@designcombo/video 0.0.2 → 0.0.3

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.
@@ -48,7 +48,7 @@ export declare const PIXELATE_UNIFORMS: {
48
48
  type: string;
49
49
  };
50
50
  };
51
- export declare const RGB_GLITCH_FRAGMENT = "\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float glitchStrength; \nuniform float glitchSpeed; \n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\nfloat rand2(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord.xy;\n\n float lineNoise = hash(vec2(floor(uv.y * 300.0), uTime * glitchSpeed));\n\n float rOffset = (hash(vec2(uTime, 1.0)) - 0.5) * glitchStrength;\n float gOffset = (hash(vec2(uTime, 2.0)) - 0.5) * glitchStrength * 0.5;\n float bOffset = (hash(vec2(uTime, 3.0)) - 0.5) * glitchStrength;\n\n float rShift = rOffset * lineNoise;\n float gShift = gOffset * lineNoise;\n float bShift = bOffset * lineNoise;\n vec3 col;\n\n col.r = texture2D(uTexture, uv + vec2(rShift, 0.0)).r;\n col.g = texture2D(uTexture, uv + vec2(gShift, 0.0)).g;\n col.b = texture2D(uTexture, uv + vec2(bShift, 0.0)).b;\n float noise = rand2(vec2(uTime * 50.0, uv.y * 100.0));\n float noiseIntensity = noise * 0.15 ;\n\n col += noiseIntensity;\n gl_FragColor = vec4(col, 1.0);\n}\n";
51
+ export declare const RGB_GLITCH_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float glitchStrength;\nuniform float glitchSpeed;\n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat rand2(vec2 p) {\n return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n if (base.a < 0.01) {\n gl_FragColor = base;\n return;\n }\n\n float lineNoise =\n hash(vec2(floor(uv.y * 300.0), uTime * glitchSpeed));\n\n float rOffset =\n (hash(vec2(uTime, 1.0)) - 0.5) * glitchStrength;\n\n float gOffset =\n (hash(vec2(uTime, 2.0)) - 0.5) * glitchStrength * 0.5;\n\n float bOffset =\n (hash(vec2(uTime, 3.0)) - 0.5) * glitchStrength;\n\n float rShift = rOffset * lineNoise;\n float gShift = gOffset * lineNoise;\n float bShift = bOffset * lineNoise;\n\n vec2 uvR = clamp(uv + vec2(rShift, 0.0), 0.0, 1.0);\n vec2 uvG = clamp(uv + vec2(gShift, 0.0), 0.0, 1.0);\n vec2 uvB = clamp(uv + vec2(bShift, 0.0), 0.0, 1.0);\n\n vec3 col;\n col.r = texture2D(uTexture, uvR).r;\n col.g = texture2D(uTexture, uvG).g;\n col.b = texture2D(uTexture, uvB).b;\n\n float noise =\n (rand2(vec2(uTime * 50.0, uv.y * 100.0)) - 0.5) * 0.15;\n\n col += noise;\n\n gl_FragColor = vec4(col, base.a);\n}\n";
52
52
  export declare const RGB_GLITCH_UNIFORMS: {
53
53
  uTime: {
54
54
  value: number;
@@ -63,7 +63,7 @@ export declare const RGB_GLITCH_UNIFORMS: {
63
63
  type: string;
64
64
  };
65
65
  };
66
- export declare const RGB_SHIFT_FRAGMENT = "\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float shiftAmount; \nuniform float angle; \nuniform float uTime; \nuniform float wobbleAmount; \nuniform float wobbleSpeed; \n\nvoid main(void)\n{\n vec2 uv = vTextureCoord.xy;\n vec2 dir = vec2(cos(angle), sin(angle));\n float wobble = sin(uTime * wobbleSpeed) * wobbleAmount;\n vec2 rUV = uv + dir * shiftAmount + vec2(wobble, 0.0);\n vec2 gUV = uv;\n vec2 bUV = uv - dir * shiftAmount - vec2(wobble, 0.0);\n float r = texture2D(uTexture, rUV).r;\n float g = texture2D(uTexture, gUV).g;\n float b = texture2D(uTexture, bUV).b;\n\n gl_FragColor = vec4(r, g, b, 1.0);\n}\n";
66
+ export declare const RGB_SHIFT_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float shiftAmount;\nuniform float angle;\nuniform float uTime;\nuniform float wobbleAmount;\nuniform float wobbleSpeed;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n\n if (base.a < 0.01) {\n gl_FragColor = base;\n return;\n }\n\n vec2 dir = vec2(cos(angle), sin(angle));\n float wobble = sin(uTime * wobbleSpeed) * wobbleAmount;\n\n vec2 rUV = uv + dir * shiftAmount + vec2(wobble, 0.0);\n vec2 gUV = uv;\n vec2 bUV = uv - dir * shiftAmount - vec2(wobble, 0.0);\n\n rUV = clamp(rUV, 0.0, 1.0);\n gUV = clamp(gUV, 0.0, 1.0);\n bUV = clamp(bUV, 0.0, 1.0);\n\n float r = texture2D(uTexture, rUV).r;\n float g = texture2D(uTexture, gUV).g;\n float b = texture2D(uTexture, bUV).b;\n\n gl_FragColor = vec4(r, g, b, base.a);\n}\n";
67
67
  export declare const RGB_SHIFT_UNIFORMS: {
68
68
  shiftAmount: {
69
69
  value: number;
@@ -309,7 +309,7 @@ export declare const FOCUS_TRANSITION_UNIFORMS: {
309
309
  type: string;
310
310
  };
311
311
  };
312
- export declare const INVERT_FRAGMENT = "\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float amount;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord.xy;\n vec4 tex = texture2D(uTexture, uv);\n\n vec3 inverted = vec3(1.0) - tex.rgb;\n\n tex.rgb = mix(tex.rgb, inverted, amount);\n\n gl_FragColor = tex;\n}\n";
312
+ export declare const INVERT_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float amount;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec4 tex = texture2D(uTexture, uv);\n\n vec3 inverted = vec3(1.0) - tex.rgb;\n\n float strength = amount * tex.a;\n\n tex.rgb = mix(tex.rgb, inverted, strength);\n\n gl_FragColor = tex;\n}\n";
313
313
  export declare const INVERT_UNIFORMS: {
314
314
  amount: {
315
315
  value: number;
@@ -514,10 +514,504 @@ export declare const MIRROR_TILE_UNIFORMS: {
514
514
  type: string;
515
515
  };
516
516
  };
517
- export declare const TRIANGLE_MASK_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nuniform float uTime;\n\nfloat triangleDF(vec2 st, vec2 p0, vec2 p1, vec2 p2) {\n vec3 e0, e1, e2;\n\n e0.xy = normalize(p1 - p0).yx * vec2(+1.0, -1.0);\n e1.xy = normalize(p2 - p1).yx * vec2(+1.0, -1.0);\n e2.xy = normalize(p0 - p2).yx * vec2(+1.0, -1.0);\n\n e0.z = dot(e0.xy, p0);\n e1.z = dot(e1.xy, p1);\n e2.z = dot(e2.xy, p2);\n\n float a = max(0.0, dot(e0.xy, st) - e0.z);\n float b = max(0.0, dot(e1.xy, st) - e1.z);\n float c = max(0.0, dot(e2.xy, st) - e2.z);\n\n return length(vec3(a, b, c) * 2.0);\n}\n\nvoid main() {\n vec2 uvs = vTextureCoord.xy;\n vec4 fg = texture(uTexture, uvs);\n \n float df = triangleDF(\n uvs,\n vec2(0.20, 0.45),\n vec2(0.40, 0.45),\n vec2(0.30, 0.60)\n );\n\n float size = fract(uTime * 0.2);\n float border = 0.15;\n\n float mask =\n smoothstep(size + border, size + 1e-7, df) -\n smoothstep(size + 0.001, size + 1e-7, df);\n\n vec4 tex = texture(uTexture, uvs);\n\n gl_FragColor = vec4(tex.rgb * mask, tex.a * mask);\n}\n";
