61 lines
1.7 KiB
HTML
61 lines
1.7 KiB
HTML
<!DOCTYPE html>
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<html lang="fr">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<link rel="icon" type="image/svg" href="../assets/favicon_open.svg" />
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<!-- STYLE A IMPORTER EN 1ER -->
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<link rel="stylesheet" href="/status/openStyle.css">
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<link rel="stylesheet" href="../style/animation.css">
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<title>Le LOL est Ouvert</title>
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</head>
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<body id="lolIsOpen">
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<canvas data-cute-texture class="cute-texture"></canvas>
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<main id="openContainer">
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<section>
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<p>Le LOL est actuellement</p>
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<h3 id="lolStatus">ouvert !</h3>
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</section>
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</main>
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<script type="x-shader/glsl+fragment">
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// Some random values computed for each frame
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uniform highp vec4 uRandom;
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// Size (in logical pixel) of current CuteTexture canvas
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uniform highp vec2 uCanvasSize;
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// Number of seconds since canvas was initialized
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uniform lowp float uTime;
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// Coordinates of current pixel being computed from [0,0] (top left) to [1,1] (bottom right)
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varying highp vec2 vTextureCoord;
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void main() {
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highp float waveSize = 10.0;
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highp vec2 coords = (uCanvasSize.xy * vTextureCoord.xy) / waveSize;
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highp float lum = abs(sin(coords.y-uTime)) + 0.631372549;
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lowp float opacity = 0.5;
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highp vec3 baseColor = vec3(
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0.0,
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lum,
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0.0
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);
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highp vec3 rotatedColor = hue_rotate(baseColor, 13.12);
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gl_FragColor = vec4(
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rotatedColor.x*opacity,
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rotatedColor.y*opacity,
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rotatedColor.z*opacity,
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opacity
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);
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}
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</script>
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<script type="module">
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import {initCuteTexture} from "../js/cuteTexture.js"
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initCuteTexture()
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</script>
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</body>
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</html>
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