@paper-design/shaders 0.0.71 → 0.0.73

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package/LICENSE CHANGED
@@ -1,21 +1,164 @@
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- MIT License
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-
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- Copyright (c) 2024 Lost Coast Labs, Inc. (Paper Design)
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-
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- Permission is hereby granted, free of charge, to any person obtaining a copy
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- of this software and associated documentation files (the "Software"), to deal
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- in the Software without restriction, including without limitation the rights
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- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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- copies of the Software, and to permit persons to whom the Software is
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- furnished to do so, subject to the following conditions:
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-
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- The above copyright notice and this permission notice shall be included in all
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- copies or substantial portions of the Software.
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-
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- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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- SOFTWARE.
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+ # PolyForm Shield License 1.0.0
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+
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+ <https://polyformproject.org/licenses/shield/1.0.0>
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+
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+ ## Acceptance
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+
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+ In order to get any license under these terms, you must agree
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+ to them as both strict obligations and conditions to all
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+ your licenses.
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+
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+ ## Copyright License
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+
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+ The licensor grants you a copyright license for the
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+ software to do everything you might do with the software
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+ that would otherwise infringe the licensor's copyright
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+ in it for any permitted purpose. However, you may
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+ only distribute the software according to [Distribution
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+ License](#distribution-license) and make changes or new works
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+ based on the software according to [Changes and New Works
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+ License](#changes-and-new-works-license).
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+
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+ ## Distribution License
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+
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+ The licensor grants you an additional copyright license
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+ to distribute copies of the software. Your license
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+ to distribute covers distributing the software with
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+ changes and new works permitted by [Changes and New Works
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+ License](#changes-and-new-works-license).
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+
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+ ## Notices
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+
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+ You must ensure that anyone who gets a copy of any part of
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+ the software from you also gets a copy of these terms or the
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+ URL for them above, as well as copies of any plain-text lines
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+ beginning with `Required Notice:` that the licensor provided
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+ with the software. For example:
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+
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+ > Required Notice: Copyright Yoyodyne, Inc. (http://example.com)
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+
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+ ## Changes and New Works License
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+
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+ The licensor grants you an additional copyright license to
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+ make changes and new works based on the software for any
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+ permitted purpose.
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+
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+ ## Patent License
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+
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+ The licensor grants you a patent license for the software that
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+ covers patent claims the licensor can license, or becomes able
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+ to license, that you would infringe by using the software.
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+
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+ ## Noncompete
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+
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+ Any purpose is a permitted purpose, except for providing any
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+ product that competes with the software or any product the
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+ licensor or any of its affiliates provides using the software.
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+
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+ ## Competition
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+
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+ Goods and services compete even when they provide functionality
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+ through different kinds of interfaces or for different technical
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+ platforms. Applications can compete with services, libraries
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+ with plugins, frameworks with development tools, and so on,
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+ even if they're written in different programming languages
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+ or for different computer architectures. Goods and services
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+ compete even when provided free of charge. If you market a
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+ product as a practical substitute for the software or another
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+ product, it definitely competes.
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+
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+ ## New Products
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+
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+ If you are using the software to provide a product that does
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+ not compete, but the licensor or any of its affiliates brings
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+ your product into competition by providing a new version of
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+ the software or another product using the software, you may
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+ continue using versions of the software available under these
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+ terms beforehand to provide your competing product, but not
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+ any later versions.
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+
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+ ## Discontinued Products
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+
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+ You may begin using the software to compete with a product
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+ or service that the licensor or any of its affiliates has
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+ stopped providing, unless the licensor includes a plain-text
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+ line beginning with `Licensor Line of Business:` with the
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+ software that mentions that line of business. For example:
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+
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+ > Licensor Line of Business: YoyodyneCMS Content Management
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+ > System (http://example.com/cms)
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+
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+ ## Sales of Business
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+
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+ If the licensor or any of its affiliates sells a line of
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+ business developing the software or using the software
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+ to provide a product, the buyer can also enforce
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+ [Noncompete](#noncompete) for that product.
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+
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+ ## Fair Use
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+
