portfolio/webgl/test3/index.html
2022-06-21 12:33:35 +02:00

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Voronoi Diagram with GPU</title>
</head>
<body>
<div>
<canvas id="glcanvas" width="512" height="512">
</canvas>
</div>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 aVertexPosition;
varying vec2 uv;
void main() {
gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0, 1.0);
uv = vec2(aVertexPosition.x, aVertexPosition.y);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
#define POINTS_COUNT %POINTS_COUNT%
uniform sampler2D diagPointsTex;
uniform sampler2D diagColorsTex;
varying vec2 uv;
void main() {
int closest = -1;
float closestDistance = 0.0;
for (int i = 0; i < POINTS_COUNT; ++i) {
mediump vec4 _diagPoint = texture2D(diagPointsTex, vec2((float(i)/float(POINTS_COUNT)), 0));
vec2 diagPoint = vec2(_diagPoint.x, _diagPoint.y);
float d = length(
diagPoint - uv
);
if (i == 0 || d < closestDistance) {
closest = i;
closestDistance = d;
}
if (d < 0.008) {
gl_FragColor = vec4(1, 1, 1, 1);
return;
}
}
gl_FragColor = texture2D(diagColorsTex, vec2((float(closest)/float(POINTS_COUNT)), 1));
}
</script>
<script src="test3/app.js">
</script>
</body>
</html>