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define.class("$server/composition",function(require, $ui$, screen, view) {
this.render = function() {
return [screen({
clearcolor:'black'
},
view({
flex:1,
bgcolor:'red',
mousepos:vec2(0,0),
pointermove:function(event){
this.mousepos = event.value
},
hardrect:{
dump:1,
color:function(){
if(mesh.depth>13.){
var len = min(pow(1.5-length(mesh.pos),8.),1.)
if(mesh.isberry>0.){
return mycolor*len
}
else{
return mycolor*len
}
}
return mix('brown',mycolor,mesh.depth/12)*sin(mesh.pos.y*PI)
},
mesh:define.struct({
pos:vec2,
path:float,
depth:float,
isberry:float
}).array(),
position:function(){
var mainscale = vec2(50,50)
var mainoffset = vec2(400,500)
var mousepos = (view.mousepos - mainoffset) / mainscale
var path = mesh.path
var pos = vec2(0,0)
var scale = vec2(1,1)
var dir = vec2(0,-0.8)
var turbulence =3.
var depth = int(mesh.depth)
var swoosh = mod(view.time, mesh.depth)
for(var i = 0; i < 14; i++){
if(i >= depth) break
var right = mod(path, 2.)
var angle = 25.*math.DEG+0.01 *turbulence*sin(view.time)
if(right>0.){
angle = -1.*angle
}
var dist = max(50.-10.*length(mousepos - pos)-sin(view.time),0.)
angle -= dist*0.01
dir = math.rotate2d(dir,angle)
pos += (dir * scale)*1.9
scale = scale * vec2(0.85,0.85)
path = floor(path / 2.)
}
colornoise = 0.
var vscale = vec2(1.,.5)
var vcen = vec2(-.8,-.4)
if(depth > 13){
var noise = noise.noise3d(vec3(pos.x*.1,pos.y*.1,0.5*view.time)) * turbulence
colornoise = noise
if(mesh.isberry > 0.){
mycolor = 'blue'
scale *= vec2(1.5,1.5)
}
else{
dir = math.rotate2d(dir, -50.*math.DEG*noise)
mycolor = pal.pal5(0.1*colornoise+0.1*view.time)
}
scale *= vec2(1,4.)
vscale = vec2(3.,.5)
vcen = vec2(0.8,0.)
}
else{
mycolor = pal.pal5(0.1*colornoise + mesh.pos.y+mesh.depth/14+0.1*view.time)
}
var p = (math.rotate2d((mesh.pos*vscale+vcen)*scale, atan(dir.y,dir.x)) + pos) * mainscale + mainoffset
return vec4(p, 0, 1) * view.totalmatrix * view.viewmatrix
},
update:function(){
var mesh = this.mesh = this.mesh.struct.array()
function recur(path, depth){
var isberry = 0
if(depth > 13 && Math.random()<0.1) isberry = 1
mesh.pushQuad(
-1,-1, path, depth, isberry,
1,-1, path, depth, isberry,
-1,1, path, depth, isberry,
1,1, path, depth, isberry
)
if(depth>13)return
recur(path, depth+1)
recur(path + Math.pow(2, depth), depth+1)
}
recur(0,0)
}
}
})
)]
}
})
|