@firecms/neat 0.7.0 → 0.8.0

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- {"version":3,"file":"index.umd.js","sources":["../src/shaders.ts","../src/math.ts","../src/NeatGradient.ts"],"sourcesContent":["export const vertexShaderSource = `void main() {\n vUv = uv;\n\n // SCROLLING LOGIC\n // Separate multipliers for wave, color, and flow offsets\n float waveOffset = -u_y_offset * u_y_offset_wave_multiplier;\n float colorOffset = -u_y_offset * u_y_offset_color_multiplier;\n float flowOffset = -u_y_offset * u_y_offset_flow_multiplier;\n\n // 1. DISPLACEMENT (WAVES)\n // We add waveOffset to Y to scroll the wave pattern\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * (position.y + waveOffset) + u_time,\n u_time\n ));\n\n // 2. FLOW FIELD\n // Apply flow offset to scroll the flow field mask\n vec2 baseUv = vUv;\n baseUv.y += flowOffset / u_plane_height; // Scale to match wave speed\n vec2 flowUv = baseUv;\n\n if (u_flow_enabled > 0.5) {\n if (u_flow_ease > 0.0 || u_flow_distortion_a > 0.0) {\n vec2 ppp = -1.0 + 2.0 * baseUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n\n float r = length(ppp);\n flowUv = mix(baseUv, vec2(baseUv.x * (1.0 - u_flow_ease) + r * u_flow_ease, baseUv.y), u_flow_ease);\n }\n }\n\n // Pass the standard flow UV to fragment shader (for texture)\n vFlowUv = flowUv;\n\n // 3. COLOR MIXING\n // We take the computed flow UVs and apply the color offset\n // Scale by plane height to match wave offset speed (world space vs UV space)\n vec3 color = u_colors[0].color;\n // ...\n vec2 adjustedUv = flowUv;\n adjustedUv.y += colorOffset / u_plane_height; // Scroll the color mixing pattern\n\n vec2 noise_cord = adjustedUv * u_color_pressure;\n const float minNoise = .0;\n const float maxNoise = .9;\n\n for (int i = 1; i < 6; i++) {\n if (i < u_colors_count) {\n if (u_colors[i].is_active > 0.5) {\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 ) - (.1 * float(i)) + (.5 * u_color_blending);\n\n noise = clamp(noise, minNoise, maxNoise + float(i) * 0.02);\n color = mix(color, u_colors[i].color, smoothstep(0.0, u_color_blending, noise));\n }\n }\n }\n\n v_color = color;\n\n // 4. VERTEX POSITION\n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);\n v_new_position = gl_Position;\n}\n`;\n\nexport const fragmentShaderSource = `float 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 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 vec2 finalUv = vFlowUv;\n \n vec3 baseColor;\n\n if (u_enable_procedural_texture > 0.5) {\n // Calculate flow field distance for ease effect\n vec2 ppp = -1.0 + 2.0 * finalUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n float r = length(ppp); // Flow distance\n \n // Ease blending: 0 = topographic (flow), 1 = image (UV)\n float vx = (finalUv.x * u_texture_ease) + (r * (1.0 - u_texture_ease));\n float vy = (finalUv.y * u_texture_ease) + (0.0 * (1.0 - u_texture_ease));\n vec2 texUv = vec2(vx, vy);\n\n // PARALLAX SCROLLING\n // We manually apply a smaller offset here to make the texture lag behind\n float parallaxFactor = 0.25; // 25% speed of the color mixing\n texUv.y -= (u_y_offset * u_y_offset_color_multiplier / u_plane_height) * parallaxFactor;\n\n texUv *= 1.5; // Tiling scale\n\n vec4 texSample = texture2D(u_procedural_texture, texUv);\n baseColor = texSample.rgb;\n } else {\n baseColor = v_color;\n }\n\n vec3 color = baseColor;\n\n // Post-processing\n color += v_displacement_amount * u_highlights;\n // Replace pow() with direct multiplication to avoid negative base undefined behavior in GLSL\n float shadowFactor = 1.0 - v_displacement_amount;\n color -= shadowFactor * shadowFactor * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n\n // Grain\n vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;\n float grain = 0.0;\n \n // Completely bypass expensive noise generation if grain is disabled\n if (u_grain_intensity > 0.0) {\n if (u_grain_speed != 0.0) {\n grain = fbm(vec3(noiseCoords, u_time * u_grain_speed));\n } else {\n grain = fbm(vec3(noiseCoords, 0.0));\n }\n\n grain = grain * 0.5 + 0.5;\n grain -= 0.5;\n grain = (grain > u_grain_sparsity) ? grain : 0.0;\n grain *= u_grain_intensity;\n }\n\n color += vec3(grain);\n\n gl_FragColor = vec4(color, 1.0);\n}\n`;\n\nexport function buildVertUniforms(): string {\n return `precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\n\nvarying vec2 vUv;\nvarying vec2 vFlowUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform vec2 u_color_pressure;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\nuniform float u_wave_amplitude;\nuniform float u_plane_width;\nuniform float u_plane_height;\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nstruct ColorStop {\n float is_active;\n vec3 color;\n float influence;\n};\nuniform ColorStop u_colors[6];\n\nuniform float u_y_offset;\nuniform float u_y_offset_wave_multiplier;\nuniform float u_y_offset_color_multiplier;\nuniform float u_y_offset_flow_multiplier;\n\n// Flow field uniforms\nuniform float u_flow_distortion_a;\nuniform float u_flow_distortion_b;\nuniform float u_flow_scale;\nuniform float u_flow_ease;\nuniform float u_flow_enabled;\n`;\n}\n\nexport function buildFragUniforms(): string {\n return `precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vFlowUv;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\nuniform float u_time;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\nuniform float u_grain_intensity; \nuniform float u_grain_sparsity; \nuniform float u_grain_scale; \nuniform float u_grain_speed; \n\nuniform float u_y_offset;\nuniform float u_y_offset_color_multiplier;\n\n// Flow field uniforms\nuniform float u_flow_distortion_a;\nuniform float u_flow_distortion_b;\nuniform float u_flow_scale;\n\n// Procedural texture uniforms\nuniform sampler2D u_procedural_texture;\nuniform float u_enable_procedural_texture;\nuniform float u_texture_ease;\n`;\n}\n\nexport function buildNoise(): string {\n return `\n// 1. REPLACEMENT PERMUTE: \n// Uses a hash function (fract/sin) instead of a modular lookup table.\nvec4 permute(vec4 x) {\n return floor(fract(sin(x) * 43758.5453123) * 289.0);\n}\n\n// Taylor Inverse Sqrt\nvec4 taylorInvSqrt(vec4 r) {\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\n// Fade function\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// 3D Simplex Noise\nfloat snoise(vec3 v) {\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 vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy;\n vec3 x3 = x0 - D.yyy;\n\n // Permutations\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\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);\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ );\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 = 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); \n vec3 Pi1 = Pi0 + vec3(1.0); \n \n vec3 Pf0 = fract(P); \n vec3 Pf1 = Pf0 - vec3(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}\n\nexport function buildColorFunctions(): string {\n return `\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`;\n}\n","export class Matrix4 {\n elements: Float32Array;\n constructor() {\n this.elements = new Float32Array([\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1\n ]);\n }\n translate(tx: number, ty: number, tz: number) {\n this.elements[12] += this.elements[0] * tx + this.elements[4] * ty + this.elements[8] * tz;\n this.elements[13] += this.elements[1] * tx + this.elements[5] * ty + this.elements[9] * tz;\n this.elements[14] += this.elements[2] * tx + this.elements[6] * ty + this.elements[10] * tz;\n this.elements[15] += this.elements[3] * tx + this.elements[7] * ty + this.elements[11] * tz;\n return this;\n }\n rotateX(angle: number) {\n const c = Math.cos(angle);\n const s = Math.sin(angle);\n const m12 = this.elements[4], m22 = this.elements[5], m32 = this.elements[6], m42 = this.elements[7];\n const m13 = this.elements[8], m23 = this.elements[9], m33 = this.elements[10], m43 = this.elements[11];\n this.elements[4] = c * m12 + s * m13;\n this.elements[5] = c * m22 + s * m23;\n this.elements[6] = c * m32 + s * m33;\n this.elements[7] = c * m42 + s * m43;\n this.elements[8] = c * m13 - s * m12;\n this.elements[9] = c * m23 - s * m22;\n this.elements[10] = c * m33 - s * m32;\n this.elements[11] = c * m43 - s * m42;\n return this;\n }\n}\n\nexport class OrthographicCamera {\n left: number;\n right: number;\n top: number;\n bottom: number;\n near: number;\n far: number;\n position: [number, number, number];\n projectionMatrix: Matrix4;\n\n constructor(left: number, right: number, top: number, bottom: number, near: number, far: number) {\n this.left = left;\n this.right = right;\n this.top = top;\n this.bottom = bottom;\n this.near = near;\n this.far = far;\n this.position = [0, 0, 0];\n this.projectionMatrix = new Matrix4();\n this.updateProjectionMatrix();\n }\n\n updateProjectionMatrix() {\n const w = 1.0 / (this.right - this.left);\n const h = 1.0 / (this.top - this.bottom);\n const p = 1.0 / (this.far - this.near);\n const x = (this.right + this.left) * w;\n const y = (this.top + this.bottom) * h;\n const z = (this.far + this.near) * p;\n this.projectionMatrix.elements = new Float32Array([\n 2 * w, 0, 0, 0,\n 0, 2 * h, 0, 0,\n 0, 0, -2 * p, 0,\n -x, -y, -z, 1\n ]);\n }\n}\n\nexport function updateCamera(camera: OrthographicCamera, width: number, height: number, planeWidth: number = 50, planeHeight: number = 50) {\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea = areaViewPort / viewPortAreaRatio * planeWidth * planeHeight / 1.5;\n\n const ratio = width / height;\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n let left = -planeWidth / 2;\n let right = Math.min((left + targetWidth) / 1.5, planeWidth / 2);\n let top = planeHeight / 4;\n let bottom = Math.max((top - targetHeight) / 2, -planeHeight / 4);\n\n if (ratio < 1) {\n const horizontalScale = ratio;\n left = left * horizontalScale;\n right = right * horizontalScale;\n const mobileZoomFactor = 1.05;\n left = left * mobileZoomFactor;\n right = right * mobileZoomFactor;\n top = top * mobileZoomFactor;\n bottom = bottom * mobileZoomFactor;\n }\n\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = -100;\n camera.far = 1000;\n camera.updateProjectionMatrix();\n}\n\nexport function generatePlaneGeometry(width: number, height: number, widthSegments: number, heightSegments: number) {\n const width_half = width / 2;\n const height_half = height / 2;\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n const segment_width = width / gridX;\n const segment_height = height / gridY;\n\n const indices = [];\n const vertices = [];\n const normals = [];\n const uvs = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segment_height - height_half;\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segment_width - width_half;\n vertices.push(x, -y, 0);\n normals.push(0, 0, 1);\n uvs.push(ix / gridX);\n uvs.push(1 - (iy / gridY));\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = (ix + 1) + gridX1 * (iy + 1);\n const d = (ix + 1) + gridX1 * iy;\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n const isLarge = vertices.length / 3 > 65535;\n\n // Generate wireframe indices: for each triangle (a,b,c), emit lines a→b, b→c, c→a\n const wireframeIndices = [];\n for (let i = 0; i < indices.length; i += 3) {\n const a = indices[i];\n const b = indices[i + 1];\n const c = indices[i + 2];\n wireframeIndices.push(a, b, b, c, c, a);\n }\n\n return {\n position: new Float32Array(vertices),\n normal: new Float32Array(normals),\n uv: new Float32Array(uvs),\n index: isLarge ? new Uint32Array(indices) : new Uint16Array(indices),\n wireframeIndex: isLarge ? new Uint32Array(wireframeIndices) : new Uint16Array(wireframeIndices)\n };\n}\n","import { buildColorFunctions, buildNoise, buildVertUniforms, buildFragUniforms, fragmentShaderSource, vertexShaderSource } from \"./shaders\";\nimport { generatePlaneGeometry, OrthographicCamera, updateCamera, Matrix4 } from \"./math\";\n\nconsole.info(\n \"%c🌈 Neat Gradients%c\\n\\nLicensed under MIT + The Commons Clause.\\nFree for personal and commercial use.\\nSelling this software or its derivatives is strictly prohibited.