518
- export declare const TRIANGLE_MASK_UNIFORMS: {
517
+ export declare const FLASH_LOOP_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float speed; \nuniform float intensity; \n\nvoid main(void)\n{\n vec4 tex = texture2D(uTexture, vTextureCoord);\n float t = fract(uTime * speed);\n float wave = sin(t * 3.141592);\n float base = 0.6;\n float brightness = mix(base, 1.0, wave);\n float flash = 1.0 + brightness * intensity;\n\n vec3 color = tex.rgb * flash;\n\n gl_FragColor = vec4(color, tex.a);\n}\n";
518
+ export declare const FLASH_LOOP_UNIFORMS: {
519
519
  uTime: {
520
520
  value: number;
521
521
  type: string;
522
522
  };
523
+ speed: {
524
+ value: number;
525
+ type: string;
526
+ };
527
+ intensity: {
528
+ value: number;
529
+ type: string;
530
+ };
531
+ };
532
+ export declare const FILM_STRIP_PRO_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nuniform float framesPerScreen;\nuniform float scrollSpeed;\nuniform float gateWeave;\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec3 color = vec3(0.0);\n\n uv.y += uTime * scrollSpeed;\n uv.y += sin(uTime * 2.0) * 0.003 * gateWeave;\n\n float stripLeft = 0.025;\n float stripRight = 0.5;\n\n if (uv.x < stripLeft || uv.x > stripRight) {\n gl_FragColor = vec4(color, 1.0);\n return;\n }\n\n vec2 stripUV;\n stripUV.x = (uv.x - stripLeft) / (stripRight - stripLeft);\n stripUV.y = fract(uv.y);\n\n float holeZone = 0.06; \n float frameZone = 1.0 - holeZone * 2.0;\n\n float frameH = 1.0 / framesPerScreen;\n float localY = fract(stripUV.y / frameH);\n\n bool inFrameX =\n stripUV.x > holeZone &&\n stripUV.x < holeZone + frameZone;\n\n float marginX = 0.08;\n float marginY = 0.10;\n\n\n bool insideFrame =\n inFrameX &&\n stripUV.x > holeZone + marginX &&\n stripUV.x < holeZone + frameZone - marginX &&\n localY > marginY &&\n localY < 1.0 - marginY;\n\n float frameZoneX = frameZone - marginX * 4.0;\n float centerOffset = (1.0 - frameZoneX - holeZone * 2.0) * 0.5;\n\n vec2 frameUV;\n frameUV.x = (stripUV.x - (holeZone + marginX * 2.0) - centerOffset) / frameZoneX;\n frameUV.y = (localY - marginY) / (1.0 - marginY * 2.0);\n\n float holeH = 0.01;\n float holeSpacing = frameH * 0.1;\n\n float holeRow = step(mod(stripUV.y, holeSpacing), holeH);\n\n bool leftHole = stripUV.x < holeZone * 0.8;\n bool rightHole = stripUV.x > 1.0 - holeZone * 0.8;\n\n bool isHole = holeRow > 0.5 && (leftHole || rightHole);\n if (isHole) {\n color = vec3(1.0);\n }\n else if (insideFrame) {\n color = texture2D(uTexture, frameUV).rgb;\n }\n else {\n color = vec3(0.0);\n }\n\n gl_FragColor = vec4(color, 1.0);\n}\n";
533
+ export declare const FILM_STRIP_PRO_UNIFORMS: {
534
+ uTime: {
535
+ value: number;
536
+ type: string;
537
+ };
538
+ framesPerScreen: {
539
+ value: number;
540
+ type: string;
541
+ };
542
+ scrollSpeed: {
543
+ value: number;
544
+ type: string;
545
+ };
546
+ gateWeave: {
547
+ value: number;
548
+ type: string;
549
+ };
550
+ };
551
+ export declare const BAD_SIGNAL_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nfloat rand(vec2 co) {\n return fract(sin(dot(co, vec2(12.9898,78.233))) * 43758.5453);\n}\n\nfloat noise(float y) {\n return rand(vec2(y, uTime));\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n float flicker = 0.9 + 0.1 * sin(uTime * 30.0);\n float lineNoise = noise(floor(uv.y * 200.0));\n uv.x += (lineNoise - 0.5) * 0.03;\n uv.x += sin(uv.y * 40.0 + uTime * 10.0) * 0.005;\n float rgbShift = 0.004 * sin(uTime * 5.0);\n\n vec4 colR = texture2D(uTexture, uv + vec2(rgbShift, 0.0));\n vec4 colG = texture2D(uTexture, uv);\n vec4 colB = texture2D(uTexture, uv - vec2(rgbShift, 0.0));\n\n vec4 color;\n color.r = colR.r;\n color.g = colG.g;\n color.b = colB.b;\n color.a = colG.a;\n float staticNoise = rand(uv * uTime) * 0.08;\n color.rgb += staticNoise;\n float scanline = sin(uv.y * 800.0) * 0.04;\n color.rgb -= scanline;\n color.rgb *= flicker;\n\n gl_FragColor = color;\n}\n\n";
552
+ export declare const BAD_SIGNAL_UNIFORMS: {
553
+ uTime: {
554
+ value: number;
555
+ type: string;
556
+ };
557
+ };
558
+ export declare const OMNIFLEXION_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\n/* Configuraci\u00F3n */\nuniform float strength; // fuerza de la omniflexi\u00F3n\nuniform float frequency; // frecuencia de ondas\nuniform float speed; // velocidad animaci\u00F3n\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.5);\n\n vec2 dir = uv - center;\n float dist = length(dir);\n float wave =\n sin(dist * frequency - uTime * speed) *\n strength;\n\n float lens = dist * dist;\n\n vec2 flexUV = uv + normalize(dir) * wave * lens;\n vec4 color = texture2D(uTexture, flexUV);\n\n gl_FragColor = color;\n}\n\n";
559
+ export declare const OMNIFLEXION_UNIFORMS: {
560
+ uTime: {
561
+ value: number;
562
+ type: string;
563
+ };
564
+ strength: {
565
+ value: number;
566
+ type: string;
567
+ };
568
+ frequency: {
569
+ value: number;
570
+ type: string;
571
+ };
572
+ speed: {
573
+ value: number;
574
+ type: string;
575
+ };
576
+ };
577
+ export declare const INVERSE_APERTURE_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nuniform float feather;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n vec2 center = vec2(0.28, 0.48);\n\n float dist = distance(uv, center);\n\n float maxRadius = 0.8;\n\n float radius = mix(maxRadius, 0.0, uTime);\n\n float mask = smoothstep(\n radius - feather,\n radius + feather,\n dist\n );\n\n vec4 color = texture2D(uTexture, uv);\n\n gl_FragColor = vec4(color.rgb * mask, color.a);\n}\n\n";
