@paper-design/shaders 0.0.30 → 0.0.31

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Files changed (62) hide show
  1. package/README.md +7 -4
  2. package/dist/index.d.ts +25 -23
  3. package/dist/index.js +35 -22
  4. package/dist/index.js.map +2 -2
  5. package/dist/shaders/color-panels.d.ts +48 -0
  6. package/dist/shaders/color-panels.js +213 -0
  7. package/dist/shaders/color-panels.js.map +7 -0
  8. package/dist/shaders/dithering.d.ts +8 -8
  9. package/dist/shaders/dithering.js +15 -7
  10. package/dist/shaders/dithering.js.map +2 -2
  11. package/dist/shaders/dot-grid.d.ts +1 -1
  12. package/dist/shaders/dot-grid.js +4 -4
  13. package/dist/shaders/dot-grid.js.map +1 -1
  14. package/dist/shaders/dot-orbit.d.ts +6 -3
  15. package/dist/shaders/dot-orbit.js +14 -10
  16. package/dist/shaders/dot-orbit.js.map +2 -2
  17. package/dist/shaders/god-rays.d.ts +9 -6
  18. package/dist/shaders/god-rays.js +15 -16
  19. package/dist/shaders/god-rays.js.map +2 -2
  20. package/dist/shaders/grain-gradient.d.ts +5 -3
  21. package/dist/shaders/grain-gradient.js +50 -36
  22. package/dist/shaders/grain-gradient.js.map +2 -2
  23. package/dist/shaders/liquid-metal.d.ts +27 -12
  24. package/dist/shaders/liquid-metal.js +63 -66
  25. package/dist/shaders/liquid-metal.js.map +2 -2
  26. package/dist/shaders/mesh-gradient.d.ts +3 -3
  27. package/dist/shaders/mesh-gradient.js +6 -6
  28. package/dist/shaders/mesh-gradient.js.map +1 -1
  29. package/dist/shaders/metaballs.d.ts +6 -3
  30. package/dist/shaders/metaballs.js +11 -10
  31. package/dist/shaders/metaballs.js.map +2 -2
  32. package/dist/shaders/neuro-noise.d.ts +12 -6
  33. package/dist/shaders/neuro-noise.js +26 -11
  34. package/dist/shaders/neuro-noise.js.map +2 -2
  35. package/dist/shaders/perlin-noise.d.ts +10 -10
  36. package/dist/shaders/perlin-noise.js +29 -21
  37. package/dist/shaders/perlin-noise.js.map +2 -2
  38. package/dist/shaders/pulsing-border.d.ts +3 -3
  39. package/dist/shaders/pulsing-border.js +25 -25
  40. package/dist/shaders/pulsing-border.js.map +1 -1
  41. package/dist/shaders/simplex-noise.d.ts +3 -3
  42. package/dist/shaders/simplex-noise.js +12 -12
  43. package/dist/shaders/simplex-noise.js.map +1 -1
  44. package/dist/shaders/smoke-ring.d.ts +3 -3
  45. package/dist/shaders/smoke-ring.js +6 -6
  46. package/dist/shaders/smoke-ring.js.map +1 -1
  47. package/dist/shaders/spiral.d.ts +8 -8
  48. package/dist/shaders/spiral.js +15 -7
  49. package/dist/shaders/spiral.js.map +2 -2
  50. package/dist/shaders/swirl.d.ts +5 -3
  51. package/dist/shaders/swirl.js +29 -18
  52. package/dist/shaders/swirl.js.map +2 -2
  53. package/dist/shaders/voronoi.d.ts +8 -8
  54. package/dist/shaders/voronoi.js +11 -11
  55. package/dist/shaders/voronoi.js.map +1 -1
  56. package/dist/shaders/warp.d.ts +3 -3
  57. package/dist/shaders/warp.js +31 -27
  58. package/dist/shaders/warp.js.map +2 -2
  59. package/dist/shaders/waves.d.ts +7 -7
  60. package/dist/shaders/waves.js +16 -8
  61. package/dist/shaders/waves.js.map +2 -2
  62. package/package.json +1 -1
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/dithering.ts"],
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- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing';\nimport { declareSimplexNoise, declarePI, declareRandom } from '../shader-utils';\n\n/**\n * Dithering Fragment Shader by Ksenia Kondrashova\n * Applies dithering (4 dithering types available) over the\n * abstract shapes animation (7 animated shapes available)\n *\n * Uniforms include:\n * - u_color1: background color, RGBA\n * - u_color2: pixels color, RGBA\n *\n * - u_shape (float, used as int, 1 to 7):\n * --- shape = 1: Simplex noise pattern\n * --- shape = 2: Warp noise pattern\n * --- shape = 3: Columns if dots moving vertically\n * --- shape = 4: Sine wave\n * --- shape = 5: Ripple effect\n * --- shape = 6: Swirl animation\n * --- shape = 7: Rotating sphere\n *\n * - u_type (float, used as int, 1 to 4):\n * --- type = 1: Random dithering\n * --- type = 2: 2x2 Bayer matrix\n * --- type = 3: 4x4 Bayer matrix\n * --- type = 4: 8x8 Bayer matrix\n *\n * - pxSize (float), relative to canvas resolution\n *\n */\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_color1;\nuniform vec4 u_color2;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n${declarePI}\n${declareRandom}\n\nfloat getSimplexNoise(vec2 uv, float t) {\n float noise = .5 * snoise(uv - vec2(0., .3 * t));\n noise += .5 * snoise(2. * uv + vec2(0., .32 * t));\n\n return noise;\n}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);\n\n float speed = sign(rand - .5) * ceil(2. + rand);\n shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);\n shape = pow(shape, 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(random(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 color = mix(u_color1.rgb, u_color2.rgb, res);\n float opacity = mix(u_color1.a, u_color2.a, res);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_color1: [number, number, number, number];\n u_color2: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n color1?: string;\n color2?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n pxSize?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n random: 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
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+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, declareRandom } from '../shader-utils.js';\n\n/**\n * Dithering Fragment Shader by Ksenia Kondrashova\n * Applies dithering (4 dithering types available) over the\n * abstract shapes animation (7 animated shapes available)\n *\n * Uniforms include:\n * - u_colorBack: background color, RGBA\n * - u_colorFront: pixels color, RGBA\n *\n * - u_shape (float, used as int, 1 to 7):\n * --- shape = 1: Simplex noise pattern\n * --- shape = 2: Warp noise pattern\n * --- shape = 3: Columns if dots moving vertically\n * --- shape = 4: Sine wave\n * --- shape = 5: Ripple effect\n * --- shape = 6: Swirl animation\n * --- shape = 7: Rotating sphere\n *\n * - u_type (float, used as int, 1 to 4):\n * --- type = 1: Random dithering\n * --- type = 2: 2x2 Bayer matrix\n * --- type = 3: 4x4 Bayer matrix\n * --- type = 4: 8x8 Bayer matrix\n *\n * - pxSize (float), relative to canvas resolution\n *\n */\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n${declarePI}\n${declareRandom}\n\nfloat getSimplexNoise(vec2 uv, float t) {\n float noise = .5 * snoise(uv - vec2(0., .3 * t));\n noise += .5 * snoise(2. * uv + vec2(0., .32 * t));\n\n return noise;\n}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);\n\n float speed = sign(rand - .5) * ceil(2. + rand);\n shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);\n shape = pow(shape, 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(random(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n pxSize?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
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  "names": []
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  }
@@ -1,4 +1,4 @@
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- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
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+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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  /**
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  * Dot Grid Pattern
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  * https://github.com/paper-design/shaders *
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  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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- import { sizingVariablesDeclaration } from "../shader-sizing";
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- import { declarePI, declareSimplexNoise } from "../shader-utils";
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+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
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+ import { declarePI, declareSimplexNoise } from "../shader-utils.js";
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  const dotGridFragmentShader = `#version 300 es
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  precision mediump float;
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@@ -34,7 +34,7 @@ float polygon(vec2 p, float N, float rot) {
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  }
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  void main() {
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  vec2 shape_uv = v_patternUV;
39
39
  shape_uv += .5;
40
40
 
