DISCO - WEBGL CATHEDRAL PROCEDURAL SHADER SOURCE CODE
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Disco Cathedral</title>
<style>
html,body{margin:0;padding:0;overflow:hidden;background:#000;width:100%;height:100%;cursor:crosshair;}
canvas{display:block;width:100vw;height:100vh;}
#hint{
position:fixed;bottom:10px;left:14px;color:rgba(255,255,255,0.45);
font-family:'Courier New',monospace;font-size:12px;letter-spacing:1px;
pointer-events:none;user-select:none;text-shadow:0 0 6px rgba(255,255,255,0.4);
transition:opacity 1.5s ease;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<script>
const canvas = document.getElementById('c');
const gl = canvas.getContext('webgl2', {antialias:false, alpha:false}) ||
canvas.getContext('webgl', {antialias:false, alpha:false});
if(!gl){ document.body.innerHTML = '<p style="color:#fff;font-family:sans-serif;padding:2em">WebGL not available.</p>'; }
const isWebGL2 = !!gl.DRAW_FRAMEBUFFER || gl instanceof WebGL2RenderingContext;
const vertSrc = `
attribute vec2 aPos;
void main(){ gl_Position = vec4(aPos,0.0,1.0); }
`;
const fragSrc = `
precision highp float;
uniform vec2 uRes;
uniform float uTime;
uniform vec2 uMouse;
uniform float uMouseActive;
uniform float uPulses[8];
uniform vec2 uPulsePos[8];
#define PI 3.14159265359
#define TAU 6.28318530718
float hash21(vec2 p){
p = fract(p*vec2(123.34, 456.21));
p += dot(p, p+45.32);
return fract(p.x*p.y);
}
float vnoise(vec2 p){
vec2 i = floor(p), f = fract(p);
float a = hash21(i);
float b = hash21(i+vec2(1.0,0.0));
float c = hash21(i+vec2(0.0,1.0));
float d = hash21(i+vec2(1.0,1.0));
vec2 u = f*f*(3.0-2.0*f);
return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
}
float fbm(vec2 p){
float v=0.0, amp=0.5;
for(int i=0;i<5;i++){
v += amp*vnoise(p);
p = p*2.03 + vec2(17.1,9.7);
amp *= 0.55;
}
return v;
}
mat2 rot(float a){ float s=sin(a), c=cos(a); return mat2(c,-s,s,c); }
vec2 kaleido(vec2 p, float n, float twist){
float a = atan(p.y, p.x) + twist;
float r = length(p);
float seg = TAU / n;
a = mod(a, seg);
a = abs(a - seg*0.5);
return vec2(cos(a), sin(a)) * r;
}
float fractalField(vec2 p, float t, out float structure){
structure = 0.0;
float scale = 1.0;
float accum = 0.0;
vec2 q = p;
for(int i=0;i<7;i++){
q = abs(q) - 0.65 - 0.05*sin(t*0.07 + float(i));
q = rot(0.35 + 0.12*sin(t*0.05 + float(i)*1.3)) * q;
float r = length(q)+1e-4;
q *= (1.0 + 0.18*sin(r*3.0 - t*0.3)) ;
scale *= 1.55;
q *= 1.55;
accum += exp(-r*1.6) / scale;
structure += accum;
}
return accum;
}
float quasicrystal(vec2 p, float t){
float sum = 0.0;
const int N = 6;
for(int i=0;i<N;i++){
float ang = float(i) * PI / float(N) + t*0.015;
vec2 dir = vec2(cos(ang), sin(ang));
sum += cos(dot(p, dir)*6.0 + t*0.25 + float(i));
}
return sum / float(N);
}
float cellField(vec2 p, float t, out vec2 cellId){
vec2 g = p*1.6;
vec2 i = floor(g);
float minD = 10.0;
vec2 best = vec2(0.0);
for(int y=-1;y<=1;y++){
for(int x=-1;x<=1;x++){
