@paper-design/shaders 0.0.32 → 0.0.34
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/get-shader-color-from-string.js +93 -0
- package/dist/get-shader-color-from-string.js.map +7 -0
- package/dist/get-shader-noise-texture.js +23 -0
- package/dist/get-shader-noise-texture.js.map +7 -0
- package/dist/index.d.ts +25 -23
- package/dist/index.js +118 -0
- package/dist/index.js.map +7 -0
- package/dist/shader-color-spaces.js +96 -0
- package/dist/shader-color-spaces.js.map +7 -0
- package/dist/shader-mount.d.ts +3 -0
- package/dist/shader-mount.js +593 -0
- package/dist/shader-mount.js.map +7 -0
- package/dist/shader-sizing.js +193 -0
- package/dist/shader-sizing.js.map +7 -0
- package/dist/shader-utils.d.ts +1 -0
- package/dist/shader-utils.js +74 -0
- package/dist/shader-utils.js.map +7 -0
- package/dist/shaders/color-panels.d.ts +47 -0
- package/dist/shaders/color-panels.js +210 -0
- package/dist/shaders/color-panels.js.map +7 -0
- package/dist/shaders/dithering.d.ts +24 -29
- package/dist/shaders/dithering.js +221 -0
- package/dist/shaders/dithering.js.map +7 -0
- package/dist/shaders/dot-grid.d.ts +16 -14
- package/dist/shaders/dot-grid.js +108 -0
- package/dist/shaders/dot-grid.js.map +7 -0
- package/dist/shaders/dot-orbit.d.ts +14 -13
- package/dist/shaders/dot-orbit.js +124 -0
- package/dist/shaders/dot-orbit.js.map +7 -0
- package/dist/shaders/god-rays.d.ts +18 -19
- package/dist/shaders/god-rays.js +118 -0
- package/dist/shaders/god-rays.js.map +7 -0
- package/dist/shaders/grain-gradient.d.ts +24 -4
- package/dist/shaders/grain-gradient.js +226 -0
- package/dist/shaders/grain-gradient.js.map +7 -0
- package/dist/shaders/liquid-metal.d.ts +44 -12
- package/dist/shaders/liquid-metal.js +221 -0
- package/dist/shaders/liquid-metal.js.map +7 -0
- package/dist/shaders/mesh-gradient.d.ts +10 -10
- package/dist/shaders/mesh-gradient.js +97 -0
- package/dist/shaders/mesh-gradient.js.map +7 -0
- package/dist/shaders/metaballs.d.ts +13 -10
- package/dist/shaders/metaballs.js +110 -0
- package/dist/shaders/metaballs.js.map +7 -0
- package/dist/shaders/neuro-noise.d.ts +13 -9
- package/dist/shaders/neuro-noise.js +81 -0
- package/dist/shaders/neuro-noise.js.map +7 -0
- package/dist/shaders/perlin-noise.d.ts +15 -19
- package/dist/shaders/perlin-noise.js +201 -0
- package/dist/shaders/perlin-noise.js.map +7 -0
- package/dist/shaders/pulsing-border.d.ts +17 -18
- package/dist/shaders/pulsing-border.js +211 -0
- package/dist/shaders/pulsing-border.js.map +7 -0
- package/dist/shaders/simplex-noise.d.ts +10 -12
- package/dist/shaders/simplex-noise.js +103 -0
- package/dist/shaders/simplex-noise.js.map +7 -0
- package/dist/shaders/smoke-ring.d.ts +11 -14
- package/dist/shaders/smoke-ring.js +124 -0
- package/dist/shaders/smoke-ring.js.map +7 -0
- package/dist/shaders/spiral.d.ts +16 -22
- package/dist/shaders/spiral.js +84 -0
- package/dist/shaders/spiral.js.map +7 -0
- package/dist/shaders/swirl.d.ts +15 -3
- package/dist/shaders/swirl.js +89 -0
- package/dist/shaders/swirl.js.map +7 -0
- package/dist/shaders/voronoi.d.ts +20 -20
- package/dist/shaders/voronoi.js +143 -0
- package/dist/shaders/voronoi.js.map +7 -0
- package/dist/shaders/warp.d.ts +15 -17
- package/dist/shaders/warp.js +108 -0
- package/dist/shaders/warp.js.map +7 -0
- package/dist/shaders/waves.d.ts +18 -21
- package/dist/shaders/waves.js +68 -0
- package/dist/shaders/waves.js.map +7 -0
- package/dist/types.js +6 -0
- package/dist/types.js.map +7 -0
- package/package.json +2 -2
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{
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"version": 3,
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"sources": ["../../src/shaders/pulsing-border.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, declareValueNoise, colorBandingFix } from '../shader-utils.js';\n\nexport const pulsingBorderMeta = {\n maxColorCount: 5,\n maxSpotsPerColor: 5,\n} as const;\n\n/**\n * Color spots traveling around rectangular stroke (border)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_roundness, u_thickness, u_softness: border parameters\n * - u_intensity: global multiplier for spots shape & color\n * - u_spotSize: angular size of spots\n * - u_spotsPerColor (float used as int): number of spots rendered per color (not all visible at the same time)\n * - u_pulse: optional pulsing animation\n * - u_smoke, u_smokeSize: optional noisy shapes around the border\n *\n * - u_pulseTexture (sampler2D): pulsing signal source\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\nexport const pulsingBorderFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${pulsingBorderMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_roundness;\nuniform float u_thickness;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_spotSize;\nuniform float u_spotsPerColor;\nuniform float u_pulse;\nuniform float u_smoke;\nuniform float u_smokeSize;\n\nuniform sampler2D u_pulseTexture;\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nfloat roundedBox(vec2 uv, vec2 halfSize, float radius, float distance, float edgeSoftness) {\n \n float borderDistance = abs(distance) - .5 * u_thickness;\n float border = 1. - smoothstep(-.5 * edgeSoftness, .5 * edgeSoftness, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n\n float mult = (.07 - .25 * radius);\n float m0 = mult * clamp(pow(1. - abs(v0.x - v0.y), 20.), 0., 1.);\n float m1 = mult * clamp(pow(1. - abs(v1.x + v1.y), 20.), 0., 1.);\n float m2 = mult * clamp(pow(1. - abs(v2.x + v2.y), 20.), 0., 1.);\n float m3 = mult * clamp(pow(1. - abs(v3.x - v3.y), 20.), 0., 1.);\n\n float l = edgeSoftness * .5 + .75 * u_thickness;\n float fade0 = 1. - clamp(length(v0) / l, 0., 1.);\n float fade1 = 