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2
.gitignore
vendored
@@ -1,2 +0,0 @@
|
||||
.idea
|
||||
simplewebserver-*
|
||||
24
LICENSE
@@ -1,24 +0,0 @@
|
||||
This is free and unencumbered software released into the public domain.
|
||||
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
distribute this software, either in source code form or as a compiled
|
||||
binary, for any purpose, commercial or non-commercial, and by any
|
||||
means.
|
||||
|
||||
In jurisdictions that recognize copyright laws, the author or authors
|
||||
of this software dedicate any and all copyright interest in the
|
||||
software to the public domain. We make this dedication for the benefit
|
||||
of the public at large and to the detriment of our heirs and
|
||||
successors. We intend this dedication to be an overt act of
|
||||
relinquishment in perpetuity of all present and future rights to this
|
||||
software under copyright law.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more information, please refer to <https://unlicense.org>
|
||||
BIN
aqueer.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 91 KiB |
|
Before Width: | Height: | Size: 570 KiB |
@@ -1,11 +0,0 @@
|
||||
{
|
||||
"name": "Application ~ Chatty",
|
||||
"link": "https://github.com/lunarydess/Application-Chatty",
|
||||
"image": "1.png",
|
||||
"desc": [
|
||||
"A simple chat-server written in Java 21.",
|
||||
"I am using Netty 4 for Networking.",
|
||||
"It has a modern UI built with Swing and FlatLaf. ♡",
|
||||
"The app is free-to-use but still w.i.p."
|
||||
]
|
||||
}
|
||||
|
Before Width: | Height: | Size: 2.8 KiB |
@@ -1,10 +0,0 @@
|
||||
{
|
||||
"name": "Discord ~ Ashuramaru",
|
||||
"link": "https://github.com/lunarydess/Discord-Ashuramaru",
|
||||
"image": "2.png",
|
||||
"desc": [
|
||||
"This is a discord bot I wrote in Java.",
|
||||
"It has basic functions and an advanced captcha system.",
|
||||
"Built with JavaCord, picocli and Jackson."
|
||||
]
|
||||
}
|
||||
|
Before Width: | Height: | Size: 6.6 KiB |
@@ -1,11 +0,0 @@
|
||||
{
|
||||
"name": "Library ~ TinyEvents",
|
||||
"link": "https://github.com/lunarydess/Library-TinyEvents",
|
||||
"image": "3.png",
|
||||
"desc": [
|
||||
"A event-system written in Java 17.",
|
||||
"It's easy-to-use and blazingly fast.",
|
||||
"Well-performing benchmarks and reliable error-handling.",
|
||||
"Usable in any imaginable infra."
|
||||
]
|
||||
}
|
||||
|
Before Width: | Height: | Size: 29 KiB |
@@ -1,284 +0,0 @@
|
||||
#version 100
|
||||
precision lowp float;
|
||||
|
||||
const float CAM_FAR = 20.0;
|
||||
const vec3 BACKGROUND = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
const float PI = radians(180.0);
|
||||
|
||||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
uniform bool layer_snow;
|
||||
|
||||
vec4 vColor;
|
||||
|
||||
vec3 artifactOffset;
|
||||
mat3 artifactRotation;
|
||||
vec3 artifactAxis;
|
||||
vec3 camFwd;
|
||||
vec3 camUp;
|
||||
|
||||
float smootherstep(float edge0, float edge1, float x) {
|
||||
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||
return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
float rand(float n) {
|
||||
n = fract(n * 43758.5453);
|
||||
n *= n;
|
||||
return fract(n * 43758.5453);
|
||||
}
|
||||
|
||||
float hash(float n) {
|
||||
return fract(abs(fract(n) * 43758.5453));
|
||||
}
|
||||
|
||||
float noise(float x) {
|
||||
float i = floor(x);
|
||||
float f = fract(x);
|
||||
float u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(hash(i), hash(i + 1.0), u);
|
||||
}
|
||||
|
||||
mat4 viewMatrix(vec3 dir, vec3 up) {
|
||||
vec3 f = normalize(dir);
|
||||
vec3 s = normalize(cross(f, up));
|
||||
return mat4(vec4(s, 0.0), vec4(cross(s, f), 0.0), vec4(-f, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
|
||||
}
|
||||
|
||||
mat3 rotationAlign(vec3 d, vec3 z) {
|
||||
vec3 v = cross(z, d);
|
||||
float c = dot(z, d);
|
||||
float k = 1.0 / (1.0 + c);
|
||||
return mat3(
|
||||
v.x * v.x * k + c,
|
||||
v.y * v.x * k - v.z,
|
||||
v.z * v.x * k + v.y,
|
||||
v.x * v.y * k + v.z,
|
||||
v.y * v.y * k + c,
|
||||
v.z * v.y * k - v.x,
|
||||
v.x * v.z * k - v.y,
|
||||
v.y * v.z * k + v.x,
|
||||
v.z * v.z * k + c
|
||||
);
|
||||
}
|
||||
|
||||
float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal) {
|
||||
return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
|
||||
}
|
||||
|
||||
vec3 calcRay(vec2 uv, float fov, float aspect) {
|
||||
uv = uv * 2.0 - 1.0;
|
||||
float d = 1.0 / tan(radians(fov) * 0.5);
|
||||
return normalize(vec3(aspect * uv.x, uv.y, d));
|
||||
}
|
||||
|
||||
vec2 getWave(vec2 position, vec2 dir, float speed, float frequency, float iTimeshift) {
|
||||
float x = dot(dir, position) * frequency + iTimeshift * speed;
|
||||
float wave = exp(sin(x) - 1.0);
|
||||
float dist = wave * cos(x);
|
||||
return vec2(wave, -dist);
|
||||
}
|
||||
|
||||
float heightmap(vec2 worldPos) {
|
||||
const float scale = 0.06;
|
||||
|
||||
vec2 p = worldPos * scale;
|
||||
vec2 p2 = (artifactOffset.xz - vec2(0.0, 1.0)) * scale;
|
||||
|
||||
float d = (1.0 - smootherstep(0.0, 1.0, clamp(length(p2 - p) * 1.25, 0.0, 1.0))) * 0.87;
|
||||
float angle = 0.0;
|
||||
float freq = 5.0;
|
||||
float speed = 2.0;
|
||||
float weight = 1.9;
|
||||
float wave = 0.0;
|
||||
float waveScale = 0.0;
|
||||
|
||||
vec2 dir;
|
||||
vec2 res;
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
dir = vec2(cos(angle), sin(angle));
|
||||
res = getWave(p, dir, speed, freq, time);
|
||||
p += dir * res.y * weight * 0.05;
|
||||
wave += res.x * weight - d;
|
||||
angle += 12.0;
|
||||
waveScale += weight;
|
||||
weight = mix(weight, 0.0, 0.2);
|
||||
freq *= 1.18;
|
||||
speed *= 1.06;
|
||||
}
|
||||
|
||||
return wave * (1.0 / waveScale);
|
||||
}
|
||||
|
||||
float octahedron(vec3 p, float s) {
|
||||
p = abs(p);
|
||||
return (p.x + p.y + p.z - s) * 0.57735027;
|
||||
}
|
||||
|
||||
void artifact(vec3 p, inout float currDist, inout vec3 glowColor, inout int id) {
|
||||
p -= artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
float dist = octahedron(p, 0.8);
|
||||
const float glowDist = 4.8;
|
||||
if (dist < glowDist) {
|
||||
float d = dist + rand(dist) * 1.7;
|
||||
glowColor += vec3(0.75, 0.55, 0.45) * clamp(1.0 - pow((d * (1.0 / glowDist)), 5.0), 0.0, 1.0) * 0.035;
|
||||
}
|
||||
if (dist < currDist) {
|
||||
currDist = dist;
|
||||
id = 1;
|
||||
}
|
||||
}
|
||||
|
||||
float objects(vec3 p, inout vec3 glowColor, inout int objId) {
|
||||
float dist = CAM_FAR;
|
||||
artifact(p, dist, glowColor, objId);
|
||||
return dist;
|
||||
}
|
||||
|
||||
float artifactDist(vec3 p) {
|
||||
p -= artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
return octahedron(p, 1.2);
|
||||
}
|
||||
|
||||
float objectsDist(vec3 p) {
|
||||
return artifactDist(p);
|
||||
}
|
||||
|
||||
vec3 objectsNormal(vec3 p, float eps) {
|
||||
vec2 h = vec2(eps, 0);
|
||||
return normalize(vec3(artifactDist(p + h.xyy) - artifactDist(p - h.xyy), eps * 2.0, artifactDist(p + h.yyx) - artifactDist(p - h.yyx)));
|
||||
}
|
||||
|
||||
vec3 objectsColor(int id, vec3 normal, vec3 ray) {
|
||||
return id == 1 ? vec3(0.85, 0.65, 0.55) * mix(0.8, 1.5, dot(normal, normalize(vec3(0.0, 1.0, 0.5))) * 0.5 + 0.5) :
|
||||
id == 2 ? vec3(0.85, 0.65, 0.55) * 1.5 :
|
||||
vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
void marchObjects(vec3 eye, vec3 ray, float wDepth, inout vec4 color) {
|
||||
float dist = 0.0;
|
||||
int id;
|
||||
vec3 rayPos = eye;
|
||||
float depth = CAM_FAR;
|
||||
for (int i = 0; i < 30; i++) {
|
||||
dist = objects(rayPos, color.rgb, id);
|
||||
depth = distance(rayPos, eye);
|
||||
if (depth > wDepth || dist < 0.01) break;
|
||||
rayPos += ray * dist;
|
||||
}
|
||||
color = dist < 0.01 ? vec4(objectsColor(id, objectsNormal(rayPos, 0.01), ray), depth) : color;
|
||||
}
|
||||
|
||||
vec3 waterColor(vec3 ray, vec3 normal, vec3 p) {
|
||||
vec3 color = vec3(0.0);
|
||||
float fogDist = length(p - vec3(0.0, 0.0, -6.0));
|
||||
float dist = 0.0;
|
||||
int objId = 0;
|
||||
vec3 refl = reflect(ray, normal);
|
||||
vec3 rayPos = p + refl * dist;
|
||||
|
||||
if (length(p.xz - artifactOffset.xz) < 8.5 && dot(refl, normalize(artifactOffset - p)) > -0.25) {
|
||||
for (int i = 0; i < 40; i++) {
|
||||
dist = objects(rayPos, color, objId);
|
||||
if (dist < 0.01) {
|
||||
color = objectsColor(objId, objectsNormal(rayPos, 0.001), rayPos);
|
||||
break;
|
||||
}
|
||||
rayPos += refl * dist;
|
||||
}
|
||||
}
|
||||
|
||||
float fresnel = 0.04 + 0.9 * pow(1.0 - max(0.0, dot(-normal, ray)), 7.0);
|
||||
float d = length(artifactOffset - p);
|
||||
const float r = 14.0;
|
||||
float atten = clamp(1.0 - (d * d) / (r * r), 0.0, 1.0);
|
||||
atten *= atten;
|
||||
|
||||
vec3 point = vec3(0.75, 0.55, 0.45) * atten * (1.0 + fresnel) * 0.07;
|
||||
