@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 +1,91 @@
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 { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from "../shader-utils";
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+ const swirlMeta = {
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+ maxColorCount: 10
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+ };
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+ const swirlFragmentShader = `#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[${swirlMeta.maxColorCount}];
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+ uniform float u_colorsCount;
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+ uniform float u_bandCount;
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+ uniform float u_twist;
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+ uniform float u_softness;
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+ uniform float u_noisePower;
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+ uniform float u_noiseFrequency;
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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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+ ${declareSimplexNoise}
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+ ${declareRotate}
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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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+ float l = length(shape_uv);
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+
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+ float t = u_time;
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+
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+ float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;
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+ float angle_norm = angle / TWO_PI;
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+
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+ float twist = 3. * clamp(u_twist, 0., 1.);
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+ float offset = pow(l, -twist) + angle_norm;
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+
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+ float shape = fract(offset);
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+ shape = 1. - abs(2. * shape - 1.);
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+ shape += u_noisePower * snoise(pow(u_noiseFrequency, 2.) * shape_uv);
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+
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+ float mid = smoothstep(.2, .4, pow(l, twist));
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+ shape = mix(0., shape, mid);
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+
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+ float edge_w = fwidth(shape);
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+
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+ float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;
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+ vec4 gradient = u_colors[0];
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+ gradient.rgb *= gradient.a;
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+
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+ for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {
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+ if (i > int(u_colorsCount) - 1) break;
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+
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+ vec2 borders = vec2(float(i + 1) - u_softness - edge_w, float(i + 1) + u_softness + edge_w) / u_colorsCount;
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+ float localT = smoothstep(borders[0], borders[1], mixer);
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+ vec4 c = u_colors[i];
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+ c.rgb *= c.a;
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+ gradient = mix(gradient, c, localT);
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+ }
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+
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+ vec2 borders = vec2(2. / (u_colorsCount - 1.));
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+ borders = vec2(borders[0] - u_softness - edge_w, borders[1] + u_softness + edge_w) / u_colorsCount;
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+ borders[0] = max(0., borders[0]);
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+ float gradientShape = smoothstep(borders[0], borders[1], mixer);
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+
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+ vec3 color = gradient.rgb * gradientShape;