578
+ export declare const INVERSE_APERTURE_UNIFORMS: {
579
+ uTime: {
580
+ value: number;
581
+ type: string;
582
+ };
583
+ feather: {
584
+ value: number;
585
+ type: string;
586
+ };
587
+ };
588
+ export declare const CURTAIN_OPEN_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n float openPhase = smoothstep(0.0, 0.6, uTime);\n float zoomPhase = smoothstep(0.6, 1.0, uTime);\n\n float zoom =\n 1.0 +\n sin(zoomPhase * 3.141592) * 0.2;\n\n vec2 center = vec2(0.28, 0.35);\n vec2 zoomUV = (uv - center) / zoom + center;\n\n vec4 tex = texture2D(uTexture, zoomUV);\n\n float centerY = 0.48;\n float halfOpen = openPhase * 0.5;\n\n float mask = step(abs(zoomUV.y - centerY), halfOpen);\n\n gl_FragColor = vec4(tex.rgb * mask, tex.a);\n}\n\n";
589
+ export declare const CURTAIN_OPEN_UNIFORMS: {
590
+ uTime: {
591
+ value: number;
592
+ type: string;
593
+ };
594
+ };
595
+ export declare const CURTAIN_BLUR_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\nin vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nvec4 blur9(sampler2D tex, vec2 uv, vec2 resolution, float radius)\n{\n vec4 color = vec4(0.0);\n vec2 off = radius / resolution;\n\n color += texture2D(tex, uv + off * vec2(-1.0, -1.0)) * 0.0625;\n color += texture2D(tex, uv + off * vec2( 0.0, -1.0)) * 0.125;\n color += texture2D(tex, uv + off * vec2( 1.0, -1.0)) * 0.0625;\n\n color += texture2D(tex, uv + off * vec2(-1.0, 0.0)) * 0.125;\n color += texture2D(tex, uv) * 0.25;\n color += texture2D(tex, uv + off * vec2( 1.0, 0.0)) * 0.125;\n\n color += texture2D(tex, uv + off * vec2(-1.0, 1.0)) * 0.0625;\n color += texture2D(tex, uv + off * vec2( 0.0, 1.0)) * 0.125;\n color += texture2D(tex, uv + off * vec2( 1.0, 1.0)) * 0.0625;\n\n return color;\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n float openPhase = smoothstep(0.0, 0.3, uTime);\n float zoomPhase = smoothstep(0.3, 1.0, uTime);\n\n float zoom =\n 1.0 +\n sin(zoomPhase * 3.141592) * 0.2;\n\n vec2 center = vec2(0.28, 0.35);\n vec2 zoomUV = (uv - center) / zoom + center;\n\n float blurAmount = mix(10.0, 0.0, openPhase);\n\n vec4 blurred =\n blur9(uTexture, zoomUV, vec2(1024.0, 1024.0), blurAmount);\n\n float pulse =\n (sin(uTime * 2.0) * 0.5 + 0.5) * 0.8;\n blurred.rgb *= (1.0 + pulse);\n float centerY = 0.48;\n float halfOpen = openPhase * 0.5;\n\n float mask = step(abs(zoomUV.y - centerY), halfOpen);\n\n gl_FragColor = vec4(blurred.rgb * mask, blurred.a);\n}\n\n";
596
+ export declare const CURTAIN_BLUR_UNIFORMS: {
597
+ uTime: {
598
+ value: number;
599
+ type: string;
600
+ };
601
+ };
602
+ export declare const DISTORT_V2_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nuniform float strength;\n\nuniform float frequency;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n float waveX = sin((uv.y + uTime * 0.6) * frequency) * strength;\n float waveY = cos((uv.x + uTime * 0.4) * frequency) * strength;\n\n vec2 distortedUV = uv + vec2(waveX, waveY);\n\n distortedUV = clamp(distortedUV, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, distortedUV);\n\n gl_FragColor = color;\n}\n";
603
+ export declare const DISTORT_V2_UNIFORMS: {
604
+ uTime: {
605
+ value: number;
606
+ type: string;
607
+ };
608
+ strength: {
609
+ value: number;
610
+ type: string;
611
+ };
612
+ frequency: {
613
+ value: number;
614
+ type: string;
615
+ };
616
+ };
617
+ export declare const LIGHTNING_FRAGMENT = "\nprecision mediump float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.28, 0.45);\n\n float dist = distance(uv, center);\n\n float speed = 0.7;\n float progress = mod(uTime * speed, 1.0);\n\n float width = mix(0.01, 0.07, progress);\n\n float lightning = smoothstep(progress + width, progress, dist);\n\n float noise = sin((uv.x + uv.y) * 30.0 + uTime * 12.0);\n lightning *= noise * 0.5 + 0.5;\n\n float explosion = smoothstep(0.85, 1.0, progress);\n float burst = explosion * smoothstep(0.25, 0.0, dist);\n\n vec3 lightningColor = vec3(1.0, 0.9, 0.6) * lightning * 2.5;\n vec3 explosionColor = vec3(1.0, 0.4, 0.2) * burst * 4.0;\n\n vec4 base = texture2D(uTexture, uv);\n\n gl_FragColor = vec4(base.rgb + lightningColor + explosionColor, base.a);\n}\n";
618
+ export declare const LIGHTNING_UNIFORMS: {
619
+ uTime: {
620
+ value: number;
621
+ type: string;
622
+ };
623
+ };
624
+ export declare const LIGHTNING_VEINS_FRAGMENT = "\nprecision mediump float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n}\n\nfloat noise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n\n float a = hash(i);\n float b = hash(i + vec2(1.0, 0.0));\n float c = hash(i + vec2(0.0, 1.0));\n float d = hash(i + vec2(1.0, 1.0));\n\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n return mix(a, b, u.x) +\n (c - a) * u.y * (1.0 - u.x) +\n (d - b) * u.x * u.y;\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.5);\n\n vec2 dir = uv - center;\n float dist = length(dir);\n float t = uTime * 1.5;\n\n float veinNoise =\n noise(dir * 6.0 + t) * 0.6 +\n noise(dir * 12.0 - t * 1.3) * 0.3;\n\n float warpedDist = dist + veinNoise * 0.08;\n\n float thickness = 0.04 + veinNoise * 0.02;\n\n float lightning =\n smoothstep(thickness, 0.0, warpedDist);\n\n float branches =\n smoothstep(0.02, 0.0,\n abs(noise(dir * 20.0 + t) - 0.5));\n\n lightning += branches * 0.35;\n\n float pulse = sin(uTime * 10.0) * 0.3 + 0.7;\n lightning *= pulse;\n\n vec3 veinColor =\n vec3(0.6, 0.85, 1.0) * lightning * 2.5;\n\n vec4 base = texture2D(uTexture, uv);\n\n gl_FragColor =\n vec4(base.rgb + veinColor, base.a);\n}\n";
625
+ export declare const LIGHTNING_VEINS_UNIFORMS: {
626
+ uTime: {
