@paper-design/shaders 0.0.31 → 0.0.32

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Files changed (75) hide show
  1. package/dist/index.d.ts +23 -25
  2. package/dist/shaders/dithering.d.ts +8 -8
  3. package/dist/shaders/dot-grid.d.ts +1 -1
  4. package/dist/shaders/dot-orbit.d.ts +3 -6
  5. package/dist/shaders/god-rays.d.ts +6 -9
  6. package/dist/shaders/grain-gradient.d.ts +3 -5
  7. package/dist/shaders/liquid-metal.d.ts +12 -27
  8. package/dist/shaders/mesh-gradient.d.ts +3 -3
  9. package/dist/shaders/metaballs.d.ts +3 -6
  10. package/dist/shaders/neuro-noise.d.ts +6 -12
  11. package/dist/shaders/perlin-noise.d.ts +10 -10
  12. package/dist/shaders/pulsing-border.d.ts +3 -3
  13. package/dist/shaders/simplex-noise.d.ts +3 -3
  14. package/dist/shaders/smoke-ring.d.ts +3 -3
  15. package/dist/shaders/spiral.d.ts +8 -8
  16. package/dist/shaders/swirl.d.ts +3 -5
  17. package/dist/shaders/voronoi.d.ts +8 -8
  18. package/dist/shaders/warp.d.ts +3 -3
  19. package/dist/shaders/waves.d.ts +7 -7
  20. package/package.json +2 -2
  21. package/dist/get-shader-color-from-string.js +0 -93
  22. package/dist/get-shader-color-from-string.js.map +0 -7
  23. package/dist/get-shader-noise-texture.js +0 -23
  24. package/dist/get-shader-noise-texture.js.map +0 -7
  25. package/dist/index.js +0 -118
  26. package/dist/index.js.map +0 -7
  27. package/dist/shader-color-spaces.js +0 -96
  28. package/dist/shader-color-spaces.js.map +0 -7
  29. package/dist/shader-mount.js +0 -582
  30. package/dist/shader-mount.js.map +0 -7
  31. package/dist/shader-sizing.js +0 -193
  32. package/dist/shader-sizing.js.map +0 -7
  33. package/dist/shader-utils.js +0 -59
  34. package/dist/shader-utils.js.map +0 -7
  35. package/dist/shaders/color-panels.d.ts +0 -48
  36. package/dist/shaders/color-panels.js +0 -213
  37. package/dist/shaders/color-panels.js.map +0 -7
  38. package/dist/shaders/dithering.js +0 -221
  39. package/dist/shaders/dithering.js.map +0 -7
  40. package/dist/shaders/dot-grid.js +0 -107
  41. package/dist/shaders/dot-grid.js.map +0 -7
  42. package/dist/shaders/dot-orbit.js +0 -124
  43. package/dist/shaders/dot-orbit.js.map +0 -7
  44. package/dist/shaders/god-rays.js +0 -133
  45. package/dist/shaders/god-rays.js.map +0 -7
  46. package/dist/shaders/grain-gradient.js +0 -243
  47. package/dist/shaders/grain-gradient.js.map +0 -7
  48. package/dist/shaders/liquid-metal.js +0 -221
  49. package/dist/shaders/liquid-metal.js.map +0 -7
  50. package/dist/shaders/mesh-gradient.js +0 -97
  51. package/dist/shaders/mesh-gradient.js.map +0 -7
  52. package/dist/shaders/metaballs.js +0 -110
  53. package/dist/shaders/metaballs.js.map +0 -7
  54. package/dist/shaders/neuro-noise.js +0 -81
  55. package/dist/shaders/neuro-noise.js.map +0 -7
  56. package/dist/shaders/perlin-noise.js +0 -201
  57. package/dist/shaders/perlin-noise.js.map +0 -7
  58. package/dist/shaders/pulsing-border.js +0 -218
  59. package/dist/shaders/pulsing-border.js.map +0 -7
  60. package/dist/shaders/simplex-noise.js +0 -103
  61. package/dist/shaders/simplex-noise.js.map +0 -7
  62. package/dist/shaders/smoke-ring.js +0 -141
  63. package/dist/shaders/smoke-ring.js.map +0 -7
  64. package/dist/shaders/spiral.js +0 -83
  65. package/dist/shaders/spiral.js.map +0 -7
  66. package/dist/shaders/swirl.js +0 -91
  67. package/dist/shaders/swirl.js.map +0 -7
  68. package/dist/shaders/voronoi.js +0 -143
  69. package/dist/shaders/voronoi.js.map +0 -7
  70. package/dist/shaders/warp.js +0 -128
  71. package/dist/shaders/warp.js.map +0 -7
  72. package/dist/shaders/waves.js +0 -68
  73. package/dist/shaders/waves.js.map +0 -7
  74. package/dist/types.js +0 -6
  75. package/dist/types.js.map +0 -7
@@ -1,103 +0,0 @@
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.js";
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- import { declareSimplexNoise, colorBandingFix } from "../shader-utils.js";
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- const simplexNoiseMeta = {
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- maxColorCount: 10
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- };
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- const simplexNoiseFragmentShader = `#version 300 es
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- precision mediump float;
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-
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- uniform float u_time;
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- uniform float u_scale;
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-
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- uniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];
