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2026-05-24 19:52:45 -07:00
document.querySelector("div.layout-background").appendChild((() => {
const COLOR_PARTICLE = 0x363636
const COLOR_FOREGROUND = 0x282828
const COLOR_BACKGROUND = 0x000000
const PARTICLE_COUNT = 320
const FRAME_TIME = 1000 / 15
let gl, canvas
let planeProg, particleProg
let planeBuf, planeIdxBuf, planeOrigBuf
let particlePosBuf, particleColorBuf
let planeVerts, planeOrig, planeIdx
let particlePos, particleColor, particleData = []
let lastTime = 0, lastFrame = 0, time = 0
let planeW, planeH, planeSegX, planeSegY
let uTimePlane, uMVPPlane, uFogColorPlane, uFogNearPlane, uFogFarPlane
let uMVPParticle, uFogColorParticle, uFogNearParticle, uFogFarParticle
// --- Math helpers ---
function mat4() { return new Float32Array(16) }
function mat4Identity(m) {
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m
}
function mat4Multiply(out, a, b) {
for (let i = 0; i < 4; i++)
for (let j = 0; j < 4; j++) {
out[j * 4 + i] = 0
for (let k = 0; k < 4; k++) out[j * 4 + i] += a[k * 4 + i] * b[j * 4 + k]
}
return out
}
function mat4Perspective(m, fovY, aspect, near, far) {
const f = 1.0 / Math.tan(fovY / 2)
m[0] = f / aspect; m[1] = 0; m[2] = 0; m[3] = 0
m[4] = 0; m[5] = f; m[6] = 0; m[7] = 0
m[8] = 0; m[9] = 0; m[10] = (far + near) / (near - far); m[11] = -1
m[12] = 0; m[13] = 0; m[14] = (2 * far * near) / (near - far); m[15] = 0
return m
}
function mat4RotateX(m, angle) {
const c = Math.cos(angle), s = Math.sin(angle)
const t = mat4Identity(mat4())
t[5] = c; t[6] = s; t[9] = -s; t[10] = c
return mat4Multiply(mat4(), t, m)
}
function mat4Translate(m, x, y, z) {
const t = mat4Identity(mat4())
t[12] = x; t[13] = y; t[14] = z
return mat4Multiply(mat4(), t, m)
}
function randFloat(lo, hi) { return lo + Math.random() * (hi - lo) }
function randFloatSpread(range) { return randFloat(-range / 2, range / 2) }
function degToRad(d) { return d * Math.PI / 180 }
function intToRGB(i) {
return [
((i >> 16) & 0xFF) / 255,
((i >> 8) & 0xFF) / 255,
((i >> 0) & 0xFF) / 255
]
}
// --- Shader sources ---
const PLANE_VERT = `
attribute vec3 aPosition;
uniform mat4 uMVP;
uniform float uTime;
varying float vDist;
void main() {
float dist = sqrt(aPosition.x*aPosition.x + aPosition.z*aPosition.z);
float wave = sin(dist * 0.5 - uTime);
float cave = -exp(-dist * 0.1) * 3.5;
vec3 pos = vec3(aPosition.x, aPosition.y + wave + cave, aPosition.z);
vDist = length((uMVP * vec4(pos, 1.0)).xyz);
gl_Position = uMVP * vec4(pos, 1.0);
}
`
const PLANE_FRAG = `
precision mediump float;
uniform vec3 uFogColor;
uniform float uFogNear;
uniform float uFogFar;
varying float vDist;
void main() {
float fog = clamp((vDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);
vec3 color = mix(vec3(${intToRGB(COLOR_FOREGROUND).join(',')}), uFogColor, fog);
gl_FragColor = vec4(color, 1.0);
}
`
const PARTICLE_VERT = `
attribute vec3 aPosition;
attribute vec4 aColor;
uniform mat4 uMVP;
varying vec4 vColor;
varying float vDist;
void main() {
vec4 pos = uMVP * vec4(aPosition, 1.0);
vDist = length(pos.xyz);
vColor = aColor;
gl_PointSize = 3.0;
gl_Position = pos;
}
`
const PARTICLE_FRAG = `
precision mediump float;
uniform vec3 uFogColor;
uniform float uFogNear;
uniform float uFogFar;
varying vec4 vColor;
varying float vDist;
void main() {
float fog = clamp((vDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);
float alpha = vColor.a * (1.0 - fog);
gl_FragColor = vec4(mix(vColor.rgb, uFogColor, fog), alpha);
}
`
