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HTML

<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Neon Grid — outrun to the horizon</title>
<!--
Self-contained WebGL2 synthwave grid. A fullscreen fragment shader projects
a perspective floor grid scrolling toward a banded retro sun, with a starfield
sky and neon glow — no textures, no build step. Open Design renders this in
"powered preview" mode because it calls getContext('webgl2'); the opaque
preview sandbox cannot run the GPU stack.
-->
<style>
:root { color-scheme: dark; }
html, body { margin: 0; height: 100%; background: #0a0620; overflow: hidden; font-family: 'Albert Sans', system-ui, -apple-system, sans-serif; color: #fdf2ff; }
#gl { position: fixed; inset: 0; width: 100%; height: 100%; display: block; }
.overlay { position: fixed; inset: 0; display: flex; flex-direction: column; align-items: flex-start; justify-content: flex-end; padding: 6vw; pointer-events: none; z-index: 2; }
.kicker { font-size: clamp(12px, 1.2vw, 15px); letter-spacing: 0.42em; text-transform: uppercase; color: #63fe13; margin: 0 0 18px; font-weight: 600; }
h1 { margin: 0; font-size: clamp(38px, 8vw, 112px); line-height: 0.92; font-weight: 800; letter-spacing: -0.03em; max-width: 12ch; text-shadow: 0 2px 40px rgba(0,0,0,0.55); }
p.sub { margin: 22px 0 0; font-size: clamp(15px, 1.6vw, 20px); max-width: 44ch; color: rgba(253,242,255,0.74); }
.badge { position: fixed; top: 6vw; right: 6vw; z-index: 2; pointer-events: none; font-size: 12px; letter-spacing: 0.28em; text-transform: uppercase; color: rgba(253,242,255,0.6); border: 1px solid rgba(253,242,255,0.2); padding: 8px 14px; border-radius: 999px; backdrop-filter: blur(6px); }
</style>
</head>
<body>
<canvas id="gl"></canvas>
<div class="badge" id="fps">GPU · WebGL2</div>
<div class="overlay">
<p class="kicker">Neon Grid</p>
<h1>Outrun to the horizon.</h1>
<p class="sub">A perspective floor grid scrolling into a banded retro sun, under a neon starfield — a whole synthwave scene from one fragment shader.</p>
</div>
<script type="text/javascript">
(() => {
const canvas = document.getElementById('gl');
const gl = canvas.getContext('webgl2', { antialias: true, alpha: false });
const fpsEl = document.getElementById('fps');
if (!gl) { fpsEl.textContent = 'WebGL2 unavailable'; return; }
const vert = `#version 300 es
in vec2 p; void main(){ gl_Position = vec4(p, 0.0, 1.0); }`;
const frag = `#version 300 es
precision highp float;
out vec4 o;
uniform vec2 res;
uniform float t;
float hash(vec2 p){ return fract(sin(dot(p, vec2(41.3, 289.1))) * 43758.5453); }
void main(){
vec2 uv = (gl_FragCoord.xy - 0.5*res) / res.y; // y up, centered
vec3 col;
float horizon = 0.02;
if (uv.y > horizon){
// ---- Sky: gradient + retro banded sun + stars ----
float sky = uv.y - horizon;
col = mix(vec3(0.35,0.06,0.42), vec3(0.05,0.02,0.14), clamp(sky*1.6,0.0,1.0));
// Sun: circle centered above horizon, with horizontal cut bands.
vec2 sc = vec2(uv.x, uv.y - 0.30);
float sd = length(sc) - 0.26;
float bands = smoothstep(0.0, 0.02, sin((uv.y-horizon)*90.0)); // scanline cuts
float lower = smoothstep(0.02, 0.0, uv.y - 0.30); // cuts only on lower half
float sunMask = smoothstep(0.01, -0.01, sd);
float cut = 1.0 - lower*(1.0-bands);
vec3 sun = mix(vec3(1.0,0.85,0.2), vec3(1.0,0.25,0.55), clamp((0.30-uv.y)/0.5+0.5,0.0,1.0));
col = mix(col, sun, sunMask*cut);
col += vec3(1.0,0.4,0.6) * smoothstep(0.26,0.0,length(sc)) * 0.25; // sun glow
// Stars in the upper sky.
vec2 g = floor(uv*vec2(60.0,60.0));
float star = step(0.986, hash(g)) * smoothstep(0.2,0.7,sky);
col += vec3(0.9,0.95,1.0) * star * (0.6 + 0.4*sin(t*3.0 + hash(g)*30.0));
} else {
// ---- Floor: perspective grid scrolling toward the horizon ----
float depth = horizon - uv.y; // >0 below horizon
float z = 0.14 / depth; // perspective: far = small depth
float x = uv.x * z; // world x widens with distance
float scroll = t * 1.6;
// Grid lines: distance to nearest cell edge in x and z.
vec2 gv = vec2(x, z + scroll);
vec2 gf = abs(fract(gv) - 0.5);
float lw = 0.018 * z; // lines thin with distance
float line = 1.0 - smoothstep(0.0, lw, min(gf.x, gf.y));
// Fade the grid into the horizon haze.
float fade = smoothstep(0.0, 0.5, depth) * exp(-z*0.08);
vec3 grid = mix(vec3(0.10,0.90,0.95), vec3(0.85,0.15,0.75), clamp(z*0.05,0.0,1.0));
col = vec3(0.03,0.01,0.08);
col += grid * line * fade * 1.4;
col += vec3(0.6,0.1,0.5) * exp(-depth*6.0) * 0.5; // hot horizon band
}
col = pow(col, vec3(0.85));
o = vec4(col, 1.0);
}`;
function compile(type, src){
const s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || 'shader');
return s;
}
const prog = gl.createProgram();
gl.attachShader(prog, compile(gl.VERTEX_SHADER, vert));
gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, frag));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(prog) || 'link');
gl.useProgram(prog);
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 3,-1, -1,3]), gl.STATIC_DRAW);
const loc = gl.getAttribLocation(prog, 'p');
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
const uRes = gl.getUniformLocation(prog, 'res');
const uT = gl.getUniformLocation(prog, 't');
function resize(){
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const w = Math.floor(canvas.clientWidth * dpr), h = Math.floor(canvas.clientHeight * dpr);
if (w === canvas.width && h === canvas.height) return;
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
}
window.addEventListener('resize', resize); resize();
let frames = 0, acc = 0, last = 0;
const start = (typeof performance !== 'undefined' ? performance.now() : 0);
function tick(now){
resize();
gl.uniform2f(uRes, canvas.width, canvas.height);
gl.uniform1f(uT, (now - start) / 1000);
gl.drawArrays(gl.TRIANGLES, 0, 3);
frames++; acc += now - last; last = now;
if (acc > 500){ fpsEl.textContent = 'GPU · WebGL2 · ' + Math.round(frames * 1000 / acc) + 'fps'; frames = 0; acc = 0; }
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
})();
</script>
</body>
</html>