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  <meta charset="utf-8">
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  <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
  <title>Fibonacci lattice</title>
  <style>
    html,
    body,
    canvas {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="canvas"></canvas>
  
  <script type="x-shader/x-vertex">
    #version 300 es
  
    uniform float numVertices;
    uniform vec2 canvasSize;
  
    const float TWO_PI_OVER_PHI = 6.2831853072 / 1.61803398875;
  
    vec2 polarToCartesian(float radius, float angle) {
      return vec2(radius * cos(angle), radius * sin(angle));
    }
  
    void main() {
      float i = float(gl_VertexID) + 1.; // the point at index 0 looks out of place so start from 1
  
      vec2 point = polarToCartesian(
        sqrt(i/numVertices),
        i * TWO_PI_OVER_PHI
      );
  
      // compensate for aspect ratio:
      if (canvasSize.x > canvasSize.y) {
        point.x *= canvasSize.y/canvasSize.x;
      } else {
        point.y *= canvasSize.x/canvasSize.y;
      }
  
      gl_PointSize = 3.;
      gl_Position = vec4(point, 0, 1);
    }
  </script>
  
  <script id="fragmentShader" type="x-shader/x-fragment">
    #version 300 es
    precision highp float;
  
    out vec4 fragColor;
  
    void main() {
      fragColor = vec4(0, 0, 0, 1);
    }
  </script>
  
  <script>
    const canvas = document.querySelector('canvas');
    const vertexShader = document.querySelector('script[type="x-shader/x-vertex"]');
    const fragmentShader = document.querySelector('script[type="x-shader/x-fragment"]');
  
    const gl = canvas.getContext("webgl2");
    if (!gl) {
      document.body.innerHTML ='<p>Error: WebGL2 is <a href="https://get.webgl.org/webgl2/">not supported by your browser</a></p>';
      throw "WebGL2 not supported";
    }
  
    function createShader(shaderType, sourceCode) {
      const shader = gl.createShader(shaderType);
      gl.shaderSource(shader, sourceCode.trim());
      gl.compileShader(shader);
      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        throw gl.getShaderInfoLog(shader);
      }
      return shader;
    }
  
    const program = gl.createProgram();
    gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShader.textContent.trim()));
    gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShader.textContent.trim()));
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
      throw gl.getProgramInfoLog(program);
    }
    gl.useProgram(program);
  
    const numVertices = 4000;
    const numVerticesUniform = gl.getUniformLocation(program, 'numVertices');
    gl.uniform1f(numVerticesUniform, numVertices);
  
    const canvasSizeUniform = gl.getUniformLocation(program, 'canvasSize');
  
    function draw() {
      const width = canvas.clientWidth;
      const height = canvas.clientHeight;
      canvas.width = width;
      canvas.height = height;
      gl.viewport(0, 0, width, height);
      gl.uniform2f(canvasSizeUniform, width, height);
  
      // Since we are determining all vertex positions inside the vertex
      // shader, we don't actually need to pass in a list of vertices.
      // Instead we just tell it how many vertices to draw and rely on the
      // vertex index (gl_VertexID) to calculate position.
      gl.drawArrays(gl.POINTS, 0, numVertices);
    }
    window.addEventListener('resize', () => draw());
    draw();
  </script>
  
  <style>
    canvas {
      background-color: white;
    }
  </style>

  
</body>
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