529 lines
15 KiB
JavaScript
529 lines
15 KiB
JavaScript
const pauseBtn = document.getElementById("pause-btn");
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const resetBtn = document.getElementById("reset-btn");
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const statsEl = document.getElementById("stats");
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const globalFpsEl = document.getElementById("global-fps");
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const shaderCountEl = document.getElementById("shader-count");
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const gridEl = document.getElementById("preview-grid");
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const detailViewEl = document.getElementById("detail-view");
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const detailTitleEl = document.getElementById("detail-title");
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const detailFpsEl = document.getElementById("detail-fps");
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const detailCanvas = document.getElementById("detail-canvas");
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const backBtn = document.getElementById("back-btn");
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const vertexShaderSource = `#version 300 es
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precision highp float;
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layout(location = 0) in vec2 aPosition;
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void main() {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}`;
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const presetShaders = [
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{
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name: "Alien Core (Ported)",
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code: `vec3 paletteAC(float d) {
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return mix(vec3(0.2, 0.7, 0.9), vec3(1.0, 0.0, 1.0), d);
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}
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vec2 rotateAC(vec2 p, float a) {
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float c = cos(a);
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float s = sin(a);
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return mat2(c, -s, s, c) * p;
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}
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float mapAC(vec3 p) {
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for (int i = 0; i < 8; i++) {
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float t = iTime * 0.2;
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p.xz = rotateAC(p.xz, t);
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p.xy = rotateAC(p.xy, t * 1.89);
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p.xz = abs(p.xz) - 0.5;
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}
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return dot(sign(p), p) / 5.0;
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}
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vec4 raymarchAC(vec3 ro, vec3 rd) {
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float t = 0.0;
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vec3 col = vec3(0.0);
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float d = 0.0;
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for (int i = 0; i < 64; i++) {
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vec3 p = ro + rd * t;
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d = mapAC(p) * 0.5;
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if (d < 0.02 || d > 100.0) break;
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col += paletteAC(length(p) * 0.1) / (400.0 * d);
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t += d;
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}
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float alpha = 1.0 / (max(d, 0.0001) * 100.0);
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return vec4(col, alpha);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.x;
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vec3 ro = vec3(0.0, 0.0, -50.0);
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ro.xz = rotateAC(ro.xz, iTime);
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vec3 cf = normalize(-ro);
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vec3 cs = normalize(cross(cf, vec3(0.0, 1.0, 0.0)));
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vec3 cu = normalize(cross(cf, cs));
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vec3 uuv = ro + cf * 3.0 + uv.x * cs + uv.y * cu;
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vec3 rd = normalize(uuv - ro);
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fragColor = raymarchAC(ro, rd);
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}`,
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},
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{
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name: "Neon Flow",
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code: `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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float t = iTime * 0.7;
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float n = sin(uv.x * 7.0 + t) + cos(uv.y * 11.0 - t * 1.2);
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float glow = 0.015 / (abs(uv.y + 0.2 * sin(uv.x * 5.0 + t)) + 0.005);
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vec3 col = vec3(0.02, 0.05, 0.12) + vec3(0.1, 0.5, 0.9) * (0.5 + 0.5 * n);
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col += vec3(0.9, 0.2, 1.0) * glow;
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fragColor = vec4(col, 1.0);
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}`,
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},
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{
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name: "Plasma Warp",
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code: `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution.xy;
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float t = iTime * 0.9;
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float p = sin((uv.x + t) * 10.0) + sin((uv.y - t) * 12.0);
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p += sin((uv.x + uv.y + t * 0.7) * 18.0);
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vec3 col = 0.5 + 0.5 * cos(vec3(0.2, 1.3, 2.4) + p + t);
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fragColor = vec4(col, 1.0);
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}`,
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},
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{
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name: "Tunnel Pulse",
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code: `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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float t = iTime;
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float a = atan(uv.y, uv.x);
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float r = length(uv);
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float rings = sin(18.0 * r - t * 6.0);
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float rays = sin(a * 12.0 + t * 3.0);
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vec3 col = vec3(0.05, 0.03, 0.08);
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col += vec3(0.2, 0.7, 1.0) * smoothstep(0.98, 1.0, rings);
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col += vec3(1.0, 0.3, 0.6) * smoothstep(0.95, 1.0, rays) * (1.0 - r);
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fragColor = vec4(col, 1.0);
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}`,
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},
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{
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name: "Grid Energy",
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code: `float hash21(vec2 p) {
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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vec2 p = uv * 5.0;
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vec2 gv = fract(p) - 0.5;
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vec2 id = floor(p);
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float rnd = hash21(id);
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float line = min(abs(gv.x), abs(gv.y));
