@paper-design/shaders 0.0.31 → 0.0.33

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Files changed (52) hide show
  1. package/dist/shader-utils.d.ts +1 -0
  2. package/dist/shader-utils.js +16 -1
  3. package/dist/shader-utils.js.map +2 -2
  4. package/dist/shaders/color-panels.d.ts +11 -12
  5. package/dist/shaders/color-panels.js +1 -4
  6. package/dist/shaders/color-panels.js.map +2 -2
  7. package/dist/shaders/dithering.d.ts +18 -23
  8. package/dist/shaders/dithering.js.map +2 -2
  9. package/dist/shaders/dot-grid.d.ts +15 -13
  10. package/dist/shaders/dot-grid.js +1 -0
  11. package/dist/shaders/dot-grid.js.map +2 -2
  12. package/dist/shaders/dot-orbit.d.ts +9 -11
  13. package/dist/shaders/dot-orbit.js.map +2 -2
  14. package/dist/shaders/god-rays.d.ts +11 -15
  15. package/dist/shaders/god-rays.js +11 -26
  16. package/dist/shaders/god-rays.js.map +2 -2
  17. package/dist/shaders/grain-gradient.d.ts +19 -1
  18. package/dist/shaders/grain-gradient.js +4 -21
  19. package/dist/shaders/grain-gradient.js.map +2 -2
  20. package/dist/shaders/liquid-metal.d.ts +17 -0
  21. package/dist/shaders/liquid-metal.js +2 -2
  22. package/dist/shaders/liquid-metal.js.map +2 -2
  23. package/dist/shaders/mesh-gradient.d.ts +7 -7
  24. package/dist/shaders/mesh-gradient.js.map +2 -2
  25. package/dist/shaders/metaballs.d.ts +8 -8
  26. package/dist/shaders/metaballs.js.map +2 -2
  27. package/dist/shaders/neuro-noise.d.ts +7 -9
  28. package/dist/shaders/neuro-noise.js.map +2 -2
  29. package/dist/shaders/perlin-noise.d.ts +9 -13
  30. package/dist/shaders/perlin-noise.js.map +2 -2
  31. package/dist/shaders/pulsing-border.d.ts +14 -15
  32. package/dist/shaders/pulsing-border.js +12 -19
  33. package/dist/shaders/pulsing-border.js.map +2 -2
  34. package/dist/shaders/simplex-noise.d.ts +7 -9
  35. package/dist/shaders/simplex-noise.js.map +2 -2
  36. package/dist/shaders/smoke-ring.d.ts +8 -11
  37. package/dist/shaders/smoke-ring.js +4 -21
  38. package/dist/shaders/smoke-ring.js.map +2 -2
  39. package/dist/shaders/spiral.d.ts +10 -16
  40. package/dist/shaders/spiral.js +1 -0
  41. package/dist/shaders/spiral.js.map +2 -2
  42. package/dist/shaders/swirl.d.ts +10 -0
  43. package/dist/shaders/swirl.js +14 -16
  44. package/dist/shaders/swirl.js.map +2 -2
  45. package/dist/shaders/voronoi.d.ts +13 -13
  46. package/dist/shaders/voronoi.js.map +2 -2
  47. package/dist/shaders/warp.d.ts +12 -14
  48. package/dist/shaders/warp.js +2 -22
  49. package/dist/shaders/warp.js.map +2 -2
  50. package/dist/shaders/waves.d.ts +13 -16
  51. package/dist/shaders/waves.js.map +2 -2
  52. package/package.json +1 -1
@@ -1,7 +1,7 @@
1
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  {
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  "version": 3,
3
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  "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"],
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- "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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+ "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 * Color Gradient mapped over a combination of 2 Simplex noises\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor (float, used as int): discrete color steps between u_colors\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n * */\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"],
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+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,qBAAqB,uBAAuB;AAE9C,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAYO,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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  }
@@ -6,18 +6,15 @@ export declare const smokeRingMeta: {
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  readonly maxNoiseIterations: 8;
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  };
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  /**
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- * Smoke Ring by Ksenia Kondrashova
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- * Renders a fractional Brownian motion (fBm) noise over the
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- * polar coordinates masked with ring shape
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+ * Radial gradient with layered FBM displacement, masked with ring shape
12
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  *
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- * Uniforms include:
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- * - u_colorBack: the background color of the scene
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- * - uColors (vec4[]): Input RGBA colors
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- * - uColorsCount (float): Number of active colors (`uColors` length) * u_noiseScale - the resolution of noise texture
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- * - u_thickness (float): the thickness of the ring
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- * - u_radius (float): the radius of the ring (u_radius = 0.5 to fit in contain mode)
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- * - u_innerShape (float): if we fill the shape inside the radius (u_innerShape = 1 to render only the thickness)
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- * - u_noiseIterations (float): how detailed is the noise (number of fbm layers)
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+ * Uniforms:
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+ * - u_colorBack (RGBA)
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+ * - u_colors (vec4[]), u_colorsCount (float used as integer)
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+ * - u_thickness, u_radius, u_innerShape: ring mask settings
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+ * - u_noiseIterations, u_noiseScale: how detailed is the noise (number of fbm layers & noise frequency)
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+ *
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+ * - u_noiseTexture (sampler2D): pre-computed randomizer source
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  */
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  export declare const smokeRingFragmentShader: string;
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  export interface SmokeRingUniforms extends ShaderSizingUniforms {
@@ -4,7 +4,7 @@
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  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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  import { sizingVariablesDeclaration } from "../shader-sizing.js";
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- import { declarePI, declareRandom, colorBandingFix } from "../shader-utils.js";
