | ```shell
14 | $ nvm use
15 | ```
16 | ___
17 |
18 | ## Setup
19 | ```shell
20 | $ yarn install
21 | ```
22 | ## Start development server
23 | ```shell
24 | $ yarn dev
25 | ```
26 |
27 | Then the development server will start at `http://localhost:1234`
28 |
29 | ## Build package
30 | ```shell
31 | $ yarn build
32 | ```
33 |
--------------------------------------------------------------------------------
/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "scripts": {
3 | "dev": "rm -rf dist && parcel src/index.html",
4 | "build": "rm -rf dist && parcel build src/index.html --no-source-maps"
5 | },
6 | "dependencies": {
7 | "colorthief": "^2.3.2",
8 | "glsl-blend": "^1.0.3",
9 | "gsap": "^3.7.1",
10 | "ogl": "^0.0.73",
11 | "tweakpane": "^3.0.4"
12 | },
13 | "devDependencies": {
14 | "glslify-bundle": "^5.1.1",
15 | "glslify-deps": "^1.3.2",
16 | "parcel-bundler": "^1.12.5",
17 | "parcel-plugin-static-files-copy": "^2.6.0",
18 | "sass": "^1.37.5"
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/src/_functions.scss:
--------------------------------------------------------------------------------
1 | @function strip-unit($value) {
2 | @return $value / ($value * 0 + 1);
3 | }
4 |
--------------------------------------------------------------------------------
/src/_mixins.scss:
--------------------------------------------------------------------------------
1 | /**
2 | * Stolen from https://css-tricks.com/snippets/css/fluid-typography/
3 | **/
4 | @mixin fluid-type($min-vw, $max-vw, $min-font-size, $max-font-size) {
5 | $u1: unit($min-vw);
6 | $u2: unit($max-vw);
7 | $u3: unit($min-font-size);
8 | $u4: unit($max-font-size);
9 |
10 | @if $u1 == $u2 and $u1 == $u3 and $u1 == $u4 {
11 | & {
12 | font-size: $min-font-size;
13 | @media screen and (min-width: $min-vw) {
14 | font-size: calc(#{$min-font-size} + #{strip-unit($max-font-size - $min-font-size)} * ((100vw - #{$min-vw}) / #{strip-unit($max-vw - $min-vw)}));
15 | }
16 | @media screen and (min-width: $max-vw) {
17 | font-size: $max-font-size;
18 | }
19 | }
20 | }
21 | }
22 |
--------------------------------------------------------------------------------
/src/app.js:
--------------------------------------------------------------------------------
1 | import { Renderer, Program, Mesh, Triangle, Vec2, Texture } from 'ogl'
2 | import { gsap } from 'gsap'
3 | import { Pane } from 'tweakpane'
4 | import ColorThief from 'colorthief'
5 |
6 | class WebGLCarousel {
7 | constructor() {
8 | this.wrapper = document.querySelector('[data-canvas-wrapper]')
9 |
10 | this.texturesURLs = [
11 | '/images/1.jpg',
12 | '/images/2.jpg',
13 | '/images/3.jpg',
14 | '/images/4.jpg'
15 | ]
16 |
17 | this.state = {
18 | isAnimating: false,
19 | currentTextureIndex: 0,
20 | texture0: null,
21 | texture1: null
22 | }
23 |
24 | this.ui = {
25 | buttons: document.querySelectorAll('[data-carousel-control]'),
26 | slides: document.querySelectorAll('[data-slide]')
27 | }
28 | }
29 |
30 | init() {
31 | this._createRenderer()
32 |
33 | this._loadTextures()
34 | .then(() => {
35 | this._createScene()
36 | this._createDebugPanel()
37 | this._addListeners()
38 | this._onResize()
39 |
40 | gsap.ticker.add(() => {
41 | this.program.uniforms.uTime.value += 0.1
42 |
43 | this.program.uniforms.uTexture0Size.value = new Vec2(
44 | this.state.texture0.width,
45 | this.state.texture0.height
46 | )
47 |
48 | this.program.uniforms.uTexture1Size.value = new Vec2(
49 | this.state.texture1.width,
50 | this.state.texture1.height
51 | )
52 |
53 | this.renderer.render({ scene: this.mesh })
54 | })
55 | })
56 | }
57 |
58 | _createRenderer() {
59 | this.renderer = new Renderer()
60 | this.gl = this.renderer.gl
61 |
62 | this.wrapper.appendChild(this.gl.canvas)
63 |
64 | this.gl.clearColor(1, 1, 1, 1)
65 | }
66 |
67 | _createScene() {
68 | this.geometry = new Triangle(this.gl)
