@firecms/neat 0.2.1 → 0.3.0

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package/dist/index.umd.js CHANGED
@@ -1,4 +1,4 @@
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`
1
+ (function(u,d){typeof exports=="object"&&typeof module<"u"?d(exports,require("three")):typeof define=="function"&&define.amd?define(["exports","three"],d):(u=typeof globalThis<"u"?globalThis:u||self,d(u.FireCMS={},u.THREE))})(this,function(u,d){"use strict";function R(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 r=Object.getOwnPropertyDescriptor(t,o);Object.defineProperty(e,o,r.get?r:{enumerable:!0,get:()=>t[o]})}}return e.default=t,Object.freeze(e)}const n=R(d),g=50,_=80,T=!0,b=5,B=new n.Clock,F=H();class K{_ref;_speed=-1;_horizontalPressure=-1;_verticalPressure=-1;_waveFrequencyX=-1;_waveFrequencyY=-1;_waveAmplitude=-1;_shadows=-1;_highlights=-1;_saturation=-1;_brightness=-1;_grainScale=-1;_grainIntensity=-1;_grainSpeed=-1;_colorBlending=-1;_colors=[];_wireframe=!1;_backgroundColor="#FFFFFF";_backgroundAlpha=1;requestRef=-1;sizeObserver;sceneState;constructor(e){const{ref:o,speed:r=4,horizontalPressure:s=3,verticalPressure:a=3,waveFrequencyX:c=5,waveFrequencyY:f=5,waveAmplitude:m=3,colors:l,highlights:v=4,shadows:x=4,colorSaturation:z=0,colorBrightness:P=1,colorBlending:S=5,grainScale:Y=2,grainIntensity:W=.55,grainSpeed:U=.1,wireframe:X=!1,backgroundColor:J="#FFFFFF",backgroundAlpha:Q=1,resolution:Z=1,seed:E}=e;this._ref=o,this.destroy=this.destroy.bind(this),this._initScene=this._initScene.bind(this),this._buildMaterial=this._buildMaterial.bind(this),this.speed=r,this.horizontalPressure=s,this.verticalPressure=a,this.waveFrequencyX=c,this.waveFrequencyY=f,this.waveAmplitude=m,this.colorBlending=S,this.grainScale=Y,this.grainIntensity=W,this.grainSpeed=U,this.colors=l,this.shadows=x,this.highlights=v,this.colorSaturation=z,this.colorBrightness=P,this.wireframe=X,this.backgroundColor=J,this.backgroundAlpha=Q,this.sceneState=this._initScene(Z);let C=E!==void 0?E:G();const N=()=>{const{renderer:h,camera:y,scene:p,meshes:w}=this.sceneState;Math.floor(C*10)%5===0&&V(o),h.setClearColor(this._backgroundColor,this._backgroundAlpha),w.forEach(i=>{const ee=this._ref.width,te=this._ref.height,oe=[...this._colors.map(q=>{let j=new n.Color;return j.setStyle(q.color,""),{is_active:q.enabled,color:j,influence:q.influence}}),...Array.from({length:b-this._colors.length}).map(()=>({is_active:!1,color:new n.Color(0)}))];C+=B.getDelta()*this._speed,i.material.uniforms.u_time.value=C,i.material.uniforms.u_resolution={value:new n.Vector2(ee,te)},i.material.uniforms.u_color_pressure={value:new n.