@firecms/neat 0.1.4 → 0.1.5

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.
@@ -1,11 +1,13 @@
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  import * as THREE from "three";
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  declare type SceneState = {
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  renderer: THREE.WebGLRenderer;
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- camera: THREE.OrthographicCamera;
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+ camera: THREE.Camera;
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  scene: THREE.Scene;
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  meshes: THREE.Mesh[];
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+ resolution: number;
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  };
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  export declare type NeatConfig = {
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+ resolution?: number;
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  speed?: number;
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  horizontalPressure?: number;
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  verticalPressure?: number;
@@ -34,6 +36,7 @@ export declare type NeatController = {
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  destroy: () => void;
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  };
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  export declare class NeatGradient implements NeatController {
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+ private _ref;
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  private _speed;
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  private _horizontalPressure;
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  private _verticalPressure;
@@ -47,11 +50,12 @@ export declare class NeatGradient implements NeatController {
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  private _colorBlending;
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  private _colors;
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  private _wireframe;
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+ private _resolution;
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  private _backgroundColor;
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  private _backgroundAlpha;
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  private requestRef;
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  private sizeObserver;
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- private readonly sceneState;
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+ private sceneState;
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  constructor(config: NeatConfig & {
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  ref: HTMLCanvasElement;
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  resolution?: number;
@@ -70,9 +74,10 @@ export declare class NeatGradient implements NeatController {
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  set colorBrightness(colorBrightness: number);
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  set colorBlending(colorBlending: number);
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  set wireframe(wireframe: boolean);
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+ set resolution(resolution: number);
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  set backgroundColor(backgroundColor: string);
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  set backgroundAlpha(backgroundAlpha: number);
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- _initScene(ref: HTMLCanvasElement, width: number, height: number, resolution: number): SceneState;
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+ _initScene(resolution: number): SceneState;
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  _buildMaterial(width: number, height: number): THREE.ShaderMaterial;
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  }
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  export {};
@@ -5,6 +5,7 @@ const WIREFRAME = true;
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  const COLORS_COUNT = 5;
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  const clock = new THREE.Clock();
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  export class NeatGradient {
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+ _ref;
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  _speed = -1;
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  _horizontalPressure = -1;
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  _verticalPressure = -1;
@@ -18,6 +19,7 @@ export class NeatGradient {
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  _colorBlending = -1;
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  _colors = [];
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  _wireframe = false;
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+ _resolution = 1;
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  _backgroundColor = "#FFFFFF";
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  _backgroundAlpha = 1.0;
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  requestRef = -1;
@@ -25,7 +27,7 @@ export class NeatGradient {
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  sceneState;
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  constructor(config) {
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  const { ref, speed = 4, horizontalPressure = 3, verticalPressure = 3, waveFrequencyX = 5, waveFrequencyY = 5, waveAmplitude = 3, colors, highlights = 4, shadows = 4, colorSaturation = 0, colorBrightness = 1, colorBlending = 5, wireframe = false, backgroundColor = "#FFFFFF", backgroundAlpha = 1.0, resolution = 1 } = config;
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- const width = ref.width, height = ref.height;
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+ this._ref = ref;
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  this.destroy = this.destroy.bind(this);
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  this._initScene = this._initScene.bind(this);
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  this._buildMaterial = this._buildMaterial.bind(this);
@@ -44,15 +46,16 @@ export class NeatGradient {
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  this.wireframe = wireframe;
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  this.backgroundColor = backgroundColor;
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  this.backgroundAlpha = backgroundAlpha;
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- this.sceneState = this._initScene(ref, width, height, resolution);
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- const { renderer, camera, scene, meshes } = this.sceneState;
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+ this.sceneState = this._initScene(resolution);
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  let tick = 0;
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  const render = () => {
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+ const { renderer, camera, scene, meshes } = this.sceneState;
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  if (Math.floor(tick * 10) % 5 === 0) {
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  addNeatLink(ref);
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  }
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  renderer.setClearColor(this._backgroundColor, this._backgroundAlpha);
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  meshes.forEach((mesh) => {
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+ const width = this._ref.width, height = this._ref.height;
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  const colors = [
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  ...this._colors.map(color => ({
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  is_active: color.enabled,
@@ -102,6 +105,7 @@ export class NeatGradient {
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  this.requestRef = requestAnimationFrame(render);
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  };
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  const setSize = () => {
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+ const { renderer } = this.sceneState;
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  const canvas = renderer.domElement;
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  const width = canvas.clientWidth;
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  const height = canvas.clientHeight;
@@ -151,7 +155,6 @@ export class NeatGradient {
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  this._saturation = colorSaturation / 10;
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  }
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  set colorBrightness(colorBrightness) {
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- console.log("colorBrightness", colorBrightness);
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  this._brightness = colorBrightness;
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  }
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  set colorBlending(colorBlending) {
@@ -160,17 +163,22 @@ export class NeatGradient {
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  set wireframe(wireframe) {
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  this._wireframe = wireframe;
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  }
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+ set resolution(resolution) {
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+ this._resolution = resolution;
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+ this.sceneState = this._initScene(resolution);
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+ }
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  set backgroundColor(backgroundColor) {
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  this._backgroundColor = backgroundColor;
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  }
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  set backgroundAlpha(backgroundAlpha) {
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  this._backgroundAlpha = backgroundAlpha;
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  }
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- _initScene(ref, width, height, resolution) {
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+ _initScene(resolution) {
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+ const width = this._ref.width, height = this._ref.height;
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  const renderer = new THREE.WebGLRenderer({
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  // antialias: true,
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  alpha: true,
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- canvas: ref
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+ canvas: this._ref
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  });
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  renderer.setClearColor(0xFF0000, .5);
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  renderer.setSize(width, height, false);
@@ -184,13 +192,15 @@ export class NeatGradient {
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  meshes.push(plane);
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  scene.add(plane);
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  const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
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- // camera.zoom = 1;
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+ // const camera = new THREE.PerspectiveCamera( 1000, window.innerWidth / window.innerHeight, 1, 1000000 );
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+ camera.position.z = 5;
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  updateCamera(camera, width, height);
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  return {
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  renderer,
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  camera,
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  scene,
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- meshes
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+ meshes,
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+ resolution
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  };
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  }
