@firecms/neat 0.1.5 → 0.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -9,9 +9,8 @@ Neat is released under the CC license, so you can use it for free in your projec
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  commercial or not. You can also modify it and redistribute it, but you must keep
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  the license and the credits.
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- If you want to remove the Camberi link, you can reach us at hello@firecms.co
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- ### Installation:
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+ ## Installation:
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  ```
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  yarn install @firecms/neat three.js
@@ -23,8 +22,14 @@ or
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  npm install @firecms/neat three.js
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  ```
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- ### Usage:
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+ ## Usage:
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+ You can use the library to create a gradient in your website or application. You need to define a config and then
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+ create a new `NeatGradient` instance. You are encouraged to use the [gradients editor](https://neat.firecms.co/) to
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+ find your perfect config.
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+
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+
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+ ### Simple example
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  ```typescript
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  import { NeatConfig, NeatGradient } from "@firecms/neat";
@@ -53,19 +58,19 @@ export const config: NeatConfig = {
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  enabled: false
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  }
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  ],
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- speed: 4,
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- horizontalPressure: 4,
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- verticalPressure: 5,
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- waveFrequencyX: 2,
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- waveFrequencyY: 3,
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- waveAmplitude: 5,
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- shadows: 0,
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- highlights: 2,
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- saturation: 7,
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+ speed: 4, // from 0 to 10
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+ horizontalPressure: 4, // from 0 to 10
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+ verticalPressure: 5, // from 0 to 10
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+ waveFrequencyX: 2, // from 0 to 10
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+ waveFrequencyY: 3, // from 0 to 10
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+ waveAmplitude: 5, // from 0 to 10
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+ shadows: 0, // from 0 to 10
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+ highlights: 2, // from 0 to 10
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+ saturation: 7, // from -10 to 10
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  wireframe: false,
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- colorBlending: 6,
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+ colorBlending: 6, // from 0 to 10
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  backgroundColor: "#003FFF",
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- backgroundAlpha: 1
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+ backgroundAlpha: 1 // from 0 to 1
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  };
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@@ -82,3 +87,82 @@ neat.speed = 6;
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  // e.g. returning from a useEffect hook in React
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  neat.destroy();
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  ```
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+
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+ ### React example
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+
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+ ```tsx
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+ import React, { useEffect, useRef, useState } from "react";
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+ import { NeatConfig, NeatGradient } from "@firecms/neat";
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+
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+ export const MyComponent: React.FC = () => {
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+
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+ const canvasRef = useRef<HTMLCanvasElement | null>(null);
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+ const gradientRef = useRef<NeatGradient | null>(null);
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+
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+ useEffect(() => {
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+
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+ if (!canvasRef.current)
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+ return;
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+
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+ gradientRef.current = new NeatGradient({
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+ ref: canvasRef.current,
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+ "colors": [
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+ {
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+ "color": "#FF5373",
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+ "enabled": true
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+ },
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+ {
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+ "color": "#FFC858",
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+ "enabled": true
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+ },
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+ {
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+ "color": "#05d5ef",
