Optimisation de l'arrière plan #1
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<meta property="og:image:width" content="1200" />
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<meta property="og:image:width" content="1200" />
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<meta property="og:image:height" content="630" />
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<meta property="og:image:height" content="630" />
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<meta property="og:type" content="website">
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<meta property="og:type" content="website">
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<!--GUI for background experiments haha-->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.9/dat.gui.min.js"></script>
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</head>
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</head>
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<body>
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<body>
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<!--TEST REFERENCE-->
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<!--TEST REFERENCE-->
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<strong>nerds</strong>
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<strong>nerds</strong>
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</h1>
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</h1>
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<!--BACKGROUND CONTAINER-->
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<!--BACKGROUND CONTAINER-->
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<canvas id="canvas"></canvas>
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<div id="canvas">
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<video autoplay muted loop src="./background.webm"></video>
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<div class="overlay"></div>
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</div>
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<!--VUE ROOT APP CONTAINER-->
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<!--VUE ROOT APP CONTAINER-->
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<div id="app"></div>
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<div id="app"></div>
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<!--SCRIPT BACKGROUND SHADER-->
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<script id="vertexShader" type="x-shader/x-vertex">
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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precision highp float;
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uniform vec2 resolution;
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uniform float time;
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uniform float seed;
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// GUI-controlled parameters
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uniform float timeScale;
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uniform float patternAmp;
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uniform float patternFreq;
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uniform float bloomStrength;
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uniform float saturation;
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uniform float grainAmount;
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uniform vec3 colorTint;
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uniform float minCircleSize;
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uniform float circleStrength;
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uniform float distortX;
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uniform float distortY;
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// Noise functions for 3D simplex noise
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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// Random function that uses the seed
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float rand(vec3 co) {
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return fract(sin(dot(co.xyz + vec3(seed * 0.1), vec3(12.9898, 78.233, 53.539))) * 43758.5453);
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}
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// Pseudo-random function for noise generation
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float random(vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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// 3D Simplex noise implementation
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float snoise3D(vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - D.yyy;
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// Permutations
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i = mod289(i);
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vec4 p = permute(permute(permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_);
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
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vec3 p0 = vec3(a0.xy, h.x);
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vec3 p1 = vec3(a0.zw, h.y);
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vec3 p2 = vec3(a1.xy, h.z);
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vec3 p3 = vec3(a1.zw, h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
