@jayf0x/fluidity-js 0.1.3 → 0.1.5

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/dist/index.js ADDED
@@ -0,0 +1,1017 @@
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+ var jI = Object.defineProperty;
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+ var PI = (C, I, i) => I in C ? jI(C, I, { enumerable: !0, configurable: !0, writable: !0, value: i }) : C[I] = i;
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+ var BI = (C, I, i) => (PI(C, typeof I != "symbol" ? I + "" : I, i), i), LI = (C, I, i) => {
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+ if (!I.has(C))
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+ throw TypeError("Cannot " + i);
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+ };
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+ var g = (C, I, i) => (LI(C, I, "read from private field"), i ? i.call(C) : I.get(C)), n = (C, I, i) => {
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+ if (I.has(C))
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+ throw TypeError("Cannot add the same private member more than once");
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+ I instanceof WeakSet ? I.add(C) : I.set(C, i);
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+ }, o = (C, I, i, e) => (LI(C, I, "write to private field"), e ? e.call(C, i) : I.set(C, i), i);
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+ var b = (C, I, i) => (LI(C, I, "access private method"), i);
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+ import { jsx as TI } from "react/jsx-runtime";
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+ import { useRef as bI, useEffect as Q, forwardRef as xI, useImperativeHandle as MI } from "react";
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+ const JI = {
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+ densityDissipation: 0.992,
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+ velocityDissipation: 0.93,
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+ pressureIterations: 1,
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+ curl: 1e-4,
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+ splatRadius: 4e-3,
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+ splatForce: 0.91,
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+ refraction: 0.25,
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+ specularExp: 1.01,
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+ shine: 0.01,
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+ waterColor: [0, 0, 0],
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+ glowColor: [0.7, 0.85, 1],
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+ algorithm: "standard",
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+ warpStrength: 0.015
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+ }, kI = {
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+ ...JI,
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+ densityDissipation: 0.99,
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+ velocityDissipation: 0.98,
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+ pressureIterations: 3,
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+ curl: 0.15,
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+ splatRadius: 0.01,
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+ splatForce: 3,
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+ refraction: 0.25,
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+ specularExp: 1,
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+ shine: 0.1,
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+ glowColor: [0, 0.502, 1]
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+ }, EI = {
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+ backgroundColor: "#0a0a0a",
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+ backgroundSize: "cover",
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+ isMouseEnabled: !0,
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+ isWorkerEnabled: !0
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+ }, q = {
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+ ...EI,
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+ effect: 0,
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+ imageSize: "cover"
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+ }, j = {
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+ ...EI,
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+ fontSize: 100,
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+ color: "#ffffff",
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+ fontFamily: "sans-serif",
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+ fontWeight: 900
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+ }, _I = {
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+ calm: {
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+ densityDissipation: 0.999,
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+ velocityDissipation: 0.98,
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+ curl: 1e-4,
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+ splatRadius: 3e-3,
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+ splatForce: 0.5,
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+ refraction: 0.15,
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+ shine: 5e-3,
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+ glowColor: [0.6, 0.85, 1],
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+ waterColor: [0, 0.02, 0.05]
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+ },
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+ sand: {
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+ densityDissipation: 0.997,
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+ velocityDissipation: 0.98,
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+ curl: 1,
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+ splatRadius: 0.01,
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+ splatForce: 0.9,
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+ refraction: 0.8,
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+ specularExp: 0.1,
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+ shine: 0.05,
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+ glowColor: [0.027, 0.027, 0.027],
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+ waterColor: [0.451, 0.329, 0.125]
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+ },
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+ wave: {
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+ densityDissipation: 0.994,
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+ velocityDissipation: 0.92,
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+ curl: 0.2,
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+ splatRadius: 5e-3,
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+ splatForce: 1.2,
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+ refraction: 0.35,
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+ shine: 0.03,
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+ glowColor: [0.5, 0.8, 1],
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+ waterColor: [0, 0.01, 0.03]
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+ },
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+ neon: {
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+ densityDissipation: 0.985,
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+ velocityDissipation: 0.93,
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+ curl: 0.05,
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+ splatRadius: 8e-3,
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+ splatForce: 1.5,
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+ refraction: 0.25,
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+ specularExp: 0.5,
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+ shine: 0.14,
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+ glowColor: [1, 0.2, 0.8],
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+ waterColor: [0.05, 0, 0.08]
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+ },
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+ smoke: {
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+ densityDissipation: 0.996,
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+ velocityDissipation: 0.97,
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+ curl: 0.04,
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+ splatRadius: 9e-3,
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+ splatForce: 0.8,
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+ refraction: 0.08,
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+ shine: 0,
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+ glowColor: [0.5, 0.5, 0.5],
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+ waterColor: [0.06, 0.06, 0.06]
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+ }
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+ };
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+ function uI(C = {}, I, i = JI) {
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+ return { ...I ? { ...i, ..._I[I] } : i, ...C };
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+ }
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+ function RI(C, I, i, e, l = "cover") {
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+ let s;
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+ l === "cover" ? s = Math.max(i / C, e / I) : l === "contain" ? s = Math.min(i / C, e / I) : typeof l == "string" && l.endsWith("%") ? s = Math.min(i / C, e / I) * (parseFloat(l) / 100) : typeof l == "string" && l.endsWith("px") ? s = parseFloat(l) / Math.max(C, I) : typeof l == "number" ? s = l : s = Math.max(i / C, e / I);
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+ const t = C * s, m = I * s;
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+ return { x: (i - t) / 2, y: (e - m) / 2, drawW: t, drawH: m };
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+ }
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+ function qI(C, I, i, e, l = null, s = "cover") {
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+ const { text: t, fontSize: m, color: r, fontFamily: a = "sans-serif", fontWeight: u = 900 } = e, S = new OffscreenCanvas(I, i), A = S.getContext("2d");
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+ ((K) => {
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+ if (l) {
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+ A.clearRect(0, 0, I, i), A.fillStyle = "black", A.fillRect(0, 0, I, i);
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+ const { x: D, y: c, drawW: w, drawH: d } = RI(
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+ l.width,
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+ l.height,
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+ I,
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+ i,
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+ s
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+ );
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+ A.drawImage(l, D, c, w, d);
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+ } else
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+ A.fillStyle = "black", A.fillRect(0, 0, I, i);
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+ A.fillStyle = K, A.font = `${u} ${m}px ${a}`, A.textAlign = "center", A.textBaseline = "middle", A.fillText(t, I / 2, i / 2);
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+ })(r);
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+ const v = rI(C, S);
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+ A.fillStyle = "black", A.fillRect(0, 0, I, i), A.fillStyle = "white", A.font = `${u} ${m}px ${a}`, A.textAlign = "center", A.textBaseline = "middle", A.fillText(t, I / 2, i / 2);
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+ const Y = rI(C, S);
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+ return { backgroundTex: v, obstacleTex: Y, coverageTex: Y };
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+ }
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+ function $I(C, I, i, e, l = 0, s = "cover", t = null, m = "cover") {
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+ const r = new OffscreenCanvas(i, e), a = r.getContext("2d"), { x: u, y: S, drawW: A, drawH: h } = RI(I.width, I.height, i, e, s);
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+ if (a.clearRect(0, 0, i, e), a.fillStyle = "black", a.fillRect(0, 0, i, e), t) {
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+ const {
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+ x: D,
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+ y: c,
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+ drawW: w,
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+ drawH: d
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+ } = RI(t.width, t.height, i, e, m);
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+ a.filter = `brightness(${l}) blur(8px)`, a.drawImage(t, D, c, w, d), a.filter = "none";
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+ }
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+ a.drawImage(I, u, S, A, h);
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+ const v = rI(C, r);
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+ a.clearRect(0, 0, i, e), a.fillStyle = "black", a.fillRect(0, 0, i, e), a.filter = `brightness(${l}) blur(8px)`, a.drawImage(I, u, S, A, h), a.filter = "none";
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+ const Y = rI(C, r);
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+ a.clearRect(0, 0, i, e), a.fillStyle = "black", a.fillRect(0, 0, i, e), a.fillStyle = "white", a.fillRect(
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+ Math.max(0, u),
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+ Math.max(0, S),
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+ Math.min(A, i - Math.max(0, u)),
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+ Math.min(h, e - Math.max(0, S))
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+ );
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+ const K = rI(C, r);
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+ return { backgroundTex: v, obstacleTex: Y, coverageTex: K };
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+ }
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+ function rI(C, I) {
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+ const i = C.createTexture();
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+ return C.bindTexture(C.TEXTURE_2D, i), C.pixelStorei(C.UNPACK_FLIP_Y_WEBGL, !0), C.texImage2D(C.TEXTURE_2D, 0, C.RGBA, C.RGBA, C.UNSIGNED_BYTE, I), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_MIN_FILTER, C.LINEAR), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_MAG_FILTER, C.LINEAR), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_WRAP_S, C.CLAMP_TO_EDGE), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_WRAP_T, C.CLAMP_TO_EDGE), i;
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+ }
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+ async function XI(C) {
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+ const I = await fetch(C);
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+ if (!I.ok)
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+ throw new Error(`Failed to fetch image: ${C} (${I.status})`);
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+ const i = await I.blob();
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+ return createImageBitmap(i);
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+ }
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+ const P = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ attribute vec2 aPosition;
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+ varying vec2 vUv;
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+ varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform vec2 texelSize;
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+ void main () {
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+ vUv = aPosition * 0.5 + 0.5;
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+ vL = vUv - vec2(texelSize.x, 0.0);
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+ vR = vUv + vec2(texelSize.x, 0.0);
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+ vT = vUv + vec2(0.0, texelSize.y);
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+ vB = vUv - vec2(0.0, texelSize.y);
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+ gl_Position = vec4(aPosition, 0.0, 1.0);
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+ }
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+ `
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+ ), Ig = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vUv;
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+ uniform sampler2D uVelocity;
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+ uniform sampler2D uSource;
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+ uniform sampler2D uObstacle;
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+ uniform vec2 texelSize;
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+ uniform float dt;
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+ uniform float dissipation;
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+ void main () {
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+ if (texture2D(uObstacle, vUv).r > 0.5) { gl_FragColor = vec4(0.0); return; }
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+ vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
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+ gl_FragColor = dissipation * texture2D(uSource, coord);
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+ }
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+ `
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+ ), gg = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform sampler2D uVelocity;
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+ uniform sampler2D uObstacle;
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+ void main () {
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+ float L = texture2D(uObstacle, vL).r > 0.5 ? 0.0 : texture2D(uVelocity, vL).x;
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+ float R = texture2D(uObstacle, vR).r > 0.5 ? 0.0 : texture2D(uVelocity, vR).x;
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+ float T = texture2D(uObstacle, vT).r > 0.5 ? 0.0 : texture2D(uVelocity, vT).y;
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+ float B = texture2D(uObstacle, vB).r > 0.5 ? 0.0 : texture2D(uVelocity, vB).y;
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+ gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);
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+ }
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+ `
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+ ), ig = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform sampler2D uPressure;
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+ uniform sampler2D uDivergence;
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+ uniform sampler2D uObstacle;
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+ void main () {
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+ float C = texture2D(uPressure, vUv).x;
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+ float L = texture2D(uObstacle, vL).r > 0.5 ? C : texture2D(uPressure, vL).x;
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+ float R = texture2D(uObstacle, vR).r > 0.5 ? C : texture2D(uPressure, vR).x;
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+ float T = texture2D(uObstacle, vT).r > 0.5 ? C : texture2D(uPressure, vT).x;
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+ float B = texture2D(uObstacle, vB).r > 0.5 ? C : texture2D(uPressure, vB).x;
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+ float div = texture2D(uDivergence, vUv).x;
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+ gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);
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+ }
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+ `
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+ ), Cg = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform sampler2D uPressure;
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+ uniform sampler2D uVelocity;
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+ uniform sampler2D uObstacle;
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+ void main () {
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+ if (texture2D(uObstacle, vUv).r > 0.5) { gl_FragColor = vec4(0.0); return; }
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+ float L = texture2D(uPressure, vL).x;
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+ float R = texture2D(uPressure, vR).x;
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+ float T = texture2D(uPressure, vT).x;
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+ float B = texture2D(uPressure, vB).x;
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+ vec2 vel = texture2D(uVelocity, vUv).xy - vec2(R - L, T - B);
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+ gl_FragColor = vec4(vel, 0.0, 1.0);
264
+ }
265
+ `
266
+ ), eg = (
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+ /* glsl */
268
+ `
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+ precision highp float;
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+ varying vec2 vUv;
271
+ uniform sampler2D uTarget;
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+ uniform float aspectRatio;
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+ uniform vec3 color;
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+ uniform vec2 point;
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+ uniform float radius;
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+ void main () {
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+ vec2 p = vUv - point.xy;
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+ p.x *= aspectRatio;
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+ vec3 splat = exp(-dot(p, p) / radius) * color;
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+ gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);
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+ }
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+ `
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+ ), lg = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform sampler2D uVelocity;
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+ void main () {
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+ float L = texture2D(uVelocity, vL).y;
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+ float R = texture2D(uVelocity, vR).y;
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+ float T = texture2D(uVelocity, vT).x;
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+ float B = texture2D(uVelocity, vB).x;
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+ gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);
295
+ }
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+ `
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+ ), sg = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
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+ uniform sampler2D uVelocity;
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+ uniform sampler2D uCurl;
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+ uniform float curl;
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+ uniform float dt;
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+ void main () {
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+ float L = texture2D(uCurl, vL).x;
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+ float R = texture2D(uCurl, vR).x;
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+ float T = texture2D(uCurl, vT).x;
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+ float B = texture2D(uCurl, vB).x;
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+ float C = texture2D(uCurl, vUv).x;
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+ vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
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+ force /= length(force) + 0.0001;
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+ force *= curl * 30.0 * C;
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+ gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);
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+ }
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+ `
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+ ), og = (
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+ /* glsl */
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+ `
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+ precision highp float;
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+ varying vec2 vUv;
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+
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+ uniform sampler2D uTexture;
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+ uniform sampler2D uObstacle;
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+ uniform sampler2D uBackground;
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+ uniform sampler2D uCoverage;
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+ uniform sampler2D uVelocity;
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+
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+ uniform vec2 texelSize;
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+ uniform vec3 uWaterColor;
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+ uniform vec3 uGlowColor;
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+ uniform float uRefraction;
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+ uniform float uSpecularExp;
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+ uniform float uShine;
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+ uniform float uWarpStrength;
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+ uniform int uAlgorithm;
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+
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+ void main () {
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+ float obs = texture2D(uObstacle, vUv).r;
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+ // Mask density inside obstacles so splats don't flicker the text/image content.
