@mkbabb/glass-ui 3.8.0 → 3.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (228) hide show
  1. package/README.md +1 -6
  2. package/dist/{CardAction-q2qHCJFG.js → CardAction-DuArVky-.js} +4 -4
  3. package/dist/{CommandShortcut-SzWRhROC.js → CommandShortcut-CefCj5mt.js} +7 -7
  4. package/dist/{ContextMenuSubContent-Do977Cbf.js → ContextMenuSubContent-Bhg4f5jX.js} +3 -3
  5. package/dist/{DataTable-CvlWXz65.js → DataTable-CUHMukiQ.js} +1 -1
  6. package/dist/{DialogContent-DjZWT3lK.js → DialogContent-BRkT1cjP.js} +1 -1
  7. package/dist/{MetricBadge-lTc002u2.js → MetricBadge-BZVWIxNy.js} +6 -4
  8. package/dist/{Notification-BxK8LZMw.js → Notification-DLMhblXR.js} +2 -2
  9. package/dist/{NumberFieldContent-CLNVR1iY.js → NumberFieldContent-BbLOh8RU.js} +2 -2
  10. package/dist/{SelectScrollDownButton-C7TRe-ep.js → SelectScrollDownButton-T32cVFeM.js} +3 -3
  11. package/dist/{SelectSeparator-L8pPEn4L.js → SelectSeparator-C4Ql0gzV.js} +1 -1
  12. package/dist/{Switch-LDKLmmgx.js → Switch-Ch-k3Rv-.js} +1 -1
  13. package/dist/{TabsList-qyHZ2lKY.js → TabsList-B8CVOQPC.js} +2 -2
  14. package/dist/{Toaster-CabYEEF_.js → Toaster-1rYWrmAm.js} +1 -1
  15. package/dist/{ToggleGroupItem-CkXUcBlt.js → ToggleGroupItem-Cev4pOVK.js} +4 -4
  16. package/dist/animated-digit.js +1 -1
  17. package/dist/api/index.d.ts +2 -1
  18. package/dist/api.js +1 -1
  19. package/dist/aurora.js +236 -545
  20. package/dist/{badge-DHQrc_GQ.js → badge-CaoFJzRb.js} +5 -5
  21. package/dist/badge.js +1 -1
  22. package/dist/{button-CAywcrhO.js → button-DN39cGqL.js} +13 -12
  23. package/dist/button.js +1 -1
  24. package/dist/card.js +1 -1
  25. package/dist/carousel.js +1 -1
  26. package/dist/color.js +1 -1
  27. package/dist/command.js +1 -1
  28. package/dist/{compile-BBTRjvQS.js → compile-BOXjLUxu.js} +24 -24
  29. package/dist/components/custom/aurora/composables/atoms.d.ts +21 -4
  30. package/dist/components/custom/aurora/composables/runtime.d.ts +0 -9
  31. package/dist/components/custom/aurora/composables/uniformBridge.d.ts +0 -11
  32. package/dist/components/custom/aurora/constants/renderMode.d.ts +0 -32
  33. package/dist/components/custom/aurora/constants/shaders/brush.glsl.d.ts +1 -1
  34. package/dist/components/custom/aurora/constants/shaders/mediums.glsl.d.ts +2 -2
  35. package/dist/components/custom/aurora/constants/shaders/tonemap.glsl.d.ts +1 -1
  36. package/dist/components/custom/aurora/index.d.ts +1 -1
  37. package/dist/components/custom/configurator/ConfiguratorLayer.vue.d.ts +1 -1
  38. package/dist/components/custom/constellation/Constellation.vue.d.ts +73 -1
  39. package/dist/components/custom/constellation/constellationField.d.ts +255 -3
  40. package/dist/components/custom/constellation/index.d.ts +2 -2
  41. package/dist/components/custom/dock/DockSeparator.vue.d.ts +3 -0
  42. package/dist/components/custom/dock/DockTabButton.vue.d.ts +4 -3
  43. package/dist/components/custom/dock/GlassDock.vue.d.ts +45 -63
  44. package/dist/components/custom/dock/composables/dockContext.d.ts +7 -0
  45. package/dist/components/custom/dock/index.d.ts +2 -1
  46. package/dist/components/custom/expandable-container/ExpandableContainer.vue.d.ts +29 -0
  47. package/dist/components/custom/fourier-field/FourierField.vue.d.ts +6 -0
  48. package/dist/components/custom/fourier-field/index.d.ts +25 -1
  49. package/dist/components/custom/fourier-field/math.d.ts +3 -8
  50. package/dist/components/custom/goo-blob/GooBlob.vue.d.ts +8 -10
  51. package/dist/components/custom/goo-blob/composables/useBlobMood.d.ts +19 -5
  52. package/dist/components/custom/goo-blob/composables/useMetaballRenderer.d.ts +6 -14
  53. package/dist/components/custom/goo-blob/index.d.ts +1 -1
  54. package/dist/components/custom/goo-blob/types.d.ts +59 -25
  55. package/dist/components/custom/handmark/HandMark.vue.d.ts +29 -0
  56. package/dist/components/custom/handmark/brush.d.ts +219 -0
  57. package/dist/components/custom/handmark/freehand.d.ts +69 -0
  58. package/dist/components/custom/handmark/geometry.d.ts +32 -0
  59. package/dist/components/custom/handmark/index.d.ts +21 -0
  60. package/dist/components/custom/handmark/ink.d.ts +11 -0
  61. package/dist/components/custom/handmark/texture.d.ts +39 -0
  62. package/dist/components/custom/handmark/types.d.ts +53 -0
  63. package/dist/components/custom/handmark/useHandMark.d.ts +66 -0
  64. package/dist/components/custom/metric-badge/MetricBadge.vue.d.ts +8 -0
  65. package/dist/components/custom/tabs/SegmentedTabs.vue.d.ts +92 -0
  66. package/dist/components/custom/tabs/composables/useTabIndicator.d.ts +49 -0
  67. package/dist/components/custom/tabs/index.d.ts +2 -5
  68. package/dist/components/ui/button/index.d.ts +1 -1
  69. package/dist/components/ui/card/Card.vue.d.ts +5 -3
  70. package/dist/components/ui/carousel/CarouselNext.vue.d.ts +1 -1
  71. package/dist/components/ui/carousel/CarouselPrevious.vue.d.ts +1 -1
  72. package/dist/components/ui/carousel/GlassCarouselPager.vue.d.ts +3 -4
  73. package/dist/components/ui/slider/index.d.ts +22 -11
  74. package/dist/components/ui/tabs/TabsList.vue.d.ts +1 -1
  75. package/dist/composables/color/index.d.ts +12 -7
  76. package/dist/composables/context/createContext.d.ts +1 -1
  77. package/dist/composables/glass/webgl/shaders/procedural-color.glsl.d.ts +1 -6
  78. package/dist/composables/motion/core/index.d.ts +1 -0
  79. package/dist/composables/motion/useRouteTransition.d.ts +42 -0
  80. package/dist/configurator.js +1 -1
  81. package/dist/confirm-dialog.js +1 -1
  82. package/dist/constellation.js +212 -72
  83. package/dist/context-menu.js +1 -1
  84. package/dist/controls.js +1 -1
  85. package/dist/dark.js +1 -1
  86. package/dist/data-table.js +1 -1
  87. package/dist/deck-progress.js +1 -1
  88. package/dist/dialog.js +1 -1
  89. package/dist/dock.js +257 -243
  90. package/dist/{dropdown-menu-B_4bWyyG.js → dropdown-menu-D77jX6Df.js} +3 -3
  91. package/dist/dropdown-menu.js +1 -1
  92. package/dist/expandable-container.js +61 -38
  93. package/dist/forms.js +5 -5
  94. package/dist/fourier-field.js +89 -97
  95. package/dist/fourier-math.d.ts +1 -0
  96. package/dist/fourier-math.js +2 -0
  97. package/dist/glass-panel.js +1 -1
  98. package/dist/glass-ui.css +1 -1
  99. package/dist/glass-ui.js +107 -109
  100. package/dist/goo-blob.js +316 -297
  101. package/dist/handmark.d.ts +1 -0
  102. package/dist/handmark.js +609 -0
  103. package/dist/hover-popover.js +1 -1
  104. package/dist/icon-tooltip.js +1 -1
  105. package/dist/index.d.ts +1 -2
  106. package/dist/keyboard.js +1 -1
  107. package/dist/labeled-field.js +5 -5
  108. package/dist/math-DTpRVC0e.js +27 -0
  109. package/dist/{menuItemVariants-DKM85SNE.js → menuItemVariants-CCoBNkU5.js} +1 -1
  110. package/dist/metric-badge.js +1 -1
  111. package/dist/metric-stack.js +1 -1
  112. package/dist/motion-core.js +70 -69
  113. package/dist/motion.js +2 -2
  114. package/dist/notification.js +1 -1
  115. package/dist/number-field.js +1 -1
  116. package/dist/pulse.js +1 -1
  117. package/dist/reactive.js +1 -1
  118. package/dist/scrolling-text.js +1 -1
  119. package/dist/search.js +4 -4
  120. package/dist/select.js +2 -2
  121. package/dist/{slider-D9puf-Ko.js → slider-CyzcxBoh.js} +6 -6
  122. package/dist/slider.js +1 -1
  123. package/dist/sortable-list.js +1 -1
  124. package/dist/status-dot.js +17 -16
  125. package/dist/styles/animations.css +80 -20
  126. package/dist/styles/cards.css +2 -2
  127. package/dist/styles/components.css +1 -1
  128. package/dist/styles/dock/density.css +230 -0
  129. package/dist/styles/dock/layer-group.css +275 -0
  130. package/dist/styles/dock/layers.css +355 -0
  131. package/dist/styles/dock/morph.css +244 -0
  132. package/dist/styles/dock/overflow.css +201 -0
  133. package/dist/styles/dock/shell.css +457 -0
  134. package/dist/styles/dock-controls.css +205 -55
  135. package/dist/styles/dock.css +42 -1349
  136. package/dist/styles/drawer.css +12 -4
  137. package/dist/styles/glass.css +535 -78
  138. package/dist/styles/index.css +12 -11
  139. package/dist/styles/paper.css +68 -2
  140. package/dist/styles/theme.css +58 -0
  141. package/dist/styles/tokens.css +601 -69
  142. package/dist/styles/transitions.css +20 -2
  143. package/dist/styles/utilities.css +218 -78
  144. package/dist/styles/view-transition.css +51 -0
  145. package/dist/switch.js +1 -1
  146. package/dist/tabs.js +182 -151
  147. package/dist/timeline.js +1 -1
  148. package/dist/toast.js +1 -1
  149. package/dist/toggle-group.js +1 -1
  150. package/dist/{useAnimatedNumber-C_3wZLx4.js → useAnimatedNumber-Bcpy5Etf.js} +1 -1
  151. package/dist/{useConfiguratorState-CMff4GzH.js → useConfiguratorState-DxAqksK6.js} +21 -10
  152. package/dist/{useGlassRenderer-5I0YkI4t.js → useGlassRenderer-D7YGOYiM.js} +1 -1
  153. package/dist/useViewTransition-DaN5Zrox.js +21 -0
  154. package/dist/vReveal-zUIQk-rJ.js +53 -0
  155. package/dist/watercolor-dot.js +1 -1
  156. package/package.json +80 -39
  157. package/src/styles/animations.css +80 -20
  158. package/src/styles/cards.css +2 -2
  159. package/src/styles/dock/density.css +230 -0
  160. package/src/styles/dock/layer-group.css +275 -0
  161. package/src/styles/dock/layers.css +355 -0
  162. package/src/styles/dock/morph.css +244 -0
  163. package/src/styles/dock/overflow.css +201 -0
  164. package/src/styles/dock/shell.css +457 -0
  165. package/src/styles/dock-controls.css +205 -55
  166. package/src/styles/dock.css +42 -1349
  167. package/src/styles/drawer.css +12 -4
  168. package/src/styles/glass.css +535 -78
  169. package/src/styles/index.css +12 -11
  170. package/src/styles/paper.css +68 -2
  171. package/src/styles/theme.css +58 -0
  172. package/src/styles/tokens.css +601 -69
  173. package/src/styles/transitions.css +20 -2
  174. package/src/styles/utilities.css +218 -78
  175. package/src/styles/view-transition.css +51 -0
  176. package/dist/DiscoGlyph-CG0F410s.js +0 -132
  177. package/dist/GlyphFace-DRjDkB0s.js +0 -51
  178. package/dist/UnderlineTabs-Uxn-R3MT.js +0 -39
  179. package/dist/components/custom/aurora/composables/gpuRuntime.d.ts +0 -16
  180. package/dist/components/custom/aurora/constants/shaders/aurora.wgsl.d.ts +0 -7
  181. package/dist/components/custom/aurora/constants/shaders/painterly.wgsl.d.ts +0 -7
  182. package/dist/components/custom/aurora/constants/shaders/wake.wgsl.d.ts +0 -4
  183. package/dist/components/custom/disco-glyph/DiscoGlyph.vue.d.ts +0 -58
  184. package/dist/components/custom/disco-glyph/index.d.ts +0 -1
  185. package/dist/components/custom/glass-carousel/GlassCarousel.vue.d.ts +0 -36
  186. package/dist/components/custom/glass-carousel/GlassCarouselItem.vue.d.ts +0 -28
  187. package/dist/components/custom/glass-carousel/index.d.ts +0 -4
  188. package/dist/components/custom/glass-carousel/useGlassCarousel.d.ts +0 -30
  189. package/dist/components/custom/glyph-face/GlyphFace.vue.d.ts +0 -64
  190. package/dist/components/custom/glyph-face/index.d.ts +0 -2