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+ float opacity = gradient.a * gradientShape;
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+
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+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
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+ color = color + bgColor * (1.0 - opacity);
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+ opacity = opacity + u_colorBack.a * (1.0 - opacity);
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+
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+
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+ ${colorBandingFix}
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+
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+ fragColor = vec4(color, opacity);
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+ }
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+ `;
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+ export {
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+ swirlFragmentShader,
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+ swirlMeta
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+ };
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+ //# sourceMappingURL=swirl.js.map
@@ -0,0 +1,7 @@
1
+ {
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+ "version": 3,
3
+ "sources": ["../../src/shaders/swirl.ts"],
4
+ "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from '../shader-utils';\n\nexport const swirlMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n */\nexport const swirlFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${swirlMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_bandCount;\nuniform float u_twist;\nuniform float u_softness;\nuniform float u_noisePower;\nuniform float u_noiseFrequency;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n${declareRotate}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n \n float l = length(shape_uv);\n\n float t = u_time;\n\n float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;\n float angle_norm = angle / TWO_PI; \n \n float twist = 3. * clamp(u_twist, 0., 1.);\n float offset = pow(l, -twist) + angle_norm;\n \n float shape = fract(offset);\n shape = 1. - abs(2. * shape - 1.);\n shape += u_noisePower * snoise(pow(u_noiseFrequency, 2.) * shape_uv);\n\n float mid = smoothstep(.2, .4, pow(l, twist));\n shape = mix(0., shape, mid);\n\n float edge_w = fwidth(shape);\n\n float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n \n for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {\n if (i > int(u_colorsCount) - 1) break;\n \n vec2 borders = vec2(float(i + 1) - u_softness - edge_w, float(i + 1) + u_softness + edge_w) / u_colorsCount;\n float localT = smoothstep(borders[0], borders[1], mixer);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n \n vec2 borders = vec2(2. / (u_colorsCount - 1.));\n borders = vec2(borders[0] - u_softness - edge_w, borders[1] + u_softness + edge_w) / u_colorsCount;\n borders[0] = max(0., borders[0]);\n float gradientShape = smoothstep(borders[0], borders[1], mixer);\n \n vec3 color = gradient.rgb * gradientShape;\n float opacity = gradient.a * gradientShape;\n \n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n \n ${colorBandingFix}\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SwirlUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_bandCount: number;\n u_twist: number;\n u_softness: number;\n u_noiseFrequency: number;\n u_noisePower: number;\n}\n\nexport interface SwirlParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n bandCount?: number;\n twist?: number;\n softness?: number;\n noiseFrequency?: number;\n noisePower?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,WAAW,eAAe,uBAAuB;AAExE,MAAM,YAAY;AAAA,EACvB,eAAe;AACjB;AAIO,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMnB,UAAU,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQ7C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA,EACnB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA4BS,UAAU,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAuB3C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -17,7 +17,7 @@ export declare const voronoiMeta: {
17
17
  * - `u_colorGlow` (`vec4`): RGBA color for the radial shape on the cell edges
18
18
  * - `u_distortion` (`float`, 0 – 0.5): Controls how far cell centers can be displaced from the regular grid
19
19
  * - `u_gap` (`float`): Width of the gaps between cells (gaps can't be removed completely due to artifacts of Voronoi cells)
20
- * - `u_innerGlow` (`float`): Controls the size of the radial glow inside each cell
20
+ * - `u_glow` (`float`): Controls the size of the radial glow inside each cell
21
21