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+ float density = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - step(0.5, obs));
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+ float coverage = texture2D(uCoverage, vUv).r;
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+
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+ float dL = max(texture2D(uTexture, vUv - vec2(texelSize.x * 2.0, 0.0)).r, 0.0);
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+ float dR = max(texture2D(uTexture, vUv + vec2(texelSize.x * 2.0, 0.0)).r, 0.0);
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+ float dT = max(texture2D(uTexture, vUv + vec2(0.0, texelSize.y * 2.0)).r, 0.0);
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+ float dB = max(texture2D(uTexture, vUv - vec2(0.0, texelSize.y * 2.0)).r, 0.0);
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+
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+ vec3 normal = normalize(vec3(dL - dR, dB - dT, 0.2));
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+ vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));
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+ vec3 halfV = normalize(lightDir + vec3(0.0, 0.0, 1.0));
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+ float spec = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * density;
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+
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+ // In transparent (non-coverage) areas the background texture is empty black canvas.
356
+ // Replace it with uWaterColor so fluid colour is not contaminated by that black,
357
+ // allowing the CSS backgroundColor to show through correctly via premultiplied alpha.
358
+ vec3 bgRaw = texture2D(uBackground, vUv).rgb;
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+ vec3 bg = mix(uWaterColor, bgRaw, coverage);
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+ vec3 color = bg;
361
+
362
+ if (uAlgorithm == 1) {
363
+ // ── glass ──────────────────────────────────────────────────────────────
364
+ // Strong UV distortion only. Image bends but no colour overlay.
365
+ vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);
366
+ vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
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+ color = refrBg + spec * uGlowColor * 2.5;
368
+ color = mix(color, bg * 0.6, obs * 0.3);
369
+
370
+ } else if (uAlgorithm == 2) {
371
+ // ── ink ────────────────────────────────────────────────────────────────
372
+ // Dense opaque pigment that stains. Subtle refraction underneath.
373
+ float inkD = min(density * 4.0, 1.0);
374
+ vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);
375
+ vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
376
+ color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);
377
+ color = mix(color, bg * 0.5, obs * 0.15);
378
+
379
+ } else if (uAlgorithm == 3) {
380
+ // ── aurora ─────────────────────────────────────────────────────────────
381
+ // Velocity field warps background UVs — liquid metal / lava-lamp feel.
382
+ vec2 vel = texture2D(uVelocity, vUv).xy;
383
+ float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);
384
+ vec2 warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);
385
+ vec3 warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);
386
+ color = mix(bg, warpBg, velMag * (1.0 - obs));
387
+ color += spec * uGlowColor * velMag * 1.5;
388
+ color += uWaterColor * density * 0.3;
389
+ color = mix(color, bg * 0.5, obs * 0.2);
390
+
391
+ } else if (uAlgorithm == 4) {
392
+ // ── ripple ─────────────────────────────────────────────────────────────
393
+ // Exaggerated normal perturbation + Fresnel rim — calm water surface.
394
+ vec2 rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);
395
+ vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);
396
+ float fresnel = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;
397
+ color = refrBg;
398
+ color += fresnel * uGlowColor * 2.0;
399
+ color += spec * uGlowColor * density * 2.0;
400
+ color = mix(color, bg * 0.5, obs * 0.2);
401
+
402
+ } else {
403
+ // ── standard (0) ───────────────────────────────────────────────────────
404
+ // Original: colour overlay blended over refracted background.
405
+ vec2 refrUv = vUv + normal.xy * uRefraction * density;
406
+ vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
407
+ color = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));
408
+ color += spec * uGlowColor;
409
+ color = mix(color, bg * 0.5, obs * 0.2);
410
+ }
411
+
412
+ // Premultiplied alpha — transparent where there is neither content nor fluid,
413
+ // letting the CSS backgroundColor on the container div show through.
414
+ float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);
415
+ gl_FragColor = vec4(color * alpha, alpha);
416
+ }
417
+ `
418
+ );
419
+ function tg(C) {
420
+ const I = { alpha: !0, depth: !1, stencil: !1, antialias: !0, preserveDrawingBuffer: !1 };
421
+ let i = C.getContext("webgl2", I);
422
+ const e = !!i;
423
+ e || (i = C.getContext("webgl", I), i.getExtension("EXT_color_buffer_half_float"));
424
+ const l = e ? null : i.getExtension("OES_texture_half_float"), s = e ? i.HALF_FLOAT : l.HALF_FLOAT_OES;
425
+ return i.getExtension("EXT_color_buffer_float"), i.getExtension("OES_texture_half_float_linear"), {
426
+ gl: i,
427
+ isWebGL2: e,
428
+ ext: {
429
+ internalFormat: e ? i.RGBA16F : i.RGBA,
430
+ format: i.RGBA,
431
+ type: s
432
+ }
433
+ };
434
+ }
435
+ class _ {
436
+ constructor(I, i, e) {
437
+ BI(this, "program");
438
+ BI(this, "uniforms", {});
439
+ BI(this, "_gl");
440
+ this._gl = I, this.program = I.createProgram(), I.attachShader(this.program, this._compile(I.VERTEX_SHADER, i)), I.attachShader(this.program, this._compile(I.FRAGMENT_SHADER, e)), I.linkProgram(this.program);
441
+ const l = I.getProgramParameter(this.program, I.ACTIVE_UNIFORMS);
442
+ for (let s = 0; s < l; s++) {
443
+ const t = I.getActiveUniform(this.program, s).name;
444
+ this.uniforms[t] = I.getUniformLocation(this.program, t);
445
+ }
446
+ }
447
+ _compile(I, i) {
448
+ const e = this._gl, l = e.createShader(I);
449
+ return e.shaderSource(l, i), e.compileShader(l), l;
450
+ }
451
+ bind() {
452
+ this._gl.useProgram(this.program);
453
+ }
454
+ dispose() {
455
+ this._gl.deleteProgram(this.program);
456
+ }
457
+ }
458
+ function cg(C) {
459
+ return {
460
+ advection: new _(C, P, Ig),
461
+ divergence: new _(C, P, gg),
462
+ pressure: new _(C, P, ig),
463
+ gradientSubtract: new _(C, P, Cg),
464
+ splat: new _(C, P, eg),
465
+ curl: new _(C, P, lg),
466
+ vorticity: new _(C, P, sg),
467
+ display: new _(C, P, og)
468
+ };
469
+ }
470
+ function VI(C, I, i, e) {
471
+ C.activeTexture(C.TEXTURE0);
472
+ const l = C.createTexture();
473
+ C.bindTexture(C.TEXTURE_2D, l), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_MIN_FILTER, C.LINEAR), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_MAG_FILTER, C.LINEAR), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_WRAP_S, C.CLAMP_TO_EDGE), C.texParameteri(C.TEXTURE_2D, C.TEXTURE_WRAP_T, C.CLAMP_TO_EDGE), C.texImage2D(C.TEXTURE_2D, 0, I.internalFormat, i, e, 0, I.format, I.type, null);
474
+ const s = C.createFramebuffer();
475
+ return C.bindFramebuffer(C.FRAMEBUFFER, s), C.framebufferTexture2D(C.FRAMEBUFFER, C.COLOR_ATTACHMENT0, C.TEXTURE_2D, l, 0), { tex: l, fbo: s, width: i, height: e };
476
+ }
477
+ function KI(C, I, i, e) {
478
+ let l = VI(C, I, i, e), s = VI(C, I, i, e);
479
+ return {
480
+ get read() {
481
+ return l;
482
+ },
483
+ get write() {
484
+ return s;
485
+ },
486
+ swap() {
487
+ [l, s] = [s, l];
488
+ },
489
+ dispose() {
490
+ C.deleteTexture(l.tex), C.deleteFramebuffer(l.fbo), C.deleteTexture(s.tex), C.deleteFramebuffer(s.fbo);
491
+ }
492
+ };
493
+ }
494
+ function dg(C) {
495
+ const I = C.createBuffer();
496
+ return C.bindBuffer(C.ARRAY_BUFFER, I), C.bufferData(C.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), C.STATIC_DRAW), C.vertexAttribPointer(0, 2, C.FLOAT, !1, 0, 0), C.enableVertexAttribArray(0), function(e) {
497
+ C.bindFramebuffer(C.FRAMEBUFFER, e), C.drawArrays(C.TRIANGLE_FAN, 0, 4);
498
+ };
499
+ }
500
+ const YI = typeof requestAnimationFrame < "u" ? requestAnimationFrame.bind(globalThis) : (C) => setTimeout(C, 1e3 / 60), ag = typeof cancelAnimationFrame < "u" ? cancelAnimationFrame.bind(globalThis) : clearTimeout, DI = 0.016, Ag = { standard: 0, glass: 1, ink: 2, aurora: 3, ripple: 4 };
501
+ var iI, R, mI, CI, cI, y, W, $, II, f, H, Z, x, M, J, z, X, E, F, dI, eI, V, U, N, lI, GI, sI, AI, ZI, HI, gI, tI, oI, nI, hI, WI, SI, vI, pI, NI;
502
+ class fI {
503
+ constructor(I, i = {}) {
504
+ // ---------------------------------------------------------------------------
505
+ // Private helpers
506
+ // ---------------------------------------------------------------------------
507
+ n(this, sI);
508
+ n(this, ZI);
509
+ n(this, gI);
510
+ n(this, oI);
511
+ n(this, hI);
512
+ n(this, SI);
513
+ n(this, pI);
514
+ n(this, iI, void 0);
515
+ n(this, R, void 0);
516
+ n(this, mI, void 0);
517
+ n(this, CI, void 0);
518
+ n(this, cI, void 0);
519
+ n(this, y, 0);
520
+ n(this, W, 0);
521
+ n(this, $, 0);
522
+ n(this, II, 0);
523
+ n(this, f, 1);
524
+ n(this, H, null);
525
+ n(this, Z, null);
526
+ n(this, x, null);
527
+ n(this, M, null);
528
+ n(this, J, null);
529
+ n(this, z, null);
530
+ n(this, X, null);
531
+ n(this, E, null);
532
