@paper-design/shaders 0.0.45 → 0.0.47

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Files changed (77) hide show
  1. package/README.md +1 -0
  2. package/dist/index.d.ts +4 -0
  3. package/dist/index.js +18 -0
  4. package/dist/index.js.map +2 -2
  5. package/dist/shader-mount.d.ts +1 -0
  6. package/dist/shader-mount.js +12 -12
  7. package/dist/shader-mount.js.map +2 -2
  8. package/dist/shader-sizing.d.ts +2 -2
  9. package/dist/shader-sizing.js +43 -6
  10. package/dist/shader-sizing.js.map +2 -2
  11. package/dist/shader-utils.d.ts +8 -5
  12. package/dist/shader-utils.js +70 -51
  13. package/dist/shader-utils.js.map +2 -2
  14. package/dist/shaders/color-panels.js +5 -5
  15. package/dist/shaders/color-panels.js.map +1 -1
  16. package/dist/shaders/dithering.d.ts +1 -1
  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.js +60 -37
  31. package/dist/shaders/grain-gradient.js.map +2 -2
  32. package/dist/shaders/image-dithering.d.ts +49 -0
  33. package/dist/shaders/image-dithering.js +164 -0
  34. package/dist/shaders/image-dithering.js.map +7 -0
  35. package/dist/shaders/liquid-metal.js +4 -4
  36. package/dist/shaders/liquid-metal.js.map +2 -2
  37. package/dist/shaders/mesh-gradient.js +2 -2
  38. package/dist/shaders/mesh-gradient.js.map +2 -2
  39. package/dist/shaders/metaballs.d.ts +3 -0
  40. package/dist/shaders/metaballs.js +8 -7
  41. package/dist/shaders/metaballs.js.map +2 -2
  42. package/dist/shaders/neuro-noise.d.ts +1 -1
  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 +238 -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.js +20 -10
  51. package/dist/shaders/pulsing-border.js.map +2 -2
  52. package/dist/shaders/simplex-noise.js +6 -5
  53. package/dist/shaders/simplex-noise.js.map +2 -2
  54. package/dist/shaders/smoke-ring.js +20 -16
  55. package/dist/shaders/smoke-ring.js.map +2 -2
  56. package/dist/shaders/spiral.js +3 -3
  57. package/dist/shaders/spiral.js.map +2 -2
  58. package/dist/shaders/static-mesh-gradient.d.ts +2 -0
  59. package/dist/shaders/static-mesh-gradient.js +15 -14
  60. package/dist/shaders/static-mesh-gradient.js.map +2 -2
  61. package/dist/shaders/static-radial-gradient.d.ts +2 -0
  62. package/dist/shaders/static-radial-gradient.js +15 -13
  63. package/dist/shaders/static-radial-gradient.js.map +2 -2
  64. package/dist/shaders/swirl.js +3 -3
  65. package/dist/shaders/swirl.js.map +2 -2
  66. package/dist/shaders/voronoi.js +6 -10
  67. package/dist/shaders/voronoi.js.map +2 -2
  68. package/dist/shaders/warp.d.ts +3 -0
  69. package/dist/shaders/warp.js +20 -4
  70. package/dist/shaders/warp.js.map +2 -2
  71. package/dist/shaders/water.d.ts +39 -0
  72. package/dist/shaders/water.js +119 -0
  73. package/dist/shaders/water.js.map +7 -0
  74. package/dist/vertex-shader.d.ts +1 -1
  75. package/dist/vertex-shader.js +59 -22
  76. package/dist/vertex-shader.js.map +2 -2
  77. package/package.json +2 -2
@@ -7,34 +7,48 @@ const declarePI = `
7
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  #define TWO_PI 6.28318530718
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  #define PI 3.14159265358979323846
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  `;
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- const declareRotate = `
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+ const rotation2 = `
11
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  vec2 rotate(vec2 uv, float th) {
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  return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;
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  }
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  `;
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- const declareRandom = `
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- float random(vec2 st) {
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- return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
18
- }
15
+ const proceduralHash11 = `
16
+ float hash11(float p) {
17
+ p = fract(p * 0.3183099) + 0.1;
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+ p *= p + 19.19;
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+ return fract(p * p);
20
+ }
19
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  `;
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- const declareValueNoise = `
21
- float valueNoise(vec2 st) {
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- vec2 i = floor(st);
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- vec2 f = fract(st);
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- float a = random(i);
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- float b = random(i + vec2(1.0, 0.0));
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- float c = random(i + vec2(0.0, 1.0));
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- float d = random(i + vec2(1.0, 1.0));
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- vec2 u = f * f * (3.0 - 2.0 * f);
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- float x1 = mix(a, b, u.x);
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- float x2 = mix(c, d, u.x);
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- return mix(x1, x2, u.y);
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- }
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+ const proceduralHash21 = `
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+ float hash21(vec2 p) {
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+ p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;
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+ p += dot(p, p + 19.19);
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+ return fract(p.x * p.y);
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+ }
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+ `;
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+ const proceduralHash22 = `
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+ vec2 hash22(vec2 p) {
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+ p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;
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+ p += dot(p, p.yx + 19.19);
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+ return fract(vec2(p.x * p.y, p.x + p.y));
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+ }
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+ `;
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+ const textureRandomizerR = `
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+ float randomR(vec2 p) {
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+ vec2 uv = floor(p) / 100. + .5;
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+ return texture(u_noiseTexture, fract(uv)).r;
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+ }
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+ `;
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+ const textureRandomizerGB = `
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+ vec2 randomGB(vec2 p) {
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+ vec2 uv = floor(p) / 100. + .5;
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+ return texture(u_noiseTexture, fract(uv)).gb;
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+ }
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  `;
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  const colorBandingFix = `
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  color += 1. / 256. * (fract(sin(dot(.014 * gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453123) - .5);
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  `;
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- const declareSimplexNoise = `
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+ const simplexNoise = `
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  vec3 permute(vec3 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
39
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  float snoise(vec2 v) {
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  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
@@ -63,50 +77,55 @@ float snoise(vec2 v) {
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  return 130.0 * dot(m, g);
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  }
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  `;
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- const declareGrainShape = `
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- vec2 grainRandom(vec2 p) {
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- float angle = fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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- angle *= 6.2831853;
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- return vec2(cos(angle), sin(angle));
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+ const fiberNoise = `
81
+ float fiberRandom(vec2 p) {
82
+ vec2 uv = floor(p) / 100.;
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+ return texture(u_noiseTexture, fract(uv)).b;
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  }
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85
 
