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import { glCanvas, onPointerEvents } from "@radiancejs/gl"; import "./styles.css"; const canvas = document.querySelector("canvas")!; const { uniforms, onAfterRender } = glCanvas({ canvas, fragment: /* glsl */ ` varying vec2 vUv; uniform vec2 uPointerPosition; uniform vec2 uResolution; uniform vec3 uCircleColor; void main() { vec2 uv = (vUv - .5) * uResolution / min(uResolution.x, uResolution.y); float dist = distance(uv, uPointerPosition); float circleMask = 1. - smoothstep(.099, .101, dist); vec3 circle = mix(vec3(0.), uCircleColor, circleMask); gl_FragColor = vec4(circle, 1.); } `, uniforms: { uPointerPosition: [0, 0], uCircleColor: [1, 1, 1], uResolution: ({ canvasResolution }) => canvasResolution, }, }); onPointerEvents(canvas, { move: ({ pointer, boundingRect, center }) => { uniforms.uPointerPosition = [ (pointer.x - center.x) / Math.min(boundingRect.width, boundingRect.height), (center.y - pointer.y) / Math.min(boundingRect.width, boundingRect.height), ]; }, down: () => { uniforms.uCircleColor = [1, 0, 0]; }, up: () => { uniforms.uCircleColor = [1, 1, 1]; }, }); const renderCount = document.querySelector("#renderCount")!; onAfterRender(() => { renderCount.firstChild!.nodeValue = `${Number(renderCount.textContent) + 1}`; });