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:oe},i.material.uniforms.u_colors_count={value:b},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.uniforms.u_grain_intensity={value:this._grainIntensity},i.material.uniforms.u_grain_speed={value:this._grainSpeed},i.material.uniforms.u_grain_scale={value:this._grainScale},i.material.wireframe=this._wireframe}),h.render(p,y),this.requestRef=requestAnimationFrame(N)},$=()=>{const{renderer:h}=this.sceneState,y=h.domElement,p=y.clientWidth,w=y.clientHeight;this.sceneState.renderer.setSize(p,w,!1),A(this.sceneState.camera,p,w)};this.sizeObserver=new ResizeObserver(h=>{$()}),this.sizeObserver.observe(o),N()}destroy(){this&&(cancelAnimationFrame(this.requestRef),this.sizeObserver.disconnect())}set speed(e){this._speed=e/20}set horizontalPressure(e){this._horizontalPressure=e/4}set verticalPressure(e){this._verticalPressure=e/4}set waveFrequencyX(e){this._waveFrequencyX=e*.04}set waveFrequencyY(e){this._waveFrequencyY=e*.04}set waveAmplitude(e){this._waveAmplitude=e*.75}set colors(e){this._colors=e}set highlights(e){this._highlights=e/100}set shadows(e){this._shadows=e/100}set colorSaturation(e){this._saturation=e/10}set colorBrightness(e){this._brightness=e}set colorBlending(e){this._colorBlending=e/10}set grainScale(e){this._grainScale=e==0?1:e}set grainIntensity(e){this._grainIntensity=e}set grainSpeed(e){this._grainSpeed=e}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,r=this._ref.height,s=new n.WebGLRenderer({alpha:!0,canvas:this._ref});s.setClearColor(16711680,.5),s.setSize(o,r,!1);const a=[],c=new n.Scene,f=this._buildMaterial(o,r),m=new n.PlaneGeometry(g,_,240*e,240*e),l=new n.Mesh(m,f);l.rotation.x=-Math.PI/3.5,l.position.z=-1,a.push(l),c.add(l);const v=new n.OrthographicCamera(0,0,0,0,0,0);return v.position.z=5,A(v,o,r),{renderer:s,camera:v,scene:c,meshes:a,resolution:e}}_buildMaterial(e,o){const r=[...this._colors.map(c=>({is_active:c.enabled,color:new n.Color(c.color),influence:c.influence})),...Array.from({length:b-this._colors.length}).map(()=>({is_active:!1,color:new n.Color(0)}))],s={u_time:{value:0},u_color_pressure:{value:new n.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 n.Vector2(e,o)},u_colors:{value:r},u_colors_count:{value:this._colors.length},u_plane_width:{value:g},u_plane_height:{value:_},u_shadows:{value:this._shadows},u_highlights:{value:this._highlights},u_grain_intensity:{value:this._grainIntensity},u_grain_scale:{value:this._grainScale},u_grain_speed:{value:this._grainSpeed}},a=new n.ShaderMaterial({uniforms:s,vertexShader:M()+I()+O()+D(),fragmentShader:M()+O()+I()+L()});return a.wireframe=T,a}}function A(t,e,o){const a=e*o/1e6*g*_/1.5,c=e/o,f=Math.sqrt(a*c),m=a/f,l=-g/2,v=Math.min((l+f)/1.5,g/2),x=_/4,z=Math.max((x-m)/2,-_/4),P=-100,S=1e3;t instanceof n.OrthographicCamera?(t.left=l,t.right=v,t.top=x,t.bottom=z,t.near=P,t.far=S,t.updateProjectionMatrix()):t instanceof n.PerspectiveCamera&&(t.aspect=e/o,t.updateProjectionMatrix())}function D(){return`
2
2
 
