@paper-design/shaders 0.0.60 → 0.0.61
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/shaders/color-panels.js +4 -3
- package/dist/shaders/color-panels.js.map +2 -2
- package/dist/shaders/dithering.js +4 -4
- package/dist/shaders/dithering.js.map +1 -1
- package/dist/shaders/dot-grid.js +5 -4
- package/dist/shaders/dot-grid.js.map +2 -2
- package/dist/shaders/dot-orbit.js +1 -1
- package/dist/shaders/dot-orbit.js.map +1 -1
- package/dist/shaders/fluted-glass.js +3 -2
- package/dist/shaders/fluted-glass.js.map +2 -2
- package/dist/shaders/god-rays.js +4 -2
- package/dist/shaders/god-rays.js.map +2 -2
- package/dist/shaders/grain-gradient.js +4 -4
- package/dist/shaders/grain-gradient.js.map +1 -1
- package/dist/shaders/heatmap.js +13 -12
- package/dist/shaders/heatmap.js.map +2 -2
- package/dist/shaders/image-dithering.js +2 -2
- package/dist/shaders/image-dithering.js.map +1 -1
- package/dist/shaders/liquid-metal.js +2 -2
- package/dist/shaders/liquid-metal.js.map +1 -1
- package/dist/shaders/mesh-gradient.js +4 -4
- package/dist/shaders/mesh-gradient.js.map +1 -1
- package/dist/shaders/neuro-noise.js +1 -1
- package/dist/shaders/neuro-noise.js.map +1 -1
- package/dist/shaders/paper-texture.js +4 -4
- package/dist/shaders/paper-texture.js.map +1 -1
- package/dist/shaders/perlin-noise.js +2 -2
- package/dist/shaders/perlin-noise.js.map +1 -1
- package/dist/shaders/pulsing-border.js +7 -7
- package/dist/shaders/pulsing-border.js.map +1 -1
- package/dist/shaders/smoke-ring.js +8 -6
- package/dist/shaders/smoke-ring.js.map +2 -2
- package/dist/shaders/spiral.js +1 -1
- package/dist/shaders/spiral.js.map +1 -1
- package/dist/shaders/static-mesh-gradient.js +2 -2
- package/dist/shaders/static-mesh-gradient.js.map +1 -1
- package/dist/shaders/static-radial-gradient.js +17 -14
- package/dist/shaders/static-radial-gradient.js.map +2 -2
- package/dist/shaders/swirl.js +2 -1
- package/dist/shaders/swirl.js.map +2 -2
- package/dist/shaders/warp.js +4 -2
- package/dist/shaders/warp.js.map +2 -2
- package/dist/shaders/water.js +5 -5
- package/dist/shaders/water.js.map +1 -1
- package/dist/shaders/waves.js +3 -1
- package/dist/shaders/waves.js.map +2 -2
- package/package.json +1 -1
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@@ -61,7 +61,7 @@ vec2 getPanel(float angle, vec2 uv, float invLength, float aa) {
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float rightEdge2 = right + blurX;
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float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));
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panel *= mix(0., panel, smoothstep(0., .01 / u_scale, panelMap));
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panel *= mix(0., panel, smoothstep(0., .01 / max(u_scale, 1e-6), panelMap));
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float midScreen = abs(sinA);
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if (u_edges == true) {
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@@ -74,7 +74,8 @@ vec2 getPanel(float angle, vec2 uv, float invLength, float aa) {
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}
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vec4 blendColor(vec4 colorA, float panelMask, float panelMap) {
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float fade = smoothstep(
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float fade = 1. - smoothstep(.97 - .97 * u_fadeIn, 1., panelMap);
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fade *= smoothstep(-.2 * (1. - u_fadeOut), u_fadeOut, panelMap);
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vec3 blendedRGB = mix(vec3(0.), colorA.rgb, fade);
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@@ -105,7 +106,7 @@ void main() {
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premultipliedColors[i] = c;
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}
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float invLength = 1.5 / (u_length
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float invLength = 1.5 / max(u_length, .001);
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float totalColorWeight = 0.;
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int panelsNumber = 12;
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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/color-panels.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\nexport const colorPanelsMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Pseudo-3D panels rotating around a central axis\n *\n * Uniforms include:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: angle between every 2 panels\n * - u_angle1, u_angle2: skew angle applied to all panes\n * - u_length: panel length (relative to total height)\n * - u_edges: faking edges effect\n * - u_blur: side blur (0 for sharp edges)\n * - u_fadeIn: transparency near central axis\n * - u_fadeOut: transparency near viewer\n * - u_gradient: color mixing within panes (0 = single color, 1 = two colors)\n *\n */\n\n// language=GLSL\nexport const colorPanelsFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\nuniform mediump float u_scale;\n\nuniform vec4 u_colors[${colorPanelsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform float u_density;\nuniform float u_angle1;\nuniform float u_angle2;\nuniform float u_length;\nuniform bool u_edges;\nuniform float u_blur;\nuniform float u_fadeIn;\nuniform float u_fadeOut;\nuniform float u_gradient;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nconst float zLimit = .5;\n\nvec2 getPanel(float angle, vec2 uv, float invLength, float aa) {\n float sinA = sin(angle);\n float cosA = cos(angle);\n\n float denom = sinA - uv.y * cosA;\n if (abs(denom) < .01) return vec2(0.);\n \n float z = uv.y / denom;\n\n if (z <= 0. || z > zLimit) return vec2(0.);\n\n float zRatio = z / zLimit;\n float panelMap = 1. - zRatio;\n float x = uv.x * (cosA * z + 1.) * invLength;\n\n float zOffset = zRatio - .5;\n float left = -.5 + zOffset * u_angle1;\n float right = .5 - zOffset * u_angle2;\n float blurX = aa + 2. * panelMap * u_blur;\n\n float leftEdge1 = left - blurX;\n float leftEdge2 = left + .25 * blurX;\n float rightEdge1 = right - .25 * blurX;\n float rightEdge2 = right + blurX;\n\n float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));\n panel *= mix(0., panel, smoothstep(0., .01 / u_scale, panelMap));\n\n float midScreen = abs(sinA);\n if (u_edges == true) {\n panelMap = mix(.99, panelMap, panel * clamp(panelMap / (.15 * (1. - pow(midScreen, .1))), 0.0, 1.0));\n } else if (midScreen < .07) {\n panel *= (midScreen * 15.);\n }\n \n return vec2(panel, panelMap);\n}\n\nvec4 blendColor(vec4 colorA, float panelMask, float panelMap) {\n float fade = smoothstep(
