@paper-design/shaders 0.0.32 → 0.0.34

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Files changed (77) hide show
  1. package/dist/get-shader-color-from-string.js +93 -0
  2. package/dist/get-shader-color-from-string.js.map +7 -0
  3. package/dist/get-shader-noise-texture.js +23 -0
  4. package/dist/get-shader-noise-texture.js.map +7 -0
  5. package/dist/index.d.ts +25 -23
  6. package/dist/index.js +118 -0
  7. package/dist/index.js.map +7 -0
  8. package/dist/shader-color-spaces.js +96 -0
  9. package/dist/shader-color-spaces.js.map +7 -0
  10. package/dist/shader-mount.d.ts +3 -0
  11. package/dist/shader-mount.js +593 -0
  12. package/dist/shader-mount.js.map +7 -0
  13. package/dist/shader-sizing.js +193 -0
  14. package/dist/shader-sizing.js.map +7 -0
  15. package/dist/shader-utils.d.ts +1 -0
  16. package/dist/shader-utils.js +74 -0
  17. package/dist/shader-utils.js.map +7 -0
  18. package/dist/shaders/color-panels.d.ts +47 -0
  19. package/dist/shaders/color-panels.js +210 -0
  20. package/dist/shaders/color-panels.js.map +7 -0
  21. package/dist/shaders/dithering.d.ts +24 -29
  22. package/dist/shaders/dithering.js +221 -0
  23. package/dist/shaders/dithering.js.map +7 -0
  24. package/dist/shaders/dot-grid.d.ts +16 -14
  25. package/dist/shaders/dot-grid.js +108 -0
  26. package/dist/shaders/dot-grid.js.map +7 -0
  27. package/dist/shaders/dot-orbit.d.ts +14 -13
  28. package/dist/shaders/dot-orbit.js +124 -0
  29. package/dist/shaders/dot-orbit.js.map +7 -0
  30. package/dist/shaders/god-rays.d.ts +18 -19
  31. package/dist/shaders/god-rays.js +118 -0
  32. package/dist/shaders/god-rays.js.map +7 -0
  33. package/dist/shaders/grain-gradient.d.ts +24 -4
  34. package/dist/shaders/grain-gradient.js +226 -0
  35. package/dist/shaders/grain-gradient.js.map +7 -0
  36. package/dist/shaders/liquid-metal.d.ts +44 -12
  37. package/dist/shaders/liquid-metal.js +221 -0
  38. package/dist/shaders/liquid-metal.js.map +7 -0
  39. package/dist/shaders/mesh-gradient.d.ts +10 -10
  40. package/dist/shaders/mesh-gradient.js +97 -0
  41. package/dist/shaders/mesh-gradient.js.map +7 -0
  42. package/dist/shaders/metaballs.d.ts +13 -10
  43. package/dist/shaders/metaballs.js +110 -0
  44. package/dist/shaders/metaballs.js.map +7 -0
  45. package/dist/shaders/neuro-noise.d.ts +13 -9
  46. package/dist/shaders/neuro-noise.js +81 -0
  47. package/dist/shaders/neuro-noise.js.map +7 -0
  48. package/dist/shaders/perlin-noise.d.ts +15 -19
  49. package/dist/shaders/perlin-noise.js +201 -0
  50. package/dist/shaders/perlin-noise.js.map +7 -0
  51. package/dist/shaders/pulsing-border.d.ts +17 -18
  52. package/dist/shaders/pulsing-border.js +211 -0
  53. package/dist/shaders/pulsing-border.js.map +7 -0
  54. package/dist/shaders/simplex-noise.d.ts +10 -12
  55. package/dist/shaders/simplex-noise.js +103 -0
  56. package/dist/shaders/simplex-noise.js.map +7 -0
  57. package/dist/shaders/smoke-ring.d.ts +11 -14
  58. package/dist/shaders/smoke-ring.js +124 -0
  59. package/dist/shaders/smoke-ring.js.map +7 -0
  60. package/dist/shaders/spiral.d.ts +16 -22
  61. package/dist/shaders/spiral.js +84 -0
  62. package/dist/shaders/spiral.js.map +7 -0
  63. package/dist/shaders/swirl.d.ts +15 -3
  64. package/dist/shaders/swirl.js +89 -0
  65. package/dist/shaders/swirl.js.map +7 -0
  66. package/dist/shaders/voronoi.d.ts +20 -20
  67. package/dist/shaders/voronoi.js +143 -0
  68. package/dist/shaders/voronoi.js.map +7 -0
  69. package/dist/shaders/warp.d.ts +15 -17
  70. package/dist/shaders/warp.js +108 -0
  71. package/dist/shaders/warp.js.map +7 -0
  72. package/dist/shaders/waves.d.ts +18 -21
  73. package/dist/shaders/waves.js +68 -0
  74. package/dist/shaders/waves.js.map +7 -0
