@edinstvo/glass 0.0.0-stage → 0.1.0-alpha.1
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/LICENSE +21 -0
- package/README.md +141 -2
- package/css/glass.css +33 -0
- package/dist/backdrop.d.ts +11 -0
- package/dist/backdrop.js +104 -0
- package/dist/backdrop.js.map +1 -0
- package/dist/color.d.ts +4 -0
- package/dist/color.js +29 -0
- package/dist/color.js.map +1 -0
- package/dist/define.d.ts +1 -0
- package/dist/define.js +3 -0
- package/dist/define.js.map +1 -0
- package/dist/element.d.ts +26 -0
- package/dist/element.js +113 -0
- package/dist/element.js.map +1 -0
- package/dist/geometry.d.ts +17 -0
- package/dist/geometry.js +27 -0
- package/dist/geometry.js.map +1 -0
- package/dist/index.d.ts +5 -0
- package/dist/index.js +5 -0
- package/dist/index.js.map +1 -0
- package/dist/interaction.d.ts +47 -0
- package/dist/interaction.js +91 -0
- package/dist/interaction.js.map +1 -0
- package/dist/material.d.ts +114 -0
- package/dist/material.js +44 -0
- package/dist/material.js.map +1 -0
- package/dist/renderer.d.ts +43 -0
- package/dist/renderer.js +231 -0
- package/dist/renderer.js.map +1 -0
- package/dist/shader.d.ts +3 -0
- package/dist/shader.js +109 -0
- package/dist/shader.js.map +1 -0
- package/dist/surface.d.ts +43 -0
- package/dist/surface.js +224 -0
- package/dist/surface.js.map +1 -0
- package/package.json +52 -4
package/dist/shader.js
ADDED
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export const vertex = `#version 300 es
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void main() {
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vec2 p = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}`;
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export const fragment = `#version 300 es
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precision highp float;
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uniform sampler2D uBackdrop, uFrosted;
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uniform vec2 uCanvas, uSize, uUvOrigin, uUvPerPx, uTexSize, uLightDir;
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uniform vec3 uTint;
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uniform float uViewY, uPad, uRadius, uDpr, uLight, uTransparency, uRefraction, uDepth, uDispersion, uFrost, uSplay, uBloom, uGlint, uRim, uLift;
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out vec4 outColor;
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const float SOFTNESS = 2.7;
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float roundedBox(vec2 p, vec2 b, float r) {
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vec2 q = abs(p) - b + r;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
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}
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float softMin(float a, float b) {
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float lo = min(a, b);
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return lo * pow(1.0 + pow(lo / max(a, b), SOFTNESS), -1.0 / SOFTNESS);
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}
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vec2 toUv(vec2 px) {
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return uUvOrigin + px * uUvPerPx;
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}
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vec3 pick(vec2 px, float lod) {
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return uFrost > 0.0 ? texture(uFrosted, toUv(px)).rgb : textureLod(uBackdrop, toUv(px), lod).rgb;
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}
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void main() {
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vec2 px = vec2(gl_FragCoord.x, uCanvas.y - (gl_FragCoord.y - uViewY)) - uPad;
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vec2 half_ = uSize * 0.5;
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vec2 c = px - half_;
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float d = roundedBox(c, half_, uRadius);
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float texels = max(uUvPerPx.x * uTexSize.x, uUvPerPx.y * uTexSize.y);
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float haloLod = log2(max(28.0 * uDpr * texels, 1.0));
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vec3 halo = textureLod(uBackdrop, toUv(px), haloLod).rgb;
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float mask = 1.0 - smoothstep(-0.75, 0.75, d);
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float spill = exp(-max(d, 0.0) / (uPad * 0.3)) * uBloom * 0.4 * uLight;
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vec3 spillColor = mix(halo, vec3(1.0), 0.6);
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// ── a p-norm of the edge distances: smooth everywhere inside, and p = 2.7 lands on the rounded corner
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vec2 edges = max(half_ - abs(c), 0.0) + uRadius + 0.001;
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float soft = softMin(edges.x, edges.y);
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float peak = softMin(half_.x + uRadius, half_.y + uRadius) - uRadius;
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float band = min(mix(max(uDepth * uDpr, 1.0), peak, uSplay * uSplay), peak);
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float s = 1.0 - clamp((soft - uRadius) / band, 0.0, 1.0);
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float height = sqrt(max(1.0 - s * s, 0.0));
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vec2 g = normalize(pow(vec2(soft) / edges, vec2(SOFTNESS + 1.0)) * sign(c) + 0.00001);
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vec3 n = normalize(vec3(g * s * s / sqrt(1.02 - s * s), 1.0));
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vec3 ray = refract(vec3(0.0, 0.0, -1.0), n, 1.0 / 1.5);
