@paper-design/shaders 0.0.68 → 0.0.70

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Files changed (70) hide show
  1. package/dist/index.d.ts +2 -0
  2. package/dist/index.js +6 -0
  3. package/dist/index.js.map +2 -2
  4. package/dist/shader-sizing.d.ts +0 -3
  5. package/dist/shader-sizing.js +1 -28
  6. package/dist/shader-sizing.js.map +2 -2
  7. package/dist/shaders/color-panels.js +2 -2
  8. package/dist/shaders/color-panels.js.map +2 -2
  9. package/dist/shaders/dithering.d.ts +14 -3
  10. package/dist/shaders/dithering.js +10 -3
  11. package/dist/shaders/dithering.js.map +2 -2
  12. package/dist/shaders/dot-grid.js +2 -2
  13. package/dist/shaders/dot-grid.js.map +2 -2
  14. package/dist/shaders/dot-orbit.js +2 -3
  15. package/dist/shaders/dot-orbit.js.map +2 -2
  16. package/dist/shaders/fluted-glass.d.ts +15 -8
  17. package/dist/shaders/fluted-glass.js +11 -42
  18. package/dist/shaders/fluted-glass.js.map +2 -2
  19. package/dist/shaders/god-rays.js +2 -2
  20. package/dist/shaders/god-rays.js.map +2 -2
  21. package/dist/shaders/grain-gradient.js +14 -23
  22. package/dist/shaders/grain-gradient.js.map +2 -2
  23. package/dist/shaders/halftone-cmyk.d.ts +105 -0
  24. package/dist/shaders/halftone-cmyk.js +290 -0
  25. package/dist/shaders/halftone-cmyk.js.map +7 -0
  26. package/dist/shaders/halftone-dots.d.ts +16 -11
  27. package/dist/shaders/halftone-dots.js +8 -45
  28. package/dist/shaders/halftone-dots.js.map +2 -2
  29. package/dist/shaders/image-dithering.d.ts +6 -1
  30. package/dist/shaders/image-dithering.js.map +2 -2
  31. package/dist/shaders/liquid-metal.js +5 -2
  32. package/dist/shaders/liquid-metal.js.map +2 -2
  33. package/dist/shaders/mesh-gradient.js +1 -7
  34. package/dist/shaders/mesh-gradient.js.map +2 -2
  35. package/dist/shaders/metaballs.js +2 -2
  36. package/dist/shaders/metaballs.js.map +2 -2
  37. package/dist/shaders/neuro-noise.js +2 -3
  38. package/dist/shaders/neuro-noise.js.map +2 -2
  39. package/dist/shaders/paper-texture.js +2 -2
  40. package/dist/shaders/paper-texture.js.map +2 -2
  41. package/dist/shaders/perlin-noise.js +8 -30
  42. package/dist/shaders/perlin-noise.js.map +2 -2
  43. package/dist/shaders/pulsing-border.js +4 -2
  44. package/dist/shaders/pulsing-border.js.map +2 -2
  45. package/dist/shaders/simplex-noise.js +2 -2
  46. package/dist/shaders/simplex-noise.js.map +2 -2
  47. package/dist/shaders/smoke-ring.js +20 -17
  48. package/dist/shaders/smoke-ring.js.map +2 -2
  49. package/dist/shaders/spiral.js +2 -2
  50. package/dist/shaders/spiral.js.map +2 -2
  51. package/dist/shaders/static-mesh-gradient.d.ts +1 -1
  52. package/dist/shaders/static-mesh-gradient.js +6 -14
  53. package/dist/shaders/static-mesh-gradient.js.map +2 -2
  54. package/dist/shaders/static-radial-gradient.d.ts +1 -1
  55. package/dist/shaders/static-radial-gradient.js +12 -19
  56. package/dist/shaders/static-radial-gradient.js.map +2 -2
  57. package/dist/shaders/swirl.js +2 -2
  58. package/dist/shaders/swirl.js.map +2 -2
  59. package/dist/shaders/voronoi.js +2 -2
  60. package/dist/shaders/voronoi.js.map +2 -2
  61. package/dist/shaders/warp.js +2 -2
  62. package/dist/shaders/warp.js.map +2 -2
  63. package/dist/shaders/water.js +2 -2
  64. package/dist/shaders/water.js.map +2 -2
  65. package/dist/shaders/waves.js +2 -2
  66. package/dist/shaders/waves.js.map +2 -2
  67. package/dist/vertex-shader.d.ts +1 -1
  68. package/dist/vertex-shader.js +2 -53
  69. package/dist/vertex-shader.js.map +2 -2
  70. package/package.json +1 -1
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/liquid-metal.ts"],
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- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, 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\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
- "mappings": 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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
  }
@@ -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 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\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"],
5
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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"],
5
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6
6
  "names": []
7
7
  }
@@ -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, textureRandomizerR, colorBandingFix } from "../shader-utils.js";
8
8
  const metaballsMeta = {
9
9
  maxColorCount: 8,
@@ -23,7 +23,7 @@ uniform float u_size;
23
23
  uniform float u_sizeRange;
24
24
  uniform float u_count;
25
25
 