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}
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// Modified fbm function to use 3D noise
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float fbm3D(vec3 p) {
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float sum = 0.0;
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float amp = patternAmp;
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float freq = patternFreq;
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// Create seed-based offsets using prime multipliers
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vec3 seedOffset = vec3(
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sin(seed * 0.731) * cos(seed * 0.293) * 1.0,
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cos(seed * 0.897) * sin(seed * 0.413) * 1.0,
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sin(seed * 0.529) * cos(seed * 0.671) * 1.0
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);
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// Use octaves with better frequency scaling
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for(int i = 0; i < 2; i++) {
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// Create unique rotation for each octave to break grid patterns
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float angle = seed * 0.1 + float(i) * 0.01;
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mat2 rotation = mat2(
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cos(angle), -sin(angle),
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sin(angle), cos(angle)
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);
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// Rotate coordinates slightly for each octave
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vec2 rotatedP = rotation * p.xy;
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vec3 rotated3D = vec3(rotatedP, p.z);
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// Use prime-number-based offsets to avoid repeating patterns
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vec3 octaveOffset = seedOffset + vec3(
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sin(float(i) * 1.731 + seed * 0.47),
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cos(float(i) * 1.293 + seed * 0.83),
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sin(float(i) * 1.453 + seed * 0.61)
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);
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// Apply progressive domain warping for more organic results
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vec3 warpedP = rotated3D + octaveOffset;
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if (i > 0) {
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// Add slight domain warping based on previous octave
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warpedP += vec3(
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sin(sum * 2.14 + warpedP.y * 1.5),
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cos(sum * 1.71 + warpedP.x * 1.5),
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sin(sum * 1.93 + warpedP.z * 1.5)
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) * 0.1 * float(i);
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}
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// Add contribution from this octave
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sum += amp * snoise3D(warpedP * freq);
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// Use better persistence values (slower amplitude reduction)
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amp *= 0.8;
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// Use better lacunarity values (more moderate frequency increase)
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freq *= 0.8;
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}
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// Normalize and add slight contrast adjustment
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return sum * 0.5 + 0.5;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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// Adjust aspect ratio
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uv.x *= resolution.x / resolution.y;
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// Apply timeScale from GUI
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float slowTime = time * timeScale;
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// Create seed-influenced flow vectors for different pattern on each refresh
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vec2 flow1 = vec2(
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sin(slowTime * 0.25 + seed * 0.42) * 0.3 + sin(slowTime * 0.14 + seed * 0.23) * 0.2,
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cos(slowTime * 0.22 + seed * 0.31) * 0.3 + cos(slowTime * 0.11 + seed * 0.17) * 0.2
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);
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vec2 flow2 = vec2(
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sin(slowTime * 0.16 + 1.7 + seed * 0.13) * 0.4 + sin(slowTime * 0.18 + seed * 0.29) * 0.1,
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cos(slowTime * 0.19 + 2.3 + seed * 0.19) * 0.4 + cos(slowTime * 0.11 + seed * 0.33) * 0.1
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);
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vec2 flow3 = vec2(