1. - clamp(length(v1) / l, 0., 1.);\n float fade2 = 1. - clamp(length(v2) / l, 0., 1.);\n float fade3 = 1. - clamp(length(v3) / l, 0., 1.);\n\n m0 *= fade0;\n m1 *= fade1;\n m2 *= fade2;\n m3 *= fade3;\n\n float fillFix = m0 + m1 + m2 + m3;\n fillFix *= step(distance, 0.);\n fillFix *= (1. + 3. * u_thickness);\n fillFix *= (1.5 - .5 * smoothstep(0., .5, edgeSoftness));\n fillFix = clamp(fillFix, 0., 1.);\n\n return border + fillFix;\n}\n\nfloat roundedBoxSmoke(vec2 uv, vec2 halfSize, float radius, float distance, float size) {\n float borderDistance = abs(distance);\n float border = 1. - smoothstep(-.75 * size, .75 * size, borderDistance);\n border *= border;\n\n vec2 v0 = uv + halfSize;\n vec2 v1 = uv - vec2(-halfSize.x, halfSize.y);\n vec2 v2 = uv - vec2(halfSize.x, -halfSize.y);\n vec2 v3 = uv - halfSize;\n\n float l_mask = .5;\n float mask = smoothstep(0., 1., length(v0) / l_mask);\n mask *= smoothstep(0., 1., length(v1) / l_mask);\n mask *= smoothstep(0., 1., length(v2) / l_mask);\n mask *= smoothstep(0., 1., length(v3) / l_mask);\n\n return border * mask;\n}\n\nfloat random(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).g;\n}\nvec2 rand2(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\n${declareValueNoise}\n\nfloat getWaveformValue(float time) {\n float dur = 5.;\n float wrappedTime = mod(time, dur);\n float normalizedTime = wrappedTime / dur;\n float value = texture(u_pulseTexture, vec2(normalizedTime, 0.5)).r;\n return value * 2. - 1.;\n}\n\nvoid main() {\n\n float t = .5 * u_time + 20.;\n\n vec2 borderUV = v_responsiveUV;\n\n float angle = atan(borderUV.y, borderUV.x) / TWO_PI;\n\n\n float borderRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n borderUV.x *= borderRatio;\n vec2 halfSize = vec2(.5);\n halfSize.x *= borderRatio;\n float radius = min(.5 * u_roundness, halfSize.x);\n vec2 d = abs(borderUV) - halfSize + radius;\n float outsideDistance = length(max(d, 0.)) - radius;\n float insideDistance = min(max(d.x, d.y), 0.0);\n float distance = outsideDistance + insideDistance;\n\n float border = roundedBox(borderUV, halfSize, radius, distance, .5 * u_softness);\n\n float pulse = u_pulse * getWaveformValue(.18 * u_time);\n\n border *= (1. + .1 * pulse);\n border *= (1. + u_intensity);\n\n vec2 smokeUV = .001 * u_smokeSize * v_patternUV;\n float smoke = clamp(3. * valueNoise(2.7 * smokeUV + .5 * t), 0., 1.);\n smoke -= valueNoise(3.4 * smokeUV - .5 * t);\n smoke *= roundedBoxSmoke(borderUV, halfSize, radius, distance, u_smoke);\n smoke = 50. * pow(smoke, 2.);\n smoke *= u_smoke;\n smoke *= (.8 + .4 * pulse);\n smoke = clamp(smoke, 0., 1.);\n\n border += smoke;\n\n float sectorsTotal = 0.;\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n vec3 accumColor = vec3(0.);\n float accumAlpha = 0.;\n\n for (int i = 0; i < ${pulsingBorderMeta.maxSpotsPerColor}; i++) {\n if (i >= int(u_spotsPerColor)) break;\n float idx = float(i);\n\n for (int j = 0; j < ${pulsingBorderMeta.maxColorCount}; j++) {\n if (j >= int(u_colorsCount)) break;\n float colorIdx = float(j);\n\n vec2 randVal = rand2(vec2(idx * 10. + 2., 40. + colorIdx));\n \n float time = (.1 + .15 * abs(sin(idx * (2. + colorIdx)) * cos(idx * (2. + 2.5 * colorIdx)))) * t + randVal.x * 3.;\n time *= mix(1., -1., step(.5, randVal.y));\n\n float mask = .2 + mix(\n sin(t + idx * (5. - 1.5 * colorIdx)),\n cos(t + idx * (3. + 1.3 * colorIdx)),\n step(mod(colorIdx, 2.), .5)\n );\n\n mask += pulse;\n if (mask < 0.) continue;\n\n float atg1 = fract(angle + time);\n float sector = smoothstep(.5 - u_spotSize, .5, atg1) * smoothstep(.5 + u_spotSize, .5, atg1);\n sector *= border;\n sector *= mask;\n sector = clamp(sector, 0., 1.);\n\n sectorsTotal += sector;\n\n float alpha = sector * u_colors[j].a;\n accumColor += u_colors[j].rgb * alpha;\n accumAlpha += alpha;\n }\n }\n\n color = accumColor;\n opacity = clamp(accumAlpha, 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 PulsingBorderUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_roundness: number;\n u_thickness: number;\n u_softness: number;\n u_intensity: number;\n u_spotsPerColor: number;\n u_spotSize: number;\n u_pulse: number;\n u_smoke: number;\n u_smokeSize: number;\n u_pulseTexture?: HTMLImageElement;\n}\n\nexport interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n roundness?: number;\n thickness?: number;\n softness?: number;\n intensity?: number;\n spotsPerColor?: number;\n spotSize?: number;\n pulse?: number;\n smoke?: number;\n smokeSize?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,mBAAmB,uBAAuB;AAEvD,MAAM,oBAAoB;AAAA,EAC/B,eAAe;AAAA,EACf,kBAAkB;AACpB;AAoBO,MAAM,8BAAsC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAM3B,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAerD,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,EAmET,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAuDK,kBAAkB,gBAAgB;AAAA;AAAA;AAAA;AAAA,0BAIhC,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,IAuCrD,eAAe;AAAA;AAAA;AAAA;AAAA;",
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"names": []
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}
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import type { vec4 } from '../types';
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import type { ShaderMotionParams } from '../shader-mount';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
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import type { vec4 } from '../types.js';
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import type { ShaderMotionParams } from '../shader-mount.js';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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export declare const simplexNoiseMeta: {