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+ You may have "fair use" rights for the software under the
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+ law. These terms do not limit them.
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+
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+ ## No Other Rights
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+
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+ These terms do not allow you to sublicense or transfer any of
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+ your licenses to anyone else, or prevent the licensor from
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+ granting licenses to anyone else. These terms do not imply
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+ any other licenses.
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+
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+ ## Patent Defense
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+
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+ If you make any written claim that the software infringes or
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+ contributes to infringement of any patent, your patent license
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+ for the software granted under these terms ends immediately. If
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+ your company makes such a claim, your patent license ends
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+ immediately for work on behalf of your company.
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+
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+ ## Violations
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+
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+ The first time you are notified in writing that you have
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+ violated any of these terms, or done anything with the software
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+ not covered by your licenses, your licenses can nonetheless
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+ continue if you come into full compliance with these terms,
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+ and take practical steps to correct past violations, within
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+ 32 days of receiving notice. Otherwise, all your licenses
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+ end immediately.
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+
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+ ## No Liability
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+
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+ **_As far as the law allows, the software comes as is, without
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+ any warranty or condition, and the licensor will not be liable
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+ to you for any damages arising out of these terms or the use
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+ or nature of the software, under any kind of legal claim._**
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+
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+ ## Definitions
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+
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+ The **licensor** is the individual or entity offering these
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+ terms, and the **software** is the software the licensor makes
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+ available under these terms.
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+
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+ A **product** can be a good or service, or a combination
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+ of them.
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+
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+ **You** refers to the individual or entity agreeing to these
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+ terms.
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+
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+ **Your company** is any legal entity, sole proprietorship,
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+ or other kind of organization that you work for, plus all
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+ its affiliates.
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+
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+ **Affiliates** means the other organizations than an
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+ organization has control over, is under the control of, or is
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+ under common control with.
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+
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+ **Control** means ownership of substantially all the assets of
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+ an entity, or the power to direct its management and policies
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+ by vote, contract, or otherwise. Control can be direct or
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+ indirect.
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+
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+ **Your licenses** are all the licenses granted to you for the
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+ software under these terms.
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+
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+ **Use** means anything you do with the software requiring one
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+ of your licenses.
@@ -0,0 +1 @@
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+ export declare const emptyPixel = "data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==";
@@ -3,17 +3,8 @@
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  * https://github.com/paper-design/shaders *
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  * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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- function getEmptyPixel() {
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- if (typeof window === "undefined") {
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- console.warn("Paper Shaders: can\u2019t create an image on the server");
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- return void 0;
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- }
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- const img = new Image();
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- img.src = emptyPixel;
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- return img;
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- }
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  const emptyPixel = "data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==";
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  export {
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- getEmptyPixel
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+ emptyPixel
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  };
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- //# sourceMappingURL=get-empty-pixel.js.map
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+ //# sourceMappingURL=empty-pixel.js.map
@@ -0,0 +1,7 @@
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+ {
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+ "version": 3,
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+ "sources": ["../src/empty-pixel.ts"],
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+ "sourcesContent": ["export const emptyPixel = 'data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==';\n"],
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+ "mappings": ";;;;;AAAO,MAAM,aAAa;",
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+ "names": []
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+ }
package/dist/index.d.ts CHANGED
@@ -59,6 +59,8 @@ export { liquidMetalFragmentShader, LiquidMetalShapes, toProcessedLiquidMetal, t
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  export { HalftoneDotsTypes, HalftoneDotsGrids, halftoneDotsFragmentShader, type HalftoneDotsParams, type HalftoneDotsUniforms, type HalftoneDotsType, type HalftoneDotsGrid, } from './shaders/halftone-dots.js';
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  /** A halftone CMYK classic algo */
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  export { HalftoneCmykTypes, halftoneCmykFragmentShader, type HalftoneCmykParams, type HalftoneCmykUniforms, type HalftoneCmykType, } from './shaders/halftone-cmyk.js';
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+ /** Animated color fields running around a glassy logo shape */
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+ export { gemSmokeMeta, gemSmokeFragmentShader, toProcessedGemSmoke, type GemSmokeParams, type GemSmokeUniforms, } from './shaders/gem-smoke.js';
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  export { getShaderColorFromString } from './get-shader-color-from-string.js';
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  export { getShaderNoiseTexture } from './get-shader-noise-texture.js';
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- export { getEmptyPixel } from './get-empty-pixel.js';
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+ export { emptyPixel } from './empty-pixel.js';
package/dist/index.js CHANGED
@@ -103,9 +103,14 @@ import {
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  HalftoneCmykTypes,
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  halftoneCmykFragmentShader
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  } from "./shaders/halftone-cmyk.js";
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+ import {
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+ gemSmokeMeta,
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+ gemSmokeFragmentShader,
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+ toProcessedGemSmoke
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+ } from "./shaders/gem-smoke.js";
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  import { getShaderColorFromString } from "./get-shader-color-from-string.js";
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  import { getShaderNoiseTexture } from "./get-shader-noise-texture.js";
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- import { getEmptyPixel } from "./get-empty-pixel.js";
