@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
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing";
7
- import { declareRotate, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declareRotate, colorBandingFix } from "../shader-utils.js";
8
8
  const neuroNoiseFragmentShader = `#version 300 es
9
9
  precision mediump float;
10
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@@ -13,8 +13,10 @@ uniform vec2 u_resolution;
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13
  uniform float u_pixelRatio;
14
14
 
15
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  uniform vec4 u_colorFront;
16
+ uniform vec4 u_colorMid;
16
17
  uniform vec4 u_colorBack;
17
18
  uniform float u_brightness;
19
+ uniform float u_contrast;
18
20
 
19
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20
22
  ${sizingVariablesDeclaration}
@@ -23,7 +25,7 @@ out vec4 fragColor;
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25
 
24
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  ${declareRotate}
25
27
 
26
- float neuro_shape(vec2 uv, float t) {
28
+ float neuroShape(vec2 uv, float t) {
27
29
  vec2 sine_acc = vec2(0.);
28
30
  vec2 res = vec2(0.);
29
31
  float scale = 8.;
@@ -42,19 +44,32 @@ float neuro_shape(vec2 uv, float t) {
42
44
  void main() {
43
45
  vec2 shape_uv = v_patternUV;
44
46
 
45
- shape_uv *= .002;
47
+ shape_uv *= .0013;
46
48
 
47
49
  float t = .5 * u_time;
48
50
 
49
- float noise = neuro_shape(shape_uv, t);
51
+ float noise = neuroShape(shape_uv, t);
50
52
 
51
- noise = u_brightness * pow(noise, 3.);
52
- noise += pow(noise, 12.);
53
- noise = max(.0, noise - .5);
53
+ noise = (1. + u_brightness) * pow(noise, 2.);
54
+ noise = pow(noise, .7 + 6. * u_contrast);
55
+ noise = min(1.4, noise);
56
+
57
+ float blend = smoothstep(0.7, 1.4, noise);
58
+
59
+ vec4 frontC = u_colorFront;
60
+ frontC.rgb *= frontC.a;
61
+ vec4 midC = u_colorMid;
62
+ midC.rgb *= midC.a;
63
+ vec4 blendFront = mix(midC, frontC, blend);
64
+
65
+ float safeNoise = max(noise, 0.0);
66
+ vec3 color = blendFront.rgb * safeNoise;
67
+ float opacity = clamp(blendFront.a * safeNoise, 0., 1.);
68
+
69
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
70
+ color = color + bgColor * (1. - opacity);
71
+ opacity = opacity + u_colorBack.a * (1. - opacity);
54
72
 
55
- vec3 color = mix(u_colorBack.rgb * u_colorBack.a, u_colorFront.rgb * u_colorFront.a, noise);
56
- float opacity = mix(u_colorBack.a, u_colorFront.a, noise);
57
-
58
73
  ${colorBandingFix}
59
74
 
60
75
  fragColor = vec4(color, opacity);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/neuro-noise.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareRotate, colorBandingFix } from '../shader-utils';\n\n/**\n * Neuro Noise Pattern\n * The original artwork: https://codepen.io/ksenia-k/full/vYwgrWv by Ksenia Kondrashova\n * Renders a fractal-like structure made of several layers of since-arches\n *\n * Uniforms include:\n * u_colorFront - the front color of pattern\n * u_colorBack - the back color of pattern\n * u_brightness - the power (brightness) of pattern lines\n */\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\n\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareRotate}\n\nfloat neuro_shape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .002;\n\n float t = .5 * u_time;\n\n float noise = neuro_shape(shape_uv, t);\n\n noise = u_brightness * pow(noise, 3.);\n noise += pow(noise, 12.);\n noise = max(.0, noise - .5);\n\n vec3 color = mix(u_colorBack.rgb * u_colorBack.a, u_colorFront.rgb * u_colorFront.a, noise);\n float opacity = mix(u_colorBack.a, u_colorFront.a, noise);\n \n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n brightness?: number;\n}\n"],
5
- "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,eAAe,uBAAuB;AAYxC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAY9C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkCX,eAAe;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareRotate, colorBandingFix } from '../shader-utils.js';\n\n/**\n * Neuro Noise Pattern\n * Original algo: https://x.com/zozuar/status/1625182758745128981/\n * Renders a fractal-like structure made of several layers of since-arches\n *\n * Uniforms include:\n * u_colorFront - the highlights (overexposed noise areas)\n * u_colorMid - the base color of pattern\n * u_colorBack - the backgrond color of pattern\n * u_brightness - increase/decrease the weight of strong lines\n * u_contrast - show/hide the weak pattern lines\n */\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareRotate}\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .0013;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * pow(noise, 2.);\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\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 NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,eAAe,uBAAuB;AAcxC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc9C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA+CX,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -1,14 +1,14 @@
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
  * 3d Perlin noise with exposed parameters
5
5
  * Based on https://www.shadertoy.com/view/NlSGDz
6
6
  *
7
7
  * Uniforms include:
8
- * u_color1 - the first mixed color
9
- * u_color2 - the second mixed color
10
- * u_proportion (0 .. 1) - the proportion between u_color1 and u_color2;
11
- * u_softness - the sharpness of the transition between u_color1 and u_color2 in the noise output
8
+ * u_colorFront - the first mixed color
9
+ * u_colorBack - the second mixed color
10
+ * u_proportion (0 .. 1) - the proportion between u_colorFront and u_colorBack;
11
+ * u_softness - the sharpness of the transition between u_colorFront and u_colorBack in the noise output
12
12
  * u_octaveCount - the number of octaves for Perlin noise;
13
13
  * higher values increase the complexity of the noise
14
14
  * u_persistence (0 .. 1) - the amplitude of each successive octave of the noise;
@@ -18,8 +18,8 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
18
18
  */
19
19
  export declare const perlinNoiseFragmentShader: string;
20
20
  export interface PerlinNoiseUniforms extends ShaderSizingUniforms {
21
- u_color1: [number, number, number, number];
22
- u_color2: [number, number, number, number];
21
+ u_colorFront: [number, number, number, number];
22
+ u_colorBack: [number, number, number, number];
23
23
  u_proportion: number;
24
24
  u_softness: number;
25
25
  u_octaveCount: number;
@@ -27,8 +27,8 @@ export interface PerlinNoiseUniforms extends ShaderSizingUniforms {
27
27
  u_lacunarity: number;
28
28
  }
29
29
  export interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {
30
- color1?: string;
31
- color2?: string;
30
+ colorFront?: string;
31
+ colorBack?: string;
32
32
  proportion?: number;
33
33
  softness?: number;
34
34
  octaveCount?: number;
@@ -3,15 +3,15 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing";
7
- import { declarePI, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, colorBandingFix } from "../shader-utils.js";
8
8
  const perlinNoiseFragmentShader = `#version 300 es
9
9
  precision mediump float;
10
10
 
