@paper-design/shaders 0.0.30 → 0.0.31
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +7 -4
- package/dist/index.d.ts +25 -23
- package/dist/index.js +35 -22
- package/dist/index.js.map +2 -2
- package/dist/shaders/color-panels.d.ts +48 -0
- package/dist/shaders/color-panels.js +213 -0
- package/dist/shaders/color-panels.js.map +7 -0
- package/dist/shaders/dithering.d.ts +8 -8
- package/dist/shaders/dithering.js +15 -7
- package/dist/shaders/dithering.js.map +2 -2
- package/dist/shaders/dot-grid.d.ts +1 -1
- package/dist/shaders/dot-grid.js +4 -4
- package/dist/shaders/dot-grid.js.map +1 -1
- package/dist/shaders/dot-orbit.d.ts +6 -3
- package/dist/shaders/dot-orbit.js +14 -10
- package/dist/shaders/dot-orbit.js.map +2 -2
- package/dist/shaders/god-rays.d.ts +9 -6
- package/dist/shaders/god-rays.js +15 -16
- package/dist/shaders/god-rays.js.map +2 -2
- package/dist/shaders/grain-gradient.d.ts +5 -3
- package/dist/shaders/grain-gradient.js +50 -36
- package/dist/shaders/grain-gradient.js.map +2 -2
- package/dist/shaders/liquid-metal.d.ts +27 -12
- package/dist/shaders/liquid-metal.js +63 -66
- package/dist/shaders/liquid-metal.js.map +2 -2
- package/dist/shaders/mesh-gradient.d.ts +3 -3
- package/dist/shaders/mesh-gradient.js +6 -6
- package/dist/shaders/mesh-gradient.js.map +1 -1
- package/dist/shaders/metaballs.d.ts +6 -3
- package/dist/shaders/metaballs.js +11 -10
- package/dist/shaders/metaballs.js.map +2 -2
- package/dist/shaders/neuro-noise.d.ts +12 -6
- package/dist/shaders/neuro-noise.js +26 -11
- package/dist/shaders/neuro-noise.js.map +2 -2
- package/dist/shaders/perlin-noise.d.ts +10 -10
- package/dist/shaders/perlin-noise.js +29 -21
- package/dist/shaders/perlin-noise.js.map +2 -2
- package/dist/shaders/pulsing-border.d.ts +3 -3
- package/dist/shaders/pulsing-border.js +25 -25
- package/dist/shaders/pulsing-border.js.map +1 -1
- package/dist/shaders/simplex-noise.d.ts +3 -3
- package/dist/shaders/simplex-noise.js +12 -12
- package/dist/shaders/simplex-noise.js.map +1 -1
- package/dist/shaders/smoke-ring.d.ts +3 -3
- package/dist/shaders/smoke-ring.js +6 -6
- package/dist/shaders/smoke-ring.js.map +1 -1
- package/dist/shaders/spiral.d.ts +8 -8
- package/dist/shaders/spiral.js +15 -7
- package/dist/shaders/spiral.js.map +2 -2
- package/dist/shaders/swirl.d.ts +5 -3
- package/dist/shaders/swirl.js +29 -18
- package/dist/shaders/swirl.js.map +2 -2
- package/dist/shaders/voronoi.d.ts +8 -8
- package/dist/shaders/voronoi.js +11 -11
- package/dist/shaders/voronoi.js.map +1 -1
- package/dist/shaders/warp.d.ts +3 -3
- package/dist/shaders/warp.js +31 -27
- package/dist/shaders/warp.js.map +2 -2
- package/dist/shaders/waves.d.ts +7 -7
- package/dist/shaders/waves.js +16 -8
- package/dist/shaders/waves.js.map +2 -2
- package/package.json +1 -1
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{
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"version": 3,
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"sources": ["../../src/shaders/grain-gradient.ts"],
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"sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareSimplexNoise, declarePI, declareRandom, colorBandingFix } from '../shader-utils';\n\nexport const grainGradientMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Grainy Gradient Ksenia Kondrashova\n */\nexport const grainGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colors[${grainGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_noise;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n${declareRandom}\n\n\nfloat noisenoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\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 // Smoothstep for interpolation\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n // Do the interpolation as two nested mix operations\n // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries\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 rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\nfloat fbm_4(vec2 n) {\n float total = 0.0, amplitude = .2;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.6;\n }\n return total;\n}\n\n\nvec2 truchet(vec2 uv, float idx){\n idx = fract(((idx - .5) * 2.));\n if (idx > 0.75) {\n uv = vec2(1.0) - uv;\n } else if (idx > 0.5) {\n uv = vec2(1.0 - uv.x, uv.y);\n } else if (idx > 0.25) {\n uv = 1.0 - vec2(1.0 - uv.x, uv.y);\n }\n return uv;\n}\n\nvoid main() {\n
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"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 { declareSimplexNoise, declarePI, declareRandom, colorBandingFix } from '../shader-utils.js';\n\nexport const grainGradientMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Grainy Gradient Ksenia Kondrashova\n */\nexport const grainGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${grainGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_noise;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n${declareRandom}\n\n\nfloat noisenoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\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 // Smoothstep for interpolation\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n // Do the interpolation as two nested mix operations\n // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries\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 rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\nfloat fbm_4(vec2 n) {\n float total = 0.0, amplitude = .2;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.6;\n }\n return total;\n}\n\n\nvec2 truchet(vec2 uv, float idx){\n idx = fract(((idx - .5) * 2.));\n if (idx > 0.75) {\n uv = vec2(1.0) - uv;\n } else if (idx > 0.5) {\n uv = vec2(1.0 - uv.x, uv.y);\n } else if (idx > 0.25) {\n uv = 1.0 - vec2(1.0 - uv.x, uv.y);\n }\n return uv;\n}\n\nvoid main() {\n\n float t = .1 * u_time;\n\n vec2 grain_uv = (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n vec2 shape_uv = v_objectUV;\n if (u_shape < 3.5) {\n shape_uv = v_patternUV * .005;\n }\n\n\n float shape = 0.;\n\n if (u_shape < 1.5) {\n // Sine