vec3 ambient = dot(normal, normalize(vec3(0.0, 1.0, 0.5))) * max(fresnel, 0.06) * vec3(0.1, 0.5, 1.0) * 0.85;
|
||||
float fog = smootherstep(25.0, 6.0, fogDist) * (1.0 / (fogDist * 0.1));
|
||||
|
||||
return color + (point + ambient) * fog;
|
||||
}
|
||||
|
||||
vec3 waterNormal(vec2 p, float eps) {
|
||||
vec2 h = vec2(eps, 0.0);
|
||||
return normalize(vec3(heightmap(p - h.xy) - heightmap(p + h.xy), eps * 2.0, heightmap(p - h.yx) - heightmap(p + h.yx)));
|
||||
}
|
||||
|
||||
void marchWater(vec3 eye, vec3 ray, inout vec4 color) {
|
||||
const vec3 planeNorm = vec3(0.0, 1.0, 0.0);
|
||||
const float depth = 3.0;
|
||||
float ceilDist = intersectPlane(eye, ray, vec3(0.0, 0.0, 0.0), planeNorm);
|
||||
vec3 normal = vec3(0.0);
|
||||
|
||||
if (dot(planeNorm, ray) > -0.05) {
|
||||
color = vec4(vec3(0.0), CAM_FAR);
|
||||
return;
|
||||
}
|
||||
|
||||
float height = 0.0;
|
||||
vec3 rayPos = eye + ray * ceilDist;
|
||||
for (int i = 0; i < 30; i++) {
|
||||
height = heightmap(rayPos.xz) * depth - depth;
|
||||
if (rayPos.y - height < 0.1) {
|
||||
color.w = distance(rayPos, eye);
|
||||
vec3 normPos = (eye + ray * color.w);
|
||||
color.rgb = waterColor(ray, waterNormal(normPos.xz, 0.005), normPos);
|
||||
return;
|
||||
}
|
||||
rayPos += ray * max(rayPos.y - height, 0.1);
|
||||
}
|
||||
|
||||
color = vec4(vec3(0.0), CAM_FAR);
|
||||
}
|
||||
|
||||
vec3 march(vec2 uv, vec3 camPos) {
|
||||
mat4 vm = viewMatrix(camFwd, camUp);
|
||||
vec3 ray = (vm * vec4(calcRay(uv, 80.0, resolution.x / resolution.y), 1.0)).xyz;
|
||||
vec4 color = vec4(BACKGROUND, CAM_FAR);
|
||||
vec3 waterColor;
|
||||
marchWater(camPos, ray, color);
|
||||
marchObjects(camPos, ray, color.w, color);
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
float snow(vec2 uv, float scale) {
|
||||
float w = smootherstep(1.0, 0.0, -uv.y * (scale * 0.01));
|
||||
if (w < 0.1) return 0.0;
|
||||
uv += time / scale;
|
||||
uv.y += time / scale;
|
||||
uv.x += sin(uv.y + time * 0.125) / scale;
|
||||
uv *= scale;
|
||||
vec2 s = floor(uv), f = fract(uv);
|
||||
return smootherstep(0.0, min(length(0.5 + 0.5 * sin(11.0 * fract(sin((s + scale) * mat2(7.0, 3.0, 6.0, 5.0)) * 5.0)) - f), 3.0), sin(f.x + f.y) * 0.01) * w;
|
||||
}
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
vec2 uv = fragCoord * (vec2(1.0) / resolution.xy);
|
||||
|
||||
float s = sin(time);
|
||||
float c = cos(time);
|
||||
artifactRotation = mat3(c, 0, s, 0, 1, 0, -s, 0, c) * rotationAlign(vec3(0.0, 1.0, 0.0), vec3(s * 0.2, 1.0, c * 0.2 + 0.3));
|
||||
artifactOffset = vec3(s * 0.4, c * 0.3 - 1.7, -6.0);
|
||||
|
||||
camFwd = vec3(0.0, 0.7 + noise(time * 0.8 + 4.0) * 0.08 - 0.04, 1.0);
|
||||
camUp = vec3(noise(time * 1.2) * 0.02 - 0.01, 1.0, 0.0);
|
||||
|
||||
fragColor = vec4(march(uv, vec3(0.0, 1.9, 1.0)) - (length(uv - 0.5) - 0.3) * 0.05, 1.0);
|
||||
|
||||
if (layer_snow) {
|
||||
vec2 p = fragCoord.xy / resolution.xy;
|
||||
vec2 uvSnow = (fragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
|
||||
fragColor += mix(vec4(vec3(snow(uvSnow, 4.0)), 0.5) + vec4(vec3(snow(uvSnow, 3.0)), 0.5), vec4(0.0), vec4(0.7));
|
||||
}
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = vColor;
|
||||
mainImage(gl_FragColor, gl_FragCoord.xy);
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#version 100
|
||||
|
||||
attribute vec3 position;
|
||||
attribute vec4 color;
|
||||
|
||||
uniform mat4 model;
|
||||
varying vec4 vColor;
|
||||
|
||||
void main(void) {
|
||||
vColor = color;
|
||||
gl_Position = model * vec4(position, 1.0);
|
||||
}
|
||||
@@ -1,285 +0,0 @@
|
||||
#version 300 es
|
||||
precision lowp float;
|
||||
|
||||
const float CAM_FAR = 20.0;
|
||||
const vec3 BACKGROUND = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
const float PI = radians(180.0);
|
||||
|
||||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
uniform bool layer_snow;
|
||||
|
||||
in vec4 vColor;
|
||||
layout (location = 0) out vec4 fragColor;
|
||||
|
||||
vec3 artifactOffset;
|
||||
mat3 artifactRotation;
|
||||
vec3 artifactAxis;
|
||||
vec3 camFwd;
|
||||
vec3 camUp;
|
||||
|
||||
float smootherstep(float edge0, float edge1, float x) {
|
||||
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||
return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
float rand(float n) {
|
||||
n = fract(n * 43758.5453);
|
||||
n *= n;
|
||||
return fract(n * 43758.5453);
|
||||
}
|
||||
|
||||
float hash(float n) {
|
||||
return fract(abs(fract(n) * 43758.5453));
|
||||
}
|
||||
|
||||
float noise(float x) {
|
||||
float i = floor(x);
|
||||
float f = fract(x);
|
||||
float u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(hash(i), hash(i + 1.0), u);
|
||||
}
|
||||
|
||||
mat4 viewMatrix(vec3 dir, vec3 up) {
|
||||
vec3 f = normalize(dir);
|
||||
vec3 s = normalize(cross(f, up));
|
||||
return mat4(vec4(s, 0.0), vec4(cross(s, f), 0.0), vec4(-f, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
|
||||
}
|
||||
|
||||
mat3 rotationAlign(vec3 d, vec3 z) {
|
||||
vec3 v = cross(z, d);
|
||||
float c = dot(z, d);
|
||||
float k = 1.0 / (1.0 + c);
|
||||
return mat3(
|
||||
v.x * v.x * k + c,
|
||||
v.y * v.x * k - v.z,
|
||||
v.z * v.x * k + v.y,
|
||||
v.x * v.y * k + v.z,
|
||||
v.y * v.y * k + c,
|
||||
v.z * v.y * k - v.x,
|
||||
v.x * v.z * k - v.y,
|
||||
v.y * v.z * k + v.x,
|
||||
v.z * v.z * k + c
|
||||
);
|
||||
}
|
||||
|
||||
float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal) {
|
||||
return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
|
||||
}
|
||||
|
||||
vec3 calcRay(vec2 uv, float fov, float aspect) {
|
||||
uv = uv * 2.0 - 1.0;
|
||||
float d = 1.0 / tan(radians(fov) * 0.5);
|
||||
return normalize(vec3(aspect * uv.x, uv.y, d));
|
||||
}
|
||||
|
||||
vec2 getWave(vec2 position, vec2 dir, float speed, float frequency, float iTimeshift) {
|
||||
float x = dot(dir, position) * frequency + iTimeshift * speed;
|
||||
float wave = exp(sin(x) - 1.0);
|
||||
float dist = wave * cos(x);
|
||||
return vec2(wave, -dist);
|
||||
}
|
||||
|
||||
float heightmap(vec2 worldPos) {
|
||||
const float scale = 0.06;
|
||||
|
||||
vec2 p = worldPos * scale;
|
||||
vec2 p2 = (artifactOffset.xz - vec2(0.0, 1.0)) * scale;
|
||||
|
||||
float d = (1.0 - smootherstep(0.0, 1.0, clamp(length(p2 - p) * 1.25, 0.0, 1.0))) * 0.87;
|
||||
float angle = 0.0;
|
||||
float freq = 5.0;
|
||||
float speed = 2.0;
|
||||
float weight = 1.9;
|
||||
float wave = 0.0;
|
||||
float waveScale = 0.0;
|
||||
|
||||
vec2 dir;
|
||||
vec2 res;
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
dir = vec2(cos(angle), sin(angle));
|
||||
res = getWave(p, dir, speed, freq, time);
|
||||
p += dir * res.y * weight * 0.05;
|
||||
wave += res.x * weight - d;
|
||||
angle += 12.0;
|
||||
waveScale += weight;
|
||||
weight = mix(weight, 0.0, 0.2);
|
||||
freq *= 1.18;
|
||||
speed *= 1.06;
|
||||
}
|
||||
|
||||
return wave * (1.0 / waveScale);
|
||||
}
|
||||
|
||||
float octahedron(vec3 p, float s) {
|
||||
p = abs(p);
|
||||
return (p.x + p.y + p.z - s) * 0.57735027;
|
||||
}
|
||||
|
||||
void artifact(vec3 p, inout float currDist, inout vec3 glowColor, inout int id) {
|
||||
p -= artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
float dist = octahedron(p, 0.8);
|
||||
const float glowDist = 4.8;
|
||||
if (dist < glowDist) {
|
||||
float d = dist + rand(dist) * 1.7;
|
||||
glowColor += vec3(0.75, 0.55, 0.45) * clamp(1.0 - pow((d * (1.0 / glowDist)), 5.0), 0.0, 1.0) * 0.035;
|
||||
}
|
||||
if (dist < currDist) {
|
||||
currDist = dist;
|
||||
id = 1;
|
||||
}
|
||||
}
|
||||
|
||||
float objects(vec3 p, inout vec3 glowColor, inout int objId) {
|
||||
float dist = CAM_FAR;
|
||||
artifact(p, dist, glowColor, objId);
|
||||
return dist;
|
||||
}
|
||||
|
||||
float artifactDist(vec3 p) {
|
||||
p -= artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
return octahedron(p, 1.2);
|
||||
}
|
||||
|
||||
float objectsDist(vec3 p) {
|
||||
return artifactDist(p);
|
||||
}
|
||||
|
||||
vec3 objectsNormal(vec3 p, float eps) {
|
||||
vec2 h = vec2(eps, 0);
|
||||
return normalize(vec3(artifactDist(p + h.xyy) - artifactDist(p - h.xyy), eps * 2.0, artifactDist(p + h.yyx) - artifactDist(p - h.yyx)));
|
||||
}
|
||||
|
||||
vec3 objectsColor(int id, vec3 normal, vec3 ray) {
|
||||
return id == 1 ? vec3(0.85, 0.65, 0.55) * mix(0.8, 1.5, dot(normal, normalize(vec3(0.0, 1.0, 0.5))) * 0.5 + 0.5) :
|
||||
id == 2 ? vec3(0.85, 0.65, 0.55) * 1.5 :
|
||||
vec3(1.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
void marchObjects(vec3 eye, vec3 ray, float wDepth, inout vec4 color) {
|
||||
float dist = 0.0;
|
||||
int id;
|
||||
vec3 rayPos = eye;
|
||||
float depth = CAM_FAR;
|
||||
for (int i = 0; i < 30; i++) {
|
||||
dist = objects(rayPos, color.rgb, id);
|
||||
depth = distance(rayPos, eye);
|
||||
if (depth > wDepth || dist < 0.01) break;
