// Vibe coded with AI, manually tuned randomness shader + opacity. (globalThis as any).canvas_2024 = function (canvas: HTMLCanvasElement) { const isStandalone = canvas.getAttribute("data-standalone") === "true"; if (isStandalone) { canvas.parentElement!.style.backgroundColor = "black"; } const gl = canvas.getContext("webgl", { alpha: true, premultipliedAlpha: false, }); if (!gl) { console.error("WebGL not supported"); return () => {}; } canvas.style.imageRendering = "pixelated"; canvas.style.opacity = isStandalone ? "0.3" : "0.15"; // Resize canvas to match display size const resize = () => { const displayWidth = Math.floor( (canvas.clientWidth || window.innerWidth) / 3, ); const displayHeight = Math.floor( (canvas.clientHeight || window.innerHeight) / 3, ); if (canvas.width !== displayWidth || canvas.height !== displayHeight) { canvas.width = displayWidth; canvas.height = displayHeight; gl.viewport(0, 0, canvas.width, canvas.height); } }; resize(); // Vertex shader (just passes coordinates) const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader creates random noise with higher opacity to ensure visibility const fragmentShaderSource = ` precision mediump float; uniform float u_time; float noise1(float seed1,float seed2){ return( fract(seed1+12.34567* fract(100.*(abs(seed1*0.91)+seed2+94.68)* fract((abs(seed2*0.41)+45.46)* fract((abs(seed2)+757.21)* fract(seed1*0.0171)))))) * 1.0038 - 0.00185; } float n(float seed1, float seed2, float seed3){ float buff1 = abs(seed1+100.81) + 1000.3; float buff2 = abs(seed2+100.45) + 1000.2; float buff3 = abs(noise1(seed1, seed2)+seed3) + 1000.1; buff1 = (buff3*fract(buff2*fract(buff1*fract(buff2*0.146)))); buff2 = (buff2*fract(buff2*fract(buff1+buff2*fract(buff3*0.52)))); buff1 = noise1(buff1, buff2); return(buff1); } void main() { float noise = n(gl_FragCoord.x, gl_FragCoord.y, u_time); gl_FragColor = vec4(1.0, 0.7, 0.7, 0.8*noise); } `; // Create and compile shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader( gl, gl.FRAGMENT_SHADER, fragmentShaderSource, ); // Check if shader creation failed if (!vertexShader || !fragmentShader) { console.error("Failed to create shaders"); return () => {}; } // Create program and link shaders const program = createProgram(gl, vertexShader, fragmentShader); // Check if program creation failed if (!program) { console.error("Failed to create program"); return () => {}; } // Get attribute and uniform locations const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const timeUniformLocation = gl.getUniformLocation(program, "u_time"); // Create a position buffer for a rectangle covering the entire canvas const positionBuffer = gl.createBuffer(); if (!positionBuffer) { console.error("Failed to create position buffer"); return () => {}; } gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Rectangle that covers the entire clip space const positions = [ -1.0, -1.0, // bottom left 1.0, -1.0, // bottom right -1.0, 1.0, // top left 1.0, 1.0, // top right ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Set up blending gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // Fixed 24 FPS timing const FPS = 24; const FRAME_TIME = 1000 / FPS; // ms per frame // Handle animation let animationTimerId: number; let startTime = Date.now(); let lastFrameTime = 0; const render = () => { // Get current time const currentTime = Date.now(); const deltaTime = currentTime - lastFrameTime; // Skip frame if it's too early (maintain 24 FPS) if (deltaTime < FRAME_TIME) { animationTimerId = window.setTimeout(render, 0); // Check again ASAP but yield to browser return; } // Update last frame time, accounting for any drift lastFrameTime = currentTime - (deltaTime % FRAME_TIME); // Resize canvas if needed resize(); // Calculate elapsed time in seconds for animation const elapsedTime = (currentTime - startTime) / 1000; // Clear the canvas with transparent black gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); // Use our shader program gl.useProgram(program); // Set up the position attribute gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer( positionAttributeLocation, 2, // 2 components per vertex gl.FLOAT, // data type false, // normalize 0, // stride (0 = compute from size and type) 0, // offset ); // Update time uniform for animation gl.uniform1f(timeUniformLocation, elapsedTime); // Draw the rectangle (2 triangles) gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Schedule next frame (aiming for 24 FPS) const timeToNextFrame = Math.max( 0, FRAME_TIME - (Date.now() - currentTime), ); animationTimerId = window.setTimeout(render, timeToNextFrame); }; // Helper function to create shaders function createShader( gl: WebGLRenderingContext, type: number, source: string, ): WebGLShader | null { const shader = gl.createShader(type); if (!shader) { console.error("Failed to create shader object"); return null; } gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error("Shader compilation error:", gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } // Helper function to create program and link shaders function createProgram( gl: WebGLRenderingContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, ): WebGLProgram | null { const program = gl.createProgram(); if (!program) { console.error("Failed to create program object"); return null; } gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error("Program linking error:", gl.getProgramInfoLog(program)); return null; } return program; } // Start the rendering with initial timestamp lastFrameTime = Date.now(); render(); // Return cleanup function return () => { clearTimeout(animationTimerId); if (program) gl.deleteProgram(program); if (vertexShader) gl.deleteShader(vertexShader); if (fragmentShader) gl.deleteShader(fragmentShader); if (positionBuffer) gl.deleteBuffer(positionBuffer); }; };