  191. package/dist/components/custom/glyph-face/keys.d.ts +0 -9
  192. package/dist/components/custom/responsive-tabs/ResponsiveTabs.vue.d.ts +0 -73
  193. package/dist/components/custom/responsive-tabs/index.d.ts +0 -2
  194. package/dist/components/custom/tabs/BouncyTabs.vue.d.ts +0 -27
  195. package/dist/components/custom/tabs/BouncyToggle.vue.d.ts +0 -60
  196. package/dist/components/custom/tabs/UnderlineTabs.vue.d.ts +0 -20
  197. package/dist/components/custom/tabs/composables/useBouncySlider.d.ts +0 -39
  198. package/dist/composables/glass/createGPUCanvas.d.ts +0 -40
  199. package/dist/disco-glyph.d.ts +0 -1
  200. package/dist/disco-glyph.js +0 -2
  201. package/dist/glass-carousel.d.ts +0 -1
  202. package/dist/glass-carousel.js +0 -219
  203. package/dist/glyph-face.d.ts +0 -1
  204. package/dist/glyph-face.js +0 -3
  205. package/dist/keys-BsYjEFOW.js +0 -9
  206. package/dist/responsive-tabs.d.ts +0 -1
  207. package/dist/responsive-tabs.js +0 -95
  208. package/dist/styles/disco-glyph.css +0 -26
  209. package/dist/styles/glyph-face.css +0 -92
  210. package/dist/vReveal-CqaCz_mC.js +0 -44
  211. package/src/styles/disco-glyph.css +0 -26
  212. package/src/styles/glyph-face.css +0 -92
  213. /package/dist/{DeckProgress-AVgbIULY.js → DeckProgress-Dmk4_AKN.js} +0 -0
  214. /package/dist/{HoverPopover-D56O6Ylp.js → HoverPopover-2LOIW34a.js} +0 -0
  215. /package/dist/{IconTooltip-D2T5nYOM.js → IconTooltip-Cus0fvK0.js} +0 -0
  216. /package/dist/{Input-DVG_J0ne.js → Input-xuDwALQR.js} +0 -0
  217. /package/dist/{ScrollingText-CVyqxvfv.js → ScrollingText-BPP84wKo.js} +0 -0
  218. /package/dist/{color-DMLTunJK.js → color-C5ls_QF7.js} +0 -0
  219. /package/dist/{constants-BPOqYJAm.js → constants-yKeKnE84.js} +0 -0
  220. /package/dist/{presets-D1XPuTj-.js → presets-Dkdv55Gt.js} +0 -0
  221. /package/dist/{prng-COGhh02-.js → prng-D27-B3tK.js} +0 -0
  222. /package/dist/{useGlobalDark-D3EBWzXK.js → useGlobalDark-d6waty-X.js} +0 -0
  223. /package/dist/{useIntersectionPause-Bj4sPkMh.js → useIntersectionPause-Cck5Uxk8.js} +0 -0
  224. /package/dist/{useInterval-CcLfq2WU.js → useInterval-Dsmqwi03.js} +0 -0
  225. /package/dist/{useKeyboardShortcuts-BXWXOZ-9.js → useKeyboardShortcuts-CyIYrndH.js} +0 -0
  226. /package/dist/{useScrollProgress-C9ysDic5.js → useScrollProgress-CffFGLa5.js} +0 -0
  227. /package/dist/{useSortable-MGAbCGVJ.js → useSortable-C8ReQ50P.js} +0 -0
  228. /package/dist/{useTextHighlight-9nMW23Qb.js → useTextHighlight-CWEi25hf.js} +0 -0
package/dist/goo-blob.js CHANGED
@@ -1,77 +1,91 @@
1
1
  import { t as e } from "./_plugin-vue_export-helper-ok8pgSl5.js";
2
2
  import { t } from "./useResolveTokenColor-r9pnNjqK.js";
3
- import { d as n, l as r, n as i, o as a, r as o, s, t as c } from "./compile-BBTRjvQS.js";
4
- import { t as l } from "./useIntersectionPause-Bj4sPkMh.js";
5
- import { n as u, t as d } from "./prng-COGhh02-.js";
6
- import { computed as f, createElementBlock as p, createElementVNode as m, defineComponent as h, inject as g, normalizeStyle as _, onScopeDispose as v, onUnmounted as y, openBlock as b, readonly as x, ref as S, useTemplateRef as C, watch as w } from "vue";
7
- import { SpringProgress as T } from "@mkbabb/keyframes.js";
3
+ import { a as n, c as r, n as i, o as a, r as o, s, t as c } from "./compile-BOXjLUxu.js";
4
+ import { s as l, t as u } from "./color-C5ls_QF7.js";
5
+ import { t as d } from "./useIntersectionPause-Cck5Uxk8.js";
6
+ import { n as f, t as p } from "./prng-D27-B3tK.js";
7
+ import { computed as m, createElementBlock as h, createElementVNode as g, defineComponent as _, inject as v, normalizeStyle as y, onScopeDispose as b, onUnmounted as x, openBlock as S, readonly as C, ref as w, useTemplateRef as T, watch as E } from "vue";
8
+ import { SpringProgress as D } from "@mkbabb/keyframes.js";
8
9
  //#region src/components/custom/goo-blob/types.ts
9
- var E = {
10
- canvasSize: 200,
11
- bodyRadius: .22,
12
- satelliteCount: 3,
13
- satelliteRadius: .082,
14
- orbitRadius: .17,
10
+ var O = {
11
+ geometry: {
12
+ canvasSize: 200,
13
+ bodyRadius: .22,
14
+ satelliteCount: 3,
15
+ satelliteRadius: .082,
16
+ orbitRadius: .17,
17
+ eccentricity: .05
18
+ },
19
+ satellites: {
20
+ mergeDuration: 1800,
21
+ absorbedDuration: [2e3, 4e3],
22
+ emergeDuration: 2200,
23
+ orbitDuration: [8e3, 14e3]
24
+ },
25
+ membrane: {
26
+ smoothK: .05,
27
+ merge: "quadratic",
28
+ noiseAmp: .038,
29
+ noiseFreq: 3.5,
30
+ noiseSpeed: .08,
31
+ warpAmp: .35,
32
+ pulseFreq: .3,
33
+ pulseAmp: .008
34
+ },
35
+ color: {
36
+ paletteStops: [
37
+ "#b5947f",
38
+ "#d4b27d",
39
+ "#dad6b1"
40
+ ],
41
+ hueRange: 5,
42
+ satShift: 0,
43
+ brightnessShift: 0,
44
+ colorNoiseFreq: 2,
45
+ colorNoiseSpeed: .05
46
+ },
47
+ surface: {
48
+ lit: !0,
49
+ rimColor: "#8c694e",
50
+ lightDir: [
51
+ .4,
52
+ .7,
53
+ .6
54
+ ],
55
+ specStrength: .16,
56
+ specShininess: 20,
57
+ rimPower: 2.5,
58
+ rimStrength: .32,
59
+ iridescence: .09,
60
+ iridHue: 85,
61
+ iridSpeed: .06,
62
+ sssScale: .1,
63
+ sssPower: 2,
64
+ coreGlow: .06
65
+ },
66
+ interaction: {
67
+ pointerAttraction: .35,
68
+ pointerStrength: .1,
69
+ stretch: .5,
70
+ clickImpulse: .5
71
+ },
15
72
  quality: "full",
16
- tempo: 1,
17
- smoothK: .05,
18
- merge: "quadratic",
19
- noiseAmp: .038,
20
- noiseFreq: 3.5,
21
- noiseSpeed: .08,
22
- warpAmp: .35,
23
- pulseFreq: .3,
24
- pulseAmp: .008,
25
- hueRange: 5,
26
- satShift: 0,
27
- brightnessShift: 0,
28
- colorNoiseFreq: 2,
29
- colorNoiseSpeed: .05,
30
- paletteStops: [],
31
- iridescence: .18,
32
- iridHue: 85,
33
- iridSpeed: .06,
34
- sssScale: .2,
35
- sssPower: 2,
36
- coreGlow: .1,
37
- lit: !0,
38
- rimColor: "var(--foreground)",
39
- lightDir: [
40
- .4,
41
- .7,
42
- .6
43
- ],
44
- specStrength: .9,
45
- specShininess: 32,
46
- rimPower: 2.5,
47
- rimStrength: .5,
48
- pointerAttraction: .35,
49
- pointerStrength: .45,
50
- stretch: .5,
51
- clickImpulse: .5,
52
- eccentricity: .05,
53
- orbitSpeedScale: 1,
54
- wobbleScale: 1,
55
- mergeRate: 1,
56
- mergeDuration: 1800,
57
- absorbedDuration: [2e3, 4e3],
58
- emergeDuration: 2200,
59
- orbitDuration: [8e3, 14e3]
60
- }, D = Symbol("blobConfig");
73
+ tempo: 1
74
+ }, k = Symbol("blobConfig");
61
75
  //#endregion
62
76
  //#region src/components/custom/goo-blob/composables/easing.ts
63
- function O(e) {
77
+ function A(e) {
64
78
  return e < .5 ? 2 * e * e : 1 - 2 * (1 - e) * (1 - e);
65
79
  }
66
- function k(e) {
80
+ function j(e) {
67
81
  return e * e;
68
82
  }
69
- function A(e) {
83
+ function M(e) {
70
84
  return 1 - (1 - e) * (1 - e);
71
85
  }
72
86
  //#endregion
73
87
  //#region src/components/custom/goo-blob/composables/useBlobMood.ts
74
- var j = {
88
+ var N = {
75
89
  idle: {
76
90
  valence: 0,
77
91
  arousal: .35
@@ -92,37 +106,37 @@ var j = {
92
106
  valence: .7,
93
107
  arousal: 1
94
108
  }
95
- }, M = (e, t, n) => e + (t - e) * n;
96
- function N({ valence: e, arousal: t }) {
109
+ }, P = (e, t, n) => e + (t - e) * n;
110
+ function F({ valence: e, arousal: t }) {
97
111
  return {
98
- orbitSpeedScale: M(.4, 2.2, t),
99
- wobbleScale: M(.5, 2, t),
100
- pulseFreq: M(.15, 1.5, t),
101
- pulseAmp: M(.008, .05, t),
102
- noiseAmp: M(.015, .045, t),
103
- hueRange: M(3, 25, t * .6 + (e * .5 + .5) * .4),
104
- satShift: M(-.05, .1, e * .5 + .5),
105
- brightnessShift: M(-.03, .08, e * .5 + .5),
106
- smoothK: M(.85, 1.35, t),
107
- pointerAttraction: M(-.2, .6, e * .5 + .5) * (.4 + .6 * t),
108
- mergeRate: M(2, .3, t),
109
- iridScale: M(.55, 1.35, t)
112
+ orbitSpeedScale: P(.4, 2.2, t),
113
+ wobbleScale: P(.5, 2, t),
114
+ pulseFreq: P(.15, 1.5, t),
115
+ pulseAmp: P(.008, .05, t),
116
+ noiseAmp: P(.015, .045, t),
117
+ hueRange: P(3, 25, t * .6 + (e * .5 + .5) * .4),
118
+ satShift: P(-.05, .1, e * .5 + .5),
119
+ brightnessShift: P(-.03, .08, e * .5 + .5),
120
+ smoothK: P(.85, 1.35, t),
121
+ pointerAttraction: P(-.2, .6, e * .5 + .5) * (.7 + .15 * t),
122
+ mergeRate: P(2, .3, t),
123
+ iridScale: P(.55, 1.35, t)
110
124
  };
111
125
  }
112
- var P = {
113
- idle: N(j.idle),
114
- happy: N(j.happy),
115
- curious: N(j.curious),
116
- sleepy: N(j.sleepy),
117
- excited: N(j.excited)
118
- }, F = {
126
+ var I = {
127
+ idle: F(N.idle),
128
+ happy: F(N.happy),
129
+ curious: F(N.curious),
130
+ sleepy: F(N.sleepy),
131
+ excited: F(N.excited)
132
+ }, L = {
119
133
  idle: 1500,
120
134
  happy: 1200,
121
135
  curious: 800,
122
136
  sleepy: 2500,
123
137
  excited: 600
124
138
  };
125
- function I(e, t, n) {
139
+ function R(e, t, n) {
126
140
  let r = (e, t) => e + (t - e) * n;
127
141
  return {
128
142
  orbitSpeedScale: r(e.orbitSpeedScale, t.orbitSpeedScale),
@@ -139,52 +153,56 @@ function I(e, t, n) {
139
153
  iridScale: r(e.iridScale, t.iridScale)
140
154
  };
141
155
  }
142
- var L = 6e3;
143
- function R() {
144
- let e = S("idle"), t = S({ ...P.idle }), n = { ...P.idle }, r = { ...P.idle }, i = 0, a = 0, o = !1, s = 0, c = 0;
145
- function l(s) {
146
- s === e.value && !o || (e.value = s, n = { ...t.value }, r = P[s], a = F[s], i = 0, o = !0);
156
+ var z = 6e3;
157
+ function B() {
158
+ let e = w("idle"), t = w({ ...I.idle }), n = { ...I.idle }, r = { ...I.idle }, i = 0, a = 0, o = !1, s = 0, c = !1, l = !1, u = 0;
159
+ function d(s, l = {}) {
160
+ (l.source ?? "manual") === "manual" && (c = !0), !(s === e.value && !o) && (e.value = s, n = { ...t.value }, r = I[s], a = L[s], i = 0, o = !0);
147
161
  }
148
- function u(e) {
149
- if (c = e.idleMs, e.clicked) {
150
- s = 900, l("excited");
151
- return;
162
+ function f(e) {
163
+ u = e.idleMs;
164
+ let t = e.pointerActive && !l;
165
+ if (l = e.pointerActive, c && (e.clicked || t) && (c = !1), !c) {
166
+ if (e.clicked) {
167
+ s = 900, d("excited", { source: "auto" });
168
+ return;
169
+ }
170
+ s > 0 || (e.pointerActive ? d("curious", { source: "auto" }) : e.idleMs > z ? d("sleepy", { source: "auto" }) : d("idle", { source: "auto" }));
152
171
  }
153
- s > 0 || (e.pointerActive ? l("curious") : e.idleMs > L ? l("sleepy") : l("idle"));
154
172
  }
155
- function d() {
156
- return o || s > 0 ? !1 : !(e.value !== "sleepy" && c < L);
173
+ function p() {
174
+ return o || s > 0 || c && e.value !== "idle" ? !1 : !(!c && e.value !== "sleepy" && u < z);
157
175
  }
158
- function f() {
159
- return o || s > 0 || e.value === "sleepy" ? Infinity : Math.max(0, L - c);
176
+ function m() {
177
+ return o || s > 0 || c || e.value === "sleepy" ? Infinity : Math.max(0, z - u);
160
178
  }
161
- function p(e) {
179
+ function h(e) {
162
180
  if (s > 0 && (s = Math.max(0, s - e)), !o) return;
163
181
  i += e;
164
- let c = Math.min(i / a, 1), l = O(c);
165
- t.value = I(n, r, l), c >= 1 && (o = !1);
182
+ let c = Math.min(i / a, 1), l = A(c);
183
+ t.value = R(n, r, l), c >= 1 && (o = !1);
166
184
  }
167
185
  return {
168
- currentMood: x(e),
169
- params: x(t),
170
- setMood: l,
171
- update: u,
172
- tick: p,
173
- isSettled: d,
174
- nextAutoMoodMs: f
186
+ currentMood: C(e),
187
+ params: C(t),
