@paper-design/shaders 0.0.67 → 0.0.69

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Files changed (94) hide show
  1. package/dist/index.d.ts +29 -18
  2. package/dist/index.js +6 -0
  3. package/dist/index.js.map +2 -2
  4. package/dist/shader-sizing.d.ts +0 -5
  5. package/dist/shader-sizing.js +1 -193
  6. package/dist/shader-sizing.js.map +2 -2
  7. package/dist/shaders/color-panels.d.ts +32 -12
  8. package/dist/shaders/color-panels.js +5 -5
  9. package/dist/shaders/color-panels.js.map +2 -2
  10. package/dist/shaders/dithering.d.ts +25 -19
  11. package/dist/shaders/dithering.js +114 -66
  12. package/dist/shaders/dithering.js.map +2 -2
  13. package/dist/shaders/dot-grid.d.ts +28 -14
  14. package/dist/shaders/dot-grid.js +2 -2
  15. package/dist/shaders/dot-grid.js.map +2 -2
  16. package/dist/shaders/dot-orbit.d.ts +27 -9
  17. package/dist/shaders/dot-orbit.js +8 -9
  18. package/dist/shaders/dot-orbit.js.map +2 -2
  19. package/dist/shaders/fluted-glass.d.ts +43 -18
  20. package/dist/shaders/fluted-glass.js +20 -51
  21. package/dist/shaders/fluted-glass.js.map +2 -2
  22. package/dist/shaders/god-rays.d.ts +32 -10
  23. package/dist/shaders/god-rays.js +2 -2
  24. package/dist/shaders/god-rays.js.map +2 -2
  25. package/dist/shaders/grain-gradient.d.ts +41 -17
  26. package/dist/shaders/grain-gradient.js +47 -33
  27. package/dist/shaders/grain-gradient.js.map +2 -2
  28. package/dist/shaders/halftone-cmyk.d.ts +105 -0
  29. package/dist/shaders/halftone-cmyk.js +290 -0
  30. package/dist/shaders/halftone-cmyk.js.map +7 -0
  31. package/dist/shaders/halftone-dots.d.ts +35 -6
  32. package/dist/shaders/halftone-dots.js +18 -55
  33. package/dist/shaders/halftone-dots.js.map +2 -2
  34. package/dist/shaders/heatmap.d.ts +36 -0
  35. package/dist/shaders/heatmap.js +98 -16
  36. package/dist/shaders/heatmap.js.map +2 -2
  37. package/dist/shaders/image-dithering.d.ts +29 -15
  38. package/dist/shaders/image-dithering.js +68 -37
  39. package/dist/shaders/image-dithering.js.map +2 -2
  40. package/dist/shaders/liquid-metal.d.ts +38 -14
  41. package/dist/shaders/liquid-metal.js +5 -2
  42. package/dist/shaders/liquid-metal.js.map +2 -2
  43. package/dist/shaders/mesh-gradient.d.ts +27 -8
  44. package/dist/shaders/mesh-gradient.js +1 -7
  45. package/dist/shaders/mesh-gradient.js.map +2 -2
  46. package/dist/shaders/metaballs.d.ts +24 -8
  47. package/dist/shaders/metaballs.js +2 -2
  48. package/dist/shaders/metaballs.js.map +2 -2
  49. package/dist/shaders/neuro-noise.d.ts +27 -5
  50. package/dist/shaders/neuro-noise.js +2 -3
  51. package/dist/shaders/neuro-noise.js.map +2 -2
  52. package/dist/shaders/paper-texture.d.ts +37 -12
  53. package/dist/shaders/paper-texture.js +20 -20
  54. package/dist/shaders/paper-texture.js.map +2 -2
  55. package/dist/shaders/perlin-noise.d.ts +27 -8
  56. package/dist/shaders/perlin-noise.js +13 -35
  57. package/dist/shaders/perlin-noise.js.map +2 -2
  58. package/dist/shaders/pulsing-border.d.ts +39 -13
  59. package/dist/shaders/pulsing-border.js +9 -7
  60. package/dist/shaders/pulsing-border.js.map +2 -2
  61. package/dist/shaders/simplex-noise.d.ts +25 -6
  62. package/dist/shaders/simplex-noise.js +21 -21
  63. package/dist/shaders/simplex-noise.js.map +2 -2
  64. package/dist/shaders/smoke-ring.d.ts +29 -7
  65. package/dist/shaders/smoke-ring.js +20 -17
  66. package/dist/shaders/smoke-ring.js.map +2 -2
  67. package/dist/shaders/spiral.d.ts +30 -10
  68. package/dist/shaders/spiral.js +4 -4
  69. package/dist/shaders/spiral.js.map +2 -2
  70. package/dist/shaders/static-mesh-gradient.d.ts +30 -9
  71. package/dist/shaders/static-mesh-gradient.js +9 -17
  72. package/dist/shaders/static-mesh-gradient.js.map +2 -2
  73. package/dist/shaders/static-radial-gradient.d.ts +33 -11
  74. package/dist/shaders/static-radial-gradient.js +18 -25
  75. package/dist/shaders/static-radial-gradient.js.map +2 -2
  76. package/dist/shaders/swirl.d.ts +29 -8
  77. package/dist/shaders/swirl.js +4 -4
  78. package/dist/shaders/swirl.js.map +2 -2
  79. package/dist/shaders/voronoi.d.ts +31 -10
  80. package/dist/shaders/voronoi.js +8 -8
  81. package/dist/shaders/voronoi.js.map +2 -2
  82. package/dist/shaders/warp.d.ts +31 -13
  83. package/dist/shaders/warp.js +3 -3
  84. package/dist/shaders/warp.js.map +2 -2
  85. package/dist/shaders/water.d.ts +30 -10
  86. package/dist/shaders/water.js +2 -2
  87. package/dist/shaders/water.js.map +2 -2
  88. package/dist/shaders/waves.d.ts +27 -12
  89. package/dist/shaders/waves.js +3 -3
  90. package/dist/shaders/waves.js.map +2 -2
  91. package/dist/vertex-shader.d.ts +1 -1
  92. package/dist/vertex-shader.js +2 -53
  93. package/dist/vertex-shader.js.map +2 -2
  94. package/package.json +1 -1
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingUV } from "../shader-sizing.js";
7
- import { proceduralHash21 } from "../shader-utils.js";
6
+ import {} from "../shader-sizing.js";
7
+ import { proceduralHash21, declarePI } from "../shader-utils.js";
8
8
  const imageDitheringFragmentShader = `#version 300 es
9
9
  precision mediump float;
10
10
 
@@ -36,6 +36,9 @@ uniform float u_colorSteps;
36
36
  out vec4 fragColor;
37
37
 
38
38
 
39
+ ${proceduralHash21}
40
+ ${declarePI}
41
+
39
42
  float getUvFrame(vec2 uv, vec2 pad) {
40
43
  float aa = 0.0001;
41
44
 
@@ -47,25 +50,55 @@ float getUvFrame(vec2 uv, vec2 pad) {
47
50
  return left * right * bottom * top;
48
51
  }
49
52
 
50
- ${proceduralHash21}
53
+ vec2 getImageUV(vec2 uv) {
54
+ vec2 boxOrigin = vec2(.5 - u_originX, u_originY - .5);
55
+ float r = u_rotation * PI / 180.;
56
+ mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));
57
+ vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);
58
+
59
+ vec2 imageBoxSize;
60
+ if (u_fit == 1.) { // contain
61
+ imageBoxSize.x = min(u_resolution.x / u_imageAspectRatio, u_resolution.y) * u_imageAspectRatio;
62
+ } else if (u_fit == 2.) { // cover
63
+ imageBoxSize.x = max(u_resolution.x / u_imageAspectRatio, u_resolution.y) * u_imageAspectRatio;
64
+ } else {
65
+ imageBoxSize.x = min(10.0, 10.0 / u_imageAspectRatio * u_imageAspectRatio);
66
+ }
67
+ imageBoxSize.y = imageBoxSize.x / u_imageAspectRatio;
68
+ vec2 imageBoxScale = u_resolution.xy / imageBoxSize;
69
+
70
+ vec2 imageUV = uv;
71
+ imageUV *= imageBoxScale;
72
+ imageUV += boxOrigin * (imageBoxScale - 1.);
73
+ imageUV += graphicOffset;
74
+ imageUV /= u_scale;
75
+ imageUV.x *= u_imageAspectRatio;
76
+ imageUV = graphicRotation * imageUV;
77
+ imageUV.x /= u_imageAspectRatio;
78
+
79
+ imageUV += .5;
80
+ imageUV.y = 1. - imageUV.y;
81
+
82
+ return imageUV;
83
+ }
51
84
 
52
85
  const int bayer2x2[4] = int[4](0, 2, 3, 1);
53
86
  const int bayer4x4[16] = int[16](
54
- 0, 8, 2, 10,
55
- 12, 4, 14, 6,
56
- 3, 11, 1, 9,
57
- 15, 7, 13, 5
87
+ 0, 8, 2, 10,
88
+ 12, 4, 14, 6,
89
+ 3, 11, 1, 9,
90
+ 15, 7, 13, 5
58
91
  );
59
92
 
60
93
  const int bayer8x8[64] = int[64](
61
- 0, 32, 8, 40, 2, 34, 10, 42,
62
- 48, 16, 56, 24, 50, 18, 58, 26,
63
- 12, 44, 4, 36, 14, 46, 6, 38,
64
- 60, 28, 52, 20, 62, 30, 54, 22,
65
- 3, 35, 11, 43, 1, 33, 9, 41,
66
- 51, 19, 59, 27, 49, 17, 57, 25,
67
- 15, 47, 7, 39, 13, 45, 5, 37,
68
- 63, 31, 55, 23, 61, 29, 53, 21
94
+ 0, 32, 8, 40, 2, 34, 10, 42,
95
+ 48, 16, 56, 24, 50, 18, 58, 26,
96
+ 12, 44, 4, 36, 14, 46, 6, 38,
97
+ 60, 28, 52, 20, 62, 30, 54, 22,
98
+ 3, 35, 11, 43, 1, 33, 9, 41,
99
+ 51, 19, 59, 27, 49, 17, 57, 25,
100
+ 15, 47, 7, 39, 13, 45, 5, 37,
101
+ 63, 31, 55, 23, 61, 29, 53, 21
69
102
  );
70
103
 
71
104
  float getBayerValue(vec2 uv, int size) {
@@ -85,14 +118,16 @@ float getBayerValue(vec2 uv, int size) {
85
118
 
86
119
  void main() {
87
120
 
88
- #define USE_IMAGE_SIZING
89
- #define USE_PIXELIZATION
90
- ${sizingUV}
121
+ float pxSize = u_pxSize * u_pixelRatio;
122
+ vec2 pxSizeUV = gl_FragCoord.xy - .5 * u_resolution;
123
+ pxSizeUV /= pxSize;
124
+ vec2 canvasPixelizedUV = (floor(pxSizeUV) + .5) * pxSize;
125
+ vec2 normalizedUV = canvasPixelizedUV / u_resolution;
91
126
 
