mirror of
https://github.com/informaticker/network-website.git
synced 2024-11-23 18:21:58 +01:00
initial commit (me too soon)
This commit is contained in:
parent
bad1c209ac
commit
9fa8b19640
BIN
assets/font.woff2
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BIN
assets/font.woff2
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Binary file not shown.
62
assets/style.css
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62
assets/style.css
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@font-face {
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font-family: 'workbench';
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src: url('../assets/font.woff2') format('woff2');
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}
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body {
|
||||
background-color: #333;
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||||
background-image:
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linear-gradient(to bottom,
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#000000,
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#22770156,
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#221100
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);
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background-size: 100% 3px;
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background-repeat: repeat-y;
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||||
}
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.navbar {
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background:
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radial-gradient(
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farthest-corner at 50% 50%,
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rgba(0, 0, 0, 0.6),
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rgba(20, 20, 20, 0.6) 50%,
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rgba(40, 40, 40, 0.6) 100%
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);
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background-size: 100% 300px;
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background-position: 0% 100%;
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padding: 1rem;
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display: flex;
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justify-content: space-between;
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align-items: center;
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}
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.logo {
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font-family: 'workbench', sans-serif;
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font-size: 1.5rem;
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color: #33ccffca;
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text-shadow: 0 0 10px #33ccffbe;
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}
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.nav-links {
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list-style: none;
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margin: 0;
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padding: 0;
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display: flex;
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align-items: center;
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}
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.nav-links li {
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margin-right: 20px;
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}
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.nav-links a {
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font-family: 'workbench', sans-serif;
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font-size: 1.2rem;
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color: #33ccffab; /* a pale blue color reminiscent of old CRTs */
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text-decoration: none;
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transition: color 0.2s ease;
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text-shadow: 0 0 3px #33ccffaf;
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}
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.nav-links a:hover {
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color: #33ccffda;
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}
|
117
bulb/bulb.js
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117
bulb/bulb.js
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const init = () => {
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const renderer = new THREE.WebGLRenderer({ antialias:true });
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document.body.appendChild(renderer.domElement);
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const scene = new THREE.Scene();
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const orthographiCamera = new THREE.OrthographicCamera(window.innerWidth / -2.0, window.innerWidth / +2.0, window.innerHeight / +2.0, window.innerHeight / -2.0, 0.0, 1.0);
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const perspectiveCamera = new THREE.PerspectiveCamera(45.0, window.innerWidth / window.innerHeight, 0.1, 1000.0);
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const controls = new THREE.OrbitControls(perspectiveCamera, renderer.domElement);
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const clock = new THREE.Clock();
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perspectiveCamera.position.set(0.0, 0.0, 5.0);