627
+ value: number;
628
+ type: string;
629
+ };
630
+ };
631
+ export declare const PIXEL_ERROR_FRAGMENT = "\nprecision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nfloat rand(float x)\n{\n return fract(sin(x) * 43758.5453123);\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n float pixelRows = 120.0;\n float row = floor(uv.y * pixelRows) / pixelRows;\n\n float offset =\n sin(row * 40.0 + uTime * 3.0) *\n 0.015;\n\n offset += (rand(row * 10.0) - 0.5) * 0.01;\n\n vec2 distortedUV = vec2(uv.x + offset, uv.y);\n\n distortedUV = clamp(distortedUV, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, distortedUV);\n\n gl_FragColor = color;\n}\n";
632
+ export declare const PIXEL_ERROR_UNIFORMS: {
633
+ uTime: {
634
+ value: number;
635
+ type: string;
636
+ };
637
+ };
638
+ export declare const NEON_FLASH_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uIntensity;\n\nuniform float neonR;\nuniform float neonG;\nuniform float neonB;\n\nvoid main(void)\n{\n vec4 base = texture2D(uTexture, vTextureCoord);\n\n float speed = 4.2; \n float t = fract(uTime * speed); \n\n float rise = smoothstep(0.0, 0.25, t);\n float fall = smoothstep(0.85, 0.55, t);\n float flash = rise * fall;\n\n flash = mix(0.25, 1.0, flash);\n\n flash *= uIntensity;\n\n base.r += base.r * neonR * flash;\n base.g += base.g * neonG * flash;\n base.b += base.b * neonB * flash;\n\n gl_FragColor = base;\n}\n";
639
+ export declare const NEON_FLASH_UNIFORMS: {
640
+ uTime: {
641
+ value: number;
642
+ type: string;
643
+ };
644
+ uIntensity: {
645
+ value: number;
646
+ type: string;
647
+ };
648
+ neonR: {
649
+ value: number;
650
+ type: string;
651
+ };
652
+ neonG: {
653
+ value: number;
654
+ type: string;
655
+ };
656
+ neonB: {
657
+ value: number;
658
+ type: string;
659
+ };
660
+ };
661
+ export declare const WAVE_DISTORT_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uStrength;\nuniform float uSpeed;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n float time = uTime * uSpeed;\n\n float wave = sin((uv.y * 18.0) - time);\n\n float offsetX = wave * uStrength;\n\n vec2 distortedUV = uv + vec2(offsetX, 0.0);\n\n distortedUV = clamp(distortedUV, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, distortedUV);\n\n gl_FragColor = color;\n}\n";
662
+ export declare const WAVE_DISTORT_UNIFORMS: {
663
+ uTime: {
664
+ value: number;
665
+ type: string;
666
+ };
667
+ uStrength: {
668
+ value: number;
669
+ type: string;
670
+ };
671
+ uSpeed: {
672
+ value: number;
673
+ type: string;
674
+ };
675
+ };
676
+ export declare const BOUNCING_BALLS_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nconst int BALL_COUNT = 10;\nfloat radius = 0.05;\nfloat border = 0.006;\n\nvec2 bounce(vec2 p)\n{\n return abs(fract(p) * 2.0 - 1.0);\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n /* Textura base */\n vec4 color = texture2D(uTexture, uv);\n\n float ballsAlpha = 0.0;\n\n for (int i = 0; i < BALL_COUNT; i++)\n {\n float id = float(i) + 1.0;\n\n vec2 speed = vec2(\n 0.3 + id * 0.12,\n 0.25 + id * 0.15\n );\n\n vec2 pos = bounce(vec2(\n uTime * speed.x + id * 0.17,\n uTime * speed.y + id * 0.29\n ));\n\n float d = distance(uv, pos);\n\n float edge =\n smoothstep(radius, radius - border, d) -\n smoothstep(radius - border, radius - border - 0.01, d);\n\n ballsAlpha += edge;\n }\n\n ballsAlpha = clamp(ballsAlpha, 0.0, 1.0);\n color.rgb = mix(color.rgb, vec3(1.0), ballsAlpha);\n\n gl_FragColor = color;\n}\n";
677
+ export declare const BOUNCING_BALLS_UNIFORMS: {
678
+ uTime: {
679
+ value: number;
680
+ type: string;
681
+ };
682
+ };
683
+ export declare const WATER_REFLECTION_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uWaveStrength;\nuniform float uWaveSpeed;\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n if (uv.y < 0.5)\n {\n gl_FragColor = texture2D(uTexture, uv);\n return;\n }\n\n vec2 reflectUV = uv;\n reflectUV.y = 1.0 - uv.y;\n\n float wave =\n sin(reflectUV.y * 30.0 + uTime * uWaveSpeed) *\n uWaveStrength;\n\n reflectUV.x += wave;\n reflectUV = clamp(reflectUV, 0.0, 1.0);\n\n vec4 reflectColor = texture2D(uTexture, reflectUV);\n\n float fade = smoothstep(0.5, 1.0, uv.y);\n\n reflectColor.rgb *= (1.0 - fade) * 0.85;\n reflectColor.a *= (1.0 - fade);\n\n gl_FragColor = reflectColor;\n}\n";
684
+ export declare const WATER_REFLECTION_UNIFORMS: {
685
+ uTime: {
686
+ value: number;
687
+ type: string;
688
+ };
689
+ uWaveStrength: {
690
+ value: number;
691
+ type: string;
692
+ };
693
+ uWaveSpeed: {
694
+ value: number;
695
+ type: string;
696
+ };
697
+ };
698
+ export declare const DARK_ERROR_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uStrength;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co, vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n float t = floor(uTime * 6.0);\n\n float blockSize = 0.08;\n float blockY = floor(uv.y / blockSize) * blockSize;\n\n float noise = rand(vec2(blockY, t));\n\n float shift =\n step(0.65, noise) *\n (rand(vec2(blockY, t + 1.0)) - 0.5) *\n uStrength;\n\n vec2 glitchUV = uv + vec2(shift, 0.0);\n glitchUV = clamp(glitchUV, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, glitchUV);\n float darkPulse =\n step(0.75, noise) *\n (0.4 + rand(vec2(uv.x, t)) * 0.6);\n\n color.rgb *= 1.0 - darkPulse;\n float pixelNoise = rand(uv * t);\n color.rgb *= 1.0 - step(0.96, pixelNoise) * 0.8;\n\n gl_FragColor = color;\n}\n";
699
+ export declare const DARK_ERROR_UNIFORMS: {
700
+ uTime: {
701
+ value: number;
702
+ type: string;
703
+ };
704
+ uStrength: {
705
+ value: number;
706
+ type: string;
707
+ };
708
+ };
709
