Пишем код HTML:
Остальной код можно будет посмотреть в архиве, мы же перейдем сразу к полученному результату:
HTML:
<input id="image-selector-input" style="visibility:hidden;" type="file">
<canvas></canvas>
<script type="x-shader/x-fragment" id="vertShader">
precision mediump float;
varying vec2 vUv;
attribute vec2 a_position;
void main() {
vUv = .5 * (a_position + 1.);
gl_Position = vec4(a_position, 0.0, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragShader">
precision mediump float;
varying vec2 vUv;
uniform sampler2D u_image_texture;
uniform float u_time;
uniform float u_ratio;
uniform float u_img_ratio;
uniform float u_blueish;
uniform float u_scale;
uniform float u_illumination;
uniform float u_surface_distortion;
uniform float u_water_distortion;
#define TWO_PI 6.28318530718
#define PI 3.14159265358979323846
vec3 mod289(vec3 x) { return x - floor(x * (1. / 289.)) * 289.; }
vec2 mod289(vec2 x) { return x - floor(x * (1. / 289.)) * 289.; }
vec3 permute(vec3 x) { return mod289(((x*34.)+1.)*x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1., 0.) : vec2(0., 1.);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0., i1.y, 1.)) + i.x + vec3(0., i1.x, 1.));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.);
m = m*m;
m = m*m;
vec3 x = 2. * fract(p * C.www) - 1.;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130. * dot(m, g);
}
mat2 rotate2D(float r) {
return mat2(cos(r), sin(r), -sin(r), cos(r));
}
float surface_noise(vec2 uv, float t, float scale) {
vec2 n = vec2(.1);
vec2 N = vec2(.1);
mat2 m = rotate2D(.5);
for (int j = 0; j < 10; j++) {
uv *= m;
n *= m;
vec2 q = uv * scale + float(j) + n + (.5 + .5 * float(j)) * (mod(float(j), 2.) - 1.) * t;
n += sin(q);
N += cos(q) / scale;
scale *= 1.2;
}
return (N.x + N.y + .1);
}
void main() {
vec2 uv = vUv;
uv.y = 1. - uv.y;
uv.x *= u_ratio;
float t = .002 * u_time;
vec3 color = vec3(0.);
float opacity = 0.;
float outer_noise = snoise((.3 + .1 * sin(t)) * uv + vec2(0., .2 * t));
vec2 surface_noise_uv = 2. * uv + (outer_noise * .2);
float surface_noise = surface_noise(surface_noise_uv, t, u_scale);
surface_noise *= pow(uv.y, .3);
surface_noise = pow(surface_noise, 2.);
vec2 img_uv = vUv;
img_uv -= .5;
if (u_ratio > u_img_ratio) {
img_uv.x = img_uv.x * u_ratio / u_img_ratio;
} else {
img_uv.y = img_uv.y * u_img_ratio / u_ratio;
}
float scale_factor = 1.7;
img_uv *= scale_factor;
img_uv += .5;
img_uv.y = 1. - img_uv.y;
img_uv += (u_water_distortion * outer_noise);
img_uv += (u_surface_distortion * surface_noise);
vec4 img = texture2D(u_image_texture, img_uv);
img *= (1. + u_illumination * surface_noise);
color += img.rgb;
color += u_illumination * vec3(1. - u_blueish, 1., 1.) * surface_noise;
opacity += img.a;
float edge_width = .02;
float edge_alpha = smoothstep(0., edge_width, img_uv.x) * smoothstep(1., 1. - edge_width, img_uv.x);
edge_alpha *= smoothstep(0., edge_width, img_uv.y) * smoothstep(1., 1. - edge_width, img_uv.y);
color *= edge_alpha;
opacity *= edge_alpha;
gl_FragColor = vec4(color, opacity);
}
</script>