@firecms/neat 0.2.0 → 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.
@@ -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 {
@@ -58,6 +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);
@@ -25,7 +25,7 @@ export class NeatGradient {
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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);
@@ -46,7 +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) {
@@ -665,4 +665,10 @@ const addNeatLink = (ref) => {
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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, T = !0, C = 5, V = 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;
@@ -22,7 +22,7 @@ class W {
22
22
  sceneState;
23
23
  constructor(e) {
24
24
  const {
25
- ref: r,
25
+ ref: o,
26
26
  speed: s = 4,
27
27
  horizontalPressure: l = 3,
28
28
  verticalPressure: n = 3,
@@ -35,36 +35,37 @@ class W {
35
35
  colorSaturation: p = 0,
36
36
  colorBrightness: w = 1,
37
37
  colorBlending: b = 5,
38
- wireframe: M = !1,
38
+ wireframe: E = !1,
39
39
  backgroundColor: O = "#FFFFFF",
40
- backgroundAlpha: E = 1,
41
- resolution: N = 1
40
+ backgroundAlpha: N = 1,
41
+ resolution: R = 1,
42
+ seed: q
42
43
  } = e;
43
- 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 = b, this.colors = c, this.shadows = h, this.highlights = v, this.colorSaturation = p, this.colorBrightness = w, this.wireframe = M, this.backgroundColor = O, this.backgroundAlpha = E, this.sceneState = this._initScene(N);
44
- let z = 0;
45
- const q = () => {
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 = () => {
46
47
  const { renderer: m, camera: f, scene: d, meshes: y } = this.sceneState;
47
- Math.floor(z * 10) % 5 === 0 && L(r), m.setClearColor(this._backgroundColor, this._backgroundAlpha), y.forEach((i) => {
48
- const B = this._ref.width, I = this._ref.height, K = [
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 = [
49
50
  ...this._colors.map((P) => ({
50
51
  is_active: P.enabled,
51
- color: new o.Color(P.color),
52
+ color: new r.Color(P.color),
52
53
  influence: P.influence
53
54
  })),
54
55
  ...Array.from({ length: C - this._colors.length }).map(() => ({
55
56
  is_active: !1,
56
- color: new o.Color(0)
57
+ color: new r.Color(0)
57
58
  }))
58
59
  ];
59
- z += V.getDelta() * this._speed, i.material.uniforms.u_time.value = z, i.material.uniforms.u_resolution = { value: new o.Vector2(B, I) }, 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: K }, 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;
60
- }), m.render(d, f), this.requestRef = requestAnimationFrame(q);
61
- }, R = () => {
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 = () => {
62
63
  const { renderer: m } = this.sceneState, f = m.domElement, d = f.clientWidth, y = f.clientHeight;
63
- this.sceneState.renderer.setSize(d, y, !1), F(this.sceneState.camera, d, y);
64
+ this.sceneState.renderer.setSize(d, y, !1), S(this.sceneState.camera, d, y);
64
65
  };
65
66
  this.sizeObserver = new ResizeObserver((m) => {