+ export declare const SCALE_MOVE_BLUR_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\n\nvec4 blur5(sampler2D tex, vec2 uv, float strength)\n{\n vec4 col = vec4(0.0);\n float s = strength;\n\n col += texture2D(tex, uv + vec2(-s, -s)) * 0.05;\n col += texture2D(tex, uv + vec2( 0.0, -s)) * 0.10;\n col += texture2D(tex, uv + vec2( s, -s)) * 0.05;\n\n col += texture2D(tex, uv + vec2(-s, 0.0)) * 0.10;\n col += texture2D(tex, uv) * 0.40;\n col += texture2D(tex, uv + vec2( s, 0.0)) * 0.10;\n\n col += texture2D(tex, uv + vec2(-s, s)) * 0.05;\n col += texture2D(tex, uv + vec2( 0.0, s)) * 0.10;\n col += texture2D(tex, uv + vec2( s, s)) * 0.05;\n\n return col;\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.5, 0.5);\n\n float t = clamp(uTime, 0.0, 1.0);\n float zoomPhase = smoothstep(0.0, 0.5, t) *\n (1.0 - smoothstep(0.5, 1.0, t));\n\n float scale = 1.0 + zoomPhase * 0.5;\n\n vec2 offset = vec2(0.0);\n\n if (t < 0.33)\n {\n offset = vec2(0.12 * (t / 0.33), 0.0);\n }\n else if (t < 0.66)\n {\n offset = vec2(\n 0.12 * (1.0 - (t - 0.33) / 0.33),\n 0.0\n );\n }\n else\n {\n offset = vec2(\n 0.08 * ((t - 0.66) / 0.34),\n -0.08 * ((t - 0.66) / 0.34)\n );\n }\n\n offset *= zoomPhase;\n vec2 transformedUV =\n (uv - center) / scale +\n center -\n offset;\n\n transformedUV = clamp(transformedUV, 0.0, 1.0);\n float blurStrength = zoomPhase * 0.015;\n\n vec4 color = blur5(uTexture, transformedUV, blurStrength);\n\n gl_FragColor = color;\n}\n";
710
+ export declare const SCALE_MOVE_BLUR_UNIFORMS: {
711
+ uTime: {
712
+ value: number;
713
+ type: string;
714
+ };
715
+ };
716
+ export declare const PAPER_BREAK_REVEAL_FRAGMENT = "\nprecision highp float;\n\nin vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uCutPos;\n\n\nfloat noise(float x)\n{\n return sin(x * 28.0) * 0.035;\n}\n\nvec4 blur5(sampler2D tex, vec2 uv, float s)\n{\n vec4 c = vec4(0.0);\n c += texture2D(tex, uv + vec2(-s, -s)) * 0.05;\n c += texture2D(tex, uv + vec2( 0.0, -s)) * 0.10;\n c += texture2D(tex, uv + vec2( s, -s)) * 0.05;\n c += texture2D(tex, uv + vec2(-s, 0.0)) * 0.10;\n c += texture2D(tex, uv) * 0.40;\n c += texture2D(tex, uv + vec2( s, 0.0)) * 0.10;\n c += texture2D(tex, uv + vec2(-s, s)) * 0.05;\n c += texture2D(tex, uv + vec2( 0.0, s)) * 0.10;\n c += texture2D(tex, uv + vec2( s, s)) * 0.05;\n return c;\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.5);\n float movePhase = smoothstep(0.0, 0.45, uTime);\n float settle = smoothstep(0.45, 0.6, uTime);\n float cutPhase = smoothstep(0.7, 0.9, uTime);\n float cleanPhase = smoothstep(0.9, 1.0, uTime);\n float scale = mix(1.5, 1.0, settle);\n\n float moveAlive = 1.0 - settle;\n\n vec2 movement = vec2(\n sin(uTime * 6.0) * 0.18 * moveAlive,\n 0.0\n );\n\n vec2 uvScaled =\n (uv - center) / scale +\n center -\n movement;\n\n uvScaled = clamp(uvScaled, 0.0, 1.0);\n\n float blurStrength = (1.0 - cleanPhase) * 0.025;\n vec4 blurred = blur5(uTexture, uvScaled, blurStrength);\n vec4 clean = texture2D(uTexture, uv);\n\n float tearLine =\n mix(\n uCutPos,\n uCutPos + noise(uv.y + uTime * 3.0),\n cutPhase\n );\n\n tearLine = clamp(tearLine, uCutPos - 0.05, uCutPos + 0.05);\n\n float split = cutPhase * 0.35;\n\n vec2 leftUV = uv;\n vec2 rightUV = uv;\n\n leftUV.x -= split * step(uv.x, tearLine);\n rightUV.x += split * step(tearLine, uv.x);\n\n leftUV = clamp(leftUV, 0.0, 1.0);\n rightUV = clamp(rightUV, 0.0, 1.0);\n\n vec4 left = texture2D(uTexture, leftUV);\n vec4 right = texture2D(uTexture, rightUV);\n\n float cutMask =\n smoothstep(tearLine - 0.02, tearLine + 0.02, uv.x);\n\n vec4 broken = mix(left, right, cutMask);\n\n float edge =\n smoothstep(0.0, 0.02, abs(uv.x - tearLine)) *\n (1.0 - smoothstep(0.02, 0.05, abs(uv.x - tearLine)));\n\n vec3 edgeColor = vec3(1.0) * edge * cutPhase;\n\n broken.rgb += edgeColor;\n\n vec4 result = mix(blurred, broken, cutPhase);\n result = mix(result, clean, cleanPhase);\n\n gl_FragColor = result;\n}\n";
717
+ export declare const PAPER_BREAK_REVEAL_UNIFORMS: {
718
+ uTime: {
719
+ value: number;
720
+ type: string;
721
+ };
722
+ uCutPos: {
723
+ value: number;
724
+ type: string;
725
+ };
726
+ };
727
+ export declare const GRAFFITI_FRAGMENT = "\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvarying vec2 vTextureCoord;\n\nuniform float uTime;\nuniform sampler2D uTexture;\n\nfloat rand(vec2 st)\n{\n return fract(sin(dot(st, vec2(12.9898,78.233))) * 43758.5453123);\n}\n\nfloat noise(vec2 st)\n{\n vec2 i = floor(st);\n vec2 f = fract(st);\n\n float a = rand(i);\n float b = rand(i + vec2(1.0, 0.0));\n float c = rand(i + vec2(0.0, 1.0));\n float d = rand(i + vec2(1.0, 1.0));\n\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n return mix(a, b, u.x) +\n (c - a) * u.y * (1.0 - u.x) +\n (d - b) * u.x * u.y;\n}\n\nfloat spray(vec2 st, float radius)\n{\n float dist = length(st - vec2(0.28, 0.5));\n float base = smoothstep(radius, radius - 0.06, dist);\n\n float speckle =\n noise(st * 45.0 + uTime * 3.0) *\n noise(st * 90.0);\n\n return clamp(base + speckle * 0.7, 0.0, 1.0);\n}\n\nfloat drips(vec2 st, float mask)\n{\n float column = noise(vec2(st.x * 25.0, 0.0));\n\n float drip =\n smoothstep(0.3, 0.7, column) *\n smoothstep(0.1, 1.0, 1.0 - st.y);\n\n float flow =\n noise(vec2(st.x * 35.0, st.y * 6.0 + uTime * 2.5));\n\n return drip * flow * mask;\n}\n\nvoid main(void)\n{\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n\n vec3 graffitiColor = vec3(1.0, 0.0, 0.5);\n\n float reveal = smoothstep(0.0, 1.0, uTime);\n\n float sprayMask =\n spray(uv, 0.35 * reveal);\n\n float dripMask =\n drips(uv, sprayMask) * reveal;\n\n float graffitiMask =\n clamp(sprayMask + dripMask * 1.3, 0.0, 1.0);\n\n vec3 graffiti =\n graffitiColor * graffitiMask;\n\n vec3 Color =\n base.rgb + graffiti;\n\n gl_FragColor = vec4(Color, base.a);\n}\n";
728
+ export declare const GRAFFITI_UNIFORMS: {
729
+ uTime: {
730
+ value: number;
731
+ type: string;
732
+ };
733
+ };
734
