71 lines
No EOL
2.3 KiB
HTML
71 lines
No EOL
2.3 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1,minimum-scale=1">
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<title>Nilgrinder: Nothing to Everything</title>
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<script id="vertex-shader-2d" type="notjs">
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// an attribute will receive data from a buffer
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attribute vec4 a_position;
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varying vec4 b_position;
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uniform mat4 mat_thing;
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uniform mat4 mvp_thing;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = mat_thing * mvp_thing * a_position ;
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b_position = a_position;
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}
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</script>
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<script id="fragment-shader-2d" type="notjs">
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// fragment shaders don't have a default precision so we need
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// to pick one. mediump is a good default
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precision mediump float;
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varying vec4 b_position;
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uniform float size_thing;
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uniform float dist_thing;
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uniform bool is_fg;
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void main() {
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// gl_FragColor is a special variable a fragment shader
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// is responsible for setting
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if (is_fg) {
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gl_FragColor = vec4(b_position.xyz,1.0) * 0.5 + vec4(1.0,1.0,1.0,1.0) * 0.5;
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return;
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}
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float dist = (log(distance(b_position.xy,vec2(0.0))) - size_thing) / log(2.0) * 0.1;
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dist = mod(dist,0.1);
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dist = abs(dist - 0.05) + 0.05;
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gl_FragColor = vec4((mod(dist,0.1) - 0.1 + 0.1 * dist_thing) * 50.0 * vec3(1,1,1),1);
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}
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</script>
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<script src="/js/num.js"></script>
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<script src="/js/cube.js"></script>
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<script src="/js/mat.js"></script>
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<script src="/js/twgl.min.js"></script>
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<script src="/js/idle.js" defer></script>
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<script src="/js/index.js" defer></script>
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<script src="/js/upgrade.js" defer></script>
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<link rel="stylesheet" href="main.css">
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</head>
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<body>
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<canvas id="c" width="640" height="480"></canvas>
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<div class='hud'>
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<b>Nilgrinder: Nothing to Everything</b>
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<div class='item'><a href='https://dervland.net/'>More Games</a></div>
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<div class='item'><a href='https://discord.gg/Wkr7PVk3cF'>Chat</a></div>
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<div class='main-hud'>hud</div>
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</div>
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</body>
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</html> |