3
3
  void main() {
4
4
 
@@ -27,24 +27,25 @@ void main() {
27
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  float noiseSpeed = (1. + float(i)) * 0.11;
28
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  float noiseSeed = 13. + float(i) * 7.;
29
29
 
30
+ int reverseIndex = u_colors_count - i;
31
+
30
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  float noise = snoise(
31
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  vec3(
32
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  noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,
33
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  noise_cord.y * u_color_pressure.y,
34
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  u_time * noiseSpeed
35
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  ) + noiseSeed
36
- );
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+ ) - (.1 * float(i)) + (.5 * u_color_blending);
37
39
 
38
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  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
39
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  vec3 nextColor = u_colors[i].color;
42
+ color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
40
43
 
41
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  // vec3 colorOklab = oklab2rgb(color);
42
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  // vec3 nextColorOklab = oklab2rgb(nextColor);
43
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  // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
44
- //
45
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  // color = rgb2oklab(mixColor);
46
48
 
47
- color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
48
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  }
49
50
 
50
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  }
@@ -56,19 +57,52 @@ void main() {
56
57
 
57
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  v_new_position = gl_Position;
58
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  }
59
- `}function I(){return`
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+ `}function L(){return`
61
+ float random(vec2 p) {
62
+ return fract(sin(dot(p, vec2(12.9898,78.233))) * 43758.5453);
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+ }
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64
 
65
+ float fbm(vec3 x) {
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+ float value = 0.0;
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+ float amplitude = 0.5;
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+ float frequency = 1.0;
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+
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+ for (int i = 0; i < 4; i++) {
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+ value += amplitude * snoise(x * frequency);
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+ frequency *= 2.0;
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+ amplitude *= 0.5;
74
+ }
75
+ return value;
76
+ }
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+
61
78
  void main(){
62
79
  vec3 color = v_color;
63
80
 
64
- color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;
65
- color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;
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+ color += pow(v_displacement_amount, 1.0) * u_highlights;
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+ color -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;
66
83
  color = saturation(color, 1.0 + u_saturation);
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84
  color = color * u_brightness;
68
85
 
86
+ // Generate grain using fbm
87
+ vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;
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+
89
+ float grain = (u_grain_speed != 0.0)
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+ ? fbm(vec3(noiseCoords, u_time * u_grain_speed))
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+ : fbm(vec3(noiseCoords, 0.0));
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+
93
+ // Center the grain around zero
94
+ grain = grain * 0.5 + 0.5;
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+ grain -= 0.5;
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+
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+ // Apply grain intensity
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+ grain *= u_grain_intensity;
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+
100
+ // Add grain to color
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+ color += vec3(grain);
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+
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  gl_FragColor = vec4(color,1.0);
70
104
  }
71
- `}const A=()=>`
105
+ `}const M=()=>`
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106
  precision highp float;
73
107
 
74
108
  struct Color {
@@ -77,6 +111,9 @@ struct Color {
77
111
  float value;
78
112
  };
79
113
 
114
+ uniform float u_grain_intensity;
115
+ uniform float u_grain_scale;
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+ uniform float u_grain_speed;
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117
  uniform float u_time;
81
118
 
82
119
  uniform float u_wave_amplitude;
@@ -104,7 +141,7 @@ varying vec4 v_new_position;
104
141
  varying vec3 v_color;
105
142
  varying float v_displacement_amount;
106
143
 
107
- `,K=()=>`
144
+ `,I=()=>`
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145
 
109
146
  vec3 mod289(vec3 x)
110
147
  {
@@ -314,7 +351,7 @@ vec3 rgb2oklab(vec3 oklab)
314
351
  return m2 * (lms * lms * lms);
315
352
  }
316
353
 