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vec2 shift = ray.xy / max(-ray.z, 0.5) * band * (0.35 + height) * uRefraction * 1.2;
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vec2 at = px + shift;
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float squeeze = log2(max(max(length(dFdx(at)), length(dFdy(at))) * texels, 1.0));
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float k = 0.04 + uDispersion * 0.3;
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vec3 col = vec3(
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pick(at - shift * k, squeeze).r,
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pick(at, squeeze).g,
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pick(at + shift * k, squeeze).b
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);
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col = mix(vec3(dot(col, vec3(0.2126, 0.7152, 0.0722))), col, 1.08);
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col = mix(uTint, col, uTransparency);
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col = col * (1.0 + uLift) + uLift * 0.12;
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col += halo * uBloom * 0.22 * s;
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float facing = dot(n.xy, uLightDir);
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col += uLight * (max(facing, 0.0) * 0.3 + dot(c / half_, uLightDir) * 0.03);
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col *= 1.0 - uLight * max(-facing, 0.0) * 0.2;
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float toward = dot(g, uLightDir);
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col += uGlint * pow(s, 5.0) * (pow(max(toward, 0.0), 6.0) + pow(max(-toward, 0.0), 6.0) * 0.4);
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float along = dot(g, uLightDir);
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float line = smoothstep(-1.6 * uDpr, -0.6 * uDpr, d);
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col += uRim * line * (0.18 + 0.82 * along * along);
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vec3 inside = clamp(col, 0.0, 1.0) * mask;
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float rest = (1.0 - mask) * spill;
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outColor = vec4(inside + spillColor * rest, mask + rest);
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}`;
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export const blurFragment = `#version 300 es
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precision highp float;
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uniform sampler2D uSource;
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uniform vec2 uStep, uInvSize;
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uniform float uLod;
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out vec4 outColor;
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void main() {
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vec2 uv = gl_FragCoord.xy * uInvSize;
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vec3 sum = vec3(0.0);
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float total = 0.0;
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for (int i = -8; i <= 8; i++) {
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float x = float(i);
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float weight = exp(-x * x / 18.0);
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sum += textureLod(uSource, uv + uStep * x, uLod).rgb * weight;
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total += weight;
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}
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outColor = vec4(sum / total, 1.0);
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}`;
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//# sourceMappingURL=shader.js.map
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{"version":3,"file":"shader.js","sourceRoot":"","sources":["../src/shader.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,MAAM,GAAG;;;;EAIpB,CAAC;AAEH,MAAM,CAAC,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkFtB,CAAC;AAEH,MAAM,CAAC,MAAM,YAAY,GAAG;;;;;;;;;;;;;;;;;;;EAmB1B,CAAC"}
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import { type GlassSource } from "./backdrop.js";
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import { type Interaction, type InteractionName } from "./interaction.js";
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import { type Material, type PresetName } from "./material.js";
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export interface GlassOptions {
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material?: PresetName | Partial<Material>;
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interaction?: InteractionName | Interaction;
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source?: GlassSource;
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live?: boolean;
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}
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export declare class GlassSurface {
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private host;
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private canvas;
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private context;
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private motion;
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private resize;
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private visibility;
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private visible;
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private forced;
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private moved;
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private signature;
