- 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>
153 lines
4.1 KiB
JavaScript
153 lines
4.1 KiB
JavaScript
/**
|
|
* Kaleidoscope Visualizer
|
|
* Mirrored geometric patterns that morph with audio
|
|
*/
|
|
|
|
import * as THREE from 'three';
|
|
import { BaseVisualizer } from './base-visualizer.js';
|
|
|
|
const vertexShader = `
|
|
uniform float uTime;
|
|
uniform float uLow;
|
|
uniform float uMid;
|
|
uniform float uHigh;
|
|
uniform float uMouseX;
|
|
uniform float uMouseY;
|
|
|
|
attribute float aSegment;
|
|
attribute float aLayer;
|
|
attribute float aProgress;
|
|
|
|
varying float vAlpha;
|
|
varying float vSegment;
|
|
|
|
void main() {
|
|
// Kaleidoscope parameters
|
|
float segments = 8.0;
|
|
float segmentAngle = 6.28318 / segments;
|
|
|
|
// Base angle for this segment
|
|
float baseAngle = aSegment * segmentAngle;
|
|
|
|
// Create pattern within segment
|
|
float patternRadius = 10.0 + aLayer * 15.0 + uLow * 10.0;
|
|
float patternAngle = aProgress * segmentAngle * 0.8; // Stay within segment
|
|
|
|
// Mirror effect - alternate segments are flipped
|
|
float mirror = mod(aSegment, 2.0) < 1.0 ? 1.0 : -1.0;
|
|
patternAngle *= mirror;
|
|
|
|
// Add time-based morphing
|
|
float morph = sin(uTime * 2.0 + aLayer) * (5.0 + uMid * 10.0);
|
|
patternRadius += morph;
|
|
|
|
// Final angle
|
|
float angle = baseAngle + patternAngle + uTime * 0.2;
|
|
|
|
// High frequencies add shimmer
|
|
float shimmer = sin(aProgress * 20.0 + uTime * 8.0) * uHigh * 3.0;
|
|
patternRadius += shimmer;
|
|
|
|
// Calculate position
|
|
float x = cos(angle) * patternRadius;
|
|
float y = sin(angle) * patternRadius;
|
|
float z = sin(aProgress * 6.28 + uTime * 2.0) * (3.0 + uLow * 5.0);
|
|
|
|
// Mouse offset
|
|
x -= uMouseX * 5.0;
|
|
y -= uMouseY * 4.0;
|
|
|
|
vec3 pos = vec3(x, y, z);
|
|
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
|
|
|
|
// Size varies with layer
|
|
float size = 2.0 + aLayer * 0.5 + uLow * 1.0;
|
|
gl_PointSize = size * (300.0 / -mvPosition.z);
|
|
|
|
// Alpha - inner layers brighter
|
|
vAlpha = 0.8 - aLayer * 0.1 + uLow * 0.2;
|
|
vSegment = aSegment;
|
|
|
|
gl_Position = projectionMatrix * mvPosition;
|
|
}
|
|
`;
|
|
|
|
const fragmentShader = `
|
|
varying float vAlpha;
|
|
varying float vSegment;
|
|
|
|
void main() {
|
|
float dist = length(gl_PointCoord - vec2(0.5));
|
|
if (dist > 0.5) discard;
|
|
|
|
float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
|
|
alpha *= vAlpha;
|
|
|
|
vec3 color = vec3(1.0);
|
|
|
|
gl_FragColor = vec4(color, alpha);
|
|
}
|
|
`;
|
|
|
|
export class KaleidoscopeVisualizer extends BaseVisualizer {
|
|
static name = 'Kaleidoscope';
|
|
|
|
constructor(scene) {
|
|
super(scene);
|
|
this.segments = 8;
|
|
this.layers = 5;
|
|
this.pointsPerSegmentLayer = 30;
|
|
this.init();
|
|
}
|
|
|
|
init() {
|
|
const count = this.segments * this.layers * this.pointsPerSegmentLayer;
|
|
const positions = new Float32Array(count * 3);
|
|
const segmentIndices = new Float32Array(count);
|
|
const layerIndices = new Float32Array(count);
|
|
const progress = new Float32Array(count);
|
|
|
|
let idx = 0;
|
|
for (let seg = 0; seg < this.segments; seg++) {
|
|
for (let layer = 0; layer < this.layers; layer++) {
|
|
for (let p = 0; p < this.pointsPerSegmentLayer; p++) {
|
|
positions[idx * 3] = 0;
|
|
positions[idx * 3 + 1] = 0;
|
|
positions[idx * 3 + 2] = 0;
|
|
|
|
segmentIndices[idx] = seg;
|
|
layerIndices[idx] = layer;
|
|
progress[idx] = p / this.pointsPerSegmentLayer;
|
|
idx++;
|
|
}
|
|
}
|
|
}
|
|
|
|
const geometry = new THREE.BufferGeometry();
|
|
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
|
|
geometry.setAttribute('aSegment', new THREE.BufferAttribute(segmentIndices, 1));
|
|
geometry.setAttribute('aLayer', new THREE.BufferAttribute(layerIndices, 1));
|
|
geometry.setAttribute('aProgress', new THREE.BufferAttribute(progress, 1));
|
|
|
|
this.material = this.createShaderMaterial(vertexShader, fragmentShader, {
|
|
uMouseX: { value: 0 },
|
|
uMouseY: { value: 0 }
|
|
});
|
|
|
|
this.mesh = new THREE.Points(geometry, this.material);
|
|
}
|
|
|
|
update(bands, time, mouse = { x: 0, y: 0 }) {
|
|
if (!this.material) return;
|
|
|
|
this.material.uniforms.uTime.value = time;
|
|
this.material.uniforms.uLow.value = bands.low || 0;
|
|
this.material.uniforms.uMid.value = bands.mid || 0;
|
|
this.material.uniforms.uHigh.value = bands.high || 0;
|
|
this.material.uniforms.uMouseX.value = mouse.x;
|
|
this.material.uniforms.uMouseY.value = mouse.y;
|
|
}
|
|
}
|
|
|
|
export default KaleidoscopeVisualizer;
|