  * - `u_stepsPerColor` (`float`): Discretization of the color transition
22
22
  * - `u_noiseTexture` (`sampler2D`): Replacement of standard hash function, added for better performance
23
23
  */
@@ -26,19 +26,19 @@ export interface VoronoiUniforms extends ShaderSizingUniforms {
26
26
  u_colors: vec4[];
27
27
  u_colorsCount: number;
28
28
  u_stepsPerColor: number;
29
- u_colorBack: [number, number, number, number];
29
+ u_colorGap: [number, number, number, number];
30
30
  u_colorGlow: [number, number, number, number];
31
31
  u_distortion: number;
32
32
  u_gap: number;
33
- u_innerGlow: number;
33
+ u_glow: number;
34
34
  u_noiseTexture?: HTMLImageElement;
35
35
  }
36
36
  export interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {
37
37
  colors?: string[];
38
38
  stepsPerColor?: number;
39
- colorBack?: string;
39
+ colorGap?: string;
40
40
  colorGlow?: string;
41
41
  distortion?: number;
42
42
  gap?: number;
43
- innerGlow?: number;
43
+ glow?: number;
44
44
  }
@@ -0,0 +1,143 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declarePI } from "../shader-utils";
8
+ const voronoiMeta = {
9
+ maxColorCount: 5
10
+ };
11
+ const voronoiFragmentShader = `#version 300 es
12
+ precision mediump float;
13
+
14
+ uniform float u_time;
15
+
16
+ uniform float u_scale;
17
+
18
+ uniform sampler2D u_noiseTexture;
19
+
20
+ uniform vec4 u_colors[${voronoiMeta.maxColorCount}];
21
+ uniform float u_colorsCount;
22
+
23
+ uniform float u_stepsPerColor;
24
+ uniform vec4 u_colorGlow;
25
+ uniform vec4 u_colorGap;
26
+ uniform float u_distortion;
27
+ uniform float u_gap;
28
+ uniform float u_glow;
29
+
30
+ ${sizingVariablesDeclaration}
31
+
32
+ out vec4 fragColor;
33
+
34
+ ${declarePI}
35
+
36
+ vec2 hash(vec2 p) {
37
+ vec2 uv = floor(p) / 100. + .5;
38
+ return texture(u_noiseTexture, uv).gb;
39
+ }
40
+
41
+ vec4 voronoi(vec2 x, float t) {
42
+ vec2 ip = floor(x);
43
+ vec2 fp = fract(x);
44
+
45
+ vec2 mg, mr;
46
+ float md = 8.;
47
+ float rand = 0.;
48
+
49
+ for (int j = -1; j <= 1; j++) {
50
+ for (int i = -1; i <= 1; i++) {
51
+ vec2 g = vec2(float(i), float(j));
52
+ vec2 raw_hash = hash(ip + g);
53
+ vec2 o = hash(ip + g);
54
+ o = .5 + u_distortion * sin(t + TWO_PI * o);
55
+ vec2 r = g + o - fp;
56
+ float d = dot(r, r);
57
+
58
+ if (d < md) {
59
+ md = d;
60
+ mr = r;
61
+ mg = g;
62
+ rand = raw_hash.x;
63
+ }
64
+ }
65
+ }
66
+
67
+ md = 8.;
68
+ for (int j = -2; j <= 2; j++) {
69
+ for (int i = -2; i <= 2; i++) {
70
+ vec2 g = mg + vec2(float(i), float(j));
71
+ vec2 o = hash(ip + g);
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+ o = .5 + u_distortion * sin(t + TWO_PI * o);
73
+ vec2 r = g + o - fp;
74
+ if (dot(mr - r, mr - r) > .00001) {
75
+ md = min(md, dot(.5 * (mr + r), normalize(r - mr)));
76
+ }
77
+ }
78
+ }
79
+
80
+ return vec4(md, mr, rand);
81
+ }
82
+
83
+ void main() {
84
+ vec2 shape_uv = v_patternUV;
85
+ shape_uv *= .0125;
86
+
87
+ float t = u_time;
88
+
89
+ vec4 voronoiRes = voronoi(shape_uv, t);
90
+
91
+ float shape = clamp(voronoiRes.w, 0., 1.);
92
+ float mixer = shape * (u_colorsCount - 1.);
93
+ mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
94
+ float steps = max(1., u_stepsPerColor);
95
+
96
+ vec4 gradient = u_colors[0];
97
+ gradient.rgb *= gradient.a;
98
+ for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {
99
+ if (i >= int(u_colorsCount)) break;
100
+ float localT = clamp(mixer - float(i - 1), 0.0, 1.0);
101
+ localT = round(localT * steps) / steps;
102
+ vec4 c = u_colors[i];
103
+ c.rgb *= c.a;
104
+ gradient = mix(gradient, c, localT);
105
+ }
106
+
107
+ if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
108
+ float localT = mixer + 1.;
109
+ if (mixer > (u_colorsCount - 1.)) {
110
+ localT = mixer - (u_colorsCount - 1.);
111
+ }
112
+ localT = round(localT * steps) / steps;
113
+ vec4 cFst = u_colors[0];
114
+ cFst.rgb *= cFst.a;
115
+ vec4 cLast = u_colors[int(u_colorsCount - 1.)];
116
+ cLast.rgb *= cLast.a;
117
+ gradient = mix(cLast, cFst, localT);
118
+ }
119
+
120
+ vec3 cellColor = gradient.rgb;
121
+ float cellOpacity = gradient.a;
122
+
123
+ float glows = length(voronoiRes.yz * u_glow + .1);
124
+ glows = pow(glows, 1.5);
125
+
126
+ vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);
127
+ float opacity = cellOpacity + u_colorGlow.a * glows;
128
+
129
+ float edge = voronoiRes.x;
130
+ float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);
131
+ edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);
132
+
133
+ color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);
134
+ opacity = mix(u_colorGap.a, opacity, edge);
135
+
136
+ fragColor = vec4(color, opacity);
137
+ }
138
+ `;
139
+ export {
140
+ voronoiFragmentShader,
141
+ voronoiMeta
142
+ };
143
