Custom Code Experiment •
LQ: Dinosaur
Source Code View HTML / CSS / JavaScript
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<title>Walking liquid crystal T. rex</title>
<style>
:root{
--bg:#e7e5ef;
--field:#fbfaff;
--halo:.20;
color-scheme:light;
box-sizing:border-box;
padding-top:env(safe-area-inset-top,0px);
padding-bottom:env(safe-area-inset-bottom,0px);
}
@media (prefers-color-scheme: dark){
:root:not([data-theme="light"]){
--bg:#0a0818;
--field:#1b1638;
--halo:.28;
color-scheme:dark;
}
}
:root[data-theme="dark"]{
--bg:#0a0818;
--field:#1b1638;
--halo:.28;
color-scheme:dark;
}
*,*::before,*::after{box-sizing:inherit}
html{height:100%;scroll-padding-top:env(safe-area-inset-top,0px)}
body{
margin:0;
height:100%;
overflow:auto;
background-color:var(--bg);
background-image:radial-gradient(circle at 50% 50%, var(--field) 0, var(--bg) min(70vmin, 620px));
display:grid;
place-items:center;
}
.stage{
display:grid;
place-items:center;
padding:24px;
}
.orb{
position:relative;
width:min(84vmin, 560px);
aspect-ratio:1 / 1;
}
.orb canvas{
position:absolute;
inset:0;
width:100%;
height:100%;
display:block;
}
.halo{
position:absolute;
inset:20%;
border-radius:50%;
background:conic-gradient(from 0deg, #c3459e, #f2d64b, #35c9b5, #3a6ff0, #8a3cc8, #c3459e);
filter:blur(44px);
opacity:calc(var(--halo) * (0.55 + var(--melt, 1) * 0.6));
animation:spin 16s linear infinite;
}
.blob{
display:none;
position:absolute;
inset:26%;
border-radius:42% 58% 55% 45% / 48% 42% 58% 52%;
background:conic-gradient(from 200deg, #8a3cc8, #3a6ff0, #35c9b5, #f2d64b, #f07a6b, #c3459e, #8a3cc8);
animation:morph 5s ease-in-out infinite alternate, spin 12s linear infinite;
}
.no-gl canvas{display:none}
.no-gl .blob{display:block}
@keyframes spin{to{transform:rotate(360deg)}}
@keyframes morph{
0%{border-radius:42% 58% 55% 45% / 48% 42% 58% 52%}
100%{border-radius:58% 42% 40% 60% / 40% 60% 44% 56%}
}
@media (prefers-reduced-motion: reduce){
.halo{animation:none}
.blob{animation:none}
}
</style>
</head>
<body>
<main class="stage">
<div class="orb" id="orb" role="img" aria-label="A glassy, iridescent Tyrannosaurus rex walking in place, melting into liquid, then hardening into faceted crystal and letting out a silent roar">
<div class="halo" aria-hidden="true"></div>
<canvas id="lc" aria-hidden="true"></canvas>
<div class="blob" aria-hidden="true"></div>
</div>
</main>
<script id="vs" type="x-shader/x-vertex">
attribute vec2 aPos;
void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }
</script>
<script id="fs" type="x-shader/x-fragment">
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 uRes;
uniform float uTime;
uniform float uOrder; // 0 = liquid, 1 = crystal
uniform vec2 uTilt; // body turn / view angle
uniform vec2 uHead; // head yaw, pitch
uniform float uJaw; // jaw opening (radians)
uniform vec3 uBody; // body bob and sway from the walk
uniform float uGait; // walk phase (radians)
uniform vec3 uL[20]; // leg joints for both legs, solved on the CPU
uniform float uLight;
uniform float uSweep;
uniform float uGlint;
uniform float uBlink; // 1 = eyes open, 0 = closed
const vec3 DOFF = vec3(-0.03, -0.175, 0.0); // centres the animal in frame
const vec3 HPIV = vec3(0.56, 0.19, 0.0); // neck pivot the head turns around
const vec3 JH = vec3(0.64, 0.17, 0.0); // jaw hinge
mat2 gTy; mat2 gTx; mat2 gSpin; mat2 gHy; mat2 gHp; mat2 gJm; mat2 gJh;
float gMelt; float gK; float gBreath;
mat2 rot(float a){ float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
float smin(float a, float b, float k){
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
float sdEll(vec3 p, vec3 r){
float k0 = length(p / r);
float k1 = length(p / (r * r));
return k0 * (k0 - 1.0) / (k1 + 1e-5);
}
// Polyhedral "length": a dodecahedron/icosahedron norm, so every surface
// is cut into facets that share one lattice orientation, like a real crystal.