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readonly maxColorCount: 10;
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};
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/**
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*
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* Calculates a combination of 2 simplex noises with result mapped as
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* a gradient with dynamic number of main colors and steps between them
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* Color Gradient mapped over a combination of 2 Simplex noises
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* Uniforms
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* - u_colors (vec4[])
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*/
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* Uniforms:
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* - u_colors (vec4[]), u_colorsCount (float used as integer)
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* - u_stepsPerColor (float, used as int): discrete color steps between u_colors
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* - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
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* */
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export declare const simplexNoiseFragmentShader: string;
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export interface SimplexNoiseUniforms extends ShaderSizingUniforms {
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u_colors: vec4[];
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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* Paper Shaders *
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* https://github.com/paper-design/shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import { sizingVariablesDeclaration } from "../shader-sizing.js";
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import { declareSimplexNoise, colorBandingFix } from "../shader-utils.js";
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const simplexNoiseMeta = {
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maxColorCount: 10
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};
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const simplexNoiseFragmentShader = `#version 300 es
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precision mediump float;
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uniform float u_time;
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uniform float u_scale;
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uniform vec4 u_colors[${simplexNoiseMeta.maxColorCount}];
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uniform float u_colorsCount;
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uniform float u_stepsPerColor;
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uniform float u_softness;
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${sizingVariablesDeclaration}
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out vec4 fragColor;
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${declareSimplexNoise}
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float getNoise(vec2 uv, float t) {
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float noise = .5 * snoise(uv - vec2(0., .3 * t));
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noise += .5 * snoise(2. * uv + vec2(0., .32 * t));
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return noise;
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}
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float steppedSmooth(float t, float steps, float softness) {
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float stepT = floor(t * steps) / steps;
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float f = t * steps - floor(t * steps);
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float fw = 0.005 / u_scale;
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float smoothed = smoothstep(.5 - softness * .5 - fw, .5 + softness * .5 + fw, f);
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return stepT + smoothed / steps;
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}
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void main() {
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vec2 shape_uv = v_patternUV;
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shape_uv *= .001;
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float t = .2 * u_time;
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float shape = .5 + .5 * getNoise(shape_uv, t);
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bool u_extraSides = true;
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float mixer = shape * (u_colorsCount - 1.);
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if (u_extraSides == true) {
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mixer = (shape - .5 / u_colorsCount) * u_colorsCount;
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}
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float steps = max(1., u_stepsPerColor);
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vec4 gradient = u_colors[0];
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gradient.rgb *= gradient.a;
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for (int i = 1; i < ${simplexNoiseMeta.maxColorCount}; i++) {
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if (i >= int(u_colorsCount)) break;
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float localT = clamp(mixer - float(i - 1), 0., 1.);
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localT = steppedSmooth(localT, steps, u_softness);