@@ -90,7 +90,7 @@ void main() {
90
90
  opacity += stroke;
91
91
  opacity += shapeInner;
92
92
  opacity += (1. - opacity) * u_colorBack.a;
93
-
93
+
94
94
  fragColor = vec4(color, opacity);
95
95
  }
96
96
  `;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/dot-grid.ts"],
4
- "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareSimplexNoise } from '../shader-utils';\n\n/**\n * Dot Grid Pattern\n * (the size parameters are set in pixels)\n *\n * Uniforms include:\n * u_colorBack - the background color\n * u_colorFill - the fill color\n * u_colorStroke - the stroke color\n * u_dotSize (px) - the base dot radius\n * u_strokeWidth (px) - the stroke (to be subtracted from u_dotSize)\n * u_gapX (px) - horizontal grid spacing\n * u_gapY (px) - vertical grid spacing\n * u_sizeRange (0 .. 1) - variety of dot size\n * u_opacityRange(0 .. 1) - variety of dot opacity to be applied equally to fill and stroke\n * u_shape - shape code (0 - circle, 1 - diamond, 2 - square, 3 - triangle)\n */\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n \n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n\n vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;\n vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);\n float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
4
+ "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareSimplexNoise } from '../shader-utils.js';\n\n/**\n * Dot Grid Pattern\n * (the size parameters are set in pixels)\n *\n * Uniforms include:\n * u_colorBack - the background color\n * u_colorFill - the fill color\n * u_colorStroke - the stroke color\n * u_dotSize (px) - the base dot radius\n * u_strokeWidth (px) - the stroke (to be subtracted from u_dotSize)\n * u_gapX (px) - horizontal grid spacing\n * u_gapY (px) - vertical grid spacing\n * u_sizeRange (0 .. 1) - variety of dot size\n * u_opacityRange(0 .. 1) - variety of dot opacity to be applied equally to fill and stroke\n * u_shape - shape code (0 - circle, 1 - diamond, 2 - square, 3 - triangle)\n */\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n\n vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;\n vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);\n float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
5
5
  "mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,2BAA2B;AAkBxC,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc3C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiGd,MAAM,gBAAgB;AAAA,EAC3B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,UAAU;AACZ;",
6
6
  "names": []
7
7
  }
@@ -1,6 +1,6 @@
1
- import type { vec4 } from '../types';
2
- import type { ShaderMotionParams } from '../shader-mount';
3
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { vec4 } from '../types.js';
2
+ import type { ShaderMotionParams } from '../shader-mount.js';
3
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
4
4
  export declare const dotOrbitMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  };
@@ -10,6 +10,7 @@ export declare const dotOrbitMeta: {
10
10
  * Renders a dot pattern with dot placed in the center of each cell of animated Voronoi diagram
11
11
  *
12
12
  * Uniforms include:
13
+ * - u_colorBack (vec4): the background color of the scene
13
14
  * - u_colors (vec4[]): Input RGBA colors
14
15
  * - u_colorsCount (float): Number of active colors (`u_colors` length)
15
16
  * - u_stepsPerColor (float): Discretization of the color transition
@@ -19,6 +20,7 @@ export declare const dotOrbitMeta: {
19
20
  */
20
21
  export declare const dotOrbitFragmentShader: string;
21
22
  export interface DotOrbitUniforms extends ShaderSizingUniforms {
23
+ u_colorBack: [number, number, number, number];
22
24
  u_colors: vec4[];
23
25
  u_colorsCount: number;
24
26
  u_size: number;
@@ -27,6 +29,7 @@ export interface DotOrbitUniforms extends ShaderSizingUniforms {
27
29
  u_stepsPerColor: number;
28
30
  }
29
31
  export interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {
32
+ colorBack?: string;
30
33
  colors?: string[];
31
34
  size?: number;
32
35
  sizeRange?: number;
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing";
7
- import { declarePI, declareRandom, declareRotate } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, declareRandom, declareRotate } from "../shader-utils.js";
8
8
  const dotOrbitMeta = {
9
9
  maxColorCount: 10
10
10
  };
@@ -13,6 +13,7 @@ precision mediump float;
13
13
 
