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nathanupchurch.com/_includes/wooMode.njk

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<!-- Woo Mode -->
<!-- Based on https://codepen.io/tommyho/pen/JjgoZLK -->
{# This include replaces the page background with a crazy rainbow animated shader #}
<canvas id="shaderCanvas"></canvas>
<script src="/js/three.min.js"></script>
<script>
let scene, camera, renderer, uniforms, material, mesh;
function initWoo() {
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('shaderCanvas'), antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = `
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
#define PI 3.14159265358979323846
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float fbm(vec2 st) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 0.0;
for (int i = 0; i < 6; i++) {
value += amplitude * noise(st);
st *= 2.0;
amplitude *= 0.5;
}
return value;
}
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
vec3 vibrancePalette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.0, 0.33, 0.67);
return palette(t, a, b, c, d);
}
vec3 warmPalette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.0, 0.10, 0.20);
return palette(t, a, b, c, d);
}
vec3 coolPalette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.3, 0.20, 0.20);
return palette(t, a, b, c, d);
}
vec3 rainbowPalette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.0, 0.33, 0.67);
return palette(t, a, b, c, d);
}
void main() {
vec2 st = gl_FragCoord.xy / resolution.xy;
st.x *= resolution.x / resolution.y;
vec2 q = vec2(0.);
q.x = fbm(st + 0.1 * time);
q.y = fbm(st + vec2(1.0));
vec2 r = vec2(0.);
r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time);
r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.126 * time);
float f = fbm(st + r);
vec2 p = st * 2.0 - 1.0;
float a = atan(p.y, p.x);
float r2 = length(p);
vec2 uv = vec2(a / PI, r2);
uv = rotate(uv, time * 0.1);
vec3 color1 = vibrancePalette(f + time * 0.1);
vec3 color2 = warmPalette(length(q));
vec3 color3 = coolPalette(length(r.x));
vec3 color4 = rainbowPalette(f * 2.0 + time * 0.2);
vec3 color = mix(color1, color2, 0.5);
color = mix(color, color3, 0.3);
color = mix(color, color4, sin(time * 0.1) * 0.5 + 0.5);
color += 0.05 * vec3(1.0) * smoothstep(0.1, 0.2, fbm(10.0 * uv + time * 0.5));
// Add some extra vibrancy
color = pow(color, vec3(0.8));
color *= 1.1;
gl_FragColor = vec4(color, 1.0);
}
`;
uniforms = {
time: { value: 1.0 },
resolution: { value: new THREE.Vector2() }
};
material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader
});
mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
scene.add(mesh);
onWindowResize();
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
function animate(timestamp) {
requestAnimationFrame(animate);
uniforms.time.value = timestamp * 0.001;
renderer.render(scene, camera);
}
</script>
<script>
const wooCanvas = document.getElementById("shaderCanvas");
const wooToggle = document.getElementById("wooToggle");
const wooPreference = localStorage.getItem("wooMode");
let forcedWoo = false;
// Initial preference check on page load
if ({% if metadata.wooModeOnByDefault == false %}!wooPreference || {% endif %}wooPreference == 0) {
forcedWoo ? null : wooCanvas.classList.add("hidden");
wooToggle.checked = false;
} else {
wooCanvas.classList.remove("hidden");
wooToggle.checked = true;
initWoo();
animate(0);
};
// Handle setting toggle
wooToggle.addEventListener('change', function() {
if (this.checked) {
localStorage.setItem("wooMode", 1);
let wooAudio = new Audio("/audio/30995__unclesigmund__woo-2.mp3");
wooAudio.volume = 0.4;
wooAudio.play();
wooCanvas.classList.remove("hidden");
initWoo();
animate(0);
} else {
localStorage.setItem("wooMode", 0);
forcedWoo ? null : wooCanvas.classList.add("hidden");
};
});
{% if forcedWoo %}
// Handle forced woo
forcedWoo = true;
console.log("Forcing woo mode: woo!");
wooCanvas.classList.remove("hidden");
initWoo();
animate(0);
{% endif %}
</script>
<!-- /weather -->