73
- float grainNoise(vec2 p) {
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- vec2 i = floor(p);
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- vec2 f = fract(p);
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+ float fiberValueNoise(vec2 st) {
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+ vec2 i = floor(st);
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+ vec2 f = fract(st);
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+ float a = fiberRandom(i);
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+ float b = fiberRandom(i + vec2(1.0, 0.0));
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+ float c = fiberRandom(i + vec2(0.0, 1.0));
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+ float d = fiberRandom(i + vec2(1.0, 1.0));
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  vec2 u = f * f * (3.0 - 2.0 * f);
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-
78
- float n00 = dot(grainRandom(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0));
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- float n10 = dot(grainRandom(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
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- float n01 = dot(grainRandom(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
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- float n11 = dot(grainRandom(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
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-
83
- float nx0 = mix(n00, n10, u.x);
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- float nx1 = mix(n01, n11, u.x);
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- return mix(nx0, nx1, u.y);
94
+ float x1 = mix(a, b, u.x);
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+ float x2 = mix(c, d, u.x);
96
+ return mix(x1, x2, u.y);
86
97
  }
87
98
 
88
- float grainShape(vec2 uv, vec2 seedOffset) {
89
- float total = 0.0;
90
- float amp = 0.5;
91
- float freq = .6;
92
-
99
+ float fiberNoiseFbm(in vec2 n, vec2 seedOffset) {
100
+ float total = 0.0, amplitude = 1.;
93
101
  for (int i = 0; i < 4; i++) {
94
- total += amp * grainNoise(uv * freq + seedOffset);
95
- freq *= 2.;
96
- amp *= .5;
102
+ n = rotate(n, .7);
103
+ total += fiberValueNoise(n + seedOffset) * amplitude;
104
+ n *= 2.;
105
+ amplitude *= 0.6;
97
106
  }
107
+ return total;
108
+ }
98
109
 