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- uniform float u_colorsCount;
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- uniform float u_stepsPerColor;
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- uniform float u_softness;
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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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- ${declareSimplexNoise}
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-
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- float getNoise(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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-
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- return noise;
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- }
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-
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- float steppedSmooth(float t, float steps, float softness) {
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- float stepT = floor(t * steps) / steps;
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- float f = t * steps - floor(t * steps);
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-
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- float fw = 0.005 / u_scale;
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- float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);
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-
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- return stepT + smoothed / steps;
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- }
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-
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- void main() {
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- vec2 shape_uv = v_patternUV;
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-
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- shape_uv *= .001;
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-
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- float t = .2 * u_time;
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-
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- float shape = .5 + .5 * getNoise(shape_uv, t);
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-
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- bool u_extraSides = true;
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-
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- float mixer = shape * (u_colorsCount - 1.);
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- if (u_extraSides == true) {
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- mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
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- }
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-
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- float steps = max(1., u_stepsPerColor);
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-
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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 < ${simplexNoiseMeta.maxColorCount}; i++) {
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- if (i >= int(u_colorsCount)) break;
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-
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- float localT = clamp(mixer - float(i - 1), 0., 1.);
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- localT = steppedSmooth(localT, steps, u_softness);
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-
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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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- if (u_extraSides == true) {
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- if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
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- float localT = mixer + 1.;
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- if (mixer > (u_colorsCount - 1.)) {
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- localT = mixer - (u_colorsCount - 1.);
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- }
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- localT = steppedSmooth(localT, steps, u_softness);
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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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- }
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-
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- vec3 color = gradient.rgb;
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- float opacity = gradient.a;
