Пишем нашу разметку HTML:
Пишем наш стиль:
Придаем немного динамики:
Получаем такой результат:
HTML:
<span class="title">C</span>
<div class="shadow">
<canvas class = "c-heart"
data-canvas="heart">8</canvas>
<span class="c-heart-alt">8</span>
</div>
<span class="title">Марта</span>
CSS:
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
display: flex;
justify-content: center;
align-items: center;
align-content: center;
flex-wrap: wrap;
width: 100%;
height: 100%;
overflow: hidden;
color: white;;
background-color: #000000;
background-repeat: no-repeat;
font-family: 'Marck Script';
}
.title {
font-size: 5em;
}
.c-heart {
position: absolute;
width: 300px;
height: 400px;
opacity: 1;
}
[loaded] .c-heart {
position: relative;
}
.c-heart::before {
content: '';
}
.c-heart-alt {
font-size: 8em;
color: #ff7171;
margin: 0 0.2em;
}
[loaded] .c-heart-alt {
display: none;
}
.shadow { position: relative }
.shadow::before,
.shadow::after {
content: '';
position: absolute;
top: 0;
height: 100%;
width: 15%;
z-index: 2;
}
.shadow::before {
left: 0;
background: linear-gradient(to left, rgba(0,0,0,0), rgba(0,0,0,1))
}
.shadow::after {
right: 0;
background: linear-gradient(to left, rgba(0,0,0,1), rgba(0,0,0,0))
}
JavaScript:
class HeartGLRender {
static get DURATION() { return 10; }
constructor(el) {
this.el = el;
if (!this.el) throw new Error('Can not initialize on undefined element');
this.gl = this.el.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!this.gl) throw new Error('WebGL is not available');
//Create vertex and fragment shaders
this.vertexShader = HeartGLRender.compileShader(this.gl, VERTEX, this.gl.VERTEX_SHADER);
this.fragmentShader = HeartGLRender.compileShader(this.gl, FRAGMENT, this.gl.FRAGMENT_SHADER);
this.program = HeartGLRender.createProgram(this.gl, [this.vertexShader, this.fragmentShader]);
this.buffer = HeartGLRender.createBuffer(this.gl);
this.widthHandler = this.gl.getUniformLocation(this.program, 'width');
this.heightHandler = this.gl.getUniformLocation(this.program, 'height');
this.positionHandler = HeartGLRender.createPositionHandler(this.gl, this.program);
this.timeHandler = this.gl.getUniformLocation(this.program, 'time');
this.resize();
this.redraw();
this.el.parentNode.toggleAttribute('loaded', true);
}
resize() {
const width = this.el.offsetWidth;
const height = this.el.offsetHeight;
this.el.width = width;
this.el.height = height;
this.gl.viewport(0, 0, width, height);
this.gl.uniform1f(this.widthHandler, width);
this.gl.uniform1f(this.heightHandler, height);
}
redraw() {
const current = Date.now();
const start = this.timeStart = this.timeStart || current;
const time = (current - start) % (HeartGLRender.DURATION * 1000)
this.time = time / 1000;
//Send uniforms to program
this.gl.uniform1f(this.timeHandler, this.time);
//Draw a triangle strip connecting vertices 0-4
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
static compileShader(gl, shaderSource, shaderType) {
const shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
throw new Error('Shader compile failed with:' + gl.getShaderInfoLog(shader));
}
return shader;
}
static createProgram(gl, shaders = []) {
const program = gl.createProgram();
shaders.forEach((shader) => gl.attachShader(program, shader));
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
static createBuffer(gl) {
const bounds = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, bounds, gl.STATIC_DRAW);
return buffer
}
static createPositionHandler(gl, program) {
// Layout of our data in the vertex buffer
const attributeLocation = gl.getAttribLocation(program, 'position');
if (attributeLocation === -1) throw 'Cannot find attribute position.';
gl.enableVertexAttribArray(attributeLocation);
gl.vertexAttribPointer(attributeLocation,
2, // position is a vec2 (2 values per component)
gl.FLOAT, // each component is a float
false, // don't normalize values
2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes)
0 // how many bytes inside the buffer to start from
);
return attributeLocation;
}
}
ready(() => {
const targets = Array.from(document.querySelectorAll('[data-canvas]'))