+ //# sourceMappingURL=voronoi.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/voronoi.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 } from '../shader-utils';\n\nexport const voronoiMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Voronoi pattern by Ksenia Kondrashova\n * The variation of Voronoi pattern with cell edges. Big thanks to Inigo Quilez\n * https://www.shadertoy.com/view/ldl3W8\n *\n * Uniforms include:\n *\n * - `u_colors` (`vec4[]`): Array of RGBA colors used for cell filling\n * - `u_colorsCount` (`float`): Number of active colors in `u_colors`\n * - `u_colorBack` (`vec4`): RGBA color for the gaps between cells\n * - `u_colorGlow` (`vec4`): RGBA color for the radial shape on the cell edges\n * - `u_distortion` (`float`, 0 \u2013 0.5): Controls how far cell centers can be displaced from the regular grid\n * - `u_gap` (`float`): Width of the gaps between cells (gaps can't be removed completely due to artifacts of Voronoi cells)\n * - `u_glow` (`float`): Controls the size of the radial glow inside each cell\n * - `u_stepsPerColor` (`float`): Discretization of the color transition\n * - `u_noiseTexture` (`sampler2D`): Replacement of standard hash function, added for better performance\n */\nexport const voronoiFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${voronoiMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_stepsPerColor;\nuniform vec4 u_colorGlow;\nuniform vec4 u_colorGap;\nuniform float u_distortion;\nuniform float u_gap;\nuniform float u_glow;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nvec2 hash(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\nvec4 voronoi(vec2 x, float t) {\n vec2 ip = floor(x);\n vec2 fp = fract(x);\n\n vec2 mg, mr;\n float md = 8.;\n float rand = 0.;\n\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 g = vec2(float(i), float(j));\n vec2 raw_hash = hash(ip + g);\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n float d = dot(r, r);\n\n if (d < md) {\n md = d;\n mr = r;\n mg = g;\n rand = raw_hash.x;\n }\n }\n }\n\n md = 8.;\n for (int j = -2; j <= 2; j++) {\n for (int i = -2; i <= 2; i++) {\n vec2 g = mg + vec2(float(i), float(j));\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n if (dot(mr - r, mr - r) > .00001) {\n md = min(md, dot(.5 * (mr + r), normalize(r - mr)));\n }\n }\n }\n\n return vec4(md, mr, rand);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .0125;\n\n float t = u_time;\n\n vec4 voronoiRes = voronoi(shape_uv, t);\n\n float shape = clamp(voronoiRes.w, 0., 1.);\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 cellColor = gradient.rgb;\n float cellOpacity = gradient.a;\n\n float glows = length(voronoiRes.yz * u_glow + .1);\n glows = pow(glows, 1.5);\n\n vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);\n float opacity = cellOpacity + u_colorGlow.a * glows;\n\n float edge = voronoiRes.x;\n float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);\n edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);\n\n color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);\n opacity = mix(u_colorGap.a, opacity, edge);\n\n fragColor = vec4(color, opacity); \n}\n`;\n\nexport interface VoronoiUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_colorGap: [number, number, number, number];\n u_colorGlow: [number, number, number, number];\n u_distortion: number;\n u_gap: number;\n u_glow: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n colorGap?: string;\n colorGlow?: string;\n distortion?: number;\n gap?: number;\n glow?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,iBAAiB;AAEnB,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAmBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAgEa,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -0,0 +1,128 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils";
8
+ const warpMeta = {
9
+ maxColorCount: 10
10
+ };
11
+ const warpFragmentShader = `#version 300 es
12
+ precision mediump float;
13
+
14
+ uniform float u_time;
15
+ uniform float u_scale;
16
+ uniform vec2 u_resolution;
17
+
18
+ uniform vec4 u_colors[${warpMeta.maxColorCount}];
19
+ uniform float u_colorsCount;
20
+ uniform float u_proportion;
21
+ uniform float u_softness;
22
+ uniform float u_shape;
23
+ uniform float u_shapeScale;
24
+ uniform float u_distortion;
25
+ uniform float u_swirl;
26
+ uniform float u_swirlIterations;
27
+
28
+ ${sizingVariablesDeclaration}
29
+
30
+ out vec4 fragColor;
31
+
32
+ ${declarePI}
33
+ ${declareRandom}
34
+ ${declareRotate}
35
+
36
+ float valueNoise(vec2 st) {
37
+ vec2 i = floor(st);
38
+ vec2 f = fract(st);
39
+ float a = random(i);
40
+ float b = random(i + vec2(1.0, 0.0));
41
+ float c = random(i + vec2(0.0, 1.0));
42
+ float d = random(i + vec2(1.0, 1.0));
43
+
44
+ // Smoothstep for interpolation
