@paper-design/shaders 0.0.31-backbuffer-experiment.1 → 0.0.31-backbuffer-experiment.2

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Files changed (67) hide show
  1. package/dist/get-shader-color-from-string.js +93 -0
  2. package/dist/get-shader-color-from-string.js.map +7 -0
  3. package/dist/get-shader-noise-texture.js +23 -0
  4. package/dist/get-shader-noise-texture.js.map +7 -0
  5. package/dist/index.d.ts +1 -1
  6. package/dist/index.js +109 -0
  7. package/dist/index.js.map +7 -0
  8. package/dist/shader-color-spaces.js +96 -0
  9. package/dist/shader-color-spaces.js.map +7 -0
  10. package/dist/shader-mount.d.ts +9 -0
  11. package/dist/shader-mount.js +733 -0
  12. package/dist/shader-mount.js.map +7 -0
  13. package/dist/shader-sizing.js +193 -0
  14. package/dist/shader-sizing.js.map +7 -0
  15. package/dist/shader-utils.js +59 -0
  16. package/dist/shader-utils.js.map +7 -0
  17. package/dist/shaders/dithering.d.ts +6 -6
  18. package/dist/shaders/dithering.js +221 -0
  19. package/dist/shaders/dithering.js.map +7 -0
  20. package/dist/shaders/dot-grid.js +107 -0
  21. package/dist/shaders/dot-grid.js.map +7 -0
  22. package/dist/shaders/dot-orbit.d.ts +3 -0
  23. package/dist/shaders/dot-orbit.js +124 -0
  24. package/dist/shaders/dot-orbit.js.map +7 -0
  25. package/dist/shaders/god-rays.d.ts +6 -3
  26. package/dist/shaders/god-rays.js +133 -0
  27. package/dist/shaders/god-rays.js.map +7 -0
  28. package/dist/shaders/grain-gradient.d.ts +2 -0
  29. package/dist/shaders/grain-gradient.js +243 -0
  30. package/dist/shaders/grain-gradient.js.map +7 -0
  31. package/dist/shaders/liquid-metal.d.ts +25 -10
  32. package/dist/shaders/liquid-metal.js +221 -0
  33. package/dist/shaders/liquid-metal.js.map +7 -0
  34. package/dist/shaders/mesh-gradient.js +97 -0
  35. package/dist/shaders/mesh-gradient.js.map +7 -0
  36. package/dist/shaders/metaballs.d.ts +3 -0
  37. package/dist/shaders/metaballs.js +110 -0
  38. package/dist/shaders/metaballs.js.map +7 -0
  39. package/dist/shaders/neuro-noise.d.ts +10 -4
  40. package/dist/shaders/neuro-noise.js +81 -0
  41. package/dist/shaders/neuro-noise.js.map +7 -0
  42. package/dist/shaders/perlin-noise.d.ts +8 -8
  43. package/dist/shaders/perlin-noise.js +201 -0
  44. package/dist/shaders/perlin-noise.js.map +7 -0
  45. package/dist/shaders/pulsing-border.js +218 -0
  46. package/dist/shaders/pulsing-border.js.map +7 -0
  47. package/dist/shaders/simplex-noise.js +103 -0
  48. package/dist/shaders/simplex-noise.js.map +7 -0
  49. package/dist/shaders/smoke-ring.js +141 -0
  50. package/dist/shaders/smoke-ring.js.map +7 -0
  51. package/dist/shaders/spiral.d.ts +6 -6
  52. package/dist/shaders/spiral.js +83 -0
  53. package/dist/shaders/spiral.js.map +7 -0
  54. package/dist/shaders/swirl.d.ts +2 -0
  55. package/dist/shaders/swirl.js +91 -0
  56. package/dist/shaders/swirl.js.map +7 -0
  57. package/dist/shaders/voronoi.d.ts +5 -5
  58. package/dist/shaders/voronoi.js +143 -0
  59. package/dist/shaders/voronoi.js.map +7 -0
  60. package/dist/shaders/warp.js +128 -0
  61. package/dist/shaders/warp.js.map +7 -0
  62. package/dist/shaders/waves.d.ts +6 -6
  63. package/dist/shaders/waves.js +68 -0
  64. package/dist/shaders/waves.js.map +7 -0
  65. package/dist/types.js +6 -0
  66. package/dist/types.js.map +7 -0
  67. package/package.json +2 -2
@@ -10,6 +10,7 @@ export declare const metaballsMeta: {
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  * The artwork by Ksenia Kondrashova
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  *
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  * Uniforms include:
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+ * - u_colorBack: the background color of the scene
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  * - uColors (vec4[]): Input RGBA colors
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  * - uColorsCount (float): Number of active colors (`uColors` length)
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  * - u_count (float)
@@ -17,12 +18,14 @@ export declare const metaballsMeta: {
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  */
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  export declare const metaballsFragmentShader: string;
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  export interface MetaballsUniforms extends ShaderSizingUniforms {
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+ u_colorBack: [number, number, number, number];
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  u_colors: vec4[];
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  u_colorsCount: number;
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  u_count: number;
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  u_size: number;
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  }
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  export interface MetaballsParams extends ShaderSizingParams, ShaderMotionParams {
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+ colorBack?: string;
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  colors?: string[];
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  count?: number;
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  size?: number;
@@ -0,0 +1,110 @@
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+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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+ * Paper Shaders *
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+ * https://github.com/paper-design/shaders *
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+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+
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+ import { sizingVariablesDeclaration } from "../shader-sizing";
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+ import { declarePI, colorBandingFix } from "../shader-utils";
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+ const metaballsMeta = {
