(function(){ class BackgroundImage { constructor() { this.uniforms = { resolution: { type: 'v2', value: new THREE.Vector2(307, 307), }, imageResolution: { type: 'v2', value: new THREE.Vector2(307, 307), }, texture: { type: 't', value: null, }, }; this.obj = null; } init(src, callback) { const loader = new THREE.TextureLoader(); loader.crossOrigin = '*'; loader.load( src, (tex) => { tex.magFilter = THREE.NearestFilter; tex.minFilter = THREE.NearestFilter; this.uniforms.texture.value = tex; this.obj = this.createObj(); callback(); }); } createObj() { return new THREE.Mesh( new THREE.PlaneBufferGeometry(2, 2), new THREE.RawShaderMaterial({ uniforms: this.uniforms, vertexShader: `attribute vec3 position; attribute vec2 uv; varying vec2 vUv; void main(void) { vUv = uv; gl_Position = vec4(position, 1.0); } `, fragmentShader: `precision highp float; uniform vec2 resolution; uniform vec2 imageResolution; uniform sampler2D texture; varying vec2 vUv; void main(void) { vec2 ratio = vec2( min((resolution.x / resolution.y) / (imageResolution.x / imageResolution.y), 1.0), min((resolution.y / resolution.x) / (imageResolution.y / imageResolution.x), 1.0) ); vec2 uv = vec2( vUv.x * ratio.x + (1.0 - ratio.x) * 0.5, vUv.y * ratio.y + (1.0 - ratio.y) * 0.5 ); gl_FragColor = texture2D(texture, uv); } `, }) ); } resize() { this.uniforms.resolution.value.set(307, 307); } } class PostEffect { constructor(texture) { this.uniforms = { time: { type: 'f', value: 0 }, resolution: { type: 'v2', value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, texture: { type: 't', value: texture, }, }; this.obj = this.createObj(); } createObj() { return new THREE.Mesh( new THREE.PlaneBufferGeometry(2, 2), new THREE.RawShaderMaterial({ uniforms: this.uniforms, vertexShader: `attribute vec3 position; attribute vec2 uv; varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4(position, 1.0); } `, fragmentShader: `precision highp float; uniform float time; uniform vec2 resolution; uniform sampler2D texture; varying vec2 vUv; float random(vec2 c){ return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453); } // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-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; } float snoise3(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 ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // 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); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; 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) ) ); } const float interval = 3.0; void main(void){ float strength = smoothstep(interval * 0.5, interval, interval - mod(time, interval)); vec2 shake = vec2(strength * 8.0 + 0.5) * vec2( random(vec2(time)) * 2.0 - 1.0, random(vec2(time * 2.0)) * 2.0 - 1.0 ) / resolution; float y = vUv.y * resolution.y; float rgbWave = ( snoise3(vec3(0.0, y * 0.01, time * 400.0)) * (2.0 + strength * 32.0) * snoise3(vec3(0.0, y * 0.02, time * 200.0)) * (1.0 + strength * 4.0) + step(0.9995, sin(y * 0.005 + time * 1.6)) * 12.0 + step(0.9999, sin(y * 0.005 + time * 2.0)) * -18.0 ) / resolution.x; float rgbDiff = (6.0 + sin(time * 500.0 + vUv.y * 40.0) * (20.0 * strength + 1.0)) / resolution.x; float rgbUvX = vUv.x + rgbWave; float r = texture2D(texture, vec2(rgbUvX + rgbDiff, vUv.y) + shake).r; float g = texture2D(texture, vec2(rgbUvX, vUv.y) + shake).g; float b = texture2D(texture, vec2(rgbUvX - rgbDiff, vUv.y) + shake).b; float whiteNoise = (random(vUv + mod(time, 10.0)) * 2.0 - 1.0) * (0.15 + strength * 0.15); float bnTime = floor(time * 20.0) * 200.0; float noiseX = step((snoise3(vec3(0.0, vUv.x * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3); float noiseY = step((snoise3(vec3(0.0, vUv.y * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3); float bnMask = noiseX * noiseY; float bnUvX = vUv.x + sin(bnTime) * 0.2 + rgbWave; float bnR = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask; float bnG = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask; float bnB = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask; vec4 blockNoise = vec4(bnR, bnG, bnB, 1.0); float bnTime2 = floor(time * 25.0) * 300.0; float noiseX2 = step((snoise3(vec3(0.0, vUv.x * 2.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.5); float noiseY2 = step((snoise3(vec3(0.0, vUv.y * 8.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.3); float bnMask2 = noiseX2 * noiseY2; float bnR2 = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask2; float bnG2 = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask2; float bnB2 = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask2; vec4 blockNoise2 = vec4(bnR2, bnG2, bnB2, 1.0); float waveNoise = (sin(vUv.y * 1200.0) + 1.0) / 2.0 * (0.15 + strength * 0.2); gl_FragColor = vec4(r, g, b, 1.0) * (1.0 - bnMask - bnMask2) + (whiteNoise + blockNoise + blockNoise2 - waveNoise); } `, }) ); } render(time) { this.uniforms.time.value += time; } resize() { this.uniforms.resolution.value.set(307, 307); } } class ConsoleSignature { constructor() { this.message = `glitch effect credits to yoichi kobayashi - MIT License`; this.url = `http://www.tplh.net`; this.show(); } show() { if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { const args = [ `\n%c ${this.message} %c%c ${this.url} \n\n`, 'color: #fff; background: #222; padding:3px 0;', 'padding:3px 1px;', 'color: #fff; background: #47c; padding:3px 0;', ]; console.log.apply(console, args); } else if (window.console) { console.log(`${this.message} ${this.url}`); } } } const canvas = document.getElementById('canvas-webgl-sm'); const renderer = new THREE.WebGLRenderer({ antialias: false, canvas: canvas, alpha: true }); const renderBack1 = new THREE.WebGLRenderTarget(307, 307); const scene = new THREE.Scene(); const sceneBack = new THREE.Scene(); const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); const cameraBack = new THREE.PerspectiveCamera(45, 307 / 307, 1, 10000); const clock = new THREE.Clock(); // // process for this sketch. // const bgImg = new BackgroundImage(); const postEffect = new PostEffect(renderBack1.texture); const consoleSignature = new ConsoleSignature(); // // common process // const render = () => { const time = clock.getDelta() * 0.65; renderer.render(sceneBack, cameraBack, renderBack1); postEffect.render(time); renderer.render(scene, camera); } const renderLoop = () => { render(); requestAnimationFrame(renderLoop); } const init = () => { renderer.setSize(307, 307); cameraBack.position.set(0, 0, 100); cameraBack.lookAt(new THREE.Vector3()); bgImg.init('https://uploads-ssl.webflow.com/640ae197ba70444c054c5a80/64298045e23a162eaf544930_lain_25th_logos_white%201%20(1).png', () => { sceneBack.add(bgImg.obj); scene.add(postEffect.obj); }) renderLoop(); } init(); })();