vec2 o = vec2(float(x), float(y));
vec2 cellP = i+o;
vec2 jitter = vec2(hash21(cellP), hash21(cellP+17.0)) - 0.5;
jitter *= 0.9 + 0.3*sin(t*0.2 + hash21(cellP)*TAU);
vec2 pos = cellP + 0.5 + jitter;
float d = length(g - pos);
if(d < minD){ minD = d; best = cellP; }
}
}
cellId = best;
return minD;
}
vec3 hsv2rgb(vec3 c){
vec3 p = abs(fract(c.xxx + vec3(0.0,1.0/3.0,2.0/3.0))*6.0-3.0);
vec3 rgb = clamp(p-1.0, 0.0, 1.0);
return c.z * mix(vec3(1.0), rgb, c.y);
}
void main(){
vec2 uv = (gl_FragCoord.xy - 0.5*uRes) / min(uRes.x,uRes.y);
float t = uTime;
float breathe = 0.5 + 0.5*sin(t*0.08) * 0.5 + 0.5*sin(t*0.0137 + 1.7);
vec2 m = uMouse;
vec2 toM = uv - m*0.6;
float mDist = length(toM);
float mPull = uMouseActive * 0.18 / (1.0 + mDist*mDist*6.0);
uv -= normalize(toM+1e-5) * mPull;
float beat = pow(0.5+0.5*sin(t*1.4), 6.0);
float beatSlow = pow(0.5+0.5*sin(t*0.31+2.0), 3.0);
float pulseEnergy = beat*0.6 + beatSlow*0.4;
float clickRipple = 0.0;
for(int i=0;i<8;i++){
float age = t - uPulses[i];
if(uPulses[i] > -0.5 && age > 0.0 && age < 4.0){
vec2 pp = uPulsePos[i];
float d = length(uv - pp);
float wave = sin(d*22.0 - age*9.0) * exp(-age*1.0) * exp(-d*2.2);
clickRipple += wave * (1.0 - age/4.0);
}
}
float zoomPulse = 1.0 + 0.12*pulseEnergy + 0.08*clickRipple;
vec2 p = uv * (1.6 / zoomPulse);
float twist = t*0.05 + 0.3*sin(t*0.021);
p = rot(twist) * p;
float wedges = 9.0 + 3.0*sin(t*0.013);
vec2 kp = kaleido(p, wedges, 0.15*sin(t*0.04));
float r = length(kp)+0.0001;
float ang = atan(kp.y,kp.x);
float lr = log(r+0.3);
vec2 hp = vec2(lr, ang) * vec2(1.4, 1.0);
hp += 0.15*vec2(sin(t*0.09), cos(t*0.07));
float structure;
float frac = fractalField(kp*1.3 + 0.05*sin(t*0.03), t, structure);
float q = quasicrystal(kp*2.2 + hp*0.3, t);
vec2 cellId;
float cell = cellField(kp*1.1 + 0.1*q, t, cellId);
float cellEdge = smoothstep(0.0, 0.06, 0.5 - cell*0.5);
float n = fbm(kp*2.0 + frac*1.5 + t*0.015);
float n2 = fbm(kp*4.0 - n*2.0 - t*0.01);
float field = frac*1.4 + q*0.25 + n*0.6 - n2*0.3 + cellEdge*0.8;
field += clickRipple*0.8 + pulseEnergy*0.25;
float edge = abs(fract(field*3.0)-0.5)*2.0;
edge = 1.0 - smoothstep(0.0, 0.08, edge);
float depth = clamp(structure*0.6 + n*0.3, 0.0, 1.4);
float hue = fract(t*0.04 + field*0.18 + cellId.x*0.06 + cellId.y*0.04
+ 0.12*pulseEnergy + 0.2*clickRipple);
float sat = clamp(0.65 + 0.3*sin(t*0.5+field*2.0) + 0.25*pulseEnergy, 0.0, 1.0);
float val = clamp(0.12 + depth*0.35 + edge*0.45 + pulseEnergy*0.25 + clickRipple*0.35, 0.0, 0.85);
vec3 col = hsv2rgb(vec3(hue, sat, val));
vec3 spectral = hsv2rgb(vec3(fract(hue+0.5), 1.0, edge));
col += spectral * edge * 0.20 * (0.5+0.5*pulseEnergy);
float bloomCore = smoothstep(0.9, 1.4, val);
col += vec3(0.8, 0.7, 0.8) * bloomCore * 0.25;
col *= mix(0.25, 0.90, smoothstep(-0.4, 0.6, field));
vec2 pixUv = gl_FragCoord.xy;
float pixSize = mix(3.0, 6.0, 0.5+0.5*sin(t*0.2));
vec2 snapped = floor(pixUv/pixSize)*pixSize;