wave\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 < 2.5) {\n // Grid (dots)\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, 4.);\n\n } else if (u_shape < 3.5) {\n // Truchet pattern\n\n float n2 = noisenoise(shape_uv * .4 - 2.5 * t);\n shape_uv.x += 10.;\n shape_uv *= .6;\n\n vec2 tile = truchet(fract(shape_uv), random(floor(shape_uv)));\n\n float distance1 = length(tile);\n float distance2 = length(tile - vec2(1.));\n\n n2 -= .5;\n n2 *= .1;\n shape = smoothstep(.2, .55, distance1 + n2) * smoothstep(.8, .45, distance1 - n2);\n shape += smoothstep(.2, .55, distance2 + n2) * smoothstep(.8, .45, distance2 - n2);\n\n shape = pow(shape, 1.5);\n\n } else if (u_shape < 4.5) {\n // Corners\n\n shape_uv *= .6;\n vec2 outer = vec2(.5);\n\n vec2 bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(2. * t), .2 - .1 * sin(3. * t)));\n vec2 tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape = 1. - bl.x * bl.y * tr.x * tr.y;\n\n shape_uv = -shape_uv;\n bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(2. * t), .2 - .1 * cos(3. * t)));\n tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape -= bl.x * bl.y * tr.x * tr.y;\n\n shape = 1. - smoothstep(0., 1., shape);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n shape_uv *= 2.;\n float dist = length(.4 * shape_uv);\n float waves = sin(pow(dist, 1.2) * 5. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Blob\n\n t *= 2.;\n\n vec2 f1_traj = .25 * vec2(1.3 * sin(t), .2 + 1.3 * cos(.6 * t + 4.));\n vec2 f2_traj = .2 * vec2(1.2 * sin(-t), 1.3 * sin(1.6 * t));\n vec2 f3_traj = .25 * vec2(1.7 * cos(-.6 * t), cos(-1.6 * t));\n vec2 f4_traj = .3 * vec2(1.4 * cos(.8 * t), 1.2 * sin(-.6 * t - 3.));\n\n shape = .5 * pow(1. - clamp(0., 1., length(shape_uv + f1_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f2_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f3_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f4_traj)), 5.);\n\n shape = smoothstep(.0, .9, shape);\n float edge = smoothstep(.25, .3, shape);\n shape = mix(.0, shape, edge);\n\n } else {\n // Sphere\n\n shape_uv *= 2.;\n float d = length(shape_uv);\n float z = sqrt(1.0 - clamp(pow(d, 2.0), 0.0, 1.0));\n vec3 pos = vec3(shape_uv, z);\n vec3 lightPos = normalize(vec3(cos(3. * t), 0.8, sin(2.5 * t)));\n float lighting = dot(lightPos, pos);\n float edge = smoothstep(1., .97, d);\n shape = mix(.1, .5 + .5 * lighting, edge);\n }\n\n float snoise05 = snoise(grain_uv * .5);\n float grainDist = snoise(grain_uv * .2) * snoise05 - fbm_4(.002 * grain_uv + 10.) - fbm_4(.003 * grain_uv);\n float noise = clamp(.6 * snoise05 - fbm_4(.4 * grain_uv) - fbm_4(.001 * grain_uv), 0., 1.);\n\n shape += u_intensity * 2. / u_colorsCount * (grainDist + .5);\n shape += u_noise * 10. / u_colorsCount * noise;\n\n float edge_w = fwidth(shape);\n\n float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n\n for (int i = 1; i < ${grainGradientMeta.maxColorCount}; i++) {\n if (i > int(u_colorsCount) - 1) break;\n\n vec2 borders = vec2(float(i + 1) - u_softness - edge_w, float(i + 1) + u_softness + edge_w) / u_colorsCount;\n float localT = smoothstep(borders[0], borders[1], mixer);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec2 borders = vec2(2. / (u_colorsCount - 1.));\n borders = vec2(borders[0] - u_softness - edge_w, borders[1] + u_softness + edge_w) / u_colorsCount;\n borders[0] = max(0., borders[0]);\n float gradientShape = smoothstep(borders[0], borders[1], mixer);\n\n vec3 color = gradient.rgb * gradientShape;\n float opacity = gradient.a * gradientShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GrainGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_softness: number;\n u_intensity: number;\n u_noise: number;\n u_shape: (typeof GrainGradientShapes)[GrainGradientShape];\n}\n\nexport interface GrainGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n softness?: number;\n intensity?: number;\n noise?: number;\n shape?: GrainGradientShape;\n}\n\nexport const GrainGradientShapes = {\n wave: 1,\n dots: 2,\n truchet: 3,\n corners: 4,\n ripple: 5,\n blob: 6,\n sphere: 7,\n};\n\nexport type GrainGradientShape = keyof typeof GrainGradientShapes;\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,WAAW,eAAe,uBAAuB;AAExE,MAAM,oBAAoB;AAAA,EAC/B,eAAe;AACjB;AAKO,MAAM,8BAAsC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQ3B,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOrD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA,EACnB,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;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;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,wBA0KS,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAsBnD,eAAe;AAAA;AAAA;AAAA;AAAA;AAyBZ,MAAM,sBAAsB;AAAA,EACjC,MAAM;AAAA,EACN,MAAM;AAAA,EACN,SAAS;AAAA,EACT,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,MAAM;AAAA,EACN,QAAQ;AACV;",
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}
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import type { ShaderMotionParams } from '../shader-mount';
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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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export declare const liquidMetalFragmentShader: string;
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export interface LiquidMetalUniforms extends ShaderSizingUniforms {
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u_colorBack: [number, number, number, number];
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u_colorTint: [number, number, number, number];
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u_softness: number;
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u_repetition: number;
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u_distortion: number;
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u_contour: number;
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u_shape: (typeof LiquidMetalShapes)[LiquidMetalShape];
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}