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+ "enabled": true
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+ },
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+ {
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+ "color": "#6D3BFF",
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+ "enabled": true
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+ },
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+ {
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+ "color": "#f5e1e5",
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+ "enabled": false
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+ }
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+ ],
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+ "speed": 4,
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+ "horizontalPressure": 4,
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+ "verticalPressure": 5,
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+ "waveFrequencyX": 2,
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+ "waveFrequencyY": 3,
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+ "waveAmplitude": 5,
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+ "shadows": 0,
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+ "highlights": 1,
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+ "colorSaturation": 0,
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+ "colorBrightness": 1,
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+ "wireframe": true,
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+ "colorBlending": 6,
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+ "backgroundAlpha": 0,
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+ "resolution": 1 / 2
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+ });
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+
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+ return gradientRef.current.destroy;
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+
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+ }, [canvasRef.current]);
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+
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+ return (
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+ <canvas
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+ className={bgColor}
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+ style={{
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+ isolation: "isolate",
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+ height: "100%",
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+ width: "100%",
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+ }}
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+ ref={canvasRef}
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+ />
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+ );
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+ };
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+ ```
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+
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+
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+ ### NEAT link
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+
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+ If you want to remove the NEAT link, you can reach us at hello@firecms.co
@@ -1,12 +1,12 @@
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  import * as THREE from "three";
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- declare type SceneState = {
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+ type SceneState = {
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  renderer: THREE.WebGLRenderer;
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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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+ export type NeatConfig = {
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  resolution?: number;
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  speed?: number;
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  horizontalPressure?: number;
@@ -24,7 +24,7 @@ export declare type NeatConfig = {
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  backgroundColor?: string;
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  backgroundAlpha?: number;
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  };
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- export declare type NeatColor = {
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+ export type NeatColor = {
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  color: string;
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  enabled: boolean;
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  /**
@@ -32,7 +32,7 @@ export declare type NeatColor = {
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  */
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  influence?: number;
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  };
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- export declare type NeatController = {
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+ export type NeatController = {
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  destroy: () => void;
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  };
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  export declare class NeatGradient implements NeatController {
@@ -50,7 +50,6 @@ 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;
@@ -59,6 +58,7 @@ export declare class NeatGradient implements NeatController {
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  constructor(config: NeatConfig & {
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  ref: HTMLCanvasElement;
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  resolution?: number;
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+ seed?: number;
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  });
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  destroy(): void;
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  set speed(speed: number);
@@ -19,14 +19,13 @@ 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;
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  sizeObserver;
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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 { 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, seed } = config;
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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);