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-
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- ${colorBandingFix}
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-
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- fragColor = vec4(color, opacity);
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- }
98
- `;
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- export {
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- simplexNoiseFragmentShader,
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- simplexNoiseMeta
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- };
103
- //# sourceMappingURL=simplex-noise.js.map
@@ -1,7 +0,0 @@
1
- {
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- "version": 3,
3
- "sources": ["../../src/shaders/simplex-noise.ts"],
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- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, colorBandingFix } from '../shader-utils.js';\n\nexport const simplexNoiseMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Simplex Noise animation by Ksenia Kondrashova\n * Calculates a combination of 2 simplex noises with result mapped as\n * a gradient with dynamic number of main colors and steps between them\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_stepsPerColor (float, used as int): Number of rendered colors per input color\n * - u_softness (float, 0..1): Amount of blur applied to the color steps\n */\nexport const simplexNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n\nfloat getNoise(vec2 uv, float t) {\n float noise = .5 * snoise(uv - vec2(0., .3 * t));\n noise += .5 * snoise(2. * uv + vec2(0., .32 * t));\n\n return noise;\n}\n\nfloat steppedSmooth(float t, float steps, float softness) {\n float stepT = floor(t * steps) / steps;\n float f = t * steps - floor(t * steps);\n\n float fw = 0.005 / u_scale;\n float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);\n\n return stepT + smoothed / steps;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .001;\n\n float t = .2 * u_time;\n\n float shape = .5 + .5 * getNoise(shape_uv, t);\n\n bool u_extraSides = true;\n\n float mixer = shape * (u_colorsCount - 1.);\n if (u_extraSides == true) {\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n }\n\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${simplexNoiseMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = steppedSmooth(localT, steps, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if (u_extraSides == true) {\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = steppedSmooth(localT, steps, u_softness);\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n }\n\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SimplexNoiseUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_softness: number;\n}\n\nexport interface SimplexNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n softness?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,uBAAuB;AAE9C,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAaO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAM1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA,EAKpD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAuCG,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA6BlD,eAAe;AAAA;AAAA;AAAA;AAAA;",
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- "names": []
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- }
@@ -1,141 +0,0 @@
1
- /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
- * Paper Shaders *
3
- * https://github.com/paper-design/shaders *
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- * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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-
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, declareRandom, colorBandingFix } from "../shader-utils.js";
8
- const smokeRingMeta = {
9
- maxColorCount: 10,
10
- maxNoiseIterations: 8
11
- };
12
- const smokeRingFragmentShader = `#version 300 es
13
- precision mediump float;
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-
15
- uniform float u_time;
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-
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- uniform sampler2D u_noiseTexture;
18
-
19
- uniform vec4 u_colorBack;
20
- uniform vec4 u_colors[${smokeRingMeta.maxColorCount}];
21
- uniform float u_colorsCount;
22
-
23
- uniform float u_noiseScale;
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- uniform float u_thickness;
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- uniform float u_radius;
26
- uniform float u_innerShape;
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- uniform float u_noiseIterations;
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-
