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Domain > szhdy.com
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2024-10-26
23.224.95.209
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2026-02-02
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HTTP/1.1 200 OKDate: Mon, 02 Feb 2026 09:18:59 GMTServer: ApacheX-Powered-By: PHP/7.2.34Set-Cookie: security_session_verify60756107e5074314a04437344921fcf8; expiresThu, 05-Feb-26 17:18:59 GMT; path/; HttpOnlySet-Cookie: security_session_verify60756107e5074314a04437344921fcf8; expiresThu, 05-Feb-26 17:18:59 GMT; path/; HttpOnlyStrict-Transport-Security: max-age63072000; includeSubdomains; preloadSet-Cookie: security_session_verify60756107e5074314a04437344921fcf8; expiresThu, 05-Feb-26 17:18:59 GMT; path/; HttpOnlyVary: Accept-EncodingTransfer-Encoding: chunkedContent-Type: text/html; charsetUTF-8 !DOCTYPE html>html> head> title>狐蒂云计算平台/title> meta charsetutf-8 /> meta http-equivcontent-language contentzh-cn /> link relshortcut icon hrefhttps://bf.xybhdy.com/xuyuebin/logo/1.PNG /> meta nameviewport contentwidthdevice-width, initial-scale1, user-scalableno /> link relstylesheet hrefassets/css/main.css /> noscript> link relstylesheet hrefassets/css/noscript.css /> /noscript> /head> body classis-preload> !-- Wrapper --> div idwrapper> !-- Header --> header idheader> div classicon> img srchttps://bf.xybhdy.com/xuyuebin/logo/1.PNG alt狐蒂云 titleAEINK classlogo /> /div> div classcontent> div classinner> h1>狐蒂云计算平台/h1> p> szhdy.com按照景安要求必须解析他们服务器,因此这个主域名不做转跳,辛苦用户点击下面对应平台链接转跳吧/p> /div> /div> nav> ul> li> a target_blank hrefhttps://www.szhdy.com/>狐蒂云计算平台/a>/li> li> a target_blank hrefhttps://pro.szhdy.com/>狐蒂云计算平台pro/a>/li> /ul> /nav> /header> !-- Footer --> footer idfooter> p classcopyright>script> var mydate new Date(); document.writeln(Copyright © 2019 - +mydate.getFullYear()+ BeiTa);/script>/p> p classcopyright>深圳市狐蒂云网络科技有限公司 版权所有/p> a hrefhttps://beian.miit.gov.cn/ target_blank>img srchttps://www.hbhdy.com/themes/web/www/upload/local66fb535d2538a.png styleheight:20px;>ICP/域名信息备案:粤ICP备2025387186号/a>a hrefhttps://beian.mps.gov.cn/#/query/webSearch?code44030802000663 target_blank>img srchttps://www.hbhdy.com/themes/web/www/static/picture/local657930f11d1cd.png styleheight:20px;>公安备案:粤公网安备44030802000663号/a>a hrefhttps://beian.miit.gov.cn/ target_blank>img srchttps://www.hbhdy.com/themes/web/www/upload/local66fb535d2538a.png styleheight:20px;>电信增值许可证(IDC/ISP/CDN): B1-20242378/a>iframe frameborderno border0 marginwidth0 marginheight0 width0 height0 src//music.163.com/outchain/player?type2&id1891835283&auto1&height32>/iframe> /footer> /div> canvas idsakura stylez-index: 2; position: fixed; left: 0; top: 0; height: 100vh; width: 100vw;> /canvas> !-- BG --> !-- div idbg> --> !-- Scripts --> script srcassets/js/jquery.min.js>/script> script srcassets/js/browser.min.js>/script> script srcassets/js/breakpoints.min.js>/script> script srcassets/js/util.js>/script> script srcassets/js/main.js>/script> style>canvas { padding:0; margin:0; }/style> !-- sakura shader --> script idsakura_point_vsh typex-shader/x_vertex>uniform mat4 uProjection;uniform mat4 uModelview;uniform vec3 uResolution;uniform vec3 uOffset;uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startattribute vec3 aPosition;attribute vec3 aEuler;attribute vec2 aMisc; //x:size, y:fadevarying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;void main(void) { // Projection is based on vertical angle vec4 pos uModelview * vec4(aPosition + uOffset, 1.0); gl_Position uProjection * pos; gl_PointSize aMisc.x * uProjection11 / -pos.z * uResolution.y * 0.5; pposition pos.xyz; psize aMisc.x; pdist length(pos.xyz); palpha smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z); vec3 elrsn sin(aEuler); vec3 elrcs cos(aEuler); mat3 rotx mat3( 1.0, 0.0, 0.0, 