188
+ setMood: d,
189
+ update: f,
190
+ tick: h,
191
+ isSettled: p,
192
+ nextAutoMoodMs: m
175
193
  };
176
194
  }
177
- function z(e) {
178
- let t = S({
195
+ function V(e) {
196
+ let t = w({
179
197
  x: 0,
180
198
  y: 0
181
- }), n = S({
199
+ }), n = w({
182
200
  x: 0,
183
201
  y: 0
184
- }), r = S(!1), i = S(0), a = 0, o = 0, s = {
202
+ }), r = w(!1), i = w(0), a = 0, o = 0, s = {
185
203
  response: .18,
186
204
  dampingFraction: 1
187
- }, c = new T(s), l = new T(s), u = Array.from({ length: 15 }, () => ({
205
+ }, c = new D(s), l = new D(s), u = Array.from({ length: 15 }, () => ({
188
206
  x: 0,
189
207
  y: 0,
190
208
  radius: 0
@@ -199,11 +217,11 @@ function z(e) {
199
217
  r.value = !1;
200
218
  }
201
219
  let _ = null;
202
- w(e, (e) => {
220
+ E(e, (e) => {
203
221
  _ &&= (_(), null), e && (e.addEventListener("pointermove", h), e.addEventListener("pointerleave", g), _ = () => {
204
222
  e.removeEventListener("pointermove", h), e.removeEventListener("pointerleave", g);
205
223
  });
206
- }, { immediate: !0 }), y(() => _?.());
224
+ }, { immediate: !0 }), x(() => _?.());
207
225
  function v(e = 16) {
208
226
  let s = Math.min(e, 50) / 1e3;
209
227
  r.value ? O = 0 : O += Math.min(e, 50);
@@ -222,7 +240,7 @@ function z(e) {
222
240
  let _ = Math.hypot(c.velocity, l.velocity);
223
241
  r.value || _ > .05 ? (d = (d + 1) % 15, u[d].x = c.value, u[d].y = l.value, f = Math.min(f + 1, 15)) : f > 0 && (f = Math.max(0, f - 1));
224
242
  }
225
- function b(e) {
243
+ function y(e) {
226
244
  let t = [];
227
245
  for (let n = 0; n < f; n++) {
228
246
  let r = u[(d - n + 30) % 15];
@@ -237,13 +255,13 @@ function z(e) {
237
255
  count: f
238
256
  };
239
257
  }
240
- let C = !1;
241
- function E(e) {
242
- m += e * 18, C = !0;
258
+ let b = !1;
259
+ function S(e) {
260
+ m += e * 18, b = !0;
243
261
  }
244
- function D() {
245
- let e = C;
246
- return C = !1, e;
262
+ function T() {
263
+ let e = b;
264
+ return b = !1, e;
247
265
  }
248
266
  let O = 0;
249
267
  function k() {
@@ -260,31 +278,31 @@ function z(e) {
260
278
  return !(r.value || Math.hypot(c.velocity, l.velocity) > A || Math.abs(c.value) > A || Math.abs(l.value) > A || f > 0 || p !== 0 || m !== 0);
261
279
  }
262
280
  return {
263
- pointer: x(t),
264
- velocity: x(n),
265
- active: x(r),
266
- pulse: x(i),
281
+ pointer: C(t),
282
+ velocity: C(n),
283
+ active: C(r),
284
+ pulse: C(i),
267
285
  idleMs: () => O,
268
286
  tick: v,
269
- trailSources: b,
270
- click: E,
271
- consumeClick: D,
287
+ trailSources: y,
288
+ click: S,
289
+ consumeClick: T,
272
290
  rest: k,
273
291
  isAtRest: j
274
292
  };
275
293
  }
276
294
  //#endregion
277
295
  //#region src/components/custom/goo-blob/composables/useBlobSatellites.ts
278
- function B(e, t, n) {
296
+ function H(e, t, n) {
279
297
  return t + e() * (n - t);
280
298
  }
281
- function V(e) {
299
+ function U(e) {
282
300
  return e < 0 ? 0 : e > 1 ? 1 : e;
283
301
  }
284
- function H(e, t, n) {
302
+ function W(e, t, n) {
285
303
  return e + (t - e) * n;
286
304
  }
287
- function ee(e, t, n, r, i) {
305
+ function G(e, t, n, r, i) {
288
306
  let a = t / 4 * Math.PI * 2 + (e() - .5) * Math.PI, o = n * (.8 + e() * .4), s = r * (.3 + e() * .7);
289
307
  return {
290
308
  phase: "orbiting",
@@ -311,26 +329,26 @@ function ee(e, t, n, r, i) {
311
329
  endY: 0
312
330
  };
313
331
  }
314
- function U(e, t, n, r) {
332
+ function K(e, t, n, r) {
315
333
  e.phase = t, e.phaseStart = n, e.phaseDuration = r;
316
334
  }
317
- function W(e, t, n, r) {
335
+ function q(e, t, n, r) {
318
336
  let i = (t - e.timeOrigin) / 1e3, a = e.angularSpeed * n * i + e.phaseOffset, o = r * (e.wobbleAmp1 * Math.sin(e.wobbleFreq1 * i) + e.wobbleAmp2 * Math.sin(e.wobbleFreq2 * i + 1.3));
319
337
  return {
320
338
  x: (e.baseRadiusX + o) * Math.cos(a) + e.pertXAmp * Math.sin(e.pertXFreq * i + e.pertXPhase),
321
339
  y: (e.baseRadiusY + o) * Math.sin(a) + e.pertYAmp * Math.cos(e.pertYFreq * i + e.pertYPhase)
322
340
  };
323
341
  }
324
- function te(e, t, n, r, i) {
342
+ function ee(e, t, n, r, i) {
325
343
  e.timeOrigin = i, e.angularSpeed = .08 + t() * .16, e.phaseOffset = t() * Math.PI * 2;
326
344
  let a = n * (.8 + t() * .4), o = r * (.3 + t() * .7);
327
345
  e.baseRadiusX = a * (1 - o), e.baseRadiusY = a * (1 + o), e.wobbleAmp1 = .02 + t() * .06, e.wobbleFreq1 = .08 + t() * .22, e.wobbleAmp2 = .015 + t() * .04, e.wobbleFreq2 = .18 + t() * .32, e.pertXAmp = .03 + t() * .05, e.pertXFreq = .06 + t() * .18, e.pertXPhase = t() * Math.PI * 2, e.pertYAmp = .03 + t() * .05, e.pertYFreq = .07 + t() * .17, e.pertYPhase = t() * Math.PI * 2;
328
346
  }
329
- var G = .75, K = 2e3;
330
- function q(e, t) {
331
- let n = u(d(t + "goo")), r = [], i = [], a = [], o = -Infinity, s = e.orbitRadius;
347
+ var J = .75, Y = 2e3;
348
+ function te(e, t) {
349
+ let n = f(p(t + "goo")), r = [], i = [], a = [], o = -Infinity, s = e.geometry.orbitRadius;
332
350
  function c() {
333
- let t = e.orbitRadius;
351
+ let t = e.geometry.orbitRadius;
334
352
  if (t !== s && s > 0) {
335
353
  let e = t / s;
336
354
  for (let t of r) t.baseRadiusX *= e, t.baseRadiusY *= e;
@@ -338,11 +356,11 @@ function q(e, t) {
338
356
  }
339
357
  }
340
358
  function l(t) {
341
- let o = e.satelliteCount;
342
- for (; r.length < o;) r.push(ee(n, r.length, e.orbitRadius, e.eccentricity, t)), i.push({
359
+ let o = e.geometry.satelliteCount;
360
+ for (; r.length < o;) r.push(G(n, r.length, e.geometry.orbitRadius, e.geometry.eccentricity, t)), i.push({
343
361
  x: 0,
344
362
  y: 0,
345
- radius: e.satelliteRadius,
363
+ radius: e.geometry.satelliteRadius,
346
364
  opacity: 0
347
365
  }), a.push({
348
366
  x: 0,
@@ -351,66 +369,66 @@ function q(e, t) {
351
369
  });
352
370
  r.length > o && (r.length = o, i.length = o, a.length = o);
353
371
  }
354
- function f(t, s) {
372
+ function u(t, s) {
355
373
  l(t), c();
356
- let u = r.length, d = s.mergeRate, f = e.satelliteRadius, p = e.mergeDuration, m = e.emergeDuration, h = e.orbitDuration, g = e.absorbedDuration;
374
+ let u = r.length, d = s.mergeRate, f = e.geometry.satelliteRadius, p = e.satellites.mergeDuration, m = e.satellites.emergeDuration, h = e.satellites.orbitDuration, g = e.satellites.absorbedDuration;
357
375
  for (let c = 0; c < u; c++) {
358
- let l = r[c], u = t - l.phaseStart, _ = V(l.phaseDuration > 0 ? u / l.phaseDuration : 1);
376
+ let l = r[c], u = t - l.phaseStart, _ = U(l.phaseDuration > 0 ? u / l.phaseDuration : 1);
359
377
  switch (l.phase) {
360
378
  case "orbiting":
361
- if (_ >= 1) if (t - o < 3e3 * d) l.phaseStart = t, l.phaseDuration = B(n, h[0], h[1]);
379
+ if (_ >= 1) if (t - o < 3e3 * d) l.phaseStart = t, l.phaseDuration = H(n, h[0], h[1]);
362
380
  else {
363
- let e = W(l, t, s.orbitSpeedScale, s.wobbleScale);
381
+ let e = q(l, t, s.orbitSpeedScale, s.wobbleScale);
364
382
  l.startX = e.x, l.startY = e.y;
365
383
  let n = Math.hypot(e.x, e.y), r = n > .01 ? .08 / n : 0;
366
- l.endX = e.x * r, l.endY = e.y * r, U(l, "merging", t, p), o = t;
384
+ l.endX = e.x * r, l.endY = e.y * r, K(l, "merging", t, p), o = t;
367
385
  }
368
386
  break;
369
387
  case "merging":
370
- _ >= 1 && U(l, "absorbed", t, B(n, g[0], g[1]));
388
+ _ >= 1 && K(l, "absorbed", t, H(n, g[0], g[1]));
371
389
  break;
372
390
  case "absorbed":
373
391
  if (_ >= 1) {
374
- te(l, n, e.orbitRadius, e.eccentricity, t);
375
- let r = W(l, t + 3e3, s.orbitSpeedScale, s.wobbleScale);
392
+ ee(l, n, e.geometry.orbitRadius, e.geometry.eccentricity, t);
393
+ let r = q(l, t + 3e3, s.orbitSpeedScale, s.wobbleScale);
376
394
  l.endX = r.x, l.endY = r.y;
377
395
  let i = Math.hypot(r.x, r.y), a = i > .01 ? .08 / i : 0;
378
- l.startX = r.x * a, l.startY = r.y * a, U(l, "emerging", t, m);
396
+ l.startX = r.x * a, l.startY = r.y * a, K(l, "emerging", t, m);
379
397
  }
380
398
  break;
381
399
  case "emerging":
382
400
  if (_ >= 1) {
383
401
  let e = a[c];
384
- e.x = l.endX, e.y = l.endY, e.start = t, l.timeOrigin = t, l.phaseOffset = Math.atan2(l.endY, l.endX), U(l, "orbiting", t, B(n, h[0], h[1]));
402
+ e.x = l.endX, e.y = l.endY, e.start = t, l.timeOrigin = t, l.phaseOffset = Math.atan2(l.endY, l.endX), K(l, "orbiting", t, H(n, h[0], h[1]));
385
403
  }
386
404
  break;
387
405
  }
388
406
  let v, y, b, x;
389
407
  switch (l.phase) {
390
408
  case "orbiting": {
391
- let e = W(l, t, s.orbitSpeedScale, s.wobbleScale), n = a[c], r = t - n.start;
392
- if (n.start > 0 && r < K) {
393
- let t = V(r / K), i = t * t * (3 - 2 * t);
394
- v = H(n.x, e.x, i), y = H(n.y, e.y, i);
409
+ let e = q(l, t, s.orbitSpeedScale, s.wobbleScale), n = a[c], r = t - n.start;
410
+ if (n.start > 0 && r < Y) {
411
+ let t = U(r / Y), i = t * t * (3 - 2 * t);
412
+ v = W(n.x, e.x, i), y = W(n.y, e.y, i);
395
413
  } else v = e.x, y = e.y;
396
- b = G, x = 1;
414
+ b = J, x = 1;
397
415
  break;
398
416
  }
399
417
  case "merging": {
400
- let e = k(V((t - l.phaseStart) / l.phaseDuration));
401
- v = H(l.startX, l.endX, e), y = H(l.startY, l.endY, e);
402
- let n = V((t - l.phaseStart) / l.phaseDuration);
403
- b = n > .85 ? H(G, 0, (n - .85) / .15) : G, x = H(1, .65, e);
418
+ let e = j(U((t - l.phaseStart) / l.phaseDuration));
419
+ v = W(l.startX, l.endX, e), y = W(l.startY, l.endY, e);
420
+ let n = U((t - l.phaseStart) / l.phaseDuration);
421
+ b = n > .85 ? W(J, 0, (n - .85) / .15) : J, x = W(1, .65, e);
404
422
  break;
405
423
  }
406
424
  case "absorbed":
407
425
  v = 0, y = 0, b = 0, x = .5;
408
426
  break;
409
427
  case "emerging": {
410
- let e = A(V((t - l.phaseStart) / l.phaseDuration));
411
- v = H(l.startX, l.endX, e), y = H(l.startY, l.endY, e);
412
- let n = V((t - l.phaseStart) / l.phaseDuration);
413
- b = n < .1 ? H(0, G, n / .1) : G, x = H(.65, 1, e);
428
+ let e = M(U((t - l.phaseStart) / l.phaseDuration));
429
+ v = W(l.startX, l.endX, e), y = W(l.startY, l.endY, e);
430
+ let n = U((t - l.phaseStart) / l.phaseDuration);
431
+ b = n < .1 ? W(0, J, n / .1) : J, x = W(.65, 1, e);
414
432
  break;
415
433
  }
416
434
  }
@@ -418,11 +436,11 @@ function q(e, t) {
418
436
  S.x = v, S.y = y, S.radius = f * x, S.opacity = b;
419
437
  }
420
438
  }
421
- function p() {
439
+ function d() {
422
440
  for (let e of r) e.phaseOffset += (n() - .5) * .6, e.pertXPhase += n() * Math.PI, e.pertYPhase += n() * Math.PI;
423
441
  }
424
442
  function m(e) {
425
- n = u(d(e + "goo"));
443
+ n = f(p(e + "goo"));
426
444
  }
427
445
  function h() {
428
446
  for (let e of r) if (e.phase !== "orbiting") return !1;
@@ -438,8 +456,8 @@ function q(e, t) {
438
456
  }
439
457
  return {
440
458
  sources: i,
441
- tick: f,
442
- nudge: p,
459
+ tick: u,
460
+ nudge: d,
443
461
  reseed: m,
444
462
  isQuiescent: h,
445
463
  nextEventMs: g
@@ -447,7 +465,7 @@ function q(e, t) {
447
465
  }
448
466
  //#endregion
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  //#region src/components/custom/goo-blob/shaders/metaball.vert.ts
450