11
11
  uniform float u_time;
12
12
 
13
- uniform vec4 u_color1;
14
- uniform vec4 u_color2;
13
+ uniform vec4 u_colorFront;
14
+ uniform vec4 u_colorBack;
15
15
  uniform float u_proportion;
16
16
  uniform float u_softness;
17
17
  uniform float u_octaveCount;
@@ -158,29 +158,37 @@ float get_max_amp(float persistence, float octaveCount) {
158
158
  }
159
159
 
160
160
  void main() {
161
- vec2 shape_uv = v_patternUV;
161
+ vec2 uv = v_patternUV;
162
162
 
163
- shape_uv *= .005;
163
+ uv *= .005;
164
164
  float t = .2 * u_time;
165
165
 
166
- vec3 p = vec3(shape_uv, t);
166
+ vec3 p = vec3(uv, t);
167
167
 
168
- float oct_count = max(0., floor(u_octaveCount));
169
- float persistence = clamp(u_persistence, 0., 1.);
170
- float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);
168
+ float oct_count = max(0., floor(u_octaveCount));
169
+ float persistence = clamp(u_persistence, 0., 1.);
170
+ float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);
171
171
 
172
- float max_amp = get_max_amp(persistence, oct_count);
173
- float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);
174
- float sharpness = clamp(u_softness, 0., 1.);
175
- float smooth_w = 0.5 * fwidth(noise_normalized);
176
- float sharp_noise = smoothstep(
177
- .5 - .5 * sharpness - smooth_w,
178
- .5 + .5 * sharpness + smooth_w,
179
- noise_normalized
180
- );
172
+ float max_amp = get_max_amp(persistence, oct_count);
173
+ float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);
174
+ float sharpness = clamp(u_softness, 0., 1.);
175
+ float smooth_w = 0.5 * fwidth(noise_normalized);
176
+ float res = smoothstep(
177
+ .5 - .5 * sharpness - smooth_w,
178
+ .5 + .5 * sharpness + smooth_w,
179
+ noise_normalized
180
+ );
181
+
182
+ vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
183
+ float fgOpacity = u_colorFront.a;
184
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
185
+ float bgOpacity = u_colorBack.a;
186
+
187
+ vec3 color = fgColor * res;
188
+ float opacity = fgOpacity * res;
181
189
 
182
- vec3 color = mix(u_color1.rgb * u_color1.a, u_color2.rgb * u_color2.a, sharp_noise);
183
- float opacity = mix(u_color1.a, u_color2.a, sharp_noise);
190
+ color += bgColor * (1. - opacity);
191
+ opacity += bgOpacity * (1. - opacity);
184
192
 