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  _buildMaterial(width, height) {
@@ -242,13 +252,19 @@ function updateCamera(camera, width, height) {
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  const bottom = Math.max((top - targetHeight) / 2, -PLANE_HEIGHT / 4);
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  const near = -100;
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  const far = 1000;
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- camera.left = left;
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- camera.right = right;
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- camera.top = top;
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- camera.bottom = bottom;
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- camera.near = near;
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- camera.far = far;
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- camera.updateProjectionMatrix();
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+ if (camera instanceof THREE.OrthographicCamera) {
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+ camera.left = left;
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+ camera.right = right;
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+ camera.top = top;
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+ camera.bottom = bottom;
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+ camera.near = near;
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+ camera.far = far;
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+ camera.updateProjectionMatrix();
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+ }
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+ else if (camera instanceof THREE.PerspectiveCamera) {
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+ }
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  }
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  function buildVertexShader() {
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  return `
@@ -1 +1 @@
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package/dist/index.es.js CHANGED
@@ -1,6 +1,7 @@
1
- import * as i from "three";
2
- const x = 50, h = 80, V = !0, b = 5, Y = new i.Clock();
1
+ import * as o from "three";
2
+ const _ = 50, g = 80, V = !0, q = 5, j = new o.Clock();
3
3
  class W {
4
+ _ref;
4
5
  _speed = -1;
5
6
  _horizontalPressure = -1;
6
7
  _verticalPressure = -1;
@@ -14,6 +15,7 @@ class W {
14
15
  _colorBlending = -1;
15
16
  _colors = [];
16
17
  _wireframe = !1;
18
+ _resolution = 1;
17
19
  _backgroundColor = "#FFFFFF";
18
20
  _backgroundAlpha = 1;
19
21
  requestRef = -1;
@@ -26,43 +28,43 @@ class W {
26
28
  horizontalPressure: l = 3,
27
29
  verticalPressure: n = 3,
28
30
  waveFrequencyX: a = 5,
29
- waveFrequencyY: v = 5,
30
- waveAmplitude: m = 3,
31
- colors: _,
32
- highlights: c = 4,
33
- shadows: u = 4,
34
- colorSaturation: d = 0,
35
- colorBrightness: y = 1,
36
- colorBlending: p = 5,
31
+ waveFrequencyY: u = 5,
32
+ waveAmplitude: x = 3,
33
+ colors: c,
34
+ highlights: v = 4,
35
+ shadows: f = 4,
36
+ colorSaturation: p = 0,
37
+ colorBrightness: w = 1,
38
+ colorBlending: z = 5,
37
39
  wireframe: E = !1,
38
40
  backgroundColor: N = "#FFFFFF",
39
41
  backgroundAlpha: R = 1,
40
42
  resolution: B = 1
41
- } = e, P = r.width, q = r.height;
42
- this.destroy = this.destroy.bind(this), this._initScene = this._initScene.bind(this), this._buildMaterial = this._buildMaterial.bind(this), this.speed = s, this.horizontalPressure = l, this.verticalPressure = n, this.waveFrequencyX = a, this.waveFrequencyY = v, this.waveAmplitude = m, this.colorBlending = p, this.colors = _, this.shadows = u, this.highlights = c, this.colorSaturation = d, this.colorBrightness = y, this.wireframe = E, this.backgroundColor = N, this.backgroundAlpha = R, this.sceneState = this._initScene(r, P, q, B);
43
- const { renderer: w, camera: I, scene: K, meshes: O } = this.sceneState;
44
- let z = 0;
43
+ } = e;
44
+ this._ref = r, this.destroy = this.destroy.bind(this), this._initScene = this._initScene.bind(this), this._buildMaterial = this._buildMaterial.bind(this), this.speed = s, this.horizontalPressure = l, this.verticalPressure = n, this.waveFrequencyX = a, this.waveFrequencyY = u, this.waveAmplitude = x, this.colorBlending = z, this.colors = c, this.shadows = f, this.highlights = v, this.colorSaturation = p, this.colorBrightness = w, this.wireframe = E, this.backgroundColor = N, this.backgroundAlpha = R, this.sceneState = this._initScene(B);
45
+ let b = 0;
45
46
  const C = () => {
46
- Math.floor(z * 10) % 5 === 0 && L(r), w.setClearColor(this._backgroundColor, this._backgroundAlpha), O.forEach((o) => {
47
- const f = [
48
- ...this._colors.map((g) => ({
49
- is_active: g.enabled,
50
- color: new i.Color(g.color),
51
- influence: g.influence
47
+ const { renderer: h, camera: m, scene: d, meshes: y } = this.sceneState;
48
+ Math.floor(b * 10) % 5 === 0 && L(r), h.setClearColor(this._backgroundColor, this._backgroundAlpha), y.forEach((i) => {
49
+ const K = this._ref.width, O = this._ref.height, T = [
50
+ ...this._colors.map((P) => ({
51
+ is_active: P.enabled,
52
+ color: new o.Color(P.color),
53
+ influence: P.influence
52
54
  })),
53
- ...Array.from({ length: b - this._colors.length }).map(() => ({
55
+ ...Array.from({ length: q - this._colors.length }).map(() => ({
54
56
  is_active: !1,
55
- color: new i.Color(0)
57
+ color: new o.Color(0)
56
58
  }))
57
59
  ];
58
- z += Y.getDelta() * this._speed, o.material.uniforms.u_time.value = z, o.material.uniforms.u_resolution = { value: new i.Vector2(P, q) }, o.material.uniforms.u_color_pressure = { value: new i.Vector2(this._horizontalPressure, this._verticalPressure) }, o.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX }, o.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY }, o.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude }, o.material.uniforms.u_plane_width = { value: x }, o.material.uniforms.u_plane_height = { value: h }, o.material.uniforms.u_color_blending = { value: this._colorBlending }, o.material.uniforms.u_colors = { value: f }, o.material.uniforms.u_colors_count = { value: b }, o.material.uniforms.u_shadows = { value: this._shadows }, o.material.uniforms.u_highlights = { value: this._highlights }, o.material.uniforms.u_saturation = { value: this._saturation }, o.material.uniforms.u_brightness = { value: this._brightness }, o.material.wireframe = this._wireframe;
59
- }), w.render(K, I), this.requestRef = requestAnimationFrame(C);
60
- }, T = () => {
61
- const o = w.domElement, f = o.clientWidth, g = o.clientHeight;
62
- this.sceneState.renderer.setSize(f, g, !1), F(this.sceneState.camera, f, g);
60
+ b += j.getDelta() * this._speed, i.material.uniforms.u_time.value = b, i.material.uniforms.u_resolution = { value: new o.Vector2(K, O) }, i.material.uniforms.u_color_pressure = { value: new o.Vector2(this._horizontalPressure, this._verticalPressure) }, i.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX }, i.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY }, i.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude }, i.material.uniforms.u_plane_width = { value: _ }, i.material.uniforms.u_plane_height = { value: g }, i.material.uniforms.u_color_blending = { value: this._colorBlending }, i.material.uniforms.u_colors = { value: T }, i.material.uniforms.u_colors_count = { value: q }, i.material.uniforms.u_shadows = { value: this._shadows }, i.material.uniforms.u_highlights = { value: this._highlights }, i.material.uniforms.u_saturation = { value: this._saturation }, i.material.uniforms.u_brightness = { value: this._brightness }, i.material.wireframe = this._wireframe;
61
+ }), h.render(d, m), this.requestRef = requestAnimationFrame(C);
62
+ }, I = () => {
63
+ const { renderer: h } = this.sceneState, m = h.domElement, d = m.clientWidth, y = m.clientHeight;
64
+ this.sceneState.renderer.setSize(d, y, !1), F(this.sceneState.camera, d, y);
63
65
  };
64
- this.sizeObserver = new ResizeObserver((o) => {
65
- T();
66
+ this.sizeObserver = new ResizeObserver((h) => {
67
+ I();
66
68
  }), this.sizeObserver.observe(r), C();
67
69
  }
68
70
  destroy() {
@@ -99,7 +101,7 @@ class W {
99
101
  this._saturation = e / 10;
100
102
  }
101
103
  set colorBrightness(e) {
102
- console.log("colorBrightness", e), this._brightness = e;
104
+ this._brightness = e;
103
105
  }
104
106
  set colorBlending(e) {
105
107
  this._colorBlending = e / 10;
@@ -107,65 +109,69 @@ class W {
107
109
  set wireframe(e) {
108
110
  this._wireframe = e;
109
111
  }
112
+ set resolution(e) {
113
+ this._resolution = e, this.sceneState = this._initScene(e);
114
+ }
110
115
  set backgroundColor(e) {
111
116
  this._backgroundColor = e;
112
117
  }
113
118
  set backgroundAlpha(e) {
114
119
  this._backgroundAlpha = e;
115
120
  }
116
- _initScene(e, r, s, l) {
117
- const n = new i.WebGLRenderer({
121
+ _initScene(e) {
122
+ const r = this._ref.width, s = this._ref.height, l = new o.WebGLRenderer({
118
123
  alpha: !0,
119
- canvas: e
124
+ canvas: this._ref
120
125
  });
121
- n.setClearColor(16711680, 0.5), n.setSize(r, s, !1);
122
- const a = [], v = new i.Scene(), m = this._buildMaterial(r, s), _ = new i.PlaneGeometry(x, h, 240 * l, 240 * l), c = new i.Mesh(_, m);
123
- c.rotation.x = -Math.PI / 3.5, c.position.z = -1, a.push(c), v.add(c);
124
- const u = new i.OrthographicCamera(0, 0, 0, 0, 0, 0);
125
- return F(u, r, s), {
126
- renderer: n,
127
- camera: u,
128
- scene: v,
129
- meshes: a
126
+ l.setClearColor(16711680, 0.5), l.setSize(r, s, !1);
127
+ const n = [], a = new o.Scene(), u = this._buildMaterial(r, s), x = new o.PlaneGeometry(_, g, 240 * e, 240 * e), c = new o.Mesh(x, u);
128
+ c.rotation.x = -Math.PI / 3.5, c.position.z = -1, n.push(c), a.add(c);
129
+ const v = new o.OrthographicCamera(0, 0, 0, 0, 0, 0);
130
+ return v.position.z = 5, F(v, r, s), {
131
+ renderer: l,
132
+ camera: v,
133
+ scene: a,
134
+ meshes: n,
135
+ resolution: e
130
136
  };
131
137
  }
132
138
  _buildMaterial(e, r) {
133
139
  const s = [
134
140
  ...this._colors.map((a) => ({
135
141
  is_active: a.enabled,
136
- color: new i.Color(a.color),
142
+ color: new o.Color(a.color),
137
143
  influence: a.influence
138
144
  })),
139
- ...Array.from({ length: b - this._colors.length }).map(() => ({
145
+ ...Array.from({ length: q - this._colors.length }).map(() => ({
140
146
  is_active: !1,
141
- color: new i.Color(0)
147
+ color: new o.Color(0)
142
148
  }))
143
149
  ], l = {
144
150
  u_time: { value: 0 },
145
- u_color_pressure: { value: new i.Vector2(this._horizontalPressure, this._verticalPressure) },
151
+ u_color_pressure: { value: new o.Vector2(this._horizontalPressure, this._verticalPressure) },
146
152
  u_wave_frequency_x: { value: this._waveFrequencyX },
147
153
  u_wave_frequency_y: { value: this._waveFrequencyY },
148
154
  u_wave_amplitude: { value: this._waveAmplitude },
149
- u_resolution: { value: new i.Vector2(e, r) },
155
+ u_resolution: { value: new o.Vector2(e, r) },
150
156
  u_colors: { value: s },
151
157
  u_colors_count: { value: this._colors.length },
152
- u_plane_width: { value: x },
153
- u_plane_height: { value: h },
158
+ u_plane_width: { value: _ },
159
+ u_plane_height: { value: g },
154
160
  u_shadows: { value: this._shadows },
155
161
  u_highlights: { value: this._highlights }
156
- }, n = new i.ShaderMaterial({
162
+ }, n = new o.ShaderMaterial({
157
163
  uniforms: l,
158
- vertexShader: S() + D() + A() + j(),
164
+ vertexShader: S() + D() + A() + Y(),
159
165
  fragmentShader: S() + A() + k()
160
166
  });
161
167
  return n.wireframe = V, n;
162
168
  }
163
169
  }
164
170
  function F(t, e, r) {
165
- const n = e * r / 1e6 * x * h / 1.5, a = e / r, v = Math.sqrt(n * a), m = n / v, _ = -x / 2, c = Math.min((_ + v) / 1.5, x / 2), u = h / 4, d = Math.max((u - m) / 2, -h / 4), y = -100, p = 1e3;
166
- t.left = _, t.right = c, t.top = u, t.bottom = d, t.near = y, t.far = p, t.updateProjectionMatrix();
171
+ const n = e * r / 1e6 * _ * g / 1.5, a = e / r, u = Math.sqrt(n * a), x = n / u, c = -_ / 2, v = Math.min((c + u) / 1.5, _ / 2), f = g / 4, p = Math.max((f - x) / 2, -g / 4), w = -100, z = 1e3;
172
+ t instanceof o.OrthographicCamera ? (t.left = c, t.right = v, t.top = f, t.bottom = p, t.near = w, t.far = z, t.updateProjectionMatrix()) : t instanceof o.PerspectiveCamera && (t.aspect = e / r, t.updateProjectionMatrix());
167
173
  }
168
- function j() {
174
+ function Y() {
169
175
  return `
170
176
 