45
+ vec2 u = f * f * (3.0 - 2.0 * f);
46
+
47
+ // Do the interpolation as two nested mix operations
48
+ // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries
49
+ float x1 = mix(a, b, u.x);
50
+ float x2 = mix(c, d, u.x);
51
+ return mix(x1, x2, u.y);
52
+
53
+ }
54
+
55
+ void main() {
56
+ vec2 uv = v_patternUV;
57
+ uv *= .005;
58
+
59
+ float t = .01 * u_time;
60
+
61
+ float noise_scale = .0005 + .006 * u_scale;
62
+
63
+ float n1 = valueNoise(uv * 1. + t);
64
+ float n2 = valueNoise(uv * 2. - t);
65
+ float angle = n1 * TWO_PI;
66
+ uv.x += 4. * u_distortion * n2 * cos(angle);
67
+ uv.y += 4. * u_distortion * n2 * sin(angle);
68
+
69
+ float iterationsNumber = ceil(clamp(u_swirlIterations, 1., 30.));
70
+ for (float i = 1.; i <= iterationsNumber; i++) {
71
+ uv.x += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1.5 * uv.y);
72
+ uv.y += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1. * uv.x);
73
+ }
74
+
75
+ float proportion = clamp(u_proportion, 0., 1.);
76
+
77
+ float shape = 0.;
78
+ if (u_shape < .5) {
79
+ vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);
80
+ shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);
81
+ shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);
82
+ } else if (u_shape < 1.5) {
83
+ vec2 stripesShape_uv = uv * (2. * u_shapeScale);
84
+ float f = fract(stripesShape_uv.y);
85
+ shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);
86
+ shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);
87
+ } else {
88
+ float shapeScaling = 5. * (1. - u_shapeScale);
89
+ shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));
90
+ }
91
+
92
+ float mixer = shape * (u_colorsCount - 1.);
93
+ vec4 gradient = u_colors[0];
94
+ gradient.rgb *= gradient.a;
95
+ for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {
96
+ if (i >= int(u_colorsCount)) break;
97
+ float localMixer = clamp(mixer - float(i - 1), 0.0, 1.0);
98
+
99
+ float localMixerStart = floor(localMixer);
100
+ float smoothed = smoothstep(.5 - u_softness * .5, .5 + u_softness * .5, localMixer - localMixerStart);
101
+ float localTStepped = localMixerStart + smoothed;
102
+
103
+ localMixer = mix(localTStepped, localMixer, u_softness);
104
+
105
+ vec4 c = u_colors[i];
106
+ c.rgb *= c.a;
107
+ gradient = mix(gradient, c, localMixer);
108
+ }
109
+
110
+ vec3 color = gradient.rgb;
111
+ float opacity = gradient.a;
112
+
113
+ ${colorBandingFix}
114
+
115
+ fragColor = vec4(color, opacity);
116
+ }
117
+ `;
118
+ const WarpPatterns = {
119
+ checks: 0,
120
+ stripes: 1,
121
+ edge: 2
122
+ };
123
+ export {
124
+ WarpPatterns,
125
+ warpFragmentShader,
126
+ warpMeta
127
+ };
128
+ //# sourceMappingURL=warp.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/warp.ts"],
4
+ "sourcesContent": ["import type { vec4 } from '../types';\nimport type { ShaderMotionParams } from '../shader-mount';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRandom, declareRotate, colorBandingFix } from '../shader-utils';\n\nexport const warpMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * 3d Perlin noise with exposed parameters\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_proportion (0 .. 1): the proportion between colors (on 0.5 colors are equally distributed)\n * - u_softness (0 .. 1): the color blur (0 for pronounced edges, 1 for gradient)\n * - u_shape (0 ... 2): the color pattern to be distorted with noise & swirl\n * - u_shape = 0 is checks\n * - u_shape = 1 is stripes\n * - u_shape = 2 is 2 halves of canvas (mapping the canvas height regardless of resolution)\n * - u_shapeScale: the scale of color pattern (appies over the global scaling)\n * - u_distortion: the noisy distortion over the UV coordinate (applied before the overlapping swirl)\n * - u_swirl: the power of swirly distortion\n * - u_swirlIterations: the number of swirl iterations (layering curves effect)\n *\n */\nexport const warpFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\nuniform vec2 u_resolution;\n\nuniform vec4 u_colors[${warpMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_shape;\nuniform float u_shapeScale;\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_swirlIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nfloat valueNoise(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}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .005;\n\n float t = .01 * u_time;\n\n float noise_scale = .0005 + .006 * u_scale;\n\n float n1 = valueNoise(uv * 1. + t);\n float n2 = valueNoise(uv * 2. - t);\n float angle = n1 * TWO_PI;\n uv.x += 4. * u_distortion * n2 * cos(angle);\n uv.y += 4. * u_distortion * n2 * sin(angle);\n\n float iterationsNumber = ceil(clamp(u_swirlIterations, 1., 30.));\n for (float i = 1.; i <= iterationsNumber; i++) {\n