<canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
<div class="controls">
<input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
<input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
<input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
</div>
</div>
<script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
uniform vec2 move;
#define FC gl_FragCoord.xy
#define R resolution
#define T (time+12.)
#define N normalize
#define S smoothstep
#define MN min(R.x,R.y)
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define hue(a) (.25+.6*cos(6.3*(a)+vec3(0,83,21)))
#define lum(a) dot(vec3(.21,.71,.07),a)
float shape(vec3 p) {
// See details at:
// http://blog.hvidtfeldts.net/index.php/2011/08/distance-estimated-3d-fractals-iii-folding-space/
float offset=1.2, n=5.;
for (float i=.0; i++<n;) {
if(p.x+p.y<.0) p.xy=-p.yx; // fold 1
if(p.x+p.z<.0) p.xz=-p.zx; // fold 2
if(p.y+p.z<.0) p.zy=-p.yz; // fold 3
p=2.*p-offset;
}
return length(p)*pow(2.,-n)-.052;
}
vec2 map(vec3 p) {
vec3 q=p;
//p.y+=.5;
//p.yz*=rot(-.955);
//p.xz*=rot(-.78);
vec2
a=vec2(shape(p),1),
b=vec2(q.y+1.215,0);
a=a.x<b.x?a:b;
return a;
}
vec3 norm(vec3 p) {
float h=1e-3; vec2 k=vec2(-1,1);
return N(
k.xyy*map(p+k.xyy*h).x+
k.yxy*map(p+k.yxy*h).x+
k.yyx*map(p+k.yyx*h).x+
k.xxx*map(p+k.xxx*h).x
);
}
float calcAO(vec3 p, vec3 n) {
float o=.0, s=1.;
for(float i=.0; i++<5.;) {
float
h=.01+.12*i/4.,
d=map(p+h*n).x;
o+=(h-d)*s;
s*=.65;
if(o>.5) break;
}
return clamp(1.-3.*o,.0,1.)*(.5+.5*n.y);
}
float shadow(vec3 p, vec3 lp) {
float shd=1., maxd=length(lp-p);
vec3 l=N(lp-p);
for (float i=1e-3; i<maxd;) {
float d=map(p+l*i).x;
if (d<1e-3) {
shd=.0;
break;
}
shd=min(shd,48.*d/i);
i+=d;
}
return shd;
}
void cam(inout vec3 p) {
p.yz*=rot(-(sin(1.5707-move.y*6.3/MN)*.5-.5)+(cos(T*.1)*.5+.5));
p.xz*=rot(-move.x*6.3/MN+(sin(T*.2)*.5));
}
float box(vec3 p) {
p=abs(p);
return max(max(p.x,p.y),p.z);
}
void main() {
vec2 uv=(FC-.5*R)/MN;
vec3 col=vec3(0),
p=vec3(0,0,-10),
rd=N(vec3(uv,3.-exp(-cos(T*.05)*.3)));
cam(p); cam(rd);
float dd=.0;
for (float i=.0; i++<400.;) {
vec2 d=map(p);
if (abs(d.x)<1e-3) {
vec3 n=norm(p), lp=vec3(-1,4,-5), l=N(lp-p);
float
shd=shadow(p+n*3e-3,lp),
occ=calcAO(p+n*3e-3,n),
diff=clamp(dot(l,n),.0,1.),
ref=pow(dot(reflect(rd,n),l),64.);
col+=.2+diff*shd*occ;
// In the next line change box to either length or shape and see what happens
col*=1.2*hue(box(p*(d.y>.0?.65:.1))+(d.y>.0?.6-T*.05:-T*.05));
if (d.y>.0) col+=sqrt(max(.0,lum(col)));
if (ref>.0 && d.y>.0) col+=ref;
col/=1.+exp(-col);
col=sqrt(col);
break;
}
if (d.x>200.) break;
p+=rd*d.x;
dd+=d.x;
}
col=mix(vec3(0),col,exp(-125e-5*dd*dd));
O=vec4(col,1);
}</script>
::-webkit-scrollbar {
width: 0.625rem;
height: 0.625rem;
}
::-webkit-scrollbar-thumb {
background: #111;
border-radius: 0.3125rem;
box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
cursor: default;
}
::-webkit-scrollbar-track {
background: #333;
}
::selection {
background: #fff;
color: #333;
}
html,
body {
height: 100vh;
height: 100dvh;
margin: 0;
overflow: hidden;
}
body {
display: grid;
grid-template-rows: calc(100dvh - 4rem) 4rem;
font-family: system-ui, sans-serif;
}
canvas,
.editor,
#controls {
grid-row: 1;
grid-column: 1;
}
canvas {
width: 100%;
height: auto;
object-fit: contain;
background: black;
touch-action: none;
}
.editor,
.overlay,
#error {
background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
padding: 1em;
}