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+ import { declarePI, declareValueNoise, colorBandingFix } from "../shader-utils.js";
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  const smokeRingMeta = {
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  maxColorCount: 10,
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  maxNoiseIterations: 8
@@ -20,10 +20,10 @@ uniform vec4 u_colorBack;
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  uniform vec4 u_colors[${smokeRingMeta.maxColorCount}];
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  uniform float u_colorsCount;
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- uniform float u_noiseScale;
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  uniform float u_thickness;
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  uniform float u_radius;
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  uniform float u_innerShape;
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+ uniform float u_noiseScale;
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  uniform float u_noiseIterations;
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  ${sizingVariablesDeclaration}
@@ -31,36 +31,19 @@ ${sizingVariablesDeclaration}
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  out vec4 fragColor;
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  ${declarePI}
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- //$ {declareRandom}
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  float random(vec2 p) {
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  vec2 uv = floor(p) / 100. + .5;
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  return texture(u_noiseTexture, uv).r;
39
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  }
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- float noise(vec2 st) {
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- vec2 i = floor(st);
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- vec2 f = fract(st);
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- float a = 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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-
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- // Smoothstep for interpolation
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- vec2 u = f * f * (3.0 - 2.0 * f);
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+ ${declareValueNoise}
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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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- }
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  float fbm(in vec2 n) {
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  float total = 0.0, amplitude = .4;
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  for (int i = 0; i < ${smokeRingMeta.maxNoiseIterations}; i++) {
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  if (i >= int(u_noiseIterations)) break;
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- total += noise(n) * amplitude;
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+ total += valueNoise(n) * amplitude;
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  n *= 1.99;
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  amplitude *= 0.65;
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  }
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/smoke-ring.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, 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"],
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- "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;",
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, declareValueNoise, colorBandingFix } from '../shader-utils.js';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Radial gradient with layered FBM displacement, masked with ring shape\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_thickness, u_radius, u_innerShape: ring mask settings\n * - u_noiseIterations, u_noiseScale: how detailed is the noise (number of fbm layers & noise frequency)\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\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_thickness;\nuniform float u_radius;\nuniform float u_innerShape;\nuniform float u_noiseScale;\nuniform float u_noiseIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat random(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).r;\n}\n\n${declareValueNoise}\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 += valueNoise(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,mBAAmB,uBAAuB;AAEvD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,oBAAoB;AACtB;AAcO,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,EAOT,iBAAiB;AAAA;AAAA;AAAA;AAAA,wBAIK,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
6
  "names": []
7
7
  }
@@ -1,24 +1,18 @@
1
1
  import type { ShaderMotionParams } from '../shader-mount.js';
2
2
  import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
3
  /**
4
- * Spiral shape by Ksenia Kondrashova
5
- * Generates a dynamic spiral shape with configurable parameters
4
+ * 2-color spiral shape
6
5
  *
7
- * Uniforms include:
6
+ * Uniforms:
7
+ * - u_colorBack, u_colorFront (RGBA)
8
+ * - u_density: spacing falloff to simulate radial perspective (0 = no perspective)
9
+ * - u_strokeWidth: thickness of stroke
10
+ * - u_strokeTaper: stroke loosing width further from center (0 for full visibility)
11
+ * - u_distortion: per-arch shift
12
+ * - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)
13
+ * - u_noiseFrequency, u_noisePower: simplex noise distortion over the shape
14
+ * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
8
15
  *
9
- * u_scale - controls the overall scale of the spiral (u_scale = 1 makes it fit the viewport height)
10
- * u_offsetX - left / right pan
11
- * u_offsetY - up / down pan
12
- * u_colorBack - the first color used in the spiral (stroke)
13
- * u_colorFront - the second color used in the spiral (back)
14
- * u_density (0 .. 1) - the spacing of the spiral arms
15
- * u_distortion (0 .. 1) - adds a wavy distortion effect to the spiral arms
16
- * u_strokeWidth (0 .. 1) - defines the thickness of the spiral lines.
17
- * u_strokeCap (0 .. 1) - adjusts the fading of the spiral edges.
18
- * u_strokeTaper (0 .. 1) - controls the tapering effect along the spiral arms.
19
- * u_noiseFrequency - frequency of the noise applied to the spiral.
20
- * u_noisePower (0 .. 1) - strength of the noise effect.
21
- * u_softness - softens the edges of the spiral for a smoother appearance.
22
16
  */
23
17
  export declare const spiralFragmentShader: string;
24
18
  export interface SpiralUniforms extends ShaderSizingUniforms {
@@ -48,6 +48,7 @@ void main() {
48
48
  stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);
49
49
 