|
||||
rayPos += ray * dist;
|
||||
}
|
||||
color = dist < 0.01 ? vec4(objectsColor(id, objectsNormal(rayPos, 0.01), ray), depth) : color;
|
||||
}
|
||||
|
||||
vec3 waterColor(vec3 ray, vec3 normal, vec3 p) {
|
||||
vec3 color = vec3(0.0);
|
||||
float fogDist = length(p - vec3(0.0, 0.0, -6.0));
|
||||
float dist = 0.0;
|
||||
int objId = 0;
|
||||
vec3 refl = reflect(ray, normal);
|
||||
vec3 rayPos = p + refl * dist;
|
||||
|
||||
if (length(p.xz - artifactOffset.xz) < 8.5 && dot(refl, normalize(artifactOffset - p)) > -0.25) {
|
||||
for (int i = 0; i < 40; i++) {
|
||||
dist = objects(rayPos, color, objId);
|
||||
if (dist < 0.01) {
|
||||
color = objectsColor(objId, objectsNormal(rayPos, 0.001), rayPos);
|
||||
break;
|
||||
}
|
||||
rayPos += refl * dist;
|
||||
}
|
||||
}
|
||||
|
||||
float fresnel = 0.04 + 0.9 * pow(1.0 - max(0.0, dot(-normal, ray)), 7.0);
|
||||
float d = length(artifactOffset - p);
|
||||
const float r = 14.0;
|
||||
float atten = clamp(1.0 - (d * d) / (r * r), 0.0, 1.0);
|
||||
atten *= atten;
|
||||
|
||||
vec3 point = vec3(0.75, 0.55, 0.45) * atten * (1.0 + fresnel) * 0.07;
|
||||
vec3 ambient = dot(normal, normalize(vec3(0.0, 1.0, 0.5))) * max(fresnel, 0.06) * vec3(0.1, 0.5, 1.0) * 0.85;
|
||||
float fog = smootherstep(25.0, 6.0, fogDist) * (1.0 / (fogDist * 0.1));
|
||||
|
||||
return color + (point + ambient) * fog;
|
||||
}
|
||||
|
||||
vec3 waterNormal(vec2 p, float eps) {
|
||||
vec2 h = vec2(eps, 0.0);
|
||||
return normalize(vec3(heightmap(p - h.xy) - heightmap(p + h.xy), eps * 2.0, heightmap(p - h.yx) - heightmap(p + h.yx)));
|
||||
}
|
||||
|
||||
void marchWater(vec3 eye, vec3 ray, inout vec4 color) {
|
||||
const vec3 planeNorm = vec3(0.0, 1.0, 0.0);
|
||||
const float depth = 3.0;
|
||||
float ceilDist = intersectPlane(eye, ray, vec3(0.0, 0.0, 0.0), planeNorm);
|
||||
vec3 normal = vec3(0.0);
|
||||
|
||||
if (dot(planeNorm, ray) > -0.05) {
|
||||
color = vec4(vec3(0.0), CAM_FAR);
|
||||
return;
|
||||
}
|
||||
|
||||
float height = 0.0;
|
||||
vec3 rayPos = eye + ray * ceilDist;
|
||||
for (int i = 0; i < 30; i++) {
|
||||
height = heightmap(rayPos.xz) * depth - depth;
|
||||
if (rayPos.y - height < 0.1) {
|
||||
color.w = distance(rayPos, eye);
|
||||
vec3 normPos = (eye + ray * color.w);
|
||||
color.rgb = waterColor(ray, waterNormal(normPos.xz, 0.005), normPos);
|
||||
return;
|
||||
}
|
||||
rayPos += ray * max(rayPos.y - height, 0.1);
|
||||
}
|
||||
|
||||
color = vec4(vec3(0.0), CAM_FAR);
|
||||
}
|
||||
|
||||
vec3 march(vec2 uv, vec3 camPos) {
|
||||
mat4 vm = viewMatrix(camFwd, camUp);
|
||||
vec3 ray = (vm * vec4(calcRay(uv, 80.0, resolution.x / resolution.y), 1.0)).xyz;
|
||||
vec4 color = vec4(BACKGROUND, CAM_FAR);
|
||||
vec3 waterColor;
|
||||
marchWater(camPos, ray, color);
|
||||
marchObjects(camPos, ray, color.w, color);
|
||||
return color.rgb;
|
||||
}
|
||||
|
||||
float snow(vec2 uv, float scale) {
|
||||
float w = smootherstep(1.0, 0.0, -uv.y * (scale * 0.01));
|
||||
if (w < 0.1) return 0.0;
|
||||
uv += time / scale;
|
||||
uv.y += time / scale;
|
||||
uv.x += sin(uv.y + time * 0.125) / scale;
|
||||
uv *= scale;
|
||||
vec2 s = floor(uv), f = fract(uv);
|
||||
return smootherstep(0.0, min(length(0.5 + 0.5 * sin(11.0 * fract(sin((s + scale) * mat2(7.0, 3.0, 6.0, 5.0)) * 5.0)) - f), 3.0), sin(f.x + f.y) * 0.01) * w;
|
||||
}
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
vec2 uv = fragCoord * (vec2(1.0) / resolution.xy);
|
||||
|
||||
float s = sin(time);
|
||||
float c = cos(time);
|
||||
artifactRotation = mat3(c, 0, s, 0, 1, 0, -s, 0, c) * rotationAlign(vec3(0.0, 1.0, 0.0), vec3(s * 0.2, 1.0, c * 0.2 + 0.3));
|
||||
artifactOffset = vec3(s * 0.4, c * 0.3 - 1.7, -6.0);
|
||||
|
||||
camFwd = vec3(0.0, 0.7 + noise(time * 0.8 + 4.0) * 0.08 - 0.04, 1.0);
|
||||
camUp = vec3(noise(time * 1.2) * 0.02 - 0.01, 1.0, 0.0);
|
||||
|
||||
fragColor = vec4(march(uv, vec3(0.0, 1.9, 1.0)) - (length(uv - 0.5) - 0.3) * 0.05, 1.0);
|
||||
|
||||
if (layer_snow) {
|
||||
vec2 p = fragCoord.xy / resolution.xy;
|
||||
vec2 uvSnow = (fragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
|
||||
fragColor += mix(vec4(vec3(snow(uvSnow, 4.0)), 0.5) + vec4(vec3(snow(uvSnow, 3.0)), 0.5), vec4(0.0), vec4(0.7));
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
fragColor = vColor;
|
||||
mainImage(fragColor, gl_FragCoord.xy);
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec4 color;
|
||||
|
||||
uniform mat4 model;
|
||||
out vec4 vColor;
|
||||
|
||||
void main(void) {
|
||||
vColor = color;
|
||||
gl_Position = model * vec4(position, 1.0);
|
||||
}
|
||||
@@ -1,268 +0,0 @@
|
||||
@group(0) @binding(0)
|
||||
var<uniform> time: f32;
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> resolution: vec2<f32>;
|
||||
|
||||
@fragment
|
||||
// fn mainImage(@builtin(frag_coord) fragCoord: vec4<f32>) -> @location(0) vec4<f32>
|
||||
fn fragment_main(fragData: VertexOut) -> @location(0) vec4f {
|
||||
var uv = fragCoord.xy / resolution;
|
||||
var s = sin(time);
|
||||
var c = cos(time);
|
||||
|
||||
var artifactRotation: mat3x3<f32> = mat3x3<f32>(
|
||||
vec3<f32>(c, 0.0, s),
|
||||
vec3<f32>(0.0, 1.0, 0.0),
|
||||
vec3<f32>(-s, 0.0, c)
|
||||
) * rotationAlign(vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(s * 0.2, 1.0, c * 0.2 + 0.3));
|
||||
var artifactOffset = vec3<f32>(s * 0.4, c * 0.3 - 1.7, -6.0);
|
||||
|
||||
var camFwd: vec3<f32> = vec3<f32>(0.0, 0.7 + noise(time * 0.8 + 4.0) * 0.08 - 0.04, 1.0);
|
||||
var camUp: vec3<f32> = vec3<f32>(noise(time * 1.2) * 0.02 - 0.01, 1.0, 0.0);
|
||||
|
||||
var color: vec3<f32> = march(uv, vec3<f32>(0.0, 1.9, 1.0)) - (length(uv - vec2<f32>(0.5)) - 0.3) * 0.05;
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
||||
|
||||
fn smootherstep(edge0: f32, edge1: f32, x: f32) -> f32 {
|
||||
var t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
fn rand(n: f32) -> f32 {
|
||||
var n1 = fract(n * 43758.5453);
|
||||
n1 = n1 * n1;
|
||||
return fract(n1 * 43758.5453);
|
||||
}
|
||||
|
||||
fn hash(n: f32) -> f32 {
|
||||
return fract(abs(fract(n) * 43758.5453));
|
||||
}
|
||||
|
||||
fn noise(x: f32) -> f32 {
|
||||
var i = floor(x);
|
||||
var f = fract(x);
|
||||
var u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(hash(i), hash(i + 1.0), u);
|
||||
}
|
||||
|
||||
fn viewMatrix(dir: vec3<f32>, up: vec3<f32>) -> mat4x4<f32> {
|
||||
var f = normalize(dir);
|
||||
var s = normalize(cross(f, up));
|
||||
return mat4x4<f32>(
|
||||
vec4<f32>(s, 0.0),
|
||||
vec4<f32>(cross(s, f), 0.0),
|
||||
vec4<f32>(-f, 0.0),
|
||||
vec4<f32>(0.0, 0.0, 0.0, 1.0)
|
||||
);
|
||||
}
|
||||
|
||||
fn rotationAlign(d: vec3<f32>, z: vec3<f32>) -> mat3x3<f32> {
|
||||
var v = cross(z, d);
|
||||
var c = dot(z, d);
|
||||
var k = 1.0 / (1.0 + c);
|
||||
return mat3x3<f32>(
|
||||
vec3<f32>(v.x * v.x * k + c, v.y * v.x * k - v.z, v.z * v.x * k + v.y),
|
||||
vec3<f32>(v.x * v.y * k + v.z, v.y * v.y * k + c, v.z * v.y * k - v.x),
|
||||
vec3<f32>(v.x * v.z * k - v.y, v.y * v.z * k + v.x, v.z * v.z * k + c)
|
||||
);
|
||||
}
|
||||
|
||||
fn intersectPlane(origin: vec3<f32>, direction: vec3<f32>, pointt: vec3<f32>, normal: vec3<f32>) -> f32 {
|
||||
return clamp(dot(pointt - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
|
||||
}
|
||||
|
||||
fn calcRay(uv: vec2<f32>, fov: f32, aspect: f32) -> vec3<f32> {
|
||||
var uv1 = uv * 2.0 - 1.0;
|
||||
var d = 1.0 / tan(radians(fov) * 0.5);
|
||||
return normalize(vec3<f32>(aspect * uv1.x, uv1.y, d));
|
||||
}
|
||||
|
||||
fn getWave(position: vec2<f32>, dir: vec2<f32>, speed: f32, frequency: f32, iTimeshift: f32) -> vec2<f32> {
|
||||
var x = dot(dir, position) * frequency + iTimeshift * speed;
|
||||
var wave = exp(sin(x) - 1.0);
|
||||
var dist = wave * cos(x);
|
||||
return vec2<f32>(wave, -dist);
|
||||
}
|
||||
|
||||
fn heightmap(worldPos: vec2<f32>) -> f32 {
|
||||
let scale: f32 = 0.06;
|
||||
|
||||
var p = worldPos * scale;
|
||||
var p2 = (artifactOffset.xz - vec2<f32>(0.0, 1.0)) * scale;
|
||||
|
||||
var d = (1.0 - smootherstep(0.0, 1.0, clamp(length(p2 - p) * 1.25, 0.0, 1.0))) * 0.87;
|
||||
var angle: f32 = 0.0;
|
||||
var freq: f32 = 5.0;
|
||||
var speed: f32 = 2.0;
|
||||
var weight: f32 = 1.9;
|
||||
var wave: f32 = 0.0;
|
||||
var waveScale: f32 = 0.0;
|
||||
|
||||
var dir: vec2<f32>;
|
||||
var res: vec2<f32>;
|
||||
|
||||
for (var i: i32 = 0; i < 5; i = i + 1) {
|
||||
dir = vec2<f32>(cos(angle), sin(angle));
|
||||
res = getWave(p, dir, speed, freq, time);
|
||||
p = p + dir * res.y * weight * 0.05;
|
||||
wave = wave + res.x * weight - d;
|
||||
angle = angle + 12.0;
|
||||
waveScale = waveScale + weight;
|
||||
weight = mix(weight, 0.0, 0.2);
|
||||
freq = freq * 1.18;
|
||||
speed = speed * 1.06;
|
||||
}
|
||||
|
||||
return wave * (1.0 / waveScale);
|
||||
}