185
193
  ${colorBandingFix}
186
194
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/perlin-noise.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, colorBandingFix } from '../shader-utils';\n\n/**\n * 3d Perlin noise with exposed parameters\n * Based on https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms include:\n * u_color1 - the first mixed color\n * u_color2 - the second mixed color\n * u_proportion (0 .. 1) - the proportion between u_color1 and u_color2;\n * u_softness - the sharpness of the transition between u_color1 and u_color2 in the noise output\n * u_octaveCount - the number of octaves for Perlin noise;\n * higher values increase the complexity of the noise\n * u_persistence (0 .. 1) - the amplitude of each successive octave of the noise;\n * lower values make higher octaves less pronounced\n * u_lacunarity - the frequency of each successive octave of the noise;\n * higher values increase the detail\n */\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_color1;\nuniform vec4 u_color2;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nuint hash(uint x, uint seed) {\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process input\n uint k = x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\nuint hash(uvec3 x, uint seed){\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process first vector element\n uint k = x.x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process second vector element\n k = x.y;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process third vector element\n k = x.z;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\n\nvec3 gradientdy(uint hash) {\n switch (int(hash) & 15) { // look at the last four bits to pick a gradient dy\n case 0:\n return vec3(1, 1, 0);\n case 1:\n return vec3(-1, 1, 0);\n case 2:\n return vec3(1, -1, 0);\n case 3:\n return vec3(-1, -1, 0);\n case 4:\n return vec3(1, 0, 1);\n case 5:\n return vec3(-1, 0, 1);\n case 6:\n return vec3(1, 0, -1);\n case 7:\n return vec3(-1, 0, -1);\n case 8:\n return vec3(0, 1, 1);\n case 9:\n return vec3(0, -1, 1);\n case 10:\n return vec3(0, 1, -1);\n case 11:\n return vec3(0, -1, -1);\n case 12:\n return vec3(1, 1, 0);\n case 13:\n return vec3(-1, 1, 0);\n case 14:\n return vec3(0, -1, 1);\n case 15:\n return vec3(0, -1, -1);\n }\n}\n\nfloat interpolate(float value1, float value2, float value3, float value4, float value5, float value6, float value7, float value8, vec3 t) {\n return mix(\n mix(mix(value1, value2, t.x), mix(value3, value4, t.x), t.y),\n mix(mix(value5, value6, t.x), mix(value7, value8, t.x), t.y),\n t.z\n );\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, uint seed) {\n position += 1e+4;\n vec3 floorPosition = floor(position);\n vec3 fractPosition = fract(position);\n uvec3 cellCoordinates = uvec3(floorPosition);\n float value1 = dot(gradientdy(hash(cellCoordinates, seed)), fractPosition);\n float value2 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 0)), seed)), fractPosition - vec3(1, 0, 0));\n float value3 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 0)), seed)), fractPosition - vec3(0, 1, 0));\n float value4 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 0)), seed)), fractPosition - vec3(1, 1, 0));\n float value5 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 0, 1)), seed)), fractPosition - vec3(0, 0, 1));\n float value6 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 1)), seed)), fractPosition - vec3(1, 0, 1));\n float value7 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 1)), seed)), fractPosition - vec3(0, 1, 1));\n float value8 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 1)), seed)), fractPosition - vec3(1, 1, 1));\n return interpolate(value1, value2, value3, value4, value5, value6, value7, value8, fade(fractPosition));\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float currentFrequency = 10.;\n uint currentSeed = uint(0);\n for (int i = 0; i < octaveCount; i++) {\n currentSeed = hash(currentSeed, 0x0U);\n value += perlinNoise(position * currentFrequency, currentSeed) * amplitude;\n amplitude *= persistence;\n currentFrequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence *= .999;\n return (1. - pow(persistence, octaveCount)) / (1. - persistence);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .005;\n float t = .2 * u_time;\n\n vec3 p = vec3(shape_uv, t);\n\n float oct_count = max(0., floor(u_octaveCount));\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, oct_count);\n float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * fwidth(noise_normalized);\n float sharp_noise = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\n\n vec3 color = mix(u_color1.rgb * u_color1.a, u_color2.rgb * u_color2.a, sharp_noise);\n float opacity = mix(u_color1.a, u_color2.a, sharp_noise);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_color1: [number, number, number, number];\n u_color2: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n color1?: string;\n color2?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
5
- "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAkBpC,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAa/C,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAgKP,eAAe;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, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 3d Perlin noise with exposed parameters\n * Based on https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms include:\n * u_colorFront - the first mixed color\n * u_colorBack - the second mixed color\n * u_proportion (0 .. 1) - the proportion between u_colorFront and u_colorBack;\n * u_softness - the sharpness of the transition between u_colorFront and u_colorBack in the noise output\n * u_octaveCount - the number of octaves for Perlin noise;\n * higher values increase the complexity of the noise\n * u_persistence (0 .. 1) - the amplitude of each successive octave of the noise;\n * lower values make higher octaves less pronounced\n * u_lacunarity - the frequency of each successive octave of the noise;\n * higher values increase the detail\n */\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nuint hash(uint x, uint seed) {\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process input\n uint k = x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\nuint hash(uvec3 x, uint seed){\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process first vector element\n uint k = x.x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process second vector element\n k = x.y;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process third vector element\n k = x.z;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\n\nvec3 gradientdy(uint hash) {\n switch (int(hash) & 15) { // look at the last four bits to pick a gradient dy\n case 0:\n return vec3(1, 1, 0);\n case 1:\n return vec3(-1, 1, 0);\n case 2:\n return vec3(1, -1, 0);\n case 3:\n return vec3(-1, -1, 0);\n case 4:\n return vec3(1, 0, 1);\n case 5:\n return vec3(-1, 0, 1);\n case 6:\n return vec3(1, 0, -1);\n case 7:\n return vec3(-1, 0, -1);\n case 8:\n return vec3(0, 1, 1);\n case 9:\n return vec3(0, -1, 1);\n case 10:\n return vec3(0, 1, -1);\n case 11:\n return vec3(0, -1, -1);\n case 12:\n return vec3(1, 1, 0);\n case 13:\n return vec3(-1, 1, 0);\n case 14:\n return vec3(0, -1, 1);\n case 15:\n return vec3(0, -1, -1);\n }\n}\n\nfloat interpolate(float value1, float value2, float value3, float value4, float value5, float value6, float value7, float value8, vec3 t) {\n return mix(\n mix(mix(value1, value2, t.x), mix(value3, value4, t.x), t.y),\n mix(mix(value5, value6, t.x), mix(value7, value8, t.x), t.y),\n t.z\n );\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, uint seed) {\n position += 1e+4;\n vec3 floorPosition = floor(position);\n vec3 fractPosition = fract(position);\n uvec3 cellCoordinates = uvec3(floorPosition);\n float value1 = dot(gradientdy(hash(cellCoordinates, seed)), fractPosition);\n float value2 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 0)), seed)), fractPosition - vec3(1, 0, 0));\n float value3 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 0)), seed)), fractPosition - vec3(0, 1, 0));\n float value4 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 0)), seed)), fractPosition - vec3(1, 1, 0));\n float value5 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 0, 1)), seed)), fractPosition - vec3(0, 0, 1));\n float value6 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 1)), seed)), fractPosition - vec3(1, 0, 1));\n float value7 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 1)), seed)), fractPosition - vec3(0, 1, 1));\n float value8 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 1)), seed)), fractPosition - vec3(1, 1, 1));\n return interpolate(value1, value2, value3, value4, value5, value6, value7, value8, fade(fractPosition));\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float currentFrequency = 10.;\n uint currentSeed = uint(0);\n for (int i = 0; i < octaveCount; i++) {\n currentSeed = hash(currentSeed, 0x0U);\n value += perlinNoise(position * currentFrequency, currentSeed) * amplitude;\n amplitude *= persistence;\n currentFrequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence *= .999;\n return (1. - pow(persistence, octaveCount)) / (1. - persistence);\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n\n uv *= .005;\n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float oct_count = max(0., floor(u_octaveCount));\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, oct_count);\n float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * fwidth(noise_normalized);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAkBpC,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAa/C,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAwKP,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 pulsingBorderMeta: {
5
5
  readonly maxColorCount: 5;
6
6
  readonly maxSpotsPerColor: 5;
@@ -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, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, colorBandingFix } from "../shader-utils.js";
8
8
  const pulsingBorderMeta = {
9
9
  maxColorCount: 5,
10
10
  maxSpotsPerColor: 5
@@ -37,7 +37,7 @@ out vec4 fragColor;
37
37
  ${declarePI}
38
38
 