50
50
  float shape = 2. * abs(stripe_map - .5);
51
+ float test = step(.5, stripe_map);
51
52
 
52
53
  shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));
53
54
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
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;",
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 * 2-color spiral shape\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_density: spacing falloff to simulate radial perspective (0 = no perspective)\n * - u_strokeWidth: thickness of stroke\n * - u_strokeTaper: stroke loosing width further from center (0 for full visibility)\n * - u_distortion: per-arch shift\n * - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)\n * - u_noiseFrequency, u_noisePower: simplex noise distortion over the shape\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n */\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 float test = step(.5, stripe_map);\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;AAiBzD,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;AAAA,IA8CjB,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -5,6 +5,16 @@ export declare const swirlMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  };
7
7
  /**
8
+ * Twisting radial bands
9
+ *
10
+ * Uniforms:
11
+ * - u_colorBack (RGBA)
12
+ * - u_colors (vec4[]), u_colorsCount (float used as integer)
13
+ * - u_bandCount (float, used as int): number of sectors
14
+ * - u_twist: sectors twist intensity (0 = linear)
15
+ * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
16
+ * - u_noisePower, u_noiseFrequency: simplex noise distortion over the shape
17
+ *
8
18
  */
9
19
  export declare const swirlFragmentShader: string;
10
20
  export interface SwirlUniforms extends ShaderSizingUniforms {
@@ -50,35 +50,33 @@ void main() {
50
50
  float mid = smoothstep(.2, .4, pow(l, twist));
51
51
  shape = mix(0., shape, mid);
52
52
 
53
+ shape = clamp(shape - .5 / u_colorsCount, 0., 1.);
54
+
53
55
  float edge_w = fwidth(shape);
56
+
57
+ float totalShape = smoothstep(0., u_softness + 2. * edge_w, clamp(shape * u_colorsCount, 0., 1.));
58
+ float mixer = shape * (u_colorsCount - 1.);
54
59
 