171
177
  void main() {
@@ -1 +1 @@
1
- {"version":3,"file":"index.es.js","sources":["../src/NeatGradient.ts"],"sourcesContent":["import * as THREE from \"three\";\n\nconst PLANE_WIDTH = 50;\nconst PLANE_HEIGHT = 80;\n\nconst WIREFRAME = true;\nconst COLORS_COUNT = 5;\n\nconst clock = new THREE.Clock();\n\ntype SceneState = {\n renderer: THREE.WebGLRenderer,\n camera: THREE.OrthographicCamera,\n scene: THREE.Scene,\n meshes: THREE.Mesh[],\n}\n\nexport type NeatConfig = {\n speed?: number;\n horizontalPressure?: number;\n verticalPressure?: number;\n waveFrequencyX?: number;\n waveFrequencyY?: number;\n waveAmplitude?: number;\n highlights?: number;\n shadows?: number;\n colorSaturation?: number;\n colorBrightness?: number;\n colors: NeatColor[];\n colorBlending?: number;\n wireframe?: boolean;\n backgroundColor?: string;\n backgroundAlpha?: number;\n};\n\nexport type NeatColor = {\n color: string;\n enabled: boolean;\n /**\n * Value from 0 to 1\n */\n influence?: number;\n}\n\nexport type NeatController = {\n destroy: () => void;\n}\n\nexport class NeatGradient implements NeatController {\n\n private _speed: number = -1;\n\n private _horizontalPressure: number = -1;\n private _verticalPressure: number = -1;\n\n private _waveFrequencyX: number = -1;\n private _waveFrequencyY: number = -1;\n private _waveAmplitude: number = -1;\n\n private _shadows: number = -1;\n private _highlights: number = -1;\n private _saturation: number = -1;\n private _brightness: number = -1;\n\n private _colorBlending: number = -1;\n\n private _colors: NeatColor[] = [];\n private _wireframe: boolean = false;\n\n private _backgroundColor: string = \"#FFFFFF\";\n private _backgroundAlpha: number = 1.0;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n private readonly sceneState: SceneState;\n\n constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number }) {\n\n const {\n ref,\n speed = 4,\n horizontalPressure = 3,\n verticalPressure = 3,\n waveFrequencyX = 5,\n waveFrequencyY = 5,\n waveAmplitude = 3,\n colors,\n highlights = 4,\n shadows = 4,\n colorSaturation = 0,\n colorBrightness = 1,\n colorBlending = 5,\n wireframe = false,\n backgroundColor = \"#FFFFFF\",\n backgroundAlpha = 1.0,\n resolution = 1\n } = config;\n\n const width = ref.width,\n height = ref.height;\n\n this.destroy = this.destroy.bind(this);\n this._initScene = this._initScene.bind(this);\n this._buildMaterial = this._buildMaterial.bind(this);\n\n this.speed = speed;\n this.horizontalPressure = horizontalPressure;\n this.verticalPressure = verticalPressure;\n this.waveFrequencyX = waveFrequencyX;\n this.waveFrequencyY = waveFrequencyY;\n this.waveAmplitude = waveAmplitude;\n this.colorBlending = colorBlending;\n this.colors = colors;\n this.shadows = shadows;\n this.highlights = highlights;\n this.colorSaturation = colorSaturation;\n this.colorBrightness = colorBrightness;\n this.wireframe = wireframe;\n this.backgroundColor = backgroundColor;\n this.backgroundAlpha = backgroundAlpha;\n\n this.sceneState = this._initScene(ref, width, height, resolution);\n\n const { renderer, camera, scene, meshes } = this.sceneState;\n\n let tick = 0;\n const render = () => {\n\n if (Math.floor(tick * 10) % 5 === 0) {\n addNeatLink(ref);\n }\n\n renderer.setClearColor(this._backgroundColor, this._backgroundAlpha);\n meshes.forEach((mesh) => {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n tick += clock.getDelta() * this._speed;\n // @ts-ignore\n mesh.material.uniforms.u_time.value = tick;\n // @ts-ignore\n mesh.material.uniforms.u_resolution = { value: new THREE.Vector2(width, height) };\n // @ts-ignore\n mesh.material.uniforms.u_color_pressure = { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY };\n // @ts-ignore\n mesh.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude };\n // @ts-ignore\n mesh.material.uniforms.u_plane_width = { value: PLANE_WIDTH };\n // @ts-ignore\n mesh.material.uniforms.u_plane_height = { value: PLANE_HEIGHT };\n // @ts-ignore\n mesh.material.uniforms.u_color_blending = { value: this._colorBlending };\n // @ts-ignore\n mesh.material.uniforms.u_colors = { value: colors };\n // @ts-ignore\n mesh.material.uniforms.u_colors_count = { value: COLORS_COUNT };\n // @ts-ignore\n mesh.material.uniforms.u_shadows = { value: this._shadows };\n // @ts-ignore\n mesh.material.uniforms.u_highlights = { value: this._highlights };\n // @ts-ignore\n mesh.material.uniforms.u_saturation = { value: this._saturation };\n // @ts-ignore\n mesh.material.uniforms.u_brightness = { value: this._brightness };\n // @ts-ignore\n mesh.material.wireframe = this._wireframe;\n });\n\n renderer.render(scene, camera);\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n const canvas = renderer.domElement;\n const width = canvas.clientWidth;\n const height = canvas.clientHeight;\n\n this.sceneState.renderer.setSize(width, height, false);\n updateCamera(this.sceneState.camera, width, height);\n };\n\n this.sizeObserver = new ResizeObserver(entries => {\n setSize();\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n if (this) {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n }\n }\n\n set speed(speed: number) {\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._colors = colors;\n }\n\n set highlights(highlights: number) {\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n console.log(\"colorBrightness\", colorBrightness)\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._colorBlending = colorBlending / 10;\n }\n\n set wireframe(wireframe: boolean) {\n this._wireframe = wireframe;\n }\n\n set backgroundColor(backgroundColor: string) {\n this._backgroundColor = backgroundColor;\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._backgroundAlpha = backgroundAlpha;\n }\n\n _initScene(ref: HTMLCanvasElement, width: number, height: number, resolution: number): SceneState {\n\n const renderer = new THREE.WebGLRenderer({\n // antialias: true,\n alpha: true,\n canvas: ref\n });\n\n renderer.setClearColor(0xFF0000, .5);\n renderer.setSize(width, height, false);\n\n const meshes: THREE.Mesh[] = [];\n\n const scene = new THREE.Scene();\n\n const material = this._buildMaterial(width, height);\n\n const geo = new THREE.PlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n const plane = new THREE.Mesh(geo, material);\n plane.rotation.x = -Math.PI / 3.5;\n plane.position.z = -1;\n meshes.push(plane);\n scene.add(plane);\n\n const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n // camera.zoom = 1;\n updateCamera(camera, width, height);\n\n return {\n renderer,\n camera,\n scene,\n meshes\n };\n }\n\n _buildMaterial(width: number, height: number) {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n const uniforms = {\n u_time: { value: 0 },\n u_color_pressure: { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) },\n u_wave_frequency_x: { value: this._waveFrequencyX },\n u_wave_frequency_y: { value: this._waveFrequencyY },\n u_wave_amplitude: { value: this._waveAmplitude },\n u_resolution: { value: new THREE.Vector2(width, height) },\n u_colors: { value: colors },\n u_colors_count: { value: this._colors.length },\n u_plane_width: { value: PLANE_WIDTH },\n u_plane_height: { value: PLANE_HEIGHT },\n u_shadows: { value: this._shadows },\n u_highlights: { value: this._highlights },\n };\n\n const material = new THREE.ShaderMaterial({\n uniforms: uniforms,\n vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),\n fragmentShader: buildUniforms() + buildColorFunctions() + buildFragmentShader()\n });\n\n material.wireframe = WIREFRAME;\n return material;\n }\n\n\n}\n\nfunction updateCamera(camera: THREE.OrthographicCamera, width: number, height: number) {\n\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea =\n areaViewPort / viewPortAreaRatio *\n PLANE_WIDTH * PLANE_HEIGHT / 1.5;\n\n const ratio = width / height;\n\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n const left = -PLANE_WIDTH / 2;\n const right = Math.min((left + targetWidth) / 1.5, PLANE_WIDTH / 2);\n\n const top = PLANE_HEIGHT / 4;\n const bottom = Math.max((top - targetHeight) / 2, -PLANE_HEIGHT / 4);\n\n const near = -100;\n const far = 1000;\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n}\n\n\nfunction buildVertexShader() {\n return `\n\nvoid main() {\n\n vUv = uv;\n\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * position.y + u_time,\n u_time\n ));\n \n vec3 color;\n\n // float t = mod(u_base_color, 100.0);\n color = u_colors[0].color;\n \n vec2 noise_cord = vUv * u_color_pressure;\n \n const float minNoise = .0;\n const float maxNoise = .9;\n \n for (int i = 1; i < u_colors_count; i++) {\n \n if(u_colors[i].is_active == 1.0){\n float noiseFlow = (1. + float(i)) / 30.;\n float noiseSpeed = (1. + float(i)) * 0.11;\n float noiseSeed = 13. + float(i) * 7.;\n \n float noise = snoise(\n vec3(\n noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,\n noise_cord.y * u_color_pressure.y,\n u_time * noiseSpeed\n ) + noiseSeed\n );\n \n noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);\n vec3 nextColor = u_colors[i].color;\n color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));\n }\n \n }\n \n v_color = color;\n \n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );\n \n v_new_position = gl_Position;\n}\n`;\n}\n\nfunction buildFragmentShader() {\n return `\n\nvoid main(){\n vec3 color = v_color;\n \n color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;\n color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n \n gl_FragColor = vec4(color,1.0);\n}\n`;\n}\n\nconst buildUniforms = () => `\nprecision highp float;\n\nstruct Color {\n float is_active;\n vec3 color;\n float value;\n};\n\nuniform float u_time;\n\nuniform float u_wave_amplitude;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\n\nuniform vec2 u_color_pressure;\n\nuniform float u_plane_width;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\n\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nuniform Color u_colors[5];\nuniform vec2 u_resolution;\n\nvarying vec2 vUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\n `;\n\nconst buildNoise = () => `\n\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 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mesh.material.uniforms.u_color_pressure = { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY };\n // @ts-ignore\n mesh.