+ export declare const LASER_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform vec3 uColor;\nuniform float uThickness;\nuniform float uIntensity;\n\nfloat noise(float x) {\n return sin(x * 40.0) * 0.005;\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 baseColor = texture2D(uTexture, uv);\n\n float beamY = 0.48 + noise(uv.x + uTime * 5.0);\n\n float dist = abs(uv.y - beamY);\n\n float core = smoothstep(uThickness, 0.0, dist);\n\n float glow = smoothstep(uThickness * 4.0, uThickness, dist);\n\n float pulse = 0.6 + 0.4 * sin(uTime * 10.0);\n\n float laserMask = (core + glow * uIntensity) * pulse;\n\n vec3 laserColor = uColor * laserMask;\n\n vec3 color = baseColor.rgb + laserColor;\n\n gl_FragColor = vec4(color, baseColor.a);\n}\n";
735
+ export declare const LASER_UNIFORMS: {
736
+ uTime: {
737
+ value: number;
738
+ type: string;
739
+ };
740
+ uColor: {
741
+ value: number[];
742
+ type: string;
743
+ };
744
+ uThickness: {
745
+ value: number;
746
+ type: string;
747
+ };
748
+ uIntensity: {
749
+ value: number;
750
+ type: string;
751
+ };
752
+ };
753
+ export declare const WAVE_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uStrength;\nuniform float uFrequency;\nuniform float uSpeed;\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec2 center = vec2(0.5, 0.5);\n\n float dist = distance(uv, center);\n\n float wave =\n sin(dist * uFrequency - uTime * uSpeed) *\n uStrength *\n smoothstep(1.0, 0.0, dist);\n\n vec2 dir = normalize(uv - center);\n\n vec2 distortedUV = uv + dir * wave;\n\n vec4 color = texture2D(uTexture, distortedUV);\n\n gl_FragColor = color;\n}\n";
754
+ export declare const WAVE_UNIFORMS: {
755
+ uTime: {
756
+ value: number;
757
+ type: string;
758
+ };
759
+ uStrength: {
760
+ value: number;
761
+ type: string;
762
+ };
763
+ uFrequency: {
764
+ value: number;
765
+ type: string;
766
+ };
767
+ uSpeed: {
768
+ value: number;
769
+ type: string;
770
+ };
771
+ };
772
+ export declare const SPARKS_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uDensity;\nuniform float uSpeed;\nuniform float uSize;\n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n}\nvec3 randomColor(float h) {\n return vec3(\n 0.5 + 0.5 * sin(h * 6.2831),\n 0.5 + 0.5 * sin(h * 6.2831 + 2.1),\n 0.5 + 0.5 * sin(h * 6.2831 + 4.2)\n );\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n\n vec3 sparkColor = vec3(0.0);\n float sparkAlpha = 0.0;\n\n vec2 grid = floor(uv * uDensity);\n vec2 id = grid;\n\n float h = hash(id);\n\n vec2 sparkPos = fract(vec2(\n h,\n h + uTime * uSpeed\n ));\n\n float d = distance(fract(uv * uDensity), sparkPos);\n\n float spark = smoothstep(uSize, 0.0, d);\n\n vec3 color = randomColor(h) * spark;\n\n sparkColor += color;\n sparkAlpha += spark;\n\n vec3 colorValue = base.rgb + sparkColor;\n\n gl_FragColor = vec4(colorValue, max(base.a, sparkAlpha));\n}\n";
773
+ export declare const SPARKS_UNIFORMS: {
774
+ uTime: {
775
+ value: number;
776
+ type: string;
777
+ };
778
+ uDensity: {
779
+ value: number;
780
+ type: string;
781
+ };
782
+ uSpeed: {
783
+ value: number;
784
+ type: string;
785
+ };
786
+ uSize: {
787
+ value: number;
788
+ type: string;
789
+ };
790
+ };
791
+ export declare const HOLOGRAM_SCAN_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform vec3 uColor; \nuniform float uScanWidth; \nuniform float uIntensity; \n\nfloat noise(float x) {\n return sin(x * 120.0) * 0.02;\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n\n float scanPos = fract(uTime * 0.5);\n float scanLine = smoothstep(\n uScanWidth,\n 0.0,\n abs(uv.y - scanPos)\n );\n\n float lines = 0.5 + 0.5 * sin(uv.y * 300.0 + uTime * 10.0);\n\n float flicker = 0.9 + 0.1 * sin(uTime * 50.0);\n\n float holo =\n scanLine +\n lines * 0.2 +\n noise(uv.x + uTime) * 0.5;\n\n holo *= uIntensity * flicker;\n\n vec3 holoColor = uColor * holo;\n\n vec3 colorValue = base.rgb + holoColor;\n\n gl_FragColor = vec4(colorValue, base.a);\n}\n";
792
+ export declare const HOLOGRAM_SCAN_UNIFORMS: {
793
+ uTime: {
794
+ value: number;
795
+ type: string;
796
+ };
797
+ uColor: {
798
+ value: number[];
799
+ type: string;
800
+ };
801
+ uScanWidth: {
802
+ value: number;
803
+ type: string;
804
+ };
805
+ uIntensity: {
806
+ value: number;
807
+ type: string;
808
+ };
809
+ };
810
+ export declare const RETRO_70S_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uGrain; \nuniform float uFade; \nuniform float uVignette; \n\nfloat noise(vec2 p) {\n return fract(sin(dot(p, vec2(12.9898,78.233)) + uTime) * 43758.5453);\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 color = texture2D(uTexture, uv);\n\n vec3 faded = mix(color.rgb, vec3(\n dot(color.rgb, vec3(0.393, 0.769, 0.189)),\n dot(color.rgb, vec3(0.349, 0.686, 0.168)),\n dot(color.rgb, vec3(0.272, 0.534, 0.131))\n ), uFade);\n\n float grain = (noise(uv * 500.0) - 0.5) * uGrain;\n faded += grain;\n\n float flicker = 0.97 + 0.03 * sin(uTime * 60.0);\n faded *= flicker;\n\n float dist = distance(uv, vec2(0.5));\n float vignette = smoothstep(0.8, uVignette, dist);\n faded *= 1.0 - vignette;\n\n gl_FragColor = vec4(faded, color.a);\n}\n";
811
+ export declare const RETRO_70S_UNIFORMS: {
812
+ uTime: {
813
+ value: number;
814
+ type: string;
815
+ };
816
+ uGrain: {
817
+ value: number;
818
+ type: string;
819
+ };
820
+ uFade: {
821
+ value: number;
822
+ type: string;
823
+ };
824
+ uVignette: {
825
+ value: number;
826
+ type: string;
827
+ };
828
+ };
829
+ export declare const IG_OUTLINE_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uThickness;\nuniform vec3 uOutlineColor;\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec2 px = vec2(uThickness) / vec2(1024.0, 1024.0);\n\n vec4 centerTex = texture2D(uTexture, uv);\n vec3 center = centerTex.rgb;\n\n vec3 up = texture2D(uTexture, uv + vec2(0.0, px.y)).rgb;\n vec3 down = texture2D(uTexture, uv - vec2(0.0, px.y)).rgb;\n vec3 left = texture2D(uTexture, uv - vec2(px.x, 0.0)).rgb;\n vec3 right = texture2D(uTexture, uv + vec2(px.x, 0.0)).rgb;\n\n float edge =\n length(center - up) +\n length(center - down) +\n length(center - left) +\n length(center - right);\n\n edge = smoothstep(0.15, 0.4, edge);\n\n vec3 colorValue = mix(center, uOutlineColor, edge);\n gl_FragColor = vec4(colorValue, centerTex.a);\n}\n\n";