- var ne = "#version 300 es\n\nin vec2 aPosition;\nout vec2 vUv;\n\nvoid main() {\n vUv = 0.5 * (aPosition + 1.0);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}", re = "// --- SDF ---\n\nfloat sdCircle(vec2 p, vec2 center, float radius) {\n return length(p - center) - radius;\n}\n\n// AX.W15 — the VALUE+GRADIENT circle: returns vec3(d, dd/dx, dd/dy). The circle\n// gradient is the UNIT radial direction (p - center)/length(p - center) (the\n// eikonal property holds EXACTLY for a circle), guarded at the degenerate centre.\n// This is the keystone of the analytic-gradient smin: carrying the gradient\n// through the scene field DELETES the per-pixel 4-tap normal (4 full sceneDist\n// evals, each running 3-octave FBM + the sat/trail loops).\nvec3 sdgCircle(vec2 p, vec2 center, float radius) {\n vec2 d = p - center;\n float len = length(d);\n vec2 grad = len > 1e-6 ? d / len : vec2(0.0, 1.0);\n return vec3(len - radius, grad);\n}\n\n// IQ 2024 quadratic-polynomial smin, NORMALIZED so k is a blend band in distance\n// units. The k *= 4.0 pre-scale makes the h*h*k*0.25 poly's effective blend width\n// equal to k (the un-normalized form's width was 0.25*k).\nfloat sminQuadratic(float a, float b, float k) {\n k *= 4.0;\n float h = max(k - abs(a - b), 0.0) / k;\n return min(a, b) - h * h * k * 0.25;\n}\n\n// IQ circular smin — a quarter-circle fillet at the seam (rounder than the\n// quadratic). The k *= 1.0/(1.0-sqrt(0.5)) factor normalizes k to the same\n// blend-band units so the merge axis swaps shape without re-tuning uSmoothK.\nfloat sminCircular(float a, float b, float k) {\n k *= 1.0 / (1.0 - sqrt(0.5));\n float h = max(k - abs(a - b), 0.0) / k;\n return min(a, b) - k * 0.5 * (1.0 + h - sqrt(1.0 - h * (h - 2.0)));\n}\n\n// Config-gated merge dispatch — uMerge 0 = quadratic, 1 = circular.\nfloat smin(float a, float b, float k) {\n if (uMerge > 0.5) return sminCircular(a, b, k);\n return sminQuadratic(a, b, k);\n}\n\n// AX.W15 — the VALUE+GRADIENT smin. a/b are vec3(dist, grad.xy); the blended\n// gradient is mix(a.yz, b.yz, w) with the interpolation weight w the distance\n// blend uses (IQ's vec2-smin insight). This propagates the analytic gradient\n// through the merge so the surface normal reads the field gradient DIRECTLY — no\n// finite-difference tap. The blend weight matches each variant.\nvec3 sminQuadraticG(vec3 a, vec3 b, float k) {\n k *= 4.0;\n float h = max(k - abs(a.x - b.x), 0.0) / k;\n float m = h * h * k * 0.25;\n // h-weight that selects which surface dominates (0 → a, 1 → b).\n float w = (a.x < b.x) ? 0.5 * h * h : 1.0 - 0.5 * h * h;\n float dist = min(a.x, b.x) - m;\n vec2 grad = mix(a.yz, b.yz, w);\n return vec3(dist, grad);\n}\n\nvec3 sminCircularG(vec3 a, vec3 b, float k) {\n k *= 1.0 / (1.0 - sqrt(0.5));\n float h = max(k - abs(a.x - b.x), 0.0) / k;\n float m = k * 0.5 * (1.0 + h - sqrt(1.0 - h * (h - 2.0)));\n float w = (a.x < b.x) ? 0.5 * h : 1.0 - 0.5 * h;\n float dist = min(a.x, b.x) - m;\n vec2 grad = mix(a.yz, b.yz, w);\n return vec3(dist, grad);\n}\n\nvec3 sminG(vec3 a, vec3 b, float k) {\n if (uMerge > 0.5) return sminCircularG(a, b, k);\n return sminQuadraticG(a, b, k);\n}", ie = "// --- Noise ---\n\nfloat hash21(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n\n// IQ analytic-derivative gradient noise — value in .x, ANALYTIC gradient\n// (d/dx, d/dy) in .yz, from one eval. The quintic fade has a continuous 2nd\n// derivative so the gradient is smooth (a cubic smoothstep fade would crease it).\n// (Inigo Quilez, https://iquilezles.org/articles/gradientnoise/.)\nvec3 noised(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n\n // Quintic fade + its derivative.\n vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n vec2 du = 30.0 * f * f * (f * (f - 2.0) + 1.0);\n\n // Per-corner gradient vectors from the hash (centred to [-1, 1]).\n vec2 ga = -1.0 + 2.0 * vec2(hash21(i + vec2(0.0, 0.0)), hash21(i + vec2(7.3, 0.0)));\n vec2 gb = -1.0 + 2.0 * vec2(hash21(i + vec2(1.0, 0.0)), hash21(i + vec2(8.3, 0.0)));\n vec2 gc = -1.0 + 2.0 * vec2(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(7.3, 1.0)));\n vec2 gd = -1.0 + 2.0 * vec2(hash21(i + vec2(1.0, 1.0)), hash21(i + vec2(8.3, 1.0)));\n\n float va = dot(ga, f - vec2(0.0, 0.0));\n float vb = dot(gb, f - vec2(1.0, 0.0));\n float vc = dot(gc, f - vec2(0.0, 1.0));\n float vd = dot(gd, f - vec2(1.0, 1.0));\n\n // Value, remapped to [0,1] so it drops in for the prior valueNoise.\n float n = va + u.x * (vb - va) + u.y * (vc - va) + u.x * u.y * (va - vb - vc + vd);\n float value = 0.5 + 0.5 * n;\n\n // Analytic gradient (chain rule through the bilinear blend + the fade).\n vec2 grad =\n ga + u.x * (gb - ga) + u.y * (gc - ga) + u.x * u.y * (ga - gb - gc + gd) +\n du * (vec2(u.y, u.x) * (va - vb - vc + vd) + vec2(vb, vc) - va);\n return vec3(value, 0.5 * grad);\n}\n\n// Rotated-octave FBM over the analytic gradient noise: a fixed ~0.5 rad 2x2\n// rotation between octaves breaks the axis-aligned banding. The rotation CONSTANT\n// is spliced from the shared chunk (AV.W2 — the one FBM_ROT); the loops below\n// stay blob-local (param octaves + the LIQUID lacunarity/persistence, per §3a).", J = 1.8, Y = .42, ae = `float fbm(vec2 p, int octaves) {
468
+ var ne = "#version 300 es\n\nin vec2 aPosition;\nout vec2 vUv;\n\nvoid main() {\n vUv = 0.5 * (aPosition + 1.0);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}", re = "// --- SDF ---\n\nfloat sdCircle(vec2 p, vec2 center, float radius) {\n return length(p - center) - radius;\n}\n\n// AX.W15 — the VALUE+GRADIENT circle: returns vec3(d, dd/dx, dd/dy). The circle\n// gradient is the UNIT radial direction (p - center)/length(p - center) (the\n// eikonal property holds EXACTLY for a circle), guarded at the degenerate centre.\n// This is the keystone of the analytic-gradient smin: carrying the gradient\n// through the scene field DELETES the per-pixel 4-tap normal (4 full sceneDist\n// evals, each running 3-octave FBM + the sat/trail loops).\nvec3 sdgCircle(vec2 p, vec2 center, float radius) {\n vec2 d = p - center;\n float len = length(d);\n vec2 grad = len > 1e-6 ? d / len : vec2(0.0, 1.0);\n return vec3(len - radius, grad);\n}\n\n// IQ 2024 quadratic-polynomial smin, NORMALIZED so k is a blend band in distance\n// units. The k *= 4.0 pre-scale makes the h*h*k*0.25 poly's effective blend width\n// equal to k (the un-normalized form's width was 0.25*k).\nfloat sminQuadratic(float a, float b, float k) {\n k *= 4.0;\n float h = max(k - abs(a - b), 0.0) / k;\n return min(a, b) - h * h * k * 0.25;\n}\n\n// IQ circular smin — a quarter-circle fillet at the seam (rounder than the\n// quadratic). The k *= 1.0/(1.0-sqrt(0.5)) factor normalizes k to the same\n// blend-band units so the merge axis swaps shape without re-tuning uSmoothK.\nfloat sminCircular(float a, float b, float k) {\n k *= 1.0 / (1.0 - sqrt(0.5));\n float h = max(k - abs(a - b), 0.0) / k;\n return min(a, b) - k * 0.5 * (1.0 + h - sqrt(1.0 - h * (h - 2.0)));\n}\n\n// Config-gated merge dispatch — uMerge 0 = quadratic, 1 = circular.\nfloat smin(float a, float b, float k) {\n if (uMerge > 0.5) return sminCircular(a, b, k);\n return sminQuadratic(a, b, k);\n}\n\n// AX.W15 — the VALUE+GRADIENT smin. a/b are vec3(dist, grad.xy); the blended\n// gradient is mix(a.yz, b.yz, w) with the interpolation weight w the distance\n// blend uses (IQ's vec2-smin insight). This propagates the analytic gradient\n// through the merge so the surface normal reads the field gradient DIRECTLY — no\n// finite-difference tap. The blend weight matches each variant.\nvec3 sminQuadraticG(vec3 a, vec3 b, float k) {\n k *= 4.0;\n float h = max(k - abs(a.x - b.x), 0.0) / k;\n float m = h * h * k * 0.25;\n // h-weight that selects which surface dominates (0 → a, 1 → b).\n float w = (a.x < b.x) ? 0.5 * h * h : 1.0 - 0.5 * h * h;\n float dist = min(a.x, b.x) - m;\n vec2 grad = mix(a.yz, b.yz, w);\n return vec3(dist, grad);\n}\n\nvec3 sminCircularG(vec3 a, vec3 b, float k) {\n k *= 1.0 / (1.0 - sqrt(0.5));\n float h = max(k - abs(a.x - b.x), 0.0) / k;\n float m = k * 0.5 * (1.0 + h - sqrt(1.0 - h * (h - 2.0)));\n float w = (a.x < b.x) ? 0.5 * h : 1.0 - 0.5 * h;\n float dist = min(a.x, b.x) - m;\n vec2 grad = mix(a.yz, b.yz, w);\n return vec3(dist, grad);\n}\n\nvec3 sminG(vec3 a, vec3 b, float k) {\n if (uMerge > 0.5) return sminCircularG(a, b, k);\n return sminQuadraticG(a, b, k);\n}", ie = "// --- Noise ---\n\nfloat hash21(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n\n// IQ analytic-derivative gradient noise — value in .x, ANALYTIC gradient\n// (d/dx, d/dy) in .yz, from one eval. The quintic fade has a continuous 2nd\n// derivative so the gradient is smooth (a cubic smoothstep fade would crease it).\n// (Inigo Quilez, https://iquilezles.org/articles/gradientnoise/.)\nvec3 noised(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n\n // Quintic fade + its derivative.\n vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n vec2 du = 30.0 * f * f * (f * (f - 2.0) + 1.0);\n\n // Per-corner gradient vectors from the hash (centred to [-1, 1]).\n vec2 ga = -1.0 + 2.0 * vec2(hash21(i + vec2(0.0, 0.0)), hash21(i + vec2(7.3, 0.0)));\n vec2 gb = -1.0 + 2.0 * vec2(hash21(i + vec2(1.0, 0.0)), hash21(i + vec2(8.3, 0.0)));\n vec2 gc = -1.0 + 2.0 * vec2(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(7.3, 1.0)));\n vec2 gd = -1.0 + 2.0 * vec2(hash21(i + vec2(1.0, 1.0)), hash21(i + vec2(8.3, 1.0)));\n\n float va = dot(ga, f - vec2(0.0, 0.0));\n float vb = dot(gb, f - vec2(1.0, 0.0));\n float vc = dot(gc, f - vec2(0.0, 1.0));\n float vd = dot(gd, f - vec2(1.0, 1.0));\n\n // Value, remapped to [0,1] so it drops in for the prior valueNoise.\n float n = va + u.x * (vb - va) + u.y * (vc - va) + u.x * u.y * (va - vb - vc + vd);\n float value = 0.5 + 0.5 * n;\n\n // Analytic gradient (chain rule through the bilinear blend + the fade).\n vec2 grad =\n ga + u.x * (gb - ga) + u.y * (gc - ga) + u.x * u.y * (ga - gb - gc + gd) +\n du * (vec2(u.y, u.x) * (va - vb - vc + vd) + vec2(vb, vc) - va);\n return vec3(value, 0.5 * grad);\n}\n\n// Rotated-octave FBM over the analytic gradient noise: a fixed ~0.5 rad 2x2\n// rotation between octaves breaks the axis-aligned banding. The rotation CONSTANT\n// is spliced from the shared chunk (AV.W2 — the one FBM_ROT); the loops below\n// stay blob-local (param octaves + the LIQUID lacunarity/persistence, per §3a).", ae = 1.8, oe = .42, se = `float fbm(vec2 p, int octaves) {
451
469
  float value = 0.0;
452
470
  float amp = 0.5;
453
471
  float freq = 1.0;
@@ -455,8 +473,8 @@ var ne = "#version 300 es\n\nin vec2 aPosition;\nout vec2 vUv;\n\nvoid main() {\
455
473
  if (i >= octaves) break;
456
474
  value += amp * noised(p * freq).x;
457
475
  p = FBM_ROT * p;
458
- freq *= ${J.toFixed(1)};
459
- amp *= ${Y.toFixed(2)};
476
+ freq *= ${ae.toFixed(1)};
477
+ amp *= ${oe.toFixed(2)};
460
478
  }
461
479
  return value;
462
480
  }
@@ -483,8 +501,8 @@ vec3 fbmG(vec2 p, int octaves) {
483
501
  // d(value)/dp = amp · freq · (R^i)^T · noised.yz (the rotated chain rule).