14
14
  uniform float u_time;
15
15
 
16
+ uniform vec4 u_colorBack;
16
17
  uniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];
17
18
  uniform float u_colorsCount;
18
19
  uniform float u_stepsPerColor;
@@ -35,7 +36,7 @@ vec2 random2(vec2 p) {
35
36
  vec3 voronoiShape(vec2 uv, float time) {
36
37
  vec2 i_uv = floor(uv);
37
38
  vec2 f_uv = fract(uv);
38
-
39
+
39
40
  float spreading = .25 * clamp(u_spreading, 0., 1.);
40
41
 
41
42
  float minDist = 1.;
@@ -62,11 +63,11 @@ vec3 voronoiShape(vec2 uv, float time) {
62
63
  }
63
64
 
64
65
  void main() {
65
-
66
+
66
67
  vec2 shape_uv = v_patternUV;
67
68
  shape_uv += .5;
68
69
  shape_uv *= .015;
69
-
70
+
70
71
  float t = u_time;
71
72
 
72
73
  vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;
@@ -77,11 +78,11 @@ void main() {
77
78
  float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);
78
79
 
79
80
  float shape = voronoi[1];
80
-
81
+
81
82
  float mixer = shape * (u_colorsCount - 1.);
82
83
  mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
83
84
  float steps = max(1., u_stepsPerColor);
84
-
85
+
85
86
  vec4 gradient = u_colors[0];
86
87
  gradient.rgb *= gradient.a;
87
88
  for (int i = 1; i < ${dotOrbitMeta.maxColorCount}; i++) {
@@ -106,9 +107,12 @@ void main() {
106
107
  gradient = mix(cLast, cFst, localT);
107
108
  }
108
109
 