  75. package/dist/types.js +6 -0
  76. package/dist/types.js.map +7 -0
  77. package/package.json +2 -2
@@ -1,23 +1,27 @@
1
- import type { ShaderMotionParams } from '../shader-mount';
2
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { ShaderMotionParams } from '../shader-mount.js';
2
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
3
  /**
4
- * Neuro Noise Pattern
5
- * The original artwork: https://codepen.io/ksenia-k/full/vYwgrWv by Ksenia Kondrashova
6
- * Renders a fractal-like structure made of several layers of since-arches
7
4
  *
8
- * Uniforms include:
9
- * u_colorFront - the front color of pattern
10
- * u_colorBack - the back color of pattern
11
- * u_brightness - the power (brightness) of pattern lines
5
+ * Fractal-like structure made of several layers of since arches
6
+ * Original algorithm: https://x.com/zozuar/status/1625182758745128981/
7
+ *
8
+ * Uniforms:
9
+ * - u_colorBack, u_colorMid, u_colorFront (RGBA)
10
+ * - u_brightness, u_contrast
11
+ *
12
12
  */
13
13
  export declare const neuroNoiseFragmentShader: string;
14
14
  export interface NeuroNoiseUniforms extends ShaderSizingUniforms {
15
15
  u_colorFront: [number, number, number, number];
16
+ u_colorMid: [number, number, number, number];
16
17
  u_colorBack: [number, number, number, number];
17
18
  u_brightness: number;
19
+ u_contrast: number;
18
20
  }
19
21
  export interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {
20
22
  colorFront?: string;
23
+ colorMid?: string;
21
24
  colorBack?: string;
22
25
  brightness?: number;
26
+ contrast?: number;
23
27
  }
@@ -0,0 +1,81 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declareRotate, colorBandingFix } from "../shader-utils.js";
8
+ const neuroNoiseFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_time;
12
+ uniform vec2 u_resolution;
13
+ uniform float u_pixelRatio;
14
+
15
+ uniform vec4 u_colorFront;
16
+ uniform vec4 u_colorMid;
17
+ uniform vec4 u_colorBack;
18
+ uniform float u_brightness;
19
+ uniform float u_contrast;
20
+
21
+
22
+ ${sizingVariablesDeclaration}
23
+
24
+ out vec4 fragColor;
25
+
26
+ ${declareRotate}
27
+
28
+ float neuroShape(vec2 uv, float t) {
29
+ vec2 sine_acc = vec2(0.);
30
+ vec2 res = vec2(0.);
31
+ float scale = 8.;
32
+
33
+ for (int j = 0; j < 15; j++) {
34
+ uv = rotate(uv, 1.);
35
+ sine_acc = rotate(sine_acc, 1.);
36
+ vec2 layer = uv * scale + float(j) + sine_acc - t;
37
+ sine_acc += sin(layer);
38
+ res += (.5 + .5 * cos(layer)) / scale;
39
+ scale *= (1.2);
40
+ }
41
+ return res.x + res.y;
42
+ }
43
+
44
+ void main() {
45
+ vec2 shape_uv = v_patternUV;
46
+
47
+ shape_uv *= .0013;
48
+
49
+ float t = .5 * u_time;
50
+
51
+ float noise = neuroShape(shape_uv, t);
52
+
53
+ noise = (1. + u_brightness) * pow(noise, 2.);
54
+ noise = pow(noise, .7 + 6. * u_contrast);
55
+ noise = min(1.4, noise);
56
+
57
+ float blend = smoothstep(0.7, 1.4, noise);
58
+
59
+ vec4 frontC = u_colorFront;
60
+ frontC.rgb *= frontC.a;
61
+ vec4 midC = u_colorMid;
62
+ midC.rgb *= midC.a;
63
+ vec4 blendFront = mix(midC, frontC, blend);
64
+
65
+ float safeNoise = max(noise, 0.0);
66
+ vec3 color = blendFront.rgb * safeNoise;
67
+ float opacity = clamp(blendFront.a * safeNoise, 0., 1.);
68
+
69
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
70
+ color = color + bgColor * (1. - opacity);
71
+ opacity = opacity + u_colorBack.a * (1. - opacity);
72
+
73
+ ${colorBandingFix}
74
+
75
+ fragColor = vec4(color, opacity);
76
+ }
77
+ `;
78
+ export {
79
+ neuroNoiseFragmentShader
80
+ };
81