55
- float mixer = shape * (u_colorsCount + 1.) / u_colorsCount;
56
60
  vec4 gradient = u_colors[0];
57
61
  gradient.rgb *= gradient.a;
58
-
59
62
  for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {
60
- if (i > int(u_colorsCount) - 1) break;
63
+ if (i >= int(u_colorsCount)) break;
61
64
 
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
- }
65
+ float localT = clamp(mixer - float(i - 1), 0., 1.);
66
+ localT = smoothstep(.5 - .5 * u_softness, .5 + .5 * u_softness + edge_w, localT);
68
67
 
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);
68
+ vec4 c = u_colors[i];
69
+ c.rgb *= c.a;
70
+ gradient = mix(gradient, c, localT);
71
+ }
73
72
 
74
- vec3 color = gradient.rgb * gradientShape;
75
- float opacity = gradient.a * gradientShape;
73
+ vec3 color = gradient.rgb * totalShape;
74
+ float opacity = gradient.a * totalShape;
76
75
 
77
76
  vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
78
77
  color = color + bgColor * (1.0 - opacity);
79
78
  opacity = opacity + u_colorBack.a * (1.0 - opacity);
80
79
 
81
-
82
80
  ${colorBandingFix}
83
81
 
84
82
  fragColor = vec4(color, opacity);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
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;",
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 * Twisting radial bands\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_bandCount (float, used as int): number of sectors\n * - u_twist: sectors twist intensity (0 = linear)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_noisePower, u_noiseFrequency: simplex noise distortion over the shape\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 shape = clamp(shape - .5 / u_colorsCount, 0., 1.);\n\n float edge_w = fwidth(shape);\n \n float totalShape = smoothstep(0., u_softness + 2. * edge_w, clamp(shape * u_colorsCount, 0., 1.));\n float mixer = shape * (u_colorsCount - 1.);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = smoothstep(.5 - .5 * u_softness, .5 + .5 * u_softness + edge_w, localT);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * totalShape;\n float opacity = gradient.a * totalShape;\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 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;AAeO,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;AAAA;AAAA;AAAA,wBA+BS,UAAU,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkB3C,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -5,21 +5,21 @@ export declare const voronoiMeta: {
5
5
  readonly maxColorCount: 5;
6
6
  };
7
7
  /**
8
- * Voronoi pattern by Ksenia Kondrashova
9
- * The variation of Voronoi pattern with cell edges. Big thanks to Inigo Quilez
10
- * https://www.shadertoy.com/view/ldl3W8
8
+ * Double-pass Voronoi pattern cell edges
9
+ * Original algorithm: https://www.shadertoy.com/view/ldl3W8
11
10
  *
12
- * Uniforms include:
11
+ * Uniforms:
12
+ * - u_colorBack, u_colorGlow (RGBA)
13
+ * - u_colors (vec4[]), u_colorsCount (float used as integer)
14
+ * - u_stepsPerColor: discrete color steps between u_colors
15
+ * - u_distortion (0..0.5): max distance the cell center moves away from regular grid
16
+ * - u_gap: width of the stroke between the cells
17
+ * - u_glow: radial glow around each cell center
18
+ *
19
+ * - u_noiseTexture (sampler2D): pre-computed randomizer source
20
+ *
21
+ * Note: gaps can't be removed completely due to artifacts of Voronoi cells
13
22
  *
14
- * - `u_colors` (`vec4[]`): Array of RGBA colors used for cell filling
15
- * - `u_colorsCount` (`float`): Number of active colors in `u_colors`
16
- * - `u_colorBack` (`vec4`): RGBA color for the gaps between cells
17
- * - `u_colorGlow` (`vec4`): RGBA color for the radial shape on the cell edges
18
- * - `u_distortion` (`float`, 0 – 0.5): Controls how far cell centers can be displaced from the regular grid
19
- * - `u_gap` (`float`): Width of the gaps between cells (gaps can't be removed completely due to artifacts of Voronoi cells)
20
- * - `u_glow` (`float`): Controls the size of the radial glow inside each cell
21
- * - `u_stepsPerColor` (`float`): Discretization of the color transition
22
- * - `u_noiseTexture` (`sampler2D`): Replacement of standard hash function, added for better performance
23
23
  */
24
24
  export declare const voronoiFragmentShader: string;
25
25
  export interface VoronoiUniforms extends ShaderSizingUniforms {
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
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"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,iBAAiB;AAEnB,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAmBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAgEa,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