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,kBAAkB;AAAA,EAC7B,eAAe;AACjB;AAoBO,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMzB,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAanD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\nexport const colorPanelsMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Pseudo-3D panels rotating around a central axis\n *\n * Uniforms include:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: angle between every 2 panels\n * - u_angle1, u_angle2: skew angle applied to all panes\n * - u_length: panel length (relative to total height)\n * - u_edges: faking edges effect\n * - u_blur: side blur (0 for sharp edges)\n * - u_fadeIn: transparency near central axis\n * - u_fadeOut: transparency near viewer\n * - u_gradient: color mixing within panes (0 = single color, 1 = two colors)\n *\n */\n\n// language=GLSL\nexport const colorPanelsFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform float u_time;\nuniform mediump float u_scale;\n\nuniform vec4 u_colors[${colorPanelsMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform float u_density;\nuniform float u_angle1;\nuniform float u_angle2;\nuniform float u_length;\nuniform bool u_edges;\nuniform float u_blur;\nuniform float u_fadeIn;\nuniform float u_fadeOut;\nuniform float u_gradient;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n\nconst float zLimit = .5;\n\nvec2 getPanel(float angle, vec2 uv, float invLength, float aa) {\n float sinA = sin(angle);\n float cosA = cos(angle);\n\n float denom = sinA - uv.y * cosA;\n if (abs(denom) < .01) return vec2(0.);\n \n float z = uv.y / denom;\n\n if (z <= 0. || z > zLimit) return vec2(0.);\n\n float zRatio = z / zLimit;\n float panelMap = 1. - zRatio;\n float x = uv.x * (cosA * z + 1.) * invLength;\n\n float zOffset = zRatio - .5;\n float left = -.5 + zOffset * u_angle1;\n float right = .5 - zOffset * u_angle2;\n float blurX = aa + 2. * panelMap * u_blur;\n\n float leftEdge1 = left - blurX;\n float leftEdge2 = left + .25 * blurX;\n float rightEdge1 = right - .25 * blurX;\n float rightEdge2 = right + blurX;\n\n float panel = smoothstep(leftEdge1, leftEdge2, x) * (1.0 - smoothstep(rightEdge1, rightEdge2, x));\n panel *= mix(0., panel, smoothstep(0., .01 / max(u_scale, 1e-6), panelMap));\n\n float midScreen = abs(sinA);\n if (u_edges == true) {\n panelMap = mix(.99, panelMap, panel * clamp(panelMap / (.15 * (1. - pow(midScreen, .1))), 0.0, 1.0));\n } else if (midScreen < .07) {\n panel *= (midScreen * 15.);\n }\n \n return vec2(panel, panelMap);\n}\n\nvec4 blendColor(vec4 colorA, float panelMask, float panelMap) {\n float fade = 1. - smoothstep(.97 - .97 * u_fadeIn, 1., panelMap);\n \n fade *= smoothstep(-.2 * (1. - u_fadeOut), u_fadeOut, panelMap);\n\n vec3 blendedRGB = mix(vec3(0.), colorA.rgb, fade);\n float blendedAlpha = mix(0., colorA.a, fade);\n\n return vec4(blendedRGB, blendedAlpha) * panelMask;\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv *= 1.25;\n\n float t = .02 * u_time;\n t = fract(t);\n bool reverseTime = (t < 0.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n\n float aa = .005 / u_scale;\n int colorsCount = int(u_colorsCount);\n\n vec4 premultipliedColors[${colorPanelsMeta.maxColorCount}];\n for (int i = 0; i < ${colorPanelsMeta.maxColorCount}; i++) {\n if (i >= colorsCount) break;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n premultipliedColors[i] = c;\n }\n\n float invLength = 1.5 / max(u_length, .001);\n\n float totalColorWeight = 0.;\n int panelsNumber = 12;\n\n float densityNormalizer = 1.;\n if (colorsCount == 4) {\n panelsNumber = 16;\n densityNormalizer = 1.34;\n } else if (colorsCount == 5) {\n panelsNumber = 20;\n densityNormalizer = 1.67;\n } else if (colorsCount == 7) {\n panelsNumber = 14;\n densityNormalizer = 1.17;\n }\n\n float fPanelsNumber = float(panelsNumber);\n\n float totalPanelsShape = 0.;\n float panelGrad = 1. - clamp(u_gradient, 0., 1.);\n\n for (int set = 0; set < 2; set++) {\n bool isForward = (set == 0 && !reverseTime) || (set == 1 && reverseTime);\n if (!isForward) continue;\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 1) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(t + offset);\n float angleNorm = densityFract / u_density;\n if (densityFract >= .5 || angleNorm >= .3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((.3 - angleNorm) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n if (angleNorm > .5) {\n angleNorm = 0.5;\n }\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n if (panel[0] <= .001) continue;\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n float panelMap = panel[1];\n\n int colorIdx = idx % colorsCount;\n int nextColorIdx = (idx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n\n\n for (int i = 0; i <= 20; i++) {\n if (i >= panelsNumber) break;\n\n int idx = panelsNumber - 1 - i;\n\n float offset = float(idx) / fPanelsNumber;\n if (set == 0) {\n offset += .5;\n }\n\n float densityFract = densityNormalizer * fract(-t + offset);\n float angleNorm = -densityFract / u_density;\n if (densityFract >= .5 || angleNorm < -.3) continue;\n\n float smoothDensity = clamp((.5 - densityFract) / .1, 0., 1.) * clamp(densityFract / .01, 0., 1.);\n float smoothAngle = clamp((angleNorm + .3) / .05, 0., 1.);\n if (smoothDensity * smoothAngle < .001) continue;\n\n vec2 panel = getPanel(angleNorm * TWO_PI + PI, uv, invLength, aa);\n float panelMask = panel[0] * smoothDensity * smoothAngle;\n if (panelMask <= .001) continue;\n float panelMap = panel[1];\n\n int colorIdx = (colorsCount - (idx % colorsCount)) % colorsCount;\n if (colorIdx < 0) colorIdx += colorsCount;\n int nextColorIdx = (colorIdx + 1) % colorsCount;\n\n vec4 colorA = premultipliedColors[colorIdx];\n vec4 colorB = premultipliedColors[nextColorIdx];\n\n colorA = mix(colorA, colorB, max(0., smoothstep(.0, .45, panelMap) - panelGrad));\n vec4 blended = blendColor(colorA, panelMask, panelMap);\n color = blended.rgb + color * (1. - blended.a);\n opacity = blended.a + opacity * (1. - blended.a);\n }\n }\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ColorPanelsUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_colorBack: [number, number, number, number];\n u_angle1: number;\n u_angle2: number;\n u_length: number;\n u_edges: boolean;\n u_blur: number;\n u_fadeIn: number;\n u_fadeOut: number;\n u_density: number;\n u_gradient: number;\n}\n\nexport interface ColorPanelsParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n angle1?: number;\n angle2?: number;\n length?: number;\n edges?: boolean;\n blur?: number;\n fadeIn?: number;\n fadeOut?: number;\n density?: number;\n gradient?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAEpC,MAAM,kBAAkB;AAAA,EAC7B,eAAe;AACjB;AAoBO,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMzB,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAanD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,6BAmEkB,gBAAgB,aAAa;AAAA,wBAClC,gBAAgB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAiHjD,eAAe;AAAA;AAAA;AAAA;AAAA;",
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}
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ivec2 pos = ivec2(
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shape = .15 / abs(sin(t - shape_uv.y - shape_uv.x));
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} else if (u_shape < 3.5) {
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float offset = 1. / pow(max(l, 1e-6), twist) + angle / TWO_PI;
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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(
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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(fract(uv / float(size)) * 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 / max(0.001, 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 = 1. / pow(max(l, 1e-6), 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(max(0., 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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"names": []
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}
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package/dist/shaders/dot-grid.js
CHANGED
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@@ -39,8 +39,9 @@ void main() {
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// we use it to avoid UV presision issues
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vec2 shape_uv = 100. * v_patternUV;
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vec2
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vec2
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vec2 gap = max(abs(vec2(u_gapX, u_gapY)), vec2(1e-6));
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vec2 grid = fract(shape_uv / gap) + 1e-4;
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vec2 grid_idx = floor(shape_uv / gap);
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float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));