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perspectiveCamera.lookAt(new THREE.Vector3(0.0, 0.0, 0.0));
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const geometry = new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight);
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const uniforms = {
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uApp: {
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value: {
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time: clock.getElapsedTime(),
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resolution: new THREE.Vector2(window.innerWidth, window.innerHeight)
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}
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},
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uCamera: {
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value: {
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position: perspectiveCamera.position,
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viewMatrix: perspectiveCamera.matrixWorldInverse,
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projectionMatrix: perspectiveCamera.projectionMatrix
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}
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},
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uParams: {
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value: {
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numIterations: 30,
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convergenceCriteria: 0.0001,
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finiteDifferenceEpsilon: 0.0001
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}
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},
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uScene: {
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value: {
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backgroundColor: new THREE.Vector3(0.0, 0.0, 0.0),
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lights: [
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{
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direction: new THREE.Vector3(1.0, 1.0, 1.0),
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ambientColor: new THREE.Vector3(1.0, 1.0, 1.0),
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diffuseColor: new THREE.Vector3(1.0, 1.0, 0.0),
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specularColor: new THREE.Vector3(1.0, 1.0, 0.0)
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},
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{
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direction: new THREE.Vector3(-1.0, -1.0, -1.0),
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ambientColor: new THREE.Vector3(1.0, 1.0, 1.0),
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diffuseColor: new THREE.Vector3(1.0, 0.0, 1.0),
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specularColor: new THREE.Vector3(1.0, 0.0, 1.0)
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}
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],
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material: {
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ambientColor: new THREE.Vector3(0.05, 0.05, 0.05),
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diffuseColor: new THREE.Vector3(0.5, 0.5, 0.5),
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specularColor: new THREE.Vector3(1.0, 1.0, 1.0),
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emissionColor: new THREE.Vector3(0.0, 0.0, 0.0),
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shininess: 64.0
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},
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bound: {
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position: new THREE.Vector3(0.0, 0.0, 0.0),
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radius: 2.0
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},
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fractal: {
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power: 10,
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numIterations: 4,
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escapeCriteria: 2.0
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}
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}
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}
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}
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const material = new THREE.ShaderMaterial({
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vertexShader: document.getElementById('vertexShader').textContent,
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fragmentShader: document.getElementById('fragmentShader').textContent,
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uniforms: uniforms
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});
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scene.add(new THREE.Mesh(geometry, material));
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const onWindowResize = (event) => {
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uniforms.uApp.value.resolution.x = window.innerWidth * window.devicePixelRatio;
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uniforms.uApp.value.resolution.y = window.innerHeight * window.devicePixelRatio;
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// NOTE: https://ics.media/tutorial-three/renderer_resize/
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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perspectiveCamera.aspect = window.innerWidth / window.innerHeight;
