@paper-design/shaders 0.0.40 → 0.0.46

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Files changed (78) hide show
  1. package/README.md +2 -1
  2. package/dist/get-shader-noise-texture.d.ts +1 -1
  3. package/dist/get-shader-noise-texture.js +5 -9
  4. package/dist/get-shader-noise-texture.js.map +2 -2
  5. package/dist/index.d.ts +4 -0
  6. package/dist/index.js +18 -0
  7. package/dist/index.js.map +2 -2
  8. package/dist/shader-mount.d.ts +8 -2
  9. package/dist/shader-mount.js +12 -177
  10. package/dist/shader-mount.js.map +2 -2
  11. package/dist/shader-sizing.d.ts +2 -2
  12. package/dist/shader-sizing.js +39 -1
  13. package/dist/shader-sizing.js.map +2 -2
  14. package/dist/shader-utils.d.ts +8 -5
  15. package/dist/shader-utils.js +70 -51
  16. package/dist/shader-utils.js.map +2 -2
  17. package/dist/shaders/dithering.js +13 -11
  18. package/dist/shaders/dithering.js.map +2 -2
  19. package/dist/shaders/dot-grid.js +2 -2
  20. package/dist/shaders/dot-grid.js.map +2 -2
  21. package/dist/shaders/dot-orbit.d.ts +3 -0
  22. package/dist/shaders/dot-orbit.js +9 -9
  23. package/dist/shaders/dot-orbit.js.map +2 -2
  24. package/dist/shaders/fluted-glass.d.ts +72 -0
  25. package/dist/shaders/fluted-glass.js +188 -0
  26. package/dist/shaders/fluted-glass.js.map +7 -0
  27. package/dist/shaders/god-rays.d.ts +2 -0
  28. package/dist/shaders/god-rays.js +20 -9
  29. package/dist/shaders/god-rays.js.map +2 -2
  30. package/dist/shaders/grain-gradient.d.ts +1 -0
  31. package/dist/shaders/grain-gradient.js +65 -42
  32. package/dist/shaders/grain-gradient.js.map +2 -2
  33. package/dist/shaders/image-dithering.d.ts +49 -0
  34. package/dist/shaders/image-dithering.js +164 -0
  35. package/dist/shaders/image-dithering.js.map +7 -0
  36. package/dist/shaders/liquid-metal.js +4 -4
  37. package/dist/shaders/liquid-metal.js.map +2 -2
  38. package/dist/shaders/mesh-gradient.js +2 -2
  39. package/dist/shaders/mesh-gradient.js.map +2 -2
  40. package/dist/shaders/metaballs.d.ts +3 -0
  41. package/dist/shaders/metaballs.js +8 -7
  42. package/dist/shaders/metaballs.js.map +2 -2
  43. package/dist/shaders/neuro-noise.js +2 -2
  44. package/dist/shaders/neuro-noise.js.map +2 -2
  45. package/dist/shaders/paper-texture.d.ts +53 -0
  46. package/dist/shaders/paper-texture.js +236 -0
  47. package/dist/shaders/paper-texture.js.map +7 -0
  48. package/dist/shaders/perlin-noise.js +111 -117
  49. package/dist/shaders/perlin-noise.js.map +2 -2
  50. package/dist/shaders/pulsing-border.d.ts +1 -0
  51. package/dist/shaders/pulsing-border.js +23 -15
  52. package/dist/shaders/pulsing-border.js.map +2 -2
  53. package/dist/shaders/simplex-noise.js +2 -2
  54. package/dist/shaders/simplex-noise.js.map +2 -2
  55. package/dist/shaders/smoke-ring.js +13 -8
  56. package/dist/shaders/smoke-ring.js.map +2 -2
  57. package/dist/shaders/spiral.js +3 -3
  58. package/dist/shaders/spiral.js.map +2 -2
  59. package/dist/shaders/static-mesh-gradient.d.ts +2 -0
  60. package/dist/shaders/static-mesh-gradient.js +15 -14
  61. package/dist/shaders/static-mesh-gradient.js.map +2 -2
  62. package/dist/shaders/static-radial-gradient.d.ts +2 -0
  63. package/dist/shaders/static-radial-gradient.js +15 -13
  64. package/dist/shaders/static-radial-gradient.js.map +2 -2
  65. package/dist/shaders/swirl.js +3 -3
  66. package/dist/shaders/swirl.js.map +2 -2
  67. package/dist/shaders/voronoi.js +6 -10
  68. package/dist/shaders/voronoi.js.map +2 -2
  69. package/dist/shaders/warp.d.ts +3 -0
  70. package/dist/shaders/warp.js +20 -4
  71. package/dist/shaders/warp.js.map +2 -2
  72. package/dist/shaders/water.d.ts +39 -0
  73. package/dist/shaders/water.js +119 -0
  74. package/dist/shaders/water.js.map +7 -0
  75. package/dist/vertex-shader.d.ts +2 -0
  76. package/dist/vertex-shader.js +212 -0
  77. package/dist/vertex-shader.js.map +7 -0
  78. package/package.json +1 -1
@@ -4,7 +4,7 @@
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  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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  import { sizingVariablesDeclaration } from "../shader-sizing.js";
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- import { declarePI } from "../shader-utils.js";
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+ import { declarePI, textureRandomizerGB } from "../shader-utils.js";
8
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  const voronoiMeta = {
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  maxColorCount: 5
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  };
@@ -32,11 +32,7 @@ ${sizingVariablesDeclaration}
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  out vec4 fragColor;
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  ${declarePI}
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-
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- vec2 hash(vec2 p) {
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- vec2 uv = floor(p) / 100. + .5;
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- return texture(u_noiseTexture, uv).gb;
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- }
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+ ${textureRandomizerGB}
40
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  vec4 voronoi(vec2 x, float t) {
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  vec2 ip = floor(x);
@@ -49,8 +45,8 @@ vec4 voronoi(vec2 x, float t) {
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  for (int j = -1; j <= 1; j++) {
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  for (int i = -1; i <= 1; i++) {
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  vec2 g = vec2(float(i), float(j));
52
- vec2 raw_hash = hash(ip + g);
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- vec2 o = hash(ip + g);
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+ vec2 o = randomGB(ip + g);
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+ float raw_hash = o.x;
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  o = .5 + u_distortion * sin(t + TWO_PI * o);
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  vec2 r = g + o - fp;
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  float d = dot(r, r);
@@ -59,7 +55,7 @@ vec4 voronoi(vec2 x, float t) {
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  md = d;
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  mr = r;
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  mg = g;
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- rand = raw_hash.x;
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+ rand = raw_hash;
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  }
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  }
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  }
@@ -68,7 +64,7 @@ vec4 voronoi(vec2 x, float t) {
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  for (int j = -2; j <= 2; j++) {
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  for (int i = -2; i <= 2; i++) {
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  vec2 g = mg + vec2(float(i), float(j));
71
- vec2 o = hash(ip + g);
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+ vec2 o = randomGB(ip + g);
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  o = .5 + u_distortion * sin(t + TWO_PI * o);
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  vec2 r = g + o - fp;
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  if (dot(mr - r, mr - r) > .00001) {