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vec4 c = u_colors[i];
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c.rgb *= c.a;
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gradient = mix(gradient, c, localT);
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}
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if (u_extraSides == true) {
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if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
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float localT = mixer + 1.;
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if (mixer > (u_colorsCount - 1.)) {
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localT = mixer - (u_colorsCount - 1.);
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}
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localT = steppedSmooth(localT, steps, u_softness);
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vec4 cFst = u_colors[0];
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cFst.rgb *= cFst.a;
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vec4 cLast = u_colors[int(u_colorsCount - 1.)];
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cLast.rgb *= cLast.a;
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gradient = mix(cLast, cFst, localT);
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}
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}
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vec3 color = gradient.rgb;
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float opacity = gradient.a;
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${colorBandingFix}
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fragColor = vec4(color, opacity);
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}
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`;
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export {
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simplexNoiseFragmentShader,
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simplexNoiseMeta
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};
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//# sourceMappingURL=simplex-noise.js.map
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{
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"version": 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 * 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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}
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import type { vec4 } from '../types';
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import type { ShaderMotionParams } from '../shader-mount';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing';
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import type { vec4 } from '../types.js';
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import type { ShaderMotionParams } from '../shader-mount.js';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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export declare const smokeRingMeta: {
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readonly maxColorCount: 10;
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readonly maxNoiseIterations: 8;
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};
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/**
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*
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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
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*
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* Uniforms
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* - u_colorBack
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* -
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* -
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* -
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*
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* -
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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 {
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@@ -0,0 +1,124 @@
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
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+
* Paper Shaders *
|
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* https://github.com/paper-design/shaders *
|
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
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import { sizingVariablesDeclaration } from "../shader-sizing.js";
|
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|
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import { declarePI, declareValueNoise, colorBandingFix } from "../shader-utils.js";
|
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|
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const smokeRingMeta = {
|
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9
|
+
maxColorCount: 10,
|
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10
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maxNoiseIterations: 8
|
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};
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const smokeRingFragmentShader = `#version 300 es
|
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precision mediump float;
|
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+
|
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+
uniform float u_time;
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uniform sampler2D u_noiseTexture;
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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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+
