1// Vibe coded with AI, manually tuned randomness shader + opacity.
2(globalThis as any).canvas_2024 = function(canvas: HTMLCanvasElement) {
3 const isStandalone = canvas.getAttribute("data-standalone") === "true";
4 if (isStandalone) {
5 canvas.parentElement!.style.backgroundColor = "black";
6 }
7
8 const gl = canvas.getContext("webgl", {
9 alpha: true,
10 premultipliedAlpha: false,
11 });
12 if (!gl) {
13 console.error("WebGL not supported");
14 return () => {};
15 }
16
17 canvas.style.imageRendering = "pixelated";
18 canvas.style.opacity = isStandalone ? "0.3" : "0.15";
19
20 // Resize canvas to match display size
21 const resize = () => {
22 const displayWidth = Math.floor(
23 (canvas.clientWidth || window.innerWidth) / 3,
24 );
25 const displayHeight = Math.floor(
26 (canvas.clientHeight || window.innerHeight) / 3,
27 );
28
29 if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
30 canvas.width = displayWidth;
31 canvas.height = displayHeight;
32 gl.viewport(0, 0, canvas.width, canvas.height);
33 }
34 };
35 resize();
36
37 // Vertex shader (just passes coordinates)
38 const vertexShaderSource = `
39 attribute vec2 a_position;
40 void main() {
41 gl_Position = vec4(a_position, 0.0, 1.0);
42 }
43 `;
44
45 // Fragment shader creates random noise with higher opacity to ensure visibility
46 const fragmentShaderSource = `
47 precision mediump float;
48 uniform float u_time;
49
50 float noise1(float seed1,float seed2){
51 return(
52 fract(seed1+12.34567*
53 fract(100.*(abs(seed1*0.91)+seed2+94.68)*
54 fract((abs(seed2*0.41)+45.46)*
55 fract((abs(seed2)+757.21)*
56 fract(seed1*0.0171))))))
57 * 1.0038 - 0.00185;
58 }
59
60 float n(float seed1, float seed2, float seed3){
61 float buff1 = abs(seed1+100.81) + 1000.3;
62 float buff2 = abs(seed2+100.45) + 1000.2;
63 float buff3 = abs(noise1(seed1, seed2)+seed3) + 1000.1;
64 buff1 = (buff3*fract(buff2*fract(buff1*fract(buff2*0.146))));
65 buff2 = (buff2*fract(buff2*fract(buff1+buff2*fract(buff3*0.52))));
66 buff1 = noise1(buff1, buff2);
67 return(buff1);
68 }
69
70 void main() {
71 float noise = n(gl_FragCoord.x, gl_FragCoord.y, u_time);
72
73 gl_FragColor = vec4(1.0, 0.7, 0.7, 0.8*noise);
74 }
75 `;
76
77 // Create and compile shaders
78 const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
79 const fragmentShader = createShader(
80 gl,
81 gl.FRAGMENT_SHADER,
82 fragmentShaderSource,
83 );
84
85 // Check if shader creation failed
86 if (!vertexShader || !fragmentShader) {
87 console.error("Failed to create shaders");
88 return () => {};
89 }
90
91 // Create program and link shaders
92 const program = createProgram(gl, vertexShader, fragmentShader);
93
94 // Check if program creation failed
95 if (!program) {
96 console.error("Failed to create program");
97 return () => {};
98 }
99
100 // Get attribute and uniform locations
101 const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
102 const timeUniformLocation = gl.getUniformLocation(program, "u_time");
103
104 // Create a position buffer for a rectangle covering the entire canvas
105 const positionBuffer = gl.createBuffer();
106 if (!positionBuffer) {
107 console.error("Failed to create position buffer");
108 return () => {};
109 }
110
111 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
112 // Rectangle that covers the entire clip space
113 const positions = [
114 -1.0,
115 -1.0, // bottom left
116 1.0,
117 -1.0, // bottom right
118 -1.0,
119 1.0, // top left
120 1.0,
121 1.0, // top right
122 ];
123 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
124
125 // Set up blending
126 gl.enable(gl.BLEND);
