Add spiral thing
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68204be6b1
commit
2be6da7377
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@ -13,6 +13,9 @@ menu:
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- name: ~ekkie
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pageRef: /
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weight: -1
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- name: spiral
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url: /spiral.html
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weight: 100
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- name: twtxt
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url: /twtxt.txt
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weight: 100
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@ -0,0 +1,265 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>SpiralThing</title>
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<style>
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body {
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margin: 0;
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font-family: sans;
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}
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#ogl-canvas {
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border: none;
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position: absolute;
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top: 0;
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left: 0;
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}
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.hidden {
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display: none !important;
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}
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#controls {
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z-index: 1;
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position: relative;
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margin: 0.5em;
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background-color: white;
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display: inline-block;
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padding: 0.5em;
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border: 1px solid black;
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}
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</style>
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</head>
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<body>
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<div id="controls" class="hidden">
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<h1>Controls</h1>
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<label>Colors</label>
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<input type="color" id="color1" name="color1" value="#FFFFFF">
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<input type="color" id="color2" name="color2" value="#000000">
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<br>
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<label for="ratio">Ratio</label>
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<input type="number" id="ratio" name="ratio" min="0" max="1" step="0.05" value="0.5">
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<br>
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<label for="arms">Arms</label>
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<input type="number" id="arms" name="arms" min="1" max="100" step="1" value="2">
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<br>
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<label for="spiraldense">Density</label>
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<input type="number" id="spiraldense" name="spiraldense" min="0" max="100" step="0.05" value="5">
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<br>
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<label for="spiraldiff">Distortion</label>
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<input type="number" id="spiraldiff" name="spiraldiff" min="0" max="100" step="0.05" value="0.15">
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<br>
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<label for="speed">Speed</label>
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<input type="number" id="speed" name="speed" min="-5" max="5" step="0.1" value="1">
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<br>
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<label for="mirror">Mirror</label>
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<input type="checkbox" id="mirror" name="mirror">
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<br>
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</div>
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<canvas id="ogl-canvas" style="border: none"></canvas>
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<script id="draw-shader-fs" type="x-shader/x-fragment">
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precision highp float;
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uniform vec2 iResolution;
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uniform vec2 iMouse;
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uniform float iTime;
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const float pi = 3.141592654;
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uniform vec3 color1;
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uniform vec3 color2;
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uniform float ratio;
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uniform float arms;
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uniform float spiraldense;
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uniform float spiraldiff;
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uniform float speed;
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uniform float mirrored;
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
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float r = length(uv);
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float theta = mirrored * atan(uv.y, uv.x);
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float alias = 10. / max(iResolution.x, iResolution.y) / pow(r, 0.75);
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fragColor = vec4(mix(color1, color2, smoothstep(ratio + alias, ratio - alias,
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abs(2. * fract(arms * theta / (2.*pi) + spiraldense * pow(r, spiraldiff) + speed * iTime) - 1.))), 1.);
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}
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void main()
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{
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mainImage(gl_FragColor, gl_FragCoord.xy);
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}
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</script>
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<script id="draw-shader-vs" type="x-shader/x-vertex">
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attribute vec2 inPos;
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void main()
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{
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gl_Position = vec4(inPos, 0.0, 1.0);
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}
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</script>
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<script>
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var canvas, gl, vp_size, prog, bufObj = {}, mousepos = [0, 0];
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var data = {}
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var icolor1 = document.getElementById("color1");
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var icolor2 = document.getElementById("color2");
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var iratio = document.getElementById("ratio");
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var iarms = document.getElementById("arms");
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var ispiraldense = document.getElementById("spiraldense");
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var ispiraldiff = document.getElementById("spiraldiff");
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var ispeed = document.getElementById("speed");
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var imirrored = document.getElementById("mirror");
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function updatevars() {
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data.color1 = hextorgb(icolor1.value);
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data.color2 = hextorgb(icolor2.value);
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data.ratio = parseFloat(iratio.value);
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data.arms = parseInt(iarms.value);
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data.spiraldense = parseFloat(ispiraldense.value);
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data.spiraldiff = parseFloat(ispiraldiff.value);
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data.speed = parseFloat(ispeed.value);
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data.mirrored = imirrored.checked ? -1 : 1;
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history.replaceState(null, "", "?" + encodeURIComponent(JSON.stringify(data)))
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}
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function hextorgb(hex) {
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hex = hex.slice(1);
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r = parseInt(hex.substring(0, 2), 16) / 255;
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g = parseInt(hex.substring(2, 4), 16) / 255;
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b = parseInt(hex.substring(4, 6), 16) / 255;
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return [r, g, b];
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}
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function rgbtohex(rgb) {
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r = rgb[0];
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g = rgb[1];