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sin(slowTime * 0.13 + 3.4 + seed * 0.25) * 0.25 + sin(slowTime * 0.22 + seed * 0.11) * 0.15,
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cos(slowTime * 0.18 + 1.2 + seed * 0.37) * 0.25 + cos(slowTime * 0.25 + seed * 0.27) * 0.15
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);
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float noiseScale1 = 10000.0;
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// Main light layer with enhanced 3D liquid motion - using 3D noise
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// The third component determines how the pattern changes over time
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float timeComponent = slowTime * 5.5 + sin(seed * 0.63) * 0.2;
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float lightPattern = fbm3D(vec3(uv * noiseScale1, timeComponent));
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float combinedPattern = lightPattern * 0.25;
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// Start with a seed-influenced base color
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vec3 baseColor = vec3(
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0.6 + sin(seed * 0.4) * 0.1,
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0.9 + cos(seed * 0.3) * 0.05,
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0.92 + sin(seed * 0.5) * 0.05
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);
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// Define pastel colors with slight seed-based variations
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float colorSeed1 = sin(seed * 0.73) * 0.88;
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float colorSeed2 = cos(seed * 0.51) * 0.28;
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float colorSeed3 = sin(seed * 0.92) * 0.48;
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vec3 pastelGreen = vec3(0.85 + colorSeed1, 0.95 + colorSeed2, 0.85 + colorSeed3);
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vec3 pastelBlue = vec3(0.85 + colorSeed3, 0.9 + colorSeed1, 0.98 + colorSeed2);
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vec3 pastelPink = vec3(0.98 + colorSeed2, 0.88 + colorSeed3, 0.92 + colorSeed1);
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vec3 pastelYellow = vec3(0.98 + colorSeed3, 0.95 + colorSeed1, 0.85 + colorSeed2);
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vec3 brightPink = vec3(0.98 + colorSeed1, 0.85 + colorSeed2, 0.92 + colorSeed3);
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vec3 pastelLavender = vec3(0.92 + colorSeed2, 0.88 + colorSeed3, 0.98 + colorSeed1);
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vec3 pastelPeach = vec3(0.98 + colorSeed3, 0.92 + colorSeed1, 0.87 + colorSeed2);
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vec3 pastelTeal = vec3(0.85 + colorSeed1, 0.95 + colorSeed2, 0.95 + colorSeed3);
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vec3 pastelCoral = vec3(0.98 + colorSeed2, 0.88 + colorSeed1, 0.85 + colorSeed3);
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vec3 pastelMint = vec3(0.88 + colorSeed3, 0.98 + colorSeed2, 0.91 + colorSeed1);
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vec3 pastelLilac = vec3(0.91 + colorSeed1, 0.85 + colorSeed3, 0.98 + colorSeed2);
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vec3 pastelSkyBlue = vec3(0.85 + colorSeed2, 0.91 + colorSeed1, 0.98 + colorSeed3);
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// Using larger color patches with 3D liquid-like noise and seed influence
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float verticalFlow = sin(uv.y * 3.0 + slowTime * 0.2 + seed * 0.4) * 1.0;
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// Creating more complex flow patterns for liquid movement
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vec2 liquidFlow1 = flow1 + vec2(verticalFlow, sin(uv.x * 2.5 + slowTime * 0.10 + seed * 0.3) * 0.2);
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vec2 liquidFlow2 = flow2 + vec2(cos(uv.y * 2.2 + slowTime * 0.05 + seed * 0.5) * 0.15, verticalFlow);
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vec2 liquidFlow3 = flow3 + vec2(verticalFlow * 0.5, cos(uv.x * 1.8 - slowTime * 0.07 + seed * 0.7) * 0.25);
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// Add seed-dependent scale factors for noise
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float noiseSeedFactor1 = 0.15 * (1.0 + sin(seed * 0.3) * 0.3);
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float noiseSeedFactor2 = 0.2 * (1.0 + cos(seed * 0.5) * 0.3);
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float noiseSeedFactor3 = 0.12 * (1.0 + sin(seed * 0.7) * 0.3);
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// Using 3D noise for color patterns with different time components for variety
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float colorNoise1 = fbm3D(vec3(uv * noiseSeedFactor1 + liquidFlow1 * 0.03, slowTime * 0.02 + seed * 0.27));
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// Adjust thresholds with seed influence for variety
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float threshSeed1 = 0.0 + sin(seed * 0.4) * 0.15;
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float threshSeed2 = 0.15 + cos(seed * 0.6) * 0.15;
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float threshSeed3 = 0.25 + sin(seed * 0.8) * 0.15;
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float colorMixValue1 = smoothstep(0.0, threshSeed1, colorNoise1);