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+ maxColorCount: 8,
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+ maxBallsCount: 20
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+ };
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+ const metaballsFragmentShader = `#version 300 es
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+ precision mediump float;
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+
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+ uniform float u_time;
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+
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+ uniform vec4 u_colorBack;
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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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+ uniform float u_sizeRange;
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+ uniform float u_count;
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+
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+ ${sizingVariablesDeclaration}
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+
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+ out vec4 fragColor;
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+
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+ ${declarePI}
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+
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+ float hash(float x) {
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+ return fract(sin(x) * 43758.5453123);
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+ }
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+ float noise(float x) {
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+ float i = floor(x);
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+ float f = fract(x);
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+ float u = f * f * (3.0 - 2.0 * f);
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+ return mix(hash(i), hash(i + 1.0), u);
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+ }
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+
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+ float getBallShape(vec2 uv, vec2 c, float p) {
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+ float s = .5 * length(uv - c);
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+ s = 1. - clamp(s, 0., 1.);
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+ s = pow(s, p);
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+ return s;
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+ }
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+
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+ void main() {
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+ vec2 shape_uv = v_objectUV;
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+
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+ shape_uv += .5;
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+
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+ float t = .2 * u_time + 1.;
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+
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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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+ for (int i = 0; i < ${metaballsMeta.maxBallsCount}; i++) {
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+ if (i >= int(ceil(u_count))) break;
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+
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+ float idxFract = float(i) / float(${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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+
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+ vec2 pos = vec2(.5) + 1e-4 + .9 * (vec2(noiseX, noiseY) - .5);
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+
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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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+
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+ float sizeFrac = 1.;
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+ if (float(i) > floor(u_count - 1.)) {
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+ sizeFrac *= fract(u_count);
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+ }
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+
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+ float shape = getBallShape(shape_uv, pos, 45. - 30. * u_size * sizeFrac);
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+ shape *= pow(u_size, .2);
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+ shape = smoothstep(0., 1., shape);
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+
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+ totalColor += ballColor.rgb * shape;
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+ totalShape += shape;
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+ totalOpacity += ballColor.a * shape;
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+ }
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+
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+ totalColor /= max(totalShape, 1e-4);
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+ totalOpacity /= max(totalShape, 1e-4);
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+
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+ float edge_width = fwidth(totalShape);
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+ float finalShape = smoothstep(.4, .4 + edge_width, totalShape);
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+
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+ vec3 color = totalColor * finalShape;
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+ float opacity = totalOpacity * finalShape;
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+
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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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+
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+ ${colorBandingFix}
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+
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+ fragColor = vec4(color, opacity);
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+ }
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+ `;
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+ export {
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+ metaballsFragmentShader,
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+ metaballsMeta
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+ };
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+ //# sourceMappingURL=metaballs.js.map
@@ -0,0 +1,7 @@
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+ {
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+ "version": 3,
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+ "sources": ["../../src/shaders/metaballs.ts"],
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+ "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, colorBandingFix } from '../shader-utils';\n\nexport const metaballsMeta = {\n maxColorCount: 8,\n maxBallsCount: 20,\n} as const;\n\n/**\n * Metaballs (circular shapes with gooey effect applied)\n * The artwork by Ksenia Kondrashova\n *\n * Uniforms include:\n * - u_colorBack: the background color of the scene\n * - uColors (vec4[]): Input RGBA colors\n * - uColorsCount (float): Number of active colors (`uColors` length)\n * - u_count (float)\n * - u_size (float)\n */\nexport const metaballsFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${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"],
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+ "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;",
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+ "names": []
7
+ }
@@ -2,22 +2,28 @@ import type { ShaderMotionParams } from '../shader-mount';
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  import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
3
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  /**
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  * Neuro Noise Pattern
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- * The original artwork: https://codepen.io/ksenia-k/full/vYwgrWv by Ksenia Kondrashova
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+ * Original algo: https://x.com/zozuar/status/1625182758745128981/
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  * Renders a fractal-like structure made of several layers of since-arches
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  *
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  * Uniforms include:
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- * u_colorFront - the front color of pattern
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- * u_colorBack - the back color of pattern
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- * u_brightness - the power (brightness) of pattern lines
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+ * u_colorFront - the highlights (overexposed noise areas)
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+ * u_colorMid - the base color of pattern
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+ * u_colorBack - the backgrond color of pattern
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+ * u_brightness - increase/decrease the weight of strong lines
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+ * u_contrast - show/hide the weak pattern lines
12
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  */
13
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  export declare const neuroNoiseFragmentShader: string;
14
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  export interface NeuroNoiseUniforms extends ShaderSizingUniforms {
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  u_colorFront: [number, number, number, number];
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+ u_colorMid: [number, number, number, number];
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  u_colorBack: [number, number, number, number];
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  u_brightness: number;
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+ u_contrast: number;
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  }
19
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  export interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {
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  colorFront?: string;
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+ colorMid?: string;
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  colorBack?: string;
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  brightness?: number;
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+ contrast?: number;
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  }
@@ -0,0 +1,81 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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+ * Paper Shaders *
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+ * https://github.com/paper-design/shaders *
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+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+
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+ import { sizingVariablesDeclaration } from "../shader-sizing";
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+ import { declareRotate, colorBandingFix } from "../shader-utils";
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+ const neuroNoiseFragmentShader = `#version 300 es
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+ precision mediump float;
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+
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+ uniform float u_time;
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+ uniform vec2 u_resolution;
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+ uniform float u_pixelRatio;
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+
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+ uniform vec4 u_colorFront;
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+ uniform vec4 u_colorMid;
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+ uniform vec4 u_colorBack;
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+ uniform float u_brightness;
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+ uniform float u_contrast;
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+
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+
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+ ${sizingVariablesDeclaration}
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+
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+ out vec4 fragColor;
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+
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+ ${declareRotate}
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+
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+ float neuroShape(vec2 uv, float t) {
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+ vec2 sine_acc = vec2(0.);
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+ vec2 res = vec2(0.);
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+ float scale = 8.;
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+
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+ for (int j = 0; j < 15; j++) {
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+ uv = rotate(uv, 1.);
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+ sine_acc = rotate(sine_acc, 1.);
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+ vec2 layer = uv * scale + float(j) + sine_acc - t;
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+ sine_acc += sin(layer);
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+ res += (.5 + .5 * cos(layer)) / scale;
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+ scale *= (1.2);
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+ }
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+ return res.x + res.y;
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+ }
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+
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+ void main() {
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+ vec2 shape_uv = v_patternUV;
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+
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+ shape_uv *= .0013;
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+
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+ float t = .5 * u_time;
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+
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+ float noise = neuroShape(shape_uv, t);
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+
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+ noise = (1. + u_brightness) * pow(noise, 2.);
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+ noise = pow(noise, .7 + 6. * u_contrast);
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+ noise = min(1.4, noise);
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+
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+ float blend = smoothstep(0.7, 1.4, noise);
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+
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+ vec4 frontC = u_colorFront;
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+ frontC.rgb *= frontC.a;
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+ vec4 midC = u_colorMid;
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+ midC.rgb *= midC.a;
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+ vec4 blendFront = mix(midC, frontC, blend);
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+
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+ float safeNoise = max(noise, 0.0);
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+ vec3 color = blendFront.rgb * safeNoise;
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+ float opacity = clamp(blendFront.a * safeNoise, 0., 1.);
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+
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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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+
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+ ${colorBandingFix}
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+
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+ fragColor = vec4(color, opacity);
76
+ }
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+ `;
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+ export {
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+ neuroNoiseFragmentShader
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+ };
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+ //# sourceMappingURL=neuro-noise.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/neuro-noise.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareRotate, colorBandingFix } from '../shader-utils';\n\n/**\n * Neuro Noise Pattern\n * Original algo: https://x.com/zozuar/status/1625182758745128981/\n * Renders a fractal-like structure made of several layers of since-arches\n *\n * Uniforms include:\n * u_colorFront - the highlights (overexposed noise areas)\n * u_colorMid - the base color of pattern\n * u_colorBack - the backgrond color of pattern\n * u_brightness - increase/decrease the weight of strong lines\n * u_contrast - show/hide the weak pattern lines\n */\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${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;",
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+ "names": []
7
+ }
@@ -5,10 +5,10 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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;
@@ -0,0 +1,201 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declarePI, colorBandingFix } from "../shader-utils";
8
+ const perlinNoiseFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_time;
12
+
13
+ uniform vec4 u_colorFront;
14
+ uniform vec4 u_colorBack;
15
+ uniform float u_proportion;
16
+ uniform float u_softness;
17
+ uniform float u_octaveCount;
18
+ uniform float u_persistence;
19
+ uniform float u_lacunarity;
20
+
21
+ ${sizingVariablesDeclaration}
22
+
23
+ out vec4 fragColor;
24
+
25
+ ${declarePI}
26
+
27
+ uint hash(uint x, uint seed) {
28
+ const uint m = 0x5bd1e995U;
29
+ uint hash = seed;
30
+ // process input
31
+ uint k = x;
32
+ k *= m;
33
+ k ^= k >> 24;
34
+ k *= m;
35
+ hash *= m;
36
+ hash ^= k;
37
+ // some final mixing
38
+ hash ^= hash >> 13;
39
+ hash *= m;
40
+ hash ^= hash >> 15;
41
+ return hash;
42
+ }
43
+
44
+ uint hash(uvec3 x, uint seed){
45
+ const uint m = 0x5bd1e995U;
46
+ uint hash = seed;
47
+ // process first vector element
48
+ uint k = x.x;
49
+ k *= m;
50
+ k ^= k >> 24;
51
+ k *= m;
52
+ hash *= m;
53
+ hash ^= k;
54
+ // process second vector element
55
+ k = x.y;
56
+ k *= m;
57
+ k ^= k >> 24;
58
+ k *= m;
59
+ hash *= m;
60
+ hash ^= k;
61
+ // process third vector element
62
+ k = x.z;
63
+ k *= m;
64
+ k ^= k >> 24;
65
+ k *= m;
66
+ hash *= m;
67
+ hash ^= k;
68
+ // some final mixing
69
+ hash ^= hash >> 13;
70
+ hash *= m;
71
+ hash ^= hash >> 15;
72
+ return hash;
73
+ }
74
+
75
+
76
+ vec3 gradientdy(uint hash) {
77
+ switch (int(hash) & 15) { // look at the last four bits to pick a gradient dy
78
+ case 0:
79
+ return vec3(1, 1, 0);
80
+ case 1:
81
+ return vec3(-1, 1, 0);
82
+ case 2:
83
+ return vec3(1, -1, 0);
84
+ case 3:
85
+ return vec3(-1, -1, 0);
86
+ case 4:
87
+ return vec3(1, 0, 1);
88
+ case 5:
89
+ return vec3(-1, 0, 1);
90
+ case 6:
91
+ return vec3(1, 0, -1);
92
+ case 7:
93
+ return vec3(-1, 0, -1);
94
+ case 8:
95
+ return vec3(0, 1, 1);
96
+ case 9:
97
+ return vec3(0, -1, 1);
98
+ case 10:
99
+ return vec3(0, 1, -1);
100
+ case 11:
101
+ return vec3(0, -1, -1);
102
+ case 12:
103
+ return vec3(1, 1, 0);
104
+ case 13:
105
+ return vec3(-1, 1, 0);
106
+ case 14:
107
+ return vec3(0, -1, 1);
108
+ case 15:
109
+ return vec3(0, -1, -1);
110
+ }
111
+ }
112
+
113
+ float interpolate(float value1, float value2, float value3, float value4, float value5, float value6, float value7, float value8, vec3 t) {
114
+ return mix(
115
+ mix(mix(value1, value2, t.x), mix(value3, value4, t.x), t.y),
116
+ mix(mix(value5, value6, t.x), mix(value7, value8, t.x), t.y),
117
+ t.z
118
+ );
119
+ }
120
+
121
+ vec3 fade(vec3 t) {
122
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
123
+ }
124
+
125
+ float perlinNoise(vec3 position, uint seed) {
126
+ position += 1e+4;
127
+ vec3 floorPosition = floor(position);
128
+ vec3 fractPosition = fract(position);
129
+ uvec3 cellCoordinates = uvec3(floorPosition);
130
+ float value1 = dot(gradientdy(hash(cellCoordinates, seed)), fractPosition);
131
+ float value2 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 0)), seed)), fractPosition - vec3(1, 0, 0));
132
+ float value3 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 0)), seed)), fractPosition - vec3(0, 1, 0));
133
+ float value4 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 0)), seed)), fractPosition - vec3(1, 1, 0));
134
+ float value5 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 0, 1)), seed)), fractPosition - vec3(0, 0, 1));
135
+ float value6 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 1)), seed)), fractPosition - vec3(1, 0, 1));
136
+ float value7 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 1)), seed)), fractPosition - vec3(0, 1, 1));
137
+ float value8 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 1)), seed)), fractPosition - vec3(1, 1, 1));
138
+ return interpolate(value1, value2, value3, value4, value5, value6, value7, value8, fade(fractPosition));
139
+ }
140
+
141
+ float p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {
142
+ float value = 0.0;
143
+ float amplitude = 1.0;
144
+ float currentFrequency = 10.;
145
+ uint currentSeed = uint(0);
146
+ for (int i = 0; i < octaveCount; i++) {
147
+ currentSeed = hash(currentSeed, 0x0U);
148
+ value += perlinNoise(position * currentFrequency, currentSeed) * amplitude;
149
+ amplitude *= persistence;
150
+ currentFrequency *= lacunarity;
151
+ }
152
+ return value;
153
+ }
154
+
155
+ float get_max_amp(float persistence, float octaveCount) {
156
+ persistence *= .999;
157
+ return (1. - pow(persistence, octaveCount)) / (1. - persistence);
158
+ }
159
+
160
+ void main() {
161
+ vec2 uv = v_patternUV;
162
+
163
+ uv *= .005;
164
+ float t = .2 * u_time;
165
+
166
+ vec3 p = vec3(uv, t);
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);
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 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;
189
+
190
+ color += bgColor * (1. - opacity);
191
+ opacity += bgOpacity * (1. - opacity);
192
+
193
+ ${colorBandingFix}
194
+
195
+ fragColor = vec4(color, opacity);
196
+ }
197
+ `;
198
+ export {
199
+ perlinNoiseFragmentShader
200
+ };
201
+ //# sourceMappingURL=perlin-noise.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/perlin-noise.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, colorBandingFix } from '../shader-utils';\n\n/**\n * 3d Perlin noise with exposed parameters\n * Based on https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms include:\n * u_colorFront - the first mixed color\n * u_colorBack - the second mixed color\n * u_proportion (0 .. 1) - the proportion between u_colorFront and u_colorBack;\n * u_softness - the sharpness of the transition between u_colorFront and u_colorBack in the noise output\n * u_octaveCount - the number of octaves for Perlin noise;\n * higher values increase the complexity of the noise\n * u_persistence (0 .. 1) - the amplitude of each successive octave of the noise;\n * lower values make higher octaves less pronounced\n * u_lacunarity - the frequency of each successive octave of the noise;\n * higher values increase the detail\n */\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${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"],
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6
+ "names": []
7
+ }