@@ -47,7 +46,7 @@ export class NeatGradient {
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  this.backgroundColor = backgroundColor;
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  this.backgroundAlpha = backgroundAlpha;
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  this.sceneState = this._initScene(resolution);
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- let tick = 0;
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+ let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();
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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) {
@@ -164,7 +163,6 @@ export class NeatGradient {
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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) {
@@ -306,6 +304,13 @@ void main() {
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  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
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  vec3 nextColor = u_colors[i].color;
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+
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+ // vec3 colorOklab = oklab2rgb(color);
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+ // vec3 nextColorOklab = oklab2rgb(nextColor);
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+ // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
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+ //
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+ // color = rgb2oklab(mixColor);
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+
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  color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
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  }
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@@ -552,6 +557,35 @@ mat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,
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  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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+
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+ vec3 oklab2rgb(vec3 linear)
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+ {
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+ const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,
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+ 0.5362752080, 0.6807189584, 0.2818474174,
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+ 0.0514575653, 0.1074065790, 0.6302613616);
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+
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+ const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,
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+ +0.7936177850, -2.4285922050, +0.7827717662,
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+ -0.0040720468, +0.4505937099, -0.8086757660);
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+
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+ vec3 lms = im1 * linear;
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+
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+ return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));
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+ }
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+
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+ vec3 rgb2oklab(vec3 oklab)
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+ {
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+ const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,
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+ +0.396337777, -0.105561346, -0.089484178,
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+ +0.215803757, -0.063854173, -1.291485548);
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+
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+ const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,
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+ -3.307216883, +2.609332323, -0.703476310,
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+ +0.230759054, -0.341134429, +1.706862569);
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+ vec3 lms = m1 * oklab;
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+
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+ return m2 * (lms * lms * lms);
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+ }
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  `;
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  const buildColorFunctions = () => `
@@ -609,6 +643,7 @@ const setLinkStyles = (link) => {
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  link.style.right = "0";
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  link.style.padding = "10px";
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  link.style.color = "#dcdcdc";
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+ link.style.opacity = "0.8";
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  link.style.fontFamily = "sans-serif";
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  link.style.fontSize = "16px";
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  link.style.fontWeight = "bold";
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  setLinkStyles(link);
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  ref.parentElement?.appendChild(link);
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  };
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+ function getElapsedSecondsInLastHour() {
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+ const now = new Date();
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+ const minutes = now.getMinutes();
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+ const seconds = now.getSeconds();
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+ return (minutes * 60) + seconds;
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+ }
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  //# sourceMappingURL=NeatGradient.js.map
@@ -1 +1 @@
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package/dist/index.es.js CHANGED
@@ -1,6 +1,6 @@
1
- import * as o from "three";
2
- const _ = 50, g = 80, V = !0, q = 5, j = new o.Clock();
3
- class W {
1
+ import * as r from "three";
2
+ const g = 50, _ = 80, V = !0, C = 5, j = new r.Clock();
3
+ class G {
4
4
  _ref;
5
5
  _speed = -1;
6
6
  _horizontalPressure = -1;
@@ -15,7 +15,6 @@ class W {
15
15
  _colorBlending = -1;
16
16
  _colors = [];
17
17
  _wireframe = !1;
18
- _resolution = 1;
19
18
  _backgroundColor = "#FFFFFF";
20
19
  _backgroundAlpha = 1;
21
20
  requestRef = -1;
