@frapx/shader 0.1.1 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -40,6 +40,46 @@ fx.setUniform("progress", 0.4);
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  // GLSL: uniform float u_progress;
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  ```
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+ This naming rule also applies to initial custom uniforms:
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+
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+ ```ts
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+ createShaderBackground({
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+ target: ".hero",
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+ fragment,
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+ uniforms: {
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+ progress: 0
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+ }
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+ });
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+ ```
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+
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+ The shader must declare `uniform float u_progress;`, not `uniform float progress;`.
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+ Uniforms set before `ready` are cached and applied on the first render.
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+
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+ ## Color Uniforms
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+
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+ Use `hexToRgb()` and `hexToRgba()` to convert hex colors into `vec3` and `vec4` uniform values.
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+
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+ ```ts
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+ import { createShaderBackground, glsl, hexToRgb, hexToRgba } from "@frapx/shader";
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+
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+ const fx = createShaderBackground({
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+ target: ".hero",
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+ fragment,
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+ uniforms: {
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+ baseColor: hexToRgb("#7dd3fc"),
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+ overlayColor: hexToRgba("#0f172acc")
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+ }
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+ });
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+ ```
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+
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+ ```glsl
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+ uniform vec3 u_baseColor;
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+ uniform vec4 u_overlayColor;
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+ ```
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+
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+ The helpers support `#rgb`, `#rgba`, `#rrggbb`, `#rrggbbaa`, and the same forms without `#`.
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+ The returned values are sRGB channels normalized to `0..1`. Invalid hex values throw an `Error`.
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+
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  ## Textures
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  ```ts
@@ -0,0 +1,37 @@
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+ // src/color.ts
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+ var hexToRgb = (hex) => {
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+ const value = normalizeHex(hex);
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+ return [
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+ parseChannel(value.slice(0, 2)),
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+ parseChannel(value.slice(2, 4)),
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+ parseChannel(value.slice(4, 6))
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+ ];
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+ };
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+ var hexToRgba = (hex) => {
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+ const value = normalizeHex(hex);
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+ return [
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+ parseChannel(value.slice(0, 2)),
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+ parseChannel(value.slice(2, 4)),
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+ parseChannel(value.slice(4, 6)),
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+ value.length === 8 ? parseChannel(value.slice(6, 8)) : 1
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+ ];
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+ };
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+ var normalizeHex = (hex) => {
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+ const value = hex.startsWith("#") ? hex.slice(1) : hex;
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+ if (!/^(?:[0-9a-fA-F]{3}|[0-9a-fA-F]{4}|[0-9a-fA-F]{6}|[0-9a-fA-F]{8})$/.test(
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+ value
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+ )) {
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+ throw new Error(`Invalid hex color: ${hex}`);
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+ }
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+ if (value.length === 3 || value.length === 4) {
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+ return Array.from(value, (char) => `${char}${char}`).join("");
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+ }
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+ return value;
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+ };
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+ var parseChannel = (hex) => Number.parseInt(hex, 16) / 255;
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+
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+ export {
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+ hexToRgb,
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+ hexToRgba
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+ };
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+ //# sourceMappingURL=chunk-MPWD3FIT.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/color.ts"],"sourcesContent":["export type Rgb = [number, number, number];\nexport type Rgba = [number, number, number, number];\n\nexport const hexToRgb = (hex: string): Rgb => {\n const value = normalizeHex(hex);\n return [\n parseChannel(value.slice(0, 2)),\n parseChannel(value.slice(2, 4)),\n parseChannel(value.slice(4, 6)),\n ];\n};\n\nexport const hexToRgba = (hex: string): Rgba => {\n const value = normalizeHex(hex);\n return [\n parseChannel(value.slice(0, 2)),\n parseChannel(value.slice(2, 4)),\n parseChannel(value.slice(4, 6)),\n value.length === 8 ? parseChannel(value.slice(6, 8)) : 1,\n ];\n};\n\nconst normalizeHex = (hex: string): string => {\n const value = hex.startsWith(\"#\") ? hex.slice(1) : hex;\n\n if (\n !/^(?:[0-9a-fA-F]{3}|[0-9a-fA-F]{4}|[0-9a-fA-F]{6}|[0-9a-fA-F]{8})$/.test(\n value,\n )\n ) {\n throw new Error(`Invalid hex color: ${hex}`);\n }\n\n if (value.length === 3 || value.length === 4) {\n return Array.from(value, (char) => `${char}${char}`).join(\"\");\n }\n\n return value;\n};\n\nconst parseChannel = (hex: string): number => Number.parseInt(hex, 16) / 255;\n"],"mappings":";AAGO,IAAM,WAAW,CAAC,QAAqB;AAC5C,QAAM,QAAQ,aAAa,GAAG;AAC9B,SAAO;AAAA,IACL,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,IAC9B,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,IAC9B,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,EAChC;AACF;AAEO,IAAM,YAAY,CAAC,QAAsB;AAC9C,QAAM,QAAQ,aAAa,GAAG;AAC9B,SAAO;AAAA,IACL,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,IAC9B,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,IAC9B,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC;AAAA,IAC9B,MAAM,WAAW,IAAI,aAAa,MAAM,MAAM,GAAG,CAAC,CAAC,IAAI;AAAA,EACzD;AACF;AAEA,IAAM,eAAe,CAAC,QAAwB;AAC5C,QAAM,QAAQ,IAAI,WAAW,GAAG,IAAI,IAAI,MAAM,CAAC,IAAI;AAEnD,MACE,CAAC,oEAAoE;AAAA,IACnE;AAAA,EACF,GACA;AACA,UAAM,IAAI,MAAM,sBAAsB,GAAG,EAAE;AAAA,EAC7C;AAEA,MAAI,MAAM,WAAW,KAAK,MAAM,WAAW,GAAG;AAC5C,WAAO,MAAM,KAAK,OAAO,CAAC,SAAS,GAAG,IAAI,GAAG,IAAI,EAAE,EAAE,KAAK,EAAE;AAAA,EAC9D;AAEA,SAAO;AACT;AAEA,IAAM,eAAe,CAAC,QAAwB,OAAO,SAAS,KAAK,EAAE,IAAI;","names":[]}