99
- total = .5 + .5 * total;
100
- return 10. * u_scale * length(vec2(dFdx(total), dFdy(total)));
110
+ float fiberNoise(vec2 uv, vec2 seedOffset) {
111
+ float epsilon = 0.001;
112
+ float n1 = fiberNoiseFbm(uv + vec2(epsilon, 0.0), seedOffset);
113
+ float n2 = fiberNoiseFbm(uv - vec2(epsilon, 0.0), seedOffset);
114
+ float n3 = fiberNoiseFbm(uv + vec2(0.0, epsilon), seedOffset);
115
+ float n4 = fiberNoiseFbm(uv - vec2(0.0, epsilon), seedOffset);
116
+ return length(vec2(n1 - n2, n3 - n4)) / (2.0 * epsilon);
101
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  }
102
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  `;
103
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  export {
104
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  colorBandingFix,
105
- declareGrainShape,
106
121
  declarePI,
107
- declareRandom,
108
- declareRotate,
109
- declareSimplexNoise,
110
- declareValueNoise
122
+ fiberNoise,
123
+ proceduralHash11,
124
+ proceduralHash21,
125
+ proceduralHash22,
126
+ rotation2,
127
+ simplexNoise,
128
+ textureRandomizerGB,
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+ textureRandomizerR
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  };
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  //# sourceMappingURL=shader-utils.js.map
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../src/shader-utils.ts"],
4
- "sourcesContent": ["// language=GLSL\nexport const declarePI = `\n#define TWO_PI 6.28318530718\n#define PI 3.14159265358979323846\n`;\n\n// language=GLSL\nexport const declareRotate = `\nvec2 rotate(vec2 uv, float th) {\n return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;\n}\n`;\n\n// language=GLSL\nexport const declareRandom = `\nfloat random(vec2 st) {\n return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);\n}\n`;\n\n// language=GLSL\nexport const declareValueNoise = `\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n 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\n// It does use the standard random function but we don't call it to keep\n// colorBandingFix insertion independent from declareRandom\nexport const colorBandingFix = `\n color += 1. / 256. * (fract(sin(dot(.014 * gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n`;\n\n// language=GLSL\nexport const declareSimplexNoise = `\nvec3 permute(vec3 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }\nfloat 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\n// language=GLSL\nexport const declareGrainShape = `\nvec2 grainRandom(vec2 p) {\n float angle = fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n angle *= 6.2831853;\n return vec2(cos(angle), sin(angle));\n}\n\nfloat grainNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n\n float n00 = dot(grainRandom(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0));\n float n10 = dot(grainRandom(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));\n float n01 = dot(grainRandom(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));\n float n11 = dot(grainRandom(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));\n\n float nx0 = mix(n00, n10, u.x);\n float nx1 = mix(n01, n11, u.x);\n return mix(nx0, nx1, u.y);\n}\n\nfloat grainShape(vec2 uv, vec2 seedOffset) {\n float total = 0.0;\n float amp = 0.5;\n float freq = .6;\n\n for (int i = 0; i < 4; i++) {\n total += amp * grainNoise(uv * freq + seedOffset);\n freq *= 2.;\n amp *= .5;\n }\n\n total = .5 + .5 * total;\n return 10. * u_scale * length(vec2(dFdx(total), dFdy(total)));\n}\n`;\n"],
5
- "mappings": ";;;;;AACO,MAAM,YAAY;AAAA;AAAA;AAAA;AAMlB,MAAM,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAOtB,MAAM,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAOtB,MAAM,oBAAoB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiB1B,MAAM,kBAAkB;AAAA;AAAA;AAKxB,MAAM,sBAAsB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA+B5B,MAAM,oBAAoB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;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": ["// language=GLSL\nexport const declarePI = `\n#define TWO_PI 6.28318530718\n#define PI 3.14159265358979323846\n`;\n\n// language=GLSL\nexport const rotation2 = `\nvec2 rotate(vec2 uv, float th) {\n return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;\n}\n`;\n\n// language=GLSL\nexport const proceduralHash11 = `\n float hash11(float p) {\n p = fract(p * 0.3183099) + 0.1;\n p *= p + 19.19;\n return fract(p * p);\n }\n`;\n\n// language=GLSL\nexport const proceduralHash21 = `\n float hash21(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p + 19.19);\n return fract(p.x * p.y);\n }\n`;\n\n// language=GLSL\nexport const proceduralHash22 = `\n vec2 hash22(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p.yx + 19.19);\n return fract(vec2(p.x * p.y, p.x + p.y));\n }\n`;\n\n// language=GLSL\nexport const textureRandomizerR = `\n float randomR(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).r;\n }\n`;\n\n// language=GLSL\nexport const textureRandomizerGB = `\n vec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n }\n`;\n\n// language=GLSL\nexport const colorBandingFix = `\n color += 1. / 256. * (fract(sin(dot(.014 * gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n`;\n\n// language=GLSL\nexport const simplexNoise = `\nvec3 permute(vec3 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }\nfloat 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\n// language=GLSL\nexport const fiberNoise = `\nfloat fiberRandom(vec2 p) {\n vec2 uv = floor(p) / 100.;\n return texture(u_noiseTexture, fract(uv)).b;\n}\n\nfloat fiberValueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = fiberRandom(i);\n float b = fiberRandom(i + vec2(1.0, 0.0));\n float c = fiberRandom(i + vec2(0.0, 1.0));\n float d = fiberRandom(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\nfloat fiberNoiseFbm(in vec2 n, vec2 seedOffset) {\n float total = 0.0, amplitude = 1.;\n for (int i = 0; i < 4; i++) {\n n = rotate(n, .7);\n total += fiberValueNoise(n + seedOffset) * amplitude;\n n *= 2.;\n amplitude *= 0.6;\n }\n return total;\n}\n\nfloat fiberNoise(vec2 uv, vec2 seedOffset) {\n float epsilon = 0.001;\n float n1 = fiberNoiseFbm(uv + vec2(epsilon, 0.0), seedOffset);\n float n2 = fiberNoiseFbm(uv - vec2(epsilon, 0.0), seedOffset);\n float n3 = fiberNoiseFbm(uv + vec2(0.0, epsilon), seedOffset);\n float n4 = fiberNoiseFbm(uv - vec2(0.0, epsilon), seedOffset);\n return length(vec2(n1 - n2, n3 - n4)) / (2.0 * epsilon);\n}\n`;\n"],
5
+ "mappings": ";;;;;AACO,MAAM,YAAY;AAAA;AAAA;AAAA;AAMlB,MAAM,YAAY;AAAA;AAAA;AAAA;AAAA;AAOlB,MAAM,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AASzB,MAAM,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AASzB,MAAM,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AASzB,MAAM,qBAAqB;AAAA;AAAA;AAAA;AAAA;AAAA;AAQ3B,MAAM,sBAAsB;AAAA;AAAA;AAAA;AAAA;AAAA;AAQ5B,MAAM,kBAAkB;AAAA;AAAA;AAKxB,MAAM,eAAe;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA+BrB,MAAM,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -53,12 +53,12 @@ vec2 getPanel(float angle, vec2 uv, float invLength, float aa) {
53
53
  float zOffset = zRatio - .5;
54
54
  float left = -.5 + zOffset * u_angle1;
55
55
  float right = .5 - zOffset * u_angle2;
56
- float blurX = aa + panelMap * u_blur;
56
+ float blurX = aa + 2. * panelMap * u_blur;
57
57
 
58
- float leftEdge1 = left - .5 * blurX;
59
- float leftEdge2 = left + blurX;
60
- float rightEdge1 = right - blurX;
61
- float rightEdge2 = right + .5 * blurX;
58
+ float leftEdge1 = left - blurX;
59
+ float leftEdge2 = left + .25 * blurX;
60
+ float rightEdge1 = right - .25 * blurX;
61
+ float rightEdge2 = right + blurX;
62
62
 