@@ -1,7 +1,7 @@
1
1
  {
2
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  "version": 3,
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  "sources": ["../../src/shaders/voronoi.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI } from '../shader-utils.js';\n\nexport const voronoiMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Double-pass Voronoi pattern cell edges\n * Original algorithm: https://www.shadertoy.com/view/ldl3W8\n *\n * Uniforms:\n * - u_colorBack, u_colorGlow (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_distortion (0..0.5): max distance the cell center moves away from regular grid\n * - u_gap: width of the stroke between the cells\n * - u_glow: radial glow around each cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n * Note: gaps can't be removed completely due to artifacts of Voronoi cells\n *\n */\n\n// language=GLSL\nexport const voronoiFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${voronoiMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_stepsPerColor;\nuniform vec4 u_colorGlow;\nuniform vec4 u_colorGap;\nuniform float u_distortion;\nuniform float u_gap;\nuniform float u_glow;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nvec2 hash(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, uv).gb;\n}\n\nvec4 voronoi(vec2 x, float t) {\n vec2 ip = floor(x);\n vec2 fp = fract(x);\n\n vec2 mg, mr;\n float md = 8.;\n float rand = 0.;\n\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 g = vec2(float(i), float(j));\n vec2 raw_hash = hash(ip + g);\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n float d = dot(r, r);\n\n if (d < md) {\n md = d;\n mr = r;\n mg = g;\n rand = raw_hash.x;\n }\n }\n }\n\n md = 8.;\n for (int j = -2; j <= 2; j++) {\n for (int i = -2; i <= 2; i++) {\n vec2 g = mg + vec2(float(i), float(j));\n vec2 o = hash(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n if (dot(mr - r, mr - r) > .00001) {\n md = min(md, dot(.5 * (mr + r), normalize(r - mr)));\n }\n }\n }\n\n return vec4(md, mr, rand);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.25;\n\n float t = u_time;\n\n vec4 voronoiRes = voronoi(shape_uv, t);\n\n float shape = clamp(voronoiRes.w, 0., 1.);\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 cellColor = gradient.rgb;\n float cellOpacity = gradient.a;\n\n float glows = length(voronoiRes.yz * u_glow);\n glows = pow(glows, 1.5);\n\n vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);\n float opacity = cellOpacity + u_colorGlow.a * glows;\n\n float edge = voronoiRes.x;\n float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);\n edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);\n\n color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);\n opacity = mix(u_colorGap.a, opacity, edge);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface VoronoiUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_colorGap: [number, number, number, number];\n u_colorGlow: [number, number, number, number];\n u_distortion: number;\n u_gap: number;\n u_glow: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n colorGap?: string;\n colorGlow?: string;\n distortion?: number;\n gap?: number;\n glow?: number;\n}\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,iBAAiB;AAEnB,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAqBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAgEa,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerGB } from '../shader-utils.js';\n\nexport const voronoiMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Double-pass Voronoi pattern cell edges\n * Original algorithm: https://www.shadertoy.com/view/ldl3W8\n *\n * Uniforms:\n * - u_colorBack, u_colorGlow (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_distortion (0..0.5): max distance the cell center moves away from regular grid\n * - u_gap: width of the stroke between the cells\n * - u_glow: radial glow around each cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n * Note: gaps can't be removed completely due to artifacts of Voronoi cells\n *\n */\n\n// language=GLSL\nexport const voronoiFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${voronoiMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_stepsPerColor;\nuniform vec4 u_colorGlow;\nuniform vec4 u_colorGap;\nuniform float u_distortion;\nuniform float u_gap;\nuniform float u_glow;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${textureRandomizerGB}\n\nvec4 voronoi(vec2 x, float t) {\n vec2 ip = floor(x);\n vec2 fp = fract(x);\n\n vec2 mg, mr;\n float md = 8.;\n float rand = 0.;\n\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 g = vec2(float(i), float(j));\n vec2 o = randomGB(ip + g);\n float raw_hash = o.x;\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n float d = dot(r, r);\n\n if (d < md) {\n md = d;\n mr = r;\n mg = g;\n rand = raw_hash;\n }\n }\n }\n\n md = 8.;\n for (int j = -2; j <= 2; j++) {\n for (int i = -2; i <= 2; i++) {\n vec2 g = mg + vec2(float(i), float(j));\n vec2 o = randomGB(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n if (dot(mr - r, mr - r) > .00001) {\n md = min(md, dot(.5 * (mr + r), normalize(r - mr)));\n }\n }\n }\n\n return vec4(md, mr, rand);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.25;\n\n float t = u_time;\n\n vec4 voronoiRes = voronoi(shape_uv, t);\n\n float shape = clamp(voronoiRes.w, 0., 1.);\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 cellColor = gradient.rgb;\n float cellOpacity = gradient.a;\n\n float glows = length(voronoiRes.yz * u_glow);\n glows = pow(glows, 1.5);\n\n vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);\n float opacity = cellOpacity + u_colorGlow.a * glows;\n\n float edge = voronoiRes.x;\n float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);\n edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);\n\n color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);\n opacity = mix(u_colorGap.a, opacity, edge);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface VoronoiUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_colorGap: [number, number, number, number];\n u_colorGlow: [number, number, number, number];\n u_distortion: number;\n u_gap: number;\n u_glow: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n colorGap?: string;\n colorGlow?: string;\n distortion?: number;\n gap?: number;\n glow?: number;\n}\n"],
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+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,2BAA2B;AAExC,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAqBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA2DG,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
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  "names": []
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  }
@@ -19,6 +19,8 @@ export declare const warpMeta: {
19
19
  * - u_distortion: value noise distortion over the UV coordinate
20
20
  * - u_swirl, u_swirlIterations: swirly distortion (layering curves effect)
21
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  *
22
+ * - u_noiseTexture (sampler2D): pre-computed randomizer source
23
+ *
22
24
  */
23
25
  export declare const warpFragmentShader: string;
24
26
  export interface WarpUniforms extends ShaderSizingUniforms {
@@ -31,6 +33,7 @@ export interface WarpUniforms extends ShaderSizingUniforms {
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33
  u_distortion: number;
32
34
  u_swirl: number;
33
35
  u_swirlIterations: number;
36
+ u_noiseTexture?: HTMLImageElement;
