@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
package/dist/shaders/warp.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 { sizingVariablesDeclaration } from "../shader-sizing.js";
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import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils.js";
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const warpMeta = {
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maxColorCount: 10
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};
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const warpFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_time;
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uniform float u_scale;
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uniform vec2 u_resolution;
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uniform vec4 u_colors[${warpMeta.maxColorCount}];
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uniform float u_colorsCount;
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uniform float u_proportion;
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uniform float u_softness;
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uniform float u_shape;
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uniform float u_shapeScale;
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uniform float u_distortion;
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uniform float u_swirl;
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uniform float u_swirlIterations;
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${sizingVariablesDeclaration}
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out vec4 fragColor;
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${declarePI}
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${declareRandom}
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${declareRotate}
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float valueNoise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Smoothstep for interpolation
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vec2 u = f * f * (3.0 - 2.0 * f);
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// Do the interpolation as two nested mix operations
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// If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries
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float x1 = mix(a, b, u.x);
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float x2 = mix(c, d, u.x);
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return mix(x1, x2, u.y);
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}
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void main() {
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vec2 uv = v_patternUV;
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uv *= .005;
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float t = .01 * u_time;
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float noise_scale = .0005 + .006 * u_scale;
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float n1 = valueNoise(uv * 1. + t);
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float n2 = valueNoise(uv * 2. - t);
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float angle = n1 * TWO_PI;
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uv.x += 4. * u_distortion * n2 * cos(angle);
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uv.y += 4. * u_distortion * n2 * sin(angle);
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float iterationsNumber = ceil(clamp(u_swirlIterations, 1., 30.));
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for (float i = 1.; i <= iterationsNumber; i++) {
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uv.x += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1.5 * uv.y);
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uv.y += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1. * uv.x);
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}
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float proportion = clamp(u_proportion, 0., 1.);
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float shape = 0.;
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if (u_shape < .5) {
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vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);
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shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);
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shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);
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} else if (u_shape < 1.5) {
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vec2 stripesShape_uv = uv * (2. * u_shapeScale);
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float f = fract(stripesShape_uv.y);
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shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);
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shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);
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} else {
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float shapeScaling = 5. * (1. - u_shapeScale);
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shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));
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}
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float mixer = shape * (u_colorsCount - 1.);
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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 < ${warpMeta.maxColorCount}; i++) {
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if (i >= int(u_colorsCount)) break;
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float localMixer = clamp(mixer - float(i - 1), 0.0, 1.0);
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float localMixerStart = floor(localMixer);
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float smoothed = smoothstep(.5 - u_softness * .5, .5 + u_softness * .5, localMixer - localMixerStart);
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float localTStepped = localMixerStart + smoothed;
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localMixer = mix(localTStepped, localMixer, u_softness);
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vec4 c = u_colors[i];
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c.rgb *= c.a;
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gradient = mix(gradient, c, localMixer);
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}
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vec3 color = gradient.rgb;
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float opacity = gradient.a;
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${colorBandingFix}
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fragColor = vec4(color, opacity);