69 |
70 | this.program = new Program(this.gl, {
71 | vertex: require('./shaders/effect.vertex.glsl'),
72 | fragment: require('./shaders/effect.fragment.glsl'),
73 | uniforms: {
74 | uProgress: { value: 0 },
75 | uResolution: {
76 | value: new Vec2(
77 | this.gl.canvas.clientWidth,
78 | this.gl.canvas.clientHeight
79 | )
80 | },
81 | uGridSize: {
82 | value: new Vec2(4, 8)
83 | },
84 | uTexture0: {
85 | value: this.state.texture0
86 | },
87 | uTexture0Size: {
88 | value: new Vec2(
89 | this.state.texture0.width,
90 | this.state.texture0.height
91 | )
92 | },
93 | uTexture1: {
94 | value: this.state.texture1
95 | },
96 | uTexture1Size: {
97 | value: new Vec2(
98 | this.state.texture1.width,
99 | this.state.texture1.height
100 | )
101 | },
102 | uNoiseTexture: {
103 | value: this.noiseTexture
104 | },
105 | uBackground0: {
106 | value: [
107 | this.colors[0].primary,
108 | this.colors[0].secondary
109 | ]
110 | },
111 | uBackground1: {
112 | value: [
113 | this.colors[1].primary,
114 | this.colors[1].secondary
115 | ]
116 | },
117 | uTime: { value: 0 },
118 | uAnimationDirection: { value: 1 }
119 | }
120 | })
121 |
122 | this.mesh = new Mesh(this.gl, {
123 | geometry: this.geometry,
124 | program: this.program
125 | })
126 | }
127 |
128 | /**
129 | * Load an image as an OGL `Texture` object.
130 | *
131 | * @method _loadTexture()
132 | *
133 | * @param {String} url The URL of the image to load.
134 | * @param {Object} params The OGL configuration object for the `Texture` to load
135 | *
136 | * @returns `Promise` with the `Texture` object when the texture has been loaded
137 | */
138 | _loadTexture(url, params = {}) {
139 | return new Promise(resolve => {
140 | const img = new Image()
141 | img.src = url
142 |
143 | img.onload = () => {
144 | const texture = new Texture(this.gl, {
145 | ...params,
146 | image: img
147 | })
148 |
149 | resolve(texture)
150 | }
151 | })
152 | }
153 |
154 | /**
155 | * Load all the images from the `this.texturesURLs` array and the noise texture.
156 | *
157 | * @method _loadTextures()
158 | *
159 | * @returns `Promise` when all the images have been loaded.
160 | */
161 | _loadTextures() {
162 | return new Promise(resolve => {
163 | const textures = this.texturesURLs.map(url => this._loadTexture(url))
164 | const colorThief = new ColorThief()
165 |
166 | Promise
167 | // Load the images for the carousel
168 | .all(textures)
169 | .then(res => {
170 | // Fill an array of colors for each texture
171 | // to use for the background
172 | this.colors = res.map(e => {
173 | return ({
174 | primary: colorThief.getColor(e.image),
175 | secondary: colorThief.getPalette(e.image)[3]
176 | })
177 | })
178 |
179 | this.textures = res
180 | this.state.texture0 = res[0]
181 | this.state.texture1 = res[1]
182 | })
183 |
184 | // Load the noise texture
185 | .then(() => {
186 | return this._loadTexture('/images/Noise_18.jpg', {
187 | wrapS: this.gl.REPEAT,
188 | wrapT: this.gl.REPEAT
189 | })
190 | })
191 | .then(res => {
192 | this.noiseTexture = res
193 | resolve()
194 | })
195 | })
196 | }
197 |
198 | _createDebugPanel() {
199 | const pane = new Pane()
200 |
201 | pane.addInput(this.program.uniforms.uProgress, 'value', { label: 'uProgress', min: 0, max: 1, step: 0.01 })
202 |
203 | pane.addInput(this.program.uniforms.uGridSize.value, 'x', { label: 'Grid size X', min: 0, max: 20, step: 1 })
204 | pane.addInput(this.program.uniforms.uGridSize.value, 'y', { label: 'Grid size Y', min: 0, max: 20, step: 1 })
205 | }
206 |
207 | _addListeners() {
208 | window.addEventListener('resize', this._onResize.bind(this), { passive: true })
209 |
210 | for (const button of this.ui.buttons) {
211 | button.addEventListener('click', this._onButtonClick.bind(this), { passive: true })
212 | }
213 | }
214 |
215 | /**
216 | * Animate the carousel towards the next slide.