\\nhttps://neat.firecms.co\",\n \"font-weight: bold; font-size: 14px; color: #FF5772;\", \"color: inherit;\"\n);\n\nconst PLANE_WIDTH = 50;\nconst PLANE_HEIGHT = 80;\n\n\nconst COLORS_COUNT = 6;\n\nconst LINK_ID = generateRandomString();\n\nexport interface WebGLState {\n gl: WebGLRenderingContext | WebGL2RenderingContext;\n program: WebGLProgram;\n buffers: {\n position: WebGLBuffer;\n normal: WebGLBuffer;\n uv: WebGLBuffer;\n index: WebGLBuffer;\n wireframeIndex: WebGLBuffer;\n };\n locations: {\n attributes: Record<string, number>;\n uniforms: Record<string, WebGLUniformLocation | null>;\n };\n camera: OrthographicCamera;\n indexCount: number;\n wireframeIndexCount: number;\n indexType: number;\n}\n\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 grainSparsity?: number;\n grainSpeed?: number;\n wireframe?: boolean;\n backgroundColor?: string;\n backgroundAlpha?: number;\n yOffset?: number;\n yOffsetWaveMultiplier?: number;\n yOffsetColorMultiplier?: number;\n yOffsetFlowMultiplier?: number;\n // Flow field parameters\n flowDistortionA?: number;\n flowDistortionB?: number;\n flowScale?: number;\n flowEase?: number;\n flowEnabled?: boolean;\n\n // Texture generation\n enableProceduralTexture?: boolean;\n textureVoidLikelihood?: number;\n textureVoidWidthMin?: number;\n textureVoidWidthMax?: number;\n textureBandDensity?: number;\n textureColorBlending?: number;\n textureSeed?: number;\n textureEase?: number;\n proceduralBackgroundColor?: string;\n textureShapeTriangles?: number;\n textureShapeCircles?: number;\n textureShapeBars?: number;\n textureShapeSquiggles?: 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 _grainSparsity: 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 _backgroundColorRgb: [number, number, number] = [1, 1, 1];\n private _backgroundAlpha: number = 1.0;\n\n // Flow field properties\n private _flowDistortionA: number = 0;\n private _flowDistortionB: number = 0;\n private _flowScale: number = 1.0;\n private _flowEase: number = 0.0;\n private _flowEnabled: boolean = true;\n\n private glState!: WebGLState;\n\n // Texture generation properties\n private _enableProceduralTexture: boolean = false;\n private _textureVoidLikelihood: number = 0.45;\n private _textureVoidWidthMin: number = 200;\n private _textureVoidWidthMax: number = 486;\n private _textureBandDensity: number = 2.15;\n private _textureColorBlending: number = 0.01;\n private _textureSeed: number = 333;\n private _textureEase: number = 0.5;\n private _proceduralTexture: WebGLTexture | null = null;\n private _proceduralBackgroundColor: string = \"#000000\";\n\n private _textureShapeTriangles: number = 20;\n private _textureShapeCircles: number = 15;\n private _textureShapeBars: number = 15;\n private _textureShapeSquiggles: number = 10;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n\n private _initialized: boolean = false;\n private _linkElement: HTMLAnchorElement | null = null;\n private _cachedColorRgb: [number, number, number][] = [];\n\n private _yOffset: number = 0;\n private _yOffsetWaveMultiplier: number = 0.004;\n private _yOffsetColorMultiplier: number = 0.004;\n private _yOffsetFlowMultiplier: number = 0.004;\n\n // Performance optimizations\n private _resizeTimeoutId: number | null = null;\n private _textureNeedsUpdate: boolean = false;\n private _linkCheckCounter: number = 0;\n private _colorsChanged: boolean = true;\n private _uniformsDirty: boolean = true;\n private _textureDirty: boolean = true;\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 grainSparsity = 0.0,\n grainSpeed = 0.1,\n wireframe = false,\n backgroundColor = \"#FFFFFF\",\n backgroundAlpha = 1.0,\n resolution = 1,\n seed,\n yOffset = 0,\n yOffsetWaveMultiplier = 4,\n yOffsetColorMultiplier = 4,\n yOffsetFlowMultiplier = 4,\n // Flow field parameters\n flowDistortionA = 0,\n flowDistortionB = 0,\n flowScale = 1.0,\n flowEase = 0.0,\n flowEnabled = true,\n\n // Texture generation\n enableProceduralTexture = false,\n textureVoidLikelihood = 0.45,\n textureVoidWidthMin = 200,\n textureVoidWidthMax = 486,\n textureBandDensity = 2.15,\n textureColorBlending = 0.01,\n textureSeed = 333,\n textureEase = 0.5,\n proceduralBackgroundColor = \"#000000\",\n textureShapeTriangles = 20,\n textureShapeCircles = 15,\n textureShapeBars = 15,\n textureShapeSquiggles = 10,\n } = config;\n\n\n this._ref = ref;\n\n this.destroy = this.destroy.bind(this);\n this._initScene = this._initScene.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.grainSparsity = grainSparsity;\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 this.yOffset = yOffset;\n this.yOffsetWaveMultiplier = yOffsetWaveMultiplier;\n this.yOffsetColorMultiplier = yOffsetColorMultiplier;\n this.yOffsetFlowMultiplier = yOffsetFlowMultiplier;\n\n // Flow field\n this.flowDistortionA = flowDistortionA;\n this.flowDistortionB = flowDistortionB;\n this.flowScale = flowScale;\n this.flowEase = flowEase;\n this.flowEnabled = flowEnabled;\n\n\n\n // Texture generation\n this.enableProceduralTexture = enableProceduralTexture;\n this.textureVoidLikelihood = textureVoidLikelihood;\n this.textureVoidWidthMin = textureVoidWidthMin;\n this.textureVoidWidthMax = textureVoidWidthMax;\n this.textureBandDensity = textureBandDensity;\n this.textureColorBlending = textureColorBlending;\n this.textureSeed = textureSeed;\n this.textureEase = textureEase;\n this._proceduralBackgroundColor = proceduralBackgroundColor;\n\n this._textureShapeTriangles = textureShapeTriangles;\n this._textureShapeCircles = textureShapeCircles;\n this._textureShapeBars = textureShapeBars;\n this._textureShapeSquiggles = textureShapeSquiggles;\n\n\n this.glState = this._initScene(resolution);\n\n injectSEO();\n\n let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();\n let lastTime = performance.now();\n\n const render = () => {\n\n const { gl, program, locations, indexCount, indexType } = this.glState;\n\n // Optimization: check if cached link is still valid in DOM less frequently\n this._linkCheckCounter++;\n if (this._linkCheckCounter >= 300) { // Check every ~5 seconds at 60fps\n this._linkCheckCounter = 0;\n if (!this._linkElement || !document.contains(this._linkElement)) {\n this._linkElement = addNeatLink(ref);\n }\n }\n\n if (this._initialized) {\n const timeNow = performance.now();\n tick += ((timeNow - lastTime) / 1000) * this._speed;\n lastTime = timeNow;\n\n gl.useProgram(program);\n\n gl.uniform1f(locations.uniforms['u_time'], tick);\n\n // Only upload static uniforms when they've been modified\n if (this._uniformsDirty) {\n gl.uniform2f(locations.uniforms['u_resolution'], this._ref.clientWidth, this._ref.clientHeight);\n gl.uniform2f(locations.uniforms['u_color_pressure'], this._horizontalPressure, this._verticalPressure);\n\n gl.uniform1f(locations.uniforms['u_wave_frequency_x'], this._waveFrequencyX);\n gl.uniform1f(locations.uniforms['u_wave_frequency_y'], this._waveFrequencyY);\n gl.uniform1f(locations.uniforms['u_wave_amplitude'], this._waveAmplitude);\n gl.uniform1f(locations.uniforms['u_color_blending'], this._colorBlending);\n gl.uniform1f(locations.uniforms['u_shadows'], this._shadows);\n gl.uniform1f(locations.uniforms['u_highlights'], this._highlights);\n gl.uniform1f(locations.uniforms['u_saturation'], this._saturation);\n gl.uniform1f(locations.uniforms['u_brightness'], this._brightness);\n gl.uniform1f(locations.uniforms['u_grain_intensity'], this._grainIntensity);\n gl.uniform1f(locations.uniforms['u_grain_sparsity'], this._grainSparsity);\n gl.uniform1f(locations.uniforms['u_grain_speed'], this._grainSpeed);\n gl.uniform1f(locations.uniforms['u_grain_scale'], this._grainScale);\n gl.uniform1f(locations.uniforms['u_y_offset'], this._yOffset);\n gl.uniform1f(locations.uniforms['u_y_offset_wave_multiplier'], this._yOffsetWaveMultiplier);\n gl.uniform1f(locations.uniforms['u_y_offset_color_multiplier'], this._yOffsetColorMultiplier);\n gl.uniform1f(locations.uniforms['u_y_offset_flow_multiplier'], this._yOffsetFlowMultiplier);\n gl.uniform1f(locations.uniforms['u_flow_distortion_a'], this._flowDistortionA);\n gl.uniform1f(locations.uniforms['u_flow_distortion_b'], this._flowDistortionB);\n gl.uniform1f(locations.uniforms['u_flow_scale'], this._flowScale);\n gl.uniform1f(locations.uniforms['u_flow_ease'], this._flowEase);\n gl.uniform1f(locations.uniforms['u_flow_enabled'], this._flowEnabled ? 1.0 : 0.0);\n\n gl.uniform1f(locations.uniforms['u_enable_procedural_texture'], this._enableProceduralTexture ? 1.0 : 0.0);\n gl.uniform1f(locations.uniforms['u_texture_ease'], this._textureEase);\n\n this._uniformsDirty = false;\n }\n\n // Only regenerate procedural texture when needed\n if (this._textureNeedsUpdate && this._enableProceduralTexture) {\n if (this._proceduralTexture) {\n gl.deleteTexture(this._proceduralTexture);\n }\n this._proceduralTexture = this._createProceduralTexture(gl);\n this._textureNeedsUpdate = false;\n this._textureDirty = true;\n }\n\n // Procedural texture binding — only when texture changes\n if (this._textureDirty && this._proceduralTexture) {\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, this._proceduralTexture);\n gl.uniform1i(locations.uniforms['u_procedural_texture'], 1);\n this._textureDirty = false;\n }\n\n // Color update — only when colors have changed\n if (this._colorsChanged) {\n this._colorsChanged = false;\n\n for (let i = 0; i < COLORS_COUNT; i++) {\n if (i < this._colors.length) {\n const c = this._colors[i];\n const rgb = this._cachedColorRgb[i] || [0, 0, 0];\n gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], c.enabled ? 1.0 : 0.0);\n gl.uniform3fv(locations.uniforms[`u_colors[${i}].color`], rgb);\n gl.uniform1f(locations.uniforms[`u_colors[${i}].influence`], c.influence || 0);\n } else {\n gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], 0.0);\n }\n }\n\n gl.uniform1i(locations.uniforms['u_colors_count'], COLORS_COUNT);\n }\n }\n\n\n // Draw scene\n gl.clearColor(\n this._backgroundColorRgb[0],\n this._backgroundColorRgb[1],\n this._backgroundColorRgb[2],\n this._backgroundAlpha\n );\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n if (this._wireframe) {\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.wireframeIndex);\n gl.drawElements(gl.LINES, this.glState.wireframeIndexCount, indexType, 0);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.index);\n } else {\n gl.drawElements(gl.TRIANGLES, indexCount, indexType, 0);\n }\n\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n\n const { gl, camera } = this.glState;\n const width = this._ref.clientWidth;\n const height = this._ref.clientHeight;\n\n // Handle high DPI displays properly without scaling buffer resolution, matching client width\n this._ref.width = width;\n this._ref.height = height;\n\n gl.viewport(0, 0, width, height);\n\n updateCamera(camera, width, height);\n\n\n\n // Recompute projection matrix on resize\n const projLoc = gl.getUniformLocation(this.glState.program, \"projectionMatrix\");\n gl.useProgram(this.glState.program);\n gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements);\n };\n\n // Debounce resize to prevent excessive operations\n this.sizeObserver = new ResizeObserver(() => {\n if (this._resizeTimeoutId !== null) {\n clearTimeout(this._resizeTimeoutId);\n }\n this._resizeTimeoutId = window.setTimeout(() => {\n setSize();\n this._resizeTimeoutId = null;\n }, 100); // Wait 100ms after last resize event\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n\n // Clear resize timeout\n if (this._resizeTimeoutId !== null) {\n clearTimeout(this._resizeTimeoutId);\n this._resizeTimeoutId = null;\n }\n\n // Remove NEAT link\n if (this._linkElement && this._linkElement.parentElement) {\n this._linkElement.parentElement.removeChild(this._linkElement);\n this._linkElement = null;\n }\n\n // Cleanup WebGL resources\n if (this.glState) {\n const gl = this.glState.gl;\n gl.deleteProgram(this.glState.program);\n gl.deleteBuffer(this.glState.buffers.position);\n gl.deleteBuffer(this.glState.buffers.normal);\n gl.deleteBuffer(this.glState.buffers.uv);\n gl.deleteBuffer(this.glState.buffers.index);\n gl.deleteBuffer(this.glState.buffers.wireframeIndex);\n }\n if (this._proceduralTexture && this.glState) {\n this.glState.gl.deleteTexture(this._proceduralTexture);\n }\n }\n\n downloadAsPNG(filename = \"neat.png\") {\n const dataURL = this._ref.toDataURL(\"image/png\");\n downloadURI(dataURL, filename);\n }\n\n set speed(speed: number) {\n this._uniformsDirty = true;\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._uniformsDirty = true;\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._uniformsDirty = true;\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._uniformsDirty = true;\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._uniformsDirty = true;\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._uniformsDirty = true;\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._uniformsDirty = true;\n this._colors = colors;\n this._cachedColorRgb = colors.map(c => this._hexToRgb(c.color));\n this._colorsChanged = true;\n }\n\n set highlights(highlights: number) {\n this._uniformsDirty = true;\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._uniformsDirty = true;\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._uniformsDirty = true;\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n this._uniformsDirty = true;\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._uniformsDirty = true;\n this._colorBlending = colorBlending / 10;\n }\n\n set grainScale(grainScale: number) {\n this._uniformsDirty = true;\n this._grainScale = grainScale == 0 ? 