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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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${sizingVariablesDeclaration}
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out vec4 fragColor;
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${declarePI}
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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;
|
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+
}
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+
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${declareValueNoise}
|
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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 += valueNoise(n) * amplitude;
|
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|
+
n *= 1.99;
|
|
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+
amplitude *= 0.65;
|
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+
}
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return total;
|
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+
}
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+
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|
+
float getNoise(vec2 uv, vec2 pUv, float t) {
|
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|
+
float noiseLeft = fbm(pUv + .03 * t);
|
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|
+
pUv.x = mod(pUv.x, u_noiseScale * TWO_PI);
|
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float noiseRight = fbm(pUv + .03 * t);
|
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+
return mix(noiseRight, noiseLeft, smoothstep(-.25, .25, uv.x));
|
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}
|
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float getRingShape(vec2 uv) {
|
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float radius = u_radius;
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float thickness = u_thickness;
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float distance = length(uv);
|
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|
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float ringValue = 1. - smoothstep(radius, radius + thickness, distance);
|
|
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|
+
ringValue *= smoothstep(radius - pow(u_innerShape, 3.) * thickness, radius, distance);
|
|
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|
+
|
|
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|
+
return ringValue;
|
|
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|
+
}
|
|
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|
+
|
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|
+
void main() {
|
|
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|
+
vec2 shape_uv = v_objectUV;
|
|
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|
+
|
|
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|
+
float t = u_time;
|
|
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|
+
|
|
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|
+
float cycleDuration = 3.;
|
|
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|
+
float localTime1 = mod(.1 * t + cycleDuration, 2. * cycleDuration);
|
|
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|
+
float localTime2 = mod(.1 * t, 2. * cycleDuration);
|
|
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|
+
float timeBlend = .5 + .5 * sin(.1 * t * PI / cycleDuration - .5 * PI);
|
|
80
|
+
|
|
81
|
+
float atg = atan(shape_uv.y, shape_uv.x) + .001;
|
|
82
|
+
float l = length(shape_uv);
|
|
83
|
+
vec2 polar_uv1 = vec2(atg, localTime1 - (.5 * l) + 1. / pow(l, .5));
|
|
84
|
+
polar_uv1 *= u_noiseScale;
|
|
85
|
+
float noise1 = getNoise(shape_uv, polar_uv1, t);
|
|
86
|
+
|
|
87
|
+
vec2 polar_uv2 = vec2(atg, localTime2 - (.5 * l) + 1. / pow(l, .5));
|
|
88
|
+
polar_uv2 *= u_noiseScale;
|
|
89
|
+
float noise2 = getNoise(shape_uv, polar_uv2, t);
|
|
90
|
+
|
|
91
|
+
float noise = mix(noise1, noise2, timeBlend);
|
|
92
|
+
|
|
93
|
+
shape_uv *= (.8 + 1.2 * noise);
|
|
94
|
+
|
|
95
|
+
float ringShape = getRingShape(shape_uv);
|
|
96
|
+
|
|
97
|
+
float mixer = pow(ringShape, 3.) * (u_colorsCount - 1.);
|
|
98
|
+
vec4 gradient = u_colors[0];
|
|
99
|
+
gradient.rgb *= gradient.a;
|
|
100
|
+
for (int i = 1; i < ${smokeRingMeta.maxColorCount}; i++) {
|
|
101
|
+
if (i >= int(u_colorsCount)) break;
|
|
102
|
+
float localT = clamp(mixer - float(i - 1), 0., 1.);
|
|
103
|
+
vec4 c = u_colors[i];
|
|
104
|
+
c.rgb *= c.a;
|
|
105
|
+
gradient = mix(gradient, c, localT);
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
vec3 color = gradient.rgb * ringShape;
|
|
109
|
+
float opacity = gradient.a * ringShape;
|
|
110
|
+
|
|
111
|
+
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
112
|
+
color = color + bgColor * (1. - opacity);
|
|
113
|
+
opacity = opacity + u_colorBack.a * (1. - opacity);
|
|
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|
+
|
|
115
|
+
${colorBandingFix}
|
|
116
|
+
|
|
117
|
+
fragColor = vec4(color, opacity);
|
|
118
|
+
}
|
|
119
|
+
`;
|
|
120
|
+
export {
|
|
121
|
+
smokeRingFragmentShader,
|
|
122
|
+
smokeRingMeta
|
|
123
|
+
};
|
|
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|
+
//# sourceMappingURL=smoke-ring.js.map
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
{
|
|
2
|
+
"version": 3,
|
|
3
|
+
"sources": ["../../src/shaders/smoke-ring.ts"],
|
|
4
|
+