col = mix(col, col, 0.0);
float vig = smoothstep(1.3, 0.2, length(uv));
col *= vig;
col = col / (1.0+col*0.85);
col = pow(col, vec3(1.02));
gl_FragColor = vec4(col, 1.0);
}
`;
function compile(type, src){
const sh = gl.createShader(type);
gl.shaderSource(sh, src);
gl.compileShader(sh);
if(!gl.getShaderParameter(sh, gl.COMPILE_STATUS)){
console.error(gl.getShaderInfoLog(sh));
}
return sh;
}
const prog = gl.createProgram();
gl.attachShader(prog, compile(gl.VERTEX_SHADER, vertSrc));
gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, fragSrc));
gl.linkProgram(prog);
if(!gl.getProgramParameter(prog, gl.LINK_STATUS)){
console.error(gl.getProgramInfoLog(prog));
}
gl.useProgram(prog);
const quad = new Float32Array([-1,-1, 1,-1, -1,1, 1,1]);
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
const aPos = gl.getAttribLocation(prog, 'aPos');
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
const uRes = gl.getUniformLocation(prog, 'uRes');
const uTime = gl.getUniformLocation(prog, 'uTime');
const uMouse = gl.getUniformLocation(prog, 'uMouse');
const uMouseActive = gl.getUniformLocation(prog, 'uMouseActive');
const uPulses = gl.getUniformLocation(prog, 'uPulses');
const uPulsePos = gl.getUniformLocation(prog, 'uPulsePos');
let mouseX=0, mouseY=0, mouseActive=0.0;
let pulses = new Array(8).fill(-10.0);
let pulsePos = new Array(16).fill(0.0);
let pulseIdx = 0;
let startTime = performance.now();
function resize(){
const dpr = Math.min(window.devicePixelRatio||1, 2);
canvas.width = Math.floor(window.innerWidth*dpr);
canvas.height = Math.floor(window.innerHeight*dpr);
gl.viewport(0,0,canvas.width,canvas.height);
}
window.addEventListener('resize', resize);
resize();
function toNDC(clientX, clientY){
const x = (clientX/window.innerWidth)*2-1;
const y = -((clientY/window.innerHeight)*2-1);
return [x,y];
}
window.addEventListener('pointermove', e=>{
const [x,y] = toNDC(e.clientX, e.clientY);
mouseX = x; mouseY = y;
mouseActive = 1.0;
});
window.addEventListener('pointerdown', e=>{
const [x,y] = toNDC(e.clientX, e.clientY);
const now = (performance.now()-startTime)/1000.0;
pulses[pulseIdx] = now;
pulsePos[pulseIdx*2] = x;
pulsePos[pulseIdx*2+1] = y;
pulseIdx = (pulseIdx+1)%8;
const hintEl = document.getElementById('hint');
if (hintEl) hintEl.style.opacity = '0';
});
window.addEventListener('pointerleave', ()=>{ mouseActive = 0.0; });
function render(){
const t = (performance.now()-startTime)/1000.0;
gl.uniform2f(uRes, canvas.width, canvas.height);
gl.uniform1f(uTime, t);
gl.uniform2f(uMouse, mouseX, mouseY);
gl.uniform1f(uMouseActive, mouseActive);
gl.uniform1fv(uPulses, new Float32Array(pulses));
gl.uniform2fv(uPulsePos, new Float32Array(pulsePos));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(render);
}
render();
setTimeout(()=>{ const hintEl = document.getElementById('hint'); if (hintEl) hintEl.style.opacity = '0'; }, 6000);
</script>
</body>
</html>