26
- ${sizingVariablesDeclaration}
26
+ in vec2 v_objectUV;
27
27
 
28
28
  out vec4 fragColor;
29
29
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/metaballs.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, textureRandomizerR, colorBandingFix } from '../shader-utils.js';\n\nexport const metaballsMeta = {\n maxColorCount: 8,\n maxBallsCount: 20,\n} as const;\n\n/**\n * Up to 20 colored gooey balls moving around the center and merging into smooth organic shapes.\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 8 base colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_count (float): Number of balls (1 to 20)\n * - u_size (float): Size of the balls (0 to 1)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\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 metaballsFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${ metaballsMeta.maxColorCount }];\nuniform float u_colorsCount;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_count;\n\n${ sizingVariablesDeclaration }\n\nout vec4 fragColor;\n\n${ declarePI }\n${ textureRandomizerR }\nfloat noise(float x) {\n float i = floor(x);\n float f = fract(x);\n float u = f * f * (3.0 - 2.0 * f);\n vec2 p0 = vec2(i, 0.0);\n vec2 p1 = vec2(i + 1.0, 0.0);\n return mix(randomR(p0), randomR(p1), u);\n}\n\nfloat getBallShape(vec2 uv, vec2 c, float p) {\n float s = .5 * length(uv - c);\n s = 1. - clamp(s, 0., 1.);\n s = pow(s, p);\n return s;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n const float firstFrameOffset = 2503.4;\n float t = .2 * (u_time + firstFrameOffset);\n\n vec3 totalColor = vec3(0.);\n float totalShape = 0.;\n float totalOpacity = 0.;\n\n for (int i = 0; i < ${ metaballsMeta.maxBallsCount }; i++) {\n if (i >= int(ceil(u_count))) break;\n\n float idxFract = float(i) / float(${ metaballsMeta.maxBallsCount });\n float angle = TWO_PI * idxFract;\n\n float speed = 1. - .2 * idxFract;\n float noiseX = noise(angle * 10. + float(i) + t * speed);\n float noiseY = noise(angle * 20. + float(i) - t * speed);\n\n vec2 pos = vec2(.5) + 1e-4 + .9 * (vec2(noiseX, noiseY) - .5);\n\n int safeIndex = i % int(u_colorsCount + 0.5);\n vec4 ballColor = u_colors[safeIndex];\n ballColor.rgb *= ballColor.a;\n\n float sizeFrac = 1.;\n if (float(i) > floor(u_count - 1.)) {\n sizeFrac *= fract(u_count);\n }\n\n float shape = getBallShape(shape_uv, pos, 45. - 30. * u_size * sizeFrac);\n shape *= pow(u_size, .2);\n shape = smoothstep(0., 1., shape);\n\n totalColor += ballColor.rgb * shape;\n totalShape += shape;\n totalOpacity += ballColor.a * shape;\n }\n\n totalColor /= max(totalShape, 1e-4);\n totalOpacity /= max(totalShape, 1e-4);\n\n float edge_width = fwidth(totalShape);\n float finalShape = smoothstep(.4, .4 + edge_width, totalShape);\n\n vec3 color = totalColor * finalShape;\n float opacity = totalOpacity * finalShape;\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\nexport interface MetaballsUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_count: number;\n u_size: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface MetaballsParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n count?: number;\n size?: number;\n}\n"],
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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, textureRandomizerR, colorBandingFix } from '../shader-utils.js';\n\nexport const metaballsMeta = {\n maxColorCount: 8,\n maxBallsCount: 20,\n} as const;\n\n/**\n * Up to 20 colored gooey balls moving around the center and merging into smooth organic shapes.\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 8 base colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_count (float): Number of balls (1 to 20)\n * - u_size (float): Size of the balls (0 to 1)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\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 metaballsFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colors[${ metaballsMeta.maxColorCount }];\nuniform float u_colorsCount;\nuniform float u_size;\nuniform float u_sizeRange;\nuniform float u_count;\n\nin vec2 v_objectUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ textureRandomizerR }\nfloat noise(float x) {\n float i = floor(x);\n float f = fract(x);\n float u = f * f * (3.0 - 2.0 * f);\n vec2 p0 = vec2(i, 0.0);\n vec2 p1 = vec2(i + 1.0, 0.0);\n return mix(randomR(p0), randomR(p1), u);\n}\n\nfloat getBallShape(vec2 uv, vec2 c, float p) {\n float s = .5 * length(uv - c);\n s = 1. - clamp(s, 0., 1.);\n s = pow(s, p);\n return s;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n shape_uv += .5;\n\n const float firstFrameOffset = 2503.4;\n float t = .2 * (u_time + firstFrameOffset);\n\n vec3 totalColor = vec3(0.);\n float totalShape = 0.;\n float totalOpacity = 0.;\n\n for (int i = 0; i < ${ metaballsMeta.maxBallsCount }; i++) {\n if (i >= int(ceil(u_count))) break;\n\n float idxFract = float(i) / float(${ metaballsMeta.maxBallsCount });\n float angle = TWO_PI * idxFract;\n\n float speed = 1. - .2 * idxFract;\n float noiseX = noise(angle * 10. + float(i) + t * speed);\n float noiseY = noise(angle * 20. + float(i) - t * speed);\n\n vec2 pos = vec2(.5) + 1e-4 + .9 * (vec2(noiseX, noiseY) - .5);\n\n int safeIndex = i % int(u_colorsCount + 0.5);\n vec4 ballColor = u_colors[safeIndex];\n ballColor.rgb *= ballColor.a;\n\n float sizeFrac = 1.;\n if (float(i) > floor(u_count - 1.)) {\n sizeFrac *= fract(u_count);\n }\n\n float shape = getBallShape(shape_uv, pos, 45. - 30. * u_size * sizeFrac);\n shape *= pow(u_size, .2);\n shape = smoothstep(0., 1., shape);\n\n totalColor += ballColor.rgb * shape;\n totalShape += shape;\n totalOpacity += ballColor.a * shape;\n }\n\n totalColor /= max(totalShape, 1e-4);\n totalOpacity /= max(totalShape, 1e-4);\n\n float edge_width = fwidth(totalShape);\n float finalShape = smoothstep(.4, .4 + edge_width, totalShape);\n\n vec3 color = totalColor * finalShape;\n float opacity = totalOpacity * finalShape;\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\nexport interface MetaballsUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_count: number;\n u_size: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface MetaballsParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colors?: string[];\n count?: number;\n size?: number;\n}\n"],
5
+ "mappings": ";;;;;AAEA,eAAmE;AACnE,SAAS,WAAW,oBAAoB,uBAAuB;AAExD,MAAM,gBAAgB;AAAA,EAC3B,eAAe;AAAA,EACf,eAAe;AACjB;AAiCO,MAAM,0BAAkC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBAQtB,cAAc,aAAc;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUlD,SAAU;AAAA,EACV,kBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,wBA6BG,cAAc,aAAc;AAAA;AAAA;AAAA,wCAGZ,cAAc,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,IAwChE,eAAgB;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -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 { rotation2, colorBandingFix } from "../shader-utils.js";
8
8
  const neuroNoiseFragmentShader = `#version 300 es
9
9
  precision mediump float;
@@ -18,8 +18,7 @@ uniform vec4 u_colorBack;
18
18
  uniform float u_brightness;
19
19
  uniform float u_contrast;
20
20
 