217 | *
218 | * @method _onButtonClick()
219 | *
220 | * @param {Event} e The event triggered by the click on the button.
221 | */
222 | _onButtonClick(e) {
223 | // Do nothing if an animation is already running
224 | if (this.state.isAnimating) return
225 |
226 | // Get the direction of the clicked button (defaults to 1)
227 | const direction = Number(e.currentTarget.dataset.dir ?? 1)
228 |
229 | // Define the index of the texture that will be set as texture1
230 | let nextTextureIndex = this.state.currentTextureIndex + direction
231 |
232 | if (nextTextureIndex < 0)
233 | nextTextureIndex = this.textures.length - 1
234 |
235 | if (nextTextureIndex >= this.textures.length)
236 | nextTextureIndex = 0
237 |
238 | const currentSlide = this.ui.slides[this.state.currentTextureIndex]
239 | const currentSlideTitle = currentSlide.querySelector('[data-slide-title]')
240 | const currentSlideCopy = currentSlide.querySelector('[data-slide-copy]')
241 |
242 | const nextSlide = this.ui.slides[nextTextureIndex]
243 | const nextSlideTitle = nextSlide.querySelector('[data-slide-title]')
244 | const nextSlideCopy = nextSlide.querySelector('[data-slide-copy]')
245 |
246 | const tl = new gsap.timeline({
247 | onStart: () => {
248 | // Prevent any other animation from starting
249 | this.state.isAnimating = true
250 |
251 | // Define the direction of the rotation during the transition
252 | this.program.uniforms.uAnimationDirection.value = direction
253 |
254 | // Set the next texture to display
255 | this.state.texture1 = this.textures[nextTextureIndex]
256 | this.program.uniforms.uTexture1.value = this.state.texture1
257 |
258 | // Set the background colors of the next slide
259 | this.program.uniforms.uBackground1.value = [
260 | this.colors[nextTextureIndex].primary,
261 | this.colors[nextTextureIndex].secondary
262 | ]
263 | },
264 | onComplete: () => {
265 | // Re-enable animations
266 | this.state.isAnimating = false
267 |
268 | // Reset the `uProgress` uniform ...
269 | this.program.uniforms.uProgress.value = 0
270 |
271 | // ... and set what was only the next texture as current texture
272 | this.state.texture0 = this.textures[nextTextureIndex]
273 | this.program.uniforms.uTexture0.value = this.state.texture0
274 |
275 | // Same thing with the background colors
276 | this.program.uniforms.uBackground0.value = [
277 | this.colors[nextTextureIndex].primary,
278 | this.colors[nextTextureIndex].secondary
279 | ]
280 |
281 | // End of the animation. Set the new texture's index as the current one.