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude };\n // @ts-ignore\n mesh.material.uniforms.u_plane_width = { value: PLANE_WIDTH };\n // @ts-ignore\n mesh.material.uniforms.u_plane_height = { value: PLANE_HEIGHT };\n // @ts-ignore\n mesh.material.uniforms.u_color_blending = { value: this._colorBlending };\n // @ts-ignore\n mesh.material.uniforms.u_colors = { value: colors };\n // @ts-ignore\n mesh.material.uniforms.u_colors_count = { value: COLORS_COUNT };\n // @ts-ignore\n mesh.material.uniforms.u_shadows = { value: this._shadows };\n // @ts-ignore\n mesh.material.uniforms.u_highlights = { value: this._highlights };\n // @ts-ignore\n mesh.material.uniforms.u_saturation = { value: this._saturation };\n // @ts-ignore\n mesh.material.uniforms.u_brightness = { value: this._brightness };\n // @ts-ignore\n mesh.material.wireframe = this._wireframe;\n });\n\n renderer.render(scene, camera);\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n\n const { renderer } = this.sceneState;\n const canvas = renderer.domElement;\n const width = canvas.clientWidth;\n const height = canvas.clientHeight;\n\n this.sceneState.renderer.setSize(width, height, false);\n updateCamera(this.sceneState.camera, width, height);\n };\n\n this.sizeObserver = new ResizeObserver(entries => {\n setSize();\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n if (this) {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n }\n }\n\n set speed(speed: number) {\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._colors = colors;\n }\n\n set highlights(highlights: number) {\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._colorBlending = colorBlending / 10;\n }\n\n set wireframe(wireframe: boolean) {\n this._wireframe = wireframe;\n }\n\n set resolution(resolution: number) {\n this._resolution = resolution;\n this.sceneState = this._initScene(resolution);\n }\n\n set backgroundColor(backgroundColor: string) {\n this._backgroundColor = backgroundColor;\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._backgroundAlpha = backgroundAlpha;\n }\n\n _initScene(resolution: number): SceneState {\n\n const width = this._ref.width,\n height = this._ref.height;\n\n const renderer = new THREE.WebGLRenderer({\n // antialias: true,\n alpha: true,\n canvas: this._ref\n });\n\n renderer.setClearColor(0xFF0000, .5);\n renderer.setSize(width, height, false);\n\n const meshes: THREE.Mesh[] = [];\n\n const scene = new THREE.Scene();\n\n const material = this._buildMaterial(width, height);\n\n const geo = new THREE.PlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n const plane = new THREE.Mesh(geo, material);\n plane.rotation.x = -Math.PI / 3.5;\n plane.position.z = -1;\n meshes.push(plane);\n scene.add(plane);\n\n const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n // const camera = new THREE.PerspectiveCamera( 1000, window.innerWidth / window.innerHeight, 1, 1000000 );\n camera.position.z = 5;\n updateCamera(camera, width, height);\n\n return {\n renderer,\n camera,\n scene,\n meshes,\n resolution\n };\n }\n\n _buildMaterial(width: number, height: number) {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n const uniforms = {\n u_time: { value: 0 },\n u_color_pressure: { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) },\n u_wave_frequency_x: { value: this._waveFrequencyX },\n u_wave_frequency_y: { value: this._waveFrequencyY },\n u_wave_amplitude: { value: this._waveAmplitude },\n u_resolution: { value: new THREE.Vector2(width, height) },\n u_colors: { value: colors },\n u_colors_count: { value: this._colors.length },\n u_plane_width: { value: PLANE_WIDTH },\n u_plane_height: { value: PLANE_HEIGHT },\n u_shadows: { value: this._shadows },\n u_highlights: { value: this._highlights },\n };\n\n const material = new THREE.ShaderMaterial({\n uniforms: uniforms,\n vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),\n fragmentShader: buildUniforms() + buildColorFunctions() + buildFragmentShader()\n });\n\n material.wireframe = WIREFRAME;\n return material;\n }\n\n\n}\n\nfunction updateCamera(camera: THREE.Camera, width: number, height: number) {\n\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea =\n areaViewPort / viewPortAreaRatio *\n PLANE_WIDTH * PLANE_HEIGHT / 1.5;\n\n const ratio = width / height;\n\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n const left = -PLANE_WIDTH / 2;\n const right = Math.min((left + targetWidth) / 1.5, PLANE_WIDTH / 2);\n\n const top = PLANE_HEIGHT / 4;\n const bottom = Math.max((top - targetHeight) / 2, -PLANE_HEIGHT / 4);\n\n const near = -100;\n const far = 1000;\n if (camera instanceof THREE.OrthographicCamera) {\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n } else if (camera instanceof THREE.PerspectiveCamera) {\n camera.aspect = width / height;\n camera.updateProjectionMatrix();\n }\n\n}\n\n\nfunction buildVertexShader() {\n return `\n\nvoid main() {\n\n vUv = uv;\n\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * position.y + u_time,\n u_time\n ));\n \n vec3 color;\n\n // float t = mod(u_base_color, 100.0);\n color = u_colors[0].color;\n \n vec2 noise_cord = vUv * u_color_pressure;\n \n const float minNoise = .0;\n const float maxNoise = .9;\n \n for (int i = 1; i < u_colors_count; i++) {\n \n if(u_colors[i].is_active == 1.0){\n float noiseFlow = (1. + float(i)) / 30.;\n float noiseSpeed = (1. + float(i)) * 0.11;\n float noiseSeed = 13. + float(i) * 7.;\n \n float noise = snoise(\n vec3(\n noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,\n noise_cord.y * u_color_pressure.y,\n u_time * noiseSpeed\n ) + noiseSeed\n );\n \n noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);\n vec3 nextColor = u_colors[i].color;\n color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));\n }\n \n }\n \n v_color = color;\n \n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );\n \n v_new_position = gl_Position;\n}\n`;\n}\n\nfunction buildFragmentShader() {\n return `\n\nvoid main(){\n vec3 color = v_color;\n \n color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;\n color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n \n gl_FragColor = vec4(color,1.0);\n}\n`;\n}\n\nconst buildUniforms = () => `\nprecision highp float;\n\nstruct Color {\n float is_active;\n vec3 color;\n float value;\n};\n\nuniform float u_time;\n\nuniform float u_wave_amplitude;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\n\nuniform vec2 u_color_pressure;\n\nuniform float u_plane_width;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\n\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nuniform Color u_colors[5];\nuniform vec2 u_resolution;\n\nvarying vec2 vUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\n `;\n\nconst buildNoise = () => `\n\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n\n// YUV to RGB matrix\nmat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,\n 1.0, -0.39465, -0.58060,\n 1.0, 2.03211, 0.0);\n\n// RGB to YUV matrix\nmat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,\n -0.09991, -0.33609, 0.43600,\n 0.615, -0.5586, -0.05639);\n\n `;\n\nconst buildColorFunctions = () => `\n\nvec3 saturation(vec3 rgb, float adjustment) {\n const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n vec3 intensity = vec3(dot(rgb, W));\n return mix(intensity, rgb, adjustment);\n}\n\nfloat saturation(vec3 rgb)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return abs(6.0 * d + e);\n}\n\n// get saturation of a color in values between 0 and 1\nfloat getSaturation(vec3 color) {\n float max = max(color.r, max(color.g, color.b));\n float min = min(color.r, min(color.g, color.b));\n return (max - min) / max;\n}\n \nvec3 rgb2hsv(vec3 c)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\n\nvec3 hsv2rgb(vec3 c)\n{\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n`;\n\n\nconst setLinkStyles = (link: HTMLAnchorElement) => {\n link.id = \"neat-link\";\n link.href = \"https://neat.firecms.co\";\n link.target = \"_blank\";\n link.style.position = \"absolute\";\n link.style.display = \"block\";\n link.style.opacity = \"1\";\n link.style.bottom = \"0\";\n link.style.right = \"0\";\n link.style.padding = \"10px\";\n link.style.color = \"#dcdcdc\";\n link.style.fontFamily = \"sans-serif\";\n link.style.fontSize = \"16px\";\n link.style.fontWeight = \"bold\";\n link.style.textDecoration = \"none\";\n link.style.zIndex = \"100\";\n link.innerHTML = \"NEAT\";\n}\n\nconst addNeatLink = (ref: HTMLCanvasElement) => {\n const existingLinks = ref.parentElement?.getElementsByTagName(\"a\");\n if (existingLinks) {\n for (let i = 0; i < existingLinks.length; i++) {\n if (existingLinks[i].id === \"neat-link\") {\n setLinkStyles(existingLinks[i]);\n return;\n }\n }\n }\n const link = document.createElement(\"a\");\n setLinkStyles(link);\n 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package/dist/index.umd.js CHANGED
@@ -1,4 +1,4 @@
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ResizeObserver(r=>{U()}),this.sizeObserver.observe(o),N()}destroy(){this&&(cancelAnimationFrame(this.requestRef),this.sizeObserver.disconnect())}set speed(e){this._speed=e/20}set horizontalPressure(e){this._horizontalPressure=e/4}set verticalPressure(e){this._verticalPressure=e/4}set waveFrequencyX(e){this._waveFrequencyX=e*.04}set waveFrequencyY(e){this._waveFrequencyY=e*.04}set waveAmplitude(e){this._waveAmplitude=e*.75}set colors(e){this._colors=e}set highlights(e){this._highlights=e/100}set shadows(e){this._shadows=e/100}set colorSaturation(e){this._saturation=e/10}set colorBrightness(e){console.log("colorBrightness",e),this._brightness=e}set colorBlending(e){this._colorBlending=e/10}set wireframe(e){this._wireframe=e}set backgroundColor(e){this._backgroundColor=e}set backgroundAlpha(e){this._backgroundAlpha=e}_initScene(e,o,i,u){const n=new s.WebGLRenderer({alpha:!0,canvas:e});n.setClearColor(16711680,.5),n.setSize(o,i,!1);const a=[],v=new s.Scene,m=this._buildMaterial(o,i),f=new s.PlaneGeometry(g,x,240*u,240*u),c=new s.Mesh(f,m);c.rotation.x=-Math.PI/3.5,c.position.z=-1,a.push(c),v.add(c);const _=new s.OrthographicCamera(0,0,0,0,0,0);return C(_,o,i),{renderer:n,camera:_,scene:v,meshes:a}}_buildMaterial(e,o){const i=[...this._colors.map(a=>({is_active:a.enabled,color:new s.Color(a.color),influence:a.influence})),...Array.from({length:p-this._colors.length}).map(()=>({is_active:!1,color:new s.Color(0)}))],u={u_time:{value:0},u_color_pressure:{value:new s.Vector2(this._horizontalPressure,this._verticalPressure)},u_wave_frequency_x:{value:this._waveFrequencyX},u_wave_frequency_y:{value:this._waveFrequencyY},u_wave_amplitude:{value:this._waveAmplitude},u_resolution:{value:new s.Vector2(e,o)},u_colors:{value:i},u_colors_count:{value:this._colors.length},u_plane_width:{value:g},u_plane_height:{value:x},u_shadows:{value:this._shadows},u_highlights:{value:this._highlights}},n=new s.ShaderMaterial({uniforms:u,vertexShader:F()+K()+S()+B(),fragmentShader:F()+S()+I()});return n.wireframe=T,n}}function C(t,e,o){const n=e*o/1e6*g*x/1.5,a=e/o,v=Math.sqrt(n*a),m=n/v,f=-g/2,c=Math.min((f+v)/1.5,g/2),_=x/4,w=Math.max((_-m)/2,-x/4),z=-100,b=1e3;t.left=f,t.right=c,t.top=_,t.bottom=w,t.near=z,t.far=b,t.updateProjectionMatrix()}function B(){return`
1
