Files
LOLv333/status/index.fermé.html
T

59 lines
1.7 KiB
HTML

<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" type="image/svg" href="../assets/favicon.svg" />
<link rel="stylesheet" href="/status/closedStyle.css">
<link rel="stylesheet" href="../style/animation.css">
<link rel="stylesheet" href="/style/typo.css">
<title>Le LOL est Fermé ...</title>
</head>
<body id="lolIsClosed">
<canvas data-cute-texture class="cute-texture"></canvas>
<main id="closedContainer">
<section>
<p>Le LOL est actuellement</p>
<h3 id="lolStatus">fermé ...</h3>
</section>
</main>
<script type="x-shader/glsl+fragment">
// Some random values computed for each frame
uniform highp vec4 uRandom;
// Size (in logical pixel) of current CuteTexture canvas
uniform highp vec2 uCanvasSize;
// Coordinates of current pixel being computed from [0,0] (top left) to [1,1] (bottom right)
varying highp vec2 vTextureCoord;
void main() {
highp float pixelSize = 50.0;
highp vec2 coords = floor((uCanvasSize.xy * vTextureCoord.xy) / pixelSize);
highp float lum = (noise1(uRandom.yz+coords) * 0.631372549);
lowp float opacity = 0.5;
highp vec4 baseColor = vec4(
0.0,
lum,
lum,
1.0
);
highp vec4 rotatedColor = hue_rotate(baseColor, 13.12);
gl_FragColor = vec4(
rotatedColor.x*opacity,
rotatedColor.y*opacity,
rotatedColor.z*opacity,
1.0
);
}
</script>
<script type="module">
import {initCuteTexture} from "../js/cuteTexture.js"
initCuteTexture()
</script>
</body>
</html>