39
39
  float roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {
40
-
40
+
41
41
  float borderDistance = abs(distance) - .5 * u_thickness;
42
42
  float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);
43
43
  border *= border;
@@ -46,24 +46,24 @@ float roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edg
46
46
  vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
47
47
  vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
48
48
  vec2 v3 = uv - halfSize;
49
-
49
+
50
50
  float mult = (.07 - .25 * radius);
51
51
  float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);
52
52
  float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);
53
53
  float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);
54
54
  float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);
55
-
55
+
56
56
  float l = edgeSoftness * .5 + .75 * u_thickness;
57
57
  float fade0 = 1. - clamp(length(v0) / l, 0., 1.);
58
58
  float fade1 = 1. - clamp(length(v1) / l, 0., 1.);
59
59
  float fade2 = 1. - clamp(length(v2) / l, 0., 1.);
60
60
  float fade3 = 1. - clamp(length(v3) / l, 0., 1.);
61
-
61
+
62
62
  m0 *= fade0;
63
63
  m1 *= fade1;
64
64
  m2 *= fade2;
65
65
  m3 *= fade3;
66
-
66
+
67
67
  float fillFix = m0 + m1 + m2 + m3;
68
68
  fillFix *= step(distance, 0.);
69
69
  fillFix *= (1. + 3. * u_thickness);
@@ -82,7 +82,7 @@ float roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, floa
82
82
  vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
83
83
  vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
84
84
  vec2 v3 = uv - halfSize;
85
-
85
+
86
86
  float l_mask = .5;
87
87
  float mask = smoothstep(0., 1., length(v0) / l_mask);
88
88
  mask *= smoothstep(0., 1., length(v1) / l_mask);
@@ -121,12 +121,12 @@ float getWaveformValue(float time) {
121
121
  void main() {
122
122
 
123
123
  float t = .5 * u_time + 20.;
124
-
124
+
125
125
  vec2 borderUV = v_responsiveUV;
126
126
 
127
127
  float angle = atan(borderUV.y, borderUV.x) / TWO_PI;
128
-
129
-
128
+
129
+
130
130
  float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;
131
131
  borderUV.x *= borderRatio;
132
132
  vec2 halfSize = vec2(.5);
@@ -136,11 +136,11 @@ void main() {
136
136
  float outsideDistance = length(max(d, 0.)) - radius;
137
137
  float insideDistance = min(max(d.x, d.y), 0.0);
138
138
  float distance = outsideDistance + insideDistance;
139
-
139
+
140
140
  float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);
141
141
 
142
142
  float pulse = u_pulse * getWaveformValue(.18 * u_time);
143
-
143
+
144
144
  border *= (1. + .1 * pulse);
145
145
  border *= (1. + u_intensity);
146
146
 
@@ -159,53 +159,53 @@ void main() {
159
159
 
160
160
  vec3 color = vec3(0.);
161
161
  float opacity = 0.;
162
-
162
+
163
163
  vec3 accumColor = vec3(0.);
164
164
  float accumAlpha = 0.;
165
-
165
+
166
166
  for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {
167
167
  if (i >= int(u_spotsPerColor)) break;
168
168
  float idx = float(i);
169
-
169
+
170
170
  for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {
171
171
  if (j >= int(u_colorsCount)) break;
172
172
  float colorIdx = float(j);
173
173
 
