@paper-design/shaders 0.0.53 → 0.0.54
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/shader-mount.d.ts +3 -1
- package/dist/shader-mount.js +58 -34
- package/dist/shader-mount.js.map +2 -2
- package/dist/shaders/fluted-glass.d.ts +6 -6
- package/dist/shaders/fluted-glass.js +9 -10
- package/dist/shaders/fluted-glass.js.map +2 -2
- package/dist/shaders/mesh-gradient.d.ts +6 -1
- package/dist/shaders/mesh-gradient.js +49 -6
- package/dist/shaders/mesh-gradient.js.map +2 -2
- package/dist/shaders/static-mesh-gradient.d.ts +0 -3
- package/dist/shaders/static-mesh-gradient.js +38 -14
- package/dist/shaders/static-mesh-gradient.js.map +2 -2
- package/dist/shaders/static-radial-gradient.d.ts +0 -3
- package/dist/shaders/static-radial-gradient.js +49 -14
- package/dist/shaders/static-radial-gradient.js.map +2 -2
- package/dist/shaders/water.d.ts +3 -3
- package/dist/shaders/water.js +2 -2
- package/dist/shaders/water.js.map +1 -1
- package/package.json +1 -1
package/dist/shader-mount.d.ts
CHANGED
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@@ -59,9 +59,11 @@ export declare class ShaderMount {
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private renderScale;
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private parentWidth;
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private parentHeight;
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private parentDevicePixelWidth;
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private parentDevicePixelHeight;
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private devicePixelsSupported;
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private resizeObserver;
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private setupResizeObserver;
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private resizeRafId;
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private handleVisualViewportChange;
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/** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */
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private handleResize;
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package/dist/shader-mount.js
CHANGED
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@@ -64,6 +64,7 @@ class ShaderMount {
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this.setupUniforms();
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this.setUniformValues(this.providedUniforms);
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this.setupResizeObserver();
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visualViewport?.addEventListener("resize", this.handleVisualViewportChange);
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this.setSpeed(speed);
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this.parentElement.setAttribute("data-paper-shader", "");
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this.parentElement.paperShaderMount = this;
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@@ -106,58 +107,60 @@ class ShaderMount {
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renderScale = 1;
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parentWidth = 0;
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parentHeight = 0;
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parentDevicePixelWidth = 0;
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parentDevicePixelHeight = 0;
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devicePixelsSupported = false;
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resizeObserver = null;
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setupResizeObserver = () => {
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this.resizeObserver = new ResizeObserver(([entry]) => {
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if (entry?.borderBoxSize[0]) {
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const physicalPixelSize = entry.devicePixelContentBoxSize?.[0];
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if (physicalPixelSize !== void 0) {
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this.devicePixelsSupported = true;
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this.parentDevicePixelWidth = physicalPixelSize.inlineSize;
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this.parentDevicePixelHeight = physicalPixelSize.blockSize;
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}
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this.parentWidth = entry.borderBoxSize[0].inlineSize;
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this.parentHeight = entry.borderBoxSize[0].blockSize;
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}
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this.handleResize();
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});
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this.resizeObserver.observe(this.parentElement);
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visualViewport?.addEventListener("resize", this.handleVisualViewportChange);
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const rect = this.parentElement.getBoundingClientRect();
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this.parentWidth = rect.width;
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this.parentHeight = rect.height;
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this.handleResize();
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};
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// Visual viewport resize handler, mainly used to react to browser zoom changes.
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//
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//
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//
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//
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//
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// so we dedupe the callbacks, but pinch zoom only triggers the visual viewport handler.
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resizeRafId = null;
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// Resize observer by itself does not react to pinch zoom, and although it usually
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// reacts to classic browser zoom, it's not guaranteed in edge cases.
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// Since timing between visual viewport changes and resize observer is complex
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// and because we'd like to know the device pixel sizes of elements, we just restart
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// the observer to get a guaranteed fresh callback regardless if it would have triggered or not.
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handleVisualViewportChange = () => {
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}
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this.resizeRafId = requestAnimationFrame(() => {
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this.resizeRafId = requestAnimationFrame(() => {
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this.handleResize();
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});
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});
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this.resizeObserver?.disconnect();
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this.setupResizeObserver();
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};
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/** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */
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handleResize = () => {
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let targetPixelWidth = 0;
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let targetPixelHeight = 0;
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const dpr = Math.max(1, window.devicePixelRatio);
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const pinchZoom = visualViewport?.scale ?? 1;
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if (this.devicePixelsSupported) {
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const scaleToMeetMinPixelRatio = Math.max(1, this.minPixelRatio / dpr);
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targetPixelWidth = this.parentDevicePixelWidth * scaleToMeetMinPixelRatio * pinchZoom;
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targetPixelHeight = this.parentDevicePixelHeight * scaleToMeetMinPixelRatio * pinchZoom;
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} else {
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let targetRenderScale = Math.max(dpr, this.minPixelRatio) * pinchZoom;
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if (this.isSafari) {
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const zoomLevel = bestGuessBrowserZoom();
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targetRenderScale *= Math.max(1, zoomLevel);
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}
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targetPixelWidth = Math.round(this.parentWidth) * targetRenderScale;
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targetPixelHeight = Math.round(this.parentHeight) * targetRenderScale;
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}
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const maxPixelCountHeadroom = Math.sqrt(this.maxPixelCount) / Math.sqrt(targetPixelWidth * targetPixelHeight);
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const
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const newWidth = Math.round(
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const newHeight = Math.round(
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const scaleToMeetMaxPixelCount = Math.min(1, maxPixelCountHeadroom);
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const newWidth = Math.round(targetPixelWidth * scaleToMeetMaxPixelCount);
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const newHeight = Math.round(targetPixelHeight * scaleToMeetMaxPixelCount);
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const newRenderScale = newWidth / Math.round(this.parentWidth);
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if (this.canvasElement.width !== newWidth || this.canvasElement.height !== newHeight || this.renderScale !== newRenderScale) {
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this.renderScale = newRenderScale;
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this.canvasElement.width = newWidth;
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@@ -438,6 +441,27 @@ function isSafari() {
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const ua = navigator.userAgent.toLowerCase();
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return ua.includes("safari") && !ua.includes("chrome") && !ua.includes("android");
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}
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function bestGuessBrowserZoom() {
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const viewportScale = visualViewport?.scale ?? 1;
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const viewportWidth = visualViewport?.width ?? window.innerWidth;
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const scrollbarWidth = window.innerWidth - document.documentElement.clientWidth;
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const innerWidth = viewportScale * viewportWidth + scrollbarWidth;
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const ratio = outerWidth / innerWidth;
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const zoomPercentageRounded = Math.round(100 * ratio);
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if (zoomPercentageRounded % 5 === 0) {
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return zoomPercentageRounded / 100;
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}
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if (zoomPercentageRounded === 33) {
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return 1 / 3;
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}
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if (zoomPercentageRounded === 67) {
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return 2 / 3;
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}
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if (zoomPercentageRounded === 133) {