"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareValueNoise, colorBandingFix } from '../shader-utils.js';\n\nexport const smokeRingMeta = {\n maxColorCount: 10,\n maxNoiseIterations: 8,\n} as const;\n\n/**\n * Radial gradient with layered FBM displacement, masked with ring shape\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_thickness, u_radius, u_innerShape: ring mask settings\n * - u_noiseIterations, u_noiseScale: how detailed is the noise (number of fbm layers & noise frequency)\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n */\n\nexport const smokeRingFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${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
|
+
"names": []
|
|
7
|
+
}
|
package/dist/shaders/spiral.d.ts
CHANGED
|
@@ -1,29 +1,23 @@
|
|
|
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
|
/**
|
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-
*
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-
* Generates a dynamic spiral shape with configurable parameters
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* 2-color spiral shape
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*
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* Uniforms
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* Uniforms:
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* - u_colorBack, u_colorFront (RGBA)
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* - u_density: spacing falloff to simulate radial perspective (0 = no perspective)
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* - u_strokeWidth: thickness of stroke
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* - u_strokeTaper: stroke loosing width further from center (0 for full visibility)
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* - u_distortion: per-arch shift
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* - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)
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* - u_noiseFrequency, u_noisePower: simplex noise distortion over the shape
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* - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)
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*
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* u_scale - controls the overall scale of the spiral (u_scale = 1 makes it fit the viewport height)
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* u_offsetX - left / right pan
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* u_offsetY - up / down pan
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* u_color1 - the first color used in the spiral (stroke)
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* u_color2 - the second color used in the spiral (back)
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* u_density (0 .. 1) - the spacing of the spiral arms
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* u_distortion (0 .. 1) - adds a wavy distortion effect to the spiral arms
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* u_strokeWidth (0 .. 1) - defines the thickness of the spiral lines.
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* u_strokeCap (0 .. 1) - adjusts the fading of the spiral edges.
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* u_strokeTaper (0 .. 1) - controls the tapering effect along the spiral arms.
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* u_noiseFrequency - frequency of the noise applied to the spiral.
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* u_noisePower (0 .. 1) - strength of the noise effect.
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* u_softness - softens the edges of the spiral for a smoother appearance.
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*/
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export declare const spiralFragmentShader: string;
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export interface SpiralUniforms extends ShaderSizingUniforms {
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-
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-
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u_colorBack: [number, number, number, number];
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u_colorFront: [number, number, number, number];
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u_density: number;
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u_distortion: number;
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u_strokeWidth: number;
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@@ -34,8 +28,8 @@ export interface SpiralUniforms extends ShaderSizingUniforms {
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u_softness: number;
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}
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export interface SpiralParams extends ShaderSizingParams, ShaderMotionParams {
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-
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-
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colorBack?: string;
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colorFront?: string;
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density?: number;
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distortion?: number;
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strokeWidth?: number;
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@@ -0,0 +1,84 @@
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1
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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* Paper Shaders *
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* https://github.com/paper-design/shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+
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import { sizingVariablesDeclaration } from "../shader-sizing.js";