+ //# sourceMappingURL=neuro-noise.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/neuro-noise.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareRotate, colorBandingFix } from '../shader-utils.js';\n\n/**\n *\n * Fractal-like structure made of several layers of since arches\n * Original algorithm: https://x.com/zozuar/status/1625182758745128981/\n *\n * Uniforms:\n * - u_colorBack, u_colorMid, u_colorFront (RGBA)\n * - u_brightness, u_contrast\n *\n */\n\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declareRotate}\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n\n shape_uv *= .0013;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * pow(noise, 2.);\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\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 NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,eAAe,uBAAuB;AAaxC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc9C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA+CX,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -1,25 +1,21 @@
1
- import type { ShaderMotionParams } from '../shader-mount';
2
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { ShaderMotionParams } from '../shader-mount.js';
2
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
3
  /**
4
- * 3d Perlin noise with exposed parameters
5
- * Based on https://www.shadertoy.com/view/NlSGDz
4
+ * 3d Perlin noise; original algorithm: https://www.shadertoy.com/view/NlSGDz
5
+ *
6
+ * Uniforms:
7
+ * - u_colorBack, u_colorFront (RGBA)
8
+ * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)
9
+ * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
10
+ * - u_octaveCount: more octaves => more detailed pattern
11
+ * - u_persistence: roughness, falloff between octaves
12
+ * - u_lacunarity: frequency step, typically around 2, defines how compressed is the pattern
6
13
  *
7
- * Uniforms include:
8
- * u_color1 - the first mixed color
9
- * u_color2 - the second mixed color
10
- * u_proportion (0 .. 1) - the proportion between u_color1 and u_color2;
11
- * u_softness - the sharpness of the transition between u_color1 and u_color2 in the noise output
12
- * u_octaveCount - the number of octaves for Perlin noise;
13
- * higher values increase the complexity of the noise
14
- * u_persistence (0 .. 1) - the amplitude of each successive octave of the noise;
15
- * lower values make higher octaves less pronounced
16
- * u_lacunarity - the frequency of each successive octave of the noise;
17
- * higher values increase the detail
18
14
  */
19
15
  export declare const perlinNoiseFragmentShader: string;
20
16
  export interface PerlinNoiseUniforms extends ShaderSizingUniforms {
21
- u_color1: [number, number, number, number];
22
- u_color2: [number, number, number, number];
17
+ u_colorFront: [number, number, number, number];
18
+ u_colorBack: [number, number, number, number];
23
19
  u_proportion: number;
24
20
  u_softness: number;
25
21
  u_octaveCount: number;
@@ -27,8 +23,8 @@ export interface PerlinNoiseUniforms extends ShaderSizingUniforms {
27
23
  u_lacunarity: number;
28
24
  }
29
25
  export interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {
30
- color1?: string;
31
- color2?: string;
26
+ colorFront?: string;
27
+ colorBack?: string;
32
28
  proportion?: number;
33
29
  softness?: number;
34
30
  octaveCount?: number;
@@ -0,0 +1,201 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, colorBandingFix } from "../shader-utils.js";
8
+ const perlinNoiseFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_time;
12
+
13
+ uniform vec4 u_colorFront;
14
+ uniform vec4 u_colorBack;
15
+ uniform float u_proportion;
16
+ uniform float u_softness;
17
+ uniform float u_octaveCount;
18
+ uniform float u_persistence;
19
+ uniform float u_lacunarity;
20
+
21
+ ${sizingVariablesDeclaration}
22
+
23
+ out vec4 fragColor;
24
+
25
+ ${declarePI}
26
+
27
+ uint hash(uint x, uint seed) {
28
+ const uint m = 0x5bd1e995U;