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return 4 / 3;
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}
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return ratio;
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}
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export {
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ShaderMount,
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isPaperShaderElement
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package/dist/shader-mount.js.map
CHANGED
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@@ -1,7 +1,7 @@
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{
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"version": 3,
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"sources": ["../src/shader-mount.ts"],
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"sourcesContent": ["import { vertexShaderSource } from './vertex-shader.js';\n\nconst DEFAULT_MAX_PIXEL_COUNT: number = 1920 * 1080 * 4;\n\nexport class ShaderMount {\n public parentElement: PaperShaderElement;\n public canvasElement: HTMLCanvasElement;\n private gl: WebGL2RenderingContext;\n private program: WebGLProgram | null = null;\n private uniformLocations: Record<string, WebGLUniformLocation | null> = {};\n /** The fragment shader that we are using */\n private fragmentShader: string;\n /** Stores the RAF for the render loop */\n private rafId: number | null = null;\n /** Time of the last rendered frame */\n private lastRenderTime = 0;\n /** Total time that we have played any animation, passed as a uniform to the shader for time-based VFX */\n private currentFrame = 0;\n /** The current speed that we progress through animation time (multiplies by delta time every update). Allows negatives to play in reverse. If set to 0, rAF will stop entirely so static shaders have no recurring performance costs */\n private speed = 0;\n /** Uniforms that are provided by the user for the specific shader being mounted (not including uniforms that this Mount adds, like time and resolution) */\n private providedUniforms: ShaderMountUniforms;\n /** Just a sanity check to make sure frames don't run after we're disposed */\n private hasBeenDisposed = false;\n /** If the resolution of the canvas has changed since the last render */\n private resolutionChanged = true;\n /** Store textures that are provided by the user */\n private textures: Map<string, WebGLTexture> = new Map();\n private minPixelRatio;\n private maxPixelCount;\n private isSafari = isSafari();\n private uniformCache: Record<string, unknown> = {};\n private textureUnitMap: Map<string, number> = new Map();\n\n constructor(\n /** The div you'd like to mount the shader to. The shader will match its size. */\n parentElement: HTMLElement,\n fragmentShader: string,\n uniforms: ShaderMountUniforms,\n webGlContextAttributes?: WebGLContextAttributes,\n /** The speed of the animation, or 0 to stop it. Supports negative values to play in reverse. */\n speed = 0,\n /** Pass a frame to offset the starting u_time value and give deterministic results*/\n frame = 0,\n /**\n * The minimum pixel ratio to render at, defaults to 2.\n * May be reduced to improve performance or increased together with `maxPixelCount` to improve antialiasing.\n */\n minPixelRatio = 2,\n /**\n * The maximum amount of physical device pixels to render for the shader,\n * by default it's 1920 * 1080 * 2x dpi (per each side) = 8,294,400 pixels of a 4K screen.\n * Actual DOM size of the canvas can be larger, it will just lose quality after this.\n *\n * May be reduced to improve performance or increased to improve quality on high-resolution screens.\n */\n maxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT\n ) {\n if (parentElement instanceof HTMLElement) {\n this.parentElement = parentElement as PaperShaderElement;\n } else {\n throw new Error('Paper Shaders: parent element must be an HTMLElement');\n }\n\n if (!document.querySelector('style[data-paper-shader]')) {\n const styleElement = document.createElement('style');\n styleElement.innerHTML = defaultStyle;\n styleElement.setAttribute('data-paper-shader', '');\n document.head.prepend(styleElement);\n }\n\n // Create the canvas element and mount it into the provided element\n const canvasElement = document.createElement('canvas');\n this.canvasElement = canvasElement;\n this.parentElement.prepend(canvasElement);\n this.fragmentShader = fragmentShader;\n this.providedUniforms = uniforms;\n // Base our starting animation time on the provided frame value\n this.currentFrame = frame;\n this.minPixelRatio = minPixelRatio;\n this.maxPixelCount = maxPixelCount;\n\n const gl = canvasElement.getContext('webgl2', webGlContextAttributes);\n if (!gl) {\n throw new Error('Paper Shaders: WebGL is not supported in this browser');\n }\n this.gl = gl;\n\n this.initProgram();\n this.setupPositionAttribute();\n // Grab the locations of the uniforms in the fragment shader\n this.setupUniforms();\n // Put the user provided values into the uniforms\n this.setUniformValues(this.providedUniforms);\n // Set up the resize observer to handle window resizing and set u_resolution\n this.setupResizeObserver();\n\n // Set the animation speed after everything is ready to go\n this.setSpeed(speed);\n\n // Mark parent element as paper shader mount\n this.parentElement.setAttribute('data-paper-shader', '');\n\n // Add the shaderMount instance to the div mount element to make it easily accessible\n this.parentElement.paperShaderMount = this;\n }\n\n private initProgram = () => {\n const program = createProgram(this.gl, vertexShaderSource, this.fragmentShader);\n if (!program) return;\n this.program = program;\n };\n\n private setupPositionAttribute = () => {\n const positionAttributeLocation = this.gl.getAttribLocation(this.program!, 'a_position');\n const positionBuffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);\n const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];\n this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(positions), this.gl.STATIC_DRAW);\n this.gl.enableVertexAttribArray(positionAttributeLocation);\n this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);\n };\n\n private setupUniforms = () => {\n // Create a map to store all uniform locations\n const uniformLocations: Record<string, WebGLUniformLocation | null> = {\n u_time: this.gl.getUniformLocation(this.program!, 'u_time'),\n u_pixelRatio: this.gl.getUniformLocation(this.program!, 'u_pixelRatio'),\n u_resolution: this.gl.getUniformLocation(this.program!, 'u_resolution'),\n };\n\n // Add locations for all provided uniforms\n Object.entries(this.providedUniforms).forEach(([key, value]) => {\n uniformLocations[key] = this.gl.getUniformLocation(this.program!, key);\n\n // For texture uniforms, also look for the aspect ratio uniform\n if (value instanceof HTMLImageElement) {\n const aspectRatioUniformName = `${key}AspectRatio`;\n uniformLocations[aspectRatioUniformName] = this.gl.getUniformLocation(this.program!, aspectRatioUniformName);\n }\n });\n\n this.uniformLocations = uniformLocations;\n };\n\n /**\n * The scale that we should render at.\n * - Used to target 2x rendering even on 1x screens for better antialiasing\n * - Prevents the virtual resolution from going beyond the maximum resolution\n * - Accounts for the page zoom level so we render in physical device pixels rather than CSS pixels\n */\n private renderScale = 1;\n private parentWidth = 0;\n private parentHeight = 0;\n\n private resizeObserver: ResizeObserver | null = null;\n private setupResizeObserver = () => {\n this.resizeObserver = new ResizeObserver(([entry]) => {\n if (entry?.borderBoxSize[0]) {\n this.parentWidth = entry.borderBoxSize[0].inlineSize;\n this.parentHeight = entry.borderBoxSize[0].blockSize;\n }\n\n this.handleResize();\n });\n\n this.resizeObserver.observe(this.parentElement);\n visualViewport?.addEventListener('resize', this.handleVisualViewportChange);\n\n const rect = this.parentElement.getBoundingClientRect();\n this.parentWidth = rect.width;\n this.parentHeight = rect.height;\n this.handleResize();\n };\n\n // Visual viewport resize handler, mainly used to react to browser zoom changes.\n // Wait 2 frames to align with when the resize observer callback is done (in case it might follow):\n // - Frame 1: a paint after the visual viewport resize\n // - Frame 2: a paint after the resize observer has been handled, if it was ever triggered\n //\n // Both resize observer and visual viewport will react to classic browser zoom changes,\n // so we dedupe the callbacks, but pinch zoom only triggers the visual viewport handler.\n private resizeRafId: number | null = null;\n private handleVisualViewportChange = () => {\n if (this.resizeRafId !== null) {\n cancelAnimationFrame(this.resizeRafId);\n }\n\n this.resizeRafId = requestAnimationFrame(() => {\n this.resizeRafId = requestAnimationFrame(() => {\n this.handleResize();\n });\n });\n };\n\n /** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */\n private handleResize = () => {\n // Cancel any scheduled resize handlers\n if (this.resizeRafId !== null) {\n cancelAnimationFrame(this.resizeRafId);\n }\n\n const pinchZoom = visualViewport?.scale ?? 1;\n\n // Zoom level can be calculated comparing the browser's outerWidth and the viewport width.\n // Note: avoid innerWidth, use visualViewport.width instead.\n // - innerWidth is affected by pinch zoom in Safari, but not other browsers.\n // visualViewport.width works consistently in all browsers.\n // - innerWidth is rounded to integer, but not visualViewport.width.\n // - visualViewport.width is affected by hard scrollbars, so they need to be added manually\n const scrollbarWidth = window.innerWidth - document.documentElement.clientWidth;\n const innerWidth = visualViewport\n ? visualViewport.scale * visualViewport.width + scrollbarWidth\n : window.innerWidth;\n\n // Slight rounding here helps the <canvas> maintain a consistent computed size as the zoom level changes\n const classicZoom = Math.round((10000 * window.outerWidth) / innerWidth) / 10000;\n\n // As of 2025, Safari reports physical devicePixelRatio, but other browsers add the current zoom level\n // https://bugs.webkit.org/show_bug.cgi?id=124862\n const realPixelRatio = this.isSafari ? devicePixelRatio : devicePixelRatio / classicZoom;\n const targetPixelRatio = Math.max(realPixelRatio, this.minPixelRatio);\n const targetRenderScale = targetPixelRatio * classicZoom * pinchZoom;\n const targetPixelWidth = this.parentWidth * targetRenderScale;\n const targetPixelHeight = this.parentHeight * targetRenderScale;\n\n // Prevent the total rendered pixel count from exceeding maxPixelCount\n const maxPixelCountHeadroom = Math.sqrt(this.maxPixelCount) / Math.sqrt(targetPixelWidth * targetPixelHeight);\n\n const newRenderScale = targetRenderScale * Math.min(1, maxPixelCountHeadroom);\n const newWidth = Math.round(this.parentWidth * newRenderScale);\n const newHeight = Math.round(this.parentHeight * newRenderScale);\n\n if (\n this.canvasElement.width !== newWidth ||\n this.canvasElement.height !== newHeight ||\n this.renderScale !== newRenderScale // Usually, only render scale change when the user zooms in/out\n ) {\n this.renderScale = newRenderScale;\n this.canvasElement.width = newWidth;\n this.canvasElement.height = newHeight;\n this.resolutionChanged = true;\n this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // this is necessary to avoid flashes while resizing (the next scheduled render will set uniforms)\n this.render(performance.now());\n }\n };\n\n private render = (currentTime: number) => {\n if (this.hasBeenDisposed) return;\n\n if (this.program === null) {\n console.warn('Tried to render before program or gl was initialized');\n return;\n }\n\n // Calculate the delta time\n const dt = currentTime - this.lastRenderTime;\n this.lastRenderTime = currentTime;\n // Increase the total animation time by dt * animationSpeed\n if (this.speed !== 0) {\n this.currentFrame += dt * this.speed;\n }\n\n // Clear the canvas\n this.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\n // Update uniforms\n this.gl.useProgram(this.program);\n\n // Update the time uniform\n this.gl.uniform1f(this.uniformLocations.u_time!, this.currentFrame * 0.001);\n\n // If the resolution has changed, we need to update the uniform\n if (this.resolutionChanged) {\n this.gl.uniform2f(this.uniformLocations.u_resolution!, this.gl.canvas.width, this.gl.canvas.height);\n this.gl.uniform1f(this.uniformLocations.u_pixelRatio!, this.renderScale);\n this.resolutionChanged = false;\n }\n\n this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n // Loop if we're animating\n if (this.speed !