109
- gradient *= dots;
110
- vec3 color = gradient.rgb;
111
- float opacity = gradient.a;
110
+ vec3 color = gradient.rgb * dots;
111
+ float opacity = gradient.a * dots;
112
+
113
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
114
+ color = color + bgColor * (1. - opacity);
115
+ opacity = opacity + u_colorBack.a * (1. - opacity);
112
116
 
113
117
  fragColor = vec4(color, opacity);
114
118
  }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/dot-orbit.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRandom, declareRotate } from '../shader-utils';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Dot Pattern with dot moving around their grid position\n * The artwork by Ksenia Kondrashova\n * Renders a dot pattern with dot placed in the center of each cell of animated Voronoi diagram\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float): Discretization of the color transition\n * - u_size (float, 0 .. 1): Base dot radius (relative to cell size)\n * - u_sizeRange (float, 0 .. 1): Dot radius to vary between the cells\n * - u_spreading (float, 0 .. 1): the distance each dot can move around the regular grid\n */\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nvec2 random2(vec2 p) {\n return vec2(random(p), random(200. * p));\n}\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n \n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = random2(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n \n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n shape_uv *= .015;\n \n float t = u_time;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);\n\n float shape = voronoi[1];\n \n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n \n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${dotOrbitMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n gradient *= dots;\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,qBAAqB;AAEjD,MAAM,eAAe;AAAA,EAC1B,eAAe;AACjB;AAeO,MAAM,yBAAiC;AAAA;AAAA;AAAA;AAAA;AAAA,wBAKtB,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOhD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA0DS,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, declareRotate } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Dot Pattern with dot moving around their grid position\n * The artwork by Ksenia Kondrashova\n * Renders a dot pattern with dot placed in the center of each cell of animated Voronoi diagram\n *\n * Uniforms include:\n * - u_colorBack (vec4): the background color of the scene\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float): Discretization of the color transition\n * - u_size (float, 0 .. 1): Base dot radius (relative to cell size)\n * - u_sizeRange (float, 0 .. 1): Dot radius to vary between the cells\n * - u_spreading (float, 0 .. 1): the distance each dot can move around the regular grid\n */\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nvec2 random2(vec2 p) {\n return vec2(random(p), random(200. * p));\n}\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = random2(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n shape_uv *= .015;\n\n float t = u_time;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);\n\n float shape = voronoi[1];\n\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${dotOrbitMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 color = gradient.rgb * dots;\n float opacity = gradient.a * dots;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,qBAAqB;AAEjD,MAAM,eAAe;AAAA,EAC1B,eAAe;AACjB;AAgBO,MAAM,yBAAiC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMtB,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOhD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA0DS,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -1,6 +1,6 @@
1
- import type { vec4 } from '../types';
2
- import type { ShaderMotionParams } from '../shader-mount';
3
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { vec4 } from '../types.js';
2
+ import type { ShaderMotionParams } from '../shader-mount.js';
3
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
4
4
  export declare const godRaysMeta: {
5
5
  readonly maxColorCount: 5;
6
6
  };
@@ -12,17 +12,19 @@ export declare const godRaysMeta: {
12
12
  * Uniforms include:
13
13
  *
14
14
  * - u_colorBack: background RGBA color
15
+ * - u_colorBloom:
15
16
  * - uColors (vec4[]): Input RGBA colors
16
17
  * - u_frequency: the frequency of rays (the number of sectors)
17
18
  * - u_spotty: the density of spots in the rings (higher = more spots)
18
19
  * - u_midSize: the size of the central shape within the rings
19
20
  * - u_midIntensity: the influence of the central shape on the rings
20
21
  * - u_density (0 .. 1): the number of visible rays
21
- * - u_blending (0 .. 1): normal / additive blending
22
+ * - u_bloom (0 .. 1): normal / additive bloom
22
23
  */
23
24
  export declare const godRaysFragmentShader: string;
24
25
  export interface GodRaysUniforms extends ShaderSizingUniforms {
25
26
  u_colorBack: [number, number, number, number];
27
+ u_colorBloom: [number, number, number, number];
26
28
  u_colors: vec4[];
27
29
  u_colorsCount: number;
28
30
  u_spotty: number;
@@ -30,15 +32,16 @@ export interface GodRaysUniforms extends ShaderSizingUniforms {
30
32
  u_midIntensity: number;
31
33
  u_frequency: number;
32
34
  u_density: number;
33
- u_blending: number;
35
+ u_bloom: number;
34
36
  }
35
37
  export interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {
36
38
  colorBack?: string;
39
+ colorBloom?: string;
37
40
  colors?: string[];
38
41
  spotty?: number;
39
42
  midSize?: number;
40
43
  midIntensity?: number;
41
44
  frequency?: number;
42
45
  density?: number;
43
- blending?: number;
46
+ bloom?: number;
44
47
  }
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing";
7
- import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils.js";
8
8
  const godRaysMeta = {
9
9
  maxColorCount: 5
10
10
  };
@@ -14,6 +14,7 @@ precision mediump float;
14
14
  uniform float u_time;
15
15
 