|
||||
|
||||
fn octahedron(p: vec3<f32>, s: f32) -> f32 {
|
||||
p = abs(p);
|
||||
return (p.x + p.y + p.z - s) * 0.57735027;
|
||||
}
|
||||
|
||||
fn artifact(p: vec3<f32>, currDist: f32, glowColor: vec3<f32>, id: i32) {
|
||||
p = p - artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
var dist = octahedron(p, 0.8);
|
||||
let glowDist: f32 = 4.8;
|
||||
if (dist < glowDist) {
|
||||
var d = dist + rand(dist) * 1.7;
|
||||
glowColor = glowColor + vec3<f32>(0.75, 0.55, 0.45) * clamp(1.0 - pow((d * (1.0 / glowDist)), 5.0), 0.0, 1.0) * 0.035;
|
||||
}
|
||||
if (dist < currDist) {
|
||||
currDist = dist;
|
||||
id = 1;
|
||||
}
|
||||
}
|
||||
|
||||
fn objects(p: vec3<f32>, glowColor: vec3<f32>, objId: i32) -> f32 {
|
||||
var dist: f32 = CAM_FAR;
|
||||
artifact(p, dist, glowColor, objId);
|
||||
return dist;
|
||||
}
|
||||
|
||||
fn artifactDist(p: vec3<f32>) -> f32 {
|
||||
p = p - artifactOffset;
|
||||
p = artifactRotation * p;
|
||||
return octahedron(p, 1.2);
|
||||
}
|
||||
|
||||
fn objectsDist(p: vec3<f32>) -> f32 {
|
||||
return artifactDist(p);
|
||||
}
|
||||
|
||||
fn objectsNormal(p: vec3<f32>, eps: f32) -> vec3<f32> {
|
||||
var h = vec2<f32>(eps, 0.0);
|
||||
return normalize(vec3<f32>(
|
||||
artifactDist(p + h.xxx) - artifactDist(p - h.xxx),
|
||||
eps * 2.0,
|
||||
artifactDist(p + h.yyy) - artifactDist(p - h.yyy)
|
||||
));
|
||||
}
|
||||
|
||||
fn objectsColor(id: i32, normal: vec3<f32>, ray: vec3<f32>) -> vec3<f32> {
|
||||
if (id == 1) { return vec3<f32>(0.85, 0.65, 0.55) * mix(0.8, 1.5, dot(normal, normalize(vec3<f32>(0.0, 1.0, 0.5))) * 0.5 + 0.5); }
|
||||
if (id == 2) { return vec3<f32>(0.85, 0.65, 0.55) * 1.5; }
|
||||
return vec3<f32>(1.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
fn marchObjects(eye: vec3<f32>, ray: vec3<f32>, wDepth: f32, color: vec4<f32>) -> vec4<f32> {
|
||||
var dist: f32 = 0.0;
|
||||
var id: i32;
|
||||
var rayPos: vec3<f32> = eye;
|
||||
var depth: f32 = CAM_FAR;
|
||||
for (var i: i32 = 0; i < 30; i = i + 1) {
|
||||
dist = objects(rayPos, color.rgb, id);
|
||||
depth = distance(rayPos, eye);
|
||||
if (depth > wDepth || dist < 0.01) {
|
||||
break;
|
||||
}
|
||||
rayPos = rayPos + ray * dist;
|
||||
}
|
||||
|
||||
if (dist < 0.01) {
|
||||
return vec4<f32>(objectsColor(id, objectsNormal(rayPos, 0.01), ray), depth);
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
fn waterColor(ray: vec3<f32>, normal: vec3<f32>, p: vec3<f32>) -> vec3<f32> {
|
||||
var color: vec3<f32> = vec3<f32>(0.0);
|
||||
var fogDist: f32 = length(p - vec3<f32>(0.0, 0.0, -6.0));
|
||||
var dist: f32 = 0.0;
|
||||
var objId: i32 = 0;
|
||||
var refl: vec3<f32> = reflect(ray, normal);
|
||||
var rayPos: vec3<f32> = p + refl * dist;
|
||||
|
||||
if (length(p.xz - artifactOffset.xz) < 8.5 && dot(refl, normalize(artifactOffset - p)) > -0.25) {
|
||||
for (var i: i32 = 0; i < 40; i = i + 1) {
|
||||
dist = objects(rayPos, color, objId);
|
||||
if (dist < 0.01) {
|
||||
color = objectsColor(objId, objectsNormal(rayPos, 0.001), rayPos);
|
||||
break;
|
||||
}
|
||||
rayPos = rayPos + refl * dist;
|
||||
}
|
||||
}
|
||||
|
||||
var fresnel: f32 = 0.04 + 0.9 * pow(1.0 - max(0.0, dot(-normal, ray)), 7.0);
|
||||
var d: f32 = length(artifactOffset - p);
|
||||
const r: f32 = 14.0;
|
||||
var atten: f32 = clamp(1.0 - (d * d) / (r * r), 0.0, 1.0);
|
||||
atten = atten * atten;
|
||||
|
||||
var pointt: vec3<f32> = vec3<f32>(0.75, 0.55, 0.45) * atten * (1.0 + fresnel) * 0.07;
|
||||
var ambient: vec3<f32> = dot(normal, normalize(vec3<f32>(0.0, 1.0, 0.5))) * max(fresnel, 0.06) * vec3<f32>(0.1, 0.5, 1.0) * 0.85;
|
||||
var fog: f32 = smootherstep(25.0, 6.0, fogDist) * (1.0 / (fogDist * 0.1));
|
||||
|
||||
return color + (pointt + ambient) * fog;
|
||||
}
|
||||
|
||||
fn waterNormal(p: vec2<f32>, eps: f32) -> vec3<f32> {
|
||||
var h: vec2<f32> = vec2<f32>(eps, 0.0);
|
||||
return normalize(vec3<f32>(
|
||||
heightmap(p - h.xy) - heightmap(p + h.xy),
|
||||
eps * 2.0,
|
||||
heightmap(p - h.yx) - heightmap(p + h.yx)
|
||||
));
|
||||
}
|
||||
|
||||
fn marchWater(eye: vec3<f32>, ray: vec3<f32>, color: vec4<f32>) -> vec4<f32> {
|
||||
let planeNorm: vec3<f32> = vec3<f32>(0.0, 1.0, 0.0);
|
||||
let depth: f32 = 3.0;
|
||||
var ceilDist: f32 = intersectPlane(eye, ray, vec3<f32>(0.0, 0.0, 0.0), planeNorm);
|
||||
var normal: vec3<f32> = vec3<f32>(0.0);
|
||||
|
||||
if (dot(planeNorm, ray) > -0.05) {
|
||||
return vec4<f32>(vec3<f32>(0.0), CAM_FAR);
|
||||
}
|
||||
|
||||
var height: f32 = 0.0;
|
||||
var rayPos: vec3<f32> = eye + ray * ceilDist;
|
||||
for (var i: i32 = 0; i < 30; i = i + 1) {
|
||||
height = heightmap(rayPos.xz) * depth - depth;
|
||||
if (rayPos.y - height < 0.1) {
|
||||
color.w = distance(rayPos, eye);
|
||||
var normPos: vec3<f32> = (eye + ray * color.w);
|
||||
color.rgb = waterColor(ray, waterNormal(normPos.xz, 0.005), normPos);
|
||||
return color;
|
||||
}
|
||||
rayPos = rayPos + ray * max(rayPos.y - height, 0.1);
|
||||
}
|
||||
|
||||
return vec4<f32>(vec3<f32>(0.0), CAM_FAR);
|
||||
}
|
||||
|
||||
fn march(uv: vec2<f32>, camPos: vec3<f32>) -> vec3<f32> {
|
||||
var vm: mat4x4<f32> = viewMatrix(camFwd, camUp);
|
||||
var ray: vec3<f32> = (vm * vec4<f32>(calcRay(uv, 80.0, resolution.x / resolution.y), 1.0)).xyz;
|
||||
var color: vec4<f32> = vec4<f32>(BACKGROUND, CAM_FAR);
|
||||
var waterColor: vec3<f32>;
|
||||
color = marchWater(camPos, ray, color);
|
||||
color = marchObjects(camPos, ray, color.w, color);
|
||||
return color.rgb;
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
struct VertexOut {
|
||||
@builtin(position) position : vec4f,
|
||||
@location(0) color : vec4f
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@location(0) position: vec4f,
|
||||
@location(1) color: vec4f) -> VertexOut {
|
||||
var output : VertexOut;
|
||||
output.position = position;
|
||||
output.color = color;
|
||||
return output;
|
||||
}
|
||||
BIN
chimera.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
csharp.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
dataforest.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
favicon.ico
Normal file
|
After Width: | Height: | Size: 104 KiB |
BIN
fedora.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
129
index.html
@@ -1,90 +1,49 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<html lang="en" class="theme-dark">
|
||||
|
||||
<head>
|
||||
<meta charset="UTF-8"/>
|
||||
<meta content="width=device-width, initial-scale=1.0" name="viewport"/>
|
||||
<title>celesteflare.cc ~ lunary</title>
|
||||
<meta charset="UTF-8" />
|
||||
<meta content="width=device-width, initial-scale=1.0" name="viewport" />
|
||||
<title>i0ur.ing ~ welcome</title>
|
||||
|
||||
<link href="assets/imgs/logo.ico" rel="icon" type="image/x-icon"/>
|
||||
<link href="main.css" rel="stylesheet" type="text/css"/>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<script async defer src="js/init.js" type="module"></script>
|
||||
</head>
|
||||
|
||||
|
||||
<body>
|
||||
<canvas id="shader-background"></canvas>
|
||||
<main>
|
||||
<div class="flexcard" id="cards">
|
||||
<img alt="oneko.gif" class="oneko" src="assets/imgs/oneko.gif"/>
|
||||
<div class="card">
|
||||
<div id="profile-card"></div>
|
||||
<div id="navigation">
|
||||
<button class="navi" id="home" type="button">Home</button>
|
||||
<button class="navi" id="portfolio" type="button">Portfolio</button>
|
||||
<button class="navi" id="blog" type="button">Blog</button>
|
||||
</div>
|
||||
<div class="contents" id="content"></div>
|
||||
<hr/>
|
||||
<div class="socials">
|
||||
<p>© celesteflare.cc</p>
|
||||
<a href="https://bsky.app/profile/lunary.celesteflare.cc" target="_blank"><i class="bi bi-cloudy-fill"></i></a>
|
||||
<a href="https://dc.celesteflare.cc" onclick="navigator.clipboard.writeText(`luzey.zip`)"
|
||||
target="_blank"><i class="bi bi-discord"></i></a>
|
||||
<a href="https://www.instagram.com/luzl.r.h" target="_blank"><i class="bi bi-instagram"></i></a>
|
||||
<a href="https://www.github.com/lunarydess" target="_blank"><i class="bi bi-github"></i></a>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<noscript
|
||||
style="
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
z-index: 10;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
background-color: hsl(240, 21%, 15%);
|
||||
user-select: none;
|
||||
"
|
||||
>
|
||||
<div
|
||||
style="
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
width: fit-content;
|
||||
height: fit-content;
|
||||
margin: auto;
|
||||
"
|
||||
>
|
||||
<center>
|
||||
<h1
|
||||
style="
|
||||
color: hsl(226, 64%, 88%);
|
||||
text-decoration-color: hsl(226, 64%, 88%);
|
||||
text-align: center;
|
||||
text-rendering: geometricPrecision;
|
||||
top: 50%;
|
||||
"
|
||||
>
|
||||
JavaScript is mandatory. :'(<br/>
|
||||
Did you try it yet?