92
- vec2 dithering_uv = pxSizeUv;
93
- vec2 ditheringNoise_uv = u_resolution * uv;
127
+ vec2 imageUV = getImageUV(normalizedUV);
128
+ vec2 ditheringNoiseUV = canvasPixelizedUV;
94
129
  vec4 image = texture(u_image, imageUV);
95
- float frame = getUvFrame(imageUV, pxSize / u_resolution.xy);
130
+ float frame = getUvFrame(imageUV, pxSize / u_resolution);
96
131
 
97
132
  int type = int(floor(u_type));
98
133
  float dithering = 0.0;
@@ -101,38 +136,35 @@ void main() {
101
136
 
102
137
  switch (type) {
103
138
  case 1: {
104
- dithering = step(hash21(ditheringNoise_uv), lum);
139
+ dithering = step(hash21(ditheringNoiseUV), lum);
105
140
  } break;
106
141
  case 2:
107
- dithering = getBayerValue(dithering_uv, 2);
108
- break;
142
+ dithering = getBayerValue(pxSizeUV, 2);
143
+ break;
109
144
  case 3:
110
- dithering = getBayerValue(dithering_uv, 4);
111
- break;
112
- default:
113
- dithering = getBayerValue(dithering_uv, 8);
114
- break;
145
+ dithering = getBayerValue(pxSizeUV, 4);
146
+ break;
147
+ default :
148
+ dithering = getBayerValue(pxSizeUV, 8);
149
+ break;
115
150
  }
116
151
 
117
-
118
- float steps = max(floor(u_colorSteps), 1.);
119
- float ditherAmount = 1.0 / (steps);
120
-
152
+ float colorSteps = max(floor(u_colorSteps), 1.);
121
153
  vec3 color = vec3(0.0);
122
154
  float opacity = 1.;
123
155
 
124
156
  dithering -= .5;
125
- float brightness = clamp(lum + dithering * ditherAmount, 0.0, 1.0);
157
+ float brightness = clamp(lum + dithering / colorSteps, 0.0, 1.0);
126
158
  brightness = mix(0.0, brightness, frame);
127
159
  brightness = mix(0.0, brightness, image.a);
128
- float quantLum = floor(brightness * steps + 0.5) / steps;
160
+ float quantLum = floor(brightness * colorSteps + 0.5) / colorSteps;
129
161
  quantLum = mix(0.0, quantLum, frame);
130
162
 
131
163
  if (u_originalColors == true) {
132
164
  vec3 normColor = image.rgb / max(lum, 0.001);
133
165
  color = normColor * quantLum;
134
166
 
135
- float quantAlpha = floor(image.a * steps + 0.5) / steps;
167
+ float quantAlpha = floor(image.a * colorSteps + 0.5) / colorSteps;
136
168
  opacity = mix(quantLum, 1., quantAlpha);
137
169
  } else {
138
170
  vec3 fgColor = u_colorFront.rgb * u_colorFront.a;
@@ -151,7 +183,6 @@ void main() {
151
183
  opacity += bgOpacity * (1.0 - opacity);
152
184
  }
153
185
 