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float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));
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@@ -72,8 +73,8 @@ void main() {
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}
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float edgeWidth = fwidth(dist);
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-
float shapeOuter = smoothstep(baseSize
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float shapeInner = smoothstep(baseSize
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float shapeOuter = 1. - smoothstep(baseSize - edgeWidth, baseSize + edgeWidth, dist - strokeWidth);
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float shapeInner = 1. - smoothstep(baseSize - edgeWidth, baseSize + edgeWidth, dist);
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float stroke = shapeOuter - shapeInner;
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float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);
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{
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"version": 3,
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"sources": ["../../src/shaders/dot-grid.ts"],
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-
"sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, simplexNoise } from '../shader-utils.js';\n\n/**\n * Static grid pattern\n *\n * Uniforms:\n * - u_colorBack, u_colorFill, u_colorStroke (vec4 RGBA)\n * - u_dotSize (px): base shape size\n * - u_sizeRange (0..1): randomizes the size of shape between 0 and u_dotSize\n * - u_strokeWidth (px): the stroke (to be added to u_dotSize)\n * - u_gapX, u_gapY (px): pattern spacing\n * - u_opacityRange (0..1): variety of shape opacity\n * - u_shape (float used as integer):\n * ---- 1: circle\n * ---- 2: square\n * ---- 3: triangle\n * ---- 4: diamond\n * ---- 5: cross\n *\n */\n\n// language=GLSL\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n vec2 shape_uv = 100. * v_patternUV;\n\n vec2
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-
"mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,oBAAoB;AAsBjC,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc3C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;
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+
"sourcesContent": ["import { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, simplexNoise } from '../shader-utils.js';\n\n/**\n * Static grid pattern\n *\n * Uniforms:\n * - u_colorBack, u_colorFill, u_colorStroke (vec4 RGBA)\n * - u_dotSize (px): base shape size\n * - u_sizeRange (0..1): randomizes the size of shape between 0 and u_dotSize\n * - u_strokeWidth (px): the stroke (to be added to u_dotSize)\n * - u_gapX, u_gapY (px): pattern spacing\n * - u_opacityRange (0..1): variety of shape opacity\n * - u_shape (float used as integer):\n * ---- 1: circle\n * ---- 2: square\n * ---- 3: triangle\n * ---- 4: diamond\n * ---- 5: cross\n *\n */\n\n// language=GLSL\nexport const dotGridFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorFill;\nuniform vec4 u_colorStroke;\nuniform float u_dotSize;\nuniform float u_gapX;\nuniform float u_gapY;\nuniform float u_strokeWidth;\nuniform float u_sizeRange;\nuniform float u_opacityRange;\nuniform float u_shape;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n\nfloat polygon(vec2 p, float N, float rot) {\n float a = atan(p.x, p.y) + rot;\n float r = TWO_PI / float(N);\n\n return cos(floor(.5 + a / r) * r - a) * length(p);\n}\n\nvoid main() {\n\n // x100 is a default multiplier between vertex and fragmant shaders\n // we use it to avoid UV presision issues\n vec2 shape_uv = 100. * v_patternUV;\n\n vec2 gap = max(abs(vec2(u_gapX, u_gapY)), vec2(1e-6));\n vec2 grid = fract(shape_uv / gap) + 1e-4;\n vec2 grid_idx = floor(shape_uv / gap);\n float sizeRandomizer = .5 + .8 * snoise(2. * vec2(grid_idx.x * 100., grid_idx.y));\n float opacity_randomizer = .5 + .7 * snoise(2. * vec2(grid_idx.y, grid_idx.x));\n\n vec2 center = vec2(0.5) - 1e-3;\n vec2 p = (grid - center) * vec2(u_gapX, u_gapY);\n\n float baseSize = u_dotSize * (1. - sizeRandomizer * u_sizeRange);\n float strokeWidth = u_strokeWidth * (1. - sizeRandomizer * u_sizeRange);\n\n float dist;\n if (u_shape < 0.5) {\n // Circle\n dist = length(p);\n } else if (u_shape < 1.5) {\n // Diamond\n strokeWidth *= 1.5;\n dist = polygon(1.5 * p, 4., .25 * PI);\n } else if (u_shape < 2.5) {\n // Square\n dist = polygon(1.03 * p, 4., 1e-3);\n } else {\n // Triangle\n strokeWidth *= 1.5;\n p = p * 2. - 1.;\n p *= .9;\n p.y = 1. - p.y;\n p.y -= .75 * baseSize;\n dist = polygon(p, 3., 1e-3);\n }\n\n float edgeWidth = fwidth(dist);\n float shapeOuter = 1. - smoothstep(baseSize - edgeWidth, baseSize + edgeWidth, dist - strokeWidth);\n float shapeInner = 1. - smoothstep(baseSize - edgeWidth, baseSize + edgeWidth, dist);\n float stroke = shapeOuter - shapeInner;\n\n float dotOpacity = max(0., 1. - opacity_randomizer * u_opacityRange);\n stroke *= dotOpacity;\n shapeInner *= dotOpacity;\n\n stroke *= u_colorStroke.a;\n shapeInner *= u_colorFill.a;\n\n vec3 color = vec3(0.);\n color += stroke * u_colorStroke.rgb;\n color += shapeInner * u_colorFill.rgb;\n color += (1. - shapeInner - stroke) * u_colorBack.rgb * u_colorBack.a;\n\n float opacity = 0.;\n opacity += stroke;\n opacity += shapeInner;\n opacity += (1. - opacity) * u_colorBack.a;\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotGridUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorFill: [number, number, number, number];\n u_colorStroke: [number, number, number, number];\n u_dotSize: number;\n u_gapX: number;\n u_gapY: number;\n u_strokeWidth: number;\n u_sizeRange: number;\n u_opacityRange: number;\n u_shape: (typeof DotGridShapes)[DotGridShape];\n}\n\nexport interface DotGridParams extends ShaderSizingParams {\n colorBack?: string;\n colorFill?: string;\n colorStroke?: string;\n size?: number;\n gapX?: number;\n gapY?: number;\n strokeWidth?: number;\n sizeRange?: number;\n opacityRange?: number;\n shape?: DotGridShape;\n}\n\nexport const DotGridShapes = {\n circle: 0,\n diamond: 1,\n square: 2,\n triangle: 3,\n} as const;\n\nexport type DotGridShape = keyof typeof DotGridShapes;\n"],
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+
"mappings": ";;;;;AAAA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,oBAAoB;AAsBjC,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc3C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAoGP,MAAM,gBAAgB;AAAA,EAC3B,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,UAAU;AACZ;",
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"names": []
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}
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@@ -75,7 +75,7 @@ void main() {
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float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];
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76
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float dist = voronoi[0];
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float edgeWidth = fwidth(dist);
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float dots = smoothstep(radius
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+
float dots = 1. - smoothstep(radius - edgeWidth, radius + edgeWidth, dist);
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float shape = voronoi[1];
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{
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"version": 3,
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3
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"sources": ["../../src/shaders/dot-orbit.ts"],
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-