484
502
  grad += amp * freq * (transpose(rotAccum) * n.yz);
485
503
  pp = FBM_ROT * pp;
486
- freq *= ${J.toFixed(1)};
487
- amp *= ${Y.toFixed(2)};
504
+ freq *= ${ae.toFixed(1)};
505
+ amp *= ${oe.toFixed(2)};
488
506
  rotAccum = FBM_ROT * rotAccum;
489
507
  }
490
508
  return vec3(value, grad);
@@ -499,9 +517,9 @@ vec3 fbmWarpedG(vec2 p, int octaves, float warpAmp) {
499
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  vec2 q = vec2(fbm(p + vec2(0.0, 0.0), octaves), fbm(p + vec2(5.2, 1.3), octaves));
500
518
  return fbmG(p + warpAmp * (q - 0.5), octaves);
501
519
  }
502
- `, oe = "// Edit #4's gamut step — hue-preserving inward chroma clamp. If the linear result\n// is out of [0,1], bisect chroma toward 0 (L + h fixed) until in gamut. Preserves\n// hue exactly (only C shrinks). 16 steps resolve C to < 2^-16 of its span.\nbool inGamut(vec3 lin) {\n return all(greaterThanEqual(lin, vec3(0.0))) && all(lessThanEqual(lin, vec3(1.0)));\n}\nvec3 gamutClampOklch(vec3 lch) {\n vec3 lin = oklabToLinearSrgb(oklchToOklab(lch));\n if (inGamut(lin)) return lch;\n float lo = 0.0;\n float hi = lch.y;\n for (int i = 0; i < 16; i++) {\n float mid = 0.5 * (lo + hi);\n vec3 test = vec3(lch.x, mid, lch.z);\n if (inGamut(oklabToLinearSrgb(oklchToOklab(test)))) {\n lo = mid;\n } else {\n hi = mid;\n }\n }\n return vec3(lch.x, lo, lch.z);\n}", X = "\n", se = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nout vec4 fragColor;\n\nuniform vec2 uResolution;\nuniform float uTime;\nuniform vec3 uBaseColor;\n\n// Multi-stop palette (W11.b) — 2-4 in-family OKLCh stops (uploaded GAMMA sRGB, like\n// uBaseColor). uStopCount <= 1 falls back to uBaseColor (the single-color default,\n// zero regression). MAX_BLOB_STOPS is a compile-time #define.\n#define MAX_BLOB_STOPS 4\nuniform int uStopCount;\nuniform vec3 uPalette[MAX_BLOB_STOPS];\n\n// Pointer\nuniform vec2 uPointer;\nuniform float uPointerActive;\nuniform float uPointerAttraction;\nuniform float uPointerStrength;\n\n// Main body\nuniform float uBodyRadius;\n\n// Pulsation\nuniform float uPulsePhase;\nuniform float uPulseAmp;\n\n// Surface noise\nuniform float uNoiseAmp;\nuniform float uNoiseFreq;\nuniform float uNoiseSpeed;\n\n// Gooey\nuniform float uSmoothK;\nuniform float uMerge; // 0 = quadratic smin, 1 = circular smin (rounder menisci)\n\n// AX.W16 (arm 5) — the PRE-FBM bounding-discard radius (UV space). main() early-outs\n// to a transparent write for any fragment OUTSIDE this radius BEFORE the two 3-octave\n// FBM calls + the OKLCh round-trip. The renderer uploads it PADDED by every\n// outward-expanding term (body + eccentric orbit + sat radius + smin band + FBM edge\n// amplitude + click-pulse + a lean/squash safety pad) so it NEVER clips the wet\n// meniscus (IQ: inflate the bound to match any outward op).\nuniform float uMaxReach;\n\n// Membrane — domain-warp strength on the FBM edge displacement (0 = plain fbm).\nuniform float uWarpAmp;\n\n// Lit glass surface (W9.b) — gated behind uLit so the flat fill stays default.\nuniform float uLit; // 0 = flat fill (default), 1 = lit droplet\nuniform vec3 uRimColor; // Fresnel rim tint (GAMMA sRGB, via ColorResolver)\nuniform vec3 uLightDir; // normalized light direction (x, y, z)\nuniform float uSpecStrength; // Blinn-Phong specular weight\nuniform float uSpecShininess; // specular exponent (16-64, tight glint)\nuniform float uRimPower; // Fresnel/Schlick exponent (~2-3)\nuniform float uRimStrength; // Fresnel rim weight\n\n// Iridescence + fake subsurface (W11.a) — translucent-gel read.\nuniform float uIridescence; // warm-pearl rim sheen weight (0 = off)\nuniform float uIridHue; // base hue (radians) the cosine palette biases toward (warm)\nuniform float uIridSpeed; // animated-thickness scroll for the iridescent t\nuniform float uSssScale; // fast-SSS back-light weight\nuniform float uSssPower; // fast-SSS exponent\nuniform float uCoreGlow; // thickness-driven inner-luminosity lift\n\n// Color perturbation (perceptually uniform — OKLCh L/C/h)\nuniform float uHueRange; // degrees of hue swing (converted to radians)\nuniform float uSatShift; // OKLCh chroma swing\nuniform float uBrightnessShift; // OKLCh lightness bias\nuniform float uColorNoiseFreq;\nuniform float uColorNoiseSpeed;\n\n// Satellites (max 4)\n#define MAX_SATS 4\nuniform int uSatCount;\nuniform vec2 uSatPos[MAX_SATS];\nuniform float uSatRadius[MAX_SATS];\nuniform float uSatOpacity[MAX_SATS];\n\n// Pointer trail (W10) — a decaying-radius pseudopod toward the cursor. uTrail is a\n// COMPILE-TIME-SIZED array (GLSL ES 3.00 forbids a uniform-sized array) with a\n// DYNAMIC break on uTrailCount, mirroring the satellite loop. Later samples paint\n// smaller metaballs (r *= 1 - i/N) so the trail tapers into a tail.\n#define TRAIL_N 15\nuniform int uTrailCount;\nuniform vec2 uTrailPos[TRAIL_N];\nuniform float uTrailRadius[TRAIL_N];\n\n// Velocity-driven volume-preserving squash-and-stretch (W10).\nuniform vec2 uVelocity; // smoothed pointer velocity (motion direction + speed)\nuniform float uStretch; // squash-stretch magnitude (0 = off)\n\nconst float PI = 3.141592653589793;\n\n" + ie + X + `${s}
520
+ `, ce = "// Edit #4's gamut step — hue-preserving inward chroma clamp. If the linear result\n// is out of [0,1], bisect chroma toward 0 (L + h fixed) until in gamut. Preserves\n// hue exactly (only C shrinks). 16 steps resolve C to < 2^-16 of its span.\nbool inGamut(vec3 lin) {\n return all(greaterThanEqual(lin, vec3(0.0))) && all(lessThanEqual(lin, vec3(1.0)));\n}\nvec3 gamutClampOklch(vec3 lch) {\n vec3 lin = oklabToLinearSrgb(oklchToOklab(lch));\n if (inGamut(lin)) return lch;\n float lo = 0.0;\n float hi = lch.y;\n for (int i = 0; i < 16; i++) {\n float mid = 0.5 * (lo + hi);\n vec3 test = vec3(lch.x, mid, lch.z);\n if (inGamut(oklabToLinearSrgb(oklchToOklab(test)))) {\n lo = mid;\n } else {\n hi = mid;\n }\n }\n return vec3(lch.x, lo, lch.z);\n}", X = "\n", le = "#version 300 es\nprecision highp float;\n\nin vec2 vUv;\nout vec4 fragColor;\n\nuniform vec2 uResolution;\nuniform float uTime;\nuniform vec3 uBaseColor;\n\n// Multi-stop palette (W11.b) — 2-4 in-family OKLCh stops (uploaded GAMMA sRGB, like\n// uBaseColor). uStopCount <= 1 falls back to uBaseColor (the single-color default,\n// zero regression). MAX_BLOB_STOPS is a compile-time #define.\n#define MAX_BLOB_STOPS 4\nuniform int uStopCount;\nuniform vec3 uPalette[MAX_BLOB_STOPS];\n\n// Pointer\nuniform vec2 uPointer;\nuniform float uPointerActive;\nuniform float uPointerAttraction;\nuniform float uPointerStrength;\n\n// Main body\nuniform float uBodyRadius;\n\n// Pulsation\nuniform float uPulsePhase;\nuniform float uPulseAmp;\n\n// Surface noise\nuniform float uNoiseAmp;\nuniform float uNoiseFreq;\nuniform float uNoiseSpeed;\n\n// Gooey\nuniform float uSmoothK;\nuniform float uMerge; // 0 = quadratic smin, 1 = circular smin (rounder menisci)\n\n// AX.W16 (arm 5) — the PRE-FBM bounding-discard radius (UV space). main() early-outs\n// to a transparent write for any fragment OUTSIDE this radius BEFORE the two 3-octave\n// FBM calls + the OKLCh round-trip. The renderer uploads it PADDED by every\n// outward-expanding term (body + eccentric orbit + sat radius + smin band + FBM edge\n// amplitude + click-pulse + a lean/squash safety pad) so it NEVER clips the wet\n// meniscus (IQ: inflate the bound to match any outward op).\nuniform float uMaxReach;\n\n// Membrane — domain-warp strength on the FBM edge displacement (0 = plain fbm).\nuniform float uWarpAmp;\n\n// Lit glass surface (W9.b) — gated behind uLit so the flat fill stays default.\nuniform float uLit; // 0 = flat fill (default), 1 = lit droplet\nuniform vec3 uRimColor; // Fresnel rim tint (GAMMA sRGB, via the /color leaf)\nuniform vec3 uLightDir; // normalized light direction (x, y, z)\nuniform float uSpecStrength; // Blinn-Phong specular weight\nuniform float uSpecShininess; // specular exponent (16-64, tight glint)\nuniform float uRimPower; // Fresnel/Schlick exponent (~2-3)\nuniform float uRimStrength; // Fresnel rim weight\n\n// Iridescence + fake subsurface (W11.a) — translucent-gel read.\nuniform float uIridescence; // warm-pearl rim sheen weight (0 = off)\nuniform float uIridHue; // base hue (radians) the cosine palette biases toward (warm)\nuniform float uIridSpeed; // animated-thickness scroll for the iridescent t\nuniform float uSssScale; // fast-SSS back-light weight\nuniform float uSssPower; // fast-SSS exponent\nuniform float uCoreGlow; // thickness-driven inner-luminosity lift\n\n// Color perturbation (perceptually uniform — OKLCh L/C/h)\nuniform float uHueRange; // degrees of hue swing (converted to radians)\nuniform float uSatShift; // OKLCh chroma swing\nuniform float uBrightnessShift; // OKLCh lightness bias\nuniform float uColorNoiseFreq;\nuniform float uColorNoiseSpeed;\n\n// Satellites (max 4)\n#define MAX_SATS 4\nuniform int uSatCount;\nuniform vec2 uSatPos[MAX_SATS];\nuniform float uSatRadius[MAX_SATS];\nuniform float uSatOpacity[MAX_SATS];\n\n// Pointer trail (W10) — a decaying-radius pseudopod toward the cursor. uTrail is a\n// COMPILE-TIME-SIZED array (GLSL ES 3.00 forbids a uniform-sized array) with a\n// DYNAMIC break on uTrailCount, mirroring the satellite loop. Later samples paint\n// smaller metaballs (r *= 1 - i/N) so the trail tapers into a tail.\n#define TRAIL_N 15\nuniform int uTrailCount;\nuniform vec2 uTrailPos[TRAIL_N];\nuniform float uTrailRadius[TRAIL_N];\n\n// Velocity-driven volume-preserving squash-and-stretch (W10).\nuniform vec2 uVelocity; // smoothed pointer velocity (motion direction + speed)\nuniform float uStretch; // squash-stretch magnitude (0 = off)\n\nconst float PI = 3.141592653589793;\n\n" + ie + X + `${a}
503
521
 
504
- ` + ae + X + re + X + `
522
+ ` + se + X + re + X + `
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  // --- Color (Ottosson OKLab/OKLCh — value.js EXACT constants, transposed) ---
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  //
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  // The OETF (srgbToLinear/linearToSrgb) + the four Ottosson matrices + their space
@@ -510,39 +528,37 @@ vec3 fbmWarpedG(vec2 p, int octaves, float warpAmp) {
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  // ONCE so the OETF can never diverge from aurora's; the line-for-line TS port
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  // (__tests__/metaball-color.glsl-port.ts) mirrors that chunk. The gamut-clamp
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  // below stays blob-local (aurora has no in-shader OKLCh path).
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+ ${s}
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  ${r}
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- ${n}
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- ` + oe + X + "\n// AX.W15 — de-synced breath. The body throb was a single sin(uPulsePhase) — a\n// mechanical pulse that re-syncs every cycle. Three DETUNED sines at IRRATIONAL\n// frequency ratios (1, 0.13/0.09 ≈ 1.444, 0.31) never re-phase, so the membrane\n// breathes like a living creature (an asymmetric slower-exhale calm band) rather\n// than a metronome. Normalized so the composite stays in ~[-1, 1].\nfloat breath(float phase) {\n return (sin(phase)\n + 0.5 * sin(phase * 1.4444 + 1.7)\n + 0.28 * sin(phase * 0.31 + 4.1)) / 1.78;\n}\n\n// AX.W15 — the composite SDF field WITH its ANALYTIC GRADIENT, returned as\n// vec3(dist, ∂d/∂x, ∂d/∂y). The domain-warped body membrane smin-merged with the\n// satellites + trail; the gradient propagates through sminG's mix(a.yz, b.yz, h)\n// so the surface normal reads the field gradient DIRECTLY (the 4-tap finite\n// difference is DELETED — its 4 full evals per lit pixel are gone).\n//\n// The ANISOTROPIC SQUASH (W10 volume-preserving stretch) is a linear map\n// bodyUv = D·R·uv (R rotates world→(motion-axis, perp); D = diag(1/sa, sa)). The\n// body field's gradient is computed in bodyUv space, so it MUST be transformed back\n// to uv space by M^T = R^T·D (the inverse-transpose handling the SOTA-deepening [2]\n// warns the 4-tap did implicitly by sampling in screen space).\nvec3 sceneDistG(vec2 uv) {\n // De-synced pulsing body radius.\n float bodyR = uBodyRadius + breath(uPulsePhase) * uPulseAmp;\n\n // Velocity-driven VOLUME-PRESERVING squash-and-stretch (W10). sa = 1 + |v|·k\n // along motion, EXACTLY 1/sa perpendicular (area-preserving). The basis (ax,\n // perp) is captured so the gradient can be transformed back below.\n vec2 bodyUv = uv;\n vec2 ax = vec2(1.0, 0.0);\n vec2 perp = vec2(0.0, 1.0);\n float sa = 1.0;\n float speed = length(uVelocity);\n bool squashed = uStretch > 0.0 && speed > 1e-4;\n if (squashed) {\n ax = uVelocity / speed;\n perp = vec2(-ax.y, ax.x);\n sa = 1.0 + speed * uStretch;\n bodyUv = vec2(dot(uv, ax) / sa, dot(uv, perp) * sa);\n }\n\n // Domain-warped FBM displacement WITH its analytic gradient (the warp-Jacobian\n // approximation per [2]). disp = (noiseVal - 0.5) · uNoiseAmp; its gradient in\n // bodyUv space is uNoiseAmp · uNoiseFreq · fbmGrad (the uNoiseFreq chain factor\n // from the bodyUv·uNoiseFreq argument).