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+ import { emptyPixel } from "./empty-pixel.js";
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  export {
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  DitheringShapes,
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  DitheringTypes,
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  dotGridFragmentShader,
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  dotOrbitFragmentShader,
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  dotOrbitMeta,
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+ emptyPixel,
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  flutedGlassFragmentShader,
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- getEmptyPixel,
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+ gemSmokeFragmentShader,
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+ gemSmokeMeta,
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  getShaderColorFromString,
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  getShaderNoiseTexture,
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  godRaysFragmentShader,
@@ -164,6 +171,7 @@ export {
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  staticRadialGradientMeta,
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  swirlFragmentShader,
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  swirlMeta,
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+ toProcessedGemSmoke,
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  toProcessedHeatmap,
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  toProcessedLiquidMetal,
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  voronoiFragmentShader,
package/dist/index.js.map CHANGED
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  {
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  "version": 3,
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  "sources": ["../src/index.ts"],
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- "sourcesContent": ["/** The core Shader Mount class. Pass it a parent element and a fragment shader to get started. */\nexport { ShaderMount, isPaperShaderElement } from './shader-mount.js';\nexport type {\n PaperShaderElement,\n ShaderMotionParams,\n ShaderMountUniforms,\n ShaderPreset,\n ImageShaderPreset,\n} from './shader-mount.js';\n\n/** Shader sizing options and uniforms */\nexport {\n defaultObjectSizing,\n defaultPatternSizing,\n ShaderFitOptions,\n type ShaderFit,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from './shader-sizing.js';\n\n/** A flowing interplay of color spots, moving along distinct trajectories and transformed by organic distortion */\nexport {\n meshGradientFragmentShader,\n meshGradientMeta,\n type MeshGradientParams,\n type MeshGradientUniforms,\n} from './shaders/mesh-gradient.js';\n\n/** Radial multi-colored gradient shaped with layered noise for a natural, smoky aesthetic */\nexport {\n smokeRingMeta,\n smokeRingFragmentShader,\n type SmokeRingParams,\n type SmokeRingUniforms,\n} from './shaders/smoke-ring.js';\n\n/** A glowing, web-like structure of fluid lines and soft intersections. Great for creating atmospheric, organic-yet-futuristic visuals */\nexport { neuroNoiseFragmentShader, type NeuroNoiseParams, type NeuroNoiseUniforms } from './shaders/neuro-noise.js';\n\n/** Animated multi-color dots pattern with each dot orbiting around its cell center. Supports up to 40 colors and various shape and motion controls. Great for playful, dynamic backgrounds and UI textures */\nexport {\n dotOrbitMeta,\n dotOrbitFragmentShader,\n type DotOrbitParams,\n type DotOrbitUniforms,\n} from './shaders/dot-orbit.js';\n\n/** Static grid pattern made of circles, diamonds, squares or triangles */\nexport {\n dotGridFragmentShader,\n DotGridShapes,\n type DotGridShape,\n type DotGridParams,\n type DotGridUniforms,\n} from './shaders/dot-grid.js';\n\n/** A multi-color gradient mapped into smooth, animated curves, delivering a sleek, futuristic visual */\nexport {\n simplexNoiseMeta,\n simplexNoiseFragmentShader,\n type SimplexNoiseParams,\n type SimplexNoiseUniforms,\n} from './shaders/simplex-noise.js';\n\n/** Up to 20 gooey blobs moving around the center and merging into smooth organic shapes */\nexport {\n metaballsMeta,\n metaballsFragmentShader,\n type MetaballsParams,\n type MetaballsUniforms,\n} from './shaders/metaballs.js';\n\n/** Animated 3D Perlin noise with exposed controls */\nexport { perlinNoiseFragmentShader, type PerlinNoiseParams, type PerlinNoiseUniforms } from './shaders/perlin-noise.js';\n\n/** Anti-aliased animated Voronoi pattern with smooth and customizable edges */\nexport { voronoiMeta, voronoiFragmentShader, type VoronoiParams, type VoronoiUniforms } from './shaders/voronoi.js';\n\n/** Static line pattern configurable into textures ranging from sharp zigzags to smooth flowing waves */\nexport { wavesFragmentShader, type WavesParams, type WavesUniforms } from './shaders/waves.js';\n\n/** Animated color fields warped by noise and swirls, applied over base patterns (checks, stripes, or split edge). Blends up to 10 colors with adjustable distribution, softness, distortion, and swirl. Great for fluid, smoky, or marbled effects */\nexport {\n warpMeta,\n warpFragmentShader,\n WarpPatterns,\n type WarpParams,\n type WarpUniforms,\n type WarpPattern,\n} from './shaders/warp.js';\n\n/** Animated rays of light radiating from the center, blended with up to 5 colors. The rays are adjustable by size, density, brightness and center glow. Great for dramatic backgrounds, logo reveals, and VFX like energy bursts or sun shafts */\nexport { godRaysMeta, godRaysFragmentShader, type GodRaysParams, type GodRaysUniforms } from './shaders/god-rays.js';\n\n/** A single-colored animated spiral that morphs across a wide range of shapes - from crisp, thin-lined geometry to flowing whirlpool forms and wavy, abstract rings */\nexport { spiralFragmentShader, type SpiralParams, type SpiralUniforms } from './shaders/spiral.js';\n\n/** Animated bands of color twisting and bending, producing spirals, arcs, and flowing circular patterns */\nexport { swirlMeta, swirlFragmentShader, type SwirlParams, type SwirlUniforms } from './shaders/swirl.js';\n\n/** Animated 2-color dithering over with multiple pattern sources (noise, warp, dots, waves, ripple, swirl, sphere) */\nexport {\n ditheringFragmentShader,\n DitheringShapes,\n DitheringTypes,\n type DitheringParams,\n type DitheringUniforms,\n type DitheringShape,\n type DitheringType,\n} from './shaders/dithering.js';\n\n/** Multi-color gradients with grainy, noise-textured distortion available in 7 animated abstract forms */\nexport {\n grainGradientFragmentShader,\n grainGradientMeta,\n GrainGradientShapes,\n type GrainGradientParams,\n type GrainGradientUniforms,\n type GrainGradientShape,\n} from './shaders/grain-gradient.js';\n\n/** Luminous trails of color merging into a glowing gradient frame */\nexport {\n pulsingBorderMeta,\n pulsingBorderFragmentShader,\n PulsingBorderAspectRatios,\n type PulsingBorderParams,\n type PulsingBorderUniforms,\n type PulsingBorderAspectRatio,\n} from './shaders/pulsing-border.js';\n\n/** Glowing translucent 3D panels rotating around a central axis */\nexport {\n colorPanelsFragmentShader,\n colorPanelsMeta,\n type ColorPanelsParams,\n type ColorPanelsUniforms,\n} from './shaders/color-panels.js';\n\n/** Multi-point mesh gradients with up to 10 color spots, enhanced by two-direction warping, adjustable blend sharpness, and grain controls. Perfect for elegant wallpapers and atmospheric backdrops */\nexport {\n staticMeshGradientFragmentShader,\n staticMeshGradientMeta,\n type StaticMeshGradientParams,\n type StaticMeshGradientUniforms,\n} from './shaders/static-mesh-gradient.js';\n\n/** Radial gradient with up to 10 blended colors, featuring advanced focal point control, shape distortion, and grain effects */\nexport {\n staticRadialGradientFragmentShader,\n staticRadialGradientMeta,\n type StaticRadialGradientParams,\n type StaticRadialGradientUniforms,\n} from './shaders/static-radial-gradient.js';\n\n/** A static texture built from multiple noise layers, usable for a realistic paper and cardboard surfaces or generating abstract patterns. Can be used as a image filter or as a texture */\nexport {\n paperTextureFragmentShader,\n type PaperTextureParams,\n type PaperTextureUniforms,\n} from './shaders/paper-texture.js';\n\n/** Water-like surface distortion with natural caustic realism. Works as an image filter or animated texture without image */\nexport { waterFragmentShader, type WaterParams, type WaterUniforms } from './shaders/water.js';\n\n/** Fluted glass image filter transforms an image into streaked, ribbed distortions, giving a mix of clarity and obscurity */\nexport {\n flutedGlassFragmentShader,\n GlassDistortionShapes,\n GlassGridShapes,\n type GlassDistortionShape,\n type GlassGridShape,\n type FlutedGlassParams,\n type FlutedGlassUniforms,\n} from './shaders/fluted-glass.js';\n\n/** A dithering image filter with support for 4 dithering modes and multiple color palettes (2-color, 3-color, and multicolor options, using either predefined colors or ones sampled directly from the original image) */\nexport {\n imageDitheringFragmentShader,\n type ImageDitheringParams,\n type ImageDitheringUniforms,\n} from './shaders/image-dithering.js';\n\n/** A glowing gradient of colors flowing through an input image. The effect creates a smoothly animated wave of intensity across the image */\nexport {\n heatmapMeta,\n heatmapFragmentShader,\n toProcessedHeatmap,\n type HeatmapParams,\n type HeatmapUniforms,\n} from './shaders/heatmap.js';\n\n/** Futuristic liquid metal material applied to uploaded logo or one of pre-defined abstract shape */\nexport {\n liquidMetalFragmentShader,\n LiquidMetalShapes,\n toProcessedLiquidMetal,\n type LiquidMetalShape,\n type LiquidMetalParams,\n type LiquidMetalUniforms,\n} from './shaders/liquid-metal.js';\n\n/** A halftone-dot image filter featuring customizable grids, color palettes, and dot styles */\nexport {\n HalftoneDotsTypes,\n HalftoneDotsGrids,\n halftoneDotsFragmentShader,\n type HalftoneDotsParams,\n type HalftoneDotsUniforms,\n type HalftoneDotsType,\n type HalftoneDotsGrid,\n} from './shaders/halftone-dots.js';\n\n/** A halftone CMYK classic algo */\nexport {\n HalftoneCmykTypes,\n halftoneCmykFragmentShader,\n type HalftoneCmykParams,\n type HalftoneCmykUniforms,\n type HalftoneCmykType,\n} from './shaders/halftone-cmyk.js';\n\n// ----- Utils ----- //\nexport { getShaderColorFromString } from './get-shader-color-from-string.js';\nexport { getShaderNoiseTexture } from './get-shader-noise-texture.js';\nexport { getEmptyPixel } from './get-empty-pixel.js';\n"],