63
63
  float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));
64
64
  panel *= mix(0., panel, smoothstep(0., .01 / u_scale, panelMap));
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/color-panels.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, colorBandingFix } from '../shader-utils.js';\n\nexport const colorPanelsMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Pseudo-3D panels rotating around a central axis\n *\n * Uniforms include:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: angle between every 2 panels\n * - u_angle1, u_angle2: skew angle applied to all panes\n * - u_length: panel length (relative to total height)\n * - u_edges: faking edges effect\n * - u_blur: side blur (0 for sharp edges)\n * - u_fadeIn: transparency near central axis\n * - u_fadeOut: transparency near viewer\n * - u_gradient: color mixing within panes (0 = single color, 1 = two colors)\n *\n */\n\n// language=GLSL\nexport const colorPanelsFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\nuniform mediump float u_scale;\n\nuniform vec4 u_colors[${colorPanelsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform float u_density;\nuniform float u_angle1;\nuniform float u_angle2;\nuniform float u_length;\nuniform bool u_edges;\nuniform float u_blur;\nuniform float u_fadeIn;\nuniform float u_fadeOut;\nuniform float u_gradient;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nconst float zLimit = .5;\n\nvec2 getPanel(float angle, vec2 uv, float invLength, float aa) {\n float sinA = sin(angle);\n float cosA = cos(angle);\n\n float denom = sinA - uv.y * cosA;\n if (abs(denom) < .01) return vec2(0.);\n \n float z = uv.y / denom;\n\n if (z <= 0. || z > zLimit) return vec2(0.);\n\n float zRatio = z / zLimit;\n float panelMap = 1. - zRatio;\n float x = uv.x * (cosA * z + 1.) * invLength;\n\n float zOffset = zRatio - .5;\n float left = -.5 + zOffset * u_angle1;\n float right = .5 - zOffset * u_angle2;\n float blurX = aa + panelMap * u_blur;\n\n float leftEdge1 = left - .5 * blurX;\n float leftEdge2 = left + blurX;\n float rightEdge1 = right - blurX;\n float rightEdge2 = right + .5 * blurX;\n\n float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));\n panel *= mix(0., panel, smoothstep(0., .01 / u_scale, panelMap));\n\n float midScreen = abs(sinA);\n if (u_edges == true) {\n panelMap = mix(.99, panelMap, panel * clamp(panelMap / (.15 * (1. - pow(midScreen, .1))), 0.0, 1.0));\n } else if (midScreen < .07) {\n panel *= (midScreen * 15.);\n }\n \n return vec2(panel, panelMap);\n}\n\nvec4 blendColor(vec4 colorA, float panelMask, float panelMap) {\n float fade = smoothstep(1., .97 - .97 * u_fadeIn, panelMap);\n fade *= smoothstep(-.2 * (1. - u_fadeOut), u_fadeOut, panelMap);\n\n vec3 blendedRGB = mix(vec3(0.), colorA.rgb, fade);\n float blendedAlpha = mix(0., colorA.a, fade);\n\n return vec4(blendedRGB, blendedAlpha) * panelMask;\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv *= 1.25;\n\n float t = .02 * u_time;\n t = fract(t);\n bool reverseTime = (t < 0.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n float aa = .005 / u_scale;\n int colorsCount = int(u_colorsCount);\n\n vec4 premultipliedColors[${colorPanelsMeta.maxColorCount}];\n for (int i = 0; i < ${colorPanelsMeta.maxColorCount}; i++) {\n if (i >= colorsCount) break;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n premultipliedColors[i] = c;\n }\n\n float invLength = 1.5 / (u_length + 0.001);\n\n float totalColorWeight = 0.;\n int panelsNumber = 12;\n\n float densityNormalizer = 1.;\n if (colorsCount == 4) {\n panelsNumber = 16;\n densityNormalizer = 1.34;\n } else if (colorsCount == 5) {\n panelsNumber = 20;\n densityNormalizer = 1.67;\n } else if (colorsCount == 7) {\n panelsNumber = 14;\n densityNormalizer = 1.17;\n }\n\n float fPanelsNumber = float(panelsNumber);\n\n float totalPanelsShape = 0.;\n float panelGrad = 1. - clamp(u_gradient, 0., 1.);\n\n for (int set = 0; set < 2; set++) {\n bool isForward = (set == 0 && !reverseTime) || (set == 1 && reverseTime);\n if (!isForward) continue;\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 1) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(t + offset);\n float angleNorm = densityFract / u_density;\n if (densityFract >= .5 || angleNorm >= .3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((.3 - angleNorm) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n if (angleNorm > .5) {\n angleNorm = 0.5;\n }\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n if (panel[0] <= .001) continue;\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n float panelMap = panel[1];\n\n int colorIdx = idx % colorsCount;\n int nextColorIdx = (idx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 0) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(-t + offset);\n float angleNorm = -densityFract / u_density;\n if (densityFract >= .5 || angleNorm < -.3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((angleNorm + .3) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n if (panelMask <= .001) continue;\n float panelMap = panel[1];\n\n int colorIdx = (colorsCount - (idx % colorsCount)) % colorsCount;\n if (colorIdx < 0) colorIdx += colorsCount;\n int nextColorIdx = (colorIdx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n }\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ColorPanelsUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_colorBack: [number, number, number, number];\n u_angle1: number;\n u_angle2: number;\n u_length: number;\n u_edges: boolean;\n u_blur: number;\n u_fadeIn: number;\n u_fadeOut: number;\n u_density: number;\n u_gradient: number;\n}\n\nexport interface ColorPanelsParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n angle1?: number;\n angle2?: number;\n length?: number;\n edges?: boolean;\n blur?: number;\n fadeIn?: number;\n fadeOut?: number;\n density?: number;\n gradient?: number;\n}\n"],