+ // binary content mask for transparent canvas support
533
+ n(this, F, null);
534
+ // optional background image (from backgroundSrc prop)
535
+ n(this, dI, "cover");
536
+ n(this, eI, void 0);
537
+ n(this, V, { x: 0, y: 0, dx: 0, dy: 0, targetX: 0, targetY: 0, moved: !1 });
538
+ // Stores source so textures can be rebuilt on resize
539
+ n(this, U, null);
540
+ n(this, N, null);
541
+ n(this, lI, !1);
542
+ n(this, GI, !1);
543
+ o(this, iI, I), o(this, eI, uI(i));
544
+ const { gl: e, ext: l } = tg(I);
545
+ o(this, R, e), o(this, mI, l), o(this, CI, cg(e)), o(this, cI, dg(e)), e.clearColor(0, 0, 0, 0);
546
+ }
547
+ // ---------------------------------------------------------------------------
548
+ // Public API
549
+ // ---------------------------------------------------------------------------
550
+ setTextSource(I) {
551
+ o(this, U, { type: "text", opts: I }), b(this, sI, AI).call(this), b(this, gI, tI).call(this), b(this, oI, nI).call(this);
552
+ }
553
+ async setImageSource(I, i = 0, e = "cover") {
554
+ const l = await XI(I);
555
+ if (g(this, GI)) {
556
+ l.close();
557
+ return;
558
+ }
559
+ o(this, U, { type: "image", bitmap: l, effect: i, size: e }), b(this, sI, AI).call(this), b(this, gI, tI).call(this), b(this, oI, nI).call(this);
560
+ }
561
+ setImageBitmap(I, i = 0, e = "cover") {
562
+ o(this, U, { type: "image", bitmap: I, effect: i, size: e }), b(this, sI, AI).call(this), b(this, gI, tI).call(this), b(this, oI, nI).call(this);
563
+ }
564
+ setBackground(I, i = "cover") {
565
+ g(this, F) && g(this, F) !== I && g(this, F).close(), o(this, F, I), o(this, dI, i ?? "cover"), g(this, U) && g(this, y) > 0 && b(this, gI, tI).call(this);
566
+ }
567
+ handleMove(I, i, e = 1) {
568
+ g(this, V).moved = !0, g(this, V).dx = (I - g(this, V).targetX) * e, g(this, V).dy = (i - g(this, V).targetY) * e, g(this, V).targetX = I, g(this, V).targetY = i;
569
+ }
570
+ /**
571
+ * Immediately applies one fluid splat at (x, y) with explicit velocity (vx, vy).
572
+ * Safe to call multiple times per frame — each call writes directly to the FBOs.
573
+ * Designed for programmatic use cases (e.g. particle systems, attractor paths)
574
+ * where you want N independent injection points per frame without flooding the
575
+ * mouse-state machine or the worker message queue.
576
+ */
577
+ splat(I, i, e, l, s = 1) {
578
+ if (!g(this, lI) || g(this, y) === 0)
579
+ return;
580
+ const t = g(this, R), m = g(this, eI), { splat: r } = g(this, CI), a = g(this, cI);
581
+ t.viewport(0, 0, g(this, $), g(this, II)), r.bind(), t.uniform1f(r.uniforms.aspectRatio, g(this, y) / g(this, W)), t.uniform2f(r.uniforms.point, I * g(this, f) / g(this, y), 1 - i * g(this, f) / g(this, W)), t.uniform1f(r.uniforms.radius, m.splatRadius), t.uniform1i(r.uniforms.uTarget, 0), t.activeTexture(t.TEXTURE0), t.bindTexture(t.TEXTURE_2D, g(this, Z).read.tex), t.uniform3f(r.uniforms.color, e * m.splatForce * s, -l * m.splatForce * s, 0), a(g(this, Z).write.fbo), g(this, Z).swap(), t.activeTexture(t.TEXTURE0), t.bindTexture(t.TEXTURE_2D, g(this, H).read.tex), t.uniform3f(r.uniforms.color, s, s, s), a(g(this, H).write.fbo), g(this, H).swap();
582
+ }
583
+ resize(I, i, e) {
584
+ if (e !== void 0 ? o(this, f, e) : typeof window < "u" && window.devicePixelRatio && o(this, f, window.devicePixelRatio), I !== void 0 && I > 0) {
585
+ if (i === void 0 || i <= 0)
586
+ return;
587
+ o(this, y, g(this, iI).width = I), o(this, W, g(this, iI).height = i), o(this, $, I >> 1), o(this, II, i >> 1), b(this, ZI, HI).call(this);
588
+ } else
589
+ b(this, sI, AI).call(this);
590
+ g(this, U) && b(this, gI, tI).call(this), b(this, oI, nI).call(this);
591
+ }
592
+ updateConfig(I) {
593
+ Object.assign(g(this, eI), I);
594
+ }
595
+ destroy() {
596
+ o(this, GI, !0), this.stop();
597
+ const I = g(this, R);
598
+ b(this, hI, WI).call(this), b(this, SI, vI).call(this), g(this, F) && (g(this, F).close(), o(this, F, null));
599
+ for (const e of Object.values(g(this, CI)))
600
+ e.dispose();
601
+ const i = I.getExtension("WEBGL_lose_context");
602
+ i == null || i.loseContext();
603
+ }
604
+ // ---------------------------------------------------------------------------
605
+ // Loop control
606
+ // ---------------------------------------------------------------------------
607
+ start() {
608
+ if (g(this, N) !== null)
609
+ return;
610
+ const I = () => {
611
+ b(this, pI, NI).call(this), o(this, N, YI(I));
612
+ };
613
+ o(this, N, YI(I));
614
+ }
615
+ stop() {
616
+ g(this, N) !== null && (ag(g(this, N)), o(this, N, null));
617
+ }
618
+ get isRunning() {
619
+ return g(this, N) !== null;
620
+ }
621
+ }
622
+ iI = new WeakMap(), R = new WeakMap(), mI = new WeakMap(), CI = new WeakMap(), cI = new WeakMap(), y = new WeakMap(), W = new WeakMap(), $ = new WeakMap(), II = new WeakMap(), f = new WeakMap(), H = new WeakMap(), Z = new WeakMap(), x = new WeakMap(), M = new WeakMap(), J = new WeakMap(), z = new WeakMap(), X = new WeakMap(), E = new WeakMap(), F = new WeakMap(), dI = new WeakMap(), eI = new WeakMap(), V = new WeakMap(), U = new WeakMap(), N = new WeakMap(), lI = new WeakMap(), GI = new WeakMap(), sI = new WeakSet(), AI = function() {
623
+ const I = g(this, iI);
624
+ "clientWidth" in I && I.clientWidth > 0 ? (o(this, f, typeof window < "u" && window.devicePixelRatio || 1), o(this, y, I.width = Math.round(I.clientWidth * g(this, f))), o(this, W, I.height = Math.round(I.clientHeight * g(this, f)))) : (o(this, y, I.width), o(this, W, I.height)), !(g(this, y) === 0 || g(this, W) === 0) && (o(this, $, g(this, y) >> 1), o(this, II, g(this, W) >> 1), b(this, ZI, HI).call(this));
625
+ }, ZI = new WeakSet(), HI = function() {
626
+ const I = g(this, R), i = g(this, mI), e = g(this, $), l = g(this, II);
627
+ b(this, hI, WI).call(this), o(this, H, KI(I, i, e, l)), o(this, Z, KI(I, i, e, l)), o(this, M, KI(I, i, e, l)), o(this, x, VI(I, i, e, l)), o(this, J, VI(I, i, e, l));
628
+ }, gI = new WeakSet(), tI = function() {
629
+ if (!(!g(this, U) || g(this, y) === 0)) {
630
+ if (b(this, SI, vI).call(this), g(this, U).type === "text") {
631
+ const { backgroundTex: I, obstacleTex: i, coverageTex: e } = qI(
632
+ g(this, R),
633
+ g(this, y),
634
+ g(this, W),
635
+ g(this, U).opts,
636
+ g(this, F),
637
+ g(this, dI)
638
+ );
639
+ o(this, z, I), o(this, X, i), o(this, E, e);
640
+ } else {
641
+ const { backgroundTex: I, obstacleTex: i, coverageTex: e } = $I(
642
+ g(this, R),
643
+ g(this, U).bitmap,
644
+ g(this, y),
645
+ g(this, W),
646
+ g(this, U).effect,
647
+ g(this, U).size,
648
+ g(this, F),
649
+ g(this, dI)
650
+ );
651
+ o(this, z, I), o(this, X, i), o(this, E, e);
652
+ }
653
+ o(this, lI, !0);
654
+ }
655
+ }, oI = new WeakSet(), nI = function() {
656
+ g(this, lI) && !this.isRunning && this.start();
657
+ }, hI = new WeakSet(), WI = function() {
658
+ var I, i, e;
659
+ (I = g(this, H)) == null || I.dispose(), (i = g(this, Z)) == null || i.dispose(), (e = g(this, M)) == null || e.dispose(), g(this, x) && (g(this, R).deleteTexture(g(this, x).tex), g(this, R).deleteFramebuffer(g(this, x).fbo)), g(this, J) && (g(this, R).deleteTexture(g(this, J).tex), g(this, R).deleteFramebuffer(g(this, J).fbo)), o(this, H, o(this, Z, o(this, M, o(this, x, o(this, J, null)))));
660
+ }, SI = new WeakSet(), vI = function() {
661
+ g(this, z) && g(this, R).deleteTexture(g(this, z)), g(this, X) && g(this, R).deleteTexture(g(this, X)), g(this, E) && g(this, E) !== g(this, X) && g(this, R).deleteTexture(g(this, E)), o(this, z, o(this, X, o(this, E, null)));
662
+ }, pI = new WeakSet(), NI = function() {
663
+ if (!g(this, lI) || g(this, y) === 0 || !g(this, H) || !g(this, Z))
664
+ return;
665
+ const I = g(this, R), i = g(this, eI), { advection: e, divergence: l, pressure: s, gradientSubtract: t, splat: m, curl: r, vorticity: a, display: u } = g(this, CI);
666
+ g(this, V).x += (g(this, V).targetX - g(this, V).x) * 0.15, g(this, V).y += (g(this, V).targetY - g(this, V).y) * 0.15;
667
+ const S = g(this, $), A = g(this, II), h = g(this, cI);
668
+ I.viewport(0, 0, S, A), e.bind(), I.uniform2f(e.uniforms.texelSize, 1 / S, 1 / A), I.uniform1f(e.uniforms.dt, DI), I.uniform1i(e.uniforms.uObstacle, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, X)), I.uniform1f(e.uniforms.dissipation, i.velocityDissipation), I.uniform1i(e.uniforms.uVelocity, 1), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform1i(e.uniforms.uSource, 1), h(g(this, Z).write.fbo), g(this, Z).swap(), I.uniform1f(e.uniforms.dissipation, i.densityDissipation), I.uniform1i(e.uniforms.uSource, 2), I.activeTexture(I.TEXTURE2), I.bindTexture(I.TEXTURE_2D, g(this, H).read.tex), h(g(this, H).write.fbo), g(this, H).swap(), r.bind(), I.uniform2f(r.uniforms.texelSize, 1 / S, 1 / A), I.uniform1i(r.uniforms.uVelocity, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), h(g(this, J).fbo), a.bind(), I.uniform2f(a.uniforms.texelSize, 1 / S, 1 / A), I.uniform1f(a.uniforms.curl, i.curl), I.uniform1f(a.uniforms.dt, DI), I.uniform1i(a.uniforms.uVelocity, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform1i(a.uniforms.uCurl, 1), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, J).tex), h(g(this, Z).write.fbo), g(this, Z).swap(), g(this, V).moved && (m.bind(), I.uniform1f(m.uniforms.aspectRatio, g(this, y) / g(this, W)), I.uniform2f(m.uniforms.point, g(this, V).x * g(this, f) / g(this, y), 1 - g(this, V).y * g(this, f) / g(this, W)), I.uniform1f(m.uniforms.radius, i.splatRadius), I.uniform1i(m.uniforms.uTarget, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform3f(m.uniforms.color, g(this, V).dx * i.splatForce, -g(this, V).dy * i.splatForce, 0), h(g(this, Z).write.fbo), g(this, Z).swap(), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, H).read.tex), I.uniform3f(m.uniforms.color, 1, 1, 1), h(g(this, H).write.fbo), g(this, H).swap(), g(this, V).moved = !1), l.bind(), I.uniform2f(l.uniforms.texelSize, 1 / S, 1 / A), I.uniform1i(l.uniforms.uVelocity, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform1i(l.uniforms.uObstacle, 1), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, X)), h(g(this, x).fbo), s.bind(), I.uniform2f(s.uniforms.texelSize, 1 / S, 1 / A), I.uniform1i(s.uniforms.uDivergence, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, x).tex), I.uniform1i(s.uniforms.uObstacle, 1), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, X));