@@ -0,0 +1,6 @@
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+ type Rgb = [number, number, number];
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+ type Rgba = [number, number, number, number];
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+ declare const hexToRgb: (hex: string) => Rgb;
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+ declare const hexToRgba: (hex: string) => Rgba;
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+
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+ export { type Rgb, type Rgba, hexToRgb, hexToRgba };
package/dist/color.js ADDED
@@ -0,0 +1,9 @@
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+ import {
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+ hexToRgb,
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+ hexToRgba
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+ } from "./chunk-MPWD3FIT.js";
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+ export {
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+ hexToRgb,
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+ hexToRgba
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+ };
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+ //# sourceMappingURL=color.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
package/dist/index.d.ts CHANGED
@@ -1,3 +1,4 @@
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+ export { Rgb, Rgba, hexToRgb, hexToRgba } from './color.js';
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  export { glsl, glslUtils } from './glsl.js';
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  type ShaderLayer = "background" | "overlay";
package/dist/index.js CHANGED
@@ -1,3 +1,7 @@
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+ import {
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+ hexToRgb,
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+ hexToRgba
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+ } from "./chunk-MPWD3FIT.js";
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  import {
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  glsl,
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  glslUtils
@@ -208,6 +212,10 @@ var applyUniform = (gl, location, uniform) => {
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  break;
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  }
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  };
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+ var applyProgramUniform = (gl, program, location, uniform) => {
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+ gl.useProgram(program);
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+ applyUniform(gl, location, uniform);
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+ };
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  var collectUniformLocations = (gl, program) => {
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  const locations = /* @__PURE__ */ new Map();
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  const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
@@ -446,9 +454,14 @@ var ShaderBackground = class {
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  this.uniformCache.set(uniformName, normalizeUniform(value));
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  const gl = this.dom?.canvas.getContext("webgl");
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  const location = this.uniformLocations.get(uniformName);
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- if (gl && location) {
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- applyUniform(gl, location, this.uniformCache.get(uniformName));
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- } else {
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+ if (gl && this.program && location) {
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+ applyProgramUniform(
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+ gl,
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+ this.program,
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+ location,
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+ this.uniformCache.get(uniformName)
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+ );
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+ } else if (this.program) {
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  this.warnUnknownUniform(uniformName);
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  }
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  if (this.options.renderMode === "demand" && !this.inRender && this.onscreen) {
@@ -722,6 +735,8 @@ export {
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  UnsupportedError,
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  createShaderBackground,
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  glsl,
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- glslUtils
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+ glslUtils,
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+ hexToRgb,
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+ hexToRgba
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  };
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  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"sources":["../src/internal/errors.ts","../src/internal/dom.ts","../src/internal/names.ts","../src/internal/textures.ts","../src/internal/uniforms.ts","../src/internal/webgl.ts","../src/createShaderBackground.ts"],"sourcesContent":["export class ShaderError extends Error {\n constructor(message: string) {\n super(message);\n this.name = new.target.name;\n }\n}\n\nexport class UnsupportedError extends ShaderError {}\nexport class TargetNotFoundError extends ShaderError {}\nexport class ShaderCompileError extends ShaderError {}\nexport class TextureLoadError extends ShaderError {}\nexport class DestroyedError extends ShaderError {}\n","import type { CreateShaderBackgroundOptions, DprOption } from \"../types\";\n\nexport type DomSetup = {\n target: Element;\n canvas: HTMLCanvasElement;\n createdCanvas: boolean;\n restoredPosition: string | null;\n};\n\nexport const resolveElement = (\n target: string | Element | undefined\n): Element | null => {\n if (!target) return null;\n if (typeof target === \"string\") return document.querySelector(target);\n return target;\n};\n\nexport const setupCanvas = (\n options: CreateShaderBackgroundOptions\n): DomSetup | null => {\n const target = resolveElement(options.target);\n const canvas = options.canvas ?? document.createElement(\"canvas\");\n const measurementTarget = target ?? options.canvas;\n\n if (!measurementTarget) return null;\n\n const createdCanvas = !options.canvas;\n const restoredPosition =\n target && getComputedStyle(target).position === \"static\"\n ? (target as HTMLElement).style.position\n : null;\n\n if (target && restoredPosition !