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- "mappings": ";;;;;AACA,SAAS,aAAa,4BAA4B;AAUlD;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP,SAAS,gCAAgF;AAGzF;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP,SAAS,iCAAmF;AAG5F,SAAS,aAAa,6BAAuE;AAG7F,SAAS,2BAAiE;AAG1E;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP,SAAS,aAAa,6BAAuE;AAG7F,SAAS,4BAAoE;AAG7E,SAAS,WAAW,2BAAiE;AAGrF;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,OAGK;AAGP,SAAS,2BAAiE;AAG1E;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAIK;AAGP,SAAS,gCAAgC;AACzC,SAAS,6BAA6B;AACtC,SAAS,qBAAqB;",
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+ "sourcesContent": ["/** The core Shader Mount class. Pass it a parent element and a fragment shader to get started. */\nexport { ShaderMount, isPaperShaderElement } from './shader-mount.js';\nexport type {\n PaperShaderElement,\n ShaderMotionParams,\n ShaderMountUniforms,\n ShaderPreset,\n ImageShaderPreset,\n} from './shader-mount.js';\n\n/** Shader sizing options and uniforms */\nexport {\n defaultObjectSizing,\n defaultPatternSizing,\n ShaderFitOptions,\n type ShaderFit,\n type ShaderSizingParams,\n type ShaderSizingUniforms,\n} from './shader-sizing.js';\n\n/** A flowing interplay of color spots, moving along distinct trajectories and transformed by organic distortion */\nexport {\n meshGradientFragmentShader,\n meshGradientMeta,\n type MeshGradientParams,\n type MeshGradientUniforms,\n} from './shaders/mesh-gradient.js';\n\n/** Radial multi-colored gradient shaped with layered noise for a natural, smoky aesthetic */\nexport {\n smokeRingMeta,\n smokeRingFragmentShader,\n type SmokeRingParams,\n type SmokeRingUniforms,\n} from './shaders/smoke-ring.js';\n\n/** A glowing, web-like structure of fluid lines and soft intersections. Great for creating atmospheric, organic-yet-futuristic visuals */\nexport { neuroNoiseFragmentShader, type NeuroNoiseParams, type NeuroNoiseUniforms } from './shaders/neuro-noise.js';\n\n/** Animated multi-color dots pattern with each dot orbiting around its cell center. Supports up to 40 colors and various shape and motion controls. Great for playful, dynamic backgrounds and UI textures */\nexport {\n dotOrbitMeta,\n dotOrbitFragmentShader,\n type DotOrbitParams,\n type DotOrbitUniforms,\n} from './shaders/dot-orbit.js';\n\n/** Static grid pattern made of circles, diamonds, squares or triangles */\nexport {\n dotGridFragmentShader,\n DotGridShapes,\n type DotGridShape,\n type DotGridParams,\n type DotGridUniforms,\n} from './shaders/dot-grid.js';\n\n/** A multi-color gradient mapped into smooth, animated curves, delivering a sleek, futuristic visual */\nexport {\n simplexNoiseMeta,\n simplexNoiseFragmentShader,\n type SimplexNoiseParams,\n type SimplexNoiseUniforms,\n} from './shaders/simplex-noise.js';\n\n/** Up to 20 gooey blobs moving around the center and merging into smooth organic shapes */\nexport {\n metaballsMeta,\n metaballsFragmentShader,\n type MetaballsParams,\n type MetaballsUniforms,\n} from './shaders/metaballs.js';\n\n/** Animated 3D Perlin noise with exposed controls */\nexport { perlinNoiseFragmentShader, type PerlinNoiseParams, type PerlinNoiseUniforms } from './shaders/perlin-noise.js';\n\n/** Anti-aliased animated Voronoi pattern with smooth and customizable edges */\nexport { voronoiMeta, voronoiFragmentShader, type VoronoiParams, type VoronoiUniforms } from './shaders/voronoi.js';\n\n/** Static line pattern configurable into textures ranging from sharp zigzags to smooth flowing waves */\nexport { wavesFragmentShader, type WavesParams, type WavesUniforms } from './shaders/waves.js';\n\n/** Animated color fields warped by noise and swirls, applied over base patterns (checks, stripes, or split edge). Blends up to 10 colors with adjustable distribution, softness, distortion, and swirl. Great for fluid, smoky, or marbled effects */\nexport {\n warpMeta,\n warpFragmentShader,\n WarpPatterns,\n type WarpParams,\n type WarpUniforms,\n type WarpPattern,\n} from './shaders/warp.js';\n\n/** Animated rays of light radiating from the center, blended with up to 5 colors. The rays are adjustable by size, density, brightness and center glow. Great for dramatic backgrounds, logo reveals, and VFX like energy bursts or sun shafts */\nexport { godRaysMeta, godRaysFragmentShader, type GodRaysParams, type GodRaysUniforms } from './shaders/god-rays.js';\n\n/** A single-colored animated spiral that morphs across a wide range of shapes - from crisp, thin-lined geometry to flowing whirlpool forms and wavy, abstract rings */\nexport { spiralFragmentShader, type SpiralParams, type SpiralUniforms } from './shaders/spiral.js';\n\n/** Animated bands of color twisting and bending, producing spirals, arcs, and flowing circular patterns */\nexport { swirlMeta, swirlFragmentShader, type SwirlParams, type SwirlUniforms } from './shaders/swirl.js';\n\n/** Animated 2-color dithering over with multiple pattern sources (noise, warp, dots, waves, ripple, swirl, sphere) */\nexport {\n ditheringFragmentShader,\n DitheringShapes,\n DitheringTypes,\n type DitheringParams,\n type DitheringUniforms,\n type DitheringShape,\n type DitheringType,\n} from './shaders/dithering.js';\n\n/** Multi-color gradients with grainy, noise-textured distortion available in 7 animated abstract forms */\nexport {\n grainGradientFragmentShader,\n grainGradientMeta,\n GrainGradientShapes,\n type GrainGradientParams,\n type GrainGradientUniforms,\n type GrainGradientShape,\n} from './shaders/grain-gradient.js';\n\n/** Luminous trails of color merging into a glowing gradient frame */\nexport {\n pulsingBorderMeta,\n pulsingBorderFragmentShader,\n PulsingBorderAspectRatios,\n type PulsingBorderParams,\n type PulsingBorderUniforms,\n type PulsingBorderAspectRatio,\n} from './shaders/pulsing-border.js';\n\n/** Glowing translucent 3D panels rotating around a central axis */\nexport {\n colorPanelsFragmentShader,\n colorPanelsMeta,\n type ColorPanelsParams,\n type ColorPanelsUniforms,\n} from './shaders/color-panels.js';\n\n/** Multi-point mesh gradients with up to 10 color spots, enhanced by two-direction warping, adjustable blend sharpness, and grain controls. Perfect for elegant wallpapers and atmospheric backdrops */\nexport {\n staticMeshGradientFragmentShader,\n staticMeshGradientMeta,\n type StaticMeshGradientParams,\n type StaticMeshGradientUniforms,\n} from './shaders/static-mesh-gradient.js';\n\n/** Radial gradient with up to 10 blended colors, featuring advanced focal point control, shape distortion, and grain effects */\nexport {\n staticRadialGradientFragmentShader,\n staticRadialGradientMeta,\n type StaticRadialGradientParams,\n type StaticRadialGradientUniforms,\n} from './shaders/static-radial-gradient.js';\n\n/** A static texture built from multiple noise layers, usable for a realistic paper and cardboard surfaces or generating abstract patterns. Can be used as a image filter or as a texture */\nexport {\n paperTextureFragmentShader,\n type PaperTextureParams,\n type PaperTextureUniforms,\n} from './shaders/paper-texture.js';\n\n/** Water-like surface distortion with natural caustic realism. Works as an image filter or animated texture without image */\nexport { waterFragmentShader, type WaterParams, type WaterUniforms } from './shaders/water.js';\n\n/** Fluted glass image filter transforms an image into streaked, ribbed distortions, giving a mix of clarity and obscurity */\nexport {\n flutedGlassFragmentShader,\n GlassDistortionShapes,\n GlassGridShapes,\n type GlassDistortionShape,\n type GlassGridShape,\n type FlutedGlassParams,\n type FlutedGlassUniforms,\n} from './shaders/fluted-glass.js';\n\n/** A dithering image filter with support for 4 dithering modes and multiple color palettes (2-color, 3-color, and multicolor options, using either predefined colors or ones sampled directly from the original image) */\nexport {\n imageDitheringFragmentShader,\n type ImageDitheringParams,\n type ImageDitheringUniforms,\n} from './shaders/image-dithering.js';\n\n/** A glowing gradient of colors flowing through an input image. The effect creates a smoothly animated wave of intensity across the image */\nexport {\n heatmapMeta,\n heatmapFragmentShader,\n toProcessedHeatmap,\n type HeatmapParams,\n type HeatmapUniforms,\n} from './shaders/heatmap.js';\n\n/** Futuristic liquid metal material applied to uploaded logo or one of pre-defined abstract shape */\nexport {\n liquidMetalFragmentShader,\n LiquidMetalShapes,\n toProcessedLiquidMetal,\n type LiquidMetalShape,\n type LiquidMetalParams,\n type LiquidMetalUniforms,\n} from './shaders/liquid-metal.js';\n\n/** A halftone-dot image filter featuring customizable grids, color palettes, and dot styles */\nexport {\n HalftoneDotsTypes,\n HalftoneDotsGrids,\n halftoneDotsFragmentShader,\n type HalftoneDotsParams,\n type HalftoneDotsUniforms,\n type HalftoneDotsType,\n type HalftoneDotsGrid,\n} from './shaders/halftone-dots.js';\n\n/** A halftone CMYK classic algo */\nexport {\n HalftoneCmykTypes,\n halftoneCmykFragmentShader,\n type HalftoneCmykParams,\n type HalftoneCmykUniforms,\n type HalftoneCmykType,\n} from './shaders/halftone-cmyk.js';\n\n/** Animated color fields running around a glassy logo shape */\nexport {\n gemSmokeMeta,\n gemSmokeFragmentShader,\n toProcessedGemSmoke,\n type GemSmokeParams,\n type GemSmokeUniforms,\n} from './shaders/gem-smoke.js';\n\n// ----- Utils ----- //\nexport { getShaderColorFromString } from './get-shader-color-from-string.js';\nexport { getShaderNoiseTexture } from './get-shader-noise-texture.js';\nexport { emptyPixel } from './empty-pixel.js';\n"],
5
+ "mappings": ";;;;;AACA,SAAS,aAAa,4BAA4B;AAUlD;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP,SAAS,gCAAgF;AAGzF;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP,SAAS,iCAAmF;AAG5F,SAAS,aAAa,6BAAuE;AAG7F,SAAS,2BAAiE;AAG1E;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP,SAAS,aAAa,6BAAuE;AAG7F,SAAS,4BAAoE;AAG7E,SAAS,WAAW,2BAAiE;AAGrF;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,OAGK;AAGP,SAAS,2BAAiE;AAG1E;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAKK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,OAIK;AAGP;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,OAGK;AAGP,SAAS,gCAAgC;AACzC,SAAS,6BAA6B;AACtC,SAAS,kBAAkB;",
6
6
  "names": []
7
7
  }
@@ -31,6 +31,7 @@ export declare class ShaderMount {
31