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export interface LiquidMetalParams extends ShaderSizingParams, ShaderMotionParams {
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colorBack?: string;
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export declare const LiquidMetalShapes: {
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readonly circle: 1;
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};
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export type LiquidMetalShape = keyof typeof LiquidMetalShapes;
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const liquidMetalFragmentShader = `#version 300 es
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float getColorChanges(float c1, float c2, float stripe_p, vec3 w, float blur, float bump, float tint) {
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ch = mix(
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ch = mix(ch, c1, smoothstep(border - blur, border + blur, stripe_p));
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float gradient = mix(c1, c2, smoothstep(0., 1., gradient_t));
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ch = mix(ch, gradient, smoothstep(border - blur, border + blur, stripe_p));
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float cycleWidth = .5 *
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float cycleWidth = .5 * u_repetition;
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float mask = 1.;
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float contOffset = 1.;
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float ratio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;
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uv = v_responsiveUV;
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} else if (u_shape < 2.) {
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} else if (u_shape < 2.) {
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mask = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);
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uv *= .8;
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float d = length(shapeUV + traj);
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mask = 1. - smoothstep(.
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uv *= 1.3;
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uv.y += .2;
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mask = 1. - smoothstep(.65, .9, mask);
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mask = pow(mask, 4.);
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}
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float
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float opacity = 1. - smoothstep(.8, .82, mask);
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float ridge = .15 * (smoothstep(.0, .15, uv.y) * smoothstep(.4, .15, uv.y));
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float diagBLtoTR = uv.x - uv.y;
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float diagBLtoTR = uv.x - uv.y;
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float diagTLtoBR = uv.x + uv.y;
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vec3 color = vec3(0.);
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float opacity = 1.;
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|
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vec3 color1 = vec3(.98, 0.98, 1.);
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vec3 color2 = vec3(.1, .1, .1 + .1 * smoothstep(.7, 1.3, diagTLtoBR));
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vec2 grad_uv = uv - .5;
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float dist = length(grad_uv + vec2(0., .2 * diagBLtoTR));
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grad_uv = rotate(grad_uv, (.25 - .2 * diagBLtoTR) * PI);
|
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float direction = grad_uv.x;
|
|
@@ -159,66 +158,64 @@ void main() {
|
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float thin_strip_1_width = cycleWidth * thin_strip_1_ratio;
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float thin_strip_2_width = cycleWidth * thin_strip_2_ratio;
|
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|
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|
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opacity = 1. - smoothstep(.9, .92, mask);
|
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|
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|
|
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161
|
float noise = snoise(uv - t);
|
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|
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|
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mask += (1. - mask) *
|
|
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|
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|
|
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|
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float colorDispersion = 0.;
|
|
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|
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colorDispersion += (1. - bump);
|
|
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|
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colorDispersion = clamp(colorDispersion, 0., 1.);
|
|
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|
+
mask += (1. - mask) * u_distortion * noise;
|
|
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164
|
|
|
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165
|
direction += diagBLtoTR;
|
|
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166
|
|
|
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|
-
|
|
167
|
+
float contour = u_contour * smoothstep(0., contOffset, mask) * smoothstep(contOffset, 0., mask);
|
|
168
|
+
direction -= 14. * noise * contour;
|
|
175
169
|
|
|
176
170
|
bump *= clamp(pow(uv.y, .1), .3, 1.);
|
|
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171
|
direction *= (.1 + (1.1 - mask) * bump);
|
|
178
|
-
direction *= smoothstep(1., .