float gemN(vec3 v){
vec3 q = abs(v);
float dod = max(max(0.525731 * q.y + 0.850651 * q.z, 0.525731 * q.x + 0.850651 * q.y),
0.850651 * q.x + 0.525731 * q.z);
float ico = max(max(0.57735 * (q.x + q.y + q.z), 0.356822 * q.y + 0.934172 * q.z),
max(0.356822 * q.x + 0.934172 * q.y, 0.934172 * q.x + 0.356822 * q.z));
return max(dod / 0.96, ico);
}
float L(vec3 v){
if (gMelt > 0.998) return length(v);
float g = gemN(v);
if (gMelt < 0.002) return g;
return mix(g, length(v), gMelt);
}
// ellipsoid: faceted when crystal, smooth when liquid
float ellP(vec3 p, vec3 r){
if (gMelt > 0.998) return sdEll(p, r);
float g = (gemN(p / r) - 1.0) * min(r.x, min(r.y, r.z));
if (gMelt < 0.002) return g;
return mix(g, sdEll(p, r), gMelt);
}
// tapered limb segment
float rcone(vec3 p, vec3 a, vec3 b, float ra, float rb){
vec3 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return L(pa - ba * h) - mix(ra, rb, h);
}
// sharp point (teeth, claws): a crystal spike that softens when liquid
float sharp(vec3 q, vec3 r){
vec3 a = abs(q) / r;
float oct = (a.x + a.y + a.z - 1.0) / length(1.0 / r);
if (gMelt < 0.002) return oct;
return mix(oct, sdEll(q, r * vec3(1.1, 0.7, 1.1)), gMelt);
}
// a row of n teeth between a and b; dir = 1 hangs down, -1 points up
float teeth(vec3 p, vec3 a, vec3 b, float n, vec3 r, float dir){
vec3 ab = b - a;
float len = length(ab);
vec3 u = ab / len;
float sp = len / (n - 1.0);
float id = clamp(floor(dot(p - a, u) / sp + 0.5), 0.0, n - 1.0);
vec3 c = a + u * (id * sp);
vec3 rr = r * (0.75 + 0.45 * sin(3.14159 * (id + 0.5) / n));
vec3 q = p - c;
q.y += 0.5 * rr.y * dir;
return sharp(q, rr);
}
vec3 tiltP(vec3 p){ p.yz = gTy * p.yz; p.xz = gTx * p.xz; return p; }
vec3 spinP(vec3 p){ p.xz = gSpin * p.xz; return p; }
// one leg from its solved joints: hip, knee, ankle, ball of the foot, three toe tips, three claws
float leg(vec3 p, vec3 hip, vec3 knee, vec3 ankle, vec3 ball,
vec3 t1, vec3 t2, vec3 t3, vec3 c1, vec3 c2, vec3 c3, float k){
float d = rcone(p, hip, knee, 0.15, 0.075); // thigh
d = smin(d, ellP(p - (mix(hip, knee, 0.42) + vec3(0.015, 0.0, 0.0)), vec3(0.145, 0.19, 0.10)), k); // drumstick muscle
d = smin(d, rcone(p, knee, ankle, 0.066, 0.042), k * 0.6); // shin
d = smin(d, rcone(p, ankle, ball, 0.042, 0.032), k * 0.6); // long foot bone
d = smin(d, rcone(p, ball, t1, 0.03, 0.016), k * 0.4); // three forward toes
d = smin(d, rcone(p, ball, t2, 0.026, 0.014), k * 0.4);
d = smin(d, rcone(p, ball, t3, 0.026, 0.014), k * 0.4);
d = min(d, sharp(p - c1, vec3(0.022, 0.012, 0.009))); // claws
d = min(d, sharp(p - c2, vec3(0.019, 0.011, 0.008)));
d = min(d, sharp(p - c3, vec3(0.019, 0.011, 0.008)));
return d;
}
// x = glass animal, y = dark features (eye, nostril, inside of mouth)
vec2 map2(vec3 pw){
vec3 q = tiltP(pw);
vec3 pl = spinP(q) + DOFF; // legs live here (feet stay on the ground)
vec3 p = pl - uBody; // the body rides on top, bobbing with each step
float k = gK;
// torso: deep chest, belly that breathes, high hips