|
||||
</h1>
|
||||
<img
|
||||
alt="yippee.gif"
|
||||
src="assets/imgs/yippee.gif" style="
|
||||
width: 25%;
|
||||
height: 25%;
|
||||
image-rendering: optimizeQuality;
|
||||
image-resolution: 498x;
|
||||
shape-image-threshold: 10;
|
||||
image-orientation: from-image;
|
||||
border-radius: 8px;
|
||||
outline: hsl(53, 93%, 54%) dotted 2px;
|
||||
pointer-events: none;
|
||||
"/>
|
||||
</center>
|
||||
</div>
|
||||
</noscript>
|
||||
</main>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<link rel="stylesheet" href="/main-5f0876a079f6ac58.css" integrity="sha384-Sa1ZWpdYJVb1uRRURVr4pvhoJEjjsLIMS2kyltK9FZdLGYa55YVhC47tdfBRErb+"/>
|
||||
|
||||
<script type="module">
|
||||
import init, * as bindings from '/web_iouring-8ac0645919329a76.js';
|
||||
const wasm = await init({ module_or_path: '/web_iouring-8ac0645919329a76_bg.wasm' });
|
||||
|
||||
|
||||
window.wasmBindings = bindings;
|
||||
|
||||
|
||||
dispatchEvent(new CustomEvent("TrunkApplicationStarted", {detail: {wasm}}));
|
||||
|
||||
</script>
|
||||
<base href="/" />
|
||||
|
||||
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bulma/css/bulma.min.css" />
|
||||
<link rel="modulepreload" href="/web_iouring-8ac0645919329a76.js" crossorigin="anonymous" integrity="sha384-KPFxJ5+Aa+ZaSfSE63zjwFcXMH3E+vHNFH4J/VsMxr1NE1pixe0oIzXatlghxyv6"><link rel="preload" href="/web_iouring-8ac0645919329a76_bg.wasm" crossorigin="anonymous" integrity="sha384-NOiLI21zp8RPEUB76WCpoBPABF5V2fkwSiFS7VhnzEbvHeALjfZEWKWN59UWzI71" as="fetch" type="application/wasm"></head>
|
||||
|
||||
</html>
|
||||
BIN
iouring.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
@@ -1,12 +0,0 @@
|
||||
import {insertFileContentIn as insert} from "./navigator.js";
|
||||
import {init as initGallery} from "./gallery.js";
|
||||
|
||||
export async function init() {
|
||||
const naviElements = document.getElementsByClassName("navi");
|
||||
for (let i = 0; i < naviElements.length; i++) {
|
||||
const element = naviElements.item(i);
|
||||
element.addEventListener("click", function () {
|
||||
insert("content", element.id, element.id === "portfolio" ? initGallery : undefined);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
const maxImages = 3;
|
||||
|
||||
const currentImage = {
|
||||
idx: 1,
|
||||
name: null,
|
||||
image: null,
|
||||
link: null,
|
||||
desc: null,
|
||||
};
|
||||
|
||||
export async function init() {
|
||||
const previewImage = document.getElementById("portfolio-preview");
|
||||
const previewTitle = document.getElementById("portfolio-title");
|
||||
const previewDesc = document.getElementById("portfolio-description");
|
||||
|
||||
document.getElementById("portfolio-preview-previous").onclick = function () {
|
||||
nextImage(previewImage, previewTitle, previewDesc, false)
|
||||
}
|
||||
|
||||
document.getElementById("portfolio-preview-next").onclick = function () {
|
||||
nextImage(previewImage, previewTitle, previewDesc, true)
|
||||
}
|
||||
|
||||
fetchImage(previewImage, previewTitle, previewDesc);
|
||||
}
|
||||
|
||||
async function nextImage(image, title, description, forward) {
|
||||
if (forward) ++currentImage.idx;
|
||||
else --currentImage.idx;
|
||||
|
||||
if (currentImage.idx > maxImages) currentImage.idx = 1;
|
||||
else if (currentImage.idx < 1) currentImage.idx = maxImages;
|
||||
|
||||
fetchImage(image, title, description);
|
||||
}
|
||||
|
||||
async function fetchImage(image, title, description) {
|
||||
fetch(`assets/projects/${currentImage.idx}.json`)
|
||||
.then(value => value.json().then(currentImageJson => {
|
||||
currentImage.name = currentImageJson.name;
|
||||
currentImage.image = currentImageJson.image;
|
||||
currentImage.link = currentImageJson.link;
|
||||
currentImage.desc = currentImageJson.desc;
|
||||
title.innerText = currentImage.name;
|
||||
description.innerText = currentImage.desc.map(item => JSON.stringify(item)).join('\n').replaceAll("\"", "");
|
||||
console.info(description.innerText)
|
||||
image.setAttribute("src", `assets/projects/${currentImage.image}`);
|
||||
image.onclick = function () {
|
||||
window.open(currentImage.link, "_blank").focus();
|
||||
};
|
||||
}))
|
||||
.catch(error => console.error(error));
|
||||
}
|
||||
13
js/init.js
@@ -1,13 +0,0 @@
|
||||
import {init as initThemes} from "./themes.js";
|
||||
import {init as initShaders} from "./shaders.js";
|
||||
import {init as initNavigator} from "./navigator.js";
|
||||
import {init as initButtons} from "./buttons.js";
|
||||
|
||||
async function init() {
|
||||
initThemes();
|
||||
initShaders();
|
||||
initNavigator();
|
||||
initButtons();
|
||||
}
|
||||
|
||||
init();
|
||||
@@ -1,25 +0,0 @@
|
||||
import {init as initGallery} from "./gallery.js";
|
||||
|
||||
export async function insertContentIn(destination, content, onload = undefined) {
|
||||
const element = document.getElementById(destination);
|
||||
element.innerHTML = content;
|
||||
if (onload) {
|
||||
element.onload = onload();
|
||||
}
|
||||
}
|
||||
|
||||
export async function insertFileContentIn(destination, htmlFile, onload = undefined) {
|
||||
fetch(`./router/${htmlFile}.html`)
|
||||
.then(response => response.text())
|
||||
.then(text => insertContentIn(destination, text, onload))
|
||||
.then(_ => {
|
||||
document.title = `lunary ~ ${htmlFile}`
|
||||
window.history.pushState(null, 'Title', `#${htmlFile}`)
|
||||
}).catch(error => console.error(error));
|
||||
}
|
||||
|
||||
export async function init() {
|
||||
let meow = window.location.href.match(/https*:\/\/.*#.+/g);
|
||||
meow = meow === null || meow === undefined || meow.length === 0 ? "home" : String(meow).substring(String(meow).lastIndexOf("#") + 1);
|
||||
insertFileContentIn("content", meow, meow === "portfolio" ? initGallery : undefined);
|
||||
}
|
||||
234
js/shaders.js
@@ -1,234 +0,0 @@
|
||||
import {isWinter, isXmas} from "./util.js";
|
||||
|
||||
export async function init() {
|
||||
const canvas = document.querySelector("#shader-background");
|
||||
|
||||
/* TODO: ...
|
||||
const wgpuContext = canvas.getContext("webgpu");
|
||||
if (wgpuContext !== null) {
|
||||
initWGPU(canvas, wgpuContext);
|
||||
return;
|
||||
}*/
|
||||
|
||||
let context;
|
||||
const wglVersion =
|
||||
(context = (canvas.getContext("experimental-webgl2") || canvas.getContext("webgl2"))) != null ? 2 :
|
||||
(context = (canvas.getContext("experimental-webgl") || canvas.getContext("webgl"))) != null ? 1 : 0;
|
||||
if (wglVersion !== 0) initGL(canvas, context, wglVersion);
|
||||
else console.warn("couldn't find webgpu nor webgl, so no-no fancy shader-background. :(");
|
||||
}
|
||||
|
||||
async function initGL(canvas, context, wglVersion) {
|
||||
console.info(`detected wgl ${wglVersion} meow`);
|
||||
|
||||
const positions = context.createBuffer();
|
||||
context.bindBuffer(context.ARRAY_BUFFER, positions);
|
||||
context.bufferData(context.ARRAY_BUFFER, new Float32Array([
|
||||
-1.0, 1.0, 0.0,
|
||||
-1.0, -1.0, 0.0,
|
||||
1.0, -1.0, 0.0,
|
||||
1.0, 1.0, 0.0
|
||||
]), context.STATIC_DRAW);
|
||||
|
||||
const colors = context.createBuffer();
|
||||
context.bindBuffer(context.ARRAY_BUFFER, colors);
|
||||
context.bufferData(context.ARRAY_BUFFER, new Float32Array([
|
||||
1.0, 0.0, 0.0, 1.0,
|
||||
0.0, 1.0, 0.0, 1.0,
|
||||
0.0, 0.0, 1.0, 1.0,
|
||||
1.0, 1.0, 0.0, 1.0
|
||||
]), context.STATIC_DRAW);
|
||||
|
||||
const elements_indices = [3, 2, 1, 3, 1, 0];
|
||||
const elements = context.createBuffer();
|
||||
context.bindBuffer(context.ELEMENT_ARRAY_BUFFER, elements);
|
||||
context.bufferData(context.ELEMENT_ARRAY_BUFFER, new Uint16Array(elements_indices), context.STATIC_DRAW);
|
||||
|
||||
const es_key = wglVersion === 2 ? "es3" : "es1";
|
||||
|
||||
const vertex_shader = context.createShader(context.VERTEX_SHADER);
|
||||
let vertex_shader_code = "";
|
||||
await fetch(`./assets/shaders/glsl/${es_key}/background/bg.vsh.glsl`)
|
||||
.then(response => response.text())
|
||||
.then(text => vertex_shader_code = text)
|
||||
.catch(error => console.error(error));
|
||||
context.shaderSource(vertex_shader, vertex_shader_code);
|
||||
context.compileShader(vertex_shader);
|
||||
let vertex_shader_log = context.getShaderInfoLog(vertex_shader);
|
||||
if (vertex_shader_log == null || vertex_shader_log.trim().length === 0) {
|
||||
console.info("vertex shader loaded.");
|
||||
} else console.warn(`vertex shader couldn't be loaded! (${vertex_shader_log})`);
|
||||
|
||||
let fragment_shader_code = "";
|
||||
await fetch(`./assets/shaders/glsl/${es_key}/background/bg.fsh.glsl`)
|
||||
.then(response => response.text())
|
||||
.then(text => fragment_shader_code = text)
|
||||
.catch(error => console.error(error));
|
||||
const fragment_shader = context.createShader(context.FRAGMENT_SHADER);
|
||||
context.shaderSource(fragment_shader, fragment_shader_code);
|
||||
context.compileShader(fragment_shader);
|
||||
let fragment_shader_log = context.getShaderInfoLog(fragment_shader);
|
||||
if (fragment_shader_log == null || fragment_shader_log.trim().length === 0) {
|
||||
console.info("fragment shader loaded.");
|
||||
} else console.warn(`fragment shader couldn't be loaded! (${fragment_shader_log})`);
|
||||
|
||||
const shaderProgram = context.createProgram();
|
||||
