Дисплейсмент нойз
twgl.js и m3.js
by vovkasolovev
HTML
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="vs" type="f">
attribute vec2 position;
attribute vec2 texcoord;
uniform mat3 u_matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4((u_matrix * vec3(position, 1)).xy, 0, 1);
v_texcoord = texcoord;
}
</script>
<!-- fragment shader -->
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
uniform float u_time;
uniform float u_distortionAmount;
uniform float u_distortionRange;
// our textures
uniform sampler2D u_originalImage;
// the texcoords passed in from the vertex shader.
varying vec2 v_texcoord;
void main() {
vec2 distortion = vec2(
sin(u_time + v_texcoord.y * u_distortionRange), 0) * u_distortionAmount;
vec4 original = texture2D(u_originalImage, v_texcoord + distortion);
gl_FragColor = original;
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/m3.js"></script>
CSS
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
JavaScript
// undefined
// from https://webglfundamentals.org/webgl/webgl-qna-drawing-2d-image-with-depth-map-to-achieve-pseudo-3d-effect-example-1.html
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
let originalImage = { width: 1, height: 1 }; // replaced after loading
const originalTexture = twgl.createTexture(gl, {
src: "https://i.imgur.com/xKYRSwu.jpg", crossOrigin: '',
}, (err, texture, source) => {
originalImage = source;
});
// compile shaders, link program, lookup location
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for a quad
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
requestAnimationFrame(render);
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
const canvasAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const imageAspect = originalImage.width / originalImage.height;
const mat = m3.scaling(imageAspect / canvasAspect, -1);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
u_matrix: mat,
u_originalImage: originalTexture,
u_distortionAmount: 0.003, // .3%
u_distortionRange: 100,
u_time: time * 10,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
}
main();