@@ -23,7 +22,7 @@ class W {
23
22
  sceneState;
24
23
  constructor(e) {
25
24
  const {
26
- ref: r,
25
+ ref: o,
27
26
  speed: s = 4,
28
27
  horizontalPressure: l = 3,
29
28
  verticalPressure: n = 3,
@@ -32,40 +31,41 @@ class W {
32
31
  waveAmplitude: x = 3,
33
32
  colors: c,
34
33
  highlights: v = 4,
35
- shadows: f = 4,
34
+ shadows: h = 4,
36
35
  colorSaturation: p = 0,
37
36
  colorBrightness: w = 1,
38
- colorBlending: z = 5,
37
+ colorBlending: b = 5,
39
38
  wireframe: E = !1,
40
- backgroundColor: N = "#FFFFFF",
41
- backgroundAlpha: R = 1,
42
- resolution: B = 1
39
+ backgroundColor: O = "#FFFFFF",
40
+ backgroundAlpha: N = 1,
41
+ resolution: R = 1,
42
+ seed: q
43
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;
46
- const C = () => {
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 = [
44
+ this._ref = o, 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 = b, this.colors = c, this.shadows = h, this.highlights = v, this.colorSaturation = p, this.colorBrightness = w, this.wireframe = E, this.backgroundColor = O, this.backgroundAlpha = N, this.sceneState = this._initScene(R);
45
+ let z = q !== void 0 ? q : W();
46
+ const F = () => {
47
+ const { renderer: m, camera: f, scene: d, meshes: y } = this.sceneState;
48
+ Math.floor(z * 10) % 5 === 0 && H(o), m.setClearColor(this._backgroundColor, this._backgroundAlpha), y.forEach((i) => {
49
+ const I = this._ref.width, K = this._ref.height, T = [
50
50
  ...this._colors.map((P) => ({
51
51
  is_active: P.enabled,
52
- color: new o.Color(P.color),
52
+ color: new r.Color(P.color),
53
53
  influence: P.influence
54
54
  })),
55
- ...Array.from({ length: q - this._colors.length }).map(() => ({
55
+ ...Array.from({ length: C - this._colors.length }).map(() => ({
56
56
  is_active: !1,
57
- color: new o.Color(0)
57
+ color: new r.Color(0)
58
58
  }))
59
59
  ];
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);
60
+ z += j.getDelta() * this._speed, i.material.uniforms.u_time.value = z, i.material.uniforms.u_resolution = { value: new r.Vector2(I, K) }, i.material.uniforms.u_color_pressure = { value: new r.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: g }, i.material.uniforms.u_plane_height = { value: _ }, i.material.uniforms.u_color_blending = { value: this._colorBlending }, i.material.uniforms.u_colors = { value: T }, i.material.uniforms.u_colors_count = { value: C }, 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
+ }), m.render(d, f), this.requestRef = requestAnimationFrame(F);
62
+ }, B = () => {
63
+ const { renderer: m } = this.sceneState, f = m.domElement, d = f.clientWidth, y = f.clientHeight;
64
+ this.sceneState.renderer.setSize(d, y, !1), S(this.sceneState.camera, d, y);
65
65
  };
66
- this.sizeObserver = new ResizeObserver((h) => {
67
- I();
68
- }), this.sizeObserver.observe(r), C();
66
+ this.sizeObserver = new ResizeObserver((m) => {
67
+ B();
68
+ }), this.sizeObserver.observe(o), F();
69
69
  }
70
70
  destroy() {
71
71
  this && (cancelAnimationFrame(this.requestRef), this.sizeObserver.disconnect());
@@ -110,7 +110,7 @@ class W {
110
110
  this._wireframe = e;
111
111
  }
112
112
  set resolution(e) {
113
- this._resolution = e, this.sceneState = this._initScene(e);
113
+ this.sceneState = this._initScene(e);
114
114
  }
115
115
  set backgroundColor(e) {
116
116
  this._backgroundColor = e;
@@ -119,15 +119,15 @@ class W {
119
119
  this._backgroundAlpha = e;
120
120
  }
121
121
  _initScene(e) {
122
- const r = this._ref.width, s = this._ref.height, l = new o.WebGLRenderer({
122
+ const o = this._ref.width, s = this._ref.height, l = new r.WebGLRenderer({
123
123
  alpha: !0,
124
124
  canvas: this._ref
125
125
  });
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);
126
+ l.setClearColor(16711680, 0.5), l.setSize(o, s, !1);
127
+ const n = [], a = new r.Scene(), u = this._buildMaterial(o, s), x = new r.PlaneGeometry(g, _, 240 * e, 240 * e), c = new r.Mesh(x, u);
128
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), {
129
+ const v = new r.OrthographicCamera(0, 0, 0, 0, 0, 0);
130
+ return v.position.z = 5, S(v, o, s), {
131
131
  renderer: l,
132
132
  camera: v,
133
133
  scene: a,
@@ -135,43 +135,43 @@ class W {
135
135
  resolution: e
136
136
  };
137
137
  }
138
- _buildMaterial(e, r) {
138
+ _buildMaterial(e, o) {
139
139
  const s = [
140
140
  ...this._colors.map((a) => ({
141
141
  is_active: a.enabled,
142
- color: new o.Color(a.color),
142
+ color: new r.Color(a.color),
143
143
  influence: a.influence
144
144
  })),
145
- ...Array.from({ length: q - this._colors.length }).map(() => ({
145
+ ...Array.from({ length: C - this._colors.length }).map(() => ({
146
146
  is_active: !1,
147
- color: new o.Color(0)
147
+ color: new r.Color(0)
148
148
  }))
149
149
  ], l = {
150
150
  u_time: { value: 0 },
151
- u_color_pressure: { value: new o.Vector2(this._horizontalPressure, this._verticalPressure) },
151
+ u_color_pressure: { value: new r.Vector2(this._horizontalPressure, this._verticalPressure) },
152
152
  u_wave_frequency_x: { value: this._waveFrequencyX },
153
153
  u_wave_frequency_y: { value: this._waveFrequencyY },
154
154
  u_wave_amplitude: { value: this._waveAmplitude },
155
- u_resolution: { value: new o.Vector2(e, r) },
155
+ u_resolution: { value: new r.Vector2(e, o) },
156
156
  u_colors: { value: s },
157
157
  u_colors_count: { value: this._colors.length },
158
- u_plane_width: { value: _ },
159
- u_plane_height: { value: g },
158
+ u_plane_width: { value: g },
159
+ u_plane_height: { value: _ },
160
160
  u_shadows: { value: this._shadows },
161
161
  u_highlights: { value: this._highlights }
162
- }, n = new o.ShaderMaterial({
162
+ }, n = new r.ShaderMaterial({
163
163
  uniforms: l,
164
- vertexShader: S() + D() + A() + Y(),
165
- fragmentShader: S() + A() + k()
164
+ vertexShader: A() + Y() + M() + D(),
165
+ fragmentShader: A() + M() + L()
166
166
  });
167
167
  return n.wireframe = V, n;
168
168
  }
169
169
  }
170
- function F(t, e, r) {
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());
170
+ function S(t, e, o) {
171
+ const n = e * o / 1e6 * g * _ / 1.5, a = e / o, u = Math.sqrt(n * a), x = n / u, c = -g / 2, v = Math.min((c + u) / 1.5, g / 2), h = _ / 4, p = Math.max((h - x) / 2, -_ / 4), w = -100, b = 1e3;
172
+ t instanceof r.OrthographicCamera ? (t.left = c, t.right = v, t.top = h, t.bottom = p, t.near = w, t.far = b, t.updateProjectionMatrix()) : t instanceof r.PerspectiveCamera && (t.aspect = e / o, t.updateProjectionMatrix());
173
173
  }
174
- function Y() {
174
+ function D() {
175
175
  return `
176
176
 