uv.x += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1.5 * uv.y);\n uv.y += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1. * uv.x);\n }\n\n float proportion = clamp(u_proportion, 0., 1.);\n\n float shape = 0.;\n if (u_shape < .5) {\n vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);\n shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else if (u_shape < 1.5) {\n vec2 stripesShape_uv = uv * (2. * u_shapeScale);\n float f = fract(stripesShape_uv.y);\n shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else {\n float shapeScaling = 5. * (1. - u_shapeScale);\n shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));\n }\n \n float mixer = shape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localMixer = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float localMixerStart = floor(localMixer);\n float smoothed = smoothstep(.5 - u_softness * .5, .5 + u_softness * .5, localMixer - localMixerStart);\n float localTStepped = localMixerStart + smoothed;\n \n localMixer = mix(localTStepped, localMixer, u_softness);\n \n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localMixer);\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 WarpUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_proportion: number;\n u_softness: number;\n u_shape: (typeof WarpPatterns)[WarpPattern];\n u_shapeScale: number;\n u_distortion: number;\n u_swirl: number;\n u_swirlIterations: number;\n}\n\nexport interface WarpParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n rotation?: number;\n proportion?: number;\n softness?: number;\n shape?: WarpPattern;\n shapeScale?: number;\n distortion?: number;\n swirl?: number;\n swirlIterations?: number;\n}\n\nexport const WarpPatterns = {\n checks: 0,\n stripes: 1,\n edge: 2,\n} as const;\n\nexport type WarpPattern = keyof typeof WarpPatterns;\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,eAAe,uBAAuB;AAElE,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAoBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAOlB,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU5C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA6DS,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
6
+ "names": []
7
+ }
@@ -3,8 +3,8 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
3
3
  * Waves static pattern on the transparent background
4
4
  *
5
5
  * Uniforms include:
6
- * u_color1 - the first color
7
- * u_color2 - the second color
6
+ * u_colorFront - the first color
7
+ * u_colorBack - the second color
8
8
  * u_shape (0 ... 3) - the line shaping coefficient, non-integer
9
9
  values allowed and produce mixed shapes
10
10
  - u_shape = 0 is zigzag
@@ -19,8 +19,8 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
19
19
  */
20
20
  export declare const wavesFragmentShader: string;
21
21
  export interface WavesUniforms extends ShaderSizingUniforms {
22
- u_color1: [number, number, number, number];
23
- u_color2: [number, number, number, number];
22
+ u_colorFront: [number, number, number, number];
23
+ u_colorBack: [number, number, number, number];
24
24
  u_shape: number;
25
25
  u_frequency: number;
26
26
  u_amplitude: number;
@@ -29,8 +29,8 @@ export interface WavesUniforms extends ShaderSizingUniforms {
29
29
  u_softness: number;
30
30
  }
31
31
  export interface WavesParams extends ShaderSizingParams {
32
- color1?: string;
33
- color2?: string;
32
+ colorFront?: string;
33
+ colorBack?: string;
34
34
  rotation?: number;
35
35
  shape?: number;
36
36
  frequency?: number;
@@ -0,0 +1,68 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing";
7
+ import { declarePI, declareRotate } from "../shader-utils";
8
+ const wavesFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_scale;
12
+
13
+ uniform vec4 u_colorFront;
14
+ uniform vec4 u_colorBack;
15
+ uniform float u_shape;
16
+ uniform float u_frequency;
17
+ uniform float u_amplitude;
18
+ uniform float u_spacing;
19
+ uniform float u_proportion;
20
+ uniform float u_softness;
21
+
22
+ ${sizingVariablesDeclaration}
23
+
24
+ out vec4 fragColor;
25
+
26
+ ${declarePI}
27
+ ${declareRotate}
28
+
29
+ void main() {
30
+ vec2 shape_uv = v_patternUV;
31
+ shape_uv *= .05;
32
+
33
+ float wave = .5 * cos(shape_uv.x * u_frequency * TWO_PI);
34
+ float zigzag = 2. * abs(fract(shape_uv.x * u_frequency) - .5);
35
+ float irregular = sin(shape_uv.x * .25 * u_frequency * TWO_PI) * cos(shape_uv.x * u_frequency * TWO_PI);
36
+ float irregular2 = .75 * (sin(shape_uv.x * u_frequency * TWO_PI) + .5 * cos(shape_uv.x * .5 * u_frequency * TWO_PI));
37
+
38
+ float offset = mix(zigzag, wave, smoothstep(0., 1., u_shape));
39
+ offset = mix(offset, irregular, smoothstep(1., 2., u_shape));
40
+ offset = mix(offset, irregular2, smoothstep(2., 3., u_shape));
41