669
+ for (let v = 0; v < i.pressureIterations; v++)
670
+ I.uniform1i(s.uniforms.uPressure, 2), I.activeTexture(I.TEXTURE2), I.bindTexture(I.TEXTURE_2D, g(this, M).read.tex), h(g(this, M).write.fbo), g(this, M).swap();
671
+ t.bind(), I.uniform2f(t.uniforms.texelSize, 1 / S, 1 / A), I.uniform1i(t.uniforms.uPressure, 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, M).read.tex), I.uniform1i(t.uniforms.uVelocity, 1), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform1i(t.uniforms.uObstacle, 2), I.activeTexture(I.TEXTURE2), I.bindTexture(I.TEXTURE_2D, g(this, X)), h(g(this, Z).write.fbo), g(this, Z).swap(), I.viewport(0, 0, g(this, y), g(this, W)), I.bindFramebuffer(I.FRAMEBUFFER, null), I.clear(I.COLOR_BUFFER_BIT), u.bind(), I.uniform2f(u.uniforms.texelSize, 1 / g(this, y), 1 / g(this, W)), I.uniform3fv(u.uniforms.uWaterColor, i.waterColor), I.uniform3fv(u.uniforms.uGlowColor, i.glowColor), I.uniform1f(u.uniforms.uRefraction, i.refraction), I.uniform1f(u.uniforms.uSpecularExp, i.specularExp), I.uniform1f(u.uniforms.uShine, i.shine), I.uniform1f(u.uniforms.uWarpStrength, i.warpStrength ?? 0.015), I.uniform1i(u.uniforms.uAlgorithm, Ag[i.algorithm] ?? 0), I.activeTexture(I.TEXTURE0), I.bindTexture(I.TEXTURE_2D, g(this, H).read.tex), I.activeTexture(I.TEXTURE1), I.bindTexture(I.TEXTURE_2D, g(this, X)), I.activeTexture(I.TEXTURE2), I.bindTexture(I.TEXTURE_2D, g(this, z)), I.activeTexture(I.TEXTURE3), I.bindTexture(I.TEXTURE_2D, g(this, E)), I.activeTexture(I.TEXTURE4), I.bindTexture(I.TEXTURE_2D, g(this, Z).read.tex), I.uniform1i(u.uniforms.uTexture, 0), I.uniform1i(u.uniforms.uObstacle, 1), I.uniform1i(u.uniforms.uBackground, 2), I.uniform1i(u.uniforms.uCoverage, 3), I.uniform1i(u.uniforms.uVelocity, 4), h(null);
672
+ };
673
+ const zI = "var ye = Object.defineProperty;
var De = (i, e, r) => e in i ? ye(i, e, { enumerable: !0, configurable: !0, writable: !0, value: r }) : i[e] = r;
var se = (i, e, r) => (De(i, typeof e != "symbol" ? e + "" : e, r), r), he = (i, e, r) => {
  if (!e.has(i))
    throw TypeError("Cannot " + r);
};
var t = (i, e, r) => (he(i, e, "read from private field"), r ? r.call(i) : e.get(i)), l = (i, e, r) => {
  if (e.has(i))
    throw TypeError("Cannot add the same private member more than once");
  e instanceof WeakSet ? e.add(i) : e.set(i, r);
}, a = (i, e, r, o) => (he(i, e, "write to private field"), o ? o.call(i, r) : e.set(i, r), r);
var d = (i, e, r) => (he(i, e, "access private method"), r);
const ge = {
  densityDissipation: 0.992,
  velocityDissipation: 0.93,
  pressureIterations: 1,
  curl: 1e-4,
  splatRadius: 4e-3,
  splatForce: 0.91,
  refraction: 0.25,
  specularExp: 1.01,
  shine: 0.01,
  waterColor: [0, 0, 0],
  glowColor: [0.7, 0.85, 1],
  algorithm: "standard",
  warpStrength: 0.015
};
({
  ...ge
});
const Ue = {
  calm: {
    densityDissipation: 0.999,
    velocityDissipation: 0.98,
    curl: 1e-4,
    splatRadius: 3e-3,
    splatForce: 0.5,
    refraction: 0.15,
    shine: 5e-3,
    glowColor: [0.6, 0.85, 1],
    waterColor: [0, 0.02, 0.05]
  },
  sand: {
    densityDissipation: 0.997,
    velocityDissipation: 0.98,
    curl: 1,
    splatRadius: 0.01,
    splatForce: 0.9,
    refraction: 0.8,
    specularExp: 0.1,
    shine: 0.05,
    glowColor: [0.027, 0.027, 0.027],
    waterColor: [0.451, 0.329, 0.125]
  },
  wave: {
    densityDissipation: 0.994,
    velocityDissipation: 0.92,
    curl: 0.2,
    splatRadius: 5e-3,
    splatForce: 1.2,
    refraction: 0.35,
    shine: 0.03,
    glowColor: [0.5, 0.8, 1],
    waterColor: [0, 0.01, 0.03]
  },
  neon: {
    densityDissipation: 0.985,
    velocityDissipation: 0.93,
    curl: 0.05,
    splatRadius: 8e-3,
    splatForce: 1.5,
    refraction: 0.25,
    specularExp: 0.5,
    shine: 0.14,
    glowColor: [1, 0.2, 0.8],
    waterColor: [0.05, 0, 0.08]
  },
  smoke: {
    densityDissipation: 0.996,
    velocityDissipation: 0.97,
    curl: 0.04,
    splatRadius: 9e-3,
    splatForce: 0.8,
    refraction: 0.08,
    shine: 0,
    glowColor: [0.5, 0.5, 0.5],
    waterColor: [0.06, 0.06, 0.06]
  }
};
function _e(i = {}, e, r = ge) {
  return { ...e ? { ...r, ...Ue[e] } : r, ...i };
}
const P = (
  /* glsl */
  `
  precision highp float;
  attribute vec2 aPosition;
  varying vec2 vUv;
  varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform vec2 texelSize;
  void main () {
    vUv = aPosition * 0.5 + 0.5;
    vL = vUv - vec2(texelSize.x, 0.0);
    vR = vUv + vec2(texelSize.x, 0.0);
    vT = vUv + vec2(0.0, texelSize.y);
    vB = vUv - vec2(0.0, texelSize.y);
    gl_Position = vec4(aPosition, 0.0, 1.0);
  }
`
), we = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv;
  uniform sampler2D uVelocity;
  uniform sampler2D uSource;
  uniform sampler2D uObstacle;
  uniform vec2 texelSize;
  uniform float dt;
  uniform float dissipation;
  void main () {
    if (texture2D(uObstacle, vUv).r > 0.5) { gl_FragColor = vec4(0.0); return; }
    vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
    gl_FragColor = dissipation * texture2D(uSource, coord);
  }
`
), Ce = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform sampler2D uVelocity;
  uniform sampler2D uObstacle;
  void main () {
    float L = texture2D(uObstacle, vL).r > 0.5 ? 0.0 : texture2D(uVelocity, vL).x;
    float R = texture2D(uObstacle, vR).r > 0.5 ? 0.0 : texture2D(uVelocity, vR).x;
    float T = texture2D(uObstacle, vT).r > 0.5 ? 0.0 : texture2D(uVelocity, vT).y;
    float B = texture2D(uObstacle, vB).r > 0.5 ? 0.0 : texture2D(uVelocity, vB).y;
    gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);
  }
`
), Se = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform sampler2D uPressure;
  uniform sampler2D uDivergence;
  uniform sampler2D uObstacle;
  void main () {
    float C = texture2D(uPressure, vUv).x;
    float L = texture2D(uObstacle, vL).r > 0.5 ? C : texture2D(uPressure, vL).x;
    float R = texture2D(uObstacle, vR).r > 0.5 ? C : texture2D(uPressure, vR).x;
    float T = texture2D(uObstacle, vT).r > 0.5 ? C : texture2D(uPressure, vT).x;
    float B = texture2D(uObstacle, vB).r > 0.5 ? C : texture2D(uPressure, vB).x;
    float div = texture2D(uDivergence, vUv).x;
    gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);
  }
`
), Fe = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform sampler2D uPressure;
  uniform sampler2D uVelocity;
  uniform sampler2D uObstacle;
  void main () {
    if (texture2D(uObstacle, vUv).r > 0.5) { gl_FragColor = vec4(0.0); return; }
    float L = texture2D(uPressure, vL).x;
    float R = texture2D(uPressure, vR).x;
    float T = texture2D(uPressure, vT).x;
    float B = texture2D(uPressure, vB).x;
    vec2 vel = texture2D(uVelocity, vUv).xy - vec2(R - L, T - B);
    gl_FragColor = vec4(vel, 0.0, 1.0);
  }
`
), Xe = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv;
  uniform sampler2D uTarget;
  uniform float aspectRatio;
  uniform vec3 color;
  uniform vec2 point;
  uniform float radius;
  void main () {
    vec2 p = vUv - point.xy;
    p.x *= aspectRatio;
    vec3 splat = exp(-dot(p, p) / radius) * color;
    gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);
  }
`
), Be = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform sampler2D uVelocity;
  void main () {
    float L = texture2D(uVelocity, vL).y;
    float R = texture2D(uVelocity, vR).y;
    float T = texture2D(uVelocity, vT).x;
    float B = texture2D(uVelocity, vB).x;
    gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);
  }
`
), Ae = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;
  uniform sampler2D uVelocity;
  uniform sampler2D uCurl;
  uniform float curl;
  uniform float dt;
  void main () {
    float L = texture2D(uCurl, vL).x;
    float R = texture2D(uCurl, vR).x;
    float T = texture2D(uCurl, vT).x;
    float B = texture2D(uCurl, vB).x;
    float C = texture2D(uCurl, vUv).x;
    vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
    force /= length(force) + 0.0001;
    force *= curl * 30.0 * C;
    gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);
  }
`
), Le = (
  /* glsl */
  `
  precision highp float;
  varying vec2 vUv;

  uniform sampler2D uTexture;
  uniform sampler2D uObstacle;
  uniform sampler2D uBackground;
  uniform sampler2D uCoverage;
  uniform sampler2D uVelocity;

  uniform vec2  texelSize;
  uniform vec3  uWaterColor;
  uniform vec3  uGlowColor;
  uniform float uRefraction;
  uniform float uSpecularExp;
  uniform float uShine;
  uniform float uWarpStrength;
  uniform int   uAlgorithm;

  void main () {
    float obs      = texture2D(uObstacle,  vUv).r;
    // Mask density inside obstacles so splats don't flicker the text/image content.