1 : grainScale;\n }\n\n set grainIntensity(grainIntensity: number) {\n this._uniformsDirty = true;\n this._grainIntensity = grainIntensity;\n }\n\n set grainSparsity(grainSparsity: number) {\n this._uniformsDirty = true;\n this._grainSparsity = grainSparsity;\n }\n\n set grainSpeed(grainSpeed: number) {\n this._uniformsDirty = true;\n this._grainSpeed = grainSpeed;\n }\n\n set wireframe(wireframe: boolean) {\n this._uniformsDirty = true;\n this._wireframe = wireframe;\n }\n\n set resolution(resolution: number) {\n this._uniformsDirty = true;\n if (this.glState) {\n const gl = this.glState.gl;\n gl.deleteProgram(this.glState.program);\n gl.deleteBuffer(this.glState.buffers.position);\n gl.deleteBuffer(this.glState.buffers.normal);\n gl.deleteBuffer(this.glState.buffers.uv);\n gl.deleteBuffer(this.glState.buffers.index);\n gl.deleteBuffer(this.glState.buffers.wireframeIndex);\n }\n this.glState = this._initScene(resolution);\n }\n\n set backgroundColor(backgroundColor: string) {\n this._uniformsDirty = true;\n this._backgroundColor = backgroundColor;\n this._backgroundColorRgb = this._hexToRgb(backgroundColor);\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._uniformsDirty = true;\n this._backgroundAlpha = backgroundAlpha;\n }\n\n set yOffset(yOffset: number) {\n this._uniformsDirty = true;\n this._yOffset = yOffset;\n }\n\n get yOffsetWaveMultiplier(): number {\n return this._yOffsetWaveMultiplier * 1000;\n }\n\n set yOffsetWaveMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetWaveMultiplier = value / 1000;\n }\n\n get yOffsetColorMultiplier(): number {\n return this._yOffsetColorMultiplier * 1000;\n }\n\n set yOffsetColorMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetColorMultiplier = value / 1000;\n }\n\n get yOffsetFlowMultiplier(): number {\n return this._yOffsetFlowMultiplier * 1000;\n }\n\n set yOffsetFlowMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetFlowMultiplier = value / 1000;\n }\n\n set flowDistortionA(value: number) {\n this._uniformsDirty = true;\n this._flowDistortionA = value;\n }\n\n set flowDistortionB(value: number) {\n this._uniformsDirty = true;\n this._flowDistortionB = value;\n }\n\n set flowScale(value: number) {\n this._uniformsDirty = true;\n this._flowScale = value;\n }\n\n set flowEase(value: number) {\n this._uniformsDirty = true;\n this._flowEase = value;\n }\n\n set flowEnabled(value: boolean) {\n this._uniformsDirty = true;\n this._flowEnabled = value;\n }\n\n get flowEnabled(): boolean {\n return this._flowEnabled;\n }\n\n\n\n set enableProceduralTexture(value: boolean) {\n this._uniformsDirty = true;\n this._enableProceduralTexture = value;\n if (value && !this._proceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidLikelihood(value: number) {\n this._uniformsDirty = true;\n this._textureVoidLikelihood = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidWidthMin(value: number) {\n this._uniformsDirty = true;\n this._textureVoidWidthMin = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidWidthMax(value: number) {\n this._uniformsDirty = true;\n this._textureVoidWidthMax = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureBandDensity(value: number) {\n this._uniformsDirty = true;\n this._textureBandDensity = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureColorBlending(value: number) {\n this._uniformsDirty = true;\n this._textureColorBlending = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureSeed(value: number) {\n this._uniformsDirty = true;\n this._textureSeed = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n get textureEase(): number {\n return this._textureEase;\n }\n\n set textureEase(value: number) {\n this._uniformsDirty = true;\n this._textureEase = value;\n }\n\n set proceduralBackgroundColor(value: string) {\n this._uniformsDirty = true;\n this._proceduralBackgroundColor = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureShapeTriangles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeTriangles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeCircles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeCircles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeBars(value: number) {\n this._uniformsDirty = true;\n this._textureShapeBars = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeSquiggles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeSquiggles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n\n _hexToRgb(hex: string): [number, number, number] {\n const bigint = parseInt(hex.replace('#', ''), 16);\n return [\n ((bigint >> 16) & 255) / 255.0,\n ((bigint >> 8) & 255) / 255.0,\n (bigint & 255) / 255.0\n ];\n }\n\n _initScene(resolution: number): WebGLState {\n\n const width = this._ref.clientWidth;\n const height = this._ref.clientHeight;\n\n const gl = this._ref.getContext(\"webgl2\", { alpha: true, preserveDrawingBuffer: true, antialias: true }) ||\n this._ref.getContext(\"webgl\", { alpha: true, preserveDrawingBuffer: true, antialias: true });\n\n if (!gl) {\n throw new Error(\"WebGL not supported\");\n }\n\n const ext = gl.getExtension(\"OES_standard_derivatives\");\n gl.getExtension(\"OES_element_index_uint\");\n\n gl.viewport(0, 0, width, height);\n\n // Generate plane geometry with Uint32Array for large meshes\n const { position, normal, uv, index, wireframeIndex } = generatePlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n\n const positionBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, position, gl.STATIC_DRAW);\n\n const normalBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, normal, gl.STATIC_DRAW);\n\n const uvBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, uv, gl.STATIC_DRAW);\n\n const indexBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, index, gl.STATIC_DRAW);\n\n const wireframeIndexBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, wireframeIndexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, wireframeIndex, gl.STATIC_DRAW);\n\n // Rebind the triangle index buffer as default\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n\n const vertShaderSourceCombined = buildVertUniforms() + \"\\n\" + buildNoise() + \"\\n\" + buildColorFunctions() + \"\\n\" + vertexShaderSource;\n const vertShader = gl.createShader(gl.VERTEX_SHADER)!;\n gl.shaderSource(vertShader, vertShaderSourceCombined);\n gl.compileShader(vertShader);\n if (!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n console.log(\"VERTEX_SHADER_ERROR_START\");\n console.log(\"Vertex shader error: \", gl.getShaderInfoLog(vertShader));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"Vertex Shader Source Dump:\");\n console.log(vertShaderSourceCombined.split('\\n').map((line, i) => `${i + 1}: ${line}`).join('\\n'));\n console.log(\"VERTEX_SHADER_ERROR_END\");\n }\n\n const fragShaderSourceCombined = buildFragUniforms() + \"\\n\" + buildColorFunctions() + \"\\n\" + buildNoise() + \"\\n\" + fragmentShaderSource;\n const fragShader = gl.createShader(gl.FRAGMENT_SHADER)!;\n gl.shaderSource(fragShader, fragShaderSourceCombined);\n gl.compileShader(fragShader);\n if (!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n console.log(\"FRAGMENT_SHADER_ERROR_START\");\n console.log(\"Fragment shader error: \", gl.getShaderInfoLog(fragShader));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"Fragment Shader Source Dump:\");\n console.log(fragShaderSourceCombined.split('\\n').map((line, i) => `${i + 1}: ${line}`).join('\\n'));\n console.log(\"FRAGMENT_SHADER_ERROR_END\");\n }\n\n const program = gl.createProgram()!;\n gl.attachShader(program, vertShader);\n gl.attachShader(program, fragShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.log(\"PROGRAM_LINK_ERROR_START\");\n console.log(\"Program linking error: \", gl.getProgramInfoLog(program));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"PROGRAM_LINK_ERROR_END\");\n }\n\n gl.useProgram(program);\n\n const camera = new OrthographicCamera(0, 0, 0, 0, 0, 1000);\n camera.position = [0, 0, 5];\n updateCamera(camera, width, height);\n\n // Define attributes\n const aPosition = gl.getAttribLocation(program, \"position\");\n const aNormal = gl.getAttribLocation(program, \"normal\");\n const aUv = gl.getAttribLocation(program, \"uv\");\n\n gl.enableVertexAttribArray(aPosition);\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);\n\n gl.enableVertexAttribArray(aNormal);\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n\n gl.enableVertexAttribArray(aUv);\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);\n gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n\n const modelViewMatrix = new Matrix4();\n // The View Matrix is the inverse of the Camera's position\n // Camera is at [0, 0, 5], so view matrix translates by [0, 0, -5]\n modelViewMatrix.translate(-camera.position[0], -camera.position[1], -camera.position[2]);\n\n // The Model Matrix mimicking: plane.rotation.x = -Math.PI / 3.5; plane.position.z = -1;\n modelViewMatrix.translate(0, 0, -1);\n modelViewMatrix.rotateX(-Math.PI / 3.5);\n\n const mvLoc = gl.getUniformLocation(program, \"modelViewMatrix\");\n gl.uniformMatrix4fv(mvLoc, false, modelViewMatrix.elements);\n\n const projLoc = gl.getUniformLocation(program, \"projectionMatrix\");\n gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements);\n\n const planeWidthLoc = gl.getUniformLocation(program, \"u_plane_width\");\n gl.uniform1f(planeWidthLoc, PLANE_WIDTH);\n\n const planeHeightLoc = gl.getUniformLocation(program, \"u_plane_height\");\n gl.uniform1f(planeHeightLoc, PLANE_HEIGHT);\n\n const colorsCountLoc = gl.getUniformLocation(program, \"u_colors_count\");\n gl.uniform1i(colorsCountLoc, COLORS_COUNT);\n\n const uniformsList = [\n \"u_time\", \"u_resolution\", \"u_color_pressure\", \"u_wave_frequency_x\", \"u_wave_frequency_y\",\n \"u_wave_amplitude\", \"u_colors_count\", \"u_plane_width\", \"u_plane_height\", \"u_shadows\",\n \"u_highlights\", \"u_grain_intensity\", \"u_grain_sparsity\", \"u_grain_scale\", \"u_grain_speed\",\n \"u_flow_distortion_a\", \"u_flow_distortion_b\", \"u_flow_scale\", \"u_flow_ease\", \"u_flow_enabled\",\n \"u_y_offset\", \"u_y_offset_wave_multiplier\", \"u_y_offset_color_multiplier\", \"u_y_offset_flow_multiplier\",\n\n \"u_procedural_texture\", \"u_enable_procedural_texture\", \"u_texture_ease\", \"u_saturation\", \"u_brightness\", \"u_color_blending\"\n ];\n\n const locations: WebGLState[\"locations\"] = {\n attributes: { position: aPosition, normal: aNormal, uv: aUv },\n uniforms: {}\n };\n\n uniformsList.forEach(name => {\n locations.uniforms[name] = gl.getUniformLocation(program, name);\n });\n\n // Add colors uniforms manually\n for (let i = 0; i < COLORS_COUNT; i++) {\n locations.uniforms[`u_colors[${i}].is_active`] = gl.getUniformLocation(program, `u_colors[${i}].is_active`);\n locations.uniforms[`u_colors[${i}].color`] = gl.getUniformLocation(program, `u_colors[${i}].color`);\n locations.uniforms[`u_colors[${i}].influence`] = gl.getUniformLocation(program, `u_colors[${i}].influence`);\n }\n\n this._initialized = true;\n // New program needs all uniforms re-uploaded on first frame\n this._uniformsDirty = true;\n this._colorsChanged = true;\n this._textureDirty = true;\n\n // Enable alpha blending\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);\n gl.enable(gl.DEPTH_TEST);\n\n return {\n gl,\n program,\n buffers: {\n position: positionBuffer,\n normal: normalBuffer,\n uv: uvBuffer,\n index: indexBuffer,\n wireframeIndex: wireframeIndexBuffer\n },\n locations,\n camera,\n indexCount: index.length,\n wireframeIndexCount: wireframeIndex.length,\n indexType: (index instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT\n };\n }\n\n\n\n _createProceduralTexture(gl: WebGLRenderingContext | WebGL2RenderingContext): WebGLTexture | null {\n // Texture size - 1024 provides good balance between quality and performance\n // Reduced from 2048 for better performance\n const texSize = 1024;\n const sourceCanvas = document.createElement('canvas');\n sourceCanvas.width = texSize;\n sourceCanvas.height = texSize;\n const sCtx = sourceCanvas.getContext('2d', { willReadFrequently: true });\n if (!sCtx) return null;\n\n let seed = this._textureSeed;\n const baseSeed = this._textureSeed;\n\n function random() {\n const x = Math.sin(seed++) * 10000;\n return x - Math.floor(x);\n }\n\n // Helper to reset seed for isolated shape generation\n const setSeed = (offset: number) => {\n seed = baseSeed + offset;\n };\n\n const colors = this._colors.filter(c => c.enabled).map(c => c.color);\n if (colors.length === 0) return null;\n\n // Helper functions\n function hexToRgb(hex: string) {\n const bigint = parseInt(hex.replace('#', ''), 16);\n return {\n r: (bigint >> 16) & 255,\n g: (bigint >> 8) & 255,\n b: bigint & 255\n };\n }\n\n function rgbToHex(r: number, g: number, b: number) {\n return \"#\" + ((1 << 24) + (Math.round(r) << 16) + (Math.round(g) << 8) + Math.round(b)).toString(16).slice(1).padStart(6, '0');\n }\n\n const getInterColor = () => {\n const c1 = colors[Math.floor(random() * colors.length)];\n const c2 = colors[Math.floor(random() * colors.length)];\n const mix = random() * this._textureColorBlending;\n const rgb1 = hexToRgb(c1);\n const rgb2 = hexToRgb(c2);\n const r = rgb1.r + (rgb2.r - rgb1.r) * mix;\n const g = rgb1.g + (rgb2.g - rgb1.g) * mix;\n const b = rgb1.b + (rgb2.b - rgb1.b) * mix;\n return rgbToHex(r, g, b);\n };\n\n // === SOURCE CANVAS ===\n // Base with procedural background color so even sparse areas pick it up\n const baseColor = this._proceduralBackgroundColor || \"#000000\";\n sCtx.fillStyle = baseColor;\n sCtx.fillRect(0, 0, texSize, texSize);\n\n // Then lay a vertical gradient of mixed colors on top for richness\n const bgGrad = sCtx.createLinearGradient(0, 0, 0, texSize);\n bgGrad.addColorStop(0, getInterColor());\n bgGrad.addColorStop(1, getInterColor());\n sCtx.fillStyle = bgGrad;\n sCtx.fillRect(0, 0, texSize, texSize);\n\n // Triangles: use configurable count\n for (let i = 0; i < this._textureShapeTriangles; i++) {\n sCtx.fillStyle = getInterColor();\n sCtx.beginPath();\n const x = random() * texSize;\n const y = random() * texSize;\n const s = 100 + random() * 300;\n sCtx.moveTo(x, y);\n sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s);\n sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s);\n sCtx.fill();\n }\n\n // Circles / rings: use configurable count\n for (let i = 0; i < this._textureShapeCircles; i++) {\n sCtx.strokeStyle = getInterColor();\n sCtx.lineWidth = 10 + random() * 50;\n sCtx.beginPath();\n const x = random() * texSize;\n const y = random() * texSize;\n const r = 50 + random() * 150;\n sCtx.arc(x, y, r, 0, Math.PI * 2);\n sCtx.stroke();\n }\n\n // Bars: use configurable count\n for (let i = 0; i < this._textureShapeBars; i++) {\n sCtx.fillStyle = getInterColor();\n sCtx.save();\n sCtx.translate(random() * texSize, random() * texSize);\n sCtx.rotate(random() * Math.PI);\n sCtx.fillRect(-150, -25, 300, 50);\n sCtx.restore();\n }\n\n // Squiggles: use configurable count\n sCtx.lineWidth = 15;\n sCtx.lineCap = 'round';\n for (let i = 0; i < this._textureShapeSquiggles; i++) {\n sCtx.strokeStyle = getInterColor();\n sCtx.beginPath();\n let x = random() * texSize;\n let y = random() * texSize;\n sCtx.moveTo(x, y);\n for (let j = 0; j < 4; j++) {\n sCtx.bezierCurveTo(\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300,\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300,\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300\n );\n x += (random() - 0.5) * 300;\n y += (random() - 0.5) * 300;\n }\n sCtx.stroke();\n }\n\n // === MASKED CANVAS ===\n // Masking: Seed isolation\n setSeed(50000);\n const canvas = document.createElement('canvas');\n canvas.width = texSize;\n canvas.height = texSize;\n const ctx = canvas.getContext('2d', { willReadFrequently: true });\n if (!ctx) return null;\n\n // Start filled with the chosen void color so gaps show that color\n ctx.fillStyle = baseColor;\n ctx.fillRect(0, 0, texSize, texSize);\n\n // Determine layout segments (matter vs void)\n let layoutHead = 0;\n const segments: 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+ {"version":3,"file":"index.umd.js","sources":["../src/shaders.ts","../src/math.ts","../src/NeatGradient.ts"],"sourcesContent":["export const vertexShaderSource = `void main() {\n vUv = uv;\n\n // SCROLLING LOGIC\n // Separate multipliers for wave, color, and flow offsets\n float waveOffset = -u_y_offset * u_y_offset_wave_multiplier;\n float colorOffset = -u_y_offset * u_y_offset_color_multiplier;\n float flowOffset = -u_y_offset * u_y_offset_flow_multiplier;\n\n // 1. DISPLACEMENT (WAVES)\n // We add waveOffset to Y to scroll the wave pattern\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * (position.y + waveOffset) + u_time,\n u_time\n ));\n\n // 2. FLOW FIELD\n // Apply flow offset to scroll the flow field mask\n vec2 baseUv = vUv;\n baseUv.y += flowOffset / u_plane_height; // Scale to match wave speed\n vec2 flowUv = baseUv;\n\n if (u_flow_enabled > 0.5) {\n if (u_flow_ease > 0.0 || u_flow_distortion_a > 0.0) {\n vec2 ppp = -1.0 + 2.0 * baseUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n\n float r = length(ppp);\n flowUv = mix(baseUv, vec2(baseUv.x * (1.0 - u_flow_ease) + r * u_flow_ease, baseUv.y), u_flow_ease);\n }\n }\n\n // Pass the standard flow UV to fragment shader (for texture)\n vFlowUv = flowUv;\n\n // 3. COLOR MIXING\n // We take the computed flow UVs and apply the color offset\n // Scale by plane height to match wave offset speed (world space vs UV space)\n vec3 color = u_colors[0].color;\n // ...\n vec2 adjustedUv = flowUv;\n adjustedUv.y += colorOffset / u_plane_height; // Scroll the color mixing pattern\n\n vec2 noise_cord = adjustedUv * u_color_pressure;\n const float minNoise = .0;\n const float maxNoise = .9;\n\n for (int i = 1; i < 6; i++) {\n if (i < u_colors_count) {\n if (u_colors[i].is_active > 0.5) {\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 ) - (.1 * float(i)) + (.5 * u_color_blending);\n\n noise = clamp(noise, minNoise, maxNoise + float(i) * 0.02);\n color = mix(color, u_colors[i].color, smoothstep(0.0, u_color_blending, noise));\n }\n }\n }\n\n v_color = color;\n\n // 4. FRESNEL (rim glow)\n // (Calculated in fragment shader using displacement slope approximation)\n\n // 5. VERTEX POSITION\n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);\n v_new_position = gl_Position;\n}\n`;\n\nexport const fragmentShaderSource = `float 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 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\n// Branchless HSL to RGB for iridescence\nvec3 hsl2rgb(float h, float s, float l) {\n vec3 rgb = clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);\n return l + s * (rgb - 0.5) * (1.0 - abs(2.0 * l - 1.0));\n}\n\nvoid main() {\n vec2 finalUv = vFlowUv;\n \n vec3 baseColor;\n\n if (u_enable_procedural_texture > 0.5) {\n vec2 ppp = -1.0 + 2.0 * finalUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n float r = length(ppp);\n \n float vx = (finalUv.x * u_texture_ease) + (r * (1.0 - u_texture_ease));\n float vy = (finalUv.y * u_texture_ease) + (0.0 * (1.0 - u_texture_ease));\n vec2 texUv = vec2(vx, vy);\n\n float parallaxFactor = 0.25;\n texUv.y -= (u_y_offset * u_y_offset_color_multiplier / u_plane_height) * parallaxFactor;\n texUv *= 1.5;\n\n vec4 texSample = texture2D(u_procedural_texture, texUv);\n baseColor = texSample.rgb;\n } else {\n baseColor = v_color;\n }\n\n vec3 color = baseColor;\n\n // === DOMAIN WARPING (simplified: 3 fbm calls instead of 5) ===\n if (u_domain_warp_enabled > 0.5) {\n vec3 p = vec3(finalUv * u_domain_warp_scale, u_time * 0.15);\n vec2 q = vec2(fbm(p), fbm(p + vec3(5.2, 1.3, 0.0)));\n float f = fbm(p + vec3(4.0 * q, 0.0));\n vec3 warpColor = color * (1.0 + f * 0.8 * u_domain_warp_intensity);\n float pattern = clamp(f * f * f + 0.6 * f * f + 0.5 * f, 0.0, 1.0);\n color = mix(color, warpColor * (0.6 + pattern * 0.8), u_domain_warp_intensity * 0.7);\n }\n\n // Post-processing\n color += v_displacement_amount * u_highlights;\n float shadowFactor = 1.0 - v_displacement_amount;\n color -= shadowFactor * shadowFactor * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n\n // === IRIDESCENCE ===\n if (u_iridescence_enabled > 0.5) {\n float hue = fract(v_displacement_amount * 0.5 + 0.5 + u_time * u_iridescence_speed * 0.05);\n vec3 iriColor = hsl2rgb(hue, 0.8, 0.6);\n color = mix(color, iriColor, u_iridescence_intensity * abs(v_displacement_amount) * 0.6);\n }\n\n // === FRESNEL (Rim glow) ===\n if (u_fresnel_enabled > 0.5) {\n float slope = 1.0 - abs(v_displacement_amount);\n float fresnel = pow(max(slope, 0.0), u_fresnel_power);\n color += u_fresnel_color * fresnel * u_fresnel_intensity;\n }\n\n // === VIGNETTE ===\n if (u_vignette_intensity > 0.0) {\n float dist = length(vUv - vec2(0.5));\n float vig = smoothstep(u_vignette_radius, u_vignette_radius * 0.3, dist);\n color *= mix(1.0, vig, u_vignette_intensity);\n }\n\n // === FAKE BLOOM ===\n if (u_bloom_intensity > 0.0) {\n float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));\n float bloomMask = smoothstep(u_bloom_threshold, 1.0, luma);\n color += color * bloomMask * u_bloom_intensity;\n }\n\n // === CHROMATIC ABERRATION ===\n if (u_chromatic_aberration > 0.0) {\n float caAmount = u_chromatic_aberration * 0.008;\n float dist = length(vUv - vec2(0.5));\n float rShift = v_displacement_amount + caAmount * dist;\n float bShift = v_displacement_amount - caAmount * dist;\n color.r *= 1.0 + rShift * caAmount * 10.0;\n color.b *= 1.0 - bShift * caAmount * 10.0;\n }\n\n // Grain (use cheap hash noise instead of expensive fbm when static)\n float grain = 0.0;\n if (u_grain_intensity > 0.0) {\n vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;\n if (u_grain_speed != 0.0) {\n grain = fbm(vec3(noiseCoords, u_time * u_grain_speed));\n } else {\n // Static grain: use cheap hash instead of fbm\n grain = random(noiseCoords) - 0.5;\n }\n\n grain = grain * 0.5 + 0.5;\n grain -= 0.5;\n grain = (grain > u_grain_sparsity) ? grain : 0.0;\n grain *= u_grain_intensity;\n }\n\n color += vec3(grain);\n\n gl_FragColor = vec4(color, 1.0);\n}\n`;\n\nexport function buildVertUniforms(): string {\n return `precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\n\nvarying vec2 vUv;\nvarying vec2 vFlowUv;\nvarying vec4 v_new_position;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform vec2 u_color_pressure;\nuniform float u_wave_frequency_x;\nuniform float u_wave_frequency_y;\nuniform float u_wave_amplitude;\nuniform float u_plane_width;\nuniform float u_plane_height;\nuniform float u_color_blending;\n\nuniform int u_colors_count;\nstruct ColorStop {\n float is_active;\n vec3 color;\n float influence;\n};\nuniform ColorStop u_colors[6];\n\nuniform float u_y_offset;\nuniform float u_y_offset_wave_multiplier;\nuniform float u_y_offset_color_multiplier;\nuniform float u_y_offset_flow_multiplier;\n\n// Flow field uniforms\nuniform float u_flow_distortion_a;\nuniform float u_flow_distortion_b;\nuniform float u_flow_scale;\nuniform float u_flow_ease;\nuniform float u_flow_enabled;\n\n// Fresnel uniforms\nuniform float u_fresnel_enabled;\nuniform float u_fresnel_power;\nuniform float u_fresnel_intensity;\nuniform vec3 u_fresnel_color;\n`;\n}\n\nexport function buildFragUniforms(): string {\n return `precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vFlowUv;\nvarying vec3 v_color;\nvarying float v_displacement_amount;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_plane_height;\n\nuniform float u_shadows;\nuniform float u_highlights;\nuniform float u_saturation;\nuniform float u_brightness;\nuniform float u_grain_intensity; \nuniform float u_grain_sparsity; \nuniform float u_grain_scale; \nuniform float u_grain_speed; \n\nuniform float u_y_offset;\nuniform float u_y_offset_color_multiplier;\n\n// Flow field uniforms\nuniform float u_flow_distortion_a;\nuniform float u_flow_distortion_b;\nuniform float u_flow_scale;\n\n// Procedural texture uniforms\nuniform sampler2D u_procedural_texture;\nuniform float u_enable_procedural_texture;\nuniform float u_texture_ease;\n\n// Domain warping uniforms\nuniform float u_domain_warp_enabled;\nuniform float u_domain_warp_intensity;\nuniform float u_domain_warp_scale;\n\n// Vignette uniforms\nuniform float u_vignette_intensity;\nuniform float u_vignette_radius;\n\n// Fresnel uniforms (fragment side)\nuniform float u_fresnel_enabled;\nuniform float u_fresnel_power;\nuniform float u_fresnel_intensity;\nuniform vec3 u_fresnel_color;\n\n\n\n// Iridescence uniforms\nuniform float u_iridescence_enabled;\nuniform float u_iridescence_intensity;\nuniform float u_iridescence_speed;\n\n// Bloom uniforms\nuniform float u_bloom_intensity;\nuniform float u_bloom_threshold;\n\n// Chromatic aberration\nuniform float u_chromatic_aberration;\n`;\n}\n\nexport function buildNoise(): string {\n return `\n// 1. REPLACEMENT PERMUTE: \n// Uses a hash function (fract/sin) instead of a modular lookup table.\nvec4 permute(vec4 x) {\n return floor(fract(sin(x) * 43758.5453123) * 289.0);\n}\n\n// Taylor Inverse Sqrt\nvec4 taylorInvSqrt(vec4 r) {\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\n// Fade function\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// 3D Simplex Noise\nfloat snoise(vec3 v) {\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 vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy;\n vec3 x3 = x0 - D.yyy;\n\n // Permutations\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\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);\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ );\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 = 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); \n vec3 Pi1 = Pi0 + vec3(1.0); \n \n vec3 Pf0 = fract(P); \n vec3 Pf1 = Pf0 - vec3(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}\n\nexport function buildColorFunctions(): string {\n return `\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`;\n}\n","export class Matrix4 {\n elements: Float32Array;\n constructor() {\n this.elements = new Float32Array([\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1\n ]);\n }\n translate(tx: number, ty: number, tz: number) {\n this.elements[12] += this.elements[0] * tx + this.elements[4] * ty + this.elements[8] * tz;\n this.elements[13] += this.elements[1] * tx + this.elements[5] * ty + this.elements[9] * tz;\n this.elements[14] += this.elements[2] * tx + this.elements[6] * ty + this.elements[10] * tz;\n this.elements[15] += this.elements[3] * tx + this.elements[7] * ty + this.elements[11] * tz;\n return this;\n }\n rotateX(angle: number) {\n const c = Math.cos(angle);\n const s = Math.sin(angle);\n const m12 = this.elements[4], m22 = this.elements[5], m32 = this.elements[6], m42 = this.elements[7];\n const m13 = this.elements[8], m23 = this.elements[9], m33 = this.elements[10], m43 = this.elements[11];\n this.elements[4] = c * m12 + s * m13;\n this.elements[5] = c * m22 + s * m23;\n this.elements[6] = c * m32 + s * m33;\n this.elements[7] = c * m42 + s * m43;\n this.elements[8] = c * m13 - s * m12;\n this.elements[9] = c * m23 - s * m22;\n this.elements[10] = c * m33 - s * m32;\n this.elements[11] = c * m43 - s * m42;\n return this;\n }\n}\n\nexport class OrthographicCamera {\n left: number;\n right: number;\n top: number;\n bottom: number;\n near: number;\n far: number;\n position: [number, number, number];\n projectionMatrix: Matrix4;\n\n constructor(left: number, right: number, top: number, bottom: number, near: number, far: number) {\n this.left = left;\n this.right = right;\n this.top = top;\n this.bottom = bottom;\n this.near = near;\n this.far = far;\n