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 * Double-pass Voronoi pattern cell edges\n * Original algorithm: https://www.shadertoy.com/view/ldl3W8\n *\n * Uniforms:\n * - u_colorBack, u_colorGlow (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_distortion (0..0.5): max distance the cell center moves away from regular grid\n * - u_gap: width of the stroke between the cells\n * - u_glow: radial glow around each cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n * Note: gaps can't be removed completely due to artifacts of Voronoi cells\n *\n */\n\nexport const voronoiFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${voronoiMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_stepsPerColor;\nuniform vec4 u_colorGlow;\nuniform vec4 u_colorGap;\nuniform float u_distortion;\nuniform float u_gap;\nuniform float u_glow;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nvec2 hash(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\nvec4 voronoi(vec2 x, float t) {\n vec2 ip = floor(x);\n vec2 fp = fract(x);\n\n vec2 mg, mr;\n float md = 8.;\n float rand = 0.;\n\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 g = vec2(float(i), float(j));\n vec2 raw_hash = hash(ip + g);\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n float d = dot(r, r);\n\n if (d < md) {\n md = d;\n mr = r;\n mg = g;\n rand = raw_hash.x;\n }\n }\n }\n\n md = 8.;\n for (int j = -2; j <= 2; j++) {\n for (int i = -2; i <= 2; i++) {\n vec2 g = mg + vec2(float(i), float(j));\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n if (dot(mr - r, mr - r) > .00001) {\n md = min(md, dot(.5 * (mr + r), normalize(r - mr)));\n }\n }\n }\n\n return vec4(md, mr, rand);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .0125;\n\n float t = u_time;\n\n vec4 voronoiRes = voronoi(shape_uv, t);\n\n float shape = clamp(voronoiRes.w, 0., 1.);\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 cellColor = gradient.rgb;\n float cellOpacity = gradient.a;\n\n float glows = length(voronoiRes.yz * u_glow + .1);\n glows = pow(glows, 1.5);\n\n vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);\n float opacity = cellOpacity + u_colorGlow.a * glows;\n\n float edge = voronoiRes.x;\n float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);\n edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);\n\n color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);\n opacity = mix(u_colorGap.a, opacity, edge);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface VoronoiUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_colorGap: [number, number, number, number];\n u_colorGlow: [number, number, number, number];\n u_distortion: number;\n u_gap: number;\n u_glow: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n colorGap?: string;\n colorGlow?: string;\n distortion?: number;\n gap?: number;\n glow?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,iBAAiB;AAEnB,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAoBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAgEa,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -5,21 +5,19 @@ export declare const warpMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  };
7
7
  /**
8
- * 3d Perlin noise with exposed parameters
8
+ * Iterative layered + swirl-based distortion applied over different layouts (shapes)
9
9
  *
10
- * Uniforms include:
11
- * - u_colors (vec4[]): Input RGBA colors
12
- * - u_colorsCount (float): Number of active colors (`u_colors` length)
13
- * - u_proportion (0 .. 1): the proportion between colors (on 0.5 colors are equally distributed)
14
- * - u_softness (0 .. 1): the color blur (0 for pronounced edges, 1 for gradient)
15
- * - u_shape (0 ... 2): the color pattern to be distorted with noise & swirl
16
- * - u_shape = 0 is checks
17
- * - u_shape = 1 is stripes
18
- * - u_shape = 2 is 2 halves of canvas (mapping the canvas height regardless of resolution)
19
- * - u_shapeScale: the scale of color pattern (appies over the global scaling)
20
- * - u_distortion: the noisy distortion over the UV coordinate (applied before the overlapping swirl)
21
- * - u_swirl: the power of swirly distortion
22
- * - u_swirlIterations: the number of swirl iterations (layering curves effect)
10
+ * Uniforms:
11
+ * - u_colors (vec4[]), u_colorsCount (float used as integer)
12
+ * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)
13
+ * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
14
+ * - u_shape (float used as integer):
15
+ * ---- 0: checks
16
+ * ---- 1: stripes
17
+ * ---- 2: 2x halves of canvas (mapping the canvas height regardless of resolution)
18
+ * - u_shapeScale: the scale of layouts (underlying shapes)
19
+ * - u_distortion: value noise distortion over the UV coordinate
20
+ * - u_swirl, u_swirlIterations: swirly distortion (layering curves effect)
23
21
  *
24
22
  */
25
23
  export declare const warpFragmentShader: string;
@@ -4,7 +4,7 @@
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
6
  import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, declareRandom, declareRotate, colorBandingFix } from "../shader-utils.js";
7
+ import { declarePI, declareRandom, declareValueNoise, declareRotate, colorBandingFix } from "../shader-utils.js";
8
8
  const warpMeta = {
9
9
  maxColorCount: 10
10
10
  };
@@ -13,7 +13,6 @@ precision mediump float;
13
13
 