66
- R();
67
- }), this.sizeObserver.observe(r), q();
67
+ B();
68
+ }), this.sizeObserver.observe(o), F();
68
69
  }
69
70
  destroy() {
70
71
  this && (cancelAnimationFrame(this.requestRef), this.sizeObserver.disconnect());
@@ -118,15 +119,15 @@ class W {
118
119
  this._backgroundAlpha = e;
119
120
  }
120
121
  _initScene(e) {
121
- 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({
122
123
  alpha: !0,
123
124
  canvas: this._ref
124
125
  });
125
- l.setClearColor(16711680, 0.5), l.setSize(r, s, !1);
126
- 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);
127
128
  c.rotation.x = -Math.PI / 3.5, c.position.z = -1, n.push(c), a.add(c);
128
- const v = new o.OrthographicCamera(0, 0, 0, 0, 0, 0);
129
- 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), {
130
131
  renderer: l,
131
132
  camera: v,
132
133
  scene: a,
@@ -134,43 +135,43 @@ class W {
134
135
  resolution: e
135
136
  };
136
137
  }
137
- _buildMaterial(e, r) {
138
+ _buildMaterial(e, o) {
138
139
  const s = [
139
140
  ...this._colors.map((a) => ({
140
141
  is_active: a.enabled,
141
- color: new o.Color(a.color),
142
+ color: new r.Color(a.color),
142
143
  influence: a.influence
143
144
  })),
144
145
  ...Array.from({ length: C - this._colors.length }).map(() => ({
145
146
  is_active: !1,
146
- color: new o.Color(0)
147
+ color: new r.Color(0)
147
148
  }))
148
149
  ], l = {
149
150
  u_time: { value: 0 },
150
- u_color_pressure: { value: new o.Vector2(this._horizontalPressure, this._verticalPressure) },
151
+ u_color_pressure: { value: new r.Vector2(this._horizontalPressure, this._verticalPressure) },
151
152
  u_wave_frequency_x: { value: this._waveFrequencyX },
152
153
  u_wave_frequency_y: { value: this._waveFrequencyY },
153
154
  u_wave_amplitude: { value: this._waveAmplitude },
154
- u_resolution: { value: new o.Vector2(e, r) },
155
+ u_resolution: { value: new r.Vector2(e, o) },
155
156
  u_colors: { value: s },
156
157
  u_colors_count: { value: this._colors.length },
157
- u_plane_width: { value: _ },
158
- u_plane_height: { value: g },
158
+ u_plane_width: { value: g },
159
+ u_plane_height: { value: _ },
159
160
  u_shadows: { value: this._shadows },
160
161
  u_highlights: { value: this._highlights }
161
- }, n = new o.ShaderMaterial({
162
+ }, n = new r.ShaderMaterial({
162
163
  uniforms: l,
163
- vertexShader: S() + D() + A() + j(),
164
- fragmentShader: S() + A() + Y()
164
+ vertexShader: A() + Y() + M() + D(),
165
+ fragmentShader: A() + M() + L()
165
166
  });
166
- return n.wireframe = T, n;
167
+ return n.wireframe = V, n;
167
168
  }
168
169
  }
169
- function F(t, e, r) {
170
- 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), h = g / 4, p = Math.max((h - x) / 2, -g / 4), w = -100, b = 1e3;
171
- t instanceof o.OrthographicCamera ? (t.left = c, t.right = v, t.top = h, t.bottom = p, t.near = w, t.far = b, 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());
172
173
  }
173
- function j() {
174
+ function D() {
174
175
  return `
175
176
 