29
+ uint hash = seed;
30
+ // process input
31
+ uint k = x;
32
+ k *= m;
33
+ k ^= k >> 24;
34
+ k *= m;
35
+ hash *= m;
36
+ hash ^= k;
37
+ // some final mixing
38
+ hash ^= hash >> 13;
39
+ hash *= m;
40
+ hash ^= hash >> 15;
41
+ return hash;
42
+ }
43
+
44
+ uint hash(uvec3 x, uint seed){
45
+ const uint m = 0x5bd1e995U;
46
+ uint hash = seed;
47
+ // process first vector element
48
+ uint k = x.x;
49
+ k *= m;
50
+ k ^= k >> 24;
51
+ k *= m;
52
+ hash *= m;
53
+ hash ^= k;
54
+ // process second vector element
55
+ k = x.y;
56
+ k *= m;
57
+ k ^= k >> 24;
58
+ k *= m;
59
+ hash *= m;
60
+ hash ^= k;
61
+ // process third vector element
62
+ k = x.z;
63
+ k *= m;
64
+ k ^= k >> 24;
65
+ k *= m;
66
+ hash *= m;
67
+ hash ^= k;
68
+ // some final mixing
69
+ hash ^= hash >> 13;
70
+ hash *= m;
71
+ hash ^= hash >> 15;
72
+ return hash;
73
+ }
74
+
75
+
76
+ vec3 gradientdy(uint hash) {
77
+ switch (int(hash) & 15) { // look at the last four bits to pick a gradient dy
78
+ case 0:
79
+ return vec3(1, 1, 0);
80
+ case 1:
81
+ return vec3(-1, 1, 0);
82
+ case 2:
83
+ return vec3(1, -1, 0);
84
+ case 3:
85
+ return vec3(-1, -1, 0);
86
+ case 4:
87
+ return vec3(1, 0, 1);
88
+ case 5:
89
+ return vec3(-1, 0, 1);
90
+ case 6:
91
+ return vec3(1, 0, -1);
92
+ case 7:
93
+ return vec3(-1, 0, -1);
94
+ case 8:
95
+ return vec3(0, 1, 1);
96
+ case 9:
97
+ return vec3(0, -1, 1);
98
+ case 10:
99
+ return vec3(0, 1, -1);
100
+ case 11:
101
+ return vec3(0, -1, -1);
102
+ case 12:
103
+ return vec3(1, 1, 0);
104
+ case 13:
105
+ return vec3(-1, 1, 0);
106
+ case 14:
107
+ return vec3(0, -1, 1);
108
+ case 15:
109
+ return vec3(0, -1, -1);
110
+ }
111
+ }
112
+
113
+ float interpolate(float value1, float value2, float value3, float value4, float value5, float value6, float value7, float value8, vec3 t) {
114
+ return mix(
115
+ mix(mix(value1, value2, t.x), mix(value3, value4, t.x), t.y),
116
+ mix(mix(value5, value6, t.x), mix(value7, value8, t.x), t.y),
117
+ t.z
118
+ );
119
+ }
120
+
121
+ vec3 fade(vec3 t) {
122
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
123
+ }
124
+
125
+ float perlinNoise(vec3 position, uint seed) {
126
+ position += 1e+4;
127
+ vec3 floorPosition = floor(position);
128
+ vec3 fractPosition = fract(position);
129
+ uvec3 cellCoordinates = uvec3(floorPosition);
130
+ float value1 = dot(gradientdy(hash(cellCoordinates, seed)), fractPosition);
131
+ float value2 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 0)), seed)), fractPosition - vec3(1, 0, 0));
132
+ float value3 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 0)), seed)), fractPosition - vec3(0, 1, 0));
133
+ float value4 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 0)), seed)), fractPosition - vec3(1, 1, 0));
134
+ float value5 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 0, 1)), seed)), fractPosition - vec3(0, 0, 1));
135
+ float value6 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 1)), seed)), fractPosition - vec3(1, 0, 1));
136
+ float value7 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 1)), seed)), fractPosition - vec3(0, 1, 1));
137
+ float value8 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 1)), seed)), fractPosition - vec3(1, 1, 1));
138
+ return interpolate(value1, value2, value3, value4, value5, value6, value7, value8, fade(fractPosition));
139
+ }
140
+
141
+ float p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {
142
+ float value = 0.0;
143
+ float amplitude = 1.0;
144
+ float currentFrequency = 10.;
145
+ uint currentSeed = uint(0);
146
+ for (int i = 0; i < octaveCount; i++) {
147
+ currentSeed = hash(currentSeed, 0x0U);
148
+ value += perlinNoise(position * currentFrequency, currentSeed) * amplitude;