"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, textureRandomizerGB } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Animated dot pattern with dots orbiting around their grid positions\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_size (0..1): dot radius (relative to cell size)\n * - u_sizeRange (0..1): randomizes dot radius between 0 and u_size\n * - u_spreading (0..1): max orbit distance of each dot around the cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${textureRandomizerR}\n${textureRandomizerGB}\n\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = randomGB(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, randomR(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.5;\n\n const float firstFrameOffset = -10.;\n float t = u_time + firstFrameOffset;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = smoothstep(radius
|
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, textureRandomizerGB } from '../shader-utils.js';\n\nexport const dotOrbitMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Animated dot pattern with dots orbiting around their grid positions\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_stepsPerColor: discrete color steps between u_colors\n * - u_size (0..1): dot radius (relative to cell size)\n * - u_sizeRange (0..1): randomizes dot radius between 0 and u_size\n * - u_spreading (0..1): max orbit distance of each dot around the cell center\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n */\n\n// language=GLSL\nexport const dotOrbitFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${dotOrbitMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_stepsPerColor;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_spreading;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${textureRandomizerR}\n${textureRandomizerGB}\n\n\nvec3 voronoiShape(vec2 uv, float time) {\n vec2 i_uv = floor(uv);\n vec2 f_uv = fract(uv);\n\n float spreading = .25 * clamp(u_spreading, 0., 1.);\n\n float minDist = 1.;\n vec2 randomizer = vec2(0.);\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 tileOffset = vec2(float(x), float(y));\n vec2 rand = randomGB(i_uv + tileOffset);\n vec2 cellCenter = vec2(.5 + 1e-4);\n cellCenter += spreading * cos(time + TWO_PI * rand);\n cellCenter -= .5;\n cellCenter = rotate(cellCenter, randomR(vec2(rand.x, rand.y)) + .1 * time);\n cellCenter += .5;\n float dist = length(tileOffset + cellCenter - f_uv);\n if (dist < minDist) {\n minDist = dist;\n randomizer = rand;\n }\n minDist = min(minDist, dist);\n }\n }\n\n return vec3(minDist, randomizer);\n}\n\nvoid main() {\n\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.5;\n\n const float firstFrameOffset = -10.;\n float t = u_time + firstFrameOffset;\n\n vec3 voronoi = voronoiShape(shape_uv, t) + 1e-4;\n\n float radius = .25 * clamp(u_size, 0., 1.) - .5 * clamp(u_sizeRange, 0., 1.) * voronoi[2];\n float dist = voronoi[0];\n float edgeWidth = fwidth(dist);\n float dots = 1. - smoothstep(radius - edgeWidth, radius + edgeWidth, dist);\n\n float shape = voronoi[1];\n\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${dotOrbitMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 color = gradient.rgb * dots;\n float opacity = gradient.a * dots;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1. - opacity);\n opacity = opacity + u_colorBack.a * (1. - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface DotOrbitUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_size: number;\n u_sizeRange: number;\n u_spreading: number;\n u_stepsPerColor: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface DotOrbitParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n size?: number;\n sizeRange?: number;\n spreading?: number;\n stepsPerColor?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,oBAAoB,2BAA2B;AAEvE,MAAM,eAAe;AAAA,EAC1B,eAAe;AACjB;AAkBO,MAAM,yBAAiC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQtB,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOhD,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA,EAClB,mBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAuDG,aAAa,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;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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@@ -39,9 +39,10 @@ float getUvFrame(vec2 uv) {
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float aay = 2. * fwidth(uv.y);
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float left = smoothstep(0., aax, uv.x);
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-
float right = smoothstep(1
|
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+
float right = 1. - smoothstep(1. - aax, 1., uv.x);
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|
float bottom = smoothstep(0., aay, uv.y);
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float top = smoothstep(1
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float top = 1. - smoothstep(1. - aay, 1., uv.y);
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return left * right * bottom * top;
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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/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
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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 = 1. - smoothstep(1. - aax, 1., uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = 1. - smoothstep(1. - aay, 1., uv.y);\n\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;AAAA;AAwKJ,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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package/dist/shaders/god-rays.js
CHANGED
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@@ -52,7 +52,7 @@ ${proceduralHash11}
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float raysShape(vec2 uv, float r, float freq, float intensity, float radius) {
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float a = atan(uv.y, uv.x);
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vec2 left = vec2(a * freq, r);
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vec2 right = vec2(
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+
vec2 right = vec2(fract(a / TWO_PI) * TWO_PI * freq, r);
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float n_left = pow(valueNoise(left), intensity);
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float n_right = pow(valueNoise(right), intensity);
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float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));
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@@ -72,7 +72,9 @@ void main() {
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float delta = 1. - smoothstep(0., 1., radius);
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float midSize = 10. * abs(u_midSize);
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-
float
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+
float ms_lo = 0.02 * midSize;
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|
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float ms_hi = max(midSize, 1e-6);
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+
float middleShape = pow(u_midIntensity, 0.3) * (1. - smoothstep(ms_lo, ms_hi, 3.0 * radius));
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78
|
middleShape = pow(middleShape, 5.0);
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vec3 accumColor = vec3(0.0);