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perspectiveCamera.updateProjectionMatrix();
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}
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onWindowResize();
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window.addEventListener('resize', onWindowResize, false);
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const animate = () => {
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requestAnimationFrame(animate);
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const update = () => {
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controls.update();
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perspectiveCamera.lookAt(new THREE.Vector3(0.0, 0.0, 0.0));
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uniforms.uApp.value.time = clock.getElapsedTime();
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uniforms.uCamera.value.position = perspectiveCamera.position;
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uniforms.uCamera.value.viewMatrix = perspectiveCamera.matrixWorldInverse;
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uniforms.uCamera.value.projectionMatrix = perspectiveCamera.projectionMatrix;
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}
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update();
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renderer.render(scene, orthographiCamera);
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};
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animate();
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}
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window.addEventListener("load", init);
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889
bulb/index.html
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889
bulb/index.html
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@ -0,0 +1,889 @@
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<script id="vertexShader" type="x-shader/x-vertex">
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void main(){
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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#define SDF_DERIVATIVE_TYPE 0
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#define NORMAL_DERIVATIVE_TYPE 0
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// ================ variables ================ //
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// ---------------- application ---------------- //
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struct App
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{
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float time;
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vec2 resolution;
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};
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struct Camera
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{
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vec3 position;
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mat4 viewMatrix;
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mat4 projectionMatrix;
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};
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struct Params
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{
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int numIterations;
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float convergenceCriteria;
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float finiteDifferenceEpsilon;
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};
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// ---------------- lighting ---------------- //
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struct PointLight
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{
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vec3 position;
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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};
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struct DirectionalLight
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{
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vec3 direction;
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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};
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struct Material
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||||
{
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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vec3 emissionColor;
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float shininess;
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};
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||||
// ---------------- primitives ---------------- //
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struct Line
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{
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vec3 position;
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vec3 direction;
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||||
};
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||||
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||||
struct Sphere
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||||
{
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vec3 position;
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||||
float radius;
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||||
};
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||||
struct Intersection
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||||