21
-
22
- ${sizingVariablesDeclaration}
21
+ in vec2 v_patternUV;
23
22
 
24
23
  out vec4 fragColor;
25
24
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/neuro-noise.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, colorBandingFix } from '../shader-utils.js';\n\n/**\n * A glowing, web-like structure of fluid lines and soft intersections.\n * Great for creating atmospheric, organic-yet-futuristic visuals.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_colorFront (vec4): Graphics highlight color in RGBA\n * - u_colorMid (vec4): Graphics main color in RGBA\n * - u_colorBack (vec4): Background color in RGBA\n * - u_brightness (float): Luminosity of the crossing points (0 to 1)\n * - u_contrast (float): Sharpness of the bright-dark transition (0 to 1)\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 * Original algorithm: https://x.com/zozuar/status/1625182758745128981/\n */\n\n// language=GLSL\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\n\n${ sizingVariablesDeclaration }\n\nout vec4 fragColor;\n\n${ rotation2 }\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .13;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * noise * noise;\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\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\nexport interface NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
5
- "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAoCpC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAc7C,0BAA2B;AAAA;AAAA;AAAA;AAAA,EAI3B,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,IA8CR,eAAgB;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, colorBandingFix } from '../shader-utils.js';\n\n/**\n * A glowing, web-like structure of fluid lines and soft intersections.\n * Great for creating atmospheric, organic-yet-futuristic visuals.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_colorFront (vec4): Graphics highlight color in RGBA\n * - u_colorMid (vec4): Graphics main color in RGBA\n * - u_colorBack (vec4): Background color in RGBA\n * - u_brightness (float): Luminosity of the crossing points (0 to 1)\n * - u_contrast (float): Sharpness of the bright-dark transition (0 to 1)\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 * Original algorithm: https://x.com/zozuar/status/1625182758745128981/\n */\n\n// language=GLSL\nexport const neuroNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorMid;\nuniform vec4 u_colorBack;\nuniform float u_brightness;\nuniform float u_contrast;\n\nin vec2 v_patternUV;\n\nout vec4 fragColor;\n\n${ rotation2 }\n\nfloat neuroShape(vec2 uv, float t) {\n vec2 sine_acc = vec2(0.);\n vec2 res = vec2(0.);\n float scale = 8.;\n\n for (int j = 0; j < 15; j++) {\n uv = rotate(uv, 1.);\n sine_acc = rotate(sine_acc, 1.);\n vec2 layer = uv * scale + float(j) + sine_acc - t;\n sine_acc += sin(layer);\n res += (.5 + .5 * cos(layer)) / scale;\n scale *= (1.2);\n }\n return res.x + res.y;\n}\n\nvoid main() {\n vec2 shape_uv = v_patternUV;\n shape_uv *= .13;\n\n float t = .5 * u_time;\n\n float noise = neuroShape(shape_uv, t);\n\n noise = (1. + u_brightness) * noise * noise;\n noise = pow(noise, .7 + 6. * u_contrast);\n noise = min(1.4, noise);\n\n float blend = smoothstep(0.7, 1.4, noise);\n\n vec4 frontC = u_colorFront;\n frontC.rgb *= frontC.a;\n vec4 midC = u_colorMid;\n midC.rgb *= midC.a;\n vec4 blendFront = mix(midC, frontC, blend);\n\n float safeNoise = max(noise, 0.0);\n vec3 color = blendFront.rgb * safeNoise;\n float opacity = clamp(blendFront.a * safeNoise, 0., 1.);\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\nexport interface NeuroNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorMid: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_brightness: number;\n u_contrast: number;\n}\n\nexport interface NeuroNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorMid?: string;\n colorBack?: string;\n brightness?: number;\n contrast?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,eAAmE;AACnE,SAAS,WAAW,uBAAuB;AAoCpC,MAAM,2BAAmC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiB7C,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,IA8CR,eAAgB;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -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 { rotation2, declarePI, fiberNoise, textureRandomizerR } from "../shader-utils.js";
8
8
  const paperTextureFragmentShader = `#version 300 es
9
9
  precision mediump float;
@@ -31,7 +31,7 @@ uniform float u_fade;
31
31
 