this.position = [0, 0, 0];\n this.projectionMatrix = new Matrix4();\n this.updateProjectionMatrix();\n }\n\n updateProjectionMatrix() {\n const w = 1.0 / (this.right - this.left);\n const h = 1.0 / (this.top - this.bottom);\n const p = 1.0 / (this.far - this.near);\n const x = (this.right + this.left) * w;\n const y = (this.top + this.bottom) * h;\n const z = (this.far + this.near) * p;\n this.projectionMatrix.elements = new Float32Array([\n 2 * w, 0, 0, 0,\n 0, 2 * h, 0, 0,\n 0, 0, -2 * p, 0,\n -x, -y, -z, 1\n ]);\n }\n}\n\nexport function updateCamera(camera: OrthographicCamera, width: number, height: number, planeWidth: number = 50, planeHeight: number = 50) {\n const viewPortAreaRatio = 1000000;\n const areaViewPort = width * height;\n const targetPlaneArea = areaViewPort / viewPortAreaRatio * planeWidth * planeHeight / 1.5;\n\n const ratio = width / height;\n const targetWidth = Math.sqrt(targetPlaneArea * ratio);\n const targetHeight = targetPlaneArea / targetWidth;\n\n let left = -planeWidth / 2;\n let right = Math.min((left + targetWidth) / 1.5, planeWidth / 2);\n let top = planeHeight / 4;\n let bottom = Math.max((top - targetHeight) / 2, -planeHeight / 4);\n\n if (ratio < 1) {\n const horizontalScale = ratio;\n left = left * horizontalScale;\n right = right * horizontalScale;\n const mobileZoomFactor = 1.05;\n left = left * mobileZoomFactor;\n right = right * mobileZoomFactor;\n top = top * mobileZoomFactor;\n bottom = bottom * mobileZoomFactor;\n }\n\n camera.left = left;\n camera.right = right;\n camera.top = top;\n camera.bottom = bottom;\n camera.near = -100;\n camera.far = 1000;\n camera.updateProjectionMatrix();\n}\n\nexport function generatePlaneGeometry(width: number, height: number, widthSegments: number, heightSegments: number) {\n const width_half = width / 2;\n const height_half = height / 2;\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n const segment_width = width / gridX;\n const segment_height = height / gridY;\n\n const indices = [];\n const vertices = [];\n const normals = [];\n const uvs = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segment_height - height_half;\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segment_width - width_half;\n vertices.push(x, -y, 0);\n normals.push(0, 0, 1);\n uvs.push(ix / gridX);\n uvs.push(1 - (iy / gridY));\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = (ix + 1) + gridX1 * (iy + 1);\n const d = (ix + 1) + gridX1 * iy;\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n const isLarge = vertices.length / 3 > 65535;\n\n // Generate wireframe indices: for each triangle (a,b,c), emit lines a→b, b→c, c→a\n const wireframeIndices = [];\n for (let i = 0; i < indices.length; i += 3) {\n const a = indices[i];\n const b = indices[i + 1];\n const c = indices[i + 2];\n wireframeIndices.push(a, b, b, c, c, a);\n }\n\n return {\n position: new Float32Array(vertices),\n normal: new Float32Array(normals),\n uv: new Float32Array(uvs),\n index: isLarge ? new Uint32Array(indices) : new Uint16Array(indices),\n wireframeIndex: isLarge ? new Uint32Array(wireframeIndices) : new Uint16Array(wireframeIndices)\n };\n}\n","import { buildColorFunctions, buildNoise, buildVertUniforms, buildFragUniforms, fragmentShaderSource, vertexShaderSource } from \"./shaders\";\nimport { generatePlaneGeometry, OrthographicCamera, updateCamera, Matrix4 } from \"./math\";\n\nconsole.info(\n \"%c🌈 Neat Gradients%c\\n\\nLicensed under MIT + The Commons Clause.\\nFree for personal and commercial use.\\nSelling this software or its derivatives is strictly prohibited.\\nhttps://neat.firecms.co\",\n \"font-weight: bold; font-size: 14px; color: #FF5772;\", \"color: inherit;\"\n);\n\nconst PLANE_WIDTH = 50;\nconst PLANE_HEIGHT = 80;\n\n\nconst COLORS_COUNT = 6;\n\nconst LINK_ID = generateRandomString();\n\nexport interface WebGLState {\n gl: WebGLRenderingContext | WebGL2RenderingContext;\n program: WebGLProgram;\n buffers: {\n position: WebGLBuffer;\n normal: WebGLBuffer;\n uv: WebGLBuffer;\n index: WebGLBuffer;\n wireframeIndex: WebGLBuffer;\n };\n locations: {\n attributes: Record<string, number>;\n uniforms: Record<string, WebGLUniformLocation | null>;\n };\n camera: OrthographicCamera;\n indexCount: number;\n wireframeIndexCount: number;\n indexType: number;\n}\n\n\nimport { NeatConfig, NeatColor, NeatController } from \"./types\";\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 _grainSparsity: 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 _backgroundColorRgb: [number, number, number] = [1, 1, 1];\n private _backgroundAlpha: number = 1.0;\n\n // Flow field properties\n private _flowDistortionA: number = 0;\n private _flowDistortionB: number = 0;\n private _flowScale: number = 1.0;\n private _flowEase: number = 0.0;\n private _flowEnabled: boolean = true;\n\n private glState!: WebGLState;\n\n // Texture generation properties\n private _enableProceduralTexture: boolean = false;\n private _textureVoidLikelihood: number = 0.45;\n private _textureVoidWidthMin: number = 200;\n private _textureVoidWidthMax: number = 486;\n private _textureBandDensity: number = 2.15;\n private _textureColorBlending: number = 0.01;\n private _textureSeed: number = 333;\n private _textureEase: number = 0.5;\n\n // New effects\n private _domainWarpEnabled: boolean = false;\n private _domainWarpIntensity: number = 0.5;\n private _domainWarpScale: number = 1.0;\n\n private _vignetteIntensity: number = 0.5;\n private _vignetteRadius: number = 0.8;\n\n private _fresnelEnabled: boolean = false;\n private _fresnelPower: number = 2.0;\n private _fresnelIntensity: number = 0.5;\n private _fresnelColor: string = \"#FFFFFF\";\n private _fresnelColorRgb: [number, number, number] = [1, 1, 1];\n\n private _iridescenceEnabled: boolean = false;\n private _iridescenceIntensity: number = 0.5;\n private _iridescenceSpeed: number = 1.0;\n\n private _bloomIntensity: number = 0;\n private _bloomThreshold: number = 0.7;\n private _chromaticAberration: number = 0;\n\n private _proceduralTexture: WebGLTexture | null = null;\n private _proceduralBackgroundColor: string = \"#000000\";\n\n private _textureShapeTriangles: number = 20;\n private _textureShapeCircles: number = 15;\n private _textureShapeBars: number = 15;\n private _textureShapeSquiggles: number = 10;\n\n private requestRef: number = -1;\n private sizeObserver: ResizeObserver;\n\n private _initialized: boolean = false;\n private _linkElement: HTMLAnchorElement | null = null;\n private _cachedColorRgb: [number, number, number][] = [];\n\n private _yOffset: number = 0;\n private _yOffsetWaveMultiplier: number = 0.004;\n private _yOffsetColorMultiplier: number = 0.004;\n private _yOffsetFlowMultiplier: number = 0.004;\n\n // Performance optimizations\n private _resizeTimeoutId: number | null = null;\n private _textureNeedsUpdate: boolean = false;\n private _linkCheckCounter: number = 0;\n private _colorsChanged: boolean = true;\n private _uniformsDirty: boolean = true;\n private _textureDirty: boolean = true;\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 grainSparsity = 0.0,\n grainSpeed = 0.1,\n wireframe = false,\n backgroundColor = \"#FFFFFF\",\n backgroundAlpha = 1.0,\n resolution = 1,\n seed,\n yOffset = 0,\n yOffsetWaveMultiplier = 4,\n yOffsetColorMultiplier = 4,\n yOffsetFlowMultiplier = 4,\n // Flow field parameters\n flowDistortionA = 0,\n flowDistortionB = 0,\n flowScale = 1.0,\n flowEase = 0.0,\n flowEnabled = true,\n\n // Texture generation\n enableProceduralTexture = false,\n textureVoidLikelihood = 0.45,\n textureVoidWidthMin = 200,\n textureVoidWidthMax = 486,\n textureBandDensity = 2.15,\n textureColorBlending = 0.01,\n textureSeed = 333,\n textureEase = 0.5,\n proceduralBackgroundColor = \"#000000\",\n textureShapeTriangles = 20,\n textureShapeCircles = 15,\n textureShapeBars = 15,\n textureShapeSquiggles = 10,\n\n domainWarpEnabled = false,\n domainWarpIntensity = 0.5,\n domainWarpScale = 1.0,\n vignetteIntensity = 0.5,\n vignetteRadius = 0.8,\n fresnelEnabled = false,\n fresnelPower = 2.0,\n fresnelIntensity = 0.5,\n fresnelColor = \"#FFFFFF\",\n iridescenceEnabled = false,\n iridescenceIntensity = 0.5,\n iridescenceSpeed = 1.0,\n bloomIntensity = 0.0,\n bloomThreshold = 0.7,\n chromaticAberration = 0.0,\n } = config;\n\n\n this._ref = ref;\n\n this.destroy = this.destroy.bind(this);\n this._initScene = this._initScene.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.grainSparsity = grainSparsity;\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 this.yOffset = yOffset;\n this.yOffsetWaveMultiplier = yOffsetWaveMultiplier;\n this.yOffsetColorMultiplier = yOffsetColorMultiplier;\n this.yOffsetFlowMultiplier = yOffsetFlowMultiplier;\n\n // Flow field\n this.flowDistortionA = flowDistortionA;\n this.flowDistortionB = flowDistortionB;\n this.flowScale = flowScale;\n this.flowEase = flowEase;\n this.flowEnabled = flowEnabled;\n\n\n\n // Texture generation\n this.enableProceduralTexture = enableProceduralTexture;\n this.textureVoidLikelihood = textureVoidLikelihood;\n this.textureVoidWidthMin = textureVoidWidthMin;\n this.textureVoidWidthMax = textureVoidWidthMax;\n this.textureBandDensity = textureBandDensity;\n this.textureColorBlending = textureColorBlending;\n this.textureSeed = textureSeed;\n this.textureEase = textureEase;\n this._proceduralBackgroundColor = proceduralBackgroundColor;\n\n this._textureShapeTriangles = textureShapeTriangles;\n this._textureShapeCircles = textureShapeCircles;\n this._textureShapeBars = textureShapeBars;\n this._textureShapeSquiggles = textureShapeSquiggles;\n\n this.domainWarpEnabled = domainWarpEnabled;\n this.domainWarpIntensity = domainWarpIntensity;\n this.domainWarpScale = domainWarpScale;\n this.vignetteIntensity = vignetteIntensity;\n this.vignetteRadius = vignetteRadius;\n this.fresnelEnabled = fresnelEnabled;\n this.fresnelPower = fresnelPower;\n this.fresnelIntensity = fresnelIntensity;\n this.fresnelColor = fresnelColor;\n this.iridescenceEnabled = iridescenceEnabled;\n this.iridescenceIntensity = iridescenceIntensity;\n this.iridescenceSpeed = iridescenceSpeed;\n this.bloomIntensity = bloomIntensity;\n this.bloomThreshold = bloomThreshold;\n this.chromaticAberration = chromaticAberration;\n\n this.glState = this._initScene(resolution);\n\n injectSEO();\n\n let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour();\n let lastTime = performance.now();\n\n const render = () => {\n\n const { gl, program, locations, indexCount, indexType } = this.glState;\n\n // Optimization: check if cached link is still valid in DOM less frequently\n this._linkCheckCounter++;\n if (this._linkCheckCounter >= 300) { // Check every ~5 seconds at 60fps\n this._linkCheckCounter = 0;\n if (!this._linkElement || !document.contains(this._linkElement)) {\n this._linkElement = addNeatLink(ref);\n }\n }\n\n if (this._initialized) {\n const timeNow = performance.now();\n tick += ((timeNow - lastTime) / 1000) * this._speed;\n lastTime = timeNow;\n\n gl.useProgram(program);\n\n gl.uniform1f(locations.uniforms['u_time'], tick);\n\n // Only upload static uniforms when they've been modified\n if (this._uniformsDirty) {\n gl.uniform2f(locations.uniforms['u_resolution'], this._ref.clientWidth, this._ref.clientHeight);\n gl.uniform2f(locations.uniforms['u_color_pressure'], this._horizontalPressure, this._verticalPressure);\n\n gl.uniform1f(locations.uniforms['u_wave_frequency_x'], this._waveFrequencyX);\n gl.uniform1f(locations.uniforms['u_wave_frequency_y'], this._waveFrequencyY);\n gl.uniform1f(locations.uniforms['u_wave_amplitude'], this._waveAmplitude);\n gl.uniform1f(locations.uniforms['u_color_blending'], this._colorBlending);\n gl.uniform1f(locations.uniforms['u_shadows'], this._shadows);\n gl.uniform1f(locations.uniforms['u_highlights'], this._highlights);\n gl.uniform1f(locations.uniforms['u_saturation'], this._saturation);\n gl.uniform1f(locations.uniforms['u_brightness'], this._brightness);\n gl.uniform1f(locations.uniforms['u_grain_intensity'], this._grainIntensity);\n gl.uniform1f(locations.uniforms['u_grain_sparsity'], this._grainSparsity);\n gl.uniform1f(locations.uniforms['u_grain_speed'], this._grainSpeed);\n gl.uniform1f(locations.uniforms['u_grain_scale'], this._grainScale);\n gl.uniform1f(locations.uniforms['u_y_offset'], this._yOffset);\n gl.uniform1f(locations.uniforms['u_y_offset_wave_multiplier'], this._yOffsetWaveMultiplier);\n gl.uniform1f(locations.uniforms['u_y_offset_color_multiplier'], this._yOffsetColorMultiplier);\n gl.uniform1f(locations.uniforms['u_y_offset_flow_multiplier'], this._yOffsetFlowMultiplier);\n gl.uniform1f(locations.uniforms['u_flow_distortion_a'], this._flowDistortionA);\n gl.uniform1f(locations.uniforms['u_flow_distortion_b'], this._flowDistortionB);\n gl.uniform1f(locations.uniforms['u_flow_scale'], this._flowScale);\n gl.uniform1f(locations.uniforms['u_flow_ease'], this._flowEase);\n gl.uniform1f(locations.uniforms['u_flow_enabled'], this._flowEnabled ? 1.0 : 0.0);\n\n gl.uniform1f(locations.uniforms['u_enable_procedural_texture'], this._enableProceduralTexture ? 1.0 : 0.0);\n gl.uniform1f(locations.uniforms['u_texture_ease'], this._textureEase);\n\n gl.uniform1f(locations.uniforms['u_domain_warp_enabled'], this._domainWarpEnabled ? 