176
177
  void main() {
@@ -231,7 +232,7 @@ void main() {
231
232
  }
232
233
  `;
233
234
  }
234
- function Y() {
235
+ function L() {
235
236
  return `
236
237
 
237
238
  void main(){
@@ -246,7 +247,7 @@ void main(){
246
247
  }
247
248
  `;
248
249
  }
249
- const S = () => `
250
+ const A = () => `
250
251
  precision highp float;
251
252
 
252
253
  struct Color {
@@ -282,7 +283,7 @@ varying vec4 v_new_position;
282
283
  varying vec3 v_color;
283
284
  varying float v_displacement_amount;
284
285
 
285
- `, D = () => `
286
+ `, Y = () => `
286
287
 
287
288
  vec3 mod289(vec3 x)
288
289
  {
@@ -492,7 +493,7 @@ vec3 rgb2oklab(vec3 oklab)
492
493
  return m2 * (lms * lms * lms);
493
494
  }
494
495
 
495
- `, A = () => `
496
+ `, M = () => `
496
497
 
497
498
  vec3 saturation(vec3 rgb, float adjustment) {
498
499
  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
@@ -537,7 +538,7 @@ vec3 hsv2rgb(vec3 c)
537
538
  }
538
539
  `, k = (t) => {
539
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";
540
- }, L = (t) => {
541
+ }, H = (t) => {
541
542
  const e = t.parentElement?.getElementsByTagName("a");
542
543
  if (e) {
543
544
  for (let s = 0; s < e.length; s++)
@@ -546,10 +547,14 @@ vec3 hsv2rgb(vec3 c)
546
547
  return;
547
548
  }
548
549
  }
549
- const r = document.createElement("a");
550
- k(r), t.parentElement?.appendChild(r);
550
+ const o = document.createElement("a");
551
+ k(o), t.parentElement?.appendChild(o);
551
552
  };
553
+ function W() {
554
+ const t = new Date(), e = t.getMinutes(), o = t.getSeconds();
555
+ return e * 60 + o;
556
+ }
552
557
  export {
553
- W as NeatGradient
558
+ G as NeatGradient
554
559
  };
555
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 _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.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 = 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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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T{_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:V=!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=h,this.colorBlending=C,this.colors=c,this.shadows=d,this.highlights=v,this.colorSaturation=z,this.colorBrightness=P,this.wireframe=V,this.backgroundColor=D,this.backgroundAlpha=Y,this.sceneState=this._initScene(G);let q=0;const k=()=>{const{renderer:f,camera:y,scene:p,meshes:w}=this.sceneState;Math.floor(q*10)%5===0&&K(o),f.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:b-this._colors.length}).map(()=>({is_active:!1,color:new r.Color(0)}))];q+=j.getDelta()*this._speed,s.material.uniforms.u_time.value=q,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: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(k)},H=()=>{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=>{H()}),this.sizeObserver.observe(o),k()}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()+I()+M()+R(),fragmentShader:A()+M()+B()});return n.wireframe=N,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 R(){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
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  void main() {
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@@ -56,7 +56,7 @@ void main() {
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  v_new_position = gl_Position;
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- `}function B(){return`
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+ `}function I(){return`
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  void main(){
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  vec3 color = v_color;
@@ -104,7 +104,7 @@ varying vec4 v_new_position;
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  varying vec3 v_color;
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  varying float v_displacement_amount;
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- `,I=()=>`
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+ `,K=()=>`
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  vec3 mod289(vec3 x)
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  {
@@ -357,5 +357,5 @@ vec3 hsv2rgb(vec3 c)
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  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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  }
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- `,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"},K=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=T,Object.defineProperties(u,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
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+ `,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"}})});
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  //# sourceMappingURL=index.umd.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.umd.js","sources":["../src/NeatGradient.ts"],"sourcesContent":["import * as THREE from \"three\";\n\nconst PLANE_WIDTH = 50;\nconst PLANE_HEIGHT = 80;\n\nconst WIREFRAME = true;\nconst COLORS_COUNT = 5;\n\nconst clock = new THREE.Clock();\n\ntype SceneState = {\n renderer: THREE.WebGLRenderer,\n camera: THREE.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 _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.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, 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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": "0.2.0",
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",
@@ -78,7 +78,7 @@ export class NeatGradient implements NeatController {
78
78
  private sizeObserver: ResizeObserver;
79
79
  private sceneState: SceneState;
80
80
 
81
- constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number }) {
81
+ constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number, seed?: number }) {
82
82
 
83
83
  const {
84
84
  ref,
@@ -97,7 +97,8 @@ export class NeatGradient implements NeatController {
97
97
  wireframe = false,
98
98
  backgroundColor = "#FFFFFF",
99
99
  backgroundAlpha = 1.0,
100
- resolution = 1
100
+ resolution = 1,
101
+ seed
101
102
  } = config;
102
103
 
103
104
 
@@ -125,8 +126,7 @@ export class NeatGradient implements NeatController {
125
126
 
126
127
  this.sceneState = this._initScene(resolution);
127
128
 
128
-
129
- let tick = 0;
129
+ let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();
130
130
  const render = () => {
131
131
 
132
132
  const { renderer, camera, scene, meshes } = this.sceneState;
@@ -811,3 +811,10 @@ const addNeatLink = (ref: HTMLCanvasElement) => {
811
811
  setLinkStyles(link);
812
812
  ref.parentElement?.appendChild(link);
813
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
+ }