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float colorMixValue2 = smoothstep(0.0, threshSeed2, colorNoise1);
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float colorMixValue3 = smoothstep(0.0, threshSeed3, colorNoise1);
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// Start with base color and mix in expanded pastel palette
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vec3 colorVariation = baseColor;
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// Layer 1: Primary colors with seed-influenced mix factors
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float mixFactor1 = 2.2 + sin(seed * 0.3) * 0.5;
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float mixFactor2 = 2.0 + cos(seed * 0.5) * 0.5;
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float mixFactor3 = 2.0 + sin(seed * 0.7) * 0.5;
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float mixFactor4 = 2.0 + cos(seed * 0.9) * 0.5;
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colorVariation = mix(colorVariation, pastelBlue, colorMixValue1 * mixFactor1);
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colorVariation = mix(colorVariation, pastelPink, (1.0 - colorMixValue1) * colorMixValue2 * mixFactor2);
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colorVariation = mix(colorVariation, pastelGreen, colorMixValue2 * (1.0 - colorMixValue1) * mixFactor3);
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colorVariation = mix(colorVariation, pastelYellow, (1.0 - colorMixValue2) * colorMixValue1 * mixFactor4);
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// Layer 2: New pastel colors with seed-influenced mix factors
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float mixFactor5 = 1.8 + sin(seed * 1.1) * 0.4;
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float mixFactor6 = 1.8 + cos(seed * 1.3) * 0.4;
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float mixFactor7 = 1.7 + sin(seed * 1.5) * 0.4;
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float mixFactor8 = 1.6 + cos(seed * 1.7) * 0.4;
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float mixFactor9 = 1.5 + sin(seed * 1.9) * 0.4;
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colorVariation = mix(colorVariation, brightPink, (colorMixValue1 * colorMixValue2) * mixFactor5);
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colorVariation = mix(colorVariation, pastelLavender, (1.0 - colorMixValue3) * colorMixValue1 * mixFactor6);
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colorVariation = mix(colorVariation, pastelPeach, colorMixValue3 * (1.0 - colorMixValue2) * mixFactor7);
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colorVariation = mix(colorVariation, pastelTeal, (colorMixValue2 * colorMixValue3) * mixFactor8);
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colorVariation = mix(colorVariation, pastelCoral, ((1.0 - colorMixValue1) * colorMixValue3) * mixFactor9);
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// Layer 3: Additional colors with seed-influenced noise combinations
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float seedOffset1 = sin(seed * 2.1) * 0.05;
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float seedOffset2 = cos(seed * 2.3) * 0.05;
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float mixValue4 = smoothstep(0.0, 1.0, float(uv * (0.18 + seedOffset1)));
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float mixValue5 = mixValue4 - (sin(seed*0.6)*0.4);
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float mixFactor10 = 1.7 + sin(seed * 2.5) * 0.4;
|
|
||||||
float mixFactor11 = 1.8 + cos(seed * 2.7) * 0.4;
|
|
||||||
float mixFactor12 = 1.5 + sin(seed * 2.9) * 0.4;
|
|
||||||
|
|
||||||
colorVariation = mix(colorVariation, pastelMint, mixValue4 * (1.0 - mixValue5) * mixFactor10);
|
|
||||||
colorVariation = mix(colorVariation, pastelLilac, (1.0 - mixValue4) * mixValue5 * mixFactor11);
|
|
||||||
colorVariation = mix(colorVariation, pastelSkyBlue, mixValue4 * mixValue5 * mixFactor12);
|
|
||||||
|
|
||||||
// Adjust pattern brightness with seed influence
|
|
||||||
float brightnessFactor = 1.0 + sin(seed * 0.5) * 2.1;
|
|
||||||
combinedPattern = pow(combinedPattern * 0.2 + 0.8, brightnessFactor);
|
|
||||||
|
|
||||||
// Create light spots with seed-influenced threshold
|
|
||||||
float lightThreshold = 1.0 + sin(seed * 0.6) * 0.8;
|
|
||||||
float lightSpots = smoothstep(0.0, lightThreshold, combinedPattern);
|
|
||||||
|
|
||||||
// Enhanced circular light patterns with seed-influenced distortion
|
|
||||||
float distortionAmount = 1.0 + cos(seed * 0.7) * 5.05;
|
|
||||||
float distortion = sin(slowTime * 0.1 + seed) * distortionAmount;
|
|
||||||
|
|
||||||
vec2 distortedUV = fract(uv * 1.0 + vec2(
|
|
||||||
sin(uv.y * 2.0 + slowTime * 0.15 + seed * 0.8) * distortY,
|
|
||||||
cos(uv.x * 1.8 + slowTime * 0.1 + seed * 0.9) * distortX
|
|
||||||
));
|
|
||||||
|
|
||||||
// Adjust circular spots with seed influence
|
|
||||||
float circleSize = minCircleSize + sin(seed) * 1.3;
|
|
||||||
float circleThreshold = 0.0 + cos(seed * 1.3) * 2.05;
|
|
||||||
float circularSpots = smoothstep(0.0, circleThreshold, 1.0 - length((distortedUV - 0.5) * (circleSize + distortion)));
|
|
||||||
|
|
||||||
// Mix with liquid movement
|
|
||||||
float mixRatio = 0.0 + sin(seed * 1.5) * circleStrength;
|
|
||||||
lightSpots = mix(lightSpots, circularSpots * lightSpots, mixRatio);
|
|
||||||
|
|
||||||
