@paper-design/shaders 0.0.54 → 0.0.56
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/get-shader-noise-texture.js +1 -1
- package/dist/get-shader-noise-texture.js.map +2 -2
- package/dist/index.d.ts +1 -1
- package/dist/index.js +3 -1
- package/dist/index.js.map +2 -2
- package/dist/shader-mount.d.ts +3 -3
- package/dist/shader-mount.js +5 -3
- package/dist/shader-mount.js.map +2 -2
- package/dist/shaders/dithering.d.ts +1 -1
- package/dist/shaders/dithering.js.map +1 -1
- package/dist/shaders/fluted-glass.d.ts +3 -2
- package/dist/shaders/fluted-glass.js +4 -4
- package/dist/shaders/fluted-glass.js.map +2 -2
- package/dist/shaders/heatmap.d.ts +2 -2
- package/dist/shaders/heatmap.js +3 -3
- package/dist/shaders/heatmap.js.map +1 -1
- package/dist/shaders/image-dithering.d.ts +3 -3
- package/dist/shaders/image-dithering.js +1 -1
- package/dist/shaders/image-dithering.js.map +1 -1
- package/dist/shaders/paper-texture.d.ts +13 -13
- package/dist/shaders/paper-texture.js +26 -16
- package/dist/shaders/paper-texture.js.map +2 -2
- package/dist/shaders/pulsing-border.d.ts +17 -0
- package/dist/shaders/pulsing-border.js +82 -83
- package/dist/shaders/pulsing-border.js.map +2 -2
- package/dist/shaders/water.d.ts +1 -1
- package/dist/shaders/water.js +10 -10
- package/dist/shaders/water.js.map +1 -1
- package/package.json +1 -1
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{
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"version": 3,
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"sources": ["../../src/shaders/dithering.ts"],
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { simplexNoise, declarePI, proceduralHash11, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * 2-color dithering effect over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - pxSize: px size relative to canvas resolution\n * - u_shape (float used as integer):\n * ---- 1: simplex noise pattern\n * ---- 2: warp noise pattern\n * ---- 3: columns of dots moving vertically\n * ---- 4: sine wave\n * ---- 5: ripple effect\n * ---- 6: swirl animation\n * ---- 7: rotating sphere\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n *\n * Note: pixelization is applied to the shapes BEFORE dithering, meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${simplexNoise}\n${declarePI}\n${proceduralHash11}\n${proceduralHash21}\n\nfloat getSimplexNoise(vec2 uv, float t) {\n float noise = .5 * snoise(uv - vec2(0., .3 * t));\n noise += .5 * snoise(2. * uv + vec2(0., .32 * t));\n\n return noise;\n}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv * u_resolution;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = hash11(stripeIdx * 10.);\n rand = sign(rand - .5) * pow(.1 + abs(rand), .4);\n shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);\n shape = pow(abs(shape), 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n float d = 1. - pow(length(shape_uv), 2.);\n vec3 pos = vec3(shape_uv, sqrt(d));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n shape *= step(0., d);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingUV,\n drawSizingHelpers,\n} from '../shader-sizing.js';\nimport { simplexNoise, declarePI, proceduralHash11, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * 2-color dithering effect over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack, u_colorFront (RGBA)\n * - pxSize: px size relative to canvas resolution\n * - u_shape (float used as integer):\n * ---- 1: simplex noise pattern\n * ---- 2: warp noise pattern\n * ---- 3: columns of dots moving vertically\n * ---- 4: sine wave\n * ---- 5: ripple effect\n * ---- 6: swirl animation\n * ---- 7: rotating sphere\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n *\n * Note: pixelization is applied to the shapes BEFORE dithering, meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const ditheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\n${sizingUniformsDeclaration}\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFront;\nuniform float u_shape;\nuniform float u_type;\nuniform float u_pxSize;\n\nout vec4 fragColor;\n\n${simplexNoise}\n${declarePI}\n${proceduralHash11}\n${proceduralHash21}\n\nfloat getSimplexNoise(vec2 uv, float t) {\n float noise = .5 * snoise(uv - vec2(0., .3 * t));\n noise += .5 * snoise(2. * uv + vec2(0., .32 * t));\n\n return noise;\n}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n float t = .5 * u_time;\n\n #define USE_PATTERN_SIZING\n #define USE_OBJECT_SIZING\n #define USE_PIXELIZATION\n // #define ADD_HELPERS\n\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = uv * u_resolution;\n vec2 shape_uv = objectUV;\n if (u_shape < 3.5) {\n shape_uv = patternUV;\n }\n\n float shape = 0.;\n if (u_shape < 1.5) {\n // Simplex noise\n shape_uv *= .001;\n\n shape = 0.5 + 0.5 * getSimplexNoise(shape_uv, t);\n shape = smoothstep(0.3, 0.9, shape);\n\n } else if (u_shape < 2.5) {\n // Warp\n shape_uv *= .003;\n\n for (float i = 1.0; i < 6.0; i++) {\n shape_uv.x += 0.6 / i * cos(i * 2.5 * shape_uv.y + t);\n shape_uv.y += 0.6 / i * cos(i * 1.5 * shape_uv.x + t);\n }\n\n shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));\n shape = smoothstep(0.02, 1., shape);\n\n } else if (u_shape < 3.5) {\n // Dots\n shape_uv *= .05;\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = hash11(stripeIdx * 10.);\n rand = sign(rand - .5) * pow(.1 + abs(rand), .4);\n shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);\n shape = pow(abs(shape), 6.);\n\n } else if (u_shape < 4.5) {\n // Sine wave\n shape_uv *= 4.;\n\n float wave = cos(.5 * shape_uv.x - 2. * t) * sin(1.5 * shape_uv.x + t) * (.75 + .25 * cos(3. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n float dist = length(shape_uv);\n float waves = sin(pow(dist, 1.7) * 7. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Swirl\n\n float l = length(shape_uv);\n float angle = 6. * atan(shape_uv.y, shape_uv.x) + 4. * t;\n float twist = 1.2;\n float offset = pow(l, -twist) + angle / TWO_PI;\n float mid = smoothstep(0., 1., pow(l, twist));\n shape = mix(0., fract(offset), mid);\n\n } else {\n // Sphere\n shape_uv *= 2.;\n\n float d = 1. - pow(length(shape_uv), 2.);\n vec3 pos = vec3(shape_uv, sqrt(d));\n vec3 lightPos = normalize(vec3(cos(1.5 * t), .8, sin(1.25 * t)));\n shape = .5 + .5 * dot(lightPos, pos);\n shape *= step(0., d);\n }\n\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), shape);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n dithering -= .5;\n float res = step(.5, shape + dithering);\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n #ifdef ADD_HELPERS\n vec2 helperBox = objectHelperBox;\n vec2 boxSize = objectBoxSize;\n if (u_shape < 3.5) {\n helperBox = patternHelperBox;\n boxSize = patternBoxSize;\n }\n ${drawSizingHelpers}\n #endif\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DitheringUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFront: [number, number, number, number];\n u_shape: (typeof DitheringShapes)[DitheringShape];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n}\n\nexport interface DitheringParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorFront?: string;\n shape?: DitheringShape;\n type?: DitheringType;\n size?: number;\n}\n\nexport const DitheringShapes = {\n simplex: 1,\n warp: 2,\n dots: 3,\n wave: 4,\n ripple: 5,\n swirl: 6,\n sphere: 7,\n} as const;\n\nexport type DitheringShape = keyof typeof DitheringShapes;\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
