@paper-design/shaders 0.0.31 → 0.0.32
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +23 -25
- package/dist/shaders/dithering.d.ts +8 -8
- package/dist/shaders/dot-grid.d.ts +1 -1
- package/dist/shaders/dot-orbit.d.ts +3 -6
- package/dist/shaders/god-rays.d.ts +6 -9
- package/dist/shaders/grain-gradient.d.ts +3 -5
- package/dist/shaders/liquid-metal.d.ts +12 -27
- package/dist/shaders/mesh-gradient.d.ts +3 -3
- package/dist/shaders/metaballs.d.ts +3 -6
- package/dist/shaders/neuro-noise.d.ts +6 -12
- package/dist/shaders/perlin-noise.d.ts +10 -10
- package/dist/shaders/pulsing-border.d.ts +3 -3
- package/dist/shaders/simplex-noise.d.ts +3 -3
- package/dist/shaders/smoke-ring.d.ts +3 -3
- package/dist/shaders/spiral.d.ts +8 -8
- package/dist/shaders/swirl.d.ts +3 -5
- package/dist/shaders/voronoi.d.ts +8 -8
- package/dist/shaders/warp.d.ts +3 -3
- package/dist/shaders/waves.d.ts +7 -7
- package/package.json +2 -2
- package/dist/get-shader-color-from-string.js +0 -93
- package/dist/get-shader-color-from-string.js.map +0 -7
- package/dist/get-shader-noise-texture.js +0 -23
- package/dist/get-shader-noise-texture.js.map +0 -7
- package/dist/index.js +0 -118
- package/dist/index.js.map +0 -7
- package/dist/shader-color-spaces.js +0 -96
- package/dist/shader-color-spaces.js.map +0 -7
- package/dist/shader-mount.js +0 -582
- package/dist/shader-mount.js.map +0 -7
- package/dist/shader-sizing.js +0 -193
- package/dist/shader-sizing.js.map +0 -7
- package/dist/shader-utils.js +0 -59
- package/dist/shader-utils.js.map +0 -7
- package/dist/shaders/color-panels.d.ts +0 -48
- package/dist/shaders/color-panels.js +0 -213
- package/dist/shaders/color-panels.js.map +0 -7
- package/dist/shaders/dithering.js +0 -221
- package/dist/shaders/dithering.js.map +0 -7
- package/dist/shaders/dot-grid.js +0 -107
- package/dist/shaders/dot-grid.js.map +0 -7
- package/dist/shaders/dot-orbit.js +0 -124
- package/dist/shaders/dot-orbit.js.map +0 -7
- package/dist/shaders/god-rays.js +0 -133
- package/dist/shaders/god-rays.js.map +0 -7
- package/dist/shaders/grain-gradient.js +0 -243
- package/dist/shaders/grain-gradient.js.map +0 -7
- package/dist/shaders/liquid-metal.js +0 -221
- package/dist/shaders/liquid-metal.js.map +0 -7
- package/dist/shaders/mesh-gradient.js +0 -97
- package/dist/shaders/mesh-gradient.js.map +0 -7
- package/dist/shaders/metaballs.js +0 -110
- package/dist/shaders/metaballs.js.map +0 -7
- package/dist/shaders/neuro-noise.js +0 -81
- package/dist/shaders/neuro-noise.js.map +0 -7
- package/dist/shaders/perlin-noise.js +0 -201
- package/dist/shaders/perlin-noise.js.map +0 -7
- package/dist/shaders/pulsing-border.js +0 -218
- package/dist/shaders/pulsing-border.js.map +0 -7
- package/dist/shaders/simplex-noise.js +0 -103
- package/dist/shaders/simplex-noise.js.map +0 -7
- package/dist/shaders/smoke-ring.js +0 -141
- package/dist/shaders/smoke-ring.js.map +0 -7
- package/dist/shaders/spiral.js +0 -83
- package/dist/shaders/spiral.js.map +0 -7
- package/dist/shaders/swirl.js +0 -91
- package/dist/shaders/swirl.js.map +0 -7
- package/dist/shaders/voronoi.js +0 -143
- package/dist/shaders/voronoi.js.map +0 -7
- package/dist/shaders/warp.js +0 -128
- package/dist/shaders/warp.js.map +0 -7
- package/dist/shaders/waves.js +0 -68
- package/dist/shaders/waves.js.map +0 -7
- package/dist/types.js +0 -6
- package/dist/types.js.map +0 -7
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{
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"version": 3,
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"sources": ["../../src/shaders/color-panels.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\nexport const colorPanelsMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Animated, pseudo-3D color panels with dynamic layering and directional blur\n * by Ksenia Kondrashova\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors for panels\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_density (float): Panels to show\n * - u_colorBack (vec4): Background color to blend behind panels\n * - u_angle (float): Panel skew angle to morph rect to triangle panels\n * - u_length (float): Length of panels (relative to total height)\n * - u_blur (float): Horizontal blur amount along panel edges\n * - u_fadePosition (float): Controls transparency toward the center of panels\n * - u_colorShuffler (float): Affects how panel colors cycle\n * - u_singleColor (float): Controls blending of adjacent colors per panel\n */\n\nexport const colorPanelsFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform vec2 