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\nexport const colorPanelsMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Pseudo-3D panels rotating around a central axis\n *\n * Uniforms include:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: angle between every 2 panels\n * - u_angle1, u_angle2: skew angle applied to all panes\n * - u_length: panel length (relative to total height)\n * - u_edges: faking edges effect\n * - u_blur: side blur (0 for sharp edges)\n * - u_fadeIn: transparency near central axis\n * - u_fadeOut: transparency near viewer\n * - u_gradient: color mixing within panes (0 = single color, 1 = two colors)\n *\n */\n\n// language=GLSL\nexport const colorPanelsFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\nuniform mediump float u_scale;\n\nuniform vec4 u_colors[${colorPanelsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform float u_density;\nuniform float u_angle1;\nuniform float u_angle2;\nuniform float u_length;\nuniform bool u_edges;\nuniform float u_blur;\nuniform float u_fadeIn;\nuniform float u_fadeOut;\nuniform float u_gradient;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nconst float zLimit = .5;\n\nvec2 getPanel(float angle, vec2 uv, float invLength, float aa) {\n float sinA = sin(angle);\n float cosA = cos(angle);\n\n float denom = sinA - uv.y * cosA;\n if (abs(denom) < .01) return vec2(0.);\n \n float z = uv.y / denom;\n\n if (z <= 0. || z > zLimit) return vec2(0.);\n\n float zRatio = z / zLimit;\n float panelMap = 1. - zRatio;\n float x = uv.x * (cosA * z + 1.) * invLength;\n\n float zOffset = zRatio - .5;\n float left = -.5 + zOffset * u_angle1;\n float right = .5 - zOffset * u_angle2;\n float blurX = aa + 2. * panelMap * u_blur;\n\n float leftEdge1 = left - blurX;\n float leftEdge2 = left + .25 * blurX;\n float rightEdge1 = right - .25 * blurX;\n float rightEdge2 = right + blurX;\n\n float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));\n panel *= mix(0., panel, smoothstep(0., .01 / u_scale, panelMap));\n\n float midScreen = abs(sinA);\n if (u_edges == true) {\n panelMap = mix(.99, panelMap, panel * clamp(panelMap / (.15 * (1. - pow(midScreen, .1))), 0.0, 1.0));\n } else if (midScreen < .07) {\n panel *= (midScreen * 15.);\n }\n \n return vec2(panel, panelMap);\n}\n\nvec4 blendColor(vec4 colorA, float panelMask, float panelMap) {\n float fade = smoothstep(1., .97 - .97 * u_fadeIn, panelMap);\n fade *= smoothstep(-.2 * (1. - u_fadeOut), u_fadeOut, panelMap);\n\n vec3 blendedRGB = mix(vec3(0.), colorA.rgb, fade);\n float blendedAlpha = mix(0., colorA.a, fade);\n\n return vec4(blendedRGB, blendedAlpha) * panelMask;\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv *= 1.25;\n\n float t = .02 * u_time;\n t = fract(t);\n bool reverseTime = (t < 0.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n float aa = .005 / u_scale;\n int colorsCount = int(u_colorsCount);\n\n vec4 premultipliedColors[${colorPanelsMeta.maxColorCount}];\n for (int i = 0; i < ${colorPanelsMeta.maxColorCount}; i++) {\n if (i >= colorsCount) break;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n premultipliedColors[i] = c;\n }\n\n float invLength = 1.5 / (u_length + 0.001);\n\n float totalColorWeight = 0.;\n int panelsNumber = 12;\n\n float densityNormalizer = 1.;\n if (colorsCount == 4) {\n panelsNumber = 16;\n densityNormalizer = 1.34;\n } else if (colorsCount == 5) {\n panelsNumber = 20;\n densityNormalizer = 1.67;\n } else if (colorsCount == 7) {\n panelsNumber = 14;\n densityNormalizer = 1.17;\n }\n\n float fPanelsNumber = float(panelsNumber);\n\n float totalPanelsShape = 0.;\n float panelGrad = 1. - clamp(u_gradient, 0., 1.);\n\n for (int set = 0; set < 2; set++) {\n bool isForward = (set == 0 && !reverseTime) || (set == 1 && reverseTime);\n if (!isForward) continue;\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 1) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(t + offset);\n float angleNorm = densityFract / u_density;\n if (densityFract >= .5 || angleNorm >= .3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((.3 - angleNorm) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n if (angleNorm > .5) {\n angleNorm = 0.5;\n }\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n if (panel[0] <= .001) continue;\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n float panelMap = panel[1];\n\n int colorIdx = idx % colorsCount;\n int nextColorIdx = (idx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 0) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(-t + offset);\n float angleNorm = -densityFract / u_density;\n if (densityFract >= .5 || angleNorm < -.3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((angleNorm + .3) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n if (panelMask <= .001) continue;\n float panelMap = panel[1];\n\n int colorIdx = (colorsCount - (idx % colorsCount)) % colorsCount;\n if (colorIdx < 0) colorIdx += colorsCount;\n int nextColorIdx = (colorIdx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n }\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 ColorPanelsUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_colorBack: [number, number, number, number];\n u_angle1: number;\n u_angle2: number;\n u_length: number;\n u_edges: boolean;\n u_blur: number;\n u_fadeIn: number;\n u_fadeOut: number;\n u_density: number;\n u_gradient: number;\n}\n\nexport interface ColorPanelsParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n angle1?: number;\n angle2?: number;\n length?: number;\n edges?: boolean;\n blur?: number;\n fadeIn?: number;\n fadeOut?: number;\n density?: number;\n gradient?: number;\n}\n"],
5
5
  "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,kBAAkB;AAAA,EAC7B,eAAe;AACjB;AAoBO,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMzB,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAanD,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,6BAkEkB,gBAAgB,aAAa;AAAA,wBAClC,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAiHjD,eAAe;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -9,7 +9,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
9
9
  * - u_shape (float used as integer):
10
10
  * ---- 1: simplex noise pattern
11
11
  * ---- 2: warp noise pattern
12
- * ---- 3: columns if dots moving vertically
12
+ * ---- 3: columns of dots moving vertically
13
13
  * ---- 4: sine wave
14
14
  * ---- 5: ripple effect
15
15
  * ---- 6: swirl animation
@@ -8,7 +8,7 @@ import {
8
8
  sizingUV,
9
9
  drawSizingHelpers
10
10
  } from "../shader-sizing.js";
11
- import { declareSimplexNoise, declarePI, declareRandom } from "../shader-utils.js";
11
+ import { simplexNoise, declarePI, proceduralHash11, proceduralHash21 } from "../shader-utils.js";
12
12
  const ditheringFragmentShader = `#version 300 es
13
13
  precision mediump float;
14
14
 
