egirlskey/packages/frontend/src/components/MkAnimBg.vue
Shun Sakai c2370a1be6
chore: 著作権とライセンスについての情報を各ファイルに追加する (#11348)
* chore: Add the SPDX information to each file

Add copyright and licensing information as defined in version 3.0 of
the REUSE Specification.

* tweak format

---------

Co-authored-by: syuilo <Syuilotan@yahoo.co.jp>
2023-07-27 14:31:52 +09:00

248 lines
7.3 KiB
Vue

<!--
SPDX-FileCopyrightText: syuilo and other misskey contributors
SPDX-License-Identifier: AGPL-3.0-only
-->
<template>
<canvas ref="canvasEl" style="width: 100%; height: 100%; pointer-events: none;"></canvas>
</template>
<script lang="ts" setup>
import { onMounted, onUnmounted, shallowRef } from 'vue';
import isChromatic from 'chromatic/isChromatic';
const canvasEl = shallowRef<HTMLCanvasElement>();
const props = withDefaults(defineProps<{
scale?: number;
focus?: number;
}>(), {
scale: 1.0,
focus: 1.0,
});
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(
`falied to compile shader: ${gl.getShaderInfoLog(shader)}`,
);
gl.deleteShader(shader);
return null;
}
return shader;
}
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert(
`failed to init shader: ${gl.getProgramInfoLog(
shaderProgram,
)}`,
);
return null;
}
return shaderProgram;
}
let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
onMounted(() => {
const canvas = canvasEl.value!;
canvas.width = canvas.offsetWidth;
canvas.height = canvas.offsetHeight;
const gl = canvas.getContext('webgl', { premultipliedAlpha: true });
if (gl == null) return;
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const shaderProgram = initShaderProgram(gl, `
attribute vec2 vertex;
uniform vec2 u_scale;
varying vec2 v_pos;
void main() {
gl_Position = vec4(vertex, 0.0, 1.0);
v_pos = vertex / u_scale;
}
`, `
precision mediump float;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187,
0.366025403784439,
-0.577350269189626,
0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_spread;
uniform float u_speed;
uniform float u_warp;
uniform float u_focus;
uniform float u_itensity;
varying vec2 v_pos;
float circle( in vec2 _pos, in vec2 _origin, in float _radius ) {
float SPREAD = 0.7 * u_spread;
float SPEED = 0.00055 * u_speed;
float WARP = 1.5 * u_warp;
float FOCUS = 1.15 * u_focus;
vec2 dist = _pos - _origin;
float distortion = snoise( vec2(
_pos.x * 1.587 * WARP + u_time * SPEED * 0.5,
_pos.y * 1.192 * WARP + u_time * SPEED * 0.3
) ) * 0.5 + 0.5;
float feather = 0.01 + SPREAD * pow( distortion, FOCUS );
return 1.0 - smoothstep(
_radius - ( _radius * feather ),
_radius + ( _radius * feather ),
dot( dist, dist ) * 4.0
);
}
void main() {
vec3 green = vec3( 1.0 ) - vec3( 153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0 );
vec3 purple = vec3( 1.0 ) - vec3( 195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0 );
vec3 orange = vec3( 1.0 ) - vec3( 255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0 );
float ratio = u_resolution.x / u_resolution.y;
vec2 uv = vec2( v_pos.x, v_pos.y / ratio ) * 0.5 + 0.5;
vec3 color = vec3( 0.0 );
float greenMix = snoise( v_pos * 1.31 + u_time * 0.8 * 0.00017 ) * 0.5 + 0.5;
float purpleMix = snoise( v_pos * 1.26 + u_time * 0.8 * -0.0001 ) * 0.5 + 0.5;
float orangeMix = snoise( v_pos * 1.34 + u_time * 0.8 * 0.00015 ) * 0.5 + 0.5;
float alphaOne = 0.35 + 0.65 * pow( snoise( vec2( u_time * 0.00012, uv.x ) ) * 0.5 + 0.5, 1.2 );
float alphaTwo = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 1561.0 ) * 0.00014, uv.x ) ) * 0.5 + 0.5, 1.2 );
float alphaThree = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 3917.0 ) * 0.00013, uv.x ) ) * 0.5 + 0.5, 1.2 );
color += vec3( circle( uv, vec2( 0.22 + sin( u_time * 0.000201 ) * 0.06, 0.80 + cos( u_time * 0.000151 ) * 0.06 ), 0.15 ) ) * alphaOne * ( purple * purpleMix + orange * orangeMix );
color += vec3( circle( uv, vec2( 0.90 + cos( u_time * 0.000166 ) * 0.06, 0.42 + sin( u_time * 0.000138 ) * 0.06 ), 0.18 ) ) * alphaTwo * ( green * greenMix + purple * purpleMix );
color += vec3( circle( uv, vec2( 0.19 + sin( u_time * 0.000112 ) * 0.06, 0.25 + sin( u_time * 0.000192 ) * 0.06 ), 0.09 ) ) * alphaThree * ( orange * orangeMix );
color *= u_itensity + 1.0 * pow( snoise( vec2( v_pos.y + u_time * 0.00013, v_pos.x + u_time * -0.00009 ) ) * 0.5 + 0.5, 2.0 );
vec3 inverted = vec3( 1.0 ) - color;
gl_FragColor = vec4( color, max(max(color.x, color.y), color.z) );
}
`);
gl.useProgram(shaderProgram);
const u_resolution = gl.getUniformLocation(shaderProgram, 'u_resolution');
const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
const u_spread = gl.getUniformLocation(shaderProgram, 'u_spread');
const u_speed = gl.getUniformLocation(shaderProgram, 'u_speed');
const u_warp = gl.getUniformLocation(shaderProgram, 'u_warp');
const u_focus = gl.getUniformLocation(shaderProgram, 'u_focus');
const u_itensity = gl.getUniformLocation(shaderProgram, 'u_itensity');
const u_scale = gl.getUniformLocation(shaderProgram, 'u_scale');
gl.uniform2fv(u_resolution, [canvas.width, canvas.height]);
gl.uniform1f(u_spread, 1.0);
gl.uniform1f(u_speed, 1.0);
gl.uniform1f(u_warp, 1.0);
gl.uniform1f(u_focus, props.focus);
gl.uniform1f(u_itensity, 0.5);
gl.uniform2fv(u_scale, [props.scale, props.scale]);
const vertex = gl.getAttribLocation(shaderProgram, 'vertex');
gl.enableVertexAttribArray(vertex);
gl.vertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0);
const vertices = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
if (isChromatic()) {
gl!.uniform1f(u_time, 0);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
} else {
function render(timeStamp) {
gl!.uniform1f(u_time, timeStamp);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
handle = window.requestAnimationFrame(render);
}
handle = window.requestAnimationFrame(render);
}
});
onUnmounted(() => {
if (handle) {
window.cancelAnimationFrame(handle);
}
});
</script>
<style lang="scss" module>
</style>