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float spark = 0.01 / (line + 0.004);
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spark *= 0.5 + 0.5 * sin(iTime * 4.0 + rnd * 20.0);
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vec3 col = vec3(0.03, 0.05, 0.08) + spark * vec3(0.3, 1.0, 0.9);
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fragColor = vec4(col, 1.0);
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}`,
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},
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{
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name: "Smoke Bands",
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code: `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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float t = iTime * 0.35;
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float w = sin(uv.x * 8.0 + t) + sin(uv.x * 14.0 - t * 1.4);
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float m = smoothstep(0.2, -0.3, abs(uv.y + 0.2 * w));
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vec3 col = mix(vec3(0.02, 0.02, 0.03), vec3(0.4, 0.5, 0.9), m);
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fragColor = vec4(col, 1.0);
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}`,
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},
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];
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function buildFragmentShader(userCode) {
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return `#version 300 es
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precision highp float;
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out vec4 outColor;
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTimeDelta;
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uniform int iFrame;
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uniform vec4 iMouse;
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${userCode}
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void main() {
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mainImage(outColor, gl_FragCoord.xy);
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}`;
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}
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function createQuad(gl) {
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const quad = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);
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const vao = gl.createVertexArray();
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const vbo = gl.createBuffer();
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gl.bindVertexArray(vao);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.bindVertexArray(null);
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return { vao, vbo };
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}
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function compileProgram(gl, fragmentShaderSource) {
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function compile(type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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const info = gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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throw new Error(info || "unknown compile error");
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}
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return shader;
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}
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const vs = compile(gl.VERTEX_SHADER, vertexShaderSource);
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const fs = compile(gl.FRAGMENT_SHADER, fragmentShaderSource);
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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gl.deleteShader(vs);
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gl.deleteShader(fs);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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const info = gl.getProgramInfoLog(program);
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gl.deleteProgram(program);
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throw new Error(info || "unknown link error");
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}
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return program;
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}
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const previews = [];
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let paused = false;
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let elapsed = 0;
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let frame = 0;
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let lastTs = performance.now();
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let fpsCounter = 0;
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let fps = 0;
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let lastSec = 0;
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let detailFpsCounter = 0;
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let detailFps = 0;
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let detailLastSec = 0;
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let detailRuntime = null;
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function createPreviewCard(name, code) {
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const views = Math.floor(3000 + Math.random() * 22000);
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const likes = Math.floor(40 + Math.random() * 700);
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const author = ["glkt", "aciekick", "iq", "shane", "bers", "felixfaire"][
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Math.floor(Math.random() * 6)
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];
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const card = document.createElement("article");
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card.className = "card";
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card.innerHTML = `
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<div class="card-head">
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<strong>${name}</strong>
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<div style="display:flex; gap:6px;">
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<button type="button" class="pause-local-btn">暂停</button>
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<button type="button" class="remove-btn">删除</button>
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</div>
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</div>
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<canvas></canvas>
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<div class="card-meta">
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<span>by ${author}</span>
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<span>views ${views} | likes ${likes}</span>
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</div>
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<div class="card-head error"></div>
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`;
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const canvas = card.querySelector("canvas");
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const errorEl = card.querySelector(".error");
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const pauseLocalBtn = card.querySelector(".pause-local-btn");
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const removeBtn = card.querySelector(".remove-btn");
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const gl = canvas.getContext("webgl2", { antialias: false, alpha: false });
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if (!gl) {
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errorEl.textContent = "当前浏览器不支持 WebGL2";
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return;
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}
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const fragment = buildFragmentShader(code);
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let program;
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try {
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program = compileProgram(gl, fragment);
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} catch (err) {