float d = ellP(p - vec3(0.18, 0.02, 0.0), vec3(0.40, 0.21, 0.19));
d = smin(d, ellP(p - vec3(0.24, -0.08, 0.0), vec3(0.28, 0.16 * gBreath, 0.165)), k);
d = smin(d, ellP(p - vec3(-0.02, 0.10, 0.0), vec3(0.24, 0.17, 0.16)), k);
// thick S-curved neck
d = smin(d, rcone(p, vec3(0.40, 0.07, 0.0), vec3(0.60, 0.21, 0.0), 0.14, 0.095), k);
// long tapering tail with a slow swish
if (p.x < 0.3){
vec3 pt = p;
float s = smoothstep(0.15, 1.2, -p.x);
pt.z -= 0.08 * s * s * sin(uGait + p.x * 1.8); // tail swings with the stride
float tl = rcone(pt, vec3(-0.12, 0.12, 0.0), vec3(-0.50, 0.11, 0.0), 0.16, 0.105);
tl = smin(tl, rcone(pt, vec3(-0.50, 0.11, 0.0), vec3(-0.85, 0.07, 0.0), 0.105, 0.058), k);
tl = smin(tl, rcone(pt, vec3(-0.85, 0.07, 0.0), vec3(-1.18, 0.02, 0.0), 0.058, 0.012), k);
d = smin(d, tl, k);
}
// walking legs
if (pl.y < 0.4){
d = smin(d, leg(pl, uL[0], uL[1], uL[2], uL[3], uL[4], uL[5], uL[6], uL[7], uL[8], uL[9], k), k);
d = smin(d, leg(pl, uL[10], uL[11], uL[12], uL[13], uL[14], uL[15], uL[16], uL[17], uL[18], uL[19], k), k);
}
// tiny two-fingered arms
if (length(p - vec3(0.5, -0.09, 0.0)) < 0.32){
vec3 pa = vec3(p.xy, abs(p.z));
float arm = rcone(pa, vec3(0.44, -0.04, 0.12), vec3(0.49, -0.13, 0.14), 0.032, 0.022);
arm = smin(arm, rcone(pa, vec3(0.49, -0.13, 0.14), vec3(0.56, -0.11, 0.14), 0.02, 0.014), 0.02);
arm = min(arm, rcone(pa, vec3(0.56, -0.11, 0.145), vec3(0.585, -0.135, 0.152), 0.009, 0.003));
arm = min(arm, rcone(pa, vec3(0.56, -0.11, 0.132), vec3(0.58, -0.142, 0.124), 0.009, 0.003));
d = smin(d, arm, k * 0.5);
}
float f = 0.55 - p.x;
if (p.x > 0.38){
// head, turning on the neck
vec3 ph = p - HPIV;
ph.xz = gHy * ph.xz;
ph.xy = gHp * ph.xy;
ph += HPIV;
vec3 phm = vec3(ph.xy, abs(ph.z));
vec3 pz = vec3(ph.xy, ph.z * 1.35);
float h = ellP(ph - vec3(0.70, 0.255, 0.0), vec3(0.15, 0.12, 0.105)); // cranium
h = smin(h, rcone(pz, vec3(0.70, 0.25, 0.0), vec3(0.985, 0.205, 0.0), 0.10, 0.055) / 1.35, k); // long snout
h = smin(h, ellP(ph - vec3(0.655, 0.19, 0.0), vec3(0.10, 0.09, 0.095)), k); // jaw muscles
h = smin(h, ellP(phm - vec3(0.745, 0.318, 0.05), vec3(0.055, 0.02, 0.028)), k * 0.5); // brow ridges
// lower jaw on its hinge
vec3 pj = ph - JH;
pj.xy = gJm * pj.xy;
pj += JH;
vec3 pjz = vec3(pj.xy, pj.z * 1.25);
h = smin(h, rcone(pjz, vec3(0.64, 0.15, 0.0), vec3(0.95, 0.105, 0.0), 0.052, 0.028) / 1.25, k * 0.35);
// teeth
h = min(h, teeth(phm, vec3(0.71, 0.176, 0.05), vec3(0.955, 0.166, 0.03), 8.0, vec3(0.010, 0.026, 0.008), 1.0));
vec3 pjm = vec3(pj.xy, abs(pj.z));
h = min(h, teeth(pjm, vec3(0.70, 0.168, 0.028), vec3(0.93, 0.127, 0.018), 7.0, vec3(0.009, 0.021, 0.007), -1.0));
d = smin(d, h, k);
// eye, nostril, dark inside of the mouth
float eye = sdEll(phm - vec3(0.74, 0.29, 0.055), vec3(0.022, 0.017 * max(uBlink, 0.12), 0.014));
float nos = length(phm - vec3(0.965, 0.236, 0.03)) - 0.011;
vec3 pm = ph - JH;
pm.xy = gJh * pm.xy;
pm += JH;
float mouth = sdEll(pm - vec3(0.78, 0.16, 0.0), vec3(0.13, 0.016 + 0.09 * uJaw, 0.028));