282 | this.state.currentTextureIndex = nextTextureIndex
283 | }
284 | })
285 |
286 | tl
287 | .add('start')
288 | .to(currentSlideTitle, {
289 | '--progress': 110,
290 | duration: 0.5
291 | })
292 | .fromTo(nextSlideTitle, { '--progress': -110 }, {
293 | '--progress': 0,
294 | duration: 1
295 | }, '<0.1')
296 |
297 | .to(currentSlideCopy, { opacity: 0, duration: 0.35 }, 'start+=0.1')
298 | .to(nextSlideCopy, { opacity: 1, duration: 0.5 }, '>')
299 |
300 | .to(this.program.uniforms.uProgress, {
301 | value: 1,
302 | duration: 1.5
303 | }, 'start')
304 | }
305 |
306 | _onResize() {
307 | this.renderer.setSize(this.wrapper.clientWidth, this.wrapper.clientHeight)
308 |
309 | // Update the uResolution uniform
310 | this.program.uniforms.uResolution.value = new Vec2(
311 | this.gl.canvas.clientWidth,
312 | this.gl.canvas.clientHeight
313 | )
314 | }
315 | }
316 |
317 | const app = new WebGLCarousel()
318 | app.init()
319 |
--------------------------------------------------------------------------------
/src/app.scss:
--------------------------------------------------------------------------------
1 | @import "functions";
2 | @import "mixins";
3 |
4 | * {
5 | box-sizing: border-box;
6 | }
7 |
8 | html,
9 | body {
10 | margin: 0;
11 | overflow: hidden;
12 | }
13 |
14 | body {
15 | font-family: neuzeit-grotesk, sans-serif;
16 | background-color: #fff;
17 | }
18 |
19 | #canvas-wrapper {
20 | height: 100vh;
21 | position: relative;
22 | width: 100%;
23 |
24 | canvas {
25 | height: 100%;
26 | position: absolute;
27 | width: 100%;
28 | }
29 | }
30 |
31 | #controls {
32 | align-items: center;
33 | display: flex;
34 | justify-content: space-between;
35 | left: 0;
36 | padding: 0 30px;
37 | pointer-events: none;
38 | position: fixed;
39 | top: 50%;
40 | transform: translateY(-50%);
41 | touch-action: none;
42 | width: 100%;
43 | z-index: 5;
44 |
45 | button {
46 | background-color: transparent;
47 | border: none;
48 | color: #000;
49 | cursor: pointer;
50 | font-size: 21px;
51 | margin: 0;
52 | padding: 0;
53 | pointer-events: auto;
54 | position: relative;
55 | text-transform: uppercase;
56 | touch-action: auto;
57 |
58 | &::before,
59 | &::after {
60 | background-color: currentColor;
61 | content: "";
62 | display: block;
63 | height: 2px;
64 | opacity: 0;
65 | position: absolute;
66 | transition: 0.25s transform, 0.25s opacity;
67 | width: 100%;
68 | }
69 |
70 | &::before {
71 | top: -5px;
72 | transform: translateY(-5px);
73 | }
74 |
75 | &::after {
76 | bottom: -5px;
77 | transform: translateY(5px);
78 | }
79 |
80 | &:hover {
81 |
82 | &::before,
83 | &::after {
84 | opacity: 1;
85 | transform: translateY(0);
86 | }
87 | }
88 | }
89 | }
90 |
91 | #slides {
92 | display: grid;
93 | grid-template-areas:
94 | "."
95 | "slide"
96 | ".";
97 | grid-template-columns: 1fr;
98 | grid-template-rows: 3fr 1fr 1fr;
99 | height: 100%;
100 | left: 0;
101 | pointer-events: none;
102 | position: fixed;
103 | top: 0;
104 | touch-action: none;
105 | width: 100%;
106 | z-index: 4;
107 | }
108 |
109 | .slide {
110 | align-items: center;
111 | align-self: center;
112 | color: #000;
113 | display: flex;
114 | flex-direction: column;
115 | grid-area: slide;
116 | pointer-events: auto;
117 | text-align: center;
118 | touch-action: auto;
119 |
120 | &__title {
121 | font-size: 13vw;
122 | line-height: 1;
123 | text-transform: uppercase;
124 | clip-path: polygon(
125 | calc(var(--progress) * 1%) 0%,
126 | calc(var(--progress) * 1% + 110%) 0%,
127 | calc(var(--progress) * 1% + 100%) 100%,
128 | calc(var(--progress) * 1% - 10%) 100%);
129 | }
130 |
131 | &__copy {
132 | font-size: 4vw;
133 | }
134 | }
135 |
--------------------------------------------------------------------------------