177
177
  void main() {
@@ -211,6 +211,13 @@ void main() {
211
211
 
212
212
  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
213
213
  vec3 nextColor = u_colors[i].color;
214
+
215
+ // vec3 colorOklab = oklab2rgb(color);
216
+ // vec3 nextColorOklab = oklab2rgb(nextColor);
217
+ // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
218
+ //
219
+ // color = rgb2oklab(mixColor);
220
+
214
221
  color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
215
222
  }
216
223
 
@@ -225,7 +232,7 @@ void main() {
225
232
  }
226
233
  `;
227
234
  }
228
- function k() {
235
+ function L() {
229
236
  return `
230
237
 
231
238
  void main(){
@@ -240,7 +247,7 @@ void main(){
240
247
  }
241
248
  `;
242
249
  }
243
- const S = () => `
250
+ const A = () => `
244
251
  precision highp float;
245
252
 
246
253
  struct Color {
@@ -276,7 +283,7 @@ varying vec4 v_new_position;
276
283
  varying vec3 v_color;
277
284
  varying float v_displacement_amount;
278
285
 
279
- `, D = () => `
286
+ `, Y = () => `
280
287
 
281
288
  vec3 mod289(vec3 x)
282
289
  {
@@ -456,8 +463,37 @@ mat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,
456
463
  mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,
457
464
  -0.09991, -0.33609, 0.43600,
458
465
  0.615, -0.5586, -0.05639);
466
+
467
+ vec3 oklab2rgb(vec3 linear)
468
+ {
469
+ const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,
470
+ 0.5362752080, 0.6807189584, 0.2818474174,
471
+ 0.0514575653, 0.1074065790, 0.6302613616);
472
+
473
+ const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,
474
+ +0.7936177850, -2.4285922050, +0.7827717662,
475
+ -0.0040720468, +0.4505937099, -0.8086757660);
476
+
477
+ vec3 lms = im1 * linear;
478
+
479
+ return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));
480
+ }
459
481
 
460
- `, A = () => `
482
+ vec3 rgb2oklab(vec3 oklab)
483
+ {
484
+ const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,
485
+ +0.396337777, -0.105561346, -0.089484178,
486
+ +0.215803757, -0.063854173, -1.291485548);
487
+
488
+ const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,
489
+ -3.307216883, +2.609332323, -0.703476310,
490
+ +0.230759054, -0.341134429, +1.706862569);
491
+ vec3 lms = m1 * oklab;
492
+
493
+ return m2 * (lms * lms * lms);
494
+ }
495
+
496
+ `, M = () => `
461
497
 