f = min(min(eye, nos), mouth);
}
// liquid ripples, kept calm around the face
if (gMelt > 0.002){
float t = uTime;
float w = sin(p.x * 4.0 + t * 1.7) * sin(p.y * 3.5 - t * 1.3) * sin(p.z * 4.0 + t * 1.1);
w += 0.6 * sin(p.x * 7.0 - t * 2.3 + p.y * 2.0) * sin(p.z * 6.5 + t * 1.9 - p.y * 1.5);
w *= smoothstep(0.1, 0.3, length(p.xy - vec2(0.78, 0.22)));
d -= 0.028 * w * gMelt;
}
return vec2(d, f);
}
float map(vec3 pw){ vec2 m = map2(pw); return min(m.x, m.y); }
vec3 calcN(vec3 p){
const float e = 0.0012;
vec2 k = vec2(1.0, -1.0);
return normalize(k.xyy * map(p + k.xyy * e) + k.yyx * map(p + k.yyx * e) +
k.yxy * map(p + k.yxy * e) + k.xxx * map(p + k.xxx * e));
}
float lobe(float a, float c, float w){ float x = (a - c) * w; return exp(-x * x); }
// Procedural studio: softbox, strip lights, coloured rims
vec3 env(vec3 d){
float y = d.y;
float a = atan(d.z, d.x);
vec3 lo = mix(vec3(0.012, 0.010, 0.030), vec3(0.50, 0.50, 0.58), uLight);
vec3 hi = mix(vec3(0.080, 0.070, 0.150), vec3(0.95, 0.95, 0.99), uLight);
vec3 col = mix(lo, hi, smoothstep(-1.0, 1.0, y));
col += vec3(1.5) * smoothstep(0.62, 0.93, y);
float band = smoothstep(-0.35, 0.2, y) * (1.0 - smoothstep(0.5, 0.8, y));
col += vec3(1.5, 1.45, 1.38) * lobe(a, 0.7, 6.0) * band;
col += vec3(1.05, 1.15, 1.4) * lobe(a, -2.3, 6.0) * band;
float hz = 1.0 - smoothstep(0.0, 0.5, abs(y));
col += vec3(1.0, 0.22, 0.62) * lobe(a, -0.8, 2.4) * hz;
col += vec3(0.12, 0.72, 1.0) * lobe(a, 2.4, 2.4) * hz;
col += vec3(0.4, 1.0, 0.55) * lobe(a, -1.7, 3.0) * hz * 0.35;
return col;
}
vec3 thinFilm(float cosT, float d){
float n = 1.38;
float ct = sqrt(max(0.0, 1.0 - (1.0 - cosT * cosT) / (n * n)));
float opd = 2.0 * n * d * ct;
return 0.5 + 0.5 * cos(6.2831853 * opd / vec3(640.0, 545.0, 460.0));
}
float ml1(float G, float l){ float s = sin(3.14159265 * G / l); return s * s; }
vec3 michelLevy(float G){
vec3 c = vec3(0.35, 0.0, 1.0) * ml1(G, 430.0)
+ vec3(0.0, 0.3, 1.0) * ml1(G, 470.0)
+ vec3(0.0, 0.9, 0.6) * ml1(G, 510.0)
+ vec3(0.3, 1.0, 0.1) * ml1(G, 550.0)
+ vec3(1.0, 0.75, 0.0) * ml1(G, 590.0)
+ vec3(1.0, 0.25, 0.0) * ml1(G, 630.0)
+ vec3(0.8, 0.0, 0.05) * ml1(G, 670.0);
return c / vec3(3.45, 3.2, 2.75);
}
vec3 march(vec3 ro, vec3 rd, float t0, float t1){
float t = t0, md = 1e4, tm = t0;
bool exited = false;
for (int i = 0; i < 110; i++){
float d = map(ro + rd * t);
if (d < md){ md = d; tm = t; }
if (d < 0.0006) return vec3(t, 0.0, t);
t += d * 0.68;
if (t > t1){ exited = true; break; }
}
if (!exited && md < 0.02) return vec3(tm, 0.0, tm);
return vec3(-1.0, md, tm);
}
// march inside the glass until it leaves the glass or meets the eye / mouth
float traceIn(vec3 ro, vec3 rd){
float t = 0.0;
for (int i = 0; i < 36; i++){
vec2 m = map2(ro + rd * t);
float d = min(-m.x, m.y);
if (d < 0.002) break;
t += max(d * 0.85, 0.008);
if (t > 2.6) break;
}
return t;
}
vec3 shade(vec3 p, vec3 rd, vec2 uv){
vec3 n = calcN(p);
vec3 po = spinP(tiltP(p));
vec2 mat = map2(p);