1.0 : 0.0);\n gl.uniform1f(locations.uniforms['u_domain_warp_intensity'], this._domainWarpIntensity);\n gl.uniform1f(locations.uniforms['u_domain_warp_scale'], this._domainWarpScale);\n\n gl.uniform1f(locations.uniforms['u_vignette_intensity'], this._vignetteIntensity);\n gl.uniform1f(locations.uniforms['u_vignette_radius'], this._vignetteRadius);\n\n gl.uniform1f(locations.uniforms['u_fresnel_enabled'], this._fresnelEnabled ? 1.0 : 0.0);\n gl.uniform1f(locations.uniforms['u_fresnel_power'], this._fresnelPower);\n gl.uniform1f(locations.uniforms['u_fresnel_intensity'], this._fresnelIntensity);\n gl.uniform3fv(locations.uniforms['u_fresnel_color'], this._fresnelColorRgb);\n\n gl.uniform1f(locations.uniforms['u_iridescence_enabled'], this._iridescenceEnabled ? 1.0 : 0.0);\n gl.uniform1f(locations.uniforms['u_iridescence_intensity'], this._iridescenceIntensity);\n gl.uniform1f(locations.uniforms['u_iridescence_speed'], this._iridescenceSpeed);\n\n gl.uniform1f(locations.uniforms['u_bloom_intensity'], this._bloomIntensity);\n gl.uniform1f(locations.uniforms['u_bloom_threshold'], this._bloomThreshold);\n gl.uniform1f(locations.uniforms['u_chromatic_aberration'], this._chromaticAberration);\n\n this._uniformsDirty = false;\n }\n\n // Only regenerate procedural texture when needed\n if (this._textureNeedsUpdate && this._enableProceduralTexture) {\n if (this._proceduralTexture) {\n gl.deleteTexture(this._proceduralTexture);\n }\n this._proceduralTexture = this._createProceduralTexture(gl);\n this._textureNeedsUpdate = false;\n this._textureDirty = true;\n }\n\n // Procedural texture binding — only when texture changes\n if (this._textureDirty && this._proceduralTexture) {\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, this._proceduralTexture);\n gl.uniform1i(locations.uniforms['u_procedural_texture'], 1);\n this._textureDirty = false;\n }\n\n // Color update — only when colors have changed\n if (this._colorsChanged) {\n this._colorsChanged = false;\n\n for (let i = 0; i < COLORS_COUNT; i++) {\n if (i < this._colors.length) {\n const c = this._colors[i];\n const rgb = this._cachedColorRgb[i] || [0, 0, 0];\n gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], c.enabled ? 1.0 : 0.0);\n gl.uniform3fv(locations.uniforms[`u_colors[${i}].color`], rgb);\n gl.uniform1f(locations.uniforms[`u_colors[${i}].influence`], c.influence || 0);\n } else {\n gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], 0.0);\n }\n }\n\n gl.uniform1i(locations.uniforms['u_colors_count'], COLORS_COUNT);\n }\n }\n\n\n // Draw scene\n gl.clearColor(\n this._backgroundColorRgb[0],\n this._backgroundColorRgb[1],\n this._backgroundColorRgb[2],\n this._backgroundAlpha\n );\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n if (this._wireframe) {\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.wireframeIndex);\n gl.drawElements(gl.LINES, this.glState.wireframeIndexCount, indexType, 0);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.index);\n } else {\n gl.drawElements(gl.TRIANGLES, indexCount, indexType, 0);\n }\n\n this.requestRef = requestAnimationFrame(render);\n };\n\n const setSize = () => {\n\n const { gl, camera } = this.glState;\n const width = this._ref.clientWidth;\n const height = this._ref.clientHeight;\n\n // Handle high DPI displays properly without scaling buffer resolution, matching client width\n this._ref.width = width;\n this._ref.height = height;\n\n gl.viewport(0, 0, width, height);\n\n updateCamera(camera, width, height);\n\n\n\n // Recompute projection matrix on resize\n const projLoc = gl.getUniformLocation(this.glState.program, \"projectionMatrix\");\n gl.useProgram(this.glState.program);\n gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements);\n };\n\n // Debounce resize to prevent excessive operations\n this.sizeObserver = new ResizeObserver(() => {\n if (this._resizeTimeoutId !== null) {\n clearTimeout(this._resizeTimeoutId);\n }\n this._resizeTimeoutId = window.setTimeout(() => {\n setSize();\n this._resizeTimeoutId = null;\n }, 100); // Wait 100ms after last resize event\n });\n\n this.sizeObserver.observe(ref);\n\n\n render();\n }\n\n destroy() {\n cancelAnimationFrame(this.requestRef);\n this.sizeObserver.disconnect();\n\n // Clear resize timeout\n if (this._resizeTimeoutId !== null) {\n clearTimeout(this._resizeTimeoutId);\n this._resizeTimeoutId = null;\n }\n\n // Remove NEAT link\n if (this._linkElement && this._linkElement.parentElement) {\n this._linkElement.parentElement.removeChild(this._linkElement);\n this._linkElement = null;\n }\n\n // Cleanup WebGL resources\n if (this.glState) {\n const gl = this.glState.gl;\n gl.deleteProgram(this.glState.program);\n gl.deleteBuffer(this.glState.buffers.position);\n gl.deleteBuffer(this.glState.buffers.normal);\n gl.deleteBuffer(this.glState.buffers.uv);\n gl.deleteBuffer(this.glState.buffers.index);\n gl.deleteBuffer(this.glState.buffers.wireframeIndex);\n }\n if (this._proceduralTexture && this.glState) {\n this.glState.gl.deleteTexture(this._proceduralTexture);\n }\n }\n\n downloadAsPNG(filename = \"neat.png\") {\n const dataURL = this._ref.toDataURL(\"image/png\");\n downloadURI(dataURL, filename);\n }\n\n set speed(speed: number) {\n this._uniformsDirty = true;\n this._speed = speed / 20;\n }\n\n set horizontalPressure(horizontalPressure: number) {\n this._uniformsDirty = true;\n this._horizontalPressure = horizontalPressure / 4;\n }\n\n set verticalPressure(verticalPressure: number) {\n this._uniformsDirty = true;\n this._verticalPressure = verticalPressure / 4;\n }\n\n set waveFrequencyX(waveFrequencyX: number) {\n this._uniformsDirty = true;\n this._waveFrequencyX = waveFrequencyX * 0.04;\n }\n\n set waveFrequencyY(waveFrequencyY: number) {\n this._uniformsDirty = true;\n this._waveFrequencyY = waveFrequencyY * 0.04;\n }\n\n set waveAmplitude(waveAmplitude: number) {\n this._uniformsDirty = true;\n this._waveAmplitude = waveAmplitude * .75;\n }\n\n set colors(colors: NeatColor[]) {\n this._uniformsDirty = true;\n this._colors = colors;\n this._cachedColorRgb = colors.map(c => this._hexToRgb(c.color));\n this._colorsChanged = true;\n }\n\n set highlights(highlights: number) {\n this._uniformsDirty = true;\n this._highlights = highlights / 100;\n }\n\n set shadows(shadows: number) {\n this._uniformsDirty = true;\n this._shadows = shadows / 100;\n }\n\n set colorSaturation(colorSaturation: number) {\n this._uniformsDirty = true;\n this._saturation = colorSaturation / 10;\n }\n\n set colorBrightness(colorBrightness: number) {\n this._uniformsDirty = true;\n this._brightness = colorBrightness;\n }\n\n set colorBlending(colorBlending: number) {\n this._uniformsDirty = true;\n this._colorBlending = colorBlending / 10;\n }\n\n set grainScale(grainScale: number) {\n this._uniformsDirty = true;\n this._grainScale = grainScale == 0 ? 1 : grainScale;\n }\n\n set grainIntensity(grainIntensity: number) {\n this._uniformsDirty = true;\n this._grainIntensity = grainIntensity;\n }\n\n set grainSparsity(grainSparsity: number) {\n this._uniformsDirty = true;\n this._grainSparsity = grainSparsity;\n }\n\n set grainSpeed(grainSpeed: number) {\n this._uniformsDirty = true;\n this._grainSpeed = grainSpeed;\n }\n\n set wireframe(wireframe: boolean) {\n this._uniformsDirty = true;\n this._wireframe = wireframe;\n }\n\n set resolution(resolution: number) {\n this._uniformsDirty = true;\n if (this.glState) {\n const gl = this.glState.gl;\n gl.deleteProgram(this.glState.program);\n gl.deleteBuffer(this.glState.buffers.position);\n gl.deleteBuffer(this.glState.buffers.normal);\n gl.deleteBuffer(this.glState.buffers.uv);\n gl.deleteBuffer(this.glState.buffers.index);\n gl.deleteBuffer(this.glState.buffers.wireframeIndex);\n }\n this.glState = this._initScene(resolution);\n }\n\n set backgroundColor(backgroundColor: string) {\n this._uniformsDirty = true;\n this._backgroundColor = backgroundColor;\n this._backgroundColorRgb = this._hexToRgb(backgroundColor);\n }\n\n set backgroundAlpha(backgroundAlpha: number) {\n this._uniformsDirty = true;\n this._backgroundAlpha = backgroundAlpha;\n }\n\n set yOffset(yOffset: number) {\n this._uniformsDirty = true;\n this._yOffset = yOffset;\n }\n\n get yOffsetWaveMultiplier(): number {\n return this._yOffsetWaveMultiplier * 1000;\n }\n\n set yOffsetWaveMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetWaveMultiplier = value / 1000;\n }\n\n get yOffsetColorMultiplier(): number {\n return this._yOffsetColorMultiplier * 1000;\n }\n\n set yOffsetColorMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetColorMultiplier = value / 1000;\n }\n\n get yOffsetFlowMultiplier(): number {\n return this._yOffsetFlowMultiplier * 1000;\n }\n\n set yOffsetFlowMultiplier(value: number) {\n this._uniformsDirty = true;\n this._yOffsetFlowMultiplier = value / 1000;\n }\n\n set flowDistortionA(value: number) {\n this._uniformsDirty = true;\n this._flowDistortionA = value;\n }\n\n set flowDistortionB(value: number) {\n this._uniformsDirty = true;\n this._flowDistortionB = value;\n }\n\n set flowScale(value: number) {\n this._uniformsDirty = true;\n this._flowScale = value;\n }\n\n set flowEase(value: number) {\n this._uniformsDirty = true;\n this._flowEase = value;\n }\n\n set flowEnabled(value: boolean) {\n this._uniformsDirty = true;\n this._flowEnabled = value;\n }\n\n get flowEnabled(): boolean {\n return this._flowEnabled;\n }\n\n\n\n set enableProceduralTexture(value: boolean) {\n this._uniformsDirty = true;\n this._enableProceduralTexture = value;\n if (value && !this._proceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidLikelihood(value: number) {\n this._uniformsDirty = true;\n this._textureVoidLikelihood = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidWidthMin(value: number) {\n this._uniformsDirty = true;\n this._textureVoidWidthMin = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureVoidWidthMax(value: number) {\n this._uniformsDirty = true;\n this._textureVoidWidthMax = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureBandDensity(value: number) {\n this._uniformsDirty = true;\n this._textureBandDensity = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureColorBlending(value: number) {\n this._uniformsDirty = true;\n this._textureColorBlending = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureSeed(value: number) {\n this._uniformsDirty = true;\n this._textureSeed = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n get textureEase(): number {\n return this._textureEase;\n }\n\n set textureEase(value: number) {\n this._uniformsDirty = true;\n this._textureEase = value;\n }\n\n set proceduralBackgroundColor(value: string) {\n this._uniformsDirty = true;\n this._proceduralBackgroundColor = value;\n if (this._enableProceduralTexture) {\n this._textureNeedsUpdate = true;\n }\n }\n\n set textureShapeTriangles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeTriangles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeCircles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeCircles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeBars(value: number) {\n this._uniformsDirty = true;\n this._textureShapeBars = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n set textureShapeSquiggles(value: number) {\n this._uniformsDirty = true;\n this._textureShapeSquiggles = value;\n if (this._enableProceduralTexture) this._textureNeedsUpdate = true;\n }\n\n _hexToRgb(hex: string): [number, number, number] {\n const bigint = parseInt(hex.replace('#', ''), 16);\n return [\n ((bigint >> 16) & 255) / 255.0,\n ((bigint >> 8) & 255) / 255.0,\n (bigint & 255) / 255.0\n ];\n }\n\n _initScene(resolution: number): WebGLState {\n\n const width = this._ref.clientWidth;\n const height = this._ref.clientHeight;\n\n const gl = this._ref.getContext(\"webgl2\", { alpha: true, preserveDrawingBuffer: true, antialias: true }) ||\n this._ref.getContext(\"webgl\", { alpha: true, preserveDrawingBuffer: true, antialias: true });\n\n if (!gl) {\n throw new Error(\"WebGL not supported\");\n }\n\n const ext = gl.getExtension(\"OES_standard_derivatives\");\n gl.getExtension(\"OES_element_index_uint\");\n\n gl.viewport(0, 0, width, height);\n\n // Generate plane geometry with Uint32Array for large meshes\n const { position, normal, uv, index, wireframeIndex } = generatePlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution);\n\n const positionBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, position, gl.STATIC_DRAW);\n\n const normalBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, normal, gl.STATIC_DRAW);\n\n const uvBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, uv, gl.STATIC_DRAW);\n\n const indexBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, index, gl.STATIC_DRAW);\n\n const wireframeIndexBuffer = gl.createBuffer()!;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, wireframeIndexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, wireframeIndex, gl.STATIC_DRAW);\n\n // Rebind the triangle index buffer as default\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n\n const vertShaderSourceCombined = buildVertUniforms() + \"\\n\" + buildNoise() + \"\\n\" + buildColorFunctions() + \"\\n\" + vertexShaderSource;\n const vertShader = gl.createShader(gl.VERTEX_SHADER)!;\n gl.shaderSource(vertShader, vertShaderSourceCombined);\n gl.compileShader(vertShader);\n if (!