32
32
  uniform sampler2D u_noiseTexture;
33
33
 
34
- ${sizingVariablesDeclaration}
34
+ in vec2 v_imageUV;
35
35
 
36
36
  out vec4 fragColor;
37
37
 
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/paper-texture.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * A static texture built from multiple noise layers, usable for realistic paper and cardboard surfaces.\n * Can be used as an image filter or as a standalone texture.\n *\n * Fragment shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_image (sampler2D): Optional 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_contrast (float): Blending behavior, sharper vs smoother color transitions (0 to 1)\n * - u_roughness (float): Pixel noise, related to canvas and not scalable (0 to 1)\n * - u_fiber (float): Curly-shaped noise intensity (0 to 1)\n * - u_fiberSize (float): Curly-shaped noise scale (0 to 1)\n * - u_crumples (float): Cell-based crumple pattern intensity (0 to 1)\n * - u_crumpleSize (float): Cell-based crumple pattern scale (0 to 1)\n * - u_folds (float): Depth of the folds (0 to 1)\n * - u_foldCount (float): Number of folds (1 to 15)\n * - u_fade (float): Big-scale noise mask applied to the pattern (0 to 1)\n * - u_drops (float): Visibility of speckle pattern (0 to 1)\n * - u_seed (float): Seed applied to folds, crumples and dots (0 to 1000)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\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 *\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 paperTextureFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_contrast;\nuniform float u_roughness;\nuniform float u_fiber;\nuniform float u_fiberSize;\nuniform float u_crumples;\nuniform float u_crumpleSize;\nuniform float u_folds;\nuniform float u_foldCount;\nuniform float u_drops;\nuniform float u_seed;\nuniform float u_fade;\n\nuniform sampler2D u_noiseTexture;\n\n${ sizingVariablesDeclaration }\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n\n float left = smoothstep(0., aax, uv.x);\n float right = 1. - smoothstep(1. - aax, 1., uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = 1. - smoothstep(1. - aay, 1., uv.y);\n\n return left * right * bottom * top;\n}\n\n${ declarePI }\n${ rotation2 }\n${ textureRandomizerR }\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < 3; i++) {\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat roughness(vec2 p) {\n p *= .1;\n float o = 0.;\n for (float i = 0.; ++i < 4.; p *= 2.1) {\n vec4 w = vec4(floor(p), ceil(p));\n vec2 f = fract(p);\n o += mix(\n mix(randomG(w.xy), randomG(w.xw), f.y),\n mix(randomG(w.zy), randomG(w.zw), f.y),\n f.x);\n o += .2 / exp(2. * abs(sin(.2 * p.x + .5 * p.y)));\n }\n return o / 3.;\n}\n\n${ fiberNoise }\n\nvec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n}\nfloat crumpledNoise(vec2 t, float pw) {\n vec2 p = floor(t);\n float wsum = 0.;\n float cl = 0.;\n for (int y = -1; y < 2; y += 1) {\n for (int x = -1; x < 2; x += 1) {\n vec2 b = vec2(float(x), float(y));\n vec2 q = b + p;\n vec2 q2 = q - floor(q / 8.) * 8.;\n vec2 c = q + randomGB(q2);\n vec2 r = c - t;\n float w = pow(smoothstep(0., 1., 1. - abs(r.x)), pw) * pow(smoothstep(0., 1., 1. - abs(r.y)), pw);\n cl += (.5 + .5 * sin((q2.x + q2.y * 5.) * 8.)) * w;\n wsum += w;\n }\n }\n return pow(wsum != 0.0 ? cl / wsum : 0.0, .5) * 2.;\n}\nfloat crumplesShape(vec2 uv) {\n return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);\n}\n\n\nvec2 folds(vec2 uv) {\n vec3 pp = vec3(0.);\n float l = 9.;\n for (float i = 0.; i < 15.; i++) {\n if (i >= u_foldCount) break;\n vec2 rand = randomGB(vec2(i, i * u_seed));\n float an = rand.x * TWO_PI;\n vec2 p = vec2(cos(an), sin(an)) * rand.y;\n float dist = distance(uv, p);\n l = min(l, dist);\n\n if (l == dist) {\n pp.xy = (uv - p.xy);\n pp.z = dist;\n }\n }\n return mix(pp.xy, vec2(0.), pow(pp.z, .25));\n}\n\nfloat drops(vec2 uv) {\n vec2 iDropsUV = floor(uv);\n vec2 fDropsUV = fract(uv);\n float dropsMinDist = 1.;\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 neighbor = vec2(float(i), float(j));\n vec2 offset = randomGB(iDropsUV + neighbor);\n offset = .5 + .5 * sin(10. * u_seed + TWO_PI * offset);\n vec2 pos = neighbor + offset - fDropsUV;\n float dist = length(pos);\n dropsMinDist = min(dropsMinDist, dropsMinDist*dist);\n }\n }\n return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 5. * (patternUV * vec2(u_imageAspectRatio, 1.));\n\n vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));\n\n vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;\n float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));\n\n vec2 fiberUV = 2. / u_fiberSize * patternUV;\n float fiber = fiberNoise(fiberUV, vec2(0.));\n fiber = .5 * u_fiber * (fiber - 1.);\n\n vec2 normal = vec2(0.);\n vec2 normalImage = vec2(0.);\n\n vec2 foldsUV = patternUV * .12;\n foldsUV = rotate(foldsUV, 4. * u_seed);\n vec2 w = folds(foldsUV);\n foldsUV = rotate(foldsUV + .007 * cos(u_seed), .01 * sin(u_seed));\n vec2 w2 = folds(foldsUV);\n\n float drops = u_drops * drops(patternUV * 2.);\n\n float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);\n fade = clamp(8. * fade * fade * fade, 0., 1.);\n\n w = mix(w, vec2(0.), fade);\n w2 = mix(w2, vec2(0.), fade);\n crumples = mix(crumples, 0., fade);\n drops = mix(drops, 0., fade);\n fiber *= mix(1., .5, fade);\n roughness *= mix(1., .5, fade);\n\n normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);\n normalImage.xy += u_folds * 2. * w;\n\n normal.xy += crumples;\n normalImage.xy += 1.5 * crumples;\n\n normal.xy += 3. * drops;\n normalImage.xy += .2 * drops;\n\n normal.xy += u_roughness * 1.5 * roughness;\n normal.xy += fiber;\n\n normalImage += u_roughness * .75 * roughness;\n normalImage += .2 * fiber;\n\n vec3 lightPos = vec3(1., 2., 1.);\n float res = dot(normalize(vec3(normal, 9.5 - 9. * pow(u_contrast, .1))), normalize(lightPos));\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n imageUV += .02 * normalImage;\n float frame = getUvFrame(imageUV);\n vec4 image = texture(u_image, imageUV);\n image.rgb += .6 * pow(u_contrast, .4) * (res - .7);\n\n frame *= image.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n opacity = mix(opacity, 1., frame);\n\n color -= .007 * drops;\n\n color.rgb = mix(color, image.rgb, frame);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PaperTextureUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_noiseTexture?: HTMLImageElement;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_contrast: number;\n u_roughness: number;\n u_fiber: number;\n u_fiberSize: number;\n u_crumples: number;\n u_foldCount: number;\n u_folds: number;\n u_fade: number;\n u_crumpleSize: number;\n u_drops: number;\n u_seed: number;\n}\n\nexport interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n contrast?: number;\n roughness?: number;\n fiber?: number;\n fiberSize?: number;\n crumples?: number;\n foldCount?: number;\n folds?: number;\n fade?: number;\n crumpleSize?: number;\n drops?: number;\n seed?: number;\n}\n"],