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"mappings": ";;;;;AACA;AAAA,EACE;AAAA,EAGA;AAAA,EACA;AAAA,OACK;AACP,SAAS,cAAc,WAAW,kBAAkB,wBAAwB;AA0BrE,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAO7C,yBAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUzB,YAAY;AAAA,EACZ,SAAS;AAAA,EACT,gBAAgB;AAAA,EAChB,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,IAmDd,QAAQ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAkHN,iBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAuBhB,MAAM,kBAAkB;AAAA,EAC7B,SAAS;AAAA,EACT,MAAM;AAAA,EACN,MAAM;AAAA,EACN,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,OAAO;AAAA,EACP,QAAQ;AACV;AAIO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,EACV,OAAO;AAAA,EACP,OAAO;AAAA,EACP,OAAO;AACT;",
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}
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*/
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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
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u_image: HTMLImageElement | string;
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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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}
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export interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {
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angle?: number;
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shift?: number;
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blur?: number;
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marginLeft?: number;
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marginRight?: number;
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marginTop?: number;
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void main() {
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uv = rotate(uv - vec2(.5), patternRotation);
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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 * - 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
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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;\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;\n size?: number;\n angle?: number;\n distortion?: number;\n shift?: number;\n blur?: number;\n margin?: 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;AAuKJ,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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@@ -9,7 +9,7 @@ export declare function toProcessedHeatmap(file: File | string): Promise<{
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blob: Blob;
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}>;
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export interface HeatmapUniforms extends ShaderSizingUniforms {
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-
u_image: HTMLImageElement | string
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+
u_image: HTMLImageElement | string;
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u_contour: number;
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u_angle: number;
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u_noise: number;
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@@ -20,7 +20,7 @@ export interface HeatmapUniforms extends ShaderSizingUniforms {
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u_colorsCount: number;
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}
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export interface HeatmapParams extends ShaderSizingParams, ShaderMotionParams {
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-
image
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+
image: HTMLImageElement | string;
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contour?: number;
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angle?: number;
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noise?: number;
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package/dist/shaders/heatmap.js
CHANGED
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@@ -15,7 +15,7 @@ out vec4 fragColor;
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uniform sampler2D u_image;
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uniform float u_time;
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uniform float u_imageAspectRatio;
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uniform mediump float u_imageAspectRatio;
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uniform vec4 u_colorBack;
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uniform vec4 u_colors[${heatmapMeta.maxColorCount}];
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@@ -136,7 +136,7 @@ void main() {
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imgUV *= 0.5714285714285714;
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imgUV += .5;
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float imgSoftFrame = getImgFrame(imgUV, .03);
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-
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vec4 img = texture(u_image, imgUV);
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if (img.a == 0.) {
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fragColor = u_colorBack;
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@@ -226,7 +226,7 @@ void main() {
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opacity = opacity + u_colorBack.a * (1.0 - opacity);
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color += .02 * (fract(sin(dot(uv + 1., vec2(12.9898, 78.233))) * 43758.5453123) - .5);
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fragColor = vec4(color, opacity);
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}
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`;
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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/heatmap.