@paper-design/shaders 0.0.67 → 0.0.69
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +29 -18
- package/dist/index.js +6 -0
- package/dist/index.js.map +2 -2
- package/dist/shader-sizing.d.ts +0 -5
- package/dist/shader-sizing.js +1 -193
- package/dist/shader-sizing.js.map +2 -2
- package/dist/shaders/color-panels.d.ts +32 -12
- package/dist/shaders/color-panels.js +5 -5
- package/dist/shaders/color-panels.js.map +2 -2
- package/dist/shaders/dithering.d.ts +25 -19
- package/dist/shaders/dithering.js +114 -66
- package/dist/shaders/dithering.js.map +2 -2
- package/dist/shaders/dot-grid.d.ts +28 -14
- package/dist/shaders/dot-grid.js +2 -2
- package/dist/shaders/dot-grid.js.map +2 -2
- package/dist/shaders/dot-orbit.d.ts +27 -9
- package/dist/shaders/dot-orbit.js +8 -9
- package/dist/shaders/dot-orbit.js.map +2 -2
- package/dist/shaders/fluted-glass.d.ts +43 -18
- package/dist/shaders/fluted-glass.js +20 -51
- package/dist/shaders/fluted-glass.js.map +2 -2
- package/dist/shaders/god-rays.d.ts +32 -10
- package/dist/shaders/god-rays.js +2 -2
- package/dist/shaders/god-rays.js.map +2 -2
- package/dist/shaders/grain-gradient.d.ts +41 -17
- package/dist/shaders/grain-gradient.js +47 -33
- package/dist/shaders/grain-gradient.js.map +2 -2
- package/dist/shaders/halftone-cmyk.d.ts +105 -0
- package/dist/shaders/halftone-cmyk.js +290 -0
- package/dist/shaders/halftone-cmyk.js.map +7 -0
- package/dist/shaders/halftone-dots.d.ts +35 -6
- package/dist/shaders/halftone-dots.js +18 -55
- package/dist/shaders/halftone-dots.js.map +2 -2
- package/dist/shaders/heatmap.d.ts +36 -0
- package/dist/shaders/heatmap.js +98 -16
- package/dist/shaders/heatmap.js.map +2 -2
- package/dist/shaders/image-dithering.d.ts +29 -15
- package/dist/shaders/image-dithering.js +68 -37
- package/dist/shaders/image-dithering.js.map +2 -2
- package/dist/shaders/liquid-metal.d.ts +38 -14
- package/dist/shaders/liquid-metal.js +5 -2
- package/dist/shaders/liquid-metal.js.map +2 -2
- package/dist/shaders/mesh-gradient.d.ts +27 -8
- package/dist/shaders/mesh-gradient.js +1 -7
- package/dist/shaders/mesh-gradient.js.map +2 -2
- package/dist/shaders/metaballs.d.ts +24 -8
- package/dist/shaders/metaballs.js +2 -2
- package/dist/shaders/metaballs.js.map +2 -2
- package/dist/shaders/neuro-noise.d.ts +27 -5
- package/dist/shaders/neuro-noise.js +2 -3
- package/dist/shaders/neuro-noise.js.map +2 -2
- package/dist/shaders/paper-texture.d.ts +37 -12
- package/dist/shaders/paper-texture.js +20 -20
- package/dist/shaders/paper-texture.js.map +2 -2
- package/dist/shaders/perlin-noise.d.ts +27 -8
- package/dist/shaders/perlin-noise.js +13 -35
- package/dist/shaders/perlin-noise.js.map +2 -2
- package/dist/shaders/pulsing-border.d.ts +39 -13
- package/dist/shaders/pulsing-border.js +9 -7
- package/dist/shaders/pulsing-border.js.map +2 -2
- package/dist/shaders/simplex-noise.d.ts +25 -6
- package/dist/shaders/simplex-noise.js +21 -21
- package/dist/shaders/simplex-noise.js.map +2 -2
- package/dist/shaders/smoke-ring.d.ts +29 -7
- package/dist/shaders/smoke-ring.js +20 -17
- package/dist/shaders/smoke-ring.js.map +2 -2
- package/dist/shaders/spiral.d.ts +30 -10
- package/dist/shaders/spiral.js +4 -4
- package/dist/shaders/spiral.js.map +2 -2
- package/dist/shaders/static-mesh-gradient.d.ts +30 -9
- package/dist/shaders/static-mesh-gradient.js +9 -17
- package/dist/shaders/static-mesh-gradient.js.map +2 -2
- package/dist/shaders/static-radial-gradient.d.ts +33 -11
- package/dist/shaders/static-radial-gradient.js +18 -25
- package/dist/shaders/static-radial-gradient.js.map +2 -2
- package/dist/shaders/swirl.d.ts +29 -8
- package/dist/shaders/swirl.js +4 -4
- package/dist/shaders/swirl.js.map +2 -2
- package/dist/shaders/voronoi.d.ts +31 -10
- package/dist/shaders/voronoi.js +8 -8
- package/dist/shaders/voronoi.js.map +2 -2
- package/dist/shaders/warp.d.ts +31 -13
- package/dist/shaders/warp.js +3 -3
- package/dist/shaders/warp.js.map +2 -2
- package/dist/shaders/water.d.ts +30 -10
- package/dist/shaders/water.js +2 -2
- package/dist/shaders/water.js.map +2 -2
- package/dist/shaders/waves.d.ts +27 -12
- package/dist/shaders/waves.js +3 -3
- package/dist/shaders/waves.js.map +2 -2
- package/dist/vertex-shader.d.ts +1 -1
- package/dist/vertex-shader.js +2 -53
- package/dist/vertex-shader.js.map +2 -2
- package/package.json +1 -1
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@@ -5,16 +5,37 @@ export declare const staticMeshGradientMeta: {
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readonly maxColorCount: 10;
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};
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/**
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* Multi-point mesh gradient with up to 10 color spots, enhanced by two-direction warping,
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* adjustable blend sharpness, and grain controls.