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  private isSafari;
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  private uniformCache;
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  private textureUnitMap;
34
+ private ownerDocument;
34
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  constructor(
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  /** The div you'd like to mount the shader to. The shader will match its size. */
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  parentElement: HTMLElement, fragmentShader: string, uniforms: ShaderMountUniforms, webGlContextAttributes?: WebGLContextAttributes,
@@ -38,19 +38,21 @@ class ShaderMount {
38
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  isSafari = isSafari();
39
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  uniformCache = {};
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  textureUnitMap = /* @__PURE__ */ new Map();
41
+ ownerDocument;
41
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  constructor(parentElement, fragmentShader, uniforms, webGlContextAttributes, speed = 0, frame = 0, minPixelRatio = 2, maxPixelCount = DEFAULT_MAX_PIXEL_COUNT, mipmaps = []) {
42
- if (parentElement instanceof HTMLElement) {
43
+ if (parentElement?.nodeType === 1) {
43
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  this.parentElement = parentElement;
44
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  } else {
45
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  throw new Error("Paper Shaders: parent element must be an HTMLElement");
46
47
  }
47
- if (!document.querySelector("style[data-paper-shader]")) {
48
- const styleElement = document.createElement("style");
48
+ this.ownerDocument = parentElement.ownerDocument;
49
+ if (!this.ownerDocument.querySelector("style[data-paper-shader]")) {
50
+ const styleElement = this.ownerDocument.createElement("style");
49
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  styleElement.innerHTML = defaultStyle;
50
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  styleElement.setAttribute("data-paper-shader", "");
51
- document.head.prepend(styleElement);
53
+ this.ownerDocument.head.prepend(styleElement);
52
54
  }
53
- const canvasElement = document.createElement("canvas");
55
+ const canvasElement = this.ownerDocument.createElement("canvas");
54
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  this.canvasElement = canvasElement;
55
57
  this.parentElement.prepend(canvasElement);
56
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  this.fragmentShader = fragmentShader;
@@ -73,7 +75,7 @@ class ShaderMount {
73
75
  this.setSpeed(speed);
74
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  this.parentElement.setAttribute("data-paper-shader", "");
75
77
  this.parentElement.paperShaderMount = this;
76
- document.addEventListener("visibilitychange", this.handleDocumentVisibilityChange);
78
+ this.ownerDocument.addEventListener("visibilitychange", this.handleDocumentVisibilityChange);
77
79
  }
78
80
  initProgram = () => {
79
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  const program = createProgram(this.gl, vertexShaderSource, this.fragmentShader);
@@ -156,7 +158,7 @@ class ShaderMount {
156
158
  } else {
157
159
  let targetRenderScale = Math.max(dpr, this.minPixelRatio) * pinchZoom;
158
160
  if (this.isSafari) {
159
- const zoomLevel = bestGuessBrowserZoom();
161
+ const zoomLevel = bestGuessBrowserZoom(this.ownerDocument);
160
162
  targetRenderScale *= Math.max(1, zoomLevel);
161
163
  }
162
164
  targetPixelWidth = Math.round(this.parentWidth) * targetRenderScale;
@@ -332,7 +334,7 @@ class ShaderMount {
332
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  /** Set an animation speed (or 0 to stop animation) */
333
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  setSpeed = (newSpeed = 1) => {
334
336
  this.speed = newSpeed;
335
- this.setCurrentSpeed(document.hidden ? 0 : newSpeed);
337
+ this.setCurrentSpeed(this.ownerDocument.hidden ? 0 : newSpeed);
336
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  };
337
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  setCurrentSpeed = (newSpeed) => {
338
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  this.currentSpeed = newSpeed;
@@ -362,7 +364,7 @@ class ShaderMount {
362
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  this.render(performance.now());
363
365
  };
364
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  handleDocumentVisibilityChange = () => {
365
- this.setCurrentSpeed(document.hidden ? 0 : this.speed);
367
+ this.setCurrentSpeed(this.ownerDocument.hidden ? 0 : this.speed);
366
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  };
367
369
  /** Dispose of the shader mount, cleaning up all of the WebGL resources */
368
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  dispose = () => {
@@ -389,7 +391,7 @@ class ShaderMount {
389
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  this.resizeObserver = null;
390
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  }
391
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  visualViewport?.removeEventListener("resize", this.handleVisualViewportChange);
392
- document.removeEventListener("visibilitychange", this.handleDocumentVisibilityChange);
394
+ this.ownerDocument.removeEventListener("visibilitychange", this.handleDocumentVisibilityChange);
393
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  this.uniformLocations = {};
394
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  this.canvasElement.remove();
395
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  delete this.parentElement.paperShaderMount;
@@ -460,10 +462,10 @@ function isSafari() {
460
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  const ua = navigator.userAgent.toLowerCase();
461
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  return ua.includes("safari") && !ua.includes("chrome") && !ua.includes("android");
462
464
  }
463
- function bestGuessBrowserZoom() {
465
+ function bestGuessBrowserZoom(doc) {
464
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  const viewportScale = visualViewport?.scale ?? 1;
465
467
  const viewportWidth = visualViewport?.width ?? window.innerWidth;
466
- const scrollbarWidth = window.innerWidth - document.documentElement.clientWidth;
468
+ const scrollbarWidth = window.innerWidth - doc.documentElement.clientWidth;
467
469
  const innerWidth = viewportScale * viewportWidth + scrollbarWidth;
468
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  const ratio = outerWidth / innerWidth;
469
471
  const zoomPercentageRounded = Math.round(100 * ratio);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../src/shader-mount.ts"],
4
- "sourcesContent": ["import { vertexShaderSource } from './vertex-shader.js';\n\nconst DEFAULT_MAX_PIXEL_COUNT: number = 1920 * 1080 * 4;\n\nexport class ShaderMount {\n public parentElement: PaperShaderElement;\n public canvasElement: HTMLCanvasElement;\n private gl: WebGL2RenderingContext;\n private program: WebGLProgram | null = null;\n private uniformLocations: Record<string, WebGLUniformLocation | null> = {};\n /** The fragment shader that we are using */\n private fragmentShader: string;\n /** Stores the RAF for the render loop */\n private rafId: number | null = null;\n /** Time of the last rendered frame */\n private lastRenderTime = 0;\n /** Total time that we have played any animation, passed as a uniform to the shader for time-based VFX */\n private currentFrame = 0;\n /** The speed that we progress through animation time (multiplies by delta time every update). Allows negatives to play in reverse. If set to 0, rAF will stop entirely so static shaders have no recurring performance costs */\n private speed = 0;\n /** Actual speed used that accounts for document visibility (we pause the shader if the tab is hidden) */\n private currentSpeed = 0;\n /** Uniforms that are provided by the user for the specific shader being mounted (not including uniforms that this Mount adds, like time and resolution) */\n private providedUniforms: ShaderMountUniforms;\n /** Names of the uniforms that should have mipmaps generated for them */\n private mipmaps: string[] = [];\n /** Just a sanity check to make sure frames don't run after we're disposed */\n private hasBeenDisposed = false;\n /** If the resolution of the canvas has changed since the last render */\n private resolutionChanged = true;\n /** Store textures that are provided by the user */\n private textures: Map<string, WebGLTexture> = new Map();\n private minPixelRatio;\n private maxPixelCount;\n private isSafari = isSafari();\n private uniformCache: Record<string, unknown> = {};\n private textureUnitMap: Map<string, number> = new Map();\n\n constructor(\n /** The div you'd like to mount the shader to. The shader will match its size. */\n parentElement: HTMLElement,\n fragmentShader: string,\n uniforms: ShaderMountUniforms,\n webGlContextAttributes?: WebGLContextAttributes,\n /** The speed of the animation, or 0 to stop it. Supports negative values to play in reverse. */\n speed = 0,\n /** Pass a frame to offset the starting u_time value and give deterministic results*/\n frame = 0,\n /**\n * The minimum pixel ratio to render at, defaults to 2.\n * May be reduced to improve performance or increased together with `maxPixelCount` to improve antialiasing.\n */\n minPixelRatio = 2,\n /**\n * The maximum amount of physical device pixels to render for the shader,\n * by default it's 1920 * 1080 * 2x dpi (per each side) = 8,294,400 pixels of a 4K screen.\n * Actual DOM size of the canvas can be larger, it will just lose quality after this.\n *\n * May be reduced to improve performance or increased to improve quality on high-resolution screens.