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport type { ShaderSizingParams, ShaderSizingUniforms } from '../shader-sizing.js';\n\nexport const heatmapMeta = {\n maxColorCount: 10,\n} as const;\n\n// language=GLSL\nexport const heatmapFragmentShader: string = `#version 300 es\nprecision highp float;\n\nin mediump vec2 v_imageUV;\nin mediump vec2 v_objectUV;\nout vec4 fragColor;\n\nuniform sampler2D u_image;\nuniform float u_time;\nuniform float u_imageAspectRatio;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${heatmapMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_angle;\nuniform float u_noise;\nuniform float u_innerGlow;\nuniform float u_outerGlow;\nuniform float u_contour;\n\n#define TWO_PI 6.28318530718\n#define PI 3.14159265358979323846\n\nfloat getImgFrame(vec2 uv, float th) {\n float frame = 1.;\n frame *= smoothstep(0., th, uv.y);\n frame *= smoothstep(1., 1. - th, uv.y);\n frame *= smoothstep(0., th, uv.x);\n frame *= smoothstep(1., 1. - th, uv.x);\n return frame;\n}\n\nfloat circle(vec2 uv, vec2 c, vec2 r) {\n return 1. - smoothstep(r[0], r[1], length(uv - c));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nfloat sst(float edge0, float edge1, float x) {\n return smoothstep(edge0, edge1, x);\n}\n\nfloat shadowShape(vec2 uv, float t, float contour) {\n vec2 scaledUV = uv;\n\n // base shape tranjectory\n float posY = mix(-1., 2., t);\n\n // scaleX when it's moving down\n scaledUV.y -= .5;\n float mainCircleScale = sst(0., .8, posY) * lst(1.4, .9, posY);\n scaledUV *= vec2(1., 1. + 1.5 * mainCircleScale);\n scaledUV.y += .5;\n\n // base shape\n float innerR = .4;\n float outerR = 1. - .3 * (sst(.1, .2, t) * sst(.5, .2, t));\n float s = circle(scaledUV, vec2(.5, posY - .2), vec2(innerR, outerR));\n float shapeSizing = sst(.2, .3, t) * sst(.6, .3, t);\n s = pow(s, 1.4);\n s *= 1.2;\n\n // flat gradient to take over the shadow shape\n float topFlattener = 0.;\n {\n float pos = posY - uv.y;\n float edge = 1.2;\n topFlattener = lst(-.4, 0., pos) * sst(edge, .0, pos);\n topFlattener = pow(topFlattener, 3.);\n float topFlattenerMixer = (1. - sst(.0, .3, pos));\n s = mix(topFlattener, s, topFlattenerMixer);\n }\n\n // apple right circle\n {\n float visibility = sst(.6, .7, t) * sst(.9, .8, t);\n float angle = -2. -t * TWO_PI;\n float rightCircle = circle(uv, vec2(.95 - .2 * cos(angle), .4 - .1 * sin(angle)), vec2(.15, .3));\n rightCircle *= visibility;\n s = mix(s, 0., rightCircle);\n }\n\n // apple top circle\n {\n float topCircle = circle(uv, vec2(.5, .19), vec2(.05, .25));\n topCircle += 2. * contour * circle(uv, vec2(.5, .19), vec2(.2, .5));\n float visibility = .55 * sst(.2, .3, t) * sst(.45, .3, t);\n topCircle *= visibility;\n s = mix(s, 0., topCircle);\n }\n\n float leafMask = circle(uv, vec2(.53, .13), vec2(.08, .19));\n leafMask = mix(leafMask, 0., sst(.54, .4, uv.x));\n leafMask = mix(0., leafMask, sst(.0, .2, uv.y));\n leafMask *= (sst(.5, 1.1, posY) * sst(1.5, 1.3, posY));\n s += leafMask;\n\n // apple bottom circle\n {\n float visibility = sst(.0, .4, t) * sst(.8, .6, t);\n s = mix(s, 0., visibility * circle(uv, vec2(.52, .92), vec2(.09, .25)));\n }\n\n // random balls that are invisible if apple logo is selected\n {\n float pos = sst(.0, .6, t) * sst(1., .6, t);\n s = mix(s, .5, circle(uv, vec2(.0, 1.2 - .5 * pos), vec2(.1, .3)));\n s = mix(s, .0, circle(uv, vec2(1., .5 + .5 * pos), vec2(.1, .3)));\n\n s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * sst(.7, .5, t)), vec2(.07, .22)));\n s /= sst(1., .85, uv.y);\n }\n\n s = clamp(0., 1., s);\n return s;\n}\n\n\nvoid main() {\n vec2 uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n\n vec2 imgUV = v_imageUV;\n imgUV -= .5;\n imgUV *= 0.5714285714285714;\n imgUV += .5;\n float imgSoftFrame = getImgFrame(imgUV, .03);\n \n vec4 img = texture(u_image, imgUV);\n if (img.a == 0.) {\n fragColor = u_colorBack;\n return;\n }\n\n float t = .1 * u_time;\n t -= .3;\n\n float tCopy = t + 1. / 3.;\n float tCopy2 = t + 2. / 3.;\n\n t = mod(t, 1.);\n tCopy = mod(tCopy, 1.);\n tCopy2 = mod(tCopy2, 1.);\n\n vec2 animationUV = imgUV - vec2(.5);\n float angle = u_angle * PI / 180.;\n float cosA = cos(angle);\n float sinA = sin(angle);\n animationUV = vec2(\n animationUV.x * cosA - animationUV.y * sinA,\n animationUV.x * sinA + animationUV.y * cosA\n ) + vec2(.5);\n\n float shape = img[0];\n float outerBlur = 1. - mix(1., img[1], shape);\n float innerBlur = mix(img[1], 0., shape);\n float contour = mix(img[2], 0., shape);\n\n outerBlur *= imgSoftFrame;\n\n float shadow = shadowShape(animationUV, t, innerBlur);\n float shadowCopy = shadowShape(animationUV, tCopy, innerBlur);\n float shadowCopy2 = shadowShape(animationUV, tCopy2, innerBlur);\n\n float inner = .8 + .8 * innerBlur;\n inner = mix(inner, 0., shadow);\n inner = mix(inner, 0., shadowCopy);\n inner = mix(inner, 0., shadowCopy2);\n\n inner *= mix(0., 2., u_innerGlow);\n\n inner += (u_contour * 2.) * contour;\n inner = min(1., inner);\n inner *= (1. - shape);\n\n float outer = 0.;\n {\n t *= 3.;\n t = mod(t - .1, 1.);\n\n outer = .9 * pow(outerBlur, .8);\n float y = mod(animationUV.y - t, 1.);\n float animatedMask = sst(.3, .65, y) * sst(1., .65, y);\n animatedMask = .5 + animatedMask;\n outer *= animatedMask;\n outer *= mix(0., 5., pow(u_outerGlow, 2.));\n outer *= imgSoftFrame;\n }\n\n inner = pow(inner, 1.2);\n float heat = clamp(inner + outer, 0., 1.);\n\n heat += (.005 + .35 * u_noise) * (fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n\n float mixer = heat * u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n float outerShape = 0.;\n for (int i = 1; i < ${heatmapMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n float m = clamp(mixer - float(i - 1), 0., 1.);\n if (i == 1) {\n outerShape = m;\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 color += .02 * (fract(sin(dot(uv + 1., vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n \n fragColor = vec4(color, opacity);\n}\n`;\n\nexport function toProcessedHeatmap(file: File | string): Promise<{ blob: Blob }> {\n const canvas = document.createElement('canvas');\n const canvasSize = 1000;\n\n return new Promise((resolve, reject) => {\n const image = new Image();\n image.crossOrigin = 'anonymous';\n\n image.addEventListener('load', () => {\n if (typeof file === 'string' ? file.endsWith('.svg') : file.type === 'image/svg+xml') {\n // Force SVG to load at a high fidelity size if it's an SVG\n image.width = canvasSize;\n image.height = canvasSize;\n }\n\n const ratio = image.naturalWidth / image.naturalHeight;\n\n const maxBlur = Math.floor(canvasSize * 0.15);\n const padding = Math.ceil(maxBlur * 2.5);\n let imgWidth = canvasSize;\n let imgHeight = canvasSize;\n if (ratio > 1) {\n imgHeight = Math.floor(canvasSize / ratio);\n } else {\n imgWidth = Math.floor(canvasSize * ratio);\n }\n\n canvas.width = imgWidth + 2 * padding;\n canvas.height = imgHeight + 2 * padding;\n\n const ctx = canvas.getContext('2d', { willReadFrequently: true });\n if (!ctx) {\n throw new Error('Failed to get canvas 2d context');\n }\n\n ctx.fillStyle = 'white';\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(' + maxBlur + 'px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const bigBlurData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(' + Math.round(0.12 * maxBlur) + 'px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const innerBlurSmallData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(5px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const contourData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n let processedImageData = ctx.createImageData(canvas.width, canvas.height);\n const totalPixels = canvas.width * canvas.height;\n for (let i = 0; i < totalPixels; i++) {\n const px = i * 4;\n processedImageData.data[px] = contourData[px]!;\n processedImageData.data[px + 1] = bigBlurData[px]!;\n processedImageData.data[px + 2] = innerBlurSmallData[px]!;\n processedImageData.data[px + 3] = 255;\n }\n ctx.putImageData(processedImageData, 0, 0);\n\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n resolve({ blob });\n }, 'image/png');\n });\n\n image.addEventListener('error', () => {\n reject(new Error('Failed to load image'));\n });\n\n image.