154
-
155
186
  fragColor = vec4(color, opacity);
156
187
  }
157
188
  `;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/image-dithering.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingUV, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Dithering effect over user texture using 3-color palette\n * or colors sampled from original image\n *\n * Uniforms:\n * - u_colorBack, u_colorFront, u_colorHighlight (RGBA)\n * (u_colorHighlight to be the lightest parts of u_colorFront pixels)\n * - pxSize: px size set relative to canvas resolution\n * - u_type (float used as integer)\n * ---- 1: random dithering\n * ---- 2: 2x2 Bayer matrix\n * ---- 3: 4x4 Bayer matrix\n * ---- 4: 8x8 Bayer matrix\n * - u_originalColors - switching between 3 colors palette and original image colors\n * - u_colorSteps - number of colors to use (applies to both color modes)\n *\n * Note: pixelization is applied to the shapes BEFORE dithering,\n * meaning pixels don't react to scaling and fit\n */\n\n// language=GLSL\nexport const imageDitheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\nuniform float u_originX;\nuniform float u_originY;\nuniform float u_worldWidth;\nuniform float u_worldHeight;\nuniform float u_fit;\n\nuniform float u_scale;\nuniform float u_rotation;\nuniform float u_offsetX;\nuniform float u_offsetY;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_type;\nuniform float u_pxSize;\nuniform bool u_originalColors;\nuniform float u_colorSteps;\n\nout vec4 fragColor;\n\n\nfloat getUvFrame(vec2 uv, vec2 pad) {\n float aa = 0.0001;\n\n float left = smoothstep(-pad.x, -pad.x + aa, uv.x);\n float right = smoothstep(1.0 + pad.x, 1.0 + pad.x - aa, uv.x);\n float bottom = smoothstep(-pad.y, -pad.y + aa, uv.y);\n float top = smoothstep(1.0 + pad.y, 1.0 + pad.y - aa, uv.y);\n\n return left * right * bottom * top;\n}\n\n${proceduralHash21}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n 0, 8, 2, 10,\n 12, 4, 14, 6,\n 3, 11, 1, 9,\n 15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n 0, 32, 8, 40, 2, 34, 10, 42,\n 48, 16, 56, 24, 50, 18, 58, 26,\n 12, 44, 4, 36, 14, 46, 6, 38,\n 60, 28, 52, 20, 62, 30, 54, 22,\n 3, 35, 11, 43, 1, 33, 9, 41,\n 51, 19, 59, 27, 49, 17, 57, 25,\n 15, 47, 7, 39, 13, 45, 5, 37,\n 63, 31, 55, 23, 61, 29, 53, 21\n);\n\nfloat getBayerValue(vec2 uv, int size) {\n ivec2 pos = ivec2(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\n #define USE_IMAGE_SIZING\n #define USE_PIXELIZATION\n ${sizingUV}\n\n vec2 dithering_uv = pxSizeUv;\n vec2 ditheringNoise_uv = u_resolution * uv;\n vec4 image = texture(u_image, imageUV);\n float frame = getUvFrame(imageUV, pxSize / u_resolution.xy);\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n float lum = dot(vec3(.2126, .7152, .0722), image.rgb);\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoise_uv), lum);\n } break;\n case 2:\n dithering = getBayerValue(dithering_uv, 2);\n break;\n case 3:\n dithering = getBayerValue(dithering_uv, 4);\n break;\n default:\n dithering = getBayerValue(dithering_uv, 8);\n break;\n }\n\n\n float steps = max(floor(u_colorSteps), 1.);\n float ditherAmount = 1.0 / (steps);\n\n vec3 color = vec3(0.0);\n float opacity = 1.;\n\n dithering -= .5;\n float brightness = clamp(lum + dithering * ditherAmount, 0.0, 1.0);\n brightness = mix(0.0, brightness, frame);\n brightness = mix(0.0, brightness, image.a);\n float quantLum = floor(brightness * steps + 0.5) / steps;\n quantLum = mix(0.0, quantLum, frame);\n\n if (u_originalColors == true) {\n vec3 normColor = image.rgb / max(lum, 0.001);\n color = normColor * quantLum;\n\n float quantAlpha = floor(image.a * steps + 0.5) / steps;\n opacity = mix(quantLum, 1., quantAlpha);\n } else {\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n vec3 hlColor = u_colorHighlight.rgb * u_colorHighlight.a;\n float hlOpacity = u_colorHighlight.a;\n\n fgColor = mix(fgColor, hlColor, step(1.02 - .02 * u_colorSteps, brightness));\n fgOpacity = mix(fgOpacity, hlOpacity, step(1.02 - .02 * u_colorSteps, brightness));\n\n color = fgColor * quantLum;\n opacity = fgOpacity * quantLum;\n color += bgColor * (1.0 - opacity);\n opacity += bgOpacity * (1.0 - opacity);\n }\n\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ImageDitheringUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_colorHighlight: [number, number, number, number];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n u_colorSteps: number;\n u_originalColors: boolean;\n}\n\nexport interface ImageDitheringParams extends ShaderSizingParams, ShaderMotionParams {\n image: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n colorHighlight?: string;\n type?: DitheringType;\n size?: number;\n colorSteps?: number;\n originalColors?: boolean;\n}\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
5
- "mappings": ";;;;;AACA,SAAS,gBAAoE;AAC7E,SAAS,wBAAwB;AAuB1B,MAAM,+BAAuC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA0ClD,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAwCd,QAAQ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2FL,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,EACV,OAAO;AAAA,EACP,OAAO;AAAA,EACP,OAAO;AACT;",
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { proceduralHash21, declarePI } from '../shader-utils.js';\n\n/**\n * A dithering image filter with support for 4 dithering modes and multiple color palettes\n * (2-color, 3-color, and multicolor options, using either predefined colors or colors sampled\n * from the original image).\n *\n * SIZING NOTE: This shader performs sizing in the fragment shader (not vertex shader) to keep\n * u_pxSize in consistent actual pixels. The pixel grid is computed from gl_FragCoord before any\n * transforms, so scaling/rotating only affects the underlying image.\n * No vertex shader outputs (v_imageUV, v_objectUV, etc.) are used.\n *\n * Fragment shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n * - u_image (sampler2D): Source image texture\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n * - u_colorFront (vec4): Foreground color in RGBA\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorHighlight (vec4): Secondary foreground color in RGBA (set same as colorFront for classic 2-color dithering)\n * - u_originalColors (bool): Use the original colors of the image instead of the color palette\n * - u_type (float): Dithering type (1 = random, 2 = 2x2 Bayer, 3 = 4x4 Bayer, 4 = 8x8 Bayer)\n * - u_pxSize (float): Pixel size of dithering grid (0.5 to 20)\n * - u_colorSteps (float): Number of colors to use, applies to both color modes (1 to 7)\n *\n */\n\n// language=GLSL\nexport const imageDitheringFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\nuniform float u_originX;\nuniform float u_originY;\nuniform float u_worldWidth;\nuniform float u_worldHeight;\nuniform float u_fit;\n\nuniform float u_scale;\nuniform float u_rotation;\nuniform float u_offsetX;\nuniform float u_offsetY;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_type;\nuniform float u_pxSize;\nuniform bool u_originalColors;\nuniform float u_colorSteps;\n\nout vec4 fragColor;\n\n\n${ proceduralHash21 }\n${ declarePI }\n\nfloat getUvFrame(vec2 uv, vec2 pad) {\n float aa = 0.0001;\n\n float left = smoothstep(-pad.x, -pad.x + aa, uv.x);\n float right = smoothstep(1.0 + pad.x, 1.0 + pad.x - aa, uv.x);\n float bottom = smoothstep(-pad.y, -pad.y + aa, uv.y);\n float top = smoothstep(1.0 + pad.y, 1.0 + pad.y - aa, uv.y);\n\n return left * right * bottom * top;\n}\n\nvec2 getImageUV(vec2 uv) {\n vec2 boxOrigin = vec2(.5 - u_originX, u_originY - .5);\n float r = u_rotation * PI / 180.;\n mat2 graphicRotation = mat2(cos(r), sin(r), -sin(r), cos(r));\n vec2 graphicOffset = vec2(-u_offsetX, u_offsetY);\n\n vec2 imageBoxSize;\n if (u_fit == 1.) { // contain\n imageBoxSize.x = min(u_resolution.x / u_imageAspectRatio, u_resolution.y) * u_imageAspectRatio;\n } else if (u_fit == 2.) { // cover\n imageBoxSize.x = max(u_resolution.x / u_imageAspectRatio, u_resolution.y) * u_imageAspectRatio;\n } else {\n imageBoxSize.x = min(10.0, 10.0 / u_imageAspectRatio * u_imageAspectRatio);\n }\n imageBoxSize.y = imageBoxSize.x / u_imageAspectRatio;\n vec2 imageBoxScale = u_resolution.xy / imageBoxSize;\n\n vec2 imageUV = uv;\n imageUV *= imageBoxScale;\n imageUV += boxOrigin * (imageBoxScale - 1.);\n imageUV += graphicOffset;\n imageUV /= u_scale;\n imageUV.x *= u_imageAspectRatio;\n imageUV = graphicRotation * imageUV;\n imageUV.x /= u_imageAspectRatio;\n\n imageUV += .5;\n imageUV.y = 1. - imageUV.y;\n\n return imageUV;\n}\n\nconst int bayer2x2[4] = int[4](0, 2, 3, 1);\nconst int bayer4x4[16] = int[16](\n0, 8, 2, 10,\n12, 4, 14, 6,\n3, 11, 1, 9,\n15, 7, 13, 5\n);\n\nconst int bayer8x8[64] = int[64](\n0, 32, 8, 40, 2, 34, 10, 42,\n48, 16, 56, 24, 50, 18, 58, 26,\n12, 44, 4, 36, 14, 46, 6, 38,\n60, 28, 52, 20, 62, 30, 54, 22,\n3, 35, 11, 43, 1, 33, 9, 41,\n51, 19, 59, 27, 49, 17, 57, 25,\n15, 47, 7, 39, 13, 45, 5, 37,\n63, 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\n float pxSize = u_pxSize * u_pixelRatio;\n vec2 pxSizeUV = gl_FragCoord.xy - .5 * u_resolution;\n pxSizeUV /= pxSize;\n vec2 canvasPixelizedUV = (floor(pxSizeUV) + .5) * pxSize;\n vec2 normalizedUV = canvasPixelizedUV / u_resolution;\n\n vec2 imageUV = getImageUV(normalizedUV);\n vec2 ditheringNoiseUV = canvasPixelizedUV;\n vec4 image = texture(u_image, imageUV);\n float frame = getUvFrame(imageUV, pxSize / u_resolution);\n\n int type = int(floor(u_type));\n float dithering = 0.0;\n\n float lum = dot(vec3(.2126, .7152, .0722), image.rgb);\n\n switch (type) {\n case 1: {\n dithering = step(hash21(ditheringNoiseUV), lum);\n } break;\n case 2:\n dithering = getBayerValue(pxSizeUV, 2);\n break;\n case 3:\n dithering = getBayerValue(pxSizeUV, 4);\n break;\n default :\n dithering = getBayerValue(pxSizeUV, 8);\n break;\n }\n\n float colorSteps = max(floor(u_colorSteps), 1.);\n vec3 color = vec3(0.0);\n float opacity = 1.;\n\n dithering -= .5;\n float brightness = clamp(lum + dithering / colorSteps, 0.0, 1.0);\n brightness = mix(0.0, brightness, frame);\n brightness = mix(0.0, brightness, image.a);\n float quantLum = floor(brightness * colorSteps + 0.5) / colorSteps;\n quantLum = mix(0.0, quantLum, frame);\n\n if (u_originalColors == true) {\n vec3 normColor = image.rgb / max(lum, 0.001);\n color = normColor * quantLum;\n\n float quantAlpha = floor(image.a * colorSteps + 0.5) / colorSteps;\n opacity = mix(quantLum, 1., quantAlpha);\n } else {\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n vec3 hlColor = u_colorHighlight.rgb * u_colorHighlight.a;\n float hlOpacity = u_colorHighlight.a;\n\n fgColor = mix(fgColor, hlColor, step(1.02 - .02 * u_colorSteps, brightness));\n fgOpacity = mix(fgOpacity, hlOpacity, step(1.02 - .02 * u_colorSteps, brightness));\n\n color = fgColor * quantLum;\n opacity = fgOpacity * quantLum;\n color += bgColor * (1.0 - opacity);\n opacity += bgOpacity * (1.0 - opacity);\n }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface ImageDitheringUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_colorHighlight: [number, number, number, number];\n u_type: (typeof DitheringTypes)[DitheringType];\n u_pxSize: number;\n u_colorSteps: number;\n u_originalColors: boolean;\n}\n\nexport interface ImageDitheringParams extends ShaderSizingParams, ShaderMotionParams {\n image: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n colorHighlight?: string;\n type?: DitheringType;\n size?: number;\n colorSteps?: number;\n originalColors?: boolean;\n}\n\nexport const DitheringTypes = {\n 'random': 1,\n '2x2': 2,\n '4x4': 3,\n '8x8': 4,\n} as const;\n\nexport type DitheringType = keyof typeof DitheringTypes;\n"],
5
+ "mappings": ";;;;;AACA,eAAmE;AACnE,SAAS,kBAAkB,iBAAiB;AAqCrC,MAAM,+BAAuC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA+BjD,gBAAiB;AAAA,EACjB,SAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA4KN,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,EACV,OAAO;AAAA,EACP,OAAO;AAAA,EACP,OAAO;AACT;",
6
6
  "names": []
7
7
  }
@@ -1,22 +1,46 @@
1
1
  import type { ShaderMotionParams } from '../shader-mount.js';
2
2
  import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
3
3
  /**
4
+ * Futuristic liquid metal material applied to uploaded logo or abstract shape.
5
+ * Fluid motion imitation applied over user image with animated stripe pattern
6
+ * getting distorted along shape edges.
4
7
  *
5
- * Fluid motion imitation applied over user image
6
- * (animated stripe pattern getting distorted with shape edges)
8
+ * Fragment shader uniforms:
9
+ * - u_time (float): Animation time
10
+ * - u_resolution (vec2): Canvas resolution in pixels
11
+ * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = opacity)
12
+ * - u_imageAspectRatio (float): Aspect ratio of the source image
13
+ * - u_colorBack (vec4): Background color in RGBA
14
+ * - u_colorTint (vec4): Overlay color in RGBA (color burn blending used)
15
+ * - u_repetition (float): Density of pattern stripes (1 to 10)
16
+ * - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)
17
+ * - u_shiftRed (float): R-channel dispersion (-1 to 1)
18
+ * - u_shiftBlue (float): B-channel dispersion (-1 to 1)
19
+ * - u_distortion (float): Noise distortion over the stripes pattern (0 to 1)
20
+ * - u_contour (float): Strength of the distortion on the shape edges (0 to 1)
21
+ * - u_angle (float): Direction of pattern animation in degrees (0 to 360)
22
+ * - u_shape (float): Predefined shape when no image provided (0 = none, 1 = circle, 2 = daisy, 3 = diamond, 4 = metaballs)
23
+ * - u_isImage (bool): Whether an image is being used as the effect mask
7
24
  *
8
- * Uniforms:
9
- * - u_colorBack, u_colorTint (RGBA)
10
- * - u_repetition: density of pattern stripes
11
- * - u_softness: blur between stripes
12
- * - u_shiftRed & u_shiftBlue: color dispersion between the stripes
13
- * - u_distortion: pattern distortion on the whole canvas
14
- * - u_contour: distortion power over the shape edges
15
- * - u_shape (float used as integer):
16
- * ---- 0: canvas-screen rectangle, needs u_worldWidth = u_worldHeight = 0 to be responsive (see vertex shader)
17
- * ---- 1: static circle
18
- * ---- 2: animated flower-like polar shape
19
- * ---- 3: animated metaballs
25
+ * Vertex shader outputs (used in fragment shader):
26
+ * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied
27
+ * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied (used when no image)
28
+ * - v_responsiveUV (vec2): Responsive UV coordinates that adapt to canvas aspect ratio (used for canvas-fill mode)
29
+ * - v_responsiveBoxGivenSize (vec2): TBD
30
+ *
31
+ * Vertex shader uniforms:
32
+ * - u_resolution (vec2): Canvas resolution in pixels
33
+ * - u_pixelRatio (float): Device pixel ratio
34
+ * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
35
+ * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
36
+ * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
37
+ * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
38
+ * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
39
+ * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
40
+ * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
41
+ * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
42
+ * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
43
+ * - u_imageAspectRatio (float): Aspect ratio of the source image
20
44
  *
21
45
  */
22
46
  export declare const liquidMetalFragmentShader: string;
@@ -3,7 +3,7 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
6
+ import {} from "../shader-sizing.js";
7
7
  import { declarePI, rotation2, simplexNoise, colorBandingFix } from "../shader-utils.js";
8
8
  const liquidMetalFragmentShader = `#version 300 es
9
9
  precision mediump float;
@@ -28,7 +28,10 @@ uniform float u_angle;
28
28
  uniform float u_shape;
29
29
  uniform bool u_isImage;
30
30
 
31
- ${sizingVariablesDeclaration}
31
+ in vec2 v_objectUV;
32
+ in vec2 v_responsiveUV;
33
+ in vec2 v_responsiveBoxGivenSize;
34
+ in vec2 v_imageUV;
32
35
 