|
|
172
|
+
direction *= smoothstep(1., .2, mask);
|
|
179
173
|
|
|
180
|
-
float ridge = .2 * (smoothstep(.0, .15, uv.y) * smoothstep(.4, .15, uv.y));
|
|
181
|
-
ridge += .03 * (smoothstep(.1, .2, 1. - uv.y) * smoothstep(.4, .2, 1. - uv.y));
|
|
182
|
-
direction += ridge;
|
|
183
174
|
|
|
184
175
|
direction *= (.5 + .5 * pow(uv.y, 2.));
|
|
185
|
-
|
|
186
176
|
direction *= cycleWidth;
|
|
187
|
-
|
|
188
177
|
direction -= t;
|
|
189
178
|
|
|
190
|
-
float dispersionRed = colorDispersion;
|
|
191
|
-
dispersionRed += .03 * bump * noise;
|
|
192
|
-
float dispersionBlue = 1.3 * colorDispersion;
|
|
193
179
|
|
|
194
|
-
|
|
195
|
-
dispersionRed
|
|
180
|
+
float colorDispersion = (1. - bump);
|
|
181
|
+
float dispersionRed = colorDispersion;
|
|
182
|
+
dispersionRed += bump * noise;
|
|
183
|
+
float dispersionBlue = colorDispersion;
|
|
196
184
|
|
|
197
|
-
|
|
198
|
-
dispersionBlue
|
|
185
|
+
dispersionRed *= (u_shiftRed / 20.);
|
|
186
|
+
dispersionBlue *= (u_shiftBlue / 20.);
|
|
199
187
|
|
|
200
|
-
|
|
201
|
-
dispersionBlue *= u_dispersion;
|
|
188
|
+
float blur = u_softness / 15. + .3 * contour;
|
|
202
189
|
|
|
203
190
|
vec3 w = vec3(thin_strip_1_width, thin_strip_2_width, wide_strip_ratio);
|
|
204
191
|
w[1] -= .02 * smoothstep(.0, 1., mask + bump);
|
|
205
|
-
float extraBlur = bump;
|
|
206
192
|
float stripe_r = mod(direction + dispersionRed, 1.);
|
|
207
|
-
float r =
|
|
193
|
+
float r = getColorChanges(color1.r, color2.r, stripe_r, w, blur, bump, u_colorTint.r);
|
|
208
194
|
float stripe_g = mod(direction, 1.);
|
|
209
|
-
float g =
|
|
195
|
+
float g = getColorChanges(color1.g, color2.g, stripe_g, w, blur, bump, u_colorTint.g);
|
|
210
196
|
float stripe_b = mod(direction - dispersionBlue, 1.);
|
|
211
|
-
float b =
|
|
197
|
+
float b = getColorChanges(color1.b, color2.b, stripe_b, w, blur, bump, u_colorTint.b);
|
|
212
198
|
|
|
213
199
|
color = vec3(r, g, b);
|
|
214
200
|
color *= opacity;
|
|
215
201
|
|
|
202
|
+
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
203
|
+
color = color + bgColor * (1. - opacity);
|
|
204
|
+
opacity = opacity + u_colorBack.a * (1. - opacity);
|
|
205
|
+
|
|
216
206
|
${colorBandingFix}
|
|
217
207
|
|
|
218
208
|
fragColor = vec4(color, opacity);
|
|
219
209
|
}
|
|
220
210
|
`;
|
|
211
|
+
const LiquidMetalShapes = {
|
|
212
|
+
none: 0,
|
|
213
|
+
circle: 1,
|
|
214
|
+
daisy: 2,
|
|
215
|
+
metaballs: 3
|
|
216
|
+
};
|
|
221
217
|
export {
|
|
218
|
+
LiquidMetalShapes,
|
|
222
219
|
liquidMetalFragmentShader
|
|
223
220
|
};
|
|
224
221
|
//# sourceMappingURL=liquid-metal.js.map
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"version": 3,
|
|
3
3
|
"sources": ["../../src/shaders/liquid-metal.ts"],
|
|
4
|
-
"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRotate, declareSimplexNoise, colorBandingFix } from '../shader-utils';\n\n/**\n */\n\nexport const liquidMetalFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float
|
|
5
|
-
"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,qBAAqB,uBAAuB;AAKxE,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,
|
|
4
|
+
"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRotate, declareSimplexNoise, colorBandingFix } from '../shader-utils.js';\n\n/**\n */\n\nexport const liquidMetalFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorTint;\n\nuniform float u_softness;\nuniform float u_repetition;\nuniform float u_shiftRed;\nuniform float u_shiftBlue;\nuniform float u_distortion;\nuniform float u_contour;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRotate}\n${declareSimplexNoise}\n\nfloat getColorChanges(float c1, float c2, float stripe_p, vec3 w, float blur, float bump, float tint) {\n\n float ch = mix(c2, c1, smoothstep(.0, blur, stripe_p));\n\n float border = w[0];\n ch = mix(ch, c2, smoothstep(border - blur, border + blur, stripe_p));\n\n border = w[0] + .4 * (1. - bump) * w[1];\n ch = mix(ch, c1, smoothstep(border - blur, border + blur, stripe_p));\n\n border = w[0] + .5 * (1. - bump) * w[1];\n ch = mix(ch, c2, smoothstep(border - blur, border + blur, stripe_p));\n\n border = w[0] + w[1];\n ch = mix(ch, c1, smoothstep(border - blur, border + blur, stripe_p));\n\n float gradient_t = (stripe_p - w[0] - w[1]) / w[2];\n float gradient = mix(c1, c2, smoothstep(0., 1., gradient_t));\n ch = mix(ch, gradient, smoothstep(border - blur, border + blur, stripe_p));\n\n // ch = 1. - min(1., (1. - ch) / max(tint, .0001));\n ch = mix(ch, 1. - min(1., (1. - ch) / max(tint, 0.0001)), u_colorTint.a);\n return ch;\n}\n\nvoid main() {\n\n float t = .1 * u_time;\n\n vec2 uv = v_objectUV;\n uv += .5;\n uv.y = 1. - uv.y;\n\n float cycleWidth = .5 * u_repetition;\n\n float mask = 1.;\n float contOffset = 1.;\n\n if (u_shape < 1.) {\n\n vec2 borderUV = v_responsiveUV + .5;\n float ratio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n vec2 edge = min(borderUV, 1. - borderUV);\n vec2 pixel_thickness = 250. / v_responsiveBoxGivenSize;\n float maskX = smoothstep(0.0, pixel_thickness.x, edge.