== null) {\n (target as HTMLElement).style.position = \"relative\";\n }\n\n applyCanvasStyle(canvas, options, createdCanvas);\n\n if (options.canvasClass) {\n canvas.classList.add(options.canvasClass);\n }\n\n if (options.canvasStyle) {\n Object.assign(canvas.style, options.canvasStyle);\n }\n\n if (createdCanvas && target) {\n if ((options.layer ?? \"background\") === \"overlay\") {\n target.append(canvas);\n } else {\n target.prepend(canvas);\n }\n }\n\n return {\n target: measurementTarget,\n canvas,\n createdCanvas,\n restoredPosition\n };\n};\n\nexport const resolveDpr = (\n dpr: DprOption | undefined,\n maxDpr: number | undefined\n): number => {\n const raw =\n typeof dpr === \"function\"\n ? dpr()\n : typeof dpr === \"number\"\n ? dpr\n : typeof window === \"undefined\"\n ? 1\n : window.devicePixelRatio || 1;\n\n return Math.max(1, Math.min(raw, maxDpr ?? 2));\n};\n\nexport const resizeCanvasToTarget = (\n canvas: HTMLCanvasElement,\n target: Element,\n dpr: number\n): {\n width: number;\n height: number;\n viewportWidth: number;\n viewportHeight: number;\n} => {\n const rect = target.getBoundingClientRect();\n const viewportWidth = Math.max(1, rect.width || canvas.clientWidth || 1);\n const viewportHeight = Math.max(1, rect.height || canvas.clientHeight || 1);\n const width = Math.max(1, Math.round(viewportWidth * dpr));\n const height = Math.max(1, Math.round(viewportHeight * dpr));\n\n if (canvas.width !== width) canvas.width = width;\n if (canvas.height !== height) canvas.height = height;\n\n return { width, height, viewportWidth, viewportHeight };\n};\n\nconst applyCanvasStyle = (\n canvas: HTMLCanvasElement,\n options: CreateShaderBackgroundOptions,\n shouldPosition: boolean\n): void => {\n canvas.dataset.frapxShaderCanvas = \"\";\n\n if (!shouldPosition) return;\n\n const layer = options.layer ?? \"background\";\n Object.assign(canvas.style, {\n position: \"absolute\",\n inset: \"0\",\n width: \"100%\",\n height: \"100%\",\n display: \"block\",\n pointerEvents: \"none\",\n zIndex: layer === \"overlay\" ? \"1\" : \"0\"\n });\n};\n","export const toUniformName = (name: string): string =>\n name.startsWith(\"u_\") ? name : `u_${name}`;\n\nexport const fromUniformName = (name: string): string =>\n name.startsWith(\"u_\") ? name.slice(2) : name;\n","import type { TextureInput, TextureOptions, TextureSource } from \"../types\";\nimport { TextureLoadError } from \"./errors\";\nimport { toUniformName } from \"./names\";\n\nexport type LoadedTexture = {\n name: string;\n uniformName: string;\n sizeUniformName: string;\n texture: WebGLTexture;\n width: number;\n height: number;\n};\n\nexport const loadTextures = async (\n gl: WebGLRenderingContext,\n textures: Record<string, TextureInput> | undefined,\n isDestroyed: () => boolean\n): Promise<LoadedTexture[]> => {\n const entries = Object.entries(textures ?? {});\n const loaded: LoadedTexture[] = [];\n\n for (let index = 0; index < entries.length; index += 1) {\n if (isDestroyed()) break;\n const [name, input] = entries[index] as [string, TextureInput];\n loaded.push(await loadTexture(gl, name, input, index));\n }\n\n return loaded;\n};\n\nconst loadTexture = async (\n gl: WebGLRenderingContext,\n name: string,\n input: TextureInput,\n unit: number\n): Promise<LoadedTexture> => {\n const options = normalizeTextureInput(input);\n const source = await resolveSource(options.source);\n const texture = gl.createTexture();\n\n if (!texture) {\n throw new TextureLoadError(`Failed to create texture: ${name}`);\n }\n\n gl.activeTexture(gl.TEXTURE0 + unit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, options.flipY ?? true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);\n\n const wrap = getWrap(gl, options.wrap ?? \"clamp\");\n const filter = getFilter(gl, options.filter ?? \"linear\");\n\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);\n\n return {\n name,\n uniformName: toUniformName(name),\n sizeUniformName: toUniformName(`${name}Size`),\n texture,\n width: getSourceWidth(source),\n height: getSourceHeight(source)\n };\n};\n\nconst normalizeTextureInput = (input: TextureInput): TextureOptions => {\n if (typeof input === \"string\" || isTextureSource(input)) {\n return { source: input };\n }\n\n return input;\n};\n\nconst resolveSource = async (\n source: TextureSource\n): Promise<HTMLImageElement | HTMLCanvasElement> => {\n if (typeof source !== \"string\") {\n return source;\n }\n\n const image = new Image();\n image.crossOrigin = \"anonymous\";\n image.src = source;\n\n try {\n await image.decode();\n } catch (error) {\n throw new TextureLoadError(`Failed to load texture: ${source}`);\n }\n\n return image;\n};\n\nconst getWrap = (\n gl: WebGLRenderingContext,\n wrap: NonNullable<TextureOptions[\"wrap\"]>\n): number => {\n if (wrap === \"repeat\") return gl.REPEAT;\n if (wrap === \"mirror\") return gl.MIRRORED_REPEAT;\n return gl.CLAMP_TO_EDGE;\n};\n\nconst getFilter = (\n gl: WebGLRenderingContext,\n filter: NonNullable<TextureOptions[\"filter\"]>\n): number => (filter === \"nearest\" ? gl.NEAREST : gl.LINEAR);\n\nconst isTextureSource = (input: unknown): input is HTMLImageElement | HTMLCanvasElement =>\n typeof HTMLImageElement !== \"undefined\" &&\n (input instanceof HTMLImageElement || input instanceof HTMLCanvasElement);\n\nconst getSourceWidth = (source: HTMLImageElement | HTMLCanvasElement): number =>\n \"naturalWidth\" in source ? source.naturalWidth : source.width;\n\nconst getSourceHeight = (source: HTMLImageElement | HTMLCanvasElement): number =>\n \"naturalHeight\" in source ? source.naturalHeight : source.height;\n","import type { ExplicitUniformInput, UniformInput, UniformType } from \"../types\";\nimport { toUniformName } from \"./names\";\n\nexport type NormalizedUniform = {\n type: UniformType;\n value: number[] | Float32Array;\n};\n\nexport const normalizeUniform = (input: UniformInput): NormalizedUniform => {\n if (typeof input === \"number\") {\n return { type: \"float\", value: [input] };\n }\n\n if (input instanceof Float32Array) {\n if (input.length === 9) return { type: \"mat3\", value: input };\n if (input.length === 16) return { type: \"mat4\", value: input };\n if (input.length === 2) return { type: \"vec2\", value: input };\n if (input.length === 3) return { type: \"vec3\", value: input };\n if (input.length === 4) return { type: \"vec4\", value: input };\n }\n\n if (isExplicitUniform(input)) {\n return { type: input.type, value: input.value };\n }\n\n if (Array.isArray(input)) {\n if (input.length === 2) return { type: \"vec2\", value: input };\n if (input.length === 3) return { type: \"vec3\", value: input };\n if (input.length === 4) return { type: \"vec4\", value: input };\n }\n\n return { type: \"float\", value: [0] };\n};\n\nexport const applyUniform = (\n gl: WebGLRenderingContext,\n location: WebGLUniformLocation,\n uniform: NormalizedUniform\n): void => {\n const value = uniform.value;\n\n switch (uniform.type) {\n case \"float\":\n gl.uniform1f(location, value[0] ?? 0);\n break;\n case \"vec2\":\n gl.uniform2f(location, value[0] ?? 0, value[1] ?? 0);\n break;\n case \"vec3\":\n gl.uniform3f(location, value[0] ?? 0, value[1] ?? 0, value[2] ?? 0);\n break;\n case \"vec4\":\n gl.uniform4f(\n location,\n value[0] ?? 0,\n value[1] ?? 0,\n value[2] ?? 0,\n value[3] ?? 0\n );\n break;\n case \"mat3\":\n gl.uniformMatrix3fv(location, false, value);\n break;\n case \"mat4\":\n gl.uniformMatrix4fv(location, false, value);\n break;\n }\n};\n\nexport const collectUniformLocations = (\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): Map<string, WebGLUniformLocation> => {\n const locations = new Map<string, WebGLUniformLocation>();\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS) as number;\n\n for (let index = 0; index < count; index += 1) {\n const active = gl.getActiveUniform(program, index);\n if (!active) continue;\n\n const name = active.name.replace(/\\[0\\]$/, \"\");\n const location = gl.getUniformLocation(program, name);\n if (location) {\n locations.set(name, location);\n }\n }\n\n return locations;\n};\n\nexport const createUniformCache = (\n uniforms: Record<string, UniformInput> | undefined\n): Map<string, NormalizedUniform> => {\n const cache = new Map<string, NormalizedUniform>();\n\n for (const [name, value] of Object.entries(uniforms ?? {})) {\n cache.set(toUniformName(name), normalizeUniform(value));\n }\n\n return cache;\n};\n\nconst isExplicitUniform = (input: unknown): input is ExplicitUniformInput => {\n if (!input || typeof input !