== 0) {\n this.requestRender();\n } else {\n this.rafId = null;\n }\n };\n\n private requestRender = () => {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.rafId = requestAnimationFrame(this.render);\n };\n\n /** Creates a texture from an image and sets it into a uniform value */\n private setTextureUniform = (uniformName: string, image: HTMLImageElement): void => {\n if (!image.complete || image.naturalWidth === 0) {\n throw new Error(`Paper Shaders: image for uniform ${uniformName} must be fully loaded`);\n }\n\n // Clean up existing texture if present\n const existingTexture = this.textures.get(uniformName);\n if (existingTexture) {\n this.gl.deleteTexture(existingTexture);\n }\n\n // Get texture unit\n if (!this.textureUnitMap.has(uniformName)) {\n this.textureUnitMap.set(uniformName, this.textureUnitMap.size);\n }\n const textureUnit = this.textureUnitMap.get(uniformName)!;\n // Activate correct texture unit before creating the texture\n 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(!shader) return null;\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\nfunction createProgram(\n gl: WebGL2RenderingContext,\n vertexShaderSource: string,\n fragmentShaderSource: string\n): WebGLProgram | null {\n const format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n const precision = format ? format.precision : null;\n // MEDIUM_FLOAT precision can be 10, 16 or 23 bits depending on device;\n // Shaders fail on 10 bit (and 16 bit is hard to test) => we force 23-bit by switching to highp\n if (precision && precision < 23) {\n vertexShaderSource = vertexShaderSource.replace(/precision\\s+(lowp|mediump)\\s+float;/g, 'precision highp float;');\n fragmentShaderSource = fragmentShaderSource\n .replace(/precision\\s+(lowp|mediump)\\s+float/g, 'precision highp float')\n .replace(/\\b(uniform|varying|attribute)\\s+(lowp|mediump)\\s+(\\w+)/g, '$1 highp $3');\n }\n\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);\n\n if (!vertexShader || !fragmentShader) return null;\n\n const program = gl.createProgram();\n if (!program) return null;\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n return null;\n }\n\n // Clean up shaders after successful linking\n gl.detachShader(program, vertexShader);\n gl.detachShader(program, fragmentShader);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n\n return program;\n}\n\nconst defaultStyle = `@layer paper-shaders {\n :where([data-paper-shader]) {\n isolation: isolate;\n position: relative;\n\n & canvas {\n contain: strict;\n display: block;\n position: absolute;\n inset: 0;\n z-index: -1;\n width: 100%;\n height: 100%;\n border-radius: inherit;\n corner-shape: inherit;\n }\n }\n}`;\n\n/** The parent `<div>` element that has a ShaderMount available on it */\nexport interface PaperShaderElement extends HTMLElement {\n paperShaderMount: ShaderMount | undefined;\n}\n\n/** Check if an element is a Paper shader element */\nexport function isPaperShaderElement(element: HTMLElement): element is PaperShaderElement {\n return 'paperShaderMount' in element;\n}\n\n/**\n * Uniform types that we support to be auto-mapped into the fragment shader\n *\n * We accept undefined as a convenience for server rendering, when some things may be undefined\n * We just skip setting the uniform if it's undefined. This allows the shader mount to still take up space during server rendering\n */\nexport interface ShaderMountUniforms {\n [key: string]: boolean | number | number[] | number[][] | HTMLImageElement | undefined;\n}\n\nexport interface ShaderMotionParams {\n speed?: number;\n frame?: number;\n}\n\nexport type ShaderPreset<T> = {\n name: string;\n params: Required<T>;\n};\n\nexport type ImageShaderPreset<T> = {\n name: string;\n /**\n * Params for the shader excluding the image.\n * Image is excluded as it isn't considered a preset,\n * e.g. when switching between presets it shouldn't switch the image.\n *\n * While we exclude images from presets they should still be set with a default prop value so the code-first usage of shaders remains great.\n */\n params: Required<Omit<T, 'image'>>;\n};\n\nfunction isSafari() {\n const ua = navigator.userAgent.toLowerCase();\n return ua.includes('safari') && !ua.includes('chrome') && !ua.includes('android');\n}\n"],
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"sourcesContent": ["import { vertexShaderSource } from './vertex-shader.js';\n\nconst DEFAULT_MAX_PIXEL_COUNT: number = 1920 * 1080 * 4;\n\nexport class ShaderMount {\n public parentElement: PaperShaderElement;\n public canvasElement: HTMLCanvasElement;\n private gl: WebGL2RenderingContext;\n private program: WebGLProgram | null = null;\n private uniformLocations: Record<string, WebGLUniformLocation | null> = {};\n /** The fragment shader that we are using */\n private fragmentShader: string;\n /** Stores the RAF for the render loop */\n private rafId: number | null = null;\n /** Time of the last rendered frame */\n private lastRenderTime = 0;\n /** Total time that we have played any animation, passed as a uniform to the shader for time-based VFX */\n private currentFrame = 0;\n /** The current speed that we progress through animation time (multiplies by delta time every update). Allows negatives to play in reverse. If set to 0, rAF will stop entirely so static shaders have no recurring performance costs */\n private speed = 0;\n /** Uniforms that are provided by the user for the specific shader being mounted (not including uniforms that this Mount adds, like time and resolution) */\n private providedUniforms: ShaderMountUniforms;\n /** Just a sanity check to make sure frames don't run after we're disposed */\n private hasBeenDisposed = false;\n /** If the resolution of the canvas has changed since the last render */\n private resolutionChanged = true;\n /** Store textures that are provided by the user */\n private textures: Map<string, WebGLTexture> = new Map();\n private minPixelRatio;\n private maxPixelCount;\n private isSafari = isSafari();\n private uniformCache: Record<string, unknown> = {};\n private textureUnitMap: Map<string, number> = new Map();\n\n constructor(\n /** The div you'd like to mount the shader to. The shader will match its size. */\n parentElement: HTMLElement,\n fragmentShader: string,\n uniforms: ShaderMountUniforms,\n webGlContextAttributes?: WebGLContextAttributes,\n /** The speed of the animation, or 0 to stop it. Supports negative values to play in reverse. */\n speed = 0,\n /** Pass a frame to offset the starting u_time value and give deterministic results*/\n frame = 0,\n /**\n * The minimum pixel ratio to render at, defaults to 2.\n * May be reduced to improve performance or increased together with `maxPixelCount` to improve antialiasing.\n */\n minPixelRatio = 2,\n /**\n * The maximum amount of physical device pixels to render for the shader,\n * by default it's 1920 * 1080 * 2x dpi (per each side) = 8,294,400 pixels of a 4K screen.\n * Actual DOM size of the canvas can be larger, it will just lose quality after this.\n *\n * May be reduced to improve performance or increased to improve quality on high-resolution screens.\n */\n maxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT\n ) {\n if (parentElement instanceof HTMLElement) {\n this.parentElement = parentElement as PaperShaderElement;\n } else {\n throw new Error('Paper Shaders: parent element must be an HTMLElement');\n }\n\n if (!document.querySelector('style[data-paper-shader]')) {\n const styleElement = document.createElement('style');\n styleElement.innerHTML = defaultStyle;\n styleElement.setAttribute('data-paper-shader', '');\n document.head.prepend(styleElement);\n }\n\n // Create the canvas element and mount it into the provided element\n const canvasElement = document.createElement('canvas');\n this.canvasElement = canvasElement;\n this.parentElement.prepend(canvasElement);\n this.fragmentShader = fragmentShader;\n this.providedUniforms = uniforms;\n // Base our starting animation time on the provided frame value\n this.currentFrame = frame;\n this.minPixelRatio = minPixelRatio;\n this.maxPixelCount = maxPixelCount;\n\n const gl = canvasElement.getContext('webgl2', webGlContextAttributes);\n if (!gl) {\n throw new Error('Paper Shaders: WebGL is not supported in this browser');\n }\n this.gl = gl;\n\n this.initProgram();\n this.setupPositionAttribute();\n // Grab the locations of the uniforms in the fragment shader\n this.setupUniforms();\n // Put the user provided values into the uniforms\n this.setUniformValues(this.providedUniforms);\n // Set up the resize observer to handle window resizing and set u_resolution\n this.setupResizeObserver();\n // Set up the visual viewport change listener to handle zoom changes (pinch zoom and classic browser zoom)\n visualViewport?.addEventListener('resize', this.handleVisualViewportChange);\n\n // Set the animation speed after everything is ready to go\n this.setSpeed(speed);\n\n // Mark parent element as paper shader mount\n this.parentElement.setAttribute('data-paper-shader', '');\n\n // Add the shaderMount instance to the div mount element to make it easily accessible\n this.parentElement.paperShaderMount = this;\n }\n\n private initProgram = () => {\n const program = createProgram(this.gl, vertexShaderSource, this.fragmentShader);\n if (!program) return;\n this.program = program;\n };\n\n private setupPositionAttribute = () => {\n const positionAttributeLocation = this.gl.getAttribLocation(this.program!, 'a_position');\n const positionBuffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);\n const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];\n this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(positions), this.gl.STATIC_DRAW);\n this.gl.enableVertexAttribArray(positionAttributeLocation);\n this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);\n };\n\n private setupUniforms = () => {\n // Create a map to store all uniform locations\n const uniformLocations: Record<string, WebGLUniformLocation | null> = {\n u_time: this.gl.getUniformLocation(this.program!, 'u_time'),\n u_pixelRatio: this.gl.getUniformLocation(this.program!, 'u_pixelRatio'),\n u_resolution: this.gl.getUniformLocation(this.program!, 'u_resolution'),\n };\n\n // Add locations for all provided uniforms\n Object.entries(this.providedUniforms).forEach(([key, value]) => {\n uniformLocations[key] = this.gl.getUniformLocation(this.program!, key);\n\n // For texture uniforms, also look for the aspect ratio uniform\n if (value instanceof HTMLImageElement) {\n const aspectRatioUniformName = `${key}AspectRatio`;\n uniformLocations[aspectRatioUniformName] = this.gl.getUniformLocation(this.program!, aspectRatioUniformName);\n }\n });\n\n this.uniformLocations = uniformLocations;\n };\n\n /**\n * The scale that we should render at.\n * - Used to target 2x rendering even on 1x screens for better antialiasing\n * - Prevents the virtual resolution from going beyond the maximum resolution\n * - Accounts for the page zoom level so we render in physical device pixels rather than CSS pixels\n */\n private renderScale = 1;\n private parentWidth = 0;\n private parentHeight = 0;\n private parentDevicePixelWidth = 0;\n private parentDevicePixelHeight = 0;\n private devicePixelsSupported = false;\n\n private resizeObserver: ResizeObserver | null = null;\n private setupResizeObserver = () => {\n this.resizeObserver = new ResizeObserver(([entry]) => {\n if (entry?.borderBoxSize[0]) {\n const physicalPixelSize = entry.devicePixelContentBoxSize?.[0];\n\n if (physicalPixelSize !== undefined) {\n this.devicePixelsSupported = true;\n this.parentDevicePixelWidth = physicalPixelSize.inlineSize;\n this.parentDevicePixelHeight = physicalPixelSize.blockSize;\n }\n\n this.parentWidth = entry.borderBoxSize[0].inlineSize;\n this.parentHeight = entry.borderBoxSize[0].blockSize;\n }\n\n this.handleResize();\n });\n\n this.resizeObserver.observe(this.parentElement);\n };\n\n // Visual viewport resize handler, mainly used to react to browser zoom changes.\n // Resize observer by itself does not react to pinch zoom, and although it usually\n // reacts to classic browser zoom, it's not guaranteed in edge cases.