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errorEl.textContent = `编译失败:\n${String(err.message || err)}`;
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return;
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}
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const { vao } = createQuad(gl);
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const uniforms = {
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iResolution: gl.getUniformLocation(program, "iResolution"),
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iTime: gl.getUniformLocation(program, "iTime"),
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iTimeDelta: gl.getUniformLocation(program, "iTimeDelta"),
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iFrame: gl.getUniformLocation(program, "iFrame"),
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iMouse: gl.getUniformLocation(program, "iMouse"),
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};
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const state = {
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name,
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code,
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card,
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canvas,
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gl,
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program,
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vao,
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uniforms,
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mouse: { x: 0, y: 0, downX: 0, downY: 0, down: false },
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isPlaying: true,
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localTime: 0,
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localFrame: 0,
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lastTick: performance.now(),
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removed: false,
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};
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function resizeCanvas() {
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const rect = canvas.getBoundingClientRect();
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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const w = Math.max(1, Math.floor(rect.width * dpr));
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const h = Math.max(1, Math.floor(rect.height * dpr));
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if (canvas.width !== w || canvas.height !== h) {
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canvas.width = w;
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canvas.height = h;
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gl.viewport(0, 0, w, h);
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}
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}
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resizeCanvas();
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canvas.addEventListener("mousemove", (event) => {
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const rect = canvas.getBoundingClientRect();
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state.mouse.x = ((event.clientX - rect.left) / rect.width) * canvas.width;
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state.mouse.y = ((rect.bottom - event.clientY) / rect.height) * canvas.height;
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});
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canvas.addEventListener("mousedown", () => {
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state.mouse.down = true;
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state.mouse.downX = state.mouse.x;
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state.mouse.downY = state.mouse.y;
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});
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window.addEventListener("mouseup", () => {
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state.mouse.down = false;
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});
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removeBtn.addEventListener("click", () => {
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state.removed = true;
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card.remove();
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const idx = previews.indexOf(state);
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if (idx >= 0) previews.splice(idx, 1);
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syncStats();
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});
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pauseLocalBtn.addEventListener("click", () => {
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state.isPlaying = !state.isPlaying;
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state.lastTick = performance.now();
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pauseLocalBtn.textContent = state.isPlaying ? "暂停" : "继续";
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});
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canvas.addEventListener("click", () => {
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openDetail(state);
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});
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gridEl.appendChild(card);
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previews.push(state);
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syncStats();
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}
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function closeDetail() {
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detailViewEl.classList.remove("active");
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detailViewEl.setAttribute("aria-hidden", "true");
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if (!detailRuntime) return;
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const { gl, program, vao, vbo } = detailRuntime;
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gl.deleteProgram(program);
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gl.deleteVertexArray(vao);
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gl.deleteBuffer(vbo);
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detailRuntime = null;
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}
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function openDetail(previewState) {
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closeDetail();
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const gl = detailCanvas.getContext("webgl2", { antialias: false, alpha: false });
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if (!gl) {
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statsEl.textContent = "无法打开详情:当前浏览器不支持 WebGL2。";
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return;
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}
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let program;
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try {
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program = compileProgram(gl, buildFragmentShader(previewState.code));
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} catch (err) {
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statsEl.textContent = `详情编译失败: ${String(err.message || err)}`;
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return;
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}
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const { vao, vbo } = createQuad(gl);
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const uniforms = {
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iResolution: gl.getUniformLocation(program, "iResolution"),
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iTime: gl.getUniformLocation(program, "iTime"),
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iTimeDelta: gl.getUniformLocation(program, "iTimeDelta"),
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iFrame: gl.getUniformLocation(program, "iFrame"),
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iMouse: gl.getUniformLocation(program, "iMouse"),
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};
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detailRuntime = {
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gl,
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program,
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vao,
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vbo,