29
- ${sizingVariablesDeclaration}
30
-
31
- out vec4 fragColor;
32
-
33
- ${declarePI}
34
- //$ {declareRandom}
35
-
36
- float random(vec2 p) {
37
- vec2 uv = floor(p) / 100. + .5;
38
- return texture(u_noiseTexture, uv).r;
39
- }
40
-
41
- float noise(vec2 st) {
42
- vec2 i = floor(st);
43
- vec2 f = fract(st);
44
- float a = random(i);
45
- float b = random(i + vec2(1.0, 0.0));
46
- float c = random(i + vec2(0.0, 1.0));
47
- float d = random(i + vec2(1.0, 1.0));
48
-
49
- // Smoothstep for interpolation
50
- vec2 u = f * f * (3.0 - 2.0 * f);
51
-
52
- // Do the interpolation as two nested mix operations
53
- // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries
54
- float x1 = mix(a, b, u.x);
55
- float x2 = mix(c, d, u.x);
56
- return mix(x1, x2, u.y);
57
-
58
- }
59
- float fbm(in vec2 n) {
60
- float total = 0.0, amplitude = .4;
61
- for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {
62
- if (i >= int(u_noiseIterations)) break;
63
- total += noise(n) * amplitude;
64
- n *= 1.99;
65
- amplitude *= 0.65;
66
- }
67
- return total;
68
- }
69
-
70
- float getNoise(vec2 uv, vec2 pUv, float t) {
71
- float noiseLeft = fbm(pUv + .03 * t);
72
- pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);
73
- float noiseRight = fbm(pUv + .03 * t);
74
- return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));
75
- }
76
-
77
- float getRingShape(vec2 uv) {
78
- float radius = u_radius;
79
- float thickness = u_thickness;
80
-
81
- float distance = length(uv);
82
- float ringValue = 1. - smoothstep(radius, radius + thickness, distance);
83
- ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);
84
-
85
- return ringValue;
86
- }
87
-
88
- void main() {
89
- vec2 shape_uv = v_objectUV;
90
-
91
- float t = u_time;
92
-
93
- float cycleDuration = 3.;
94
- float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);
95
- float localTime2 = mod(.1 * t, 2. * cycleDuration);
96
- float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);
97
-
98
- float atg = atan(shape_uv.y, shape_uv.x) + .001;
99
- float l = length(shape_uv);
100
- vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));
101
- polar_uv1 *= u_noiseScale;
102
- float noise1 = getNoise(shape_uv, polar_uv1, t);
103
-
104
- vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));
105
- polar_uv2 *= u_noiseScale;
106
- float noise2 = getNoise(shape_uv, polar_uv2, t);
107
-
108
- float noise = mix(noise1, noise2, timeBlend);
109
-
110
- shape_uv *= (.8 + 1.2 * noise);
111
-
112
- float ringShape = getRingShape(shape_uv);
113
-
114
- float mixer = pow(ringShape, 3.) * (u_colorsCount - 1.);
115
- vec4 gradient = u_colors[0];
116
- gradient.rgb *= gradient.a;
117
- for (int i = 1; i < ${smokeRingMeta.maxColorCount}; i++) {
118
- if (i >= int(u_colorsCount)) break;
119
- float localT = clamp(mixer - float(i - 1), 0., 1.);
120
- vec4 c = u_colors[i];
121
- c.rgb *= c.a;
122
- gradient = mix(gradient, c, localT);
123
- }
124
-
125
- vec3 color = gradient.rgb * ringShape;
126
- float opacity = gradient.a * ringShape;
127
-
128
- vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
129
- color = color + bgColor * (1. - opacity);
130
- opacity = opacity + u_colorBack.a * (1. - opacity);
131
-
132
- ${colorBandingFix}
133
-
134
- fragColor = vec4(color, opacity);
135
- }
136
- `;
137
- export {
138
- smokeRingFragmentShader,
139
- smokeRingMeta
140
- };
141
- //# sourceMappingURL=smoke-ring.js.map
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/shaders/smoke-ring.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, colorBandingFix } from '../shader-utils.js';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Smoke Ring by Ksenia Kondrashova\n * Renders a fractional Brownian motion (fBm) noise over the\n * polar coordinates masked with ring shape\n *\n * Uniforms include:\n * - u_colorBack: the background color of the scene\n * - uColors (vec4[]): Input RGBA colors\n * - uColorsCount (float): Number of active colors (`uColors` length) * u_noiseScale - the resolution of noise texture\n * - u_thickness (float): the thickness of the ring\n * - u_radius (float): the radius of the ring (u_radius = 0.5 to fit in contain mode)\n * - u_innerShape (float): if we fill the shape inside the radius (u_innerShape = 1 to render only the thickness)\n * - u_noiseIterations (float): how detailed is the noise (number of fbm layers)\n */\n\nexport const smokeRingFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${smokeRingMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_noiseScale;\nuniform float u_thickness;\nuniform float u_radius;\nuniform float u_innerShape;\nuniform float u_noiseIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n//$ {declareRandom}\n\nfloat random(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).r;\n}\n\nfloat noise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n\n // Smoothstep for interpolation\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n // Do the interpolation as two nested mix operations\n // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n\n}\nfloat fbm(in vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {\n if (i >= int(u_noiseIterations)) break;\n total += noise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\nfloat getNoise(vec2 uv, vec2 pUv, float t) {\n float noiseLeft = fbm(pUv + .03 * t);\n pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);\n float noiseRight = fbm(pUv + .03 * t);\n return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));\n}\n\nfloat getRingShape(vec2 uv) {\n float radius = u_radius;\n float thickness = u_thickness;\n\n float distance = length(uv);\n float ringValue = 1. - smoothstep(radius, radius + thickness, distance);\n ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);\n\n return ringValue;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = u_time;\n\n float cycleDuration = 3.;\n float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);\n float localTime2 = mod(.1 * t, 2. * cycleDuration);\n float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);\n\n float atg = atan(shape_uv.y, shape_uv.x) + .001;\n float l = length(shape_uv);\n vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));\n polar_uv1 *= u_noiseScale;\n float noise1 = getNoise(shape_uv, polar_uv1, t);\n\n vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));\n polar_uv2 *= u_noiseScale;\n float noise2 = getNoise(shape_uv, polar_uv2, t);\n\n float noise = mix(noise1, noise2, timeBlend);\n\n shape_uv *= (.8 + 1.2 * noise);\n\n float ringShape = getRingShape(shape_uv);\n\n float mixer = pow(ringShape, 3.) * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${smokeRingMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * ringShape;\n float opacity = gradient.a * ringShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SmokeRingUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_noiseScale: number;\n u_thickness: number;\n u_radius: number;\n u_innerShape: number;\n u_noiseIterations: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface SmokeRingParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n noiseScale?: number;\n thickness?: number;\n radius?: number;\n innerShape?: number;\n noiseIterations?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,uBAAuB;AAEnD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,oBAAoB;AACtB;AAiBO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQvB,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASjD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA4Ba,cAAc,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAwDhC,cAAc,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAe/C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
- "names": []
7
- }
@@ -1,83 +0,0 @@
1
- /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
- * Paper Shaders *
3
- * https://github.com/paper-design/shaders *
4
- * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
-
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declareSimplexNoise, declarePI, colorBandingFix } from "../shader-utils.js";
8
- const spiralFragmentShader = `#version 300 es
9
- precision mediump float;
10
-
11
- uniform float u_time;
12
-
13
- uniform vec4 u_colorBack;
14
- uniform vec4 u_colorFront;
15
- uniform float u_density;
16
- uniform float u_distortion;
17
- uniform float u_strokeWidth;
18
- uniform float u_strokeCap;
19
- uniform float u_strokeTaper;
20
-
21
- uniform float u_noiseFrequency;
22
- uniform float u_noisePower;
23
- uniform float u_softness;
24
-
25
- ${sizingVariablesDeclaration}
26
-
27
- out vec4 fragColor;
28
-
29
- ${declarePI}
30
- ${declareSimplexNoise}
31
-
32
- void main() {
33
- vec2 shape_uv = v_patternUV * .02;
34
-
35
- float t = u_time;
36
-
37
- float l = length(shape_uv);
38
- float angle = atan(shape_uv.y, shape_uv.x) - 2. * t;
39
- float angle_norm = angle / TWO_PI;
40
-
41
- angle_norm += .125 * u_noisePower * snoise(.5 * u_noiseFrequency * shape_uv);
42
-
43
- float offset = pow(l, 1. - clamp(u_density, 0., 1.)) + angle_norm;
44
-
45
- float stripe_map = fract(offset);
46
- stripe_map -= .5 * u_strokeTaper * l;
47
-
48
- stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);
49
-
50
- float shape = 2. * abs(stripe_map - .5);
51
-
52
- shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));
53
-
54
- float stroke_width = clamp(u_strokeWidth, fwidth(l), 1. - fwidth(l));