33
36
  out vec4 fragColor;
34
37
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/liquid-metal.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, simplexNoise, colorBandingFix } from '../shader-utils.js';\n\n/**\n *\n * Fluid motion imitation applied over user image\n * (animated stripe pattern getting distorted with shape edges)\n *\n * Uniforms:\n * - u_colorBack, u_colorTint (RGBA)\n * - u_repetition: density of pattern stripes\n * - u_softness: blur between stripes\n * - u_shiftRed & u_shiftBlue: color dispersion between the stripes\n * - u_distortion: pattern distortion on the whole canvas\n * - u_contour: distortion power over the shape edges\n * - u_shape (float used as integer):\n * ---- 0: canvas-screen rectangle, needs u_worldWidth = u_worldHeight = 0 to be responsive (see vertex shader)\n * ---- 1: static circle\n * ---- 2: animated flower-like polar shape\n * ---- 3: animated metaballs\n *\n */\n\n// language=GLSL\nexport const liquidMetalFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform vec2 u_resolution;\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorTint;\n\nuniform float u_softness;\nuniform float u_repetition;\nuniform float u_shiftRed;\nuniform float u_shiftBlue;\nuniform float u_distortion;\nuniform float u_contour;\nuniform float u_angle;\n\nuniform float u_shape;\nuniform bool u_isImage;\n\n${sizingVariablesDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${simplexNoise}\n\nfloat getColorChanges(float c1, float c2, float stripe_p, vec3 w, float blur, float bump, float tint) {\n\n float ch = mix(c2, c1, smoothstep(.0, 2. * blur, stripe_p));\n\n float border = w[0];\n ch = mix(ch, c2, smoothstep(border, border + 2. * blur, stripe_p));\n\n if (u_isImage == true) {\n bump = smoothstep(.2, .8, bump);\n }\n border = w[0] + .4 * (1. - bump) * w[1];\n ch = mix(ch, c1, smoothstep(border, border + 2. * blur, stripe_p));\n\n border = w[0] + .5 * (1. - bump) * w[1];\n ch = mix(ch, c2, smoothstep(border, border + 2. * blur, stripe_p));\n\n border = w[0] + w[1];\n ch = mix(ch, c1, smoothstep(border, border + 2. * blur, stripe_p));\n\n float gradient_t = (stripe_p - w[0] - w[1]) / w[2];\n float gradient = mix(c1, c2, smoothstep(0., 1., gradient_t));\n ch = mix(ch, gradient, smoothstep(border, border + .5 * blur, stripe_p));\n\n // Tint color is applied with color burn blending\n ch = mix(ch, 1. - min(1., (1. - ch) / max(tint, 0.0001)), u_colorTint.a);\n return ch;\n}\n\nfloat getImgFrame(vec2 uv, float th) {\n float frame = 1.;\n frame *= smoothstep(0., th, uv.y);\n frame *= 1.0 - smoothstep(1. - th, 1., uv.y);\n frame *= smoothstep(0., th, uv.x);\n frame *= 1.0 - smoothstep(1. - th, 1., uv.x);\n return frame;\n}\n\nfloat blurEdge3x3(sampler2D tex, vec2 uv, vec2 dudx, vec2 dudy, float radius, float centerSample) {\n vec2 texel = 1.0 / vec2(textureSize(tex, 0));\n vec2 r = radius * texel;\n\n float w1 = 1.0, w2 = 2.0, w4 = 4.0;\n float norm = 16.0;\n float sum = w4 * centerSample;\n\n sum += w2 * textureGrad(tex, uv + vec2(0.0, -r.y), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(0.0, r.y), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(-r.x, 0.0), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(r.x, 0.0), dudx, dudy).r;\n\n sum += w1 * textureGrad(tex, uv + vec2(-r.x, -r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(r.x, -r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(-r.x, r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(r.x, r.y), dudx, dudy).r;\n\n return sum / norm;\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n const float firstFrameOffset = 2.8;\n float t = .3 * (u_time + firstFrameOffset);\n\n vec2 uv = v_imageUV;\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n vec4 img = textureGrad(u_image, uv, dudx, dudy);\n\n if (u_isImage == false) {\n uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n }\n\n float cycleWidth = u_repetition;\n float edge = 0.;\n float contOffset = 1.;\n\n vec2 rotatedUV = uv - vec2(.5);\n float angle = (-u_angle + 70.) * PI / 180.;\n float cosA = cos(angle);\n float sinA = sin(angle);\n rotatedUV = vec2(\n rotatedUV.x * cosA - rotatedUV.y * sinA,\n rotatedUV.x * sinA + rotatedUV.y * cosA\n ) + vec2(.5);\n\n if (u_isImage == true) {\n float edgeRaw = img.r;\n edge = blurEdge3x3(u_image, uv, dudx, dudy, 6., edgeRaw);\n edge = pow(edge, 1.6);\n edge *= mix(0.0, 1.0, smoothstep(0.0, 0.4, u_contour));\n } else {\n if (u_shape < 1.) {\n // full-fill on canvas\n vec2 borderUV = v_responsiveUV + .5;\n float ratio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n vec2 mask = min(borderUV, 1. - borderUV);\n vec2 pixel_thickness = 250. / v_responsiveBoxGivenSize;\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n\n uv = v_responsiveUV;\n if (ratio > 1.) {\n uv.y /= ratio;\n } else {\n uv.x *= ratio;\n }\n uv += .5;\n uv.y = 1. - uv.y;\n\n cycleWidth *= 2.;\n contOffset = 1.5;\n\n } else if (u_shape < 2.) {\n // circle\n vec2 shapeUV = uv - .5;\n shapeUV *= .67;\n edge = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);\n } else if (u_shape < 3.) {\n // daisy\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.68;\n\n float r = length(shapeUV) * 2.;\n float a = atan(shapeUV.y, shapeUV.x) + .2;\n r *= (1. + .05 * sin(3. * a + 2. * t));\n float f = abs(cos(a * 3.));\n edge = smoothstep(f, f + .7, r);\n edge *= edge;\n\n uv *= .8;\n cycleWidth *= 1.6;\n\n } else if (u_shape < 4.) {\n // diamond\n vec2 shapeUV = uv - .5;\n shapeUV = rotate(shapeUV, .25 * PI);\n shapeUV *= 1.42;\n shapeUV += .5;\n vec2 mask = min(shapeUV, 1. - shapeUV);\n vec2 pixel_thickness = vec2(.15);\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 5.) {\n // metaballs\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.3;\n edge = 0.;\n for (int i = 0; i < 5; i++) {\n float fi = float(i);\n float speed = 1.5 + 2./3. * sin(fi * 12.345);\n float angle = -fi * 1.5;\n vec2 dir1 = vec2(cos(angle), sin(angle));\n vec2 dir2 = vec2(cos(angle + 1.57), sin(angle + 1.));\n vec2 traj = .4 * (dir1 * sin(t * speed + fi * 1.23) + dir2 * cos(t * (speed * 0.7) + fi * 2.17));\n float d = length(shapeUV + traj);\n edge += pow(1.0 - clamp(d, 0.0, 1.0), 4.0);\n }\n edge = 1. - smoothstep(.65, .9, edge);\n edge = pow(edge, 4.);\n }\n\n edge = mix(smoothstep(.9 - 2. * fwidth(edge), .9, edge), edge, smoothstep(0.0, 0.4, u_contour));\n\n }\n\n float opacity = 0.;\n if (u_isImage == true) {\n opacity = img.g;\n float frame = getImgFrame(v_imageUV, 0.);\n opacity *= frame;\n } else {\n opacity = 1. - smoothstep(.9 - 2. * fwidth(edge), .9, edge);\n if (u_shape < 2.) {\n edge = 1.2 * edge;\n } else if (u_shape < 5.) {\n edge = 1.8 * pow(edge, 1.5);\n }\n }\n\n float diagBLtoTR = rotatedUV.x - rotatedUV.y;\n float diagTLtoBR = rotatedUV.x + rotatedUV.y;\n\n vec3 color = vec3(0.);\n vec3 color1 = vec3(.98, 0.98, 1.);\n vec3 color2 = vec3(.1, .1, .1 + .1 * smoothstep(.7, 1.3, diagTLtoBR));\n\n vec2 grad_uv = uv - .5;\n\n float dist = length(grad_uv + vec2(0., .2 * diagBLtoTR));\n grad_uv = rotate(grad_uv, (.25 - .2 * diagBLtoTR) * PI);\n float direction = grad_uv.x;\n\n float bump = pow(1.8 * dist, 1.2);\n bump = 1. - bump;\n bump *= pow(uv.y, .3);\n\n\n float thin_strip_1_ratio = .12 / cycleWidth * (1. - .4 * bump);\n float thin_strip_2_ratio = .07 / cycleWidth * (1. + .4 * bump);\n float wide_strip_ratio = (1. - thin_strip_1_ratio - thin_strip_2_ratio);\n\n float thin_strip_1_width = cycleWidth * thin_strip_1_ratio;\n float thin_strip_2_width = cycleWidth * thin_strip_2_ratio;\n\n float noise = snoise(uv - t);\n\n edge += (1. - edge) * u_distortion * noise;\n\n direction += diagBLtoTR;\n float contour = 0.;\n direction -= 2. * noise * diagBLtoTR * (smoothstep(0., 1., edge) * (1.0 - smoothstep(0., 1., edge)));\n direction *= mix(1., 1. - edge, smoothstep(.5, 1., u_contour));\n direction -= 1.7 * edge * smoothstep(.5, 1., u_contour);\n direction += .2 * pow(u_contour, 4.) * (1.0 - smoothstep(0., 1., edge));\n\n bump *= clamp(pow(uv.y, .1), .3, 1.);\n direction *= (.1 + (1.1 - edge) * bump);\n\n direction *= (.4 + .6 * (1.0 - smoothstep(.5, 1., edge)));\n direction += .18 * (smoothstep(.1, .2, uv.y) * (1.0 - smoothstep(.2, .4, uv.y)));\n direction += .03 * (smoothstep(.1, .2, 1. - uv.y) * (1.0 - smoothstep(.2, .4, 1. - uv.y)));\n\n direction *= (.5 + .5 * pow(uv.y, 2.));\n direction *= cycleWidth;\n direction -= t;\n\n\n float colorDispersion = (1. - bump);\n colorDispersion = clamp(colorDispersion, 0., 1.);\n float dispersionRed = colorDispersion;\n dispersionRed += .03 * bump * noise;\n dispersionRed += 5. * (smoothstep(-.1, .2, uv.y) * (1.0 - smoothstep(.1, .5, uv.y))) * (smoothstep(.4, .6, bump) * (1.0 - smoothstep(.4, 1., bump)));\n dispersionRed -= diagBLtoTR;\n\n float dispersionBlue = colorDispersion;\n dispersionBlue *= 1.3;\n dispersionBlue += (smoothstep(0., .4, uv.y) * (1.0 - smoothstep(.1, .8, uv.y))) * (smoothstep(.4, .6, bump) * (1.0 - smoothstep(.4, .8, bump)));\n dispersionBlue -= .2 * edge;\n\n dispersionRed *= (u_shiftRed / 20.);\n dispersionBlue *= (u_shiftBlue / 20.);\n\n float blur = 0.;\n float rExtraBlur = 0.;\n float gExtraBlur = 0.;\n if (u_isImage == true) {\n float softness = 0.05 * u_softness;\n blur = softness + .5 * smoothstep(1., 10., u_repetition) * smoothstep(.0, 1., edge);\n float smallCanvasT = 1.0 - smoothstep(100., 500., min(u_resolution.x, u_resolution.y));\n blur += smallCanvasT * smoothstep(.0, 1., edge);\n rExtraBlur = softness * (0.05 + .1 * (u_shiftRed / 20.) * bump);\n gExtraBlur = softness * 0.05 / max(0.001, abs(1. - diagBLtoTR));\n } else {\n blur = u_softness / 15. + .3 * contour;\n }\n\n vec3 w = vec3(thin_strip_1_width, thin_strip_2_width, wide_strip_ratio);\n w[1] -= .02 * smoothstep(.0, 1., edge + bump);\n float stripe_r = fract(direction + dispersionRed);\n float r = getColorChanges(color1.r, color2.r, stripe_r, w, blur + fwidth(stripe_r) + rExtraBlur, bump, u_colorTint.r);\n float stripe_g = fract(direction);\n float g = getColorChanges(color1.g, color2.g, stripe_g, w, blur + fwidth(stripe_g) + gExtraBlur, bump, u_colorTint.g);\n float stripe_b = fract(direction - dispersionBlue);\n float b = getColorChanges(color1.b, color2.b, stripe_b, w, blur + fwidth(stripe_b), bump, u_colorTint.b);\n\n color = vec3(r, g, b);\n color *= opacity;\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 ${colorBandingFix}\n\n fragColor = vec4(color, opacity);\n}\n`;\n\n// Configuration for Poisson solver\nexport const POISSON_CONFIG_OPTIMIZED = {\n measurePerformance: false, // Set to true to see performance metrics\n workingSize: 512, // Size to solve Poisson at (will upscale to original size)\n iterations: 40, // SOR converges ~2-20x faster than standard Gauss-Seidel\n};\n\n// Precomputed pixel data for sparse processing\ninterface SparsePixelData {\n interiorPixels: Uint32Array; // Indices of interior pixels\n boundaryPixels: Uint32Array; // Indices of boundary pixels\n pixelCount: number;\n // Neighbor indices for each interior pixel (4 neighbors per pixel)\n // Layout: [east, west, north, south] for each pixel\n neighborIndices: Int32Array;\n}\n\nexport function toProcessedLiquidMetal(file: File | string): Promise<{ imageData: ImageData; pngBlob: Blob }> {\n const canvas = document.createElement('canvas');\n const ctx = canvas.getContext('2d');\n const isBlob = typeof file === 'string' && file.startsWith('blob:');\n\n return new Promise((resolve, reject) => {\n if (!file || !ctx) {\n reject(new Error('Invalid file or canvas context'));\n return;\n }\n\n const blobContentTypePromise = isBlob && fetch(file).then((res) => res.headers.get('Content-Type'));\n const img = new Image();\n img.crossOrigin = 'anonymous';\n const totalStartTime = performance.now();\n\n img.onload = async () => {\n // Force SVG to load at a high fidelity size if it's an SVG\n let isSVG;\n\n const blobContentType = await blobContentTypePromise;\n\n if (blobContentType) {\n