0.0, elrcs.x, elrsn.x, 0.0, -elrsn.x, elrcs.x ); mat3 roty mat3( elrcs.y, 0.0, -elrsn.y, 0.0, 1.0, 0.0, elrsn.y, 0.0, elrcs.y ); mat3 rotz mat3( elrcs.z, elrsn.z, 0.0, -elrsn.z, elrcs.z, 0.0, 0.0, 0.0, 1.0 ); mat3 rotmat rotx * roty * rotz; normal rotmat2; mat3 trrotm mat3( rotmat00, rotmat10, rotmat20, rotmat01, rotmat11, rotmat21, rotmat02, rotmat12, rotmat22 ); normX trrotm0; normY trrotm1; normZ trrotm2; const vec3 lit vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237); float tmpdfs dot(lit, normal); if(tmpdfs 0.0) { normal -normal; tmpdfs dot(lit, normal); } diffuse 0.4 + tmpdfs; vec3 eyev normalize(-pos.xyz); if(dot(eyev, normal) > 0.0) { vec3 hv normalize(eyev + lit); specular pow(max(dot(hv, normal), 0.0), 20.0); } else { specular 0.0; } rstop clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0); rstop pow(rstop, 0.5); //-0.69315 ln(0.5) distancefade min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));}/script> script idsakura_point_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startconst vec3 fadeCol vec3(0.08, 0.03, 0.06);varying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;float ellipse(vec2 p, vec2 o, vec2 r) { vec2 lp (p - o) / r; return length(lp) - 1.0;}void main(void) { vec3 p vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0; vec3 d vec3(0.0, 0.0, -1.0); float nd normZ.z; //dot(-normZ, d); if(abs(nd) 0.0001) discard; float np dot(normZ, p); vec3 tp p + d * np / nd; vec2 coord vec2(dot(normX, tp), dot(normY, tp)); //angle 15 degree const float flwrsn 0.258819045102521; const float flwrcs 0.965925826289068; mat2 flwrm mat2(flwrcs, -flwrsn, flwrsn, flwrcs); vec2 flwrp vec2(abs(coord.x), coord.y) * flwrm; float r; if(flwrp.x 0.0) { r ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5); } else { r ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5); } if(r > rstop) discard; vec3 col mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r); float grady mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35)); col * vec3(1.0, grady, grady); col * mix(0.8, 1.0, pow(abs(coord.x), 0.3)); col col * diffuse + specular; col mix(fadeCol, col, distancefade); float alpha (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0; alpha smoothstep(0.0, 1.0, alpha) * palpha; gl_FragColor vec4(col * 0.5, alpha);}/script> !-- effects --> script idfx_common_vsh typex-shader/x_vertex>uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_Position vec4(aPosition, 0.0, 1.0); texCoord aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord aPosition.xy * vec2(uResolution.z, 1.0);}/script> script idbg_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec2 uTimes;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec3 col; float c; vec2 tmpv texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0); c exp(-pow(length(tmpv) * 1.8, 2.0)); col mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c); gl_FragColor vec4(col * 0.5, 1.0);}/script> script idfx_brightbuf_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 col texture2D(uSrc, texCoord); gl_FragColor vec4(col.rgb * 2.0 - vec3(0.5), 1.0);}/script> script idfx_dirblur_r4_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;uniform vec4 uBlurDir; //dir(x, y), stride(z, w)varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 col texture2D(uSrc, texCoord); col col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta); col col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta); col col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta); col col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta); gl_FragColor col / 5.0;}/script> !-- effect fragment shader template --> script idfx_common_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_FragColor texture2D(uSrc, texCoord);}/script> !