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index.html
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<!DOCTYPE html>
<html lang="en" class="no-js">
<head>
<meta charset="UTF-8" />
<!-- <meta name="viewport" content="width=device-width, initial-scale=1"> -->
<meta name="viewport" content= "width=device-width, user-scalable=no">
<title>TAARANGANA 2022</title>
<link rel="apple-touch-icon" sizes="180x180" href="apple-touch-icon.png">
<link rel="icon" type="image/png" sizes="32x32" href="favicon-32x32.png">
<link rel="icon" type="image/png" sizes="16x16" href="favicon-16x16.png">
<link rel="manifest" href="/site.webmanifest">
<link href="https://fonts.googleapis.com/css?family=Barlow:400,800" rel="stylesheet">
<link rel="stylesheet" type="text/css" href="css/base.css" />
<script>document.documentElement.className="js";var supportsCssVars=function(){var e,t=document.createElement("style");return t.innerHTML="root: { --tmp-var: bold; }",document.head.appendChild(t),e=!!(window.CSS&&window.CSS.supports&&window.CSS.supports("font-weight","var(--tmp-var)")),t.parentNode.removeChild(t),e};supportsCssVars()||alert("Please view this demo in a modern browser that supports CSS Variables.");</script>
</head>
<body class="demo-3">
<main>
<div class="content">
<canvas class="landscape"></canvas>
<script id="custom-vertex" type="x-shader/x-vertex">
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
#define PI 3.1415926535897932384626433832795
uniform float time;
uniform float scroll;
uniform float maxHeight;
uniform float speed;
uniform float distortCenter;
uniform float roadWidth;
varying float vDisplace;
varying float fogDepth;
void main(){
float t = time * speed;
float wRoad = distortCenter;
float wRoad2 = wRoad * 0.5;
float angleCenter = uv.y * PI*4.0;
angleCenter += t * 0.9;
float centerOff = (
sin(angleCenter) +
sin(angleCenter*0.5)
) * wRoad;
vec3 noiseIn = vec3(uv, 1.0)*10.0;
float noise = cnoise(vec3(noiseIn.x, noiseIn.y + scroll, noiseIn.z));
noise += 1.0;
float h = noise;
float angle = (uv.x - centerOff) * PI;
float f = abs(cos(angle));
h *= pow(f, 1.5 + roadWidth);
vDisplace = h;
h*=maxHeight;
vec3 transformed = vec3( position.x, position.y, position.z + h );
vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
gl_Position = projectionMatrix * mvPosition;
fogDepth = -mvPosition.z;
}
</script>
<script id="custom-fragment" type="x-shader/x-fragment">
uniform float time;
uniform vec3 color;
uniform sampler2D pallete;
varying float vDisplace;
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
varying float fogDepth;
void main(){
vec2 stripPos = vec2( 0.0, vDisplace * (sin(time)*0.5+0.7) );
vec4 stripColor = texture2D( pallete, stripPos );
stripColor *= pow(1.0-vDisplace, 1.0);
gl_FragColor = stripColor;
#ifdef USE_FOG
float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
#endif
}
</script>
<h2 class="content__title">TAARANGANA <span class= "year">2022</span></h2>
<div class="frame">
<div class="button"><a href='homepg/index1.html'> ENTER </div>
</div>
</div>
<div class="overlay"></div>
</main>
<script src="js/vendor/three.min.js"></script>
<script src="js/vendor/Sky.js"></script>
<script src="js/vendor/hammer.min.js"></script>
<script src="js/vendor/charming.min.js"></script>
<script src="js/vendor/TweenMax.min.js"></script>
<script src="js/demo3.js"></script>
</body>
</html>