14
14
  uniform float u_time;
15
15
  uniform float u_scale;
16
- uniform vec2 u_resolution;
17
16
 
18
17
  uniform vec4 u_colors[${warpMeta.maxColorCount}];
19
18
  uniform float u_colorsCount;
@@ -32,25 +31,8 @@ out vec4 fragColor;
32
31
  ${declarePI}
33
32
  ${declareRandom}
34
33
  ${declareRotate}
34
+ ${declareValueNoise}
35
35
 
36
- float valueNoise(vec2 st) {
37
- vec2 i = floor(st);
38
- vec2 f = fract(st);
39
- float a = random(i);
40
- float b = random(i + vec2(1.0, 0.0));
41
- float c = random(i + vec2(0.0, 1.0));
42
- float d = random(i + vec2(1.0, 1.0));
43
-
44
- // Smoothstep for interpolation
45
- vec2 u = f * f * (3.0 - 2.0 * f);
46
-
47
- // Do the interpolation as two nested mix operations
48
- // If you try to do this in one big operation, there's enough precision loss to be off by 1px at cell boundaries
49
- float x1 = mix(a, b, u.x);
50
- float x2 = mix(c, d, u.x);
51
- return mix(x1, x2, u.y);
52
-
53
- }
54
36
 
55
37
  void main() {
56
38
  vec2 uv = v_patternUV;
@@ -58,8 +40,6 @@ void main() {
58
40
 