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, edge.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n mask = clamp(1. - maskX * maskY, 0., 1.);\n\n uv = v_responsiveUV;\n if (ratio > 1.) {\n uv.y /= ratio;\n } else {\n uv.x *= ratio;\n }\n uv += .5;\n uv.y = 1. - uv.y;\n\n cycleWidth *= 2.;\n contOffset = 1.5;\n\n } else if (u_shape < 2.) {\n vec2 shapeUV = uv - .5;\n shapeUV *= .67;\n mask = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);\n } else if (u_shape < 3.) {\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.68;\n\n float r = length(shapeUV) * 2.;\n float a = atan(shapeUV.y, shapeUV.x) + .2;\n r *= (1. + .05 * sin(3. * a + 2. * t));\n float f = abs(cos(a * 3.));\n mask = smoothstep(f, f + .7, r);\n mask = pow(mask, 2.);\n\n uv *= .8;\n cycleWidth *= 1.6;\n\n } else if (u_shape < 4.) {\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.3;\n mask = 0.;\n for (int i = 0; i < 5; i++) {\n float fi = float(i);\n float speed = 4.5 + 2. * sin(fi * 12.345);\n float angle = -fi * 1.5;\n vec2 dir1 = vec2(cos(angle), sin(angle));\n vec2 dir2 = vec2(cos(angle + 1.57), sin(angle + 1.));\n vec2 traj = .4 * (dir1 * sin(t * speed + fi * 1.23) + dir2 * cos(t * (speed * 0.7) + fi * 2.17));\n float d = length(shapeUV + traj);\n mask += pow(1.0 - clamp(d, 0.0, 1.0), 4.0);\n }\n mask = 1. - smoothstep(.65, .9, mask);\n mask = pow(mask, 4.);\n }\n\n float opacity = 1. - smoothstep(.8, .82, mask);\n\n float ridge = .15 * (smoothstep(.0, .15, uv.y) * smoothstep(.4, .15, uv.y));\n ridge += .05 * (smoothstep(.1, .2, 1. - uv.y) * smoothstep(.4, .2, 1. - uv.y));\n mask += ridge;\n\n float diagBLtoTR = uv.x - uv.y;\n float diagTLtoBR = uv.x + uv.y;\n\n vec3 color = vec3(0.);\n vec3 color1 = vec3(.98, 0.98, 1.);\n vec3 color2 = vec3(.1, .1, .1 + .1 * smoothstep(.7, 1.3, diagTLtoBR));\n\n vec2 grad_uv = uv - .5;\n\n float dist = length(grad_uv + vec2(0., .2 * diagBLtoTR));\n grad_uv = rotate(grad_uv, (.25 - .2 * diagBLtoTR) * PI);\n float direction = grad_uv.x;\n\n float bump = pow(1.8 * dist, 1.2);\n bump = 1. - bump;\n bump *= pow(uv.y, .3);\n\n\n float thin_strip_1_ratio = .12 / cycleWidth * (1. - .4 * bump);\n float thin_strip_2_ratio = .07 / cycleWidth * (1. + .4 * bump);\n float wide_strip_ratio = (1. - thin_strip_1_ratio - thin_strip_2_ratio);\n\n float thin_strip_1_width = cycleWidth * thin_strip_1_ratio;\n float thin_strip_2_width = cycleWidth * thin_strip_2_ratio;\n\n float noise = snoise(uv - t);\n\n mask += (1. - mask) * u_distortion * noise;\n\n direction += diagBLtoTR;\n\n float contour = u_contour * smoothstep(0., contOffset, mask) * smoothstep(contOffset, 0., mask);\n direction -= 14. * noise * contour;\n\n bump *= clamp(pow(uv.y, .1), .3, 1.);\n direction *= (.1 + (1.1 - mask) * bump);\n direction *= smoothstep(1., .2, mask);\n\n\n direction *= (.5 + .5 * pow(uv.y, 2.));\n direction *= cycleWidth;\n direction -= t;\n\n\n float colorDispersion = (1. - bump);\n float dispersionRed = colorDispersion;\n dispersionRed += bump * noise;\n float dispersionBlue = colorDispersion;\n\n dispersionRed *= (u_shiftRed / 20.);\n dispersionBlue *= (u_shiftBlue / 20.);\n\n float blur = u_softness / 15. + .3 * contour;\n\n vec3 w = vec3(thin_strip_1_width, thin_strip_2_width, wide_strip_ratio);\n w[1] -= .02 * smoothstep(.0, 1., mask + bump);\n float stripe_r = mod(direction + dispersionRed, 1.);\n float r = getColorChanges(color1.r, color2.r, stripe_r, w, blur, bump, u_colorTint.r);\n float stripe_g = mod(direction, 1.);\n float g = getColorChanges(color1.g, color2.g, stripe_g, w, blur, bump, u_colorTint.g);\n float stripe_b = mod(direction - dispersionBlue, 1.);\n float b = getColorChanges(color1.b, color2.b, stripe_b, w, blur, bump, u_colorTint.b);\n\n color = vec3(r, g, b);\n color *= opacity;\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface LiquidMetalUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorTint: [number, number, number, number];\n u_softness: number;\n u_repetition: number;\n u_shiftRed: number;\n u_shiftBlue: number;\n u_distortion: number;\n u_contour: number;\n u_shape: (typeof LiquidMetalShapes)[LiquidMetalShape];\n}\n\nexport interface LiquidMetalParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorTint?: string;\n softness?: number;\n repetition?: number;\n shiftRed?: number;\n shiftBlue?: number;\n distortion?: number;\n contour?: number;\n shape?: LiquidMetalShape;\n}\n\nexport const LiquidMetalShapes = {\n none: 0,\n circle: 1,\n daisy: 2,\n metaballs: 3,\n} as const;\n\nexport type LiquidMetalShape = keyof typeof LiquidMetalShapes;\n"],