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nexport interface HeatmapUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_contour: number;\n u_angle: number;\n u_noise: number;\n u_innerGlow: number;\n u_outerGlow: number;\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n}\n\nexport interface HeatmapParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string | undefined;\n contour?: number;\n angle?: number;\n noise?: number;\n innerGlow?: number;\n outerGlow?: number;\n colorBack?: string;\n colors?: string[];\n}\n"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport type { ShaderSizingParams, ShaderSizingUniforms } from '../shader-sizing.js';\n\nexport const heatmapMeta = {\n maxColorCount: 10,\n} as const;\n\n// language=GLSL\nexport const heatmapFragmentShader: string = `#version 300 es\nprecision highp float;\n\nin mediump vec2 v_imageUV;\nin mediump vec2 v_objectUV;\nout vec4 fragColor;\n\nuniform sampler2D u_image;\nuniform float u_time;\nuniform mediump float u_imageAspectRatio;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${heatmapMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_angle;\nuniform float u_noise;\nuniform float u_innerGlow;\nuniform float u_outerGlow;\nuniform float u_contour;\n\n#define TWO_PI 6.28318530718\n#define PI 3.14159265358979323846\n\nfloat getImgFrame(vec2 uv, float th) {\n float frame = 1.;\n frame *= smoothstep(0., th, uv.y);\n frame *= smoothstep(1., 1. - th, uv.y);\n frame *= smoothstep(0., th, uv.x);\n frame *= smoothstep(1., 1. - th, uv.x);\n return frame;\n}\n\nfloat circle(vec2 uv, vec2 c, vec2 r) {\n return 1. - smoothstep(r[0], r[1], length(uv - c));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nfloat sst(float edge0, float edge1, float x) {\n return smoothstep(edge0, edge1, x);\n}\n\nfloat shadowShape(vec2 uv, float t, float contour) {\n vec2 scaledUV = uv;\n\n // base shape tranjectory\n float posY = mix(-1., 2., t);\n\n // scaleX when it's moving down\n scaledUV.y -= .5;\n float mainCircleScale = sst(0., .8, posY) * lst(1.4, .9, posY);\n scaledUV *= vec2(1., 1. + 1.5 * mainCircleScale);\n scaledUV.y += .5;\n\n // base shape\n float innerR = .4;\n float outerR = 1. - .3 * (sst(.1, .2, t) * sst(.5, .2, t));\n float s = circle(scaledUV, vec2(.5, posY - .2), vec2(innerR, outerR));\n float shapeSizing = sst(.2, .3, t) * sst(.6, .3, t);\n s = pow(s, 1.4);\n s *= 1.2;\n\n // flat gradient to take over the shadow shape\n float topFlattener = 0.;\n {\n float pos = posY - uv.y;\n float edge = 1.2;\n topFlattener = lst(-.4, 0., pos) * sst(edge, .0, pos);\n topFlattener = pow(topFlattener, 3.);\n float topFlattenerMixer = (1. - sst(.0, .3, pos));\n s = mix(topFlattener, s, topFlattenerMixer);\n }\n\n // apple right circle\n {\n float visibility = sst(.6, .7, t) * sst(.9, .8, t);\n float angle = -2. -t * TWO_PI;\n float rightCircle = circle(uv, vec2(.95 - .2 * cos(angle), .4 - .1 * sin(angle)), vec2(.15, .3));\n rightCircle *= visibility;\n s = mix(s, 0., rightCircle);\n }\n\n // apple top circle\n {\n float topCircle = circle(uv, vec2(.5, .19), vec2(.05, .25));\n topCircle += 2. * contour * circle(uv, vec2(.5, .19), vec2(.2, .5));\n float visibility = .55 * sst(.2, .3, t) * sst(.45, .3, t);\n topCircle *= visibility;\n s = mix(s, 0., topCircle);\n }\n\n float leafMask = circle(uv, vec2(.53, .13), vec2(.08, .19));\n leafMask = mix(leafMask, 0., sst(.54, .4, uv.x));\n leafMask = mix(0., leafMask, sst(.0, .2, uv.y));\n leafMask *= (sst(.5, 1.1, posY) * sst(1.5, 1.3, posY));\n s += leafMask;\n\n // apple bottom circle\n {\n float visibility = sst(.0, .4, t) * sst(.8, .6, t);\n s = mix(s, 0., visibility * circle(uv, vec2(.52, .92), vec2(.09, .25)));\n }\n\n // random balls that are invisible if apple logo is selected\n {\n float pos = sst(.0, .6, t) * sst(1., .6, t);\n s = mix(s, .5, circle(uv, vec2(.0, 1.2 - .5 * pos), vec2(.1, .3)));\n s = mix(s, .0, circle(uv, vec2(1., .5 + .5 * pos), vec2(.1, .3)));\n\n s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * sst(.7, .5, t)), vec2(.07, .22)));\n s /= sst(1., .85, uv.y);\n }\n\n s = clamp(0., 1., s);\n return s;\n}\n\n\nvoid main() {\n vec2 uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n\n vec2 imgUV = v_imageUV;\n imgUV -= .5;\n imgUV *= 0.5714285714285714;\n imgUV += .5;\n float imgSoftFrame = getImgFrame(imgUV, .03);\n\n vec4 img = texture(u_image, imgUV);\n if (img.a == 0.) {\n fragColor = u_colorBack;\n return;\n }\n\n float t = .1 * u_time;\n t -= .3;\n\n float tCopy = t + 1. / 3.;\n float tCopy2 = t + 2. / 3.;\n\n t = mod(t, 1.);\n tCopy = mod(tCopy, 1.);\n tCopy2 = mod(tCopy2, 1.);\n\n vec2 animationUV = imgUV - vec2(.5);\n float angle = u_angle * PI / 180.;\n float cosA = cos(angle);\n float sinA = sin(angle);\n animationUV = vec2(\n animationUV.x * cosA - animationUV.y * sinA,\n animationUV.x * sinA + animationUV.y * cosA\n ) + vec2(.5);\n\n float shape = img[0];\n float outerBlur = 1. - mix(1., img[1], shape);\n float innerBlur = mix(img[1], 0., shape);\n float contour = mix(img[2], 0., shape);\n\n outerBlur *= imgSoftFrame;\n\n float shadow = shadowShape(animationUV, t, innerBlur);\n float shadowCopy = shadowShape(animationUV, tCopy, innerBlur);\n float shadowCopy2 = shadowShape(animationUV, tCopy2, innerBlur);\n\n float inner = .8 + .8 * innerBlur;\n inner = mix(inner, 0., shadow);\n inner = mix(inner, 0., shadowCopy);\n inner = mix(inner, 0., shadowCopy2);\n\n inner *= mix(0., 2., u_innerGlow);\n\n inner += (u_contour * 2.) * contour;\n inner = min(1., inner);\n inner *= (1. - shape);\n\n float outer = 0.;\n {\n t *= 3.;\n t = mod(t - .1, 1.);\n\n outer = .9 * pow(outerBlur, .8);\n float y = mod(animationUV.y - t, 1.);\n float animatedMask = sst(.3, .65, y) * sst(1., .65, y);\n animatedMask = .5 + animatedMask;\n outer *= animatedMask;\n outer *= mix(0., 5., pow(u_outerGlow, 2.));\n outer *= imgSoftFrame;\n }\n\n inner = pow(inner, 1.2);\n float heat = clamp(inner + outer, 0., 1.);\n\n heat += (.005 + .35 * u_noise) * (fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n\n float mixer = heat * u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n float outerShape = 0.;\n for (int i = 1; i < ${heatmapMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n float m = clamp(mixer - float(i - 1), 0., 1.);\n if (i == 1) {\n outerShape = m;\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 color += .02 * (fract(sin(dot(uv + 1., vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport function toProcessedHeatmap(file: File | string): Promise<{ blob: Blob }> {\n const canvas = document.createElement('canvas');\n const canvasSize = 1000;\n\n return new Promise((resolve, reject) => {\n const image = new Image();\n image.crossOrigin = 'anonymous';\n\n image.addEventListener('load', () => {\n if (typeof file === 'string' ? file.endsWith('.svg') : file.type === 'image/svg+xml') {\n // Force SVG to load at a high fidelity size if it's an SVG\n image.width = canvasSize;\n image.height = canvasSize;\n }\n\n const ratio = image.naturalWidth / image.naturalHeight;\n\n const maxBlur = Math.floor(canvasSize * 0.15);\n const padding = Math.ceil(maxBlur * 2.5);\n let imgWidth = canvasSize;\n