317
- `,M=()=>`
354
+ `,O=()=>`
318
355
 
319
356
  vec3 saturation(vec3 rgb, float adjustment) {
320
357
  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
@@ -357,5 +394,5 @@ vec3 hsv2rgb(vec3 c)
357
394
  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
358
395
  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
359
396
  }
360
- `,O=t=>{t.id="neat-link",t.href="https://neat.firecms.co",t.target="_blank",t.style.position="absolute",t.style.display="block",t.style.opacity="1",t.style.bottom="0",t.style.right="0",t.style.padding="10px",t.style.color="#dcdcdc",t.style.opacity="0.8",t.style.fontFamily="sans-serif",t.style.fontSize="16px",t.style.fontWeight="bold",t.style.textDecoration="none",t.style.zIndex="100",t.innerHTML="NEAT"},D=t=>{const e=t.parentElement?.getElementsByTagName("a");if(e){for(let i=0;i<e.length;i++)if(e[i].id==="neat-link"){O(e[i]);return}}const o=document.createElement("a");O(o),t.parentElement?.appendChild(o)};function V(){const t=new Date,e=t.getMinutes(),o=t.getSeconds();return e*60+o}u.NeatGradient=R,Object.defineProperties(u,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
397
+ `,k=t=>{t.id=F,t.href="https://neat.firecms.co",t.target="_blank",t.style.position="absolute",t.style.display="block",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="10000",t.innerHTML="NEAT"},V=t=>{const e=t.parentElement?.getElementsByTagName("a");if(e){for(let r=0;r<e.length;r++)if(e[r].id===F){k(e[r]);return}}const o=document.createElement("a");k(o),t.parentElement?.appendChild(o)};function G(){const t=new Date,e=t.getMinutes(),o=t.getSeconds();return e*60+o}function H(t=6){const e="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";let o="";for(let r=0;r<t;r++){const s=Math.floor(Math.random()*e.length);o+=e.charAt(s)}return o}u.NeatGradient=K,Object.defineProperties(u,{__esModule:{value:!0},[Symbol.toStringTag]:{value:"Module"}})});
361
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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, seed?: 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 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 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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\nconst LINK_ID = generateRandomString();\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 grainScale?: number;\n grainIntensity?: number;\n grainSpeed?: 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 _grainScale: number = -1;\n private _grainIntensity: number = -1;\n private _grainSpeed: 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, seed?: 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 grainScale = 2,\n grainIntensity = 0.55,\n grainSpeed = 0.1,\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.grainScale = grainScale;\n this.grainIntensity = grainIntensity;\n this.grainSpeed = grainSpeed;\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 let threeColor = new THREE.Color();\n threeColor.setStyle(color.color, \"\");\n return ({\n is_active: color.enabled,\n color: threeColor,\n influence: color.influence\n });\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.uniforms.u_grain_intensity = { value: this._grainIntensity };\n // @ts-ignore\n mesh.material.uniforms.u_grain_speed = { value: this._grainSpeed };\n // @ts-ignore\n mesh.material.uniforms.u_grain_scale = { value: this._grainScale };\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 grainScale(grainScale: number) {\n this._grainScale = grainScale == 0 ? 1 : grainScale;\n }\n\n set grainIntensity(grainIntensity: number) {\n this._grainIntensity = grainIntensity;\n }\n\n set grainSpeed(grainSpeed: number) {\n this._grainSpeed = grainSpeed;\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 u_grain_intensity: { value: this._grainIntensity },\n u_grain_scale: { value: this._grainScale },\n u_grain_speed: { value: this._grainSpeed },\n };\n\n const material = new THREE.ShaderMaterial({\n uniforms: uniforms,\n vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),\n fragmentShader: buildUniforms() + buildColorFunctions() + buildNoise() + 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 int reverseIndex = u_colors_count - i;\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 ) - (.1 * float(i)) + (.5 * u_color_blending);\n \n noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);\n vec3 nextColor = u_colors[i].color;\n color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));\n \n // vec3 colorOklab = oklab2rgb(color);\n // vec3 nextColorOklab = oklab2rgb(nextColor);\n // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));\n // color = rgb2oklab(mixColor);\n \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 `\nfloat random(vec2 p) {\n return fract(sin(dot(p, vec2(12.9898,78.233))) * 43758.5453);\n}\n\nfloat fbm(vec3 x) {\n float value = 0.0;\n float amplitude = 0.5;\n float frequency = 1.0;\n\n for (int i = 0; i < 4; i++) {\n value += amplitude * snoise(x * frequency);\n frequency *= 2.0;\n amplitude *= 0.5;\n }\n return value;\n}\n \nvoid main(){\n vec3 color = v_color;\n \n color += pow(v_displacement_amount, 1.0) * u_highlights;\n color -= 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 // Generate grain using fbm\n vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;\n\n float grain = (u_grain_speed != 0.0) \n ? fbm(vec3(noiseCoords, u_time * u_grain_speed)) \n : fbm(vec3(noiseCoords, 0.0));\n\n // Center the grain around zero\n grain = grain * 0.5 + 0.5;\n grain -= 0.5;\n\n // Apply grain intensity\n grain *= u_grain_intensity;\n\n // Add grain to color\n color += vec3(grain);\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_grain_intensity; \nuniform float u_grain_scale; \nuniform float u_grain_speed; \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 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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": "0.2.1",
5
+ "version": "0.3.0",
6
6
  "main": "./dist/index.umd.js",
7
7
  "module": "./dist/index.es.js",
8
8
  "types": "dist/index.d.ts",
@@ -12,10 +12,10 @@
12
12
  "src"
13
13
  ],
14
14
  "peerDependencies": {
15
- "three": "^0.144.0"
15
+ "three": "^0.169.0"
16
16
  },
17
17
  "devDependencies": {
18
- "three": "^0.144.0",
18
+ "three": "^0.169.0",
19
19
  "typescript": "^4.8.4",
20
20
  "vite": "^3.1.4"
21
21
  },
@@ -8,6 +8,8 @@ const COLORS_COUNT = 5;
8
8
 