function compileShader(src, type) {
const s = gl.createShader(type)
gl.shaderSource(s, src)
gl.compileShader(s)
return s
}
function createProgram(vert, frag) {
const p = gl.createProgram()
gl.attachShader(p, compileShader(vert, gl.VERTEX_SHADER))
gl.attachShader(p, compileShader(frag, gl.FRAGMENT_SHADER))
gl.linkProgram(p)
return p
}
function buildPlane(ratio) {
const scale = 24
planeSegX = Math.round(12 * ratio)
planeSegY = 12
planeW = scale * ratio
planeH = scale
const nx = planeSegX + 1, ny = planeSegY + 1
planeVerts = new Float32Array(nx * ny * 3)
planeOrig = new Float32Array(nx * ny * 3)
let vi = 0
for (let iy = 0; iy < ny; iy++) {
for (let ix = 0; ix < nx; ix++) {
const x = (ix / planeSegX - 0.5) * planeW
const z = (iy / planeSegY - 0.5) * planeH
planeVerts[vi] = x
planeVerts[vi + 1] = 0
planeVerts[vi + 2] = z
planeOrig[vi] = x
planeOrig[vi + 1] = 0
planeOrig[vi + 2] = z
vi += 3
}
}
// Wireframe indices — two triangles per quad
const lines = []
for (let iy = 0; iy < ny; iy++) {
for (let ix = 0; ix < nx; ix++) {
const idx = iy * nx + ix
if (ix < planeSegX) { lines.push(idx, idx + 1) }
if (iy < planeSegY) { lines.push(idx, idx + nx) }
if (ix < planeSegX && iy < planeSegY) { lines.push(idx, idx + nx + 1) }
}
}
planeIdx = new Uint16Array(lines)
}
function spawnParticle(i) {
const x = randFloat(-planeW, planeW)
const z = randFloat(-planeH, planeH)
particleData[i] = {
x, y: 0, z,
vx: randFloatSpread(0.05),
vy: randFloat(0.02, 0.05),
vz: randFloatSpread(0.05),
life: randFloat(3.0, 6.0),
maxLife: 0
}
particleData[i].maxLife = particleData[i].life
const p = i * 3
particlePos[p] = x; particlePos[p + 1] = 0; particlePos[p + 2] = z
const c = i * 4
const [r, g, b] = intToRGB(COLOR_PARTICLE)
particleColor[c + 0] = r
particleColor[c + 1] = g
particleColor[c + 2] = b
particleColor[c + 3] = 0
}
function init() {
canvas.width = Math.floor(window.innerWidth * 0.25)
canvas.height = Math.floor(window.innerHeight * 0.25)
canvas.style.width = window.innerWidth + 'px'
canvas.style.height = window.innerHeight + 'px'
canvas.style.imageRendering = 'pixelated'
const ratio = canvas.width / canvas.height
gl.viewport(0, 0, canvas.width, canvas.height)
gl.clearColor(...intToRGB(COLOR_BACKGROUND), 1)
gl.enable(gl.BLEND)
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
buildPlane(ratio)
// Upload plane buffers
gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
gl.bufferData(gl.ARRAY_BUFFER, planeVerts, gl.DYNAMIC_DRAW)
gl.bindBuffer(gl.ARRAY_BUFFER, planeOrigBuf)
gl.bufferData(gl.ARRAY_BUFFER, planeOrig, gl.STATIC_DRAW)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, planeIdxBuf)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, planeIdx, gl.STATIC_DRAW)
// Init particles if first time
if (particleData.length === 0) {
particlePos = new Float32Array(PARTICLE_COUNT * 3)
particleColor = new Float32Array(PARTICLE_COUNT * 4)
for (let i = 0; i < PARTICLE_COUNT; i++) spawnParticle(i)
}
gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
gl.bufferData(gl.ARRAY_BUFFER, particlePos, gl.DYNAMIC_DRAW)
gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
gl.bufferData(gl.ARRAY_BUFFER, particleColor, gl.DYNAMIC_DRAW)
// Build MVP
const proj = mat4Perspective(mat4(), degToRad(70), ratio, 0.1, 100)
let view = mat4Identity(mat4())
view = mat4Translate(view, 0, -7.5, -15)
view = mat4RotateX(view, degToRad(33.75))
const mvp = mat4Multiply(mat4(), proj, view)
gl.useProgram(planeProg)
gl.uniformMatrix4fv(uMVPPlane, false, mvp)