float cosT = clamp(dot(-rd, n), 0.0, 1.0);
vec3 R = reflect(rd, n);
float sx = (uv.x * 0.8 + uv.y - uSweep) * 7.0;
float glint = exp(-sx * sx) * uGlint;
if (mat.y < mat.x){
// eye, nostril, mouth: glossy liquid-crystal black with a faint oil-slick sheen
float F = 0.04 + 0.96 * pow(1.0 - cosT, 5.0);
vec3 film = thinFilm(cosT, 320.0 + 120.0 * sin(po.x * 9.0 + uTime));
vec3 col = vec3(0.010, 0.008, 0.022);
col += env(R) * mix(0.06, 0.9, F) * (0.5 + 0.8 * film);
float spec = pow(max(dot(R, normalize(vec3(-0.35, 0.8, 0.6))), 0.0), 160.0);
col += spec * 2.2 + glint * 0.3;
return col;
}
float F = 0.05 + 0.95 * pow(1.0 - cosT, 4.0);
float thick = 380.0 + 170.0 * sin(po.y * 4.2 + uTime * 0.7)
+ 110.0 * sin(dot(po, vec3(3.3, 1.9, 2.6)) - uTime * 1.2);
vec3 film = thinFilm(cosT, thick);
vec3 refl = env(R) * (0.35 + 1.3 * film);
vec3 ri = refract(rd, n, 0.6667);
if (dot(ri, ri) < 1e-4) ri = rd;
vec3 pin = p - n * 0.008;
float ti = traceIn(pin, ri);
vec3 pe = pin + ri * ti;
vec2 me = map2(pe);
float G = 320.0 + ti * 1150.0
+ 230.0 * sin(dot(po, vec3(2.4, 3.2, 1.4)) * 1.3 + uTime * 0.9)
+ 150.0 * sin(po.y * 6.5 - po.x * 2.0 - uTime * 1.4);
vec3 ml = michelLevy(max(G, 0.0));
vec3 tr;
if (me.y < -me.x){
tr = (env(ri) * (0.4 + 0.9 * ml) + ml * mix(0.42, 0.5, uLight)) * 0.72;
} else {
vec3 ne = calcN(pe);
vec3 tir = reflect(ri, -ne);
vec3 oR = refract(ri, -ne, 1.47); if (dot(oR, oR) < 1e-4) oR = tir;
vec3 oG = refract(ri, -ne, 1.50); if (dot(oG, oG) < 1e-4) oG = tir;
vec3 oB = refract(ri, -ne, 1.54); if (dot(oB, oB) < 1e-4) oB = tir;
tr = vec3(env(oR).r, env(oG).g, env(oB).b);
tr = tr * (0.4 + 0.9 * ml) + ml * mix(0.42, 0.5, uLight);
}
vec3 col = mix(tr, refl, F);
float spec = pow(max(dot(R, normalize(vec3(-0.45, 0.85, 0.55))), 0.0), 90.0);
col += spec * (1.4 + film);
col += pow(1.0 - cosT, 3.0) * film * 0.2;
col += glint * (0.5 + 0.7 * film);
return col;
}
void main(){
vec2 uv = (gl_FragCoord.xy - 0.5 * uRes) / uRes.y;
gTy = rot(uTilt.y);
gTx = rot(uTilt.x);
gSpin = rot(0.52 + 0.06 * sin(uTime * 0.4)); // three-quarter view, slow sway
gHy = rot(uHead.x);
gHp = rot(uHead.y);
gJm = rot(-uJaw);
gJh = rot(-0.5 * uJaw);
float m = clamp(1.0 - uOrder, 0.0, 1.0);
gMelt = m * m * (3.0 - 2.0 * m);
gK = mix(0.025, 0.06, gMelt);
gBreath = 1.0 + 0.035 * sin(uTime * 1.6);
vec3 ro = vec3(0.0, 0.0, 3.75);
vec3 rd = normalize(vec3(uv, -1.65));
float b = dot(ro, rd);
float c = dot(ro, ro) - 1.69;
float h = b * b - c;
if (h < 0.0){ gl_FragColor = vec4(0.0); return; }
h = sqrt(h);
vec3 res = march(ro, rd, max(-b - h, 0.0), -b + h);
vec3 col;
float alpha = 1.0;
if (res.x > 0.0){
col = shade(ro + rd * res.x, rd, uv);
} else {
float w = res.z / (uRes.y * 1.65) * 1.6;
if (res.y > w){ gl_FragColor = vec4(0.0); return; }
alpha = 1.0 - smoothstep(0.0, w, res.y);
col = shade(ro + rd * res.z, rd, uv);
}
col *= mix(1.15, 1.4, uLight);
col = 1.0 - exp(-col);
gl_FragColor = vec4(col * alpha, alpha);
}
</script>
<script>
(() => {
const root = document.documentElement;