let imgHeight = canvasSize;\n if (ratio > 1) {\n imgHeight = Math.floor(canvasSize / ratio);\n } else {\n imgWidth = Math.floor(canvasSize * ratio);\n }\n\n canvas.width = imgWidth + 2 * padding;\n canvas.height = imgHeight + 2 * padding;\n\n const ctx = canvas.getContext('2d', { willReadFrequently: true });\n if (!ctx) {\n throw new Error('Failed to get canvas 2d context');\n }\n\n ctx.fillStyle = 'white';\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(' + maxBlur + 'px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const bigBlurData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(' + Math.round(0.12 * maxBlur) + 'px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const innerBlurSmallData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n ctx.filter = 'grayscale(100%) blur(5px)';\n ctx.drawImage(image, padding, padding, imgWidth, imgHeight);\n const contourData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;\n\n let processedImageData = ctx.createImageData(canvas.width, canvas.height);\n const totalPixels = canvas.width * canvas.height;\n for (let i = 0; i < totalPixels; i++) {\n const px = i * 4;\n processedImageData.data[px] = contourData[px]!;\n processedImageData.data[px + 1] = bigBlurData[px]!;\n processedImageData.data[px + 2] = innerBlurSmallData[px]!;\n processedImageData.data[px + 3] = 255;\n }\n ctx.putImageData(processedImageData, 0, 0);\n\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n resolve({ blob });\n }, 'image/png');\n });\n\n image.addEventListener('error', () => {\n reject(new Error('Failed to load image'));\n });\n\n image.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nexport interface HeatmapUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string;\n u_contour: number;\n u_angle: number;\n u_noise: number;\n u_innerGlow: number;\n u_outerGlow: number;\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n}\n\nexport interface HeatmapParams extends ShaderSizingParams, ShaderMotionParams {\n image: HTMLImageElement | string;\n contour?: number;\n angle?: number;\n noise?: number;\n innerGlow?: number;\n outerGlow?: number;\n colorBack?: string;\n colors?: string[];\n}\n"],
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"names": []
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}
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@@ -21,7 +21,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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*/
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export declare const imageDitheringFragmentShader: string;
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export interface ImageDitheringUniforms extends ShaderSizingUniforms {
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u_image: HTMLImageElement | string
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u_image: HTMLImageElement | string;
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u_colorFront: [number, number, number, number];
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u_colorBack: [number, number, number, number];
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u_colorHighlight: [number, number, number, number];
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@@ -31,12 +31,12 @@ export interface ImageDitheringUniforms extends ShaderSizingUniforms {
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export interface ImageDitheringParams extends ShaderSizingParams, ShaderMotionParams {
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image
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image: HTMLImageElement | string;
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type?: DitheringType;
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size?: number;
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colorSteps?: number;
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}
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{
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"version": 3,
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"sources": ["../../src/shaders/image-dithering.ts"],
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingUV, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Dithering effect over user texture using 3-color palette\n * or colors sampled from original image\n *\n * Uniforms:\n * - u_colorBack, u_colorFront, u_colorHighlight (RGBA)\n * (u_colorHighlight to be the lightest parts of u_colorFront pixels)\n * - pxSize: px size set relative to canvas resolution\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n * - u_originalColors - switching between 3 colors palette and original image colors\n * - u_colorSteps - number of colors to use (applies to both color modes)\n *\n * Note: pixelization is applied to the shapes BEFORE dithering,\n * meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const imageDitheringFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform mediump vec2 u_resolution;\nuniform mediump float u_pixelRatio;\nuniform mediump float u_originX;\nuniform mediump float u_originY;\nuniform mediump float u_worldWidth;\nuniform mediump float u_worldHeight;\nuniform mediump float u_fit;\n\nuniform mediump float u_scale;\nuniform mediump float u_rotation;\nuniform mediump float u_offsetX;\nuniform mediump float u_offsetY;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform mediump float u_imageAspectRatio;\n\nuniform float u_type;\nuniform float u_pxSize;\nuniform bool u_originalColors;\nuniform float u_colorSteps;\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv, vec2 px) {\n float left = step(-px.x, uv.x);\n float right = step(uv.x, 1.);\n float bottom = step(-px.y, uv.y);\n float top = step(uv.y, 1. + px.y);\n\n return left * right * bottom * top;\n}\n\n${proceduralHash21}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n\n #define USE_IMAGE_SIZING\n #define USE_PIXELIZATION\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = u_resolution * uv;\n vec4 image = texture(u_image, imageUV);\n float frame = getUvFrame(imageUV, pxSize / u_resolution.xy);\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n float lum = dot(vec3(.2126, .7152, .0722), image.rgb);\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), lum);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n\n float steps = max(floor(u_colorSteps), 1.);\n float ditherAmount = 1.0 / (steps);\n