@@ -26,9 +26,10 @@ uniform float u_pxSize;
26
26
 
27
27
  out vec4 fragColor;
28
28
 
29
- ${declareSimplexNoise}
29
+ ${simplexNoise}
30
30
  ${declarePI}
31
- ${declareRandom}
31
+ ${proceduralHash11}
32
+ ${proceduralHash21}
32
33
 
33
34
  float getSimplexNoise(vec2 uv, float t) {
34
35
  float noise = .5 * snoise(uv - vec2(0., .3 * t));
@@ -82,7 +83,7 @@ void main() {
82
83
  ${sizingUV}
83
84
 
84
85
  vec2 dithering_uv = pxSizeUv;
85
- vec2 ditheringNoise_uv = uv;
86
+ vec2 ditheringNoise_uv = uv * u_resolution;
86
87
  vec2 shape_uv = objectUV;
87
88
  if (u_shape < 3.5) {
88
89
  shape_uv = patternUV;
@@ -113,11 +114,10 @@ void main() {
113
114
  shape_uv *= .05;
114
115
 
115
116
  float stripeIdx = floor(2. * shape_uv.x / TWO_PI);
116
- float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);
117
-
118
- float speed = sign(rand - .5) * ceil(2. + rand);
119
- shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);
120
- shape = pow(shape, 6.);
117
+ float rand = hash11(stripeIdx * 10.);
118
+ rand = sign(rand - .5) * pow(.1 + abs(rand), .4);
119
+ shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);
120
+ shape = pow(abs(shape), 6.);
121
121
 
122
122
  } else if (u_shape < 4.5) {
123
123
  // Sine wave
@@ -147,9 +147,11 @@ void main() {
147
147
  // Sphere
148
148
  shape_uv *= 2.;
149
149
 
150
- vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));
150
+ float d = 1. - pow(length(shape_uv), 2.);
151
+ vec3 pos = vec3(shape_uv, sqrt(d));
151
152
  vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));
152
153
  shape = .5 + .5 * dot(lightPos, pos);
154
+ shape *= step(0., d);
153
155
  }
154
156
 
155
157
 
@@ -158,7 +160,7 @@ void main() {
158
160
 
159
161
  switch (type) {
160
162
  case 1: {
161
- dithering = step(random(ditheringNoise_uv), shape);
163
+ dithering = step(hash21(ditheringNoise_uv), shape);
162
164
  } break;
163
165
  case 2:
164
166
  dithering = getBayerValue(dithering_uv, 2);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/dithering.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { declareSimplexNoise, declarePI, declareRandom } from '../shader-utils.js';\n\n/**\n * 2-color dithering effect over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - pxSize: px size relative to canvas resolution\n * - u_shape (float used as integer):\n * ---- 1: simplex noise pattern\n * ---- 2: warp noise pattern\n * ---- 3: columns if dots moving vertically\n * ---- 4: sine wave\n * ---- 5: ripple effect\n * ---- 6: swirl animation\n * ---- 7: rotating sphere\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n *\n * Note: pixelization is applied to the shapes BEFORE dithering, meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${declareSimplexNoise}\n${declarePI}\n${declareRandom}\n\nfloat getSimplexNoise(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\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = fract(sin(stripeIdx * 12.9898) * 43758.5453);\n\n float speed = sign(rand - .5) * ceil(2. + rand);\n shape = sin(shape_uv.x) * cos(shape_uv.y + speed * t);\n shape = pow(shape, 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n vec3 pos = vec3(shape_uv, sqrt(1. - pow(length(shape_uv), 2.)));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(random(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n pxSize?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
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4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { simplexNoise, declarePI, proceduralHash11, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * 2-color dithering effect over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - pxSize: px size relative to canvas resolution\n * - u_shape (float used as integer):\n * ---- 1: simplex noise pattern\n * ---- 2: warp noise pattern\n * ---- 3: columns of dots moving vertically\n * ---- 4: sine wave\n * ---- 5: ripple effect\n * ---- 6: swirl animation\n * ---- 7: rotating sphere\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n *\n * Note: pixelization is applied to the shapes BEFORE dithering, meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${simplexNoise}\n${declarePI}\n${proceduralHash11}\n${proceduralHash21}\n\nfloat getSimplexNoise(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\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv * u_resolution;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = hash11(stripeIdx * 10.);\n rand = sign(rand - .5) * pow(.1 + abs(rand), .4);\n shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);\n shape = pow(abs(shape), 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n float d = 1. - pow(length(shape_uv), 2.);\n vec3 pos = vec3(shape_uv, sqrt(d));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n shape *= step(0., d);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n pxSize?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
5
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6
6
  "names": []
7
7
  }
@@ -4,7 +4,7 @@
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
6
  import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, declareSimplexNoise } from "../shader-utils.js";
7
+ import { declarePI, simplexNoise } from "../shader-utils.js";
8
8
  const dotGridFragmentShader = `#version 300 es
9
9
  precision mediump float;
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@@ -24,7 +24,7 @@ ${sizingVariablesDeclaration}
24
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  out vec4 fragColor;
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25
 