gl.uniform3f(uFogColorPlane, ...intToRGB(COLOR_BACKGROUND))
gl.uniform1f(uFogNearPlane, 2)
gl.uniform1f(uFogFarPlane, 22)
gl.useProgram(particleProg)
gl.uniformMatrix4fv(uMVPParticle, false, mvp)
gl.uniform3f(uFogColorParticle, ...intToRGB(COLOR_BACKGROUND))
gl.uniform1f(uFogNearParticle, 6)
gl.uniform1f(uFogFarParticle, 22)
}
function updatePlane() {
for (let i = 0; i < planeVerts.length; i += 3) {
const x = planeOrig[i], z = planeOrig[i + 2]
const dist = Math.sqrt(x * x + z * z)
planeVerts[i] = x
planeVerts[i + 1] = Math.sin(dist * 0.5 - time) * 0.5 + (-Math.exp(-dist * 0.1) * 3.5)
planeVerts[i + 2] = z
}
gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
gl.bufferSubData(gl.ARRAY_BUFFER, 0, planeVerts)
}
function updateParticles(delta) {
for (let i = 0; i < PARTICLE_COUNT; i++) {
const p = particleData[i]
p.life -= delta
if (p.life <= 0) { spawnParticle(i); continue }
const t = p.life / p.maxLife
p.x += p.vx * delta * 20
p.y += p.vy * delta * 20
p.z += p.vz * delta * 20
const pi = i * 3
particlePos[pi] = p.x; particlePos[pi + 1] = p.y; particlePos[pi + 2] = p.z
particleColor[i * 4 + 3] = Math.min(t * 1.2, 1)
}
gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
gl.bufferSubData(gl.ARRAY_BUFFER, 0, particlePos)
gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
gl.bufferSubData(gl.ARRAY_BUFFER, 0, particleColor)
}
function drawPlane() {
gl.useProgram(planeProg)
gl.uniform1f(uTimePlane, time)
const aPos = gl.getAttribLocation(planeProg, 'aPosition')
gl.bindBuffer(gl.ARRAY_BUFFER, planeBuf)
gl.enableVertexAttribArray(aPos)
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, planeIdxBuf)
gl.drawElements(gl.LINES, planeIdx.length, gl.UNSIGNED_SHORT, 0)
}
function drawParticles() {
gl.useProgram(particleProg)
const aPos = gl.getAttribLocation(particleProg, 'aPosition')
const aCol = gl.getAttribLocation(particleProg, 'aColor')
gl.bindBuffer(gl.ARRAY_BUFFER, particlePosBuf)
gl.enableVertexAttribArray(aPos)
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, particleColorBuf)
gl.enableVertexAttribArray(aCol)
gl.vertexAttribPointer(aCol, 4, gl.FLOAT, false, 0, 0)
gl.drawArrays(gl.POINTS, 0, PARTICLE_COUNT)
}
function animate(now) {
requestAnimationFrame(animate)
if (now - lastFrame < FRAME_TIME) return
const delta = (now - lastTime) * 0.00008 || 0
lastFrame = now; lastTime = now; time += delta
gl.clear(gl.COLOR_BUFFER_BIT)
updatePlane()
updateParticles(delta)
drawPlane()
drawParticles()
}
// --- Bootstrap ---
canvas = document.createElement('canvas')
gl = canvas.getContext('webgl')
planeProg = createProgram(PLANE_VERT, PLANE_FRAG)
particleProg = createProgram(PARTICLE_VERT, PARTICLE_FRAG)
planeBuf = gl.createBuffer()
planeOrigBuf = gl.createBuffer()
planeIdxBuf = gl.createBuffer()
particlePosBuf = gl.createBuffer()
particleColorBuf = gl.createBuffer()
uTimePlane = gl.getUniformLocation(planeProg, 'uTime')
uMVPPlane = gl.getUniformLocation(planeProg, 'uMVP')
uFogColorPlane = gl.getUniformLocation(planeProg, 'uFogColor')
uFogNearPlane = gl.getUniformLocation(planeProg, 'uFogNear')
uFogFarPlane = gl.getUniformLocation(planeProg, 'uFogFar')
uMVPParticle = gl.getUniformLocation(particleProg, 'uMVP')
uFogColorParticle = gl.getUniformLocation(particleProg, 'uFogColor')
uFogNearParticle = gl.getUniformLocation(particleProg, 'uFogNear')
uFogFarParticle = gl.getUniformLocation(particleProg, 'uFogFar')
if (window.outerWidth >= 1024) {
window.addEventListener('resize', init)
init()
animate(0)
} else {
init()
}
return canvas
})())