isSVG = blobContentType === 'image/svg+xml';\n } else if (typeof file === 'string') {\n isSVG = file.endsWith('.svg') || file.startsWith('data:image/svg+xml');\n } else {\n isSVG = file.type === 'image/svg+xml';\n }\n\n let originalWidth = img.width || img.naturalWidth;\n let originalHeight = img.height || img.naturalHeight;\n\n if (isSVG) {\n // Scale SVG to max dimension while preserving aspect ratio\n const svgMaxSize = 4096;\n const aspectRatio = originalWidth / originalHeight;\n\n if (originalWidth > originalHeight) {\n originalWidth = svgMaxSize;\n originalHeight = svgMaxSize / aspectRatio;\n } else {\n originalHeight = svgMaxSize;\n originalWidth = svgMaxSize * aspectRatio;\n }\n\n img.width = originalWidth;\n img.height = originalHeight;\n }\n\n // Always scale to working resolution for consistency\n const minDimension = Math.min(originalWidth, originalHeight);\n const targetSize = POISSON_CONFIG_OPTIMIZED.workingSize;\n\n // Calculate scale to fit within workingSize\n const scaleFactor = targetSize / minDimension;\n const width = Math.round(originalWidth * scaleFactor);\n const height = Math.round(originalHeight * scaleFactor);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Processing Mode]`);\n console.log(` Original: ${originalWidth}\u00D7${originalHeight}`);\n console.log(` Working: ${width}\u00D7${height} (${(scaleFactor * 100).toFixed(1)}% scale)`);\n if (scaleFactor < 1) {\n console.log(` Speedup: ~${Math.round(1 / (scaleFactor * scaleFactor))}\u00D7`);\n }\n }\n\n canvas.width = originalWidth;\n canvas.height = originalHeight;\n\n // Use a smaller canvas for shape detection and Poisson solving\n const shapeCanvas = document.createElement('canvas');\n shapeCanvas.width = width;\n shapeCanvas.height = height;\n\n const shapeCtx = shapeCanvas.getContext('2d')!;\n shapeCtx.drawImage(img, 0, 0, width, height);\n\n // 1) Build optimized masks using TypedArrays\n const startMask = performance.now();\n\n const shapeImageData = shapeCtx.getImageData(0, 0, width, height);\n const data = shapeImageData.data;\n\n // Use Uint8Array for masks (1 byte per pixel vs 8+ bytes for boolean array)\n const shapeMask = new Uint8Array(width * height);\n const boundaryMask = new Uint8Array(width * height);\n\n // First pass: identify shape pixels\n let shapePixelCount = 0;\n for (let i = 0, idx = 0; i < data.length; i += 4, idx++) {\n const a = data[i + 3];\n const isShape = a === 0 ? 0 : 1;\n shapeMask[idx] = isShape;\n shapePixelCount += isShape;\n }\n\n // 2) Optimized boundary detection using sparse approach\n // Only check shape pixels, not all pixels\n const boundaryIndices: number[] = [];\n const interiorIndices: number[] = [];\n\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n if (!shapeMask[idx]) continue;\n\n // Check if pixel is on boundary (optimized: early exit)\n let isBoundary = false;\n\n // Check 4-connected neighbors first (most common case)\n if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {\n isBoundary = true;\n } else {\n // Check all 8 neighbors (including diagonals) for comprehensive boundary detection\n isBoundary =\n !shapeMask[idx - 1] || // left\n !shapeMask[idx + 1] || // right\n !shapeMask[idx - width] || // top\n !shapeMask[idx + width] || // bottom\n !shapeMask[idx - width - 1] || // top-left\n !shapeMask[idx - width + 1] || // top-right\n !shapeMask[idx + width - 1] || // bottom-left\n !shapeMask[idx + width + 1]; // bottom-right\n }\n\n if (isBoundary) {\n boundaryMask[idx] = 1;\n boundaryIndices.push(idx);\n } else {\n interiorIndices.push(idx);\n }\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Mask Building] Time: ${(performance.now() - startMask).toFixed(2)}ms`);\n console.log(\n ` Shape pixels: ${shapePixelCount} / ${width * height} (${((shapePixelCount / (width * height)) * 100).toFixed(1)}%)`\n );\n console.log(` Interior pixels: ${interiorIndices.length}`);\n console.log(` Boundary pixels: ${boundaryIndices.length}`);\n }\n\n // 3) Precompute sparse data structure for solver\n const sparseData = buildSparseData(\n shapeMask,\n boundaryMask,\n new Uint32Array(interiorIndices),\n new Uint32Array(boundaryIndices),\n width,\n height\n );\n\n // 4) Solve Poisson equation with optimized sparse solver\n const startSolve = performance.now();\n const u = solvePoissonSparse(sparseData, shapeMask, boundaryMask, width, height);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Poisson Solve] Time: ${(performance.now() - startSolve).toFixed(2)}ms`);\n }\n\n // 5) Generate output image\n let maxVal = 0;\n let finalImageData: ImageData;\n\n // Only check shape pixels for max value\n for (let i = 0; i < interiorIndices.length; i++) {\n const idx = interiorIndices[i]!;\n if (u[idx]! > maxVal) maxVal = u[idx]!;\n }\n\n // Create gradient image at working resolution\n const tempCanvas = document.createElement('canvas');\n tempCanvas.width = width;\n tempCanvas.height = height;\n const tempCtx = tempCanvas.getContext('2d')!;\n\n const tempImg = tempCtx.createImageData(width, height);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n const px = idx * 4;\n\n if (!shapeMask[idx]) {\n tempImg.data[px] = 255;\n tempImg.data[px + 1] = 255;\n tempImg.data[px + 2] = 255;\n tempImg.data[px + 3] = 0; // Alpha = 0 for background\n } else {\n const poissonRatio = u[idx]! / maxVal;\n const gray = 255 * (1 - poissonRatio);\n tempImg.data[px] = gray;\n tempImg.data[px + 1] = gray;\n tempImg.data[px + 2] = gray;\n tempImg.data[px + 3] = 255; // Alpha = 255 for shape\n }\n }\n }\n tempCtx.putImageData(tempImg, 0, 0);\n\n // Upscale to original resolution with smooth interpolation\n ctx.imageSmoothingEnabled = true;\n ctx.imageSmoothingQuality = 'high';\n ctx.drawImage(tempCanvas, 0, 0, width, height, 0, 0, originalWidth, originalHeight);\n\n // Now get the upscaled image data for final output\n const outImg = ctx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Re-apply edges from original resolution with anti-aliasing\n // This ensures edges are pixel-perfect while gradient is smooth\n const originalCanvas = document.createElement('canvas');\n originalCanvas.width = originalWidth;\n originalCanvas.height = originalHeight;\n const originalCtx = originalCanvas.getContext('2d')!;\n // originalCtx.fillStyle = \"white\";\n // originalCtx.fillRect(0, 0, originalWidth, originalHeight);\n originalCtx.drawImage(img, 0, 0, originalWidth, originalHeight);\n const originalData = originalCtx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Process each pixel: Red channel = gradient, Alpha channel = original alpha\n for (let i = 0; i < outImg.data.length; i += 4) {\n const a = originalData.data[i + 3]!;\n // Use only alpha to determine background vs shape\n const upscaledAlpha = outImg.data[i + 3]!;\n if (a === 0) {\n // Background pixel\n outImg.data[i] = 255;\n outImg.data[i + 1] = 0;\n } else {\n // Red channel carries the gradient\n // Check if upscale missed this pixel by looking at alpha channel\n // If upscaled alpha is 0, the low-res version thought this was background\n outImg.data[i] = upscaledAlpha === 0 ? 0 : outImg.data[i]!; // gradient or 0\n outImg.data[i + 1] = a; // original alpha\n }\n\n // Unused channels fixed\n outImg.data[i + 2] = 255;\n outImg.data[i + 3] = 255;\n }\n\n ctx.putImageData(outImg, 0, 0);\n finalImageData = outImg;\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const totalTime = performance.now() - totalStartTime;\n console.log(`[Total Processing Time] ${totalTime.toFixed(2)}ms`);\n if (scaleFactor < 1) {\n const estimatedFullResTime = totalTime * Math.pow((originalWidth * originalHeight) / (width * height), 1.5);\n console.log(`[Estimated time at full resolution] ~${estimatedFullResTime.toFixed(0)}ms`);\n console.log(\n `[Time saved] ~${(estimatedFullResTime - totalTime).toFixed(0)}ms (${Math.round(estimatedFullResTime / totalTime)}\u00D7 faster)`\n );\n }\n }\n\n resolve({\n imageData: finalImageData,\n pngBlob: blob,\n });\n }, 'image/png');\n };\n\n img.onerror = () => reject(new Error('Failed to load image'));\n img.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nfunction buildSparseData(\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n interiorPixels: Uint32Array,\n boundaryPixels: Uint32Array,\n width: number,\n height: number\n): SparsePixelData {\n const pixelCount = interiorPixels.length;\n\n // Build neighbor indices for sparse processing\n // For each interior pixel, store indices of its 4 neighbors\n // Use -1 for out-of-bounds or non-shape neighbors\n const neighborIndices = new Int32Array(pixelCount * 4);\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n // East neighbor\n neighborIndices[i * 4 + 0] = x < width - 1 && shapeMask[idx + 1] ? idx + 1 : -1;\n // West neighbor\n neighborIndices[i * 4 + 1] = x > 0 && shapeMask[idx - 1] ? idx - 1 : -1;\n // North neighbor\n neighborIndices[i * 4 + 2] = y > 0 && shapeMask[idx - width] ? idx - width : -1;\n // South neighbor\n neighborIndices[i * 4 + 3] = y < height - 1 && shapeMask[idx + width] ? idx + width : -1;\n }\n\n return {\n interiorPixels,\n boundaryPixels,\n pixelCount,\n neighborIndices,\n };\n}\n\nfunction solvePoissonSparse(\n sparseData: SparsePixelData,\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n width: number,\n height: number\n): Float32Array {\n // This controls how smooth the falloff gradient will be and extend into the shape\n const ITERATIONS = POISSON_CONFIG_OPTIMIZED.iterations;\n\n // Keep C constant - only iterations control gradient spread\n const C = 0.01;\n\n const u = new Float32Array(width * height);\n const { interiorPixels, neighborIndices, pixelCount } = sparseData;\n\n // Performance tracking\n const startTime = performance.now();\n\n // Red-Black SOR for better symmetry with fewer iterations\n // omega between 1.8-1.95 typically gives best convergence for Poisson\n const omega = 1.9;\n\n // Pre-classify pixels as red or black for efficient processing\n const redPixels: number[] = [];\n const blackPixels: number[] = [];\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n if ((x + y) % 2 === 0) {\n redPixels.push(i);\n } else {\n blackPixels.push(i);\n }\n }\n\n for (let iter = 0; iter < ITERATIONS; iter++) {\n // Red pass: update red pixels\n for (const i of redPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n\n // Black pass: update black pixels\n for (const i of blackPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const elapsed = performance.now() - startTime;\n\n console.log(`[Optimized Poisson Solver (SOR \u03C9=${omega})]`);\n console.log(` Working size: ${width}\u00D7${height}`);\n console.log(` Iterations: ${ITERATIONS}`);\n console.log(` Time: ${elapsed.toFixed(2)}ms`);\n console.log(` Interior pixels processed: ${pixelCount}`);\n console.log(` Speed: ${((ITERATIONS * pixelCount) / (elapsed * 1000)).toFixed(2)} Mpixels/sec`);\n }\n\n return u;\n}\n\nexport interface LiquidMetalUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorTint: [number, number, number, number];\n u_image: HTMLImageElement | string | undefined;\n u_repetition: number;\n u_shiftRed: number;\n u_shiftBlue: number;\n u_contour: number;\n u_softness: number;\n u_distortion: number;\n u_angle: number;\n u_shape: (typeof LiquidMetalShapes)[LiquidMetalShape];\n u_isImage: boolean;\n}\n\nexport interface LiquidMetalParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorTint?: string;\n image?: HTMLImageElement | string | undefined;\n repetition?: number;\n shiftRed?: number;\n shiftBlue?: number;\n contour?: number;\n softness?: number;\n distortion?: number;\n angle?: number;\n shape?: LiquidMetalShape;\n}\n\nexport const LiquidMetalShapes = {\n none: 0,\n circle: 1,\n daisy: 2,\n diamond: 3,\n metaballs: 4,\n} as const;\n\nexport type LiquidMetalShape = keyof typeof LiquidMetalShapes;\n"],
5