{
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vec3 position;
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bool intersected;
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||||
};
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||||
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||||
// ---------------- scene ---------------- //
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||||
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const int numLights = 2;
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||||
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struct Fractal
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||||
{
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int power;
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int numIterations;
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||||
float escapeCriteria;
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||||
};
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||||
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||||
struct Scene
|
||||
{
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||||
vec3 backgroundColor;
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DirectionalLight lights[numLights];
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Material material;
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Sphere bound;
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Fractal fractal;
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||||
};
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||||
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||||
// ---------------- uniform ---------------- //
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||||
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uniform App uApp;
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||||
uniform Camera uCamera;
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uniform Params uParams;
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uniform Scene uScene;
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||||
// ================ functions ================ //
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||||
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||||
// ---------------- utilities ---------------- //
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||||
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vec2 linmap(vec2 in_val, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max)
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||||
{
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return (in_val - in_min) / (in_max - in_min) * (out_max - out_min) + out_min;
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||||
}
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||||
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||||
// ---------------- primitives ---------------- //
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float sdfSphere(Sphere sphere, vec3 position)
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||||
{
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return length(position - sphere.position) - sphere.radius;
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||||
}
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||||
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||||
vec3 normalSphere(Sphere sphere, vec3 position)
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||||
{
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||||
return normalize(position - sphere.position);
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||||
}
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||||
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||||
Intersection intersectionSphereLine(Sphere sphere, Line line)
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||||
{
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||||
vec3 difference = line.position - sphere.position;
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float a = dot(line.direction, line.direction);
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||||
float b = 2.0 * dot(difference, line.direction);
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||||
float c = dot(difference, difference) - pow(sphere.radius, 2.0);
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||||
float d = pow(b, 2.0) - 4.0 * a * c;
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||||
float t = (-b - sqrt(d)) / (2.0 * a);
|
||||
return Intersection(line.position + t * line.direction, d >= 0.0);
|
||||
}
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||||
|
||||
// ---------------- constructive solid geometry ---------------- //
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||||
|
||||
float csgUnion(float sd1, float sd2) { return min(sd1, sd2); }
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||||
|
||||
float csgSubtraction(float sd1, float sd2) { return max(-sd1, sd2); }
|
||||
|
||||
float csgIntersection(float sd1, float sd2) { return max(sd1, sd2); }
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||||
|
||||
// ---------------- complex ---------------- //
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||||
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||||
vec2 cAdd(vec2 c1, vec2 c2)
|
||||
{
|
||||
// return vec2(c1.x + c2.x, c1.y + c2.y);
|
||||
return c1 + c2;
|
||||
}
|
||||
|
||||
vec2 cSub(vec2 c1, vec2 c2)
|
||||
{
|
||||
// return vec2(c1.x - c2.x, c1.y - c2.y);
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||||
return c1 - c2;
|
||||
}
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||||