// Apply liquid-like diffusion with seed influence and 3D noise
|
|
||||||
float diffusionScale = 0.0 + cos(seed * 1.7) * 5.0;
|
|
||||||
float diffusedLightSpots = fbm3D(vec3(
|
|
||||||
uv * diffusionScale + vec2(
|
|
||||||
sin(slowTime * 0.03 + uv.x + seed * 1.9) * 0.2,
|
|
||||||
cos(slowTime * 0.02 + uv.y + seed * 2.1) * 0.2
|
|
||||||
),
|
|
||||||
slowTime * 0.05 + sin(seed * 0.76) * 0.5
|
|
||||||
)) * lightSpots;
|
|
||||||
|
|
||||||
// Mix diffusion with seed influence
|
|
||||||
//float diffusionMix = 0.7 + sin(seed * 2.3) * 0.1;
|
|
||||||
float diffusionMix = 1.0;
|
|
||||||
lightSpots = mix(lightSpots, diffusedLightSpots, diffusionMix);
|
|
||||||
|
|
||||||
// Final pattern mix
|
|
||||||
float patternMix = 1.0;
|
|
||||||
combinedPattern = mix(combinedPattern, lightSpots, patternMix);
|
|
||||||
|
|
||||||
float finalValue = combinedPattern;
|
|
||||||
|
|
||||||
// Use the color variation and apply color tint from GUI
|
|
||||||
vec3 color = finalValue * colorVariation * colorTint;
|
|
||||||
|
|
||||||
// Bloom with GUI-controlled bloomStrength
|
|
||||||
float bloomThreshold = 1.0;
|
|
||||||
float bloom = smoothstep(0.0, bloomThreshold, finalValue) * bloomStrength;
|
|
||||||
color += bloom;
|
|
||||||
|
|
||||||
// Grain with GUI-controlled grainAmount
|
|
||||||
vec2 noiseCoord = uv;
|
|
||||||
float noise = random(noiseCoord + time * 0.0015) * grainAmount;
|
|
||||||
color = color + vec3(noise);
|
|
||||||
|
|
||||||
// Saturation with GUI control
|
|
||||||
float luminance = dot(color, vec3(0.299, 0.587, 0.114));
|
|
||||||
vec3 saturatedColor = mix(vec3(luminance), color, saturation);
|
|
||||||
float satMix = 1.0;
|
|
||||||
color = mix(color, saturatedColor, satMix);
|
|
||||||
|
|
||||||
gl_FragColor = vec4(color, 1.0);
|
|
||||||
}
|
|
||||||
</script>
|
|
||||||
<!--LINK SCRIPT VUE ROOT APP-->
|
<!--LINK SCRIPT VUE ROOT APP-->
|
||||||
<script type="module" src="/src/main.js"></script>
|
<script type="module" src="/src/main.js"></script>
|
||||||
</body>
|
</body>
|
||||||
<!--LINK SCRIPT BACKGROUND-->
|
|
||||||
<script src="mp4-muxer-main/build/mp4-muxer.js"></script>
|
|
||||||
<script src="helperFunctions.js"></script>
|
|
||||||
<script src="canvasVideoExport.js"></script>
|
|
||||||
<script src="main.js"></script>
|
|
||||||
</html>
|
</html>
|
||||||
|
|||||||
@@ -0,0 +1,408 @@
|
|||||||
|
<!doctype html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<title>DRAGS AND NERDS #2</title>
|
||||||
|
<link rel="icon" type="image/x-icon" href="./favicon.jpg">
|
||||||
|
<!--OPENGRAPH-->
|
||||||
|
<meta property="og:title" content="Drags and Nerds #2">
|
||||||
|
<meta property="og:description" content="Drag shows, musique électronique, synthés vidéos et autre performances nerds">
|
||||||
|
<meta property="og:url" content="https://drags-nerds.net/">
|
||||||
|
<meta property="og:image" content="https://drags-nerds.net/dnn-screen.png">
|
||||||
|
<meta property="og:image:width" content="1200" />
|
||||||
|
<meta property="og:image:height" content="630" />
|
||||||
|
<meta property="og:type" content="website">
|
||||||
|
<!--GUI for background experiments haha-->
|
||||||
|
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.9/dat.gui.min.js"></script>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<!--TEST REFERENCE-->
|
||||||
|
<h1 class="referenceText">
|
||||||
|
<strong>drags and nerds</strong>
|
||||||
|
<p>
|
||||||
|
Drag shows, musique électronique, synthés vidéos et autre performances nerds
|
||||||
|
</p>
|
||||||
|
<strong>drag</strong>
|
||||||
|
<strong>nerd</strong>
|
||||||
|
<strong>drags</strong>
|
||||||
|
<strong>nerds</strong>
|
||||||
|
</h1>
|
||||||
|
<!--BACKGROUND CONTAINER-->
|
||||||
|
<canvas id="canvas"></canvas>
|
||||||
|
<!--VUE ROOT APP CONTAINER-->
|
||||||
|
<div id="app"></div>
|
||||||
|
<!--SCRIPT BACKGROUND SHADER-->
|
||||||
|
<script id="vertexShader" type="x-shader/x-vertex">
|
||||||
|
attribute vec2 position;
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(position, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
</script>
|
||||||
|
<script id="fragmentShader" type="x-shader/x-fragment">
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float time;
|
||||||
|
uniform float seed;
|
||||||
|
|
||||||
|
// GUI-controlled parameters
|
||||||
|
uniform float timeScale;
|
||||||
|
uniform float patternAmp;
|
||||||
|
uniform float patternFreq;
|
||||||
|
uniform float bloomStrength;
|
||||||
|
uniform float saturation;
|
||||||
|
uniform float grainAmount;
|
||||||
|
uniform vec3 colorTint;
|
||||||
|
uniform float minCircleSize;
|
||||||
|
uniform float circleStrength;
|
||||||
|
uniform float distortX;
|
||||||
|
uniform float distortY;
|
||||||
|
|
||||||
|
// Noise functions for 3D simplex noise
|
||||||
|
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||||
|
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||||
|
|
||||||
|
// Random function that uses the seed
|
||||||
|
float rand(vec3 co) {
|
||||||
|
return fract(sin(dot(co.xyz + vec3(seed * 0.1), vec3(12.9898, 78.233, 53.539))) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pseudo-random function for noise generation
|
||||||
|
float random(vec2 st) {
|
||||||
|
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3D Simplex noise implementation
|
||||||
|
float snoise3D(vec3 v) {
|
||||||
|
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
|
||||||
|
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||||
|
|
||||||
|
// First corner
|
||||||
|