-- post processing --> script idpp_final_vsh typex-shader/x_vertex>uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { gl_Position vec4(aPosition, 0.0, 1.0); texCoord aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord aPosition.xy * vec2(uResolution.z, 1.0);}/script> script idpp_final_fsh typex-shader/x_fragment>#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform sampler2D uBloom;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) { vec4 srccol texture2D(uSrc, texCoord) * 2.0; vec4 bloomcol texture2D(uBloom, texCoord); vec4 col; col srccol + bloomcol * (vec4(1.0) + srccol); col * smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5); col pow(col, vec4(0.45454545454545)); //(1.0 / 2.2) gl_FragColor vec4(col.rgb, 1.0); gl_FragColor.a 1.0;}/script> script>// Utilitiesvar Vector3 {};var Matrix44 {};Vector3.create function(x, y, z) { return {x:x, y:y, z:z};};Vector3.dot function (v0, v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;};Vector3.cross function (v, v0, v1) { v.x v0.y * v1.z - v0.z * v1.y; v.y v0.z * v1.x - v0.x * v1.z; v.z v0.x * v1.y - v0.y * v1.x;};Vector3.normalize function (v) { var l v.x * v.x + v.y * v.y + v.z * v.z; if(l > 0.00001) { l 1.0 / Math.sqrt(l); v.x * l; v.y * l; v.z * l; }};Vector3.arrayForm function(v) { if(v.array) { v.array0 v.x; v.array1 v.y; v.array2 v.z; } else { v.array new Float32Array(v.x, v.y, v.z); } return v.array;};Matrix44.createIdentity function () { return new Float32Array(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);};Matrix44.loadProjection function (m, aspect, vdeg, near, far) { var h near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0; var w h * aspect; m0 2.0 * near / w; m1 0.0; m2 0.0; m3 0.0; m4 0.0; m5 2.0 * near / h; m6 0.0; m7 0.0; m8 0.0; m9 0.0; m10 -(far + near) / (far - near); m11 -1.0; m12 0.0; m13 0.0; m14 -2.0 * far * near / (far - near); m15 0.0;};Matrix44.loadLookAt function (m, vpos, vlook, vup) { var frontv Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z); Vector3.normalize(frontv); var sidev Vector3.create(1.0, 0.0, 0.0); Vector3.cross(sidev, vup, frontv); Vector3.normalize(sidev); var topv Vector3.create(1.0, 0.0, 0.0); Vector3.cross(topv, frontv, sidev); Vector3.normalize(topv); m0 sidev.x; m1 topv.x; m2 frontv.x; m3 0.0; m4 sidev.y; m5 topv.y; m6 frontv.y; m7 0.0; m8 sidev.z; m9 topv.z; m10 frontv.z; m11 0.0; m12 -(vpos.x * m0 + vpos.y * m4 + vpos.z * m8); m13 -(vpos.x * m1 + vpos.y * m5 + vpos.z * m9); m14 -(vpos.x * m2 + vpos.y * m6 + vpos.z * m10); m15 1.0;};//var timeInfo { start:0, prev:0, // Date delta:0, elapsed:0 // Number(sec)};//var gl;var renderSpec { width:0, height:0, aspect:1, array:new Float32Array(3), halfWidth:0, halfHeight:0, halfArray:new Float32Array(3) // and some render targets. see setViewport()};renderSpec.setSize function(w, h) { renderSpec.width w; renderSpec.height h; renderSpec.aspect renderSpec.width / renderSpec.height; renderSpec.array0 renderSpec.width; renderSpec.array1 renderSpec.height; renderSpec.array2 renderSpec.aspect; renderSpec.halfWidth Math.floor(w / 2); renderSpec.halfHeight Math.floor(h / 2); renderSpec.halfArray0 renderSpec.halfWidth; renderSpec.halfArray1 renderSpec.halfHeight; renderSpec.halfArray2 renderSpec.halfWidth / renderSpec.halfHeight;};function deleteRenderTarget(rt) { gl.deleteFramebuffer(rt.frameBuffer); gl.deleteRenderbuffer(rt.renderBuffer); gl.deleteTexture(rt.texture);}function createRenderTarget(w, h) { var ret { width:w, height:h, sizeArray:new Float32Array(w, h, w / h), dtxArray:new Float32Array(1.0 / w, 1.0 / h) }; ret.frameBuffer gl.createFramebuffer(); ret.renderBuffer gl.createRenderbuffer(); ret.texture gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, ret.