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4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI, fiberNoise, textureRandomizerR } from '../shader-utils.js';\n\n/**\n * A static texture built from multiple noise layers, usable for realistic paper and cardboard surfaces.\n * Can be used as an image filter or as a standalone texture.\n *\n * Fragment shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_image (sampler2D): Optional 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_contrast (float): Blending behavior, sharper vs smoother color transitions (0 to 1)\n * - u_roughness (float): Pixel noise, related to canvas and not scalable (0 to 1)\n * - u_fiber (float): Curly-shaped noise intensity (0 to 1)\n * - u_fiberSize (float): Curly-shaped noise scale (0 to 1)\n * - u_crumples (float): Cell-based crumple pattern intensity (0 to 1)\n * - u_crumpleSize (float): Cell-based crumple pattern scale (0 to 1)\n * - u_folds (float): Depth of the folds (0 to 1)\n * - u_foldCount (float): Number of folds (1 to 15)\n * - u_fade (float): Big-scale noise mask applied to the pattern (0 to 1)\n * - u_drops (float): Visibility of speckle pattern (0 to 1)\n * - u_seed (float): Seed applied to folds, crumples and dots (0 to 1000)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\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 *\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 paperTextureFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_contrast;\nuniform float u_roughness;\nuniform float u_fiber;\nuniform float u_fiberSize;\nuniform float u_crumples;\nuniform float u_crumpleSize;\nuniform float u_folds;\nuniform float u_foldCount;\nuniform float u_drops;\nuniform float u_seed;\nuniform float u_fade;\n\nuniform sampler2D u_noiseTexture;\n\nin vec2 v_imageUV;\n\nout vec4 fragColor;\n\nfloat getUvFrame(vec2 uv) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n\n float left = smoothstep(0., aax, uv.x);\n float right = 1. - smoothstep(1. - aax, 1., uv.x);\n float bottom = smoothstep(0., aay, uv.y);\n float top = 1. - smoothstep(1. - aay, 1., uv.y);\n\n return left * right * bottom * top;\n}\n\n${ declarePI }\n${ rotation2 }\n${ textureRandomizerR }\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = .4;\n for (int i = 0; i < 3; i++) {\n total += valueNoise(n) * amplitude;\n n *= 1.99;\n amplitude *= 0.65;\n }\n return total;\n}\n\n\nfloat randomG(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).g;\n}\nfloat roughness(vec2 p) {\n p *= .1;\n float o = 0.;\n for (float i = 0.; ++i < 4.; p *= 2.1) {\n vec4 w = vec4(floor(p), ceil(p));\n vec2 f = fract(p);\n o += mix(\n mix(randomG(w.xy), randomG(w.xw), f.y),\n mix(randomG(w.zy), randomG(w.zw), f.y),\n f.x);\n o += .2 / exp(2. * abs(sin(.2 * p.x + .5 * p.y)));\n }\n return o / 3.;\n}\n\n${ fiberNoise }\n\nvec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 50. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n}\nfloat crumpledNoise(vec2 t, float pw) {\n vec2 p = floor(t);\n float wsum = 0.;\n float cl = 0.;\n for (int y = -1; y < 2; y += 1) {\n for (int x = -1; x < 2; x += 1) {\n vec2 b = vec2(float(x), float(y));\n vec2 q = b + p;\n vec2 q2 = q - floor(q / 8.) * 8.;\n vec2 c = q + randomGB(q2);\n vec2 r = c - t;\n float w = pow(smoothstep(0., 1., 1. - abs(r.x)), pw) * pow(smoothstep(0., 1., 1. - abs(r.y)), pw);\n cl += (.5 + .5 * sin((q2.x + q2.y * 5.) * 8.)) * w;\n wsum += w;\n }\n }\n return pow(wsum != 0.0 ? cl / wsum : 0.0, .5) * 2.;\n}\nfloat crumplesShape(vec2 uv) {\n return crumpledNoise(uv * .25, 16.) * crumpledNoise(uv * .5, 2.);\n}\n\n\nvec2 folds(vec2 uv) {\n vec3 pp = vec3(0.);\n float l = 9.;\n for (float i = 0.; i < 15.; i++) {\n if (i >= u_foldCount) break;\n vec2 rand = randomGB(vec2(i, i * u_seed));\n float an = rand.x * TWO_PI;\n vec2 p = vec2(cos(an), sin(an)) * rand.y;\n float dist = distance(uv, p);\n l = min(l, dist);\n\n if (l == dist) {\n pp.xy = (uv - p.xy);\n pp.z = dist;\n }\n }\n return mix(pp.xy, vec2(0.), pow(pp.z, .25));\n}\n\nfloat drops(vec2 uv) {\n vec2 iDropsUV = floor(uv);\n vec2 fDropsUV = fract(uv);\n float dropsMinDist = 1.;\n for (int j = -1; j <= 1; j++) {\n for (int i = -1; i <= 1; i++) {\n vec2 neighbor = vec2(float(i), float(j));\n vec2 offset = randomGB(iDropsUV + neighbor);\n offset = .5 + .5 * sin(10. * u_seed + TWO_PI * offset);\n vec2 pos = neighbor + offset - fDropsUV;\n float dist = length(pos);\n dropsMinDist = min(dropsMinDist, dropsMinDist*dist);\n }\n }\n return 1. - smoothstep(.05, .09, pow(dropsMinDist, .5));\n}\n\nfloat lst(float edge0, float edge1, float x) {\n return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n\n vec2 imageUV = v_imageUV;\n vec2 patternUV = v_imageUV - .5;\n patternUV = 5. * (patternUV * vec2(u_imageAspectRatio, 1.));\n\n vec2 roughnessUv = 1.5 * (gl_FragCoord.xy - .5 * u_resolution) / u_pixelRatio;\n float roughness = roughness(roughnessUv + vec2(1., 0.)) - roughness(roughnessUv - vec2(1., 0.));\n\n vec2 crumplesUV = fract(patternUV * .02 / u_crumpleSize - u_seed) * 32.;\n float crumples = u_crumples * (crumplesShape(crumplesUV + vec2(.05, 0.)) - crumplesShape(crumplesUV));\n\n vec2 fiberUV = 2. / u_fiberSize * patternUV;\n float fiber = fiberNoise(fiberUV, vec2(0.));\n fiber = .5 * u_fiber * (fiber - 1.);\n\n vec2 normal = vec2(0.);\n vec2 normalImage = vec2(0.);\n\n vec2 foldsUV = patternUV * .12;\n foldsUV = rotate(foldsUV, 4. * u_seed);\n vec2 w = folds(foldsUV);\n foldsUV = rotate(foldsUV + .007 * cos(u_seed), .01 * sin(u_seed));\n vec2 w2 = folds(foldsUV);\n\n float drops = u_drops * drops(patternUV * 2.);\n\n float fade = u_fade * fbm(.17 * patternUV + 10. * u_seed);\n fade = clamp(8. * fade * fade * fade, 0., 1.);\n\n w = mix(w, vec2(0.), fade);\n w2 = mix(w2, vec2(0.), fade);\n crumples = mix(crumples, 0., fade);\n drops = mix(drops, 0., fade);\n fiber *= mix(1., .5, fade);\n roughness *= mix(1., .5, fade);\n\n normal.xy += u_folds * min(5. * u_contrast, 1.) * 4. * max(vec2(0.), w + w2);\n normalImage.xy += u_folds * 2. * w;\n\n normal.xy += crumples;\n normalImage.xy += 1.5 * crumples;\n\n normal.xy += 3. * drops;\n normalImage.xy += .2 * drops;\n\n normal.xy += u_roughness * 1.5 * roughness;\n normal.xy += fiber;\n\n normalImage += u_roughness * .75 * roughness;\n normalImage += .2 * fiber;\n\n vec3 lightPos = vec3(1., 2., 1.);\n float res = dot(normalize(vec3(normal, 9.5 - 9. * pow(u_contrast, .1))), normalize(lightPos));\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n imageUV += .02 * normalImage;\n float frame = getUvFrame(imageUV);\n vec4 image = texture(u_image, imageUV);\n image.rgb += .6 * pow(u_contrast, .4) * (res - .7);\n\n frame *= image.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n opacity = mix(opacity, 1., frame);\n\n color -= .007 * drops;\n\n color.rgb = mix(color, image.rgb, frame);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PaperTextureUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_noiseTexture?: HTMLImageElement;\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_contrast: number;\n u_roughness: number;\n u_fiber: number;\n u_fiberSize: number;\n u_crumples: number;\n u_foldCount: number;\n u_folds: number;\n u_fade: number;\n u_crumpleSize: number;\n u_drops: number;\n u_seed: number;\n}\n\nexport interface PaperTextureParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorFront?: string;\n colorBack?: string;\n contrast?: number;\n roughness?: number;\n fiber?: number;\n fiberSize?: number;\n crumples?: number;\n foldCount?: number;\n folds?: number;\n fade?: number;\n crumpleSize?: number;\n drops?: number;\n seed?: number;\n}\n"],
5
+ "mappings": ";;;;;AACA,eAAmE;AACnE,SAAS,WAAW,WAAW,YAAY,0BAA0B;AA8C9D,MAAM,6BAAqC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA0C/C,SAAU;AAAA,EACV,SAAU;AAAA,EACV,kBAAmB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA2CnB,UAAW;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;",
6
6
  "names": []
7
7
  }
@@ -3,8 +3,8 @@
3
3
  * https://github.com/paper-design/shaders *
4
4
  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
5
5
 