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"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,qBAAqB,uBAAuB;AAKxE,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgB/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,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;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;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,IAgLjB,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,oBAAoB;AAAA,EAC/B,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,OAAO;AAAA,EACP,WAAW;AACb;",
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import type { vec4 } from '../types';
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import type { ShaderMotionParams } from '../shader-mount';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
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export declare const meshGradientMeta: {
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"sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRotate, colorBandingFix } from '../shader-utils';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Mesh Gradient Ksenia Kondrashova\n * Smooth, animated mesh gradient using a dynamic list of colors\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_distortion (float): Amount of animated wavy distortion applied to UV coordinates\n * - u_swirl (float): Amount of radial swirl distortion applied to UV coordinates\n */\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRotate}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n float t = .5 * u_time;\n\n float radius = smoothstep(0., 1., length(shape_uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n shape_uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., shape_uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., shape_uv.y));\n shape_uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., shape_uv.x));\n }\n\n vec2 uvRotated = shape_uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n
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"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, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Mesh Gradient Ksenia Kondrashova\n * Smooth, animated mesh gradient using a dynamic list of colors\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_distortion (float): Amount of animated wavy distortion applied to UV coordinates\n * - u_swirl (float): Amount of radial swirl distortion applied to UV coordinates\n */\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRotate}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n float t = .5 * u_time;\n\n float radius = smoothstep(0., 1., length(shape_uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n shape_uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., shape_uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., shape_uv.y));\n shape_uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., shape_uv.x));\n }\n\n vec2 uvRotated = shape_uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t);\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = 0.;\n if (mod(float(i), 2.) > 1.) {\n dist = length(shape_uv - pos);\n } else {\n dist = length(uvRotated - pos);\n }\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= totalWeight;\n opacity /= totalWeight;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,uBAAuB;AAEnD,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAYO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA,wBAK1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAMpD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAqCS,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAwBlD,eAAe;AAAA;AAAA;AAAA;AAAA;",
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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export declare const metaballsMeta: {
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* https://github.com/paper-design/shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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uniform vec4 u_colors[${metaballsMeta.maxColorCount}];