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingUV, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Dithering effect over user texture using 3-color palette\n * or colors sampled from original image\n *\n * Uniforms:\n * - u_colorBack, u_colorFront, u_colorHighlight (RGBA)\n * (u_colorHighlight to be the lightest parts of u_colorFront pixels)\n * - pxSize: px size set relative to canvas resolution\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n * - u_originalColors - switching between 3 colors palette and original image colors\n * - u_colorSteps - number of colors to use (applies to both color modes)\n *\n * Note: pixelization is applied to the shapes BEFORE dithering,\n * meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const imageDitheringFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform mediump vec2 u_resolution;\nuniform mediump float u_pixelRatio;\nuniform mediump float u_originX;\nuniform mediump float u_originY;\nuniform mediump float u_worldWidth;\nuniform mediump float u_worldHeight;\nuniform mediump float u_fit;\n\nuniform mediump float u_scale;\nuniform mediump float u_rotation;\nuniform mediump float u_offsetX;\nuniform mediump float u_offsetY;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform mediump float u_imageAspectRatio;\n\nuniform float u_type;\nuniform float u_pxSize;\nuniform bool u_originalColors;\nuniform float u_colorSteps;\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv, vec2 px) {\n float left = step(-px.x, uv.x);\n float right = step(uv.x, 1.);\n float bottom = step(-px.y, uv.y);\n float top = step(uv.y, 1. + px.y);\n\n return left * right * bottom * top;\n}\n\n${proceduralHash21}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(mod(uv, float(size)));\n int index = pos.y * size + pos.x;\n\n if (size == 2) {\n return float(bayer2x2[index]) / 4.0;\n } else if (size == 4) {\n return float(bayer4x4[index]) / 16.0;\n } else if (size == 8) {\n return float(bayer8x8[index]) / 64.0;\n }\n return 0.0;\n}\n\n\nvoid main() {\n\n #define USE_IMAGE_SIZING\n #define USE_PIXELIZATION\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = u_resolution * uv;\n vec4 image = texture(u_image, imageUV);\n float frame = getUvFrame(imageUV, pxSize / u_resolution.xy);\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n float lum = dot(vec3(.2126, .7152, .0722), image.rgb);\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), lum);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n\n float steps = max(floor(u_colorSteps), 1.);\n float ditherAmount = 1.0 / (steps);\n\n vec3 color = vec3(0.0);\n float opacity = 1.;\n\n dithering -= .5;\n float brightness = clamp(lum + dithering * ditherAmount, 0.0, 1.0);\n brightness = mix(0.0, brightness, frame);\n float quantLum = floor(brightness * steps + 0.5) / steps;\n\n if (u_originalColors == true) {\n vec3 normColor = image.rgb / max(lum, 0.001);\n color = normColor * quantLum;\n\n float quantAlpha = floor(image.a * steps + 0.5) / steps;\n opacity = mix(quantLum, 1., quantAlpha);\n } else {\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n vec3 hlColor = u_colorHighlight.rgb * u_colorHighlight.a;\n float hlOpacity = u_colorHighlight.a;\n\n fgColor = mix(fgColor, hlColor, step(1.02 - .02 * u_colorSteps, brightness));\n fgOpacity = mix(fgOpacity, hlOpacity, step(1.02 - .02 * u_colorSteps, brightness));\n\n color = fgColor * quantLum;\n opacity = fgOpacity * quantLum;\n color += bgColor * (1.0 - opacity);\n opacity += bgOpacity * (1.0 - opacity);\n }\n\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ImageDitheringUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_colorHighlight: [number, number, number, number];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n u_colorSteps: number;\n u_originalColors: boolean;\n}\n\nexport interface ImageDitheringParams extends ShaderSizingParams, ShaderMotionParams {\n image: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n colorHighlight?: string;\n type?: DitheringType;\n size?: number;\n colorSteps?: number;\n originalColors?: boolean;\n}\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
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"mappings": ";;;;;AACA,SAAS,gBAAoE;AAC7E,SAAS,wBAAwB;AAuB1B,MAAM,+BAAuC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAuClD,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,IAwCd,QAAQ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyFL,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,EACV,OAAO;AAAA,EACP,OAAO;AAAA,EACP,OAAO;AACT;",
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"names": []
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}
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@@ -7,12 +7,12 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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* - u_colorFront, u_colorBack (RGBA)
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* - u_contrast - mixing front and back colors
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* - u_roughness - pixel noise, related to canvas => not scalable
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* - u_fiber,
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* - u_crumples,
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* - u_folds,
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* - u_fiber, u_fiberSize - curly shaped noise
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* - u_crumples, u_crumpleSize - cell-based pattern
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* - u_folds, u_foldCount - lines pattern, 15 max
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* - u_seed - applied to folds, crumples and dots
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* -
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* - u_noiseTexture (sampler2D): pre-computed randomizer source
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@@ -26,28 +26,28 @@ export interface PaperTextureUniforms extends ShaderSizingUniforms {
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u_contrast: number;
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export interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {
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image?: HTMLImageElement | string
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image?: HTMLImageElement | string;
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colorFront?: string;
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colorBack?: string;
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contrast?: number;
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roughness?: number;
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fiber?: number;
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fiberSize?: number;
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@@ -20,14 +20,14 @@ uniform float u_imageAspectRatio;
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uniform float u_foldCount;
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uniform float u_fade;
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@@ -125,13 +125,13 @@ vec2 folds(vec2 uv) {
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vec3 pp = vec3(0.);
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for (float i = 0.; i < 15.; i++) {
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if (i >=
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if (i >= u_foldCount) break;
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@@ -157,6 +157,10 @@ float drops(vec2 uv) {
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return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));
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}
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float lst(float edge0, float edge1, float x) {
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return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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}