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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/god-rays.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, colorBandingFix, proceduralHash11 } from '../shader-utils.js';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Radial rays animated from center\n *\n * Uniforms:\n * - u_colorBack, u_colorBloom (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: frequency of sector shapes\n * - u_intensity: rays visibility within sectors\n * - u_spotty: density of spots on the ray (higher = more spots)\n * - u_midSize, u_midIntensity: central shape over the rays\n * - u_bloom (0..1): normal to additive blending mix\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n */\n\n// language=GLSL\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorBloom;\nuniform vec4 u_colors[${godRaysMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_density;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_intensity;\nuniform float u_bloom;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${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}\n\n${proceduralHash11}\n\nfloat raysShape(vec2 uv, float r, float freq, float intensity, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,oBAAoB,iBAAiB,wBAAwB;AAErF,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAkBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAclB,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,
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, colorBandingFix, proceduralHash11 } from '../shader-utils.js';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Radial rays animated from center\n *\n * Uniforms:\n * - u_colorBack, u_colorBloom (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_density: frequency of sector shapes\n * - u_intensity: rays visibility within sectors\n * - u_spotty: density of spots on the ray (higher = more spots)\n * - u_midSize, u_midIntensity: central shape over the rays\n * - u_bloom (0..1): normal to additive blending mix\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n */\n\n// language=GLSL\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorBloom;\nuniform vec4 u_colors[${godRaysMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_density;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_intensity;\nuniform float u_bloom;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${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}\n\n${proceduralHash11}\n\nfloat raysShape(vec2 uv, float r, float freq, float intensity, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(fract(a / TWO_PI) * TWO_PI * freq, r);\n float n_left = pow(valueNoise(left), intensity);\n float n_right = pow(valueNoise(right), intensity);\n float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));\n return shape;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = .2 * u_time;\n\n float radius = length(shape_uv);\n float spots = 6.5 * abs(u_spotty);\n\n float intensity = 4. - 3. * clamp(u_intensity, 0., 1.);\n\n float delta = 1. - smoothstep(0., 1., radius);\n\n float midSize = 10. * abs(u_midSize);\n float ms_lo = 0.02 * midSize;\n float ms_hi = max(midSize, 1e-6);\n float middleShape = pow(u_midIntensity, 0.3) * (1. - smoothstep(ms_lo, ms_hi, 3.0 * radius));\n middleShape = pow(middleShape, 5.0);\n\n vec3 accumColor = vec3(0.0);\n float accumAlpha = 0.0;\n\n for (int i = 0; i < ${godRaysMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);\n\n float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;\n float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;\n float density = 6. * u_density + step(.5, u_density) * pow(4.5 * (u_density - .5), 4.);\n float f = mix(1.0, 3.0 + 0.5 * float(i), hash11(float(i) * 15.)) * density;\n\n float ray = raysShape(rotatedUV, r1, 5.0 * f, intensity, radius);\n ray *= raysShape(rotatedUV, r2, 4.0 * f, intensity, radius);\n ray += (1. + 4. * ray) * middleShape;\n ray = clamp(ray, 0.0, 1.0);\n\n float srcAlpha = u_colors[i].a * ray;\n vec3 srcColor = u_colors[i].rgb * srcAlpha;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;\n\n vec3 addBlendColor = accumColor + srcColor;\n float addBlendAlpha = accumAlpha + srcAlpha;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);\n }\n\n float overlayAlpha = u_colorBloom.a;\n vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;\n\n vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;\n accumColor = mix(accumColor, colorWithOverlay, u_bloom);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n color = clamp(color, 0., 1.);\n opacity = clamp(opacity, 0., 1.);\n\n ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GodRaysUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorBloom: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_spotty: number;\n u_midSize: number;\n u_midIntensity: number;\n u_density: number;\n u_intensity: number;\n u_bloom: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorBloom?: string;\n colors?: string[];\n spotty?: number;\n midSize?: number;\n midIntensity?: number;\n density?: number;\n intensity?: number;\n bloom?: number;\n}\n"],
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"mappings": ";;;;;AAEA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,WAAW,oBAAoB,iBAAiB,wBAAwB;AAErF,MAAM,cAAc;AAAA,EACzB,eAAe;AACjB;AAkBO,MAAM,wBAAgC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBASrB,YAAY,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAU/C,0BAA0B;AAAA;AAAA;AAAA;AAAA,EAI1B,SAAS;AAAA,EACT,SAAS;AAAA,EACT,kBAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAclB,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,wBAiCM,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,IAyC7C,eAAe;AAAA;AAAA;AAAA;AAAA;",
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"sources": ["../../src/shaders/grain-gradient.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingVariablesDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingDebugVariablesDeclaration,\n} from '../shader-sizing.js';\nimport {\n simplexNoise,\n declarePI,\n rotation2,\n textureRandomizerR,\n proceduralHash21,\n proceduralHash11,\n} from '../shader-utils.js';\n\nexport const grainGradientMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Multi-color gradient with noise & grain over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_softness (0..1): blur between color bands\n * - u_intensity (0..1): distortion between color bands\n * - u_noise (0..1): grainy noise independent of softness\n * - u_shape (float used as integer):\n * ---- 1: single sine wave\n * ---- 2: dots pattern\n * ---- 3: truchet pattern\n * ---- 4: corners (2 rounded rectangles)\n * ---- 5: ripple\n * ---- 6: blob (metaballs)\n * ---- 7: circle imitating 3d look\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n * Note: grains are calculated using gl_FragCoord & u_resolution, meaning grains don't react to scaling and fit\n *\n */\n\n// language=GLSL\nexport const grainGradientFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform mediump float u_time;\nuniform mediump vec2 u_resolution;\nuniform mediump float u_pixelRatio;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${grainGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_noise;\nuniform float u_shape;\n\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\n${sizingVariablesDeclaration}\n${ sizingDebugVariablesDeclaration }\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n${rotation2}\n${proceduralHash21}\n${textureRandomizerR}\n\nfloat valueNoiseR(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbmR(vec2 n) {\n float total = 0.;\n float amplitude = .2;\n for (int i = 0; i < 3; i++) {\n n = rotate(n, .3);\n total += valueNoiseR(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.6;\n }\n return total;\n}\n\n${proceduralHash11}\n\nvec2 truchet(vec2 uv, float idx){\n idx = fract(((idx - .5) * 2.));\n if (idx > 0.75) {\n uv = vec2(1.0) - uv;\n } else if (idx > 0.5) {\n uv = vec2(1.0 - uv.x, uv.y);\n } else if (idx > 0.25) {\n uv = 1.0 - vec2(1.0 - uv.x, uv.y);\n }\n return uv;\n}\n\nvoid main() {\n\n const float firstFrameOffset = 7.;\n float t = .1 * (u_time + firstFrameOffset);\n\n vec2 shape_uv = vec2(0.);\n vec2 grain_uv = vec2(0.);\n\n