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0); gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); return ret;}function compileShader(shtype, shsrc) { var retsh gl.createShader(shtype); gl.shaderSource(retsh, shsrc); gl.compileShader(retsh); if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) { var errlog gl.getShaderInfoLog(retsh); gl.deleteShader(retsh); console.error(errlog); return null; } return retsh;}function createShader(vtxsrc, frgsrc, uniformlist, attrlist) { var vsh compileShader(gl.VERTEX_SHADER, vtxsrc); var fsh compileShader(gl.FRAGMENT_SHADER, frgsrc); if(vsh null || fsh null) { return null; } var prog gl.createProgram(); gl.attachShader(prog, vsh); gl.attachShader(prog, fsh); gl.deleteShader(vsh); gl.deleteShader(fsh); gl.linkProgram(prog); if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { var errlog gl.getProgramInfoLog(prog); console.error(errlog); return null; } if(uniformlist) { prog.uniforms {}; for(var i 0; i uniformlist.length; i++) { prog.uniformsuniformlisti gl.getUniformLocation(prog, uniformlisti); } } if(attrlist) { prog.attributes {}; for(var i 0; i attrlist.length; i++) { var attr attrlisti; prog.attributesattr gl.getAttribLocation(prog, attr); } } return prog;}function useShader(prog) { gl.useProgram(prog); for(var attr in prog.attributes) { gl.enableVertexAttribArray(prog.attributesattr);; }}function unuseShader(prog) { for(var attr in prog.attributes) { gl.disableVertexAttribArray(prog.attributesattr);; } gl.useProgram(null);}/////var projection { angle:60, nearfar:new Float32Array(0.1, 100.0), matrix:Matrix44.createIdentity()};var camera { position:Vector3.create(0, 0, 100), lookat:Vector3.create(0, 0, 0), up:Vector3.create(0, 1, 0), dof:Vector3.create(10.0, 4.0, 8.0), matrix:Matrix44.createIdentity()};var pointFlower {};var meshFlower {};var sceneStandBy false;var BlossomParticle function () { this.velocity new Array(3); this.rotation new Array(3); this.position new Array(3); this.euler new Array(3); this.size 1.0; this.alpha 1.0; this.zkey 0.0;};BlossomParticle.prototype.setVelocity function (vx, vy, vz) { this.velocity0 vx; this.velocity1 vy; this.velocity2 vz;};BlossomParticle.prototype.setRotation function (rx, ry, rz) { this.rotation0 rx; this.rotation1 ry; this.rotation2 rz;};BlossomParticle.prototype.setPosition function (nx, ny, nz) { this.position0 nx; this.position1 ny; this.position2 nz;};BlossomParticle.prototype.setEulerAngles function (rx, ry, rz) { this.euler0 rx; this.euler1 ry; this.euler2 rz;};BlossomParticle.prototype.setSize function (s) { this.size s;};BlossomParticle.prototype.update function (dt, et) { this.position0 + this.velocity0 * dt; this.position1 + this.velocity1 * dt; this.position2 + this.velocity2 * dt; this.euler0 + this.rotation0 * dt; this.euler1 + this.rotation1 * dt; this.euler2 + this.rotation2 * dt;};function createPointFlowers() { // get point sizes var prm gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); renderSpec.pointSize {min:prm0, max:prm1}; var vtxsrc document.getElementById(sakura_point_vsh).textContent; var frgsrc document.getElementById(sakura_point_fsh).textContent; pointFlower.program createShader( vtxsrc, frgsrc, uProjection, uModelview, uResolution, uOffset, uDOF, uFade, aPosition, aEuler, aMisc ); useShader(pointFlower.program); pointFlower.offset new Float32Array(0.0, 0.0, 0.0); pointFlower.fader Vector3.create(0.0, 10.0, 0.0); // paramerters: velocity3, rotate3 pointFlower.numFlowers 1600; pointFlower.particles new Array(pointFlower.numFlowers); // vertex attributes {position3, euler_xyz3, size1} pointFlower.dataArray new Float32Array(pointFlower.numFlowers * (3 + 3 + 2)); pointFlower.positionArrayOffset 0; pointFlower.eulerArrayOffset pointFlower.numFlowers * 3; pointFlower.miscArrayOffset pointFlower.numFlowers * 6; pointFlower.buffer gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(pointFlower.program); for(var i 0; i pointFlower.numFlowers; i++) { pointFlower.particlesi new