/src/index.html:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 | Triangle Grid Slideshow with OGL and GSAP
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 | Aesthete
17 | Chicago
18 |
19 |
20 |
21 | Raconteur
22 | Florence
23 |
24 |
25 |
26 | Daemonia
27 | Rome
28 |
29 |
30 |
31 | Lassitude
32 | Paris
33 |
34 |
35 |
36 |
40 |
41 |
42 |
43 |
44 |
--------------------------------------------------------------------------------
/src/shaders/effect.fragment.glsl:
--------------------------------------------------------------------------------
1 | precision highp float;
2 |
3 | uniform float uTime;
4 | uniform float uProgress;
5 | uniform vec2 uResolution;
6 | uniform vec2 uGridSize;
7 | uniform sampler2D uTexture0;
8 | uniform vec2 uTexture0Size;
9 | uniform sampler2D uTexture1;
10 | uniform vec2 uTexture1Size;
11 | uniform sampler2D uNoiseTexture;
12 | uniform vec3 uBackground0[2];
13 | uniform vec3 uBackground1[2];
14 | uniform float uAnimationDirection;
15 |
16 | varying vec2 vUv;
17 |
18 | #pragma glslify: Shape = require(./modules/Shape)
19 | #pragma glslify: Rotate = require(./modules/Rotate)
20 | #pragma glslify: Cover = require(./modules/Cover)
21 | #pragma glslify: Random = require(./modules/Random)
22 | #pragma glslify: blendNormal = require(glsl-blend/normal)
23 |
24 | float Triangle(vec2 uv, vec2 position, float size) {
25 | float sides = 3.0;
26 | float blur = 0.001;
27 |
28 | return Shape(uv, position, size, sides, blur);
29 | }
30 |
31 | float Tiles(vec2 uv, float progress) {
32 | float result = 0.0;
33 |
34 | // Create a new set of UVs to apply a rotation matrix to, and
35 | // use them to create the grid.
36 | mat2 rotateUV = Rotate(PI*0.03 + PI*mix(0.0, 0.04, progress*uAnimationDirection));
37 | vec2 uv2 = uv*rotateUV;
38 |
39 | // This makes the UVs repeat infinitely on both axes
40 | // depending on how many times the UVs are multiplied,
41 | // creating the illusion of a grid.
42 | // "gv" stands for "grid UV".
43 | vec2 gv = fract(uv2*5.0 + 0.25);
44 |
45 | // Get a unique identifier for each tile
46 | vec2 id = floor(uv2*5.0 + 0.25);
47 |
48 | // For each tile, loop through its neighbor tiles (+ itself) and
49 | // draw a triangle in each one of them.
50 | // This gives the illusion that what's drawn goes past the boundaries.
51 | for (float y = -1.0; y <= 1.0; y++) {
52 | for (float x = -1.0; x <= 1.0; x++) {
53 | // Get the coordinates of the neighbor tile
54 | vec2 tileOffset = vec2(x, y);
55 |
56 | // Get a unique identifier of each triangle
57 | vec2 triangleID = id + tileOffset;
58 |
59 | // Shift the tile by half of its width on even rows
60 | vec2 tileShift = vec2(mod(triangleID.y, 2.0)*0.5, 0.0);
61 |
62 | // Offset each triangle by a value that goes from -1.0 to +1.0
63 | float randomOffsetX = Random(triangleID.y);
64 | randomOffsetX = (randomOffsetX - 0.5) * 2.0;
65 |
66 | float randomOffsetY = Random(triangleID.x);
67 | randomOffsetY = (randomOffsetY - 0.5) * 2.0;
68 |
69 | vec2 randomOffset = vec2(randomOffsetX, randomOffsetY)*0.1;
70 |
71 | // Determine if the current triangle can be drawn or not
72 | float isVisible = step(abs(triangleID.x), uGridSize.x);
73 | isVisible *= step(abs(triangleID.y), uGridSize.y);
74 |
75 | // Set the alpha value of each triangle using the `progress` parameter
76 | float fadeStart = clamp(Random(triangleID), 0.1, 0.9);
77 | float alpha = smoothstep(fadeStart, 0., progress);
78 |
79 | // Determine the size of each triangle using the `progress` parameter
80 | float sizeFactor = min(Random(triangleID), 0.55);
81 |
82 | // Get the normalized distance of the current triangle from the center of the
83 | // screen to add it to the scale of the triangle.