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uniform float u_colorsCount;
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uniform float u_size;
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@@ -53,19 +54,19 @@ void main() {
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vec3 totalColor = vec3(0.);
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float totalShape = 0.;
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float totalOpacity = 0.;
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-
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+
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for (int i = 0; i < ${metaballsMeta.maxBallsCount}; i++) {
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if (i >= int(ceil(u_count))) break;
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-
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+
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float idxFract = float(i) / float(${metaballsMeta.maxBallsCount});
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float angle = TWO_PI * idxFract;
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+
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float speed = 1. - .2 * idxFract;
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float noiseX = noise(angle * 10. + float(i) + t * speed);
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float noiseY = noise(angle * 20. + float(i) - t * speed);
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vec2 pos = vec2(.5) + 1e-4 + .9 * (vec2(noiseX, noiseY) - .5);
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int safeIndex = i % int(u_colorsCount + 0.5);
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vec4 ballColor = u_colors[safeIndex];
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ballColor.rgb *= ballColor.a;
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@@ -93,9 +94,9 @@ void main() {
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vec3 color = totalColor * finalShape;
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float opacity = totalOpacity * finalShape;
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vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
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color = color + bgColor * (1. - opacity);
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opacity = opacity + u_colorBack.a * (1. - opacity);
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${colorBandingFix}
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@@ -1,7 +1,7 @@
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1
1
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{
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"version": 3,
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"sources": ["../../src/shaders/metaballs.ts"],
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-
"sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, colorBandingFix } from '../shader-utils';\n\nexport const metaballsMeta = {\n maxColorCount: 8,\n maxBallsCount: 20,\n} as const;\n\n/**\n * Metaballs (circular shapes with gooey effect applied)\n * The artwork by Ksenia Kondrashova\n *\n * Uniforms include:\n * - uColors (vec4[]): Input RGBA colors\n * - uColorsCount (float): Number of active colors (`uColors` length)\n * - u_count (float)\n * - u_size (float)\n */\nexport const metaballsFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${metaballsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_count;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat hash(float x) {\n return fract(sin(x) * 43758.5453123);\n}\nfloat noise(float x) {\n float i = floor(x);\n float f = fract(x);\n float u = f * f * (3.0 - 2.0 * f);\n return mix(hash(i), hash(i + 1.0), u);\n}\n\nfloat getBallShape(vec2 uv, vec2 c, float p) {\n float s = .5 * length(uv - c);\n s = 1. - clamp(s, 0., 1.);\n s = pow(s, p);\n return s;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n float t = .2 * u_time + 1.;\n\n vec3 totalColor = vec3(0.);\n float totalShape = 0.;\n float totalOpacity = 0.;\n
|
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5
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-
"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,eAAe;AACjB;
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4
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+