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*
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* Fragment shader uniforms:
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* - u_colors (vec4[]): Up to 10 gradient colors in RGBA
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* - u_colorsCount (float): Number of active colors
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* - u_positions (float): Color spots placement seed (0 to 100)
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* - u_waveX (float): Strength of sine wave distortion along X axis (0 to 1)
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* - u_waveXShift (float): Phase offset applied to the X-axis wave (0 to 1)
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* - u_waveY (float): Strength of sine wave distortion along Y axis (0 to 1)
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* - u_waveYShift (float): Phase offset applied to the Y-axis wave (0 to 1)
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* - u_mixing (float): Blending behavior, 0 = hard stripes, 0.5 = smooth, 1 = gradual blend (0 to 1)
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* - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)
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* - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
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*
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* Vertex shader outputs (used in fragment shader):
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* - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied
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*
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* Vertex shader uniforms:
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* - u_resolution (vec2): Canvas resolution in pixels
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* - u_pixelRatio (float): Device pixel ratio
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* - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
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* - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
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* - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
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* - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
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* - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
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* - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
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* - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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* - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
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* - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
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*
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* Uniforms:
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* - u_colorBack (RGBA)
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* - u_colors (vec4[]), u_colorsCount (float used as integer)
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* - u_waveX, u_waveY - power of sine wave distortion along X and Y axes
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* - u_waveXShift, u_waveYShift - each wave phase offset
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* - u_mixing (0 .. 1, float) - 0 for stepped gradient, 0.5 for smooth transitions, 1 for pronounced color points
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* - u_grainMixer - shape distortion
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* - u_grainOverlay - post-processing blending
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*/
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export declare const staticMeshGradientFragmentShader: string;
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export interface StaticMeshGradientUniforms extends ShaderSizingUniforms {
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import {
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sizingDebugVariablesDeclaration,
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sizingVariablesDeclaration,
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sizingUniformsDeclaration
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} from "../shader-sizing.js";
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import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
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const staticMeshGradientMeta = {
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uniform float u_grainMixer;
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uniform float u_grainOverlay;
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${sizingDebugVariablesDeclaration}
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${sizingUniformsDeclaration}
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in vec2 v_objectUV;
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out vec4 fragColor;
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${declarePI}
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uv.x += u_waveX * center / i * cos(TWO_PI * u_waveXShift + i * 2. * smoothstep(.0, 1., uv.y));
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uv.y += u_waveY * center / i * cos(TWO_PI * u_waveYShift + i * 2. * smoothstep(.0, 1., uv.x));
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}
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vec3 color = vec3(0.);
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float opacity = 0.;
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float totalWeight = 0.;
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vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;
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float opacityFraction = u_colors[i].a;
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power = mix(power, .75, 2. * (u_mixing - .5));
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}
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float mixing = pow(u_mixing, .7);
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float power = mix(2., 1., mixing);
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dist = pow(dist, power);
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float w = 1. / (dist + 1e-3);
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float baseSharpness = mix(.0, 8., clamp(w, 0., 1.));
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float sharpness = mix(baseSharpness, 1., mixing);
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w = pow(w, sharpness);
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color += colorFraction * w;