6
- import { sizingVariablesDeclaration } from "../shader-sizing.js";
7
- import { declarePI, colorBandingFix } from "../shader-utils.js";
6
+ import {} from "../shader-sizing.js";
7
+ import { declarePI, colorBandingFix, proceduralHash11, proceduralHash21 } from "../shader-utils.js";
8
8
  const perlinNoiseFragmentShader = `#version 300 es
9
9
  precision mediump float;
10
10
 
@@ -18,23 +18,13 @@ uniform float u_octaveCount;
18
18
  uniform float u_persistence;
19
19
  uniform float u_lacunarity;
20
20
 
21
- ${sizingVariablesDeclaration}
21
+ in vec2 v_patternUV;
22
22
 
23
23
  out vec4 fragColor;
24
24
 
25
25
  ${declarePI}
26
-
27
- float hash11(float p) {
28
- p = fract(p * 0.3183099) + 0.1;
29
- p *= p + 19.19;
30
- return fract(p * p);
31
- }
32
-
33
- float hash21(vec2 p) {
34
- p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;
35
- p += dot(p, p + 19.19);
36
- return fract(p.x * p.y);
37
- }
26
+ ${proceduralHash11}
27
+ ${proceduralHash21}
38
28
 
39
29
  float hash31(vec3 p) {
40
30
  p = fract(p * 0.3183099) + 0.1;
@@ -42,17 +32,6 @@ float hash31(vec3 p) {
42
32
  return fract(p.x * (p.y + p.z));
43
33
  }
44
34
 
45
- vec3 hash33(vec3 p) {
46
- p = fract(p * 0.3183099) + 0.1;
47
- p += dot(p, p.yzx + 19.19);
48
- return fract(vec3(p.x * p.y, p.y * p.z, p.z * p.x));
49
- }
50
-
51
- vec3 gradientSafe(vec3 p) {
52
- vec3 h = hash33(p) * 2.0 - 1.;
53
- return normalize(h + 0.001);
54
- }
55
-
56
35
  vec3 gradientPredefined(float hash) {
57
36
  int idx = int(hash * 12.0) % 12;
58
37
 
@@ -159,11 +138,10 @@ void main() {
159
138
 
160
139
  vec3 p = vec3(uv, t);
161
140
 
162
- float octCount = clamp(floor(u_octaveCount), 1.0, 8.0);
163
- float persistence = clamp(u_persistence, 0., 1.);
164
- float noise = p_noise(p, int(octCount), persistence, u_lacunarity);
141
+ float octCount = floor(u_octaveCount);
142
+ float noise = p_noise(p, int(octCount), u_persistence, u_lacunarity);
165
143
 
