Files
animated_wallpaper/vendor/clouds2d.js
T

178 lines
6.1 KiB
JavaScript

/* Custom 2D WebGL cloud renderer.
* Much lighter than Vanta's volumetric raymarching while still
* GPU-accelerated. Renders a fullscreen quad and uses a custom
* fragment shader to produce animated cloud-like patterns.
*
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
*/
(function() {
function makeShader(gl, type, src) {
var s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(s));
gl.deleteShader(s);
return null;
}
return s;
}
function makeProgram(gl, vsSrc, fsSrc) {
var vs = makeShader(gl, gl.VERTEX_SHADER, vsSrc);
var fs = makeShader(gl, gl.FRAGMENT_SHADER, fsSrc);
if (!vs || !fs) return null;
var p = gl.createProgram();
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
console.error('Program link error:', gl.getProgramInfoLog(p));
gl.deleteProgram(p);
return null;
}
return p;
}
// Vertex shader: fullscreen triangle covering NDC -1..+1
var VERT_SRC = [
'attribute vec2 aPos;',
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n');
// Fragment shader: animated 2D cloud field colored by time-of-day
var FRAG_SRC = [
'precision highp float;',
'uniform vec2 uResolution;',
'uniform float uTime;',
'uniform vec3 uSky;',
'uniform vec3 uCloud;',
'uniform vec3 uLight;',
'uniform float uSpeed;',
// Simple 2D hash + value-noise
'float hash(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);',
'return fract(p.x * p.y);',
'}',
'float noise(vec2 p) {',
'vec2 i = floor(p);',
'vec2 f = fract(p);',
'float a = hash(i);',
'float b = hash(i + vec2(1.0, 0.0));',
'float c = hash(i + vec2(0.0, 1.0));',
'float d = hash(i + vec2(1.0, 1.0));',
'vec2 u = f * f * (3.0 - 2.0 * f);',
'return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;',
'}',
'float fbm(vec2 p) {',
'float v = 0.0;',
'float a = 0.5;',
'for (int i = 0; i < 5; i++) {',
'v += a * noise(p);',
'p *= 2.02;',
'a *= 0.5;',
'}',
'return v;',
'}',
'void main() {',
'vec2 uv = gl_FragCoord.xy / uResolution.xy;',
'// Cloud field with two scrolling layers (parallax)',
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
'// Cloud mask: dense bottom, sparse top',
'float cloud = smoothstep(0.35, 0.75, n);',
'// Slight horizon darkening for sky distance',
'float horizon = smoothstep(0.0, 0.45, uv.y);',
'// Sky gradient (using y) in vertex direction',
'float sky_t = clamp(uv.y, 0.0, 1.0);',
// Combine: cloud color when dense, sky color otherwise
'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));',
// Lighten near the top of clouds for the sun/light direction
'col = mix(col, uLight, cloud * horizon * 0.5);',
'gl_FragColor = vec4(col, 1.0);',
'}'
].join('\n');
function init(canvas) {
var gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
return null;
}
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return null;
// Fullscreen triangle
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,-1, 3,-1, -1,3 ]),
gl.STATIC_DRAW);
var aPos = gl.getAttribLocation(prog, 'aPos');
var uRes = gl.getUniformLocation(prog, 'uResolution');
var uTime = gl.getUniformLocation(prog, 'uTime');
var uSky = gl.getUniformLocation(prog, 'uSky');
var uCloud = gl.getUniformLocation(prog, 'uCloud');
var uLight = gl.getUniformLocation(prog, 'uLight');
var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
return {
gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uLight: uLight, uSpeed: uSpeed
};
}
function hex(r, g, b) { return [r/255, g/255, b/255]; }
function mixRgb(a, b, t) { return [a[0]+(b[0]-a[0])*t, a[1]+(b[1]-a[1])*t, a[2]+(b[2]-a[2])*t]; }
window.clouds2dRender = function(canvas) {
if (!canvas._clouds2d) {
canvas._clouds2d = init(canvas);
if (!canvas._clouds2d) return;
}
var s = canvas._clouds2d;
var gl = s.gl;
var w = canvas.width, h = canvas.height;
if (gl.canvas.width !== w || gl.canvas.height !== h) {
gl.viewport(0, 0, w, h);
}
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(s.prog);
gl.bindBuffer(gl.ARRAY_BUFFER, s.buf);
gl.enableVertexAttribArray(s.aPos);
gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(s.uRes, w, h);
gl.uniform1f(s.uTime, performance.now() / 1000);
// Pick theme colors similar to the Vanta-based setup
var cfg = window.CONFIG || {};
var t = (cfg.weatherThemes && cfg.currentWeatherTheme && cfg.weatherThemes[cfg.currentWeatherTheme]) ||
cfg.weatherThemes && cfg.weatherThemes[cfg.theme] ||
null;
var sky = [0.39, 0.54, 0.78];
var cloud = [0.43, 0.43, 0.43];
var light = [0.89, 0.87, 0.82];
if (t) {
sky = hex((t.skyColor >> 16) & 255, (t.skyColor >> 8) & 255, t.skyColor & 255);
cloud = hex((t.cloudColor >> 16) & 255, (t.cloudColor >> 8) & 255, t.cloudColor & 255);
light = hex((t.lightColor >> 16) & 255, (t.lightColor >> 8) & 255, t.lightColor & 255);
}
gl.uniform3fv(s.uSky, sky);
gl.uniform3fv(s.uCloud, cloud);
gl.uniform3fv(s.uLight, light);
gl.uniform1f(s.uSpeed, 1.0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
})();