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opacity += opacityFraction * w;
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totalWeight += w;
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color /= max(1e-4, totalWeight);
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opacity /= max(1e-4, totalWeight);
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float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));
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grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);
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grainOverlay = pow(grainOverlay, 1.3);
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opacity += .5 * grainOverlayStrength;
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opacity = clamp(opacity, 0., 1.);
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fragColor = vec4(color, opacity);
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}
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`;
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"version": 3,
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"sources": ["../../src/shaders/static-mesh-gradient.ts"],
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n
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"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 staticMeshGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Multi-point mesh gradient with up to 10 color spots, enhanced by two-direction warping,\n * adjustable blend sharpness, and grain controls.\n *\n * Fragment shader uniforms:\n * - u_colors (vec4[]): Up to 10 gradient colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_positions (float): Color spots placement seed (0 to 100)\n * - u_waveX (float): Strength of sine wave distortion along X axis (0 to 1)\n * - u_waveXShift (float): Phase offset applied to the X-axis wave (0 to 1)\n * - u_waveY (float): Strength of sine wave distortion along Y axis (0 to 1)\n * - u_waveYShift (float): Phase offset applied to the Y-axis wave (0 to 1)\n * - u_mixing (float): Blending behavior, 0 = hard stripes, 0.5 = smooth, 1 = gradual blend (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 staticMeshGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colors[${ staticMeshGradientMeta.maxColorCount }];\nuniform float u_colorsCount;\n\nuniform float u_positions;\nuniform float u_waveX;\nuniform float u_waveXShift;\nuniform float u_waveY;\nuniform float u_waveYShift;\nuniform float u_mixing;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\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 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = v_objectUV;\n uv += .5;\n vec2 grainUV = uv * 1000.;\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float radius = smoothstep(0., 1., length(uv - .5));\n float center = 1. - radius;\n for (float i = 1.; i <= 2.; i++) {\n uv.x += u_waveX * center / i * cos(TWO_PI * u_waveXShift + i * 2. * smoothstep(.0, 1., uv.y));\n uv.y += u_waveY * center / i * cos(TWO_PI * u_waveYShift + i * 2. * smoothstep(.0, 1., uv.x));\n }\n\n vec3 color = vec3(0.);\n float opacity = 0.;\n float totalWeight = 0.;\n float positionSeed = 25. + .33 * u_positions;\n\n for (int i = 0; i < ${ staticMeshGradientMeta.maxColorCount }; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 pos = getPosition(i, positionSeed) + mixerGrain;\n float dist = length(uv - pos);\n dist = length(uv - pos);\n\n vec3 colorFraction = u_colors[i].rgb * u_colors[i].a;\n float opacityFraction = u_colors[i].a;\n\n float mixing = pow(u_mixing, .7);\n float power = mix(2., 1., mixing);\n dist = pow(dist, power);\n\n float w = 1. / (dist + 1e-3);\n float baseSharpness = mix(.0, 8., clamp(w, 0., 1.));\n float sharpness = mix(baseSharpness, 1., mixing);\n w = pow(w, sharpness);\n color += colorFraction * w;\n opacity += opacityFraction * w;\n totalWeight += w;\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 StaticMeshGradientUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_positions: number;\n u_waveX: number;\n u_waveXShift: number;\n u_waveY: number;\n u_waveYShift: number;\n u_mixing: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticMeshGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n positions?: number;\n waveX?: number;\n waveXShift?: number;\n waveY?: number;\n waveYShift?: number;\n mixing?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
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"mappings": ";;;;;AAEA;AAAA,OAGO;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,yBAAyB;AAAA,EACpC,eAAe;AACjB;AAqCO,MAAM,mCAA2C;AAAA;AAAA;AAAA,wBAG/B,uBAAuB,aAAc;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAe3D,SAAU;AAAA,EACV,SAAU;AAAA,EACV,gBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAkDK,uBAAuB,aAAc;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
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* - u_focalDistance (float): Distance of the focal point from center (0 to 3)
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* - u_focalAngle (float): Angle of the focal point in degrees, effective with focalDistance > 0 (0 to 360)
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* - u_falloff (float): Gradient decay, 0 = linear gradient (-1 to 1)
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* - u_mixing (float): Blending behavior, 0 = hard stripes, 1 = smooth gradient (0 to 1)
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* - u_distortionShift (float): Radial distortion offset, effective with distortion > 0 (-1 to 1)
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* - u_distortionFreq (float): Radial distortion frequency, effective with distortion > 0 (0 to 20)
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export declare const staticRadialGradientFragmentShader: string;
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export interface StaticRadialGradientUniforms extends ShaderSizingUniforms {
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
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const staticRadialGradientMeta = {
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uniform float u_grainMixer;
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uniform float u_grainOverlay;
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in vec2 v_objectUV;
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out vec4 fragColor;
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${declarePI}
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float angleRad = -radians(u_focalAngle + 90.);
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vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;
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vec2 c_to_uv = uv - center;
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float a = dot(f_to_uv, f_to_uv);
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float c = dot(f_to_c, f_to_c) - radius * radius;