174
174
  vec2 randVal = rand(vec2(idx * 10. + 2., 40. + colorIdx));
175
-
175
+
176
176
  float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;
177
177
  time *= mix(1., -1., step(.5, randVal.y));
178
-
178
+
179
179
  float mask = .2 + mix(
180
180
  sin(t + idx * (5. - 1.5 * colorIdx)),
181
181
  cos(t + idx * (3. + 1.3 * colorIdx)),
182
182
  step(mod(colorIdx, 2.), .5)
183
183
  );
184
-
184
+
185
185
  mask += pulse;
186
186
  if (mask < 0.) continue;
187
-
187
+
188
188
  float atg1 = fract(angle + time);
189
189
  float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);
190
190
  sector *= border;
191
191
  sector *= mask;
192
192
  sector = clamp(sector, 0., 1.);
193
-
193
+
194
194
  sectorsTotal += sector;
195
-
195
+
196
196
  float alpha = sector * u_colors[j].a;
197
197
  accumColor += u_colors[j].rgb * alpha;
198
198
  accumAlpha += alpha;
199
199
  }
200
200
  }
201
-
201
+
202
202
  color = accumColor;
203
203
  opacity = clamp(accumAlpha, 0., 1.);
204
-
204
+
205
205
  vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
206
206
  color = color + bgColor * (1. - opacity);
207
207
  opacity = opacity + u_colorBack.a * (1. - opacity);
208
-
208
+
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209
  ${colorBandingFix}
210
210
 