"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, colorBandingFix } from '../shader-utils.js';\n\nexport const metaballsMeta = {\n maxColorCount: 8,\n maxBallsCount: 20,\n} as const;\n\n/**\n * Metaballs (circular shapes with gooey effect applied)\n * The artwork by Ksenia Kondrashova\n *\n * Uniforms include:\n * - u_colorBack: the background color of the scene\n * - uColors (vec4[]): Input RGBA colors\n * - uColorsCount (float): Number of active colors (`uColors` length)\n * - u_count (float)\n * - u_size (float)\n */\nexport const metaballsFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${metaballsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_count;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat hash(float x) {\n return fract(sin(x) * 43758.5453123);\n}\nfloat noise(float x) {\n float i = floor(x);\n float f = fract(x);\n float u = f * f * (3.0 - 2.0 * f);\n return mix(hash(i), hash(i + 1.0), u);\n}\n\nfloat getBallShape(vec2 uv, vec2 c, float p) {\n float s = .5 * length(uv - c);\n s = 1. - clamp(s, 0., 1.);\n s = pow(s, p);\n return s;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n float t = .2 * u_time + 1.;\n\n vec3 totalColor = vec3(0.);\n float totalShape = 0.;\n float totalOpacity = 0.;\n\n for (int i = 0; i < ${metaballsMeta.maxBallsCount}; i++) {\n if (i >= int(ceil(u_count))) break;\n\n float idxFract = float(i) / float(${metaballsMeta.maxBallsCount});\n float angle = TWO_PI * idxFract;\n\n float speed = 1. - .2 * idxFract;\n float noiseX = noise(angle * 10. + float(i) + t * speed);\n float noiseY = noise(angle * 20. + float(i) - t * speed);\n\n vec2 pos = vec2(.5) + 1e-4 + .9 * (vec2(noiseX, noiseY) - .5);\n\n int safeIndex = i % int(u_colorsCount + 0.5);\n vec4 ballColor = u_colors[safeIndex];\n ballColor.rgb *= ballColor.a;\n\n float sizeFrac = 1.;\n if (float(i) > floor(u_count - 1.)) {\n sizeFrac *= fract(u_count);\n }\n\n float shape = getBallShape(shape_uv, pos, 45. - 30. * u_size * sizeFrac);\n shape *= pow(u_size, .2);\n shape = smoothstep(0., 1., shape);\n\n totalColor += ballColor.rgb * shape;\n totalShape += shape;\n totalOpacity += ballColor.a * shape;\n }\n\n totalColor /= max(totalShape, 1e-4);\n totalOpacity /= max(totalShape, 1e-4);\n\n float edge_width = fwidth(totalShape);\n float finalShape = smoothstep(.4, .4 + edge_width, totalShape);\n\n vec3 color = totalColor * finalShape;\n float opacity = totalOpacity * finalShape;\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MetaballsUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_count: number;\n u_size: number;\n}\n\nexport interface MetaballsParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n count?: number;\n size?: number;\n}\n"],
|
|
5
|
+
"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,eAAe;AACjB;AAaO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMvB,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAMjD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;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,wBA8Ba,cAAc,aAAa;AAAA;AAAA;AAAA,wCAGX,cAAc,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,IAwC/D,eAAe;AAAA;AAAA;AAAA;AAAA;",
|
|
6
6
|
"names": []
|
|
7
7
|
}
|
|
@@ -1,23 +1,29 @@
|
|
|
1
|
-
import type { ShaderMotionParams } from '../shader-mount';
|
|
2
|
-
import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
|
|
1
|
+
import type { ShaderMotionParams } from '../shader-mount.js';
|
|
2
|
+
import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
|
|
3
3
|
/**
|
|
4
4
|
* Neuro Noise Pattern
|
|
5
|
-
*
|
|
5
|
+
* Original algo: https://x.com/zozuar/status/1625182758745128981/
|
|
6
6
|
* Renders a fractal-like structure made of several layers of since-arches
|
|
7
7
|
*
|
|
8
8
|
* Uniforms include:
|
|
9
|
-
* u_colorFront - the
|
|
10
|
-
*
|
|
11
|
-
*
|
|
9
|
+
* u_colorFront - the highlights (overexposed noise areas)
|
|
10
|
+
* u_colorMid - the base color of pattern
|
|
11
|
+
* u_colorBack - the backgrond color of pattern
|
|
12
|
+
* u_brightness - increase/decrease the weight of strong lines
|
|
13
|
+
* u_contrast - show/hide the weak pattern lines
|
|
12
14
|
*/
|
|
13
15
|
export declare const neuroNoiseFragmentShader: string;
|
|
14
16
|
export interface NeuroNoiseUniforms extends ShaderSizingUniforms {
|
|
15
17
|
u_colorFront: [number, number, number, number];
|
|
18
|
+
u_colorMid: [number, number, number, number];
|
|
16
19
|
u_colorBack: [number, number, number, number];
|
|
17
20
|
u_brightness: number;
|
|
21
|
+
u_contrast: number;
|
|
18
22
|
}
|
|
19
23
|
export interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {
|
|
20
24
|
colorFront?: string;
|
|
25
|
+
colorMid?: string;
|
|
21
26
|
colorBack?: string;
|
|
22
27
|
brightness?: number;
|
|
28
|
+
contrast?: number;
|
|
23
29
|
}
|