34
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  }
35
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  export interface WarpParams extends ShaderSizingParams, ShaderMotionParams {
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  colors?: string[];
@@ -4,7 +4,7 @@
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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6
6
  import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, declareRandom, declareValueNoise, declareRotate, colorBandingFix } from "../shader-utils.js";
7
+ import { declarePI, rotation2, colorBandingFix } from "../shader-utils.js";
8
8
  const warpMeta = {
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  maxColorCount: 10
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  };
@@ -14,6 +14,8 @@ precision mediump float;
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  uniform float u_time;
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  uniform float u_scale;
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+ uniform sampler2D u_noiseTexture;
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+
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  uniform vec4 u_colors[${warpMeta.maxColorCount}];
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  uniform float u_colorsCount;
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  uniform float u_proportion;
@@ -29,9 +31,23 @@ ${sizingVariablesDeclaration}
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  out vec4 fragColor;
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  ${declarePI}
32
- ${declareRandom}
33
- ${declareRotate}
34
- ${declareValueNoise}
34
+ ${rotation2}
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+ float randomG(vec2 p) {
36
+ vec2 uv = floor(p) / 100. + .5;
37
+ return texture(u_noiseTexture, fract(uv)).g;
38
+ }
39
+ float valueNoise(vec2 st) {
40
+ vec2 i = floor(st);
41
+ vec2 f = fract(st);
42
+ float a = randomG(i);
43
+ float b = randomG(i + vec2(1.0, 0.0));
44
+ float c = randomG(i + vec2(0.0, 1.0));
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+ float d = randomG(i + vec2(1.0, 1.0));
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+ vec2 u = f * f * (3.0 - 2.0 * f);
47
+ float x1 = mix(a, b, u.x);
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+ float x2 = mix(c, d, u.x);
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+ return mix(x1, x2, u.y);
50
+ }
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  void main() {
@@ -1,7 +1,7 @@
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1
  {
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  "version": 3,
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  "sources": ["../../src/shaders/warp.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, declareValueNoise, declareRotate, colorBandingFix } from '../shader-utils.js';\n\nexport const warpMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Iterative layered + swirl-based distortion applied over different layouts (shapes)\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_shape (float used as integer):\n * ---- 0: checks\n * ---- 1: stripes\n * ---- 2: 2x halves of canvas (mapping the canvas height regardless of resolution)\n * - u_shapeScale: the scale of layouts (underlying shapes)\n * - u_distortion: value noise distortion over the UV coordinate\n * - u_swirl, u_swirlIterations: swirly distortion (layering curves effect)\n *\n */\n\n// language=GLSL\nexport const warpFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform vec4 u_colors[${warpMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_shape;\nuniform float u_shapeScale;\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_swirlIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n${declareValueNoise}\n\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n\n float t = 0.0625 * u_time;\n\n float n1 = valueNoise(uv * 1. + t);\n float n2 = valueNoise(uv * 2. - t);\n float angle = n1 * TWO_PI;\n uv.x += 4. * u_distortion * n2 * cos(angle);\n uv.y += 4. * u_distortion * n2 * sin(angle);\n\n float swirl = u_swirl;\n for (int i = 1; i <= 20; i++) {\n if (i >= int(u_swirlIterations)) break;\n float iFloat = float(i);\n// swirl *= (1. - smoothstep(.0, .25, length(fwidth(uv))));\n uv.x += swirl / iFloat * cos(t + iFloat * 1.5 * uv.y);\n uv.y += swirl / iFloat * cos(t + iFloat * 1. * uv.x);\n }\n\n float proportion = clamp(u_proportion, 0., 1.);\n\n float shape = 0.;\n if (u_shape < .5) {\n vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);\n shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else if (u_shape < 1.5) {\n vec2 stripesShape_uv = uv * (2. * u_shapeScale);\n float f = fract(stripesShape_uv.y);\n shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else {\n float shapeScaling = 5. * (1. - u_shapeScale);\n shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));\n }\n\n float mixer = shape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n float aa = fwidth(shape);\n for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float m = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float localMixerStart = floor(m);\n float softness = .5 * u_softness + fwidth(m);\n float smoothed = smoothstep(max(0., .5 - softness - aa), min(1., .5 + softness + aa), m - localMixerStart);\n float stepped = localMixerStart + smoothed;\n\n m = mix(stepped, m, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WarpUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_proportion: number;\n u_softness: number;\n u_shape: (typeof WarpPatterns)[WarpPattern];\n u_shapeScale: number;\n u_distortion: number;\n u_swirl: number;\n u_swirlIterations: number;\n}\n\nexport interface WarpParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n rotation?: number;\n proportion?: number;\n softness?: number;\n shape?: WarpPattern;\n shapeScale?: number;\n distortion?: number;\n swirl?: number;\n swirlIterations?: number;\n}\n\nexport const WarpPatterns = {\n checks: 0,\n stripes: 1,\n edge: 2,\n} as const;\n\nexport type WarpPattern = keyof typeof WarpPatterns;\n"],
5
- "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,eAAe,mBAAmB,eAAe,uBAAuB;AAErF,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAoBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMlB,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU5C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,aAAa;AAAA,EACb,aAAa;AAAA,EACb,iBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA6CK,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAmB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA8BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, colorBandingFix } from '../shader-utils.js';\n\nexport const warpMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Iterative layered + swirl-based distortion applied over different layouts (shapes)\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_proportion: (0..1) blend point between 2 colors (0.5 = equal distribution)\n * - u_softness: color transition sharpness (0 = hard edge, 1 = smooth fade)\n * - u_shape (float used as integer):\n * ---- 0: checks\n * ---- 1: stripes\n * ---- 2: 2x halves of canvas (mapping the canvas height regardless of resolution)\n * - u_shapeScale: the scale of layouts (underlying shapes)\n * - u_distortion: value noise distortion over the UV coordinate\n * - u_swirl, u_swirlIterations: swirly distortion (layering curves effect)\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const warpFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${warpMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_shape;\nuniform float u_shapeScale;\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_swirlIterations;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomG(i);\n float b = randomG(i + vec2(1.0, 0.0));\n float c = randomG(i + vec2(0.0, 1.0));\n float d = randomG(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n\n float t = 0.0625 * u_time;\n\n float n1 = valueNoise(uv * 1. + t);\n float n2 = valueNoise(uv * 2. - t);\n float angle = n1 * TWO_PI;\n uv.x += 4. * u_distortion * n2 * cos(angle);\n uv.y += 4. * u_distortion * n2 * sin(angle);\n\n float swirl = u_swirl;\n for (int i = 1; i <= 20; i++) {\n if (i >= int(u_swirlIterations)) break;\n float iFloat = float(i);\n// swirl *= (1. - smoothstep(.0, .25, length(fwidth(uv))));\n uv.x += swirl / iFloat * cos(t + iFloat * 1.5 * uv.y);\n uv.y += swirl / iFloat * cos(t + iFloat * 1. * uv.x);\n }\n\n float proportion = clamp(u_proportion, 0., 1.);\n\n float shape = 0.;\n if (u_shape < .5) {\n vec2 checksShape_uv = uv * (.5 + 3.5 * u_shapeScale);\n shape = .5 + .5 * sin(checksShape_uv.x) * cos(checksShape_uv.y);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else if (u_shape < 1.5) {\n vec2 stripesShape_uv = uv * (2. * u_shapeScale);\n float f = fract(stripesShape_uv.y);\n shape = smoothstep(.0, .55, f) * smoothstep(1., .45, f);\n shape += .48 * sign(proportion - .5) * pow(abs(proportion - .5), .5);\n } else {\n float shapeScaling = 5. * (1. - u_shapeScale);\n shape = smoothstep(.45 - shapeScaling, .55 + shapeScaling, 1. - uv.y + .3 * (proportion - .5));\n }\n\n float mixer = shape * (u_colorsCount - 1.);\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n float aa = fwidth(shape);\n for (int i = 1; i < ${warpMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float m = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float localMixerStart = floor(m);\n float softness = .5 * u_softness + fwidth(m);\n float smoothed = smoothstep(max(0., .5 - softness - aa), min(1., .5 + softness + aa), m - localMixerStart);\n float stepped = localMixerStart + smoothed;\n\n m = mix(stepped, m, u_softness);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb;\n float opacity = gradient.a;\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WarpUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_proportion: number;\n u_softness: number;\n u_shape: (typeof WarpPatterns)[WarpPattern];\n u_shapeScale: number;\n u_distortion: number;\n u_swirl: number;\n u_swirlIterations: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface WarpParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n rotation?: number;\n proportion?: number;\n softness?: number;\n shape?: WarpPattern;\n shapeScale?: number;\n distortion?: number;\n swirl?: number;\n swirlIterations?: number;\n}\n\nexport const WarpPatterns = {\n checks: 0,\n stripes: 1,\n edge: 2,\n} as const;\n\nexport type WarpPattern = keyof typeof WarpPatterns;\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,uBAAuB;AAE/C,MAAM,WAAW;AAAA,EACtB,eAAe;AACjB;AAsBO,MAAM,qBAA6B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQlB,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU5C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,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,wBA6Da,SAAS,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAmB1C,eAAe;AAAA;AAAA;AAAA;AAAA;AA+BZ,MAAM,eAAe;AAAA,EAC1B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,MAAM;AACR;",
6
6
  "names": []
7
7
  }
@@ -0,0 +1,39 @@
1
+ import type { ShaderMotionParams } from '../shader-mount.js';
2
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
+ /**
4
+ * Mimicking water surface distortion with a combination of noises;
5
+ * Can be applied over the texture or just be used as an animated pattern
6
+ *
7
+ * Uniforms:
8
+ * - u_colorBack, u_highlightColor (RGBA)
9
+ * - u_effectScale: pattern scale relative to the image
10
+ * - u_caustic: power of caustic distortion
11
+ * - u_layering: the power of 2nd layer of caustic distortion
12
+ * - u_edges: caustic distortion power on the image edges
13
+ * - u_waves: additional distortion based in Simplex noise, independent from caustic
14
+ * - u_highlights: a coloring added over the image/background, following the caustic shape
15
+ *
16
+ */
17
+ export declare const waterFragmentShader: string;
18
+ export interface WaterUniforms extends ShaderSizingUniforms {
19
+ u_image: HTMLImageElement | string | undefined;
20
+ u_colorBack: [number, number, number, number];
21
+ u_highlightColor: [number, number, number, number];
22
+ u_highlights: number;
23
+ u_layering: number;
24
+ u_edges: number;
25
+ u_caustic: number;
26
+ u_waves: number;
27
+ u_effectScale: number;
28
+ }
29
+ export interface WaterParams extends ShaderSizingParams, ShaderMotionParams {
30
+ image?: HTMLImageElement | string | undefined;
31
+ colorBack?: string;
32
+ highlightColor?: string;
33
+ highlights?: number;
34
+ layering?: number;
35
+ edges?: number;
36
+ caustic?: number;
37
+ waves?: number;
38
+ effectScale?: number;
39
+ }
@@ -0,0 +1,119 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
+ import { declarePI, rotation2, simplexNoise } from "../shader-utils.js";
8
+ const waterFragmentShader = `#version 300 es
9
+ precision mediump float;
10
+
11
+ uniform float u_time;
12
+
13
+ uniform vec4 u_colorBack;
14
+ uniform vec4 u_highlightColor;
15
+
16
+ uniform sampler2D u_image;
17
+ uniform float u_imageAspectRatio;
18
+
19
+ uniform float u_effectScale;
20
+ uniform float u_highlights;
21
+ uniform float u_layering;
22
+ uniform float u_edges;
23
+ uniform float u_caustic;
24
+ uniform float u_waves;
25
+
26
+ ${sizingVariablesDeclaration}
27
+
28
+ out vec4 fragColor;
29
+
30
+ ${declarePI}
31
+ ${rotation2}
32
+ ${simplexNoise}
33
+
34
+ float getUvFrame(vec2 uv) {
35
+ float aax = 2. * fwidth(uv.x);
36
+ float aay = 2. * fwidth(uv.y);
37
+
38
+ float left = smoothstep(0., aax, uv.x);
39
+ float right = smoothstep(1., 1. - aax, uv.x);
40
+ float bottom = smoothstep(0., aay, uv.y);
41
+ float top = smoothstep(1., 1. - aay, uv.y);
42
+
43
+ return left * right * bottom * top;
44
+ }
45
+
46
+ mat2 rotate2D(float r) {
47
+ return mat2(cos(r), sin(r), -sin(r), cos(r));
48
+ }
49
+
50
+ float getCausticNoise(vec2 uv, float t, float scale) {
51
+ vec2 n = vec2(.1);
52
+ vec2 N = vec2(.1);
53
+ mat2 m = rotate2D(.5);
54
+ for (int j = 0; j < 6; j++) {
55
+ uv *= m;
56
+ n *= m;
57
+ vec2 q = uv * scale + float(j) + n + (.5 + .5 * float(j)) * (mod(float(j), 2.) - 1.) * t;
58
+ n += sin(q);
59
+ N += cos(q) / scale;
60
+ scale *= 1.1;
61
+ }
62
+ return (N.x + N.y + 1.);
63
+ }
64
+
65
+ void main() {
66
+ vec2 imageUV = v_imageUV;
67
+ vec2 patternUV = v_imageUV - .5;
68
+ patternUV = 10. * u_effectScale * (patternUV * vec2(u_imageAspectRatio, 1.));
69
+
70
+ float t = u_time;
71
+
72
+ float wavesNoise = snoise((.3 + .1 * sin(t)) * .1 * patternUV + vec2(0., .4 * t));
73
+
74
+ float causticNoise = getCausticNoise(patternUV + u_waves * vec2(1., -1.) * wavesNoise, 2. * t, 1.5);
75
+
76
+ causticNoise += u_layering * getCausticNoise(patternUV + 2. * u_waves * vec2(1., -1.) * wavesNoise, 1.5 * t, 2.);
77
+ causticNoise = pow(causticNoise, 2.);
78
+
79
+ float edgesDistortion = smoothstep(0., .1, imageUV.x);
80
+ edgesDistortion *= smoothstep(0., .1, imageUV.y);
81