127 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
128
129 // Fixed 24 FPS timing
130 const FPS = 24;
131 const FRAME_TIME = 1000 / FPS; // ms per frame
132
133 // Handle animation
134 let animationTimerId: number;
135 let startTime = Date.now();
136 let lastFrameTime = 0;
137
138 const render = () => {
139 // Get current time
140 const currentTime = Date.now();
141 const deltaTime = currentTime - lastFrameTime;
142
143 // Skip frame if it's too early (maintain 24 FPS)
144 if (deltaTime < FRAME_TIME) {
145 animationTimerId = window.setTimeout(render, 0); // Check again ASAP but yield to browser
146 return;
147 }
148
149 // Update last frame time, accounting for any drift
150 lastFrameTime = currentTime - (deltaTime % FRAME_TIME);
151
152 // Resize canvas if needed
153 resize();
154
155 // Calculate elapsed time in seconds for animation
156 const elapsedTime = (currentTime - startTime) / 1000;
157
158 // Clear the canvas with transparent black
159 gl.clearColor(0, 0, 0, 0);
160 gl.clear(gl.COLOR_BUFFER_BIT);
161
162 // Use our shader program
163 gl.useProgram(program);
164
165 // Set up the position attribute
166 gl.enableVertexAttribArray(positionAttributeLocation);
167 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
168 gl.vertexAttribPointer(
169 positionAttributeLocation,
170 2, // 2 components per vertex
171 gl.FLOAT, // data type
172 false, // normalize
173 0, // stride (0 = compute from size and type)
174 0, // offset
175 );
176
177 // Update time uniform for animation
178 gl.uniform1f(timeUniformLocation, elapsedTime);
179
180 // Draw the rectangle (2 triangles)
181 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
182
183 // Schedule next frame (aiming for 24 FPS)
184 const timeToNextFrame = Math.max(
185 0,
186 FRAME_TIME - (Date.now() - currentTime),
187 );
188 animationTimerId = window.setTimeout(render, timeToNextFrame);
189 };
190
191 // Helper function to create shaders
192 function createShader(
193 gl: WebGLRenderingContext,
194 type: number,
195 source: string,
196 ): WebGLShader | null {
197 const shader = gl.createShader(type);
198 if (!shader) {
199 console.error("Failed to create shader object");
200 return null;
201 }
202
203 gl.shaderSource(shader, source);
204 gl.compileShader(shader);
205
206 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
207 console.error("Shader compilation error:", gl.getShaderInfoLog(shader));
208 gl.deleteShader(shader);
209 return null;
210 }
211
212 return shader;
213 }
214
215 // Helper function to create program and link shaders
216 function createProgram(
217 gl: WebGLRenderingContext,
218 vertexShader: WebGLShader,
219 fragmentShader: WebGLShader,
220 ): WebGLProgram | null {
221 const program = gl.createProgram();
222 if (!program) {
223 console.error("Failed to create program object");
224 return null;
225 }
226
227 gl.attachShader(program, vertexShader);
228 gl.attachShader(program, fragmentShader);
229 gl.linkProgram(program);
230
231 if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
232 console.error("Program linking error:", gl.getProgramInfoLog(program));
233 return null;
234 }
235
236 return program;
237 }
238
239 // Start the rendering with initial timestamp
240 lastFrameTime = Date.now();
241 render();
242
243 // Return cleanup function
244 return () => {
245 clearTimeout(animationTimerId);
246 if (program) gl.deleteProgram(program);
247 if (vertexShader) gl.deleteShader(vertexShader);
248 if (fragmentShader) gl.deleteShader(fragmentShader);
249 if (positionBuffer) gl.deleteBuffer(positionBuffer);
250 };
251};