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private live;
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private options;
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private material;
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private interaction;
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private tint;
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private radius;
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constructor(host: HTMLElement, canvas: HTMLCanvasElement, options?: GlassOptions);
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connect(): void;
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disconnect(): void;
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set(options: GlassOptions): void;
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invalidate(): void;
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nudge(): void;
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restyle(): void;
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update(dt: number): boolean;
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private paint;
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private fallBack;
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}
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export declare function placeCanvas(canvas: HTMLCanvasElement): void;
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export declare function attachGlass(host: HTMLElement, options?: GlassOptions): {
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set: (next: GlassOptions) => void;
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invalidate: () => void;
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destroy: () => void;
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};
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package/dist/surface.js
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import { resolveBackdrop } from "./backdrop.js";
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import { resolveTint } from "./color.js";
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import { cornerRadius, lightVector, uvTransform } from "./geometry.js";
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import { Motion, interactions } from "./interaction.js";
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import { kebab, numericKeys, presets, resolveMaterial } from "./material.js";
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import { Renderer } from "./renderer.js";
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const pad = 32;
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const surfaces = new Set();
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let pending = 0;
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let lastTick = 0;
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let listening = false;
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function wake() {
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pending ||= requestAnimationFrame(tick);
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}
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function tick(now) {
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pending = 0;
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const dt = Math.min((now - lastTick) / 1000, 1 / 30);
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lastTick = now;
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Renderer.shared?.nextFrame();
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let again = false;
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for (const surface of surfaces)
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again = surface.update(dt) || again;
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if (again)
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wake();
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}
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function nudgeAll() {
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for (const surface of surfaces)
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surface.nudge();
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}
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function restyleAll() {
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for (const surface of surfaces)
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surface.restyle();
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}
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function listen() {
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if (listening)
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return;
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listening = true;
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addEventListener("scroll", nudgeAll, { capture: true, passive: true });
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addEventListener("resize", nudgeAll, { passive: true });
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matchMedia("(prefers-color-scheme: dark)").addEventListener("change", restyleAll);
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new MutationObserver(restyleAll).observe(document.documentElement, { attributes: true, attributeFilter: ["data-theme"] });
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if (Renderer.shared)
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Renderer.shared.onRestore = restyleAll;
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}
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export class GlassSurface {
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host;
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canvas;
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context;
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motion;