+ edgesDistortion *= (smoothstep(1., 1.1, imageUV.x) + smoothstep(.95, .8, imageUV.x));
82
+ edgesDistortion *= smoothstep(1., .9, imageUV.y);
83
+ edgesDistortion = mix(edgesDistortion, 1., u_edges);
84
+
85
+ float causticNoiseDistortion = .02 * causticNoise * edgesDistortion;
86
+
87
+ float wavesDistortion = .1 * u_waves * wavesNoise;
88
+
89
+ imageUV += vec2(wavesDistortion, -wavesDistortion);
90
+ imageUV += (u_caustic * causticNoiseDistortion);
91
+
92
+ float frame = getUvFrame(imageUV);
93
+
94
+ vec4 image = texture(u_image, imageUV);
95
+ vec4 backColor = u_colorBack;
96
+ backColor.rgb *= backColor.a;
97
+
98
+ vec3 color = mix(backColor.rgb, image.rgb, image.a * frame);
99
+ float opacity = backColor.a + image.a * frame;
100
+
101
+ causticNoise = max(-.2, causticNoise);
102
+
103
+ float hightlight = .025 * u_highlights * causticNoise;
104
+ hightlight *= u_highlightColor.a;
105
+ color = mix(color, u_highlightColor.rgb, .05 * u_highlights * causticNoise);
106
+ opacity += hightlight;
107
+
108
+ color += hightlight * (.5 + .5 * wavesNoise);
109
+ opacity += hightlight * (.5 + .5 * wavesNoise);
110
+
111
+ opacity = clamp(opacity, 0., 1.);
112
+
113
+ fragColor = vec4(color, opacity);
114
+ }
115
+ `;
116
+ export {
117
+ waterFragmentShader
118
+ };
119
+ //# sourceMappingURL=water.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/water.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, simplexNoise } from '../shader-utils.js';\n\n/**\n * Mimicking water surface distortion with a combination of noises;\n * Can be applied over the texture or just be used as an animated pattern\n *\n * Uniforms:\n * - u_colorBack, u_highlightColor (RGBA)\n * - u_effectScale: pattern scale relative to the image\n * - u_caustic: power of caustic distortion\n * - u_layering: the power of 2nd layer of caustic distortion\n * - u_edges: caustic distortion power on the image edges\n * - u_waves: additional distortion based in Simplex noise, independent from caustic\n * - u_highlights: a coloring added over the image/background, following the caustic shape\n *\n */\n\n// language=GLSL\nexport const waterFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_highlightColor;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_effectScale;\nuniform float u_highlights;\nuniform float u_layering;\nuniform float u_edges;\nuniform float u_caustic;\nuniform float u_waves;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${simplexNoise}\n\nfloat getUvFrame(vec2 uv) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n\n float left = smoothstep(0., aax, uv.x);\n float right = smoothstep(1., 1. - aax, uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = smoothstep(1., 1. - aay, uv.y);\n\n return left * right * bottom * top;\n}\n\nmat2 rotate2D(float r) {\n return mat2(cos(r), sin(r), -sin(r), cos(r));\n}\n\nfloat getCausticNoise(vec2 uv, float t, float scale) {\n vec2 n = vec2(.1);\n vec2 N = vec2(.1);\n mat2 m = rotate2D(.5);\n for (int j = 0; j < 6; j++) {\n uv *= m;\n n *= m;\n vec2 q = uv * scale + float(j) + n + (.5 + .5 * float(j)) * (mod(float(j), 2.) - 1.) * t;\n n += sin(q);\n N += cos(q) / scale;\n scale *= 1.1;\n }\n return (N.x + N.y + 1.);\n}\n\nvoid main() {\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 10. * u_effectScale * (patternUV * vec2(u_imageAspectRatio, 1.));\n \n float t = u_time;\n \n float wavesNoise = snoise((.3 + .1 * sin(t)) * .1 * patternUV + vec2(0., .4 * t));\n\n float causticNoise = getCausticNoise(patternUV + u_waves * vec2(1., -1.) * wavesNoise, 2. * t, 1.5);\n\n causticNoise += u_layering * getCausticNoise(patternUV + 2. * u_waves * vec2(1., -1.) * wavesNoise, 1.5 * t, 2.);\n causticNoise = pow(causticNoise, 2.);\n \n float edgesDistortion = smoothstep(0., .1, imageUV.x);\n edgesDistortion *= smoothstep(0., .1, imageUV.y);\n edgesDistortion *= (smoothstep(1., 1.1, imageUV.x) + smoothstep(.95, .8, imageUV.x));\n edgesDistortion *= smoothstep(1., .9, imageUV.y);\n edgesDistortion = mix(edgesDistortion, 1., u_edges);\n \n float causticNoiseDistortion = .02 * causticNoise * edgesDistortion;\n \n float wavesDistortion = .1 * u_waves * wavesNoise;\n \n imageUV += vec2(wavesDistortion, -wavesDistortion);\n imageUV += (u_caustic * causticNoiseDistortion);\n\n float frame = getUvFrame(imageUV);\n\n vec4 image = texture(u_image, imageUV);\n vec4 backColor = u_colorBack;\n backColor.rgb *= backColor.a;\n \n vec3 color = mix(backColor.rgb, image.rgb, image.a * frame);\n float opacity = backColor.a + image.a * frame;\n\n causticNoise = max(-.2, causticNoise);\n \n float hightlight = .025 * u_highlights * causticNoise;\n hightlight *= u_highlightColor.a;\n color = mix(color, u_highlightColor.rgb, .05 * u_highlights * causticNoise);\n opacity += hightlight;\n \n color += hightlight * (.5 + .5 * wavesNoise);\n opacity += hightlight * (.5 + .5 * wavesNoise);\n \n opacity = clamp(opacity, 0., 1.);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface WaterUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_colorBack: [number, number, number, number];\n u_highlightColor: [number, number, number, number];\n u_highlights: number;\n u_layering: number;\n u_edges: number;\n u_caustic: number;\n u_waves: number;\n u_effectScale: number;\n}\n\nexport interface WaterParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string | undefined;\n colorBack?: string;\n highlightColor?: string;\n highlights?: number;\n layering?: number;\n edges?: number;\n caustic?: number;\n waves?: number;\n effectScale?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,oBAAoB;AAkB5C,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAkBzC,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
+ "names": []
7
+ }
@@ -0,0 +1,2 @@
1
+ /** Vertex shader for the shader mount */
2
+ export declare const vertexShaderSource = "#version 300 es\nprecision mediump float;\n\nlayout(location = 0) in vec4 a_position;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\nuniform float u_imageAspectRatio;\n\nuniform float u_originX;\nuniform float u_originY;\nuniform float u_worldWidth;\nuniform float u_worldHeight;\nuniform float u_fit;\n\nuniform float u_scale;\nuniform float u_rotation;\nuniform float u_offsetX;\nuniform float u_offsetY;\n\nuniform float u_pxSize;\n\nout vec2 v_objectUV;\nout vec2 v_objectBoxSize;\nout vec2 v_objectHelperBox;\n\nout vec2 v_responsiveUV;\nout vec2 v_responsiveBoxSize;\nout vec2 v_responsiveHelperBox;\nout vec2 v_responsiveBoxGivenSize;\n\nout vec2 v_patternUV;\nout vec2 v_patternBoxSize;\nout vec2 v_patternHelperBox;\n\nout vec2 v_imageUV;\n\n// #define ADD_HELPERS\n\nvec3 getBoxSize(float boxRatio, vec2 givenBoxSize, vec2 maxBoxSize) {\n vec2 box = vec2(0.);\n // fit = none\n box.x = boxRatio * min(givenBoxSize.x / boxRatio, givenBoxSize.y);\n float noFitBoxWidth = box.x;\n if (u_fit == 1.) { // fit = contain\n box.x = boxRatio * min(maxBoxSize[0] / boxRatio, maxBoxSize[1]);\n } else if (u_fit == 2.) { // fit = cover\n box.x = boxRatio * max(maxBoxSize[0] / boxRatio, maxBoxSize[1]);\n }\n box.y = box.x / boxRatio;\n return vec3(box, noFitBoxWidth);\n}\n\nvoid main() {\n gl_Position = a_position;\n\n vec2 uv = gl_Position.xy * .5;\n vec2 boxOrigin = vec2(.5 - u_originX, u_originY - .5);\n vec2 givenBoxSize = vec2(u_worldWidth, u_worldHeight);\n givenBoxSize = max(givenBoxSize, vec2(1.)) * u_pixelRatio;\n vec2 maxBoxSize = vec2(max(u_resolution.x, givenBoxSize.x), max(u_resolution.y, givenBoxSize.y));\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n\n\n // ===================================================\n // Sizing api for graphic objects with fixed ratio\n // (currently supports only ratio = 1)\n\n float fixedRatio = 1.;\n vec2 fixedRatioBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n\n v_objectBoxSize = getBoxSize(fixedRatio, fixedRatioBoxGivenSize, maxBoxSize).xy;\n vec2 objectWorldScale = u_resolution.xy / v_objectBoxSize;\n\n #ifdef ADD_HELPERS\n v_objectHelperBox = uv;\n v_objectHelperBox *= objectWorldScale;\n v_objectHelperBox += boxOrigin * (objectWorldScale - 1.);\n #endif\n\n v_objectUV = uv;\n v_objectUV *= objectWorldScale;\n v_objectUV += boxOrigin * (objectWorldScale - 1.);\n v_objectUV += graphicOffset;\n v_objectUV /= u_scale;\n v_objectUV = graphicRotation * v_objectUV;\n\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for graphic objects with either givenBoxSize ratio or canvas ratio.