== \"object\" || Array.isArray(input)) return false;\n return \"type\" in input && \"value\" in input;\n};\n","import { ShaderCompileError } from \"./errors\";\n\nexport const defaultVertexShader = `\nattribute vec2 a_position;\nvarying vec2 v_uv;\n\nvoid main() {\n v_uv = a_position * 0.5 + 0.5;\n gl_Position = vec4(a_position, 0.0, 1.0);\n}\n`;\n\nexport const createProgram = (\n gl: WebGLRenderingContext,\n vertexSource: string,\n fragmentSource: string\n): WebGLProgram => {\n const vertex = compileShader(gl, gl.VERTEX_SHADER, vertexSource);\n const fragment = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);\n const program = gl.createProgram();\n\n if (!program) {\n throw new ShaderCompileError(\"Failed to create WebGL program.\");\n }\n\n gl.attachShader(program, vertex);\n gl.attachShader(program, fragment);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const log = gl.getProgramInfoLog(program) ?? \"Unknown program link error.\";\n gl.deleteProgram(program);\n gl.deleteShader(vertex);\n gl.deleteShader(fragment);\n throw new ShaderCompileError(log);\n }\n\n gl.deleteShader(vertex);\n gl.deleteShader(fragment);\n return program;\n};\n\nexport const createFullscreenBuffer = (\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): WebGLBuffer => {\n const buffer = gl.createBuffer();\n if (!buffer) {\n throw new ShaderCompileError(\"Failed to create fullscreen buffer.\");\n }\n\n const location = gl.getAttribLocation(program, \"a_position\");\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),\n gl.STATIC_DRAW\n );\n\n if (location >= 0) {\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, 2, gl.FLOAT, false, 0, 0);\n }\n\n return buffer;\n};\n\nconst compileShader = (\n gl: WebGLRenderingContext,\n type: number,\n source: string\n): WebGLShader => {\n const shader = gl.createShader(type);\n if (!shader) {\n throw new ShaderCompileError(\"Failed to create WebGL shader.\");\n }\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const log = gl.getShaderInfoLog(shader) ?? \"Unknown shader compile error.\";\n gl.deleteShader(shader);\n throw new ShaderCompileError(log);\n }\n\n return shader;\n};\n","import type {\n CreateShaderBackgroundOptions,\n RenderState,\n ShaderBackgroundInstance,\n ShaderStatus,\n UniformInput,\n UniformInputMap,\n UniformRuntimeValue\n} from \"./types\";\nimport {\n DestroyedError,\n TargetNotFoundError,\n UnsupportedError\n} from \"./internal/errors\";\nimport {\n resolveDpr,\n resizeCanvasToTarget,\n setupCanvas,\n type DomSetup\n} from \"./internal/dom\";\nimport { toUniformName } from \"./internal/names\";\nimport { loadTextures, type LoadedTexture } from \"./internal/textures\";\nimport {\n applyUniform,\n collectUniformLocations,\n createUniformCache,\n normalizeUniform,\n type NormalizedUniform\n} from \"./internal/uniforms\";\nimport {\n createFullscreenBuffer,\n createProgram,\n defaultVertexShader\n} from \"./internal/webgl\";\n\nconst MAX_DELTA_SECONDS = 0.1;\n\nexport const createShaderBackground = <\n TUniforms extends UniformInputMap = UniformInputMap\n>(\n options: CreateShaderBackgroundOptions<TUniforms>\n): ShaderBackgroundInstance<TUniforms> => {\n return new ShaderBackground<TUniforms>(options);\n};\n\nclass ShaderBackground<TUniforms extends UniformInputMap>\n implements ShaderBackgroundInstance<TUniforms>\n{\n readonly ready: Promise<void>;\n\n private readonly options: CreateShaderBackgroundOptions<TUniforms>;\n private readonly uniformCache: Map<string, NormalizedUniform>;\n private readonly warnedUniforms = new Set<string>();\n private readyResolve: (() => void) | null = null;\n private readyReject: ((error: Error) => void) | null = null;\n private dom: DomSetup | null = null;\n private program: WebGLProgram | null = null;\n private buffer: WebGLBuffer | null = null;\n private uniformLocations = new Map<string, WebGLUniformLocation>();\n private textures: LoadedTexture[] = [];\n private resizeObserver: ResizeObserver | null = null;\n private intersectionObserver: IntersectionObserver | null = null;\n private rafId = 0;\n private running = false;\n private inRender = false;\n private destroyed = false;\n private onscreen = true;\n private frame = 0;\n private elapsed = 0;\n private lastTimestamp = 0;\n private pixelRatio = 1;\n private width = 1;\n private height = 1;\n private viewportWidth = 1;\n private viewportHeight = 1;\n private pointer = { x: 0, y: 0, uvX: 0, uvY: 0, active: 0 };\n private removeListeners: Array<() => void> = [];\n private currentStatus: ShaderStatus = \"idle\";\n private contextRestoredShouldRun = false;\n\n constructor(options: CreateShaderBackgroundOptions<TUniforms>) {\n this.options = options;\n this.uniformCache = createUniformCache(options.uniforms);\n this.ready = new Promise<void>((resolve, reject) => {\n this.readyResolve = resolve;\n this.readyReject = reject;\n });\n\n queueMicrotask(() => {\n void this.init();\n });\n }\n\n get canvas(): HTMLCanvasElement | null {\n return this.dom?.canvas ?? null;\n }\n\n get gl(): WebGLRenderingContext | null {\n return this.dom?.canvas.getContext(\"webgl\") ?? null;\n }\n\n get status(): ShaderStatus {\n return this.currentStatus;\n }\n\n get supported(): boolean {\n return ![\"unsupported\", \"destroyed\"].includes(this.currentStatus);\n }\n\n start(): void {\n if (this.destroyed || this.currentStatus === \"unsupported\") return;\n this.running = true;\n\n if (!this.onscreen && (this.options.pauseWhenOffscreen ?? true)) {\n this.currentStatus = \"paused\";\n return;\n }\n\n if (this.options.renderMode === \"demand\") {\n this.currentStatus = \"running\";\n this.render();\n return;\n }\n\n this.currentStatus = \"running\";\n this.scheduleFrame();\n }\n\n stop(): void {\n this.running = false;\n this.cancelFrame();\n if (!this.destroyed && this.currentStatus !== \"unsupported\") {\n this.currentStatus = \"paused\";\n }\n }\n\n render(): void {\n if (\n this.destroyed ||\n !this.dom ||\n !this.program ||\n this.currentStatus === \"unsupported\" ||\n (this.options.pauseWhenOffscreen ?? true) && !this.onscreen\n ) {\n return;\n }\n\n const gl = this.dom.canvas.getContext(\"webgl\");\n if (!gl) return;\n\n this.inRender = true;\n this.resize();\n gl.viewport(0, 0, this.width, this.height);\n gl.clear(gl.COLOR_BUFFER_BIT);\n gl.useProgram(this.program);\n this.applyBuiltInUniforms(gl);\n this.applyCachedUniforms(gl);\n this.applyTextures(gl);\n\n const state = this.createRenderState(gl);\n this.options.onBeforeRender?.(state);\n this.applyCachedUniforms(gl);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n this.options.onAfterRender?.(state);\n this.frame += 1;\n this.inRender = false;\n }\n\n resize(): void {\n if (this.destroyed || !this.dom) return;\n this.pixelRatio = resolveDpr(this.options.dpr, this.options.maxDpr);\n const size = resizeCanvasToTarget(\n this.dom.canvas,\n this.dom.target,\n this.pixelRatio\n );\n this.width = size.width;\n this.height = size.height;\n this.viewportWidth = size.viewportWidth;\n this.viewportHeight = size.viewportHeight;\n\n if (this.options.renderMode === \"demand\" && !this.inRender) {\n this.render();\n }\n }\n\n destroy(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.running = false;\n this.cancelFrame();\n this.resizeObserver?.disconnect();\n this.intersectionObserver?.disconnect();\n\n for (const remove of this.removeListeners) remove();\n this.removeListeners = [];\n\n const gl = this.dom?.canvas.getContext(\"webgl\");\n if (gl) {\n for (const texture of this.textures) gl.deleteTexture(texture.texture);\n if (this.buffer) gl.deleteBuffer(this.buffer);\n if (this.program) gl.deleteProgram(this.program);\n }\n\n if (this.dom?.createdCanvas) {\n this.dom.canvas.remove();\n }\n\n const dom = this.dom;\n if (dom?.restoredPosition !