149
+ amplitude *= persistence;
150
+ currentFrequency *= lacunarity;
151
+ }
152
+ return value;
153
+ }
154
+
155
+ float get_max_amp(float persistence, float octaveCount) {
156
+ persistence *= .999;
157
+ return (1. - pow(persistence, octaveCount)) / (1. - persistence);
158
+ }
159
+
160
+ void main() {
161
+ vec2 uv = v_patternUV;
162
+
163
+ uv *= .005;
164
+ float t = .2 * u_time;
165
+
166
+ vec3 p = vec3(uv, t);
167
+
168
+ float oct_count = max(0., floor(u_octaveCount));
169
+ float persistence = clamp(u_persistence, 0., 1.);
170
+ float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);
171
+
172
+ float max_amp = get_max_amp(persistence, oct_count);
173
+ float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);
174
+ float sharpness = clamp(u_softness, 0., 1.);
175
+ float smooth_w = 0.5 * fwidth(noise_normalized);
176
+ float res = smoothstep(
177
+ .5 - .5 * sharpness - smooth_w,
178
+ .5 + .5 * sharpness + smooth_w,
179
+ noise_normalized
180
+ );
181
+
182
+ vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
183
+ float fgOpacity = u_colorFront.a;
184
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
185
+ float bgOpacity = u_colorBack.a;
186
+
187
+ vec3 color = fgColor * res;
188
+ float opacity = fgOpacity * res;
189
+
190
+ color += bgColor * (1. - opacity);
191
+ opacity += bgOpacity * (1. - opacity);
192
+
193
+ ${colorBandingFix}
194
+
195
+ fragColor = vec4(color, opacity);
196
+ }
197
+ `;
198
+ export {
199
+ perlinNoiseFragmentShader
200
+ };
201
+ //# sourceMappingURL=perlin-noise.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/perlin-noise.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 3d Perlin noise; original algorithm: https://www.shadertoy.com/view/NlSGDz\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_octaveCount: more octaves => more detailed pattern\n * - u_persistence: roughness, falloff between octaves\n * - u_lacunarity: frequency step, typically around 2, defines how compressed is the pattern\n *\n */\n\nexport const perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nuint hash(uint x, uint seed) {\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process input\n uint k = x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\nuint hash(uvec3 x, uint seed){\n const uint m = 0x5bd1e995U;\n uint hash = seed;\n // process first vector element\n uint k = x.x;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process second vector element\n k = x.y;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // process third vector element\n k = x.z;\n k *= m;\n k ^= k >> 24;\n k *= m;\n hash *= m;\n hash ^= k;\n // some final mixing\n hash ^= hash >> 13;\n hash *= m;\n hash ^= hash >> 15;\n return hash;\n}\n\n\nvec3 gradientdy(uint hash) {\n switch (int(hash) & 15) { // look at the last four bits to pick a gradient dy\n case 0:\n return vec3(1, 1, 0);\n case 1:\n return vec3(-1, 1, 0);\n case 2:\n return vec3(1, -1, 0);\n case 3:\n return vec3(-1, -1, 0);\n case 4:\n return vec3(1, 0, 1);\n case 5:\n return vec3(-1, 0, 1);\n case 6:\n return vec3(1, 0, -1);\n case 7:\n return vec3(-1, 0, -1);\n case 8:\n return vec3(0, 1, 1);\n case 9:\n return vec3(0, -1, 1);\n case 10:\n return vec3(0, 1, -1);\n case 11:\n return vec3(0, -1, -1);\n case 12:\n return vec3(1, 1, 0);\n case 13:\n return vec3(-1, 1, 0);\n case 14:\n return vec3(0, -1, 1);\n case 15:\n return vec3(0, -1, -1);\n }\n}\n\nfloat interpolate(float value1, float value2, float value3, float value4, float value5, float value6, float value7, float value8, vec3 t) {\n return mix(\n mix(mix(value1, value2, t.x), mix(value3, value4, t.x), t.y),\n mix(mix(value5, value6, t.x), mix(value7, value8, t.x), t.y),\n t.z\n );\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, uint seed) {\n position += 1e+4;\n vec3 floorPosition = floor(position);\n vec3 fractPosition = fract(position);\n uvec3 cellCoordinates = uvec3(floorPosition);\n float value1 = dot(gradientdy(hash(cellCoordinates, seed)), fractPosition);\n float value2 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 0)), seed)), fractPosition - vec3(1, 0, 0));\n float value3 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 0)), seed)), fractPosition - vec3(0, 1, 0));\n float value4 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 0)), seed)), fractPosition - vec3(1, 1, 0));\n float value5 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 0, 1)), seed)), fractPosition - vec3(0, 0, 1));\n float value6 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 0, 1)), seed)), fractPosition - vec3(1, 0, 1));\n float value7 = dot(gradientdy(hash((cellCoordinates + uvec3(0, 1, 1)), seed)), fractPosition - vec3(0, 1, 1));\n float value8 = dot(gradientdy(hash((cellCoordinates + uvec3(1, 1, 1)), seed)), fractPosition - vec3(1, 1, 1));\n return interpolate(value1, value2, value3, value4, value5, value6, value7, value8, fade(fractPosition));\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float currentFrequency = 10.;\n uint currentSeed = uint(0);\n for (int i = 0; i < octaveCount; i++) {\n currentSeed = hash(currentSeed, 0x0U);\n value += perlinNoise(position * currentFrequency, currentSeed) * amplitude;\n amplitude *= persistence;\n currentFrequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence *= .999;\n return (1. - pow(persistence, octaveCount)) / (1. - persistence);\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n\n uv *= .005;\n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float oct_count = max(0., floor(u_octaveCount));\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(oct_count), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, oct_count);\n float noise_normalized = (noise + max_amp) / (2. * max_amp) + (u_proportion - .5);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * fwidth(noise_normalized);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAepC,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAa/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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAwKP,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -1,27 +1,26 @@
1
- import type { vec4 } from '../types';
2
- import type { ShaderMotionParams } from '../shader-mount';
3
- import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
1
+ import type { vec4 } from '../types.js';
2
+ import type { ShaderMotionParams } from '../shader-mount.js';
3
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
4
4
  export declare const pulsingBorderMeta: {
5
5
  readonly maxColorCount: 5;
6
6
  readonly maxSpotsPerColor: 5;
7
7
  };
8
8
  /**
9
- * Pulsing Border Pattern with Smoke Effect
10
- * This shader creates a rounded border mask with multiple color spots
11
- * traveling along the border
9
+ * Color spots traveling around rectangular stroke (border)
10
+ *
11
+ * Uniforms:
12
+ * - u_colorBack (RGBA)
13
+ * - u_colors (vec4[]), u_colorsCount (float used as integer)
14
+ * - u_roundness, u_thickness, u_softness: border parameters
15
+ * - u_intensity: global multiplier for spots shape & color
16
+ * - u_spotSize: angular size of spots
17
+ * - u_spotsPerColor (float used as int): number of spots rendered per color (not all visible at the same time)
18
+ * - u_pulse: optional pulsing animation
19
+ * - u_smoke, u_smokeSize: optional noisy shapes around the border
20
+ *
21
+ * - u_pulseTexture (sampler2D): pulsing signal source
22
+ * - u_noiseTexture (sampler2D): pre-computed randomizer source
12
23