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}
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`;
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const WarpPatterns = {
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checks: 0,
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stripes: 1,
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edge: 2
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};
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export {
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WarpPatterns,
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warpFragmentShader,
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warpMeta
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};
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//# sourceMappingURL=warp.js.map
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package/dist/shaders/warp.js.map
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{
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"version": 3,
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"sources": ["../../src/shaders/warp.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, colorBandingFix } from '../shader-utils.js';\n\nexport const warpMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * 3d Perlin noise with exposed parameters\n *\n * Uniforms include:\n * - u_colors (vec4[]): Input RGBA colors\n * - u_colorsCount (float): Number of active colors (`u_colors` length)\n * - u_proportion (0 .. 1): the proportion between colors (on 0.5 colors are equally distributed)\n * - u_softness (0 .. 1): the color blur (0 for pronounced edges, 1 for gradient)\n * - u_shape (0 ... 2): the color pattern to be distorted with noise & swirl\n * - u_shape = 0 is checks\n * - u_shape = 1 is stripes\n * - u_shape = 2 is 2 halves of canvas (mapping the canvas height regardless of resolution)\n * - u_shapeScale: the scale of color pattern (appies over the global scaling)\n * - u_distortion: the noisy distortion over the UV coordinate (applied before the overlapping swirl)\n * - u_swirl: the power of swirly distortion\n * - u_swirlIterations: the number of swirl iterations (layering curves effect)\n *\n */\nexport const warpFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\nuniform vec2 u_resolution;\n\nuniform vec4 u_colors[${warpMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_shape;\nuniform float u_shapeScale;\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_swirlIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n\n // Smoothstep for interpolation\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n // Do the interpolation as two nested mix operations\n // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .005;\n\n float t = .01 * u_time;\n\n float noise_scale = .0005 + .006 * u_scale;\n\n float n1 = valueNoise(uv * 1. + t);\n float n2 = valueNoise(uv * 2. - t);\n float angle = n1 * TWO_PI;\n uv.x += 4. * u_distortion * n2 * cos(angle);\n uv.y += 4. * u_distortion * n2 * sin(angle);\n\n float iterationsNumber = ceil(clamp(u_swirlIterations, 1., 30.));\n for (float i = 1.; i <= iterationsNumber; i++) {\n uv.x += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1.5 * uv.y);\n uv.y += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1. * uv.x);\n }\n\n float proportion = clamp(u_proportion, 0., 1.);\n\n float shape = 0.;\n if (u_shape < .5) {\n vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);\n shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else if (u_shape < 1.5) {\n vec2 stripesShape_uv = uv * (2. * u_shapeScale);\n float f = fract(stripesShape_uv.y);\n shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else {\n float shapeScaling = 5. * (1. - u_shapeScale);\n shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));\n }\n\n float mixer = shape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localMixer = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float localMixerStart = floor(localMixer);\n float smoothed = smoothstep(.5 - u_softness * .5, .5 + u_softness * .5, localMixer - localMixerStart);\n float localTStepped = localMixerStart + smoothed;\n\n localMixer = mix(localTStepped, localMixer, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localMixer);\n }\n\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WarpUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_proportion: number;\n u_softness: number;\n u_shape: (typeof WarpPatterns)[WarpPattern];\n u_shapeScale: number;\n u_distortion: number;\n u_swirl: number;\n u_swirlIterations: number;\n}\n\nexport interface WarpParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n rotation?: number;\n proportion?: number;\n softness?: number;\n shape?: WarpPattern;\n shapeScale?: number;\n distortion?: number;\n swirl?: number;\n swirlIterations?: number;\n}\n\nexport const WarpPatterns = {\n checks: 0,\n stripes: 1,\n edge: 2,\n} as const;\n\nexport type WarpPattern = keyof typeof WarpPatterns;\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,eAAe,uBAAuB;AAElE,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAoBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAOlB,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU5C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA6DS,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
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"names": []
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}
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package/dist/shaders/waves.js
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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, declareRotate } from "../shader-utils.js";
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const wavesFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_scale;
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uniform vec4 u_colorFront;
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uniform vec4 u_colorBack;
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uniform float u_shape;
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uniform float u_frequency;
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uniform float u_amplitude;
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uniform float u_spacing;
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uniform float u_proportion;
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uniform float u_softness;
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${sizingVariablesDeclaration}
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out vec4 fragColor;
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${declarePI}
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void main() {
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vec2 shape_uv = v_patternUV;
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shape_uv *= .05;
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float wave = .5 * cos(shape_uv.x * u_frequency * TWO_PI);