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b = rgb[2];
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toHex = c => {
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hex = Math.round(c * 255).toString(16);
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return hex.length === 1 ? '0' + hex : hex;
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}
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return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
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}
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function initScene() {
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try {
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data = JSON.parse(decodeURIComponent(window.location.search.slice(1)));
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if (data.color1 !== undefined)
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icolor1.value = rgbtohex(data.color1);
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if (data.color2 !== undefined)
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icolor2.value = rgbtohex(data.color2);
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if (data.ratio !== undefined)
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iratio.value = data.ratio;
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if (data.arms !== undefined)
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iarms.value = data.arms;
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if (data.spiraldense !== undefined)
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ispiraldense.value = data.spiraldense;
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if (data.spiraldiff !== undefined)
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ispiraldiff.value = data.spiraldiff;
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if (data.speed !== undefined)
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ispeed.value = data.speed;
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if (data.mirrored !== undefined)
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imirrored.value = data.mirrored;
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} catch(e) {}
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icolor1.oninput = updatevars;
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icolor2.oninput = updatevars;
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iratio.oninput = updatevars;
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iarms.oninput = updatevars;
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ispiraldense.oninput = updatevars;
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ispiraldiff.oninput = updatevars;
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ispeed.oninput = updatevars;
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imirrored.oninput = updatevars;
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updatevars();
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canvas = document.getElementById("ogl-canvas");
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canvas.onclick = function() { document.getElementById('controls').classList.toggle('hidden') }
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gl = canvas.getContext("experimental-webgl");
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if (!gl)
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return;
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canvas.addEventListener('mousemove', (e) => {
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mousepos = [e.clientX, e.clientY];
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});
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progDraw = gl.createProgram();
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for (let i = 0; i < 2; ++i) {
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let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
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let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
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gl.shaderSource(shaderObj, source);
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gl.compileShader(shaderObj);
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let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
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if (!status) alert(gl.getShaderInfoLog(shaderObj));
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gl.attachShader(progDraw, shaderObj);
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gl.linkProgram(progDraw);
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}
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status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
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if ( !status ) alert(gl.getProgramInfoLog(progDraw));
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progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
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progDraw.iTime = gl.getUniformLocation(progDraw, "iTime");
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progDraw.iMouse = gl.getUniformLocation(progDraw, "iMouse");
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progDraw.iResolution = gl.getUniformLocation(progDraw, "iResolution");
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progDraw.color1 = gl.getUniformLocation(progDraw, "color1");
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progDraw.color2 = gl.getUniformLocation(progDraw, "color2");
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progDraw.ratio = gl.getUniformLocation(progDraw, "ratio");
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progDraw.arms = gl.getUniformLocation(progDraw, "arms");
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progDraw.spiraldense = gl.getUniformLocation(progDraw, "spiraldense");
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progDraw.spiraldiff = gl.getUniformLocation(progDraw, "spiraldiff");
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progDraw.speed = gl.getUniformLocation(progDraw, "speed");
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progDraw.mirrored = gl.getUniformLocation(progDraw, "mirrored");
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gl.useProgram(progDraw);
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var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
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var inx = [ 0, 1, 2, 0, 2, 3 ];
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bufObj.pos = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
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gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
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bufObj.inx = gl.createBuffer();
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bufObj.inx.len = inx.length;
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gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
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gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
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gl.enableVertexAttribArray( progDraw.inPos );
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gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
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gl.enable( gl.DEPTH_TEST );
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gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
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window.onresize = resize;
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resize();
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requestAnimationFrame(render);
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}
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function resize() {
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//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
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vp_size = [window.innerWidth, window.innerHeight];
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//vp_size = [256, 256]
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canvas.width = vp_size[0];
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canvas.height = vp_size[1];
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}
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function render(deltaMS) {
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gl.viewport( 0, 0, canvas.width, canvas.height );
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gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
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gl.uniform1f(progDraw.iTime, deltaMS/1000.0);
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gl.uniform2f(progDraw.iResolution, canvas.width, canvas.height);
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gl.uniform2f(progDraw.iMouse, mousepos[0], mousepos[1]);
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gl.uniform3fv(progDraw.color1, data.color1);
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gl.uniform3fv(progDraw.color2, data.color2);
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gl.uniform1f(progDraw.ratio, data.ratio);
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gl.uniform1f(progDraw.arms, data.arms);
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gl.uniform1f(progDraw.spiraldense, data.spiraldense);
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gl.uniform1f(progDraw.spiraldiff, data.spiraldiff);
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gl.uniform1f(progDraw.speed, data.speed);
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gl.uniform1f(progDraw.mirrored, data.mirrored);
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gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
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requestAnimationFrame(render);
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}
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initScene();
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window.onload = initScene;
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</script>
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</body>
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</html>
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