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n console.log(\"VERTEX_SHADER_ERROR_START\");\n console.log(\"Vertex shader error: \", gl.getShaderInfoLog(vertShader));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"Vertex Shader Source Dump:\");\n console.log(vertShaderSourceCombined.split('\\n').map((line, i) => `${i + 1}: ${line}`).join('\\n'));\n console.log(\"VERTEX_SHADER_ERROR_END\");\n }\n\n const fragShaderSourceCombined = buildFragUniforms() + \"\\n\" + buildColorFunctions() + \"\\n\" + buildNoise() + \"\\n\" + fragmentShaderSource;\n const fragShader = gl.createShader(gl.FRAGMENT_SHADER)!;\n gl.shaderSource(fragShader, fragShaderSourceCombined);\n gl.compileShader(fragShader);\n if (!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n console.log(\"FRAGMENT_SHADER_ERROR_START\");\n console.log(\"Fragment shader error: \", gl.getShaderInfoLog(fragShader));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"Fragment Shader Source Dump:\");\n console.log(fragShaderSourceCombined.split('\\n').map((line, i) => `${i + 1}: ${line}`).join('\\n'));\n console.log(\"FRAGMENT_SHADER_ERROR_END\");\n }\n\n const program = gl.createProgram()!;\n gl.attachShader(program, vertShader);\n gl.attachShader(program, fragShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.log(\"PROGRAM_LINK_ERROR_START\");\n console.log(\"Program linking error: \", gl.getProgramInfoLog(program));\n console.log(\"GL Error Code:\", gl.getError());\n console.log(\"PROGRAM_LINK_ERROR_END\");\n }\n\n gl.useProgram(program);\n\n const camera = new OrthographicCamera(0, 0, 0, 0, 0, 1000);\n camera.position = [0, 0, 5];\n updateCamera(camera, width, height);\n\n // Define attributes\n const aPosition = gl.getAttribLocation(program, \"position\");\n const aNormal = gl.getAttribLocation(program, \"normal\");\n const aUv = gl.getAttribLocation(program, \"uv\");\n\n gl.enableVertexAttribArray(aPosition);\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);\n\n gl.enableVertexAttribArray(aNormal);\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n\n gl.enableVertexAttribArray(aUv);\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);\n gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n\n const modelViewMatrix = new Matrix4();\n // The View Matrix is the inverse of the Camera's position\n // Camera is at [0, 0, 5], so view matrix translates by [0, 0, -5]\n modelViewMatrix.translate(-camera.position[0], -camera.position[1], -camera.position[2]);\n\n // The Model Matrix mimicking: plane.rotation.x = -Math.PI / 3.5; plane.position.z = -1;\n modelViewMatrix.translate(0, 0, -1);\n modelViewMatrix.rotateX(-Math.PI / 3.5);\n\n const mvLoc = gl.getUniformLocation(program, \"modelViewMatrix\");\n gl.uniformMatrix4fv(mvLoc, false, modelViewMatrix.elements);\n\n const projLoc = gl.getUniformLocation(program, \"projectionMatrix\");\n gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements);\n\n const planeWidthLoc = gl.getUniformLocation(program, \"u_plane_width\");\n gl.uniform1f(planeWidthLoc, PLANE_WIDTH);\n\n const planeHeightLoc = gl.getUniformLocation(program, \"u_plane_height\");\n gl.uniform1f(planeHeightLoc, PLANE_HEIGHT);\n\n const colorsCountLoc = gl.getUniformLocation(program, \"u_colors_count\");\n gl.uniform1i(colorsCountLoc, COLORS_COUNT);\n\n const uniformsList = [\n \"u_time\", \"u_resolution\", \"u_color_pressure\", \"u_wave_frequency_x\", \"u_wave_frequency_y\",\n \"u_wave_amplitude\", \"u_colors_count\", \"u_plane_width\", \"u_plane_height\", \"u_shadows\",\n \"u_highlights\", \"u_grain_intensity\", \"u_grain_sparsity\", \"u_grain_scale\", \"u_grain_speed\",\n \"u_flow_distortion_a\", \"u_flow_distortion_b\", \"u_flow_scale\", \"u_flow_ease\", \"u_flow_enabled\",\n \"u_y_offset\", \"u_y_offset_wave_multiplier\", \"u_y_offset_color_multiplier\", \"u_y_offset_flow_multiplier\",\n\n \"u_procedural_texture\", \"u_enable_procedural_texture\", \"u_texture_ease\", \"u_saturation\", \"u_brightness\", \"u_color_blending\",\n \"u_domain_warp_enabled\", \"u_domain_warp_intensity\", \"u_domain_warp_scale\",\n \"u_vignette_intensity\", \"u_vignette_radius\",\n \"u_fresnel_enabled\", \"u_fresnel_power\", \"u_fresnel_intensity\", \"u_fresnel_color\",\n \"u_iridescence_enabled\", \"u_iridescence_intensity\", \"u_iridescence_speed\",\n \"u_bloom_intensity\", \"u_bloom_threshold\", \"u_chromatic_aberration\"\n ];\n\n const locations: WebGLState[\"locations\"] = {\n attributes: { position: aPosition, normal: aNormal, uv: aUv },\n uniforms: {}\n };\n\n uniformsList.forEach(name => {\n locations.uniforms[name] = gl.getUniformLocation(program, name);\n });\n\n // Add colors uniforms manually\n for (let i = 0; i < COLORS_COUNT; i++) {\n locations.uniforms[`u_colors[${i}].is_active`] = gl.getUniformLocation(program, `u_colors[${i}].is_active`);\n locations.uniforms[`u_colors[${i}].color`] = gl.getUniformLocation(program, `u_colors[${i}].color`);\n locations.uniforms[`u_colors[${i}].influence`] = gl.getUniformLocation(program, `u_colors[${i}].influence`);\n }\n\n this._initialized = true;\n // New program needs all uniforms re-uploaded on first frame\n this._uniformsDirty = true;\n this._colorsChanged = true;\n this._textureDirty = true;\n\n // Enable alpha blending\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);\n gl.enable(gl.DEPTH_TEST);\n\n return {\n gl,\n program,\n buffers: {\n position: positionBuffer,\n normal: normalBuffer,\n uv: uvBuffer,\n index: indexBuffer,\n wireframeIndex: wireframeIndexBuffer\n },\n locations,\n camera,\n indexCount: index.length,\n wireframeIndexCount: wireframeIndex.length,\n indexType: (index instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT\n };\n }\n\n\n\n _createProceduralTexture(gl: WebGLRenderingContext | WebGL2RenderingContext): WebGLTexture | null {\n // Texture size - 1024 provides good balance between quality and performance\n // Reduced from 2048 for better performance\n const texSize = 1024;\n const sourceCanvas = document.createElement('canvas');\n sourceCanvas.width = texSize;\n sourceCanvas.height = texSize;\n const sCtx = sourceCanvas.getContext('2d', { willReadFrequently: true });\n if (!sCtx) return null;\n\n let seed = this._textureSeed;\n const baseSeed = this._textureSeed;\n\n function random() {\n const x = Math.sin(seed++) * 10000;\n return x - Math.floor(x);\n }\n\n // Helper to reset seed for isolated shape generation\n const setSeed = (offset: number) => {\n seed = baseSeed + offset;\n };\n\n const colors = this._colors.filter(c => c.enabled).map(c => c.color);\n if (colors.length === 0) return null;\n\n // Helper functions\n function hexToRgb(hex: string) {\n const bigint = parseInt(hex.replace('#', ''), 16);\n return {\n r: (bigint >> 16) & 255,\n g: (bigint >> 8) & 255,\n b: bigint & 255\n };\n }\n\n function rgbToHex(r: number, g: number, b: number) {\n return \"#\" + ((1 << 24) + (Math.round(r) << 16) + (Math.round(g) << 8) + Math.round(b)).toString(16).slice(1).padStart(6, '0');\n }\n\n const getInterColor = () => {\n const c1 = colors[Math.floor(random() * colors.length)];\n const c2 = colors[Math.floor(random() * colors.length)];\n const mix = random() * this._textureColorBlending;\n const rgb1 = hexToRgb(c1);\n const rgb2 = hexToRgb(c2);\n const r = rgb1.r + (rgb2.r - rgb1.r) * mix;\n const g = rgb1.g + (rgb2.g - rgb1.g) * mix;\n const b = rgb1.b + (rgb2.b - rgb1.b) * mix;\n return rgbToHex(r, g, b);\n };\n\n // === SOURCE CANVAS ===\n // Base with procedural background color so even sparse areas pick it up\n const baseColor = this._proceduralBackgroundColor || \"#000000\";\n sCtx.fillStyle = baseColor;\n sCtx.fillRect(0, 0, texSize, texSize);\n\n // Then lay a vertical gradient of mixed colors on top for richness\n const bgGrad = sCtx.createLinearGradient(0, 0, 0, texSize);\n bgGrad.addColorStop(0, getInterColor());\n bgGrad.addColorStop(1, getInterColor());\n sCtx.fillStyle = bgGrad;\n sCtx.fillRect(0, 0, texSize, texSize);\n\n // Triangles: use configurable count\n for (let i = 0; i < this._textureShapeTriangles; i++) {\n sCtx.fillStyle = getInterColor();\n sCtx.beginPath();\n const x = random() * texSize;\n const y = random() * texSize;\n const s = 100 + random() * 300;\n sCtx.moveTo(x, y);\n sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s);\n sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s);\n sCtx.fill();\n }\n\n // Circles / rings: use configurable count\n for (let i = 0; i < this._textureShapeCircles; i++) {\n sCtx.strokeStyle = getInterColor();\n sCtx.lineWidth = 10 + random() * 50;\n sCtx.beginPath();\n const x = random() * texSize;\n const y = random() * texSize;\n const r = 50 + random() * 150;\n sCtx.arc(x, y, r, 0, Math.PI * 2);\n sCtx.stroke();\n }\n\n // Bars: use configurable count\n for (let i = 0; i < this._textureShapeBars; i++) {\n sCtx.fillStyle = getInterColor();\n sCtx.save();\n sCtx.translate(random() * texSize, random() * texSize);\n sCtx.rotate(random() * Math.PI);\n sCtx.fillRect(-150, -25, 300, 50);\n sCtx.restore();\n }\n\n // Squiggles: use configurable count\n sCtx.lineWidth = 15;\n sCtx.lineCap = 'round';\n for (let i = 0; i < this._textureShapeSquiggles; i++) {\n sCtx.strokeStyle = getInterColor();\n sCtx.beginPath();\n let x = random() * texSize;\n let y = random() * texSize;\n sCtx.moveTo(x, y);\n for (let j = 0; j < 4; j++) {\n sCtx.bezierCurveTo(\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300,\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300,\n x + (random() - 0.5) * 300, y + (random() - 0.5) * 300\n );\n x += (random() - 0.5) * 300;\n y += (random() - 0.5) * 300;\n }\n sCtx.stroke();\n }\n\n // === MASKED CANVAS ===\n // Masking: Seed isolation\n setSeed(50000);\n const canvas = document.createElement('canvas');\n canvas.width = texSize;\n canvas.height = texSize;\n const ctx = canvas.getContext('2d', { willReadFrequently: true });\n if (!ctx) return null;\n\n // Start filled with the chosen void color so gaps show that color\n ctx.fillStyle = baseColor;\n ctx.fillRect(0, 0, texSize, texSize);\n\n // Determine layout segments (matter vs void)\n let layoutHead = 0;\n const segments: Array<{ type: 'void' | 'matter', x: number, width: number }> = [];\n\n while (layoutHead < texSize) {\n const isVoid = random() < this._textureVoidLikelihood;\n if (isVoid) {\n const w = this._textureVoidWidthMin + random() * (this._textureVoidWidthMax - this._textureVoidWidthMin);\n segments.push({ type: 'void', x: layoutHead, width: w });\n layoutHead += w;\n } else {\n const w = 50 + random() * 200;\n segments.push({ type: 'matter', x: layoutHead, width: w });\n layoutHead += w;\n }\n }\n\n // Render only matter bands from the source into the masked canvas\n for (const seg of segments) {\n if (seg.type === 'matter') {\n const startX = seg.x;\n const endX = Math.min(seg.x + seg.width, texSize);\n let currentX = startX;\n\n while (currentX < endX) {\n const stripeWidth = (2 + random() * 20) / this._textureBandDensity;\n const sourceX = Math.floor(random() * texSize);\n ctx.drawImage(\n sourceCanvas,\n sourceX, 0, stripeWidth, texSize,\n currentX, 0, stripeWidth, texSize\n );\n currentX += stripeWidth;\n }\n }\n // void segments: leave as baseColor\n }\n\n const tex = gl.createTexture()!;\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.generateMipmap(gl.TEXTURE_2D);\n\n const ext = gl.getExtension('EXT_texture_filter_anisotropic') ||\n gl.getExtension('MOZ_EXT_texture_filter_anisotropic') ||\n gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');\n if (ext) {\n const max = gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n gl.texParameterf(gl.TEXTURE_2D, ext.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(16, max));\n }\n\n return tex;\n }\n\n set domainWarpEnabled(enabled: boolean) {\n if (this._domainWarpEnabled !== enabled) {\n this._domainWarpEnabled = enabled;\n this._uniformsDirty = true;\n }\n }\n set domainWarpIntensity(intensity: number) {\n if (this._domainWarpIntensity !== intensity) {\n this._domainWarpIntensity = intensity;\n this._uniformsDirty = true;\n }\n }\n set domainWarpScale(scale: number) {\n if (this._domainWarpScale !== scale) {\n this._domainWarpScale = scale;\n this._uniformsDirty = true;\n }\n }\n set vignetteIntensity(intensity: number) {\n if (this._vignetteIntensity !== intensity) {\n this._vignetteIntensity = intensity;\n this._uniformsDirty = true;\n }\n }\n set vignetteRadius(radius: number) {\n if (this._vignetteRadius !== radius) {\n this._vignetteRadius = radius;\n this._uniformsDirty = true;\n }\n }\n set fresnelEnabled(enabled: boolean) {\n if (this._fresnelEnabled !== enabled) {\n this._fresnelEnabled = enabled;\n this._uniformsDirty = true;\n }\n }\n set fresnelPower(power: number) {\n if (this._fresnelPower !== power) {\n this._fresnelPower = power;\n this._uniformsDirty = true;\n }\n }\n set fresnelIntensity(intensity: number) {\n if (this._fresnelIntensity !== intensity) {\n this._fresnelIntensity = intensity;\n this._uniformsDirty = true;\n }\n }\n set fresnelColor(fresnelColor: string) {\n if (this._fresnelColor !== fresnelColor) {\n this._fresnelColor = fresnelColor;\n this._fresnelColorRgb = this._hexToRgb(fresnelColor);\n this._uniformsDirty = true;\n }\n }\n set iridescenceEnabled(enabled: boolean) {\n if (this._iridescenceEnabled !== enabled) {\n this._iridescenceEnabled = enabled;\n this._uniformsDirty = true;\n }\n }\n set iridescenceIntensity(intensity: number) {\n if (this._iridescenceIntensity !