Files
u-desktop/web/themes/aurora.html

78 lines
2.4 KiB
HTML

<canvas id="canvas" style="position:fixed;top:0;left:0;width:100%;height:100%;z-index:1;"></canvas>
<script>
var canvas = document.getElementById('canvas');
var gl = canvas.getContext('webgl');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
var vsSource = 'attribute vec4 aVertexPosition;void main(){gl_Position=aVertexPosition;}';
var fsSource = `
precision mediump float;
uniform float uTime;
uniform vec2 uResolution;
void main() {
vec2 uv=gl_FragCoord.xy/uResolution.xy;
vec3 c1=vec3(0.1,0.4,0.8);
vec3 c2=vec3(0.4,0.2,0.8);
vec3 c3=vec3(0.1,0.6,0.4);
float w1=sin(uv.x*3.0+uTime*0.5)*0.5+0.5;
float w2=sin(uv.x*4.0+uTime*0.3+uv.y*2.0)*0.5+0.5;
float w3=sin(uv.x*2.0+uTime*0.7+uv.y*3.0)*0.5+0.5;
float d=uv.y*2.0-1.0;
float g=exp(-d*d*2.0);
vec3 a=(c1*w1+c2*w2+c3*w3)*g*0.6;
vec3 b=mix(vec3(0.02,0.02,0.08),vec3(0.05,0.05,0.15),uv.y);
gl_FragColor=vec4(b+a,1.0);
}
`;
function loadShader(gl,type,source){
var s=gl.createShader(type);
gl.shaderSource(s,source);
gl.compileShader(s);
if(!gl.getShaderParameter(s,gl.COMPILE_STATUS)){gl.deleteShader(s);return null;}
return s;
}
var vs=loadShader(gl,gl.VERTEX_SHADER,vsSource);
var fs=loadShader(gl,gl.FRAGMENT_SHADER,fsSource);
var prog=gl.createProgram();
gl.attachShader(prog,vs);
gl.attachShader(prog,fs);
gl.linkProgram(prog);
var posLoc=gl.getAttribLocation(prog,'aVertexPosition');
var timeLoc=gl.getUniformLocation(prog,'uTime');
var resLoc=gl.getUniformLocation(prog,'uResolution');
var posBuf=gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,posBuf);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1,1,1,1,-1,-1,1,-1]),gl.STATIC_DRAW);
var startTime=Date.now();
var FPS=15,lastFrame=0;
function render(ts){
requestAnimationFrame(render);
if(ts-lastFrame<1000/FPS)return;
lastFrame=ts;
gl.viewport(0,0,canvas.width,canvas.height);
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(prog);
gl.enableVertexAttribArray(posLoc);
gl.bindBuffer(gl.ARRAY_BUFFER,posBuf);
gl.vertexAttribPointer(posLoc,2,gl.FLOAT,false,0,0);
gl.uniform1f(timeLoc,(Date.now()-startTime)/1000);
gl.uniform2f(resLoc,canvas.width,canvas.height);
gl.drawArrays(gl.TRIANGLE_STRIP,0,4);
}
requestAnimationFrame(render);
</script>