\n // Since timing between visual viewport changes and resize observer is complex\n // and because we'd like to know the device pixel sizes of elements, we just restart\n // the observer to get a guaranteed fresh callback regardless if it would have triggered or not.\n private handleVisualViewportChange = () => {\n this.resizeObserver?.disconnect();\n this.setupResizeObserver();\n\n // In case of debugging timing, from here on:\n // - animation frame 1: a paint after the visual viewport resize\n // - animation frame 2: a paint after the resize observer has been handled, if it was ever triggered\n };\n\n /** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */\n private handleResize = () => {\n // Aim to render at least as many pixels as physically displayed\n // This will overshoot when the user zooms out, but that's acceptable\n\n let targetPixelWidth = 0;\n let targetPixelHeight = 0;\n\n // If window.devicePixelRatio is below 1, it's safe to say the browser is just zoomed out\n // We can use 1 as the minimum value not to upscale it needlessly to meet the min pixel ratio param\n const dpr = Math.max(1, window.devicePixelRatio);\n const pinchZoom = visualViewport?.scale ?? 1;\n\n if (this.devicePixelsSupported) {\n // Use the real pixel size if we know it, plus meet the min pixel ratio requirement and add in pinch zoom\n const scaleToMeetMinPixelRatio = Math.max(1, this.minPixelRatio / dpr);\n targetPixelWidth = this.parentDevicePixelWidth * scaleToMeetMinPixelRatio * pinchZoom;\n targetPixelHeight = this.parentDevicePixelHeight * scaleToMeetMinPixelRatio * pinchZoom;\n } else {\n // Otherwise try to approximate the element size in device pixels using devicePixelRatio.\n // (devicePixelRatio is imprecise and element's width/height may be fractional CSS sizes, not real pixels).\n let targetRenderScale = Math.max(dpr, this.minPixelRatio) * pinchZoom;\n\n if (this.isSafari) {\n // As of 2025, Safari reports physical devicePixelRatio, but other browsers add the current zoom level:\n // https://bugs.webkit.org/show_bug.cgi?id=124862\n //\n // In Safari we need to factor in the zoom level manually in order to set the target resolution.\n // To avoid sidebars upscaling the target resolution, set a minimum zoom level of 1.\n // This will render at higher resolution when zoomed out, but that's fine.\n // (We mostly care about maintaining good quality when zoomed in).\n const zoomLevel = bestGuessBrowserZoom();\n targetRenderScale *= Math.max(1, zoomLevel);\n }\n\n // Rounding the client width/height since they may be fractional in CSS layout values\n targetPixelWidth = Math.round(this.parentWidth) * targetRenderScale;\n targetPixelHeight = Math.round(this.parentHeight) * targetRenderScale;\n }\n\n // Prevent the total rendered pixel count from exceeding maxPixelCount\n const maxPixelCountHeadroom = Math.sqrt(this.maxPixelCount) / Math.sqrt(targetPixelWidth * targetPixelHeight);\n const scaleToMeetMaxPixelCount = Math.min(1, maxPixelCountHeadroom);\n const newWidth = Math.round(targetPixelWidth * scaleToMeetMaxPixelCount);\n const newHeight = Math.round(targetPixelHeight * scaleToMeetMaxPixelCount);\n const newRenderScale = newWidth / Math.round(this.parentWidth);\n\n if (\n this.canvasElement.width !== newWidth ||\n this.canvasElement.height !== newHeight ||\n this.renderScale !== newRenderScale // Usually, only render scale changes when the user zooms in/out\n ) {\n this.renderScale = newRenderScale;\n this.canvasElement.width = newWidth;\n this.canvasElement.height = newHeight;\n this.resolutionChanged = true;\n this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // this is necessary to avoid flashes while resizing (the next scheduled render will set uniforms)\n this.render(performance.now());\n }\n };\n\n private render = (currentTime: number) => {\n if (this.hasBeenDisposed) return;\n\n if (this.program === null) {\n console.warn('Tried to render before program or gl was initialized');\n return;\n }\n\n // Calculate the delta time\n const dt = currentTime - this.lastRenderTime;\n this.lastRenderTime = currentTime;\n // Increase the total animation time by dt * animationSpeed\n if (this.speed !== 0) {\n this.currentFrame += dt * this.speed;\n }\n\n // Clear the canvas\n this.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\n // Update uniforms\n this.gl.useProgram(this.program);\n\n // Update the time uniform\n this.gl.uniform1f(this.uniformLocations.u_time!, this.currentFrame * 0.001);\n\n // If the resolution has changed, we need to update the uniform\n if (this.resolutionChanged) {\n this.gl.uniform2f(this.uniformLocations.u_resolution!, this.gl.canvas.width, this.gl.canvas.height);\n this.gl.uniform1f(this.uniformLocations.u_pixelRatio!, this.renderScale);\n this.resolutionChanged = false;\n }\n\n this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n // Loop if we're animating\n if (this.speed !== 0) {\n this.requestRender();\n } else {\n this.rafId = null;\n }\n };\n\n private requestRender = () => {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.rafId = requestAnimationFrame(this.render);\n };\n\n /** Creates a texture from an image and sets it into a uniform value */\n private setTextureUniform = (uniformName: string, image: HTMLImageElement): void => {\n if (!image.complete || image.naturalWidth === 0) {\n throw new Error(`Paper Shaders: image for uniform ${uniformName} must be fully loaded`);\n }\n\n // Clean up existing texture if present\n const existingTexture = this.textures.get(uniformName);\n if (existingTexture) {\n this.gl.deleteTexture(existingTexture);\n }\n\n // Get texture unit\n if (!this.textureUnitMap.has(uniformName)) {\n this.textureUnitMap.set(uniformName, this.textureUnitMap.size);\n }\n const textureUnit = this.textureUnitMap.get(uniformName)!;\n // Activate correct texture unit before creating the texture\n this.gl.activeTexture(this.gl.TEXTURE0 + textureUnit);\n\n // Create and set up the new texture\n const texture = this.gl.createTexture();\n this.gl.bindTexture(this.gl.TEXTURE_2D, texture);\n\n // Set texture parameters\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);\n\n // Upload image to texture\n this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, image);\n const error = this.gl.getError();\n if (error !== this.gl.NO_ERROR || texture === null) {\n console.error('Paper Shaders: WebGL error when uploading texture:', error);\n return;\n }\n\n // Store the texture\n this.textures.set(uniformName, texture);\n\n // Set up texture unit and uniform\n const location = this.uniformLocations[uniformName];\n if (location) {\n this.gl.uniform1i(location, textureUnit);\n\n // Calculate and set the aspect ratio uniform\n const aspectRatioUniformName = `${uniformName}AspectRatio`;\n const aspectRatioLocation = this.uniformLocations[aspectRatioUniformName];\n if (aspectRatioLocation) {\n const aspectRatio = image.naturalWidth / image.naturalHeight;\n this.gl.uniform1f(aspectRatioLocation, aspectRatio);\n }\n }\n };\n\n /** Utility: recursive equality test for all the uniforms */\n private areUniformValuesEqual = (a: any, b: any): boolean => {\n if (a === b) return true;\n if (Array.isArray(a) && Array.isArray(b) && a.length === b.length) {\n return a.every((val, i) => this.areUniformValuesEqual(val, (b as any)[i]));\n }\n return false;\n };\n\n /** Sets the provided uniform values into the WebGL program, can be a partial list of uniforms that have changed */\n private setUniformValues = (updatedUniforms: ShaderMountUniforms) => {\n this.gl.useProgram(this.program);\n Object.entries(updatedUniforms).forEach(([key, value]) => {\n // Grab the value to use in the uniform cache\n let cacheValue: ShaderMountUniforms[keyof ShaderMountUniforms] | string = value;\n if (value instanceof HTMLImageElement) {\n // Images use their src for the cache value to save memory\n cacheValue = `${value.src.slice(0, 200)}|${value.naturalWidth}x${value.naturalHeight}`;\n }\n\n // Check if the uniform value has changed and, if not, bail early to avoid extra work\n if (this.areUniformValuesEqual(this.uniformCache[key], cacheValue)) return;\n // Update the uniform cache if we are still here\n this.uniformCache[key] = cacheValue;\n\n const location = this.uniformLocations[key];\n if (!location) {\n console.warn(`Uniform location for ${key} not found`);\n return;\n }\n\n if (value instanceof HTMLImageElement) {\n // Texture case, requires a good amount of code so it gets its own function:\n this.setTextureUniform(key, value);\n } else if (Array.isArray(value)) {\n // Array case\n let flatArray: number[] | null = null;\n let valueLength: number | null = null;\n\n // If it's an array of same-sized arrays, flatten it down so we can set the uniform\n if (value[0] !== undefined && Array.isArray(value[0])) {\n const firstChildLength = value[0].length;\n if (value.every((arr) => (arr as number[]).length === firstChildLength)) {\n // Array of same-sized arrays case, flattens the array sets it\n flatArray = value.flat();\n valueLength = firstChildLength;\n } else {\n console.warn(`All child arrays must be the same length for ${key}`);\n return;\n }\n } else {\n // Array of primitive values case, supports 2, 3, 4, 9, 16 length arrays\n flatArray = value as number[];\n valueLength = flatArray.length;\n }\n\n // Set the uniform based on array length... supports 2, 3, 4, 9, 16 length arrays of primitive values\n // or arbitrary length arrays of arrays\n switch (valueLength) {\n case 2:\n this.gl.uniform2fv(location, flatArray);\n break;\n case 3:\n this.gl.uniform3fv(location, flatArray);\n break;\n case 4:\n this.gl.uniform4fv(location, flatArray);\n break;\n case 9:\n this.gl.uniformMatrix3fv(location, false, flatArray);\n break;\n case 16:\n this.gl.uniformMatrix4fv(location, false, flatArray);\n break;\n default:\n console.warn(`Unsupported uniform array length: ${valueLength}`);\n }\n } else if (typeof value === 'number') {\n // Number case, supports floats and ints\n this.gl.uniform1f(location, value);\n } else if (typeof value === 'boolean') {\n // Boolean case, supports true and false\n this.gl.uniform1i(location, value ? 1 : 0);\n } else {\n // May happen on the server for SSR when undefined images are passed in\n console.warn(`Unsupported uniform type for ${key}: ${typeof value}`);\n }\n });\n };\n\n /** Gets the current total animation time from 0ms */\n public getCurrentFrame = (): number => {\n return this.currentFrame;\n };\n\n /** Set a frame to get a deterministic result, frames are literally just milliseconds from zero since the animation started */\n public setFrame = (newFrame: number): void => {\n this.currentFrame = newFrame;\n this.lastRenderTime = performance.now();\n this.render(performance.now());\n };\n\n /** Set an animation speed (or 0 to stop animation) */\n public setSpeed = (newSpeed: number = 1): void => {\n // Set the new animation speed\n this.speed = newSpeed;\n\n if (this.rafId === null && newSpeed !== 0) {\n // Moving from 0 to animating, kick off a new rAF loop\n this.lastRenderTime = performance.now();\n this.rafId = requestAnimationFrame(this.render);\n }\n\n if (this.rafId !