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import { declareSimplexNoise, declarePI, colorBandingFix } from "../shader-utils.js";
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const spiralFragmentShader = `#version 300 es
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precision mediump float;
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+
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uniform float u_time;
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+
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uniform vec4 u_colorBack;
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uniform vec4 u_colorFront;
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uniform float u_density;
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uniform float u_distortion;
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uniform float u_strokeWidth;
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uniform float u_strokeCap;
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uniform float u_strokeTaper;
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uniform float u_noiseFrequency;
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uniform float u_noisePower;
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uniform float u_softness;
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+
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${sizingVariablesDeclaration}
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+
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out vec4 fragColor;
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+
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${declarePI}
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${declareSimplexNoise}
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void main() {
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vec2 shape_uv = v_patternUV * .02;
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+
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float t = u_time;
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+
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float l = length(shape_uv);
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float angle = atan(shape_uv.y, shape_uv.x) - 2. * t;
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float angle_norm = angle / TWO_PI;
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+
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+
angle_norm += .125 * u_noisePower * snoise(.5 * u_noiseFrequency * shape_uv);
|
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+
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+
float offset = pow(l, 1. - clamp(u_density, 0., 1.)) + angle_norm;
|
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+
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45
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+
float stripe_map = fract(offset);
|
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+
stripe_map -= .5 * u_strokeTaper * l;
|
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+
|
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+
stripe_map += .25 * u_noisePower * snoise(u_noiseFrequency * shape_uv);
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+
|
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50
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+
float shape = 2. * abs(stripe_map - .5);
|
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float test = step(.5, stripe_map);
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+
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shape *= (1. + u_distortion * sin(4. * l - t) * cos(PI + l + t));
|
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54
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+
|
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+
float stroke_width = clamp(u_strokeWidth, fwidth(l), 1. - fwidth(l));
|
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56
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+
|
|
57
|
+
float edge_width = min(fwidth(l), fwidth(offset));
|
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+
|
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59
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+
float mid = 1. - smoothstep(.0, .9, l);
|
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+
mid = pow(mid, 2.);
|
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+
shape -= .5 * u_strokeCap * mid;
|
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+
|
|
63
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+
float res = smoothstep(stroke_width - edge_width - u_softness, stroke_width + edge_width + u_softness, shape);
|
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64
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+
|
|
65
|
+
vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
|
|
66
|
+
float fgOpacity = u_colorFront.a;
|
|
67
|
+
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
68
|
+
float bgOpacity = u_colorBack.a;
|
|
69
|
+
|
|
70
|
+
vec3 color = bgColor * res;
|
|
71
|
+
float opacity = bgOpacity * res;
|
|
72
|
+
|
|
73
|
+
color += fgColor * (1. - opacity);
|
|
74
|
+
opacity += fgOpacity * (1. - opacity);
|
|
75
|
+
|
|
76
|
+
${colorBandingFix}
|
|
77
|
+
|
|
78
|
+
fragColor = vec4(color, opacity);
|
|
79
|
+
}
|
|
80
|
+
`;
|
|
81
|
+
export {
|
|
82
|
+
spiralFragmentShader
|
|
83
|
+
};
|
|
84
|
+
//# sourceMappingURL=spiral.js.map
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
{
|
|
2
|
+
"version": 3,
|
|
3
|
+
"sources": ["../../src/shaders/spiral.ts"],
|
|
4
|
+