.editor {
color: #fefefe;
tab-size: 2;
border: none;
resize: none;
}
.editor:focus {
outline: none;
}
#error {
grid-row: 2;
grid-column: 1;
margin: 0;
padding-block: 0;
padding-top: .5em;
color: firebrick;
overflow: auto;
text-wrap: pretty;
}
#indicator {
visibility: hidden;
position: absolute;
top: calc(var(--top, 0px) - var(--scroll-top, 0px));
width: 0;
height: 0;
border-top: 10px solid transparent;
border-bottom: 10px solid transparent;
border-left: 10px solid firebrick;
transform: translateY(-25%);
}
.overlay {
position: absolute;
top: 0;
left: 0;
right: 0;
margin: 0;
}
.editor,
.overlay {
font-size: 1rem;
line-height: 1.2;
white-space: pre;
}
#controls {
position: fixed;
top: 1em;
right: 2em;
}
.controls {
position: relative;
display: flex;
gap: 1.5em;
padding: .5em 1.25em;
background: #1111;
border-radius: 4px;
}
.controls::before,
.controls::after {
content: '';
position: absolute;
z-index: -1;
inset: 0;
transform: scale(.95);
border-radius: inherit;
opacity: 0;
}
.controls::before {
background: #aef;
animation: pulse 2s infinite;
}
.controls::after {
background: #fefefe66;
transition: transform 200ms ease-in-out;
}
.controls:hover::before,
.controls:hover::after {
opacity: 1;
}
.controls:hover::before {
transform: scale(.98);
filter: blur(2px);
}
.controls:hover::after {
transform: scale(1.025, 1.1);
}
.controls:hover {
background: #111f;
}
@keyframes pulse {
0% {
transform: scale(1);
}
50% {
transform: scale(1.0125);
}
100% {
transform: scale(1);
}
}
.hidden {
display: none !important;
}
.opaque {
opacity: 1 !important;
background: #111 !important;
}
input {
all: unset;
opacity: .2;
filter: saturate(0) invert(1);
cursor: pointer;
transition: opacity 200ms ease-in-out;
padding: .25em .5em;
}
input:hover {
opacity: 1;
}
.icon {
text-align: center;
line-height: 1;
}
#btnToggleView {
width: 1.25em;
}
#btnToggleView::after {
content: '👁';
}
#btnToggleView:checked::after {
content: '✏️';
}
#btnToggleResolution::after {
content: '1️⃣';
}
#btnToggleResolution:checked::after {
content: '2️⃣';
}
#btnReset::after {
content: '⏮️';
}
/*********
* made by Matthias Hurrle (@atzedent)
*/
let editMode = false // set to false to hide the code editor on load
let resolution = .5 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'It Is All Just a Reflection'
window.onload = init
function resize() {
const { innerWidth: width, innerHeight: height } = window
canvas.width = width * dpr
canvas.height = height * dpr
if (renderer) {
renderer.updateScale(dpr)
}
}
function toggleView() {
editor.hidden = btnToggleView.checked
}
function reset() {
let shader = source
editor.text = shader ? shader.textContent : renderer.defaultSource
store.putShaderSource(shaderId, editor.text)
renderThis()
}
function toggleResolution() {
resolution = btnToggleResolution.checked ? .5 : 1
dpr = Math.max(1, resolution * window.devicePixelRatio)
pointers.updateScale(dpr)
resize()
}
function loop(now) {
renderer.updateMouse(pointers.first)
renderer.updatePointerCount(pointers.count)
renderer.updatePointerCoords(pointers.coords)
renderer.updateMove(pointers.move)
renderer.render(now)
frm = requestAnimationFrame(loop)
}
function renderThis() {
editor.clearError()
store.putShaderSource(shaderId, editor.text)
const result = renderer.test(editor.text)
if (result) {
editor.setError(result)
} else {
renderer.updateShader(editor.text)
}
cancelAnimationFrame(frm) // Always cancel the previous frame!