462
498
  vec3 saturation(vec3 rgb, float adjustment) {
463
499
  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
@@ -500,21 +536,25 @@ vec3 hsv2rgb(vec3 c)
500
536
  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
501
537
  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
502
538
  }
503
- `, M = (t) => {
504
- 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";
505
- }, L = (t) => {
539
+ `, k = (t) => {
540
+ 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.opacity = "0.8", t.style.fontFamily = "sans-serif", t.style.fontSize = "16px", t.style.fontWeight = "bold", t.style.textDecoration = "none", t.style.zIndex = "100", t.innerHTML = "NEAT";
541
+ }, H = (t) => {
506
542
  const e = t.parentElement?.getElementsByTagName("a");
507
543
  if (e) {
508
544
  for (let s = 0; s < e.length; s++)
509
545
  if (e[s].id === "neat-link") {
510
- M(e[s]);
546
+ k(e[s]);
511
547
  return;
512
548
  }
513
549
  }
514
- const r = document.createElement("a");
515
- M(r), t.parentElement?.appendChild(r);
550
+ const o = document.createElement("a");
551
+ k(o), t.parentElement?.appendChild(o);
516
552
  };
553
+ function W() {
554
+ const t = new Date(), e = t.getMinutes(), o = t.getSeconds();
555
+ return e * 60 + o;
556
+ }
517
557
  export {
518
- W as NeatGradient
558
+ G as NeatGradient
519
559
  };
520
560
  //# sourceMappingURL=index.es.js.map
@@ -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.Camera,\n scene: THREE.Scene,\n meshes: THREE.Mesh[],\n resolution: number\n}\n\nexport type NeatConfig = {\n resolution?: number;\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 _ref: HTMLCanvasElement;\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 _resolution: number = 1;\n private _backgroundColor: string = \"#FFFFFF\";\n private _backgroundAlpha: number = 1.0;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n private 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\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 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`;\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 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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.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 \n // vec3 colorOklab = oklab2rgb(color);\n // vec3 nextColorOklab = oklab2rgb(nextColor);\n // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));\n //\n // color = rgb2oklab(mixColor);\n \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 \nvec3 oklab2rgb(vec3 linear)\n{\n const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,\n 0.5362752080, 0.6807189584, 0.2818474174,\n 0.0514575653, 0.1074065790, 0.6302613616);\n \n const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,\n +0.7936177850, -2.4285922050, +0.7827717662,\n -0.0040720468, +0.4505937099, -0.8086757660);\n \n vec3 lms = im1 * linear;\n \n return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));\n}\n\nvec3 rgb2oklab(vec3 oklab)\n{\n const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,\n +0.396337777, -0.105561346, -0.089484178,\n +0.215803757, -0.063854173, -1.291485548);\n \n const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,\n -3.307216883, +2.609332323, -0.703476310,\n +0.230759054, -0.341134429, +1.706862569);\n vec3 lms = m1 * oklab;\n \n return m2 * (lms * lms * lms);\n}\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.opacity = \"0.8\";\n 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package/dist/index.umd.js CHANGED
@@ -1,4 +1,4 @@
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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`
1
+ (function(u,m){typeof exports=="object"&&typeof module<"u"?m(exports,require("three")):typeof define=="function"&&define.amd?define(["exports","three"],m):(u=typeof globalThis<"u"?globalThis:u||self,m(u.FireCMS={},u.THREE))})(this,function(u,m){"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(m),_=50,g=80,j=!0,b=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;_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:h=3,colors:c,highlights:v=4,shadows:d=4,colorSaturation:z=0,colorBrightness:P=1,colorBlending:C=5,wireframe:H=!1,backgroundColor:L="#FFFFFF",backgroundAlpha:Y=1,resolution:G=1,seed:k}=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=h,this.colorBlending=C,this.colors=c,this.shadows=d,this.highlights=v,this.colorSaturation=z,this.colorBrightness=P,this.wireframe=H,this.backgroundColor=L,this.backgroundAlpha=Y,this.sceneState=this._initScene(G);let q=k!==void 0?k:V();const E=()=>{const{renderer:f,camera:y,scene:p,meshes:w}=this.sceneState;Math.floor(q*10)%5===0&&D(o),f.setClearColor(this._backgroundColor,this._backgroundAlpha),w.forEach(s=>{const U=this._ref.width,X=this._ref.height,J=[...this._colors.map(S=>({is_active:S.enabled,color:new r.Color(S.color),influence:S.influence})),...Array.from({length:b-this._colors.length}).map(()=>({is_active:!1,color:new r.Color(0)}))];q+=T.getDelta()*this._speed,s.material.uniforms.u_time.value=q,s.material.uniforms.u_resolution={value:new r.Vector2(U,X)},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:J},s.material.uniforms.u_colors_count={value:b},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}),f.render(p,y),this.requestRef=requestAnimationFrame(E)},W=()=>{const{renderer:f}=this.sceneState,y=f.domElement,p=y.clientWidth,w=y.clientHeight;this.sceneState.renderer.setSize(p,w,!1),F(this.sceneState.camera,p,w)};this.sizeObserver=new ResizeObserver(f=>{W()}),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.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),h=new r.PlaneGeometry(_,g,240*e,240*e),c=new r.Mesh(h,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:b-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),h=n/x,c=-_/2,v=Math.min((c+x)/1.5,_/2),d=g/4,z=Math.max((d-h)/2,-g/4),P=-100,C=1e3;t instanceof r.OrthographicCamera?(t.left=c,t.right=v,t.top=d,t.bottom=z,t.near=P,t.far=C,t.updateProjectionMatrix()):t instanceof r.PerspectiveCamera&&(t.aspect=e/o,t.updateProjectionMatrix())}function B(){return`
2
2
 
3
3
  void main() {
4
4
 
@@ -37,6 +37,13 @@ void main() {
37
37
 
38
38
  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
39
39
  vec3 nextColor = u_colors[i].color;
40
+
41
+ // vec3 colorOklab = oklab2rgb(color);
42
+ // vec3 nextColorOklab = oklab2rgb(nextColor);
43
+ // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
44
+ //
45
+ // color = rgb2oklab(mixColor);
46
+
40
47
  color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
41
48
  }
42
49
 