vec3 i = floor(v + dot(v, C.yyy));
|
||||||
|
vec3 x0 = v - i + dot(i, C.xxx);
|
||||||
|
|
||||||
|
// Other corners
|
||||||
|
vec3 g = step(x0.yzx, x0.xyz);
|
||||||
|
vec3 l = 1.0 - g;
|
||||||
|
vec3 i1 = min(g.xyz, l.zxy);
|
||||||
|
vec3 i2 = max(g.xyz, l.zxy);
|
||||||
|
|
||||||
|
vec3 x1 = x0 - i1 + C.xxx;
|
||||||
|
vec3 x2 = x0 - i2 + C.yyy;
|
||||||
|
vec3 x3 = x0 - D.yyy;
|
||||||
|
|
||||||
|
// Permutations
|
||||||
|
i = mod289(i);
|
||||||
|
vec4 p = permute(permute(permute(
|
||||||
|
i.z + vec4(0.0, i1.z, i2.z, 1.0))
|
||||||
|
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
|
||||||
|
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
|
||||||
|
|
||||||
|
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||||
|
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||||
|
float n_ = 0.142857142857; // 1.0/7.0
|
||||||
|
vec3 ns = n_ * D.wyz - D.xzx;
|
||||||
|
|
||||||
|
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
|
||||||
|
|
||||||
|
vec4 x_ = floor(j * ns.z);
|
||||||
|
vec4 y_ = floor(j - 7.0 * x_);
|
||||||
|
|
||||||
|
vec4 x = x_ *ns.x + ns.yyyy;
|
||||||
|
vec4 y = y_ *ns.x + ns.yyyy;
|
||||||
|
vec4 h = 1.0 - abs(x) - abs(y);
|
||||||
|
|
||||||
|
vec4 b0 = vec4(x.xy, y.xy);
|
||||||
|
vec4 b1 = vec4(x.zw, y.zw);
|
||||||
|
|
||||||
|
vec4 s0 = floor(b0)*2.0 + 1.0;
|
||||||
|
vec4 s1 = floor(b1)*2.0 + 1.0;
|
||||||
|
vec4 sh = -step(h, vec4(0.0));
|
||||||
|
|
||||||
|
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
|
||||||
|
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
|
||||||
|
|
||||||
|
vec3 p0 = vec3(a0.xy, h.x);
|
||||||
|
vec3 p1 = vec3(a0.zw, h.y);
|
||||||
|
vec3 p2 = vec3(a1.xy, h.z);
|
||||||
|
vec3 p3 = vec3(a1.zw, h.w);
|
||||||
|
|
||||||
|
// Normalise gradients
|
||||||
|
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||||||
|
p0 *= norm.x;
|
||||||
|
p1 *= norm.y;
|
||||||
|
p2 *= norm.z;
|
||||||
|
p3 *= norm.w;
|
||||||
|
|
||||||
|
// Mix final noise value
|
||||||
|
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||||
|
m = m * m;
|
||||||
|
return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Modified fbm function to use 3D noise
|
||||||
|
float fbm3D(vec3 p) {
|
||||||
|
float sum = 0.0;
|
||||||
|
float amp = patternAmp;
|
||||||
|
float freq = patternFreq;
|
||||||
|
|
||||||
|
// Create seed-based offsets using prime multipliers
|
||||||
|
vec3 seedOffset = vec3(
|
||||||
|
sin(seed * 0.731) * cos(seed * 0.293) * 1.0,
|
||||||
|
cos(seed * 0.897) * sin(seed * 0.413) * 1.0,
|
||||||
|
sin(seed * 0.529) * cos(seed * 0.671) * 1.0
|
||||||
|
);
|
||||||
|
|
||||||
|
// Use octaves with better frequency scaling
|
||||||
|
for(int i = 0; i < 2; i++) {
|
||||||
|
// Create unique rotation for each octave to break grid patterns
|
||||||
|
float angle = seed * 0.1 + float(i) * 0.01;
|
||||||
|
mat2 rotation = mat2(
|
||||||
|
cos(angle), -sin(angle),
|
||||||
|
sin(angle), cos(angle)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Rotate coordinates slightly for each octave
|
||||||
|
vec2 rotatedP = rotation * p.xy;
|
||||||
|
vec3 rotated3D = vec3(rotatedP, p.z);
|
||||||
|
|
||||||
|
// Use prime-number-based offsets to avoid repeating patterns
|
||||||
|
vec3 octaveOffset = seedOffset + vec3(
|
||||||
|
sin(float(i) * 1.731 + seed * 0.47),
|
||||||
|
cos(float(i) * 1.293 + seed * 0.83),
|
||||||
|
sin(float(i) * 1.453 + seed * 0.61)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Apply progressive domain warping for more organic results
|
||||||
|
vec3 warpedP = rotated3D + octaveOffset;
|
||||||
|
if (i > 0) {
|
||||||
|
// Add slight domain warping based on previous octave
|
||||||
|
warpedP += vec3(
|
||||||
|
sin(sum * 2.14 + warpedP.y * 1.5),
|
||||||
|
cos(sum * 1.71 + warpedP.x * 1.5),
|
||||||
|
sin(sum * 1.93 + warpedP.z * 1.5)
|
||||||
|
) * 0.1 * float(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add contribution from this octave
|
||||||
|
sum += amp * snoise3D(warpedP * freq);
|
||||||
|
|
||||||
|
// Use better persistence values (slower amplitude reduction)
|
||||||
|
amp *= 0.8;
|
||||||
|
|
||||||
|
// Use better lacunarity values (more moderate frequency increase)
|
||||||
|
freq *= 0.8;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalize and add slight contrast adjustment
|
||||||
|
return sum * 0.5 + 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 uv = gl_FragCoord.xy / resolution.xy;
|
||||||
|
|
||||||
|
// Adjust aspect ratio
|
||||||
|
uv.x *= resolution.x / resolution.y;
|
||||||
|
|
||||||
|
// Apply timeScale from GUI
|
||||||
|
float slowTime = time * timeScale;
|
||||||
|
|
||||||
|
// Create seed-influenced flow vectors for different pattern on each refresh
|
||||||
|
vec2 flow1 = vec2(
|
||||||
|
sin(slowTime * 0.25 + seed * 0.42) * 0.3 + sin(slowTime * 0.14 + seed * 0.23) * 0.2,
|
||||||
|
cos(slowTime * 0.22 + seed * 0.31) * 0.3 + cos(slowTime * 0.11 + seed * 0.17) * 0.2
|
||||||
|
);
|
||||||
|
|
||||||
|
vec2 flow2 = vec2(
|
||||||
|
sin(slowTime * 0.16 + 1.7 + seed * 0.13) * 0.4 + sin(slowTime * 0.18 + seed * 0.29) * 0.1,
|
||||||
|
cos(slowTime * 0.19 + 2.3 + seed * 0.19) * 0.4 + cos(slowTime * 0.11 + seed * 0.33) * 0.1
|
||||||
|
);
|
||||||
|
|
||||||
|
vec2 flow3 = vec2(
|
||||||
|
sin(slowTime * 0.13 + 3.4 + seed * 0.25) * 0.25 + sin(slowTime * 0.22 + seed * 0.11) * 0.15,
|
||||||
|
cos(slowTime * 0.18 + 1.2 + seed * 0.37) * 0.25 + cos(slowTime * 0.25 + seed * 0.27) * 0.15
|
||||||
|
);
|
||||||
|
|
||||||
|
float noiseScale1 = 10000.0;
|
||||||
|
|
||||||