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float zigzag = 2. * abs(fract(shape_uv.x * u_frequency) - .5);
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float irregular = sin(shape_uv.x * .25 * u_frequency * TWO_PI) * cos(shape_uv.x * u_frequency * TWO_PI);
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36
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float irregular2 = .75 * (sin(shape_uv.x * u_frequency * TWO_PI) + .5 * cos(shape_uv.x * .5 * u_frequency * TWO_PI));
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37
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38
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float offset = mix(zigzag, wave, smoothstep(0., 1., u_shape));
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offset = mix(offset, irregular, smoothstep(1., 2., u_shape));
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40
|
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offset = mix(offset, irregular2, smoothstep(2., 3., u_shape));
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41
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offset *= 2. * u_amplitude;
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42
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-
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43
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float spacing = .02 + .98 * u_spacing;
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44
|
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float shape = .5 + .5 * sin((shape_uv.y + offset) * PI / spacing);
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45
|
-
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46
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float edge_width = .02 / (1. + abs(shape)) * (.001 + u_scale);
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47
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edge_width += .5 * max(0., u_softness);
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48
|
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float dc = 1. - clamp(u_proportion, 0., 1.);
|
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49
|
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float res = smoothstep(dc - edge_width, dc + edge_width, shape);
|
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50
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-
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51
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vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
|
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52
|
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float fgOpacity = u_colorFront.a;
|
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53
|
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vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
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54
|
-
float bgOpacity = u_colorBack.a;
|
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55
|
-
|
|
56
|
-
vec3 color = fgColor * res;
|
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57
|
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float opacity = fgOpacity * res;
|
|
58
|
-
|
|
59
|
-
color += bgColor * (1. - opacity);
|
|
60
|
-
opacity += bgOpacity * (1. - opacity);
|
|
61
|
-
|
|
62
|
-
fragColor = vec4(color, opacity);
|
|
63
|
-
}
|
|
64
|
-
`;
|
|
65
|
-
export {
|
|
66
|
-
wavesFragmentShader
|
|
67
|
-
};
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68
|
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//# sourceMappingURL=waves.js.map
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|
@@ -1,7 +0,0 @@
|
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1
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{
|
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2
|
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"version": 3,
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3
|
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"sources": ["../../src/shaders/waves.ts"],
|
|
4
|
-
"sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRotate } from '../shader-utils.js';\n\n/**\n * Waves static pattern on the transparent background\n *\n * Uniforms include:\n * u_colorFront - the first color\n * u_colorBack - the second color\n * u_shape (0 ... 3) - the line shaping coefficient, non-integer\n values allowed and produce mixed shapes\n - u_shape = 0 is zigzag\n - u_shape = 1 is perfect sine wave\n - u_shape = 2 is irregular wave #1\n - u_shape = 3 is irregular wave #2\n * u_frequency - the wave frequency\n * u_amplitude - the wave amplitude\n * u_spacing - the density of pattern lines\n * u_proportion (0 ... 1) - the proportion of stroke width to the pattern step\n * u_softness (0 ... 1) - the blur applied to the lines edges\n */\nexport const wavesFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_scale;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_shape;\nuniform float u_frequency;\nuniform float u_amplitude;\nuniform float u_spacing;\nuniform float u_proportion;\nuniform float u_softness;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRotate}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .05;\n\n float wave = .5 * cos(shape_uv.x * u_frequency * TWO_PI);\n float zigzag = 2. * abs(fract(shape_uv.x * u_frequency) - .5);\n float irregular = sin(shape_uv.x * .25 * u_frequency * TWO_PI) * cos(shape_uv.x * u_frequency * TWO_PI);\n float irregular2 = .75 * (sin(shape_uv.x * u_frequency * TWO_PI) + .5 * cos(shape_uv.x * .5 * u_frequency * TWO_PI));\n\n float offset = mix(zigzag, wave, smoothstep(0., 1., u_shape));\n offset = mix(offset, irregular, smoothstep(1., 2., u_shape));\n offset = mix(offset, irregular2, smoothstep(2., 3., u_shape));\n offset *= 2. * u_amplitude;\n\n float spacing = .02 + .98 * u_spacing;\n float shape = .5 + .5 * sin((shape_uv.y + offset) * PI / spacing);\n\n float edge_width = .02 / (1. + abs(shape)) * (.001 + u_scale);\n edge_width += .5 * max(0., u_softness);\n float dc = 1. - clamp(u_proportion, 0., 1.);\n float res = smoothstep(dc - edge_width, dc + edge_width, shape);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WavesUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_shape: number;\n u_frequency: number;\n u_amplitude: number;\n u_spacing: number;\n u_proportion: number;\n u_softness: number;\n}\n\nexport interface WavesParams extends ShaderSizingParams {\n colorFront?: string;\n colorBack?: string;\n rotation?: number;\n shape?: number;\n frequency?: number;\n amplitude?: number;\n spacing?: number;\n proportion?: number;\n softness?: number;\n}\n"],
|
|
5
|
-
"mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,qBAAqB;AAoBlC,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAczC,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
|
|
6
|
-
"names": []
|
|
7
|
-
}
|
package/dist/types.js
DELETED