"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * 2-color spiral shape\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - u_density: spacing falloff to simulate radial perspective (0 = no perspective)\n * - u_strokeWidth: thickness of stroke\n * - u_strokeTaper: stroke loosing width further from center (0 for full visibility)\n * - u_distortion: per-arch shift\n * - u_strokeCap: extra width at the center (no effect on u_strokeWidth = 0.5)\n * - u_noiseFrequency, u_noisePower: simplex noise distortion over the shape\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n *\n */\n\nexport const spiralFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_density;\nuniform float u_distortion;\nuniform float u_strokeWidth;\nuniform float u_strokeCap;\nuniform float u_strokeTaper;\n\nuniform float u_noiseFrequency;\nuniform float u_noisePower;\nuniform float u_softness;\n\n${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
|
+
"names": []
|
|
7
|
+
}
|
package/dist/shaders/swirl.d.ts
CHANGED
|
@@ -1,13 +1,24 @@
|
|
|
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 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 {
|
|
21
|
+
u_colorBack: [number, number, number, number];
|
|
11
22
|
u_colors: vec4[];
|
|
12
23
|
u_colorsCount: number;
|
|
13
24
|
u_bandCount: number;
|
|
@@ -17,6 +28,7 @@ export interface SwirlUniforms extends ShaderSizingUniforms {
|
|
|
17
28
|
u_noisePower: number;
|
|
18
29
|
}
|
|
19
30
|
export interface SwirlParams extends ShaderSizingParams, ShaderMotionParams {
|
|
31
|
+
colorBack?: string;
|
|
20
32
|
colors?: string[];
|
|
21
33
|
bandCount?: number;
|
|
22
34
|
twist?: number;
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
|
2
|
+
* Paper Shaders *
|
|
3
|
+
* https://github.com/paper-design/shaders *
|
|
4
|
+
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
|
5
|
+
|
|
6
|
+
import { sizingVariablesDeclaration } from "../shader-sizing.js";
|
|
7
|
+
import { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from "../shader-utils.js";
|
|
8
|
+
const swirlMeta = {
|
|
9
|
+
maxColorCount: 10
|
|
10
|
+
};
|
|
11
|
+
const swirlFragmentShader = `#version 300 es
|
|
12
|
+
precision mediump float;
|
|
13
|
+
|
|
14
|
+
uniform float u_time;
|
|
15
|
+
|
|
16
|
+
uniform vec4 u_colorBack;
|
|
17
|
+
uniform vec4 u_colors[${swirlMeta.maxColorCount}];
|
|
18
|
+
uniform float u_colorsCount;
|
|
19
|
+
uniform float u_bandCount;
|
|
20
|
+
uniform float u_twist;
|
|
21
|
+
uniform float u_softness;
|
|
22
|
+
uniform float u_noisePower;
|
|
23
|
+
uniform float u_noiseFrequency;
|
|
24
|
+
|
|
25
|
+
${sizingVariablesDeclaration}
|
|
26
|
+
|
|
27
|
+
out vec4 fragColor;
|
|
28
|
+
|
|
29
|
+
${declarePI}
|
|
30
|
+
${declareSimplexNoise}
|
|
31
|
+
${declareRotate}
|
|
32
|
+
|
|
33
|
+
void main() {
|
|
34
|
+
vec2 shape_uv = v_objectUV;
|
|
35
|
+
|
|
36
|
+
float l = length(shape_uv);
|
|
37
|
+
|
|
38
|
+
float t = u_time;
|
|
39
|
+
|
|
40
|
+
float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;
|
|
41
|
+
float angle_norm = angle / TWO_PI;
|
|
42
|
+
|
|
43
|
+
float twist = 3. * clamp(u_twist, 0., 1.);
|
|
44
|
+
float offset = pow(l, -twist) + angle_norm;
|
|
45
|
+
|
|
46
|
+
float shape = fract(offset);
|
|
47
|
+
shape = 1. - abs(2. * shape - 1.);
|
|
48
|
+
shape += u_noisePower * snoise(pow(u_noiseFrequency, 2.) * shape_uv);
|
|
49
|
+
|
|
50
|
+
float mid = smoothstep(.2, .4, pow(l, twist));
|
|
51
|
+
shape = mix(0., shape, mid);
|
|
52
|
+
|
|
53
|
+
shape = clamp(shape - .5 / u_colorsCount, 0., 1.);
|
|
54
|
+
|
|
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.);
|
|
59
|
+
|
|
60
|
+
vec4 gradient = u_colors[0];
|
|
61
|
+
gradient.rgb *= gradient.a;
|
|
62
|
+
for (int i = 1; i < ${swirlMeta.maxColorCount}; i++) {
|
|
63
|
+
if (i >= int(u_colorsCount)) break;
|
|
64
|
+
|
|
65
|
+
float localT = clamp(mixer - float(i - 1), 0., 1.);
|
|
66
|
+
localT = smoothstep(.5 - .5 * u_softness, .5 + .5 * u_softness + edge_w, localT);
|
|
67
|
+
|
|
68
|
+
vec4 c = u_colors[i];
|
|
69
|
+
c.rgb *= c.a;
|
|
70
|
+
gradient = mix(gradient, c, localT);
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
vec3 color = gradient.rgb * totalShape;
|
|
74
|
+
float opacity = gradient.a * totalShape;
|
|
75
|
+
|
|
76
|
+
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
|
|
77
|
+
color = color + bgColor * (1.0 - opacity);
|
|
78
|
+
opacity = opacity + u_colorBack.a * (1.0 - opacity);
|
|
79
|
+
|
|
80
|
+
${colorBandingFix}
|
|
81
|
+
|
|
82
|
+
fragColor = vec4(color, opacity);
|
|
83
|
+
}
|
|
84
|
+
`;
|
|
85
|
+
export {
|
|
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swirlFragmentShader,
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swirlMeta
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//# sourceMappingURL=swirl.js.map
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{
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"version": 3,
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"sources": ["../../src/shaders/swirl.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const swirlMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Twisting radial bands\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_bandCount (float, used as int): number of sectors\n * - u_twist: sectors twist intensity (0 = linear)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_noisePower, u_noiseFrequency: simplex noise distortion over the shape\n *\n */\n\nexport const swirlFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${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"],
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"names": []
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}
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