== null && dom && this.options.target) {\n const target = dom.target as HTMLElement;\n target.style.position = dom.restoredPosition;\n }\n\n this.currentStatus = \"destroyed\";\n this.readyReject?.(new DestroyedError(\"Shader background was destroyed.\"));\n }\n\n setUniform<K extends keyof TUniforms & string>(\n name: K,\n value: UniformRuntimeValue<TUniforms[K]>\n ): void;\n setUniform(name: string, value: UniformInput): void;\n setUniform(name: string, value: UniformInput): void {\n if (this.destroyed) return;\n const uniformName = toUniformName(name);\n this.uniformCache.set(uniformName, normalizeUniform(value));\n\n const gl = this.dom?.canvas.getContext(\"webgl\");\n const location = this.uniformLocations.get(uniformName);\n if (gl && location) {\n applyUniform(gl, location, this.uniformCache.get(uniformName)!);\n } else {\n this.warnUnknownUniform(uniformName);\n }\n\n if (\n this.options.renderMode === \"demand\" &&\n !this.inRender &&\n this.onscreen\n ) {\n this.render();\n }\n }\n\n setUniforms(values: Record<string, UniformInput>): void {\n for (const [name, value] of Object.entries(values)) {\n this.setUniform(name, value);\n }\n }\n\n private async init(): Promise<void> {\n if (typeof window === \"undefined\" || typeof document === \"undefined\") {\n this.failUnsupported(new UnsupportedError(\"WebGL requires a browser.\"));\n return;\n }\n\n this.dom = setupCanvas(this.options);\n if (!this.dom) {\n this.failUnsupported(new TargetNotFoundError(\"Target or canvas not found.\"));\n return;\n }\n\n const gl = this.dom.canvas.getContext(\"webgl\", {\n alpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: true,\n preserveDrawingBuffer: false\n });\n\n if (!gl) {\n this.failUnsupported(new UnsupportedError(\"WebGL is not supported.\"));\n return;\n }\n\n this.currentStatus = \"loading\";\n\n try {\n this.setupDomObservers();\n this.setupContextEvents();\n this.setupProgram(gl);\n this.resize();\n this.textures = await loadTextures(\n gl,\n this.options.textures,\n () => this.destroyed\n );\n if (this.destroyed) return;\n this.applyTextureSizeUniforms();\n this.currentStatus = \"ready\";\n this.readyResolve?.();\n this.options.onReady?.(this);\n\n if (this.running || (this.options.autoStart ?? true)) {\n this.start();\n } else if (this.options.renderMode === \"demand\") {\n this.render();\n }\n } catch (error) {\n this.fail(error instanceof Error ? error : new Error(String(error)));\n }\n }\n\n private setupProgram(gl: WebGLRenderingContext): void {\n if (this.program) gl.deleteProgram(this.program);\n if (this.buffer) gl.deleteBuffer(this.buffer);\n\n this.program = createProgram(\n gl,\n this.options.vertex ?? defaultVertexShader,\n this.options.fragment\n );\n gl.useProgram(this.program);\n this.buffer = createFullscreenBuffer(gl, this.program);\n this.uniformLocations = collectUniformLocations(gl, this.program);\n }\n\n private setupDomObservers(): void {\n if (!this.dom) return;\n\n if (this.options.autoResize ?? true) {\n this.resizeObserver = new ResizeObserver(() => {\n this.resize();\n });\n this.resizeObserver.observe(this.dom.target);\n }\n\n if (this.options.pauseWhenOffscreen ?? true) {\n this.intersectionObserver = new IntersectionObserver((entries) => {\n const entry = entries[0];\n this.onscreen = Boolean(entry?.isIntersecting);\n if (!this.onscreen) {\n this.cancelFrame();\n if (this.running) this.currentStatus = \"paused\";\n return;\n }\n\n if (this.running) {\n this.start();\n } else if (this.options.renderMode === \"demand\") {\n this.render();\n }\n });\n this.intersectionObserver.observe(this.dom.target);\n }\n\n const onPointerMove = (event: Event) => {\n if (!this.dom) return;\n const pointerEvent = event as PointerEvent;\n const rect = this.dom.target.getBoundingClientRect();\n const x = pointerEvent.clientX - rect.left;\n const y = pointerEvent.clientY - rect.top;\n this.pointer.x = x * this.pixelRatio;\n this.pointer.y = (rect.height - y) * this.pixelRatio;\n this.pointer.uvX = rect.width > 0 ? x / rect.width : 0;\n this.pointer.uvY = rect.height > 0 ? 1 - y / rect.height : 0;\n this.pointer.active = 1;\n\n if (this.options.renderMode === \"demand\") this.render();\n };\n const onPointerLeave = () => {\n this.pointer.active = 0;\n if (this.options.renderMode === \"demand\") this.render();\n };\n\n this.dom.target.addEventListener(\"pointermove\", onPointerMove);\n this.dom.target.addEventListener(\"pointerenter\", onPointerMove);\n this.dom.target.addEventListener(\"pointerleave\", onPointerLeave);\n this.removeListeners.push(() => {\n this.dom?.target.removeEventListener(\"pointermove\", onPointerMove);\n this.dom?.target.removeEventListener(\"pointerenter\", onPointerMove);\n this.dom?.target.removeEventListener(\"pointerleave\", onPointerLeave);\n });\n }\n\n private setupContextEvents(): void {\n if (!this.dom) return;\n\n const onLost = (event: Event) => {\n event.preventDefault();\n this.contextRestoredShouldRun = this.running;\n this.cancelFrame();\n this.currentStatus = \"context-lost\";\n this.options.onError?.(new UnsupportedError(\"WebGL context lost.\"));\n };\n\n const onRestored = () => {\n if (!this.dom || this.destroyed) return;\n const gl = this.dom.canvas.getContext(\"webgl\");\n if (!gl) return;\n\n try {\n this.setupProgram(gl);\n this.applyCachedUniforms(gl);\n void loadTextures(gl, this.options.textures, () => this.destroyed).then(\n (textures) => {\n this.textures = textures;\n this.applyTextureSizeUniforms();\n if (this.contextRestoredShouldRun) this.start();\n else this.render();\n },\n (error: unknown) =>\n this.fail(error instanceof Error ? error : new Error(String(error)))\n );\n } catch (error) {\n this.fail(error instanceof Error ? error : new Error(String(error)));\n }\n };\n\n this.dom.canvas.addEventListener(\"webglcontextlost\", onLost);\n this.dom.canvas.addEventListener(\"webglcontextrestored\", onRestored);\n this.removeListeners.push(() => {\n this.dom?.canvas.removeEventListener(\"webglcontextlost\", onLost);\n this.dom?.canvas.removeEventListener(\"webglcontextrestored\", onRestored);\n });\n }\n\n private scheduleFrame(): void {\n if (this.rafId || this.options.renderMode === \"demand\") return;\n\n this.rafId = requestAnimationFrame((timestamp) => {\n this.rafId = 0;\n if (!this.running || this.destroyed) return;\n\n const seconds = timestamp / 1000;\n const rawDelta = this.lastTimestamp ? seconds - this.lastTimestamp : 0;\n const delta = Math.min(Math.max(rawDelta, 0), MAX_DELTA_SECONDS);\n this.lastTimestamp = seconds;\n this.elapsed += delta;\n this.setBuiltInTime(delta);\n this.render();\n this.scheduleFrame();\n });\n }\n\n private cancelFrame(): void {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = 0;\n }\n this.lastTimestamp = 0;\n }\n\n private setBuiltInTime(delta: number): void {\n this.uniformCache.set(\"u_time\", { type: \"float\", value: [this.elapsed] });\n this.uniformCache.set(\"u_delta\", { type: \"float\", value: [delta] });\n }\n\n private applyBuiltInUniforms(gl: WebGLRenderingContext): void {\n const builtIns: Record<string, UniformInput> = {\n resolution: [this.width, this.height],\n viewportSize: [this.viewportWidth, this.viewportHeight],\n pixelRatio: this.pixelRatio,\n pointer: [this.pointer.x, this.pointer.y],\n pointerUv: [this.pointer.uvX, this.pointer.uvY],\n pointerActive: this.pointer.active\n };\n\n for (const [name, value] of Object.entries(builtIns)) {\n this.uniformCache.set(toUniformName(name), normalizeUniform(value));\n }\n\n this.applyCachedUniforms(gl);\n }\n\n private applyTextureSizeUniforms(): void {\n for (const texture of this.textures) {\n this.uniformCache.set(texture.sizeUniformName, {\n type: \"vec2\",\n value: [texture.width, texture.height]\n });\n }\n }\n\n private applyCachedUniforms(gl: WebGLRenderingContext): void {\n for (const [name, uniform] of this.uniformCache) {\n const location = this.uniformLocations.get(name);\n if (!location) {\n this.warnUnknownUniform(name);\n continue;\n }\n applyUniform(gl, location, uniform);\n }\n }\n\n private applyTextures(gl: WebGLRenderingContext): void {\n for (let unit = 0; unit < this.textures.length; unit += 1) {\n const texture = this.textures[unit];\n if (!texture) continue;\n const location = this.uniformLocations.get(texture.uniformName);\n if (!location) continue;\n\n gl.activeTexture(gl.TEXTURE0 + unit);\n gl.bindTexture(gl.TEXTURE_2D, texture.texture);\n gl.uniform1i(location, unit);\n }\n }\n\n private createRenderState(\n gl: WebGLRenderingContext\n ): RenderState<TUniforms> {\n return {\n instance: this,\n gl,\n canvas: this.dom!.canvas,\n time: this.elapsed,\n delta: this.uniformCache.get(\"u_delta\")?.value[0] ?? 