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uniforms,
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mouse: { x: 0, y: 0, downX: 0, downY: 0, down: false },
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};
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detailTitleEl.textContent = previewState.name;
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detailViewEl.classList.add("active");
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detailViewEl.setAttribute("aria-hidden", "false");
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}
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function renderAll(ts) {
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const dt = Math.min((ts - lastTs) / 1000, 0.05);
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lastTs = ts;
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if (!paused) {
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elapsed += dt;
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frame += 1;
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}
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if (Math.floor(elapsed) !== lastSec) {
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lastSec = Math.floor(elapsed);
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fps = fpsCounter;
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fpsCounter = 0;
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globalFpsEl.textContent = `FPS: ${fps}`;
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} else {
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fpsCounter += 1;
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}
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for (const preview of previews) {
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if (preview.removed) continue;
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const { gl, canvas, program, vao, uniforms, mouse } = preview;
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const now = performance.now();
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const localDt = Math.min((now - preview.lastTick) / 1000, 0.05);
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preview.lastTick = now;
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if (preview.isPlaying && !paused) {
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preview.localTime += localDt;
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preview.localFrame += 1;
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}
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const rect = canvas.getBoundingClientRect();
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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const w = Math.max(1, Math.floor(rect.width * dpr));
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const h = Math.max(1, Math.floor(rect.height * dpr));
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if (canvas.width !== w || canvas.height !== h) {
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canvas.width = w;
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canvas.height = h;
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gl.viewport(0, 0, w, h);
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}
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gl.useProgram(program);
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gl.uniform3f(uniforms.iResolution, canvas.width, canvas.height, 1);
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gl.uniform1f(uniforms.iTime, preview.localTime);
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gl.uniform1f(uniforms.iTimeDelta, preview.isPlaying && !paused ? localDt : 0);
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gl.uniform1i(uniforms.iFrame, preview.localFrame);
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gl.uniform4f(
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uniforms.iMouse,
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mouse.x,
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mouse.y,
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mouse.down ? mouse.downX : -mouse.downX,
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mouse.down ? mouse.downY : -mouse.downY
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);
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gl.bindVertexArray(vao);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindVertexArray(null);
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}
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if (detailRuntime) {
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const { gl, program, vao, uniforms, mouse } = detailRuntime;
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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const w = Math.max(1, Math.floor(detailCanvas.clientWidth * dpr));
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const h = Math.max(1, Math.floor(detailCanvas.clientHeight * dpr));
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if (detailCanvas.width !== w || detailCanvas.height !== h) {
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detailCanvas.width = w;
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detailCanvas.height = h;
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gl.viewport(0, 0, w, h);
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}
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gl.useProgram(program);
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gl.uniform3f(uniforms.iResolution, detailCanvas.width, detailCanvas.height, 1);
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gl.uniform1f(uniforms.iTime, elapsed);
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gl.uniform1f(uniforms.iTimeDelta, dt);
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gl.uniform1i(uniforms.iFrame, frame);
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gl.uniform4f(
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uniforms.iMouse,
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mouse.x,
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mouse.y,
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mouse.down ? mouse.downX : -mouse.downX,
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mouse.down ? mouse.downY : -mouse.downY
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);
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gl.bindVertexArray(vao);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.bindVertexArray(null);
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if (Math.floor(elapsed) !== detailLastSec) {
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detailLastSec = Math.floor(elapsed);
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detailFps = detailFpsCounter;
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detailFpsCounter = 0;
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detailFpsEl.textContent = `FPS: ${detailFps}`;
|
|
} else {
|
|
detailFpsCounter += 1;
|
|
}
|
|
}
|
|
|
|
requestAnimationFrame(renderAll);
|
|
}
|
|
|
|
function syncStats() {
|
|
statsEl.textContent = `预览数量: ${previews.length} | 全局时间: ${elapsed.toFixed(2)}s | 状态: ${
|
|
paused ? "已暂停" : "运行中"
|
|
}`;
|
|
if (shaderCountEl) {
|
|
shaderCountEl.textContent = `${previews.length} shaders`;
|
|
}
|
|
}
|
|
|
|
pauseBtn.addEventListener("click", () => {
|
|
paused = !paused;
|
|
pauseBtn.textContent = paused ? "全局继续" : "全局暂停";
|
|
syncStats();
|
|
});
|
|
resetBtn.addEventListener("click", () => {
|
|
elapsed = 0;
|
|
frame = 0;
|
|
fpsCounter = 0;
|
|
lastSec = 0;
|
|
detailLastSec = 0;
|
|
detailFpsCounter = 0;
|
|
syncStats();
|
|
});
|
|
|
|
backBtn.addEventListener("click", closeDetail);
|
|
|
|
detailCanvas.addEventListener("mousemove", (event) => {
|
|
if (!detailRuntime) return;
|
|
const rect = detailCanvas.getBoundingClientRect();
|
|
detailRuntime.mouse.x = ((event.clientX - rect.left) / rect.width) * detailCanvas.width;
|
|
detailRuntime.mouse.y = ((rect.bottom - event.clientY) / rect.height) * detailCanvas.height;
|
|
});
|
|
|
|
detailCanvas.addEventListener("mousedown", () => {
|
|
if (!detailRuntime) return;
|
|
detailRuntime.mouse.down = true;
|
|
detailRuntime.mouse.downX = detailRuntime.mouse.x;
|
|
detailRuntime.mouse.downY = detailRuntime.mouse.y;
|
|
});
|
|
|
|
window.addEventListener("mouseup", () => {
|
|
if (!detailRuntime) return;
|
|
detailRuntime.mouse.down = false;
|
|
});
|
|
|
|
for (const preset of presetShaders) {
|
|
createPreviewCard(preset.name, preset.code);
|
|
}
|
|
syncStats();
|
|
requestAnimationFrame(renderAll);
|