9
9
  const clock = new THREE.Clock();
10
10
 
11
+ const LINK_ID = generateRandomString();
12
+
11
13
  type SceneState = {
12
14
  renderer: THREE.WebGLRenderer,
13
15
  camera: THREE.Camera,
@@ -30,6 +32,9 @@ export type NeatConfig = {
30
32
  colorBrightness?: number;
31
33
  colors: NeatColor[];
32
34
  colorBlending?: number;
35
+ grainScale?: number;
36
+ grainIntensity?: number;
37
+ grainSpeed?: number;
33
38
  wireframe?: boolean;
34
39
  backgroundColor?: string;
35
40
  backgroundAlpha?: number;
@@ -66,6 +71,10 @@ export class NeatGradient implements NeatController {
66
71
  private _saturation: number = -1;
67
72
  private _brightness: number = -1;
68
73
 
74
+ private _grainScale: number = -1;
75
+ private _grainIntensity: number = -1;
76
+ private _grainSpeed: number = -1;
77
+
69
78
  private _colorBlending: number = -1;
70
79
 
71
80
  private _colors: NeatColor[] = [];
@@ -94,6 +103,9 @@ export class NeatGradient implements NeatController {
94
103
  colorSaturation = 0,
95
104
  colorBrightness = 1,
96
105
  colorBlending = 5,
106
+ grainScale = 2,
107
+ grainIntensity = 0.55,
108
+ grainSpeed = 0.1,
97
109
  wireframe = false,
98
110
  backgroundColor = "#FFFFFF",
99
111
  backgroundAlpha = 1.0,
@@ -115,6 +127,9 @@ export class NeatGradient implements NeatController {
115
127
  this.waveFrequencyY = waveFrequencyY;
116
128
  this.waveAmplitude = waveAmplitude;
117
129
  this.colorBlending = colorBlending;
130
+ this.grainScale = grainScale;
131
+ this.grainIntensity = grainIntensity;
132
+ this.grainSpeed = grainSpeed;
118
133
  this.colors = colors;
119
134
  this.shadows = shadows;
120
135
  this.highlights = highlights;
@@ -141,11 +156,15 @@ export class NeatGradient implements NeatController {
141
156
  height = this._ref.height;
142
157
 
143
158
  const colors = [
144
- ...this._colors.map(color => ({
145
- is_active: color.enabled,
146
- color: new THREE.Color(color.color),
147
- influence: color.influence
148
- })),
159
+ ...this._colors.map(color => {
160
+ let threeColor = new THREE.Color();
161
+ threeColor.setStyle(color.color, "");
162
+ return ({
163
+ is_active: color.enabled,
164
+ color: threeColor,
165
+ influence: color.influence
166
+ });
167
+ }),
149
168
  ...Array.from({ length: COLORS_COUNT - this._colors.length }).map(() => ({
150
169
  is_active: false,
151
170
  color: new THREE.Color(0x000000)
@@ -184,6 +203,12 @@ export class NeatGradient implements NeatController {
184
203
  // @ts-ignore
185
204
  mesh.material.uniforms.u_brightness = { value: this._brightness };
186
205
  // @ts-ignore
206
+ mesh.material.uniforms.u_grain_intensity = { value: this._grainIntensity };
207
+ // @ts-ignore
208
+ mesh.material.uniforms.u_grain_speed = { value: this._grainSpeed };
209
+ // @ts-ignore
210
+ mesh.material.uniforms.u_grain_scale = { value: this._grainScale };
211
+ // @ts-ignore
187
212
  mesh.material.wireframe = this._wireframe;
188
213
  });
189
214
 