== intensity) {\n this._iridescenceIntensity = intensity;\n this._uniformsDirty = true;\n }\n }\n set iridescenceSpeed(speed: number) {\n if (this._iridescenceSpeed !== speed) {\n this._iridescenceSpeed = speed;\n this._uniformsDirty = true;\n }\n }\n set bloomIntensity(intensity: number) {\n if (this._bloomIntensity !== intensity) {\n this._bloomIntensity = intensity;\n this._uniformsDirty = true;\n }\n }\n set bloomThreshold(threshold: number) {\n if (this._bloomThreshold !== threshold) {\n this._bloomThreshold = threshold;\n this._uniformsDirty = true;\n }\n }\n set chromaticAberration(aberration: number) {\n if (this._chromaticAberration !== aberration) {\n this._chromaticAberration = aberration;\n this._uniformsDirty = true;\n }\n }\n}\n\n\nconst setLinkStyles = (link: HTMLAnchorElement) => {\n link.id = LINK_ID;\n link.href = \"https://neat.firecms.co\";\n link.target = \"_blank\";\n link.style.position = \"absolute\";\n link.style.display = \"block\";\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 = \"10000\";\n link.style.pointerEvents = \"auto\";\n link.setAttribute(\"data-n\", \"1\");\n link.innerHTML = \"NEAT\";\n}\n\nconst addNeatLink = (ref: HTMLCanvasElement): HTMLAnchorElement => {\n const parent = ref.parentElement;\n // Ensure parent has position so absolute link is positioned relative to it\n if (parent && getComputedStyle(parent).position === \"static\") {\n parent.style.position = \"relative\";\n }\n // Search parent for existing neat link (survives HMR where LINK_ID changes)\n if (parent) {\n const existing = parent.querySelector('a[data-n]') as HTMLAnchorElement;\n if (existing) {\n setLinkStyles(existing);\n return existing;\n }\n }\n const link = document.createElement(\"a\");\n setLinkStyles(link);\n parent?.appendChild(link);\n return link;\n}\n\nfunction getElapsedSecondsInLastHour() {\n const now = new Date();\n const minutes = now.getMinutes();\n const seconds = now.getSeconds();\n return (minutes * 60) + seconds;\n}\n\nfunction generateRandomString(length: number = 6): string {\n const characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';\n let result = '';\n for (let i = 0; i < length; i++) {\n const randomIndex = Math.floor(Math.random() * characters.length);\n result += characters.charAt(randomIndex);\n }\n return result;\n}\n\nfunction downloadURI(uri: string, name: string) {\n const link = document.createElement(\"a\");\n link.download = name;\n link.href = uri;\n document.body.appendChild(link);\n link.click();\n document.body.removeChild(link);\n}\n\nfunction injectSEO() {\n if (document.getElementById(\"neat-seo-schema\")) return;\n\n // 1. 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package/dist/shaders.d.ts CHANGED
@@ -1,5 +1,5 @@
1
- export declare const vertexShaderSource = "void main() {\n vUv = uv;\n\n // SCROLLING LOGIC\n // Separate multipliers for wave, color, and flow offsets\n float waveOffset = -u_y_offset * u_y_offset_wave_multiplier;\n float colorOffset = -u_y_offset * u_y_offset_color_multiplier;\n float flowOffset = -u_y_offset * u_y_offset_flow_multiplier;\n\n // 1. DISPLACEMENT (WAVES)\n // We add waveOffset to Y to scroll the wave pattern\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * (position.y + waveOffset) + u_time,\n u_time\n ));\n\n // 2. FLOW FIELD\n // Apply flow offset to scroll the flow field mask\n vec2 baseUv = vUv;\n baseUv.y += flowOffset / u_plane_height; // Scale to match wave speed\n vec2 flowUv = baseUv;\n\n if (u_flow_enabled > 0.5) {\n if (u_flow_ease > 0.0 || u_flow_distortion_a > 0.0) {\n vec2 ppp = -1.0 + 2.0 * baseUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n\n float r = length(ppp);\n flowUv = mix(baseUv, vec2(baseUv.x * (1.0 - u_flow_ease) + r * u_flow_ease, baseUv.y), u_flow_ease);\n }\n }\n\n // Pass the standard flow UV to fragment shader (for texture)\n vFlowUv = flowUv;\n\n // 3. COLOR MIXING\n // We take the computed flow UVs and apply the color offset\n // Scale by plane height to match wave offset speed (world space vs UV space)\n vec3 color = u_colors[0].color;\n // ...\n vec2 adjustedUv = flowUv;\n adjustedUv.y += colorOffset / u_plane_height; // Scroll the color mixing pattern\n\n vec2 noise_cord = adjustedUv * u_color_pressure;\n const float minNoise = .0;\n const float maxNoise = .9;\n\n for (int i = 1; i < 6; i++) {\n if (i < u_colors_count) {\n if (u_colors[i].is_active > 0.5) {\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 ) - (.1 * float(i)) + (.5 * u_color_blending);\n\n noise = clamp(noise, minNoise, maxNoise + float(i) * 0.02);\n color = mix(color, u_colors[i].color, smoothstep(0.0, u_color_blending, noise));\n }\n }\n }\n\n v_color = color;\n\n // 4. VERTEX POSITION\n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);\n v_new_position = gl_Position;\n}\n";
2
- export declare const fragmentShaderSource = "float 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 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 vec2 finalUv = vFlowUv;\n \n vec3 baseColor;\n\n if (u_enable_procedural_texture > 0.5) {\n // Calculate flow field distance for ease effect\n vec2 ppp = -1.0 + 2.0 * finalUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n float r = length(ppp); // Flow distance\n \n // Ease blending: 0 = topographic (flow), 1 = image (UV)\n float vx = (finalUv.x * u_texture_ease) + (r * (1.0 - u_texture_ease));\n float vy = (finalUv.y * u_texture_ease) + (0.0 * (1.0 - u_texture_ease));\n vec2 texUv = vec2(vx, vy);\n\n // PARALLAX SCROLLING\n // We manually apply a smaller offset here to make the texture lag behind\n float parallaxFactor = 0.25; // 25% speed of the color mixing\n texUv.y -= (u_y_offset * u_y_offset_color_multiplier / u_plane_height) * parallaxFactor;\n\n texUv *= 1.5; // Tiling scale\n\n vec4 texSample = texture2D(u_procedural_texture, texUv);\n baseColor = texSample.rgb;\n } else {\n baseColor = v_color;\n }\n\n vec3 color = baseColor;\n\n // Post-processing\n color += v_displacement_amount * u_highlights;\n // Replace pow() with direct multiplication to avoid negative base undefined behavior in GLSL\n float shadowFactor = 1.0 - v_displacement_amount;\n color -= shadowFactor * shadowFactor * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n\n // Grain\n vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;\n float grain = 0.0;\n \n // Completely bypass expensive noise generation if grain is disabled\n if (u_grain_intensity > 0.0) {\n if (u_grain_speed != 0.0) {\n grain = fbm(vec3(noiseCoords, u_time * u_grain_speed));\n } else {\n grain = fbm(vec3(noiseCoords, 0.0));\n }\n\n grain = grain * 0.5 + 0.5;\n grain -= 0.5;\n grain = (grain > u_grain_sparsity) ? grain : 0.0;\n grain *= u_grain_intensity;\n }\n\n color += vec3(grain);\n\n gl_FragColor = vec4(color, 1.0);\n}\n";
1
+ export declare const vertexShaderSource = "void main() {\n vUv = uv;\n\n // SCROLLING LOGIC\n // Separate multipliers for wave, color, and flow offsets\n float waveOffset = -u_y_offset * u_y_offset_wave_multiplier;\n float colorOffset = -u_y_offset * u_y_offset_color_multiplier;\n float flowOffset = -u_y_offset * u_y_offset_flow_multiplier;\n\n // 1. DISPLACEMENT (WAVES)\n // We add waveOffset to Y to scroll the wave pattern\n v_displacement_amount = cnoise( vec3(\n u_wave_frequency_x * position.x + u_time,\n u_wave_frequency_y * (position.y + waveOffset) + u_time,\n u_time\n ));\n\n // 2. FLOW FIELD\n // Apply flow offset to scroll the flow field mask\n vec2 baseUv = vUv;\n baseUv.y += flowOffset / u_plane_height; // Scale to match wave speed\n vec2 flowUv = baseUv;\n\n if (u_flow_enabled > 0.5) {\n if (u_flow_ease > 0.0 || u_flow_distortion_a > 0.0) {\n vec2 ppp = -1.0 + 2.0 * baseUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n\n float r = length(ppp);\n flowUv = mix(baseUv, vec2(baseUv.x * (1.0 - u_flow_ease) + r * u_flow_ease, baseUv.y), u_flow_ease);\n }\n }\n\n // Pass the standard flow UV to fragment shader (for texture)\n vFlowUv = flowUv;\n\n // 3. COLOR MIXING\n // We take the computed flow UVs and apply the color offset\n // Scale by plane height to match wave offset speed (world space vs UV space)\n vec3 color = u_colors[0].color;\n // ...\n vec2 adjustedUv = flowUv;\n adjustedUv.y += colorOffset / u_plane_height; // Scroll the color mixing pattern\n\n vec2 noise_cord = adjustedUv * u_color_pressure;\n const float minNoise = .0;\n const float maxNoise = .9;\n\n for (int i = 1; i < 6; i++) {\n if (i < u_colors_count) {\n if (u_colors[i].is_active > 0.5) {\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 ) - (.1 * float(i)) + (.5 * u_color_blending);\n\n noise = clamp(noise, minNoise, maxNoise + float(i) * 0.02);\n color = mix(color, u_colors[i].color, smoothstep(0.0, u_color_blending, noise));\n }\n }\n }\n\n v_color = color;\n\n // 4. FRESNEL (rim glow)\n // (Calculated in fragment shader using displacement slope approximation)\n\n // 5. VERTEX POSITION\n vec3 newPosition = position + normal * v_displacement_amount * u_wave_amplitude;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);\n v_new_position = gl_Position;\n}\n";
2
+ export declare const fragmentShaderSource = "float 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 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\n// Branchless HSL to RGB for iridescence\nvec3 hsl2rgb(float h, float s, float l) {\n vec3 rgb = clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);\n return l + s * (rgb - 0.5) * (1.0 - abs(2.0 * l - 1.0));\n}\n\nvoid main() {\n vec2 finalUv = vFlowUv;\n \n vec3 baseColor;\n\n if (u_enable_procedural_texture > 0.5) {\n vec2 ppp = -1.0 + 2.0 * finalUv;\n ppp += 0.1 * cos((1.5 * u_flow_scale) * ppp.yx + 1.1 * u_time + vec2(0.1, 1.1));\n ppp += 0.1 * cos((2.3 * u_flow_scale) * ppp.yx + 1.3 * u_time + vec2(3.2, 3.4));\n ppp += 0.1 * cos((2.2 * u_flow_scale) * ppp.yx + 1.7 * u_time + vec2(1.8, 5.2));\n ppp += u_flow_distortion_a * cos((u_flow_distortion_b * u_flow_scale) * ppp.yx + 1.4 * u_time + vec2(6.3, 3.9));\n float r = length(ppp);\n \n float vx = (finalUv.x * u_texture_ease) + (r * (1.0 - u_texture_ease));\n float vy = (finalUv.y * u_texture_ease) + (0.0 * (1.0 - u_texture_ease));\n vec2 texUv = vec2(vx, vy);\n\n float parallaxFactor = 0.25;\n texUv.y -= (u_y_offset * u_y_offset_color_multiplier / u_plane_height) * parallaxFactor;\n texUv *= 1.5;\n\n vec4 texSample = texture2D(u_procedural_texture, texUv);\n baseColor = texSample.rgb;\n } else {\n baseColor = v_color;\n }\n\n vec3 color = baseColor;\n\n // === DOMAIN WARPING (simplified: 3 fbm calls instead of 5) ===\n if (u_domain_warp_enabled > 0.5) {\n vec3 p = vec3(finalUv * u_domain_warp_scale, u_time * 0.15);\n vec2 q = vec2(fbm(p), fbm(p + vec3(5.2, 1.3, 0.0)));\n float f = fbm(p + vec3(4.0 * q, 0.0));\n vec3 warpColor = color * (1.0 + f * 0.8 * u_domain_warp_intensity);\n float pattern = clamp(f * f * f + 0.6 * f * f + 0.5 * f, 0.0, 1.0);\n color = mix(color, warpColor * (0.6 + pattern * 0.8), u_domain_warp_intensity * 0.7);\n }\n\n // Post-processing\n color += v_displacement_amount * u_highlights;\n float shadowFactor = 1.0 - v_displacement_amount;\n color -= shadowFactor * shadowFactor * u_shadows;\n color = saturation(color, 1.0 + u_saturation);\n color = color * u_brightness;\n\n // === IRIDESCENCE ===\n if (u_iridescence_enabled > 0.5) {\n float hue = fract(v_displacement_amount * 0.5 + 0.5 + u_time * u_iridescence_speed * 0.05);\n vec3 iriColor = hsl2rgb(hue, 0.8, 0.6);\n color = mix(color, iriColor, u_iridescence_intensity * abs(v_displacement_amount) * 0.6);\n }\n\n // === FRESNEL (Rim glow) ===\n if (u_fresnel_enabled > 0.5) {\n float slope = 1.0 - abs(v_displacement_amount);\n float fresnel = pow(max(slope, 0.0), u_fresnel_power);\n color += u_fresnel_color * fresnel * u_fresnel_intensity;\n }\n\n // === VIGNETTE ===\n if (u_vignette_intensity > 0.0) {\n float dist = length(vUv - vec2(0.5));\n float vig = smoothstep(u_vignette_radius, u_vignette_radius * 0.3, dist);\n color *= mix(1.0, vig, u_vignette_intensity);\n }\n\n // === FAKE BLOOM ===\n if (u_bloom_intensity > 0.0) {\n float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));\n float bloomMask = smoothstep(u_bloom_threshold, 1.0, luma);\n color += color * bloomMask * u_bloom_intensity;\n }\n\n // === CHROMATIC ABERRATION ===\n if (u_chromatic_aberration > 0.0) {\n float caAmount = u_chromatic_aberration * 0.008;\n float dist = length(vUv - vec2(0.5));\n float rShift = v_displacement_amount + caAmount * dist;\n float bShift = v_displacement_amount - caAmount * dist;\n color.r *= 1.0 + rShift * caAmount * 10.0;\n color.b *= 1.0 - bShift * caAmount * 10.0;\n }\n\n // Grain (use cheap hash noise instead of expensive fbm when static)\n float grain = 0.0;\n if (u_grain_intensity > 0.0) {\n vec2 noiseCoords = gl_FragCoord.xy / u_grain_scale;\n if (u_grain_speed != 0.0) {\n grain = fbm(vec3(noiseCoords, u_time * u_grain_speed));\n } else {\n // Static grain: use cheap hash instead of fbm\n grain = random(noiseCoords) - 0.5;\n }\n\n grain = grain * 0.5 + 0.5;\n grain -= 0.5;\n grain = (grain > u_grain_sparsity) ? grain : 0.0;\n grain *= u_grain_intensity;\n }\n\n color += vec3(grain);\n\n gl_FragColor = vec4(color, 1.0);\n}\n";
3
3
  export declare function buildVertUniforms(): string;
4
4
  export declare function buildFragUniforms(): string;
5
5
  export declare function buildNoise(): string;