+ (function(u,h){typeof exports=="object"&&typeof module<"u"?h(exports,require("three")):typeof define=="function"&&define.amd?define(["exports","three"],h):(u=typeof globalThis<"u"?globalThis:u||self,h(u.FireCMS={},u.THREE))})(this,function(u,h){"use strict";function N(t){if(t&&t.__esModule)return t;const e=Object.create(null,{[Symbol.toStringTag]:{value:"Module"}});if(t){for(const o in t)if(o!=="default"){const i=Object.getOwnPropertyDescriptor(t,o);Object.defineProperty(e,o,i.get?i:{enumerable:!0,get:()=>t[o]})}}return e.default=t,Object.freeze(e)}const r=N(h),_=50,g=80,j=!0,z=5,T=new r.Clock;class R{_ref;_speed=-1;_horizontalPressure=-1;_verticalPressure=-1;_waveFrequencyX=-1;_waveFrequencyY=-1;_waveAmplitude=-1;_shadows=-1;_highlights=-1;_saturation=-1;_brightness=-1;_colorBlending=-1;_colors=[];_wireframe=!1;_resolution=1;_backgroundColor="#FFFFFF";_backgroundAlpha=1;requestRef=-1;sizeObserver;sceneState;constructor(e){const{ref:o,speed:i=4,horizontalPressure:l=3,verticalPressure:n=3,waveFrequencyX:a=5,waveFrequencyY:x=5,waveAmplitude:f=3,colors:c,highlights:v=4,shadows:m=4,colorSaturation:b=0,colorBrightness:P=1,colorBlending:q=5,wireframe:k=!1,backgroundColor:D="#FFFFFF",backgroundAlpha:Y=1,resolution:G=1}=e;this._ref=o,this.destroy=this.destroy.bind(this),this._initScene=this._initScene.bind(this),this._buildMaterial=this._buildMaterial.bind(this),this.speed=i,this.horizontalPressure=l,this.verticalPressure=n,this.waveFrequencyX=a,this.waveFrequencyY=x,this.waveAmplitude=f,this.colorBlending=q,this.colors=c,this.shadows=m,this.highlights=v,this.colorSaturation=b,this.colorBrightness=P,this.wireframe=k,this.backgroundColor=D,this.backgroundAlpha=Y,this.sceneState=this._initScene(G);let C=0;const E=()=>{const{renderer:d,camera:y,scene:p,meshes:w}=this.sceneState;Math.floor(C*10)%5===0&&V(o),d.setClearColor(this._backgroundColor,this._backgroundAlpha),w.forEach(s=>{const L=this._ref.width,W=this._ref.height,U=[...this._colors.map(S=>({is_active:S.enabled,color:new r.Color(S.color),influence:S.influence})),...Array.from({length:z-this._colors.length}).map(()=>({is_active:!1,color:new r.Color(0)}))];C+=T.getDelta()*this._speed,s.material.uniforms.u_time.value=C,s.material.uniforms.u_resolution={value:new r.Vector2(L,W)},s.material.uniforms.u_color_pressure={value:new r.Vector2(this._horizontalPressure,this._verticalPressure)},s.material.uniforms.u_wave_frequency_x={value:this._waveFrequencyX},s.material.uniforms.u_wave_frequency_y={value:this._waveFrequencyY},s.material.uniforms.u_wave_amplitude={value:this._waveAmplitude},s.material.uniforms.u_plane_width={value:_},s.material.uniforms.u_plane_height={value:g},s.material.uniforms.u_color_blending={value:this._colorBlending},s.material.uniforms.u_colors={value:U},s.material.uniforms.u_colors_count={value:z},s.material.uniforms.u_shadows={value:this._shadows},s.material.uniforms.u_highlights={value:this._highlights},s.material.uniforms.u_saturation={value:this._saturation},s.material.uniforms.u_brightness={value:this._brightness},s.material.wireframe=this._wireframe}),d.render(p,y),this.requestRef=requestAnimationFrame(E)},H=()=>{const{renderer:d}=this.sceneState,y=d.domElement,p=y.clientWidth,w=y.clientHeight;this.sceneState.renderer.setSize(p,w,!1),F(this.sceneState.camera,p,w)};this.sizeObserver=new ResizeObserver(d=>{H()}),this.sizeObserver.observe(o),E()}destroy(){this&&(cancelAnimationFrame(this.requestRef),this.sizeObserver.disconnect())}set speed(e){this._speed=e/20}set horizontalPressure(e){this._horizontalPressure=e/4}set verticalPressure(e){this._verticalPressure=e/4}set waveFrequencyX(e){this._waveFrequencyX=e*.04}set waveFrequencyY(e){this._waveFrequencyY=e*.04}set waveAmplitude(e){this._waveAmplitude=e*.75}set colors(e){this._colors=e}set highlights(e){this._highlights=e/100}set shadows(e){this._shadows=e/100}set colorSaturation(e){this._saturation=e/10}set colorBrightness(e){this._brightness=e}set colorBlending(e){this._colorBlending=e/10}set wireframe(e){this._wireframe=e}set resolution(e){this._resolution=e,this.sceneState=this._initScene(e)}set backgroundColor(e){this._backgroundColor=e}set backgroundAlpha(e){this._backgroundAlpha=e}_initScene(e){const o=this._ref.width,i=this._ref.height,l=new r.WebGLRenderer({alpha:!0,canvas:this._ref});l.setClearColor(16711680,.5),l.setSize(o,i,!1);const n=[],a=new r.Scene,x=this._buildMaterial(o,i),f=new r.PlaneGeometry(_,g,240*e,240*e),c=new r.Mesh(f,x);c.rotation.x=-Math.PI/3.5,c.position.z=-1,n.push(c),a.add(c);const v=new r.OrthographicCamera(0,0,0,0,0,0);return v.position.z=5,F(v,o,i),{renderer:l,camera:v,scene:a,meshes:n,resolution:e}}_buildMaterial(e,o){const i=[...this._colors.map(a=>({is_active:a.enabled,color:new r.Color(a.color),influence:a.influence})),...Array.from({length:z-this._colors.length}).map(()=>({is_active:!1,color:new r.Color(0)}))],l={u_time:{value:0},u_color_pressure:{value:new r.Vector2(this._horizontalPressure,this._verticalPressure)},u_wave_frequency_x:{value:this._waveFrequencyX},u_wave_frequency_y:{value:this._waveFrequencyY},u_wave_amplitude:{value:this._waveAmplitude},u_resolution:{value:new r.Vector2(e,o)},u_colors:{value:i},u_colors_count:{value:this._colors.length},u_plane_width:{value:_},u_plane_height:{value:g},u_shadows:{value:this._shadows},u_highlights:{value:this._highlights}},n=new r.ShaderMaterial({uniforms:l,vertexShader:A()+K()+M()+B(),fragmentShader:A()+M()+I()});return n.wireframe=j,n}}function F(t,e,o){const n=e*o/1e6*_*g/1.5,a=e/o,x=Math.sqrt(n*a),f=n/x,c=-_/2,v=Math.min((c+x)/1.5,_/2),m=g/4,b=Math.max((m-f)/2,-g/4),P=-100,q=1e3;t instanceof r.OrthographicCamera?(t.left=c,t.right=v,t.top=m,t.bottom=b,t.near=P,t.far=q,t.updateProjectionMatrix()):t instanceof r.PerspectiveCamera&&(t.aspect=e/o,t.updateProjectionMatrix())}function B(){return`
2
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  void main() {
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@@ -61,7 +61,7 @@ void main(){
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  gl_FragColor = vec4(color,1.0);
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  }
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- `}const F=()=>`
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+ `}const A=()=>`
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  precision highp float;
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  struct Color {
@@ -278,7 +278,7 @@ mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,
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  -0.09991, -0.33609, 0.43600,
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  0.615, -0.5586, -0.05639);
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- `,S=()=>`
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+ `,M=()=>`
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  vec3 saturation(vec3 rgb, float adjustment) {
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  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
@@ -321,5 +321,5 @@ vec3 hsv2rgb(vec3 c)
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  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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  }
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- `,A=t=>{t.id="neat-link",t.href="https://neat.firecms.co",t.target="_blank",t.style.position="absolute",t.style.display="block",t.style.opacity="1",t.style.bottom="0",t.style.right="0",t.style.padding="10px",t.style.color="#dcdcdc",t.style.fontFamily="sans-serif",t.style.fontSize="16px",t.style.fontWeight="bold",t.style.textDecoration="none",t.style.zIndex="100",t.innerHTML="NEAT"},V=t=>{const e=t.parentElement?.getElementsByTagName("a");if(e){for(let i=0;i<e.length;i++)if(e[i].id==="neat-link"){A(e[i]);return}}const o=document.createElement("a");A(o),t.parentElement?.appendChild(o)};l.NeatGradient=R,Object.defineProperties(l,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
324
+ `,O=t=>{t.id="neat-link",t.href="https://neat.firecms.co",t.target="_blank",t.style.position="absolute",t.style.display="block",t.style.opacity="1",t.style.bottom="0",t.style.right="0",t.style.padding="10px",t.style.color="#dcdcdc",t.style.fontFamily="sans-serif",t.style.fontSize="16px",t.style.fontWeight="bold",t.style.textDecoration="none",t.style.zIndex="100",t.innerHTML="NEAT"},V=t=>{const e=t.parentElement?.getElementsByTagName("a");if(e){for(let i=0;i<e.length;i++)if(e[i].id==="neat-link"){O(e[i]);return}}const o=document.createElement("a");O(o),t.parentElement?.appendChild(o)};u.NeatGradient=R,Object.defineProperties(u,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
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  //# sourceMappingURL=index.umd.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.umd.js","sources":["../src/NeatGradient.ts"],"sourcesContent":["import * as THREE from \"three\";\n\nconst PLANE_WIDTH = 50;\nconst PLANE_HEIGHT = 80;\n\nconst WIREFRAME = true;\nconst COLORS_COUNT = 5;\n\nconst clock = new THREE.Clock();\n\ntype SceneState = {\n renderer: THREE.WebGLRenderer,\n camera: THREE.OrthographicCamera,\n scene: THREE.Scene,\n meshes: THREE.Mesh[],\n}\n\nexport type NeatConfig = {\n speed?: number;\n horizontalPressure?: number;\n verticalPressure?: number;\n waveFrequencyX?: number;\n waveFrequencyY?: number;\n waveAmplitude?: number;\n highlights?: number;\n shadows?: number;\n colorSaturation?: number;\n colorBrightness?: number;\n colors: NeatColor[];\n colorBlending?: number;\n wireframe?: boolean;\n backgroundColor?: string;\n backgroundAlpha?: number;\n};\n\nexport type NeatColor = {\n color: string;\n enabled: boolean;\n /**\n * Value from 0 to 1\n */\n influence?: number;\n}\n\nexport type NeatController = {\n destroy: () => void;\n}\n\nexport class NeatGradient implements NeatController {\n\n private _speed: number = -1;\n\n private _horizontalPressure: number = -1;\n private _verticalPressure: number = -1;\n\n private _waveFrequencyX: number = -1;\n private _waveFrequencyY: number = -1;\n private _waveAmplitude: number = -1;\n\n private _shadows: number = -1;\n private _highlights: number = -1;\n private _saturation: number = -1;\n private _brightness: number = -1;\n\n private _colorBlending: number = -1;\n\n private _colors: NeatColor[] = [];\n private _wireframe: boolean = false;\n\n private _backgroundColor: string = \"#FFFFFF\";\n private _backgroundAlpha: number = 1.0;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n private readonly sceneState: SceneState;\n\n constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number }) {\n\n const {\n ref,\n speed = 4,\n horizontalPressure = 3,\n verticalPressure = 3,\n waveFrequencyX = 5,\n waveFrequencyY = 5,\n waveAmplitude = 3,\n colors,\n highlights = 4,\n shadows = 4,\n colorSaturation = 0,\n