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||||
vec2 cMul(vec2 c1, vec2 c2)
|
||||
{
|
||||
return vec2(c1.x * c2.x - c1.y * c2.y, c1.y * c2.x + c1.x * c2.y);
|
||||
}
|
||||
|
||||
vec2 cConj(vec2 c)
|
||||
{
|
||||
return vec2(c.x, -c.y);
|
||||
}
|
||||
|
||||
float cNorm(vec2 c)
|
||||
{
|
||||
// return sqrt(cMul(c, cConj(c)).x);
|
||||
return length(c);
|
||||
}
|
||||
|
||||
vec2 cInv(vec2 c)
|
||||
{
|
||||
return cConj(c) / pow(cNorm(c), 2.0);
|
||||
}
|
||||
|
||||
vec2 cDiv(vec2 c1, vec2 c2)
|
||||
{
|
||||
return cMul(c1, cInv(c2));
|
||||
}
|
||||
|
||||
vec2 cPow(vec2 c, int n)
|
||||
{
|
||||
vec2 p = vec2(1.0, 0.0);
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
p = cMul(p, c);
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// ---------------- quaternion ---------------- //
|
||||
|
||||
vec4 qAdd(vec4 q1, vec4 q2)
|
||||
{
|
||||
// return vec4(q1.x + q2.x, q1.yzw + q2.yzw);
|
||||
return q1 + q2;
|
||||
}
|
||||
|
||||
vec4 qSub(vec4 q1, vec4 q2)
|
||||
{
|
||||
// return vec4(q1.x - q2.x, q1.yzw - q2.yzw);
|
||||
return q1 - q2;
|
||||
}
|
||||
|
||||
vec4 qMul(vec4 q1, vec4 q2)
|
||||
{
|
||||
return vec4(q1.x * q2.x - dot(q1.yzw, q2.yzw), q2.x * q1.yzw + q1.x * q2.yzw + cross(q1.yzw, q2.yzw));
|
||||
}
|
||||
|
||||
vec4 qConj(vec4 q)
|
||||
{
|
||||
return vec4(q.x, -q.yzw);
|
||||
}
|
||||
|
||||
float qNorm(vec4 q)
|
||||
{
|
||||
// return sqrt(qMul(q, qConj(q)).x);
|
||||
return length(q);
|
||||
}
|
||||
|
||||
vec4 qInv(vec4 q)
|
||||
{
|
||||
return qConj(q) / pow(qNorm(q), 2.0);
|
||||
}
|
||||
|
||||
vec4 qDiv(vec4 q1, vec4 q2)
|
||||
{
|
||||
return qMul(q1, qInv(q2));
|
||||
}
|
||||
|
||||
vec4 qPow(vec4 q, int n)
|
||||
{
|
||||
vec4 p = vec4(1.0, vec3(0.0));
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
p = qMul(p, q);
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// ---------------- trinion ---------------- //
|
||||
|
||||
vec3 tAdd(vec3 t1, vec3 t2)
|
||||
{
|
||||
return t1 + t2;
|
||||
}
|
||||
|
||||
vec3 tSub(vec3 t1, vec3 t2)
|
||||
{
|
||||
return t1 - t2;
|
||||
}
|
||||
|
||||
vec3 tMul(vec3 t1, vec3 t2)
|
||||
{
|
||||
float r1 = length(t1);
|
||||
float r2 = length(t2);
|
||||
|
||||
if (r1 > 0.0 && r2 > 0.0)
|
||||
{
|
||||
float a1 = asin(t1.z / r1);
|
||||
float a2 = asin(t2.z / r2);
|
||||
|
||||
float b1 = atan(t1.y, t1.x);
|
||||
float b2 = atan(t2.y, t2.x);
|
||||
|
||||
float r = r1 * r2;
|
||||
float a = a1 + a2;
|
||||
float b = b1 + b2;
|
||||
|
||||
float x = r * cos(a) * cos(b);
|
||||
float y = r * cos(a) * sin(b);
|
||||
float z = r * sin(a);
|
||||
|
||||
return vec3(x, y, z);
|
||||
}
|
||||
else
|
||||
{
|
||||
return vec3(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 tPow(vec3 t, int n)
|
||||
{
|
||||
/* NOTE: This does not work
|
||||
|
||||
vec3 p = vec3(1.0, vec2(0.0));
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
p = tMul(p, t);
|
||||
}
|
||||
return p;
|
||||
|
||||
*/
|
||||
|
||||
float r = length(t);
|
||||
|
||||
if (r > 0.0)
|
||||
{
|
||||
float a = asin(t.z / r);
|
||||
float b = atan(t.y, t.x);
|
||||
|
||||
float pr = pow(r, float(n));
|
||||
float pa = a * float(n);
|
||||
float pb = b * float(n);
|
||||
|
||||
float x = pr * cos(pa) * cos(pb);
|
||||
float y = pr * cos(pa) * sin(pb);
|
||||
float z = pr * sin(pa);
|
||||
|
||||
return vec3(x, y, z);
|
||||
}
|
||||
else
|
||||
{
|
||||
return vec3(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------- dual ---------------- //
|
||||
|
||||
struct DualQ
|
||||
{
|
||||
vec4 q;
|
||||
vec4 d;
|
||||
};
|
||||
|
||||
DualQ dqAdd(DualQ dq1, DualQ dq2)
|
||||
{
|
||||
return DualQ(qAdd(dq1.q, dq2.q), qAdd(dq1.d, dq2.d));
|
||||
}
|
||||
|
||||
DualQ dqSub(DualQ dq1, DualQ dq2)
|
||||
{
|
||||
return DualQ(qSub(dq1.q, dq2.q), qSub(dq1.d, dq2.d));
|
||||
}
|
||||
|
||||
DualQ dqMul(DualQ dq1, DualQ dq2)
|
||||
{
|
||||
return DualQ(qMul(dq1.q, dq2.q), qAdd(qMul(dq1.d, dq2.q), qMul(dq1.q, dq2.d)));
|
||||
}
|
||||
|
||||
DualQ dqDiv(DualQ dq1, DualQ dq2)
|
||||
{
|
||||
return DualQ(qDiv(dq1.q, dq2.q), qDiv(qSub(qMul(dq1.d, dq2.q), qMul(dq1.q, dq2.d)), qMul(dq2.q, dq2.q)));
|
||||
}
|
||||
|
||||
DualQ dqPow(DualQ dq, int n)
|
||||
{
|
||||
DualQ dp = DualQ(vec4(1.0, vec3(0.0)), vec4(0.0, vec3(0.0)));
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
dp = dqMul(dp, dq);
|
||||
}
|
||||
return dp;
|
||||
}
|
||||
|
||||
struct DualS
|
||||
{
|
||||
float s;
|
||||
float d;
|
||||
};
|
||||
|
||||
DualS dAdd(DualS d1, DualS d2)
|
||||
{
|
||||
return DualS(d1.s + d2.s, d1.d + d2.d);
|
||||
}
|
||||
|
||||
DualS dSub(DualS d1, DualS d2)
|
||||
{
|
||||
return DualS(d1.s - d2.s, d1.d - d2.d);
|
||||
}
|
||||
|
||||
DualS dMul(DualS d1, DualS d2)
|
||||
{
|
||||
return DualS(d1.s * d2.s, d1.d * d2.s + d1.s * d2.d);
|
||||
}
|
||||
|
||||
DualS dDiv(DualS d1, DualS d2)
|
||||
{
|
||||
return DualS(d1.s / d2.s, (d1.d * d2.s - d1.s * d2.d) / (d2.s * d2.s));
|
||||
}
|
||||
|
||||
DualS dPow(DualS d, float n)
|
||||
{
|
||||
return DualS(pow(d.s, n), d.d * n * pow(d.s, n - 1.0));
|
||||
}
|
||||
|
||||
DualS dSqrt(DualS d)
|
||||
{
|
||||
return DualS(sqrt(d.s), d.d * 0.5 / sqrt(d.s));
|
||||
}
|
||||
|
||||
DualS dSin(DualS d)
|
||||
{
|
||||
return DualS(sin(d.s), d.d * cos(d.s));
|
||||
}
|
||||
|
||||
DualS dCos(DualS d)
|
||||
{
|
||||
return DualS(cos(d.s), d.d * -sin(d.s));
|
||||
}
|
||||
|
||||
DualS dTan(DualS d)
|
||||
{
|
||||
return DualS(tan(d.s), d.d / pow(cos(d.s), 2.0));
|
||||
}
|
||||
|
||||
DualS dArcSin(DualS d)
|
||||
{
|
||||
return DualS(asin(d.s), d.d / sqrt(1.0 - pow(d.s, 2.0)));
|
||||
}
|
||||
|
||||
DualS dArcCos(DualS d)
|
||||
{
|
||||
return DualS(acos(d.s), d.d / -sqrt(1.0 - pow(d.s, 2.0)));