== null && newSpeed === 0) {\n // Moving from animating to not animating, cancel the rAF loop\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n };\n\n /** Set the maximum pixel count for the shader, this will limit the number of pixels that will be rendered */\n public setMaxPixelCount = (newMaxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT): void => {\n this.maxPixelCount = newMaxPixelCount;\n\n this.handleResize();\n };\n\n /** Set the minimum pixel ratio for the shader */\n public setMinPixelRatio = (newMinPixelRatio: number = 2): void => {\n this.minPixelRatio = newMinPixelRatio;\n\n this.handleResize();\n };\n\n /** Update the uniforms that are provided by the outside shader, can be a partial set with only the uniforms that have changed */\n public setUniforms = (newUniforms: ShaderMountUniforms): void => {\n this.setUniformValues(newUniforms);\n this.providedUniforms = { ...this.providedUniforms, ...newUniforms };\n\n this.render(performance.now());\n };\n\n /** Dispose of the shader mount, cleaning up all of the WebGL resources */\n public dispose = (): void => {\n // Immediately mark as disposed to prevent future renders from leaking in\n this.hasBeenDisposed = true;\n\n // Cancel the rAF loop\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n if (this.gl && this.program) {\n // Clean up all textures\n this.textures.forEach((texture) => {\n this.gl.deleteTexture(texture);\n });\n this.textures.clear();\n\n this.gl.deleteProgram(this.program);\n this.program = null;\n\n // Reset the WebGL context\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, null);\n this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, null);\n this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);\n\n // Clear any errors\n this.gl.getError();\n }\n\n if (this.resizeObserver) {\n this.resizeObserver.disconnect();\n this.resizeObserver = null;\n }\n\n visualViewport?.removeEventListener('resize', this.handleVisualViewportChange);\n\n this.uniformLocations = {};\n\n // Remove the shader mount from the div wrapper element to avoid any GC issues\n this.parentElement.paperShaderMount = undefined;\n };\n}\n\nfunction createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {\n const shader = gl.createShader(type);\n if (!shader) return null;\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\nfunction createProgram(\n gl: WebGL2RenderingContext,\n vertexShaderSource: string,\n fragmentShaderSource: string\n): WebGLProgram | null {\n const format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n const precision = format ? format.precision : null;\n // MEDIUM_FLOAT precision can be 10, 16 or 23 bits depending on device;\n // Shaders fail on 10 bit (and 16 bit is hard to test) => we force 23-bit by switching to highp\n if (precision && precision < 23) {\n vertexShaderSource = vertexShaderSource.replace(/precision\\s+(lowp|mediump)\\s+float;/g, 'precision highp float;');\n fragmentShaderSource = fragmentShaderSource\n .replace(/precision\\s+(lowp|mediump)\\s+float/g, 'precision highp float')\n .replace(/\\b(uniform|varying|attribute)\\s+(lowp|mediump)\\s+(\\w+)/g, '$1 highp $3');\n }\n\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);\n\n if (!vertexShader || !fragmentShader) return null;\n\n const program = gl.createProgram();\n if (!program) return null;\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n return null;\n }\n\n // Clean up shaders after successful linking\n gl.detachShader(program, vertexShader);\n gl.detachShader(program, fragmentShader);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n\n return program;\n}\n\nconst defaultStyle = `@layer paper-shaders {\n :where([data-paper-shader]) {\n isolation: isolate;\n position: relative;\n\n & canvas {\n contain: strict;\n display: block;\n position: absolute;\n inset: 0;\n z-index: -1;\n width: 100%;\n height: 100%;\n border-radius: inherit;\n corner-shape: inherit;\n }\n }\n}`;\n\n/** The parent `<div>` element that has a ShaderMount available on it */\nexport interface PaperShaderElement extends HTMLElement {\n paperShaderMount: ShaderMount | undefined;\n}\n\n/** Check if an element is a Paper shader element */\nexport function isPaperShaderElement(element: HTMLElement): element is PaperShaderElement {\n return 'paperShaderMount' in element;\n}\n\n/**\n * Uniform types that we support to be auto-mapped into the fragment shader\n *\n * We accept undefined as a convenience for server rendering, when some things may be undefined\n * We just skip setting the uniform if it's undefined. This allows the shader mount to still take up space during server rendering\n */\nexport interface ShaderMountUniforms {\n [key: string]: boolean | number | number[] | number[][] | HTMLImageElement | undefined;\n}\n\nexport interface ShaderMotionParams {\n speed?: number;\n frame?: number;\n}\n\nexport type ShaderPreset<T> = {\n name: string;\n params: Required<T>;\n};\n\nexport type ImageShaderPreset<T> = {\n name: string;\n /**\n * Params for the shader excluding the image.\n * Image is excluded as it isn't considered a preset,\n * e.g. when switching between presets it shouldn't switch the image.\n *\n * While we exclude images from presets they should still be set with a default prop value so the code-first usage of shaders remains great.\n */\n params: Required<Omit<T, 'image'>>;\n};\n\nfunction isSafari() {\n const ua = navigator.userAgent.toLowerCase();\n return ua.includes('safari') && !ua.includes('chrome') && !ua.includes('android');\n}\n\n// Zoom level can be estimated comparing the browser's outerWidth and the viewport width.\n// It's nowhere near perfect because it's affected by the presence of browser sidebars,\n// like a vertical web inspector or Arc's sidebar. Also, both outerWidth and innerWidth\n// are integers, which would almost never give us a perfect ratio at face values.\n//\n// Still, this is pretty accurate in the vast majority of cases.\n//\n// Note 1:\n// Avoid innerWidth, use visualViewport.width instead.\n// - innerWidth is affected by pinch zoom in Safari, but not other browsers.\n// visualViewport.width works consistently in all browsers.\n// - innerWidth is rounded to integer, but not visualViewport.width.\n// - visualViewport.width is affected by hard scrollbars, so they need to be added manually\n//\n// Note 2:\n// Opening a sidebar in Safari like web inspector or bookmarks will throw off the zoom\n// level detection and result in a larger target resolution. Not a concern in real-world usage\n// with Safari, but we'd rather not try to detect zoom levels with other browsers\n// (e.g. Arc always has a sidebar, which affects outerWidth vs visualViewport.width).\nfunction bestGuessBrowserZoom() {\n const viewportScale = visualViewport?.scale ?? 1;\n const viewportWidth = visualViewport?.width ?? window.innerWidth;\n const scrollbarWidth = window.innerWidth - document.documentElement.clientWidth;\n const innerWidth = viewportScale * viewportWidth + scrollbarWidth;\n\n // outerWidth and innerWidth are always integers so we won't often get the original zoom ratio\n // E.g. given a 125% zoom, outerWidth = 1657, innerWidth = 1325, 1657 / 1325 = 1.2505660377\n // We check for common zoom levels and return the closest one if found.\n\n const ratio = outerWidth / innerWidth;\n const zoomPercentageRounded = Math.round(100 * ratio);\n\n // All zoom levels divisible by 5%\n if (zoomPercentageRounded % 5 === 0) {\n return zoomPercentageRounded / 100;\n }\n\n // 33% zoom\n if (zoomPercentageRounded === 33) {\n return 1 / 3;\n }\n\n // 67% zoom\n if (zoomPercentageRounded === 67) {\n return 2 / 3;\n }\n\n // 133% zoom\n if (zoomPercentageRounded === 133) {\n return 4 / 3;\n }\n\n return ratio;\n}\n"],
|
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5
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6
6
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"names": ["vertexShaderSource"]
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7
7
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}
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@@ -5,7 +5,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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5
5
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* coordinates within line patterns
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6
6
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*
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7
7
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* Uniforms:
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8
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-
* -
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8
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+
* - u_size, u_angle - size and direction of grid relative to the image
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9
9
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* - u_shape (float used as integer):
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10
10
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* ---- 1: uniformly spaced stripes
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11
11
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* ---- 2: randomly spaced stripes
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@@ -17,7 +17,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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* ---- 5 shapes available
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* - u_shift - texture shift in direction opposite to the grid
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* - u_blur - one-directional blur applied over the main distortion
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* -
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* - u_edges - thin color lines along the grid (independent from distortion)
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* - u_marginLeft, u_marginRight, u_marginTop, u_marginBottom - paddings
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* within picture to be shown without any distortion
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*
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@@ -25,7 +25,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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export declare const flutedGlassFragmentShader: string;
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export interface FlutedGlassUniforms extends ShaderSizingUniforms {
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u_image: HTMLImageElement | string | undefined;
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u_size: number;
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u_angle: number;
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u_distortion: number;
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u_shift: number;
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@@ -34,14 +34,14 @@ export interface FlutedGlassUniforms extends ShaderSizingUniforms {
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u_marginRight: number;
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u_marginTop: number;
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u_marginBottom: number;
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u_edges: number;
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u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];
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u_shape: (typeof GlassGridShapes)[GlassGridShape];
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u_noiseTexture?: HTMLImageElement;
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}
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export interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {
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image?: HTMLImageElement | string | undefined;
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size?: number;
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angle?: number;
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distortion?: number;
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shift?: number;
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@@ -50,7 +50,7 @@ export interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParam
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marginRight?: number;
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marginTop?: number;
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marginBottom?: number;
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edges?: number;
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distortionShape?: GlassDistortionShape;
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shape?: GlassGridShape;
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}
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@@ -14,9 +14,9 @@ uniform float u_pixelRatio;
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uniform sampler2D u_image;
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uniform float u_imageAspectRatio;
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uniform float
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uniform float u_size;
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uniform float u_angle;
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uniform float
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uniform float u_edges;
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uniform float u_shape;
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uniform float u_distortion;
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uniform float u_distortionShape;
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@@ -82,7 +82,7 @@ void main() {
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float frame = getUvFrame(imageUV);