const orb = document.getElementById('orb');
const canvas = document.getElementById('lc');
const reduceMQ = matchMedia('(prefers-reduced-motion: reduce)');
const darkMQ = matchMedia('(prefers-color-scheme: dark)');
const isLight = () => {
const t = root.getAttribute('data-theme');
if (t === 'light') return true;
if (t === 'dark') return false;
return !darkMQ.matches;
};
// ---------- Animation cycle (seconds): liquid → crystallise → crystal → melt ----------
const LIQUID = 1.8, FORM = 3.2, SOLID = 2.6, MELT = 1.8;
const PERIOD = LIQUID + FORM + SOLID + MELT;
const FORMED = LIQUID + FORM;
const ease = x => x * x * (3 - 2 * x);
function orderAt(c) {
if (c < LIQUID) return 0;
c -= LIQUID;
if (c < FORM) return ease(c / FORM);
c -= FORM;
if (c < SOLID) return 1;
c -= SOLID;
return 1 - ease(Math.min(c / MELT, 1));
}
// ---------- WebGL setup ----------
let gl = null, prog = null, U = {};
try {
gl = canvas.getContext('webgl', { alpha: true, premultipliedAlpha: true, antialias: false, powerPreference: 'high-performance' });
} catch (e) { gl = null; }
function compile(type, src) {
const s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(s));
return null;
}
return s;
}
function initGL() {
if (!gl) return false;
const vs = compile(gl.VERTEX_SHADER, document.getElementById('vs').textContent);
const fs = compile(gl.FRAGMENT_SHADER, document.getElementById('fs').textContent);
if (!vs || !fs) return false;
prog = gl.createProgram();
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(prog));
return false;
}
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, 'aPos');
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
['uRes', 'uTime', 'uOrder', 'uTilt', 'uHead', 'uJaw', 'uBody', 'uGait', 'uL', 'uLight', 'uSweep', 'uGlint', 'uBlink'].forEach(n => U[n] = gl.getUniformLocation(prog, n));
gl.clearColor(0, 0, 0, 0);
return true;
}
let glOK = initGL();
if (!glOK) orb.classList.add('no-gl');
canvas.addEventListener('webglcontextlost', e => {
e.preventDefault();
glOK = false;
orb.classList.add('no-gl');
});
// ---------- Sizing with adaptive quality ----------
let scale = Math.min(window.devicePixelRatio || 1, 1.75);
function resize() {
const r = canvas.getBoundingClientRect();
const w = Math.max(1, Math.round(r.width * scale));
const h = Math.max(1, Math.round(r.height * scale));
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
}
}
if ('ResizeObserver' in window) new ResizeObserver(resize).observe(canvas);
window.addEventListener('resize', resize);
resize();
// ---------- The T. rex turns its head to follow the pointer ----------
const tilt = { x: 0, y: 0 }, tiltT = { x: 0, y: 0 };
window.addEventListener('pointermove', e => {
tiltT.x = -(e.clientX / window.innerWidth - 0.5);
tiltT.y = (e.clientY / window.innerHeight - 0.5);
});
document.addEventListener('pointerleave', () => { tiltT.x = 0; tiltT.y = 0; });
// ---------- Walk cycle ----------
// Each foot is planted for most of the stride, then lifts, folds and swings forward.
