mirror of
https://github.com/EndPwnArchive/endpwn3.git
synced 2024-08-15 00:23:30 +00:00
unnecessary bullshit
This commit is contained in:
parent
fec10a82f6
commit
e4dcd46478
2 changed files with 562 additions and 2 deletions
120
app/index.html
120
app/index.html
|
@ -17,11 +17,126 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
|
||||
<script src="glslsandbox.js"></script>
|
||||
|
||||
<script id="shaderCode" type="x-shader/x-fragment">
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform float time;
|
||||
uniform vec2 mouse;
|
||||
uniform vec2 resolution;
|
||||
|
||||
vec3 h() {
|
||||
vec2 pos = ( gl_FragCoord.xy / resolution.xy ) - vec2(0.5,0.5);
|
||||
float horizon = 0.0;
|
||||
float fov = 0.5;
|
||||
float scaling = 0.1;
|
||||
|
||||
vec3 p = vec3(pos.x, fov, pos.y - horizon);
|
||||
vec2 s = vec2(p.x/p.z, p.y/p.z + 2.0 * time * sign(p.z)) * scaling;
|
||||
|
||||
//checkboard texture
|
||||
float color = sign((mod(s.x, 0.1) - 0.05) * (mod(s.y, 0.1) - 0.05));
|
||||
//fading
|
||||
color *= p.z*p.z*10.0;
|
||||
color = clamp(color,0.0,1.0);
|
||||
color /= 2.0;
|
||||
return vec3(color,0.0,color);
|
||||
}
|
||||
void main( void ) {
|
||||
|
||||
gl_FragColor = vec4( h(), 1.0 );
|
||||
|
||||
}
|
||||
</script>
|
||||
|
||||
<script id="fragmentShader" type="x-shader/x-fragment">
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 resolution;
|
||||
uniform sampler2D texture;
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 uv = gl_FragCoord.xy / resolution.xy;
|
||||
gl_FragColor = texture2D( texture, uv );
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<script id="vertexShader" type="x-shader/x-vertex">
|
||||
|
||||
attribute vec3 position;
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<script id="surfaceVertexShader" type="x-shader/x-vertex">
|
||||
|
||||
attribute vec3 position;
|
||||
attribute vec2 surfacePosAttrib;
|
||||
varying vec2 surfacePosition;
|
||||
|
||||
void main() {
|
||||
|
||||
surfacePosition = surfacePosAttrib;
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: sans-serif;
|
||||
text-align: center;
|
||||
background-color: #2f3136;
|
||||
color: #ffffff
|
||||
}
|
||||
|
||||
div {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
background: linear-gradient(to bottom right, #0ff, #f0f);
|
||||
-webkit-background-clip: text;
|
||||
-webkit-text-fill-color: transparent;
|
||||
font-size: 96px;
|
||||
}
|
||||
|
||||
canvas {
|
||||
display: block;
|
||||
position: absolute;
|
||||
z-index: -1;
|
||||
}
|
||||
</style>
|
||||
|
||||
<script>
|
||||
|
||||
// wait until DOM is ready so that error messages can display properly
|
||||
window.onload = async () => {
|
||||
|
||||
init();
|
||||
if (gl) animate();
|
||||
|
||||
// dont try doing anything if running in a browser
|
||||
if (navigator.userAgent.indexOf('discord') == -1) return;
|
||||
|
||||
|
@ -125,10 +240,11 @@
|
|||
};
|
||||
|
||||
</script>
|
||||
|
||||
</head>
|
||||
|
||||
<body style="position:absolute;top:50%;left:50%;transform:translateX(-50%) translateY(-50%);font-family:sans-serif;text-align:center;background-color:#2f3136;color:#ffffff">
|
||||
<div style="background:linear-gradient(to bottom right,#0ff,#f0f);-webkit-background-clip:text;-webkit-text-fill-color:transparent;font-size:72px;">ΣndPwn³</div>
|
||||
<body>
|
||||
<div>ΣndPwn³</div>
|
||||
</body>
|
||||
|
||||
</html>
|
Loading…
Add table
Add a link
Reference in a new issue