|
// Main light layer with enhanced 3D liquid motion - using 3D noise
|
||||||
|
// The third component determines how the pattern changes over time
|
||||||
|
float timeComponent = slowTime * 5.5 + sin(seed * 0.63) * 0.2;
|
||||||
|
float lightPattern = fbm3D(vec3(uv * noiseScale1, timeComponent));
|
||||||
|
//float lightPattern = 1.0;//fbm3D(vec3(uv * noiseScale1, timeComponent));
|
||||||
|
|
||||||
|
float combinedPattern = lightPattern * 0.25;
|
||||||
|
|
||||||
|
// Start with a seed-influenced base color
|
||||||
|
vec3 baseColor = vec3(
|
||||||
|
0.6 + sin(seed * 0.4) * 0.1,
|
||||||
|
0.9 + cos(seed * 0.3) * 0.05,
|
||||||
|
0.92 + sin(seed * 0.5) * 0.05
|
||||||
|
);
|
||||||
|
|
||||||
|
// Define pastel colors with slight seed-based variations
|
||||||
|
float colorSeed1 = sin(seed * 0.73) * 0.88;
|
||||||
|
float colorSeed2 = cos(seed * 0.51) * 0.28;
|
||||||
|
float colorSeed3 = sin(seed * 0.92) * 0.48;
|
||||||
|
|
||||||
|
vec3 pastelGreen = vec3(0.85 + colorSeed1, 0.95 + colorSeed2, 0.85 + colorSeed3);
|
||||||
|
vec3 pastelBlue = vec3(0.85 + colorSeed3, 0.9 + colorSeed1, 0.98 + colorSeed2);
|
||||||
|
vec3 pastelPink = vec3(0.98 + colorSeed2, 0.88 + colorSeed3, 0.92 + colorSeed1);
|
||||||
|
vec3 pastelYellow = vec3(0.98 + colorSeed3, 0.95 + colorSeed1, 0.85 + colorSeed2);
|
||||||
|
vec3 brightPink = vec3(0.98 + colorSeed1, 0.85 + colorSeed2, 0.92 + colorSeed3);
|
||||||
|
vec3 pastelLavender = vec3(0.92 + colorSeed2, 0.88 + colorSeed3, 0.98 + colorSeed1);
|
||||||
|
vec3 pastelPeach = vec3(0.98 + colorSeed3, 0.92 + colorSeed1, 0.87 + colorSeed2);
|
||||||
|
vec3 pastelTeal = vec3(0.85 + colorSeed1, 0.95 + colorSeed2, 0.95 + colorSeed3);
|
||||||
|
vec3 pastelCoral = vec3(0.98 + colorSeed2, 0.88 + colorSeed1, 0.85 + colorSeed3);
|
||||||
|
vec3 pastelMint = vec3(0.88 + colorSeed3, 0.98 + colorSeed2, 0.91 + colorSeed1);
|
||||||
|
vec3 pastelLilac = vec3(0.91 + colorSeed1, 0.85 + colorSeed3, 0.98 + colorSeed2);
|
||||||
|
vec3 pastelSkyBlue = vec3(0.85 + colorSeed2, 0.91 + colorSeed1, 0.98 + colorSeed3);
|
||||||
|
|
||||||
|
// Using larger color patches with 3D liquid-like noise and seed influence
|
||||||
|
float verticalFlow = sin(uv.y * 3.0 + slowTime * 0.2 + seed * 0.4) * 1.0;
|
||||||
|
|
||||||
|
// Creating more complex flow patterns for liquid movement
|
||||||
|
vec2 liquidFlow1 = flow1 + vec2(verticalFlow, sin(uv.x * 2.5 + slowTime * 0.10 + seed * 0.3) * 0.2);
|
||||||
|
vec2 liquidFlow2 = flow2 + vec2(cos(uv.y * 2.2 + slowTime * 0.05 + seed * 0.5) * 0.15, verticalFlow);
|
||||||
|
vec2 liquidFlow3 = flow3 + vec2(verticalFlow * 0.5, cos(uv.x * 1.8 - slowTime * 0.07 + seed * 0.7) * 0.25);
|
||||||
|
|
||||||
|
// Add seed-dependent scale factors for noise
|
||||||
|
float noiseSeedFactor1 = 0.15 * (1.0 + sin(seed * 0.3) * 0.3);
|
||||||
|
float noiseSeedFactor2 = 0.2 * (1.0 + cos(seed * 0.5) * 0.3);
|
||||||
|
float noiseSeedFactor3 = 0.12 * (1.0 + sin(seed * 0.7) * 0.3);
|
||||||
|
|
||||||
|
// Using 3D noise for color patterns with different time components for variety
|
||||||
|
float colorNoise1 = fbm3D(vec3(uv * noiseSeedFactor1 + liquidFlow1 * 0.03, slowTime * 0.02 + seed * 0.27));
|
||||||
|
|
||||||
|
// Adjust thresholds with seed influence for variety
|
||||||
|
float threshSeed1 = 0.0 + sin(seed * 0.4) * 0.15;
|
||||||
|
float threshSeed2 = 0.15 + cos(seed * 0.6) * 0.15;
|
||||||
|
float threshSeed3 = 0.25 + sin(seed * 0.8) * 0.15;
|
||||||
|
|
||||||
|
float colorMixValue1 = smoothstep(0.0, threshSeed1, colorNoise1);
|
||||||
|
float colorMixValue2 = smoothstep(0.0, threshSeed2, colorNoise1);
|
||||||
|
float colorMixValue3 = smoothstep(0.0, threshSeed3, colorNoise1);
|
||||||
|
|
||||||
|
// Start with base color and mix in expanded pastel palette
|
||||||
|
vec3 colorVariation = baseColor;
|
||||||
|
|
||||||
|
// Layer 1: Primary colors with seed-influenced mix factors
|
||||||
|
float mixFactor1 = 2.2 + sin(seed * 0.3) * 0.5;
|
||||||
|
float mixFactor2 = 2.0 + cos(seed * 0.5) * 0.5;
|
||||||
|
float mixFactor3 = 2.0 + sin(seed * 0.7) * 0.5;
|
||||||
|
float mixFactor4 = 2.0 + cos(seed * 0.9) * 0.5;
|
||||||
|
|
||||||
|
colorVariation = mix(colorVariation, pastelBlue, colorMixValue1 * mixFactor1);
|
||||||
|
colorVariation = mix(colorVariation, pastelPink, (1.0 - colorMixValue1) * colorMixValue2 * mixFactor2);
|
||||||
|
colorVariation = mix(colorVariation, pastelGreen, colorMixValue2 * (1.0 - colorMixValue1) * mixFactor3);
|
||||||
|
colorVariation = mix(colorVariation, pastelYellow, (1.0 - colorMixValue2) * colorMixValue1 * mixFactor4);
|
||||||
|
|
||||||
|
// Layer 2: New pastel colors with seed-influenced mix factors
|
||||||
|
float mixFactor5 = 1.8 + sin(seed * 1.1) * 0.4;
|
||||||
|
float mixFactor6 = 1.8 + cos(seed * 1.3) * 0.4;
|
||||||
|
float mixFactor7 = 1.7 + sin(seed * 1.5) * 0.4;
|
||||||
|
float mixFactor8 = 1.6 + cos(seed * 1.7) * 0.4;
|
||||||
|
float mixFactor9 = 1.5 + sin(seed * 1.9) * 0.4;
|
||||||
|
|
||||||
|
colorVariation = mix(colorVariation, brightPink, (colorMixValue1 * colorMixValue2) * mixFactor5);
|
||||||
|
colorVariation = mix(colorVariation, pastelLavender, (1.0 - colorMixValue3) * colorMixValue1 * mixFactor6);
|
||||||
|
colorVariation = mix(colorVariation, pastelPeach, colorMixValue3 * (1.0 - colorMixValue2) * mixFactor7);
|
||||||
|
colorVariation = mix(colorVariation, pastelTeal, (colorMixValue2 * colorMixValue3) * mixFactor8);
|
||||||
|
colorVariation = mix(colorVariation, pastelCoral, ((1.0 - colorMixValue1) * colorMixValue3) * mixFactor9);