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+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, simplexNoise, colorBandingFix } from '../shader-utils.js';\n\n/**\n * Futuristic liquid metal material applied to uploaded logo or abstract shape.\n * Fluid motion imitation applied over user image with animated stripe pattern\n * getting distorted along shape edges.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = opacity)\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorTint (vec4): Overlay color in RGBA (color burn blending used)\n * - u_repetition (float): Density of pattern stripes (1 to 10)\n * - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)\n * - u_shiftRed (float): R-channel dispersion (-1 to 1)\n * - u_shiftBlue (float): B-channel dispersion (-1 to 1)\n * - u_distortion (float): Noise distortion over the stripes pattern (0 to 1)\n * - u_contour (float): Strength of the distortion on the shape edges (0 to 1)\n * - u_angle (float): Direction of pattern animation in degrees (0 to 360)\n * - u_shape (float): Predefined shape when no image provided (0 = none, 1 = circle, 2 = daisy, 3 = diamond, 4 = metaballs)\n * - u_isImage (bool): Whether an image is being used as the effect mask\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied\n * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied (used when no image)\n * - v_responsiveUV (vec2): Responsive UV coordinates that adapt to canvas aspect ratio (used for canvas-fill mode)\n * - v_responsiveBoxGivenSize (vec2): TBD\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n *\n */\n\n// language=GLSL\nexport const liquidMetalFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform vec2 u_resolution;\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorTint;\n\nuniform float u_softness;\nuniform float u_repetition;\nuniform float u_shiftRed;\nuniform float u_shiftBlue;\nuniform float u_distortion;\nuniform float u_contour;\nuniform float u_angle;\n\nuniform float u_shape;\nuniform bool u_isImage;\n\nin vec2 v_objectUV;\nin vec2 v_responsiveUV;\nin vec2 v_responsiveBoxGivenSize;\nin vec2 v_imageUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ rotation2 }\n${ simplexNoise }\n\nfloat getColorChanges(float c1, float c2, float stripe_p, vec3 w, float blur, float bump, float tint) {\n\n float ch = mix(c2, c1, smoothstep(.0, 2. * blur, stripe_p));\n\n float border = w[0];\n ch = mix(ch, c2, smoothstep(border, border + 2. * blur, stripe_p));\n\n if (u_isImage == true) {\n bump = smoothstep(.2, .8, bump);\n }\n border = w[0] + .4 * (1. - bump) * w[1];\n ch = mix(ch, c1, smoothstep(border, border + 2. * blur, stripe_p));\n\n border = w[0] + .5 * (1. - bump) * w[1];\n ch = mix(ch, c2, smoothstep(border, border + 2. * blur, stripe_p));\n\n border = w[0] + w[1];\n ch = mix(ch, c1, smoothstep(border, border + 2. * blur, stripe_p));\n\n float gradient_t = (stripe_p - w[0] - w[1]) / w[2];\n float gradient = mix(c1, c2, smoothstep(0., 1., gradient_t));\n ch = mix(ch, gradient, smoothstep(border, border + .5 * blur, stripe_p));\n\n // Tint color is applied with color burn blending\n ch = mix(ch, 1. - min(1., (1. - ch) / max(tint, 0.0001)), u_colorTint.a);\n return ch;\n}\n\nfloat getImgFrame(vec2 uv, float th) {\n float frame = 1.;\n frame *= smoothstep(0., th, uv.y);\n frame *= 1.0 - smoothstep(1. - th, 1., uv.y);\n frame *= smoothstep(0., th, uv.x);\n frame *= 1.0 - smoothstep(1. - th, 1., uv.x);\n return frame;\n}\n\nfloat blurEdge3x3(sampler2D tex, vec2 uv, vec2 dudx, vec2 dudy, float radius, float centerSample) {\n vec2 texel = 1.0 / vec2(textureSize(tex, 0));\n vec2 r = radius * texel;\n\n float w1 = 1.0, w2 = 2.0, w4 = 4.0;\n float norm = 16.0;\n float sum = w4 * centerSample;\n\n sum += w2 * textureGrad(tex, uv + vec2(0.0, -r.y), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(0.0, r.y), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(-r.x, 0.0), dudx, dudy).r;\n sum += w2 * textureGrad(tex, uv + vec2(r.x, 0.0), dudx, dudy).r;\n\n sum += w1 * textureGrad(tex, uv + vec2(-r.x, -r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(r.x, -r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(-r.x, r.y), dudx, dudy).r;\n sum += w1 * textureGrad(tex, uv + vec2(r.x, r.y), dudx, dudy).r;\n\n return sum / norm;\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n const float firstFrameOffset = 2.8;\n float t = .3 * (u_time + firstFrameOffset);\n\n vec2 uv = v_imageUV;\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n vec4 img = textureGrad(u_image, uv, dudx, dudy);\n\n if (u_isImage == false) {\n uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n }\n\n float cycleWidth = u_repetition;\n float edge = 0.;\n float contOffset = 1.;\n\n vec2 rotatedUV = uv - vec2(.5);\n float angle = (-u_angle + 70.) * PI / 180.;\n float cosA = cos(angle);\n float sinA = sin(angle);\n rotatedUV = vec2(\n rotatedUV.x * cosA - rotatedUV.y * sinA,\n rotatedUV.x * sinA + rotatedUV.y * cosA\n ) + vec2(.5);\n\n if (u_isImage == true) {\n float edgeRaw = img.r;\n edge = blurEdge3x3(u_image, uv, dudx, dudy, 6., edgeRaw);\n edge = pow(edge, 1.6);\n edge *= mix(0.0, 1.0, smoothstep(0.0, 0.4, u_contour));\n } else {\n if (u_shape < 1.) {\n // full-fill on canvas\n vec2 borderUV = v_responsiveUV + .5;\n float ratio = v_responsiveBoxGivenSize.x / v_responsiveBoxGivenSize.y;\n vec2 mask = min(borderUV, 1. - borderUV);\n vec2 pixel_thickness = 250. / v_responsiveBoxGivenSize;\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n\n uv = v_responsiveUV;\n if (ratio > 1.) {\n uv.y /= ratio;\n } else {\n uv.x *= ratio;\n }\n uv += .5;\n uv.y = 1. - uv.y;\n\n cycleWidth *= 2.;\n contOffset = 1.5;\n\n } else if (u_shape < 2.) {\n // circle\n vec2 shapeUV = uv - .5;\n shapeUV *= .67;\n edge = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);\n } else if (u_shape < 3.) {\n // daisy\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.68;\n\n float r = length(shapeUV) * 2.;\n float a = atan(shapeUV.y, shapeUV.x) + .2;\n r *= (1. + .05 * sin(3. * a + 2. * t));\n float f = abs(cos(a * 3.));\n edge = smoothstep(f, f + .7, r);\n edge *= edge;\n\n uv *= .8;\n cycleWidth *= 1.6;\n\n } else if (u_shape < 4.) {\n // diamond\n vec2 shapeUV = uv - .5;\n shapeUV = rotate(shapeUV, .25 * PI);\n shapeUV *= 1.42;\n shapeUV += .5;\n vec2 mask = min(shapeUV, 1. - shapeUV);\n vec2 pixel_thickness = vec2(.15);\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 5.) {\n // metaballs\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.3;\n edge = 0.;\n for (int i = 0; i < 5; i++) {\n float fi = float(i);\n float speed = 1.5 + 2./3. * sin(fi * 12.345);\n float angle = -fi * 1.5;\n vec2 dir1 = vec2(cos(angle), sin(angle));\n vec2 dir2 = vec2(cos(angle + 1.57), sin(angle + 1.));\n vec2 traj = .4 * (dir1 * sin(t * speed + fi * 1.23) + dir2 * cos(t * (speed * 0.7) + fi * 2.17));\n float d = length(shapeUV + traj);\n edge += pow(1.0 - clamp(d, 0.0, 1.0), 4.0);\n }\n edge = 1. - smoothstep(.65, .9, edge);\n edge = pow(edge, 4.);\n }\n\n edge = mix(smoothstep(.9 - 2. * fwidth(edge), .9, edge), edge, smoothstep(0.0, 0.4, u_contour));\n\n }\n\n float opacity = 0.;\n if (u_isImage == true) {\n opacity = img.g;\n float frame = getImgFrame(v_imageUV, 0.);\n opacity *= frame;\n } else {\n opacity = 1. - smoothstep(.9 - 2. * fwidth(edge), .9, edge);\n if (u_shape < 2.) {\n edge = 1.2 * edge;\n } else if (u_shape < 5.) {\n edge = 1.8 * pow(edge, 1.5);\n }\n }\n\n float diagBLtoTR = rotatedUV.x - rotatedUV.y;\n float diagTLtoBR = rotatedUV.x + rotatedUV.y;\n\n vec3 color = vec3(0.);\n vec3 color1 = vec3(.98, 0.98, 1.);\n vec3 color2 = vec3(.1, .1, .1 + .1 * smoothstep(.7, 1.3, diagTLtoBR));\n\n vec2 grad_uv = uv - .5;\n\n float dist = length(grad_uv + vec2(0., .2 * diagBLtoTR));\n grad_uv = rotate(grad_uv, (.25 - .2 * diagBLtoTR) * PI);\n float direction = grad_uv.x;\n\n float bump = pow(1.8 * dist, 1.2);\n bump = 1. - bump;\n bump *= pow(uv.y, .3);\n\n\n float thin_strip_1_ratio = .12 / cycleWidth * (1. - .4 * bump);\n float thin_strip_2_ratio = .07 / cycleWidth * (1. + .4 * bump);\n float wide_strip_ratio = (1. - thin_strip_1_ratio - thin_strip_2_ratio);\n\n float thin_strip_1_width = cycleWidth * thin_strip_1_ratio;\n float thin_strip_2_width = cycleWidth * thin_strip_2_ratio;\n\n float noise = snoise(uv - t);\n\n edge += (1. - edge) * u_distortion * noise;\n\n direction += diagBLtoTR;\n float contour = 0.;\n direction -= 2. * noise * diagBLtoTR * (smoothstep(0., 1., edge) * (1.0 - smoothstep(0., 1., edge)));\n direction *= mix(1., 1. - edge, smoothstep(.5, 1., u_contour));\n direction -= 1.7 * edge * smoothstep(.5, 1., u_contour);\n direction += .2 * pow(u_contour, 4.) * (1.0 - smoothstep(0., 1., edge));\n\n bump *= clamp(pow(uv.y, .1), .3, 1.);\n direction *= (.1 + (1.1 - edge) * bump);\n\n direction *= (.4 + .6 * (1.0 - smoothstep(.5, 1., edge)));\n direction += .18 * (smoothstep(.1, .2, uv.y) * (1.0 - smoothstep(.2, .4, uv.y)));\n direction += .03 * (smoothstep(.1, .2, 1. - uv.y) * (1.0 - smoothstep(.2, .4, 1. - uv.y)));\n\n direction *= (.5 + .5 * pow(uv.y, 2.));\n direction *= cycleWidth;\n direction -= t;\n\n\n float colorDispersion = (1. - bump);\n colorDispersion = clamp(colorDispersion, 0., 1.);\n float dispersionRed = colorDispersion;\n dispersionRed += .03 * bump * noise;\n dispersionRed += 5. * (smoothstep(-.1, .2, uv.y) * (1.0 - smoothstep(.1, .5, uv.y))) * (smoothstep(.4, .6, bump) * (1.0 - smoothstep(.4, 1., bump)));\n dispersionRed -= diagBLtoTR;\n\n float dispersionBlue = colorDispersion;\n dispersionBlue *= 1.3;\n dispersionBlue += (smoothstep(0., .4, uv.y) * (1.0 - smoothstep(.1, .8, uv.y))) * (smoothstep(.4, .6, bump) * (1.0 - smoothstep(.4, .8, bump)));\n dispersionBlue -= .2 * edge;\n\n dispersionRed *= (u_shiftRed / 20.);\n dispersionBlue *= (u_shiftBlue / 20.);\n\n float blur = 0.;\n float rExtraBlur = 0.;\n float gExtraBlur = 0.;\n if (u_isImage == true) {\n float softness = 0.05 * u_softness;\n blur = softness + .5 * smoothstep(1., 10., u_repetition) * smoothstep(.0, 1., edge);\n float smallCanvasT = 1.0 - smoothstep(100., 500., min(u_resolution.x, u_resolution.y));\n blur += smallCanvasT * smoothstep(.0, 1., edge);\n rExtraBlur = softness * (0.05 + .1 * (u_shiftRed / 20.) * bump);\n gExtraBlur = softness * 0.05 / max(0.001, abs(1. - diagBLtoTR));\n } else {\n blur = u_softness / 15. + .3 * contour;\n }\n\n vec3 w = vec3(thin_strip_1_width, thin_strip_2_width, wide_strip_ratio);\n w[1] -= .02 * smoothstep(.0, 1., edge + bump);\n float stripe_r = fract(direction + dispersionRed);\n float r = getColorChanges(color1.r, color2.r, stripe_r, w, blur + fwidth(stripe_r) + rExtraBlur, bump, u_colorTint.r);\n float stripe_g = fract(direction);\n float g = getColorChanges(color1.g, color2.g, stripe_g, w, blur + fwidth(stripe_g) + gExtraBlur, bump, u_colorTint.g);\n float stripe_b = fract(direction - dispersionBlue);\n float b = getColorChanges(color1.b, color2.b, stripe_b, w, blur + fwidth(stripe_b), bump, u_colorTint.b);\n\n color = vec3(r, g, b);\n color *= opacity;\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 ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\n// Configuration for Poisson solver\nexport const POISSON_CONFIG_OPTIMIZED = {\n measurePerformance: false, // Set to true to see performance metrics\n workingSize: 512, // Size to solve Poisson at (will upscale to original size)\n iterations: 40, // SOR converges ~2-20x faster than standard Gauss-Seidel\n};\n\n// Precomputed pixel data for sparse processing\ninterface SparsePixelData {\n interiorPixels: Uint32Array; // Indices of interior pixels\n boundaryPixels: Uint32Array; // Indices of boundary pixels\n pixelCount: number;\n // Neighbor indices for each interior pixel (4 neighbors per pixel)\n // Layout: [east, west, north, south] for each pixel\n neighborIndices: Int32Array;\n}\n\nexport function toProcessedLiquidMetal(file: File | string): Promise<{ imageData: ImageData; pngBlob: Blob }> {\n const canvas = document.createElement('canvas');\n