This repository has been archived by the owner on May 29, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
08d-warp-mask-step.html
188 lines (151 loc) · 5.49 KB
/
08d-warp-mask-step.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>WebGL</title>
</head>
<body>
<canvas id="c"></canvas>
<script>
{
const createShader = (gl, type, source) => {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
};
const createProgram = (gl, vertexShader, fragmentShader) => {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
};
const canvas = document.querySelector('#c');
const gl = canvas.getContext('webgl');
const vertexShader = createShader(gl, gl.VERTEX_SHADER, `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 uv;
varying vec2 vertPos;
void main() {
gl_Position = vec4(a_position, 1, 1);
uv = a_texCoord;
vertPos = gl_Position.xy;
}
`);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, `
precision mediump float;
uniform sampler2D texture;
uniform float u_distortion;
varying vec2 uv;
varying vec2 vertPos;
void main() {
vec2 ndc_pos = vertPos;
vec2 testVec = ndc_pos.xy / max(abs(ndc_pos.x), abs(ndc_pos.y));
float len = max(1.0,length( testVec ));
ndc_pos *= mix(1.0, mix(1.0,len,max(abs(ndc_pos.x), abs(ndc_pos.y))), u_distortion);
vec2 texCoord = vec2(ndc_pos.s, -ndc_pos.t) * 0.5 + 0.5;
vec4 sampleColor = texture2D(texture, texCoord);
float mask = 1.0;
mask *= step(0.0, texCoord.x);
mask *= 1.0 - step(1.0, texCoord.x);
mask *= step(0.0, texCoord.y);
mask *= 1.0 - step(1.0, texCoord.y);
vec4 maskPreview = vec4(mask, mask, mask, 1.0);
gl_FragColor = maskPreview;
}
`);
const program = createProgram(gl, vertexShader, fragmentShader);
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
const positionBuffer = gl.createBuffer();
const texCoordAttributeLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
const distortionLocation = gl.getUniformLocation(program, "u_distortion");
let distortion = 1.0;
const init = async () => {
const imgTexture = await loadImage("images/devine_selectie-087.jpg");
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordAttributeLocation);
gl.vertexAttribPointer(texCoordAttributeLocation, 2, gl.FLOAT, false, 0, 0);
uploadImageToTexture(imgTexture, "texture", 0);
canvas.width = imgTexture.width;
canvas.height = imgTexture.height;
drawScene();
};
const drawScene = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.uniform1f(distortionLocation, distortion);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(drawScene);
};
const loadImage = (src) => {
return new Promise((resolve, reject) => {
const img = new Image();
img.addEventListener("load", () => resolve(img));
img.addEventListener("error", err => reject(err));
img.src = src;
});
};
const map = (value, x1, y1, x2, y2) => (value - x1) * (y2 - x2) / (y1 - x1) + x2;
const uploadImageToTexture = (img, uniformName, textureUnitIndex) => {
const u_imageLoc = gl.getUniformLocation(program, uniformName);
gl.uniform1i(u_imageLoc, textureUnitIndex);
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + textureUnitIndex);
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we can render any size image.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Upload the image into the texture.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
};
init();
}
</script>
</body>
</html>