if (u_shape > 3.5) {\n shape_uv = v_objectUV;\n grain_uv = shape_uv;\n\n // apply inverse transform to grain_uv so it respects the originXY\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grain_uv = transpose(graphicRotation) * grain_uv;\n grain_uv *= u_scale;\n grain_uv -= graphicOffset;\n grain_uv *= v_objectBoxSize;\n grain_uv *= .7;\n } else {\n shape_uv = .5 * v_patternUV;\n grain_uv = 100. * v_patternUV;\n\n // apply inverse transform to grain_uv so it respects the originXY\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grain_uv = transpose(graphicRotation) * grain_uv;\n grain_uv *= u_scale;\n if (u_fit > 0.) {\n vec2 givenBoxSize = vec2(u_worldWidth, u_worldHeight);\n givenBoxSize = max(givenBoxSize, vec2(1.)) * u_pixelRatio;\n float patternBoxRatio = givenBoxSize.x / givenBoxSize.y;\n vec2 patternBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n patternBoxRatio = patternBoxGivenSize.x / patternBoxGivenSize.y;\n float patternBoxNoFitBoxWidth = patternBoxRatio * min(patternBoxGivenSize.x / patternBoxRatio, patternBoxGivenSize.y);\n grain_uv /= (patternBoxNoFitBoxWidth / v_patternBoxSize.x);\n }\n vec2 patternBoxScale = u_resolution.xy / v_patternBoxSize;\n grain_uv -= graphicOffset / patternBoxScale;\n grain_uv *= 1.6;\n }\n\n\n float shape = 0.;\n\n if (u_shape < 1.5) {\n // Sine wave\n\n float wave = cos(.5 * shape_uv.x - 4. * t) * sin(1.5 * shape_uv.x + 2. * t) * (.75 + .25 * cos(6. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 2.5) {\n // Grid (dots)\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = hash11(stripeIdx * 100.);\n rand = sign(rand - .5) * pow(4. * abs(rand), .3);\n shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);\n shape = pow(shape, 4.);\n\n } else if (u_shape < 3.5) {\n // Truchet pattern\n\n float n2 = valueNoiseR(shape_uv * .4 - 3.75 * t);\n shape_uv.x += 10.;\n shape_uv *= .6;\n\n vec2 tile = truchet(fract(shape_uv), randomR(floor(shape_uv)));\n\n float distance1 = length(tile);\n float distance2 = length(tile - vec2(1.));\n\n n2 -= .5;\n n2 *= .1;\n shape = smoothstep(.2, .55, distance1 + n2) * smoothstep(.8, .45, distance1 - n2);\n shape += smoothstep(.2, .55, distance2 + n2) * smoothstep(.8, .45, distance2 - n2);\n\n shape = pow(shape, 1.5);\n\n } else if (u_shape < 4.5) {\n // Corners\n\n shape_uv *= .6;\n vec2 outer = vec2(.5);\n\n vec2 bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(3. * t), .2 - .1 * sin(5.25 * t)));\n vec2 tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape = 1. - bl.x * bl.y * tr.x * tr.y;\n\n shape_uv = -shape_uv;\n bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(3. * t), .2 - .1 * cos(5.25 * t)));\n tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape -= bl.x * bl.y * tr.x * tr.y;\n\n shape = 1. - smoothstep(0., 1., shape);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n shape_uv *= 2.;\n float dist = length(.4 * shape_uv);\n float waves = sin(pow(dist, 1.2) * 5. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Blob\n\n t *= 2.;\n\n vec2 f1_traj = .25 * vec2(1.3 * sin(t), .2 + 1.3 * cos(.6 * t + 4.));\n vec2 f2_traj = .2 * vec2(1.2 * sin(-t), 1.3 * sin(1.6 * t));\n vec2 f3_traj = .25 * vec2(1.7 * cos(-.6 * t), cos(-1.6 * t));\n vec2 f4_traj = .3 * vec2(1.4 * cos(.8 * t), 1.2 * sin(-.6 * t - 3.));\n\n shape = .5 * pow(1. - clamp(0., 1., length(shape_uv + f1_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f2_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f3_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f4_traj)), 5.);\n\n shape = smoothstep(.0, .9, shape);\n float edge = smoothstep(.25, .3, shape);\n shape = mix(.0, shape, edge);\n\n } else {\n // Sphere\n\n shape_uv *= 2.;\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 float simplex = snoise(grain_uv * .5);\n float grainDist = simplex * snoise(grain_uv * .2) - fbmR(.002 * grain_uv + 10.) - fbmR(.003 * grain_uv);\n float rawNoise = .75 * simplex - fbmR(rotate(.4 * grain_uv, 2.)) - fbmR(.001 * grain_uv);\n float noise = clamp(rawNoise, 0., 1.);\n\n shape += u_intensity * 2. / u_colorsCount * (grainDist + .5);\n shape += u_noise * 10. / u_colorsCount * noise;\n\n float aa = fwidth(shape);\n\n shape = clamp(shape - .5 / u_colorsCount, 0., 1.);\n float totalShape = smoothstep(0., u_softness + 2. * aa, clamp(shape * u_colorsCount, 0., 1.));\n float mixer = shape * (u_colorsCount - 1.);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${grainGradientMeta.maxColorCount}; i++) {\n if (i > int(u_colorsCount) - 1) break;\n\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = smoothstep(.5 - .5 * u_softness - aa, .5 + .5 * u_softness + aa, localT);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * totalShape;\n float opacity = gradient.a * totalShape;\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 fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GrainGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_softness: number;\n u_intensity: number;\n u_noise: number;\n u_shape: (typeof GrainGradientShapes)[GrainGradientShape];\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface GrainGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n softness?: number;\n intensity?: number;\n noise?: number;\n shape?: GrainGradientShape;\n}\n\nexport const GrainGradientShapes = {\n wave: 1,\n dots: 2,\n truchet: 3,\n corners: 4,\n ripple: 5,\n blob: 6,\n sphere: 7,\n};\n\nexport type GrainGradientShape = keyof typeof GrainGradientShapes;\n"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingVariablesDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n sizingDebugVariablesDeclaration,\n} from '../shader-sizing.js';\nimport {\n simplexNoise,\n declarePI,\n rotation2,\n textureRandomizerR,\n proceduralHash21,\n proceduralHash11,\n} from '../shader-utils.js';\n\nexport const grainGradientMeta = {\n maxColorCount: 7,\n} as const;\n\n/**\n * Multi-color gradient with noise & grain over animated abstract shapes\n *\n * Uniforms:\n * - u_colorBack (RGBA)\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_softness (0..1): blur between color bands\n * - u_intensity (0..1): distortion between color bands\n * - u_noise (0..1): grainy noise independent of softness\n * - u_shape (float used as integer):\n * ---- 1: single sine wave\n * ---- 2: dots pattern\n * ---- 3: truchet pattern\n * ---- 4: corners (2 rounded rectangles)\n * ---- 5: ripple\n * ---- 6: blob (metaballs)\n * ---- 7: circle imitating 3d look\n *\n * - u_noiseTexture (sampler2D): pre-computed randomizer source\n *\n * Note: grains are calculated using gl_FragCoord & u_resolution, meaning grains don't react to scaling and fit\n *\n */\n\n// language=GLSL\nexport const grainGradientFragmentShader: string = `#version 300 es\nprecision lowp float;\n\nuniform mediump float u_time;\nuniform mediump vec2 u_resolution;\nuniform mediump float u_pixelRatio;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${grainGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform float u_softness;\nuniform float u_intensity;\nuniform float u_noise;\nuniform float u_shape;\n\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\n${sizingVariablesDeclaration}\n${ sizingDebugVariablesDeclaration }\n\nout vec4 fragColor;\n\n${declarePI}\n${simplexNoise}\n${rotation2}\n${proceduralHash21}\n${textureRandomizerR}\n\nfloat valueNoiseR(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbmR(vec2 n) {\n float total = 0.;\n float amplitude = .2;\n for (int i = 0; i < 3; i++) {\n n = rotate(n, .3);\n total += valueNoiseR(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.6;\n }\n return total;\n}\n\n${proceduralHash11}\n\nvec2 truchet(vec2 uv, float idx){\n idx = fract(((idx - .5) * 2.));\n if (idx > 0.75) {\n uv = vec2(1.0) - uv;\n } else if (idx > 0.5) {\n uv = vec2(1.0 - uv.x, uv.y);\n } else if (idx > 0.25) {\n uv = 1.0 - vec2(1.0 - uv.x, uv.y);\n }\n return uv;\n}\n\nvoid main() {\n\n const float firstFrameOffset = 7.;\n float t = .1 * (u_time + firstFrameOffset);\n\n vec2 shape_uv = vec2(0.);\n vec2 grain_uv = vec2(0.);\n\n if (u_shape > 3.5) {\n shape_uv = v_objectUV;\n grain_uv = shape_uv;\n\n // apply inverse transform to grain_uv so it respects the originXY\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grain_uv = transpose(graphicRotation) * grain_uv;\n grain_uv *= u_scale;\n grain_uv -= graphicOffset;\n grain_uv *= v_objectBoxSize;\n grain_uv *= .7;\n } else {\n shape_uv = .5 * v_patternUV;\n grain_uv = 100. * v_patternUV;\n\n // apply inverse transform to grain_uv so it respects the originXY\n float r = u_rotation * 3.14159265358979323846 / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n grain_uv = transpose(graphicRotation) * grain_uv;\n grain_uv *= u_scale;\n if (u_fit > 0.) {\n vec2 givenBoxSize = vec2(u_worldWidth, u_worldHeight);\n givenBoxSize = max(givenBoxSize, vec2(1.)) * u_pixelRatio;\n float patternBoxRatio = givenBoxSize.x / givenBoxSize.y;\n vec2 patternBoxGivenSize = vec2(\n (u_worldWidth == 0.) ? u_resolution.x : givenBoxSize.x,\n (u_worldHeight == 0.) ? u_resolution.y : givenBoxSize.y\n );\n patternBoxRatio = patternBoxGivenSize.x / patternBoxGivenSize.y;\n float patternBoxNoFitBoxWidth = patternBoxRatio * min(patternBoxGivenSize.x / patternBoxRatio, patternBoxGivenSize.y);\n grain_uv /= (patternBoxNoFitBoxWidth / v_patternBoxSize.x);\n }\n vec2 patternBoxScale = u_resolution.xy / v_patternBoxSize;\n grain_uv -= graphicOffset / patternBoxScale;\n grain_uv *= 1.6;\n }\n\n\n float shape = 0.;\n\n if (u_shape < 1.5) {\n // Sine wave\n\n float wave = cos(.5 * shape_uv.x - 4. * t) * sin(1.5 * shape_uv.x + 2. * t) * (.75 + .25 * cos(6. * t));\n shape = 1. - smoothstep(-1., 1., shape_uv.y + wave);\n\n } else if (u_shape < 2.5) {\n // Grid (dots)\n\n float stripeIdx = floor(2. * shape_uv.x / TWO_PI);\n float rand = hash11(stripeIdx * 100.);\n rand = sign(rand - .5) * pow(4. * abs(rand), .3);\n shape = sin(shape_uv.x) * cos(shape_uv.y - 5. * rand * t);\n shape = pow(abs(shape), 4.);\n\n } else if (u_shape < 3.5) {\n // Truchet pattern\n\n float n2 = valueNoiseR(shape_uv * .4 - 3.75 * t);\n shape_uv.x += 10.;\n shape_uv *= .6;\n\n vec2 tile = truchet(fract(shape_uv), randomR(floor(shape_uv)));\n\n float distance1 = length(tile);\n float distance2 = length(tile - vec2(1.));\n\n n2 -= .5;\n n2 *= .1;\n shape = smoothstep(.2, .55, distance1 + n2) * (1. - smoothstep(.45, .8, distance1 - n2));\n shape += smoothstep(.2, .55, distance2 + n2) * (1. - smoothstep(.45, .8, distance2 - n2));\n\n shape = pow(shape, 1.5);\n\n } else if (u_shape < 4.5) {\n // Corners\n\n shape_uv *= .6;\n vec2 outer = vec2(.5);\n\n vec2 bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(3. * t), .2 - .1 * sin(5.25 * t)));\n vec2 tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape = 1. - bl.x * bl.y * tr.x * tr.y;\n\n shape_uv = -shape_uv;\n bl = smoothstep(vec2(0.), outer, shape_uv + vec2(.1 + .1 * sin(3. * t), .2 - .1 * cos(5.25 * t)));\n tr = smoothstep(vec2(0.), outer, 1. - shape_uv);\n shape -= bl.x * bl.y * tr.x * tr.y;\n\n shape = 1. - smoothstep(0., 1., shape);\n\n } else if (u_shape < 5.5) {\n // Ripple\n\n shape_uv *= 2.;\n float dist = length(.4 * shape_uv);\n float waves = sin(pow(dist, 1.2) * 5. - 3. * t) * .5 + .5;\n shape = waves;\n\n } else if (u_shape < 6.5) {\n // Blob\n\n t *= 2.;\n\n vec2 f1_traj = .25 * vec2(1.3 * sin(t), .2 + 1.3 * cos(.6 * t + 4.));\n vec2 f2_traj = .2 * vec2(1.2 * sin(-t), 1.3 * sin(1.6 * t));\n vec2 f3_traj = .25 * vec2(1.7 * cos(-.6 * t), cos(-1.6 * t));\n vec2 f4_traj = .3 * vec2(1.4 * cos(.8 * t), 1.2 * sin(-.6 * t - 3.));\n\n shape = .5 * pow(1. - clamp(0., 1., length(shape_uv + f1_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f2_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f3_traj)), 5.);\n shape += .5 * pow(1. - clamp(0., 1., length(shape_uv + f4_traj)), 5.);\n\n shape = smoothstep(.0, .9, shape);\n float edge = smoothstep(.25, .3, shape);\n shape = mix(.0, shape, edge);\n\n } else {\n // Sphere\n\n shape_uv *= 2.;\n float d = 1. - pow(length(shape_uv), 2.);\n vec3 pos = vec3(shape_uv, sqrt(max(d, 0.)));\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 float simplex = snoise(grain_uv * .5);\n float grainDist = simplex * snoise(grain_uv * .2) - fbmR(.002 * grain_uv + 10.) - fbmR(.003 * grain_uv);\n float rawNoise = .75 * simplex - fbmR(rotate(.4 * grain_uv, 2.)) - fbmR(.001 * grain_uv);\n float noise = clamp(rawNoise, 0., 1.);\n\n shape += u_intensity * 2. / u_colorsCount * (grainDist + .5);\n shape += u_noise * 10. / u_colorsCount * noise;\n\n float aa = fwidth(shape);\n\n shape = clamp(shape - .5 / u_colorsCount, 0., 1.);\n float totalShape = smoothstep(0., u_softness + 2. * aa, clamp(shape * u_colorsCount, 0., 1.));\n float mixer = shape * (u_colorsCount - 1.);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${grainGradientMeta.maxColorCount}; i++) {\n if (i > int(u_colorsCount) - 1) break;\n\n float localT = clamp(mixer - float(i - 1), 0., 1.);\n localT = smoothstep(.5 - .5 * u_softness - aa, .5 + .5 * u_softness + aa, localT);\n\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n vec3 color = gradient.rgb * totalShape;\n float opacity = gradient.a * totalShape;\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 fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GrainGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_softness: number;\n u_intensity: number;\n u_noise: number;\n u_shape: (typeof GrainGradientShapes)[GrainGradientShape];\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface GrainGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n softness?: number;\n intensity?: number;\n noise?: number;\n shape?: GrainGradientShape;\n}\n\nexport const GrainGradientShapes = {\n wave: 1,\n dots: 2,\n truchet: 3,\n corners: 4,\n ripple: 5,\n blob: 6,\n sphere: 7,\n};\n\nexport type GrainGradientShape = keyof typeof GrainGradientShapes;\n"],
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"mappings": ";;;;;AAEA;AAAA,EACE;AAAA,EAGA;AAAA,OACK;AACP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,OACK;AAEA,MAAM,oBAAoB;AAAA,EAC/B,eAAe;AACjB;AA2BO,MAAM,8BAAsC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAU3B,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAkBrD,0BAA0B;AAAA,EACzB,+BAAgC;AAAA;AAAA;AAAA;AAAA,EAIjC,SAAS;AAAA,EACT,YAAY;AAAA,EACZ,SAAS;AAAA,EACT,gBAAgB;AAAA,EAChB,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,EA0BlB,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA0KM,kBAAkB,aAAa;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA0ChD,MAAM,sBAAsB;AAAA,EACjC,MAAM;AAAA,EACN,MAAM;AAAA,EACN,SAAS;AAAA,EACT,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,MAAM;AAAA,EACN,QAAQ;AACV;",
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"names": []
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}
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package/dist/shaders/heatmap.js
CHANGED
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@@ -33,9 +33,9 @@ uniform float u_contour;
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float getImgFrame(vec2 uv, float th) {
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float frame = 1.;
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frame *= smoothstep(0., th, uv.y);
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frame *= smoothstep(1
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+
frame *= 1. - smoothstep(1. - th, 1., uv.y);
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frame *= smoothstep(0., th, uv.x);
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frame *= smoothstep(1
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+
frame *= 1. - smoothstep(1. - th, 1., uv.x);