830
+ export declare const IG_OUTLINE_UNIFORMS: {
831
+ uThickness: {
832
+ value: number;
833
+ type: string;
834
+ };
835
+ uOutlineColor: {
836
+ value: number[];
837
+ type: string;
838
+ };
839
+ };
840
+ export declare const RANDOM_ACCENTS_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uDensity;\nuniform float uSize;\nuniform float uIntensity;\nuniform vec3 uColorA;\nuniform vec3 uColorB;\n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n}\n\nvec3 accentColor(float h) {\n return mix(uColorA, uColorB, fract(h * 7.0));\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 base = texture2D(uTexture, uv);\n\n vec2 gridUV = floor(uv * uDensity);\n float h = hash(gridUV);\n\n vec2 offset = vec2(\n fract(h * 13.3),\n fract(h * 7.7)\n );\n\n vec2 accentUV = fract(uv * uDensity) - offset;\n\n float dist = length(accentUV);\n\n float accent = smoothstep(uSize, 0.0, dist);\n\n accent *= 0.6 + 0.4 * sin(uTime * 10.0 + h * 6.28);\n\n vec3 color = accentColor(h) * accent * uIntensity;\n\n float alpha = accent;\n\n gl_FragColor = vec4(color + base.rgb, max(base.a, alpha));\n}\n";
841
+ export declare const RANDOM_ACCENTS_UNIFORMS: {
842
+ uTime: {
843
+ value: number;
844
+ type: string;
845
+ };
846
+ uDensity: {
847
+ value: number;
848
+ type: string;
849
+ };
850
+ uSize: {
851
+ value: number;
852
+ type: string;
853
+ };
854
+ uIntensity: {
855
+ value: number;
856
+ type: string;
857
+ };
858
+ uColorA: {
859
+ value: number[];
860
+ type: string;
861
+ };
862
+ uColorB: {
863
+ value: number[];
864
+ type: string;
865
+ };
866
+ };
867
+ export declare const SOLUTION_EFFECT_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform vec3 uColorA;\nuniform vec3 uColorB;\nuniform float uIntensity;\n\nfloat noise(vec2 st) {\n return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);\n}\n\nvec2 swirl(vec2 uv, float t) {\n vec2 center = vec2(0.5);\n vec2 diff = uv - center;\n float angle = 0.5 * t * length(diff);\n float s = sin(angle);\n float c = cos(angle);\n return center + vec2(c*diff.x - s*diff.y, s*diff.x + c*diff.y);\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec2 uvSwirl = swirl(uv, uTime);\n\n vec4 base = texture2D(uTexture, uvSwirl);\n\n float n = noise(uv * 20.0 + uTime * 2.0);\n vec3 liquid = mix(uColorA, uColorB, n);\n\n vec3 colorValue = mix(base.rgb, liquid, uIntensity * n);\n\n gl_FragColor = vec4(colorValue, base.a);\n}\n";
868
+ export declare const SOLUTION_EFFECT_UNIFORMS: {
869
+ uTime: {
870
+ value: number;
871
+ type: string;
872
+ };
873
+ uColorA: {
874
+ value: number[];
875
+ type: string;
876
+ };
877
+ uColorB: {
878
+ value: number[];
879
+ type: string;
880
+ };
881
+ uIntensity: {
882
+ value: number;
883
+ type: string;
884
+ };
885
+ };
886
+ export declare const TV_SCANLINES_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uLineThickness;\nuniform float uLineIntensity;\nuniform float uNoiseIntensity;\nuniform vec3 uLineColor;\n\nfloat rand(vec2 p){\n return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 tex = texture2D(uTexture, uv);\n vec3 base = tex.rgb;\n\n float line = sin(uv.y * 800.0 * uLineThickness) * 0.5 + 0.5;\n line = mix(1.0, line, uLineIntensity);\n\n float noise =\n (rand(vec2(uTime, uv.y * 1000.0)) - 0.5) * uNoiseIntensity;\n\n vec3 colorValue = base * line + noise;\n\n gl_FragColor = vec4(colorValue, tex.a);\n}\n";
887
+ export declare const TV_SCANLINES_UNIFORMS: {
888
+ uTime: {
889
+ value: number;
890
+ type: string;
891
+ };
892
+ uLineThickness: {
893
+ value: number;
894
+ type: string;
895
+ };
896
+ uLineIntensity: {
897
+ value: number;
898
+ type: string;
899
+ };
900
+ uNoiseIntensity: {
901
+ value: number;
902
+ type: string;
903
+ };
904
+ uLineColor: {
905
+ value: number[];
906
+ type: string;
907
+ };
908
+ };
909
+ export declare const HDR_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uExposure;\nuniform float uSaturation;\nuniform float uContrast;\n\nvec3 adjustSaturation(vec3 color, float sat) {\n float grey = dot(color, vec3(0.299, 0.587, 0.114));\n return mix(vec3(grey), color, sat);\n}\n\nvec3 adjustContrast(vec3 color, float contrast) {\n return (color - 0.5) * contrast + 0.5;\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec4 tex = texture2D(uTexture, uv);\n vec3 color = tex.rgb;\n color *= uExposure;\n\n color = adjustSaturation(color, uSaturation);\n\n color = adjustContrast(color, uContrast);\n\n color = color / (color + vec3(1.0));\n\n gl_FragColor = vec4(color, tex.a);\n}\n";
910
+ export declare const HDR_UNIFORMS: {
911
+ uExposure: {
912
+ value: number;
913
+ type: string;
914
+ };
915
+ uSaturation: {
916
+ value: number;
917
+ type: string;
918
+ };
919
+ uContrast: {
920
+ value: number;
921
+ type: string;
922
+ };
923
+ };
924
+ export declare const BLACK_FLASH_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uIntensity;\nuniform float uDuration;\n\nvoid main() {\n vec2 uv = vTextureCoord;\n vec4 base = texture2D(uTexture, uv);\n\n float flash = smoothstep(0.0, uDuration * 0.5, mod(uTime, uDuration)) *\n (1.0 - smoothstep(uDuration * 0.5, uDuration, mod(uTime, uDuration)));\n\n flash *= uIntensity;\n\n vec3 color = mix(base.rgb, vec3(0.0), flash);\n\n gl_FragColor = vec4(color, base.a);\n}\n";
925
+ export declare const BLACK_FLASH_UNIFORMS: {
926
+ uTime: {
927
+ value: number;
928
+ type: string;
929
+ };
930
+ uIntensity: {
931