  *
13
- * Uniforms include:
14
- * u_colorBack - The background color of the pattern
15
- * u_colors - An array of colors for the pulsing spots (with up to `u_colorsCount` entries)
16
- * u_colorsCount - The number of colors used in the pattern
17
- * u_roundness - The roundness of the border corners
18
- * u_thickness - The thickness of the border
19
- * u_softness - The blur around the border edges
20
- * u_intensity - The intensity multiplier for the pulsing effect
21
- * u_spotSize - The size of the color spots
22
- * u_spotsPerColor - The number of spots for each color (not all the spots are visible all the time)
23
- * u_pulse - A multiplier for the pulsing strength (pulsing signal taken from the u_pulseTexture)
24
- * u_smoke - The strength of the smoke effect (the noise aroung the border)
25
24
  */
26
25
  export declare const pulsingBorderFragmentShader: string;
27
26
  export interface PulsingBorderUniforms extends ShaderSizingUniforms {
@@ -0,0 +1,211 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, declareValueNoise, colorBandingFix } from "../shader-utils.js";
8
+ const pulsingBorderMeta = {
9
+ maxColorCount: 5,
10
+ maxSpotsPerColor: 5
11
+ };
12
+ const pulsingBorderFragmentShader = `#version 300 es
13
+ precision lowp float;
14
+
15
+ uniform float u_time;
16
+
17
+ uniform vec4 u_colorBack;
18
+ uniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];
19
+ uniform float u_colorsCount;
20
+ uniform float u_roundness;
21
+ uniform float u_thickness;
22
+ uniform float u_softness;
23
+ uniform float u_intensity;
24
+ uniform float u_spotSize;
25
+ uniform float u_spotsPerColor;
26
+ uniform float u_pulse;
27
+ uniform float u_smoke;
28
+ uniform float u_smokeSize;
29
+
30
+ uniform sampler2D u_pulseTexture;
31
+ uniform sampler2D u_noiseTexture;
32
+
33
+ ${sizingVariablesDeclaration}
34
+
35
+ out vec4 fragColor;
36
+
37
+ ${declarePI}
38
+
39
+ float roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {
40
+
41
+ float borderDistance = abs(distance) - .5 * u_thickness;
42
+ float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);
43
+ border *= border;
44
+
45
+ vec2 v0 = uv + halfSize;
46
+ vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
47
+ vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
48
+ vec2 v3 = uv - halfSize;
49
+
50
+ float mult = (.07 - .25 * radius);
51
+ float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);
52
+ float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);
53
+ float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);
54
+ float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);
55
+
56
+ float l = edgeSoftness * .5 + .75 * u_thickness;
57
+ float fade0 = 1. - clamp(length(v0) / l, 0., 1.);
58
+ float fade1 = 1. - clamp(length(v1) / l, 0., 1.);
59
+ float fade2 = 1. - clamp(length(v2) / l, 0., 1.);
60
+ float fade3 = 1. - clamp(length(v3) / l, 0., 1.);
61
+
62
+ m0 *= fade0;
63
+ m1 *= fade1;
64
+ m2 *= fade2;
65
+ m3 *= fade3;
66
+
67
+ float fillFix = m0 + m1 + m2 + m3;
68
+ fillFix *= step(distance, 0.);
69
+ fillFix *= (1. + 3. * u_thickness);
70
+ fillFix *= (1.5 - .5 * smoothstep(0., .5, edgeSoftness));
71
+ fillFix = clamp(fillFix, 0., 1.);
72
+
73
+ return border + fillFix;
74
+ }
75
+
76
+ float roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, float size) {
77
+ float borderDistance = abs(distance);
78
+ float border = 1. - smoothstep(-.75 * size, .75 * size, borderDistance);
79
+ border *= border;
80
+
81
+ vec2 v0 = uv + halfSize;
82
+ vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);
83
+ vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);
84
+ vec2 v3 = uv - halfSize;
85
+
86
+ float l_mask = .5;
87
+ float mask = smoothstep(0., 1., length(v0) / l_mask);