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if (frame < .05) discard;
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float
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float effectSize = 1. / pow(.7 * (u_size + .5), 6.);
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vec2 sw = vec2(.005 * u_distortion) * vec2(1., u_imageAspectRatio);
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float maskOuter =
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@@ -99,7 +99,7 @@ void main() {
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float patternRotation = u_angle * PI / 180.;
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uv = rotate(uv - vec2(.5), patternRotation);
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uv *=
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uv *= effectSize;
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float curve = 0.;
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if (u_shape > 4.5) {
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@@ -116,7 +116,6 @@ void main() {
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curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);
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} else {
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// lines
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curve = .2 * gridNumber / u_imageAspectRatio;
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}
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vec2 uvOrig = uv;
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@@ -128,8 +127,8 @@ void main() {
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vec2 fractOrigUV = fract(uvOrig);
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vec2 floorOrigUV = floor(uvOrig);
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float
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float edges = smoothstep(.85, .95, fractUV.x);
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edges *= mask;
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float xDistortion = 0.;
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if (u_distortionShape == 1.) {
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@@ -149,10 +148,10 @@ void main() {
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xDistortion *= 3. * u_distortion;
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uv = (floorOrigUV + fractOrigUV) /
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uv.x += xDistortion /
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uv = (floorOrigUV + fractOrigUV) / effectSize;
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uv.x += xDistortion / effectSize;
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uv += pow(stroke, 4.);
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uv.y = mix(uv.y, .0, .4 *
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uv.y = mix(uv.y, .0, .4 * u_edges * edges);
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uv = rotate(uv, -patternRotation) + vec2(.5);
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@@ -1,7 +1,7 @@
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{
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"version": 3,
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"sources": ["../../src/shaders/fluted-glass.ts"],
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2 } from '../shader-utils.js';\n\n/**\n * Mimicking glass surface distortion over the image by distorting the texture\n * coordinates within line patterns\n *\n * Uniforms:\n * -
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"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,iBAAiB;AA0B9B,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAsB/C,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2 } from '../shader-utils.js';\n\n/**\n * Mimicking glass surface distortion over the image by distorting the texture\n * coordinates within line patterns\n *\n * Uniforms:\n * - u_size, u_angle - size and direction of grid relative to the image\n * - u_shape (float used as integer):\n * ---- 1: uniformly spaced stripes\n * ---- 2: randomly spaced stripes\n * ---- 3: sine wave stripes\n * ---- 4: zigzag stripes\n * ---- 5: wave-based pattern\n * - u_distortion - the power of distortion applied along within each stripe\n * - u_distortionShape (float used as integer):\n * ---- 5 shapes available\n * - u_shift - texture shift in direction opposite to the grid\n * - u_blur - one-directional blur applied over the main distortion\n * - u_edges - thin color lines along the grid (independent from distortion)\n * - u_marginLeft, u_marginRight, u_marginTop, u_marginBottom - paddings\n * within picture to be shown without any distortion\n *\n */\n\n// language=GLSL\nexport const flutedGlassFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_size;\nuniform float u_angle;\nuniform float u_edges;\nuniform float u_shape;\nuniform float u_distortion;\nuniform float u_distortionShape;\nuniform float u_shift;\nuniform float u_blur;\nuniform float u_marginLeft;\nuniform float u_marginRight;\nuniform float u_marginTop;\nuniform float u_marginBottom;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\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\nconst int MAX_RADIUS = 50;\n\nvec4 getBlur(sampler2D tex, vec2 uv, vec2 texelSize, vec2 dir, float sigma) {\n if (sigma <= .5) return texture(tex, uv);\n int radius = int(min(float(MAX_RADIUS), ceil(3.0 * sigma)));\n\n float twoSigma2 = 2.0 * sigma * sigma;\n float gaussianNorm = 1.0 / sqrt(TWO_PI * sigma * sigma);\n\n vec4 sum = texture(tex, uv) * gaussianNorm;\n float weightSum = gaussianNorm;\n\n for (int i = 1; i <= MAX_RADIUS; i++) {\n if (i > radius) break;\n\n float x = float(i);\n float w = exp(-(x * x) / twoSigma2) * gaussianNorm;\n\n vec2 offset = dir * texelSize * x;\n vec4 s1 = texture(tex, uv + offset);\n vec4 s2 = texture(tex, uv - offset);\n\n sum += (s1 + s2) * w;\n weightSum += 2.0 * w;\n }\n\n return sum / weightSum;\n}\n\nvoid main() {\n vec2 imageUV = v_imageUV;\n \n vec2 uv = imageUV;\n float frame = getUvFrame(imageUV);\n if (frame < .05) discard;\n\n float effectSize = 1. / pow(.7 * (u_size + .5), 6.);\n\n vec2 sw = vec2(.005 * u_distortion) * vec2(1., u_imageAspectRatio);\n float maskOuter =\n smoothstep(u_marginLeft - sw.x, u_marginLeft, imageUV.x + sw.x) *\n smoothstep(u_marginRight - sw.x, u_marginRight, 1.0 - imageUV.x + sw.x) *\n smoothstep(u_marginTop - sw.y, u_marginTop, imageUV.y + sw.y) *\n smoothstep(u_marginBottom - sw.y, u_marginBottom, 1.0 - imageUV.y + sw.y);\n float mask =\n smoothstep(u_marginLeft, u_marginLeft + sw.x, imageUV.x + sw.x) *\n smoothstep(u_marginRight, u_marginRight + sw.x, 1.0 - imageUV.x + sw.x) *\n smoothstep(u_marginTop, u_marginTop + sw.y, imageUV.y + sw.y) *\n smoothstep(u_marginBottom, u_marginBottom + sw.y, 1.0 - imageUV.y + sw.y);\n float stroke = (1. - mask) * maskOuter;\n\n float patternRotation = u_angle * PI / 180.;\n uv = rotate(uv - vec2(.5), patternRotation);\n uv *= effectSize;\n \n float curve = 0.;\n if (u_shape > 4.5) {\n // pattern\n curve = .5 + .5 * sin(1.5 * uv.x) * cos(1.5 * uv.y);\n } else if (u_shape > 3.5) {\n // zigzag\n curve = 10. * abs(fract(.1 * uv.y) - .5);\n } else if (u_shape > 2.5) {\n // wave\n curve = 4. * sin(.23 * uv.y);\n } else if (u_shape > 1.5) {\n // lines irregular\n curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);\n } else {\n // lines\n }\n\n vec2 uvOrig = uv;\n uv += curve;\n\n vec2 fractUV = fract(uv);\n vec2 floorUV = floor(uv);\n\n vec2 fractOrigUV = fract(uvOrig);\n vec2 floorOrigUV = floor(uvOrig);\n\n float edges = smoothstep(.85, .95, fractUV.x);\n edges *= mask;\n\n float xDistortion = 0.;\n if (u_distortionShape == 1.) {\n xDistortion = -pow(1.5 * fractUV.x, 3.) + (.5 + u_shift);\n } else if (u_distortionShape == 2.) {\n xDistortion = 2. * pow(fractUV.x, 2.) - (.5 + u_shift);\n } else if (u_distortionShape == 3.) {\n xDistortion = pow(2. * (fractUV.x - .5), 6.) + .5 - .5 + u_shift;\n } else if (u_distortionShape == 4.) {\n xDistortion = sin((fractUV.x + .25 + u_shift) * TWO_PI);\n xDistortion *= .5;\n } else if (u_distortionShape == 5.) {\n xDistortion += (.5 + u_shift);\n xDistortion -= pow(abs(fractUV.x), .2) * fractUV.x;\n xDistortion *= .33;\n }\n\n xDistortion *= 3. * u_distortion;\n\n uv = (floorOrigUV + fractOrigUV) / effectSize;\n uv.x += xDistortion / effectSize;\n uv += pow(stroke, 4.);\n uv.y = mix(uv.y, .0, .4 * u_edges * edges);\n \n uv = rotate(uv, -patternRotation) + vec2(.5);\n\n uv = mix(imageUV, uv, mask);\n float blur = mix(0., u_blur, mask);\n \n vec4 color = getBlur(u_image, uv, 1. / u_resolution / u_pixelRatio, vec2(0., 1.), blur);\n\n float opacity = color.a;\n fragColor = vec4(color.rgb, opacity);\n}\n`;\n\nexport interface FlutedGlassUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_size: number;\n u_angle: number;\n u_distortion: number;\n u_shift: number;\n u_blur: number;\n u_marginLeft: number;\n u_marginRight: number;\n u_marginTop: number;\n u_marginBottom: number;\n u_edges: number;\n u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];\n u_shape: (typeof GlassGridShapes)[GlassGridShape];\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string | undefined;\n size?: number;\n angle?: number;\n distortion?: number;\n shift?: number;\n blur?: number;\n marginLeft?: number;\n marginRight?: number;\n marginTop?: number;\n marginBottom?: number;\n edges?: number;\n distortionShape?: GlassDistortionShape;\n shape?: GlassGridShape;\n}\n\nexport const GlassGridShapes = {\n lines: 1,\n linesIrregular: 2,\n wave: 3,\n zigzag: 4,\n pattern: 5,\n} as const;\n\nexport const GlassDistortionShapes = {\n prism: 1,\n lens: 2,\n contour: 3,\n cascade: 4,\n facete: 5,\n} as const;\n\nexport type GlassDistortionShape = keyof typeof GlassDistortionShapes;\nexport type GlassGridShape = keyof typeof GlassGridShapes;\n"],
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"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,iBAAiB;AA0B9B,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAsB/C,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsKJ,MAAM,kBAAkB;AAAA,EAC7B,OAAO;AAAA,EACP,gBAAgB;AAAA,EAChB,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,SAAS;AACX;AAEO,MAAM,wBAAwB;AAAA,EACnC,OAAO;AAAA,EACP,MAAM;AAAA,EACN,SAAS;AAAA,EACT,SAAS;AAAA,EACT,QAAQ;AACV;",
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"names": []
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}
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@@ -12,7 +12,8 @@ export declare const meshGradientMeta: {
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* - u_colors (vec4[]), u_colorsCount (float used as integer)
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* - u_distortion: warp distortion
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* - u_swirl: vortex distortion
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*
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* - u_grainMixer: shape distortion
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* - u_grainOverlay: post-processing blending
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*/
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export declare const meshGradientFragmentShader: string;
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export interface MeshGradientUniforms extends ShaderSizingUniforms {
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u_colorsCount: number;
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u_distortion: number;
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u_swirl: number;
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u_grainMixer: number;
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u_grainOverlay: number;
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}
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export interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {
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colors?: string[];
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distortion?: number;
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swirl?: number;
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grainMixer?: number;
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grainOverlay?: number;
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}
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* https://github.com/paper-design/shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import {