BlossomParticle(); }}function initPointFlowers() { //area pointFlower.area Vector3.create(20.0, 20.0, 20.0); pointFlower.area.x pointFlower.area.y * renderSpec.aspect; pointFlower.fader.x 10.0; //env fade start pointFlower.fader.y pointFlower.area.z; //env fade half pointFlower.fader.z 0.1; //near fade start //particles var PI2 Math.PI * 2.0; var tmpv3 Vector3.create(0, 0, 0); var tmpv 0; var symmetryrand function() {return (Math.random() * 2.0 - 1.0);}; for(var i 0; i pointFlower.numFlowers; i++) { var tmpprtcl pointFlower.particlesi; //velocity tmpv3.x symmetryrand() * 0.3 + 0.8; tmpv3.y symmetryrand() * 0.2 - 1.0; tmpv3.z symmetryrand() * 0.3 + 0.5; Vector3.normalize(tmpv3); tmpv 2.0 + Math.random() * 1.0; tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv); //rotation tmpprtcl.setRotation( symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5 ); //position tmpprtcl.setPosition( symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z ); //euler tmpprtcl.setEulerAngles( Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0 ); //size tmpprtcl.setSize(0.9 + Math.random() * 0.1); }}function renderPointFlowers() { //update var PI2 Math.PI * 2.0; var limit pointFlower.area.x, pointFlower.area.y, pointFlower.area.z; var repeatPos function (prt, cmp, limit) { if(Math.abs(prt.positioncmp) - prt.size * 0.5 > limit) { //out of area if(prt.positioncmp > 0) { prt.positioncmp - limit * 2.0; } else { prt.positioncmp + limit * 2.0; } } }; var repeatEuler function (prt, cmp) { prt.eulercmp prt.eulercmp % PI2; if(prt.eulercmp 0.0) { prt.eulercmp + PI2; } }; for(var i 0; i pointFlower.numFlowers; i++) { var prtcl pointFlower.particlesi; prtcl.update(timeInfo.delta, timeInfo.elapsed); repeatPos(prtcl, 0, pointFlower.area.x); repeatPos(prtcl, 1, pointFlower.area.y); repeatPos(prtcl, 2, pointFlower.area.z); repeatEuler(prtcl, 0); repeatEuler(prtcl, 1); repeatEuler(prtcl, 2); prtcl.alpha 1.0;//(pointFlower.area.z - prtcl.position2) * 0.5; prtcl.zkey (camera.matrix2 * prtcl.position0 + camera.matrix6 * prtcl.position1 + camera.matrix10 * prtcl.position2 + camera.matrix14); } // sort pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;}); // update data var ipos pointFlower.positionArrayOffset; var ieuler pointFlower.eulerArrayOffset; var imisc pointFlower.miscArrayOffset; for(var i 0; i pointFlower.numFlowers; i++) { var prtcl pointFlower.particlesi; pointFlower.dataArrayipos prtcl.position0; pointFlower.dataArrayipos + 1 prtcl.position1; pointFlower.dataArrayipos + 2 prtcl.position2; ipos + 3; pointFlower.dataArrayieuler prtcl.euler0; pointFlower.dataArrayieuler + 1 prtcl.euler1; pointFlower.dataArrayieuler + 2 prtcl.euler2; ieuler + 3; pointFlower.dataArrayimisc prtcl.size; pointFlower.dataArrayimisc + 1 prtcl.alpha; imisc + 2; } //draw gl.enable(gl.BLEND); //gl.disable(gl.DEPTH_TEST); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); var prog pointFlower.program; useShader(prog); gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix); gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix); gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array); gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof)); gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader)); gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer); gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW); gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT); gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT); gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT); // doubler for(var i 1; i 2; i++) { var zpos i * -2.0; pointFlower.offset0 pointFlower.area.x * -1.0; pointFlower.offset1 pointFlower.area.y * -1.0; pointFlower.offset2 pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset0 pointFlower.area.x * -1.0; pointFlower.offset1 pointFlower.area.y * 