u_resolution;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${colorPanelsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform float u_angle1;\nuniform float u_angle2;\nuniform float u_length;\nuniform float u_blur;\nuniform float u_fadeIn;\nuniform float u_fadeOut;\nuniform float u_density;\nuniform float u_gradient;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nvec2 getPanel(float angle, vec2 uv, float invLength) {\n float sinA = sin(angle);\n float cosA = cos(angle);\n\n float denom = sinA - uv.y * cosA;\n if (abs(denom) < 1e-5) return vec2(0.);\n\n float z = uv.y / denom;\n float zLimit = 0.5;\n\n if (z < 0. || z > zLimit) return vec2(0.);\n\n float zRatio = z / zLimit;\n float panelMap = 1.0 - zRatio;\n float x = uv.x * (cosA * z + 1.) * invLength;\n\n float zOffset = zRatio - .5;\n float left = -.5 + zOffset * u_angle1;\n float right = .5 - zOffset * u_angle2;\n\n float blurFactor = (1. - panelMap) * clamp((abs(angle / TWO_PI - .5) - .01) / (-.01), 0., 1.);;\n float blurX = .15 * blurFactor + panelMap * u_blur;\n\n float leftEdge1 = left - .5 * blurX;\n float leftEdge2 = left + blurX;\n float rightEdge1 = right - blurX;\n float rightEdge2 = right + .5 * blurX;\n\n float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));\n\n return vec2(panel, clamp(panelMap, 0., 1.));\n}\n\nvec4 blendColor(vec4 colorA, float panelMask, float panelMap) {\n float fade = smoothstep(-.2 * (1. - u_fadeOut), u_fadeOut, panelMap)\n * (1. - smoothstep(1. - u_fadeIn, 1., panelMap));\n\n vec3 blendedRGB = mix(vec3(0.), colorA.rgb, fade);\n float blendedAlpha = mix(0., colorA.a, fade);\n\n return vec4(blendedRGB, blendedAlpha) * panelMask;\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv *= 1.25;\n\n float t = .05 * u_time;\n t = fract(t);\n bool reverseTime = (t < 0.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n int colorsCount = int(u_colorsCount);\n\n vec4 premultipliedColors[${colorPanelsMeta.maxColorCount}];\n for (int i = 0; i < ${colorPanelsMeta.maxColorCount}; i++) {\n if (i >= colorsCount) break;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n premultipliedColors[i] = c;\n }\n\n float invLength = 1.5 / (u_length + 0.001);\n\n float totalColorWeight = 0.;\n int panelsNumber = 12;\n\n float densityNormalizer = 1.;\n if (colorsCount == 4) {\n panelsNumber = 16;\n densityNormalizer = 1.34;\n } else if (colorsCount == 5) {\n panelsNumber = 20;\n densityNormalizer = 1.67;\n } else if (colorsCount == 7) {\n panelsNumber = 14;\n densityNormalizer = 1.17;\n }\n\n float fPanelsNumber = float(panelsNumber);\n\n float totalPanelsShape = 0.;\n float panelGrad = 1. - clamp(u_gradient, 0., 1.);\n\n for (int set = 0; set < 2; set++) {\n bool isForward = (set == 0 && !reverseTime) || (set == 1 && reverseTime);\n if (!isForward) continue;\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 1) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(t + offset);\n float angleNorm = densityFract / u_density;\n if (densityFract >= .5 || angleNorm >= .3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((.3 - angleNorm) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength);\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n if (panelMask <= .001) continue;\n float panelMap = panel[1];\n\n int colorIdx = idx % colorsCount;\n int nextColorIdx = (idx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 0) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(-t + offset);\n float angleNorm = -densityFract / u_density;\n if (densityFract >= .5 || angleNorm < -.3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((angleNorm + .3) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength);\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n if (panelMask <= .001) continue;\n float panelMap = panel[1];\n\n int colorIdx = (colorsCount - (idx % colorsCount)) % colorsCount;\n if (colorIdx < 0) colorIdx += colorsCount;\n int nextColorIdx = (colorIdx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n }\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ColorPanelsUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_colorBack: [number, number, number, number];\n u_angle1: number;\n u_angle2: number;\n u_length: number;\n u_blur: number;\n u_fadeIn: number;\n u_fadeOut: number;\n u_density: number;\n u_gradient: number;\n}\n\nexport interface ColorPanelsParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n angle1?: number;\n angle2?: number;\n length?: number;\n blur?: number;\n fadeIn?: number;\n fadeOut?: number;\n density?: number;\n gradient?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,kBAAkB;AAAA,EAC7B,eAAe;AACjB;AAmBO,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQzB,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYnD,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,6BA0DkB,gBAAgB,aAAa;AAAA,wBAClC,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA8GjD,eAAe;AAAA;AAAA;AAAA;AAAA;",