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@@ -166,10 +170,10 @@ void main() {
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vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;
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float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));
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vec2 crumplesUV = fract(patternUV * .
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+
vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;
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float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));
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vec2 fiberUV =
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+
vec2 fiberUV = 2. / u_fiberSize * patternUV;
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float fiber = fiberNoise(fiberUV, vec2(0.));
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fiber = .5 * u_fiber * (fiber - 1.);
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@@ -183,7 +187,17 @@ void main() {
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vec2 w2 = folds(foldsUV);
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float drops = u_drops * drops(patternUV * 2.);
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-
|
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|
+
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|
+
float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);
|
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192
|
+
fade = clamp(8. * pow(fade, 3.), 0., 1.);
|
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|
+
|
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194
|
+
w = mix(w, vec2(0.), fade);
|
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+
w2 = mix(w2, vec2(0.), fade);
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196
|
+
crumples = mix(crumples, 0., fade);
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+
drops = mix(drops, 0., fade);
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+
fiber *= mix(1., .5, fade);
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|
+
roughness *= mix(1., .5, fade);
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+
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187
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|
normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);
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188
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|
normalImage.xy += u_folds * 2. * w;
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@@ -193,13 +207,9 @@ void main() {
|
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normal.xy += 3. * drops;
|
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|
normalImage.xy += .2 * drops;
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|
-
float blur = u_blur * smoothstep(0., 1., fbm(.17 * patternUV + 10. * u_seed));
|
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|
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normal *= (1. - 2. * blur);
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fiber *= (1. - blur);
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|
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210
|
normal.xy += u_roughness * 1.5 * roughness;
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|
normal.xy += fiber;
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|
normalImage += u_roughness * .75 * roughness;
|
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|
normalImage += .2 * fiber;
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@@ -215,7 +225,7 @@ void main() {
|
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|
float frame = getUvFrame(imageUV);
|
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|
vec4 image = texture(u_image, imageUV);
|
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|
image.rgb += .6 * pow(u_contrast, .4) * (res - .7);
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|
frame *= image.a;
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{
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"version": 3,
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"sources": ["../../src/shaders/paper-texture.ts"],
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"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * Mimicking paper texture with a combination of noises\n *\n * Uniforms:\n * - u_colorFront, u_colorBack (RGBA)\n * - u_contrast - mixing front and back colors\n * - u_roughness - pixel noise, related to canvas => not scalable\n * - u_fiber,
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"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,YAAY,0BAA0B;AAqB9D,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA0BhD,0BAA0B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgB1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA2ClB,UAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;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 { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * Mimicking paper texture with a combination of noises\n *\n * Uniforms:\n * - u_colorFront, u_colorBack (RGBA)\n * - u_contrast - mixing front and back colors\n * - u_roughness - pixel noise, related to canvas => not scalable\n * - u_fiber, u_fiberSize - curly shaped noise\n * - u_crumples, u_crumpleSize - cell-based pattern\n * - u_folds, u_foldCount - lines pattern, 15 max\n * - u_drops - metaballs-like pattern\n * - u_seed - applied to folds, crumples and dots\n * - u_fade - big-scale noise mask applied to everything but roughness\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const paperTextureFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_contrast;\nuniform float u_roughness;\nuniform float u_fiber;\nuniform float u_fiberSize;\nuniform float u_crumples;\nuniform float u_crumpleSize;\nuniform float u_folds;\nuniform float u_foldCount;\nuniform float u_drops;\nuniform float u_seed;\nuniform float u_fade;\n\nuniform sampler2D u_noiseTexture;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\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\n${declarePI}\n${rotation2}\n${textureRandomizerR}\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < 3; i++) {\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat roughness(vec2 p) {\n p *= .1;\n float o = 0.;\n for (float i = 0.; ++i < 4.; p *= 2.1) {\n vec4 w = vec4(floor(p), ceil(p));\n vec2 f = fract(p);\n o += mix(\n mix(randomG(w.xy), randomG(w.xw), f.y),\n mix(randomG(w.zy), randomG(w.zw), f.y),\n f.x);\n o += .2 / exp(2. * abs(sin(.2 * p.x + .5 * p.y)));\n }\n return o / 3.;\n}\n\n${fiberNoise}\n\nvec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n}\nfloat crumpledNoise(vec2 t, float pw) {\n vec2 p = floor(t);\n float wsum = 0.;\n float cl = 0.;\n for (int y = -1; y < 2; y += 1) {\n for (int x = -1; x < 2; x += 1) {\n vec2 b = vec2(float(x), float(y));\n vec2 q = b + p;\n vec2 q2 = q - floor(q / 8.) * 8.;\n vec2 c = q + randomGB(q2);\n vec2 r = c - t;\n float w = pow(smoothstep(0., 1., 1. - abs(r.x)), pw) * pow(smoothstep(0., 1., 1. - abs(r.y)), pw);\n cl += (.5 + .5 * sin((q2.x + q2.y * 5.) * 8.)) * w;\n