\n */\n maxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT,\n /** Names of the uniforms that should have mipmaps generated for them */\n mipmaps: string[] = []\n ) {\n if (parentElement instanceof HTMLElement) {\n this.parentElement = parentElement as PaperShaderElement;\n } else {\n throw new Error('Paper Shaders: parent element must be an HTMLElement');\n }\n\n if (!document.querySelector('style[data-paper-shader]')) {\n const styleElement = document.createElement('style');\n styleElement.innerHTML = defaultStyle;\n styleElement.setAttribute('data-paper-shader', '');\n document.head.prepend(styleElement);\n }\n\n // Create the canvas element and mount it into the provided element\n const canvasElement = document.createElement('canvas');\n this.canvasElement = canvasElement;\n this.parentElement.prepend(canvasElement);\n this.fragmentShader = fragmentShader;\n this.providedUniforms = uniforms;\n this.mipmaps = mipmaps;\n // Base our starting animation time on the provided frame value\n this.currentFrame = frame;\n this.minPixelRatio = minPixelRatio;\n this.maxPixelCount = maxPixelCount;\n\n const gl = canvasElement.getContext('webgl2', webGlContextAttributes);\n if (!gl) {\n throw new Error('Paper Shaders: WebGL is not supported in this browser');\n }\n this.gl = gl;\n\n this.initProgram();\n this.setupPositionAttribute();\n // Grab the locations of the uniforms in the fragment shader\n this.setupUniforms();\n // Put the user provided values into the uniforms\n this.setUniformValues(this.providedUniforms);\n // Set up the resize observer to handle window resizing and set u_resolution\n this.setupResizeObserver();\n // Set up the visual viewport change listener to handle zoom changes (pinch zoom and classic browser zoom)\n visualViewport?.addEventListener('resize', this.handleVisualViewportChange);\n\n // Set the animation speed after everything is ready to go\n this.setSpeed(speed);\n\n // Mark parent element as paper shader mount\n this.parentElement.setAttribute('data-paper-shader', '');\n\n // Add the shaderMount instance to the div mount element to make it easily accessible\n this.parentElement.paperShaderMount = this;\n\n // Listen for document visibility changes to pause the shader when the tab is hidden\n document.addEventListener('visibilitychange', this.handleDocumentVisibilityChange);\n }\n\n private initProgram = () => {\n const program = createProgram(this.gl, vertexShaderSource, this.fragmentShader);\n if (!program) return;\n this.program = program;\n };\n\n private setupPositionAttribute = () => {\n const positionAttributeLocation = this.gl.getAttribLocation(this.program!, 'a_position');\n const positionBuffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);\n const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];\n this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(positions), this.gl.STATIC_DRAW);\n this.gl.enableVertexAttribArray(positionAttributeLocation);\n this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);\n };\n\n private setupUniforms = () => {\n // Create a map to store all uniform locations\n const uniformLocations: Record<string, WebGLUniformLocation | null> = {\n u_time: this.gl.getUniformLocation(this.program!, 'u_time'),\n u_pixelRatio: this.gl.getUniformLocation(this.program!, 'u_pixelRatio'),\n u_resolution: this.gl.getUniformLocation(this.program!, 'u_resolution'),\n };\n\n // Add locations for all provided uniforms\n Object.entries(this.providedUniforms).forEach(([key, value]) => {\n uniformLocations[key] = this.gl.getUniformLocation(this.program!, key);\n\n // For texture uniforms, also look for the aspect ratio uniform\n if (value instanceof HTMLImageElement) {\n const aspectRatioUniformName = `${key}AspectRatio`;\n uniformLocations[aspectRatioUniformName] = this.gl.getUniformLocation(this.program!, aspectRatioUniformName);\n }\n });\n\n this.uniformLocations = uniformLocations;\n };\n\n /**\n * The scale that we should render at.\n * - Used to target 2x rendering even on 1x screens for better antialiasing\n * - Prevents the virtual resolution from going beyond the maximum resolution\n * - Accounts for the page zoom level so we render in physical device pixels rather than CSS pixels\n */\n private renderScale = 1;\n private parentWidth = 0;\n private parentHeight = 0;\n private parentDevicePixelWidth = 0;\n private parentDevicePixelHeight = 0;\n private devicePixelsSupported = false;\n\n private resizeObserver: ResizeObserver | null = null;\n private setupResizeObserver = () => {\n this.resizeObserver = new ResizeObserver(([entry]) => {\n if (entry?.borderBoxSize[0]) {\n const physicalPixelSize = entry.devicePixelContentBoxSize?.[0];\n\n if (physicalPixelSize !== undefined) {\n this.devicePixelsSupported = true;\n this.parentDevicePixelWidth = physicalPixelSize.inlineSize;\n this.parentDevicePixelHeight = physicalPixelSize.blockSize;\n }\n\n this.parentWidth = entry.borderBoxSize[0].inlineSize;\n this.parentHeight = entry.borderBoxSize[0].blockSize;\n }\n\n this.handleResize();\n });\n\n this.resizeObserver.observe(this.parentElement);\n };\n\n // Visual viewport resize handler, mainly used to react to browser zoom changes.\n // Resize observer by itself does not react to pinch zoom, and although it usually\n // reacts to classic browser zoom, it's not guaranteed in edge cases.\n // Since timing between visual viewport changes and resize observer is complex\n // and because we'd like to know the device pixel sizes of elements, we just restart\n // the observer to get a guaranteed fresh callback regardless if it would have triggered or not.\n private handleVisualViewportChange = () => {\n this.resizeObserver?.disconnect();\n this.setupResizeObserver();\n\n // In case of debugging timing, from here on:\n // - animation frame 1: a paint after the visual viewport resize\n // - animation frame 2: a paint after the resize observer has been handled, if it was ever triggered\n };\n\n /** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */\n private handleResize = () => {\n // Aim to render at least as many pixels as physically displayed\n // This will overshoot when the user zooms out, but that's acceptable\n\n let targetPixelWidth = 0;\n let targetPixelHeight = 0;\n\n // If window.devicePixelRatio is below 1, it's safe to say the browser is just zoomed out\n // We can use 1 as the minimum value not to upscale it needlessly to meet the min pixel ratio param\n const dpr = Math.max(1, window.devicePixelRatio);\n const pinchZoom = visualViewport?.scale ?? 1;\n\n if (this.devicePixelsSupported) {\n // Use the real pixel size if we know it, plus meet the min pixel ratio requirement and add in pinch zoom\n const scaleToMeetMinPixelRatio = Math.max(1, this.minPixelRatio / dpr);\n targetPixelWidth = this.parentDevicePixelWidth * scaleToMeetMinPixelRatio * pinchZoom;\n targetPixelHeight = this.parentDevicePixelHeight * scaleToMeetMinPixelRatio * pinchZoom;\n } else {\n // Otherwise try to approximate the element size in device pixels using devicePixelRatio.\n // (devicePixelRatio is imprecise and element's width/height may be fractional CSS sizes, not real pixels).\n let targetRenderScale = Math.max(dpr, this.minPixelRatio) * pinchZoom;\n\n if (this.isSafari) {\n // As of 2025, Safari reports physical devicePixelRatio, but other browsers add the current zoom level:\n // https://bugs.webkit.org/show_bug.cgi?id=124862\n //\n // In Safari we need to factor in the zoom level manually in order to set the target resolution.\n // To avoid sidebars upscaling the target resolution, set a minimum zoom level of 1.\n // This will render at higher resolution when zoomed out, but that's fine.\n // (We mostly care about maintaining good quality when zoomed in).\n const zoomLevel = bestGuessBrowserZoom();\n targetRenderScale *= Math.max(1, zoomLevel);\n }\n\n // Rounding the client width/height since they may be fractional in CSS layout values\n targetPixelWidth = Math.round(this.parentWidth) * targetRenderScale;\n targetPixelHeight = Math.round(this.parentHeight) * targetRenderScale;\n }\n\n // Prevent the total rendered pixel count from exceeding maxPixelCount\n const maxPixelCountHeadroom = Math.sqrt(this.maxPixelCount) / Math.sqrt(targetPixelWidth * targetPixelHeight);\n const scaleToMeetMaxPixelCount = Math.min(1, maxPixelCountHeadroom);\n const newWidth = Math.round(targetPixelWidth * scaleToMeetMaxPixelCount);\n const newHeight = Math.round(targetPixelHeight * scaleToMeetMaxPixelCount);\n const newRenderScale = newWidth / Math.round(this.parentWidth);\n\n if (\n this.canvasElement.width !== newWidth ||\n this.canvasElement.height !== newHeight ||\n this.renderScale !== newRenderScale // Usually, only render scale changes when the user zooms in/out\n ) {\n this.renderScale = newRenderScale;\n this.canvasElement.width = newWidth;\n this.canvasElement.height = newHeight;\n this.resolutionChanged = true;\n this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // this is necessary to avoid flashes while resizing (the next scheduled render will set uniforms)\n this.render(performance.now());\n }\n };\n\n private render = (currentTime: number) => {\n if (this.hasBeenDisposed) return;\n\n if (this.program === null) {\n console.warn('Tried to render before program or gl was initialized');\n return;\n }\n\n // Calculate the delta time\n const dt = currentTime - this.lastRenderTime;\n this.lastRenderTime = currentTime;\n // Increase the total animation time by dt * animationSpeed\n if (this.currentSpeed !== 0) {\n this.currentFrame += dt * this.currentSpeed;\n }\n\n // Clear the canvas\n this.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\n // Update uniforms\n this.gl.useProgram(this.program);\n\n // Update the time uniform\n this.gl.uniform1f(this.uniformLocations.u_time!, this.currentFrame * 0.001);\n\n // If the resolution has changed, we need to update the uniform\n if (this.resolutionChanged) {\n this.gl.uniform2f(this.uniformLocations.u_resolution!, this.gl.canvas.width, this.gl.canvas.height);\n this.gl.uniform1f(this.uniformLocations.u_pixelRatio!, this.renderScale);\n this.resolutionChanged = false;\n }\n\n this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n // Loop if we're animating\n if (this.currentSpeed !== 0) {\n this.requestRender();\n } else {\n this.rafId = null;\n }\n };\n\n private requestRender = () => {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.rafId = requestAnimationFrame(this.render);\n };\n\n /** Creates a texture from an image and sets it into a uniform value */\n private setTextureUniform = (uniformName: string, image: HTMLImageElement): void => {\n if (!image.complete || image.naturalWidth === 0) {\n throw new Error(`Paper Shaders: image for uniform ${uniformName} must be fully loaded`);\n }\n\n // Clean up existing texture if present\n const existingTexture = this.textures.get(uniformName);\n if (existingTexture) {\n this.gl.deleteTexture(existingTexture);\n }\n\n // Get texture unit\n if (!this.textureUnitMap.has(uniformName)) {\n this.textureUnitMap.set(uniformName, this.textureUnitMap.size);\n }\n const textureUnit = this.textureUnitMap.get(uniformName)!;\n // Activate correct texture unit before creating the texture\n this.gl.activeTexture(this.gl.TEXTURE0 + textureUnit);\n\n // Create and set up the new texture\n const texture = this.gl.createTexture();\n this.gl.bindTexture(this.gl.TEXTURE_2D, texture);\n\n // Set texture parameters\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);\n\n // Upload image to texture\n this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, image);\n\n // Generate mipmaps if the uniform is in the mipmaps list\n if (this.mipmaps.includes(uniformName)) {\n this.gl.generateMipmap(this.gl.TEXTURE_2D);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR_MIPMAP_LINEAR);\n }\n\n const error = this.gl.getError();\n if (error !