Rengga Dev – Try playing with the parameters on the gui to the right. The Metaballs is just one effect of WebGL.
var canvas = document.createElement("canvas"); var width = canvas.width = window.innerWidth * 0.75; var height = canvas.height = window.innerHeight * 0.75; document.body.appendChild(canvas); var gl = canvas.getContext('webgl'); var mouse = {x: 0, y: 0}; var numMetaballs = 30; var metaballs = []; for (var i = 0; i < numMetaballs; i++) { var radius = Math.random() * 60 + 10; metaballs.push({ x: Math.random() * (width - 2 * radius) + radius, y: Math.random() * (height - 2 * radius) + radius, vx: (Math.random() - 0.5) * 3, vy: (Math.random() - 0.5) * 3, r: radius * 0.75 }); } var vertexShaderSrc = ` attribute vec2 position; void main() { // position specifies only x and y. // We set z to be 0.0, and w to be 1.0 gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentShaderSrc = ` precision highp float; const float WIDTH = ` + (width >> 0) + `.0; const float HEIGHT = ` + (height >> 0) + `.0; uniform vec3 metaballs[` + numMetaballs + `]; void main(){ float x = gl_FragCoord.x; float y = gl_FragCoord.y; float sum = 0.0; for (int i = 0; i < ` + numMetaballs + `; i++) { vec3 metaball = metaballs[i]; float dx = metaball.x - x; float dy = metaball.y - y; float radius = metaball.z; sum += (radius * radius) / (dx * dx + dy * dy); } if (sum >= 0.99) { gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0); return; } gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 gl.FLOAT, // each component is a float gl.FALSE, // don't normalize values 2 * 4, // two 4 byte float components per vertex 0 // offset into each span of vertex data ); var metaballsHandle = getUniformLocation(program, 'metaballs'); loop(); function loop() { for (var i = 0; i < numMetaballs; i++) { var metaball = metaballs[i]; metaball.x += metaball.vx; metaball.y += metaball.vy; if (metaball.x < metaball.r || metaball.x > width - metaball.r) metaball.vx *= -1; if (metaball.y < metaball.r || metaball.y > height - metaball.r) metaball.vy *= -1; } var dataToSendToGPU = new Float32Array(3 * numMetaballs); for (var i = 0; i < numMetaballs; i++) { var baseIndex = 3 * i; var mb = metaballs[i]; dataToSendToGPU[baseIndex + 0] = mb.x; dataToSendToGPU[baseIndex + 1] = mb.y; dataToSendToGPU[baseIndex + 2] = mb.r; } gl.uniform3fv(metaballsHandle, dataToSendToGPU); //Draw gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(loop); } function compileShader(shaderSource, shaderType) { var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } function getUniformLocation(program, name) { var uniformLocation = gl.getUniformLocation(program, name); if (uniformLocation === -1) { throw 'Can not find uniform ' + name + '.'; } return uniformLocation; } function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Can not find attribute ' + name + '.'; } return attributeLocation; } canvas.onmousemove = function(e) { mouse.x = e.clientX; mouse.y = e.clientY; }