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nidza-test

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import {Nidza, Utility} from "nidza"; // import {Nidza, Utility} from "../node_modules/nidza/index"; window.addEventListener("load", function(e) { loader.innerText = "NIDZA READY"; setTimeout(function() { loader.style.display = "none"; }, 200); }); var nidza = new Nidza(); let myShader = { id: "myShader", size: { width: window.innerWidth, height: window.innerHeight, }, parentDom: document.getElementById("testHolder"), }; var indentityMyShader = nidza.createNidza3dIndentity(myShader); let myShaderElement = indentityMyShader.addShaderComponentCustom({ id: "vertex-color-comp", }); myShaderElement.initDefaultFSShader = () => { return ` precision mediump float; uniform vec4 I; Q Z(Q p,float a) { return Q(cos(a)*p.y+sin(a)*p.x,cos(a)*p.x-sin(a)*p.y,p.z); } float F(Q P) { float R=`+r+`, S=`+s+`; vec4 p=vec4(P,1), o=p, s=vec4(S,S,S,abs(S))/R; for (int i = 0;i < 10;i++) { if(i==3||i==7)R=`+r2+`,S=`+s2+`; p.xyz=clamp(p.xyz,-.5,2.)*2.-p.xyz; float r2=dot(p.xyz,p.xyz); if (r2 > 10000.)break;p=p*clamp(max(R/r2,R)*cos(I.x),0.,1.)*s+o; } return ((length(p.xyz)-abs(S-1.))/p.w-pow(abs(S),float(1-24))); } float D(Q p) { Q c=Q(10.,10.,8.); p=mod(p,c)-.5*c; Q q=abs(Z(p,p.z*3.1415/20.*4.)); float d2=max(q.z-10.,max((q.x*0.866025+q.y*0.5),q.y)-.01); p=Z(p,p.z*3.1415/10.*(length(p.xy)-3.)*`+spin+`); return max(F(p),-d2); } Q R(Q p,Q d) { float td=0.,rd=0.; for(int i=0;i<80;i++) { if((rd=D(p))<pow(td,1.5)*.004) break;td+=rd;p+=d*rd; } float md=D(p),e=.0025; Q n=normalize(Q(D(p+Q(e,0,0))-D(p-Q(e,0,0)),D(p+Q(0,e,0))-D(p-Q(0,e,0)),D(p+Q(0,0,e))-D(p-Q(0,0,e)))); e*=.5; float occ=`+occ+`; occ=clamp(occ,0.,1.); float br=`+br+`; float fog=`+fog+`; return mix(Q(`+color+`),Q(0.,0.,0.),1.-fog); } void main(void) { `+vec_f+` `+q_d+` `+q_c+` `+gl_FragColor+ `}`; } myShaderElement.initDefaultVSShader = () => { return ` attribute vec2 P; void main(void) { gl_Position=vec4(P,0.,1.); }` } myShaderElement.initDefaultBuffers = function() { var gl = this.gl; }; // Start var sp = myShaderElement.gl.createProgram(); var g = myShaderElement.gl; var c = indentityMyShader.canvasDom; // move it intro lib function gs(t, s) { g.shaderSource(t = g.createShader(t), s); g.compileShader(t); g.attachShader(sp, t); } // Params var camera_ori_y = "120."; var camera_ori_x = "120."; var direction_x = "5."; var direction_y = "5."; var direction_z = "I.x*30.2434216"; var spin = "(I.x / p.z)"; // default: sin(I.x*.01)*.2 var r = "(tan((I.x*1.15*sin(I.x))*3.176)*P.z)*0.007"// "((((I.x*1.15*sin(I.x))*3.276))*0.007)+0.0001432"; // (tan((I.x*1.15*sin(I.x))*3.176)*P.z)*0.007 var s = " 3.4312-cos(I.x*2.1)+0.05"// "(3.4312-tan(I.x*((I.x)/.41))+1.05)-0.0001234"; // 3.4312-cos(I.x*2.1)+0.05 var r2 = "sin((I.x+float(i)*0.0001*sin(I.x*.01))*3.176)*(0.3)+0.5" // "((((tan(I.x)*1.05*tan(I.x))*2.176))*0.007)-0.00001"; // sin((I.x+float(i)*0.0001*sin(I.x*.01))*3.176)*(0.3)+0.5 var s2 = "9.14312-cos(I.x+(tan(I.x)/.4))+0.105"; // 3.4312-sin(I.x*200.1)+(I.x)*sin(float(i))+0.5 var occ = "1.+(D(p+n*.02+Q(-e,0,0))+D(p+n*.02+Q(+e,0,0))+D(p+n*.02+Q(0,-e,0))+D(p+n*.02+Q(0,e,0))+D(p+n*.02+Q(0,0,-e))+D(p+n*.02+Q(0,0,e))-.03)*20."; var br = "(pow(clamp(dot(n,-normalize(d+Q(.3,.3,.3)))*.6+.4, 0.,1.),1.7)*.8+.2)*occ/(td*.5+1.)"; var fog = "clamp(3./(td*td*1.8+.4),0.,1.)"; var color = "br/(td+1.),br/(td+1.),br/(td+1.)"; // Main var vec_f = "vec2 f = gl_FragCoord.xy;"; var q_d = "Q d = Q((f - vec2("+camera_ori_y+","+camera_ori_x+") ) / " + camera_ori_x + ", 1.);"; var q_c = "Q c = pow(R(Q("+direction_x+","+direction_y+","+direction_z+"),normalize(d*Q(1.,1.,1.-(length(d.xy)*.54)))),Q(.5,.5,.5));"; var gl_FragColor = "gl_FragColor=vec4(pow(floor(c*Q(8.,8.,8.)+fract(f.x/4.+f.y/2.)/2.)/(Q(7.,7.,7.)),Q(1.5,1.5,1.5)),1.);"; var fcShader = myShaderElement.initDefaultFSShader(); gs(35633, myShaderElement.initDefaultVSShader()); gs(35632, fcShader.split("Q").join("vec3")); g.linkProgram(sp); g.useProgram(sp); var i, u, W, H; g.bindBuffer(34962, g.createBuffer()); g.bufferData(34962, new Float32Array([i=-1,i,i,1,1,i,1,1]), 35044); g.vertexAttribPointer(0, 2, 5126, 0, 0, 0); g.enableVertexAttribArray(0); (u = function(t) { W=innerWidth; H=innerHeight; s=(H/240)|0; g.viewport(0,0,c.width,c.height); g.uniform4f(g.getUniformLocation(sp,"I"),(t-30000)*.00002,0,0,0); g.drawArrays(5,0,4); requestAnimationFrame(u); })(0); /* dispatchEvent( new CustomEvent(indentityMyShader.getKey("activate-updater"), { detail: { id: "vertex-color-comp", }, }) ); */ // Make it global window.myShaderElement = myShaderElement; window.indentityMyShader = indentityMyShader;