16
16
  uniform vec4 u_colorBack;
17
+ uniform vec4 u_colorBloom;
17
18
  uniform vec4 u_colors[${godRaysMeta.maxColorCount}];
18
19
  uniform float u_colorsCount;
19
20
 
@@ -22,7 +23,7 @@ uniform float u_spotty;
22
23
  uniform float u_midSize;
23
24
  uniform float u_midIntensity;
24
25
  uniform float u_density;
25
- uniform float u_blending;
26
+ uniform float u_bloom;
26
27
 
27
28
  ${sizingVariablesDeclaration}
28
29
 
@@ -103,24 +104,22 @@ void main() {
103
104
  vec3 addBlendColor = accumColor + srcColor;
104
105
  float addBlendAlpha = accumAlpha + srcAlpha;
105
106
 
106
- accumColor = mix(alphaBlendColor, addBlendColor, u_blending);
107
- accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_blending);
107
+ accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);
108
+ accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);
108
109
  }
109
110
 
110
- vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
111
-
112
- vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * bgColor;
113
- float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * u_colorBack.a;
111
+ float overlayAlpha = u_colorBloom.a;
112
+ vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;
114
113
 
115
- vec3 addBlendColor = accumColor + bgColor;
116
- float addBlendAlpha = accumAlpha + u_colorBack.a;
114
+ vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;
115
+ accumColor = mix(accumColor, colorWithOverlay, u_bloom);
117
116
 
118
- accumColor = mix(alphaBlendColor, addBlendColor, u_blending);
119
- accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_blending);
120
-
121
- vec3 color = clamp(accumColor, 0.0, 1.0);
122
- float opacity = clamp(accumAlpha, 0.0, 1.0);
117
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
123
118
 
119
+ vec3 color = accumColor + (1. - accumAlpha) * bgColor;
120
+ float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;
121
+ color = clamp(color, 0., 1.);
122
+ opacity = clamp(opacity, 0., 1.);
124
123
 
