@paper-design/shaders 0.0.4 → 0.0.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.ts
CHANGED
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@@ -3,3 +3,4 @@ export { ShaderMount } from './shader-mount';
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/** An example fragment shader that renders a grainy texture over top of blobby animated clouds */
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export { grainCloudsFragmentShader, type GrainCloudsUniforms, } from './shaders/grain-clouds';
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export { getShaderColorFromString } from './shader-mount';
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//# sourceMappingURL=index.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,qGAAqG;AACrG,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,kGAAkG;AAClG,OAAO,EACL,yBAAyB,EACzB,KAAK,mBAAmB,GACzB,MAAM,wBAAwB,CAAC;AAGhC,OAAO,EAAE,wBAAwB,EAAE,MAAM,gBAAgB,CAAC"}
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package/dist/shader-mount.d.ts
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@@ -0,0 +1 @@
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{"version":3,"file":"shader-mount.d.ts","sourceRoot":"","sources":["../src/shader-mount.ts"],"names":[],"mappings":"AAAA,qBAAa,WAAW;IACtB,OAAO,CAAC,MAAM,CAAoB;IAClC,OAAO,CAAC,EAAE,CAAwB;IAClC,OAAO,CAAC,OAAO,CAA6B;IAC5C,OAAO,CAAC,gBAAgB,CAAmD;IAC3E,4CAA4C;IAC5C,OAAO,CAAC,cAAc,CAAS;IAC/B,yCAAyC;IACzC,OAAO,CAAC,KAAK,CAAuB;IACpC,sCAAsC;IACtC,OAAO,CAAC,aAAa,CAAK;IAC1B,yGAAyG;IACzG,OAAO,CAAC,kBAAkB,CAAK;IAC/B,uCAAuC;IACvC,OAAO,CAAC,UAAU,CAAU;IAC5B,2JAA2J;IAC3J,OAAO,CAAC,gBAAgB,CAAoC;IAC5D,6EAA6E;IAC7E,OAAO,CAAC,eAAe,CAAS;IAChC,wEAAwE;IACxE,OAAO,CAAC,iBAAiB,CAAQ;gBAG/B,MAAM,EAAE,iBAAiB,EACzB,cAAc,EAAE,MAAM,EACtB,QAAQ,GAAE,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,CAAM,EAChD,sBAAsB,CAAC,EAAE,sBAAsB,EAC/C,QAAQ,UAAO;IAsBjB,OAAO,CAAC,SAAS,CAWf;IAEF,OAAO,CAAC,sBAAsB,CAsB5B;IAEF,OAAO,CAAC,aAAa,CAWnB;IAEF,OAAO,CAAC,cAAc,CAA+B;IACrD,OAAO,CAAC,mBAAmB,CAIzB;IAEF,OAAO,CAAC,YAAY,CAUlB;IAEF,OAAO,CAAC,MAAM,CAoCZ;IAEF,OAAO,CAAC,aAAa,CAKnB;IAEF,OAAO,CAAC,sBAAsB,CAoC5B;IAEF,iGAAiG;IAC1F,cAAc,aAInB;IAEF,8BAA8B;IACvB,aAAa,aAMlB;IAEF,kEAAkE;IAC3D,WAAW,gBAAiB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,UASlE;IAEF,0EAA0E;IACnE,OAAO,aAuBZ;CACH;AAyED,4EAA4E;AAC5E,wBAAgB,wBAAwB,CACtC,WAAW,EAAE,MAAM,GAClB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAa1B"}
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@@ -18,3 +18,4 @@ export type GrainCloudsUniforms = {
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grainAmount: number;
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};
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export declare const grainCloudsFragmentShader = "\n precision highp float;\n uniform vec2 u_resolution;\n uniform float u_time;\n uniform vec3 u_color1;\n uniform vec3 u_color2;\n uniform float u_noiseScale;\n uniform float u_noiseSpeed;\n uniform float u_grainAmount;\n\n // Simplex 2D noise\n vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }\n\n float snoise(vec2 v) {\n const vec4 C = vec4(0.211324865405187, 0.366025403784439,\n -0.577350269189626, 0.024390243902439);\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 = v - i + dot(i, C.xx);\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n i = mod(i, 289.0);\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0))\n + i.x + vec3(0.0, i1.x, 1.0));\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),\n dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n }\n\n void main() {\n vec2 st = gl_FragCoord.xy / u_resolution.xy;\n\n // Calculate the aspect ratio of the shader\n float shaderAspect = u_resolution.x / u_resolution.y;\n\n // Define the aspect ratio of your content (e.g., 1.0 for square)\n float contentAspect = 1.0;\n\n // Adjust st to maintain content aspect ratio\n if (shaderAspect > contentAspect) {\n float scale = shaderAspect / contentAspect;\n st.x = (st.x - 0.5) * scale + 0.5;\n } else {\n float scale = contentAspect / shaderAspect;\n st.y = (st.y - 0.5) * scale + 0.5;\n }\n\n // Create blobby texture\n float n = snoise(st * u_noiseScale + u_time * u_noiseSpeed);\n n += 0.5 * snoise(st * u_noiseScale * 2.0 - u_time * u_noiseSpeed * 0.5);\n n += 0.25 * snoise(st * u_noiseScale * 4.0 + u_time * u_noiseSpeed * 0.25);\n n = n * 0.5 + 0.5;\n\n // Color interpolation\n vec3 color = mix(u_color1, u_color2, n);\n\n // Add grain\n float grain = fract(sin(dot(st * 1000.0, vec2(12.9898, 78.233))) * 43758.5453);\n color += (grain - 0.5) * u_grainAmount;\n\n gl_FragColor = vec4(color, 1.0);\n }\n";
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//# sourceMappingURL=grain-clouds.d.ts.map
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{"version":3,"file":"grain-clouds.d.ts","sourceRoot":"","sources":["../../src/shaders/grain-clouds.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,MAAM,MAAM,mBAAmB,GAAG;IAChC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,WAAW,EAAE,MAAM,CAAC;CACrB,CAAC;AAEF,eAAO,MAAM,yBAAyB,m1EAyErC,CAAC"}
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