\n // Full-screen mode available with u_worldWidth = u_worldHeight = 0\n\n v_responsiveBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n float responsiveRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n v_responsiveBoxSize = getBoxSize(responsiveRatio, v_responsiveBoxGivenSize, maxBoxSize).xy;\n vec2 responsiveBoxScale = u_resolution.xy / v_responsiveBoxSize;\n\n #ifdef ADD_HELPERS\n v_responsiveHelperBox = uv;\n v_responsiveHelperBox *= responsiveBoxScale;\n v_responsiveHelperBox += boxOrigin * (responsiveBoxScale - 1.);\n #endif\n\n v_responsiveUV = uv;\n v_responsiveUV *= responsiveBoxScale;\n v_responsiveUV += boxOrigin * (responsiveBoxScale - 1.);\n v_responsiveUV += graphicOffset;\n v_responsiveUV /= u_scale;\n v_responsiveUV.x *= responsiveRatio;\n v_responsiveUV = graphicRotation * v_responsiveUV;\n v_responsiveUV.x /= responsiveRatio;\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for patterns\n // (treating graphics as a image u_worldWidth x u_worldHeight size)\n\n float patternBoxRatio = givenBoxSize.x / givenBoxSize.y;\n vec2 patternBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n patternBoxRatio = patternBoxGivenSize.x / patternBoxGivenSize.y;\n\n vec3 boxSizeData = getBoxSize(patternBoxRatio, patternBoxGivenSize, maxBoxSize);\n v_patternBoxSize = boxSizeData.xy;\n float patternBoxNoFitBoxWidth = boxSizeData.z;\n vec2 patternBoxScale = u_resolution.xy / v_patternBoxSize;\n\n #ifdef ADD_HELPERS\n v_patternHelperBox = uv;\n v_patternHelperBox *= patternBoxScale;\n v_patternHelperBox += boxOrigin * (patternBoxScale - 1.);\n #endif\n\n v_patternUV = uv;\n v_patternUV += graphicOffset / patternBoxScale;\n v_patternUV += boxOrigin;\n v_patternUV -= boxOrigin / patternBoxScale;\n v_patternUV *= u_resolution.xy;\n v_patternUV /= u_pixelRatio;\n if (u_fit > 0.) {\n v_patternUV *= (patternBoxNoFitBoxWidth / v_patternBoxSize.x);\n }\n v_patternUV /= u_scale;\n v_patternUV = graphicRotation * v_patternUV;\n v_patternUV += boxOrigin / patternBoxScale;\n v_patternUV -= boxOrigin;\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n v_patternUV *= .01;\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for images\n\n vec2 imageBoxSize;\n if (u_fit == 1.) { // contain\n imageBoxSize.x = min(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;\n } else if (u_fit == 2.) { // cover\n imageBoxSize.x = max(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;\n } else {\n imageBoxSize.x = min(10.0, 10.0 / u_imageAspectRatio * u_imageAspectRatio);\n }\n imageBoxSize.y = imageBoxSize.x / u_imageAspectRatio;\n vec2 imageBoxScale = u_resolution.xy / imageBoxSize;\n\n #ifdef ADD_HELPERS\n vec2 imageHelperBox = uv;\n imageHelperBox *= imageBoxScale;\n imageHelperBox += boxOrigin * (imageBoxScale - 1.);\n #endif\n\n v_imageUV = uv;\n v_imageUV *= imageBoxScale;\n v_imageUV += boxOrigin * (imageBoxScale - 1.);\n v_imageUV += graphicOffset;\n v_imageUV /= u_scale;\n v_imageUV.x *= u_imageAspectRatio;\n v_imageUV = graphicRotation * v_imageUV;\n v_imageUV.x /= u_imageAspectRatio;\n\n v_imageUV += .5;\n v_imageUV.y = 1. - v_imageUV.y;\n\n // ===================================================\n\n}";
@@ -0,0 +1,212 @@
1
+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
2
+ * Paper Shaders *
3
+ * https://github.com/paper-design/shaders *
4
+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
+
6
+ const vertexShaderSource = `#version 300 es
7
+ precision mediump float;
8
+
9
+ layout(location = 0) in vec4 a_position;
10
+
11
+ uniform vec2 u_resolution;
12
+ uniform float u_pixelRatio;
13
+ uniform float u_imageAspectRatio;
14
+
15
+ uniform float u_originX;
16
+ uniform float u_originY;
17
+ uniform float u_worldWidth;
18
+ uniform float u_worldHeight;
19
+ uniform float u_fit;
20
+
21
+ uniform float u_scale;
22
+ uniform float u_rotation;
23
+ uniform float u_offsetX;
24
+ uniform float u_offsetY;
25
+
26
+ uniform float u_pxSize;
27
+
28
+ out vec2 v_objectUV;
29
+ out vec2 v_objectBoxSize;
30
+ out vec2 v_objectHelperBox;
31
+
32
+ out vec2 v_responsiveUV;
33
+ out vec2 v_responsiveBoxSize;
34
+ out vec2 v_responsiveHelperBox;
35
+ out vec2 v_responsiveBoxGivenSize;
36
+
37
+ out vec2 v_patternUV;
38
+ out vec2 v_patternBoxSize;
39
+ out vec2 v_patternHelperBox;
40
+
41
+ out vec2 v_imageUV;
42
+
43
+ // #define ADD_HELPERS
44
+
45
+ vec3 getBoxSize(float boxRatio, vec2 givenBoxSize, vec2 maxBoxSize) {
46
+ vec2 box = vec2(0.);
47
+ // fit = none
48
+ box.x = boxRatio * min(givenBoxSize.x / boxRatio, givenBoxSize.y);
49
+ float noFitBoxWidth = box.x;
50
+ if (u_fit == 1.) { // fit = contain
51
+ box.x = boxRatio * min(maxBoxSize[0] / boxRatio, maxBoxSize[1]);
52
+ } else if (u_fit == 2.) { // fit = cover
53
+ box.x = boxRatio * max(maxBoxSize[0] / boxRatio, maxBoxSize[1]);
54
+ }
55
+ box.y = box.x / boxRatio;
56
+ return vec3(box, noFitBoxWidth);
57
+ }
58
+
59
+ void main() {
60
+ gl_Position = a_position;
61
+
62
+ vec2 uv = gl_Position.xy * .5;
63
+ vec2 boxOrigin = vec2(.5 - u_originX, u_originY - .5);
64
+ vec2 givenBoxSize = vec2(u_worldWidth, u_worldHeight);
65
+ givenBoxSize = max(givenBoxSize, vec2(1.)) * u_pixelRatio;
66
+ vec2 maxBoxSize = vec2(max(u_resolution.x, givenBoxSize.x), max(u_resolution.y, givenBoxSize.y));
67
+ float r = u_rotation * 3.14159265358979323846 / 180.;
68
+ mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));
69
+ vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);
70
+
71
+
72
+ // ===================================================
73
+ // Sizing api for graphic objects with fixed ratio
74
+ // (currently supports only ratio = 1)
75
+
76
+ float fixedRatio = 1.;
77
+ vec2 fixedRatioBoxGivenSize = vec2(
78
+ (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,
79
+ (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y
80
+ );
81
+
82
+ v_objectBoxSize = getBoxSize(fixedRatio, fixedRatioBoxGivenSize, maxBoxSize).xy;
83
+ vec2 objectWorldScale = u_resolution.xy / v_objectBoxSize;
84
+
85
+ #ifdef ADD_HELPERS
86
+ v_objectHelperBox = uv;
87
+ v_objectHelperBox *= objectWorldScale;
88
+ v_objectHelperBox += boxOrigin * (objectWorldScale - 1.);
89
+ #endif
90
+
91
+ v_objectUV = uv;
92
+ v_objectUV *= objectWorldScale;
93
+ v_objectUV += boxOrigin * (objectWorldScale - 1.);
94
+ v_objectUV += graphicOffset;
95
+ v_objectUV /= u_scale;
96
+ v_objectUV = graphicRotation * v_objectUV;
97
+
98
+
99
+ // ===================================================
100
+
101
+
102
+ // ===================================================
103
+ // Sizing api for graphic objects with either givenBoxSize ratio or canvas ratio.