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import {
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sizingDebugVariablesDeclaration,
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sizingVariablesDeclaration,
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sizingUniformsDeclaration
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} from "../shader-sizing.js";
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import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
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const meshGradientMeta = {
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maxColorCount: 10
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};
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uniform float u_distortion;
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uniform float u_swirl;
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uniform float u_grainMixer;
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uniform float u_grainOverlay;
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${sizingVariablesDeclaration}
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${sizingDebugVariablesDeclaration}
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${sizingUniformsDeclaration}
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out vec4 fragColor;
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${declarePI}
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${rotation2}
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${proceduralHash21}
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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 = hash21(i);
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float b = hash21(i + vec2(1.0, 0.0));
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float c = hash21(i + vec2(0.0, 1.0));
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float d = hash21(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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float noise(vec2 n, vec2 seedOffset) {
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return valueNoise(n + seedOffset);
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}
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vec2 getPosition(int i, float t) {
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void main() {
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shape_uv += .5;
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vec2 grainUV = v_objectUV;
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float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;
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mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));
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grainUV = transpose(graphicRotation) * grainUV;
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float rr = noise(rotate(grainUV, 1.), vec2(3.));
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float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));
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vec3 grainColor = vec3(rr, gg, bb);
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{
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color) with 2 types of\n * distortions applied to the coordinate space\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_distortion: warp distortion\n * - u_swirl: vortex distortion\n * - u_grainMixer: shape distortion\n * - u_grainOverlay: post-processing blending\n */\n\n// language=GLSL\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(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 noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n shape_uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n \n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n const float firstFrameOffset = 41.5;\n float t = .5 * (u_time + firstFrameOffset);\n\n float radius = smoothstep(0., 1., length(shape_uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n shape_uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., shape_uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., shape_uv.y));\n shape_uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., shape_uv.x));\n }\n\n vec2 uvRotated = shape_uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t) + mixerGrain;\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = length(uvRotated - pos);\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= totalWeight;\n opacity /= totalWeight;\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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"mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,mBAAmB;AAAA,EAC9B,eAAe;AACjB;AAeO,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA,wBAK1B,iBAAiB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQpD,0BAA0B;AAAA,EAC1B,+BAA+B;AAAA,EAC/B,yBAAyB;AAAA;AAAA;AAAA;AAAA,EAIzB,SAAS;AAAA,EACT,SAAS;AAAA,EACT,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,wBAoEM,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;",
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"names": []
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}
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@@ -15,8 +15,6 @@ export declare const staticMeshGradientMeta: {
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* - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points
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|
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|
export declare const staticMeshGradientFragmentShader: string;
|
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|
export interface StaticMeshGradientUniforms extends ShaderSizingUniforms {
|
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@@ -30,7 +28,6 @@ export interface StaticMeshGradientUniforms extends ShaderSizingUniforms {
|
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u_mixing: number;
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u_grainMixer: number;
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u_grainOverlay: number;
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|
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u_noiseTexture?: HTMLImageElement;
|
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}
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|
export interface StaticMeshGradientParams extends ShaderSizingParams, ShaderMotionParams {
|
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|
colors?: string[];
|
|
@@ -4,10 +4,11 @@
|
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|
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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|
import {
|
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|
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sizingDebugVariablesDeclaration,
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|
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|
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} from "../shader-sizing.js";
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|
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import { declarePI, rotation2,
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|
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import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
|
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|
const staticMeshGradientMeta = {
|
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12
13
|
maxColorCount: 10
|
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|
};
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@@ -26,17 +27,32 @@ uniform float u_mixing;
|
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|
uniform float u_grainMixer;
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|
uniform float u_grainOverlay;
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|
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uniform sampler2D u_noiseTexture;
|
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|
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|
${sizingVariablesDeclaration}
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${sizingDebugVariablesDeclaration}
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|
out vec4 fragColor;
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|
${declarePI}
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|
${rotation2}
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|
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${
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|
+
${proceduralHash21}
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|
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|
+
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 = hash21(i);
|
|
44
|
+
float b = hash21(i + vec2(1.0, 0.0));
|
|
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|
+
float c = hash21(i + vec2(0.0, 1.0));
|
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|
+
float d = hash21(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);
|
|
50
|
+
return mix(x1, x2, u.y);
|
|
51
|
+
}
|
|
39
52
|
|
|
53
|
+
float noise(vec2 n, vec2 seedOffset) {
|
|
54
|
+
return valueNoise(n + seedOffset);
|
|
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|
+
}
|
|
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56
|
|
|
41
57
|
vec2 getPosition(int i, float t) {
|
|
42
58
|
float a = float(i) * .37;
|
|
@@ -53,9 +69,19 @@ void main() {
|
|
|
53
69
|
vec2 uv = v_objectUV;
|
|
54
70
|
uv += .5;
|
|
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71
|
|
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56
|
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vec2 grainUV = v_objectUV
|
|
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|
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|
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float
|
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|
+
vec2 grainUV = v_objectUV;
|
|
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|
+
// apply inverse transform to grain_uv so it respects the originXY
|
|
74
|
+
float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;
|
|
75
|
+
mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));
|
|
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|
+
vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);
|
|
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|
+
grainUV = transpose(graphicRotation) * grainUV;
|
|
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|
|
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|
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|
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|
+
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|
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|
+
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|
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+
|
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|
+
float grain = noise(grainUV, vec2(0.));
|
|
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|
+
float mixerGrain = .4 * u_grainMixer * (grain - .5);
|
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59
85
|
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|
float radius = smoothstep(0., 1., length(uv - .5));
|
|
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|
float center = 1. - radius;
|
|
@@ -97,14 +123,12 @@ void main() {
|
|
|
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|
color /= totalWeight;
|
|
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|
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|
|
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|
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|
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|
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float rr =
|
|
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|
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float gg =
|
|
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|
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float bb =
|
|
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|
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vec3 grainColor = vec3(rr, gg, bb)
|
|
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|
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color = mix(color, grainColor, .