@@ -267,6 +292,18 @@ export class NeatGradient implements NeatController {
267
292
  this._colorBlending = colorBlending / 10;
268
293
  }
269
294
 
295
+ set grainScale(grainScale: number) {
296
+ this._grainScale = grainScale == 0 ? 1 : grainScale;
297
+ }
298
+
299
+ set grainIntensity(grainIntensity: number) {
300
+ this._grainIntensity = grainIntensity;
301
+ }
302
+
303
+ set grainSpeed(grainSpeed: number) {
304
+ this._grainSpeed = grainSpeed;
305
+ }
306
+
270
307
  set wireframe(wireframe: boolean) {
271
308
  this._wireframe = wireframe;
272
309
  }
@@ -351,12 +388,15 @@ export class NeatGradient implements NeatController {
351
388
  u_plane_height: { value: PLANE_HEIGHT },
352
389
  u_shadows: { value: this._shadows },
353
390
  u_highlights: { value: this._highlights },
391
+ u_grain_intensity: { value: this._grainIntensity },
392
+ u_grain_scale: { value: this._grainScale },
393
+ u_grain_speed: { value: this._grainSpeed },
354
394
  };
355
395
 
356
396
  const material = new THREE.ShaderMaterial({
357
397
  uniforms: uniforms,
358
398
  vertexShader: buildUniforms() + buildNoise() + buildColorFunctions() + buildVertexShader(),
359
- fragmentShader: buildUniforms() + buildColorFunctions() + buildFragmentShader()
399
+ fragmentShader: buildUniforms() + buildColorFunctions() + buildNoise() + buildFragmentShader()
360
400
  });
361
401
 
362
402
  material.wireframe = WIREFRAME;
@@ -433,24 +473,25 @@ void main() {
433
473
  float noiseSpeed = (1. + float(i)) * 0.11;
434
474
  float noiseSeed = 13. + float(i) * 7.;
435
475
 
476
+ int reverseIndex = u_colors_count - i;
477
+
436
478
  float noise = snoise(
437
479
  vec3(
438
480
  noise_cord.x * u_color_pressure.x + u_time * noiseFlow * 2.,
439
481
  noise_cord.y * u_color_pressure.y,
440
482
  u_time * noiseSpeed
441
483
  ) + noiseSeed
442
- );
484
+ ) - (.1 * float(i)) + (.5 * u_color_blending);
443
485
 
444
486
  noise = clamp(minNoise, maxNoise + float(i) * 0.02, noise);
445
487
  vec3 nextColor = u_colors[i].color;
488
+ color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
446
489
 
447
490
  // vec3 colorOklab = oklab2rgb(color);
448
491
  // vec3 nextColorOklab = oklab2rgb(nextColor);
449
492
  // vec3 mixColor = mix(colorOklab, nextColorOklab, smoothstep(0.0, u_color_blending, noise));
450
- //
451
493
  // color = rgb2oklab(mixColor);
452
494
 
453
- color = mix(color, nextColor, smoothstep(0.0, u_color_blending, noise));
454
495
  }
455
496
 
456
497
  }
@@ -467,15 +508,48 @@ void main() {
467
508
 
468
509
  function buildFragmentShader() {
469
510
  return `
511
+ float random(vec2 p) {
512
+ return fract(sin(dot(p, vec2(12.9898,78.233))) * 43758.5453);
513
+ }
514
+
515
+ float fbm(vec3 x) {
516
+ float value = 0.0;
517
+ float amplitude = 0.5;
518
+ float frequency = 1.0;
470
519
 