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return frame;
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}
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@@ -65,7 +65,7 @@ float shadowShape(vec2 uv, float t, float contour) {
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// base shape
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float innerR = .4;
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-
float outerR = 1. - .3 * (sst(.1, .2, t) * sst(.
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+
float outerR = 1. - .3 * (sst(.1, .2, t) * (1. - sst(.2, .5, t)));
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float s = circle(scaledUV, vec2(.5, posY - .2), vec2(innerR, outerR));
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float shapeSizing = sst(.2, .3, t) * sst(.6, .3, t);
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s = pow(s, 1.4);
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@@ -76,7 +76,7 @@ float shadowShape(vec2 uv, float t, float contour) {
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{
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float pos = posY - uv.y;
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float edge = 1.2;
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-
topFlattener = lst(-.4, 0., pos) * sst(
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+
topFlattener = lst(-.4, 0., pos) * (1. - sst(.0, edge, pos));
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topFlattener = pow(topFlattener, 3.);
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float topFlattenerMixer = (1. - sst(.0, .3, pos));
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s = mix(topFlattener, s, topFlattenerMixer);
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@@ -84,7 +84,7 @@ float shadowShape(vec2 uv, float t, float contour) {
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// apple right circle
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{
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float visibility = sst(.6, .7, t) * sst(.
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float visibility = sst(.6, .7, t) * (1. - sst(.8, .9, t));
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float angle = -2. -t * TWO_PI;
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float rightCircle = circle(uv, vec2(.95 - .2 * cos(angle), .4 - .1 * sin(angle)), vec2(.15, .3));
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rightCircle *= visibility;
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@@ -95,31 +95,32 @@ float shadowShape(vec2 uv, float t, float contour) {
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{
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float topCircle = circle(uv, vec2(.5, .19), vec2(.05, .25));
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topCircle += 2. * contour * circle(uv, vec2(.5, .19), vec2(.2, .5));
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-
float visibility = .55 * sst(.2, .3, t) * sst(.
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+
float visibility = .55 * sst(.2, .3, t) * (1. - sst(.3, .45, t));
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topCircle *= visibility;
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s = mix(s, 0., topCircle);
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}
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float leafMask = circle(uv, vec2(.53, .13), vec2(.08, .19));
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-
leafMask = mix(leafMask, 0., sst(.
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leafMask = mix(leafMask, 0., 1. - sst(.4, .54, uv.x));
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leafMask = mix(0., leafMask, sst(.0, .2, uv.y));
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leafMask *= (sst(.5, 1.1, posY) * sst(1.5, 1.3, posY));
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s += leafMask;
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// apple bottom circle
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{
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-
float visibility = sst(.0, .4, t) * sst(.
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+
float visibility = sst(.0, .4, t) * (1. - sst(.6, .8, t));
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s = mix(s, 0., visibility * circle(uv, vec2(.52, .92), vec2(.09, .25)));
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}
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// random balls that are invisible if apple logo is selected
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{
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-
float pos = sst(.0, .6, t) *
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+
float pos = sst(.0, .6, t) * (1. - sst(.6, 1., t));
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s = mix(s, .5, circle(uv, vec2(.0, 1.2 - .5 * pos), vec2(.1, .3)));
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s = mix(s, .0, circle(uv, vec2(1., .5 + .5 * pos), vec2(.1, .3)));
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s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * sst(.7, .5, t)), vec2(.07, .22)));
|
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122
|
-
s
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122
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+
s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * (1. - sst(.5, .7, t))), vec2(.07, .22)));
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123
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+
s /= max(1e-4, sst(1., .85, uv.y));
|
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123
124
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}
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s = clamp(0., 1., s);
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@@ -154,7 +155,7 @@ void main() {
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154
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tCopy2 = mod(tCopy2, 1.);
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155
156
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156
157
|
vec2 animationUV = imgUV - vec2(.5);
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157
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-
float angle = u_angle * PI / 180.;
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158
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+
float angle = -u_angle * PI / 180.;
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158
159
|
float cosA = cos(angle);
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159
160
|
float sinA = sin(angle);
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160
161
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animationUV = vec2(
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@@ -191,7 +192,7 @@ void main() {
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191
192
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192
193
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outer = .9 * pow(outerBlur, .8);
|
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193
194
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float y = mod(animationUV.y - t, 1.);
|
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194
|
-
float animatedMask = sst(.3, .65, y) *
|
|
195
|
+
float animatedMask = sst(.3, .65, y) * (1. - sst(.65, 1., y));
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195
196
|
animatedMask = .5 + animatedMask;
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196
197
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outer *= animatedMask;
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197
198
|
outer *= mix(0., 5., pow(u_outerGlow, 2.));
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