0,\n frame: this.frame,\n width: this.width,\n height: this.height,\n viewportWidth: this.viewportWidth,\n viewportHeight: this.viewportHeight,\n pixelRatio: this.pixelRatio\n };\n }\n\n private warnUnknownUniform(name: string): void {\n if (!this.options.debug || this.warnedUniforms.has(name)) return;\n this.warnedUniforms.add(name);\n console.warn(`[frapx/shader] Uniform not found or optimized out: ${name}`);\n }\n\n private failUnsupported(error: Error): void {\n this.currentStatus = \"unsupported\";\n this.debugWarn(error.message);\n this.options.onError?.(error);\n this.readyReject?.(error);\n }\n\n private fail(error: Error): void {\n this.currentStatus = \"error\";\n this.debugWarn(error.message);\n this.options.onError?.(error);\n this.readyReject?.(error);\n }\n\n private debugWarn(message: string): void {\n if (this.options.debug) {\n console.warn(`[frapx/shader] ${message}`);\n }\n 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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);\n\n return {\n name,\n uniformName: toUniformName(name),\n sizeUniformName: toUniformName(`${name}Size`),\n texture,\n width: getSourceWidth(source),\n height: getSourceHeight(source)\n };\n};\n\nconst normalizeTextureInput = (input: TextureInput): TextureOptions => {\n if (typeof input === \"string\" || isTextureSource(input)) {\n return { source: input };\n }\n\n return input;\n};\n\nconst resolveSource = async (\n source: TextureSource\n): Promise<HTMLImageElement | HTMLCanvasElement> => {\n if (typeof source !== \"string\") {\n return source;\n }\n\n const image = new Image();\n image.crossOrigin = \"anonymous\";\n image.src = source;\n\n try {\n await image.decode();\n } catch (error) {\n throw new TextureLoadError(`Failed to load 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ExplicitUniformInput, UniformInput, UniformType } from \"../types\";\nimport { toUniformName } from \"./names\";\n\nexport type NormalizedUniform = {\n type: UniformType;\n value: number[] | Float32Array;\n};\n\nexport const normalizeUniform = (input: UniformInput): NormalizedUniform => {\n if (typeof input === \"number\") {\n return { type: \"float\", value: [input] };\n }\n\n if (input instanceof Float32Array) {\n if (input.length === 9) return { type: \"mat3\", value: input };\n if (input.length === 16) return { type: \"mat4\", value: input };\n if (input.length === 2) return { type: \"vec2\", value: input };\n if (input.length === 3) return { type: \"vec3\", value: input };\n if (input.length === 4) return { type: \"vec4\", value: input };\n }\n\n if (isExplicitUniform(input)) {\n return { type: input.type, value: input.value };\n }\n\n if (Array.isArray(input)) {\n if (input.length === 2) return { type: \"vec2\", value: input };\n if (input.length === 3) return { type: \"vec3\", value: input };\n if (input.length === 4) return { type: \"vec4\", value: input };\n }\n\n return { type: \"float\", value: [0] };\n};\n\nexport const applyUniform = (\n gl: WebGLRenderingContext,\n location: WebGLUniformLocation,\n uniform: NormalizedUniform\n): void => {\n const value = uniform.value;\n\n switch (uniform.type) {\n case \"float\":\n gl.uniform1f(location, value[0] ?? 0);\n break;\n case \"vec2\":\n gl.uniform2f(location, value[0] ?? 0, value[1] ?? 0);\n break;\n case \"vec3\":\n gl.uniform3f(location, value[0] ?? 0, value[1] ?? 0, value[2] ?? 0);\n break;\n case \"vec4\":\n gl.uniform4f(\n location,\n value[0] ?? 0,\n value[1] ?? 0,\n value[2] ?? 0,\n value[3] ?? 0\n );\n break;\n case \"mat3\":\n gl.uniformMatrix3fv(location, false, value);\n break;\n case \"mat4\":\n gl.uniformMatrix4fv(location, false, value);\n break;\n }\n};\n\nexport const applyProgramUniform = (\n gl: WebGLRenderingContext,\n program: WebGLProgram,\n location: WebGLUniformLocation,\n uniform: NormalizedUniform\n): void => {\n gl.useProgram(program);\n applyUniform(gl, location, uniform);\n};\n\nexport const collectUniformLocations = (\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): Map<string, WebGLUniformLocation> => {\n const locations = new Map<string, WebGLUniformLocation>();\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS) as number;\n\n for (let index = 0; index < count; index += 1) {\n const active = gl.getActiveUniform(program, index);\n if (!active) continue;\n\n const name = active.name.replace(/\\[0\\]$/, \"\");\n const location = gl.getUniformLocation(program, name);\n if (location) {\n locations.set(name, location);\n }\n }\n\n return locations;\n};\n\nexport const createUniformCache = (\n uniforms: Record<string, UniformInput> | undefined\n): Map<string, NormalizedUniform> => {\n const cache = new Map<string, NormalizedUniform>();\n\n for (const [name, value] of Object.entries(uniforms ?? {})) {\n cache.set(toUniformName(name), normalizeUniform(value));\n }\n\n return cache;\n};\n\nconst isExplicitUniform = (input: unknown): input is ExplicitUniformInput => {\n if (!input || typeof input !== \"object\" || Array.isArray(input)) return false;\n return \"type\" in input && \"value\" in input;\n};\n","import { ShaderCompileError } from \"./errors\";\n\nexport const defaultVertexShader = `\nattribute vec2 a_position;\nvarying vec2 v_uv;\n\nvoid main() {\n v_uv = a_position * 0.5 + 0.5;\n gl_Position = vec4(a_position, 0.0, 1.0);\n}\n`;\n\nexport const createProgram = (\n gl: WebGLRenderingContext,\n vertexSource: string,\n fragmentSource: string\n): WebGLProgram => {\n const vertex = compileShader(gl, gl.VERTEX_SHADER, vertexSource);\n const fragment = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);\n const program = gl.createProgram();\n\n if (!program) {\n throw new ShaderCompileError(\"Failed to create WebGL program.\");\n }\n\n gl.attachShader(program, vertex);\n gl.attachShader(program, fragment);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const log = gl.getProgramInfoLog(program) ?? \"Unknown program link error.\";\n gl.deleteProgram(program);\n gl.deleteShader(vertex);\n gl.deleteShader(fragment);\n throw new ShaderCompileError(log);\n }\n\n gl.deleteShader(vertex);\n gl.deleteShader(fragment);\n return program;\n};\n\nexport const createFullscreenBuffer = (\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): WebGLBuffer => {\n const buffer = gl.createBuffer();\n if (!buffer) {\n throw new ShaderCompileError(\"Failed to create fullscreen buffer.\");\n }\n\n const location = gl.getAttribLocation(program, \"a_position\");\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),\n gl.STATIC_DRAW\n );\n\n if (location >= 0) {\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, 2, gl.FLOAT, false, 0, 0);\n }\n\n return buffer;\n};\n\nconst compileShader = (\n gl: WebGLRenderingContext,\n type: number,\n source: string\n): WebGLShader => {\n const shader = gl.createShader(type);\n if (!shader) {\n throw new ShaderCompileError(\"Failed to create WebGL shader.\");\n }\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const log = gl.getShaderInfoLog(shader) ?? \"Unknown shader compile error.