|
||||
}
|
||||
|
||||
DualS dArcTan(DualS d)
|
||||
{
|
||||
return DualS(atan(d.s), d.d / (1.0 + pow(d.s, 2.0)));
|
||||
}
|
||||
|
||||
struct DualT
|
||||
{
|
||||
vec3 t;
|
||||
vec3 d;
|
||||
};
|
||||
|
||||
DualT dtAdd(DualT dt1, DualT dt2)
|
||||
{
|
||||
return DualT(dt1.t + dt2.t, dt1.d + dt2.d);
|
||||
}
|
||||
|
||||
DualT dtSub(DualT dt1, DualT dt2)
|
||||
{
|
||||
return DualT(dt1.t - dt2.t, dt1.d - dt2.d);
|
||||
}
|
||||
|
||||
DualT dtMul(DualT dt1, DualT dt2)
|
||||
{
|
||||
// return DualT(tMul(dt1.t, dt2.t), tAdd(tMul(dt1.d, dt2.t), tMul(dt1.t, dt2.d)));
|
||||
|
||||
DualS dx1 = DualS(dt1.t.x, dt1.d.x);
|
||||
DualS dy1 = DualS(dt1.t.y, dt1.d.y);
|
||||
DualS dz1 = DualS(dt1.t.z, dt1.d.z);
|
||||
|
||||
DualS dx2 = DualS(dt2.t.x, dt2.d.x);
|
||||
DualS dy2 = DualS(dt2.t.y, dt2.d.y);
|
||||
DualS dz2 = DualS(dt2.t.z, dt2.d.z);
|
||||
|
||||
DualS dr1 = dSqrt(dAdd(dPow(dx1, 2.0), dAdd(dPow(dy1, 2.0), dPow(dz1, 2.0))));
|
||||
DualS dr2 = dSqrt(dAdd(dPow(dx2, 2.0), dAdd(dPow(dy2, 2.0), dPow(dz2, 2.0))));
|
||||
|
||||
if (dr1.s > 0.0 && dr2.s > 0.0)
|
||||
{
|
||||
DualS da1 = dArcSin(dDiv(dz1, dr1));
|
||||
DualS da2 = dArcSin(dDiv(dz2, dr2));
|
||||
|
||||
DualS db1 = dArcTan(dDiv(dy1, dx1));
|
||||
DualS db2 = dArcTan(dDiv(dy2, dx2));
|
||||
|
||||
DualS dr = dMul(dr1, dr2);
|
||||
DualS da = dAdd(da1, da2);
|
||||
DualS db = dAdd(db1, db2);
|
||||
|
||||
DualS dx = dMul(dr, dMul(dCos(da), dCos(db)));
|
||||
DualS dy = dMul(dr, dMul(dCos(da), dSin(db)));
|
||||
DualS dz = dMul(dr, dSin(da));
|
||||
|
||||
return DualT(vec3(dx.s, dy.s, dz.s), vec3(dx.d, dy.d, dz.d));
|
||||
}
|
||||
else
|
||||
{
|
||||
return DualT(vec3(0.0), vec3(0.0));
|
||||
}
|
||||
}
|
||||
|
||||
DualT dtPow(DualT dt, int n)
|
||||
{
|
||||
/* NOTE: This does not work
|
||||
|
||||
DualT dp = DualT(vec3(1.0, vec2(0.0)), vec3(0.0, vec2(0.0)));
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
dp = dtMul(dp, dt);
|
||||
}
|
||||
return dp;
|
||||
|
||||
*/
|
||||
|
||||
DualS dx = DualS(dt.t.x, dt.d.x);
|
||||
DualS dy = DualS(dt.t.y, dt.d.y);
|
||||
DualS dz = DualS(dt.t.z, dt.d.z);
|
||||
|
||||
DualS dr = dSqrt(dAdd(dPow(dx, 2.0), dAdd(dPow(dy, 2.0), dPow(dz, 2.0))));
|
||||
|
||||
if (dr.s > 0.0)
|
||||
{
|
||||
DualS da = dArcSin(dDiv(dz, dr));
|
||||
DualS db = dArcTan(dDiv(dy, dx));
|
||||
|
||||
DualS dpr = dPow(dr, float(n));
|
||||
DualS dpa = dMul(da, DualS(float(n), 0.0));
|
||||
DualS dpb = dMul(db, DualS(float(n), 0.0));
|
||||
|
||||
DualS dx = dMul(dpr, dMul(dCos(dpa), dCos(dpb)));
|
||||
DualS dy = dMul(dpr, dMul(dCos(dpa), dSin(dpb)));
|
||||
DualS dz = dMul(dpr, dSin(dpa));
|
||||
|
||||
return DualT(vec3(dx.s, dy.s, dz.s), vec3(dx.d, dy.d, dz.d));
|
||||
}
|
||||
else
|
||||
{
|
||||
return DualT(vec3(0.0), vec3(0.0));
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------- fractals ---------------- //
|
||||
|
||||
#if SDF_DERIVATIVE_TYPE == 0
|
||||
float sdfJulia(Fractal fractal, vec4 z, vec4 c)
|
||||
{
|
||||
DualQ dzx = DualQ(z, vec4(1.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzy = DualQ(z, vec4(0.0, 1.0, 0.0, 0.0));
|
||||
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 1.0, 0.0));
|
||||
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 1.0));
|
||||
|
||||
DualQ dcx = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcy = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||||
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||||
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||||
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||||
|
||||
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||||
return (qNorm(dzx.q) * log(qNorm(dzx.q))) / (2.0 * qNorm(normalize(dzx.q) * J));
|
||||
}
|
||||
float sdfMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||||
{
|
||||
DualQ dzx = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzy = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
DualQ dcx = DualQ(c, vec4(1.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcy = DualQ(c, vec4(0.0, 1.0, 0.0, 0.0));
|
||||
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 1.0, 0.0));
|
||||
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 1.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||||
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||||
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||||
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||||
|
||||
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||||
return (qNorm(dzx.q) * log(qNorm(dzx.q))) / (2.0 * qNorm(normalize(dzx.q) * J));
|
||||
}
|
||||
float sdfMandelbulb(Fractal fractal, vec3 c, vec3 z)
|
||||
{
|
||||
DualT dzx = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
DualT dzy = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
DualT dzz = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
|
||||
DualT dcx = DualT(c, vec3(1.0, 0.0, 0.0));
|
||||
DualT dcy = DualT(c, vec3(0.0, 1.0, 0.0));
|
||||
DualT dcz = DualT(c, vec3(0.0, 0.0, 1.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dtAdd(dtPow(dzx, fractal.power), dcx);
|
||||
dzy = dtAdd(dtPow(dzy, fractal.power), dcy);
|
||||
dzz = dtAdd(dtPow(dzz, fractal.power), dcz);
|
||||
|
||||
if (length(dzx.t) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat3 J = mat3(dzx.d, dzy.d, dzz.d);
|
||||
return (length(dzx.t) * log(length(dzx.t))) / (2.0 * length(normalize(dzx.t) * J));
|
||||
}
|
||||
#elif SDF_DERIVATIVE_TYPE == 1
|
||||
float sdfJulia(Fractal fractal, vec4 z, vec4 c)
|
||||
{
|
||||
vec4 dzx = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzy = vec4(0.0, 1.0, 0.0, 0.0);
|
||||
vec4 dzz = vec4(0.0, 0.0, 1.0, 0.0);
|
||||
vec4 dzw = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