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  ${declarePI}
27
- ${declareSimplexNoise}
27
+ ${simplexNoise}
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  float polygon(vec2 p, float N, float rot) {
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  float a = atan(p.x, p.y) + rot;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/dot-grid.ts"],
4
- "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareSimplexNoise } from '../shader-utils.js';\n\n/**\n * Static grid pattern\n *\n * Uniforms:\n * - u_colorBack, u_colorFill, u_colorStroke (vec4 RGBA)\n * - u_dotSize (px): base shape size\n * - u_sizeRange (0..1): randomizes the size of shape between 0 and u_dotSize\n * - u_strokeWidth (px): the stroke (to be added to u_dotSize)\n * - u_gapX, u_gapY (px): pattern spacing\n * - u_opacityRange (0..1): variety of shape opacity\n * - u_shape (float used as integer):\n * ---- 1: circle\n * ---- 2: square\n * ---- 3: triangle\n * ---- 4: diamond\n * ---- 5: cross\n *\n */\n\n// language=GLSL\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareSimplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n vec2 shape_uv = 100. * v_patternUV;\n\n vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;\n vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y = 1. - p.y;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);\n float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
5
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4
+ "sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, simplexNoise } from '../shader-utils.js';\n\n/**\n * Static grid pattern\n *\n * Uniforms:\n * - u_colorBack, u_colorFill, u_colorStroke (vec4 RGBA)\n * - u_dotSize (px): base shape size\n * - u_sizeRange (0..1): randomizes the size of shape between 0 and u_dotSize\n * - u_strokeWidth (px): the stroke (to be added to u_dotSize)\n * - u_gapX, u_gapY (px): pattern spacing\n * - u_opacityRange (0..1): variety of shape opacity\n * - u_shape (float used as integer):\n * ---- 1: circle\n * ---- 2: square\n * ---- 3: triangle\n * ---- 4: diamond\n * ---- 5: cross\n *\n */\n\n// language=GLSL\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n vec2 shape_uv = 100. * v_patternUV;\n\n vec2 grid = fract(shape_uv / vec2(u_gapX, u_gapY)) + 1e-4;\n vec2 grid_idx = floor(shape_uv / vec2(u_gapX, u_gapY));\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y = 1. - p.y;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist - strokeWidth);\n float shapeInner = smoothstep(baseSize + edgeWidth, baseSize - edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
5
+ "mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,oBAAoB;AAsBjC,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc3C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,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;AAmGP,MAAM,gBAAgB;AAAA,EAC3B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,UAAU;AACZ;",
6
6
  "names": []
7
7
  }
@@ -15,6 +15,8 @@ export declare const dotOrbitMeta: {
15
15
  * - u_sizeRange (0..1): randomizes dot radius between 0 and u_size
16
16
  * - u_spreading (0..1): max orbit distance of each dot around the cell center
17
17
  *
18
+ * - u_noiseTexture (sampler2D): pre-computed randomizer source
19
+ *
18
20
  */
19
21
  export declare const dotOrbitFragmentShader: string;
20
22
  export interface DotOrbitUniforms extends ShaderSizingUniforms {
@@ -25,6 +27,7 @@ export interface DotOrbitUniforms extends ShaderSizingUniforms {
25
27
  u_sizeRange: number;
26
28
  u_spreading: number;
27
29
  u_stepsPerColor: number;
30
+ u_noiseTexture?: HTMLImageElement;
28
31
  }
29
32
  export interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {
30
33
  colorBack?: string;
@@ -4,7 +4,7 @@
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
6
  import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, declareRandom, declareRotate } from "../shader-utils.js";
7
+ import { declarePI, rotation2, textureRandomizerR, textureRandomizerGB } from "../shader-utils.js";
8
8
  const dotOrbitMeta = {
9
9
  maxColorCount: 10
10
10
  };
@@ -13,6 +13,8 @@ precision mediump float;
13
13
 
14
14
  uniform float u_time;
15
15
 
16
+ uniform sampler2D u_noiseTexture;
17
+
16
18
  uniform vec4 u_colorBack;
17
19
  uniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];
18
20
  uniform float u_colorsCount;
@@ -26,12 +28,10 @@ ${sizingVariablesDeclaration}
26
28
  out vec4 fragColor;
27
29
 
28
30
  ${declarePI}
29
- ${declareRandom}
30
- ${declareRotate}
31
+ ${rotation2}
32
+ ${textureRandomizerR}
33
+ ${textureRandomizerGB}
31
34
 
32
- vec2 random2(vec2 p) {
33
- return vec2(random(p), random(200. * p));
34
- }
35
35
 