520
+ for (int i = 0; i < 4; i++) {
521
+ value += amplitude * snoise(x * frequency);
522
+ frequency *= 2.0;
523
+ amplitude *= 0.5;
524
+ }
525
+ return value;
526
+ }
527
+
471
528
  void main(){
472
529
  vec3 color = v_color;
473
530
 
474
- color.rgb += pow(v_displacement_amount, 1.0) * u_highlights;
475
- color.rgb -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;
531
+ color += pow(v_displacement_amount, 1.0) * u_highlights;
532
+ color -= pow(1.0 - v_displacement_amount, 2.0) * u_shadows;
476
533
  color = saturation(color, 1.0 + u_saturation);
477
534
  color = color * u_brightness;
478
535
 
536
+ // Generate grain using fbm
537
+ vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;
538
+
539
+ float grain = (u_grain_speed != 0.0)
540
+ ? fbm(vec3(noiseCoords, u_time * u_grain_speed))
541
+ : fbm(vec3(noiseCoords, 0.0));
542
+
543
+ // Center the grain around zero
544
+ grain = grain * 0.5 + 0.5;
545
+ grain -= 0.5;
546
+
547
+ // Apply grain intensity
548
+ grain *= u_grain_intensity;
549
+
550
+ // Add grain to color
551
+ color += vec3(grain);
552
+
479
553
  gl_FragColor = vec4(color,1.0);
480
554
  }
481
555
  `;
@@ -490,6 +564,9 @@ struct Color {
490
564
  float value;
491
565
  };
492
566
 
567
+ uniform float u_grain_intensity;
568
+ uniform float u_grain_scale;
569
+ uniform float u_grain_speed;
493
570
  uniform float u_time;
494
571
 
495
572
  uniform float u_wave_amplitude;
@@ -778,12 +855,11 @@ vec3 hsv2rgb(vec3 c)
778
855
 
779
856
 
780
857
  const setLinkStyles = (link: HTMLAnchorElement) => {
781
- link.id = "neat-link";
858
+ link.id = LINK_ID;
782
859
  link.href = "https://neat.firecms.co";
783
860
  link.target = "_blank";
784
861
  link.style.position = "absolute";
785
862
  link.style.display = "block";
786
- link.style.opacity = "1";
787
863
  link.style.bottom = "0";
788
864
  link.style.right = "0";
789
865
  link.style.padding = "10px";
@@ -793,7 +869,7 @@ const setLinkStyles = (link: HTMLAnchorElement) => {
793
869
  link.style.fontSize = "16px";
794
870
  link.style.fontWeight = "bold";
795
871
  link.style.textDecoration = "none";
796
- link.style.zIndex = "100";
872
+ link.style.zIndex = "10000";
797
873
  link.innerHTML = "NEAT";
798
874
  }
799
875
 
@@ -801,7 +877,7 @@ const addNeatLink = (ref: HTMLCanvasElement) => {
801
877
  const existingLinks = ref.parentElement?.getElementsByTagName("a");
802
878
  if (existingLinks) {
803
879
  for (let i = 0; i < existingLinks.length; i++) {
804
- if (existingLinks[i].id === "neat-link") {
880
+ if (existingLinks[i].id === LINK_ID) {
805
881
  setLinkStyles(existingLinks[i]);
806
882
  return;
807
883
  }
@@ -818,3 +894,13 @@ function getElapsedSecondsInLastHour() {
818
894
  const seconds = now.getSeconds();
819
895
  return (minutes * 60) + seconds;
820
896
  }
897
+
898
+ function generateRandomString(length: number = 6): string {
899
+ const characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';
900
+ let result = '';
901
+ for (let i = 0; i < length; i++) {
902
+ const randomIndex = Math.floor(Math.random() * characters.length);
903
+ result += characters.charAt(randomIndex);
904
+ }
905
+ return result;
906
+ }