    float density  = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - step(0.5, obs));
    float coverage = texture2D(uCoverage,  vUv).r;

    float dL = max(texture2D(uTexture, vUv - vec2(texelSize.x * 2.0, 0.0)).r, 0.0);
    float dR = max(texture2D(uTexture, vUv + vec2(texelSize.x * 2.0, 0.0)).r, 0.0);
    float dT = max(texture2D(uTexture, vUv + vec2(0.0, texelSize.y * 2.0)).r, 0.0);
    float dB = max(texture2D(uTexture, vUv - vec2(0.0, texelSize.y * 2.0)).r, 0.0);

    vec3  normal   = normalize(vec3(dL - dR, dB - dT, 0.2));
    vec3  lightDir = normalize(vec3(0.5, 1.0, 0.5));
    vec3  halfV    = normalize(lightDir + vec3(0.0, 0.0, 1.0));
    float spec     = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * density;

    // In transparent (non-coverage) areas the background texture is empty black canvas.
    // Replace it with uWaterColor so fluid colour is not contaminated by that black,
    // allowing the CSS backgroundColor to show through correctly via premultiplied alpha.
    vec3 bgRaw = texture2D(uBackground, vUv).rgb;
    vec3 bg    = mix(uWaterColor, bgRaw, coverage);
    vec3 color = bg;

    if (uAlgorithm == 1) {
      // ── glass ──────────────────────────────────────────────────────────────
      // Strong UV distortion only. Image bends but no colour overlay.
      vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);
      vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
      color = refrBg + spec * uGlowColor * 2.5;
      color = mix(color, bg * 0.6, obs * 0.3);

    } else if (uAlgorithm == 2) {
      // ── ink ────────────────────────────────────────────────────────────────
      // Dense opaque pigment that stains. Subtle refraction underneath.
      float inkD  = min(density * 4.0, 1.0);
      vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);
      vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
      color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);
      color = mix(color, bg * 0.5, obs * 0.15);

    } else if (uAlgorithm == 3) {
      // ── aurora ─────────────────────────────────────────────────────────────
      // Velocity field warps background UVs — liquid metal / lava-lamp feel.
      vec2  vel    = texture2D(uVelocity, vUv).xy;
      float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);
      vec2  warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);
      vec3  warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);
      color  = mix(bg, warpBg, velMag * (1.0 - obs));
      color += spec * uGlowColor * velMag * 1.5;
      color += uWaterColor * density * 0.3;
      color  = mix(color, bg * 0.5, obs * 0.2);

    } else if (uAlgorithm == 4) {
      // ── ripple ─────────────────────────────────────────────────────────────
      // Exaggerated normal perturbation + Fresnel rim — calm water surface.
      vec2  rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);
      vec3  refrBg   = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);
      float fresnel  = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;
      color  = refrBg;
      color += fresnel * uGlowColor * 2.0;
      color += spec * uGlowColor * density * 2.0;
      color  = mix(color, bg * 0.5, obs * 0.2);

    } else {
      // ── standard (0) ───────────────────────────────────────────────────────
      // Original: colour overlay blended over refracted background.
      vec2 refrUv = vUv + normal.xy * uRefraction * density;
      vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);
      color  = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));
      color += spec * uGlowColor;
      color  = mix(color, bg * 0.5, obs * 0.2);
    }

    // Premultiplied alpha — transparent where there is neither content nor fluid,
    // letting the CSS backgroundColor on the container div show through.
    float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);
    gl_FragColor = vec4(color * alpha, alpha);
  }
`
);
function Pe(i) {
  const e = { alpha: !0, depth: !1, stencil: !1, antialias: !0, preserveDrawingBuffer: !1 };
  let r = i.getContext("webgl2", e);
  const o = !!r;
  o || (r = i.getContext("webgl", e), r.getExtension("EXT_color_buffer_half_float"));
  const s = o ? null : r.getExtension("OES_texture_half_float"), n = o ? r.HALF_FLOAT : s.HALF_FLOAT_OES;
  return r.getExtension("EXT_color_buffer_float"), r.getExtension("OES_texture_half_float_linear"), {
    gl: r,
    isWebGL2: o,
    ext: {
      internalFormat: o ? r.RGBA16F : r.RGBA,
      format: r.RGBA,
      type: n
    }
  };
}
class O {
  constructor(e, r, o) {
    se(this, "program");
    se(this, "uniforms", {});
    se(this, "_gl");
    this._gl = e, this.program = e.createProgram(), e.attachShader(this.program, this._compile(e.VERTEX_SHADER, r)), e.attachShader(this.program, this._compile(e.FRAGMENT_SHADER, o)), e.linkProgram(this.program);
    const s = e.getProgramParameter(this.program, e.ACTIVE_UNIFORMS);
    for (let n = 0; n < s; n++) {
      const u = e.getActiveUniform(this.program, n).name;
      this.uniforms[u] = e.getUniformLocation(this.program, u);
    }
  }
  _compile(e, r) {
    const o = this._gl, s = o.createShader(e);
    return o.shaderSource(s, r), o.compileShader(s), s;
  }
  bind() {
    this._gl.useProgram(this.program);
  }
  dispose() {
    this._gl.deleteProgram(this.program);
  }
}
function Oe(i) {
  return {
    advection: new O(i, P, we),
    divergence: new O(i, P, Ce),
    pressure: new O(i, P, Se),
    gradientSubtract: new O(i, P, Fe),
    splat: new O(i, P, Xe),
    curl: new O(i, P, Be),
    vorticity: new O(i, P, Ae),
    display: new O(i, P, Le)
  };
}
function ae(i, e, r, o) {
  i.activeTexture(i.TEXTURE0);
  const s = i.createTexture();
  i.bindTexture(i.TEXTURE_2D, s), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_MIN_FILTER, i.LINEAR), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_MAG_FILTER, i.LINEAR), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_WRAP_S, i.CLAMP_TO_EDGE), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_WRAP_T, i.CLAMP_TO_EDGE), i.texImage2D(i.TEXTURE_2D, 0, e.internalFormat, r, o, 0, e.format, e.type, null);
  const n = i.createFramebuffer();
  return i.bindFramebuffer(i.FRAMEBUFFER, n), i.framebufferTexture2D(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0, i.TEXTURE_2D, s, 0), { tex: s, fbo: n, width: r, height: o };
}
function me(i, e, r, o) {
  let s = ae(i, e, r, o), n = ae(i, e, r, o);
  return {
    get read() {
      return s;
    },
    get write() {
      return n;
    },
    swap() {
      [s, n] = [n, s];
    },
    dispose() {
      i.deleteTexture(s.tex), i.deleteFramebuffer(s.fbo), i.deleteTexture(n.tex), i.deleteFramebuffer(n.fbo);
    }
  };
}
function ke(i) {
  const e = i.createBuffer();
  return i.bindBuffer(i.ARRAY_BUFFER, e), i.bufferData(i.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), i.STATIC_DRAW), i.vertexAttribPointer(0, 2, i.FLOAT, !1, 0, 0), i.enableVertexAttribArray(0), function(o) {
    i.bindFramebuffer(i.FRAMEBUFFER, o), i.drawArrays(i.TRIANGLE_FAN, 0, 4);
  };
}
function xe(i, e, r, o, s = "cover") {
  let n;
  s === "cover" ? n = Math.max(r / i, o / e) : s === "contain" ? n = Math.min(r / i, o / e) : typeof s == "string" && s.endsWith("%") ? n = Math.min(r / i, o / e) * (parseFloat(s) / 100) : typeof s == "string" && s.endsWith("px") ? n = parseFloat(s) / Math.max(i, e) : typeof s == "number" ? n = s : n = Math.max(r / i, o / e);
  const u = i * n, T = e * n;
  return { x: (r - u) / 2, y: (o - T) / 2, drawW: u, drawH: T };
}
function Ie(i, e, r, o, s = null, n = "cover") {
  const { text: u, fontSize: T, color: E, fontFamily: c = "sans-serif", fontWeight: h = 900 } = o, R = new OffscreenCanvas(e, r), f = R.getContext("2d");
  ((ue) => {
    if (s) {
      f.clearRect(0, 0, e, r), f.fillStyle = "black", f.fillRect(0, 0, e, r);
      const { x: le, y: ce, drawW: fe, drawH: ve } = xe(
        s.width,
        s.height,
        e,
        r,
        n
      );
      f.drawImage(s, le, ce, fe, ve);
    } else
      f.fillStyle = "black", f.fillRect(0, 0, e, r);
    f.fillStyle = ue, f.font = `${h} ${T}px ${c}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(u, e / 2, r / 2);
  })(E);
  const Y = Q(i, R);
  f.fillStyle = "black", f.fillRect(0, 0, e, r), f.fillStyle = "white", f.font = `${h} ${T}px ${c}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(u, e / 2, r / 2);
  const oe = Q(i, R);
  return { backgroundTex: Y, obstacleTex: oe, coverageTex: oe };
}
function Me(i, e, r, o, s = 0, n = "cover", u = null, T = "cover") {
  const E = new OffscreenCanvas(r, o), c = E.getContext("2d"), { x: h, y: R, drawW: f, drawH: D } = xe(e.width, e.height, r, o, n);
  if (c.clearRect(0, 0, r, o), c.fillStyle = "black", c.fillRect(0, 0, r, o), u) {
    const {
      x: le,
      y: ce,
      drawW: fe,
      drawH: ve
    } = xe(u.width, u.height, r, o, T);
    c.filter = `brightness(${s}) blur(8px)`, c.drawImage(u, le, ce, fe, ve), c.filter = "none";
  }
  c.drawImage(e, h, R, f, D);
  const Y = Q(i, E);