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"names": []
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}
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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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import {
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sizingUniformsDeclaration,
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sizingUV,
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drawSizingHelpers
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} from "../shader-sizing.js";
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import { declareSimplexNoise, declarePI, declareRandom } from "../shader-utils.js";
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const ditheringFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform float u_pixelRatio;
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${sizingUniformsDeclaration}
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uniform vec4 u_colorBack;
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uniform vec4 u_colorFront;
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uniform float u_shape;
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uniform float u_type;
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uniform float u_pxSize;
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out vec4 fragColor;
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${declareSimplexNoise}
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${declarePI}
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${declareRandom}
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float getSimplexNoise(vec2 uv, float t) {
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float noise = .5 * snoise(uv - vec2(0., .3 * t));
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noise += .5 * snoise(2. * uv + vec2(0., .32 * t));
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return noise;
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}
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const int bayer2x2[4] = int[4](0, 2, 3, 1);
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const int bayer4x4[16] = int[16](
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0, 8, 2, 10,
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12, 4, 14, 6,
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3, 11, 1, 9,
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);
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const int bayer8x8[64] = int[64](
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0, 32, 8, 40, 2, 34, 10, 42,
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48, 16, 56, 24, 50, 18, 58, 26,
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12, 44, 4, 36, 14, 46, 6, 38,
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60, 28, 52, 20, 62, 30, 54, 22,
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3, 35, 11, 43, 1, 33, 9, 41,
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float getBayerValue(vec2 uv, int size) {
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} else if (size == 4) {
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} else if (size == 8) {
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}
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}
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} else if (u_shape < 5.5) {
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|
|
132
|
-
float dist = length(shape_uv);
|
|
133
|
-
float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;
|
|
134
|
-
shape = waves;
|
|
135
|
-
|
|
136
|
-
} else if (u_shape < 6.5) {
|
|
137
|
-
// Swirl
|
|
138
|
-
|
|
139
|
-
float l = length(shape_uv);
|
|
140
|
-
float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;
|
|
141
|
-
float twist = 1.2;
|
|
142
|
-
float offset = pow(l, -twist) + angle / TWO_PI;
|
|
143
|
-
float mid = smoothstep(0., 1., pow(l, twist));
|
|
144
|
-
shape = mix(0., fract(offset), mid);
|
|
145
|
-
|
|
146
|
-
} else {
|
|
147
|
-
// Sphere
|
|
148
|
-
shape_uv *= 2.;
|
|
149
|
-
|
|
150
|
-
vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));
|
|
151
|
-
vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));
|
|
152
|
-
shape = .5 + .5 * dot(lightPos, pos);
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
|
|
156