166
- float max_amp = get_max_amp(persistence, octCount);
144
+ float max_amp = get_max_amp(u_persistence, octCount);
167
145
  float noise_normalized = clamp((noise + max_amp) / max(1e-4, (2. * max_amp)) + (u_proportion - .5), 0.0, 1.0);
168
146
  float sharpness = clamp(u_softness, 0., 1.);
169
147
  float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/perlin-noise.ts"],
4
- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { sizingVariablesDeclaration, type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix } from '../shader-utils.js';\n\n/**\n * Classic animated 3D Perlin noise with exposed controls.\n * Original algorithm: https://www.shadertoy.com/view/NlSGDz\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colorFront (vec4): Foreground color in RGBA\n * - u_colorBack (vec4): Background color in RGBA\n * - u_proportion (float): Blend point between 2 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_octaveCount (float): Perlin noise octaves number, more octaves for more detailed patterns (1 to 8)\n * - u_persistence (float): Roughness, falloff between octaves (0.3 to 1)\n * - u_lacunarity (float): Frequency step, defines how compressed the pattern is (1.5 to 10)\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 perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\n${ sizingVariablesDeclaration }\n\nout vec4 fragColor;\n\n${ declarePI }\n\nfloat hash11(float p) {\n p = fract(p * 0.3183099) + 0.1;\n p *= p + 19.19;\n return fract(p * p);\n}\n\nfloat hash21(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p + 19.19);\n return fract(p.x * p.y);\n}\n\nfloat hash31(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(p.x * (p.y + p.z));\n}\n\nvec3 hash33(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(vec3(p.x * p.y, p.y * p.z, p.z * p.x));\n}\n\nvec3 gradientSafe(vec3 p) {\n vec3 h = hash33(p) * 2.0 - 1.;\n return normalize(h + 0.001);\n}\n\nvec3 gradientPredefined(float hash) {\n int idx = int(hash * 12.0) % 12;\n\n if (idx == 0) return vec3(1, 1, 0);\n if (idx == 1) return vec3(-1, 1, 0);\n if (idx == 2) return vec3(1, -1, 0);\n if (idx == 3) return vec3(-1, -1, 0);\n if (idx == 4) return vec3(1, 0, 1);\n if (idx == 5) return vec3(-1, 0, 1);\n if (idx == 6) return vec3(1, 0, -1);\n if (idx == 7) return vec3(-1, 0, -1);\n if (idx == 8) return vec3(0, 1, 1);\n if (idx == 9) return vec3(0, -1, 1);\n if (idx == 10) return vec3(0, 1, -1);\n return vec3(0, -1, -1);// idx == 11\n}\n\nfloat interpolateSafe(float v000, float v001, float v010, float v011,\nfloat v100, float v101, float v110, float v111, vec3 t) {\n t = clamp(t, 0.0, 1.0);\n\n float v00 = mix(v000, v100, t.x);\n float v01 = mix(v001, v101, t.x);\n float v10 = mix(v010, v110, t.x);\n float v11 = mix(v011, v111, t.x);\n\n float v0 = mix(v00, v10, t.y);\n float v1 = mix(v01, v11, t.y);\n\n return mix(v0, v1, t.z);\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, float seed) {\n position += vec3(seed * 127.1, seed * 311.7, seed * 74.7);\n\n vec3 i = floor(position);\n vec3 f = fract(position);\n float h000 = hash31(i);\n float h001 = hash31(i + vec3(0, 0, 1));\n float h010 = hash31(i + vec3(0, 1, 0));\n float h011 = hash31(i + vec3(0, 1, 1));\n float h100 = hash31(i + vec3(1, 0, 0));\n float h101 = hash31(i + vec3(1, 0, 1));\n float h110 = hash31(i + vec3(1, 1, 0));\n float h111 = hash31(i + vec3(1, 1, 1));\n vec3 g000 = gradientPredefined(h000);\n vec3 g001 = gradientPredefined(h001);\n vec3 g010 = gradientPredefined(h010);\n vec3 g011 = gradientPredefined(h011);\n vec3 g100 = gradientPredefined(h100);\n vec3 g101 = gradientPredefined(h101);\n vec3 g110 = gradientPredefined(h110);\n vec3 g111 = gradientPredefined(h111);\n float v000 = dot(g000, f - vec3(0, 0, 0));\n float v001 = dot(g001, f - vec3(0, 0, 1));\n float v010 = dot(g010, f - vec3(0, 1, 0));\n float v011 = dot(g011, f - vec3(0, 1, 1));\n float v100 = dot(g100, f - vec3(1, 0, 0));\n float v101 = dot(g101, f - vec3(1, 0, 1));\n float v110 = dot(g110, f - vec3(1, 1, 0));\n float v111 = dot(g111, f - vec3(1, 1, 1));\n\n vec3 u = fade(f);\n return interpolateSafe(v000, v001, v010, v011, v100, v101, v110, v111, u);\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float frequency = 10.0;\n float maxValue = 0.0;\n octaveCount = clamp(octaveCount, 1, 8);\n\n for (int i = 0; i < octaveCount; i++) {\n float seed = float(i) * 0.7319;\n value += perlinNoise(position * frequency, seed) * amplitude;\n maxValue += amplitude;\n amplitude *= persistence;\n frequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence = clamp(persistence * 0.999, 0.0, 0.999);\n octaveCount = clamp(octaveCount, 1.0, 8.0);\n\n if (abs(persistence - 1.0) < 0.001) {\n return octaveCount;\n }\n\n return (1.0 - pow(persistence, octaveCount)) / max(1e-4, (1.0 - persistence));\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n\n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float octCount = clamp(floor(u_octaveCount), 1.0, 8.0);\n float persistence = clamp(u_persistence, 0., 1.);\n float noise = p_noise(p, int(octCount), persistence, u_lacunarity);\n\n float max_amp = get_max_amp(persistence, octCount);\n float noise_normalized = clamp((noise + max_amp) / max(1e-4, (2. * max_amp)) + (u_proportion - .5), 0.0, 1.0);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
5
- "mappings": ";;;;;AACA,SAAS,kCAAsF;AAC/F,SAAS,WAAW,uBAAuB;AAmCpC,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAa9C,0BAA2B;AAAA;AAAA;AAAA;AAAA,EAI3B,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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkKR,eAAgB;AAAA;AAAA;AAAA;AAAA;",