== this.gl.NO_ERROR || texture === null) {\n console.error('Paper Shaders: WebGL error when uploading texture:', error);\n return;\n }\n\n // Store the texture\n this.textures.set(uniformName, texture);\n\n // Set up texture unit and uniform\n const location = this.uniformLocations[uniformName];\n if (location) {\n this.gl.uniform1i(location, textureUnit);\n\n // Calculate and set the aspect ratio uniform\n const aspectRatioUniformName = `${uniformName}AspectRatio`;\n const aspectRatioLocation = this.uniformLocations[aspectRatioUniformName];\n if (aspectRatioLocation) {\n const aspectRatio = image.naturalWidth / image.naturalHeight;\n this.gl.uniform1f(aspectRatioLocation, aspectRatio);\n }\n }\n };\n\n /** Utility: recursive equality test for all the uniforms */\n private areUniformValuesEqual = (a: any, b: any): boolean => {\n if (a === b) return true;\n if (Array.isArray(a) && Array.isArray(b) && a.length === b.length) {\n return a.every((val, i) => this.areUniformValuesEqual(val, (b as any)[i]));\n }\n return false;\n };\n\n /** Sets the provided uniform values into the WebGL program, can be a partial list of uniforms that have changed */\n private setUniformValues = (updatedUniforms: ShaderMountUniforms) => {\n this.gl.useProgram(this.program);\n Object.entries(updatedUniforms).forEach(([key, value]) => {\n // Grab the value to use in the uniform cache\n let cacheValue: ShaderMountUniforms[keyof ShaderMountUniforms] | string = value;\n if (value instanceof HTMLImageElement) {\n // Images use their src for the cache value to save memory\n cacheValue = `${value.src.slice(0, 200)}|${value.naturalWidth}x${value.naturalHeight}`;\n }\n\n // Check if the uniform value has changed and, if not, bail early to avoid extra work\n if (this.areUniformValuesEqual(this.uniformCache[key], cacheValue)) return;\n // Update the uniform cache if we are still here\n this.uniformCache[key] = cacheValue;\n\n const location = this.uniformLocations[key];\n if (!location) {\n console.warn(`Uniform location for ${key} not found`);\n return;\n }\n\n if (value instanceof HTMLImageElement) {\n // Texture case, requires a good amount of code so it gets its own function:\n this.setTextureUniform(key, value);\n } else if (Array.isArray(value)) {\n // Array case\n let flatArray: number[] | null = null;\n let valueLength: number | null = null;\n\n // If it's an array of same-sized arrays, flatten it down so we can set the uniform\n if (value[0] !== undefined && Array.isArray(value[0])) {\n const firstChildLength = value[0].length;\n if (value.every((arr) => (arr as number[]).length === firstChildLength)) {\n // Array of same-sized arrays case, flattens the array sets it\n flatArray = value.flat();\n valueLength = firstChildLength;\n } else {\n console.warn(`All child arrays must be the same length for ${key}`);\n return;\n }\n } else {\n // Array of primitive values case, supports 2, 3, 4, 9, 16 length arrays\n flatArray = value as number[];\n valueLength = flatArray.length;\n }\n\n // Set the uniform based on array length... supports 2, 3, 4, 9, 16 length arrays of primitive values\n // or arbitrary length arrays of arrays\n switch (valueLength) {\n case 2:\n this.gl.uniform2fv(location, flatArray);\n break;\n case 3:\n this.gl.uniform3fv(location, flatArray);\n break;\n case 4:\n this.gl.uniform4fv(location, flatArray);\n break;\n case 9:\n this.gl.uniformMatrix3fv(location, false, flatArray);\n break;\n case 16:\n this.gl.uniformMatrix4fv(location, false, flatArray);\n break;\n default:\n console.warn(`Unsupported uniform array length: ${valueLength}`);\n }\n } else if (typeof value === 'number') {\n // Number case, supports floats and ints\n this.gl.uniform1f(location, value);\n } else if (typeof value === 'boolean') {\n // Boolean case, supports true and false\n this.gl.uniform1i(location, value ? 1 : 0);\n } else {\n // May happen on the server for SSR when undefined images are passed in\n console.warn(`Unsupported uniform type for ${key}: ${typeof value}`);\n }\n });\n };\n\n /** Gets the current total animation time from 0ms */\n public getCurrentFrame = (): number => {\n return this.currentFrame;\n };\n\n /** Set a frame to get a deterministic result, frames are literally just milliseconds from zero since the animation started */\n public setFrame = (newFrame: number): void => {\n this.currentFrame = newFrame;\n this.lastRenderTime = performance.now();\n this.render(performance.now());\n };\n\n /** Set an animation speed (or 0 to stop animation) */\n public setSpeed = (newSpeed = 1): void => {\n // Set the new animation speed\n this.speed = newSpeed;\n this.setCurrentSpeed(document.hidden ? 0 : newSpeed);\n };\n\n private setCurrentSpeed = (newSpeed: number): void => {\n this.currentSpeed = newSpeed;\n\n if (this.rafId === null && newSpeed !== 0) {\n // Moving from 0 to animating, kick off a new rAF loop\n this.lastRenderTime = performance.now();\n this.rafId = requestAnimationFrame(this.render);\n }\n\n if (this.rafId !== null && newSpeed === 0) {\n // Moving from animating to not animating, cancel the rAF loop\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n };\n\n /** Set the maximum pixel count for the shader, this will limit the number of pixels that will be rendered */\n public setMaxPixelCount = (newMaxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT): void => {\n this.maxPixelCount = newMaxPixelCount;\n\n this.handleResize();\n };\n\n /** Set the minimum pixel ratio for the shader */\n public setMinPixelRatio = (newMinPixelRatio: number = 2): void => {\n this.minPixelRatio = newMinPixelRatio;\n\n this.handleResize();\n };\n\n /** Update the uniforms that are provided by the outside shader, can be a partial set with only the uniforms that have changed */\n public setUniforms = (newUniforms: ShaderMountUniforms): void => {\n this.setUniformValues(newUniforms);\n this.providedUniforms = { ...this.providedUniforms, ...newUniforms };\n\n this.render(performance.now());\n };\n\n private handleDocumentVisibilityChange = () => {\n this.setCurrentSpeed(document.hidden ? 0 : this.speed);\n };\n\n /** Dispose of the shader mount, cleaning up all of the WebGL resources */\n public dispose = (): void => {\n // Immediately mark as disposed to prevent future renders from leaking in\n this.hasBeenDisposed = true;\n\n // Cancel the rAF loop\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n if (this.gl && this.program) {\n // Clean up all textures\n this.textures.forEach((texture) => {\n this.gl.deleteTexture(texture);\n });\n this.textures.clear();\n\n this.gl.deleteProgram(this.program);\n this.program = null;\n\n // Reset the WebGL context\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, null);\n this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, null);\n this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);\n\n // Clear any errors\n this.gl.getError();\n }\n\n if (this.resizeObserver) {\n this.resizeObserver.disconnect();\n this.resizeObserver = null;\n }\n\n visualViewport?.removeEventListener('resize', this.handleVisualViewportChange);\n document.removeEventListener('visibilitychange', this.handleDocumentVisibilityChange);\n\n this.uniformLocations = {};\n\n // Remove the shader from the div wrapper element\n this.canvasElement.remove();\n // Free up the reference to self to enable garbage collection\n delete this.parentElement.paperShaderMount;\n };\n}\n\nfunction createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {\n const shader = gl.createShader(type);\n if (!shader) return null;\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\nfunction createProgram(\n gl: WebGL2RenderingContext,\n vertexShaderSource: string,\n fragmentShaderSource: string\n): WebGLProgram | null {\n const format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n const precision = format ? format.precision : null;\n // MEDIUM_FLOAT precision can be 10, 16 or 23 bits depending on device;\n // Shaders fail on 10 bit (and 16 bit is hard to test) => we force 23-bit by switching to highp\n if (precision && precision < 23) {\n vertexShaderSource = vertexShaderSource.replace(/precision\\s+(lowp|mediump)\\s+float;/g, 'precision highp float;');\n fragmentShaderSource = fragmentShaderSource\n .replace(/precision\\s+(lowp|mediump)\\s+float/g, 'precision highp float')\n .replace(/\\b(uniform|varying|attribute)\\s+(lowp|mediump)\\s+(\\w+)/g, '$1 highp $3');\n }\n\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);\n\n if (!vertexShader || !fragmentShader) return null;\n\n const program = gl.createProgram();\n if (!program) return null;\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n return null;\n }\n\n // Clean up shaders after successful linking\n gl.detachShader(program, vertexShader);\n gl.detachShader(program, fragmentShader);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n\n return program;\n}\n\nconst defaultStyle = `@layer paper-shaders {\n :where([data-paper-shader]) {\n isolation: isolate;\n position: relative;\n\n & canvas {\n contain: strict;\n display: block;\n position: absolute;\n inset: 0;\n z-index: -1;\n width: 100%;\n height: 100%;\n border-radius: inherit;\n corner-shape: inherit;\n }\n }\n}`;\n\n/** The parent `<div>` element that has a ShaderMount available on it */\nexport interface PaperShaderElement extends HTMLElement {\n paperShaderMount: ShaderMount | undefined;\n}\n\n/** Check if an element is a Paper shader element */\nexport function isPaperShaderElement(element: HTMLElement): element is PaperShaderElement {\n return 'paperShaderMount' in element;\n}\n\n/**\n * Uniform types that we support to be auto-mapped into the fragment shader\n *\n * We accept undefined as a convenience for server rendering, when some things may be undefined\n * We just skip setting the uniform if it's undefined. This allows the shader mount to still take up space during server rendering\n */\nexport interface ShaderMountUniforms {\n [key: string]: boolean | number | number[] | number[][] | HTMLImageElement | undefined;\n}\n\nexport interface ShaderMotionParams {\n speed?: number;\n frame?: number;\n}\n\nexport type ShaderPreset<T> = {\n name: string;\n params: Required<T>;\n};\n\nexport type ImageShaderPreset<T> = {\n name: string;\n /**\n * Params for the shader excluding the image.