- Vortex: spiral particles pulled toward center, speed reacts to beat - Starfield: flying through stars with depth parallax and streak effects - Grid: 3D wave plane with ripple effects from mouse and audio - Galaxy: 3-arm spiral galaxy with tilted perspective - Waveform: circular audio waveform in concentric rings - Kaleidoscope: 8-segment mirrored geometric patterns All visualizers include: - GLSL shaders with audio reactivity (low/mid/high frequencies) - Mouse tracking for interactive parallax - Beat-synchronized animations 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
139 lines
3.7 KiB
JavaScript
139 lines
3.7 KiB
JavaScript
/**
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* Vortex Visualizer
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* Spiral of particles being pulled into a center point
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*/
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import * as THREE from 'three';
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import { BaseVisualizer } from './base-visualizer.js';
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const vertexShader = `
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uniform float uTime;
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uniform float uLow;
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uniform float uMid;
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uniform float uHigh;
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uniform float uMouseX;
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uniform float uMouseY;
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attribute float aAngle;
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attribute float aRadius;
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attribute float aSpeed;
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varying float vAlpha;
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varying float vRadius;
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void main() {
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// Spiral motion - particles orbit and get pulled inward
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float time = uTime * (0.5 + uMid * 2.0);
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float angle = aAngle + time * aSpeed;
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// Radius pulses with bass, particles get pulled in
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float radiusPull = 1.0 - uLow * 0.3;
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float radius = aRadius * radiusPull;
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// Add some vertical motion based on radius
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float z = sin(angle * 3.0 + uTime) * 5.0 * (1.0 - aRadius / 50.0);
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z += uLow * 10.0; // Bounce toward viewer
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// Calculate position
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float x = cos(angle) * radius;
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float y = sin(angle) * radius;
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// High frequencies add turbulence
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x += sin(aAngle * 10.0 + uTime * 5.0) * uHigh * 3.0;
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y += cos(aAngle * 10.0 + uTime * 5.0) * uHigh * 3.0;
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// Mouse offset
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x -= uMouseX * 5.0;
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y -= uMouseY * 4.0;
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vec3 pos = vec3(x, y, z);
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vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
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// Size based on radius - larger in center
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float size = 3.0 * (1.0 - aRadius / 60.0) + uLow * 2.0;
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gl_PointSize = size * (300.0 / -mvPosition.z);
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// Alpha - brighter toward center
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vAlpha = 0.8 - aRadius / 80.0 + uLow * 0.2;
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vRadius = aRadius;
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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const fragmentShader = `
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varying float vAlpha;
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varying float vRadius;
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void main() {
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float dist = length(gl_PointCoord - vec2(0.5));
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if (dist > 0.5) discard;
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float alpha = 1.0 - smoothstep(0.1, 0.5, dist);
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alpha *= vAlpha;
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// Pure white
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vec3 color = vec3(1.0);
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gl_FragColor = vec4(color, alpha);
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}
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`;
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export class VortexVisualizer extends BaseVisualizer {
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static name = 'Vortex';
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constructor(scene) {
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super(scene);
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this.particleCount = 3000;
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this.init();
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}
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init() {
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const positions = new Float32Array(this.particleCount * 3);
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const angles = new Float32Array(this.particleCount);
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const radii = new Float32Array(this.particleCount);
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const speeds = new Float32Array(this.particleCount);
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for (let i = 0; i < this.particleCount; i++) {
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// Distribute particles in a disk
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const angle = Math.random() * Math.PI * 2;
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const radius = 5 + Math.random() * 45; // 5 to 50
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positions[i * 3] = 0;
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positions[i * 3 + 1] = 0;
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positions[i * 3 + 2] = 0;
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angles[i] = angle;
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radii[i] = radius;
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// Faster rotation for particles closer to center
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speeds[i] = 0.5 + (1.0 - radius / 50.0) * 1.5;
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('aAngle', new THREE.BufferAttribute(angles, 1));
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geometry.setAttribute('aRadius', new THREE.BufferAttribute(radii, 1));
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geometry.setAttribute('aSpeed', new THREE.BufferAttribute(speeds, 1));
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this.material = this.createShaderMaterial(vertexShader, fragmentShader, {
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uMouseX: { value: 0 },
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uMouseY: { value: 0 }
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});
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this.mesh = new THREE.Points(geometry, this.material);
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}
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update(bands, time, mouse = { x: 0, y: 0 }) {
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if (!this.material) return;
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this.material.uniforms.uTime.value = time;
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this.material.uniforms.uLow.value = bands.low || 0;
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this.material.uniforms.uMid.value = bands.mid || 0;
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this.material.uniforms.uHigh.value = bands.high || 0;
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this.material.uniforms.uMouseX.value = mouse.x;
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this.material.uniforms.uMouseY.value = mouse.y;
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}
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}
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export default VortexVisualizer;
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