loop(0)
}
const debounce = (fn, delay) => {
let timerId
return (...args) => {
clearTimeout(timerId)
timerId = setTimeout(() => fn.apply(this, args), delay)
}
}
const render = debounce(renderThis, renderDelay)
function init() {
source = document.querySelector("script[type='x-shader/x-fragment']")
document.title = "🎢"
renderer = new Renderer(canvas, dpr)
pointers = new PointerHandler(canvas, dpr)
store = new Store(window.location)
editor = new Editor(codeEditor, error, indicator)
editor.text = source.textContent
renderer.setup()
renderer.init()
if (!editMode) {
btnToggleView.checked = true
toggleView()
}
if (resolution === .5) {
btnToggleResolution.checked = true
toggleResolution()
}
canvas.addEventListener('shader-error', e => editor.setError(e.detail))
resize()
if (renderer.test(source.textContent) === null) {
renderer.updateShader(source.textContent)
}
loop(0)
window.onresize = resize
window.addEventListener("keydown", e => {
if (e.key === "L" && e.ctrlKey) {
e.preventDefault()
btnToggleView.checked = !btnToggleView.checked
toggleView()
}
})
}
class Renderer {
#vertexSrc = "#version 300 es\nprecision highp float;\nin vec4 position;\nvoid main(){gl_Position=position;}"
#fragmtSrc = "#version 300 es\nprecision highp float;\nout vec4 O;\nuniform float time;\nuniform vec2 resolution;\nvoid main() {\n\tvec2 uv=gl_FragCoord.xy/resolution;\n\tO=vec4(uv,sin(time)*.5+.5,1);\n}"
#vertices = [-1, 1, -1, -1, 1, 1, 1, -1]
constructor(canvas, scale) {
this.canvas = canvas
this.scale = scale
this.gl = canvas.getContext("webgl2")
this.gl.viewport(0, 0, canvas.width * scale, canvas.height * scale)
this.shaderSource = this.#fragmtSrc
this.mouseMove = [0, 0]
this.mouseCoords = [0, 0]
this.pointerCoords = [0, 0]
this.nbrOfPointers = 0
}
get defaultSource() { return this.#fragmtSrc }
updateShader(source) {
this.reset()
this.shaderSource = source
this.setup()
this.init()
}
updateMove(deltas) {
this.mouseMove = deltas
}
updateMouse(coords) {
this.mouseCoords = coords
}
updatePointerCoords(coords) {
this.pointerCoords = coords
}
updatePointerCount(nbr) {
this.nbrOfPointers = nbr
}
updateScale(scale) {
this.scale = scale
this.gl.viewport(0, 0, this.canvas.width * scale, this.canvas.height * scale)
}
compile(shader, source) {
const gl = this.gl
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader))
this.canvas.dispatchEvent(new CustomEvent('shader-error', { detail: gl.getShaderInfoLog(shader) }))
}
}
test(source) {
let result = null
const gl = this.gl
const shader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
result = gl.getShaderInfoLog(shader)
}
if (gl.getShaderParameter(shader, gl.DELETE_STATUS)) {
gl.deleteShader(shader)
}
return result
}
reset() {
const { gl, program, vs, fs } = this
if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return
if (gl.getShaderParameter(vs, gl.DELETE_STATUS)) {
gl.detachShader(program, vs)
gl.deleteShader(vs)
}
if (gl.getShaderParameter(fs, gl.DELETE_STATUS)) {
gl.detachShader(program, fs)
gl.deleteShader(fs)
}
gl.deleteProgram(program)
}
setup() {
const gl = this.gl
this.vs = gl.createShader(gl.VERTEX_SHADER)
this.fs = gl.createShader(gl.FRAGMENT_SHADER)
this.compile(this.vs, this.#vertexSrc)
this.compile(this.fs, this.shaderSource)
this.program = gl.createProgram()
gl.attachShader(this.program, this.vs)
gl.attachShader(this.program, this.fs)
gl.linkProgram(this.program)
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(this.program))
}
}
init() {
const { gl, program } = this
this.buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.#vertices), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
program.resolution = gl.getUniformLocation(program, "resolution")
program.time = gl.getUniformLocation(program, "time")
program.move = gl.getUniformLocation(program, "move")
program.touch = gl.getUniformLocation(program, "touch")
program.pointerCount = gl.getUniformLocation(program, "pointerCount")
program.pointers = gl.getUniformLocation(program, "pointers")
}
render(now = 0) {
const { gl, program, buffer, canvas, mouseMove, mouseCoords, pointerCoords, nbrOfPointers } = this
if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return