const ctx = canvas.getContext('2d');\n const isBlob = typeof file === 'string' && file.startsWith('blob:');\n\n return new Promise((resolve, reject) => {\n if (!file || !ctx) {\n reject(new Error('Invalid file or canvas context'));\n return;\n }\n\n const blobContentTypePromise = isBlob && fetch(file).then((res) => res.headers.get('Content-Type'));\n const img = new Image();\n img.crossOrigin = 'anonymous';\n const totalStartTime = performance.now();\n\n img.onload = async () => {\n // Force SVG to load at a high fidelity size if it's an SVG\n let isSVG;\n\n const blobContentType = await blobContentTypePromise;\n\n if (blobContentType) {\n isSVG = blobContentType === 'image/svg+xml';\n } else if (typeof file === 'string') {\n isSVG = file.endsWith('.svg') || file.startsWith('data:image/svg+xml');\n } else {\n isSVG = file.type === 'image/svg+xml';\n }\n\n let originalWidth = img.width || img.naturalWidth;\n let originalHeight = img.height || img.naturalHeight;\n\n if (isSVG) {\n // Scale SVG to max dimension while preserving aspect ratio\n const svgMaxSize = 4096;\n const aspectRatio = originalWidth / originalHeight;\n\n if (originalWidth > originalHeight) {\n originalWidth = svgMaxSize;\n originalHeight = svgMaxSize / aspectRatio;\n } else {\n originalHeight = svgMaxSize;\n originalWidth = svgMaxSize * aspectRatio;\n }\n\n img.width = originalWidth;\n img.height = originalHeight;\n }\n\n // Always scale to working resolution for consistency\n const minDimension = Math.min(originalWidth, originalHeight);\n const targetSize = POISSON_CONFIG_OPTIMIZED.workingSize;\n\n // Calculate scale to fit within workingSize\n const scaleFactor = targetSize / minDimension;\n const width = Math.round(originalWidth * scaleFactor);\n const height = Math.round(originalHeight * scaleFactor);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Processing Mode]`);\n console.log(` Original: ${originalWidth}\u00D7${originalHeight}`);\n console.log(` Working: ${width}\u00D7${height} (${(scaleFactor * 100).toFixed(1)}% scale)`);\n if (scaleFactor < 1) {\n console.log(` Speedup: ~${Math.round(1 / (scaleFactor * scaleFactor))}\u00D7`);\n }\n }\n\n canvas.width = originalWidth;\n canvas.height = originalHeight;\n\n // Use a smaller canvas for shape detection and Poisson solving\n const shapeCanvas = document.createElement('canvas');\n shapeCanvas.width = width;\n shapeCanvas.height = height;\n\n const shapeCtx = shapeCanvas.getContext('2d')!;\n shapeCtx.drawImage(img, 0, 0, width, height);\n\n // 1) Build optimized masks using TypedArrays\n const startMask = performance.now();\n\n const shapeImageData = shapeCtx.getImageData(0, 0, width, height);\n const data = shapeImageData.data;\n\n // Use Uint8Array for masks (1 byte per pixel vs 8+ bytes for boolean array)\n const shapeMask = new Uint8Array(width * height);\n const boundaryMask = new Uint8Array(width * height);\n\n // First pass: identify shape pixels\n let shapePixelCount = 0;\n for (let i = 0, idx = 0; i < data.length; i += 4, idx++) {\n const a = data[i + 3];\n const isShape = a === 0 ? 0 : 1;\n shapeMask[idx] = isShape;\n shapePixelCount += isShape;\n }\n\n // 2) Optimized boundary detection using sparse approach\n // Only check shape pixels, not all pixels\n const boundaryIndices: number[] = [];\n const interiorIndices: number[] = [];\n\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n if (!shapeMask[idx]) continue;\n\n // Check if pixel is on boundary (optimized: early exit)\n let isBoundary = false;\n\n // Check 4-connected neighbors first (most common case)\n if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {\n isBoundary = true;\n } else {\n // Check all 8 neighbors (including diagonals) for comprehensive boundary detection\n isBoundary =\n !shapeMask[idx - 1] || // left\n !shapeMask[idx + 1] || // right\n !shapeMask[idx - width] || // top\n !shapeMask[idx + width] || // bottom\n !shapeMask[idx - width - 1] || // top-left\n !shapeMask[idx - width + 1] || // top-right\n !shapeMask[idx + width - 1] || // bottom-left\n !shapeMask[idx + width + 1]; // bottom-right\n }\n\n if (isBoundary) {\n boundaryMask[idx] = 1;\n boundaryIndices.push(idx);\n } else {\n interiorIndices.push(idx);\n }\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Mask Building] Time: ${(performance.now() - startMask).toFixed(2)}ms`);\n console.log(\n ` Shape pixels: ${shapePixelCount} / ${width * height} (${((shapePixelCount / (width * height)) * 100).toFixed(1)}%)`\n );\n console.log(` Interior pixels: ${interiorIndices.length}`);\n console.log(` Boundary pixels: ${boundaryIndices.length}`);\n }\n\n // 3) Precompute sparse data structure for solver\n const sparseData = buildSparseData(\n shapeMask,\n boundaryMask,\n new Uint32Array(interiorIndices),\n new Uint32Array(boundaryIndices),\n width,\n height\n );\n\n // 4) Solve Poisson equation with optimized sparse solver\n const startSolve = performance.now();\n const u = solvePoissonSparse(sparseData, shapeMask, boundaryMask, width, height);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Poisson Solve] Time: ${(performance.now() - startSolve).toFixed(2)}ms`);\n }\n\n // 5) Generate output image\n let maxVal = 0;\n let finalImageData: ImageData;\n\n // Only check shape pixels for max value\n for (let i = 0; i < interiorIndices.length; i++) {\n const idx = interiorIndices[i]!;\n if (u[idx]! > maxVal) maxVal = u[idx]!;\n }\n\n // Create gradient image at working resolution\n const tempCanvas = document.createElement('canvas');\n tempCanvas.width = width;\n tempCanvas.height = height;\n const tempCtx = tempCanvas.getContext('2d')!;\n\n const tempImg = tempCtx.createImageData(width, height);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n const px = idx * 4;\n\n if (!shapeMask[idx]) {\n tempImg.data[px] = 255;\n tempImg.data[px + 1] = 255;\n tempImg.data[px + 2] = 255;\n tempImg.data[px + 3] = 0; // Alpha = 0 for background\n } else {\n const poissonRatio = u[idx]! / maxVal;\n const gray = 255 * (1 - poissonRatio);\n tempImg.data[px] = gray;\n tempImg.data[px + 1] = gray;\n tempImg.data[px + 2] = gray;\n tempImg.data[px + 3] = 255; // Alpha = 255 for shape\n }\n }\n }\n tempCtx.putImageData(tempImg, 0, 0);\n\n // Upscale to original resolution with smooth interpolation\n ctx.imageSmoothingEnabled = true;\n ctx.imageSmoothingQuality = 'high';\n ctx.drawImage(tempCanvas, 0, 0, width, height, 0, 0, originalWidth, originalHeight);\n\n // Now get the upscaled image data for final output\n const outImg = ctx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Re-apply edges from original resolution with anti-aliasing\n // This ensures edges are pixel-perfect while gradient is smooth\n const originalCanvas = document.createElement('canvas');\n originalCanvas.width = originalWidth;\n originalCanvas.height = originalHeight;\n const originalCtx = originalCanvas.getContext('2d')!;\n // originalCtx.fillStyle = \"white\";\n // originalCtx.fillRect(0, 0, originalWidth, originalHeight);\n originalCtx.drawImage(img, 0, 0, originalWidth, originalHeight);\n const originalData = originalCtx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Process each pixel: Red channel = gradient, Alpha channel = original alpha\n for (let i = 0; i < outImg.data.length; i += 4) {\n const a = originalData.data[i + 3]!;\n // Use only alpha to determine background vs shape\n const upscaledAlpha = outImg.data[i + 3]!;\n if (a === 0) {\n // Background pixel\n outImg.data[i] = 255;\n outImg.data[i + 1] = 0;\n } else {\n // Red channel carries the gradient\n // Check if upscale missed this pixel by looking at alpha channel\n // If upscaled alpha is 0, the low-res version thought this was background\n outImg.data[i] = upscaledAlpha === 0 ? 0 : outImg.data[i]!; // gradient or 0\n outImg.data[i + 1] = a; // original alpha\n }\n\n // Unused channels fixed\n outImg.data[i + 2] = 255;\n outImg.data[i + 3] = 255;\n }\n\n ctx.putImageData(outImg, 0, 0);\n finalImageData = outImg;\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const totalTime = performance.now() - totalStartTime;\n console.log(`[Total Processing Time] ${totalTime.toFixed(2)}ms`);\n if (scaleFactor < 1) {\n const estimatedFullResTime = totalTime * Math.pow((originalWidth * originalHeight) / (width * height), 1.5);\n console.log(`[Estimated time at full resolution] ~${estimatedFullResTime.toFixed(0)}ms`);\n console.log(\n `[Time saved] ~${(estimatedFullResTime - totalTime).toFixed(0)}ms (${Math.round(estimatedFullResTime / totalTime)}\u00D7 faster)`\n );\n }\n }\n\n resolve({\n imageData: finalImageData,\n pngBlob: blob,\n });\n }, 'image/png');\n };\n\n img.onerror = () => reject(new Error('Failed to load image'));\n img.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nfunction buildSparseData(\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n interiorPixels: Uint32Array,\n boundaryPixels: Uint32Array,\n width: number,\n height: number\n): SparsePixelData {\n const pixelCount = interiorPixels.length;\n\n // Build neighbor indices for sparse processing\n // For each interior pixel, store indices of its 4 neighbors\n // Use -1 for out-of-bounds or non-shape neighbors\n const neighborIndices = new Int32Array(pixelCount * 4);\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n // East neighbor\n neighborIndices[i * 4 + 0] = x < width - 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6
6
  "names": []
7
7
  }
@@ -5,15 +5,34 @@ export declare const meshGradientMeta: {
5
5
  readonly maxColorCount: 10;
6
6
  };
7
7
  /**
8
- * A composition of N color spots (one per color) with 2 types of
9
- * distortions applied to the coordinate space
8
+ * A flowing composition of color spots, moving along distinct trajectories
9
+ * and transformed by organic distortion.
10
+ *
11
+ * Fragment shader uniforms:
12
+ * - u_time (float): Animation time
13
+ * - u_colors (vec4[]): Up to 10 color spots in RGBA
14
+ * - u_colorsCount (float): Number of active colors
15
+ * - u_distortion (float): Power of organic noise distortion (0 to 1)
16
+ * - u_swirl (float): Power of vortex distortion (0 to 1)
17
+ * - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)
18
+ * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
19
+ *
20
+ * Vertex shader outputs (used in fragment shader):
21
+ * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied
22
+ *
23
+ * Vertex shader uniforms:
24
+ * - u_resolution (vec2): Canvas resolution in pixels
25
+ * - u_pixelRatio (float): Device pixel ratio
26
+ * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
27
+ * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
28
+ * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
29
+ * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
30
+ * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
31
+ * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
32
+ * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
33
+ * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
34
+ * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
10
35
  *
11
- * Uniforms:
12
- * - u_colors (vec4[]), u_colorsCount (float used as integer)
13
- * - u_distortion: warp distortion
14
- * - u_swirl: vortex distortion
15
- * - u_grainMixer: shape distortion
16
- * - u_grainOverlay: post-processing blending
17
36
  */
18
37
  export declare const meshGradientFragmentShader: string;
19
38
  export interface MeshGradientUniforms extends ShaderSizingUniforms {
@@ -4,9 +4,6 @@
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
6
  import {
7
- sizingDebugVariablesDeclaration,
8
- sizingVariablesDeclaration,
9
- sizingUniformsDeclaration
10
7
  } from "../shader-sizing.js";
11
8
  import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
12
9
  const meshGradientMeta = {
@@ -25,10 +22,7 @@ uniform float u_swirl;
25
22
  uniform float u_grainMixer;
26
23
  uniform float u_grainOverlay;
27
24
 