  c.clearRect(0, 0, r, o), c.fillStyle = "black", c.fillRect(0, 0, r, o), c.filter = `brightness(${s}) blur(8px)`, c.drawImage(e, h, R, f, D), c.filter = "none";
  const oe = Q(i, E);
  c.clearRect(0, 0, r, o), c.fillStyle = "black", c.fillRect(0, 0, r, o), c.fillStyle = "white", c.fillRect(
    Math.max(0, h),
    Math.max(0, R),
    Math.min(f, r - Math.max(0, h)),
    Math.min(D, o - Math.max(0, R))
  );
  const ue = Q(i, E);
  return { backgroundTex: Y, obstacleTex: oe, coverageTex: ue };
}
function Q(i, e) {
  const r = i.createTexture();
  return i.bindTexture(i.TEXTURE_2D, r), i.pixelStorei(i.UNPACK_FLIP_Y_WEBGL, !0), i.texImage2D(i.TEXTURE_2D, 0, i.RGBA, i.RGBA, i.UNSIGNED_BYTE, e), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_MIN_FILTER, i.LINEAR), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_MAG_FILTER, i.LINEAR), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_WRAP_S, i.CLAMP_TO_EDGE), i.texParameteri(i.TEXTURE_2D, i.TEXTURE_WRAP_T, i.CLAMP_TO_EDGE), r;
}
async function Ve(i) {
  const e = await fetch(i);
  if (!e.ok)
    throw new Error(`Failed to fetch image: ${i} (${e.status})`);
  const r = await e.blob();
  return createImageBitmap(r);
}
const Ee = typeof requestAnimationFrame < "u" ? requestAnimationFrame.bind(globalThis) : (i) => setTimeout(i, 1e3 / 60), We = typeof cancelAnimationFrame < "u" ? cancelAnimationFrame.bind(globalThis) : clearTimeout, be = 0.016, Ge = { standard: 0, glass: 1, ink: 2, aurora: 3, ripple: 4 };
var V, b, Z, W, H, p, y, k, I, w, g, v, S, F, X, L, U, B, C, j, G, x, _, A, z, ee, N, K, te, Te, M, q, $, J, re, de, ie, pe, ne, Re;
class ze {
  constructor(e, r = {}) {
    // ---------------------------------------------------------------------------
    // Private helpers
    // ---------------------------------------------------------------------------
    l(this, N);
    l(this, te);
    l(this, M);
    l(this, $);
    l(this, re);
    l(this, ie);
    l(this, ne);
    l(this, V, void 0);
    l(this, b, void 0);
    l(this, Z, void 0);
    l(this, W, void 0);
    l(this, H, void 0);
    l(this, p, 0);
    l(this, y, 0);
    l(this, k, 0);
    l(this, I, 0);
    l(this, w, 1);
    l(this, g, null);
    l(this, v, null);
    l(this, S, null);
    l(this, F, null);
    l(this, X, null);
    l(this, L, null);
    l(this, U, null);
    l(this, B, null);
    // binary content mask for transparent canvas support
    l(this, C, null);
    // optional background image (from backgroundSrc prop)
    l(this, j, "cover");
    l(this, G, void 0);
    l(this, x, { x: 0, y: 0, dx: 0, dy: 0, targetX: 0, targetY: 0, moved: !1 });
    // Stores source so textures can be rebuilt on resize
    l(this, _, null);
    l(this, A, null);
    l(this, z, !1);
    l(this, ee, !1);
    a(this, V, e), a(this, G, _e(r));
    const { gl: o, ext: s } = Pe(e);
    a(this, b, o), a(this, Z, s), a(this, W, Oe(o)), a(this, H, ke(o)), o.clearColor(0, 0, 0, 0);
  }
  // ---------------------------------------------------------------------------
  // Public API
  // ---------------------------------------------------------------------------
  setTextSource(e) {
    a(this, _, { type: "text", opts: e }), d(this, N, K).call(this), d(this, M, q).call(this), d(this, $, J).call(this);
  }
  async setImageSource(e, r = 0, o = "cover") {
    const s = await Ve(e);
    if (t(this, ee)) {
      s.close();
      return;
    }
    a(this, _, { type: "image", bitmap: s, effect: r, size: o }), d(this, N, K).call(this), d(this, M, q).call(this), d(this, $, J).call(this);
  }
  setImageBitmap(e, r = 0, o = "cover") {
    a(this, _, { type: "image", bitmap: e, effect: r, size: o }), d(this, N, K).call(this), d(this, M, q).call(this), d(this, $, J).call(this);
  }
  setBackground(e, r = "cover") {
    t(this, C) && t(this, C) !== e && t(this, C).close(), a(this, C, e), a(this, j, r ?? "cover"), t(this, _) && t(this, p) > 0 && d(this, M, q).call(this);
  }
  handleMove(e, r, o = 1) {
    t(this, x).moved = !0, t(this, x).dx = (e - t(this, x).targetX) * o, t(this, x).dy = (r - t(this, x).targetY) * o, t(this, x).targetX = e, t(this, x).targetY = r;
  }
  /**
   * Immediately applies one fluid splat at (x, y) with explicit velocity (vx, vy).
   * Safe to call multiple times per frame — each call writes directly to the FBOs.
   * Designed for programmatic use cases (e.g. particle systems, attractor paths)
   * where you want N independent injection points per frame without flooding the
   * mouse-state machine or the worker message queue.
   */
  splat(e, r, o, s, n = 1) {
    if (!t(this, z) || t(this, p) === 0)
      return;
    const u = t(this, b), T = t(this, G), { splat: E } = t(this, W), c = t(this, H);
    u.viewport(0, 0, t(this, k), t(this, I)), E.bind(), u.uniform1f(E.uniforms.aspectRatio, t(this, p) / t(this, y)), u.uniform2f(E.uniforms.point, e * t(this, w) / t(this, p), 1 - r * t(this, w) / t(this, y)), u.uniform1f(E.uniforms.radius, T.splatRadius), u.uniform1i(E.uniforms.uTarget, 0), u.activeTexture(u.TEXTURE0), u.bindTexture(u.TEXTURE_2D, t(this, v).read.tex), u.uniform3f(E.uniforms.color, o * T.splatForce * n, -s * T.splatForce * n, 0), c(t(this, v).write.fbo), t(this, v).swap(), u.activeTexture(u.TEXTURE0), u.bindTexture(u.TEXTURE_2D, t(this, g).read.tex), u.uniform3f(E.uniforms.color, n, n, n), c(t(this, g).write.fbo), t(this, g).swap();
  }
  resize(e, r, o) {
    if (o !== void 0 ? a(this, w, o) : typeof window < "u" && window.devicePixelRatio && a(this, w, window.devicePixelRatio), e !== void 0 && e > 0) {
      if (r === void 0 || r <= 0)
        return;
      a(this, p, t(this, V).width = e), a(this, y, t(this, V).height = r), a(this, k, e >> 1), a(this, I, r >> 1), d(this, te, Te).call(this);
    } else
      d(this, N, K).call(this);
    t(this, _) && d(this, M, q).call(this), d(this, $, J).call(this);
  }
  updateConfig(e) {
    Object.assign(t(this, G), e);
  }
  destroy() {
    a(this, ee, !0), this.stop();
    const e = t(this, b);
    d(this, re, de).call(this), d(this, ie, pe).call(this), t(this, C) && (t(this, C).close(), a(this, C, null));
    for (const o of Object.values(t(this, W)))
      o.dispose();
    const r = e.getExtension("WEBGL_lose_context");
    r == null || r.loseContext();
  }
  // ---------------------------------------------------------------------------
  // Loop control
  // ---------------------------------------------------------------------------
  start() {
    if (t(this, A) !== null)
      return;
    const e = () => {
      d(this, ne, Re).call(this), a(this, A, Ee(e));
    };
    a(this, A, Ee(e));
  }
  stop() {
    t(this, A) !== null && (We(t(this, A)), a(this, A, null));
  }
  get isRunning() {
    return t(this, A) !== null;
  }
}
V = new WeakMap(), b = new WeakMap(), Z = new WeakMap(), W = new WeakMap(), H = new WeakMap(), p = new WeakMap(), y = new WeakMap(), k = new WeakMap(), I = new WeakMap(), w = new WeakMap(), g = new WeakMap(), v = new WeakMap(), S = new WeakMap(), F = new WeakMap(), X = new WeakMap(), L = new WeakMap(), U = new WeakMap(), B = new WeakMap(), C = new WeakMap(), j = new WeakMap(), G = new WeakMap(), x = new WeakMap(), _ = new WeakMap(), A = new WeakMap(), z = new WeakMap(), ee = new WeakMap(), N = new WeakSet(), K = function() {
  const e = t(this, V);
  "clientWidth" in e && e.clientWidth > 0 ? (a(this, w, typeof window < "u" && window.devicePixelRatio || 1), a(this, p, e.width = Math.round(e.clientWidth * t(this, w))), a(this, y, e.height = Math.round(e.clientHeight * t(this, w)))) : (a(this, p, e.width), a(this, y, e.height)), !(t(this, p) === 0 || t(this, y) === 0) && (a(this, k, t(this, p) >> 1), a(this, I, t(this, y) >> 1), d(this, te, Te).call(this));
}, te = new WeakSet(), Te = function() {
  const e = t(this, b), r = t(this, Z), o = t(this, k), s = t(this, I);
  d(this, re, de).call(this), a(this, g, me(e, r, o, s)), a(this, v, me(e, r, o, s)), a(this, F, me(e, r, o, s)), a(this, S, ae(e, r, o, s)), a(this, X, ae(e, r, o, s));
}, M = new WeakSet(), q = function() {
  if (!(!t(this, _) || t(this, p) === 0)) {
    if (d(this, ie, pe).call(this), t(this, _).type === "text") {
      const { backgroundTex: e, obstacleTex: r, coverageTex: o } = Ie(
        t(this, b),
        t(this, p),
        t(this, y),
        t(this, _).opts,
        t(this, C),
        t(this, j)
      );
      a(this, L, e), a(this, U, r), a(this, B, o);
    } else {
      const { backgroundTex: e, obstacleTex: r, coverageTex: o } = Me(
        t(this, b),
        t(this, _).bitmap,
        t(this, p),
        t(this, y),
        t(this, _).effect,
        t(this, _).size,
        t(this, C),
        t(this, j)
      );
      a(this, L, e), a(this, U, r), a(this, B, o);
    }
    a(this, z, !0);
  }
}, $ = new WeakSet(), J = function() {
  t(this, z) && !this.isRunning && this.start();
}, re = new WeakSet(), de = function() {
  var e, r, o;
  (e = t(this, g)) == null || e.dispose(), (r = t(this, v)) == null || r.dispose(), (o = t(this, F)) == null || o.dispose(), t(this, S) && (t(this, b).deleteTexture(t(this, S).tex), t(this, b).deleteFramebuffer(t(this, S).fbo)), t(this, X) && (t(this, b).deleteTexture(t(this, X).tex), t(this, b).deleteFramebuffer(t(this, X).fbo)), a(this, g, a(this, v, a(this, F, a(this, S, a(this, X, null)))));