@@ -277,6 +284,35 @@ mat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,
277
284
  mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,
278
285
  -0.09991, -0.33609, 0.43600,
279
286
  0.615, -0.5586, -0.05639);
287
+
288
+ vec3 oklab2rgb(vec3 linear)
289
+ {
290
+ const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,
291
+ 0.5362752080, 0.6807189584, 0.2818474174,
292
+ 0.0514575653, 0.1074065790, 0.6302613616);
293
+
294
+ const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,
295
+ +0.7936177850, -2.4285922050, +0.7827717662,
296
+ -0.0040720468, +0.4505937099, -0.8086757660);
297
+
298
+ vec3 lms = im1 * linear;
299
+
300
+ return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));
301
+ }
302
+
303
+ vec3 rgb2oklab(vec3 oklab)
304
+ {
305
+ const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,
306
+ +0.396337777, -0.105561346, -0.089484178,
307
+ +0.215803757, -0.063854173, -1.291485548);
308
+
309
+ const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,
310
+ -3.307216883, +2.609332323, -0.703476310,
311
+ +0.230759054, -0.341134429, +1.706862569);
312
+ vec3 lms = m1 * oklab;
313
+
314
+ return m2 * (lms * lms * lms);
315
+ }
280
316
 
281
317
  `,M=()=>`
282
318
 
@@ -321,5 +357,5 @@ vec3 hsv2rgb(vec3 c)
321
357
  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
322
358
  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
323
359
  }
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"}})});
360
+ `,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.opacity="0.8",t.style.fontFamily="sans-serif",t.style.fontSize="16px",t.style.fontWeight="bold",t.style.textDecoration="none",t.style.zIndex="100",t.innerHTML="NEAT"},D=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)};function V(){const t=new Date,e=t.getMinutes(),o=t.getSeconds();return e*60+o}u.NeatGradient=R,Object.defineProperties(u,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
325
361
  //# 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.Camera,\n scene: THREE.Scene,\n meshes: THREE.Mesh[],\n resolution: number\n}\n\nexport type NeatConfig = {\n resolution?: number;\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 _ref: HTMLCanvasElement;\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 _resolution: number = 1;\n private _backgroundColor: string = \"#FFFFFF\";\n private _backgroundAlpha: number = 1.0;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n private 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\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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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 seed\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 let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();\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.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 \n // vec3 colorOklab = oklab2rgb(color);\n // vec3 nextColorOklab = oklab2rgb(nextColor);\n // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));\n //\n // color = rgb2oklab(mixColor);\n \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 \nvec3 oklab2rgb(vec3 linear)\n{\n const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,\n 0.5362752080, 0.6807189584, 0.2818474174,\n 0.0514575653, 0.1074065790, 0.6302613616);\n \n const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,\n +0.7936177850, -2.4285922050, +0.7827717662,\n -0.0040720468, +0.4505937099, -0.8086757660);\n \n vec3 lms = im1 * linear;\n \n return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));\n}\n\nvec3 rgb2oklab(vec3 oklab)\n{\n const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,\n +0.396337777, -0.105561346, -0.089484178,\n +0.215803757, -0.063854173, -1.291485548);\n \n const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,\n -3.307216883, +2.609332323, -0.703476310,\n +0.230759054, -0.341134429, +1.706862569);\n vec3 lms = m1 * oklab;\n \n return m2 * (lms * lms * lms);\n}\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.opacity = \"0.8\";\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 ref.parentElement?.appendChild(link);\n}\n\nfunction getElapsedSecondsInLastHour() {\n const now = new Date();\n const minutes = now.getMinutes();\n const seconds = now.getSeconds();\n return (minutes * 60) + 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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": "0.1.5",
5
+ "version": "0.2.1",
6
6
  "main": "./dist/index.umd.js",
7
7
  "module": "./dist/index.es.js",
8
8
  "types": "dist/index.d.ts",
@@ -15,9 +15,9 @@
15
15
  "three": "^0.144.0"
16
16
  },
17
17
  "devDependencies": {
18
+ "three": "^0.144.0",
18
19
  "typescript": "^4.8.4",
19
- "vite": "^3.1.4",
20
- "three": "^0.144.0"
20
+ "vite": "^3.1.4"
21
21
  },
22
22
  "scripts": {
23
23
  "start": "vite",
@@ -71,7 +71,6 @@ export class NeatGradient implements NeatController {
71
71
  private _colors: NeatColor[] = [];
72
72
  private _wireframe: boolean = false;
73
73
 
74
- private _resolution: number = 1;
75
74
  private _backgroundColor: string = "#FFFFFF";
76
75
  private _backgroundAlpha: number = 1.0;
77
76
 