28
- ${sizingVariablesDeclaration}
29
- ${sizingDebugVariablesDeclaration}
30
- ${sizingUniformsDeclaration}
31
-
25
+ in vec2 v_objectUV;
32
26
  out vec4 fragColor;
33
27
 
34
28
  ${declarePI}
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/mesh-gradient.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n sizingDebugVariablesDeclaration,\n sizingVariablesDeclaration,\n sizingUniformsDeclaration,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A composition of N color spots (one per color) with 2 types of\n * distortions applied to the coordinate space\n *\n * Uniforms:\n * - u_colors (vec4[]), u_colorsCount (float used as integer)\n * - u_distortion: warp distortion\n * - u_swirl: vortex distortion\n * - u_grainMixer: shape distortion\n * - u_grainOverlay: post-processing blending\n */\n\n// language=GLSL\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\n${sizingVariablesDeclaration}\n${sizingDebugVariablesDeclaration}\n${sizingUniformsDeclaration}\n\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + fract(float(i) / 3.) * .9;\n float c = .8 + fract(float(i + 1) / 4.);\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n vec2 grainUV = uv * 1000.;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n const float firstFrameOffset = 41.5;\n float t = .5 * (u_time + firstFrameOffset);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., uv.y));\n uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., uv.x));\n }\n\n vec2 uvRotated = uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t) + mixerGrain;\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = length(uvRotated - pos);\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= max(1e-4, totalWeight);\n opacity /= max(1e-4, totalWeight);\n\n float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));\n grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\n grainOverlay = pow(grainOverlay, 1.3);\n\n float grainOverlayV = grainOverlay * 2. - 1.;\n vec3 grainOverlayColor = vec3(step(0., grainOverlayV));\n float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);\n grainOverlayStrength = pow(grainOverlayStrength, .8);\n color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);\n\n opacity += .5 * grainOverlayStrength;\n opacity = clamp(opacity, 0., 1.);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\nexport const meshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * A flowing composition of color spots, moving along distinct trajectories\n * and transformed by organic distortion.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colors (vec4[]): Up to 10 color spots in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_distortion (float): Power of organic noise distortion (0 to 1)\n * - u_swirl (float): Power of vortex distortion (0 to 1)\n * - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)\n * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n *\n */\n\n// language=GLSL\nexport const meshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colors[${meshGradientMeta.maxColorCount}];\nuniform float u_colorsCount;\n\nuniform float u_distortion;\nuniform float u_swirl;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\nin vec2 v_objectUV;\nout vec4 fragColor;\n\n${declarePI}\n${rotation2}\n${proceduralHash21}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat noise(vec2 n, vec2 seedOffset) {\n return valueNoise(n + seedOffset);\n}\n\nvec2 getPosition(int i, float t) {\n float a = float(i) * .37;\n float b = .6 + fract(float(i) / 3.) * .9;\n float c = .8 + fract(float(i + 1) / 4.);\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n vec2 grainUV = uv * 1000.;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n const float firstFrameOffset = 41.5;\n float t = .5 * (u_time + firstFrameOffset);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_distortion * center / i * sin(t + i * .4 * smoothstep(.0, 1., uv.y)) * cos(.2 * t + i * 2.4 * smoothstep(.0, 1., uv.y));\n uv.y += u_distortion * center / i * cos(t + i * 2. * smoothstep(.0, 1., uv.x));\n }\n\n vec2 uvRotated = uv;\n uvRotated -= vec2(.5);\n float angle = 3. * u_swirl * radius;\n uvRotated = rotate(uvRotated, -angle);\n uvRotated += vec2(.5);\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n\n for (int i = 0; i < ${meshGradientMeta.maxColorCount}; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, t) + mixerGrain;\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float dist = length(uvRotated - pos);\n\n dist = pow(dist, 3.5);\n float weight = 1. / (dist + 1e-3);\n color += colorFraction * weight;\n opacity += opacityFraction * weight;\n totalWeight += weight;\n }\n\n color /= max(1e-4, totalWeight);\n opacity /= max(1e-4, totalWeight);\n\n float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));\n grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\n grainOverlay = pow(grainOverlay, 1.3);\n\n float grainOverlayV = grainOverlay * 2. - 1.;\n vec3 grainOverlayColor = vec3(step(0., grainOverlayV));\n float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);\n grainOverlayStrength = pow(grainOverlayStrength, .8);\n color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);\n\n opacity += .5 * grainOverlayStrength;\n opacity = clamp(opacity, 0., 1.);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface MeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_distortion: number;\n u_swirl: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n distortion?: number;\n swirl?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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6
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  "names": []
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  }