|
|
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|
+
float rr = noise(rotate(grainUV, 1.), vec2(3.));
|
|
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|
+
float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));
|
|
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|
+
float bb = noise(grainUV - 2., vec2(5.));
|
|
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|
+
vec3 grainColor = vec3(rr, gg, bb);
|
|
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|
+
color = mix(color, grainColor, .01 + .3 * u_grainOverlay);
|
|
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131
|
|
|
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|
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${colorBandingFix}
|
|
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|
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|
|
108
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|
fragColor = vec4(color, opacity);
|
|
109
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|
}
|
|
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|
`;
|
|
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|
|
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|
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|
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|
|
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|
"sources": ["../../src/shaders/static-mesh-gradient.ts"],
|
|
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|
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2,
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|
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|
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"mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AACP,SAAS,WAAW,WAAW,
|
|
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticMeshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color)\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_waveX, u_waveY - power of sine wave distortion along X and Y axes\n * - u_waveXShift, u_waveYShift - each wave phase offset\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticMeshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colors[${staticMeshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_positions;\nuniform float u_waveX;\nuniform float u_waveXShift;\nuniform float u_waveY;\nuniform float u_waveYShift;\nuniform float u_mixing;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(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 noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_waveX * center / i * cos(TWO_PI * u_waveXShift + i * 2. * smoothstep(.0, 1., uv.y));\n uv.y += u_waveY * center / i * cos(TWO_PI * u_waveYShift + i * 2. * smoothstep(.0, 1., uv.x));\n }\n \n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n float positionSeed = 25. + .33 * u_positions;\n\n for (int i = 0; i < ${staticMeshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, positionSeed) + mixerGrain;\n float dist = length(uv - pos);\n dist = length(uv - pos);\n\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float power = 4.;\n if (u_mixing > .5) {\n power = mix(power, .75, 2. * (u_mixing - .5));\n }\n dist = pow(dist, power);\n\n float w = 1. / (dist + 1e-3);\n if (u_mixing < .5) {\n w = pow(w, mix(mix(.01, 5., clamp(w, 0., 1.)), 1., 2. * u_mixing));\n }\n color += colorFraction * w;\n opacity += opacityFraction * w;\n totalWeight += w;\n }\n\n color /= totalWeight;\n opacity /= totalWeight;\n\n float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticMeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_positions: number;\n u_waveX: number;\n u_waveXShift: number;\n u_waveY: number;\n u_waveYShift: number;\n u_mixing: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticMeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n positions?: number;\n waveX?: number;\n waveXShift?: number;\n waveY?: number;\n waveYShift?: number;\n mixing?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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const staticRadialGradientMeta = {
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shape -= pow(u_distortion, 2.) * shape * pow(sin(PI * clamp(length(f_to_uv) - .2 + u_distortionShift, 0., 1.)), 4.) * (sin(u_distortionFreq * angle) + cos(floor(.65 * u_distortionFreq) * angle));
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2,
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const staticRadialGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * N-colors radial gradient\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_radius - circle radius\n * - u_focalDistance, u_focalAngle (float) - gradient center offset to the circle center\n * - u_falloff (-1 .. 1, float) - color points distribution (0 for linear gradient)\n * - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points\n * - u_distortion, u_distortionShift, u_distortionFreq - radial distortion (effective with u_distortion > 0)\n * - u_grainMixer - shape distortion\n * - u_grainOverlay - post-processing blending\n */\n\n// language=GLSL\nexport const staticRadialGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${staticRadialGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_radius;\nuniform float u_focalDistance;\nuniform float u_focalAngle;\nuniform float u_falloff;\nuniform float u_mixing;\nuniform float u_distortion;\nuniform float u_distortionShift;\nuniform float u_distortionFreq;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(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 noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = 2. * v_objectUV;\n\n vec2 grainUV = v_objectUV;\n // apply inverse transform to grain_uv so it respects the originXY\n float grainUVRot = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(grainUVRot), sin(grainUVRot), -sin(grainUVRot), cos(grainUVRot));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grainUV = transpose(graphicRotation) * grainUV;\n grainUV *= u_scale;\n grainUV *= .7;\n grainUV -= graphicOffset;\n grainUV *= v_objectBoxSize;\n\n vec2 center = vec2(0.);\n float angleRad = radians(u_focalAngle - 90.);\n vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;\n float radius = u_radius;\n \n vec2 c_to_uv = uv - center;\n vec2 f_to_uv = uv - focalPoint;\n vec2 f_to_c = center - focalPoint;\n float r = length(c_to_uv);\n \n float fragAngle = atan(c_to_uv.y, c_to_uv.x);\n float angleDiff = fragAngle - angleRad;\n angleDiff = mod(angleDiff + PI, TWO_PI) - PI;\n \n float halfAngle = acos(clamp(radius / u_focalDistance, 0.0, 1.0));\n float isInSector = 1.0 - smoothstep(.6 * PI, halfAngle, abs(angleDiff));\n \n float a = dot(f_to_uv, f_to_uv);\n float b = -2.0 * dot(f_to_uv, f_to_c);\n float c = dot(f_to_c, f_to_c) - radius * radius;\n\n float discriminant = b * b - 4.0 * a * c;\n float t = 1.0;\n\n if (discriminant >= 0.0) {\n float sqrtD = sqrt(discriminant);\n float t0 = (-b - sqrtD) / (2.0 * a);\n float t1 = (-b + sqrtD) / (2.0 * a);\n t = max(t0, t1);\n if (t < 0.0) t = 0.0;\n }\n\n float dist = length(f_to_uv);\n float normalized = dist / (length(f_to_uv * t));\n float shape = clamp(normalized, 0.0, 1.0);\n\n float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., pow(u_falloff, 2.)), step(.0, u_falloff));\n \n float falloffExp = mix(falloffMapped, 1., shape);\n shape = pow(shape, falloffExp);\n shape = 1. - clamp(shape, 0., 1.);\n\n\n float outerMask = .002;\n float outer = smoothstep(radius + outerMask, radius - outerMask, r);\n outer = mix(outer, 1., isInSector);\n \n shape = mix(0., shape, outer);\n shape *= smoothstep(radius, radius - .01, r);\n\n float angle = atan(f_to_uv.y, f_to_uv.x);\n shape -= pow(u_distortion, 2.) * shape * pow(sin(PI * clamp(length(f_to_uv) - .2 + u_distortionShift, 0., 1.)), 4.) * (sin(u_distortionFreq * angle) + cos(floor(.65 * u_distortionFreq) * angle));\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float mixer = shape * u_colorsCount + mixerGrain;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n \n float outerShape = 0.;\n for (int i = 1; i < ${staticRadialGradientMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n float mLinear = clamp(mixer - float(i - 1), 0.0, 1.0);\n \n float m = 0.;\n float mixing = u_mixing * 3.;\n if (mixing > 2.) {\n float tt = pow(mLinear, 2.);\n m = mix(mLinear, tt, .5 * clamp((mixing - 2.), 0., 1.));\n } else if (mixing > 1.) {\n m = mix(smoothstep(0., 1., mLinear), mLinear, clamp((mixing - 1.), 0., 1.));\n } else {\n float aa = fwidth(mLinear);\n m = smoothstep(.5 - .5 * mixing - aa, .5 + .5 * mixing + aa, mLinear);\n }\n \n if (i == 1) {\n outerShape = m;\n }\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb * outerShape;\n float opacity = gradient.a * outerShape;\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 float rr = noise(rotate(grainUV, 1.), vec2(3.));\n float gg = noise(rotate(grainUV, 2.) + 10., vec2(-1.));\n float bb = noise(grainUV - 2., vec2(5.));\n vec3 grainColor = vec3(rr, gg, bb);\n color = mix(color, grainColor, .01 + .3 * u_grainOverlay);\n opacity += u_grainOverlay * grain;\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface StaticRadialGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_radius: number;\n u_focalDistance: number;\n u_focalAngle: number;\n u_falloff: number;\n u_mixing: number;\n u_distortion: number;\n u_distortionShift: number;\n u_distortionFreq: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticRadialGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n radius?: number;\n focalDistance?: number;\n focalAngle?: number;\n falloff?: number;\n mixing?: number;\n distortion?: number;\n distortionShift?: number;\n distortionFreq?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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5
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+
"mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,2BAA2B;AAAA,EACtC,eAAe;AACjB;AAkBO,MAAM,qCAA6C;AAAA;AAAA;AAAA;AAAA,wBAIlC,yBAAyB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc5D,0BAA0B;AAAA,EAC1B,+BAA+B;AAAA,EAC/B,yBAAyB;AAAA;AAAA;AAAA;AAAA,EAIzB,SAAS;AAAA,EACT,SAAS;AAAA,EACT,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,wBAyGM,yBAAyB,gBAAgB,CAAC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
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6
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"names": []
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7
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}
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package/dist/shaders/water.d.ts
CHANGED
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@@ -6,7 +6,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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6
6
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*
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7
7
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* Uniforms:
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8
8
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* - u_colorBack, u_colorHighlight (RGBA)
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9
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-
* -
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9
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+
* - u_size: pattern scale relative to the image
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10
10
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* - u_caustic: power of caustic distortion
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11
11
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* - u_layering: the power of 2nd layer of caustic distortion
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12
12
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* - u_edges: caustic distortion power on the image edges
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@@ -24,7 +24,7 @@ export interface WaterUniforms extends ShaderSizingUniforms {
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24
24
|
u_edges: number;
|
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25
25
|
u_caustic: number;
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26
26
|
u_waves: number;
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27
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-
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27
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+
u_size: number;
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28
28
|
}
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29
|
export interface WaterParams extends ShaderSizingParams, ShaderMotionParams {
|
|
30
30
|
image?: HTMLImageElement | string | undefined;
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@@ -35,5 +35,5 @@ export interface WaterParams extends ShaderSizingParams, ShaderMotionParams {
|
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35
35
|
edges?: number;
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36
36
|
caustic?: number;
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37
37
|
waves?: number;
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|
38
|
-
|
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38
|
+
size?: number;
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39
39
|
}
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package/dist/shaders/water.js
CHANGED
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@@ -16,7 +16,7 @@ uniform vec4 u_colorHighlight;
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16
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uniform sampler2D u_image;
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17
17
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uniform float u_imageAspectRatio;
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18
18
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19
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-
uniform float
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19
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+
uniform float u_size;
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20
20
|
uniform float u_highlights;
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21
21
|
uniform float u_layering;
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22
22
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uniform float u_edges;
|
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@@ -66,7 +66,7 @@ void main() {
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66
66
|
vec2 imageUV = v_imageUV;
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67
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|
vec2 patternUV = v_imageUV - .5;
|
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68
68
|
patternUV = (patternUV * vec2(u_imageAspectRatio, 1.));
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69
|
-
patternUV /= (.01 + .09 *
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69
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+
patternUV /= (.01 + .09 * u_size);
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71
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|
float t = u_time;
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72
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@@ -1,7 +1,7 @@
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1
1
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{
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2
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"version": 3,
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3
3
|
"sources": ["../../src/shaders/water.ts"],
|
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4
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-
"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_colorHighlight (RGBA)\n * -
|
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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_colorHighlight (RGBA)\n * - u_size: 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_colorHighlight;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_size;\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 = (patternUV * vec2(u_imageAspectRatio, 1.));\n patternUV /= (.01 + .09 * u_size);\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_colorHighlight.a;\n color = mix(color, u_colorHighlight.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_colorHighlight: [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_size: number;\n}\n\nexport interface WaterParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string | undefined;\n colorBack?: string;\n colorHighlight?: string;\n highlights?: number;\n layering?: number;\n edges?: number;\n caustic?: number;\n waves?: number;\n size?: number;\n}\n"],
|
|
5
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;AAAA;",
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6
6
|
"names": []
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|
7
7
|
}
|