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resize = new ResizeObserver(() => this.restyle());
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visibility = new IntersectionObserver(([entry]) => {
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this.visible = entry.isIntersecting;
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if (this.visible)
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this.invalidate();
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});
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visible = true;
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forced = true;
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moved = false;
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signature = "";
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live = false;
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options;
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material = resolveMaterial();
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interaction = interactions.none;
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tint = [1, 1, 1];
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radius = 0;
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constructor(host, canvas, options = {}) {
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this.host = host;
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this.canvas = canvas;
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this.context = canvas.getContext("2d");
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this.motion = new Motion(host, wake);
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this.options = options;
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}
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connect() {
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listen();
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if (!Renderer.shared) {
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this.fallBack();
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return;
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}
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this.host.dataset.engine = "webgl";
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surfaces.add(this);
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this.resize.observe(this.host);
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this.visibility.observe(this.host);
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this.motion.attach();
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this.restyle();
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}
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disconnect() {
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surfaces.delete(this);
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this.resize.disconnect();
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this.visibility.disconnect();
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this.motion.detach();
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}
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set(options) {
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this.options = { ...this.options, ...options };
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this.restyle();
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}
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invalidate() {
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this.forced = true;
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wake();
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}
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nudge() {
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this.moved = true;
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wake();
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}
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restyle() {
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const style = getComputedStyle(this.host);
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const tokens = {};
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for (const key of numericKeys) {
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const value = style.getPropertyValue(`--glass-${kebab(key)}`);
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if (value)
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tokens[key] = parseFloat(value);
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}
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const tint = style.getPropertyValue("--glass-tint").trim();
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if (tint)
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tokens.tint = tint;
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const { material = "regular", interaction = "none" } = this.options;
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this.material = typeof material === "string"
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? resolveMaterial(presets[material] ?? presets.regular, tokens)
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: resolveMaterial(tokens, material);
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const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;
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this.interaction = reduced ? interactions.none : typeof interaction === "string" ? (interactions[interaction] ?? interactions.none) : interaction;
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121
|
+
this.tint = resolveTint(this.material.tint);
|
|
122
|
+
this.radius = cornerRadius(style.borderTopLeftRadius, this.host.offsetWidth, this.host.offsetHeight);
|
|
123
|
+
this.invalidate();
|
|
124
|
+
}
|
|
125
|
+
update(dt) {
|
|
126
|
+
const { motion, interaction } = this;
|
|
127