125
124
  ${colorBandingFix}
126
125
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/god-rays.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRandom, declareRotate, colorBandingFix } from '../shader-utils';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * GodRays pattern\n * The artwork by Ksenia Kondrashova\n * Renders a number of circular shapes with gooey effect applied\n *\n * Uniforms include:\n *\n * - u_colorBack: background RGBA color\n * - uColors (vec4[]): Input RGBA colors\n * - u_frequency: the frequency of rays (the number of sectors)\n * - u_spotty: the density of spots in the rings (higher = more spots)\n * - u_midSize: the size of the central shape within the rings\n * - u_midIntensity: the influence of the central shape on the rings\n * - u_density (0 .. 1): the number of visible rays\n * - u_blending (0 .. 1): normal / additive blending\n */\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${godRaysMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_frequency;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_density;\nuniform float u_blending;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nfloat hash(float n) {\n return fract(sin(n * 43758.5453123) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 uv) {\n vec2 i = floor(uv);\n vec2 f = fract(uv);\n\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat raysShape(vec2 uv, float r, float freq, float density, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(mod(a, TWO_PI) * freq, r);\n float n_left = pow(valueNoise(left), density);\n float n_right = pow(valueNoise(right), density);\n float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));\n return shape;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = .2 * u_time;\n\n float radius = length(shape_uv);\n float spots = 5. * abs(u_spotty);\n\n float density = 4. - 3. * clamp(u_density, 0., 1.);\n\n float delta = 1. - smoothstep(0., 1., radius);\n\n float middleShape = pow(u_midIntensity, .3) * smoothstep(abs(u_midSize), 0.02 * abs(u_midSize), 3.0 * radius);\n middleShape = pow(middleShape, 5.0);\n\n vec3 accumColor = vec3(0.0);\n float accumAlpha = 0.0;\n\n for (int i = 0; i < ${godRaysMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);\n\n float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;\n float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;\n float f = mix(1.0, 3.0 + 0.5 * float(i), hash(float(i) + 10.0)) * u_frequency;\n\n float ray = raysShape(rotatedUV, r1, 5.0 * f, density, radius);\n ray *= raysShape(rotatedUV, r2, 4.0 * f, density, radius);\n ray += (1. + 4. * ray) * middleShape;\n ray = clamp(ray, 0.0, 1.0);\n\n float srcAlpha = u_colors[i].a * ray;\n vec3 srcColor = u_colors[i].rgb * srcAlpha;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;\n\n vec3 addBlendColor = accumColor + srcColor;\n float addBlendAlpha = accumAlpha + srcAlpha;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_blending);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_blending);\n }\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * bgColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * u_colorBack.a;\n\n vec3 addBlendColor = accumColor + bgColor;\n float addBlendAlpha = accumAlpha + u_colorBack.a;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_blending);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_blending);\n\n vec3 color = clamp(accumColor, 0.0, 1.0);\n float opacity = clamp(accumAlpha, 0.0, 1.0);\n\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GodRaysUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_spotty: number;\n u_midSize: number;\n u_midIntensity: number;\n u_frequency: number;\n u_density: number;\n u_blending: number;\n}\n\nexport interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n spotty?: number;\n midSize?: number;\n midIntensity?: number;\n frequency?: number;\n density?: number;\n blending?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,eAAe,uBAAuB;AAElE,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAkBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAkDS,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA0C7C,eAAe;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * GodRays pattern\n * The artwork by Ksenia Kondrashova\n * Renders a number of circular shapes with gooey effect applied\n *\n * Uniforms include:\n *\n * - u_colorBack: background RGBA color\n * - u_colorBloom:\n * - uColors (vec4[]): Input RGBA colors\n * - u_frequency: the frequency of rays (the number of sectors)\n * - u_spotty: the density of spots in the rings (higher = more spots)\n * - u_midSize: the size of the central shape within the rings\n * - u_midIntensity: the influence of the central shape on the rings\n * - u_density (0 .. 1): the number of visible rays\n * - u_bloom (0 .. 1): normal / additive bloom\n */\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorBloom;\nuniform vec4 u_colors[${godRaysMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_frequency;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_density;\nuniform float u_bloom;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nfloat hash(float n) {\n return fract(sin(n * 43758.5453123) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 uv) {\n vec2 i = floor(uv);\n vec2 f = fract(uv);\n\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat raysShape(vec2 uv, float r, float freq, float density, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(mod(a, TWO_PI) * freq, r);\n float n_left = pow(valueNoise(left), density);\n float n_right = pow(valueNoise(right), density);\n float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));\n return shape;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = .2 * u_time;\n\n float radius = length(shape_uv);\n float spots = 5. * abs(u_spotty);\n\n float density = 4. - 3. * clamp(u_density, 0., 1.);\n\n float delta = 1. - smoothstep(0., 1., radius);\n\n float middleShape = pow(u_midIntensity, .3) * smoothstep(abs(u_midSize), 0.02 * abs(u_midSize), 3.0 * radius);\n middleShape = pow(middleShape, 5.0);\n\n vec3 accumColor = vec3(0.0);\n float accumAlpha = 0.0;\n\n for (int i = 0; i < ${godRaysMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);\n\n float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;\n float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;\n float f = mix(1.0, 3.0 + 0.5 * float(i), hash(float(i) + 10.0)) * u_frequency;\n\n float ray = raysShape(rotatedUV, r1, 5.0 * f, density, radius);\n ray *= raysShape(rotatedUV, r2, 4.0 * f, density, radius);\n ray += (1. + 4. * ray) * middleShape;\n ray = clamp(ray, 0.0, 1.0);\n\n float srcAlpha = u_colors[i].a * ray;\n vec3 srcColor = u_colors[i].rgb * srcAlpha;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;\n\n vec3 addBlendColor = accumColor + srcColor;\n float addBlendAlpha = accumAlpha + srcAlpha;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);\n }\n\n float overlayAlpha = u_colorBloom.a;\n vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;\n\n vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;\n accumColor = mix(accumColor, colorWithOverlay, u_bloom);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n color = clamp(color, 0., 1.);\n opacity = clamp(opacity, 0., 1.);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GodRaysUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorBloom: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_spotty: number;\n u_midSize: number;\n u_midIntensity: number;\n u_frequency: number;\n u_density: number;\n u_bloom: number;\n}\n\nexport interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorBloom?: string;\n colors?: string[];\n spotty?: number;\n midSize?: number;\n midIntensity?: number;\n frequency?: number;\n density?: number;\n bloom?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,eAAe,uBAAuB;AAElE,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAmBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAOrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAkDS,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAwC7C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -1,6 +1,6 @@
1
- import type { vec4 } from '../types';
2
- import type { ShaderMotionParams } from '../shader-mount';
3
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { vec4 } from '../types.js';
2
+ import type { ShaderMotionParams } from '../shader-mount.js';
3
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
4
4
  export declare const grainGradientMeta: {
5
5
  readonly maxColorCount: 7;
6
6
  };
@@ -9,6 +9,7 @@ export declare const grainGradientMeta: {
9
9
  */
10
10
  export declare const grainGradientFragmentShader: string;
11
11
  export interface GrainGradientUniforms extends ShaderSizingUniforms {
12
+ u_colorBack: [number, number, number, number];
12
13
  u_colors: vec4[];
13
14
  u_colorsCount: number;
14
15
  u_softness: number;
@@ -17,6 +18,7 @@ export interface GrainGradientUniforms extends ShaderSizingUniforms {
17
18
  u_shape: (typeof GrainGradientShapes)[GrainGradientShape];
18
19
  }
19
20
  export interface GrainGradientParams extends ShaderSizingParams, ShaderMotionParams {
21
+ colorBack?: string;
20
22
  colors?: string[];
21
23
  softness?: number;
22
24
  intensity?: number;
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing";
7
- import { declareSimplexNoise, declarePI, declareRandom, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declareSimplexNoise, declarePI, declareRandom, colorBandingFix } from "../shader-utils.js";
8
8
  const grainGradientMeta = {
9
9
  maxColorCount: 7
10
10
  };
@@ -15,6 +15,7 @@ uniform float u_time;
15
15
  uniform vec2 u_resolution;
16
16
  uniform float u_pixelRatio;
17
17
 
