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CanvasRenderer.js
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Projector.js
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TSIG.php
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a-long-way.js
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bf.php
(630 B)
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bootstrap.min.js
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cleanup.lib.php
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contact-form.js
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editrole_actions.php
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energy-animation.js
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error_log
(24.39 KB)
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formcolorpicker.php
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fss-animate.js
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fss.min.js
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homing-particles.js
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howler.core.js
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intertwined.js
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jquery-1.12.4.min.js
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jquery.ajaxchimp.min.js
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jquery.backgroundvideo.min.js
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jquery.countdown.min.js
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jquery.gradientify.min.js
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jquery.particleground.min.js
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jquery.ripples-min.js
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jquery.youtubebackground.js
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jquery1.11.2.min.js
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newsletter-form.js
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numberFormat
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owl.carousel.min.js
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particles.min.js
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photoswipe
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prefixfree.min.js
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raindrop.js
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rainyday.min.js
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scrollreveal.min.js
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show_courses_new.php
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siriwave.js
(7.73 KB)
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starfield.min.js
(6 KB)
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three.min.js
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vegas.min.js
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waterpipe.js
(19.8 KB)
Editing: a-long-way.js
var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight+500; // Initialize the GL context var gl = canvas.getContext('webgl'); if(!gl){ console.error("Unable to initialize WebGL."); } var pluginName = "alongway", defaults = { //Time step dt : 0.005, //Time time : 0.0 }; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; //Base values modified with depth later float intensity = 1.0; float radius = 0.05; //Distance functions from //https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float triangleDist(vec2 p){ const float k = sqrt(3.0); p.x = abs(p.x) - 1.0; p.y = p.y + 1.0/k; if( p.x+k*p.y>0.0 ) p=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; p.x -= clamp( p.x, -2.0, 0.0 ); return -length(p)*sign(p.y); } float boxDist(vec2 p){ vec2 d = abs(p)-1.0; return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0); } float circleDist( vec2 p){ return length(p) - 1.0; } //https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); } void main(){ vec2 uv = gl_FragCoord.xy/resolution.xy; float widthHeightRatio = resolution.x/resolution.y; vec2 centre; vec2 pos; float t = time * 0.05; float dist; float glow; vec3 col = vec3(0); //The spacing between shapes float scale = 500.0; //Number of shapes const float layers = 15.0; float depth; vec2 bend; vec3 purple = vec3(0.611, 0.129, 0.909); vec3 green = vec3(0.133, 0.62, 0.698); float angle; float rotationAngle; mat2 rotation; //For movement of the anchor point in time float d = 2.5*(sin(t) + sin(3.0*t)); //Create an out of frame anchor point where all shapes converge to vec2 anchor = vec2(0.5 + cos(d), 0.5 + sin(d)); //Create light purple glow at the anchor loaction pos = anchor - uv; pos.y /= widthHeightRatio; dist = length(pos); glow = getGlow(dist, 0.2, 1.9); col += glow * vec3(0.7,0.6,1.0); for(float i = 0.0; i < layers; i++){ //Time varying depth information depending on layer depth = fract(i/layers + t); //Move the focus of the camera in a circle centre = vec2(0.5 + 0.2 * sin(t), 0.5 + 0.2 * cos(t)); //Position shapes between the anchor and the camera focus based on depth bend = mix(anchor, centre, depth); pos = bend - uv; pos.y /= widthHeightRatio; //Rotate shapes rotationAngle = 3.14 * sin(depth + fract(t) * 6.28) + i; rotation = mat2(cos(rotationAngle), -sin(rotationAngle), sin(rotationAngle), cos(rotationAngle)); pos *= rotation; //Position shapes according to depth pos *= mix(scale, 0.0, depth); float m = mod(i, 3.0); if(m == 0.0){ dist = abs(boxDist(pos)); }else if(m == 1.0){ dist = abs(triangleDist(pos)); }else{ dist = abs(circleDist(pos)); } //Get glow from base radius and intensity modified by depth glow = getGlow(dist, radius+(1.0-depth)*2.0, intensity + depth); //Find angle along shape and map from [-PI; PI] to [0; 1] angle = (atan(pos.y, pos.x)+3.14)/6.28; //Shift angle depending on layer and map to [1...0...1] angle = abs((2.0*fract(angle + i/layers)) - 1.0); //White core //col += 10.0*vec3(smoothstep(0.03, 0.02, dist)); //Glow according to angle value col += glow * mix(green, purple, angle); } //Tone mapping col = 1.0 - exp(-col); //Output to screen gl_FragColor = vec4(col,1.0); } `; //************** Utility functions ************** window.addEventListener('resize', onWindowResize, false); function onWindowResize(){ canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with source function compileShader(shaderSource, shaderType){ var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //************** Create shaders ************** //Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); //Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from ); //Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); function draw(){ //Update time defaults.time += defaults.dt; //Send uniforms to program gl.uniform1f(timeHandle, defaults.time); //Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw();
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