|
-
int type = int(floor(u_type));
|
|
157
|
-
float dithering = 0.0;
|
|
158
|
-
|
|
159
|
-
switch (type) {
|
|
160
|
-
case 1: {
|
|
161
|
-
dithering = step(random(ditheringNoise_uv), shape);
|
|
162
|
-
} break;
|
|
163
|
-
case 2:
|
|
164
|
-
dithering = getBayerValue(dithering_uv, 2);
|
|
165
|
-
break;
|
|
166
|
-
case 3:
|
|
167
|
-
dithering = getBayerValue(dithering_uv, 4);
|
|
168
|
-
break;
|
|
169
|
-
default:
|
|
170
|
-
dithering = getBayerValue(dithering_uv, 8);
|
|
171
|
-
break;
|
|
172
|
-
}
|
|
173
|
-
|
|
174
|
-
dithering -= .5;
|
|
175
|
-
float res = step(.5, shape + dithering);
|
|
176
|
-
|
|
177
|
-
vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
|
|
178
|
-
float fgOpacity = u_colorFront.a;
|
|
179
|
-
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
180
|
-
float bgOpacity = u_colorBack.a;
|
|
181
|
-
|
|
182
|
-
vec3 color = fgColor * res;
|
|
183
|
-
float opacity = fgOpacity * res;
|
|
184
|
-
|
|
185
|
-
color += bgColor * (1. - opacity);
|
|
186
|
-
opacity += bgOpacity * (1. - opacity);
|
|
187
|
-
|
|
188
|
-
#ifdef ADD_HELPERS
|
|
189
|
-
vec2 helperBox = objectHelperBox;
|
|
190
|
-
vec2 boxSize = objectBoxSize;
|
|
191
|
-
if (u_shape < 3.5) {
|
|
192
|
-
helperBox = patternHelperBox;
|
|
193
|
-
boxSize = patternBoxSize;
|
|
194
|
-
}
|
|
195
|
-
${drawSizingHelpers}
|
|
196
|
-
#endif
|
|
197
|
-
|
|
198
|
-
fragColor = vec4(color, opacity);
|
|
199
|
-
}
|
|
200
|
-
`;
|
|
201
|
-
const DitheringShapes = {
|
|
202
|
-
simplex: 1,
|
|
203
|
-
warp: 2,
|
|
204
|
-
dots: 3,
|
|
205
|
-
wave: 4,
|
|
206
|
-
ripple: 5,
|
|
207
|
-
swirl: 6,
|
|
208
|
-
sphere: 7
|
|
209
|
-
};
|
|
210
|
-
const DitheringTypes = {
|
|
211
|
-
"random": 1,
|
|
212
|
-
"2x2": 2,
|
|
213
|
-
"4x4": 3,
|
|
214
|
-
"8x8": 4
|
|
215
|
-
};
|
|
216
|
-
export {
|
|
217
|
-
DitheringShapes,
|
|
218
|
-
DitheringTypes,
|
|
219
|
-
ditheringFragmentShader
|
|
220
|
-
};
|
|
221
|
-
//# sourceMappingURL=dithering.js.map
|
|
@@ -1,7 +0,0 @@
|
|
|
1
|
-
{
|
|
2
|
-
"version": 3,
|
|
3
|
-
"sources": ["../../src/shaders/dithering.ts"],
|
|
4
|
-
"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, declareRandom } from '../shader-utils.js';\n\n/**\n * Dithering Fragment Shader by Ksenia Kondrashova\n * Applies dithering (4 dithering types available) over the\n * abstract shapes animation (7 animated shapes available)\n *\n * Uniforms include:\n * - u_colorBack: background color, RGBA\n * - u_colorFront: pixels color, RGBA\n *\n * - u_shape (float, used as int, 1 to 7):\n * --- shape = 1: Simplex noise pattern\n * --- shape = 2: Warp noise pattern\n * --- shape = 3: Columns if dots moving vertically\n * --- shape = 4: Sine wave\n * --- shape = 5: Ripple effect\n * --- shape = 6: Swirl animation\n * --- shape = 7: Rotating sphere\n *\n * - u_type (float, used as int, 1 to 4):\n * --- type = 1: Random dithering\n * --- type = 2: 2x2 Bayer matrix\n * --- type = 3: 4x4 Bayer matrix\n * --- type = 4: 8x8 Bayer matrix\n *\n * - pxSize (float), relative to canvas resolution\n *\n */\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n${declarePI}\n${declareRandom}\n\nfloat getSimplexNoise(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\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);\n\n float speed = sign(rand - .5) * ceil(2. + rand);\n shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);\n shape = pow(shape, 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(random(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\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 #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n pxSize?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
|
|
5
|
-
"mappings": ";;;;;AACA;AAAA,EACE;AAAA,EAGA;AAAA,EACA;AAAA,OACK;AACP,SAAS,qBAAqB,WAAW,qBAAqB;AA6BvD,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAO7C,yBAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUzB,mBAAmB;AAAA,EACnB,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAmDX,QAAQ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAiHN,iBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAuBhB,MAAM,kBAAkB;AAAA,EAC7B,SAAS;AAAA,EACT,MAAM;AAAA,EACN,MAAM;AAAA,EACN,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,OAAO;AAAA,EACP,QAAQ;AACV;AAIO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,EACV,OAAO;AAAA,EACP,OAAO;AAAA,EACP,OAAO;AACT;",
|
|
6
|
-
"names": []
|
|
7
|
-
}
|
package/dist/shaders/dot-grid.js
DELETED
|
@@ -1,107 +0,0 @@
|
|
|
1
|
-
/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
|
2
|
-
* Paper Shaders *
|
|
3
|
-
* https://github.com/paper-design/shaders *
|
|
4
|