18
+ uniform vec4 u_colorBack;
18
19
  uniform vec4 u_colors[${grainGradientMeta.maxColorCount}];
19
20
  uniform float u_colorsCount;
20
21
  uniform float u_softness;
@@ -81,24 +82,24 @@ vec2 truchet(vec2 uv, float idx){
81
82
  }
82
83
 
83
84
  void main() {
84
-
85
+
85
86
  float t = .1 * u_time;
86
-
87
+
87
88
  vec2 grain_uv = (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;
88
89
  vec2 shape_uv = v_objectUV;
89
90
  if (u_shape < 3.5) {
90
91
  shape_uv = v_patternUV * .005;
91
92
  }
92
-
93
-
93
+
94
+
94
95
  float shape = 0.;
95
-
96
+
96
97
  if (u_shape < 1.5) {
97
98
  // Sine wave
98
-
99
+
99
100
  float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));
100
101
  shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);
101
-
102
+
102
103
  } else if (u_shape < 2.5) {
103
104
  // Grid (dots)
104
105
 
@@ -106,12 +107,12 @@ void main() {
106
107
  float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);
107
108
 
108
109
  float speed = sign(rand - .5) * ceil(2. + rand);
109
- shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);
110
+ shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);
110
111
  shape = pow(shape, 4.);
111
-
112
+
112
113
  } else if (u_shape < 3.5) {
113
114
  // Truchet pattern
114
-
115
+
115
116
  float n2 = noisenoise(shape_uv * .4 - 2.5 * t);
116
117
  shape_uv.x += 10.;
117
118
  shape_uv *= .6;
@@ -125,29 +126,29 @@ void main() {
125
126
  n2 *= .1;
126
127
  shape = smoothstep(.2, .55, distance1 + n2) * smoothstep(.8, .45, distance1 - n2);
127
128
  shape += smoothstep(.2, .55, distance2 + n2) * smoothstep(.8, .45, distance2 - n2);
128
-
129
+
129
130
  shape = pow(shape, 1.5);
130
-
131
- } else if (u_shape < 4.5) {
131
+
132
+ } else if (u_shape < 4.5) {
132
133
  // Corners
133
134
 