\";\n gl.deleteShader(shader);\n throw new ShaderCompileError(log);\n }\n\n return shader;\n};\n","import type {\n CreateShaderBackgroundOptions,\n RenderState,\n ShaderBackgroundInstance,\n ShaderStatus,\n UniformInput,\n UniformInputMap,\n UniformRuntimeValue\n} from \"./types\";\nimport {\n DestroyedError,\n TargetNotFoundError,\n UnsupportedError\n} from \"./internal/errors\";\nimport {\n resolveDpr,\n resizeCanvasToTarget,\n setupCanvas,\n type DomSetup\n} from \"./internal/dom\";\nimport { toUniformName } from \"./internal/names\";\nimport { loadTextures, type LoadedTexture } from \"./internal/textures\";\nimport {\n applyProgramUniform,\n applyUniform,\n collectUniformLocations,\n createUniformCache,\n normalizeUniform,\n type NormalizedUniform\n} from \"./internal/uniforms\";\nimport {\n createFullscreenBuffer,\n createProgram,\n defaultVertexShader\n} from \"./internal/webgl\";\n\nconst MAX_DELTA_SECONDS = 0.1;\n\nexport const createShaderBackground = <\n TUniforms extends UniformInputMap = UniformInputMap\n>(\n options: CreateShaderBackgroundOptions<TUniforms>\n): ShaderBackgroundInstance<TUniforms> => {\n return new ShaderBackground<TUniforms>(options);\n};\n\nclass ShaderBackground<TUniforms extends UniformInputMap>\n implements ShaderBackgroundInstance<TUniforms>\n{\n readonly ready: Promise<void>;\n\n private readonly options: CreateShaderBackgroundOptions<TUniforms>;\n private readonly uniformCache: Map<string, NormalizedUniform>;\n private readonly warnedUniforms = new Set<string>();\n private readyResolve: (() => void) | null = null;\n private readyReject: ((error: Error) => void) | null = null;\n private dom: DomSetup | null = null;\n private program: WebGLProgram | null = null;\n private buffer: WebGLBuffer | null = null;\n private uniformLocations = new Map<string, WebGLUniformLocation>();\n private textures: LoadedTexture[] = [];\n private resizeObserver: ResizeObserver | null = null;\n private intersectionObserver: IntersectionObserver | null = null;\n private rafId = 0;\n private running = false;\n private inRender = false;\n private destroyed = false;\n private onscreen = true;\n private frame = 0;\n private elapsed = 0;\n private lastTimestamp = 0;\n private pixelRatio = 1;\n private width = 1;\n private height = 1;\n private viewportWidth = 1;\n private viewportHeight = 1;\n private pointer = { x: 0, y: 0, uvX: 0, uvY: 0, active: 0 };\n private removeListeners: Array<() => void> = [];\n private currentStatus: ShaderStatus = \"idle\";\n private contextRestoredShouldRun = false;\n\n constructor(options: CreateShaderBackgroundOptions<TUniforms>) {\n this.options = options;\n this.uniformCache = createUniformCache(options.uniforms);\n this.ready = new Promise<void>((resolve, reject) => {\n this.readyResolve = resolve;\n this.readyReject = reject;\n });\n\n queueMicrotask(() => {\n void this.init();\n });\n }\n\n get canvas(): HTMLCanvasElement | null {\n return this.dom?.canvas ?? null;\n }\n\n get gl(): WebGLRenderingContext | null {\n return this.dom?.canvas.getContext(\"webgl\") ?? null;\n }\n\n get status(): ShaderStatus {\n return this.currentStatus;\n }\n\n get supported(): boolean {\n return ![\"unsupported\", \"destroyed\"].includes(this.currentStatus);\n }\n\n start(): void {\n if (this.destroyed || this.currentStatus === \"unsupported\") return;\n this.running = true;\n\n if (!this.onscreen && (this.options.pauseWhenOffscreen ?? true)) {\n this.currentStatus = \"paused\";\n return;\n }\n\n if (this.options.renderMode === \"demand\") {\n this.currentStatus = \"running\";\n this.render();\n return;\n }\n\n this.currentStatus = \"running\";\n this.scheduleFrame();\n }\n\n stop(): void {\n this.running = false;\n this.cancelFrame();\n if (!this.destroyed && this.currentStatus !== \"unsupported\") {\n this.currentStatus = \"paused\";\n }\n }\n\n render(): void {\n if (\n this.destroyed ||\n !this.dom ||\n !this.program ||\n this.currentStatus === \"unsupported\" ||\n (this.options.pauseWhenOffscreen ?? true) && !this.onscreen\n ) {\n return;\n }\n\n const gl = this.dom.canvas.getContext(\"webgl\");\n if (!gl) return;\n\n this.inRender = true;\n this.resize();\n gl.viewport(0, 0, this.width, this.height);\n gl.clear(gl.COLOR_BUFFER_BIT);\n gl.useProgram(this.program);\n this.applyBuiltInUniforms(gl);\n this.applyCachedUniforms(gl);\n this.applyTextures(gl);\n\n const state = this.createRenderState(gl);\n this.options.onBeforeRender?.(state);\n this.applyCachedUniforms(gl);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n this.options.onAfterRender?.(state);\n this.frame += 1;\n this.inRender = false;\n }\n\n resize(): void {\n if (this.destroyed || !this.dom) return;\n this.pixelRatio = resolveDpr(this.options.dpr, this.options.maxDpr);\n const size = resizeCanvasToTarget(\n this.dom.canvas,\n this.dom.target,\n this.pixelRatio\n );\n this.width = size.width;\n this.height = size.height;\n this.viewportWidth = size.viewportWidth;\n this.viewportHeight = size.viewportHeight;\n\n if (this.options.renderMode === \"demand\" && !this.inRender) {\n this.render();\n }\n }\n\n destroy(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.running = false;\n this.cancelFrame();\n this.resizeObserver?.disconnect();\n this.intersectionObserver?.disconnect();\n\n for (const remove of this.removeListeners) remove();\n this.removeListeners = [];\n\n const gl = this.dom?.canvas.getContext(\"webgl\");\n if (gl) {\n for (const texture of this.textures) gl.deleteTexture(texture.texture);\n if (this.buffer) gl.deleteBuffer(this.buffer);\n if (this.program) gl.deleteProgram(this.program);\n }\n\n if (this.dom?.createdCanvas) {\n this.dom.canvas.remove();\n }\n\n const dom = this.dom;\n if (dom?.restoredPosition !== null && dom && this.options.target) {\n const target = dom.target as HTMLElement;\n target.style.position = dom.restoredPosition;\n }\n\n this.currentStatus = \"destroyed\";\n this.readyReject?.(new DestroyedError(\"Shader background was destroyed.\"));\n }\n\n setUniform<K extends keyof TUniforms & string>(\n name: K,\n value: UniformRuntimeValue<TUniforms[K]>\n ): void;\n setUniform(name: string, value: UniformInput): void;\n setUniform(name: string, value: UniformInput): void {\n if (this.destroyed) return;\n const uniformName = toUniformName(name);\n this.uniformCache.set(uniformName, normalizeUniform(value));\n\n const gl = this.dom?.canvas.getContext(\"webgl\");\n const location = this.uniformLocations.get(uniformName);\n if (gl && this.program && location) {\n applyProgramUniform(\n gl,\n this.program,\n location,\n this.uniformCache.get(uniformName)!\n );\n } else if (this.program) {\n this.warnUnknownUniform(uniformName);\n }\n\n if (\n this.options.renderMode === \"demand\" &&\n !this.inRender &&\n this.onscreen\n ) {\n this.render();\n }\n }\n\n setUniforms(values: Record<string, UniformInput>): void {\n for (const [name, value] of Object.entries(values)) {\n this.setUniform(name, value);\n }\n }\n\n private async init(): Promise<void> {\n if (typeof window === \"undefined\" || typeof document === \"undefined\") {\n this.failUnsupported(new UnsupportedError(\"WebGL requires a browser.\"));\n return;\n }\n\n this.dom = setupCanvas(this.options);\n if (!this.dom) {\n this.failUnsupported(new TargetNotFoundError(\"Target or canvas not found.\"));\n return;\n }\n\n const gl = this.dom.canvas.getContext(\"webgl\", {\n alpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: true,\n preserveDrawingBuffer: false\n });\n\n if (!gl) {\n this.failUnsupported(new UnsupportedError(\"WebGL is not supported.\"));\n return;\n }\n\n this.currentStatus = \"loading\";\n\n try {\n this.setupDomObservers();\n this.setupContextEvents();\n this.setupProgram(gl);\n this.resize();\n this.textures = await loadTextures(\n gl,\n this.options.textures,\n () => this.destroyed\n );\n if (this.destroyed) return;\n this.applyTextureSizeUniforms();\n this.currentStatus = \"ready\";\n this.readyResolve?.