\n vec3 fbmv = fbmWarpedG(bodyUv * uNoiseFreq + uTime * uNoiseSpeed, 3, uWarpAmp);\n float bodyDisplacement = (fbmv.x - 0.5) * uNoiseAmp;\n vec2 dispGradBody = uNoiseAmp * uNoiseFreq * fbmv.yz;\n\n // Body circle WITH gradient (in bodyUv space). The displaced radius subtracts\n // the displacement, so the body gradient is circleGrad - dispGrad (sign per\n // [2]: d = circleDist - displacement ⇒ grad = circleGrad - dispGrad).\n vec3 bodyG = sdgCircle(bodyUv, vec2(0.0), bodyR + bodyDisplacement);\n vec2 bodyGradBody = bodyG.yz - dispGradBody;\n\n // Transform the body gradient back to uv space: g_uv = R^T · D · g_body, i.e.\n // scale by D = diag(1/sa, sa) in the (ax, perp) frame then reconstruct in world.\n vec2 bodyGradUv;\n if (squashed) {\n vec2 scaled = vec2(bodyGradBody.x / sa, bodyGradBody.y * sa);\n bodyGradUv = scaled.x * ax + scaled.y * perp;\n } else {\n bodyGradUv = bodyGradBody;\n }\n vec3 d = vec3(bodyG.x, bodyGradUv);\n\n // Satellites — smin-merged into the body (uMerge selects quadratic/circular).\n for (int i = 0; i < MAX_SATS; i++) {\n if (i >= uSatCount) break;\n vec3 satG = sdgCircle(uv, uSatPos[i], uSatRadius[i]);\n satG.x += (1.0 - uSatOpacity[i]) * 0.3;\n d = sminG(d, satG, uSmoothK);\n }\n\n // Pointer trail — a decaying-radius pseudopod reaching toward the cursor,\n // smin-merged so it stretches an elastic limb and snaps back.\n for (int i = 0; i < TRAIL_N; i++) {\n if (i >= uTrailCount) break;\n vec3 trailG = sdgCircle(uv, uTrailPos[i], uTrailRadius[i]);\n d = sminG(d, trailG, uSmoothK);\n }\n return d;\n}\n\n// AX.W15 — the analytic surface normal. The field gradient grad2d arrives\n// DIRECTLY from sceneDistG (no 4-tap). The smin field is sub-unit (the CD family\n// |grad| ≤ 1) so the gradient is NOT unit-length — normalize() before the dome\n// lift (the unit contract is on the FINAL lifted normal N, not the raw field\n// gradient). The Z dome: 'interior' is the normalized depth inward from the rim\n// (-d/bodyR); z = sqrt(1 - (1 - interior)^2) is the unit half-sphere profile (flat\n// centre, steep rim). N tilts outward along the field gradient near the rim and\n// points at the viewer deep inside.\nvec3 surfaceNormalFromGrad(vec2 grad2d, float d, float bodyR) {\n vec2 g = normalize(grad2d + vec2(1e-6));\n float interior = clamp(-d / max(bodyR, 1e-4), 0.0, 1.0);\n float z = sqrt(max(0.0, 1.0 - (1.0 - interior) * (1.0 - interior)));\n return normalize(vec3(g * (1.0 - z), z) + vec3(0.0, 0.0, 1e-6));\n}\n\n// W11.b — sample the multi-stop palette at t in [0,1], interpolating adjacent\n// stops in OKLab with a MIDPOINT CHROMA-BUMP (a linear OKLab mix of a vivid pair\n// dips chroma through grey; the bump lifts it back). Falls back to uBaseColor when\n// uStopCount <= 1. Returns an OKLCh stop [L, C, h(rad)].\nvec3 samplePaletteOklch(float t) {\n if (uStopCount <= 1) return oklabToOklch(srgbToOklab(uBaseColor));\n float n = float(uStopCount);\n float ft = clamp(t, 0.0, 1.0) * (n - 1.0);\n int i0 = int(floor(ft));\n int i1 = min(i0 + 1, uStopCount - 1);\n float f = ft - float(i0);\n // Fetch adjacent stops (uPalette is gamma sRGB) → OKLab.\n vec3 labA = srgbToOklab(uPalette[i0]);\n vec3 labB = srgbToOklab(uPalette[i1]);\n vec3 lab = mix(labA, labB, f);\n vec3 lch = oklabToOklch(lab);\n // Midpoint chroma-bump: a bell (peaks at f=0.5) lifts C off the grey midpoint.\n lch.y += 0.03 * sin(PI * f);\n return lch;\n}\n\nvoid main() {\n vec2 uv = vUv - 0.5;\n\n // AX.W16 (arm 5) — PRE-FBM bounding early-out. The oversized canvas (1.6x the\n // wrapper) runs the full fragment ALU — two 3-octave FBM evals + the OKLCh\n // round-trip + the lit/iridescence/SSS block — on a large transparent border\n // otherwise (~60% of the canvas is outside the droplet reach). Any fragment beyond\n // uMaxReach (the PADDED worst-case painted reach, uploaded so it never clips the\n // wet meniscus) writes transparent and returns BEFORE any of that work. This is a\n // transparent WRITE, NOT a GLSL discard: the pass is a pure premultiplied blend\n // with no depth, and discard disables the tiled-renderer fast path on mobile GPUs.\n // No fwidth is computed before the return, so there is no\n // derivative-in-non-uniform-control-flow hazard (the kept pixels compute their own\n // fwidth normally below). The pad covers the pointer-lean uv shift, so testing the\n // pre-deform uv is safe.\n if (dot(uv, uv) > uMaxReach * uMaxReach) {\n fragColor = vec4(0.0);\n return;\n }\n\n // Pointer deformation — honor the SIGN of uPointerAttraction (W10): a positive\n // attraction leans the body IN toward the cursor, a negative shies it AWAY. The\n // signed influence flows straight into the UV shift (no hardcoded repulsion).\n //\n // AX.W15 REDRESS — the falloff radius WIDENS 0.4 to 0.65. The flick lands the\n // pointer at ~0.32 uv from the body centre; with the old 0.4 cutoff the body sat\n // deep in the dead smoothstep tail (~0.10 weight), so even a strong strength left\n // a sub-floor centroid shift (the live 0.0011 vs the 0.012 gate). 0.65 reaches the\n // whole creature coherently — the body, satellites and trail all tilt toward the\n // cursor as one — so the lean READS. Paired with pointerStrength 0.45 (types.ts).\n if (uPointerActive > 0.5) {\n vec2 pointerDir = uPointer - uv;\n float pointerDist = length(pointerDir);\n float influence = smoothstep(0.65, 0.0, pointerDist) * uPointerAttraction * uPointerStrength;\n uv -= normalize(pointerDir + 1e-6) * influence;\n }\n\n // The de-synced pulsing body radius — also reused below for the inner-glow scale.\n float bodyR = uBodyRadius + breath(uPulsePhase) * uPulseAmp;\n\n // Composite domain-warped membrane field WITH its analytic gradient (AX.W15).\n vec3 scene = sceneDistG(uv);\n float d = scene.x;\n vec2 fieldGrad = scene.yz;\n\n // Edit #1 — fwidth-based anti-aliased edge: derive the smoothstep half-width\n // from the SDF screen-space gradient so the edge stays ~1px regardless of zoom.\n float aa = max(fwidth(d), 1e-6);\n float alpha = 1.0 - smoothstep(-aa, aa, d);\n\n if (alpha < 0.001) {\n fragColor = vec4(0.0);\n return;\n }\n\n // Edit #4 — perceptually-uniform OKLCh variation. Gamma base → linear → OKLab\n // → OKLCh; perturb L/C/h; OKLCh → OKLab → linear; hue-preserving gamut clamp.\n // The base is the multi-stop palette sample (W11.b) — distributed across the\n // body/satellites by the color noise field — or uBaseColor when single-stop.\n float colorNoise = fbm(uv * uColorNoiseFreq + uTime * uColorNoiseSpeed, 3);\n vec3 oklch = samplePaletteOklch(colorNoise);\n\n oklch.z += (colorNoise - 0.5) * uHueRange * (PI / 180.0); // hue swing, radians\n oklch.y = max(oklch.y + (colorNoise - 0.5) * uSatShift, 0.0); // chroma swing\n oklch.x = clamp(oklch.x + uBrightnessShift, 0.0, 1.0); // lightness bias\n\n // Surface normal — from the ANALYTIC field gradient (AX.W15: the 4-tap is\n // deleted). Computed ONCE here and reused by the iridescence (W11.a), the\n // fake-SSS (W11.a), and the lit glass block (W9.b).\n vec3 N = surfaceNormalFromGrad(fieldGrad, d, bodyR);\n vec3 V = vec3(0.0, 0.0, 1.0);\n float thickness = clamp(-d / max(bodyR, 1e-4), 0.0, 1.0); // 0 at rim, ~1 deep in\n float fres = pow(1.0 - max(dot(N, V), 0.0), 2.5); // rim-weighted angle\n\n // ── W11.a iridescence — warm-biased IQ cosine palette driving OKLCh HUE ──\n //\n // A thin-film-like sheen on the RIM (fres-weighted), NOT the cold-blue default:\n // an IQ cosine palette (a + b*cos(2pi(c*t + d))) maps the Fresnel/edge angle +\n // the FBM color field + an animated thickness onto a HUE OFFSET biased to the\n // warm arc (uIridHue), with the chroma clamped to a warm-pearl band so the rim\n // reads cream/gold (congruent with the warm-cream-glass identity). Mixed into\n // OKLCh BEFORE the gamut clamp. Default LOW.\n if (uIridescence > 0.0) {\n float t = fres + 0.3 * colorNoise + uTime * uIridSpeed;\n // Cosine palette in HUE space, centred on the warm uIridHue (~0.18 turn of\n // warm sweep so the sheen shimmers gold→peach, never swinging to cold blue).\n float iridHue = uIridHue + 0.18 * PI * cos(2.0 * PI * t);\n float w = fres * uIridescence; // rim-weighted blend\n oklch.z = mix(oklch.z, iridHue, w);\n // Warm-pearl chroma cap: lift chroma toward a pale-pearl band, clamped.\n oklch.y = min(oklch.y + 0.04 * w, oklch.y + 0.08);\n oklch.x = min(oklch.x + 0.05 * w, 1.0); // a touch brighter at the sheen\n }\n\n // ── W11.a fake subsurface translucency — thickness inner-glow + back-light ──\n //\n // A bright translucent CORE fading to a light-leaking EDGE (the -d ramp) plus\n // the fast-SSS back-light (light wrapping through the thin rim). Both lift OKLCh\n // L and warm the hue, consuming the W9 normal. In OKLCh before the gamut clamp.\n if (uCoreGlow > 0.0 || uSssScale > 0.0) {\n // Beer-Lambert inner luminosity (AX.W15): a SATURATING 1 - exp(-k·thickness)\n // curve — a flat thick core with a fast warm rim falloff — NOT the linear\n // coreGlow·thickness ramp (which over-brightens deep interiors). k ≈ 3 reads\n // as glass depth.\n oklch.x = min(oklch.x + uCoreGlow * (1.0 - exp(-3.0 * thickness)), 1.0);\n // Fast-SSS back-light: light wrapping through the thin (low-thickness) rim.\n vec3 L = normalize(uLightDir + vec3(1e-6));\n float back = pow(clamp(dot(V, -(L + N * thickness)), 0.0, 1.0), uSssPower);\n float sss = back * uSssScale * (1.0 - thickness);\n oklch.x = min(oklch.x + sss, 1.0);\n // Warm the THIN leaking rim only (scale by 1 - thickness): the SSS hue-warm\n // shift rides the rim, not the core (AX.W15 — only the thin rim warms).\n oklch.z += sss * 0.1 * (1.0 - thickness);\n }\n\n oklch = gamutClampOklch(oklch);\n\n vec3 lin = oklabToLinearSrgb(oklchToOklab(oklch));\n\n // ── W9.b lit glass surface — Blinn-Phong glint + Fresnel rim, in LINEAR ──\n //\n // The lit terms enter lin in LINEAR space BEFORE the OETF (linearToSrgb)\n // and BEFORE the * alpha premultiply — a post-OETF apply double-gammas the\n // highlight and fringes the premultiplied edge (the named A5/A2 trap). The\n // prior flat inner-glow lift is SUBSUMED by the Fresnel rim (the curvature\n // read now comes from the surface normal, not a flat smoothstep). Gated behind\n // uLit so the flat fill stays the default (zero regression).\n if (uLit > 0.5) {\n // N, V, thickness are already computed in main() (reused by iridescence/SSS).\n vec3 L = normalize(uLightDir + vec3(1e-6)); // light direction\n vec3 H = normalize(L + V); // Blinn-Phong half-vector\n\n // Warm-cream specular glint — a near-white OKLCh TINT (L~0.97, C~0.03,\n // hue~85°) routed through the SAME spliced OKLCh matrices, NOT hardcoded\n // sRGB white (pure white reads cheap-CG). Linearized for the linear add.\n vec3 warmCream = oklabToLinearSrgb(oklchToOklab(vec3(0.97, 0.03, radians(85.0))));\n\n // ENERGY-CONSERVING Blinn-Phong (AX.W15 [9]): the (shininess+2)/8 factor\n // DECOUPLES shininess from strength (without it, raising shininess dims the\n // glint, so the two knobs fight). SPECULAR ANTIALIASING: the FBM membrane\n // makes the normal vary fast, so a tight glint (16-64) STROBES on small\n // dock-grid blobs. Widen the effective lobe where the normal varies\n // (Toksvig-style fwidth clamp) — drop shininess, NOT raise it. nVar reads\n // the screen-space normal derivative; a high-variance pixel softens the\n // exponent so the glint stays stable.\n float nVar = length(fwidth(N));\n float shininess = uSpecShininess / (1.0 + 24.0 * nVar);\n float energyNorm = (shininess + 2.0) / 8.0;\n float spec = pow(max(dot(N, H), 0.0), shininess) * uSpecStrength * energyNorm;\n\n // Fresnel/Schlick rim — fed uRimColor (the --foreground warm rim via the\n // injected ColorResolver). FOREGROUND-AWARE MIN-CONTRAST GUARD (AX.W15 [10]):\n // a var(--primary) blob in dark mode resolves a rim near the BODY color, so\n // the rim washes out (no contrast). When the rim's luminance sits too close\n // to the body's, the guard CHROMA-REDUCES and L-LIFTS the rim stop (a\n // perceptual move, NOT a re-tint) so the curved rim always reads. Computed in\n // OKLCh so the lift is perceptual.\n vec3 rimOkl = oklabToOklch(srgbToOklab(uRimColor));\n float bodyL = oklch.x; // the post-perturb body lightness\n float dL = abs(rimOkl.x - bodyL);\n // If the rim is within 0.22 L of the body, push it AWAY (lift if the body is\n // dark, the dark-mode primary case; the chroma-reduce keeps it neutral-warm).\n float lack = clamp((0.22 - dL) / 0.22, 0.0, 1.0);\n rimOkl.x = clamp(mix(rimOkl.x, (bodyL < 0.5 ? 0.92 : 0.18), lack), 0.0, 1.0);\n rimOkl.y *= mix(1.0, 0.5, lack); // chroma-reduce toward a pale pearl\n vec3 rimLin = oklabToLinearSrgb(oklchToOklab(rimOkl));\n\n float rimFres = pow(1.0 - max(dot(N, V), 0.0), uRimPower);\n float rim = rimFres * uRimStrength * (1.0 - 0.6 * thickness);\n\n // Combine the two warm highlights and add in LINEAR. max(spec, rim*scale)\n // keeps the glint from stacking on the rim into a blown hotspot.\n vec3 highlight = max(warmCream * spec, rimLin * rim);\n lin += highlight;\n }\n\n vec3 rgb = clamp(linearToSrgb(lin), 0.0, 1.0); // MANDATORY OETF — closes the seam\n\n // IGN dither (AX.W15 [2][9]) — the low-chroma warm-cream dome BANDS on 8-bit\n // panels (visible Mach steps in the smooth L roll). Interleaved-gradient noise at\n // 1/255, applied AFTER linearToSrgb and BEFORE the *alpha premultiply (aurora\n // ships the same splice). A triangular ±0.5 LSB dither decorrelates the steps.\n float ign = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))));\n rgb = clamp(rgb + (ign - 0.5) / 255.0, 0.0, 1.0);\n\n // Edit #8 — premultiply AFTER the OETF: straight-alpha gamma → premultiplied.\n fragColor = vec4(rgb * alpha, alpha);\n}", ce = 4, le = 15, Z = 4, Q = "[GooBlob]", $ = 1 / 1.6, ue = /* @__PURE__ */ "uResolution.uTime.uBaseColor.uPointer.uPointerActive.uPointerAttraction.uPointerStrength.uBodyRadius.uPulsePhase.uPulseAmp.uNoiseAmp.uNoiseFreq.uNoiseSpeed.uWarpAmp.uSmoothK.uMerge.uMaxReach.uLit.uRimColor.uLightDir.uSpecStrength.uSpecShininess.uRimPower.uRimStrength.uIridescence.uIridHue.uIridSpeed.uSssScale.uSssPower.uCoreGlow.uHueRange.uSatShift.uBrightnessShift.uColorNoiseFreq.uColorNoiseSpeed.uStopCount.uSatCount.uTrailCount.uVelocity.uStretch".split(".");