|
||||||
|
|
||||||
|
// Layer 3: Additional colors with seed-influenced noise combinations
|
||||||
|
float seedOffset1 = sin(seed * 2.1) * 0.05;
|
||||||
|
float seedOffset2 = cos(seed * 2.3) * 0.05;
|
||||||
|
|
||||||
|
float mixValue4 = smoothstep(0.0, 1.0, float(uv * (0.18 + seedOffset1)));
|
||||||
|
float mixValue5 = mixValue4 - (sin(seed*0.6)*0.4);
|
||||||
|
|
||||||
|
float mixFactor10 = 1.7 + sin(seed * 2.5) * 0.4;
|
||||||
|
float mixFactor11 = 1.8 + cos(seed * 2.7) * 0.4;
|
||||||
|
float mixFactor12 = 1.5 + sin(seed * 2.9) * 0.4;
|
||||||
|
|
||||||
|
colorVariation = mix(colorVariation, pastelMint, mixValue4 * (1.0 - mixValue5) * mixFactor10);
|
||||||
|
colorVariation = mix(colorVariation, pastelLilac, (1.0 - mixValue4) * mixValue5 * mixFactor11);
|
||||||
|
colorVariation = mix(colorVariation, pastelSkyBlue, mixValue4 * mixValue5 * mixFactor12);
|
||||||
|
|
||||||
|
// Adjust pattern brightness with seed influence
|
||||||
|
float brightnessFactor = 1.0 + sin(seed * 0.5) * 2.1;
|
||||||
|
combinedPattern = pow(combinedPattern * 0.2 + 0.8, brightnessFactor);
|
||||||
|
|
||||||
|
// Create light spots with seed-influenced threshold
|
||||||
|
float lightThreshold = 1.0 + sin(seed * 0.6) * 0.8;
|
||||||
|
float lightSpots = smoothstep(0.0, lightThreshold, combinedPattern);
|
||||||
|
|
||||||
|
// Enhanced circular light patterns with seed-influenced distortion
|
||||||
|
float distortionAmount = 1.0 + cos(seed * 0.7) * 5.05;
|
||||||
|
float distortion = sin(slowTime * 0.1 + seed) * distortionAmount;
|
||||||
|
|
||||||
|
vec2 distortedUV = fract(uv * 1.0 + vec2(
|
||||||
|
sin(uv.y * 2.0 + slowTime * 0.15 + seed * 0.8) * distortY,
|
||||||
|
cos(uv.x * 1.8 + slowTime * 0.1 + seed * 0.9) * distortX
|
||||||
|
));
|
||||||
|
|
||||||
|
// Adjust circular spots with seed influence
|
||||||
|
float circleSize = minCircleSize + sin(seed) * 1.3;
|
||||||
|
float circleThreshold = 0.0 + cos(seed * 1.3) * 2.05;
|
||||||
|
float circularSpots = smoothstep(0.0, circleThreshold, 1.0 - length((distortedUV - 0.5) * (circleSize + distortion)));
|
||||||
|
|
||||||
|
// Mix with liquid movement
|
||||||
|
float mixRatio = 0.0 + sin(seed * 1.5) * circleStrength;
|
||||||
|
lightSpots = mix(lightSpots, circularSpots * lightSpots, mixRatio);
|
||||||
|
|
||||||
|
// Apply liquid-like diffusion with seed influence and 3D noise
|
||||||
|
float diffusionScale = 0.0 + cos(seed * 1.7) * 5.0;
|
||||||
|
float diffusedLightSpots = fbm3D(vec3(
|
||||||
|
uv * diffusionScale + vec2(
|
||||||
|
sin(slowTime * 0.03 + uv.x + seed * 1.9) * 0.2,
|
||||||
|
cos(slowTime * 0.02 + uv.y + seed * 2.1) * 0.2
|
||||||
|
),
|
||||||
|
slowTime * 0.05 + sin(seed * 0.76) * 0.5
|
||||||
|
)) * lightSpots;
|
||||||
|
|
||||||
|
// Mix diffusion with seed influence
|
||||||
|
//float diffusionMix = 0.7 + sin(seed * 2.3) * 0.1;
|
||||||
|
float diffusionMix = 1.0;
|
||||||
|
lightSpots = mix(lightSpots, diffusedLightSpots, diffusionMix);
|
||||||
|
|
||||||
|
// Final pattern mix
|
||||||
|
float patternMix = 1.0;
|
||||||
|
combinedPattern = mix(combinedPattern, lightSpots, patternMix);
|
||||||
|
|
||||||
|
float finalValue = combinedPattern;
|
||||||
|
|
||||||
|
// Use the color variation and apply color tint from GUI
|
||||||
|
vec3 color = finalValue * colorVariation * colorTint;
|
||||||
|
|
||||||
|
// Bloom with GUI-controlled bloomStrength
|
||||||
|
float bloomThreshold = 1.0;
|
||||||
|
float bloom = smoothstep(0.0, bloomThreshold, finalValue) * bloomStrength;
|
||||||
|
color += bloom;
|
||||||
|
|
||||||
|
// Grain with GUI-controlled grainAmount
|
||||||
|
vec2 noiseCoord = uv;
|
||||||
|
float noise = random(noiseCoord + time * 0.0015) * grainAmount;
|
||||||
|
color = color + vec3(noise);
|
||||||
|
|
||||||
|
// Saturation with GUI control
|
||||||
|
float luminance = dot(color, vec3(0.299, 0.587, 0.114));
|
||||||
|
vec3 saturatedColor = mix(vec3(luminance), color, saturation);
|
||||||
|
float satMix = 1.0;
|
||||||
|
color = mix(color, saturatedColor, satMix);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
}
|
||||||
|
</script>
|
||||||
|
<!--LINK SCRIPT VUE ROOT APP-->
|
||||||
|
<script type="module" src="/src/main.js"></script>
|
||||||
|
</body>
|
||||||
|
<!--LINK SCRIPT BACKGROUND-->
|
||||||
|
<script src="mp4-muxer-main/build/mp4-muxer.js"></script>
|
||||||
|
<script src="helperFunctions.js"></script>
|
||||||
|
<script src="canvasVideoExport.js"></script>
|
||||||
|
<script src="main.js"></script>
|
||||||
|
</html>
|
||||||
Binary file not shown.
|
After Width: | Height: | Size: 91 KiB |
Binary file not shown.
@@ -118,7 +118,7 @@ html, body{
|
|||||||
scrollbar-width: thin;
|
scrollbar-width: thin;
|
||||||
}
|
}
|
||||||
|
|
||||||
canvas {
|
#canvas {
|
||||||
display: block;
|
display: block;
|
||||||
max-width: 100%;
|
max-width: 100%;
|
||||||
position: fixed;
|
position: fixed;
|
||||||
@@ -126,7 +126,25 @@ canvas {
|
|||||||
padding: 0;
|
padding: 0;
|
||||||
/* margin-top: 0vh; */
|
/* margin-top: 0vh; */
|
||||||
text-align: center;
|
text-align: center;
|
||||||
/* height: 100vh; */
|
height: 100vh;
|
||||||
|
width: 100vw;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
#canvas video {
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
object-fit: cover;
|
||||||
|
}
|
||||||
|
|
||||||
|
#canvas .overlay {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
mix-blend-mode: multiply;
|
||||||
|
background: url("./background-noise.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user