();\n this.options.onReady?.(this);\n\n if (this.running || (this.options.autoStart ?? true)) {\n this.start();\n } else if (this.options.renderMode === \"demand\") {\n this.render();\n }\n } catch (error) {\n this.fail(error instanceof Error ? error : new Error(String(error)));\n }\n }\n\n private setupProgram(gl: WebGLRenderingContext): void {\n if (this.program) gl.deleteProgram(this.program);\n if (this.buffer) gl.deleteBuffer(this.buffer);\n\n this.program = createProgram(\n gl,\n this.options.vertex ?? defaultVertexShader,\n this.options.fragment\n );\n gl.useProgram(this.program);\n this.buffer = createFullscreenBuffer(gl, this.program);\n this.uniformLocations = collectUniformLocations(gl, this.program);\n }\n\n private setupDomObservers(): void {\n if (!this.dom) return;\n\n if (this.options.autoResize ?? true) {\n this.resizeObserver = new ResizeObserver(() => {\n this.resize();\n });\n this.resizeObserver.observe(this.dom.target);\n }\n\n if (this.options.pauseWhenOffscreen ?? true) {\n this.intersectionObserver = new IntersectionObserver((entries) => {\n const entry = entries[0];\n this.onscreen = Boolean(entry?.isIntersecting);\n if (!this.onscreen) {\n this.cancelFrame();\n if (this.running) this.currentStatus = \"paused\";\n return;\n }\n\n if (this.running) {\n this.start();\n } else if (this.options.renderMode === \"demand\") {\n this.render();\n }\n });\n this.intersectionObserver.observe(this.dom.target);\n }\n\n const onPointerMove = (event: Event) => {\n if (!this.dom) return;\n const pointerEvent = event as PointerEvent;\n const rect = this.dom.target.getBoundingClientRect();\n const x = pointerEvent.clientX - rect.left;\n const y = pointerEvent.clientY - rect.top;\n this.pointer.x = x * this.pixelRatio;\n this.pointer.y = (rect.height - y) * this.pixelRatio;\n this.pointer.uvX = rect.width > 0 ? x / rect.width : 0;\n this.pointer.uvY = rect.height > 0 ? 1 - y / rect.height : 0;\n this.pointer.active = 1;\n\n if (this.options.renderMode === \"demand\") this.render();\n };\n const onPointerLeave = () => {\n this.pointer.active = 0;\n if (this.options.renderMode === \"demand\") this.render();\n };\n\n this.dom.target.addEventListener(\"pointermove\", onPointerMove);\n this.dom.target.addEventListener(\"pointerenter\", onPointerMove);\n this.dom.target.addEventListener(\"pointerleave\", onPointerLeave);\n this.removeListeners.push(() => {\n this.dom?.target.removeEventListener(\"pointermove\", onPointerMove);\n this.dom?.target.removeEventListener(\"pointerenter\", onPointerMove);\n this.dom?.target.removeEventListener(\"pointerleave\", onPointerLeave);\n });\n }\n\n private setupContextEvents(): void {\n if (!this.dom) return;\n\n const onLost = (event: Event) => {\n event.preventDefault();\n this.contextRestoredShouldRun = this.running;\n this.cancelFrame();\n this.currentStatus = \"context-lost\";\n this.options.onError?.(new UnsupportedError(\"WebGL context lost.\"));\n };\n\n const onRestored = () => {\n if (!this.dom || this.destroyed) return;\n const gl = this.dom.canvas.getContext(\"webgl\");\n if (!gl) return;\n\n try {\n this.setupProgram(gl);\n this.applyCachedUniforms(gl);\n void loadTextures(gl, this.options.textures, () => this.destroyed).then(\n (textures) => {\n this.textures = textures;\n this.applyTextureSizeUniforms();\n if (this.contextRestoredShouldRun) this.start();\n else this.render();\n },\n (error: unknown) =>\n this.fail(error instanceof Error ? error : new Error(String(error)))\n );\n } catch (error) {\n this.fail(error instanceof Error ? error : new Error(String(error)));\n }\n };\n\n this.dom.canvas.addEventListener(\"webglcontextlost\", onLost);\n this.dom.canvas.addEventListener(\"webglcontextrestored\", onRestored);\n this.removeListeners.push(() => {\n this.dom?.canvas.removeEventListener(\"webglcontextlost\", onLost);\n this.dom?.canvas.removeEventListener(\"webglcontextrestored\", onRestored);\n });\n }\n\n private scheduleFrame(): void {\n if (this.rafId || this.options.renderMode === \"demand\") return;\n\n this.rafId = requestAnimationFrame((timestamp) => {\n this.rafId = 0;\n if (!this.running || this.destroyed) return;\n\n const seconds = timestamp / 1000;\n const rawDelta = this.lastTimestamp ? seconds - this.lastTimestamp : 0;\n const delta = Math.min(Math.max(rawDelta, 0), MAX_DELTA_SECONDS);\n this.lastTimestamp = seconds;\n this.elapsed += delta;\n this.setBuiltInTime(delta);\n this.render();\n this.scheduleFrame();\n });\n }\n\n private cancelFrame(): void {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = 0;\n }\n this.lastTimestamp = 0;\n }\n\n private setBuiltInTime(delta: number): void {\n this.uniformCache.set(\"u_time\", { type: \"float\", value: [this.elapsed] });\n this.uniformCache.set(\"u_delta\", { type: \"float\", value: [delta] });\n }\n\n private applyBuiltInUniforms(gl: WebGLRenderingContext): void {\n const builtIns: Record<string, UniformInput> = {\n resolution: [this.width, this.height],\n viewportSize: [this.viewportWidth, this.viewportHeight],\n pixelRatio: this.pixelRatio,\n pointer: [this.pointer.x, this.pointer.y],\n pointerUv: [this.pointer.uvX, this.pointer.uvY],\n pointerActive: this.pointer.active\n };\n\n for (const [name, value] of Object.entries(builtIns)) {\n this.uniformCache.set(toUniformName(name), normalizeUniform(value));\n }\n\n this.applyCachedUniforms(gl);\n }\n\n private applyTextureSizeUniforms(): void {\n for (const texture of this.textures) {\n this.uniformCache.set(texture.sizeUniformName, {\n type: \"vec2\",\n value: [texture.width, texture.height]\n });\n }\n }\n\n private applyCachedUniforms(gl: WebGLRenderingContext): void {\n for (const [name, uniform] of this.uniformCache) {\n const location = this.uniformLocations.get(name);\n if (!location) {\n this.warnUnknownUniform(name);\n continue;\n }\n applyUniform(gl, location, uniform);\n }\n }\n\n private applyTextures(gl: WebGLRenderingContext): void {\n for (let unit = 0; unit < this.textures.length; unit += 1) {\n const texture = this.textures[unit];\n if (!texture) continue;\n const location = this.uniformLocations.get(texture.uniformName);\n if (!location) continue;\n\n gl.activeTexture(gl.TEXTURE0 + unit);\n gl.bindTexture(gl.TEXTURE_2D, texture.texture);\n gl.uniform1i(location, unit);\n }\n }\n\n private createRenderState(\n gl: WebGLRenderingContext\n ): RenderState<TUniforms> {\n return {\n instance: this,\n gl,\n canvas: this.dom!.canvas,\n time: this.elapsed,\n delta: this.uniformCache.get(\"u_delta\")?.value[0] ?? 0,\n frame: this.frame,\n width: this.width,\n height: this.height,\n viewportWidth: this.viewportWidth,\n viewportHeight: this.viewportHeight,\n pixelRatio: this.pixelRatio\n };\n }\n\n private warnUnknownUniform(name: string): void {\n if (!this.options.debug || this.warnedUniforms.has(name)) return;\n this.warnedUniforms.add(name);\n console.warn(`[frapx/shader] Uniform not found or optimized out: ${name}`);\n }\n\n private failUnsupported(error: Error): void {\n this.currentStatus = \"unsupported\";\n this.debugWarn(error.message);\n this.options.onError?.(error);\n this.readyReject?.(error);\n }\n\n private fail(error: Error): void {\n this.currentStatus = \"error\";\n this.debugWarn(error.message);\n this.options.onError?.(error);\n this.readyReject?.(error);\n }\n\n private debugWarn(message: string): void {\n if (this.options.debug) {\n console.warn(`[frapx/shader] ${message}`);\n }\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@frapx/shader",
3
- "version": "0.1.1",
3
+ "version": "0.2.0",
4
4
  "description": "Lightweight WebGL shader background runtime for websites.",
5
5
  "keywords": [
6
6
  "webgl",
@@ -21,6 +21,10 @@
21
21
  "./glsl": {
22
22
  "types": "./dist/glsl.d.ts",
23
23
  "import": "./dist/glsl.js"
24
+ },
25
+ "./color": {
26
+ "types": "./dist/color.d.ts",
27
+ "import": "./dist/color.js"
24
28
  }
25
29
  },
26
30
  "files": [