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- function de(e) {
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- let { canvasRef: t, color: n, rimColor: r, paletteStops: s, mood: u, pointer: d, satellites: f, config: p, colorResolver: m } = e;
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- if (typeof m != "function") throw Error("[GooBlob] a `colorResolver` is required. Pass `defaultBlobColorResolver` from `@mkbabb/glass-ui/color` (or your own `ColorResolver`) — the blob resolves its base CSS color through this seam and will not paint without it.");
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- let h = 0, g = 0, _ = /* @__PURE__ */ new Map();
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- function v(e) {
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- let t = _.get(e);
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+ ` + ce + X + "\n// AX.W15 — de-synced breath. The body throb was a single sin(uPulsePhase) — a\n// mechanical pulse that re-syncs every cycle. Three DETUNED sines at IRRATIONAL\n// frequency ratios (1, 0.13/0.09 ≈ 1.444, 0.31) never re-phase, so the membrane\n// breathes like a living creature (an asymmetric slower-exhale calm band) rather\n// than a metronome. Normalized so the composite stays in ~[-1, 1].\nfloat breath(float phase) {\n return (sin(phase)\n + 0.5 * sin(phase * 1.4444 + 1.7)\n + 0.28 * sin(phase * 0.31 + 4.1)) / 1.78;\n}\n\n// AX.W15 — the composite SDF field WITH its ANALYTIC GRADIENT, returned as\n// vec3(dist, ∂d/∂x, ∂d/∂y). The domain-warped body membrane smin-merged with the\n// satellites + trail; the gradient propagates through sminG's mix(a.yz, b.yz, h)\n// so the surface normal reads the field gradient DIRECTLY (the 4-tap finite\n// difference is DELETED — its 4 full evals per lit pixel are gone).\n//\n// The ANISOTROPIC SQUASH (W10 volume-preserving stretch) is a linear map\n// bodyUv = D·R·uv (R rotates world→(motion-axis, perp); D = diag(1/sa, sa)). The\n// body field's gradient is computed in bodyUv space, so it MUST be transformed back\n// to uv space by M^T = R^T·D (the inverse-transpose handling the SOTA-deepening [2]\n// warns the 4-tap did implicitly by sampling in screen space).\nvec3 sceneDistG(vec2 uv) {\n // De-synced pulsing body radius.\n float bodyR = uBodyRadius + breath(uPulsePhase) * uPulseAmp;\n\n // Velocity-driven VOLUME-PRESERVING squash-and-stretch (W10), SATURATED (AX.W46\n // D5). sa is the stretch along motion, EXACTLY 1/sa perpendicular (area-preserving).\n // The basis (ax, perp) is captured so the gradient can be transformed back below.\n //\n // The W10 form sa = 1 + speed*uStretch rode an UNBOUNDED critically-damped spring\n // velocity (O(5-8)/s on a fast flick) -> sa ~ 1.78-2.25x elongation, a violent\n // taffy-pull. A tanh saturation sa = 1 + tanh(speed*k)*uStretch caps the elongation\n // at 1 + uStretch (~1.5x at the default stretch 0.5) no matter how fast the flick —\n // the fastest flick reads as a lively bounce, never a rubber-band snap (the standard\n // volume-preserving squash-and-stretch restraint). k = 1.6 keeps the tanh in its\n // near-linear regime for a slow drag (the gentle squash still reads) and saturates\n // only the fast flick.\n vec2 bodyUv = uv;\n vec2 ax = vec2(1.0, 0.0);\n vec2 perp = vec2(0.0, 1.0);\n float sa = 1.0;\n float speed = length(uVelocity);\n bool squashed = uStretch > 0.0 && speed > 1e-4;\n if (squashed) {\n ax = uVelocity / speed;\n perp = vec2(-ax.y, ax.x);\n sa = 1.0 + tanh(speed * 1.6) * uStretch;\n bodyUv = vec2(dot(uv, ax) / sa, dot(uv, perp) * sa);\n }\n\n // Domain-warped FBM displacement WITH its analytic gradient (the warp-Jacobian\n // approximation per [2]). disp = (noiseVal - 0.5) · uNoiseAmp; its gradient in\n // bodyUv space is uNoiseAmp · uNoiseFreq · fbmGrad (the uNoiseFreq chain factor\n // from the bodyUv·uNoiseFreq argument).\n vec3 fbmv = fbmWarpedG(bodyUv * uNoiseFreq + uTime * uNoiseSpeed, 3, uWarpAmp);\n float bodyDisplacement = (fbmv.x - 0.5) * uNoiseAmp;\n vec2 dispGradBody = uNoiseAmp * uNoiseFreq * fbmv.yz;\n\n // Body circle WITH gradient (in bodyUv space). The displaced radius subtracts\n // the displacement, so the body gradient is circleGrad - dispGrad (sign per\n // [2]: d = circleDist - displacement ⇒ grad = circleGrad - dispGrad).\n vec3 bodyG = sdgCircle(bodyUv, vec2(0.0), bodyR + bodyDisplacement);\n vec2 bodyGradBody = bodyG.yz - dispGradBody;\n\n // Transform the body gradient back to uv space: g_uv = R^T · D · g_body, i.e.\n // scale by D = diag(1/sa, sa) in the (ax, perp) frame then reconstruct in world.\n vec2 bodyGradUv;\n if (squashed) {\n vec2 scaled = vec2(bodyGradBody.x / sa, bodyGradBody.y * sa);\n bodyGradUv = scaled.x * ax + scaled.y * perp;\n } else {\n bodyGradUv = bodyGradBody;\n }\n vec3 d = vec3(bodyG.x, bodyGradUv);\n\n // Satellites — smin-merged into the body (uMerge selects quadratic/circular).\n for (int i = 0; i < MAX_SATS; i++) {\n if (i >= uSatCount) break;\n vec3 satG = sdgCircle(uv, uSatPos[i], uSatRadius[i]);\n satG.x += (1.0 - uSatOpacity[i]) * 0.3;\n d = sminG(d, satG, uSmoothK);\n }\n\n // Pointer trail — a decaying-radius pseudopod reaching toward the cursor,\n // smin-merged so it stretches an elastic limb and snaps back.\n for (int i = 0; i < TRAIL_N; i++) {\n if (i >= uTrailCount) break;\n vec3 trailG = sdgCircle(uv, uTrailPos[i], uTrailRadius[i]);\n d = sminG(d, trailG, uSmoothK);\n }\n return d;\n}\n\n// AX.W15 — the analytic surface normal. The field gradient grad2d arrives\n// DIRECTLY from sceneDistG (no 4-tap). The smin field is sub-unit (the CD family\n// |grad| ≤ 1) so the gradient is NOT unit-length — normalize() before the dome\n// lift (the unit contract is on the FINAL lifted normal N, not the raw field\n// gradient). The Z dome: 'interior' is the normalized depth inward from the rim\n// (-d/bodyR); z = sqrt(1 - (1 - interior)^2) is the unit half-sphere profile (flat\n// centre, steep rim). 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Gamma base → linear → OKLab\n // → OKLCh; perturb L/C/h; OKLCh → OKLab → linear; hue-preserving gamut clamp.\n // The base is the multi-stop palette sample (W11.b) — distributed across the\n // body/satellites by the color noise field — or uBaseColor when single-stop.\n float colorNoise = fbm(uv * uColorNoiseFreq + uTime * uColorNoiseSpeed, 3);\n vec3 oklch = samplePaletteOklch(colorNoise);\n\n oklch.z += (colorNoise - 0.5) * uHueRange * (PI / 180.0); // hue swing, radians\n oklch.y = max(oklch.y + (colorNoise - 0.5) * uSatShift, 0.0); // chroma swing\n oklch.x = clamp(oklch.x + uBrightnessShift, 0.0, 1.0); // lightness bias\n\n // Surface normal — from the ANALYTIC field gradient (AX.W15: the 4-tap is\n // deleted). Computed ONCE here and reused by the iridescence (W11.a), the\n // fake-SSS (W11.a), and the lit glass block (W9.b).\n vec3 N = surfaceNormalFromGrad(fieldGrad, d, bodyR);\n vec3 V = vec3(0.0, 0.0, 1.0);\n float thickness = clamp(-d / max(bodyR, 1e-4), 0.0, 1.0); // 0 at rim, ~1 deep in\n float fres = pow(1.0 - max(dot(N, V), 0.0), 2.5); // rim-weighted angle\n\n // ── W11.a iridescence — warm-biased IQ cosine palette driving OKLCh HUE ──\n //\n // A thin-film-like sheen on the RIM (fres-weighted), NOT the cold-blue default:\n // an IQ cosine palette (a + b*cos(2pi(c*t + d))) maps the Fresnel/edge angle +\n // the FBM color field + an animated thickness onto a HUE OFFSET biased to the\n // warm arc (uIridHue), with the chroma clamped to a warm-pearl band so the rim\n // reads cream/gold (congruent with the warm-cream-glass identity). Mixed into\n // OKLCh BEFORE the gamut clamp. Default LOW.\n if (uIridescence > 0.0) {\n float t = fres + 0.3 * colorNoise + uTime * uIridSpeed;\n // Cosine palette in HUE space, centred on the warm uIridHue (~0.18 turn of\n // warm sweep so the sheen shimmers gold→peach, never swinging to cold blue).\n float iridHue = uIridHue + 0.18 * PI * cos(2.0 * PI * t);\n float w = fres * uIridescence; // rim-weighted blend\n oklch.z = mix(oklch.z, iridHue, w);\n // Warm-pearl chroma cap: lift chroma toward a pale-pearl band, clamped.\n oklch.y = min(oklch.y + 0.04 * w, oklch.y + 0.08);\n oklch.x = min(oklch.x + 0.05 * w, 1.0); // a touch brighter at the sheen\n }\n\n // ── W11.a fake subsurface translucency — thickness inner-glow + back-light ──\n //\n // A bright translucent CORE fading to a light-leaking EDGE (the -d ramp) plus\n // the fast-SSS back-light (light wrapping through the thin rim). Both lift OKLCh\n // L and warm the hue, consuming the W9 normal. 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The\n // prior flat inner-glow lift is SUBSUMED by the Fresnel rim (the curvature\n // read now comes from the surface normal, not a flat smoothstep). Gated behind\n // uLit so the flat fill stays the default (zero regression).\n if (uLit > 0.5) {\n // N, V, thickness are already computed in main() (reused by iridescence/SSS).\n vec3 L = normalize(uLightDir + vec3(1e-6)); // light direction\n vec3 H = normalize(L + V); // Blinn-Phong half-vector\n\n // Warm-cream specular glint — a near-white OKLCh TINT (L~0.97, C~0.03,\n // hue~85°) routed through the SAME spliced OKLCh matrices, NOT hardcoded\n // sRGB white (pure white reads cheap-CG). Linearized for the linear add.\n vec3 warmCream = oklabToLinearSrgb(oklchToOklab(vec3(0.97, 0.03, radians(85.0))));\n\n // ENERGY-CONSERVING Blinn-Phong (AX.W15 [9]): the (shininess+2)/8 factor\n // DECOUPLES shininess from strength (without it, raising shininess dims the\n // glint, so the two knobs fight). SPECULAR ANTIALIASING: the FBM membrane\n // makes the normal vary fast, so a tight glint (16-64) STROBES on small\n // dock-grid blobs. Widen the effective lobe where the normal varies\n // (Toksvig-style fwidth clamp) — drop shininess, NOT raise it. nVar reads\n // the screen-space normal derivative; a high-variance pixel softens the\n // exponent so the glint stays stable.\n float nVar = length(fwidth(N));\n float shininess = uSpecShininess / (1.0 + 24.0 * nVar);\n float energyNorm = (shininess + 2.0) / 8.0;\n float spec = pow(max(dot(N, H), 0.0), shininess) * uSpecStrength * energyNorm;\n\n // Fresnel/Schlick rim — fed uRimColor (the --foreground warm rim via the\n // /color leaf). FOREGROUND-AWARE MIN-CONTRAST GUARD (AX.W15 [10]):\n // a var(--primary) blob in dark mode resolves a rim near the BODY color, so\n // the rim washes out (no contrast). When the rim's luminance sits too close\n // to the body's, the guard CHROMA-REDUCES and L-LIFTS the rim stop (a\n // perceptual move, NOT a re-tint) so the curved rim always reads. Computed in\n // OKLCh so the lift is perceptual.\n vec3 rimOkl = oklabToOklch(srgbToOklab(uRimColor));\n float bodyL = oklch.x; // the post-perturb body lightness\n float dL = abs(rimOkl.x - bodyL);\n // If the rim is within 0.22 L of the body, push it AWAY (lift if the body is\n // dark, the dark-mode primary case; the chroma-reduce keeps it neutral-warm).\n float lack = clamp((0.22 - dL) / 0.22, 0.0, 1.0);\n rimOkl.x = clamp(mix(rimOkl.x, (bodyL < 0.5 ? 0.92 : 0.18), lack), 0.0, 1.0);\n rimOkl.y *= mix(1.0, 0.5, lack); // chroma-reduce toward a pale pearl\n vec3 rimLin = oklabToLinearSrgb(oklchToOklab(rimOkl));\n\n float rimFres = pow(1.0 - max(dot(N, V), 0.0), uRimPower);\n float rim = rimFres * uRimStrength * (1.0 - 0.6 * thickness);\n\n // Combine the two warm highlights and add in LINEAR. max(spec, rim*scale)\n // keeps the glint from stacking on the rim into a blown hotspot.\n //\n // AX.W46 D4 — CLAMP the linear highlight below unity before the add (the\n // belt-and-braces guard the re-derived specStrength makes rarely-binding but\n // never lets a worst-case normal blow to a hard white spot). The energy-\n // conserving Blinn-Phong CAN still spike on a grazing normal where the Toksvig\n // widen has not kicked in; capping the highlight magnitude at 0.85 (a contained\n // warm gleam, sub-unity) means the OETF clamp below can never crush a\n // pure-white pixel over the dome. The cap is on the highlight ALONE (not the\n // composited lin), so the body color underneath is untouched — it caps only\n // the additive catch-light's energy.\n vec3 highlight = max(warmCream * spec, rimLin * rim);\n highlight = min(highlight, vec3(0.85));\n lin += highlight;\n }\n\n vec3 rgb = clamp(linearToSrgb(lin), 0.0, 1.0); // MANDATORY OETF — closes the seam\n\n // IGN dither (AX.W15 [2][9]) — the low-chroma warm-cream dome BANDS on 8-bit\n // panels (visible Mach steps in the smooth L roll). Interleaved-gradient noise at\n // 1/255, applied AFTER linearToSrgb and BEFORE the *alpha premultiply (aurora\n // ships the same splice). A triangular ±0.5 LSB dither decorrelates the steps.\n float ign = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))));\n rgb = clamp(rgb + (ign - 0.5) / 255.0, 0.0, 1.0);\n\n // Edit #8 — premultiply AFTER the OETF: straight-alpha gamma → premultiplied.\n fragColor = vec4(rgb * alpha, alpha);\n}", ue = 4, de = 15, Z = 4, Q = "[GooBlob]", $ = 1 / 1.6, fe = /* @__PURE__ */ "uResolution.uTime.uBaseColor.uPointer.uPointerActive.uPointerAttraction.uPointerStrength.uBodyRadius.uPulsePhase.uPulseAmp.uNoiseAmp.uNoiseFreq.uNoiseSpeed.uWarpAmp.uSmoothK.uMerge.uMaxReach.uLit.uRimColor.uLightDir.uSpecStrength.uSpecShininess.uRimPower.uRimStrength.uIridescence.uIridHue.uIridSpeed.uSssScale.uSssPower.uCoreGlow.uHueRange.uSatShift.uBrightnessShift.uColorNoiseFreq.uColorNoiseSpeed.uStopCount.uSatCount.uTrailCount.uVelocity.uStretch".split(".");