vec4 dcx = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcy = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcz = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcw = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
vec4 zp = qPow(z, fractal.power - 1);
|
||||
|
||||
// forward-mode manual differentiation
|
||||
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||||
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||||
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||||
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||||
|
||||
z = qAdd(qMul(zp, z), c);
|
||||
|
||||
if (qNorm(z) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||||
return (qNorm(z) * log(qNorm(z))) / (2.0 * qNorm(normalize(z) * J));
|
||||
}
|
||||
float sdfMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||||
{
|
||||
vec4 dzx = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzy = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzz = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzw = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec4 dcx = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcy = vec4(0.0, 1.0, 0.0, 0.0);
|
||||
vec4 dcz = vec4(0.0, 0.0, 1.0, 0.0);
|
||||
vec4 dcw = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
vec4 zp = qPow(z, fractal.power - 1);
|
||||
|
||||
// forward-mode manual differentiation
|
||||
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||||
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||||
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||||
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||||
|
||||
z = qAdd(qMul(zp, z), c);
|
||||
|
||||
if (qNorm(z) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||||
return (qNorm(z) * log(qNorm(z))) / (2.0 * qNorm(normalize(z) * J));
|
||||
}
|
||||
#else
|
||||
#endif
|
||||
|
||||
#if NORMAL_DERIVATIVE_TYPE == 0
|
||||
vec4 normalJulia(Fractal fractal, vec4 z, vec4 c)
|
||||
{
|
||||
DualQ dzx = DualQ(z, vec4(1.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzy = DualQ(z, vec4(0.0, 1.0, 0.0, 0.0));
|
||||
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 1.0, 0.0));
|
||||
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 1.0));
|
||||
|
||||
DualQ dcx = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcy = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||||
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||||
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||||
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||||
|
||||
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||||
return dzx.q * J;
|
||||
}
|
||||
vec4 normalMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||||
{
|
||||
DualQ dzx = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzy = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
DualQ dcx = DualQ(c, vec4(1.0, 0.0, 0.0, 0.0));
|
||||
DualQ dcy = DualQ(c, vec4(0.0, 1.0, 0.0, 0.0));
|
||||
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 1.0, 0.0));
|
||||
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 1.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||||
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||||
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||||
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||||
|
||||
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||||
return dzx.q * J;
|
||||
}
|
||||
vec3 normalMandelbulb(Fractal fractal, vec3 c, vec3 z)
|
||||
{
|
||||
DualT dzx = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
DualT dzy = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
DualT dzz = DualT(z, vec3(0.0, 0.0, 0.0));
|
||||
|
||||
DualT dcx = DualT(c, vec3(1.0, 0.0, 0.0));
|
||||
DualT dcy = DualT(c, vec3(0.0, 1.0, 0.0));
|
||||
DualT dcz = DualT(c, vec3(0.0, 0.0, 1.0));
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
// forward-mode automatic differentiation
|
||||
dzx = dtAdd(dtPow(dzx, fractal.power), dcx);
|
||||
dzy = dtAdd(dtPow(dzy, fractal.power), dcy);
|
||||
dzz = dtAdd(dtPow(dzz, fractal.power), dcz);
|
||||
|
||||
if (length(dzx.t) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat3 J = mat3(dzx.d, dzy.d, dzz.d);
|
||||
return dzx.t * J;
|
||||
}
|
||||
#elif NORMAL_DERIVATIVE_TYPE == 1
|
||||
vec4 normalJulia(Fractal fractal, vec4 z, vec4 c)
|
||||
{
|
||||
vec4 dzx = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzy = vec4(0.0, 1.0, 0.0, 0.0);
|
||||
vec4 dzz = vec4(0.0, 0.0, 1.0, 0.0);
|
||||
vec4 dzw = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
vec4 dcx = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcy = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcz = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcw = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
vec4 zp = qPow(z, fractal.power - 1);
|
||||
|
||||
// forward-mode manual differentiation
|
||||
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||||
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||||
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||||
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||||
|
||||
z = qAdd(qMul(zp, z), c);
|
||||
|
||||
if (qNorm(z) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||||
return z * J;
|
||||
}
|
||||
vec4 normalMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||||
{
|
||||
vec4 dzx = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzy = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzz = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 dzw = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec4 dcx = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
vec4 dcy = vec4(0.0, 1.0, 0.0, 0.0);
|
||||