colorBrightness = 1,\n colorBlending = 5,\n wireframe = false,\n backgroundColor = \"#FFFFFF\",\n backgroundAlpha = 1.0,\n resolution = 1\n } = config;\n\n const width = ref.width,\n height = ref.height;\n\n this.destroy = this.destroy.bind(this);\n this._initScene = this._initScene.bind(this);\n this._buildMaterial = this._buildMaterial.bind(this);\n\n this.speed = speed;\n this.horizontalPressure = horizontalPressure;\n this.verticalPressure = verticalPressure;\n this.waveFrequencyX = waveFrequencyX;\n this.waveFrequencyY = waveFrequencyY;\n this.waveAmplitude = waveAmplitude;\n this.colorBlending = colorBlending;\n this.colors = colors;\n this.shadows = shadows;\n this.highlights = highlights;\n this.colorSaturation = colorSaturation;\n this.colorBrightness = colorBrightness;\n this.wireframe = wireframe;\n this.backgroundColor = backgroundColor;\n this.backgroundAlpha = backgroundAlpha;\n\n this.sceneState = this._initScene(ref, width, height, resolution);\n\n const { renderer, camera, scene, meshes } = this.sceneState;\n\n let tick = 0;\n const render = () => {\n\n if (Math.floor(tick * 10) % 5 === 0) {\n addNeatLink(ref);\n }\n\n renderer.setClearColor(this._backgroundColor, this._backgroundAlpha);\n meshes.forEach((mesh) => {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n tick += clock.getDelta() * this._speed;\n // @ts-ignore\n mesh.material.uniforms.u_time.value = tick;\n // @ts-ignore\n mesh.material.uniforms.u_resolution = { value: new THREE.Vector2(width, height) };\n // @ts-ignore\n mesh.material.uniforms.u_color_pressure = { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY };\n // @ts-ignore\n mesh.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude };\n // @ts-ignore\n mesh.material.uniforms.u_plane_width = { value: PLANE_WIDTH };\n // @ts-ignore\n mesh.material.uniforms.u_plane_height = { value: PLANE_HEIGHT };\n // @ts-ignore\n mesh.material.uniforms.u_color_blending = { value: this._colorBlending };\n // @ts-ignore\n mesh.material.uniforms.u_colors = { value: colors };\n // @ts-ignore\n mesh.material.uniforms.u_colors_count = { value: COLORS_COUNT };\n // @ts-ignore\n mesh.material.uniforms.u_shadows = { value: this._shadows };\n // @ts-ignore\n mesh.material.uniforms.u_highlights = { value: this._highlights };\n // @ts-ignore\n mesh.material.uniforms.u_saturation = { value: this._saturation };\n // @ts-ignore\n mesh.material.uniforms.u_brightness = { value: this._brightness };\n // @ts-ignore\n mesh.material.wireframe = this._wireframe;\n });\n\n renderer.render(scene, camera);\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n const canvas = renderer.domElement;\n const width = canvas.clientWidth;\n const height = canvas.clientHeight;\n\n this.sceneState.renderer.setSize(width, height, false);\n updateCamera(this.sceneState.camera, width, height);\n };\n\n this.sizeObserver = new ResizeObserver(entries => {\n setSize();\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n if (this) {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n }\n }\n\n set speed(speed: number) {\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._colors = colors;\n }\n\n set highlights(highlights: number) {\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n console.log(\"colorBrightness\", colorBrightness)\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._colorBlending = colorBlending / 10;\n }\n\n set wireframe(wireframe: boolean) {\n this._wireframe = wireframe;\n }\n\n set backgroundColor(backgroundColor: string) {\n this._backgroundColor = backgroundColor;\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._backgroundAlpha = backgroundAlpha;\n }\n\n _initScene(ref: HTMLCanvasElement, width: number, height: number, resolution: number): SceneState {\n\n const renderer = new THREE.WebGLRenderer({\n // antialias: true,\n alpha: true,\n canvas: ref\n });\n\n renderer.setClearColor(0xFF0000, .5);\n renderer.setSize(width, height, false);\n\n const meshes: THREE.Mesh[] = [];\n\n const scene = new THREE.Scene();\n\n const material = this._buildMaterial(width, height);\n\n const geo = new THREE.PlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n const plane = new THREE.Mesh(geo, material);\n plane.rotation.x = -Math.PI / 3.5;\n plane.position.z = -1;\n meshes.push(plane);\n scene.add(plane);\n\n const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n // camera.zoom = 1;\n updateCamera(camera, width, height);\n\n return {\n renderer,\n camera,\n scene,\n meshes\n };\n }\n\n _buildMaterial(width: number, height: number) {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n const uniforms = {\n u_time: { value: 0 },\n u_color_pressure: { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) },\n u_wave_frequency_x: { value: this._waveFrequencyX },\n u_wave_frequency_y: { value: this._waveFrequencyY },\n u_wave_amplitude: { value: this._waveAmplitude },\n u_resolution: { value: new THREE.Vector2(width, height) },\n u_colors: { value: colors },\n u_colors_count: { value: this._colors.length },\n u_plane_width: { value: PLANE_WIDTH },\n u_plane_height: { value: PLANE_HEIGHT },\n u_shadows: { value: this._shadows },\n u_highlights: { value: this._highlights },\n };\n\n const material = new THREE.ShaderMaterial({\n uniforms: uniforms,\n vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),\n fragmentShader: buildUniforms() + buildColorFunctions() + buildFragmentShader()\n });\n\n material.wireframe = WIREFRAME;\n return material;\n }\n\n\n}\n\nfunction updateCamera(camera: THREE.OrthographicCamera, width: number, height: number) {\n\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea =\n areaViewPort / viewPortAreaRatio *\n PLANE_WIDTH * PLANE_HEIGHT / 1.5;\n\n const ratio = width / height;\n\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n const left = -PLANE_WIDTH / 2;\n const right = Math.min((left + targetWidth) / 1.5, PLANE_WIDTH / 2);\n\n const top = PLANE_HEIGHT / 4;\n const bottom = Math.max((top - targetHeight) / 2, -PLANE_HEIGHT / 4);\n\n const near = -100;\n const far = 1000;\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n}\n\n\nfunction buildVertexShader() {\n return `\n\nvoid main() {\n\n vUv = uv;\n\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * position.y + u_time,\n u_time\n ));\n \n vec3 color;\n\n // float t = mod(u_base_color, 100.0);\n color = u_colors[0].color;\n \n vec2 noise_cord = vUv * u_color_pressure;\n \n const float minNoise = .0;\n const float maxNoise = .9;\n \n for (int i = 1; i < u_colors_count; i++) {\n \n if(u_colors[i].is_active == 1.0){\n float noiseFlow = (1. + float(i)) / 30.;\n float noiseSpeed = (1. + float(i)) * 0.11;\n float noiseSeed = 13. + float(i) * 7.;\n \n float noise = snoise(\n vec3(\n noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,\n noise_cord.y * u_color_pressure.y,\n u_time * noiseSpeed\n ) + noiseSeed\n );\n \n noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);\n vec3 nextColor = u_colors[i].color;\n color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));\n }\n \n }\n \n v_color = color;\n \n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );\n \n v_new_position = gl_Position;\n}\n`;\n}\n\nfunction buildFragmentShader() {\n return `\n\nvoid main(){\n vec3 color = v_color;\n \n color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;\n color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n \n gl_FragColor = vec4(color,1.0);\n}\n`;\n}\n\nconst buildUniforms = () => `\nprecision highp float;\n\nstruct Color {\n float is_active;\n vec3 color;\n float value;\n};\n\nuniform float u_time;\n\nuniform float u_wave_amplitude;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\n\nuniform vec2 u_color_pressure;\n\nuniform float u_plane_width;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\n\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nuniform Color u_colors[5];\nuniform vec2 u_resolution;\n\nvarying vec2 vUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\n `;\n\nconst buildNoise = () => `\n\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n\n// YUV to RGB matrix\nmat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,\n 1.0, -0.39465, -0.58060,\n 1.0, 2.03211, 0.0);\n\n// RGB to YUV matrix\nmat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,\n -0.09991, -0.33609, 0.43600,\n 0.615, -0.5586, -0.05639);\n\n `;\n\nconst buildColorFunctions = () => `\n\nvec3 saturation(vec3 rgb, float adjustment) {\n const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n vec3 intensity = vec3(dot(rgb, W));\n return mix(intensity, rgb, adjustment);\n}\n\nfloat saturation(vec3 rgb)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return abs(6.0 * d + e);\n}\n\n// get saturation of a color in values between 0 and 1\nfloat getSaturation(vec3 color) {\n float max = max(color.r, max(color.g, color.b));\n float min = min(color.r, min(color.g, color.b));\n return (max - min) / max;\n}\n \nvec3 rgb2hsv(vec3 c)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\n\nvec3 hsv2rgb(vec3 c)\n{\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n`;\n\n\nconst setLinkStyles = (link: HTMLAnchorElement) => {\n link.id = \"neat-link\";\n link.href = \"https://neat.firecms.co\";\n link.target = \"_blank\";\n link.style.position = \"absolute\";\n link.style.display = \"block\";\n link.style.opacity = \"1\";\n link.style.bottom = \"0\";\n link.style.right = \"0\";\n link.style.padding = \"10px\";\n link.style.color = \"#dcdcdc\";\n link.style.fontFamily = \"sans-serif\";\n link.style.fontSize = \"16px\";\n link.style.fontWeight = \"bold\";\n link.style.textDecoration = \"none\";\n link.style.zIndex = \"100\";\n link.innerHTML = \"NEAT\";\n}\n\nconst addNeatLink = (ref: HTMLCanvasElement) => {\n const existingLinks = ref.parentElement?.getElementsByTagName(\"a\");\n if (existingLinks) {\n for (let i = 0; i < existingLinks.length; i++) {\n if (existingLinks[i].id === \"neat-link\") {\n setLinkStyles(existingLinks[i]);\n return;\n }\n }\n }\n const link = document.createElement(\"a\");\n setLinkStyles(link);\n 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4,\n horizontalPressure = 3,\n verticalPressure = 3,\n waveFrequencyX = 5,\n waveFrequencyY = 5,\n waveAmplitude = 3,\n colors,\n highlights = 4,\n shadows = 4,\n colorSaturation = 0,\n colorBrightness = 1,\n colorBlending = 5,\n wireframe = false,\n backgroundColor = \"#FFFFFF\",\n backgroundAlpha = 1.0,\n resolution = 1\n } = config;\n\n\n this._ref = ref;\n\n this.destroy = this.destroy.bind(this);\n this._initScene = this._initScene.bind(this);\n this._buildMaterial = this._buildMaterial.bind(this);\n\n this.speed = speed;\n this.horizontalPressure = horizontalPressure;\n this.verticalPressure = verticalPressure;\n this.waveFrequencyX = waveFrequencyX;\n this.waveFrequencyY = waveFrequencyY;\n this.waveAmplitude = waveAmplitude;\n this.colorBlending = colorBlending;\n this.colors = colors;\n this.shadows = shadows;\n this.highlights = highlights;\n this.colorSaturation = colorSaturation;\n this.colorBrightness = colorBrightness;\n this.wireframe = wireframe;\n this.backgroundColor = backgroundColor;\n this.backgroundAlpha = backgroundAlpha;\n\n this.sceneState = this._initScene(resolution);\n\n\n let tick = 0;\n const render = () => {\n\n const { renderer, camera, scene, meshes } = this.sceneState;\n if (Math.floor(tick * 10) % 5 === 0) {\n addNeatLink(ref);\n }\n\n renderer.setClearColor(this._backgroundColor, this._backgroundAlpha);\n meshes.forEach((mesh) => {\n\n const width = this._ref.width,\n height = this._ref.height;\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n tick += clock.getDelta() * this._speed;\n // @ts-ignore\n mesh.material.uniforms.u_time.value = tick;\n // @ts-ignore\n mesh.material.uniforms.u_resolution = { value: new THREE.Vector2(width, height) };\n // @ts-ignore\n mesh.material.uniforms.u_color_pressure = { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_x = { value: this._waveFrequencyX };\n // @ts-ignore\n mesh.material.uniforms.u_wave_frequency_y = { value: this._waveFrequencyY };\n // @ts-ignore\n mesh.material.uniforms.u_wave_amplitude = { value: this._waveAmplitude };\n // @ts-ignore\n mesh.material.uniforms.u_plane_width = { value: PLANE_WIDTH };\n // @ts-ignore\n mesh.material.uniforms.u_plane_height = { value: PLANE_HEIGHT };\n // @ts-ignore\n mesh.material.uniforms.u_color_blending = { value: this._colorBlending };\n // @ts-ignore\n mesh.material.uniforms.u_colors = { value: colors };\n // @ts-ignore\n mesh.material.uniforms.u_colors_count = { value: COLORS_COUNT };\n // @ts-ignore\n mesh.material.uniforms.u_shadows = { value: this._shadows };\n // @ts-ignore\n mesh.material.uniforms.u_highlights = { value: this._highlights };\n // @ts-ignore\n mesh.material.uniforms.u_saturation = { value: this._saturation };\n // @ts-ignore\n mesh.material.uniforms.u_brightness = { value: this._brightness };\n // @ts-ignore\n mesh.material.wireframe = this._wireframe;\n });\n\n renderer.render(scene, camera);\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n\n const { renderer } = this.sceneState;\n const canvas = renderer.domElement;\n const width = canvas.clientWidth;\n const height = canvas.clientHeight;\n\n this.sceneState.renderer.setSize(width, height, false);\n updateCamera(this.sceneState.camera, width, height);\n };\n\n this.sizeObserver = new ResizeObserver(entries => {\n setSize();\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n if (this) {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n }\n }\n\n set speed(speed: number) {\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._colors = colors;\n }\n\n set highlights(highlights: number) {\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._colorBlending = colorBlending / 10;\n }\n\n set wireframe(wireframe: boolean) {\n this._wireframe = wireframe;\n }\n\n set resolution(resolution: number) {\n this._resolution = resolution;\n this.sceneState = this._initScene(resolution);\n }\n\n set backgroundColor(backgroundColor: string) {\n this._backgroundColor = backgroundColor;\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._backgroundAlpha = backgroundAlpha;\n }\n\n _initScene(resolution: number): SceneState {\n\n const width = this._ref.width,\n height = this._ref.height;\n\n const renderer = new THREE.WebGLRenderer({\n // antialias: true,\n alpha: true,\n canvas: this._ref\n });\n\n renderer.setClearColor(0xFF0000, .5);\n renderer.setSize(width, height, false);\n\n const meshes: THREE.Mesh[] = [];\n\n const scene = new THREE.Scene();\n\n const material = this._buildMaterial(width, height);\n\n const geo = new THREE.PlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n const plane = new THREE.Mesh(geo, material);\n plane.rotation.x = -Math.PI / 3.5;\n plane.position.z = -1;\n meshes.push(plane);\n scene.add(plane);\n\n const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\n // const camera = new THREE.PerspectiveCamera( 1000, window.innerWidth / window.innerHeight, 1, 1000000 );\n camera.position.z = 5;\n updateCamera(camera, width, height);\n\n return {\n renderer,\n camera,\n scene,\n meshes,\n resolution\n };\n }\n\n _buildMaterial(width: number, height: number) {\n\n const colors = [\n ...this._colors.map(color => ({\n is_active: color.enabled,\n color: new THREE.Color(color.color),\n influence: color.influence\n })),\n ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({\n is_active: false,\n color: new THREE.Color(0x000000)\n }))\n ];\n\n const uniforms = {\n u_time: { value: 0 },\n u_color_pressure: { value: new THREE.Vector2(this._horizontalPressure, this._verticalPressure) },\n u_wave_frequency_x: { value: this._waveFrequencyX },\n u_wave_frequency_y: { value: this._waveFrequencyY },\n u_wave_amplitude: { value: this._waveAmplitude },\n u_resolution: { value: new THREE.Vector2(width, height) },\n u_colors: { value: colors },\n u_colors_count: { value: this._colors.length },\n u_plane_width: { value: PLANE_WIDTH },\n u_plane_height: { value: PLANE_HEIGHT },\n u_shadows: { value: this._shadows },\n u_highlights: { value: this._highlights },\n };\n\n const material = new THREE.ShaderMaterial({\n uniforms: uniforms,\n vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),\n fragmentShader: buildUniforms() + buildColorFunctions() + buildFragmentShader()\n });\n\n material.wireframe = WIREFRAME;\n return material;\n }\n\n\n}\n\nfunction updateCamera(camera: THREE.Camera, width: number, height: number) {\n\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea =\n areaViewPort / viewPortAreaRatio *\n PLANE_WIDTH * PLANE_HEIGHT / 1.5;\n\n const ratio = width / height;\n\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n const left = -PLANE_WIDTH / 2;\n const right = Math.min((left + targetWidth) / 1.5, PLANE_WIDTH / 2);\n\n const top = PLANE_HEIGHT / 4;\n const bottom = Math.max((top - targetHeight) / 2, -PLANE_HEIGHT / 4);\n\n const near = -100;\n const far = 1000;\n if (camera instanceof THREE.OrthographicCamera) {\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n } else if (camera instanceof THREE.PerspectiveCamera) {\n camera.aspect = width / height;\n camera.updateProjectionMatrix();\n }\n\n}\n\n\nfunction buildVertexShader() {\n return `\n\nvoid main() {\n\n vUv = uv;\n\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * position.y + u_time,\n u_time\n ));\n \n vec3 color;\n\n // float t = mod(u_base_color, 100.0);\n color = u_colors[0].color;\n \n vec2 noise_cord = vUv * u_color_pressure;\n \n const float minNoise = .0;\n const float maxNoise = .9;\n \n for (int i = 1; i < u_colors_count; i++) {\n \n if(u_colors[i].is_active == 1.0){\n float noiseFlow = (1. + float(i)) / 30.;\n float noiseSpeed = (1. + float(i)) * 0.11;\n float noiseSeed = 13. + float(i) * 7.;\n \n float noise = snoise(\n vec3(\n noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,\n noise_cord.y * u_color_pressure.y,\n u_time * noiseSpeed\n ) + noiseSeed\n );\n \n noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);\n vec3 nextColor = u_colors[i].color;\n color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));\n }\n \n }\n \n v_color = color;\n \n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );\n \n v_new_position = gl_Position;\n}\n`;\n}\n\nfunction buildFragmentShader() {\n return `\n\nvoid main(){\n vec3 color = v_color;\n \n color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;\n color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n \n gl_FragColor = vec4(color,1.0);\n}\n`;\n}\n\nconst buildUniforms = () => `\nprecision highp float;\n\nstruct Color {\n float is_active;\n vec3 color;\n float value;\n};\n\nuniform float u_time;\n\nuniform float u_wave_amplitude;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\n\nuniform vec2 u_color_pressure;\n\nuniform float u_plane_width;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\n\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nuniform Color u_colors[5];\nuniform vec2 u_resolution;\n\nvarying vec2 vUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\n `;\n\nconst buildNoise = () => `\n\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n\n// YUV to RGB matrix\nmat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,\n 1.0, -0.39465, -0.58060,\n 1.0, 2.03211, 0.0);\n\n// RGB to YUV matrix\nmat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,\n -0.09991, -0.33609, 0.43600,\n 0.615, -0.5586, -0.05639);\n\n `;\n\nconst buildColorFunctions = () => `\n\nvec3 saturation(vec3 rgb, float adjustment) {\n const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n vec3 intensity = vec3(dot(rgb, W));\n return mix(intensity, rgb, adjustment);\n}\n\nfloat saturation(vec3 rgb)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return abs(6.0 * d + e);\n}\n\n// get saturation of a color in values between 0 and 1\nfloat getSaturation(vec3 color) {\n float max = max(color.r, max(color.g, color.b));\n float min = min(color.r, min(color.g, color.b));\n return (max - min) / max;\n}\n \nvec3 rgb2hsv(vec3 c)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\n\nvec3 hsv2rgb(vec3 c)\n{\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n`;\n\n\nconst setLinkStyles = (link: HTMLAnchorElement) => {\n link.id = \"neat-link\";\n link.href = \"https://neat.firecms.co\";\n link.target = \"_blank\";\n link.style.position = \"absolute\";\n link.style.display = \"block\";\n link.style.opacity = \"1\";\n link.style.bottom = \"0\";\n link.style.right = \"0\";\n link.style.padding = \"10px\";\n link.style.color = \"#dcdcdc\";\n link.style.fontFamily = \"sans-serif\";\n link.style.fontSize = \"16px\";\n link.style.fontWeight = \"bold\";\n link.style.textDecoration = \"none\";\n link.style.zIndex = \"100\";\n link.innerHTML = \"NEAT\";\n}\n\nconst addNeatLink = (ref: HTMLCanvasElement) => {\n const existingLinks = ref.parentElement?.getElementsByTagName(\"a\");\n if (existingLinks) {\n for (let i = 0; i < existingLinks.length; i++) {\n if (existingLinks[i].id === \"neat-link\") {\n setLinkStyles(existingLinks[i]);\n return;\n }\n }\n }\n const link = document.createElement(\"a\");\n setLinkStyles(link);\n 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package/package.json CHANGED
@@ -2,7 +2,7 @@
2
2
  "name": "@firecms/neat",
3
3
  "description": "Beautiful 3D gradients for your website",
4
4
  "access": "public",
5
- "version": "0.1.4",
5
+ "version": "0.1.5",
6
6
  "main": "./dist/index.umd.js",
7
7
  "module": "./dist/index.es.js",
8
8
  "types": "dist/index.d.ts",
@@ -10,12 +10,14 @@ const clock = new THREE.Clock();
10
10
 