1.0; pointFlower.offset2 pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset0 pointFlower.area.x * 1.0; pointFlower.offset1 pointFlower.area.y * -1.0; pointFlower.offset2 pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); pointFlower.offset0 pointFlower.area.x * 1.0; pointFlower.offset1 pointFlower.area.y * 1.0; pointFlower.offset2 pointFlower.area.z * zpos; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); } //main pointFlower.offset0 0.0; pointFlower.offset1 0.0; pointFlower.offset2 0.0; gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset); gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(prog); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND);}// effects//common utilfunction createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) { var ret {}; var unifs uResolution, uSrc, uDelta; if(exunifs) { unifs unifs.concat(exunifs); } var attrs aPosition; if(exattrs) { attrs attrs.concat(exattrs); } ret.program createShader(vtxsrc, frgsrc, unifs, attrs); useShader(ret.program); ret.dataArray new Float32Array( -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0 ); ret.buffer gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer); gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); unuseShader(ret.program); return ret;}// basic usage// useEffect(prog, srctex({texture:texid, dtxArray:(f32)dtx, dty})); //basic initialize// gl.uniform**(...); //additional uniforms// drawEffect()// unuseEffect(prog)// TEXTURE0 makes srcfunction useEffect(fxobj, srctex) { var prog fxobj.program; useShader(prog); gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array); if(srctex ! null) { gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray); gl.uniform1i(prog.uniforms.uSrc, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, srctex.texture); }}function drawEffect(fxobj) { gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer); gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);}function unuseEffect(fxobj) { unuseShader(fxobj.program);}var effectLib {};function createEffectLib() { var vtxsrc, frgsrc; //common var cmnvtxsrc document.getElementById(fx_common_vsh).textContent; //background frgsrc document.getElementById(bg_fsh).textContent; effectLib.sceneBg createEffectProgram(cmnvtxsrc, frgsrc, uTimes, null); // make brightpixels buffer frgsrc document.getElementById(fx_brightbuf_fsh).textContent; effectLib.mkBrightBuf createEffectProgram(cmnvtxsrc, frgsrc, null, null); // direction blur frgsrc document.getElementById(fx_dirblur_r4_fsh).textContent; effectLib.dirBlur createEffectProgram(cmnvtxsrc, frgsrc, uBlurDir, null); //final composite vtxsrc document.getElementById(pp_final_vsh).textContent; frgsrc document.getElementById(pp_final_fsh).textContent; effectLib.finalComp createEffectProgram(vtxsrc, frgsrc, uBloom, null);}// backgroundAEINKfunction createBackground() { //console.log(create background);}function initBackground() { //console.log(init background);AEINK}function renderBackground() { gl.disable(gl.DEPTH_TEST); useEffect(effectLib.sceneBg, null); gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta); drawEffect(effectLib.sceneBg); unuseEffect(effectLib.sceneBg); gl.enable(gl.DEPTH_TEST);}// post processvar postProcess {};function createPostProcess() { //console.log(create post process);}function initPostProcess() { //console.log(init post process);}function renderPostProcess() { gl.enable(gl.TEXTURE_2D); gl.disable(gl.DEPTH_TEST); var bindRT function (rt, isclear) { gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer); gl.viewport(0, 0, rt.width, rt.height); if(isclear) { gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } }; //make bright buff bindRT(renderSpec.wHalfRT0, true); useEffect(effectLib.mkBrightBuf, renderSpec.mainRT); drawEffect(effectLib.mkBrightBuf); unuseEffect(effectLib.mkBrightBuf); // make