• 01 - Critter Models 02
  • 02 - VantaJS Shaders
  • 03 - App Bundle 02
  • 04 - Cathedrals
  • 05 - App Bundle 01
  • 06 - Retroscopic
  • 07 - Games
  • 08 - Voronoi
  • 09 - Terrain
  • 10 - Critter Models 01
  • 11 - Chromatophores
  • 12 - Conformal Maps
  • 13 - Echo Logix
  • 14 - Music
  • 15 - Colour Theory
MIKE'S NOTEBOOK
Notes
Number:
Project:
01Critter Models 02
└ Locust└ Butterfly└ Cockroach└ Spider└ Scorpion└ Dragon└ Brazilian Treehopper└ Tardigrade└ Diatoms└ Bumblebee└ Wasp└ Hammerhead Worm└ Giraffe Weevil└ Trilobite Beetle
02VantaJS Shaders
└ Clouds└ Waves└ Cells└ Rings└ Halo└ Globe└ Net└ Dots└ Birds└ Trunk└ Topology└ About VantaJS
03App Bundle 02
└ Gutindex└ Insect Builder└ OpenLayers
04Cathedrals
└ Lattice└ Lost└ Lucent└ Lumen└ Glass└ Disco└ Hyperion└ Latent
05App Bundle 01
└ Robohash└ PrismJS└ Horoscope└ Binary Jazz└ Morse Code└ URL Extractor└ Entity Escaper└ Phonetic Alphabet└ Toki Pona└ Semaphore└ Cut Up Machine└ Text Mixer└ Currency Freaks└ Host IO└ CrUX API└ Logo Dev└ Web Speech API└ GEO DB
06Retroscopic
└ Galaxy└ Ocean└ Slime└ 24-Cell└ Unicorn└ Polyp└ Oneiric 1└ Oneiric 2└ Node└ Torus Knot└ GLSL Grid└ Liquid Crystal└ Silky└ Butterfly└ Ocean 2└ Icosahedron└ Luma└ Swarm└ Broken Solid└ Hypersphere└ Constraints└ Psycho Killer
01 / 03

SLIME - RETROSCOPIC CRT SHADER SOURCE CODE

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Slime Shader</title>
<style>
  html, body { margin: 0; padding: 0; overflow: hidden; background: #000; height: 100%; }
  canvas { display: block; width: 100vw; height: 100vh; }
</style>
</head>
<body>
<canvas id="glcanvas"></canvas>
<script>
const canvas = document.getElementById('glcanvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

if (!gl) {
  document.body.innerHTML = '<p style="color:white;font-family:sans-serif;padding:20px">WebGL is not supported in this browser.</p>';
}

const vertexSrc = `
  attribute vec2 position;
  void main() {
    gl_Position = vec4(position, 0.0, 1.0);
  }
`;

const fragmentSrc = `
  precision highp float;

  uniform float time;
  uniform vec2 resolution;

  vec3 mod289(vec3 x){return x - floor(x * (1.0/289.0)) * 289.0;}
  vec4 mod289(vec4 x){return x - floor(x * (1.0/289.0)) * 289.0;}
  vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}
  vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}

  float snoise(vec3 v){
    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 l = 1.0 - g;
    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;
    vec3 x3 = x0 - D.yyy;

    i = mod289(i);
    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)));
    p0 *= norm.x;
    p1 *= norm.y;
    p2 *= norm.z;
    p3 *= norm.w;

    vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
    m = m * m;
    return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
  }

  float fbm(vec3 p) {
    float sum = 0.0;
    float amp = 0.5;
    for (int i = 0; i < 5; i++) {
      sum += amp * snoise(p);
      p *= 2.02;
      amp *= 0.5;
    }
    return sum;
  }

  void main() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / min(resolution.x, resolution.y);

    float t = time * 0.15;

    vec3 p = vec3(uv * 2.2, t);
    vec3 warp = vec3(fbm(p + vec3(0.0, 0.0, 0.0)),
                      fbm(p + vec3(5.2, 1.3, 1.7)),
                      fbm(p + vec3(3.1, 7.4, 2.1)));

    vec3 q = p + 1.4 * warp + vec3(0.0, 0.0, t * 0.5);
    float n = fbm(q);

    float glow = smoothstep(-0.1, 0.6, n);
    vec3 deep   = vec3(0.01, 0.08, 0.05);
    vec3 mid    = vec3(0.05, 0.35, 0.18);
    vec3 bright = vec3(0.55, 0.95, 0.25);
    vec3 sheen  = vec3(0.85, 1.0, 0.7);

    vec3 color = mix(deep, mid, smoothstep(-0.3, 0.2, n));
    color = mix(color, bright, smoothstep(0.15, 0.55, n));
    color = mix(color, sheen, smoothstep(0.55, 0.85, n) * 0.6);

    float vig = smoothstep(1.1, 0.2, length(uv));
    color *= vig;

    gl_FragColor = vec4(color, 1.0);
  }
`;

function compileShader(gl, type, source) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);
  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    console.error(gl.getShaderInfoLog(shader));
    gl.deleteShader(shader);
    return null;
  }
  return shader;
}

const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);
const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);

const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
  console.error(gl.getProgramInfoLog(program));
}
gl.useProgram(program);

const positions = new Float32Array([
  -1, -1,
   1, -1,
  -1,  1,
  -1,  1,
   1, -1,
   1,  1,
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

const timeLoc = gl.getUniformLocation(program, 'time');
const resolutionLoc = gl.getUniformLocation(program, 'resolution');

function resize() {
  const dpr = Math.min(window.devicePixelRatio || 1, 2);
  const w = Math.floor(window.innerWidth * dpr);
  const h = Math.floor(window.innerHeight * dpr);
  if (canvas.width !== w || canvas.height !== h) {
    canvas.width = w;
    canvas.height = h;
    gl.viewport(0, 0, w, h);
  }
}
window.addEventListener('resize', resize);
resize();

const startTime = performance.now();
function render() {
  resize();
  const elapsed = (performance.now() - startTime) / 1000;
  gl.uniform1f(timeLoc, elapsed);
  gl.uniform2f(resolutionLoc, canvas.width, canvas.height);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
  requestAnimationFrame(render);
}
if (gl) render();
</script>
</body>
</html>
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