55
-
56
- float edge_width = min(fwidth(l), fwidth(offset));
57
-
58
- float mid = 1. - smoothstep(.0, .9, l);
59
- mid = pow(mid, 2.);
60
- shape -= .5 * u_strokeCap * mid;
61
-
62
- float res = smoothstep(stroke_width - edge_width - u_softness, stroke_width + edge_width + u_softness, shape);
63
-
64
- vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
65
- float fgOpacity = u_colorFront.a;
66
- vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
67
- float bgOpacity = u_colorBack.a;
68
-
69
- vec3 color = bgColor * res;
70
- float opacity = bgOpacity * res;
71
-
72
- color += fgColor * (1. - opacity);
73
- opacity += fgOpacity * (1. - opacity);
74
-
75
- ${colorBandingFix}
76
-
77
- fragColor = vec4(color, opacity);
78
- }
79
- `;
80
- export {
81
- spiralFragmentShader
82
- };
83
- //# sourceMappingURL=spiral.js.map
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/shaders/spiral.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * Spiral shape by Ksenia Kondrashova\n * Generates a dynamic spiral shape with configurable parameters\n *\n * Uniforms include:\n *\n * u_scale - controls the overall scale of the spiral (u_scale = 1 makes it fit the viewport height)\n * u_offsetX - left / right pan\n * u_offsetY - up / down pan\n * u_colorBack - the first color used in the spiral (stroke)\n * u_colorFront - the second color used in the spiral (back)\n * u_density (0 .. 1) - the spacing of the spiral arms\n * u_distortion (0 .. 1) - adds a wavy distortion effect to the spiral arms\n * u_strokeWidth (0 .. 1) - defines the thickness of the spiral lines.\n * u_strokeCap (0 .. 1) - adjusts the fading of the spiral edges.\n * u_strokeTaper (0 .. 1) - controls the tapering effect along the spiral arms.\n * u_noiseFrequency - frequency of the noise applied to the spiral.\n * u_noisePower (0 .. 1) - strength of the noise effect.\n * u_softness - softens the edges of the spiral for a smoother appearance.\n */\nexport const spiralFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_density;\nuniform float u_distortion;\nuniform float u_strokeWidth;\nuniform float u_strokeCap;\nuniform float u_strokeTaper;\n\nuniform float u_noiseFrequency;\nuniform float u_noisePower;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nvoid main() {\n vec2 shape_uv = v_patternUV * .02;\n\n float t = u_time;\n\n float l = length(shape_uv);\n float angle = atan(shape_uv.y, shape_uv.x) - 2. * t;\n float angle_norm = angle / TWO_PI;\n\n angle_norm += .125 * u_noisePower * snoise(.5 * u_noiseFrequency * shape_uv);\n\n float offset = pow(l, 1. - clamp(u_density, 0., 1.)) + angle_norm;\n\n float stripe_map = fract(offset);\n stripe_map -= .5 * u_strokeTaper * l;\n\n stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);\n\n float shape = 2. * abs(stripe_map - .5);\n\n shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));\n\n float stroke_width = clamp(u_strokeWidth, fwidth(l), 1. - fwidth(l));\n\n float edge_width = min(fwidth(l), fwidth(offset));\n\n float mid = 1. - smoothstep(.0, .9, l);\n mid = pow(mid, 2.);\n shape -= .5 * u_strokeCap * mid;\n\n float res = smoothstep(stroke_width - edge_width - u_softness, stroke_width + edge_width + u_softness, shape);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = bgColor * res;\n float opacity = bgOpacity * res;\n\n color += fgColor * (1. - opacity);\n opacity += fgOpacity * (1. - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SpiralUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_density: number;\n u_distortion: number;\n u_strokeWidth: number;\n u_strokeTaper: number;\n u_strokeCap: number;\n u_noiseFrequency: number;\n u_noisePower: number;\n u_softness: number;\n}\n\nexport interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n density?: number;\n distortion?: number;\n strokeWidth?: number;\n strokeTaper?: number;\n strokeCap?: number;\n noiseFrequency?: number;\n noisePower?: number;\n softness?: number;\n}\n"],
5
- "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,WAAW,uBAAuB;AAsBzD,MAAM,uBAA+B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiB1C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA6CjB,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
- "names": []
7
- }
@@ -1,91 +0,0 @@
1
- /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
- * Paper Shaders *
3
- * https://github.com/paper-design/shaders *
4
- * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
-
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from "../shader-utils.js";
8
- const swirlMeta = {
9
- maxColorCount: 10
10
- };
11
- const swirlFragmentShader = `#version 300 es
12
- precision mediump float;
13
-
14
- uniform float u_time;
15
-