context.attachShader(shaderProgram, vertex_shader);
|
||||
context.attachShader(shaderProgram, fragment_shader);
|
||||
context.linkProgram(shaderProgram);
|
||||
if (!context.getProgramParameter(shaderProgram, context.LINK_STATUS))
|
||||
console.warn("shaders couldn't be linked! :(");
|
||||
context.useProgram(shaderProgram);
|
||||
|
||||
const position = context.getAttribLocation(shaderProgram, "position");
|
||||
context.enableVertexAttribArray(position);
|
||||
context.bindBuffer(context.ARRAY_BUFFER, positions);
|
||||
context.vertexAttribPointer(position, 3, context.FLOAT, false, 0, 0);
|
||||
|
||||
const color = context.getAttribLocation(shaderProgram, "color");
|
||||
context.enableVertexAttribArray(color);
|
||||
context.bindBuffer(context.ARRAY_BUFFER, colors);
|
||||
context.vertexAttribPointer(color, 4, context.FLOAT, false, 0, 0);
|
||||
|
||||
context.bindBuffer(context.ELEMENT_ARRAY_BUFFER, elements);
|
||||
|
||||
context.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||
context.clear(context.COLOR_BUFFER_BIT);
|
||||
context.enable(context.DEPTH_TEST);
|
||||
|
||||
const unimloc_matrix = context.getUniformLocation(shaderProgram, "model");
|
||||
const default_matrix = new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
|
||||
|
||||
const unimloc_time = context.getUniformLocation(shaderProgram, "time");
|
||||
const unimloc_res = context.getUniformLocation(shaderProgram, "resolution");
|
||||
|
||||
const unimloc_overlay_snow = context.getUniformLocation(shaderProgram, "layer_snow");
|
||||
|
||||
function renderLoop(time) {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
|
||||
context.uniformMatrix4fv(unimloc_matrix, false, default_matrix);
|
||||
|
||||
context.uniform1f(unimloc_time, time / 1000.0);
|
||||
context.uniform2fv(unimloc_res, [canvas.width, canvas.height]);
|
||||
|
||||
context.uniform1i(unimloc_overlay_snow, isXmas() || isWinter());
|
||||
|
||||
context.viewport(0, 0, canvas.width, canvas.height);
|
||||
context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);
|
||||
context.drawElements(context.TRIANGLES, elements_indices.length, context.UNSIGNED_SHORT, 0);
|
||||
|
||||
window.requestAnimationFrame(renderLoop);
|
||||
};
|
||||
|
||||
window.requestAnimationFrame(renderLoop);
|
||||
}
|
||||
|
||||
|
||||
async function initWGPU(canvas, context) {
|
||||
console.info("detected wgpu");
|
||||
|
||||
async function fallback() {
|
||||
console.info("falling back to gl");
|
||||
let context;
|
||||
const wglVersion = (context = (canvas.getContext("experimental-webgl2") || canvas.getContext("webgl2"))) != null ? 2 : (context = (canvas.getContext("experimental-webgl") || canvas.getContext("webgl"))) != null ? 1 : 0;
|
||||
if (wglVersion !== 0) initGL(canvas, context, wglVersion);
|
||||
else console.warn("couldn't find webgl, so no-no fancy shader-background. :(");
|
||||
}
|
||||
|
||||
if (!navigator.gpu) {
|
||||
console.info("wgpu context exists but is not supported.");
|
||||
fallback();
|
||||
return;
|
||||
}
|
||||
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
if (!adapter) {
|
||||
console.warn("couldn't find any adapters");
|
||||
fallback();
|
||||
return;
|
||||
}
|
||||
|
||||
const device = await adapter.requestDevice();
|
||||
if (!device) {
|
||||
console.warn("couldn't find any devices");
|
||||
fallback();
|
||||
return;
|
||||
}
|
||||
|
||||
let shaders = "";
|
||||
await fetch("./assets/shaders/wgsl/background/bg.vsh.wgsl")
|
||||
.then(response => response.text())
|
||||
.then(data => shaders += data)
|
||||
.catch(error => console.error(error));
|
||||
shaders += '\n';
|
||||
await fetch("./assets/shaders/wgsl/background/bg.fsh.wgsl")
|
||||
.then(response => response.text())
|
||||
.then(data => shaders += data)
|
||||
.catch(error => console.error(error));
|
||||
const shaderModule = device.createShaderModule({code: shaders});
|
||||
|
||||
context.configure({
|
||||
device: device,
|
||||
format: navigator.gpu.getPreferredCanvasFormat(),
|
||||
alphaMode: "premultiplied",
|
||||
});
|
||||
|
||||
const vertices = new Float32Array([1.0, 1.0, 1.0, 1.0]);
|
||||
|
||||
const vertexBuffer = device.createBuffer({
|
||||
size: vertices.byteLength,
|
||||
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
|
||||
device.queue.writeBuffer(vertexBuffer, 0, vertices, 0, vertices.length);
|
||||
|
||||
const renderPipeline = device.createRenderPipeline({
|
||||
vertex: {
|
||||
module: shaderModule,
|
||||
entryPoint: 'vertex_main',
|
||||
buffers: [{
|
||||
attributes: [{
|
||||
shaderLocation: 0, // position
|
||||
offset: 0,
|
||||
format: 'float32x4'
|
||||
}, {
|
||||
shaderLocation: 1, // color
|
||||
offset: 16,
|
||||
format: 'float32x4'
|
||||
}],
|
||||
arrayStride: 32,
|
||||
stepMode: 'vertex'
|
||||
}]
|
||||
},
|
||||
fragment: {
|
||||
module: shaderModule,
|
||||
entryPoint: 'fragment_main',
|
||||
targets: [{
|
||||
format: navigator.gpu.getPreferredCanvasFormat()
|
||||
}]
|
||||
},
|
||||
primitive: {
|
||||
topology: 'triangle-list'
|
||||
},
|
||||
layout: 'auto'
|
||||
});
|
||||
const commandEncoder = device.createCommandEncoder();
|
||||
|
||||
const passEncoder = commandEncoder.beginRenderPass({
|
||||
colorAttachments: [{
|
||||
clearValue: {r: 0.0, g: 0.0, b: 0.0, a: 1.0},
|
||||
loadOp: 'clear',
|
||||
storeOp: 'store',
|
||||
view: context.getCurrentTexture().createView()
|
||||
}]
|
||||
});
|
||||
|
||||
passEncoder.setPipeline(renderPipeline);
|
||||
passEncoder.setVertexBuffer(0, vertexBuffer);
|
||||
passEncoder.draw(3);
|
||||
|
||||
passEncoder.end();
|
||||
device.queue.submit([commandEncoder.finish()]);
|
||||
}
|
||||
321
js/themes.js
@@ -1,321 +0,0 @@
|
||||
import {hexToRgb} from "./util.js";
|
||||
|
||||
const constants = {
|
||||
palettes: {
|
||||
"Catppuccin": {
|
||||
"Latte": {
|
||||
"base": "#EFF1F5",
|
||||
"mantle": "#E6E9EF",
|
||||
"crust": "#DCE0E8",
|
||||
|
||||
"text": "#4C4F69",
|
||||
|
||||
"pink": "#EA76CB",
|
||||
"purple": "#8839EF",
|
||||
"red": "#D20F39",
|
||||
"light_red": "#E64553",
|
||||
"orange": "#FE640B",
|
||||
"yellow": "#DF8E1D",
|
||||
"green": "#40A02B",
|
||||
"light_green": "#179299",
|
||||
"blue": "#1E66F5",
|
||||
"light_blue": "#7287FD"
|
||||
},
|
||||
"Frappe": {
|
||||
"base": "#303446",
|
||||
"mantle": "#292C3C",
|
||||
"crust": "#232634",
|
||||
|
||||
"text": "#C6D0F5",
|
||||
|
||||
"pink": "#F4B8E4",
|
||||
"purple": "#CA9EE6",
|
||||
"red": "#E78284",
|
||||
"light_red": "#EA999C",
|
||||
"orange": "#EF9F76",
|
||||
"yellow": "#E5C890",
|
||||
"green": "#A6D189",
|
||||
"light_green": "#81C8BE",
|
||||
"blue": "#8CAAEE",
|
||||
"light_blue": "#85C1DC"
|
||||
},
|
||||
"Macchiato": {
|
||||
"base": "#24273A",
|
||||
"mantle": "#1E2030",
|
||||
"crust": "#181926",
|
||||
|
||||
"text": "#CAD3F5",
|
||||
|
||||
"pink": "#F5bDE6",
|
||||
"purple": "#C6A0F6",
|
||||
"red": "#ED8796",
|
||||
"light_red": "#EE99A0",
|
||||
"orange": "#F5A97F",
|
||||
"yellow": "#EED49F",
|
||||
"green": "#A6DA95",
|
||||
"light_green": "#8BD5CA",
|
||||
"blue": "#8AADF4",
|
||||
"light_blue": "#7DC4E4"
|
||||
},
|
||||
"Mocha": {
|
||||
"base": "#1E1E2E",
|
||||
"mantle": "#181825",
|
||||
"crust": "#11111b",
|
||||
|
||||
"text": "#CDD6F4",
|
||||
|
||||
"pink": "#F5C2E7",
|
||||
"purple": "#CBA6F7",
|
||||
"red": "#F38BA8",
|
||||
"light_red": "#EBA0AC",
|
||||
"orange": "#FAB387",
|
||||
"yellow": "#F9E2AF",
|
||||
"green": "#A6E3A1",
|
||||
"light_green": "#94E2D5",
|
||||
"blue": "#89B4FA",
|
||||
"light_blue": "#74C7EC"
|
||||
},
|
||||
},
|
||||
"Arc": {
|
||||
"Dark": {
|
||||
"base": "#282C34",
|
||||
"mantle": "#333842",
|
||||
"crust": "#2C313A",
|
||||
|
||||
"text": "#ABB2BF",
|
||||
|
||||
"pink": "#FF6AC1",
|
||||
"purple": "#D38AEA",
|
||||
"red": "#E06C75",
|
||||
"light_red": "#BE5046",
|
||||
"orange": "#DA8548",
|
||||
"yellow": "#E5D07b",
|
||||
"green": "#98C379",
|
||||
"light_green": "#87BF70",
|
||||
"blue": "#61AFEF",
|
||||
"light_blue": "#4DB5BD"
|
||||
},
|
||||
|
||||
"Light": {
|
||||
"base": "#FAFAFA",
|
||||
"mantle": "#EFF0EB",
|
||||
"crust": "#F2F3F7",
|
||||
|
||||
"text": "#545862",
|
||||
|
||||
"pink": "#FF75A0",
|
||||
"purple": "#BF9EEE",
|
||||
"red": "#F47067",
|
||||
"light_red": "#F47067",
|
||||
"orange": "#FF9F50",
|
||||
"yellow": "#F7BB47",
|
||||
"green": "#6BC46D",
|
||||
"light_green": "#42B983",
|
||||
"blue": "#58A6FF",
|
||||
"light_blue": "#73D0FF"
|
||||
}
|
||||
},
|
||||
"Material": {
|
||||
"Oceanic": {
|
||||
"base": "#015970",
|
||||
"mantle": "#0a2540",
|
||||
"crust": "#0c3b62",
|
||||
|
||||
"text": "#ECEFF4",
|
||||
|
||||
"pink": "#FF3366",
|
||||
"purple": "#AD82EC",
|
||||
"red": "#FF5370",
|
||||
"light_red": "#F78C6C",
|
||||
"orange": "#FFCB6B",
|
||||
"yellow": "#FAB795",
|
||||
"green": "#C3E88D",
|
||||
"light_green": "#A3BE8C",
|
||||
"blue": "#82AAFF",
|
||||
"light_blue": "#80CBC4",
|
||||
},
|
||||
"Darker": {
|
||||
"base": "#1B262C",
|
||||
"mantle": "#0F4C75",
|
||||
"crust": "#3282B8",
|
||||
|
||||
"text": "#F7F7FF",
|
||||
|
||||
"pink": "#FEB236",
|
||||
"purple": "#6B5B95",
|
||||
"red": "#D81159",
|
||||
"light_red": "#DB504A",
|
||||
"orange": "#FFBC42",
|
||||
"yellow": "#F0F66E",
|
||||
"green": "#0EAD69",
|
||||
"light_green": "#07BEB8",
|
||||
"blue": "#0A9396",