84 | float dist = distance(vec2(0.0), triangleID) / max(uGridSize.x, uGridSize.y);
85 | dist *= 0.15;
86 |
87 | float size = mix(0.26, 0.9, progress*sizeFactor)+dist;
88 |
89 | // Apply a random rotation between -PI and +PI to each triangle
90 | float triangleAnimationRotation = PI*((Random(triangleID.yx) - 0.5) * 2.0)*0.1*progress*uAnimationDirection; // Additional rotation during animation
91 | mat2 triangleRandomRotation = Rotate(triangleAnimationRotation+PI*(Random(triangleID) - 0.5)*2.0);
92 |
93 | /*
94 | * Draw the triangles pointing down
95 | */
96 | vec2 rotatedGV = (gv - vec2(0.0, 0.4) - tileOffset - tileShift - randomOffset - 0.5)*triangleRandomRotation + 0.5;
97 | float d = Triangle(rotatedGV, vec2(0.5), size);
98 | d *= isVisible;
99 | d *= alpha;
100 |
101 | /*
102 | * Draw the triangles pointing up
103 | */
104 |
105 | // Create a new set of UVs named `st` and rotate them around their center
106 | vec2 st = (gv - tileOffset - tileShift - randomOffset)*triangleRandomRotation + 0.5;
107 |
108 | // Add the triangle
109 | float u = Triangle(st, vec2(0.5, 0.4), size);
110 | u *= isVisible;
111 | u *= alpha;
112 |
113 | result += d+u;
114 | }
115 | }
116 |
117 | // Create a mask of the size of the grid that is used to display the full image
118 | float fullImageMask = step(abs(id.x) + 0.5, uGridSize.x);
119 | fullImageMask *= step(abs(id.y), uGridSize.y);
120 |
121 | // "Mask" it with the value of the triangles' grid.
122 | // This basically creates holes in the mask.
123 | // This step is needed because we will add this mask with the triangles, otherwise
124 | // The final result would have areas much more luminous than the normal.
125 | fullImageMask *= 1.0 - (result * mix(1.0, 0.5, abs(progress*2.0)));
126 |
127 | // Set the alpha value of this mask using the `progress` parameter.
128 | fullImageMask *= smoothstep(0.85, 0.5, abs(progress));
129 |
130 | result += fullImageMask;
131 |
132 | return result;
133 | }
134 |
135 | void main() {
136 | // UV coordinates that go from -1 to +1,
137 | // useful to easily align things at the center of the screen.
138 | vec2 uv = vUv*2.0 - 1.0;
139 | uv.x *= uResolution.x / uResolution.y;
140 |
141 | vec3 color = vec3(0.0);
142 |
143 | // Animation progress for the image's mask
144 | float progress0 = smoothstep(0.15, 0.85, uProgress); // [0 .. 1]
145 | float progress1 = smoothstep(0.25, 0.95, uProgress) - 1.0; // [-1 .. 0]
146 |
147 | // Create the masks with the triangles
148 | float mask0 = Tiles(uv, progress0);
149 | float mask1 = Tiles(uv, progress1);
150 |
151 | // Create the textures
152 | vec2 coverUV = Cover(vUv, uResolution, uTexture0Size);
153 | coverUV = (coverUV - 0.5)*mix(1.0, 1.15, smoothstep(0.1, 0.7, uProgress)) + 0.5; // Scale from 1.0 to 1.05
154 | vec4 tex0 = texture2D(uTexture0, coverUV);
155 |
156 | coverUV = Cover(vUv, uResolution, uTexture1Size);
157 | coverUV = (coverUV - 0.5)*mix(0.85, 1.0, smoothstep(0.4, 1.0, uProgress)) + 0.5; // Scale from 0.95 to 1.0
158 | vec4 tex1 = texture2D(uTexture1, coverUV);
159 |
160 | // Background noise texture
161 | vec2 bgNoiseUV = uv;
162 | bgNoiseUV *= 0.25; // Make it bigger
163 | bgNoiseUV *= Rotate(PI*0.25); // Rotate by 1/4 PI
164 | bgNoiseUV += vec2(uTime*0.01, -uTime*0.03); // Animate the coordinates
165 | vec3 bgNoise = texture2D(uNoiseTexture, bgNoiseUV).rgb;
166 |
167 | // Set the two background layers.
