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clayr.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGPU Audio Visualizer</title>
<style>
body, html {
margin: 0;
overflow: hidden;
background-color: #000;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
</style>
</head>
<body>
<canvas id="visualizerCanvas"></canvas>
<script type="module">
const canvas = document.getElementById('visualizerCanvas');
async function initializeAudioVisualizer() {
if (!navigator.gpu) {
console.error("WebGPU is not supported on this browser.");
return;
}
// Initialize WebGPU
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const context = canvas.getContext('webgpu');
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format, alphaMode: 'opaque' });
// Vertex Shader: Pulsating effect
const vertexShaderCode = `
@vertex
fn main(@location(0) position: vec2<f32>, @builtin(instance_index) instanceIndex: u32)
-> @builtin(position) vec4<f32> {
let angle = f32(instanceIndex) * 0.1;
let pos = vec2(cos(angle) * position.x - sin(angle) * position.y,
sin(angle) * position.x + cos(angle) * position.y);
return vec4<f32>(pos, 0.0, 1.0);
}
`;
// Fragment Shader: Color changes with frequency
const fragmentShaderCode = `
@fragment
fn main(@location(0) frequency: f32, @builtin(instance_index) index: u32)
-> @location(0) vec4<f32> {
let red = abs(sin(frequency + f32(index) * 0.1));
let green = abs(cos(frequency * 0.5 + f32(index) * 0.15));
let blue = abs(sin(frequency * 0.7));
return vec4<f32>(red, green, blue, 1.0);
}
`;
const vertexShaderModule = device.createShaderModule({ code: vertexShaderCode });
const fragmentShaderModule = device.createShaderModule({ code: fragmentShaderCode });
// Define Shape Data
const vertices = new Float32Array([
-0.1, -0.1, 0.1, -0.1, 0.0, 0.1
]);
const vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(vertexBuffer.getMappedRange()).set(vertices);
vertexBuffer.unmap();
const pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: vertexShaderModule,
entryPoint: 'main',
buffers: [{ arrayStride: 2 * 4, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }] }]
},
fragment: {
module: fragmentShaderModule,
entryPoint: 'main',
targets: [{ format }],
},
primitive: { topology: 'triangle-list' },
});
// Audio setup
const stream = await navigator.mediaDevices.getUserMedia({ audio: true });
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
const analyser = audioContext.createAnalyser();
const source = audioContext.createMediaStreamSource(stream);
source.connect(analyser);
analyser.fftSize = 128;
const dataArray = new Uint8Array(analyser.frequencyBinCount);
function frame() {
analyser.getByteFrequencyData(dataArray);
const avgFrequency = dataArray.reduce((a, b) => a + b) / dataArray.length;
const normalizedFreq = avgFrequency / 255.0;
// Draw
const commandEncoder = device.createCommandEncoder();
const textureView = context.getCurrentTexture().createView();
const renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
}],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
for (let i = 0; i < 20; i++) { // Render multiple shapes for effect
passEncoder.draw(3, 1, 0, i);
}
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
frame();
}
initializeAudioVisualizer().catch(console.error);
</script>
</body>
</html>