<!DOCTYPE html> <html lang="en-us"> <head> <meta charset="utf-8"> <meta name="robots" content="noindex"> <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"> <title>Pickover Stalks</title> <style> html, body, canvas { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="canvas"></canvas> <!-- © Adam Murray 2025 https://adammurray.link/ Creative Commons License Attribution-NonCommercial-ShareAlike 4.0 International https://creativecommons.org/licenses/by-nc-sa/4.0/ --> <script id="vertexShader" type="x-shader/x-vertex"> #version 300 es in vec4 vertexPosition; void main() { // no-op vertex shader gl_Position = vertexPosition; } </script> <script id="fragmentShader" type="x-shader/x-fragment"> #version 300 es precision highp float; uniform vec2 canvasSize; uniform float time; // t in seconds out vec4 fragColor; const float MAX_ITERATIONS = 200.; const float QUALITY = 2.; // anti-aliasing amount const float SPEED = 1.; vec2 complexMultiply(vec2 a, vec2 b) { return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x); } vec3 hsl2rgb(float h, float s, float l) { float hp = 6. * mod(h,1.); float c = s - s * abs(2.*l - 1.); float x = c - c * abs(mod(hp,2.) - 1.); float m = l - c/2.; if (hp <= 1.) return vec3(c,x,0) + m; else if (hp <= 2.) return vec3(x,c,0) + m; else if (hp <= 3.) return vec3(0,c,x) + m; else if (hp <= 4.) return vec3(0,x,c) + m; else if (hp <= 5.) return vec3(x,0,c) + m; else if (hp <= 6.) return vec3(c,0,x) + m; else return vec3(0,0,0); } vec3 draw(vec2 c, vec2 trap, float hueShift, float hueFreq) { vec2 z = vec2(0,0); float trapDistance = 1000000.; for (float i=0.; i < MAX_ITERATIONS && dot(z,z) < 16.; i++) { z = complexMultiply(z,z) + c; trapDistance = min( trapDistance, min( abs(z.x - trap.x), abs(z.y - trap.y) ) ); } float hue = mod(trapDistance * hueFreq + hueShift, 1.); return hsl2rgb(hue, 0.7, 0.45); } void main() { float t = SPEED * time; vec2 offset = vec2(-.101, .956); float zoom = 16.; // 116. - 100.*cos(0.0913*t); float hueShift = -sin(0.01573*t); float hueFreq = 1.2 - .2*sin(0.1193*t); vec2 trap = vec2( 1.4*sin(0.1971*t), -1.6*sin(0.2313*t) ); vec3 color = vec3(0,0,0); float samples = 0.; float subpixel = 1./float(QUALITY); for (float x=0.; x<1.; x+=subpixel) { for (float y=0.; y<1.; y+=subpixel) { vec2 fragCoord = gl_FragCoord.xy + vec2(x,y); vec2 coord = (2.*fragCoord - canvasSize)/min(canvasSize.x, canvasSize.y); vec2 c = coord/zoom + offset; color += draw(c, trap, hueShift, hueFreq); samples++; } } fragColor = vec4(color/samples, 1); } </script> <script> const gl = canvas.getContext("webgl2"); if (!gl) { document.body.innerHTML = '<h2>Error: WebGL2 is <a href="https://get.webgl.org/webgl2/">not supported by your browser</a></h2>'; throw "WebGL2 not supported"; } function createShader(shaderType, sourceCode) { const shader = gl.createShader(shaderType); gl.shaderSource(shader, sourceCode); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); return shader; } const program = gl.createProgram(); gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShader.textContent.trim())); gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShader.textContent.trim())); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(program); gl.useProgram(program); const vertices = [[-1, -1], [1, -1], [-1, 1], [1, 1]]; gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices.flat()), gl.STATIC_DRAW); const vertexPosition = gl.getAttribLocation(program, "vertexPosition"); gl.enableVertexAttribArray(vertexPosition); gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0); const canvasSizeUniform = gl.getUniformLocation(program, 'canvasSize'); const timeUniform = gl.getUniformLocation(program, 'time'); function draw() { const width = canvas.clientWidth; const height = canvas.clientHeight; canvas.width = width; canvas.height = height; gl.viewport(0, 0, width, height); gl.uniform2f(canvasSizeUniform, width, height); gl.uniform1f(timeUniform, performance.now() / 1000); gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length); requestAnimationFrame(draw); } draw(); </script> </body> </html>