168 | // Each layer's color is a mix of the primary and
169 | // secondary color based on the value of the noise.
170 | // The colors are divided by 255 because their
171 | // Original value goes from 0 to 255, while in
172 | // GLSL colors go from 0 to 1.
173 | vec3 background0 = mix(uBackground0[0] / 255., uBackground0[1] / 255., bgNoise);
174 | vec3 background1 = mix(uBackground1[0] / 255., uBackground1[1] / 255., bgNoise);
175 |
176 | // "Layers" are just the textures with the masks applied
177 | vec4 layer0 = tex0*mask0;
178 | vec4 layer1 = tex1*mask1;
179 |
180 | // "Slides" are simply the background textures with
181 | // the layers on top of them
182 | vec3 slide0 = blendNormal(background0, layer0.rgb, layer0.a);
183 | vec3 slide1 = blendNormal(background1, layer1.rgb, layer1.a);
184 |
185 | // Display one slide or the other based on the value of `uProgress`
186 | color = mix(slide0, slide1, smoothstep(0.5, 0.85, uProgress));
187 |
188 | gl_FragColor = vec4(color, 1.0);
189 | }
190 |
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/src/shaders/effect.vertex.glsl:
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1 | attribute vec2 uv;
2 | attribute vec2 position;
3 |
4 | varying vec2 vUv;
5 |
6 | void main() {
7 | gl_Position = vec4(position, 0.0, 1.0);
8 |
9 | vUv = uv;
10 | }
11 |
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/src/shaders/modules/Cover.glsl:
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1 | // Stolen from https://gist.github.com/statico/df64c5d167362ecf7b34fca0b1459a44
2 | vec2 Cover(vec2 uv, vec2 screenSize, vec2 imageSize) {
3 | vec2 s = screenSize;
4 | vec2 i = imageSize;
5 |
6 | float rs = s.x / s.y;
7 | float ri = i.x / i.y;
8 |
9 | vec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);
10 | vec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;
11 | vec2 st = uv * s / new + offset;
12 |
13 | return st;
14 | }
15 |
16 | #pragma glslify: export(Cover)
17 |
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/src/shaders/modules/Random.glsl:
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1 | float Random(float n) {
2 | return fract(sin(n) * 43758.5453123);
3 | }
4 |
5 | float Random(vec2 p) {
6 | p = fract(p * vec2(123.34, 456.21));
7 | p += dot(p, p+45.32);
8 | return fract(p.x * p.y);
9 | }
10 |
11 | #pragma glslify: export(Random)
12 |
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/src/shaders/modules/Rotate.glsl:
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1 | mat2 Rotate(float angle) {
2 | float s = sin(angle);
3 | float c = cos(angle);
4 |
5 | return mat2(c, -s, s, c);
6 | }
7 |
8 | #pragma glslify: export(Rotate)
9 |
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/src/shaders/modules/Shape.glsl:
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1 | #define PI 3.14159265359
2 | #define TWO_PI 6.28318530718
3 |
4 | float Shape(in vec2 st, in vec2 p, in float size, in float sides, in float blur) {
5 | vec2 pos = vec2(p) - st;
6 | float a = atan(pos.x, pos.y) + PI;
7 | float r = TWO_PI / sides;
8 | float d = cos(floor(.5 + a/r)*r - a) * length(pos);
9 |
10 | float color = smoothstep(size + blur, size - blur, d);
11 |
12 | return color;
13 | }
14 |
15 | #pragma glslify: export(Shape)
16 |
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/static/.DS_Store:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/.DS_Store
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/static/images/1.jpg:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/images/1.jpg
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/static/images/2.jpg:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/images/2.jpg
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/static/images/3.jpg:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/images/3.jpg
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/static/images/4.jpg:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/images/4.jpg
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/static/images/Noise_18.jpg:
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https://raw.githubusercontent.com/kekkorider/codrops-tutorial-ogl-image-carousel/cbe4512adabb0712154ab6919bbd4074bbe15fe8/static/images/Noise_18.jpg
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