Complex Form with Black and White Bands
How do I make an complex form with black and white bands?
After Sol Lewitt.Created by XORXOR, 2016 Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). What is a complex form with black and white bands? How do you make a complex form with black and white bands? This script and codes were developed by XORXOR on 27 January 2023, Friday.
Complex Form with Black and White Bands - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Complex Form with Black and White Bands</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex"> void main() { gl_Position = vec4( position, 1.0 ); }
</script>
<script id="fragmentShader" type="x-shader/x-fragment"> uniform vec2 iResolution; uniform float iGlobalTime;
vec2 hash( vec2 p )
{ return fract( sin( vec2( p.x * p.y, p.x + p.y ) ) * vec2( 234342.1459123, 373445.3490423 ) );
}
// iq's voronoi
// https://www.shadertoy.com/view/ldl3W8
vec3 voronoi( in vec2 x )
{ vec2 n = floor(x); vec2 f = fract(x); //---------------------------------- // first pass: regular voronoi //---------------------------------- vec2 mg, mr, mo; float md = 8.0; for( int j=-1; j<=1; j++ ) for( int i=-1; i<=1; i++ ) { vec2 g = vec2(float(i),float(j)); vec2 o = hash( n + g ); vec2 r = g + o - f; float d = dot(r,r); if( d<md ) { md = d; mr = r; mg = g; mo = o; } } //---------------------------------- // second pass: distance to borders //---------------------------------- md = 8.0; for( int j=-2; j<=2; j++ ) for( int i=-2; i<=2; i++ ) { vec2 g = mg + vec2(float(i),float(j)); vec2 o = hash( n + g ); vec2 r = g + o - f; if( dot(mr-r,mr-r)>0.00001 ) md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) ); } return vec3( md, mo );
}
void main()
{ vec2 b = gl_FragCoord.xy / iResolution.x; vec2 p = gl_FragCoord.xy / iResolution.xy; float aspect = iResolution.x / iResolution.y; vec3 v = voronoi( b * 6.0 ); float rr = 5.28 * v.z; float c = cos( rr ); float s = sin( rr ); mat2 r = mat2( c, -s, s, c ); vec2 q = b * r; float o = smoothstep( 0.25, 0.4, 0.48 + 0.5 * sin( 150.0 * q.y + 5.0 * iGlobalTime ) ); o = mix( 0.0, o, smoothstep( .03, 0.06, v.x ) ); vec2 border = vec2( 0.03 ); border.x /= aspect; for ( float i = 3.0; i > 0.0; i -= 1.0 ) { float c = mod( i + 1.0, 2.0 ); o = mix( c, o, step( i * border.x, p.x ) ); o = mix( c, o, step( i * border.y, p.y ) ); o = mix( c, o, 1.0 - step( 1.0 - i * border.x, p.x ) ); o = mix( c, o, 1.0 - step( 1.0 - i * border.y, p.y ) ); } gl_FragColor = vec4( vec3( o ), 1.0 );
}
</script> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Complex Form with Black and White Bands - Script Codes CSS Codes
*{ padding: 0; margin: 0;
}
Complex Form with Black and White Bands - Script Codes JS Codes
// Complex Form with Black and White Bands
// After Sol Lewitt.
//
// Created by XORXOR, 2016
// Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
// https://www.shadertoy.com/view/MldSD4
var container;
var camera, scene, renderer;
var uniforms;
var startTime;
init();
animate();
function init() { container = document.getElementById( 'container' ); startTime = Date.now(); camera = new THREE.Camera(); camera.position.z = 1; scene = new THREE.Scene(); var geometry = new THREE.PlaneBufferGeometry( 4, 3 ); uniforms = { iGlobalTime: { type: "f", value: 1.0 }, iResolution: { type: "v2", value: new THREE.Vector2() } }; var material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent } ); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); renderer = new THREE.WebGLRenderer(); container.appendChild( renderer.domElement ); onWindowResize(); window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) { uniforms.iResolution.value.x = window.innerWidth; uniforms.iResolution.value.y = window.innerHeight; renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() { requestAnimationFrame( animate ); render();
}
function render() { var currentTime = Date.now(); uniforms.iGlobalTime.value = (currentTime - startTime) * 0.001; renderer.render( scene, camera );
}
Developer | XORXOR |
Username | xorxor_hu |
Uploaded | January 27, 2023 |
Rating | 4 |
Size | 3,209 Kb |
Views | 8,096 |
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