wsum += w;\n }\n }\n return pow(cl / wsum, .5) * 2.;\n}\nfloat crumplesShape(vec2 uv) {\n return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);\n}\n\n\nvec2 folds(vec2 uv) {\n vec3 pp = vec3(0.);\n float l = 9.;\n for (float i = 0.; i < 15.; i++) {\n if (i >= u_foldCount) break;\n vec2 rand = randomGB(vec2(i, i * u_seed));\n float an = rand.x * TWO_PI;\n vec2 p = vec2(cos(an), sin(an)) * rand.y;\n float dist = distance(uv, p);\n l = min(l, dist);\n\n if (l == dist) {\n pp.xy = (uv - p.xy);\n pp.z = dist;\n }\n }\n return mix(pp.xy, vec2(0.), pow(pp.z, .25));\n}\n\nfloat drops(vec2 uv) {\n vec2 iDropsUV = floor(uv);\n vec2 fDropsUV = fract(uv);\n float dropsMinDist = 1.;\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 neighbor = vec2(float(i), float(j));\n vec2 offset = randomGB(iDropsUV + neighbor);\n offset = .5 + .5 * sin(10. * u_seed + TWO_PI * offset);\n vec2 pos = neighbor + offset - fDropsUV;\n float dist = length(pos);\n dropsMinDist = min(dropsMinDist, dropsMinDist*dist);\n }\n }\n return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 5. * (patternUV * vec2(u_imageAspectRatio, 1.));\n\n vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));\n\n vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;\n float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));\n\n vec2 fiberUV = 2. / u_fiberSize * patternUV;\n float fiber = fiberNoise(fiberUV, vec2(0.));\n fiber = .5 * u_fiber * (fiber - 1.);\n\n vec2 normal = vec2(0.);\n vec2 normalImage = vec2(0.);\n\n vec2 foldsUV = patternUV * .12;\n foldsUV = rotate(foldsUV, 4. * u_seed);\n vec2 w = folds(foldsUV);\n foldsUV = rotate(foldsUV + .007 * cos(u_seed), .01 * sin(u_seed));\n vec2 w2 = folds(foldsUV);\n\n float drops = u_drops * drops(patternUV * 2.);\n\n float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);\n fade = clamp(8. * pow(fade, 3.), 0., 1.);\n\n w = mix(w, vec2(0.), fade);\n w2 = mix(w2, vec2(0.), fade);\n crumples = mix(crumples, 0., fade);\n drops = mix(drops, 0., fade);\n fiber *= mix(1., .5, fade);\n roughness *= mix(1., .5, fade);\n\n normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);\n normalImage.xy += u_folds * 2. * w;\n\n normal.xy += crumples;\n normalImage.xy += 1.5 * crumples;\n\n normal.xy += 3. * drops;\n normalImage.xy += .2 * drops;\n\n normal.xy += u_roughness * 1.5 * roughness;\n normal.xy += fiber;\n\n normalImage += u_roughness * .75 * roughness;\n normalImage += .2 * fiber;\n\n vec3 lightPos = vec3(1., 2., 1.);\n float res = dot(normalize(vec3(normal, 9.5 - 9. * pow(u_contrast, .1))), normalize(lightPos));\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n imageUV += .02 * normalImage;\n float frame = getUvFrame(imageUV);\n vec4 image = texture(u_image, imageUV);\n image.rgb += .6 * pow(u_contrast, .4) * (res - .7);\n\n frame *= image.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n opacity = mix(opacity, 1., frame);\n\n color -= .007 * drops;\n\n color.rgb = mix(color, image.rgb, frame);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PaperTextureUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_noiseTexture?: HTMLImageElement;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_contrast: number;\n u_roughness: number;\n u_fiber: number;\n u_fiberSize: number;\n u_crumples: number;\n u_foldCount: number;\n u_folds: number;\n u_fade: number;\n u_crumpleSize: number;\n u_drops: number;\n u_seed: number;\n}\n\nexport interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n contrast?: number;\n roughness?: number;\n fiber?: number;\n fiberSize?: number;\n crumples?: number;\n foldCount?: number;\n folds?: number;\n fade?: number;\n crumpleSize?: number;\n drops?: number;\n seed?: number;\n}\n"],
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"mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,YAAY,0BAA0B;AAqB9D,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA0BhD,0BAA0B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgB1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA2ClB,UAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;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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@@ -12,6 +12,7 @@ export declare const pulsingBorderMeta: {
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* - u_colorBack (RGBA)
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* - u_colors (vec4[]), u_colorsCount (float used as integer)
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* - u_roundness, u_thickness, u_softness: border parameters
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* - u_aspectRatio
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* - u_intensity: thickness of individual spots
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* - u_bloom: normal / additive color blending
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* - u_spotSize: angular size of spots
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@@ -29,6 +30,11 @@ export interface PulsingBorderUniforms extends ShaderSizingUniforms {
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u_colorsCount: number;
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u_marginLeft: number;
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u_marginTop: number;
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u_marginBottom: number;
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u_aspectRatio: (typeof PulsingBorderAspectRatios)[PulsingBorderAspectRatio];
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u_softness: number;
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@@ -44,6 +50,12 @@ export interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionPar
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colors?: string[];
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roundness?: number;
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margin?: number;
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marginLeft?: number;
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marginRight?: number;
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marginTop?: number;
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aspectRatio?: PulsingBorderAspectRatio;
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softness?: number;
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intensity?: number;
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@@ -53,3 +65,8 @@ export interface PulsingBorderParams extends ShaderSizingParams, ShaderMotionPar
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smoke?: number;
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smokeSize?: number;
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}
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export declare const PulsingBorderAspectRatios: {
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readonly auto: 0;
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readonly square: 1;
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};
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export type PulsingBorderAspectRatio = keyof typeof PulsingBorderAspectRatios;
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