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@@ -112,7 +106,7 @@ void main() {
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float shape = clamp(normalized, 0.0, 1.0);
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float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., u_falloff * u_falloff), step(.0, u_falloff));
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float falloffExp = mix(falloffMapped, 1., shape);
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shape = pow(shape, falloffExp);
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@@ -121,7 +115,7 @@ void main() {
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float outerMask = .002;
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float outer = 1.0 - smoothstep(radius - outerMask, radius + outerMask, r);
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outer = mix(outer, 1., isInSector);
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shape = mix(0., shape, outer);
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@@ -134,23 +128,22 @@ void main() {
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float mixer = shape * u_colorsCount + mixerGrain;
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vec4 gradient = u_colors[0];
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gradient.rgb *= gradient.a;
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float outerShape = 0.;
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|
for (int i = 1; i < ${staticRadialGradientMeta.maxColorCount + 1}; i++) {
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134
|
if (i > int(u_colorsCount)) break;
|
|
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|
float mLinear = clamp(mixer - float(i - 1), 0.0, 1.0);
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}
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float aa = fwidth(mLinear);
|
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+
float width = min(u_mixing, 0.5);
|
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|
+
float t = clamp((mLinear - (0.5 - width - aa)) / (2. * width + 2. * aa), 0., 1.);
|
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+
float p = mix(2., 1., clamp((u_mixing - 0.5) * 2., 0., 1.));
|
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|
+
float m = t < 0.5
|
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+
? 0.5 * pow(2. * t, p)
|
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: 1. - 0.5 * pow(2. * (1. - t), p);
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float quadBlend = clamp((u_mixing - 0.5) * 2., 0., 1.);
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m = mix(m, m * m, 0.5 * quadBlend);
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if (i == 1) {
|
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outerShape = m;
|
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@@ -1,7 +1,7 @@
|
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1
1
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{
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"version": 3,
|
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3
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"sources": ["../../src/shaders/static-radial-gradient.ts"],
|
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|
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {\n
|
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"mappings": ";;;;;AAEA;AAAA,
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+
"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 staticRadialGradientMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Radial gradient with up to 10 blended colors, featuring advanced mixing modes, focal point controls,\n * shape distortion, and grain effects.\n *\n * Fragment shader uniforms:\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colors (vec4[]): Up to 10 gradient colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_radius (float): Size of the shape (0 to 3)\n * - u_focalDistance (float): Distance of the focal point from center (0 to 3)\n * - u_focalAngle (float): Angle of the focal point in degrees, effective with focalDistance > 0 (0 to 360)\n * - u_falloff (float): Gradient decay, 0 = linear gradient (-1 to 1)\n * - u_mixing (float): Blending behavior, 0 = hard stripes, 1 = smooth gradient (0 to 1)\n * - u_distortion (float): Strength of radial distortion (0 to 1)\n * - u_distortionShift (float): Radial distortion offset, effective with distortion > 0 (-1 to 1)\n * - u_distortionFreq (float): Radial distortion frequency, effective with distortion > 0 (0 to 20)\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 staticRadialGradientFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${ staticRadialGradientMeta.maxColorCount }];\nuniform float u_colorsCount;\n\nuniform float u_radius;\nuniform float u_focalDistance;\nuniform float u_focalAngle;\nuniform float u_falloff;\nuniform float u_mixing;\nuniform float u_distortion;\nuniform float u_distortionShift;\nuniform float u_distortionFreq;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\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 + mod(float(i), 3.) * .3;\n float c = .8 + mod(float(i + 1), 4.) * 0.25;\n\n float x = sin(t * b + a);\n float y = cos(t * c + a * 1.5);\n\n return .5 + .5 * vec2(x, y);\n}\n\nvoid main() {\n vec2 uv = 2. * v_objectUV;\n vec2 grainUV = uv * 1000.;\n\n vec2 center = vec2(0.);\n float angleRad = -radians(u_focalAngle + 90.);\n vec2 focalPoint = vec2(cos(angleRad), sin(angleRad)) * u_focalDistance;\n float radius = u_radius;\n\n vec2 c_to_uv = uv - center;\n vec2 f_to_uv = uv - focalPoint;\n vec2 f_to_c = center - focalPoint;\n float r = length(c_to_uv);\n\n float fragAngle = atan(c_to_uv.y, c_to_uv.x);\n float angleDiff = fract((fragAngle - angleRad + PI) / TWO_PI) * TWO_PI - PI;\n\n float halfAngle = acos(clamp(radius / max(u_focalDistance, 1e-4), 0.0, 1.0));\n float e0 = 0.6 * PI, e1 = halfAngle;\n float lo = min(e0, e1), hi = max(e0, e1);\n float s = smoothstep(lo, hi, abs(angleDiff));\n float isInSector = (e1 >= e0) ? (1.0 - s) : s;\n\n float a = dot(f_to_uv, f_to_uv);\n float b = -2.0 * dot(f_to_uv, f_to_c);\n float c = dot(f_to_c, f_to_c) - radius * radius;\n\n float discriminant = b * b - 4.0 * a * c;\n float t = 1.0;\n\n if (discriminant >= 0.0) {\n float sqrtD = sqrt(discriminant);\n float div = max(1e-4, 2.0 * a);\n float t0 = (-b - sqrtD) / div;\n float t1 = (-b + sqrtD) / div;\n t = max(t0, t1);\n if (t < 0.0) t = 0.0;\n }\n\n float dist = length(f_to_uv);\n float normalized = dist / max(1e-4, length(f_to_uv * t));\n float shape = clamp(normalized, 0.0, 1.0);\n\n float falloffMapped = mix(.2 + .8 * max(0., u_falloff + 1.), mix(1., 15., u_falloff * u_falloff), step(.0, u_falloff));\n\n float falloffExp = mix(falloffMapped, 1., shape);\n shape = pow(shape, falloffExp);\n shape = 1. - clamp(shape, 0., 1.);\n\n\n float