134
135
  shape_uv *= .6;
135
136
  vec2 outer = vec2(.5);
136
-
137
+
137
138
  vec2 bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(2. * t), .2 - .1 * sin(3. * t)));
138
139
  vec2 tr = smoothstep(vec2(0.), outer, 1. - shape_uv);
139
140
  shape = 1. - bl.x * bl.y * tr.x * tr.y;
140
-
141
+
141
142
  shape_uv = -shape_uv;
142
143
  bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(2. * t), .2 - .1 * cos(3. * t)));
143
144
  tr = smoothstep(vec2(0.), outer, 1. - shape_uv);
144
- shape -= bl.x * bl.y * tr.x * tr.y;
145
-
145
+ shape -= bl.x * bl.y * tr.x * tr.y;
146
+
146
147
  shape = 1. - smoothstep(0., 1., shape);
147
-
148
- } else if (u_shape < 5.5) {
148
+
149
+ } else if (u_shape < 5.5) {
149
150
  // Ripple
150
-
151
+
151
152
  shape_uv *= 2.;
152
153
  float dist = length(.4 * shape_uv);
153
154
  float waves = sin(pow(dist, 1.2) * 5. - 3. * t) * .5 + .5;
@@ -157,21 +158,21 @@ void main() {
157
158
  // Blob
158
159
 
159
160
  t *= 2.;
160
-
161
+
161
162
  vec2 f1_traj = .25 * vec2(1.3 * sin(t), .2 + 1.3 * cos(.6 * t + 4.));
162
163
  vec2 f2_traj = .2 * vec2(1.2 * sin(-t), 1.3 * sin(1.6 * t));
163
164
  vec2 f3_traj = .25 * vec2(1.7 * cos(-.6 * t), cos(-1.6 * t));
164
165
  vec2 f4_traj = .3 * vec2(1.4 * cos(.8 * t), 1.2 * sin(-.6 * t - 3.));
165
-
166
+
166
167
  shape = .5 * pow(1. - clamp(0., 1., length(shape_uv + f1_traj)), 5.);
167
168
  shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f2_traj)), 5.);
168
169
  shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f3_traj)), 5.);
169
170
  shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f4_traj)), 5.);
170
-
171
+
171
172
  shape = smoothstep(.0, .9, shape);
172
173
  float edge = smoothstep(.25, .3, shape);
173
174
  shape = mix(.0, shape, edge);
174
-
175
+
175
176
  } else {
176
177
  // Sphere
177
178
 
@@ -184,28 +185,41 @@ void main() {
184
185
  float edge = smoothstep(1., .97, d);
185
186
  shape = mix(.1, .5 + .5 * lighting, edge);
186
187
  }
187
-
188
+
188
189
  float snoise05 = snoise(grain_uv * .5);
189
190
  float grainDist = snoise(grain_uv * .2) * snoise05 - fbm_4(.002 * grain_uv + 10.) - fbm_4(.003 * grain_uv);
190
191
  float noise = clamp(.6 * snoise05 - fbm_4(.4 * grain_uv) - fbm_4(.001 * grain_uv), 0., 1.);
191
192
 
192
193
  shape += u_intensity * 2. / u_colorsCount * (grainDist + .5);
193
- shape += u_noise * 10. / u_colorsCount * noise;
194
+ shape += u_noise * 10. / u_colorsCount * noise;
194
195
 
195
196
  float edge_w = fwidth(shape);
196
-
197
- float mixer = shape;
198
- vec3 gradient = u_colors[0].rgb;
197
+
198
+ float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;
199
+ vec4 gradient = u_colors[0];
200
+ gradient.rgb *= gradient.a;
201
+
199
202
  for (int i = 1; i < ${grainGradientMeta.maxColorCount}; i++) {
200
- if (i >= int(u_colorsCount)) break;
203
+ if (i > int(u_colorsCount) - 1) break;
201
204
 
202
- vec2 borders = vec2(float(i) - u_softness, float(i) + u_softness + edge_w) / u_colorsCount;
205
+ vec2 borders = vec2(float(i + 1) - u_softness - edge_w, float(i + 1) + u_softness + edge_w) / u_colorsCount;
203
206
  float localT = smoothstep(borders[0], borders[1], mixer);
204
- gradient = mix(gradient, u_colors[i].rgb, localT);
207
+ vec4 c = u_colors[i];
208
+ c.rgb *= c.a;
209
+ gradient = mix(gradient, c, localT);
205
210
  }
206
211
 
207
- vec3 color = gradient;
208
- float opacity = 1.;
212
+ vec2 borders = vec2(2. / (u_colorsCount - 1.));
213
+ borders = vec2(borders[0] - u_softness - edge_w, borders[1] + u_softness + edge_w) / u_colorsCount;
214
+ borders[0] = max(0., borders[0]);
215
+ float gradientShape = smoothstep(borders[0], borders[1], mixer);
216
+
217
+ vec3 color = gradient.rgb * gradientShape;
218
+ float opacity = gradient.a * gradientShape;
219
+
220
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
221
+ color = color + bgColor * (1.0 - opacity);
222
+ opacity = opacity + u_colorBack.a * (1.0 - opacity);
209
223
 
210
224
  ${colorBandingFix}
211
225