-
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
|
5
|
-
|
|
6
|
-
import { sizingVariablesDeclaration } from "../shader-sizing.js";
|
|
7
|
-
import { declarePI, declareSimplexNoise } from "../shader-utils.js";
|
|
8
|
-
const dotGridFragmentShader = `#version 300 es
|
|
9
|
-
precision mediump float;
|
|
10
|
-
|
|
11
|
-
uniform vec4 u_colorBack;
|
|
12
|
-
uniform vec4 u_colorFill;
|
|
13
|
-
uniform vec4 u_colorStroke;
|
|
14
|
-
uniform float u_dotSize;
|
|
15
|
-
uniform float u_gapX;
|
|
16
|
-
uniform float u_gapY;
|
|
17
|
-
uniform float u_strokeWidth;
|
|
18
|
-
uniform float u_sizeRange;
|
|
19
|
-
uniform float u_opacityRange;
|
|
20
|
-
uniform float u_shape;
|
|
21
|
-
|
|
22
|
-
${sizingVariablesDeclaration}
|
|
23
|
-
|
|
24
|
-
out vec4 fragColor;
|
|
25
|
-
|
|
26
|
-
${declarePI}
|
|
27
|
-
${declareSimplexNoise}
|
|
28
|
-
|
|
29
|
-
float polygon(vec2 p, float N, float rot) {
|
|
30
|
-
float a = atan(p.x, p.y) + rot;
|
|
31
|
-
float r = TWO_PI / float(N);
|
|
32
|
-
|
|
33
|
-
return cos(floor(.5 + a / r) * r - a) * length(p);
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
void main() {
|
|
37
|
-
|
|
38
|
-
vec2 shape_uv = v_patternUV;
|
|
39
|
-
shape_uv += .5;
|
|
40
|
-
|
|
41
|
-
vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;
|
|
42
|
-
vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));
|
|
43
|
-
float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));
|
|
44
|
-
float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));
|
|
45
|
-
|
|
46
|
-
vec2 center = vec2(0.5) - 1e-3;
|
|
47
|
-
vec2 p = (grid - center) * vec2(u_gapX, u_gapY);
|
|
48
|
-
|
|
49
|
-
float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);
|
|
50
|
-
float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);
|
|
51
|
-
|
|
52
|
-
float dist;
|
|
53
|
-
if (u_shape < 0.5) {
|
|
54
|
-
// Circle
|
|
55
|
-
dist = length(p);
|
|
56
|
-
} else if (u_shape < 1.5) {
|
|
57
|
-
// Diamond
|
|
58
|
-
strokeWidth *= 1.5;
|
|
59
|
-
dist = polygon(1.5 * p, 4., .25 * PI);
|
|
60
|
-
} else if (u_shape < 2.5) {
|
|
61
|
-
// Square
|
|
62
|
-
dist = polygon(1.03 * p, 4., 1e-3);
|
|
63
|
-
} else {
|
|
64
|
-
// Triangle
|
|
65
|
-
strokeWidth *= 1.5;
|
|
66
|
-
p = p * 2. - 1.;
|
|
67
|
-
p *= .9;
|
|
68
|
-
p.y -= .75 * baseSize;
|
|
69
|
-
dist = polygon(p, 3., 1e-3);
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
float edgeWidth = fwidth(dist);
|
|
73
|
-
float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);
|
|
74
|
-
float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);
|
|
75
|
-
float stroke = shapeOuter - shapeInner;
|
|
76
|
-
|
|
77
|
-
float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);
|
|
78
|
-
stroke *= dotOpacity;
|
|
79
|
-
shapeInner *= dotOpacity;
|
|
80
|
-
|
|
81
|
-
stroke *= u_colorStroke.a;
|
|
82
|
-
shapeInner *= u_colorFill.a;
|
|
83
|
-
|
|
84
|
-
vec3 color = vec3(0.);
|
|
85
|
-
color += stroke * u_colorStroke.rgb;
|
|
86
|
-
color += shapeInner * u_colorFill.rgb;
|
|
87
|
-
color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;
|
|
88
|
-
|
|
89
|
-
float opacity = 0.;
|
|
90
|
-
opacity += stroke;
|
|
91
|
-
opacity += shapeInner;
|
|
92
|
-
opacity += (1. - opacity) * u_colorBack.a;
|
|
93
|
-
|
|
94
|
-
fragColor = vec4(color, opacity);
|
|
95
|
-
}
|
|
96
|
-
`;
|
|
97
|
-
const DotGridShapes = {
|
|
98
|
-
circle: 0,
|
|
99
|
-
diamond: 1,
|
|
100
|
-
square: 2,
|
|
101
|
-
triangle: 3
|
|
102
|
-
};
|
|
103
|
-
export {
|
|
104
|
-
DotGridShapes,
|
|
105
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"sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareSimplexNoise } from '../shader-utils.js';\n\n/**\n * Dot Grid Pattern\n * (the size parameters are set in pixels)\n *\n * Uniforms include:\n * u_colorBack - the background color\n * u_colorFill - the fill color\n * u_colorStroke - the stroke color\n * u_dotSize (px) - the base dot radius\n * u_strokeWidth (px) - the stroke (to be subtracted from u_dotSize)\n * u_gapX (px) - horizontal grid spacing\n * u_gapY (px) - vertical grid spacing\n * u_sizeRange (0 .. 1) - variety of dot size\n * u_opacityRange(0 .. 1) - variety of dot opacity to be applied equally to fill and stroke\n * u_shape - shape code (0 - circle, 1 - diamond, 2 - square, 3 - triangle)\n */\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n\n vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;\n vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);\n float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