outerMask = .002;\n float outer = 1.0 - smoothstep(radius - outerMask, radius + outerMask, r);\n outer = mix(outer, 1., isInSector);\n\n shape = mix(0., shape, outer);\n shape *= 1. - smoothstep(radius - .01, radius, r);\n\n float angle = atan(f_to_uv.y, f_to_uv.x);\n shape -= pow(u_distortion, 2.) * shape * pow(abs(sin(PI * clamp(length(f_to_uv) - 0.2 + u_distortionShift, 0.0, 1.0))), 4.0) * (sin(u_distortionFreq * angle) + cos(floor(0.65 * u_distortionFreq) * angle));\n\n float grain = noise(grainUV, vec2(0.));\n float mixerGrain = .4 * u_grainMixer * (grain - .5);\n\n float mixer = shape * u_colorsCount + mixerGrain;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n\n float outerShape = 0.;\n for (int i = 1; i < ${ staticRadialGradientMeta.maxColorCount + 1 }; i++) {\n if (i > int(u_colorsCount)) break;\n float mLinear = clamp(mixer - float(i - 1), 0.0, 1.0);\n\n float aa = fwidth(mLinear);\n float width = min(u_mixing, 0.5);\n float t = clamp((mLinear - (0.5 - width - aa)) / (2. * width + 2. * aa), 0., 1.);\n float p = mix(2., 1., clamp((u_mixing - 0.5) * 2., 0., 1.));\n float m = t < 0.5\n ? 0.5 * pow(2. * t, p)\n : 1. - 0.5 * pow(2. * (1. - t), p);\n\n float quadBlend = clamp((u_mixing - 0.5) * 2., 0., 1.);\n m = mix(m, m * m, 0.5 * quadBlend);\n \n if (i == 1) {\n outerShape = m;\n }\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n vec3 color = gradient.rgb * outerShape;\n float opacity = gradient.a * outerShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n float 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 StaticRadialGradientUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_radius: number;\n u_focalDistance: number;\n u_focalAngle: number;\n u_falloff: number;\n u_mixing: number;\n u_distortion: number;\n u_distortionShift: number;\n u_distortionFreq: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface StaticRadialGradientParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n radius?: number;\n focalDistance?: number;\n focalAngle?: number;\n falloff?: number;\n mixing?: number;\n distortion?: number;\n distortionShift?: number;\n distortionFreq?: number;\n grainMixer?: number;\n grainOverlay?: number;\n}\n"],
|
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|
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"mappings": ";;;;;AAEA;AAAA,OAGO;AACP,SAAS,WAAW,WAAW,wBAAwB;AAEhD,MAAM,2BAA2B;AAAA,EACtC,eAAe;AACjB;AAwCO,MAAM,qCAA6C;AAAA;AAAA;AAAA;AAAA,wBAIjC,yBAAyB,aAAc;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiB7D,SAAU;AAAA,EACV,SAAU;AAAA,EACV,gBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAkGK,yBAAyB,gBAAgB,CAAE;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
|
|
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|
"names": []
|
|
7
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|
}
|
package/dist/shaders/swirl.d.ts
CHANGED
|
@@ -5,15 +5,36 @@ export declare const swirlMeta: {
|
|
|
5
5
|
readonly maxColorCount: 10;
|
|
6
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|
};
|
|
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|
/**
|
|
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|
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|
|
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|
+
* Animated bands of color twisting and bending, producing spirals, arcs, and flowing circular patterns.
|
|
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|
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|
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* -
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* Fragment shader uniforms:
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* - u_time (float): Animation time
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* - u_colorBack (vec4): Background color in RGBA
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* - u_colors (vec4[]): Up to 10 stripe colors in RGBA
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* - u_colorsCount (float): Number of active colors
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* - u_bandCount (float): Number of color bands, 0 = concentric ripples (0 to 15)
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* - u_twist (float): Vortex power, 0 = straight sectoral shapes (0 to 1)
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* - u_center (float): How far from the center the swirl colors begin to appear (0 to 1)
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* - u_proportion (float): Blend point between colors, 0.5 = equal distribution (0 to 1)
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* - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)
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* - u_noise (float): Strength of noise distortion, no effect with noiseFrequency = 0 (0 to 1)
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* - u_noiseFrequency (float): Noise frequency, no effect with noise = 0 (0 to 1)
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*
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* Vertex shader outputs (used in fragment shader):
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* - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied
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*
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* Vertex shader uniforms:
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* - u_resolution (vec2): Canvas resolution in pixels
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* - u_pixelRatio (float): Device pixel ratio
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* - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
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* - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
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* - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
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* - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
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* - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
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* - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
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* - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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* - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
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* - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
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*
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*/
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export declare const swirlFragmentShader: string;
|
package/dist/shaders/swirl.js
CHANGED
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@@ -3,7 +3,7 @@
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* https://github.com/paper-design/shaders *