const handlers = targets.map((el) => new HeartGLRender(el)).filter((h) => !!h);
function drawLoop() {
handlers.forEach((h) => h.redraw());
requestAnimationFrame(drawLoop);
}
drawLoop();
function resizeHandler() {
handlers.forEach((h) => h.resize());
}
window.addEventListener('resize', resizeHandler, false);
});
function ready(fn) {
if (document.readyState != 'loading'){
setTimeout(() => fn());
} else {
document.addEventListener('DOMContentLoaded', () => setTimeout(() => fn()));
}
}
//************** Shader sources **************
const VERTEX = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const FRAGMENT = `
precision highp float;
// Env variables to update
uniform float time;
uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);
#define POINT_COUNT 8
vec2 points[POINT_COUNT];
const float speed = -0.5;
const float len = 0.3;
float intensity = 1.5;
float radius = 0.02;
//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
vec2 a = B - A;
vec2 b = A - 2.0*B + C;
vec2 c = a * 2.0;
vec2 d = A - pos;
float kk = 1.0 / dot(b,b);
float kx = kk * dot(a,b);
float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
float kz = kk * dot(d,a);
float res = 0.0;
float p = ky - kx*kx;
float p3 = p*p*p;
float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
float h = q*q + 4.0*p3;
if(h >= 0.0){
h = sqrt(h);
vec2 x = (vec2(h, -h) - q) / 2.0;
vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
float t = uv.x + uv.y - kx;
t = clamp( t, 0.0, 1.0 );
// 1 root
vec2 qos = d + (c + b*t)*t;
res = length(qos);
} else {
float z = sqrt(-p);
float v = acos( q/(p*z*2.0) ) / 3.0;
float m = cos(v);
float n = sin(v)*1.732050808;
vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
t = clamp( t, 0.0, 1.0 );
// 3 roots
vec2 qos = d + (c + b*t.x)*t.x;
float dis = dot(qos,qos);
res = dis;
qos = d + (c + b*t.y)*t.y;
dis = dot(qos,qos);
res = min(res,dis);
qos = d + (c + b*t.z)*t.z;
dis = dot(qos,qos);
res = min(res,dis);
res = sqrt( res );
}
return res;
}
// Heart shape
//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
return vec2(16.0 * sin(t) * sin(t) * sin(t),
-(13.0 * cos(t) - 5.0 * cos(2.0*t)
- 2.0 * cos(3.0*t) - cos(4.0*t)));
}
//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
return pow(radius/dist, intensity);
}
float getSegment(float t, vec2 pos, float offset, float scale){
for(int i = 0; i < POINT_COUNT; i++){
points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
}
vec2 c = (points[0] + points[1]) / 2.0;
vec2 c_prev;
float dist = 10000.0;
for(int i = 0; i < POINT_COUNT-1; i++){
c_prev = c;
c = (points[i] + points[i+1]) / 2.0;
dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
}
return max(0.0, dist);
}
void main(){
vec2 uv = gl_FragCoord.xy / resolution.xy;
float widthHeightRatio = resolution.x / resolution.y;
vec2 centre = vec2(0.5, 0.5);
vec2 pos = centre - uv;
pos.y /= widthHeightRatio;
vec2 pos1 = pos + vec2(0, 0.3);
vec2 pos2 = pos + vec2(0, -0.175);
float scale1 = 0.00003 * height;
float scale2 = 0.00005 * height;
float t = time;
vec3 col = vec3(0.0);
//Get first segment
float dist = getSegment(t, pos1, 0.0, scale1);
float glow = getGlow(dist, radius, intensity);
//White core
col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
//Pink glow
col += glow * vec3(1.0, 0.0, 0.2);
//Get second segment
dist = getSegment(t, pos1, 3.0, scale1);
glow = getGlow(dist, radius, intensity);
//White core
col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
//Pink glow
col += glow * vec3(1.0, 0.0, 0.2);
//Get third segment
dist = getSegment(t, pos2, 0.0, scale2);
glow = getGlow(dist, radius, intensity);
//White core
col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
//Pink glow
col += glow * vec3(1.0, 0.0, 0.0);
//Get fourth segment
dist = getSegment(t, pos2, 3.4, scale2);
glow = getGlow(dist, radius, intensity);
//White core
col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
//Pink glow
col += glow * vec3(1.0, 0.0, 0.0);
//Tone mapping
col = 1.0 - exp(-col);
//Gamma
col = pow(col, vec3(0.95));
//Output to screen
gl_FragColor = vec4(col, 0.0);
}
`;