Files

196 lines
5.5 KiB
JavaScript

// The hero background: the five stripes of the genderfluid flag, bent by layered noise.
const vertexSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragmentSource = `
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
uniform vec2 pointer;
vec3 stripe(float i) {
if (i < 0.5) return vec3(1.0, 0.463, 0.643);
if (i < 1.5) return vec3(0.88, 0.85, 0.92);
if (i < 2.5) return vec3(0.753, 0.067, 0.843);
if (i < 3.5) return vec3(0.05, 0.04, 0.08);
return vec3(0.184, 0.235, 0.745);
}
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(
mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x),
u.y
);
}
float fbm(vec2 p) {
float value = 0.0;
float amp = 0.5;
for (int i = 0; i < 4; i++) {
value += amp * noise(p);
p = p * 2.02 + vec2(1.7, 9.2);
amp *= 0.5;
}
return value;
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution;
vec2 p = uv * vec2(resolution.x / resolution.y, 1.0);
float t = time * 0.035;
vec2 q = vec2(fbm(p * 0.9 + vec2(0.0, t)), fbm(p * 0.9 + vec2(5.2, -t)));
vec2 r = vec2(
fbm(p * 0.8 + 2.2 * q + vec2(1.7, 9.2) + t * 0.6),
fbm(p * 0.8 + 2.2 * q + vec2(8.3, 2.8) - t * 0.4)
);
float d = distance(uv, pointer);
float bend = 0.1 * exp(-d * d * 14.0);
float y = uv.y + (r.y - 0.5) * 0.9 + (q.x - 0.5) * 0.4 + bend;
float s = clamp(1.0 - y, 0.0, 0.9999) * 5.0;
float i = floor(s);
float f = fract(s);
vec3 col = mix(stripe(i), stripe(min(i + 1.0, 4.0)), smoothstep(0.3, 1.0, f));
col *= 0.55 + 0.45 * smoothstep(0.15, 0.85, r.x);
col = mix(vec3(0.047, 0.039, 0.071), col, 0.8);
gl_FragColor = vec4(col, 1.0);
}
`;
function compile(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.warn(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
export function initFluid(canvas) {
const gl = canvas.getContext('webgl', { antialias: false, depth: false, powerPreference: 'low-power' });
if (!gl) return;
const vertex = compile(gl, gl.VERTEX_SHADER, vertexSource);
const fragment = compile(gl, gl.FRAGMENT_SHADER, fragmentSource);
if (!vertex || !fragment) return;
const program = gl.createProgram();
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
gl.useProgram(program);
// one triangle that covers the whole viewport
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
const position = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
const uniforms = {
resolution: gl.getUniformLocation(program, 'resolution'),
time: gl.getUniformLocation(program, 'time'),
pointer: gl.getUniformLocation(program, 'pointer'),
};
const reducedMotion = matchMedia('(prefers-reduced-motion: reduce)');
const finePointer = matchMedia('(pointer: fine)').matches;
// The noise is soft anyway, rendering at a fraction of the size is barely visible and saves a lot
const scale = Math.min(devicePixelRatio || 1, 2) * (finePointer ? 0.5 : 0.35);
const offset = Math.random() * 200;
const pointer = { x: 0.7, y: 0.6, targetX: 0.7, targetY: 0.6 };
let visible = true;
let frame = 0;
let start = performance.now();
function resize() {
const width = Math.max(1, Math.round(canvas.clientWidth * scale));
const height = Math.max(1, Math.round(canvas.clientHeight * scale));
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
}
function draw(now) {
resize();
pointer.x += (pointer.targetX - pointer.x) * 0.04;
pointer.y += (pointer.targetY - pointer.y) * 0.04;
gl.uniform2f(uniforms.resolution, canvas.width, canvas.height);
gl.uniform1f(uniforms.time, offset + (now - start) / 1000);
gl.uniform2f(uniforms.pointer, pointer.x, pointer.y);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
const animated = () => !reducedMotion.matches;
function loop(now) {
frame = 0;
if (!visible || document.hidden || !animated()) return;
draw(now);
frame = requestAnimationFrame(loop);
}
function play() {
if (!frame && visible && !document.hidden && animated()) frame = requestAnimationFrame(loop);
}
draw(start);
canvas.classList.add('is-ready');
new ResizeObserver(() => {
if (!animated()) draw(start);
}).observe(canvas);
new IntersectionObserver(([entry]) => {
visible = entry.isIntersecting;
play();
}).observe(canvas);
document.addEventListener('visibilitychange', play);
reducedMotion.addEventListener('change', () => {
start = performance.now();
play();
});
if (finePointer) {
addEventListener(
'pointermove',
(event) => {
const rect = canvas.getBoundingClientRect();
pointer.targetX = (event.clientX - rect.left) / rect.width;
pointer.targetY = 1 - (event.clientY - rect.top) / rect.height;
},
{ passive: true },
);
}
play();
}