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"mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,2BAA2B;AAkBxC,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc3C,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiGd,MAAM,gBAAgB;AAAA,EAC3B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,UAAU;AACZ;",
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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* Paper Shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import { declarePI, declareRandom, declareRotate } from "../shader-utils.js";
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const dotOrbitMeta = {
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maxColorCount: 10
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};
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const dotOrbitFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_time;
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uniform vec4 u_colorBack;
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uniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];
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uniform float u_colorsCount;
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uniform float u_stepsPerColor;
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uniform float u_size;
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uniform float u_sizeRange;
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uniform float u_spreading;
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${sizingVariablesDeclaration}
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out vec4 fragColor;
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vec2 random2(vec2 p) {
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}
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vec3 voronoiShape(vec2 uv, float time) {
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vec2 i_uv = floor(uv);
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vec2 f_uv = fract(uv);
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float spreading = .25 * clamp(u_spreading, 0., 1.);
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float minDist = 1.;
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vec2 randomizer = vec2(0.);
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vec2 tileOffset = vec2(float(x), float(y));
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vec2 rand = random2(i_uv + tileOffset);
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vec2 cellCenter = vec2(.5 + 1e-4);
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cellCenter += spreading * cos(time + TWO_PI * rand);
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cellCenter -= .5;
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cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);
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float dist = length(tileOffset + cellCenter - f_uv);
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minDist = dist;
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minDist = min(minDist, dist);
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}
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return vec3(minDist, randomizer);
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}
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void main() {
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vec2 shape_uv = v_patternUV;
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shape_uv += .5;
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shape_uv *= .015;
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float t = u_time;
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vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;
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float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];
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float dist = voronoi[0];
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float edgeWidth = fwidth(dist);
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float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);
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float shape = voronoi[1];
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float mixer = shape * (u_colorsCount - 1.);
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mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
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float steps = max(1., u_stepsPerColor);
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vec4 gradient = u_colors[0];
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gradient.rgb *= gradient.a;