gl.clearColor(0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.uniform2f(program.resolution, canvas.width, canvas.height)
gl.uniform1f(program.time, now * 1e-3)
gl.uniform2f(program.move, ...mouseMove)
gl.uniform2f(program.touch, ...mouseCoords)
gl.uniform1i(program.pointerCount, nbrOfPointers)
gl.uniform2fv(program.pointers, pointerCoords)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
}
}
class Store {
constructor(key) {
this.key = key
this.store = window.localStorage
}
#ownShadersKey = 'ownShaders'
#StorageType = Object.freeze({
shader: 'fragmentSource',
config: 'config'
})
#getKeyPrefix(type) {
return `${type}${btoa(this.key)}`
}
#getKey(type, name) {
return `${this.#getKeyPrefix(type)}${btoa(name)}`
}
putShaderSource(name, source) {
const storageType = this.#StorageType.shader
this.store.setItem(this.#getKey(storageType, name), source)
}
getShaderSource(name) {
const storageType = this.#StorageType.shader
return this.store.getItem(this.#getKey(storageType, name))
}
deleteShaderSource(name) {
const storageType = this.#StorageType.shader
this.store.removeItem(this.#getKey(storageType, name))
}
/** @returns {{title:string, uuid:string}[]} */
getOwnShaders() {
const storageType = this.#StorageType.config
const result = this.store.getItem(this.#getKey(storageType, this.#ownShadersKey))
return result ? JSON.parse(result) : []
}
/** @param {{title:string, uuid:string}[]} shader */
putOwnShader(shader) {
const ownShaders = this.getOwnShaders()
const storageType = this.#StorageType.config
const index = ownShaders.findIndex((s) => s.uuid === shader.uuid)
if (index === -1) {
ownShaders.push(shader)
} else {
ownShaders[index] = shader
}
this.store.setItem(this.#getKey(storageType, this.#ownShadersKey), JSON.stringify(ownShaders))
}
deleteOwnShader(uuid) {
const ownShaders = this.getOwnShaders()
const storageType = this.#StorageType.config
this.store.setItem(this.#getKey(storageType, this.#ownShadersKey), JSON.stringify(ownShaders.filter((s) => s.uuid !== uuid) ))
this.deleteShaderSource(uuid)
}
/** @param {string[]} keep The names of the shaders to keep*/
cleanup(keep=[]) {
const storageType = this.#StorageType.shader
const ownShaders = this.getOwnShaders().map((s) => this.#getKey(storageType, s.uuid))
const premadeShaders = keep.map((name) => this.#getKey(storageType, name))
const keysToKeep = [...ownShaders, ...premadeShaders]
const result = []
for (let i = 0; i < this.store.length; i++) {
const key = this.store.key(i)
if (key.startsWith(this.#getKeyPrefix(this.#StorageType.shader)) && !keysToKeep.includes(key)) {
result.push(key)
}
}
result.forEach((key) => this.store.removeItem(key))
}
}
class PointerHandler {
constructor(element, scale) {
this.scale = scale
this.active = false
this.pointers = new Map()
this.lastCoords = [0,0]
this.moves = [0,0]
const map = (element, scale, x, y) => [x * scale, element.height - y * scale]
element.addEventListener("pointerdown", (e) => {
this.active = true
this.pointers.set(e.pointerId, map(element, this.getScale(), e.clientX, e.clientY))
})
element.addEventListener("pointerup", (e) => {
if (this.count === 1) {
this.lastCoords = this.first
}
this.pointers.delete(e.pointerId)
this.active = this.pointers.size > 0
})
element.addEventListener("pointerleave", (e) => {
if (this.count === 1) {
this.lastCoords = this.first
}
this.pointers.delete(e.pointerId)
this.active = this.pointers.size > 0
})
element.addEventListener("pointermove", (e) => {
if (!this.active) return
this.lastCoords = [e.clientX, e.clientY]
this.pointers.set(e.pointerId, map(element, this.getScale(), e.clientX, e.clientY))
this.moves = [this.moves[0]+e.movementX, this.moves[1]+e.movementY]
})
}
getScale() {
return this.scale
}
updateScale(scale) { this.scale = scale }
reset() {
this.pointers.clear()
this.active = false
this.moves = [0,0]
}
get count() {
return this.pointers.size
}
get move() {
return this.moves
}
get coords() {
return this.pointers.size > 0 ? Array.from(this.pointers.values()).map((p) => [...p]).flat() : [0, 0]
}
get first() {
return this.pointers.values().next().value || this.lastCoords
}
}
class Editor {
constructor(textarea, errorfield, errorindicator) {
this.textarea = textarea
this.errorfield = errorfield
this.errorindicator = errorindicator