bloom for(var i 0; i 2; i++) { var p 1.5 + 1 * i; var s 2.0 + 1 * i; bindRT(renderSpec.wHalfRT1, true); useEffect(effectLib.dirBlur, renderSpec.wHalfRT0); gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0); drawEffect(effectLib.dirBlur); unuseEffect(effectLib.dirBlur); bindRT(renderSpec.wHalfRT0, true); useEffect(effectLib.dirBlur, renderSpec.wHalfRT1); gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s); drawEffect(effectLib.dirBlur); unuseEffect(effectLib.dirBlur); } //display gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, renderSpec.width, renderSpec.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); useEffect(effectLib.finalComp, renderSpec.mainRT); gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture); drawEffect(effectLib.finalComp); unuseEffect(effectLib.finalComp); gl.enable(gl.DEPTH_TEST);}/////AEINKvar SceneEnv {};function createScene() { createEffectLib(); createBackground(); createPointFlowers(); createPostProcess(); sceneStandBy true;}function initScene() { initBackground(); initPointFlowers(); initPostProcess(); //camera.position.z 17.320508; camera.position.z pointFlower.area.z + projection.nearfar0; projection.angle Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0; Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar0, projection.nearfar1);}function renderScene() { //draw Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up); gl.enable(gl.DEPTH_TEST); //gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer); gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height); gl.clearColor(0.005, 0, 0.05, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); renderBackground(); renderPointFlowers(); renderPostProcess();}/////function onResize(e) { makeCanvasFullScreen(document.getElementById(sakura)); setViewports(); if(sceneStandBy) { initScene(); }}function setViewports() { renderSpec.setSize(gl.canvas.width, gl.canvas.height); gl.clearColor(0.2, 0.2, 0.5, 1.0); gl.viewport(0, 0, renderSpec.width, renderSpec.height); var rtfunc function (rtname, rtw, rth) { var rt renderSpecrtname; if(rt) deleteRenderTarget(rt); renderSpecrtname createRenderTarget(rtw, rth); }; rtfunc(mainRT, renderSpec.width, renderSpec.height); rtfunc(wFullRT0, renderSpec.width, renderSpec.height); rtfunc(wFullRT1, renderSpec.width, renderSpec.height); rtfunc(wHalfRT0, renderSpec.halfWidth, renderSpec.halfHeight); rtfunc(wHalfRT1, renderSpec.halfWidth, renderSpec.halfHeight);}function render() { renderScene();}var animating true;function toggleAnimation(elm) { animating ^ true; if(animating) animate(); if(elm) { elm.innerHTML animating? Stop:Start; }}function stepAnimation() { if(!animating) animate();}function animate() { var curdate new Date(); timeInfo.elapsed (curdate - timeInfo.start) / 1000.0; timeInfo.delta (curdate - timeInfo.prev) / 1000.0; timeInfo.prev curdate; if(animating) requestAnimationFrame(animate); render();}function makeCanvasFullScreen(canvas) { var b document.body; var d document.documentElement; fullw Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth); fullh Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight); canvas.width fullw; canvas.height fullh;}window.addEventListener(load, function(e) { var canvas document.getElementById(sakura); try { makeCanvasFullScreen(canvas); gl canvas.getContext(experimental-webgl); } catch(e) { alert(WebGL not supported. + e); console.error(e); return; } window.addEventListener(resize, onResize); setViewports(); createScene(); initScene(); timeInfo.start new Date(); timeInfo.prev timeInfo.start; animate();});//set window.requestAnimationFrame(function (w, r) { wr+r wr+r || wwebkitR+r || wmozR+r || wmsR+r || woR+r || function(c){ w.setTimeout(c, 1000 / 60); };})(window, equestAnimationFrame);/script> /body>/html>
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