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import {
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import {} from "../shader-sizing.js";
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import { simplexNoise, declarePI, rotation2, colorBandingFix } from "../shader-utils.js";
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const swirlMeta = {
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maxColorCount: 10
|
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@@ -24,7 +24,7 @@ uniform float u_softness;
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uniform float u_noise;
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uniform float u_noiseFrequency;
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in vec2 v_objectUV;
|
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out vec4 fragColor;
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@@ -37,7 +37,7 @@ void main() {
|
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float l = length(shape_uv);
|
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l = max(1e-4, l);
|
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-
|
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+
|
|
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|
float t = u_time;
|
|
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|
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|
43
43
|
float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;
|
|
@@ -61,7 +61,7 @@ void main() {
|
|
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|
float mixer = shape * u_colorsCount;
|
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|
vec4 gradient = u_colors[0];
|
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|
gradient.rgb *= gradient.a;
|
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-
|
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float outerShape = 0.;
|
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|
for (int i = 1; i < ${swirlMeta.maxColorCount + 1}; i++) {
|
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|
if (i > int(u_colorsCount)) break;
|
|
@@ -1,7 +1,7 @@
|
|
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1
1
|
{
|
|
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|
"version": 3,
|
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|
"sources": ["../../src/shaders/swirl.ts"],
|
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"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {
|
|
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"mappings": ";;;;;AAEA,
|
|
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|
+
"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { simplexNoise, declarePI, rotation2, colorBandingFix } from '../shader-utils.js';\n\nexport const swirlMeta = {\n maxColorCount: 10,\n} as const;\n\n/**\n * Animated bands of color twisting and bending, producing spirals, arcs, and flowing circular patterns.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colors (vec4[]): Up to 10 stripe colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_bandCount (float): Number of color bands, 0 = concentric ripples (0 to 15)\n * - u_twist (float): Vortex power, 0 = straight sectoral shapes (0 to 1)\n * - u_center (float): How far from the center the swirl colors begin to appear (0 to 1)\n * - u_proportion (float): Blend point between colors, 0.5 = equal distribution (0 to 1)\n * - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)\n * - u_noise (float): Strength of noise distortion, no effect with noiseFrequency = 0 (0 to 1)\n * - u_noiseFrequency (float): Noise frequency, no effect with noise = 0 (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 swirlFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${ swirlMeta.maxColorCount }];\nuniform float u_colorsCount;\nuniform float u_bandCount;\nuniform float u_twist;\nuniform float u_center;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_noise;\nuniform float u_noiseFrequency;\n\nin vec2 v_objectUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ simplexNoise }\n${ rotation2 }\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float l = length(shape_uv);\n l = max(1e-4, l);\n\n float t = u_time;\n\n float angle = ceil(u_bandCount) * atan(shape_uv.y, shape_uv.x) + t;\n float angle_norm = angle / TWO_PI;\n\n float twist = 3. * clamp(u_twist, 0., 1.);\n float offset = pow(l, -twist) + angle_norm;\n\n float shape = fract(offset);\n shape = 1. - abs(2. * shape - 1.);\n shape += u_noise * snoise(15. * pow(u_noiseFrequency, 2.) * shape_uv);\n\n float mid = smoothstep(.2, .2 + .8 * u_center, pow(l, twist));\n shape = mix(0., shape, mid);\n\n float proportion = clamp(u_proportion, 0., 1.);\n float exponent = mix(.25, 1., proportion * 2.);\n exponent = mix(exponent, 10., max(0., proportion * 2. - 1.));\n shape = pow(shape, exponent);\n\n float mixer = shape * u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n\n float outerShape = 0.;\n for (int i = 1; i < ${ swirlMeta.maxColorCount + 1 }; i++) {\n if (i > int(u_colorsCount)) break;\n\n float m = clamp(mixer - float(i - 1), 0., 1.);\n float aa = fwidth(m);\n m = smoothstep(.5 - .5 * u_softness - aa, .5 + .5 * u_softness + aa, m);\n\n if (i == 1) {\n outerShape = m;\n }\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n float midAA = .1 * fwidth(pow(l, -twist));\n float outerMid = smoothstep(.2, .2 + midAA, pow(l, twist));\n outerShape = mix(0., outerShape, outerMid);\n\n vec3 color = gradient.rgb * outerShape;\n float opacity = gradient.a * outerShape;\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n color = color + bgColor * (1.0 - opacity);\n opacity = opacity + u_colorBack.a * (1.0 - opacity);\n\n ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface SwirlUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_bandCount: number;\n u_twist: number;\n u_center: number;\n u_proportion: number;\n u_softness: number;\n u_noiseFrequency: number;\n u_noise: number;\n}\n\nexport interface SwirlParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n bandCount?: number;\n twist?: number;\n center?: number;\n proportion?: number;\n softness?: number;\n noiseFrequency?: number;\n noise?: number;\n}\n"],
|
|
5
|
+
"mappings": ";;;;;AAEA,eAAmE;AACnE,SAAS,cAAc,WAAW,WAAW,uBAAuB;AAE7D,MAAM,YAAY;AAAA,EACvB,eAAe;AACjB;AAqCO,MAAM,sBAA8B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAMlB,UAAU,aAAc;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc9C,SAAU;AAAA,EACV,YAAa;AAAA,EACb,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,wBAiCY,UAAU,gBAAgB,CAAE;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA2BhD,eAAgB;AAAA;AAAA;AAAA;AAAA;",
|
|
6
6
|
"names": []
|
|
7
7
|
}
|
|
@@ -5,20 +5,41 @@ export declare const voronoiMeta: {
|
|
|
5
5
|
readonly maxColorCount: 5;
|
|
6
6
|
};
|
|
7
7
|
/**
|
|
8
|
-
*
|
|
8
|
+
* Anti-aliased animated Voronoi pattern with smooth and customizable edges.