+ offset *= 2. * u_amplitude;
42
+
43
+ float spacing = .02 + .98 * u_spacing;
44
+ float shape = .5 + .5 * sin((shape_uv.y + offset) * PI / spacing);
45
+
46
+ float edge_width = .02 / (1. + abs(shape)) * (.001 + u_scale);
47
+ edge_width += .5 * max(0., u_softness);
48
+ float dc = 1. - clamp(u_proportion, 0., 1.);
49
+ float res = smoothstep(dc - edge_width, dc + edge_width, shape);
50
+
51
+ vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
52
+ float fgOpacity = u_colorFront.a;
53
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
54
+ float bgOpacity = u_colorBack.a;
55
+
56
+ vec3 color = fgColor * res;
57
+ float opacity = fgOpacity * res;
58
+
59
+ color += bgColor * (1. - opacity);
60
+ opacity += bgOpacity * (1. - opacity);
61
+
62
+ fragColor = vec4(color, opacity);
63
+ }
64
+ `;
65
+ export {
66
+ wavesFragmentShader
67
+ };
68
+ //# sourceMappingURL=waves.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/waves.ts"],
4
+ "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';\nimport { declarePI, declareRotate } from '../shader-utils';\n\n/**\n * Waves static pattern on the transparent background\n *\n * Uniforms include:\n * u_colorFront - the first color\n * u_colorBack - the second color\n * u_shape (0 ... 3) - the line shaping coefficient, non-integer\n values allowed and produce mixed shapes\n - u_shape = 0 is zigzag\n - u_shape = 1 is perfect sine wave\n - u_shape = 2 is irregular wave #1\n - u_shape = 3 is irregular wave #2\n * u_frequency - the wave frequency\n * u_amplitude - the wave amplitude\n * u_spacing - the density of pattern lines\n * u_proportion (0 ... 1) - the proportion of stroke width to the pattern step\n * u_softness (0 ... 1) - the blur applied to the lines edges\n */\nexport const wavesFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_scale;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_shape;\nuniform float u_frequency;\nuniform float u_amplitude;\nuniform float u_spacing;\nuniform float u_proportion;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRotate}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .05;\n\n float wave = .5 * cos(shape_uv.x * u_frequency * TWO_PI);\n float zigzag = 2. * abs(fract(shape_uv.x * u_frequency) - .5);\n float irregular = sin(shape_uv.x * .25 * u_frequency * TWO_PI) * cos(shape_uv.x * u_frequency * TWO_PI);\n float irregular2 = .75 * (sin(shape_uv.x * u_frequency * TWO_PI) + .5 * cos(shape_uv.x * .5 * u_frequency * TWO_PI));\n\n float offset = mix(zigzag, wave, smoothstep(0., 1., u_shape));\n offset = mix(offset, irregular, smoothstep(1., 2., u_shape));\n offset = mix(offset, irregular2, smoothstep(2., 3., u_shape));\n offset *= 2. * u_amplitude;\n\n float spacing = .02 + .98 * u_spacing;\n float shape = .5 + .5 * sin((shape_uv.y + offset) * PI / spacing);\n\n float edge_width = .02 / (1. + abs(shape)) * (.001 + u_scale);\n edge_width += .5 * max(0., u_softness);\n float dc = 1. - clamp(u_proportion, 0., 1.);\n float res = smoothstep(dc - edge_width, dc + edge_width, 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 = fgColor * res;\n float opacity = fgOpacity * res;\n \n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WavesUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_shape: number;\n u_frequency: number;\n u_amplitude: number;\n u_spacing: number;\n u_proportion: number;\n u_softness: number;\n}\n\nexport interface WavesParams extends ShaderSizingParams {\n colorFront?: string;\n colorBack?: string;\n rotation?: number;\n shape?: number;\n frequency?: number;\n amplitude?: number;\n spacing?: number;\n proportion?: number;\n softness?: number;\n}\n"],
5
+ "mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,qBAAqB;AAoBlC,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAczC,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
package/dist/types.js ADDED
@@ -0,0 +1,6 @@
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+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
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+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+
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+ //# sourceMappingURL=types.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": [],
4
+ "sourcesContent": [],
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+ "mappings": "",
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+ "names": []
7
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@paper-design/shaders",
3
- "version": "0.0.31-backbuffer-experiment.1",
3
+ "version": "0.0.31-backbuffer-experiment.2",
4
4
  "license": "MIT",
5
5
  "type": "module",
6
6
  "sideEffects": false,
@@ -24,4 +24,4 @@
24
24
  "type-check": "tsc --project tsconfig.json"
25
25
  },
26
26
  "dependencies": {}
27
- }
27
+ }