}, ie = new WeakSet(), pe = function() {
  t(this, L) && t(this, b).deleteTexture(t(this, L)), t(this, U) && t(this, b).deleteTexture(t(this, U)), t(this, B) && t(this, B) !== t(this, U) && t(this, b).deleteTexture(t(this, B)), a(this, L, a(this, U, a(this, B, null)));
}, ne = new WeakSet(), Re = function() {
  if (!t(this, z) || t(this, p) === 0 || !t(this, g) || !t(this, v))
    return;
  const e = t(this, b), r = t(this, G), { advection: o, divergence: s, pressure: n, gradientSubtract: u, splat: T, curl: E, vorticity: c, display: h } = t(this, W);
  t(this, x).x += (t(this, x).targetX - t(this, x).x) * 0.15, t(this, x).y += (t(this, x).targetY - t(this, x).y) * 0.15;
  const R = t(this, k), f = t(this, I), D = t(this, H);
  e.viewport(0, 0, R, f), o.bind(), e.uniform2f(o.uniforms.texelSize, 1 / R, 1 / f), e.uniform1f(o.uniforms.dt, be), e.uniform1i(o.uniforms.uObstacle, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, U)), e.uniform1f(o.uniforms.dissipation, r.velocityDissipation), e.uniform1i(o.uniforms.uVelocity, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform1i(o.uniforms.uSource, 1), D(t(this, v).write.fbo), t(this, v).swap(), e.uniform1f(o.uniforms.dissipation, r.densityDissipation), e.uniform1i(o.uniforms.uSource, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, t(this, g).read.tex), D(t(this, g).write.fbo), t(this, g).swap(), E.bind(), e.uniform2f(E.uniforms.texelSize, 1 / R, 1 / f), e.uniform1i(E.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), D(t(this, X).fbo), c.bind(), e.uniform2f(c.uniforms.texelSize, 1 / R, 1 / f), e.uniform1f(c.uniforms.curl, r.curl), e.uniform1f(c.uniforms.dt, be), e.uniform1i(c.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform1i(c.uniforms.uCurl, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, X).tex), D(t(this, v).write.fbo), t(this, v).swap(), t(this, x).moved && (T.bind(), e.uniform1f(T.uniforms.aspectRatio, t(this, p) / t(this, y)), e.uniform2f(T.uniforms.point, t(this, x).x * t(this, w) / t(this, p), 1 - t(this, x).y * t(this, w) / t(this, y)), e.uniform1f(T.uniforms.radius, r.splatRadius), e.uniform1i(T.uniforms.uTarget, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform3f(T.uniforms.color, t(this, x).dx * r.splatForce, -t(this, x).dy * r.splatForce, 0), D(t(this, v).write.fbo), t(this, v).swap(), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, g).read.tex), e.uniform3f(T.uniforms.color, 1, 1, 1), D(t(this, g).write.fbo), t(this, g).swap(), t(this, x).moved = !1), s.bind(), e.uniform2f(s.uniforms.texelSize, 1 / R, 1 / f), e.uniform1i(s.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform1i(s.uniforms.uObstacle, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, U)), D(t(this, S).fbo), n.bind(), e.uniform2f(n.uniforms.texelSize, 1 / R, 1 / f), e.uniform1i(n.uniforms.uDivergence, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, S).tex), e.uniform1i(n.uniforms.uObstacle, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, U));
  for (let Y = 0; Y < r.pressureIterations; Y++)
    e.uniform1i(n.uniforms.uPressure, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, t(this, F).read.tex), D(t(this, F).write.fbo), t(this, F).swap();
  u.bind(), e.uniform2f(u.uniforms.texelSize, 1 / R, 1 / f), e.uniform1i(u.uniforms.uPressure, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, F).read.tex), e.uniform1i(u.uniforms.uVelocity, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform1i(u.uniforms.uObstacle, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, t(this, U)), D(t(this, v).write.fbo), t(this, v).swap(), e.viewport(0, 0, t(this, p), t(this, y)), e.bindFramebuffer(e.FRAMEBUFFER, null), e.clear(e.COLOR_BUFFER_BIT), h.bind(), e.uniform2f(h.uniforms.texelSize, 1 / t(this, p), 1 / t(this, y)), e.uniform3fv(h.uniforms.uWaterColor, r.waterColor), e.uniform3fv(h.uniforms.uGlowColor, r.glowColor), e.uniform1f(h.uniforms.uRefraction, r.refraction), e.uniform1f(h.uniforms.uSpecularExp, r.specularExp), e.uniform1f(h.uniforms.uShine, r.shine), e.uniform1f(h.uniforms.uWarpStrength, r.warpStrength ?? 0.015), e.uniform1i(h.uniforms.uAlgorithm, Ge[r.algorithm] ?? 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, t(this, g).read.tex), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, t(this, U)), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, t(this, L)), e.activeTexture(e.TEXTURE3), e.bindTexture(e.TEXTURE_2D, t(this, B)), e.activeTexture(e.TEXTURE4), e.bindTexture(e.TEXTURE_2D, t(this, v).read.tex), e.uniform1i(h.uniforms.uTexture, 0), e.uniform1i(h.uniforms.uObstacle, 1), e.uniform1i(h.uniforms.uBackground, 2), e.uniform1i(h.uniforms.uCoverage, 3), e.uniform1i(h.uniforms.uVelocity, 4), D(null);
};
let m = null;
self.onmessage = async (i) => {
  const { type: e, ...r } = i.data;
  try {
    switch (e) {
      case "init": {
        const { canvas: o, width: s, height: n, config: u, dpr: T } = r;
        o.width = s, o.height = n, m = new ze(o, u), m.resize(s, n, T || 1), self.postMessage({ type: "ready" });
        break;
      }
      case "setTextSource": {
        if (!m)
          return;
        m.setTextSource(r.opts);
        break;
      }
      case "setImageSource": {
        if (!m)
          return;
        await m.setImageSource(
          r.src,
          r.effect,
          r.size
        );
        break;
      }
      case "setImageBitmap": {
        if (!m)
          return;
        m.setImageBitmap(
          r.bitmap,
          r.effect,
          r.size
        );
        break;
      }
      case "setBackground": {
        if (!m)
          return;
        m.setBackground(r.bitmap, r.size);
        break;
      }
      case "splat": {
        if (!m)
          return;
        m.splat(
          r.x,
          r.y,
          r.vx,
          r.vy,
          r.strength ?? 1
        );
        break;
      }
      case "move": {
        if (!m)
          return;
        m.handleMove(r.x, r.y, r.strength ?? 1);
        break;
      }
      case "resize": {
        if (!m)
          return;
        m.resize(r.width, r.height, r.dpr);
        break;
      }
      case "updateConfig": {
        if (!m)
          return;
        m.updateConfig(r.config);
        break;
      }
      case "destroy": {
        m == null || m.destroy(), m = null;
        break;
      }
      default:
        console.warn("[fluidity-js worker] Unknown message type:", e);
    }
  } catch (o) {
    self.postMessage({ type: "error", message: (o == null ? void 0 : o.message) ?? String(o) });
  }
};
", FI = typeof window < "u" && window.Blob && new Blob([atob(zI)], { type: "text/javascript;charset=utf-8" });
674
+ function ng() {
675
+ let C;
676
+ try {
677
+ if (C = FI && (window.URL || window.webkitURL).createObjectURL(FI), !C)
678
+ throw "";
679
+ return new Worker(C);
680
+ } catch {
681
+ return new Worker("data:application/javascript;base64," + zI, { type: "module" });
682
+ } finally {
683
+ C && (window.URL || window.webkitURL).revokeObjectURL(C);
684
+ }
685
+ }
686
+ const rg = typeof Worker < "u" && typeof OffscreenCanvas < "u";
687
+ var p, k, aI, wI, yI, QI;
688
+ class ug {
689
+ constructor(I, { isWorkerEnabled: i = !0, config: e = {} } = {}) {
690
+ // ---------------------------------------------------------------------------
691
+ // Private
692
+ // ---------------------------------------------------------------------------
693
+ n(this, yI);
694
+ n(this, p, null);
695
+ n(this, k, null);
696
+ n(this, aI, void 0);
697
+ n(this, wI, void 0);
698
+ o(this, wI, I), o(this, aI, i && rg), g(this, aI) ? b(this, yI, QI).call(this, I, e) : o(this, k, new fI(I, e));
699
+ }
700
+ // ---------------------------------------------------------------------------
701
+ // Source setters
702
+ // ---------------------------------------------------------------------------
703
+ setTextSource(I) {
704
+ g(this, p) ? g(this, p).postMessage({ type: "setTextSource", opts: I }) : g(this, k).setTextSource(I);
705
+ }
706
+ setImageSource(I, i = q.effect, e = q.imageSize) {
707
+ if (g(this, p)) {
708
+ const l = new URL(I, location.href).href;
709
+ g(this, p).postMessage({ type: "setImageSource", src: l, effect: i, size: e });
710
+ } else
711
+ g(this, k).setImageSource(I, i, e);
712
+ }
713
+ setBackground(I, i = "cover") {
714
+ var e;
715
+ if (g(this, p)) {
716
+ const l = I ? [I] : [];
717
+ g(this, p).postMessage({ type: "setBackground", bitmap: I ?? null, size: i }, l);
718
+ } else
719
+ (e = g(this, k)) == null || e.setBackground(I ?? null, i);
720
+ }
721
+ // ---------------------------------------------------------------------------
722
+ // Interaction
723
+ // ---------------------------------------------------------------------------
724
+ /**
725
+ * Immediately injects one splat at (x, y) with explicit velocity (vx, vy).
726
+ * Safe to call multiple times per frame. See FluidSimulation.splat for details.
