@bbki.ng/site 5.4.36 → 5.4.38
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md
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@@ -1,5 +1,22 @@
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# @bbki.ng/site
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## 5.4.38
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### Patch Changes
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- 22ba590: fix grid layout
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- c66ab86: update shader
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- Updated dependencies [22ba590]
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- @bbki.ng/ui@0.1.12
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## 5.4.37
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### Patch Changes
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- 1ba88b0: fix margin
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- Updated dependencies [1ba88b0]
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- @bbki.ng/ui@0.1.11
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## 5.4.36
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### Patch Changes
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@bbki.ng/site",
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"version": "5.4.
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"version": "5.4.38",
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"description": "code behind bbki.ng",
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"main": "index.js",
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"type": "module",
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"react-dom": "^18.0.0",
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"react-router-dom": "6",
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"swr": "^2.2.5",
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"@bbki.ng/ui": "0.1.
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"@bbki.ng/ui": "0.1.12"
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},
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"devDependencies": {
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"@eslint/compat": "^1.0.0",
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@@ -12,10 +12,7 @@ vec4 randGrain(vec2 uv) {
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return vec4(vec3(0.0), abs(intensity) + 0.02);
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}
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void
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// if (1. - uv.y < navHeight) {
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gl_FragColor = randGrain(uv);
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// }
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void drawGrain(vec2 uv) {
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vec4 grain = randGrain(uv);
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gl_FragColor = grain + gl_FragColor * (1.0 - grain.a);
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}
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// Fine book paper texture — static,
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// Fine book paper texture — static, subtle fiber pattern
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// Simulates delicate diffuse micro-fiber scattering on white paper
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float paperHash(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(443.897, 441.423, 437.195));
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@@ -20,14 +21,14 @@ float paperNoise(vec2 uv) {
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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// fBm with
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// fBm with 5 octaves for dense, fine fiber detail
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float paperFBM(vec2 uv) {
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float value = 0.0;
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float amplitude = 0.5;
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for (int i = 0; i < 3; i++) {
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value += amplitude * paperNoise(uv);
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uv *= 2.
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amplitude *= 0.
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uv *= 2.5;
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amplitude *= 0.4;
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}
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return value;
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}
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@@ -36,17 +37,14 @@ void drawPaperTexture(vec2 uv) {
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// Scale to physical pixels so texture density stays consistent across screens
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vec2 texCoord = uv * uResolution / uDevicePixelRatio;
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//
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float fiber = paperFBM(texCoord * 0
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// Single high-frequency FBM — fine, uniform, no visible banding
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float fiber = paperFBM(texCoord * 3.0);
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//
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float
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// abs() for full symmetric coverage; low multiplier as quiet base layer
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float alpha = abs(fiber - 0.5) * 0.05;
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//
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// Blend paper texture under the grain effect
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vec4 paper = vec4(1.0, 1.0, 1.0, alpha);
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gl_FragColor = paper + gl_FragColor * (1.0 - paper.a * 0.3);
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// Soft neutral gray (premultiplied) instead of pure black — avoids dirty look
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float tone = 0.55;
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vec4 paper = vec4(vec3(tone * alpha), alpha);
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gl_FragColor = paper + gl_FragColor * (1.0 - alpha);
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}
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