11
11
  type SceneState = {
12
12
  renderer: THREE.WebGLRenderer,
13
- camera: THREE.OrthographicCamera,
13
+ camera: THREE.Camera,
14
14
  scene: THREE.Scene,
15
15
  meshes: THREE.Mesh[],
16
+ resolution: number
16
17
  }
17
18
 
18
19
  export type NeatConfig = {
20
+ resolution?: number;
19
21
  speed?: number;
20
22
  horizontalPressure?: number;
21
23
  verticalPressure?: number;
@@ -48,6 +50,8 @@ export type NeatController = {
48
50
 
49
51
  export class NeatGradient implements NeatController {
50
52
 
53
+ private _ref: HTMLCanvasElement;
54
+
51
55
  private _speed: number = -1;
52
56
 
53
57
  private _horizontalPressure: number = -1;
@@ -67,12 +71,13 @@ export class NeatGradient implements NeatController {
67
71
  private _colors: NeatColor[] = [];
68
72
  private _wireframe: boolean = false;
69
73
 
74
+ private _resolution: number = 1;
70
75
  private _backgroundColor: string = "#FFFFFF";
71
76
  private _backgroundAlpha: number = 1.0;
72
77
 
73
78
  private requestRef: number = -1;
74
79
  private sizeObserver: ResizeObserver;
75
- private readonly sceneState: SceneState;
80
+ private sceneState: SceneState;
76
81
 
77
82
  constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number }) {
78
83
 
@@ -96,8 +101,8 @@ export class NeatGradient implements NeatController {
96
101
  resolution = 1
97
102
  } = config;
98
103
 
99
- const width = ref.width,
100
- height = ref.height;
104
+
105
+ this._ref = ref;
101
106
 
102
107
  this.destroy = this.destroy.bind(this);
103
108
  this._initScene = this._initScene.bind(this);
@@ -119,13 +124,13 @@ export class NeatGradient implements NeatController {
119
124
  this.backgroundColor = backgroundColor;
120
125
  this.backgroundAlpha = backgroundAlpha;
121
126
 
122
- this.sceneState = this._initScene(ref, width, height, resolution);
127
+ this.sceneState = this._initScene(resolution);
123
128
 
124
- const { renderer, camera, scene, meshes } = this.sceneState;
125
129
 
126
130
  let tick = 0;
127
131
  const render = () => {
128
132
 
133
+ const { renderer, camera, scene, meshes } = this.sceneState;
129
134
  if (Math.floor(tick * 10) % 5 === 0) {
130
135
  addNeatLink(ref);
131
136
  }
@@ -133,6 +138,9 @@ export class NeatGradient implements NeatController {
133
138
  renderer.setClearColor(this._backgroundColor, this._backgroundAlpha);
134
139
  meshes.forEach((mesh) => {
135
140
 
141
+ const width = this._ref.width,
142
+ height = this._ref.height;
143
+
136
144
  const colors = [
137
145
  ...this._colors.map(color => ({
138
146
  is_active: color.enabled,
@@ -185,6 +193,8 @@ export class NeatGradient implements NeatController {
185
193
  };
186
194
 
187
195
  const setSize = () => {
196
+
197
+ const { renderer } = this.sceneState;
188
198
  const canvas = renderer.domElement;
189
199
  const width = canvas.clientWidth;
190
200
  const height = canvas.clientHeight;
@@ -251,7 +261,6 @@ export class NeatGradient implements NeatController {
251
261
  }
252
262
 
253
263
  set colorBrightness(colorBrightness: number) {
254
- console.log("colorBrightness", colorBrightness)
255
264
  this._brightness = colorBrightness;
256
265
  }
257
266
 
@@ -263,6 +272,11 @@ export class NeatGradient implements NeatController {
263
272
  this._wireframe = wireframe;
264
273
  }
265
274
 
275
+ set resolution(resolution: number) {
276
+ this._resolution = resolution;
277
+ this.sceneState = this._initScene(resolution);
278
+ }
279
+
266
280
  set backgroundColor(backgroundColor: string) {
267
281
  this._backgroundColor = backgroundColor;
268
282
  }
@@ -271,12 +285,15 @@ export class NeatGradient implements NeatController {
271
285
  this._backgroundAlpha = backgroundAlpha;
272
286
  }
273
287
 
274
- _initScene(ref: HTMLCanvasElement, width: number, height: number, resolution: number): SceneState {
288
+ _initScene(resolution: number): SceneState {
289
+
290
+ const width = this._ref.width,
291
+ height = this._ref.height;
275
292
 
276
293
  const renderer = new THREE.WebGLRenderer({
277
294
  // antialias: true,
278
295
  alpha: true,
279
- canvas: ref
296
+ canvas: this._ref
280
297
  });
281
298
 
282
299
  renderer.setClearColor(0xFF0000, .5);
@@ -296,14 +313,16 @@ export class NeatGradient implements NeatController {
296
313
  scene.add(plane);
297
314
 
298
315
  const camera = new THREE.OrthographicCamera(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
299
- // camera.zoom = 1;
316
+ // const camera = new THREE.PerspectiveCamera( 1000, window.innerWidth / window.innerHeight, 1, 1000000 );
317
+ camera.position.z = 5;
300
318
  updateCamera(camera, width, height);
301
319
 
302
320
  return {
303
321
  renderer,
304
322
  camera,
305
323
  scene,
306
- meshes
324
+ meshes,
325
+ resolution
307
326
  };
308
327
  }
309
328
 
@@ -349,7 +368,7 @@ export class NeatGradient implements NeatController {
349
368
 
350
369
  }
351
370
 
352
- function updateCamera(camera: THREE.OrthographicCamera, width: number, height: number) {
371
+ function updateCamera(camera: THREE.Camera, width: number, height: number) {
353
372
 
354
373
  const viewPortAreaRatio = 1000000;
355
374
  const areaViewPort = width * height;
@@ -370,13 +389,19 @@ function updateCamera(camera: THREE.OrthographicCamera, width: number, height: n
370
389
 
371
390
  const near = -100;
372
391
  const far = 1000;
373
- camera.left = left;
374
- camera.right = right;
375
- camera.top = top;
376
- camera.bottom = bottom;
377
- camera.near = near;
378
- camera.far = far;
379
- camera.updateProjectionMatrix();
392
+ if (camera instanceof THREE.OrthographicCamera) {
393
+ camera.left = left;
394
+ camera.right = right;
395
+ camera.top = top;
396
+ camera.bottom = bottom;
397
+ camera.near = near;
398
+ camera.far = far;
399
+ camera.updateProjectionMatrix();
400
+ } else if (camera instanceof THREE.PerspectiveCamera) {
401
+ camera.aspect = width / height;
402
+ camera.updateProjectionMatrix();
403
+ }
404
+
380
405
  }
381
406
 
382
407