|
||||
"light_blue": "#00B2CA",
|
||||
},
|
||||
"Lighter": {
|
||||
"base": "#EAEAEA",
|
||||
"mantle": "#DADADA",
|
||||
"crust": "#C4C4C4",
|
||||
|
||||
"text": "#141414",
|
||||
|
||||
"pink": "#FFB7C5",
|
||||
"purple": "#D7A9E3",
|
||||
"red": "#FF6363",
|
||||
"light_red": "#FF9A8B",
|
||||
"orange": "#FFD56D",
|
||||
"yellow": "#FAED26",
|
||||
"green": "#A8DF65",
|
||||
"light_green": "#5DD39E",
|
||||
"blue": "#7FD1B9",
|
||||
"light_blue": "#68E8A0",
|
||||
},
|
||||
"Palenight": {
|
||||
"base": "#292D3E",
|
||||
"mantle": "#444267",
|
||||
"crust": "#444267",
|
||||
|
||||
"text": "#ECEFF4",
|
||||
|
||||
"pink": "#FF5370",
|
||||
"purple": "#C792EA",
|
||||
"red": "#FF5370",
|
||||
"light_red": "#F07178",
|
||||
"orange": "#FFCB6B",
|
||||
"yellow": "#FFCB6B",
|
||||
"green": "#C3E88D",
|
||||
"light_green": "#AED581",
|
||||
"blue": "#82AAFF",
|
||||
"light_blue": "#80CBC4",
|
||||
},
|
||||
"Deep Ocean": {
|
||||
"base": "#0D2C54",
|
||||
"mantle": "#144668",
|
||||
"crust": "#1A5684",
|
||||
|
||||
"text": "#CCE7E9",
|
||||
|
||||
"pink": "#F77FBE",
|
||||
"purple": "#B041FF",
|
||||
"red": "#FF4E50",
|
||||
"light_red": "#FF6B6B",
|
||||
"orange": "#FFA07A",
|
||||
"yellow": "#FFD97D",
|
||||
"green": "#00CC99",
|
||||
"light_green": "#00E0B7",
|
||||
"blue": "#6D5DFC",
|
||||
"light_blue": "#1EAE98",
|
||||
},
|
||||
"Forest": {
|
||||
"base": "#0C351E",
|
||||
"mantle": "#1A512D",
|
||||
"crust": "#247035",
|
||||
|
||||
"text": "#E6F1F2",
|
||||
|
||||
"pink": "#FF80AB",
|
||||
"purple": "#8E44AD",
|
||||
"red": "#FF5252",
|
||||
"light_red": "#FF7F7F",
|
||||
"orange": "#FFB74D",
|
||||
"yellow": "#FFEE58",
|
||||
"green": "#2ECC71",
|
||||
"light_green": "#2BD6A6",
|
||||
"blue": "#3498DB",
|
||||
"light_blue": "#5BC0EB",
|
||||
},
|
||||
"Sky Blue": {
|
||||
"base": "#2C3E50",
|
||||
"mantle": "#3F5772",
|
||||
"crust": "#4D6E88",
|
||||
|
||||
"text": "#EAECEE",
|
||||
|
||||
"pink": "#FF6B6B",
|
||||
"purple": "#A37ACC",
|
||||
"red": "#FF7F50",
|
||||
"light_red": "#FF8C68",
|
||||
"orange": "#FFAB70",
|
||||
"yellow": "#FFD570",
|
||||
"green": "#1ABC9C",
|
||||
"light_green": "#20C9A6",
|
||||
"blue": "#3498DB",
|
||||
"light_blue": "#5BC0DE",
|
||||
},
|
||||
"Sandy Beach": {
|
||||
"base": "#FFF1E6",
|
||||
"mantle": "#FFD9B3",
|
||||
"crust": "#FFC196",
|
||||
|
||||
"text": "#4A4A4A",
|
||||
|
||||
"pink": "#FF7675",
|
||||
"purple": "#D6A2E8",
|
||||
"red": "#FDAC53",
|
||||
"light_red": "#FFC85B",
|
||||
"orange": "#F39C12",
|
||||
"yellow": "#FFD200",
|
||||
"green": "#91E763",
|
||||
"light_green": "#A2DE67",
|
||||
"blue": "#69C9D0",
|
||||
"light_blue": "#5ECCDD",
|
||||
},
|
||||
"Volcano": {
|
||||
"base": "#1C1116",
|
||||
"mantle": "#452B30",
|
||||
"crust": "#752F35",
|
||||
|
||||
"text": "#ECEBE4",
|
||||
|
||||
"pink": "#FF7582",
|
||||
"purple": "#D5A5D1",
|
||||
"red": "#FF3F34",
|
||||
"light_red": "#FF6F59",
|
||||
"orange": "#FF974F",
|
||||
"yellow": "#FFD166",
|
||||
"green": "#00818A",
|
||||
"light_green": "#00A69D",
|
||||
"blue": "#1B9AAA",
|
||||
"light_blue": "#6AB187",
|
||||
},
|
||||
"Space": {
|
||||
"base": "#2B2D42",
|
||||
"mantle": "#3C415C",
|
||||
"crust": "#495A75",
|
||||
|
||||
"text": "#D9F0FF",
|
||||
|
||||
"pink": "#FF6A88",
|
||||
"purple": "#D16DFF",
|
||||
"red": "#FF7171",
|
||||
"light_red": "#FF8E8E",
|
||||
"orange": "#FFAF7B",
|
||||
"yellow": "#FFD066",
|
||||
"green": "#76E3D6",
|
||||
"light_green": "#7EE8FA",
|
||||
"blue": "#3282B8",
|
||||
"light_blue": "#74B9FF",
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
export let current = constants.palettes["Arc"]["Dark"];
|
||||
|
||||
export async function init() {
|
||||
document.documentElement.style.setProperty("--background-color", "#000000ff");
|
||||
// TODO: ... | add theme cookie
|
||||
set("Catppuccin", "Mocha");
|
||||
update();
|
||||
}
|
||||
|
||||
export async function set(theme, variant) {
|
||||
current = constants.palettes[theme][variant];
|
||||
}
|
||||
|
||||
export async function update() {
|
||||
document.documentElement.style.setProperty('--background-color', current.base);
|
||||
for (let key in current) {
|
||||
document.documentElement.style.setProperty(`--${key}`, hexToRgb(current[key]).rgb);
|
||||
}
|
||||
}
|
||||
45
js/util.js
@@ -1,45 +0,0 @@
|
||||
|
||||
|
||||
export function hexToRgb(hex) {
|
||||
const
|
||||
red = parseInt(hex.slice(1, 3), 16),
|
||||
green = parseInt(hex.slice(3, 5), 16),
|
||||
blue = parseInt(hex.slice(5, 7), 16);
|
||||
return {
|
||||
red: red,
|
||||
green: green,
|
||||
blue: blue,
|
||||
rgb: `${red}, ${green}, ${blue}`,
|
||||
hex: hex
|
||||
};
|
||||
}
|
||||
|
||||
export function hexToRgba(hex) {
|
||||
const
|
||||
red = parseInt(hex.slice(1, 3), 16),
|
||||
green = parseInt(hex.slice(3, 5), 16),
|
||||
blue = parseInt(hex.slice(5, 7), 16),
|
||||
alpha = parseInt(hex.slice(7, 9), 16);
|
||||
return {
|
||||
red: red,
|
||||
green: green,
|
||||
blue: blue,
|
||||
alpha: alpha,
|
||||
rgb: `${red}, ${green}, ${blue}`,
|
||||
rgba: `${red}, ${green}, ${blue}, ${alpha}`,
|
||||
hex: hex
|
||||
};
|
||||
}
|
||||
|
||||
export function isWinter(date = new Date()) {
|
||||
const month = date.getMonth();
|
||||
return month === 11 ? date.getDay() >= 21 : month === 2 ? date.getDay() < 21 : month < 2;
|
||||
}
|
||||
|
||||
export function isXmas(date = new Date()) {
|
||||
return date.getMonth() === 11 && (date.getDay() >= 24 && date.getDay() <= 26);
|
||||
}
|
||||
|
||||
export function isHalloween(date = new Date()) {
|
||||
return date.getMonth() === 10 && date.getDay() === 31;
|
||||
}
|
||||
BIN
kotlin.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
70
main-5f0876a079f6ac58.css
Normal file
@@ -0,0 +1,70 @@
|
||||
@font-face {
|
||||
font-family: monocraft;
|
||||
src: url("monocraft.ttf");
|
||||
}
|
||||
html * {
|
||||
font-family: monocraft, monospace !important;
|
||||
scrollbar-color: hsla(232, 97%, 85%, 0.5) hsla(240, 21.05%, 14.9%, 0.7) !important;
|
||||
scrollbar-width: thin !important;
|
||||
scroll-behavior: smooth !important;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.textarea {
|
||||
-ms-overflow-style: none !important;
|
||||
scrollbar-width: none !important;
|
||||
}
|
||||
|
||||
.textarea::-webkit-scrollbar {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
.box {
|
||||
backdrop-filter: blur(4px) !important;
|
||||
--bulma-box-background-color: #1E1E2E80 !important;
|
||||
--bulma-shadow-h: 232 !important;
|
||||
--bulma-shadow-s: 97% !important;
|
||||
--bulma-shadow-l: 85% !important;
|
||||
--bulma-shadow: 0 0.5em 1em -0.125em hsla(var(--bulma-shadow-h),
|
||||
var(--bulma-shadow-s),
|
||||
var(--bulma-shadow-l),
|
||||
0.3), 0 0px 0 1px hsla(var(--bulma-shadow-h),
|
||||
var(--bulma-shadow-s),
|
||||
var(--bulma-shadow-l),
|
||||
0.02) !important;
|
||||
}
|
||||
|
||||
.input,
|
||||
.select select,
|
||||
.textarea {
|
||||
backdrop-filter: blur(4px);
|
||||
--bulma-input-h: 232 !important;
|
||||
--bulma-input-s: 97% !important;
|
||||
--bulma-input-l: 85% !important;
|
||||
--bulma-input-background-h: var(--bulma-input-h) !important;
|
||||
--bulma-input-background-s: var(--bulma-input-s) !important;
|
||||
--bulma-input-background-l: var(--bulma-input-l) !important;
|
||||
background-color: hsla(var(--bulma-input-h), var(--bulma-input-s), var(--bulma-input-background-l), 0.213125) !important;
|
||||
border-color: hsl(var(--bulma-input-h), var(--bulma-input-s), var(--bulma-input-l)) !important;
|
||||
}
|
||||
|
||||
a.navbar-item,
|
||||
a.navbar-item:hover {
|
||||
background-color: transparent !important;
|
||||
}
|
||||
|
||||
::-moz-selection {
|
||||
background: hsla(232, 97%, 85%, 0.4125) !important;
|
||||
}
|
||||
|
||||
::selection {
|
||||
background: hsla(232, 97%, 85%, 0.4125) !important;
|
||||
}
|
||||
|
||||
a:hover {
|
||||
text-decoration: underline !important;
|
||||
filter: url("post.bloom.svg#process") !important;
|
||||
}
|
||||
237
main.css
@@ -1,237 +0,0 @@
|
||||
@charset "UTF-8";
|
||||
|
||||
@import url("https://cdn.jsdelivr.net/npm/bootstrap-icons/font/bootstrap-icons.min.css");
|
||||
|
||||
@font-face {
|
||||
font-family: Comfortaa;
|
||||
src: url("assets/fonts/comfortaa.ttf");
|
||||
}
|
||||
|
||||
:root {
|
||||
--base: 0, 0, 0;
|
||||
--mantle: 0, 0, 0;
|
||||
--crust: 0, 0, 0;
|
||||
--text: 0, 0, 0;
|
||||
--pink: 0, 0, 0;
|
||||
--purple: 0, 0, 0;
|
||||
--red: 0, 0, 0;
|
||||
--light_red: 0, 0, 0;
|
||||
--orange: 0, 0, 0;
|
||||
--yellow: 0, 0, 0;
|
||||
--green: 0, 0, 0;
|
||||
--light_green: 0, 0, 0;
|
||||
--blue: 0, 0, 0;
|
||||
--light_blue: 0, 0, 0;
|
||||
}
|
||||
|
||||
@keyframes home {
|
||||
/* @formatter:off */
|
||||
from { opacity: 0 !important; }
|
||||
to { opacity: 1 !important; }
|
||||
/* @formatter:on */
|
||||
}
|
||||
|
||||
#profile-card {
|
||||
margin: 0;
|
||||
image-orientation: from-image;
|
||||
image-rendering: optimizeQuality;
|
||||
image-resolution: from-image;
|
||||
vertical-align: top;
|
||||
}
|
||||
|
||||
#navigation {
|
||||
text-align: center;
|
||||
justify-content: center;
|
||||
justify-items: center;
|
||||
justify-self: center;
|
||||
}
|
||||
|
||||
#navigation button {
|
||||
backdrop-filter: blur(4px);
|
||||
background-color: rgba(var(--base), 0.6125);