211
211
  fragColor = vec4(color, opacity);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/pulsing-border.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, colorBandingFix } from '../shader-utils';\n\nexport const pulsingBorderMeta = {\n maxColorCount: 5,\n maxSpotsPerColor: 5,\n} as const;\n\n/**\n * Pulsing Border Pattern with Smoke Effect\n * This shader creates a rounded border mask with multiple color spots\n * traveling along the border\n *\n * Uniforms include:\n * u_colorBack - The background color of the pattern\n * u_colors - An array of colors for the pulsing spots (with up to `u_colorsCount` entries)\n * u_colorsCount - The number of colors used in the pattern\n * u_roundness - The roundness of the border corners\n * u_thickness - The thickness of the border\n * u_softness - The blur around the border edges\n * u_intensity - The intensity multiplier for the pulsing effect\n * u_spotSize - The size of the color spots\n * u_spotsPerColor - The number of spots for each color (not all the spots are visible all the time)\n * u_pulse - A multiplier for the pulsing strength (pulsing signal taken from the u_pulseTexture)\n * u_smoke - The strength of the smoke effect (the noise aroung the border)\n */\n\nexport const pulsingBorderFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_roundness;\nuniform float u_thickness;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_spotSize;\nuniform float u_spotsPerColor;\nuniform float u_pulse;\nuniform float u_smoke;\nuniform float u_smokeSize;\n\nuniform sampler2D u_pulseTexture;\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {\n \n float borderDistance = abs(distance) - .5 * u_thickness;\n float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n \n float mult = (.07 - .25 * radius);\n float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);\n float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);\n float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);\n float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);\n \n float l = edgeSoftness * .5 + .75 * u_thickness;\n float fade0 = 1. - clamp(length(v0) / l, 0., 1.);\n float fade1 = 1. - clamp(length(v1) / l, 0., 1.);\n float fade2 = 1. - clamp(length(v2) / l, 0., 1.);\n float fade3 = 1. - clamp(length(v3) / l, 0., 1.);\n \n m0 *= fade0;\n m1 *= fade1;\n m2 *= fade2;\n m3 *= fade3;\n \n float fillFix = m0 + m1 + m2 + m3;\n fillFix *= step(distance, 0.);\n fillFix *= (1. + 3. * u_thickness);\n fillFix *= (1.5 - .5 * smoothstep(0., .5, edgeSoftness));\n fillFix = clamp(fillFix, 0., 1.);\n\n return border + fillFix;\n}\n\nfloat roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, float size) {\n float borderDistance = abs(distance);\n float border = 1. - smoothstep(-.75 * size, .75 * size, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n \n float l_mask = .5;\n float mask = smoothstep(0., 1., length(v0) / l_mask);\n mask *= smoothstep(0., 1., length(v1) / l_mask);\n mask *= smoothstep(0., 1., length(v2) / l_mask);\n mask *= smoothstep(0., 1., length(v3) / l_mask);\n\n return border * mask;\n}\n\nvec2 rand(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\nfloat noise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = rand(i).x;\n float b = rand(i + vec2(1.0, 0.0)).x;\n float c = rand(i + vec2(0.0, 1.0)).x;\n float d = rand(i + vec2(1.0, 1.0)).x;\n vec2 u = f * f * (3.0 - 2.0 * f);\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 getWaveformValue(float time) {\n float dur = 5.;\n float wrappedTime = mod(time, dur);\n float normalizedTime = wrappedTime / dur;\n float value = texture(u_pulseTexture, vec2(normalizedTime, 0.5)).r;\n return value * 2. - 1.;\n}\n\nvoid main() {\n\n float t = .5 * u_time + 20.;\n \n vec2 borderUV = v_responsiveUV;\n\n float angle = atan(borderUV.y, borderUV.x) / TWO_PI;\n \n \n float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n borderUV.x *= borderRatio;\n vec2 halfSize = vec2(.5);\n halfSize.x *= borderRatio;\n float radius = min(.5 * u_roundness, halfSize.x);\n vec2 d = abs(borderUV) - halfSize + radius;\n float outsideDistance = length(max(d, 0.)) - radius;\n float insideDistance = min(max(d.x, d.y), 0.0);\n float distance = outsideDistance + insideDistance;\n \n float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);\n\n float pulse = u_pulse * getWaveformValue(.18 * u_time);\n \n border *= (1. + .1 * pulse);\n border *= (1. + u_intensity);\n\n vec2 smokeUV = .001 * u_smokeSize * v_patternUV;\n float smoke = clamp(3. * noise(2.7 * smokeUV + .5 * t), 0., 1.);\n smoke -= noise(3.4 * smokeUV - .5 * t);\n smoke *= roundedBoxSmoke(borderUV, halfSize, radius, distance, u_smoke);\n smoke = 50. * pow(smoke, 2.);\n smoke *= u_smoke;\n smoke *= (.8 + .4 * pulse);\n smoke = clamp(smoke, 0., 1.);\n\n border += smoke;\n\n float sectorsTotal = 0.;\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n \n vec3 accumColor = vec3(0.);\n float accumAlpha = 0.;\n \n for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {\n if (i >= int(u_spotsPerColor)) break;\n float idx = float(i);\n \n for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {\n if (j >= int(u_colorsCount)) break;\n float colorIdx = float(j);\n\n vec2 randVal = rand(vec2(idx * 10. + 2., 40. + colorIdx));\n \n float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;\n time *= mix(1., -1., step(.5, randVal.y));\n \n float mask = .2 + mix(\n sin(t + idx * (5. - 1.5 * colorIdx)),\n cos(t + idx * (3. + 1.3 * colorIdx)),\n step(mod(colorIdx, 2.), .5)\n );\n \n mask += pulse;\n if (mask < 0.) continue;\n \n float atg1 = fract(angle + time);\n float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);\n sector *= border;\n sector *= mask;\n sector = clamp(sector, 0., 1.);\n \n sectorsTotal += sector;\n \n float alpha = sector * u_colors[j].a;\n accumColor += u_colors[j].rgb * alpha;\n accumAlpha += alpha;\n }\n }\n \n color = accumColor;\n opacity = clamp(accumAlpha, 0., 1.);\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 PulsingBorderUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_roundness: number;\n u_thickness: number;\n u_softness: number;\n u_intensity: number;\n u_spotsPerColor: number;\n u_spotSize: number;\n u_pulse: number;\n u_smoke: number;\n u_smokeSize: number;\n u_pulseTexture?: HTMLImageElement;\n}\n\nexport interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n roundness?: number;\n thickness?: number;\n softness?: number;\n intensity?: number;\n spotsPerColor?: number;\n spotSize?: number;\n pulse?: number;\n smoke?: number;\n smokeSize?: number;\n}\n"],
