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// WebGL background effect for Nixtaml website
// Particle system with subtle animations fitting "crash-over-burn" theme

(function() {
    // Check for reduced motion preference
    const prefersReducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches;

    // Check if mobile (simplify or disable for performance)
    const isMobile = window.innerWidth < 768;

    // If reduced motion or mobile, skip WebGL
    if (prefersReducedMotion || isMobile) {
        console.log('WebGL background disabled: reduced motion or mobile');
        return;
    }

    // Check WebGL support
    const canvas = document.createElement('canvas');
    const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
    if (!gl) {
        console.log('WebGL not supported, using fallback');
        return;
    }

    // Append canvas to body
    canvas.id = 'webgl-bg';
    document.body.insertBefore(canvas, document.body.firstChild);

    // Set canvas size
    function resizeCanvas() {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        gl.viewport(0, 0, canvas.width, canvas.height);
    }
    resizeCanvas();
    window.addEventListener('resize', resizeCanvas);

    // Load shader
    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('Shader compile error:', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }
        return shader;
    }

    // Create program
    const vertexShaderSource = `
        attribute vec2 a_position;
        attribute float a_size;
        attribute vec3 a_color;

        uniform mat4 u_matrix;
        uniform float u_time;

        varying vec3 v_color;

        void main() {
            vec4 position = vec4(a_position, 0.0, 1.0);
            position.x += sin(u_time * 0.001 + a_position.y * 0.01) * 0.05;
            position.y += cos(u_time * 0.0005 + a_position.x * 0.01) * 0.02;

            gl_Position = u_matrix * position;
            gl_PointSize = a_size;

            v_color = a_color;
        }
    `;

    const fragmentShaderSource = `
        precision mediump float;

        varying vec3 v_color;

        void main() {
            vec2 center = gl_PointCoord - vec2(0.5);
            float dist = length(center);

            if (dist > 0.5) {
                discard;
            }

            float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
            gl_FragColor = vec4(v_color, alpha * 0.2);
        }
    `;

    const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
    const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);

    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        console.error('Program link error:', gl.getProgramInfoLog(program));
        return;
    }

    gl.useProgram(program);

    // Get attribute locations
    const positionLocation = gl.getAttribLocation(program, 'a_position');
    const sizeLocation = gl.getAttribLocation(program, 'a_size');
    const colorLocation = gl.getAttribLocation(program, 'a_color');

    // Get uniform locations
    const matrixLocation = gl.getUniformLocation(program, 'u_matrix');
    const timeLocation = gl.getUniformLocation(program, 'u_time');

    // Create particles
    const numParticles = 200;
    const positions = new Float32Array(numParticles * 2);
    const sizes = new Float32Array(numParticles);
    const colors = new Float32Array(numParticles * 3);

    for (let i = 0; i < numParticles; i++) {
        positions[i * 2] = (Math.random() - 0.5) * 4; // Spread across screen
        positions[i * 2 + 1] = (Math.random() - 0.5) * 4;
        sizes[i] = Math.random() * 5 + 2; // Size 2-7
        // Orange/red colors
        colors[i * 3] = Math.random() * 0.5 + 0.5; // R
        colors[i * 3 + 1] = Math.random() * 0.3 + 0.2; // G
        colors[i * 3 + 2] = Math.random() * 0.1; // B
    }

    // Create buffers
    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

    const sizeBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, sizeBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, sizes, gl.STATIC_DRAW);

    const colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);

    // Enable blending
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

    // Render loop
    let startTime = Date.now();
    function render() {
        const time = Date.now() - startTime;

        // Clear
        gl.clearColor(0, 0, 0, 0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Set uniforms
        const matrix = new Float32Array([
            1, 0, 0, 0,
            0, 1, 0, 0,
            0, 0, 1, 0,
            0, 0, 0, 1
        ]);
        gl.uniformMatrix4fv(matrixLocation, false, matrix);
        gl.uniform1f(timeLocation, time);

        // Bind position buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.enableVertexAttribArray(positionLocation);
        gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

        // Bind size buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, sizeBuffer);
        gl.enableVertexAttribArray(sizeLocation);
        gl.vertexAttribPointer(sizeLocation, 1, gl.FLOAT, false, 0, 0);

        // Bind color buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
        gl.enableVertexAttribArray(colorLocation);
        gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 0, 0);

        // Draw
        gl.drawArrays(gl.POINTS, 0, numParticles);

        requestAnimationFrame(render);
    }

    render();
})();