|
|
9
|
+
*
|
|
10
|
+
* Double-pass Voronoi pattern cell edges.
|
|
9
11
|
* Original algorithm: https://www.shadertoy.com/view/ldl3W8
|
|
10
12
|
*
|
|
11
|
-
*
|
|
12
|
-
*
|
|
13
|
-
*
|
|
14
|
-
* -
|
|
15
|
-
* -
|
|
16
|
-
* -
|
|
17
|
-
* -
|
|
13
|
+
* Note: gaps can't be removed completely due to natural artifacts of Voronoi cells borders
|
|
14
|
+
*
|
|
15
|
+
* Fragment shader uniforms:
|
|
16
|
+
* - u_time (float): Animation time
|
|
17
|
+
* - u_scale (float): Overall zoom level, used for anti-aliasing calculations
|
|
18
|
+
* - u_colors (vec4[]): Up to 5 base cell colors in RGBA
|
|
19
|
+
* - u_colorsCount (float): Number of active colors
|
|
20
|
+
* - u_stepsPerColor (float): Number of extra colors between base colors, 1 = N colors, 2 = 2×N, etc. (1 to 3)
|
|
21
|
+
* - u_colorGlow (vec4): Color tint for radial inner shadow inside cells in RGBA, effective with glow > 0
|
|
22
|
+
* - u_colorGap (vec4): Color used for cell borders/gaps in RGBA
|
|
23
|
+
* - u_distortion (float): Strength of noise-driven displacement of cell centers (0 to 0.5)
|
|
24
|
+
* - u_gap (float): Width of the border/gap between cells (0 to 0.1)
|
|
25
|
+
* - u_glow (float): Strength of the radial inner shadow inside cells (0 to 1)
|
|
26
|
+
* - u_noiseTexture (sampler2D): Pre-computed randomizer source texture
|
|
18
27
|
*
|
|
19
|
-
*
|
|
28
|
+
* Vertex shader outputs (used in fragment shader):
|
|
29
|
+
* - v_patternUV (vec2): UV coordinates for pattern with global sizing (rotation, scale, offset, etc) applied
|
|
20
30
|
*
|
|
21
|
-
*
|
|
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)
|
|
22
43
|
*
|
|
23
44
|
*/
|
|
24
45
|
export declare const voronoiFragmentShader: string;
|
package/dist/shaders/voronoi.js
CHANGED
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
* https://github.com/paper-design/shaders *
|
|
4
4
|
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
|
5
5
|
|
|
6
|
-
import {
|
|
6
|
+
import {} from "../shader-sizing.js";
|
|
7
7
|
import { declarePI, textureRandomizerGB } from "../shader-utils.js";
|
|
8
8
|
const voronoiMeta = {
|
|
9
9
|
maxColorCount: 5
|
|
@@ -27,7 +27,7 @@ uniform float u_distortion;
|
|
|
27
27
|
uniform float u_gap;
|
|
28
28
|
uniform float u_glow;
|
|
29
29
|
|
|
30
|
-
|
|
30
|
+
in vec2 v_patternUV;
|
|
31
31
|
|
|
32
32
|
out vec4 fragColor;
|
|
33
33
|
|
|
@@ -92,12 +92,12 @@ void main() {
|
|
|
92
92
|
vec4 gradient = u_colors[0];
|
|
93
93
|
gradient.rgb *= gradient.a;
|
|
94
94
|
for (int i = 1; i < ${voronoiMeta.maxColorCount}; i++) {
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
95
|
+
if (i >= int(u_colorsCount)) break;
|
|
96
|
+
float localT = clamp(mixer - float(i - 1), 0.0, 1.0);
|
|
97
|
+
localT = round(localT * steps) / steps;
|
|
98
|
+
vec4 c = u_colors[i];
|
|
99
|
+
c.rgb *= c.a;
|
|
100
|
+
gradient = mix(gradient, c, localT);
|
|
101
101
|
}
|
|
102
102
|
|
|
103
103
|
if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"version": 3,
|
|
3
3
|
"sources": ["../../src/shaders/voronoi.ts"],
|
|
4
|
-
"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport {
|
|
5
|
-
"mappings": ";;;;;AAEA,
|
|
4
|
+
"sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerGB } from '../shader-utils.js';\n\nexport const voronoiMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Anti-aliased animated Voronoi pattern with smooth and customizable edges.\n *\n * Double-pass Voronoi pattern cell edges.