16
- uniform vec4 u_colorBack;
17
- uniform vec4 u_colors[${swirlMeta.maxColorCount}];
18
- uniform float u_colorsCount;
19
- uniform float u_bandCount;
20
- uniform float u_twist;
21
- uniform float u_softness;
22
- uniform float u_noisePower;
23
- uniform float u_noiseFrequency;
24
-
25
- ${sizingVariablesDeclaration}
26
-
27
- out vec4 fragColor;
28
-
29
- ${declarePI}
30
- ${declareSimplexNoise}
31
- ${declareRotate}
32
-
33
- void main() {
34
- vec2 shape_uv = v_objectUV;
35
-
36
- float l = length(shape_uv);
37
-
38
- float t = u_time;
39
-
40
- float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;
41
- float angle_norm = angle / TWO_PI;
42
-
43
- float twist = 3. * clamp(u_twist, 0., 1.);
44
- float offset = pow(l, -twist) + angle_norm;
45
-
46
- float shape = fract(offset);
47
- shape = 1. - abs(2. * shape - 1.);
48
- shape += u_noisePower * snoise(pow(u_noiseFrequency, 2.) * shape_uv);
49
-
50
- float mid = smoothstep(.2, .4, pow(l, twist));
51
- shape = mix(0., shape, mid);
52
-
53
- float edge_w = fwidth(shape);
54
-
55
- float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;
56
- vec4 gradient = u_colors[0];
57
- gradient.rgb *= gradient.a;
58
-
59
- for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {
60
- if (i > int(u_colorsCount) - 1) break;
61
-
62
- vec2 borders = vec2(float(i + 1) - u_softness - edge_w, float(i + 1) + u_softness + edge_w) / u_colorsCount;
63
- float localT = smoothstep(borders[0], borders[1], mixer);
64
- vec4 c = u_colors[i];
65
- c.rgb *= c.a;
66
- gradient = mix(gradient, c, localT);
67
- }
68
-
69
- vec2 borders = vec2(2. / (u_colorsCount - 1.));
70
- borders = vec2(borders[0] - u_softness - edge_w, borders[1] + u_softness + edge_w) / u_colorsCount;
71
- borders[0] = max(0., borders[0]);
72
- float gradientShape = smoothstep(borders[0], borders[1], mixer);
73
-
74
- vec3 color = gradient.rgb * gradientShape;
75
- float opacity = gradient.a * gradientShape;
76
-
77
- vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
78
- color = color + bgColor * (1.0 - opacity);
79
- opacity = opacity + u_colorBack.a * (1.0 - opacity);
80
-
81
-
82
- ${colorBandingFix}
83
-
84
- fragColor = vec4(color, opacity);
85
- }
86
- `;
87
- export {
88
- swirlFragmentShader,
89
- swirlMeta
90
- };
91
- //# sourceMappingURL=swirl.js.map
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/shaders/swirl.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const swirlMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n */\nexport const swirlFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SwirlUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_bandCount: number;\n u_twist: number;\n u_softness: number;\n u_noiseFrequency: number;\n u_noisePower: number;\n}\n\nexport interface SwirlParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n bandCount?: number;\n twist?: number;\n softness?: number;\n noiseFrequency?: number;\n noisePower?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,WAAW,eAAe,uBAAuB;AAExE,MAAM,YAAY;AAAA,EACvB,eAAe;AACjB;AAIO,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMnB,UAAU,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQ7C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,mBAAmB;AAAA,EACnB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA4BS,UAAU,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAuB3C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
- "names": []
7
- }
@@ -1,143 +0,0 @@
1
- /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
- * Paper Shaders *
3
- * https://github.com/paper-design/shaders *
4
- * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
-
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI } from "../shader-utils.js";
8
- const voronoiMeta = {
9
- maxColorCount: 5
10
- };
11
- const voronoiFragmentShader = `#version 300 es
12
- precision mediump float;
13
-
14
- uniform float u_time;
15
-
16
- uniform float u_scale;
17
-
18
- uniform sampler2D u_noiseTexture;
19
-
20
- uniform vec4 u_colors[${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);
72
- 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];
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- cFst.rgb *= cFst.a;
115
- vec4 cLast = u_colors[int(u_colorsCount - 1.)];
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- 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
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/shaders/voronoi.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI } from '../shader-utils.js';\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"],
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- "names": []
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- }