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for (int i = 1; i < ${dotOrbitMeta.maxColorCount}; i++) {
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if (i >= int(u_colorsCount)) break;
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float localT = clamp(mixer - float(i - 1), 0.0, 1.0);
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localT = round(localT * steps) / steps;
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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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if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
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float localT = mixer + 1.;
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localT = mixer - (u_colorsCount - 1.);
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}
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localT = round(localT * steps) / steps;
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vec4 cFst = u_colors[0];
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cFst.rgb *= cFst.a;
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vec4 cLast = u_colors[int(u_colorsCount - 1.)];
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cLast.rgb *= cLast.a;
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gradient = mix(cLast, cFst, localT);
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}
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vec3 color = gradient.rgb * dots;
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float opacity = gradient.a * dots;
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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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fragColor = vec4(color, opacity);
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}
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`;
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export {
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dotOrbitFragmentShader,
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dotOrbitMeta
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};
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//# sourceMappingURL=dot-orbit.js.map
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{
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"version": 3,
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"sources": ["../../src/shaders/dot-orbit.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, declareRotate } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Dot Pattern with dot moving around their grid position\n * The artwork by Ksenia Kondrashova\n * Renders a dot pattern with dot placed in the center of each cell of animated Voronoi diagram\n *\n * Uniforms include:\n * - u_colorBack (vec4): the background color of the scene\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float): Discretization of the color transition\n * - u_size (float, 0 .. 1): Base dot radius (relative to cell size)\n * - u_sizeRange (float, 0 .. 1): Dot radius to vary between the cells\n * - u_spreading (float, 0 .. 1): the distance each dot can move around the regular grid\n */\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nvec2 random2(vec2 p) {\n return vec2(random(p), random(200. * p));\n}\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = random2(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv += .5;\n shape_uv *= .015;\n\n float t = u_time;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);\n\n float shape = voronoi[1];\n\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 < ${dotOrbitMeta.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 color = gradient.rgb * dots;\n float opacity = gradient.a * dots;\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 fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,qBAAqB;AAEjD,MAAM,eAAe;AAAA,EAC1B,eAAe;AACjB;AAgBO,MAAM,yBAAiC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMtB,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOhD,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,wBA0DS,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
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"names": []
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}
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package/dist/shaders/god-rays.js
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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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import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils.js";