@@ -79,7 +78,7 @@ export class NeatGradient implements NeatController {
79
78
  private sizeObserver: ResizeObserver;
80
79
  private sceneState: SceneState;
81
80
 
82
- constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number }) {
81
+ constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number, seed?: number }) {
83
82
 
84
83
  const {
85
84
  ref,
@@ -98,7 +97,8 @@ export class NeatGradient implements NeatController {
98
97
  wireframe = false,
99
98
  backgroundColor = "#FFFFFF",
100
99
  backgroundAlpha = 1.0,
101
- resolution = 1
100
+ resolution = 1,
101
+ seed
102
102
  } = config;
103
103
 
104
104
 
@@ -126,8 +126,7 @@ export class NeatGradient implements NeatController {
126
126
 
127
127
  this.sceneState = this._initScene(resolution);
128
128
 
129
-
130
- let tick = 0;
129
+ let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();
131
130
  const render = () => {
132
131
 
133
132
  const { renderer, camera, scene, meshes } = this.sceneState;
@@ -273,7 +272,6 @@ export class NeatGradient implements NeatController {
273
272
  }
274
273
 
275
274
  set resolution(resolution: number) {
276
- this._resolution = resolution;
277
275
  this.sceneState = this._initScene(resolution);
278
276
  }
279
277
 
@@ -445,6 +443,13 @@ void main() {
445
443
 
446
444
  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
447
445
  vec3 nextColor = u_colors[i].color;
446
+
447
+ // vec3 colorOklab = oklab2rgb(color);
448
+ // vec3 nextColorOklab = oklab2rgb(nextColor);
449
+ // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
450
+ //
451
+ // color = rgb2oklab(mixColor);
452
+
448
453
  color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
449
454
  }
450
455
 
@@ -694,6 +699,35 @@ mat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,
694
699
  mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,
695
700
  -0.09991, -0.33609, 0.43600,
696
701
  0.615, -0.5586, -0.05639);
702
+
703
+ vec3 oklab2rgb(vec3 linear)
704
+ {
705
+ const mat3 im1 = mat3(0.4121656120, 0.2118591070, 0.0883097947,
706
+ 0.5362752080, 0.6807189584, 0.2818474174,
707
+ 0.0514575653, 0.1074065790, 0.6302613616);
708
+
709
+ const mat3 im2 = mat3(+0.2104542553, +1.9779984951, +0.0259040371,
710
+ +0.7936177850, -2.4285922050, +0.7827717662,
711
+ -0.0040720468, +0.4505937099, -0.8086757660);
712
+
713
+ vec3 lms = im1 * linear;
714
+
715
+ return im2 * (sign(lms) * pow(abs(lms), vec3(1.0/3.0)));
716
+ }
717
+
718
+ vec3 rgb2oklab(vec3 oklab)
719
+ {
720
+ const mat3 m1 = mat3(+1.000000000, +1.000000000, +1.000000000,
721
+ +0.396337777, -0.105561346, -0.089484178,
722
+ +0.215803757, -0.063854173, -1.291485548);
723
+
724
+ const mat3 m2 = mat3(+4.076724529, -1.268143773, -0.004111989,
725
+ -3.307216883, +2.609332323, -0.703476310,
726
+ +0.230759054, -0.341134429, +1.706862569);
727
+ vec3 lms = m1 * oklab;
728
+
729
+ return m2 * (lms * lms * lms);
730
+ }
697
731
 
698
732
  `;
699
733
 
@@ -754,6 +788,7 @@ const setLinkStyles = (link: HTMLAnchorElement) => {
754
788
  link.style.right = "0";
755
789
  link.style.padding = "10px";
756
790
  link.style.color = "#dcdcdc";
791
+ link.style.opacity = "0.8";
757
792
  link.style.fontFamily = "sans-serif";
758
793
  link.style.fontSize = "16px";
759
794
  link.style.fontWeight = "bold";
@@ -776,3 +811,10 @@ const addNeatLink = (ref: HTMLCanvasElement) => {
776
811
  setLinkStyles(link);
777
812
  ref.parentElement?.appendChild(link);
778
813
  }
814
+
815
+ function getElapsedSecondsInLastHour() {
816
+ const now = new Date();
817
+ const minutes = now.getMinutes();
818
+ const seconds = now.getSeconds();
819
+ return (minutes * 60) + seconds;
820
+ }