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+ }), f.tick(l), c ? p.rest() : p.tick(l), m.tick(_, f.params.value);
615
+ let v = f.params.value, x = y(r.value), { geometry: w, membrane: T, color: M, surface: N, interaction: P } = h;
616
+ t.useProgram(u), t.bindVertexArray(d), t.uniform2f(C.uResolution, e.width, e.height), t.uniform1f(C.uTime, _ / 1e3), t.uniform3f(C.uBaseColor, x[0], x[1], x[2]);
617
+ let F = s.value, I = Math.min(F.length, Z);
618
+ t.uniform1i(C.uStopCount, I);
601
619
  for (let e = 0; e < Z; e++) {
602
- let n = j[e] ?? null, r = C[e];
620
+ let n = j[e] ?? null, r = F[e];
603
621
  if (r) {
604
- let e = v(r);
622
+ let e = y(r);
605
623
  t.uniform3f(n, e[0], e[1], e[2]);
606
- } else t.uniform3f(n, S[0], S[1], S[2]);
624
+ } else t.uniform3f(n, x[0], x[1], x[2]);
607
625
  }
608
- let M = d.pointer.value;
609
- t.uniform2f(w.uPointer, M.x * .5 * $, M.y * .5 * $), t.uniform1f(w.uPointerActive, +!!d.active.value), t.uniform1f(w.uPointerAttraction, p.pointerAttraction + y.pointerAttraction), t.uniform1f(w.uPointerStrength, p.pointerStrength * $);
610
- let N = d.velocity.value;
611
- t.uniform2f(w.uVelocity, N.x * .5 * $, N.y * .5 * $), t.uniform1f(w.uStretch, p.stretch);
612
- let P = d.trailSources(p.satelliteRadius * .7);
613
- t.uniform1i(w.uTrailCount, P.count);
614
- for (let e = 0; e < le; e++) {
615
- let n = k[e] ?? null, r = A[e] ?? null, i = P.sources[e];
626
+ let L = p.pointer.value, R = P.pointerAttraction + v.pointerAttraction;
627
+ t.uniform2f(C.uPointer, L.x * .5 * $, L.y * .5 * $), t.uniform1f(C.uPointerActive, +!!p.active.value), t.uniform1f(C.uPointerAttraction, R), t.uniform1f(C.uPointerStrength, P.pointerStrength * $);
628
+ let z = Math.max(0, Math.min(1, R)), B = p.velocity.value;
629
+ t.uniform2f(C.uVelocity, B.x * .5 * $, B.y * .5 * $), t.uniform1f(C.uStretch, P.stretch);
630
+ let V = p.trailSources(w.satelliteRadius * .7 * z);
631
+ t.uniform1i(C.uTrailCount, V.count);
632
+ for (let e = 0; e < de; e++) {
633
+ let n = k[e] ?? null, r = A[e] ?? null, i = V.sources[e];
616
634
  i ? (t.uniform2f(n, i.x * .5 * $, i.y * .5 * $), t.uniform1f(r, i.radius * $)) : (t.uniform2f(n, 0, 0), t.uniform1f(r, 0));
617
635
  }
618
- t.uniform1f(w.uBodyRadius, p.bodyRadius * $), t.uniform1f(w.uPulsePhase, i * p.pulseFreq * y.pulseFreq * Math.PI * 2);
619
- let F = d.pulse.value * p.clickImpulse;
620
- t.uniform1f(w.uPulseAmp, (p.pulseAmp * y.pulseAmp / .015 + F) * $), t.uniform1f(w.uNoiseAmp, p.noiseAmp * y.noiseAmp / .025 * $), t.uniform1f(w.uNoiseFreq, p.noiseFreq), t.uniform1f(w.uNoiseSpeed, p.noiseSpeed), t.uniform1f(w.uWarpAmp, p.warpAmp), t.uniform1f(w.uSmoothK, p.smoothK * y.smoothK * $), t.uniform1f(w.uMerge, +(p.merge === "circular"));
621
- let I = p.orbitRadius * 1.2 * (1 + p.eccentricity) + p.satelliteRadius, L = (Math.max(p.bodyRadius, I) + p.smoothK * y.smoothK + p.noiseAmp * y.noiseAmp / .025 + Math.abs(d.pulse.value) * p.clickImpulse) * $ + .1;
622
- t.uniform1f(w.uMaxReach, L), t.uniform1f(w.uHueRange, p.hueRange + y.hueRange), t.uniform1f(w.uSatShift, p.satShift + y.satShift), t.uniform1f(w.uBrightnessShift, p.brightnessShift + y.brightnessShift), t.uniform1f(w.uColorNoiseFreq, p.colorNoiseFreq), t.uniform1f(w.uColorNoiseSpeed, p.colorNoiseSpeed), t.uniform1f(w.uLit, +!!p.lit);
623
- let R = v(r.value);
624
- t.uniform3f(w.uRimColor, R[0], R[1], R[2]), t.uniform3f(w.uLightDir, p.lightDir[0], p.lightDir[1], p.lightDir[2]), t.uniform1f(w.uSpecStrength, p.specStrength), t.uniform1f(w.uSpecShininess, p.specShininess), t.uniform1f(w.uRimPower, p.rimPower), t.uniform1f(w.uRimStrength, p.rimStrength), t.uniform1f(w.uIridescence, p.iridescence * y.iridScale), t.uniform1f(w.uIridHue, p.iridHue * (Math.PI / 180)), t.uniform1f(w.uIridSpeed, p.iridSpeed), t.uniform1f(w.uSssScale, p.sssScale * y.iridScale), t.uniform1f(w.uSssPower, p.sssPower), t.uniform1f(w.uCoreGlow, p.coreGlow);
625
- let z = f.sources;
626
- t.uniform1i(w.uSatCount, z.length);
627
- for (let e = 0; e < ce; e++) {
628
- let n = E[e] ?? null, r = D[e] ?? null, i = O[e] ?? null, a = z[e];
636
+ t.uniform1f(C.uBodyRadius, w.bodyRadius * $), t.uniform1f(C.uPulsePhase, n * T.pulseFreq * v.pulseFreq * Math.PI * 2);
637
+ let H = p.pulse.value * P.clickImpulse;
638
+ t.uniform1f(C.uPulseAmp, (T.pulseAmp * v.pulseAmp / .015 + H) * $), t.uniform1f(C.uNoiseAmp, T.noiseAmp * v.noiseAmp / .025 * $), t.uniform1f(C.uNoiseFreq, T.noiseFreq), t.uniform1f(C.uNoiseSpeed, T.noiseSpeed), t.uniform1f(C.uWarpAmp, T.warpAmp), t.uniform1f(C.uSmoothK, T.smoothK * v.smoothK * $), t.uniform1f(C.uMerge, +(T.merge === "circular"));
639
+ let U = w.orbitRadius * 1.2 * (1 + w.eccentricity) + w.satelliteRadius, W = (Math.max(w.bodyRadius, U) + T.smoothK * v.smoothK + T.noiseAmp * v.noiseAmp / .025 + Math.abs(p.pulse.value) * P.clickImpulse) * $ + .1;
640
+ t.uniform1f(C.uMaxReach, W), t.uniform1f(C.uHueRange, M.hueRange + v.hueRange), t.uniform1f(C.uSatShift, M.satShift + v.satShift), t.uniform1f(C.uBrightnessShift, M.brightnessShift + v.brightnessShift), t.uniform1f(C.uColorNoiseFreq, M.colorNoiseFreq), t.uniform1f(C.uColorNoiseSpeed, M.colorNoiseSpeed), t.uniform1f(C.uLit, +!!N.lit);
641
+ let G = y(a.value);
642
+ t.uniform3f(C.uRimColor, G[0], G[1], G[2]), t.uniform3f(C.uLightDir, N.lightDir[0], N.lightDir[1], N.lightDir[2]), t.uniform1f(C.uSpecStrength, N.specStrength), t.uniform1f(C.uSpecShininess, N.specShininess), t.uniform1f(C.uRimPower, N.rimPower), t.uniform1f(C.uRimStrength, N.rimStrength), t.uniform1f(C.uIridescence, N.iridescence * v.iridScale), t.uniform1f(C.uIridHue, N.iridHue * (Math.PI / 180)), t.uniform1f(C.uIridSpeed, N.iridSpeed), t.uniform1f(C.uSssScale, N.sssScale * v.iridScale), t.uniform1f(C.uSssPower, N.sssPower), t.uniform1f(C.uCoreGlow, N.coreGlow);
643
+ let K = m.sources;
644
+ t.uniform1i(C.uSatCount, K.length);
645
+ for (let e = 0; e < ue; e++) {
646
+ let n = E[e] ?? null, r = D[e] ?? null, i = O[e] ?? null, a = K[e];
629
647
  a ? (t.uniform2f(n, a.x * $, a.y * $), t.uniform1f(r, a.radius * $), t.uniform1f(i, a.opacity)) : (t.uniform2f(n, 0, 0), t.uniform1f(r, 0), t.uniform1f(i, 0));
630
648
  }
631
649
  t.clearColor(0, 0, 0, 0), t.clear(t.COLOR_BUFFER_BIT), t.drawArrays(t.TRIANGLES, 0, 6), t.bindVertexArray(null);
632
650
  }
633
651
  function P() {
634
- if (x) return !1;
635
- if (!u.isSettled() || !d.isAtRest() || !f.isQuiescent()) return C(), !0;
636
- let e = f.nextEventMs(g), t = u.nextAutoMoodMs(), n = Number.isFinite(t) ? g + t : Infinity;
652
+ if (S) return !1;
653
+ if (!f.isSettled() || !p.isAtRest() || !m.isQuiescent()) return w(), !0;
654
+ let e = m.nextEventMs(_), t = f.nextAutoMoodMs(), n = Number.isFinite(t) ? _ + t : Infinity;
637
655
  return T(Math.min(e, n)), !1;
638
656
  }
639
657
  return {
@@ -641,32 +659,31 @@ function de(e) {
641
659
  shouldContinue: P,
642
660
  resize: M,
643
661
  teardown: () => {
644
- t.deleteProgram(m), t.deleteShader(o), t.deleteShader(l), t.deleteBuffer(y), t.deleteVertexArray(_);
662
+ t.deleteProgram(u), t.deleteShader(o), t.deleteShader(l), t.deleteBuffer(v), t.deleteVertexArray(d);
645
663
  }
646
664
  };
647
665
  }
648
666
  }), b.arm();
649
667
  }
650
- return w(t, (e) => {
651
- e && !b && E(e);
652
- }, { immediate: !0 }), w(n, () => b?.wake()), y(() => {
653
- C(), b?.dispose(), b = null;
668
+ return E(t, (e) => {
669
+ e && !b && D(e);
670
+ }, { immediate: !0 }), E(r, () => b?.wake()), E(s, () => b?.wake(), { deep: !0 }), x(() => {
671
+ w(), b?.dispose(), b = null;
654
672
  }), {
655
673
  pause: () => {
656
- x = !0, b?.suspend("manual");
674
+ S = !0, b?.suspend("manual");
657
675
  },
658
676
  resume: () => {
659
- x = !1, b?.resume("manual");
677
+ S = !1, b?.resume("manual");
660
678
  }
661
679
  };
662
680
  }
663
681
  //#endregion
664
682
  //#region src/components/custom/goo-blob/GooBlob.vue
665
- var fe = /* @__PURE__ */ e(/* @__PURE__ */ h({
683
+ var me = /* @__PURE__ */ e(/* @__PURE__ */ _({
666
684
  __name: "GooBlob",
667
685
  props: {
668
686
  color: {},
669
- colorResolver: { type: Function },
670
687
  config: {},
671
688
  seed: { default: "" },
672
689
  paused: {
@@ -676,67 +693,69 @@ var fe = /* @__PURE__ */ e(/* @__PURE__ */ h({
676
693
  },
677
694
  emits: ["click", "update:paused"],
678
695
  setup(e, { expose: n, emit: r }) {
679
- let i = r, a = g(D, null), o = e.config ?? a;
696
+ let i = r, a = v(k, null), o = e.config ?? a;
680
697
  if (!o) throw Error("[glass-ui] GooBlob: no blob config. Pass an explicit `config` prop (e.g. BLOB_CONFIG_DEFAULTS) or provide(BLOB_CONFIG_KEY, cfg) from an ancestor. There is no silent defaults synthesis.");
681
- let s = C("canvasRef"), c = C("wrapperRef"), l = R(), u = z(c), d = q(o, e.color + e.seed), h = t(), y = S(e.color), x = S(o.rimColor), T = S([...o.paletteStops]);
682
- function E() {
683
- let t = c.value;
684
- h.invalidate(), y.value = h.resolve(e.color, t), x.value = h.resolve(o.rimColor, t), T.value = o.paletteStops.map((e) => h.resolve(e, t));
698
+ let s = () => e.config ?? a ?? o, c = T("canvasRef"), l = T("wrapperRef"), u = B(), d = V(l), f = te(o, e.color + e.seed), p = t(), _ = w(e.color), x = w(o.surface.rimColor), C = w([...o.color.paletteStops]);
699
+ function D() {
700
+ let t = l.value, n = s();
701
+ p.invalidate(), _.value = p.resolve(e.color, t), x.value = p.resolve(n.surface.rimColor, t), C.value = n.color.paletteStops.map((e) => p.resolve(e, t));
685
702
  }
686
- let O = de({
687
- canvasRef: s,
688
- color: y,
703
+ let O = pe({
704
+ canvasRef: c,
705
+ color: _,
689
706
  rimColor: x,
690
- paletteStops: T,
691
- mood: l,
692
- pointer: u,
693
- satellites: d,
694
- config: o,
695
- colorResolver: e.colorResolver
707
+ paletteStops: C,
708
+ mood: u,
709
+ pointer: d,
710
+ satellites: f,
711
+ config: o
696
712
  });
697
- w(c, E, { immediate: !0 });
698
- let k = null;
699
- typeof document < "u" && (k = new MutationObserver(E), k.observe(document.documentElement, {
713
+ E(l, D, { immediate: !0 });
714
+ let A = null;
715
+ typeof document < "u" && (A = new MutationObserver(D), A.observe(document.documentElement, {
700
716
  attributes: !0,
701
717
  attributeFilter: ["class"]
702
- })), w(f(() => e.color), (t) => {
703
- E(), d.reseed(t + e.seed);
704
- }), w(() => e.paused, (e) => e ? O.pause() : O.resume(), { immediate: !0 }), v(() => {
705
- k?.disconnect(), k = null;
718
+ })), E(m(() => e.color), (t) => {
719
+ D(), f.reseed(t + e.seed);
720
+ }), E(() => {
721
+ let e = s();
722
+ return [e.color.paletteStops.join("|"), e.surface.rimColor];
723
+ }, () => D(), { deep: !0 }), E(() => e.paused, (e) => e ? O.pause() : O.resume(), { immediate: !0 }), b(() => {
724
+ A?.disconnect(), A = null;
706
725
  });
707
- function A() {
708
- d.nudge();
709
- }
710
- function j(e) {
711
- l.setMood(e);
726
+ function j() {
727
+ f.nudge();
712
728
  }
713
- function M() {
714
- u.click(o.clickImpulse);
729
+ function M(e) {
730
+ u.setMood(e, { source: "manual" });
715
731
  }
716
732
  function N() {
717
- M(), i("click");
733
+ d.click(o.interaction.clickImpulse);
734
+ }
735
+ function P() {
736
+ N(), i("click");
718
737
  }
719
738
  return n({
720
- nudge: A,
721
- setMood: j,
722
- pulse: M,
723
- currentMood: l.currentMood,
739
+ nudge: j,
740
+ setMood: M,
741
+ pulse: N,
742
+ currentMood: u.currentMood,
724
743
  pause: O.pause,
725
744
  resume: O.resume
726
- }), (t, n) => (b(), p("div", {
745
+ }), (t, n) => (S(), h("div", {
727
746
  ref_key: "wrapperRef",
728
- ref: c,
747
+ ref: l,
729
748
  class: "goo-blob-wrapper",
730
- style: _({ "--blob-color": e.color }),
731
- onClick: N
732
- }, [m("canvas", {
749
+ style: y({ "--blob-color": e.color }),
750
+ onClick: P
751
+ }, [g("canvas", {
733
752
  ref_key: "canvasRef",
734
- ref: s,
753
+ ref: c,
735
754
  class: "goo-blob-canvas",
736
755
  "aria-hidden": "true",
737
756
  "data-testid": "goo-blob-canvas"
738
757
  }, null, 512)], 4));
739
758
  }
740
- }), [["__scopeId", "data-v-d2901aa9"]]);
759
+ }), [["__scopeId", "data-v-d2abf215"]]);
741
760
  //#endregion
742
- export { E as BLOB_CONFIG_DEFAULTS, D as BLOB_CONFIG_KEY, fe as GooBlob, R as useBlobMood, z as useBlobPointer, q as useBlobSatellites, de as useMetaballRenderer };
761
+ export { O as BLOB_CONFIG_DEFAULTS, k as BLOB_CONFIG_KEY, me as GooBlob, B as useBlobMood, V as useBlobPointer, te as useBlobSatellites, pe as useMetaballRenderer };