727
+ */
728
+ splat(I, i, e, l, s = 1) {
729
+ g(this, p) ? g(this, p).postMessage({ type: "splat", x: I, y: i, vx: e, vy: l, strength: s }) : g(this, k).splat(I, i, e, l, s);
730
+ }
731
+ handleMove(I, i, e = 1) {
732
+ g(this, p) ? g(this, p).postMessage({ type: "move", x: I, y: i, strength: e }) : g(this, k).handleMove(I, i, e);
733
+ }
734
+ // ---------------------------------------------------------------------------
735
+ // Config + control
736
+ // ---------------------------------------------------------------------------
737
+ updateConfig(I) {
738
+ g(this, p) ? g(this, p).postMessage({ type: "updateConfig", config: I }) : g(this, k).updateConfig(I);
739
+ }
740
+ resize(I, i) {
741
+ if (g(this, p)) {
742
+ const e = typeof window < "u" && window.devicePixelRatio || 1;
743
+ g(this, p).postMessage({ type: "resize", width: I, height: i, dpr: e });
744
+ } else
745
+ g(this, k).resize(I, i);
746
+ }
747
+ destroy() {
748
+ var I;
749
+ if (g(this, p)) {
750
+ const i = g(this, p);
751
+ o(this, p, null), i.postMessage({ type: "destroy" }), setTimeout(() => i.terminate(), 50);
752
+ } else
753
+ (I = g(this, k)) == null || I.destroy(), o(this, k, null);
754
+ }
755
+ }
756
+ p = new WeakMap(), k = new WeakMap(), aI = new WeakMap(), wI = new WeakMap(), yI = new WeakSet(), QI = function(I, i) {
757
+ const e = typeof window < "u" && window.devicePixelRatio || 1, l = Math.round(I.clientWidth * e), s = Math.round(I.clientHeight * e);
758
+ I.width = l, I.height = s;
759
+ let t;
760
+ try {
761
+ t = I.transferControlToOffscreen();
762
+ } catch {
763
+ console.warn(
764
+ "[fluidity-js] OffscreenCanvas transfer failed — falling back to main-thread mode. This is expected in React StrictMode development."
765
+ ), o(this, aI, !1), o(this, k, new fI(I, i));
766
+ return;
767
+ }
768
+ const m = o(this, p, new ng());
769
+ m.onerror = (r) => {
770
+ console.error("[fluidity-js] Worker error:", r.message);
771
+ }, m.onmessage = (r) => {
772
+ r.data.type === "error" && console.error("[fluidity-js] Simulation error:", r.data.message);
773
+ }, m.postMessage({ type: "init", canvas: t, width: l, height: s, config: i, dpr: e }, [t]);
774
+ };
775
+ function OI(C, { isWorkerEnabled: I = !0, config: i = {} } = {}) {
776
+ const e = bI(null), l = bI({ isWorkerEnabled: I, config: i });
777
+ return Q(() => {
778
+ const s = C.current;
779
+ if (!s)
780
+ return;
781
+ const t = document.createElement("canvas");
782
+ t.style.cssText = "position:absolute;inset:0;width:100%;height:100%;display:block;", s.appendChild(t);
783
+ const m = window.devicePixelRatio || 1, r = s.getBoundingClientRect(), a = Math.round((r.width || s.clientWidth) * m) || 0, u = Math.round((r.height || s.clientHeight) * m) || 0;
784
+ a > 0 && (t.width = a, t.height = u);
785
+ const { isWorkerEnabled: S, config: A } = l.current, h = new ug(t, { isWorkerEnabled: S, config: A });
786
+ e.current = h;
787
+ const v = new ResizeObserver((Y) => {
788
+ for (const K of Y) {
789
+ const D = window.devicePixelRatio || 1, { inlineSize: c, blockSize: w } = K.contentBoxSize[0];
790
+ h.resize(Math.round(c * D), Math.round(w * D));
791
+ }
792
+ });
793
+ return v.observe(s), () => {
794
+ v.disconnect(), h.destroy(), t.remove(), e.current = null;
795
+ };
796
+ }, []), e;
797
+ }
798
+ const hg = xI(function({
799
+ text: I,
800
+ fontSize: i = j.fontSize,
801
+ color: e = j.color,
802
+ fontFamily: l = j.fontFamily,
803
+ fontWeight: s = j.fontWeight,
804
+ className: t,
805
+ style: m,
806
+ config: r,
807
+ preset: a,
808
+ algorithm: u,
809
+ backgroundColor: S = j.backgroundColor,
810
+ backgroundSrc: A,
811
+ backgroundSize: h = j.backgroundSize,
812
+ isMouseEnabled: v = j.isMouseEnabled,
813
+ isWorkerEnabled: Y = j.isWorkerEnabled
814
+ }, K) {
815
+ const D = bI(null), c = OI(D, {
816
+ isWorkerEnabled: Y,
817
+ config: uI({ ...r, ...u ? { algorithm: u } : {} }, a, kI)
818
+ });
819
+ MI(
820
+ K,
821
+ () => ({
822
+ reset() {
823
+ var d;
824
+ (d = c.current) == null || d.setTextSource({ text: I, fontSize: i, color: e, fontFamily: l, fontWeight: s });
825
+ },
826
+ move({ x: d, y: G, strength: L = 1 }) {
827
+ var B;
828
+ (B = c.current) == null || B.handleMove(d, G, L);
829
+ },
830
+ splat(d, G, L, B, T = 1) {
831
+ var O;
832
+ (O = c.current) == null || O.splat(d, G, L, B, T);
833
+ },
834
+ updateConfig(d) {
835
+ var G;
836
+ (G = c.current) == null || G.updateConfig(d);
837
+ }
838
+ }),
839
+ [I, i, e, l, s]
840
+ ), Q(() => {
841
+ var d;
842
+ (d = c.current) == null || d.setTextSource({ text: I, fontSize: i, color: e, fontFamily: l, fontWeight: s });
843
+ }, [I, i, e, l, s]);
844
+ const w = JSON.stringify(r);
845
+ return Q(() => {
846
+ var d;
847
+ (d = c.current) == null || d.updateConfig(
848
+ uI({ ...r, ...u !== void 0 ? { algorithm: u } : {} }, a, kI)
849
+ );
850
+ }, [a, u, w]), Q(() => {
851
+ var G;
852
+ if (!A) {
853
+ (G = c.current) == null || G.setBackground(null);
854
+ return;
855
+ }
856
+ let d = !1;
857
+ return XI(A).then((L) => {
858
+ var B;
859
+ if (d) {
860
+ L.close();
861
+ return;
862
+ }
863
+ (B = c.current) == null || B.setBackground(L, h);
864
+ }).catch((L) => console.error("[fluidity-js] backgroundSrc load failed:", L)), () => {
865
+ d = !0;
866
+ };
867
+ }, [A, h]), Q(() => {
868
+ if (!v)
869
+ return;
870
+ const d = D.current;
871
+ if (!d)
872
+ return;
873
+ const G = (B) => {
874
+ var O;
875
+ const T = d.getBoundingClientRect();
876
+ (O = c.current) == null || O.handleMove(B.clientX - T.left, B.clientY - T.top, 2);
877
+ }, L = (B) => {
878
+ var UI;
879
+ B.preventDefault();
880
+ const T = d.getBoundingClientRect(), O = B.touches[0];
881
+ (UI = c.current) == null || UI.handleMove(O.clientX - T.left, O.clientY - T.top, 1);
882
+ };
883
+ return d.addEventListener("mousemove", G), d.addEventListener("touchmove", L, { passive: !1 }), () => {
884
+ d.removeEventListener("mousemove", G), d.removeEventListener("touchmove", L);
885
+ };
886
+ }, [v]), /* @__PURE__ */ TI(
887
+ "div",
888
+ {
889
+ ref: D,
890
+ className: t,
891
+ style: {
892
+ position: "relative",
893
+ display: "block",
894
+ width: "100%",
895
+ height: "100%",
896
+ background: S,
897
+ ...m
898
+ }
899
+ }
900
+ );
901
+ }), Sg = xI(function({
902
+ src: I,
903
+ effect: i = q.effect,
904
+ imageSize: e = q.imageSize,
905
+ className: l,
906
+ style: s,
907
+ config: t,
908
+ preset: m,
909
+ algorithm: r,
910
+ backgroundColor: a = q.backgroundColor,
911
+ backgroundSrc: u,
912
+ backgroundSize: S = q.backgroundSize,
913
+ isMouseEnabled: A = q.isMouseEnabled,
914
+ isWorkerEnabled: h = q.isWorkerEnabled
915
+ }, v) {
916
+ const Y = bI(null), K = OI(Y, {
917
+ isWorkerEnabled: h,
918
+ config: uI({ ...t, ...r ? { algorithm: r } : {} }, m)
919
+ });
920
+ MI(
921
+ v,
922
+ () => ({
923
+ reset() {
924
+ var c;
925
+ I && ((c = K.current) == null || c.setImageSource(I, i, e));
926
+ },
927
+ move({ x: c, y: w, strength: d = 1 }) {
928
+ var G;
929
+ (G = K.current) == null || G.handleMove(c, w, d);
930
+ },
931
+ splat(c, w, d, G, L = 1) {
932
+ var B;
933
+ (B = K.current) == null || B.splat(c, w, d, G, L);
934
+ },
935
+ updateConfig(c) {
936
+ var w;
937
+ (w = K.current) == null || w.updateConfig(c);
938
+ }
939
+ }),
940
+ [I, i, e]
941
+ ), Q(() => {
942
+ var c;
943
+ I && ((c = K.current) == null || c.setImageSource(I, i, e));
944
+ }, [I, i, e]);
945
+ const D = JSON.stringify(t);
946
+ return Q(() => {
947
+ var c;
948
+ (c = K.current) == null || c.updateConfig(
949
+ uI({ ...t, ...r !== void 0 ? { algorithm: r } : {} }, m)
950
+ );
951
+ }, [m, r, D]), Q(() => {
952
+ var w;
953
+ if (!u) {
954
+ (w = K.current) == null || w.setBackground(null);
955
+ return;
956
+ }
957
+ let c = !1;
958
+ return XI(u).then((d) => {
959
+ var G;
960
+ if (c) {
961
+ d.close();
962
+ return;
963
+ }
964
+ (G = K.current) == null || G.setBackground(d, S);
965
+ }).catch((d) => console.error("[fluidity-js] backgroundSrc load failed:", d)), () => {
966
+ c = !0;
967
+ };
968
+ }, [u, S]), Q(() => {
969
+ if (!A)
970
+ return;
971
+ const c = Y.current;
972
+ if (!c)
973
+ return;
974
+ const w = (G) => {
975
+ var B;
976
+ const L = c.getBoundingClientRect();
977
+ (B = K.current) == null || B.handleMove(G.clientX - L.left, G.clientY - L.top, 2);
978
+ }, d = (G) => {
979
+ var T;
980
+ G.preventDefault();
981
+ const L = c.getBoundingClientRect(), B = G.touches[0];
982
+ (T = K.current) == null || T.handleMove(B.clientX - L.left, B.clientY - L.top, 1);
983
+ };
984
+ return c.addEventListener("mousemove", w), c.addEventListener("touchmove", d, { passive: !1 }), () => {
985
+ c.removeEventListener("mousemove", w), c.removeEventListener("touchmove", d);
986
+ };
987
+ }, [A]), /* @__PURE__ */ TI(
988
+ "div",
989
+ {
990
+ ref: Y,
991
+ className: l,
992
+ style: {
993
+ position: "relative",
994
+ display: "block",
995
+ width: "100%",
996
+ height: "100%",
997
+ background: a,
998
+ ...s
999
+ }
1000
+ }
1001
+ );
1002
+ });
1003
+ export {
1004
+ JI as DEFAULT_CONFIG,
1005
+ kI as DEFAULT_CONFIG_TEXT,
1006
+ q as DEFAULT_PROPS_IMAGE,
1007
+ EI as DEFAULT_PROPS_SHARED,
1008
+ j as DEFAULT_PROPS_TEXT,
1009
+ ug as FluidController,
1010
+ Sg as FluidImage,
1011
+ fI as FluidSimulation,
1012
+ hg as FluidText,
1013
+ _I as PRESETS,
1014
+ XI as loadImageBitmap,
1015
+ uI as mergeConfig,
1016
+ OI as useFluid
1017
+ };