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, colorBandingFix } from '../shader-utils.js';\n\nexport const pulsingBorderMeta = {\n maxColorCount: 5,\n maxSpotsPerColor: 5,\n} as const;\n\n/**\n * Pulsing Border Pattern with Smoke Effect\n * This shader creates a rounded border mask with multiple color spots\n * traveling along the border\n *\n * Uniforms include:\n * u_colorBack - The background color of the pattern\n * u_colors - An array of colors for the pulsing spots (with up to `u_colorsCount` entries)\n * u_colorsCount - The number of colors used in the pattern\n * u_roundness - The roundness of the border corners\n * u_thickness - The thickness of the border\n * u_softness - The blur around the border edges\n * u_intensity - The intensity multiplier for the pulsing effect\n * u_spotSize - The size of the color spots\n * u_spotsPerColor - The number of spots for each color (not all the spots are visible all the time)\n * u_pulse - A multiplier for the pulsing strength (pulsing signal taken from the u_pulseTexture)\n * u_smoke - The strength of the smoke effect (the noise aroung the border)\n */\n\nexport const pulsingBorderFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_roundness;\nuniform float u_thickness;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_spotSize;\nuniform float u_spotsPerColor;\nuniform float u_pulse;\nuniform float u_smoke;\nuniform float u_smokeSize;\n\nuniform sampler2D u_pulseTexture;\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {\n\n float borderDistance = abs(distance) - .5 * u_thickness;\n float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n\n float mult = (.07 - .25 * radius);\n float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);\n float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);\n float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);\n float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);\n\n float l = edgeSoftness * .5 + .75 * u_thickness;\n float fade0 = 1. - clamp(length(v0) / l, 0., 1.);\n float fade1 = 1. - clamp(length(v1) / l, 0., 1.);\n float fade2 = 1. - clamp(length(v2) / l, 0., 1.);\n float fade3 = 1. - clamp(length(v3) / l, 0., 1.);\n\n m0 *= fade0;\n m1 *= fade1;\n m2 *= fade2;\n m3 *= fade3;\n\n float fillFix = m0 + m1 + m2 + m3;\n fillFix *= step(distance, 0.);\n fillFix *= (1. + 3. * u_thickness);\n fillFix *= (1.5 - .5 * smoothstep(0., .5, edgeSoftness));\n fillFix = clamp(fillFix, 0., 1.);\n\n return border + fillFix;\n}\n\nfloat roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, float size) {\n float borderDistance = abs(distance);\n float border = 1. - smoothstep(-.75 * size, .75 * size, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n\n float l_mask = .5;\n float mask = smoothstep(0., 1., length(v0) / l_mask);\n mask *= smoothstep(0., 1., length(v1) / l_mask);\n mask *= smoothstep(0., 1., length(v2) / l_mask);\n mask *= smoothstep(0., 1., length(v3) / l_mask);\n\n return border * mask;\n}\n\nvec2 rand(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\nfloat noise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = rand(i).x;\n float b = rand(i + vec2(1.0, 0.0)).x;\n float c = rand(i + vec2(0.0, 1.0)).x;\n float d = rand(i + vec2(1.0, 1.0)).x;\n vec2 u = f * f * (3.0 - 2.0 * f);\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 getWaveformValue(float time) {\n float dur = 5.;\n float wrappedTime = mod(time, dur);\n float normalizedTime = wrappedTime / dur;\n float value = texture(u_pulseTexture, vec2(normalizedTime, 0.5)).r;\n return value * 2. - 1.;\n}\n\nvoid main() {\n\n float t = .5 * u_time + 20.;\n\n vec2 borderUV = v_responsiveUV;\n\n float angle = atan(borderUV.y, borderUV.x) / TWO_PI;\n\n\n float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n borderUV.x *= borderRatio;\n vec2 halfSize = vec2(.5);\n halfSize.x *= borderRatio;\n float radius = min(.5 * u_roundness, halfSize.x);\n vec2 d = abs(borderUV) - halfSize + radius;\n float outsideDistance = length(max(d, 0.)) - radius;\n float insideDistance = min(max(d.x, d.y), 0.0);\n float distance = outsideDistance + insideDistance;\n\n float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);\n\n float pulse = u_pulse * getWaveformValue(.18 * u_time);\n\n border *= (1. + .1 * pulse);\n border *= (1. + u_intensity);\n\n vec2 smokeUV = .001 * u_smokeSize * v_patternUV;\n float smoke = clamp(3. * noise(2.7 * smokeUV + .5 * t), 0., 1.);\n smoke -= noise(3.4 * smokeUV - .5 * t);\n smoke *= roundedBoxSmoke(borderUV, halfSize, radius, distance, u_smoke);\n smoke = 50. * pow(smoke, 2.);\n smoke *= u_smoke;\n smoke *= (.8 + .4 * pulse);\n smoke = clamp(smoke, 0., 1.);\n\n border += smoke;\n\n float sectorsTotal = 0.;\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n vec3 accumColor = vec3(0.);\n float accumAlpha = 0.;\n\n for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {\n if (i >= int(u_spotsPerColor)) break;\n float idx = float(i);\n\n for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {\n if (j >= int(u_colorsCount)) break;\n float colorIdx = float(j);\n\n vec2 randVal = rand(vec2(idx * 10. + 2., 40. + colorIdx));\n\n float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;\n time *= mix(1., -1., step(.5, randVal.y));\n\n float mask = .2 + mix(\n sin(t + idx * (5. - 1.5 * colorIdx)),\n cos(t + idx * (3. + 1.3 * colorIdx)),\n step(mod(colorIdx, 2.), .5)\n );\n\n mask += pulse;\n if (mask < 0.) continue;\n\n float atg1 = fract(angle + time);\n float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);\n sector *= border;\n sector *= mask;\n sector = clamp(sector, 0., 1.);\n\n sectorsTotal += sector;\n\n float alpha = sector * u_colors[j].a;\n accumColor += u_colors[j].rgb * alpha;\n accumAlpha += alpha;\n }\n }\n\n color = accumColor;\n opacity = clamp(accumAlpha, 0., 1.);\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 PulsingBorderUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_roundness: number;\n u_thickness: number;\n u_softness: number;\n u_intensity: number;\n u_spotsPerColor: number;\n u_spotSize: number;\n u_pulse: number;\n u_smoke: number;\n u_smokeSize: number;\n u_pulseTexture?: HTMLImageElement;\n}\n\nexport interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n roundness?: number;\n thickness?: number;\n softness?: number;\n intensity?: number;\n spotsPerColor?: number;\n spotSize?: number;\n pulse?: number;\n smoke?: number;\n smokeSize?: number;\n}\n"],
5
5
  "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,oBAAoB;AAAA,EAC/B,eAAe;AAAA,EACf,kBAAkB;AACpB;AAqBO,MAAM,8BAAsC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAM3B,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAerD,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAiIa,kBAAkB,gBAAgB;AAAA;AAAA;AAAA;AAAA,0BAIhC,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAuCrD,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 simplexNoiseMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  };
@@ -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, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declareSimplexNoise, colorBandingFix } from "../shader-utils.js";
8
8
  const simplexNoiseMeta = {
9
9
  maxColorCount: 10
10
10
  };
@@ -35,10 +35,10 @@ float getNoise(vec2 uv, float t) {
35
35
  float steppedSmooth(float t, float steps, float softness) {
36
36
  float stepT = floor(t * steps) / steps;
37
37
  float f = t * steps - floor(t * steps);
38
-
38
+
39
39
  float fw = 0.005 / u_scale;
40
40
  float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);
41
-
41
+
42
42
  return stepT + smoothed / steps;
43
43
  }
44
44
 
@@ -50,9 +50,9 @@ void main() {
50
50
  float t = .2 * u_time;
51
51
 
52
52
  float shape = .5 + .5 * getNoise(shape_uv, t);
53
-
53
+
54
54
  bool u_extraSides = true;
55
-
55
+
56
56
  float mixer = shape * (u_colorsCount - 1.);
57
57
  if (u_extraSides == true) {
58
58
  mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
@@ -64,22 +64,22 @@ void main() {
64
64
  gradient.rgb *= gradient.a;
65
65
  for (int i = 1; i < ${simplexNoiseMeta.maxColorCount}; i++) {
66
66
  if (i >= int(u_colorsCount)) break;
67
-
67
+
68
68
  float localT = clamp(mixer - float(i - 1), 0., 1.);
69
- localT = steppedSmooth(localT, steps, u_softness);
70
-
69
+ localT = steppedSmooth(localT, steps, u_softness);
70
+
71
71
  vec4 c = u_colors[i];
72
72
  c.rgb *= c.a;
73
73
  gradient = mix(gradient, c, localT);
74
74
  }
75
-
75
+
76
76
  if (u_extraSides == true) {
77
77
  if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
78
78
  float localT = mixer + 1.;
79
79
  if (mixer > (u_colorsCount - 1.)) {
80
80
  localT = mixer - (u_colorsCount - 1.);
81
81
  }
82
- localT = steppedSmooth(localT, steps, u_softness);
82
+ localT = steppedSmooth(localT, steps, u_softness);
83
83
  vec4 cFst = u_colors[0];
84
84
  cFst.rgb *= cFst.a;
85
85
  vec4 cLast = u_colors[int(u_colorsCount - 1.)];
@@ -90,7 +90,7 @@ void main() {
90
90
 
91
91
  vec3 color = gradient.rgb;
92
92
  float opacity = gradient.a;
93
-
93
+
94
94
  ${colorBandingFix}
95
95
 
96
96
  fragColor = vec4(color, opacity);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/simplex-noise.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareSimplexNoise, colorBandingFix } from '../shader-utils';\n\nexport const simplexNoiseMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Simplex Noise animation by Ksenia Kondrashova\n * Calculates a combination of 2 simplex noises with result mapped as\n * a gradient with dynamic number of main colors and steps between them\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, used as int): Number of rendered colors per input color\n * - u_softness (float, 0..1): Amount of blur applied to the color steps\n */\nexport const simplexNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n\nfloat getNoise(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\nfloat steppedSmooth(float t, float steps, float softness) {\n float stepT = floor(t * steps) / steps;\n float f = t * steps - floor(t * steps);\n \n float fw = 0.005 / u_scale;\n float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);\n \n return stepT + smoothed / steps;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .001;\n\n float t = .2 * u_time;\n\n float shape = .5 + .5 * getNoise(shape_uv, t);\n \n bool u_extraSides = true;\n \n float mixer = shape * (u_colorsCount - 1.);\n if (u_extraSides == true) {\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n }\n\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 < ${simplexNoiseMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n \n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = steppedSmooth(localT, steps, u_softness); \n \n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n \n if (u_extraSides == true) {\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 = steppedSmooth(localT, steps, u_softness); \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\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n \n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SimplexNoiseUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_softness: number;\n}\n\nexport interface SimplexNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n softness?: number;\n}\n"],
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, colorBandingFix } from '../shader-utils.js';\n\nexport const simplexNoiseMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Simplex Noise animation by Ksenia Kondrashova\n * Calculates a combination of 2 simplex noises with result mapped as\n * a gradient with dynamic number of main colors and steps between them\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float, used as int): Number of rendered colors per input color\n * - u_softness (float, 0..1): Amount of blur applied to the color steps\n */\nexport const simplexNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n\nfloat getNoise(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\nfloat steppedSmooth(float t, float steps, float softness) {\n float stepT = floor(t * steps) / steps;\n float f = t * steps - floor(t * steps);\n\n float fw = 0.005 / u_scale;\n float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);\n\n return stepT + smoothed / steps;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .001;\n\n float t = .2 * u_time;\n\n float shape = .5 + .5 * getNoise(shape_uv, t);\n\n bool u_extraSides = true;\n\n float mixer = shape * (u_colorsCount - 1.);\n if (u_extraSides == true) {\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n }\n\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 < ${simplexNoiseMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = steppedSmooth(localT, steps, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if (u_extraSides == true) {\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 = steppedSmooth(localT, steps, u_softness);\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\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SimplexNoiseUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_softness: number;\n}\n\nexport interface SimplexNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n softness?: number;\n}\n"],
5
5
  "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,uBAAuB;AAE9C,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAaO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAM1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA,EAKpD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,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,wBAuCG,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;AAAA;AAAA;AAAA;AAAA;AAAA,IA6BlD,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 smokeRingMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  readonly maxNoiseIterations: 8;
@@ -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, colorBandingFix } from "../shader-utils";
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, declareRandom, colorBandingFix } from "../shader-utils.js";
8
8
  const smokeRingMeta = {
9
9
  maxColorCount: 10,
10
10
  maxNoiseIterations: 8
@@ -122,12 +122,12 @@ void main() {
122
122
  gradient = mix(gradient, c, localT);
123
123
  }
124
124
 
125
+ vec3 color = gradient.rgb * ringShape;
125
126
  float opacity = gradient.a * ringShape;
126
- opacity += u_colorBack.a;
127
127
 
128
- vec3 color = gradient.rgb * ringShape;
129
- color += u_colorBack.rgb * u_colorBack.a * (1. - ringShape);
130
- color += u_colorBack.rgb * u_colorBack.a * ringShape * (1. - gradient.a);
128
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
129
+ color = color + bgColor * (1. - opacity);
130
+ opacity = opacity + u_colorBack.a * (1. - opacity);
131
131
 
132
132
  ${colorBandingFix}
133
133