59
41
  float t = .01 * u_time;
60
42
 
61
- float noise_scale = .0005 + .006 * u_scale;
62
-
63
43
  float n1 = valueNoise(uv * 1. + t);
64
44
  float n2 = valueNoise(uv * 2. - t);
65
45
  float angle = n1 * TWO_PI;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/warp.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, 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"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,eAAe,uBAAuB;AAElE,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAoBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAOlB,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU5C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA6DS,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
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, declareValueNoise, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const warpMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Iterative layered + swirl-based distortion applied over different layouts (shapes)\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_shape (float used as integer):\n * ---- 0: checks\n * ---- 1: stripes\n * ---- 2: 2x halves of canvas (mapping the canvas height regardless of resolution)\n * - u_shapeScale: the scale of layouts (underlying shapes)\n * - u_distortion: value noise distortion over the UV coordinate\n * - u_swirl, u_swirlIterations: swirly distortion (layering curves effect)\n *\n */\n\nexport const warpFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\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${declareValueNoise}\n\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .005;\n\n float t = .01 * u_time;\n\n float n1 = valueNoise(uv * 1. + t);\n float n2 = valueNoise(uv * 2. - t);\n float angle = n1 * TWO_PI;\n uv.x += 4. * u_distortion * n2 * cos(angle);\n uv.y += 4. * u_distortion * n2 * sin(angle);\n\n float iterationsNumber = ceil(clamp(u_swirlIterations, 1., 30.));\n for (float i = 1.; i <= iterationsNumber; i++) {\n uv.x += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1.5 * uv.y);\n uv.y += clamp(u_swirl, 0., 2.) / i * cos(t + i * 1. * uv.x);\n }\n\n float proportion = clamp(u_proportion, 0., 1.);\n\n float shape = 0.;\n if (u_shape < .5) {\n vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);\n shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else if (u_shape < 1.5) {\n vec2 stripesShape_uv = uv * (2. * u_shapeScale);\n float f = fract(stripesShape_uv.y);\n shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else {\n float shapeScaling = 5. * (1. - u_shapeScale);\n shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));\n }\n\n float mixer = shape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localMixer = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float localMixerStart = floor(localMixer);\n float smoothed = smoothstep(.5 - u_softness * .5, .5 + u_softness * .5, localMixer - localMixerStart);\n float localTStepped = localMixerStart + smoothed;\n\n localMixer = mix(localTStepped, localMixer, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localMixer);\n }\n\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WarpUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_proportion: number;\n u_softness: number;\n u_shape: (typeof WarpPatterns)[WarpPattern];\n u_shapeScale: number;\n u_distortion: number;\n u_swirl: number;\n u_swirlIterations: number;\n}\n\nexport interface WarpParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n rotation?: number;\n proportion?: number;\n softness?: number;\n shape?: WarpPattern;\n shapeScale?: number;\n distortion?: number;\n swirl?: number;\n swirlIterations?: number;\n}\n\nexport const WarpPatterns = {\n checks: 0,\n stripes: 1,\n edge: 2,\n} as const;\n\nexport type WarpPattern = keyof typeof WarpPatterns;\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,mBAAmB,eAAe,uBAAuB;AAErF,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAmBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMlB,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,EACb,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAyCK,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
6
6
  "names": []
7
7
  }
@@ -1,22 +1,19 @@
1
1
  import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
2
2
  /**
3
- * Waves static pattern on the transparent background
3
+ * Waveform pattern
4
4
  *
5
- * Uniforms include:
6
- * u_colorFront - the first color
7
- * u_colorBack - the second color
8
- * u_shape (0 ... 3) - the line shaping coefficient, non-integer
9
- values allowed and produce mixed shapes
10
- - u_shape = 0 is zigzag
11
- - u_shape = 1 is perfect sine wave
12
- - u_shape = 2 is irregular wave #1
13
- - u_shape = 3 is irregular wave #2
14
- * u_frequency - the wave frequency
15
- * u_amplitude - the wave amplitude
16
- * u_spacing - the density of pattern lines
17
- * u_proportion (0 ... 1) - the proportion of stroke width to the pattern step
18
- * u_softness (0 ... 1) - the blur applied to the lines edges
19
- */
5
+ * Uniforms:
6
+ * - u_colorBack, u_colorFront (RGBA)
7
+ * - u_shape (float, fractional numbers allowed):
8
+ * ---- 0: zigzag
9
+ * ---- 1: sine wave
10
+ * ---- 2: irregular wave
11
+ * ---- 3: irregular wave
12
+ * - u_amplitude, u_frequency, u_spacing: wave settings
13
+ * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)
14
+ * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
15
+ *
16
+ * */
20
17
  export declare const wavesFragmentShader: string;
21
18
  export interface WavesUniforms extends ShaderSizingUniforms {
22
19
  u_colorFront: [number, number, number, number];
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "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;",
4
+ "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRotate } from '../shader-utils.js';\n\n/**\n * Waveform pattern\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_shape (float, fractional numbers allowed):\n * ---- 0: zigzag\n * ---- 1: sine wave\n * ---- 2: irregular wave\n * ---- 3: irregular wave\n * - u_amplitude, u_frequency, u_spacing: wave settings\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n * */\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;AAkBlC,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
6
  "names": []
7
7
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@paper-design/shaders",
3
- "version": "0.0.31",
3
+ "version": "0.0.33",
4
4
  "license": "MIT",
5
5
  "type": "module",
6
6
  "sideEffects": false,