Red Oak
How do I make an red oak?
What is a red oak? How do you make a red oak? This script and codes were developed by Darryl Huffman on 07 January 2023, Saturday.
Red Oak - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Red Oak</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css"> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
// Value noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/lsf3WH
float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( random( i + vec2(0.0,0.0) ), random( i + vec2(1.0,0.0) ), u.x), mix( random( i + vec2(0.0,1.0) ), random( i + vec2(1.0,1.0) ), u.x), u.y);
}
mat2 rotate2d(float angle){ return mat2(cos(angle),-sin(angle), sin(angle),cos(angle));
}
float lines(in vec2 pos, float b){ float scale = 15.0; pos *= scale; return smoothstep(0.0, .5+b*.5, abs((sin(pos.x*6.5)+b*2.0))*.5);
}
void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; vec2 pos = st.yx*vec2(2.25,3.75); float pattern = pos.x; //pos.x = pos.x + u_time; //pos.y = pos.y + (u_time * 0.75); // Add noise pos = rotate2d( noise(pos + (u_time / 10.0)) ) * pos + (u_time / 2.0); // Draw lines pattern = lines(pos,.5); if(pattern >= 0.5){ pattern = pattern + 0.5; } gl_FragColor = vec4( (248.0/255.0) - pattern, (4.0/255.0) - pattern, (64.0/255.0) - pattern, 1.0);
}
// ]]></script>
<script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[
attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); }
// ]]></script>
<canvas id="glscreen"></canvas> <script src='https://cdnjs.cloudflare.com/ajax/libs/jquery/3.1.1/jquery.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Red Oak - Script Codes CSS Codes
html, body { padding: 0px; margin: 0px; overflow: hidden;
}
canvas { width: 100%; height: 100%;
}
Red Oak - Script Codes JS Codes
// set up global javascript variables
var canvas, gl; // canvas and webgl context
var shaderScript;
var shaderSource;
var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on
var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces" on a 3d model.
var buffer;
/* Variables holding the location of uniform variables in the WebGL. We use this to send info to the WebGL script. */
var locationOfTime;
var locationOfResolution;
var startTime = new Date().getTime(); // Get start time for animating
var currentTime = 0;
function init() { // standard canvas setup here, except get webgl context canvas = document.getElementById('glscreen'); gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // give WebGL it's viewport gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); // kind of back-end stuff buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW ); // ^^ That up there sets up the vertex's used to draw onto. I think at least, I haven't payed much attention to vertex's yet, for all I know I'm wrong. shaderScript = document.getElementById("2d-vertex-shader"); shaderSource = shaderScript.text; vertexShader = gl.createShader(gl.VERTEX_SHADER); //create the vertex shader from script gl.shaderSource(vertexShader, shaderSource); gl.compileShader(vertexShader); shaderScript = document.getElementById("2d-fragment-shader"); shaderSource = shaderScript.text; fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); //create the fragment from script gl.shaderSource(fragmentShader, shaderSource); gl.compileShader(fragmentShader); program = gl.createProgram(); // create the WebGL program. This variable will be used to inject our javascript variables into the program. gl.attachShader(program, vertexShader); // add the shaders to the program gl.attachShader(program, fragmentShader); // ^^ gl.linkProgram(program); // Tell our WebGL application to use the program gl.useProgram(program); // ^^ yep, but now literally use it. /* Alright, so here we're attatching javascript variables to the WebGL code. First we get the location of the uniform variable inside the program. We use the gl.getUniformLocation function to do this, and pass thru the program variable we created above, as well as the name of the uniform variable in our shader. */ locationOfResolution = gl.getUniformLocation(program, "u_resolution"); locationOfTime = gl.getUniformLocation(program, "u_time"); /* Then we simply apply our javascript variables to the program. Notice, it gets a bit tricky doing this. If you're editing a float value, gl.uniformf works. But if we want to send over an array of floats, for example, we'd use gl.uniform2f. We're specifying that we are sending 2 floats at the end. You can also send it over to the program as a vector, by using gl.uniform2fv. To read up on all of the different gl.uniform** stuff, to send any variable you want, I'd recommend using the table (found on this site, but you need to scroll down about 300px) https://webglfundamentals.org/webgl/lessons/webgl-shaders-and-glsl.html#uniforms */ gl.uniform2f(locationOfResolution, canvas.width, canvas.height); gl.uniform1f(locationOfTime, currentTime); render();
}
function render() { var now = new Date().getTime(); currentTime = (now - startTime) / 10000; // update the current time for animations gl.uniform1f(locationOfTime, currentTime); // update the time uniform in our shader window.requestAnimationFrame(render, canvas); // request the next frame positionLocation = gl.getAttribLocation(program, "a_position"); // do stuff for those vertex's gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 6);
}
window.addEventListener('load', function(event){ init();
});
window.addEventListener('resize', function(event){ // just re-doing some stuff in the init here, to enable resizing. canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, window.innerWidth, window.innerHeight); locationOfResolution = gl.getUniformLocation(program, "u_resolution");
});
Developer | Darryl Huffman |
Username | darrylhuffman |
Uploaded | January 07, 2023 |
Rating | 4.5 |
Size | 4,332 Kb |
Views | 6,072 |
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