// Knees are solved with two-bone IK so the feet stay on the ground while the body bobs.
const STRIDE_T = 2.4; // seconds for a full left-right stride
const L1 = 0.32, L2 = 0.29, LM = 0.172; // thigh, shin, foot bone
const BALL_Y = -0.665, DUTY = 0.62, STRIKE_X = 0.22, OFF_X = -0.16, LIFT = 0.1;
const TOES = [[0.14, -0.023, 0.0], [0.10, -0.023, 0.055], [0.10, -0.023, -0.055]];
const legU = new Float32Array(60);
const setV = (i, x, y, z) => { legU[i * 3] = x; legU[i * 3 + 1] = y; legU[i * 3 + 2] = z; };
function solveLeg(o, hx, hy, hz, s) {
let bx, by, th, toe;
if (s < DUTY) { // planted: foot slides back under the body
const u = s / DUTY;
bx = STRIKE_X + (OFF_X - STRIKE_X) * u;
by = BALL_Y;
th = 0.4 - 0.75 * u; // foot bone rolls forward over the toes
toe = 0;
} else { // swing: lift, fold the toes, reach forward
const u = (s - DUTY) / (1 - DUTY);
const e = u * u * (3 - 2 * u), sn = Math.sin(Math.PI * u);
bx = OFF_X + (STRIKE_X - OFF_X) * e;
by = BALL_Y + LIFT * sn;
th = -0.35 + 0.75 * e + 0.55 * sn;
toe = 0.7 * sn;
}
const ax = bx - LM * Math.sin(th), ay = by + LM * Math.cos(th);
const dx = ax - hx, dy = ay - hy;
const D = Math.max(Math.hypot(dx, dy), 1e-4);
const Dc = Math.min(Math.max(D, Math.abs(L1 - L2) + 1e-3), L1 + L2 - 1e-3);
const ux = dx / D, uy = dy / D;
const a = Math.acos(Math.max(-1, Math.min(1, (L1 * L1 + Dc * Dc - L2 * L2) / (2 * L1 * Dc))));
const c = Math.cos(a), sa = Math.sin(a);
const kx = hx + L1 * (ux * c - uy * sa), ky = hy + L1 * (ux * sa + uy * c); // knee bends forward
setV(o, hx, hy, hz);
setV(o + 1, kx, ky, hz + 0.012 * Math.sign(hz));
setV(o + 2, ax, ay, hz);
setV(o + 3, bx, by, hz);
const cp = Math.cos(toe), sp = Math.sin(toe);
for (let i = 0; i < 3; i++) {
const [tx, ty, tz] = TOES[i];
const rx = tx * cp + ty * sp, ry = -tx * sp + ty * cp;
const len = Math.hypot(rx, ry, tz);
setV(o + 4 + i, bx + rx, by + ry, hz + tz);
setV(o + 7 + i, bx + rx * (1 + 0.018 / len), by + ry * (1 + 0.018 / len), hz + tz * (1 + 0.018 / len));
}
}
// ---------- Loop ----------
let last = performance.now();
let clock = 0, shaderTime = 0, cycle = 0, light = isLight() ? 1 : 0;
let glintAt = -1, roarAt = -1, walk = 0;
let nextBlink = 1.4, blinkT = -1, doubleBlink = false;
const BLINK = 0.16, BLINK_GAP = 0.08;
let statSum = 0, statN = 0, warm = 0;
function frame(now) {
const rawDt = (now - last) / 1000;
const dt = Math.min(rawDt, 0.1);
last = now;
clock += dt;
const reduce = reduceMQ.matches;
const speed = reduce ? 0.3 : 1;
shaderTime += dt * speed;
const prev = cycle;
cycle = (cycle + dt * speed) % PERIOD;
if (prev < FORMED && cycle >= FORMED && !reduce) {
glintAt = now;
roarAt = now;
const target = glOK ? canvas : orb.querySelector('.blob');
if (target.animate) {