|
+
const moving = motion.moving;
|
|
128
|
+
if (moving)
|
|
129
|
+
motion.step(dt, interaction);
|
|
130
|
+
if (!this.visible)
|
|
131
|
+
return moving;
|
|
132
|
+
const width = this.host.offsetWidth;
|
|
133
|
+
const height = this.host.offsetHeight;
|
|
134
|
+
if (!width || !height)
|
|
135
|
+
return moving;
|
|
136
|
+
if (!this.forced && !this.moved && !moving && !this.live)
|
|
137
|
+
return false;
|
|
138
|
+
const rect = this.host.getBoundingClientRect();
|
|
139
|
+
const backdrop = resolveBackdrop(this.host, rect, this.options.source ?? "auto", () => this.invalidate());
|
|
140
|
+
if (!backdrop)
|
|
141
|
+
return moving;
|
|
142
|
+
this.live = this.options.live ?? (backdrop.live && backdrop.image instanceof HTMLVideoElement);
|
|
143
|
+
const signature = `${rect.left},${rect.top},${rect.width},${rect.height},${backdrop.map.x},${backdrop.map.y},${backdrop.map.w},${backdrop.map.h}`;
|
|
144
|
+
const skip = !this.forced && !moving && !this.live && signature === this.signature;
|
|
145
|
+
this.moved = false;
|
|
146
|
+
if (skip)
|
|
147
|
+
return false;
|
|
148
|
+
try {
|
|
149
|
+
this.paint(backdrop, rect, width, height);
|
|
150
|
+
}
|
|
151
|
+
catch (error) {
|
|
152
|
+
console.warn("@edinstvo/glass: can't read this backdrop, falling back to CSS.", error);
|
|
153
|
+
this.fallBack();
|
|
154
|
+
return false;
|
|
155
|
+
}
|
|
156
|
+
this.forced = false;
|
|
157
|
+
this.signature = signature;
|
|
158
|
+
return moving || motion.moving || this.live;
|
|
159
|
+
}
|
|
160
|
+
paint(backdrop, rect, width, height) {
|
|
161
|
+
const dpr = Math.min(devicePixelRatio || 1, 2);
|
|
162
|
+
const canvasW = Math.round((width + pad * 2) * dpr);
|
|
163
|
+
const canvasH = Math.round((height + pad * 2) * dpr);
|
|
164
|
+
if (this.canvas.width !== canvasW || this.canvas.height !== canvasH) {
|
|
165
|
+
this.canvas.width = canvasW;
|
|
166
|
+
this.canvas.height = canvasH;
|
|
167
|
+
}
|
|
168
|
+
const { origin, perPixel } = uvTransform(rect, backdrop.map, rect.width / width, rect.height / height, dpr);
|
|
169
|
+
const [baseX, baseY] = lightVector(this.material.lightAngle);
|
|
170
|
+
const follow = this.interaction.follow;
|
|
171
|
+
const x = baseX + this.motion.x.value * follow;
|
|
172
|
+
const y = baseY + this.motion.y.value * follow;
|
|
173
|
+
const length = Math.hypot(x, y) || 1;
|
|
174
|
+
Renderer.shared.draw({
|
|
175
|
+
target: this.context,
|
|
176
|
+
backdrop,
|
|
177
|
+
width: canvasW,
|
|
178
|
+
height: canvasH,
|
|
179
|
+
pad: pad * dpr,
|
|
180
|
+
size: [width * dpr, height * dpr],
|
|
181
|
+
radius: this.radius * dpr,
|
|
182
|
+
dpr,
|
|
183
|
+
uvOrigin: origin,
|
|
184
|
+
uvPerPixel: perPixel,
|
|
185
|
+
lightDir: [x / length, y / length],
|
|
186
|
+
tint: this.tint,
|
|
187
|
+
material: this.material,
|
|
188
|
+
});
|
|
189
|
+
}
|
|
190
|
+
fallBack() {
|
|
191
|
+
this.host.dataset.engine = "css";
|
|
192
|
+
this.canvas.hidden = true;
|
|
193
|
+
surfaces.delete(this);
|
|
194
|
+
}
|
|
195
|
+
}
|
|
196
|
+
export function placeCanvas(canvas) {
|
|
197
|
+
Object.assign(canvas.style, {
|
|
198
|
+
position: "absolute",
|
|
199
|
+
inset: `-${pad}px`,
|
|
200
|
+
width: `calc(100% + ${pad * 2}px)`,
|
|
201
|
+
height: `calc(100% + ${pad * 2}px)`,
|
|
202
|
+
pointerEvents: "none",
|
|
203
|
+
zIndex: "0",
|
|
204
|
+
});
|
|
205
|
+
}
|
|
206
|
+
export function attachGlass(host, options = {}) {
|
|
207
|
+
const canvas = document.createElement("canvas");
|
|
208
|
+
placeCanvas(canvas);
|
|
209
|
+
if (getComputedStyle(host).position === "static")
|
|
210
|
+
host.style.position = "relative";
|
|
211
|
+
host.style.isolation = "isolate";
|
|
212
|
+
host.prepend(canvas);
|
|
213
|
+
const surface = new GlassSurface(host, canvas, options);
|
|
214
|
+
surface.connect();
|
|
215
|
+
return {
|
|
216
|
+
set: (next) => surface.set(next),
|
|
217
|
+
invalidate: () => surface.invalidate(),
|
|
218
|
+
destroy: () => {
|
|
219
|
+
surface.disconnect();
|
|
220
|
+
canvas.remove();
|
|
221
|
+
},
|
|
222
|
+
};
|
|
223
|
+
}
|
|
224
|
+
//# sourceMappingURL=surface.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
package/package.json
CHANGED
|
@@ -1,6 +1,54 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@edinstvo/glass",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"
|
|
5
|
-
"
|
|
6
|
-
|
|
3
|
+
"version": "0.1.0-alpha.1",
|
|
4
|
+
"description": "Liquid glass for the web: one WebGL material that looks the same on macOS and Windows.",
|
|
5
|
+
"license": "MIT",
|
|
6
|
+
"type": "module",
|
|
7
|
+
"repository": {
|
|
8
|
+
"type": "git",
|
|
9
|
+
"url": "git+https://github.com/EdinstvoAI/edinstvo-glass.git"
|
|
10
|
+
},
|
|
11
|
+
"homepage": "https://github.com/EdinstvoAI/edinstvo-glass",
|
|
12
|
+
"keywords": [
|
|
13
|
+
"glass",
|
|
14
|
+
"liquid-glass",
|
|
15
|
+
"webgl",
|
|
16
|
+
"web-components",
|
|
17
|
+
"shader",
|
|
18
|
+
"material"
|
|
19
|
+
],
|
|
20
|
+
"main": "./dist/index.js",
|
|
21
|
+
"types": "./dist/index.d.ts",
|
|
22
|
+
"exports": {
|
|
23
|
+
".": {
|
|
24
|
+
"types": "./dist/index.d.ts",
|
|
25
|
+
"default": "./dist/index.js"
|
|
26
|
+
},
|
|
27
|
+
"./define": {
|
|
28
|
+
"types": "./dist/define.d.ts",
|
|
29
|
+
"default": "./dist/define.js"
|
|
30
|
+
},
|
|
31
|
+
"./glass.css": "./css/glass.css"
|
|
32
|
+
},
|
|
33
|
+
"files": [
|
|
34
|
+
"dist",
|
|
35
|
+
"css"
|
|
36
|
+
],
|
|
37
|
+
"sideEffects": [
|
|
38
|
+
"./dist/define.js",
|
|
39
|
+
"*.css"
|
|
40
|
+
],
|
|
41
|
+
"scripts": {
|
|
42
|
+
"build": "tsc",
|
|
43
|
+
"test": "tsc && node --test",
|
|
44
|
+
"demo": "tsc && node demo/serve.mjs",
|
|
45
|
+
"prepublishOnly": "npm test"
|
|
46
|
+
},
|
|
47
|
+
"publishConfig": {
|
|
48
|
+
"access": "public",
|
|
49
|
+
"provenance": true
|
|
50
|
+
},
|
|
51
|
+
"devDependencies": {
|
|
52
|
+
"typescript": "^5"
|
|
53
|
+
}
|
|
54
|
+
}
|