+ value: number;
932
+ type: string;
933
+ };
934
+ uDuration: {
935
+ value: number;
936
+ type: string;
937
+ };
938
+ };
939
+ export declare const BRIGHT_PULSE_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uPulseScale; \nuniform float uBlurStrength; \nuniform float uGlowBoost; \n\nvec4 blur3(sampler2D tex, vec2 uv, float s) {\n vec4 c = vec4(0.0);\n c += texture2D(tex, uv + vec2(-s, -s)) * 0.0625;\n c += texture2D(tex, uv + vec2( 0.0, -s)) * 0.125;\n c += texture2D(tex, uv + vec2( s, -s)) * 0.0625;\n c += texture2D(tex, uv + vec2(-s, 0.0)) * 0.125;\n c += texture2D(tex, uv) * 0.25;\n c += texture2D(tex, uv + vec2( s, 0.0)) * 0.125;\n c += texture2D(tex, uv + vec2(-s, s)) * 0.0625;\n c += texture2D(tex, uv + vec2( 0.0, s)) * 0.125;\n c += texture2D(tex, uv + vec2( s, s)) * 0.0625;\n return c * uGlowBoost;\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n float scale = 1.0 + uPulseScale * (0.5 + 0.5 * sin(uTime * 3.0));\n vec2 center = vec2(0.28,0.48); \n vec2 uvScaled = (uv - center) / scale + center;\n uvScaled = clamp(uvScaled, 0.0, 1.0);\n vec4 base = texture2D(uTexture, uvScaled);\n vec4 blurred = blur3(uTexture, uvScaled, uBlurStrength);\n vec4 colorValue = mix(base, blurred, 0.8);\n\n gl_FragColor = colorValue;\n}\n";
940
+ export declare const BRIGHT_PULSE_UNIFORMS: {
941
+ uTime: {
942
+ value: number;
943
+ type: string;
944
+ };
945
+ uPulseScale: {
946
+ value: number;
947
+ type: string;
948
+ };
949
+ uBlurStrength: {
950
+ value: number;
951
+ type: string;
952
+ };
953
+ uGlowBoost: {
954
+ value: number;
955
+ type: string;
956
+ };
957
+ };
958
+ export declare const NEGATIVE_DIVISION_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uIntensity; // 0 \u2192 original, 1 \u2192 negativo completo\nuniform float uContrast; // fuerza de contraste\n\nvoid main() {\n vec2 uv = vTextureCoord;\n vec4 color = texture2D(uTexture, uv);\n vec3 negative = 1.0 - color.rgb;\n\n vec3 contrasted = (negative - 0.5) * uContrast + 0.5;\n\n float maskedIntensity = uIntensity * color.a;\n\n vec3 colorValue =\n mix(color.rgb, contrasted, maskedIntensity);\n\n gl_FragColor = vec4(colorValue, color.a);\n}\n";
959
+ export declare const NEGATIVE_DIVISION_UNIFORMS: {
960
+ uIntensity: {
961
+ value: number;
962
+ type: string;
963
+ };
964
+ uContrast: {
965
+ value: number;
966
+ type: string;
967
+ };
968
+ };
969
+ export declare const CAMERA_MOVE_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime;\nuniform float uIntensity;\nuniform float uSpeed;\n\nfloat rand(float x){\n return fract(sin(x * 12.9898) * 43758.5453);\n}\n\nvec2 shakeOffset(float time){\n float x = (rand(time * 0.7) - 0.5) * uIntensity;\n float y = (rand(time * 1.3 + 10.0) - 0.5) * uIntensity;\n return vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n\n vec2 offset = shakeOffset(uTime * uSpeed);\n\n vec2 uvMoved = clamp(uv + offset, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, uvMoved);\n\n gl_FragColor = color;\n}\n\n";
970
+ export declare const CAMERA_MOVE_UNIFORMS: {
971
+ uTime: {
972
+ value: number;
973
+ type: string;
974
+ };
975
+ uIntensity: {
976
+ value: number;
977
+ type: string;
978
+ };
979
+ uSpeed: {
980
+ value: number;
981
+ type: string;
982
+ };
983
+ };
984
+ export declare const HDR_V2_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uExposure;\nuniform float uBloom;\nuniform float uContrast;\n\nvec3 tonemapReinhard(vec3 color){\n return color / (color + vec3(1.0));\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n vec4 tex = texture2D(uTexture, uv);\n\n if (tex.a < 0.01) {\n gl_FragColor = tex;\n return;\n }\n\n vec3 color = tex.rgb;\n\n vec3 bright = max(color - 0.6, 0.0) * uBloom;\n bright = tonemapReinhard(bright);\n\n vec3 hdrColor = color + bright * 0.6;\n\n hdrColor *= uExposure;\n\n hdrColor = (hdrColor - 0.5) * uContrast + 0.5;\n\n hdrColor = clamp(hdrColor, 0.0, 1.0);\n\n gl_FragColor = vec4(hdrColor, tex.a);\n}\n";
985
+ export declare const HDR_V2_UNIFORMS: {
986
+ uExposure: {
987
+ value: number;
988
+ type: string;
989
+ };
990
+ uBloom: {
991
+ value: number;
992
+ type: string;
993
+ };
994
+ uContrast: {
995
+ value: number;
996
+ type: string;
997
+ };
998
+ };
999
+ export declare const FAST_ZOOM_FRAGMENT = "\nprecision highp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uTexture;\nuniform float uTime; \nuniform float uZoomSpeed; \nuniform float uMaxZoom; \nuniform float uBlurStrength; \n\nvec4 blur3(sampler2D tex, vec2 uv, float s) {\n vec4 c = vec4(0.0);\n c += texture2D(tex, uv + vec2(-s, -s)) * 0.0625;\n c += texture2D(tex, uv + vec2( 0.0, -s)) * 0.125;\n c += texture2D(tex, uv + vec2( s, -s)) * 0.0625;\n c += texture2D(tex, uv + vec2(-s, 0.0)) * 0.125;\n c += texture2D(tex, uv) * 0.25;\n c += texture2D(tex, uv + vec2( s, 0.0)) * 0.125;\n c += texture2D(tex, uv + vec2(-s, s)) * 0.0625;\n c += texture2D(tex, uv + vec2( 0.0, s)) * 0.125;\n c += texture2D(tex, uv + vec2( s, s)) * 0.0625;\n return c;\n}\n\nvoid main() {\n vec2 uv = vTextureCoord;\n vec2 center = vec2(0.28,0.48); \n\n float zoom = 1.0 + (uMaxZoom - 1.0) * smoothstep(0.0, 1.0, sin(uTime * uZoomSpeed));\n\n vec2 uvZoomed = (uv - center) / zoom + center;\n\n uvZoomed = clamp(uvZoomed, 0.0, 1.0);\n\n vec4 color = texture2D(uTexture, uvZoomed);\n\n if (uBlurStrength > 0.0) {\n vec4 blurred = blur3(uTexture, uvZoomed, uBlurStrength);\n color = mix(color, blurred, 0.5);\n }\n\n gl_FragColor = color;\n}\n";
1000
+ export declare const FAST_ZOOM_UNIFORMS: {
1001
+ uTime: {
1002
+ value: number;
1003
+ type: string;
1004
+ };
1005
+ uZoomSpeed: {
1006
+ value: number;
1007
+ type: string;
1008
+ };
1009
+ uMaxZoom: {
1010
+ value: number;
1011
+ type: string;
1012
+ };
1013
+ uBlurStrength: {
1014
+ value: number;
1015
+ type: string;
1016
+ };
523
1017
  };