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index.html
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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>CAblam</title>
<link rel="stylesheet" href="./style.css">
<script type="text/javascript"
src="https://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js"></script>
<script type="text/javascript"
src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.js"></script>
<link rel="stylesheet" type="text/css"
href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.7.1/themes/base/jquery-ui.css"/>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r121/three.min.js" integrity="sha512-yNJzAsg5JyP91u+sLHlUDULMBd3hmEiVkYeeN1cQBKaLZ7EyT6oH2u5THNIRM2Fu6VKcZJv+F/QAp1h/qzy9Ow==" crossorigin="anonymous"></script>
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.8.1/css/all.css"
integrity="sha384-50oBUHEmvpQ+1lW4y57PTFmhCaXp0ML5d60M1M7uH2+nqUivzIebhndOJK28anvf" crossorigin="anonymous">
</head>
<body>
<a id="info" class="info" >
<span class="fab fas fa-info-circle"></span>
<span class="text">Más Info</span>
</a>
<a id="screenshot" class="info" >
<span class="fab fas fa-camera-retro fa-2x"></span>
<span class="text">Captura de pantalla</span>
</a>
<!------------------------------------------------------>
<!-- <a id="btn" class="info"> -->
<!-- <span class="fab fas fa-plus-circle "></span> -->
<!-- <span class="text">Add background image</span> -->
<!-- </a> -->
<!------------------------------------------------------>
<a id="btn2" class="info" >
<span class="fab fas fa-align-center "></span>
<span class="text">Mostrar editor</span>
</a>
<div id="addSourceImage" class="modal">
<div class="modal-header">
<p> Imagen visible</p>
<span class="close">×
</span>
</div>
<div class="modal-content">
<form enctype="multipart/form-data">
<input class="button" id="uploadSource" type="file"/>
<label for="uploadSource"></label>
</form>
</div>
</div>
<div id="showInfo" class="modal">
<div class="modal-header">
<h2>CAblam</h2>
<span class="close">×
</span>
</div>
<div class="modal-content">
<form enctype="multipart/form-data">
<p> Esta herramienta fue creada para el curso <a href="https://hyperlink.academy/courses/digital-alchemy/89">Digital Alchemy</a>.
<h3>QUÉ ES</h3>
<p>Es un entorno de Livecoding para la creación de efectos visuales programados de acuerdo a caracteres ASCII. Fue creado para generar un entorno agonóstico a lenguajes. Es decir, escribiendo texto simple se estaría programando el comportamiento del mismo. Usa una simulación de <a href="https://es.wikipedia.org/wiki/Aut%C3%B3mata_celular">Autómatas celulares</a> sobre una base (cámara web) </p>
<h3>CÓMO SE USA</h3>
<p>Escribiendo en el cuadrado negro.</p>
<p>Los caracteres ASCII son interpretados como números, actualizando las reglas de la simulación.</p>
<p>Hay caracteres especiales establecidos en la carpeta <b>Controls</b> para controlar: </p>
<ul>
<li>rule threshold:controla la <i>cantidad</i> de efecto</li>
<li>pixel size: el tamaño del píxel </li>
<li>saturation: cotrola la saturación de color (intensidad) </li>
<li>hue: aplica un cambio de tinte </li>
</ul>
<p>Por ejemplo, si la letra <b>e</b> controla el tamaño del pixel, escribiendo muchas veces el mismo se puede ver como cambia de tamaño.</p>
</form>
</div>
</div>
<a href="https://github.com/solsarratea/CAblam" class="info"
title="View source on Github" target="_blank">
<span class="fab fa-github"></span>
<span class="text">Ver código fuente</span>
</a>
<a href="https://twitter.com/share?ref_src=twsrc%5Etfw" class="info" id="tweetB" target="_blank">
<i class="fab fa-twitter"></i>
<span class="text">Compartir</span>
</a>
<a href='https://ko-fi.com/Q5Q62LLVG' class="info" target="_blank">
<span class="fab fa-gratipay"></span>
<span class="text">Support </span>
</a>
<div class="editor" id="editor">
<textarea
id=textarea
spellcheck=false
oninput="update(this.value)"
placeholder="Escribe texto.."
