const retinaFy = function retinaFy (canvas) {
const height = document.body.clientHeight;
const width = document.body.clientWidth;
canvas.width = width * window.devicePixelRatio;
canvas.height = height * window.devicePixelRatio;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
const canvas = document.querySelector('#canvas');
window.addEventListener('resize', () => {
const gl = canvas.getContext('webgl');
let lastUpdate = new Date().getTime();
const uniformPreset = 'u_';
const compileShader = function compileShader(type, shaderString, gl) {
const shader = gl.createShader(type);
gl.shaderSource(shader, shaderString);
gl.compileShader(shader);
const createProgram = function createProgram (gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
uniforms.map((uniform) => (
uniforms[uniform] = gl.getUniformLocation(program, `${uniformPreset}${uniform}`)
attribute vec4 a_position;
gl_Position = vec4(a_position);
uniform vec2 u_resolution;
return x - floor(x * (1.0 / 289.0)) * 289.0;
return x - floor(x * (1.0 / 289.0)) * 289.0;
return mod289(((x*34.0)+1.0)*x);
vec4 taylorInvSqrt(vec4 r)
return 1.79284291400159 - 0.85373472095314 * r;
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ );
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
float perlin3( vec3 coord ) {
n = 140.0 * abs( snoise( coord ));
vec2 uv = gl_FragCoord.xy / vec2(ab, ab);
vec3 coord = vec3(uv.xy, u_time / 2.0);
float n = perlin3(coord);
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(st.x * n, st.y * n, 0.9);
const vertexShader = compileShader(gl.VERTEX_SHADER, vertex, gl);
const fragmentShader = compileShader(gl.FRAGMENT_SHADER, fragment, gl);
const program = createProgram(gl, vertexShader, fragmentShader);
const bufferArray = new Float32Array(array);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, bufferArray, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, 'a_position');
const dimensionCount = 2;
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, dimensionCount, gl.FLOAT, false, 0, 0);
const draw = function draw() {
gl.uniform2f(uniforms.resolution, canvas.width, canvas.height);
const currentTime = new Date().getTime();
const timeSinceLastUpdate = currentTime - lastUpdate;
lastUpdate = currentTime;
timer += (timeSinceLastUpdate ? timeSinceLastUpdate / 1000 : 0.05);
gl.uniform1fv(uniforms.time, [timer]);
gl.drawArrays(gl.TRIANGLES, 0, array.length / dimensionCount);
window.requestAnimationFrame(draw);