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const godRaysMeta = {
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};
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const godRaysFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_time;
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uniform vec4 u_colorBack;
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uniform vec4 u_colorBloom;
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uniform vec4 u_colors[${godRaysMeta.maxColorCount}];
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uniform float u_colorsCount;
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uniform float u_frequency;
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uniform float u_spotty;
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uniform float u_midSize;
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uniform float u_midIntensity;
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uniform float u_density;
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float valueNoise(vec2 uv) {
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vec2 i = floor(uv);
|
|
42
|
-
vec2 f = fract(uv);
|
|
43
|
-
|
|
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
|
-
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
50
|
-
|
|
51
|
-
float x1 = mix(a, b, u.x);
|
|
52
|
-
float x2 = mix(c, d, u.x);
|
|
53
|
-
return mix(x1, x2, u.y);
|
|
54
|
-
}
|
|
55
|
-
|
|
56
|
-
float raysShape(vec2 uv, float r, float freq, float density, float radius) {
|
|
57
|
-
float a = atan(uv.y, uv.x);
|
|
58
|
-
vec2 left = vec2(a * freq, r);
|
|
59
|
-
vec2 right = vec2(mod(a, TWO_PI) * freq, r);
|
|
60
|
-
float n_left = pow(valueNoise(left), density);
|
|
61
|
-
float n_right = pow(valueNoise(right), density);
|
|
62
|
-
float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));
|
|
63
|
-
return shape;
|
|
64
|
-
}
|
|
65
|
-
|
|
66
|
-
void main() {
|
|
67
|
-
vec2 shape_uv = v_objectUV;
|
|
68
|
-
|
|
69
|
-
float t = .2 * u_time;
|
|
70
|
-
|
|
71
|
-
float radius = length(shape_uv);
|
|
72
|
-
float spots = 5. * abs(u_spotty);
|
|
73
|
-
|
|
74
|
-
float density = 4. - 3. * clamp(u_density, 0., 1.);
|
|
75
|
-
|
|
76
|
-
float delta = 1. - smoothstep(0., 1., radius);
|
|
77
|
-
|
|
78
|
-
float middleShape = pow(u_midIntensity, .3) * smoothstep(abs(u_midSize), 0.02 * abs(u_midSize), 3.0 * radius);
|
|
79
|
-
middleShape = pow(middleShape, 5.0);
|
|
80
|
-
|
|
81
|
-
vec3 accumColor = vec3(0.0);
|
|
82
|
-
float accumAlpha = 0.0;
|
|
83
|
-
|
|
84
|
-
for (int i = 0; i < ${godRaysMeta.maxColorCount}; i++) {
|
|
85
|
-
if (i >= int(u_colorsCount)) break;
|
|
86
|
-
|
|
87
|
-
vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);
|
|
88
|
-
|
|
89
|
-
float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;
|
|
90
|
-
float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;
|
|
91
|
-
float f = mix(1.0, 3.0 + 0.5 * float(i), hash(float(i) + 10.0)) * u_frequency;
|
|
92
|
-
|
|
93
|
-
float ray = raysShape(rotatedUV, r1, 5.0 * f, density, radius);
|
|
94
|
-
ray *= raysShape(rotatedUV, r2, 4.0 * f, density, radius);
|
|
95
|
-
ray += (1. + 4. * ray) * middleShape;
|
|
96
|
-
ray = clamp(ray, 0.0, 1.0);
|
|
97
|
-
|
|
98
|
-
float srcAlpha = u_colors[i].a * ray;
|
|
99
|
-
vec3 srcColor = u_colors[i].rgb * srcAlpha;
|
|
100
|
-
|
|
101
|
-
vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;
|
|
102
|
-
float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;
|
|
103
|
-
|
|
104
|
-
vec3 addBlendColor = accumColor + srcColor;
|
|
105
|
-
float addBlendAlpha = accumAlpha + srcAlpha;
|
|
106
|
-
|
|
107
|
-
accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);
|
|
108
|
-
accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);
|
|
109
|
-
}
|
|
110
|
-
|
|
111
|
-
float overlayAlpha = u_colorBloom.a;
|
|
112
|
-
vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;
|
|
113
|
-
|
|
114
|
-
vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;
|
|
115
|
-
accumColor = mix(accumColor, colorWithOverlay, u_bloom);
|
|
116
|
-
|
|
117
|
-
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
118
|
-
|
|
119
|
-
vec3 color = accumColor + (1. - accumAlpha) * bgColor;
|
|
120
|
-
float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;
|
|
121
|
-
color = clamp(color, 0., 1.);
|
|
122
|
-
opacity = clamp(opacity, 0., 1.);
|
|
123
|
-
|
|
124
|
-
${colorBandingFix}
|
|
125
|
-
|
|
126
|
-
fragColor = vec4(color, opacity);
|
|
127
|
-
}
|
|
128
|
-
`;
|
|
129
|
-
export {
|
|
130
|
-
godRaysFragmentShader,
|
|
131
|
-
godRaysMeta
|
|
132
|
-
};
|
|
133
|
-
//# sourceMappingURL=god-rays.js.map
|