\n * Original algorithm: https://www.shadertoy.com/view/ldl3W8\n *\n * Note: gaps can't be removed completely due to natural artifacts of Voronoi cells borders\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_scale (float): Overall zoom level, used for anti-aliasing calculations\n * - u_colors (vec4[]): Up to 5 base cell colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_stepsPerColor (float): Number of extra colors between base colors, 1 = N colors, 2 = 2\u00D7N, etc. (1 to 3)\n * - u_colorGlow (vec4): Color tint for radial inner shadow inside cells in RGBA, effective with glow > 0\n * - u_colorGap (vec4): Color used for cell borders/gaps in RGBA\n * - u_distortion (float): Strength of noise-driven displacement of cell centers (0 to 0.5)\n * - u_gap (float): Width of the border/gap between cells (0 to 0.1)\n * - u_glow (float): Strength of the radial inner shadow inside cells (0 to 1)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_patternUV (vec2): UV coordinates for pattern with global sizing (rotation, scale, offset, 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 voronoiFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform float u_scale;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colors[${ voronoiMeta.maxColorCount }];\nuniform float u_colorsCount;\n\nuniform float u_stepsPerColor;\nuniform vec4 u_colorGlow;\nuniform vec4 u_colorGap;\nuniform float u_distortion;\nuniform float u_gap;\nuniform float u_glow;\n\nin vec2 v_patternUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ textureRandomizerGB }\n\nvec4 voronoi(vec2 x, float t) {\n vec2 ip = floor(x);\n vec2 fp = fract(x);\n\n vec2 mg, mr;\n float md = 8.;\n float rand = 0.;\n\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 g = vec2(float(i), float(j));\n vec2 o = randomGB(ip + g);\n float raw_hash = o.x;\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n float d = dot(r, r);\n\n if (d < md) {\n md = d;\n mr = r;\n mg = g;\n rand = raw_hash;\n }\n }\n }\n\n md = 8.;\n for (int j = -2; j <= 2; j++) {\n for (int i = -2; i <= 2; i++) {\n vec2 g = mg + vec2(float(i), float(j));\n vec2 o = randomGB(ip + g);\n o = .5 + u_distortion * sin(t + TWO_PI * o);\n vec2 r = g + o - fp;\n if (dot(mr - r, mr - r) > .00001) {\n md = min(md, dot(.5 * (mr + r), normalize(r - mr)));\n }\n }\n }\n\n return vec4(md, mr, rand);\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= 1.25;\n\n float t = u_time;\n\n vec4 voronoiRes = voronoi(shape_uv, t);\n\n float shape = clamp(voronoiRes.w, 0., 1.);\n float mixer = shape * (u_colorsCount - 1.);\n mixer = (shape - .5 / u_colorsCount) * u_colorsCount;\n float steps = max(1., u_stepsPerColor);\n\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n for (int i = 1; i < ${ voronoiMeta.maxColorCount }; i++) {\n if (i >= int(u_colorsCount)) break;\n float localT = clamp(mixer - float(i - 1), 0.0, 1.0);\n localT = round(localT * steps) / steps;\n vec4 c = u_colors[i];\n c.rgb *= c.a;\n gradient = mix(gradient, c, localT);\n }\n\n if ((mixer < 0.) || (mixer > (u_colorsCount - 1.))) {\n float localT = mixer + 1.;\n if (mixer > (u_colorsCount - 1.)) {\n localT = mixer - (u_colorsCount - 1.);\n }\n localT = round(localT * steps) / steps;\n vec4 cFst = u_colors[0];\n cFst.rgb *= cFst.a;\n vec4 cLast = u_colors[int(u_colorsCount - 1.)];\n cLast.rgb *= cLast.a;\n gradient = mix(cLast, cFst, localT);\n }\n\n vec3 cellColor = gradient.rgb;\n float cellOpacity = gradient.a;\n\n float glows = length(voronoiRes.yz * u_glow);\n glows = pow(glows, 1.5);\n\n vec3 color = mix(cellColor, u_colorGlow.rgb * u_colorGlow.a, u_colorGlow.a * glows);\n float opacity = cellOpacity + u_colorGlow.a * glows;\n\n float edge = voronoiRes.x;\n float smoothEdge = .02 / (2. * u_scale) * (1. + .5 * u_gap);\n edge = smoothstep(u_gap - smoothEdge, u_gap + smoothEdge, edge);\n\n color = mix(u_colorGap.rgb * u_colorGap.a, color, edge);\n opacity = mix(u_colorGap.a, opacity, edge);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface VoronoiUniforms extends ShaderSizingUniforms {\n u_colors: vec4[];\n u_colorsCount: number;\n u_stepsPerColor: number;\n u_colorGap: [number, number, number, number];\n u_colorGlow: [number, number, number, number];\n u_distortion: number;\n u_gap: number;\n u_glow: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface VoronoiParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n stepsPerColor?: number;\n colorGap?: string;\n colorGlow?: string;\n distortion?: number;\n gap?: number;\n glow?: number;\n}\n"],
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