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nexu-io--open-design/plugins/_official/examples/webgl-caustic-pool/example.html
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104 lines
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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>Caustic Pool — Open Design</title>
<!--
Self-contained WebGL2 hero. Animated water caustics: layered domain-warped
ripples run a cheap refraction-network approximation, brightened into caustic
filaments. Pointer drops a radial ripple that bends the network. No meshes,
no textures, no build step, no external assets.
-->
<style>
:root{ color-scheme:dark; }
html,body{ margin:0; height:100%; overflow:hidden; background:#04121a;
font-family:'Albert Sans',ui-sans-serif,system-ui,-apple-system,sans-serif; color:#eafcff; }
#gl{ position:fixed; inset:0; width:100%; height:100%; display:block; }
.overlay{ position:fixed; inset:0; z-index:2; pointer-events:none;
display:flex; flex-direction:column; justify-content:space-between; padding:5vw; }
.top{ display:flex; justify-content:space-between; font-size:clamp(11px,1vw,14px);
letter-spacing:0.32em; text-transform:uppercase; color:rgba(234,252,255,0.72); }
.top .dot{ width:8px; height:8px; border-radius:50%; background:#7dffd6; box-shadow:0 0 14px #7dffd6;
display:inline-block; margin-right:10px; vertical-align:middle; }
h1{ margin:0; font-size:clamp(44px,11vw,170px); line-height:0.86; font-weight:800; letter-spacing:-0.04em; mix-blend-mode:overlay; }
h1 .thin{ font-weight:300; }
.bottom{ display:flex; justify-content:space-between; align-items:flex-end; gap:4vw; }
.sub{ font-size:clamp(14px,1.5vw,19px); max-width:42ch; color:rgba(234,252,255,0.8); line-height:1.45; margin:0; }
.badge{ font-size:11px; letter-spacing:0.28em; text-transform:uppercase; color:rgba(234,252,255,0.6);
border:1px solid rgba(234,252,255,0.22); padding:9px 15px; border-radius:999px; backdrop-filter:blur(8px); white-space:nowrap; }
</style>
</head>
<body>
<canvas id="gl"></canvas>
<div class="overlay">
<div class="top"><span><span class="dot"></span>Open Design · WebGL Preview</span><span>Real-time · GPU</span></div>
<div class="bottom">
<div><h1>CAUSTIC<br><span class="thin">POOL</span></h1>
<p class="sub">A refraction network woven from domain-warped ripples, brightened into living caustic filaments. Click the water to drop a ripple.</p></div>
<div class="badge">Click the water ↗</div>
</div>
</div>
<script>
(() => {
const canvas=document.getElementById('gl');
const gl=canvas.getContext('webgl2',{antialias:true});
if (!gl) { document.body.innerHTML='<p style="color:#fff;padding:2rem;font-family:sans-serif">WebGL2 not available.</p>'; return; }
const VERT=`#version 300 es
void main(){ vec2 p=vec2((gl_VertexID<<1)&2, gl_VertexID&2); gl_Position=vec4(p*2.0-1.0,0.0,1.0); }`;
const FRAG=`#version 300 es
precision highp float;
out vec4 o;
uniform vec2 u_res; uniform float u_time; uniform vec3 u_ripple; // xy=pos(0..1), z=age
#define TAU 6.28318530718
// canonical caustic network (folding-coordinate accumulation, needs the mod-tiling)
float caustic(vec2 uv){
float t=u_time*0.4+23.0;
vec2 p=mod(uv*TAU, TAU)-250.0;
vec2 i=p; float c=1.0; float inten=0.005;
for(int n=0;n<5;n++){
float tt=t*(1.0-(3.5/float(n+1)));
i=p+vec2(cos(tt-i.x)+sin(tt+i.y), sin(tt-i.y)+cos(tt+i.x));
c+=1.0/length(vec2(p.x/(sin(i.x+tt)/inten), p.y/(cos(i.y+tt)/inten)));
}
c/=5.0; c=1.17-pow(c,1.4);
return pow(abs(c),8.0);
}
void main(){
vec2 uv=gl_FragCoord.xy/u_res; uv.x*=u_res.x/u_res.y;
vec2 p=(gl_FragCoord.xy-0.5*u_res)/u_res.y;
// pointer ripple bends the sampling coords
vec2 rp=(u_ripple.xy-0.5)*vec2(u_res.x/u_res.y,1.0);
float d=length(p-rp), age=u_ripple.z;
float wave=sin(d*24.0-age*8.0)*exp(-d*3.5)*exp(-age*1.6);
uv += normalize(p-rp+1e-4)*wave*0.4;
float c=caustic(uv*1.6);
vec3 deep=vec3(0.02,0.10,0.17), shallow=vec3(0.05,0.34,0.42);
vec3 col=mix(deep,shallow, smoothstep(1.0,-0.3,length(p)));
col+=vec3(0.35,0.85,0.80)*c; // aqua caustic filaments
col+=vec3(0.85,1.0,0.95)*pow(c,1.8)*0.5; // hot cores
col*=0.6+0.6*smoothstep(1.35,0.1,length(p)); // vignette
col=col/(col+0.75);
col+=(fract(sin(dot(gl_FragCoord.xy,vec2(12.9,78.2)))*43758.5)-0.5)*0.025;
o=vec4(pow(max(col,0.0),vec3(0.85)),1.0);
}`;
function sh(t,s){const x=gl.createShader(t);gl.shaderSource(x,s);gl.compileShader(x);if(!gl.getShaderParameter(x,gl.COMPILE_STATUS))throw gl.getShaderInfoLog(x);return x;}
const pr=gl.createProgram();gl.attachShader(pr,sh(gl.VERTEX_SHADER,VERT));gl.attachShader(pr,sh(gl.FRAGMENT_SHADER,FRAG));gl.linkProgram(pr);
if(!gl.getProgramParameter(pr,gl.LINK_STATUS))throw gl.getProgramInfoLog(pr);
gl.useProgram(pr);
const uRes=gl.getUniformLocation(pr,'u_res'),uTime=gl.getUniformLocation(pr,'u_time'),uRip=gl.getUniformLocation(pr,'u_ripple');
let ripple=[0.5,0.5,999];
addEventListener('pointerdown',e=>{ ripple=[e.clientX/innerWidth, 1.0-e.clientY/innerHeight, 0]; });
function resize(){const d=Math.min(devicePixelRatio||1,2),w=innerWidth*d|0,h=innerHeight*d|0;if(w===canvas.width&&h===canvas.height)return;canvas.width=w;canvas.height=h;gl.viewport(0,0,w,h);}
addEventListener('resize',resize);resize();
const t0=performance.now();
function frame(now){ resize(); ripple[2]+=1/60;
gl.uniform2f(uRes,canvas.width,canvas.height); gl.uniform1f(uTime,(now-t0)/1000); gl.uniform3f(uRip,ripple[0],ripple[1],ripple[2]);
gl.drawArrays(gl.TRIANGLES,0,3); requestAnimationFrame(frame); }
requestAnimationFrame(frame);
})();
</script>
</body>
</html>