|
||||
border-color: rgba(var(--blue), 0.0);
|
||||
border-style: inset !important;
|
||||
border-width: thin !important;
|
||||
border-radius: 4px;
|
||||
text-decoration-color: rgba(var(--text), 1.0);
|
||||
padding: 2px 4px;
|
||||
margin-top: 12px;
|
||||
text-align: center;
|
||||
text-decoration: none;
|
||||
display: inline-block;
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
.oneko {
|
||||
image-rendering: optimizeQuality;
|
||||
image-orientation: from-image;
|
||||
image-resolution: from-image;
|
||||
flex-direction: column;
|
||||
flex-flow: wrap;
|
||||
text-align: left;
|
||||
margin-left: 8px;
|
||||
align-self: self-start;
|
||||
justify-content: left;
|
||||
justify-items: left;
|
||||
justify-self: left;
|
||||
float: left;
|
||||
}
|
||||
|
||||
#navigation button:hover {
|
||||
border-color: rgba(var(--text), 1.0);
|
||||
}
|
||||
|
||||
.card {
|
||||
backdrop-filter: blur(2px);
|
||||
background-color: rgba(var(--base), 0.4125);
|
||||
border-radius: 12px;
|
||||
}
|
||||
|
||||
.card hr {
|
||||
margin: 0.5em auto !important;
|
||||
border-style: inset !important;
|
||||
border-width: thin !important;
|
||||
}
|
||||
|
||||
.socials {
|
||||
text-align: right;
|
||||
justify-content: right;
|
||||
justify-items: right;
|
||||
justify-self: right;
|
||||
margin-right: 6px;
|
||||
}
|
||||
|
||||
.socials p {
|
||||
text-align: left;
|
||||
font-style: italic;
|
||||
display: inline;
|
||||
float: left;
|
||||
margin-top: 0;
|
||||
margin-left: 6px;
|
||||
margin-bottom: 8px;
|
||||
justify-items: left;
|
||||
justify-self: left;
|
||||
}
|
||||
|
||||
.socials i {
|
||||
font-size: large;
|
||||
margin: 0;
|
||||
font-kerning: normal;
|
||||
text-align: center;
|
||||
text-rendering: optimizeLegibility;
|
||||
text-shadow: 0 0 5px rgba(0, 0, 0, 0.5);
|
||||
transition: text-shadow 0.6s cubic-bezier(0.76, 0, 0.24, 1);
|
||||
}
|
||||
|
||||
.socials i:hover {
|
||||
animation: socials-in 0.6s forwards;
|
||||
}
|
||||
|
||||
.socials i:not(:hover) {
|
||||
animation: socials-out 0.6s backwards;
|
||||
}
|
||||
|
||||
html * {
|
||||
font-family: Comfortaa, "Verdana Pro", "Verdana", "Courier New", Courier, monospace;
|
||||
color: rgb(var(--text));
|
||||
scrollbar-color: rgb(var(--blue)) rgb(var(--mantle));
|
||||
scrollbar-width: auto;
|
||||
z-index: 1 !important;
|
||||
}
|
||||
|
||||
.profile-bio {
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
canvas {
|
||||
background-color: var(--base);
|
||||
display: block !important;
|
||||
position: absolute !important;
|
||||
left: 0 !important;
|
||||
top: 0 !important;
|
||||
z-index: 0 !important;
|
||||
}
|
||||
|
||||
rect {
|
||||
shape-rendering: geometricPrecision;
|
||||
fill-opacity: 0.1;
|
||||
stroke: black;
|
||||
stroke-width: 2px;
|
||||
stroke-opacity: 1;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-track {
|
||||
background-color: rgb(var(--mantle));
|
||||
border-radius: 50%;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb {
|
||||
background-color: rgb(var(--blue));
|
||||
border-radius: 50%;
|
||||
}
|
||||
|
||||
body {
|
||||
background-color: rgba(var(--base), 1);
|
||||
z-index: -1;
|
||||
}
|
||||
|
||||
main {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
justify-content: center;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
width: auto;
|
||||
height: max-content;
|
||||
}
|
||||
|
||||
::-moz-selection {
|
||||
background: rgba(var(--blue), 0.3125);
|
||||
color: rgb(var(--text));
|
||||
}
|
||||
|
||||
::selection {
|
||||
background: rgba(var(--blue), 0.3125);
|
||||
color: rgb(var(--text));
|
||||
}
|
||||
|
||||
.flexcard {
|
||||
display: flex;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
height: calc(100vh - 16px);
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
@keyframes socials-in {
|
||||
from {
|
||||
text-shadow: 0 0 0 #fff,
|
||||
0 0 1px #fff;
|
||||
}
|
||||
to {
|
||||
text-shadow: 0 0 4px #fff,
|
||||
0 0 4px #fff;
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes socials-out {
|
||||
from {
|
||||
text-shadow: 0 0 4px #fff,
|
||||
0 0 4px #fff;
|
||||
}
|
||||
to {
|
||||
text-shadow: 0 0 0 #fff,
|
||||
0 0 1px #fff;
|
||||
}
|
||||
}
|
||||
|
||||
#cards {
|
||||
flex-direction: column;
|
||||
flex-flow: column;
|
||||
}
|
||||
|
||||
#contents {
|
||||
width: 100%;
|
||||
height: auto;
|
||||
}
|
||||
BIN
monocraft.ttf
Normal file
|
Before Width: | Height: | Size: 309 B After Width: | Height: | Size: 315 B |
25
post.bloom.svg
Normal file
@@ -0,0 +1,25 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" version="1.2" width="0" height="0">
|
||||
<filter id="process">
|
||||
<feGaussianBlur stdDeviation="1"/>
|
||||
<feComponentTransfer>
|
||||
<feFuncR type="identity"/>
|
||||
<feFuncG type="identity"/>
|
||||
<feFuncB type="identity"/>
|
||||
<feFuncA type="identity"/>
|
||||
</feComponentTransfer>
|
||||
<feMerge>
|
||||
<feMergeNode/>
|
||||
<feMergeNode in="SourceGraphic"/>
|
||||
</feMerge>
|
||||
<feGaussianBlur stdDeviation="2"/>
|
||||
<feMerge>
|
||||
<feMergeNode/>
|
||||
<feMergeNode in="SourceGraphic"/>
|
||||
</feMerge>
|
||||
<feGaussianBlur stdDeviation="3"/>
|
||||
<feMerge>
|
||||
<feMergeNode/>
|
||||
<feMergeNode in="SourceGraphic"/>
|
||||
</feMerge>
|
||||
</filter>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 691 B |
BIN
profile.avif
Normal file
|
After Width: | Height: | Size: 139 KiB |
@@ -1,28 +0,0 @@
|
||||
<div class="home" id="intro"><p>
|
||||
todo! :)
|
||||
</p></div>
|
||||
<style>
|
||||
@import url(main.css);
|
||||
|
||||
.home {
|
||||
display: flex;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
text-align: center;
|
||||
flex-wrap: wrap;
|
||||
flex-flow: row;
|
||||
animation: home 1s forwards;
|
||||
justify-content: center;
|
||||
justify-items: center;
|
||||
justify-self: center;
|
||||
}
|
||||
|
||||
#intro p {
|
||||
background: linear-gradient(135deg,
|
||||
#55cdfc, #55cdfc,
|
||||
#f7a8b8, #f7a8b8,
|
||||
#ffffff, #ffffff);
|
||||
background-clip: text;
|
||||
color: transparent;
|
||||
}
|
||||
</style>
|
||||
@@ -1,29 +0,0 @@
|
||||
<div class="home" id="intro"><p>
|
||||
Hey, I am Lucielle, welcome. ♡<br>
|
||||
she/her • developer • artist<br>
|
||||
</p></div>
|
||||
<style>
|
||||
@import url(main.css);
|
||||
|
||||
.home {
|
||||
display: flex;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
text-align: center;
|
||||
flex-wrap: wrap;
|
||||
flex-flow: row;
|
||||
animation: home 1s forwards;
|
||||
justify-content: center;
|
||||
justify-items: center;
|
||||
justify-self: center;
|
||||
}
|
||||
|
||||
#intro p {
|
||||
background: linear-gradient(135deg,
|
||||
#55cdfc, #55cdfc,
|
||||
#f7a8b8, #f7a8b8,
|
||||
#ffffff, #ffffff);
|
||||
background-clip: text;
|
||||
color: transparent;
|
||||
}
|
||||
</style>
|
||||
@@ -1,91 +0,0 @@
|
||||
<div class="portfolio">
|
||||
<img alt="waow.png" height="180" id="portfolio-preview" src="" width="320"/>
|
||||
<div id="portfolio-navi">
|
||||
<p id="portfolio-title"></p>
|
||||
<div id="portfolio-navi-btns">
|
||||
<button id="portfolio-preview-previous" type="button"><</button>
|
||||
<button id="portfolio-preview-next" type="button">></button>
|
||||
</div>
|
||||
</div>
|
||||
<p id="portfolio-description"></p>
|
||||
</div>
|
||||
<style>
|
||||
@import url(main.css);
|
||||
|
||||
.portfolio {
|
||||
display: flex;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
text-align: center;
|
||||
flex-direction: column;
|
||||
flex-flow: column;
|
||||
animation: home 1s forwards;
|
||||
justify-content: center;
|
||||
justify-items: center;
|
||||
justify-self: center;
|
||||
}
|
||||
|
||||
#portfolio-preview {
|
||||
image-rendering: optimizeQuality;
|
||||
image-orientation: from-image;
|
||||
image-resolution: from-image;
|
||||
margin-top: 12px;
|
||||
}
|
||||
|
||||
.portfolio button {
|
||||
backdrop-filter: blur(4px);
|
||||
background-color: rgba(var(--base), 0.6125);
|
||||
border-color: rgba(var(--blue), 0.0);
|
||||
border-style: inset !important;
|
||||
border-width: thin !important;
|
||||
border-radius: 4px;
|
||||
text-decoration-color: rgba(var(--text), 1.0);
|
||||
padding: 2px 4px;
|
||||
margin-top: 12px;
|
||||
text-align: center;
|
||||
text-decoration: none;
|
||||
display: inline-block;
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
.portfolio button:hover {
|
||||
border-color: rgba(var(--text), 1.0);
|
||||
}
|
||||
|
||||
#portfolio-title {
|
||||
text-align: left;
|
||||
margin-left: 12px;
|
||||
}
|
||||
|
||||
#portfolio-description {
|
||||
flex-direction: row;
|
||||
flex-flow: wrap;
|
||||
justify-content: space-around;
|
||||
text-align: left;
|
||||
margin-top: 0;
|
||||
max-width: 320px;
|
||||
}
|
||||
|
||||
#portfolio-navi {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
flex-flow: wrap;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
#portfolio-navi-btns {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
flex-flow: wrap;
|
||||
justify-content: right;
|
||||
}
|
||||
|
||||
#portfolio-navi-btns button {
|
||||
margin-left: 2px;
|
||||
}
|
||||
|
||||
.portfolio button {
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
}
|
||||
</style>
|
||||
BIN
servfail.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |