@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
@@ -0,0 +1,218 @@
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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 pulsingBorderMeta = {
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+ maxColorCount: 5,
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+ maxSpotsPerColor: 5
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+ };
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+ const pulsingBorderFragmentShader = `#version 300 es
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+ precision lowp 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[${pulsingBorderMeta.maxColorCount}];
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+ uniform float u_colorsCount;
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+ uniform float u_roundness;
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+ uniform float u_thickness;
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+ uniform float u_softness;
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+ uniform float u_intensity;
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+ uniform float u_spotSize;
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+ uniform float u_spotsPerColor;
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+ uniform float u_pulse;
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+ uniform float u_smoke;
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+ uniform float u_smokeSize;
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+
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+ uniform sampler2D u_pulseTexture;
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+ uniform sampler2D u_noiseTexture;
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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 roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {
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+
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+ float borderDistance = abs(distance) - .5 * u_thickness;
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+ float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);
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+ border *= border;
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+
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+ vec2 v0 = uv + halfSize;
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+ vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
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+ vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
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+ vec2 v3 = uv - halfSize;
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+
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+ float mult = (.07 - .25 * radius);
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+ float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);
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+ float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);
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+ float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);
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+ float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);
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+
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+ float l = edgeSoftness * .5 + .75 * u_thickness;
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+ float fade0 = 1. - clamp(length(v0) / l, 0., 1.);
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+ float fade1 = 1. - clamp(length(v1) / l, 0., 1.);
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+ float fade2 = 1. - clamp(length(v2) / l, 0., 1.);
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+ float fade3 = 1. - clamp(length(v3) / l, 0., 1.);
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+
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+ m0 *= fade0;
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+ m1 *= fade1;
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+ m2 *= fade2;
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+ m3 *= fade3;
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+
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+ float fillFix = m0 + m1 + m2 + m3;
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+ fillFix *= step(distance, 0.);
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+ fillFix *= (1. + 3. * u_thickness);
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+ fillFix *= (1.5 - .5 * smoothstep(0., .5, edgeSoftness));
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+ fillFix = clamp(fillFix, 0., 1.);
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+
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+ return border + fillFix;
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+ }
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+
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+ float roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, float size) {
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+ float borderDistance = abs(distance);
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+ float border = 1. - smoothstep(-.75 * size, .75 * size, borderDistance);
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+ border *= border;
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+
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+ vec2 v0 = uv + halfSize;
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+ vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
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+ vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
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+ vec2 v3 = uv - halfSize;
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+
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+ float l_mask = .5;
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+ float mask = smoothstep(0., 1., length(v0) / l_mask);
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+ mask *= smoothstep(0., 1., length(v1) / l_mask);
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+ mask *= smoothstep(0., 1., length(v2) / l_mask);
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+ mask *= smoothstep(0., 1., length(v3) / l_mask);
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+
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+ return border * mask;
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+ }
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+
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+ vec2 rand(vec2 p) {
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+ vec2 uv = floor(p) / 100. + .5;
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+ return texture(u_noiseTexture, uv).gb;
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+ }
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+
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+ float noise(vec2 st) {
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+ vec2 i = floor(st);
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+ vec2 f = fract(st);
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+ float a = rand(i).x;
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+ float b = rand(i + vec2(1.0, 0.0)).x;
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+ float c = rand(i + vec2(0.0, 1.0)).x;
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+ float d = rand(i + vec2(1.0, 1.0)).x;
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+ vec2 u = f * f * (3.0 - 2.0 * f);
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+ float x1 = mix(a, b, u.x);
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+ float x2 = mix(c, d, u.x);
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+ return mix(x1, x2, u.y);
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+ }
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+
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+ float getWaveformValue(float time) {
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+ float dur = 5.;
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+ float wrappedTime = mod(time, dur);
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+ float normalizedTime = wrappedTime / dur;
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+ float value = texture(u_pulseTexture, vec2(normalizedTime, 0.5)).r;
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+ return value * 2. - 1.;
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+ }
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+
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+ void main() {
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+
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+ float t = .5 * u_time + 20.;
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+
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+ vec2 borderUV = v_responsiveUV;
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+
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+ float angle = atan(borderUV.y, borderUV.x) / TWO_PI;
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+
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+
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+ float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;
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+ borderUV.x *= borderRatio;
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+ vec2 halfSize = vec2(.5);
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+ halfSize.x *= borderRatio;
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+ float radius = min(.5 * u_roundness, halfSize.x);
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+ vec2 d = abs(borderUV) - halfSize + radius;
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+ float outsideDistance = length(max(d, 0.)) - radius;
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+ float insideDistance = min(max(d.x, d.y), 0.0);
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+ float distance = outsideDistance + insideDistance;
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+
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+ float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);
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+
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+ float pulse = u_pulse * getWaveformValue(.18 * u_time);
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+
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+ border *= (1. + .1 * pulse);
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+ border *= (1. + u_intensity);
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+
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+ vec2 smokeUV = .001 * u_smokeSize * v_patternUV;
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+ float smoke = clamp(3. * noise(2.7 * smokeUV + .5 * t), 0., 1.);
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+ smoke -= noise(3.4 * smokeUV - .5 * t);
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+ smoke *= roundedBoxSmoke(borderUV, halfSize, radius, distance, u_smoke);
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+ smoke = 50. * pow(smoke, 2.);
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+ smoke *= u_smoke;
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+ smoke *= (.8 + .4 * pulse);
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+ smoke = clamp(smoke, 0., 1.);
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+
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+ border += smoke;
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+
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+ float sectorsTotal = 0.;
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+
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+ vec3 color = vec3(0.);
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+ float opacity = 0.;
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+
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+ vec3 accumColor = vec3(0.);
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+ float accumAlpha = 0.;
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+
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+ for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {
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+ if (i >= int(u_spotsPerColor)) break;
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+ float idx = float(i);
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+
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+ for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {
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+ if (j >= int(u_colorsCount)) break;
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+ float colorIdx = float(j);
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+
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+ vec2 randVal = rand(vec2(idx * 10. + 2., 40. + colorIdx));
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+
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+ float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;
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+ time *= mix(1., -1., step(.5, randVal.y));
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+
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+ float mask = .2 + mix(
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+ sin(t + idx * (5. - 1.5 * colorIdx)),
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+ cos(t + idx * (3. + 1.3 * colorIdx)),
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+ step(mod(colorIdx, 2.), .5)
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+ );
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+
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+ mask += pulse;
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+ if (mask < 0.) continue;
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+
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+ float atg1 = fract(angle + time);
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+ float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);
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+ sector *= border;
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+ sector *= mask;
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+ sector = clamp(sector, 0., 1.);
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+
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+ sectorsTotal += sector;
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+
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+ float alpha = sector * u_colors[j].a;
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+ accumColor += u_colors[j].rgb * alpha;
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+ accumAlpha += alpha;
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+ }
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+ }
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+
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+ color = accumColor;
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+ opacity = clamp(accumAlpha, 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);
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+ }
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+ `;
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+ export {
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+ pulsingBorderFragmentShader,
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+ pulsingBorderMeta
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+ };
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+ //# sourceMappingURL=pulsing-border.js.map
@@ -0,0 +1,7 @@
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+ {
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+ "version": 3,
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+ "sources": ["../../src/shaders/pulsing-border.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 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
+ "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
+ "names": []
7
+ }
@@ -0,0 +1,103 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declareSimplexNoise, colorBandingFix } from "../shader-utils";
8
+ const simplexNoiseMeta = {
9
+ maxColorCount: 10
10
+ };
11
+ const simplexNoiseFragmentShader = `#version 300 es
12
+ precision mediump float;
13
+
14
+ uniform float u_time;
15
+ uniform float u_scale;
16
+
17
+ uniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];
18
+ uniform float u_colorsCount;
19
+ uniform float u_stepsPerColor;
20
+ uniform float u_softness;
21
+
22
+ ${sizingVariablesDeclaration}
23
+
24
+ out vec4 fragColor;
25
+
26
+ ${declareSimplexNoise}
27
+
28
+ float getNoise(vec2 uv, float t) {
29
+ float noise = .5 * snoise(uv - vec2(0., .3 * t));
30
+ noise += .5 * snoise(2. * uv + vec2(0., .32 * t));
31
+
32
+ return noise;
33
+ }
34
+
35
+ float steppedSmooth(float t, float steps, float softness) {
36
+ float stepT = floor(t * steps) / steps;
37
+ float f = t * steps - floor(t * steps);
38
+
39
+ float fw = 0.005 / u_scale;
40
+ float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);
41
+
42
+ return stepT + smoothed / steps;
43
+ }
44
+
45
+ void main() {
46
+ vec2 shape_uv = v_patternUV;
47
+
48
+ shape_uv *= .001;
49
+
50
+ float t = .2 * u_time;
51
+
52
+ float shape = .5 + .5 * getNoise(shape_uv, t);
53
+
54
+ bool u_extraSides = true;
55
+
56
+ float mixer = shape * (u_colorsCount - 1.);
57
+ if (u_extraSides == true) {
58
+ mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
59
+ }
60
+
61
+ float steps = max(1., u_stepsPerColor);
62
+
63
+ vec4 gradient = u_colors[0];
64
+ gradient.rgb *= gradient.a;
65
+ for (int i = 1; i < ${simplexNoiseMeta.maxColorCount}; i++) {
66
+ if (i >= int(u_colorsCount)) break;
67
+
68
+ float localT = clamp(mixer - float(i - 1), 0., 1.);
69
+ localT = steppedSmooth(localT, steps, u_softness);
70
+
71
+ vec4 c = u_colors[i];
72
+ c.rgb *= c.a;
73
+ gradient = mix(gradient, c, localT);
74
+ }
75
+
76
+ if (u_extraSides == true) {
77
+ if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
78
+ float localT = mixer + 1.;
79
+ if (mixer > (u_colorsCount - 1.)) {
80
+ localT = mixer - (u_colorsCount - 1.);
81
+ }
82
+ localT = steppedSmooth(localT, steps, u_softness);
83
+ vec4 cFst = u_colors[0];
84
+ cFst.rgb *= cFst.a;
85
+ vec4 cLast = u_colors[int(u_colorsCount - 1.)];
86
+ cLast.rgb *= cLast.a;
87
+ gradient = mix(cLast, cFst, localT);
88
+ }
89
+ }
90
+
91
+ vec3 color = gradient.rgb;
92
+ float opacity = gradient.a;
93
+
94
+ ${colorBandingFix}
95
+
96
+ fragColor = vec4(color, opacity);
97
+ }
98
+ `;
99
+ export {
100
+ simplexNoiseFragmentShader,
101
+ simplexNoiseMeta
102
+ };
103
+ //# sourceMappingURL=simplex-noise.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/simplex-noise.ts"],
4
+ "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareSimplexNoise, colorBandingFix } from '../shader-utils';\n\nexport const simplexNoiseMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Simplex Noise animation by Ksenia Kondrashova\n * Calculates a combination of 2 simplex noises with result mapped as\n * a gradient with dynamic number of main colors and steps between them\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float, used as int): Number of rendered colors per input color\n * - u_softness (float, 0..1): Amount of blur applied to the color steps\n */\nexport const simplexNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SimplexNoiseUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_softness: number;\n}\n\nexport interface SimplexNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n softness?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,uBAAuB;AAE9C,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAaO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAM1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA,EAKpD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAuCG,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA6BlD,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -0,0 +1,141 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declarePI, declareRandom, colorBandingFix } from "../shader-utils";
8
+ const smokeRingMeta = {
9
+ maxColorCount: 10,
10
+ maxNoiseIterations: 8
11
+ };
12
+ const smokeRingFragmentShader = `#version 300 es
13
+ precision mediump float;
14
+
15
+ uniform float u_time;
16
+
17
+ uniform sampler2D u_noiseTexture;
18
+
19
+ uniform vec4 u_colorBack;
20
+ uniform vec4 u_colors[${smokeRingMeta.maxColorCount}];
21
+ uniform float u_colorsCount;
22
+
23
+ uniform float u_noiseScale;
24
+ uniform float u_thickness;
25
+ uniform float u_radius;
26
+ uniform float u_innerShape;
27
+ uniform float u_noiseIterations;
28
+
29
+ ${sizingVariablesDeclaration}
30
+
31
+ out vec4 fragColor;
32
+
33
+ ${declarePI}
34
+ //$ {declareRandom}
35
+
36
+ float random(vec2 p) {
37
+ vec2 uv = floor(p) / 100. + .5;
38
+ return texture(u_noiseTexture, uv).r;
39
+ }
40
+
41
+ float noise(vec2 st) {
42
+ vec2 i = floor(st);
43
+ vec2 f = fract(st);
44
+ float a = random(i);
45
+ float b = random(i + vec2(1.0, 0.0));
46
+ float c = random(i + vec2(0.0, 1.0));
47
+ float d = random(i + vec2(1.0, 1.0));
48
+
49
+ // Smoothstep for interpolation
50
+ vec2 u = f * f * (3.0 - 2.0 * f);
51
+
52
+ // Do the interpolation as two nested mix operations
53
+ // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries
54
+ float x1 = mix(a, b, u.x);
55
+ float x2 = mix(c, d, u.x);
56
+ return mix(x1, x2, u.y);
57
+
58
+ }
59
+ float fbm(in vec2 n) {
60
+ float total = 0.0, amplitude = .4;
61
+ for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {
62
+ if (i >= int(u_noiseIterations)) break;
63
+ total += noise(n) * amplitude;
64
+ n *= 1.99;
65
+ amplitude *= 0.65;
66
+ }
67
+ return total;
68
+ }
69
+
70
+ float getNoise(vec2 uv, vec2 pUv, float t) {
71
+ float noiseLeft = fbm(pUv + .03 * t);
72
+ pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);
73
+ float noiseRight = fbm(pUv + .03 * t);
74
+ return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));
75
+ }
76
+
77
+ float getRingShape(vec2 uv) {
78
+ float radius = u_radius;
79
+ float thickness = u_thickness;
80
+
81
+ float distance = length(uv);
82
+ float ringValue = 1. - smoothstep(radius, radius + thickness, distance);
83
+ ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);
84
+
85
+ return ringValue;
86
+ }
87
+
88
+ void main() {
89
+ vec2 shape_uv = v_objectUV;
90
+
91
+ float t = u_time;
92
+
93
+ float cycleDuration = 3.;
94
+ float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);
95
+ float localTime2 = mod(.1 * t, 2. * cycleDuration);
96
+ float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);
97
+
98
+ float atg = atan(shape_uv.y, shape_uv.x) + .001;
99
+ float l = length(shape_uv);
100
+ vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));
101
+ polar_uv1 *= u_noiseScale;
102
+ float noise1 = getNoise(shape_uv, polar_uv1, t);
103
+
104
+ vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));
105
+ polar_uv2 *= u_noiseScale;
106
+ float noise2 = getNoise(shape_uv, polar_uv2, t);
107
+
108
+ float noise = mix(noise1, noise2, timeBlend);
109
+
110
+ shape_uv *= (.8 + 1.2 * noise);
111
+
112
+ float ringShape = getRingShape(shape_uv);
113
+
114
+ float mixer = pow(ringShape, 3.) * (u_colorsCount - 1.);
115
+ vec4 gradient = u_colors[0];
116
+ gradient.rgb *= gradient.a;
117
+ for (int i = 1; i < ${smokeRingMeta.maxColorCount}; i++) {
118
+ if (i >= int(u_colorsCount)) break;
119
+ float localT = clamp(mixer - float(i - 1), 0., 1.);
120
+ vec4 c = u_colors[i];
121
+ c.rgb *= c.a;
122
+ gradient = mix(gradient, c, localT);
123
+ }
124
+
125
+ vec3 color = gradient.rgb * ringShape;
126
+ float opacity = gradient.a * ringShape;
127
+
128
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
129
+ color = color + bgColor * (1. - opacity);
130
+ opacity = opacity + u_colorBack.a * (1. - opacity);
131
+
132
+ ${colorBandingFix}
133
+
134
+ fragColor = vec4(color, opacity);
135
+ }
136
+ `;
137
+ export {
138
+ smokeRingFragmentShader,
139
+ smokeRingMeta
140
+ };
141
+ //# sourceMappingURL=smoke-ring.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/smoke-ring.ts"],
4
+ "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRandom, colorBandingFix } from '../shader-utils';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Smoke Ring by Ksenia Kondrashova\n * Renders a fractional Brownian motion (fBm) noise over the\n * polar coordinates masked with ring shape\n *\n * Uniforms include:\n * - u_colorBack: the background color of the scene\n * - uColors (vec4[]): Input RGBA colors\n * - uColorsCount (float): Number of active colors (`uColors` length) * u_noiseScale - the resolution of noise texture\n * - u_thickness (float): the thickness of the ring\n * - u_radius (float): the radius of the ring (u_radius = 0.5 to fit in contain mode)\n * - u_innerShape (float): if we fill the shape inside the radius (u_innerShape = 1 to render only the thickness)\n * - u_noiseIterations (float): how detailed is the noise (number of fbm layers)\n */\n\nexport const smokeRingFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${smokeRingMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_noiseScale;\nuniform float u_thickness;\nuniform float u_radius;\nuniform float u_innerShape;\nuniform float u_noiseIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n//$ {declareRandom}\n\nfloat random(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).r;\n}\n\nfloat noise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n\n // Smoothstep for interpolation\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n // Do the interpolation as two nested mix operations\n // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n\n}\nfloat fbm(in vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {\n if (i >= int(u_noiseIterations)) break;\n total += noise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\nfloat getNoise(vec2 uv, vec2 pUv, float t) {\n float noiseLeft = fbm(pUv + .03 * t);\n pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);\n float noiseRight = fbm(pUv + .03 * t);\n return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));\n}\n\nfloat getRingShape(vec2 uv) {\n float radius = u_radius;\n float thickness = u_thickness;\n\n float distance = length(uv);\n float ringValue = 1. - smoothstep(radius, radius + thickness, distance);\n ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);\n\n return ringValue;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = u_time;\n\n float cycleDuration = 3.;\n float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);\n float localTime2 = mod(.1 * t, 2. * cycleDuration);\n float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);\n\n float atg = atan(shape_uv.y, shape_uv.x) + .001;\n float l = length(shape_uv);\n vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));\n polar_uv1 *= u_noiseScale;\n float noise1 = getNoise(shape_uv, polar_uv1, t);\n\n vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));\n polar_uv2 *= u_noiseScale;\n float noise2 = getNoise(shape_uv, polar_uv2, t);\n\n float noise = mix(noise1, noise2, timeBlend);\n\n shape_uv *= (.8 + 1.2 * noise);\n\n float ringShape = getRingShape(shape_uv);\n\n float mixer = pow(ringShape, 3.) * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${smokeRingMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * ringShape;\n float opacity = gradient.a * ringShape;\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 SmokeRingUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_noiseScale: number;\n u_thickness: number;\n u_radius: number;\n u_innerShape: number;\n u_noiseIterations: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface SmokeRingParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n noiseScale?: number;\n thickness?: number;\n radius?: number;\n innerShape?: number;\n noiseIterations?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,uBAAuB;AAEnD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,oBAAoB;AACtB;AAiBO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQvB,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASjD,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,wBA4Ba,cAAc,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAwDhC,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAe/C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -9,8 +9,8 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
9
9
  * u_scale - controls the overall scale of the spiral (u_scale = 1 makes it fit the viewport height)
10
10
  * u_offsetX - left / right pan
11
11
  * u_offsetY - up / down pan
12
- * u_color1 - the first color used in the spiral (stroke)
13
- * u_color2 - the second color used in the spiral (back)
12
+ * u_colorBack - the first color used in the spiral (stroke)
13
+ * u_colorFront - the second color used in the spiral (back)
14
14
  * u_density (0 .. 1) - the spacing of the spiral arms
15
15
  * u_distortion (0 .. 1) - adds a wavy distortion effect to the spiral arms
16
16
  * u_strokeWidth (0 .. 1) - defines the thickness of the spiral lines.
@@ -22,8 +22,8 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
22
22
  */
23
23
  export declare const spiralFragmentShader: string;
24
24
  export interface SpiralUniforms extends ShaderSizingUniforms {
25
- u_color1: [number, number, number, number];
26
- u_color2: [number, number, number, number];
25
+ u_colorBack: [number, number, number, number];
26
+ u_colorFront: [number, number, number, number];
27
27
  u_density: number;
28
28
  u_distortion: number;
29
29
  u_strokeWidth: number;
@@ -34,8 +34,8 @@ export interface SpiralUniforms extends ShaderSizingUniforms {
34
34
  u_softness: number;
35
35
  }
36
36
  export interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {
37
- color1?: string;
38
- color2?: string;
37
+ colorBack?: string;
38
+ colorFront?: string;
39
39
  density?: number;
40
40
  distortion?: number;
41
41
  strokeWidth?: number;
@@ -0,0 +1,83 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declareSimplexNoise, declarePI, colorBandingFix } from "../shader-utils";
8
+ const spiralFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_time;
12
+
13
+ uniform vec4 u_colorBack;
14
+ uniform vec4 u_colorFront;
15
+ uniform float u_density;
16
+ uniform float u_distortion;
17
+ uniform float u_strokeWidth;
18
+ uniform float u_strokeCap;
19
+ uniform float u_strokeTaper;
20
+
21
+ uniform float u_noiseFrequency;
22
+ uniform float u_noisePower;
23
+ uniform float u_softness;
24
+
25
+ ${sizingVariablesDeclaration}
26
+
27
+ out vec4 fragColor;
28
+
29
+ ${declarePI}
30
+ ${declareSimplexNoise}
31
+
32
+ void main() {
33
+ vec2 shape_uv = v_patternUV * .02;
34
+
35
+ float t = u_time;
36
+
37
+ float l = length(shape_uv);
38
+ float angle = atan(shape_uv.y, shape_uv.x) - 2. * t;
39
+ float angle_norm = angle / TWO_PI;
40
+
41
+ angle_norm += .125 * u_noisePower * snoise(.5 * u_noiseFrequency * shape_uv);
42
+
43
+ float offset = pow(l, 1. - clamp(u_density, 0., 1.)) + angle_norm;
44
+
45
+ float stripe_map = fract(offset);
46
+ stripe_map -= .5 * u_strokeTaper * l;
47
+
48
+ stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);
49
+
50
+ float shape = 2. * abs(stripe_map - .5);
51
+
52
+ shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));
53
+
54
+ float stroke_width = clamp(u_strokeWidth, fwidth(l), 1. - fwidth(l));
55
+
56
+ float edge_width = min(fwidth(l), fwidth(offset));
57
+
58
+ float mid = 1. - smoothstep(.0, .9, l);
59
+ mid = pow(mid, 2.);
60
+ shape -= .5 * u_strokeCap * mid;
61
+
62
+ float res = smoothstep(stroke_width - edge_width - u_softness, stroke_width + edge_width + u_softness, shape);
63
+
64
+ vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
65
+ float fgOpacity = u_colorFront.a;
66
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
67
+ float bgOpacity = u_colorBack.a;
68
+
69
+ vec3 color = bgColor * res;
70
+ float opacity = bgOpacity * res;
71
+
72
+ color += fgColor * (1. - opacity);
73
+ opacity += fgOpacity * (1. - opacity);
74
+
75
+ ${colorBandingFix}
76
+
77
+ fragColor = vec4(color, opacity);
78
+ }
79
+ `;
80
+ export {
81
+ spiralFragmentShader
82
+ };
83
+ //# sourceMappingURL=spiral.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/spiral.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareSimplexNoise, declarePI, colorBandingFix } from '../shader-utils';\n\n/**\n * Spiral shape by Ksenia Kondrashova\n * Generates a dynamic spiral shape with configurable parameters\n *\n * Uniforms include:\n *\n * u_scale - controls the overall scale of the spiral (u_scale = 1 makes it fit the viewport height)\n * u_offsetX - left / right pan\n * u_offsetY - up / down pan\n * u_colorBack - the first color used in the spiral (stroke)\n * u_colorFront - the second color used in the spiral (back)\n * u_density (0 .. 1) - the spacing of the spiral arms\n * u_distortion (0 .. 1) - adds a wavy distortion effect to the spiral arms\n * u_strokeWidth (0 .. 1) - defines the thickness of the spiral lines.\n * u_strokeCap (0 .. 1) - adjusts the fading of the spiral edges.\n * u_strokeTaper (0 .. 1) - controls the tapering effect along the spiral arms.\n * u_noiseFrequency - frequency of the noise applied to the spiral.\n * u_noisePower (0 .. 1) - strength of the noise effect.\n * u_softness - softens the edges of the spiral for a smoother appearance.\n */\nexport const spiralFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_density;\nuniform float u_distortion;\nuniform float u_strokeWidth;\nuniform float u_strokeCap;\nuniform float u_strokeTaper;\n\nuniform float u_noiseFrequency;\nuniform float u_noisePower;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nvoid main() {\n vec2 shape_uv = v_patternUV * .02;\n\n float t = u_time;\n\n float l = length(shape_uv);\n float angle = atan(shape_uv.y, shape_uv.x) - 2. * t;\n float angle_norm = angle / TWO_PI;\n\n angle_norm += .125 * u_noisePower * snoise(.5 * u_noiseFrequency * shape_uv);\n\n float offset = pow(l, 1. - clamp(u_density, 0., 1.)) + angle_norm;\n\n float stripe_map = fract(offset);\n stripe_map -= .5 * u_strokeTaper * l;\n\n stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);\n\n float shape = 2. * abs(stripe_map - .5);\n\n shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));\n\n float stroke_width = clamp(u_strokeWidth, fwidth(l), 1. - fwidth(l));\n\n float edge_width = min(fwidth(l), fwidth(offset));\n\n float mid = 1. - smoothstep(.0, .9, l);\n mid = pow(mid, 2.);\n shape -= .5 * u_strokeCap * mid;\n\n float res = smoothstep(stroke_width - edge_width - u_softness, stroke_width + edge_width + u_softness, shape);\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 = bgColor * res;\n float opacity = bgOpacity * res;\n \n color += fgColor * (1. - opacity);\n opacity += fgOpacity * (1. - opacity);\n \n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SpiralUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_density: number;\n u_distortion: number;\n u_strokeWidth: number;\n u_strokeTaper: number;\n u_strokeCap: number;\n u_noiseFrequency: number;\n u_noisePower: number;\n u_softness: number;\n}\n\nexport interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n density?: number;\n distortion?: number;\n strokeWidth?: number;\n strokeTaper?: number;\n strokeCap?: number;\n noiseFrequency?: number;\n noisePower?: number;\n softness?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,WAAW,uBAAuB;AAsBzD,MAAM,uBAA+B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiB1C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA6CjB,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -8,6 +8,7 @@ export declare const swirlMeta: {
8
8
  */
9
9
  export declare const swirlFragmentShader: string;
10
10
  export interface SwirlUniforms extends ShaderSizingUniforms {
11
+ u_colorBack: [number, number, number, number];
11
12
  u_colors: vec4[];
12
13
  u_colorsCount: number;
13
14
  u_bandCount: number;
@@ -17,6 +18,7 @@ export interface SwirlUniforms extends ShaderSizingUniforms {
17
18
  u_noisePower: number;
18
19
  }
19
20
  export interface SwirlParams extends ShaderSizingParams, ShaderMotionParams {
21
+ colorBack?: string;
20
22
  colors?: string[];
21
23
  bandCount?: number;
22
24
  twist?: number;