autofocus
></textarea>
</div>
<div id="shadercollab"></div>
<canvas id="canvas"></canvas>
<script id="vertex" type="x-shader/x-vertex">
varying vec2 texCoordVarying;
void main() {
texCoordVarying = uv;
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
}
</script>
<script id="copy" type="x-shader/x-fragment">
varying vec2 texCoordVarying;
uniform sampler2D channel0;
vec2 rotate(vec2 v, float a) {
return mat2(cos(a), -sin(a), sin(a), cos(a))*v;
}
void main() {
vec4 inText = texture2D(channel0,texCoordVarying);
gl_FragColor = inText;
}
</script>
<script id="diffusion" type="x-shader/x-fragment">
uniform sampler2D webcam;
uniform sampler2D backbuffer;
uniform float time;
uniform float resoluton;
uniform int rule[18];
uniform float offset1;
uniform float offset2;
uniform float offset3;
uniform float offset4;
uniform bool modo1;
varying vec2 texCoordVarying;
uniform vec2 resolution;
const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 hsv2rgb(vec3 c) {
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 hueShift( vec3 color, float hueAdjust ){
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin (hue);
I = chroma * cos (hue);
vec3 yIQ = vec3 (YPrime, I, Q);
return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
}
precision highp float;
#define M_PI 3.1415926535897932384626433832795
vec3 satur(vec3 cin, float amount ){
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(cin.rgb, W));
return mix(intensity, cin.rgb, amount);
}
vec2 modulate(vec2 st, vec2 tex, float amount){
return st+ tex*amount;
}
vec3 modulate(vec3 st, vec3 tex, float amount){
return st+ tex*amount;
}
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
void main() {
vec2 pixel = gl_FragCoord.xy / resolution;
vec3 finalColor;
vec3 webcamCapture = texture2D(webcam, pixel).rgb;
vec3 lastFrame = texture2D(backbuffer, pixel).rgb;
vec3 color = texture2D(backbuffer, pixel).rgb;
color = hsv2rgb(color);
float pixelSize = 1.+mix(-.5,200.,offset2);
vec2 pos =
vec2(floor(gl_FragCoord.x / pixelSize) * pixelSize + pixelSize / 2.0,
floor(gl_FragCoord.y / pixelSize) * pixelSize + pixelSize / 2.0);
float threshold = 0.49 +mix(-.5,.5,offset1);
float neighbors = 0.0;
for (float y = -1.0; y <= 1.0; y++) {
for (float x = -1.0; x <= 1.0; x++) {
vec4 pixelC = texture2D(
backbuffer, (pos + vec2(x * pixelSize, y * pixelSize)) / resolution);
neighbors += step(threshold, pixelC.r);
}
};
float status = step(threshold, color.r); //status = previousState
neighbors -= status; //neighbors == total
int ruleIndex = int(mix(neighbors, 2.*neighbors, 1.-status));
float newState = float(rule[ruleIndex]);
vec3 webAfter = texture2D(webcam, pixel+newState*0.05*vec2(cos(time*0.5),sin(time*0.5))).rgb;
vec3 render = mix(webAfter, max(webcamCapture,lastFrame), 1.-luma(color));
render = satur(render, mix(0.,3.,offset3));
render = hueShift(render, mix(0.,3.,offset4));
vec3 bb = texture2D(backbuffer, pixel).rgb;
render = mix(mix(render,bb*bb-bb*4.,0.2), webAfter, newState)*float(1.-float(modo1));
gl_FragColor = vec4(mix(render,webcamCapture,float(modo1)),1.);
}
</script>
<!-- partial -->
<script type="text/javascript" src="libs/dat.gui.min.js"></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js'></script>
<script src="./libs/controls.js"></script>
<script src="./libs/fileSaver.js"></script>
<script src="./script.js"></script>
</body>
</html>