36
36
  vec3 voronoiShape(vec2 uv, float time) {
37
37
  vec2 i_uv = floor(uv);
@@ -44,11 +44,11 @@ vec3 voronoiShape(vec2 uv, float time) {
44
44
  for (int y = -1; y <= 1; y++) {
45
45
  for (int x = -1; x <= 1; x++) {
46
46
  vec2 tileOffset = vec2(float(x), float(y));
47
- vec2 rand = random2(i_uv + tileOffset);
47
+ vec2 rand = randomGB(i_uv + tileOffset);
48
48
  vec2 cellCenter = vec2(.5 + 1e-4);
49
49
  cellCenter += spreading * cos(time + TWO_PI * rand);
50
50
  cellCenter -= .5;
51
- cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);
51
+ cellCenter = rotate(cellCenter, randomR(vec2(rand.x, rand.y)) + .1 * time);
52
52
  cellCenter += .5;
53
53
  float dist = length(tileOffset + cellCenter - f_uv);
54
54
  if (dist < minDist) {
@@ -67,7 +67,7 @@ void main() {
67
67
  vec2 shape_uv = v_patternUV;
68
68
  shape_uv *= 1.5;
69
69
 
70
- float t = u_time;
70
+ float t = u_time - 10.;
71
71
 
72
72
  vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;
73
73
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/dot-orbit.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, declareRandom, declareRotate } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Animated dot pattern with dots orbiting around their grid positions\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_size (0..1): dot radius (relative to cell size)\n * - u_sizeRange (0..1): randomizes dot radius between 0 and u_size\n * - u_spreading (0..1): max orbit distance of each dot around the cell center\n *\n */\n\n// language=GLSL\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${declareRandom}\n${declareRotate}\n\nvec2 random2(vec2 p) {\n return vec2(random(p), random(200. * p));\n}\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = random2(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, random(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.5;\n\n float t = u_time;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);\n\n float shape = voronoi[1];\n\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 < ${dotOrbitMeta.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 color = gradient.rgb * dots;\n float opacity = gradient.a * dots;\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 fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
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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, textureRandomizerR, textureRandomizerGB } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Animated dot pattern with dots orbiting around their grid positions\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_size (0..1): dot radius (relative to cell size)\n * - u_sizeRange (0..1): randomizes dot radius between 0 and u_size\n * - u_spreading (0..1): max orbit distance of each dot around the cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const dotOrbitFragmentShader: 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[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${textureRandomizerR}\n${textureRandomizerGB}\n\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = randomGB(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, randomR(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.5;\n\n float t = u_time - 10.;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius + edgeWidth, radius - edgeWidth, dist);\n\n float shape = voronoi[1];\n\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 < ${dotOrbitMeta.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 color = gradient.rgb * dots;\n float opacity = gradient.a * dots;\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 fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,oBAAoB,2BAA2B;AAEvE,MAAM,eAAe;AAAA,EAC1B,eAAe;AACjB;AAkBO,MAAM,yBAAiC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQtB,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOhD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA,EAClB,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,wBAsDG,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -0,0 +1,72 @@
1
+ import type { ShaderMotionParams } from '../shader-mount.js';
2
+ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
+ /**
4
+ * Mimicking glass surface distortion over the image by distorting the texture
5
+ * coordinates within line patterns
6
+ *
7
+ * Uniforms:
8
+ * - u_count, u_angle - number and direction of grid relative to the image
9
+ * - u_shape (float used as integer):
10
+ * ---- 1: uniformly spaced stripes
11
+ * ---- 2: randomly spaced stripes
12
+ * ---- 3: sine wave stripes
13
+ * ---- 4: zigzag stripes
14
+ * ---- 5: wave-based pattern
15
+ * - u_distortion - the power of distortion applied along within each stripe
16
+ * - u_distortionShape (float used as integer):
17
+ * ---- 5 shapes available
18
+ * - u_shift - texture shift in direction opposite to the grid
19
+ * - u_blur - one-directional blur applied over the main distortion
20
+ * - u_highlights - thin color lines along the grid (independent from distortion)
21
+ * - u_marginLeft, u_marginRight, u_marginTop, u_marginBottom - paddings
22
+ * within picture to be shown without any distortion
23
+ *
24
+ */
25
+ export declare const flutedGlassFragmentShader: string;
26
+ export interface FlutedGlassUniforms extends ShaderSizingUniforms {
27
+ u_image: HTMLImageElement | string | undefined;
28
+ u_count: number;
29
+ u_angle: number;
30
+ u_distortion: number;
31
+ u_shift: number;
32
+ u_blur: number;
33
+ u_marginLeft: number;
34
+ u_marginRight: number;
35
+ u_marginTop: number;
36
+ u_marginBottom: number;
37
+ u_highlights: number;
38
+ u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];
39
+ u_shape: (typeof GlassGridShapes)[GlassGridShape];
40
+ u_noiseTexture?: HTMLImageElement;
41
+ }
42
+ export interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {
43
+ image?: HTMLImageElement | string | undefined;
44
+ count?: number;
45
+ angle?: number;
46
+ distortion?: number;
47
+ shift?: number;
48
+ blur?: number;
49
+ marginLeft?: number;
50
+ marginRight?: number;
51
+ marginTop?: number;
52
+ marginBottom?: number;
53
+ highlights?: number;
54
+ distortionShape?: GlassDistortionShape;
55
+ shape?: GlassGridShape;
56
+ }
57
+ export declare const GlassGridShapes: {
58
+ readonly lines: 1;
59
+ readonly linesIrregular: 2;
60
+ readonly wave: 3;
61
+ readonly zigzag: 4;
62
+ readonly pattern: 5;
63
+ };
64
+ export declare const GlassDistortionShapes: {
65
+ readonly prism: 1;
66
+ readonly lens: 2;
67
+ readonly сontour: 3;
68
+ readonly сascade: 4;
69
+ readonly facete: 5;
70
+ };
71
+ export type GlassDistortionShape = keyof typeof GlassDistortionShapes;
72
+ export type GlassGridShape = keyof typeof GlassGridShapes;