104
+ // Full-screen mode available with u_worldWidth = u_worldHeight = 0
105
+
106
+ v_responsiveBoxGivenSize = vec2(
107
+ (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,
108
+ (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y
109
+ );
110
+ float responsiveRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;
111
+ v_responsiveBoxSize = getBoxSize(responsiveRatio, v_responsiveBoxGivenSize, maxBoxSize).xy;
112
+ vec2 responsiveBoxScale = u_resolution.xy / v_responsiveBoxSize;
113
+
114
+ #ifdef ADD_HELPERS
115
+ v_responsiveHelperBox = uv;
116
+ v_responsiveHelperBox *= responsiveBoxScale;
117
+ v_responsiveHelperBox += boxOrigin * (responsiveBoxScale - 1.);
118
+ #endif
119
+
120
+ v_responsiveUV = uv;
121
+ v_responsiveUV *= responsiveBoxScale;
122
+ v_responsiveUV += boxOrigin * (responsiveBoxScale - 1.);
123
+ v_responsiveUV += graphicOffset;
124
+ v_responsiveUV /= u_scale;
125
+ v_responsiveUV.x *= responsiveRatio;
126
+ v_responsiveUV = graphicRotation * v_responsiveUV;
127
+ v_responsiveUV.x /= responsiveRatio;
128
+
129
+ // ===================================================
130
+
131
+
132
+ // ===================================================
133
+ // Sizing api for patterns
134
+ // (treating graphics as a image u_worldWidth x u_worldHeight size)
135
+
136
+ float patternBoxRatio = givenBoxSize.x / givenBoxSize.y;
137
+ vec2 patternBoxGivenSize = vec2(
138
+ (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,
139
+ (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y
140
+ );
141
+ patternBoxRatio = patternBoxGivenSize.x / patternBoxGivenSize.y;
142
+
143
+ vec3 boxSizeData = getBoxSize(patternBoxRatio, patternBoxGivenSize, maxBoxSize);
144
+ v_patternBoxSize = boxSizeData.xy;
145
+ float patternBoxNoFitBoxWidth = boxSizeData.z;
146
+ vec2 patternBoxScale = u_resolution.xy / v_patternBoxSize;
147
+
148
+ #ifdef ADD_HELPERS
149
+ v_patternHelperBox = uv;
150
+ v_patternHelperBox *= patternBoxScale;
151
+ v_patternHelperBox += boxOrigin * (patternBoxScale - 1.);
152
+ #endif
153
+
154
+ v_patternUV = uv;
155
+ v_patternUV += graphicOffset / patternBoxScale;
156
+ v_patternUV += boxOrigin;
157
+ v_patternUV -= boxOrigin / patternBoxScale;
158
+ v_patternUV *= u_resolution.xy;
159
+ v_patternUV /= u_pixelRatio;
160
+ if (u_fit > 0.) {
161
+ v_patternUV *= (patternBoxNoFitBoxWidth / v_patternBoxSize.x);
162
+ }
163
+ v_patternUV /= u_scale;
164
+ v_patternUV = graphicRotation * v_patternUV;
165
+ v_patternUV += boxOrigin / patternBoxScale;
166
+ v_patternUV -= boxOrigin;
167
+ // x100 is a default multiplier between vertex and fragmant shaders
168
+ // we use it to avoid UV presision issues
169
+ v_patternUV *= .01;
170
+
171
+ // ===================================================
172
+
173
+
174
+ // ===================================================
175
+ // Sizing api for images
176
+
177
+ vec2 imageBoxSize;
178
+ if (u_fit == 1.) { // contain
179
+ imageBoxSize.x = min(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;
180
+ } else if (u_fit == 2.) { // cover
181
+ imageBoxSize.x = max(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;
182
+ } else {
183
+ imageBoxSize.x = min(10.0, 10.0 / u_imageAspectRatio * u_imageAspectRatio);
184
+ }
185
+ imageBoxSize.y = imageBoxSize.x / u_imageAspectRatio;
186
+ vec2 imageBoxScale = u_resolution.xy / imageBoxSize;
187
+
188
+ #ifdef ADD_HELPERS
189
+ vec2 imageHelperBox = uv;
190
+ imageHelperBox *= imageBoxScale;
191
+ imageHelperBox += boxOrigin * (imageBoxScale - 1.);
192
+ #endif
193
+
194
+ v_imageUV = uv;
195
+ v_imageUV *= imageBoxScale;
196
+ v_imageUV += boxOrigin * (imageBoxScale - 1.);
197
+ v_imageUV += graphicOffset;
198
+ v_imageUV /= u_scale;
199
+ v_imageUV.x *= u_imageAspectRatio;
200
+ v_imageUV = graphicRotation * v_imageUV;
201
+ v_imageUV.x /= u_imageAspectRatio;
202
+
203
+ v_imageUV += .5;
204
+ v_imageUV.y = 1. - v_imageUV.y;
205
+
206
+ // ===================================================
207
+
208
+ }`;
209
+ export {
210
+ vertexShaderSource
211
+ };
212
+ //# sourceMappingURL=vertex-shader.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/vertex-shader.ts"],
4
+ "sourcesContent": ["/** Vertex shader for the shader mount */\n// language=GLSL\nexport const vertexShaderSource = `#version 300 es\nprecision mediump float;\n\nlayout(location = 0) in vec4 a_position;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\nuniform float u_imageAspectRatio;\n\nuniform float u_originX;\nuniform float u_originY;\nuniform float u_worldWidth;\nuniform float u_worldHeight;\nuniform float u_fit;\n\nuniform float u_scale;\nuniform float u_rotation;\nuniform float u_offsetX;\nuniform float u_offsetY;\n\nuniform float u_pxSize;\n\nout vec2 v_objectUV;\nout vec2 v_objectBoxSize;\nout vec2 v_objectHelperBox;\n\nout vec2 v_responsiveUV;\nout vec2 v_responsiveBoxSize;\nout vec2 v_responsiveHelperBox;\nout vec2 v_responsiveBoxGivenSize;\n\nout vec2 v_patternUV;\nout vec2 v_patternBoxSize;\nout vec2 v_patternHelperBox;\n\nout vec2 v_imageUV;\n\n// #define ADD_HELPERS\n\nvec3 getBoxSize(float boxRatio, vec2 givenBoxSize, vec2 maxBoxSize) {\n vec2 box = vec2(0.);\n // fit = none\n box.x = boxRatio * min(givenBoxSize.x / boxRatio, givenBoxSize.y);\n float noFitBoxWidth = box.x;\n if (u_fit == 1.) { // fit = contain\n box.x = boxRatio * min(maxBoxSize[0] / boxRatio, maxBoxSize[1]);\n } else if (u_fit == 2.) { // fit = cover\n box.x = boxRatio * max(maxBoxSize[0] / boxRatio, maxBoxSize[1]);\n }\n box.y = box.x / boxRatio;\n return vec3(box, noFitBoxWidth);\n}\n\nvoid main() {\n gl_Position = a_position;\n\n vec2 uv = gl_Position.xy * .5;\n vec2 boxOrigin = vec2(.5 - u_originX, u_originY - .5);\n vec2 givenBoxSize = vec2(u_worldWidth, u_worldHeight);\n givenBoxSize = max(givenBoxSize, vec2(1.)) * u_pixelRatio;\n vec2 maxBoxSize = vec2(max(u_resolution.x, givenBoxSize.x), max(u_resolution.y, givenBoxSize.y));\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n\n\n // ===================================================\n // Sizing api for graphic objects with fixed ratio\n // (currently supports only ratio = 1)\n\n float fixedRatio = 1.;\n vec2 fixedRatioBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n\n v_objectBoxSize = getBoxSize(fixedRatio, fixedRatioBoxGivenSize, maxBoxSize).xy;\n vec2 objectWorldScale = u_resolution.xy / v_objectBoxSize;\n\n #ifdef ADD_HELPERS\n v_objectHelperBox = uv;\n v_objectHelperBox *= objectWorldScale;\n v_objectHelperBox += boxOrigin * (objectWorldScale - 1.);\n #endif\n\n v_objectUV = uv;\n v_objectUV *= objectWorldScale;\n v_objectUV += boxOrigin * (objectWorldScale - 1.);\n v_objectUV += graphicOffset;\n v_objectUV /= u_scale;\n v_objectUV = graphicRotation * v_objectUV;\n\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for graphic objects with either givenBoxSize ratio or canvas ratio.\n // Full-screen mode available with u_worldWidth = u_worldHeight = 0\n\n v_responsiveBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n float responsiveRatio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n v_responsiveBoxSize = getBoxSize(responsiveRatio, v_responsiveBoxGivenSize, maxBoxSize).xy;\n vec2 responsiveBoxScale = u_resolution.xy / v_responsiveBoxSize;\n\n #ifdef ADD_HELPERS\n v_responsiveHelperBox = uv;\n v_responsiveHelperBox *= responsiveBoxScale;\n v_responsiveHelperBox += boxOrigin * (responsiveBoxScale - 1.);\n #endif\n\n v_responsiveUV = uv;\n v_responsiveUV *= responsiveBoxScale;\n v_responsiveUV += boxOrigin * (responsiveBoxScale - 1.);\n v_responsiveUV += graphicOffset;\n v_responsiveUV /= u_scale;\n v_responsiveUV.x *= responsiveRatio;\n v_responsiveUV = graphicRotation * v_responsiveUV;\n v_responsiveUV.x /= responsiveRatio;\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for patterns\n // (treating graphics as a image u_worldWidth x u_worldHeight size)\n\n float patternBoxRatio = givenBoxSize.x / givenBoxSize.y;\n vec2 patternBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n patternBoxRatio = patternBoxGivenSize.x / patternBoxGivenSize.y;\n\n vec3 boxSizeData = getBoxSize(patternBoxRatio, patternBoxGivenSize, maxBoxSize);\n v_patternBoxSize = boxSizeData.xy;\n float patternBoxNoFitBoxWidth = boxSizeData.z;\n vec2 patternBoxScale = u_resolution.xy / v_patternBoxSize;\n\n #ifdef ADD_HELPERS\n v_patternHelperBox = uv;\n v_patternHelperBox *= patternBoxScale;\n v_patternHelperBox += boxOrigin * (patternBoxScale - 1.);\n #endif\n\n v_patternUV = uv;\n v_patternUV += graphicOffset / patternBoxScale;\n v_patternUV += boxOrigin;\n v_patternUV -= boxOrigin / patternBoxScale;\n v_patternUV *= u_resolution.xy;\n v_patternUV /= u_pixelRatio;\n if (u_fit > 0.) {\n v_patternUV *= (patternBoxNoFitBoxWidth / v_patternBoxSize.x);\n }\n v_patternUV /= u_scale;\n v_patternUV = graphicRotation * v_patternUV;\n v_patternUV += boxOrigin / patternBoxScale;\n v_patternUV -= boxOrigin;\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n v_patternUV *= .01;\n\n // ===================================================\n\n\n // ===================================================\n // Sizing api for images\n\n vec2 imageBoxSize;\n if (u_fit == 1.) { // contain\n imageBoxSize.x = min(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;\n } else if (u_fit == 2.) { // cover\n imageBoxSize.x = max(maxBoxSize.x / u_imageAspectRatio, maxBoxSize.y) * u_imageAspectRatio;\n } else {\n imageBoxSize.x = min(10.0, 10.0 / u_imageAspectRatio * u_imageAspectRatio);\n }\n imageBoxSize.y = imageBoxSize.x / u_imageAspectRatio;\n vec2 imageBoxScale = u_resolution.xy / imageBoxSize;\n\n #ifdef ADD_HELPERS\n vec2 imageHelperBox = uv;\n imageHelperBox *= imageBoxScale;\n imageHelperBox += boxOrigin * (imageBoxScale - 1.);\n #endif\n\n v_imageUV = uv;\n v_imageUV *= imageBoxScale;\n v_imageUV += boxOrigin * (imageBoxScale - 1.);\n v_imageUV += graphicOffset;\n v_imageUV /= u_scale;\n v_imageUV.x *= u_imageAspectRatio;\n v_imageUV = graphicRotation * v_imageUV;\n v_imageUV.x /= u_imageAspectRatio;\n\n v_imageUV += .5;\n v_imageUV.y = 1. - v_imageUV.y;\n\n // ===================================================\n\n}`;\n"],
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+ "names": []
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+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@paper-design/shaders",
3
- "version": "0.0.40",
3
+ "version": "0.0.46",
4
4
  "license": "MIT",
5
5
  "type": "module",
6
6
  "sideEffects": false,