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, colorBandingFix, proceduralHash11, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Classic animated 3D Perlin noise with exposed controls.\n * Original algorithm: https://www.shadertoy.com/view/NlSGDz\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colorFront (vec4): Foreground color in RGBA\n * - u_colorBack (vec4): Background color in RGBA\n * - u_proportion (float): Blend point between 2 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_octaveCount (float): Perlin noise octaves number, more octaves for more detailed patterns (1 to 8)\n * - u_persistence (float): Roughness, falloff between octaves (0.3 to 1)\n * - u_lacunarity (float): Frequency step, defines how compressed the pattern is (1.5 to 10)\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 perlinNoiseFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform vec4 u_colorFront;\nuniform vec4 u_colorBack;\nuniform float u_proportion;\nuniform float u_softness;\nuniform float u_octaveCount;\nuniform float u_persistence;\nuniform float u_lacunarity;\n\nin vec2 v_patternUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ proceduralHash11 }\n${ proceduralHash21 }\n\nfloat hash31(vec3 p) {\n p = fract(p * 0.3183099) + 0.1;\n p += dot(p, p.yzx + 19.19);\n return fract(p.x * (p.y + p.z));\n}\n\nvec3 gradientPredefined(float hash) {\n int idx = int(hash * 12.0) % 12;\n\n if (idx == 0) return vec3(1, 1, 0);\n if (idx == 1) return vec3(-1, 1, 0);\n if (idx == 2) return vec3(1, -1, 0);\n if (idx == 3) return vec3(-1, -1, 0);\n if (idx == 4) return vec3(1, 0, 1);\n if (idx == 5) return vec3(-1, 0, 1);\n if (idx == 6) return vec3(1, 0, -1);\n if (idx == 7) return vec3(-1, 0, -1);\n if (idx == 8) return vec3(0, 1, 1);\n if (idx == 9) return vec3(0, -1, 1);\n if (idx == 10) return vec3(0, 1, -1);\n return vec3(0, -1, -1);// idx == 11\n}\n\nfloat interpolateSafe(float v000, float v001, float v010, float v011,\nfloat v100, float v101, float v110, float v111, vec3 t) {\n t = clamp(t, 0.0, 1.0);\n\n float v00 = mix(v000, v100, t.x);\n float v01 = mix(v001, v101, t.x);\n float v10 = mix(v010, v110, t.x);\n float v11 = mix(v011, v111, t.x);\n\n float v0 = mix(v00, v10, t.y);\n float v1 = mix(v01, v11, t.y);\n\n return mix(v0, v1, t.z);\n}\n\nvec3 fade(vec3 t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n\nfloat perlinNoise(vec3 position, float seed) {\n position += vec3(seed * 127.1, seed * 311.7, seed * 74.7);\n\n vec3 i = floor(position);\n vec3 f = fract(position);\n float h000 = hash31(i);\n float h001 = hash31(i + vec3(0, 0, 1));\n float h010 = hash31(i + vec3(0, 1, 0));\n float h011 = hash31(i + vec3(0, 1, 1));\n float h100 = hash31(i + vec3(1, 0, 0));\n float h101 = hash31(i + vec3(1, 0, 1));\n float h110 = hash31(i + vec3(1, 1, 0));\n float h111 = hash31(i + vec3(1, 1, 1));\n vec3 g000 = gradientPredefined(h000);\n vec3 g001 = gradientPredefined(h001);\n vec3 g010 = gradientPredefined(h010);\n vec3 g011 = gradientPredefined(h011);\n vec3 g100 = gradientPredefined(h100);\n vec3 g101 = gradientPredefined(h101);\n vec3 g110 = gradientPredefined(h110);\n vec3 g111 = gradientPredefined(h111);\n float v000 = dot(g000, f - vec3(0, 0, 0));\n float v001 = dot(g001, f - vec3(0, 0, 1));\n float v010 = dot(g010, f - vec3(0, 1, 0));\n float v011 = dot(g011, f - vec3(0, 1, 1));\n float v100 = dot(g100, f - vec3(1, 0, 0));\n float v101 = dot(g101, f - vec3(1, 0, 1));\n float v110 = dot(g110, f - vec3(1, 1, 0));\n float v111 = dot(g111, f - vec3(1, 1, 1));\n\n vec3 u = fade(f);\n return interpolateSafe(v000, v001, v010, v011, v100, v101, v110, v111, u);\n}\n\nfloat p_noise(vec3 position, int octaveCount, float persistence, float lacunarity) {\n float value = 0.0;\n float amplitude = 1.0;\n float frequency = 10.0;\n float maxValue = 0.0;\n octaveCount = clamp(octaveCount, 1, 8);\n\n for (int i = 0; i < octaveCount; i++) {\n float seed = float(i) * 0.7319;\n value += perlinNoise(position * frequency, seed) * amplitude;\n maxValue += amplitude;\n amplitude *= persistence;\n frequency *= lacunarity;\n }\n return value;\n}\n\nfloat get_max_amp(float persistence, float octaveCount) {\n persistence = clamp(persistence * 0.999, 0.0, 0.999);\n octaveCount = clamp(octaveCount, 1.0, 8.0);\n\n if (abs(persistence - 1.0) < 0.001) {\n return octaveCount;\n }\n\n return (1.0 - pow(persistence, octaveCount)) / max(1e-4, (1.0 - persistence));\n}\n\nvoid main() {\n vec2 uv = v_patternUV;\n uv *= .5;\n\n float t = .2 * u_time;\n\n vec3 p = vec3(uv, t);\n\n float octCount = floor(u_octaveCount);\n float noise = p_noise(p, int(octCount), u_persistence, u_lacunarity);\n\n float max_amp = get_max_amp(u_persistence, octCount);\n float noise_normalized = clamp((noise + max_amp) / max(1e-4, (2. * max_amp)) + (u_proportion - .5), 0.0, 1.0);\n float sharpness = clamp(u_softness, 0., 1.);\n float smooth_w = 0.5 * max(fwidth(noise_normalized), 0.001);\n float res = smoothstep(\n .5 - .5 * sharpness - smooth_w,\n .5 + .5 * sharpness + smooth_w,\n noise_normalized\n );\n\n vec3 fgColor = u_colorFront.rgb * u_colorFront.a;\n float fgOpacity = u_colorFront.a;\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n float bgOpacity = u_colorBack.a;\n\n vec3 color = fgColor * res;\n float opacity = fgOpacity * res;\n\n color += bgColor * (1. - opacity);\n opacity += bgOpacity * (1. - opacity);\n\n ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface PerlinNoiseUniforms extends ShaderSizingUniforms {\n u_colorFront: [number, number, number, number];\n u_colorBack: [number, number, number, number];\n u_proportion: number;\n u_softness: number;\n u_octaveCount: number;\n u_persistence: number;\n u_lacunarity: number;\n}\n\nexport interface PerlinNoiseParams extends ShaderSizingParams, ShaderMotionParams {\n colorFront?: string;\n colorBack?: string;\n proportion?: number;\n softness?: number;\n octaveCount?: number;\n persistence?: number;\n lacunarity?: number;\n}\n"],
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  "names": []
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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 { sizingVariablesDeclaration } from "../shader-sizing.js";
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+ import {} from "../shader-sizing.js";
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  import { declarePI, textureRandomizerGB, colorBandingFix } from "../shader-utils.js";
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  const pulsingBorderMeta = {
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  maxColorCount: 5,
@@ -35,7 +35,9 @@ uniform float u_smokeSize;
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  uniform sampler2D u_noiseTexture;
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- ${sizingVariablesDeclaration}
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+ in vec2 v_responsiveUV;
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+ in vec2 v_responsiveBoxGivenSize;
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+ in vec2 v_patternUV;
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  out vec4 fragColor;
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