88
+ mask *= smoothstep(0., 1., length(v1) / l_mask);
89
+ mask *= smoothstep(0., 1., length(v2) / l_mask);
90
+ mask *= smoothstep(0., 1., length(v3) / l_mask);
91
+
92
+ return border * mask;
93
+ }
94
+
95
+ float random(vec2 p) {
96
+ vec2 uv = floor(p) / 100. + .5;
97
+ return texture(u_noiseTexture, uv).g;
98
+ }
99
+ vec2 rand2(vec2 p) {
100
+ vec2 uv = floor(p) / 100. + .5;
101
+ return texture(u_noiseTexture, uv).gb;
102
+ }
103
+
104
+ ${declareValueNoise}
105
+
106
+ float getWaveformValue(float time) {
107
+ float dur = 5.;
108
+ float wrappedTime = mod(time, dur);
109
+ float normalizedTime = wrappedTime / dur;
110
+ float value = texture(u_pulseTexture, vec2(normalizedTime, 0.5)).r;
111
+ return value * 2. - 1.;
112
+ }
113
+
114
+ void main() {
115
+
116
+ float t = .5 * u_time + 20.;
117
+
118
+ vec2 borderUV = v_responsiveUV;
119
+
120
+ float angle = atan(borderUV.y, borderUV.x) / TWO_PI;
121
+
122
+
123
+ float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;
124
+ borderUV.x *= borderRatio;
125
+ vec2 halfSize = vec2(.5);
126
+ halfSize.x *= borderRatio;
127
+ float radius = min(.5 * u_roundness, halfSize.x);
128
+ vec2 d = abs(borderUV) - halfSize + radius;
129
+ float outsideDistance = length(max(d, 0.)) - radius;
130
+ float insideDistance = min(max(d.x, d.y), 0.0);
131
+ float distance = outsideDistance + insideDistance;
132
+
133
+ float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);
134
+
135
+ float pulse = u_pulse * getWaveformValue(.18 * u_time);
136
+
137
+ border *= (1. + .1 * pulse);
138
+ border *= (1. + u_intensity);
139
+
140
+ vec2 smokeUV = .001 * u_smokeSize * v_patternUV;
141
+ float smoke = clamp(3. * valueNoise(2.7 * smokeUV + .5 * t), 0., 1.);
142
+ smoke -= valueNoise(3.4 * smokeUV - .5 * t);
143
+ smoke *= roundedBoxSmoke(borderUV, halfSize, radius, distance, u_smoke);
144
+ smoke = 50. * pow(smoke, 2.);
145
+ smoke *= u_smoke;
146
+ smoke *= (.8 + .4 * pulse);
147
+ smoke = clamp(smoke, 0., 1.);
148
+
149
+ border += smoke;
150
+
151
+ float sectorsTotal = 0.;
152
+
153
+ vec3 color = vec3(0.);
154
+ float opacity = 0.;
155
+
156
+ vec3 accumColor = vec3(0.);
157
+ float accumAlpha = 0.;
158
+
159
+ for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {
160
+ if (i >= int(u_spotsPerColor)) break;
161
+ float idx = float(i);
162
+
163
+ for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {
164
+ if (j >= int(u_colorsCount)) break;
165
+ float colorIdx = float(j);
166
+
167
+ vec2 randVal = rand2(vec2(idx * 10. + 2., 40. + colorIdx));
168
+
169
+ float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;
170
+ time *= mix(1., -1., step(.5, randVal.y));
171
+
172
+ float mask = .2 + mix(
173
+ sin(t + idx * (5. - 1.5 * colorIdx)),
174
+ cos(t + idx * (3. + 1.3 * colorIdx)),
175
+ step(mod(colorIdx, 2.), .5)
176
+ );
177
+
178
+ mask += pulse;
179
+ if (mask < 0.) continue;
180
+
181
+ float atg1 = fract(angle + time);
182
+ float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);
183
+ sector *= border;
184
+ sector *= mask;
185
+ sector = clamp(sector, 0., 1.);
186
+
187
+ sectorsTotal += sector;
188
+
189
+ float alpha = sector * u_colors[j].a;
190
+ accumColor += u_colors[j].rgb * alpha;
191
+ accumAlpha += alpha;
192
+ }
193
+ }
194
+
195
+ color = accumColor;
196
+ opacity = clamp(accumAlpha, 0., 1.);
197
+
198
+ vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
199
+ color = color + bgColor * (1. - opacity);
200
+ opacity = opacity + u_colorBack.a * (1. - opacity);
201
+
202
+ ${colorBandingFix}
203
+
204
+ fragColor = vec4(color, opacity);
205
+ }
206
+ `;
207
+ export {
208
+ pulsingBorderFragmentShader,
209
+ pulsingBorderMeta
210
+ };
211
+ //# sourceMappingURL=pulsing-border.js.map