vec4 dcz = vec4(0.0, 0.0, 1.0, 0.0);
|
||||
vec4 dcw = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
for (int i = 0; i < fractal.numIterations; ++i)
|
||||
{
|
||||
vec4 zp = qPow(z, fractal.power - 1);
|
||||
|
||||
// forward-mode manual differentiation
|
||||
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||||
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||||
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||||
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||||
|
||||
z = qAdd(qMul(zp, z), c);
|
||||
|
||||
if (qNorm(z) > fractal.escapeCriteria) break;
|
||||
}
|
||||
|
||||
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||||
return z * J;
|
||||
}
|
||||
#else
|
||||
#endif
|
||||
|
||||
// ---------------- reflection ---------------- //
|
||||
|
||||
vec3 phongReflection(vec3 surfaceNormal, vec3 viewDirection, DirectionalLight lights[numLights], Material material)
|
||||
{
|
||||
surfaceNormal = normalize(surfaceNormal);
|
||||
viewDirection = normalize(viewDirection);
|
||||
|
||||
vec3 ambientColor = vec3(0.0);
|
||||
vec3 diffuseColor = vec3(0.0);
|
||||
vec3 specularColor = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < lights.length(); ++i)
|
||||
{
|
||||
vec3 lightDirection = normalize(lights[i].direction);
|
||||
vec3 reflectedDirection = reflect(lightDirection, surfaceNormal);
|
||||
float diffuseCoefficient = max(dot(-lightDirection, surfaceNormal), 0.0);
|
||||
float specularCoefficient = pow(max(dot(reflectedDirection, -viewDirection), 0.0), material.shininess);
|
||||
ambientColor += lights[i].ambientColor * material.ambientColor;
|
||||
diffuseColor += lights[i].diffuseColor * material.diffuseColor * diffuseCoefficient;
|
||||
specularColor += lights[i].specularColor * material.specularColor * specularCoefficient;
|
||||
}
|
||||
|
||||
vec3 color = clamp(ambientColor + diffuseColor + specularColor + material.emissionColor, 0.0, 1.0);
|
||||
return color;
|
||||
}
|
||||
|
||||
// ---------------- sphere tracing ---------------- //
|
||||
|
||||
vec3 sphereTracing(App app, Scene scene, Params params, Line ray)
|
||||
{
|
||||
Intersection intersection = intersectionSphereLine(scene.bound, ray);
|
||||
|
||||
if (intersection.intersected)
|
||||
{
|
||||
ray.position = intersection.position;
|
||||
|
||||
// The hyperparameter from Inigo Quilez (https://www.shadertoy.com/view/MsfGRr)
|
||||
vec4 juliaType = 0.45 * cos(vec4(0.5, 3.9, 1.4, 1.1) + app.time * 0.15 * vec4(1.2, 1.7, 1.3, 2.5)) - vec4(0.3, 0.0, 0.0, 0.0);
|
||||
vec4 criticalPoint = vec4(0.0);
|
||||
|
||||
for (int i = 0; i < params.numIterations; ++i)
|
||||
{
|
||||
float sd = sdfMandelbulb(scene.fractal, ray.position, criticalPoint.xyz);
|
||||
|
||||
// ray marching
|
||||
ray.position += sd * ray.direction;
|
||||
|
||||
// collision detection
|
||||
if (abs(sd) < params.convergenceCriteria)
|
||||
{
|
||||
vec3 surfaceNormal = normalize(normalMandelbulb(scene.fractal, ray.position, criticalPoint.xyz));
|
||||
|
||||
vec3 fragColor = phongReflection(surfaceNormal, ray.direction, scene.lights, scene.material);
|
||||
|
||||
return fragColor;
|
||||
}
|
||||
|
||||
if (sdfSphere(scene.bound, ray.position) > 0.0) break;
|
||||
}
|
||||
}
|
||||
|
||||
return scene.backgroundColor;
|
||||
}
|
||||
|
||||
// ---------------- main ---------------- //
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = linmap(gl_FragCoord.xy, vec2(0, 0), uApp.resolution, vec2(-1.0, -1.0), vec2(1.0, 1.0));
|
||||
vec3 rayDirection = normalize(inverse(mat3(uCamera.projectionMatrix) * mat3(uCamera.viewMatrix)) * vec3(fragCoord, 1.0));
|
||||
|
||||
Line ray = Line(uCamera.position, rayDirection);
|
||||
vec3 fragColor = sphereTracing(uApp, uScene, uParams, ray);
|
||||
gl_FragColor = vec4(fragColor, 1.0);
|
||||
}
|
||||
|
||||
</script>
|
||||
<script src="bulb.js"></script>
|
||||
<script src="https://unpkg.com/three@0.139.2/build/three.min.js"></script>
|
||||
<script src="https://unpkg.com/three@0.139.2/examples/js/controls/OrbitControls.js"></script>
|
38
index.html
Normal file
38
index.html
Normal file
@ -0,0 +1,38 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<!-- SEO Tags -->
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<meta name="title" content="elia.network">
|
||||
<meta name="description" content="swiss hosted services">
|
||||
<meta name="keywords" content="ich, hasse, mein, leben">
|
||||
<meta name="author" content="elia">
|
||||
|
||||
<!-- Social Tags for Embeds -->
|
||||
<meta property="og:title" content="elia.network">
|
||||
<meta property="og:description" content="swiss hosted services">
|
||||
<meta property="og:url" content="https://elia.network">
|
||||
<meta property="og:site_name" content="elia.network">
|
||||
<meta property="twitter:title" content="elia.network">
|
||||
<meta property="twitter:description" content="swiss hosted services">
|
||||
<meta property="twitter:card" content="summary_large_image">
|
||||
<link rel="icon" type="image/png" href="favicon.png">
|
||||
<link rel="stylesheet" href="assets/style.css">
|
||||
<script src="assets/loader.js" defer></script>
|
||||
<title>elia.network</title>
|
||||
</head>
|
||||
<body>
|
||||
<nav class="navbar">
|
||||
<div class="logo">
|
||||
<span>elia.network</span>
|
||||
</div>
|
||||
<ul class="nav-links">
|
||||
<li><a href="https://media.elia.network">media</a></li>
|
||||
<li><a href="https://chat.elia.network">chat</a></li>
|
||||
<li><a href="https://monitor.elia.network/status/public">status</a></li>
|
||||
<li><a href="https://schizophrenia.network">schizophrenia</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
</body>
|
||||
</html>
|
Loading…
Reference in New Issue
Block a user