textarea.addEventListener('keydown', this.handleKeydown.bind(this))
textarea.addEventListener('scroll', this.handleScroll.bind(this))
}
get hidden() { return this.textarea.classList.contains('hidden') }
set hidden(value) { value ? this.#hide() : this.#show() }
get text() { return this.textarea.value }
set text(value) { this.textarea.value = value }
get scrollTop() { return this.textarea.scrollTop }
set scrollTop(value) { this.textarea.scrollTop = value }
setError(message) {
this.errorfield.innerHTML = message
this.errorfield.classList.add('opaque')
const match = message.match(/ERROR: \d+:(\d+):/)
const lineNumber = match ? parseInt(match[1]) : 0
const overlay = document.createElement('pre')
overlay.classList.add('overlay')
overlay.textContent = '\n'.repeat(lineNumber)
document.body.appendChild(overlay)
const offsetTop = parseInt(getComputedStyle(overlay).height)
this.errorindicator.style.setProperty('--top', offsetTop + 'px')
this.errorindicator.style.visibility = 'visible'
document.body.removeChild(overlay)
}
clearError() {
this.errorfield.textContent = ''
this.errorfield.classList.remove('opaque')
this.errorfield.blur()
this.errorindicator.style.visibility = 'hidden'
}
focus() {
this.textarea.focus()
}
#hide() {
for (const el of [this.errorindicator, this.errorfield, this.textarea]) {
el.classList.add('hidden')
}
}
#show() {
for (const el of [this.errorindicator, this.errorfield, this.textarea]) {
el.classList.remove('hidden')
}
this.focus()
}
handleScroll() {
this.errorindicator.style.setProperty('--scroll-top', `${this.textarea.scrollTop}px`)
}
handleKeydown(event) {
if (event.key === "Tab") {
event.preventDefault()
this.handleTabKey(event.shiftKey)
} else if (event.key === "Enter") {
event.preventDefault()
this.handleEnterKey()
}
}
handleTabKey(shiftPressed) {
if (this.#getSelectedText() !== "") {
if (shiftPressed) {
this.#unindentSelectedText()
return
}
this.#indentSelectedText()
} else {
this.#indentAtCursor()
}
}
#getSelectedText() {
const editor = this.textarea
const start = editor.selectionStart
const end = editor.selectionEnd
return editor.value.substring(start, end)
}
#indentAtCursor() {
const editor = this.textarea
const cursorPos = editor.selectionStart
document.execCommand('insertText', false, '\t')
editor.selectionStart = editor.selectionEnd = cursorPos + 1
}
#indentSelectedText() {
const editor = this.textarea
const cursorPos = editor.selectionStart
const selectedText = this.#getSelectedText()
const lines = selectedText.split('\n')
const indentedText = lines.map(line => '\t' + line).join('\n')
document.execCommand('insertText', false, indentedText)
editor.selectionStart = cursorPos
}
#unindentSelectedText() {
const editor = this.textarea
const cursorPos = editor.selectionStart
const selectedText = this.#getSelectedText()
const lines = selectedText.split('\n')
const indentedText = lines.map(line => line.replace(/^\t/, '').replace(/^ /, '')).join('\n')
document.execCommand('insertText', false, indentedText)
editor.selectionStart = cursorPos
}
handleEnterKey() {
const editor = this.textarea
const visibleTop = editor.scrollTop
const cursorPosition = editor.selectionStart
let start = cursorPosition - 1
while (start >= 0 && editor.value[start] !== '\n') {
start--
}
let newLine = ''
while (start < cursorPosition - 1 && (editor.value[start + 1] === ' ' || editor.value[start + 1] === '\t')) {
newLine += editor.value[start + 1]
start++
}
document.execCommand('insertText', false, '\n' + newLine)
editor.selectionStart = editor.selectionEnd = cursorPosition + 1 + newLine.length
editor.scrollTop = visibleTop // Prevent the editor from scrolling
const lineHeight = editor.scrollHeight / editor.value.split('\n').length
const line = editor.value.substring(0, cursorPosition).split('\n').length
// Do the actual layout calculation in order to get the correct scroll position
const visibleBottom = editor.scrollTop + editor.clientHeight
const lineTop = lineHeight * (line - 1)
const lineBottom = lineHeight * (line + 2)
// If the cursor is outside the visible range, scroll the editor
if (lineTop < visibleTop) editor.scrollTop = lineTop
if (lineBottom > visibleBottom) editor.scrollTop = lineBottom - editor.clientHeight
}
}