target.animate(
[{ transform: 'scale(1)' }, { transform: 'scale(1.04)', offset: 0.35 }, { transform: 'scale(1)' }],
{ duration: 800, easing: 'ease-out' }
);
}
}
const order = orderAt(cycle);
// blinking, now and then a double blink
if (blinkT < 0 && clock >= nextBlink) { blinkT = 0; doubleBlink = Math.random() < 0.25; }
let open = 1;
if (blinkT >= 0) {
blinkT += dt;
const total = doubleBlink ? BLINK * 2 + BLINK_GAP : BLINK;
let k = blinkT;
if (doubleBlink && k > BLINK + BLINK_GAP) k -= BLINK + BLINK_GAP;
if (k <= BLINK) open = 1 - Math.sin(Math.PI * k / BLINK);
if (blinkT >= total) { blinkT = -1; nextBlink = clock + 2.4 + Math.random() * 3.2; }
}
light += ((isLight() ? 1 : 0) - light) * (1 - Math.exp(-dt * 6));
tilt.x += (tiltT.x - tilt.x) * (1 - Math.exp(-dt * 3));
tilt.y += (tiltT.y - tilt.y) * (1 - Math.exp(-dt * 3));
let sweep = 0, glint = 0;
if (glintAt >= 0) {
const g = (now - glintAt) / 900;
if (g <= 1) { sweep = -1.4 + 2.8 * g; glint = Math.sin(Math.PI * g); }
else glintAt = -1;
}
// walk: body is highest over the planted foot and leans toward it
walk = (walk + dt * speed / STRIDE_T) % 1;
const gait = walk * Math.PI * 2;
const bob = 0.016 * Math.cos(4 * Math.PI * (walk - 0.31));
const sway = 0.016 * Math.sin(2 * Math.PI * (walk - 0.06));
solveLeg(0, 0.0, 0.06 + bob, 0.135 + sway, walk);
solveLeg(10, 0.0, 0.06 + bob, -0.135 + sway, (walk + 0.5) % 1);
// roar right after it crystallises
let roar = 0;
if (roarAt >= 0) {
const g = (now - roarAt) / 1700;
if (g <= 1) roar = Math.pow(Math.sin(Math.PI * g), 0.7);
else roarAt = -1;
}
orb.style.setProperty('--melt', (1 - order).toFixed(3));
if (glOK) {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.uniform2f(U.uRes, canvas.width, canvas.height);
gl.uniform1f(U.uTime, shaderTime);
gl.uniform1f(U.uOrder, order);
gl.uniform2f(U.uTilt, tilt.x * 0.45, 0.14 + tilt.y * 0.25);
gl.uniform2f(U.uHead,
0.28 + tilt.x * 0.9 + 0.12 * Math.sin(shaderTime * 0.5),
-tilt.y * 0.55 + 0.04 * Math.sin(shaderTime * 0.7) + 0.14 * roar);
gl.uniform3f(U.uBody, 0.0, bob, sway);
gl.uniform1f(U.uGait, gait);
gl.uniform3fv(U.uL, legU);
gl.uniform1f(U.uJaw, 0.12 + 0.025 * Math.sin(shaderTime * 1.6) + 0.38 * roar);
gl.uniform1f(U.uLight, light);
gl.uniform1f(U.uSweep, sweep);
gl.uniform1f(U.uGlint, glint);
gl.uniform1f(U.uBlink, open);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// drop resolution on slower GPUs (skip the first second and tab-switch spikes)
warm += dt;
if (warm > 1 && rawDt < 0.09) {
statSum += rawDt; statN++;
if (statN >= 45) {
if (statSum / statN > 0.026 && scale > 0.6) {
scale = Math.max(0.6, scale * 0.82);
resize();
}
statSum = 0; statN = 0;
}
}
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
})();
</script>
</body>
</html>