\n * Image is excluded as it isn't considered a preset,\n * e.g. when switching between presets it shouldn't switch the image.\n *\n * While we exclude images from presets they should still be set with a default prop value so the code-first usage of shaders remains great.\n */\n params: Required<Omit<T, 'image'>>;\n};\n\nfunction isSafari() {\n const ua = navigator.userAgent.toLowerCase();\n return ua.includes('safari') && !ua.includes('chrome') && !ua.includes('android');\n}\n\n// Zoom level can be estimated comparing the browser's outerWidth and the viewport width.\n// It's nowhere near perfect because it's affected by the presence of browser sidebars,\n// like a vertical web inspector or Arc's sidebar. Also, both outerWidth and innerWidth\n// are integers, which would almost never give us a perfect ratio at face values.\n//\n// Still, this is pretty accurate in the vast majority of cases.\n//\n// Note 1:\n// Avoid innerWidth, use visualViewport.width instead.\n// - innerWidth is affected by pinch zoom in Safari, but not other browsers.\n// visualViewport.width works consistently in all browsers.\n// - innerWidth is rounded to integer, but not visualViewport.width.\n// - visualViewport.width is affected by hard scrollbars, so they need to be added manually\n//\n// Note 2:\n// Opening a sidebar in Safari like web inspector or bookmarks will throw off the zoom\n// level detection and result in a larger target resolution. Not a concern in real-world usage\n// with Safari, but we'd rather not try to detect zoom levels with other browsers\n// (e.g. Arc always has a sidebar, which affects outerWidth vs visualViewport.width).\nfunction bestGuessBrowserZoom() {\n const viewportScale = visualViewport?.scale ?? 1;\n const viewportWidth = visualViewport?.width ?? window.innerWidth;\n const scrollbarWidth = window.innerWidth - document.documentElement.clientWidth;\n const innerWidth = viewportScale * viewportWidth + scrollbarWidth;\n\n // outerWidth and innerWidth are always integers so we won't often get the original zoom ratio\n // E.g. given a 125% zoom, outerWidth = 1657, innerWidth = 1325, 1657 / 1325 = 1.2505660377\n // We check for common zoom levels and return the closest one if found.\n\n const ratio = outerWidth / innerWidth;\n const zoomPercentageRounded = Math.round(100 * ratio);\n\n // All zoom levels divisible by 5%\n if (zoomPercentageRounded % 5 === 0) {\n return zoomPercentageRounded / 100;\n }\n\n // 33% zoom\n if (zoomPercentageRounded === 33) {\n return 1 / 3;\n }\n\n // 67% zoom\n if (zoomPercentageRounded === 67) {\n return 2 / 3;\n }\n\n // 133% zoom\n if (zoomPercentageRounded === 133) {\n return 4 / 3;\n }\n\n return ratio;\n}\n"],
5
- "mappings": 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+ "sourcesContent": ["import { vertexShaderSource } from './vertex-shader.js';\n\nconst DEFAULT_MAX_PIXEL_COUNT: number = 1920 * 1080 * 4;\n\nexport class ShaderMount {\n public parentElement: PaperShaderElement;\n public canvasElement: HTMLCanvasElement;\n private gl: WebGL2RenderingContext;\n private program: WebGLProgram | null = null;\n private uniformLocations: Record<string, WebGLUniformLocation | null> = {};\n /** The fragment shader that we are using */\n private fragmentShader: string;\n /** Stores the RAF for the render loop */\n private rafId: number | null = null;\n /** Time of the last rendered frame */\n private lastRenderTime = 0;\n /** Total time that we have played any animation, passed as a uniform to the shader for time-based VFX */\n private currentFrame = 0;\n /** The speed that we progress through animation time (multiplies by delta time every update). Allows negatives to play in reverse. 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The shader will match its size. */\n parentElement: HTMLElement,\n fragmentShader: string,\n uniforms: ShaderMountUniforms,\n webGlContextAttributes?: WebGLContextAttributes,\n /** The speed of the animation, or 0 to stop it. Supports negative values to play in reverse. */\n speed = 0,\n /** Pass a frame to offset the starting u_time value and give deterministic results*/\n frame = 0,\n /**\n * The minimum pixel ratio to render at, defaults to 2.\n * May be reduced to improve performance or increased together with `maxPixelCount` to improve antialiasing.\n */\n minPixelRatio = 2,\n /**\n * The maximum amount of physical device pixels to render for the shader,\n * by default it's 1920 * 1080 * 2x dpi (per each side) = 8,294,400 pixels of a 4K screen.\n * Actual DOM size of the canvas can be larger, it will just lose quality after this.\n *\n * May be reduced to improve performance or increased to improve quality on high-resolution screens.\n */\n maxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT,\n /** Names of the uniforms that should have mipmaps generated for them */\n mipmaps: string[] = []\n ) {\n // nodeType check instead of `instanceof` to work across document boundaries (iframes, PiP windows)\n if 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div mount element to make it easily accessible\n this.parentElement.paperShaderMount = this;\n\n // Listen for document visibility changes to pause the shader when the tab is hidden\n this.ownerDocument.addEventListener('visibilitychange', this.handleDocumentVisibilityChange);\n }\n\n private initProgram = () => {\n const program = createProgram(this.gl, vertexShaderSource, this.fragmentShader);\n if (!program) return;\n this.program = program;\n };\n\n private setupPositionAttribute = () => {\n const positionAttributeLocation = this.gl.getAttribLocation(this.program!, 'a_position');\n const positionBuffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);\n const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];\n this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(positions), this.gl.STATIC_DRAW);\n this.gl.enableVertexAttribArray(positionAttributeLocation);\n this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);\n };\n\n private setupUniforms = () => {\n // Create a map to store all uniform locations\n const uniformLocations: Record<string, WebGLUniformLocation | null> = {\n u_time: this.gl.getUniformLocation(this.program!, 'u_time'),\n u_pixelRatio: this.gl.getUniformLocation(this.program!, 'u_pixelRatio'),\n u_resolution: this.gl.getUniformLocation(this.program!, 'u_resolution'),\n };\n\n // Add locations for all provided uniforms\n Object.entries(this.providedUniforms).forEach(([key, value]) => {\n uniformLocations[key] = this.gl.getUniformLocation(this.program!, key);\n\n // For texture uniforms, also look for the aspect ratio uniform\n if (value instanceof HTMLImageElement) {\n const aspectRatioUniformName = `${key}AspectRatio`;\n uniformLocations[aspectRatioUniformName] = this.gl.getUniformLocation(this.program!, aspectRatioUniformName);\n }\n });\n\n this.uniformLocations = uniformLocations;\n };\n\n /**\n * The scale that we should render at.\n * - Used to target 2x 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entry.borderBoxSize[0].blockSize;\n }\n\n this.handleResize();\n });\n\n this.resizeObserver.observe(this.parentElement);\n };\n\n // Visual viewport resize handler, mainly used to react to browser zoom changes.\n // Resize observer by itself does not react to pinch zoom, and although it usually\n // reacts to classic browser zoom, it's not guaranteed in edge cases.\n // Since timing between visual viewport changes and resize observer is complex\n // and because we'd like to know the device pixel sizes of elements, we just restart\n // the observer to get a guaranteed fresh callback regardless if it would have triggered or not.\n private handleVisualViewportChange = () => {\n this.resizeObserver?.disconnect();\n this.setupResizeObserver();\n\n // In case of debugging timing, from here on:\n // - animation frame 1: a paint after the visual viewport resize\n // - animation frame 2: a paint after the resize observer has been handled, if it was ever triggered\n };\n\n /** Resize handler 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Rounding the client width/height since they may be fractional in CSS layout values\n targetPixelWidth = Math.round(this.parentWidth) * targetRenderScale;\n targetPixelHeight = Math.round(this.parentHeight) * targetRenderScale;\n }\n\n // Prevent the total rendered pixel count from exceeding maxPixelCount\n const maxPixelCountHeadroom = Math.sqrt(this.maxPixelCount) / Math.sqrt(targetPixelWidth * targetPixelHeight);\n const scaleToMeetMaxPixelCount = Math.min(1, maxPixelCountHeadroom);\n const newWidth = Math.round(targetPixelWidth * scaleToMeetMaxPixelCount);\n const newHeight = Math.round(targetPixelHeight * scaleToMeetMaxPixelCount);\n const newRenderScale = newWidth / Math.round(this.parentWidth);\n\n if (\n this.canvasElement.width !== newWidth ||\n this.canvasElement.height !== newHeight ||\n this.renderScale !== newRenderScale // Usually, only render scale changes when the user zooms in/out\n ) {\n this.renderScale = newRenderScale;\n this.canvasElement.width = newWidth;\n this.canvasElement.height = newHeight;\n this.resolutionChanged = true;\n this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // this is necessary to avoid flashes while resizing (the next scheduled render will set uniforms)\n this.render(performance.now());\n }\n };\n\n private render = (currentTime: number) => {\n if (this.hasBeenDisposed) return;\n\n if (this.program === null) {\n console.warn('Tried to render before program or gl was initialized');\n return;\n }\n\n // Calculate the delta time\n const dt = currentTime - this.lastRenderTime;\n this.lastRenderTime = currentTime;\n // Increase the total animation time by dt * animationSpeed\n if (this.currentSpeed !== 0) {\n this.currentFrame += dt * this.currentSpeed;\n }\n\n // Clear the canvas\n this.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\n // Update uniforms\n this.gl.useProgram(this.program);\n\n // Update the time uniform\n this.gl.uniform1f(this.uniformLocations.u_time!, this.currentFrame * 0.001);\n\n // If the resolution has changed, we need to update the uniform\n if (this.resolutionChanged) {\n this.gl.uniform2f(this.uniformLocations.u_resolution!, this.gl.canvas.width, this.gl.canvas.height);\n this.gl.uniform1f(this.uniformLocations.u_pixelRatio!, this.renderScale);\n this.resolutionChanged = false;\n }\n\n this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n // Loop if we're animating\n if (this.currentSpeed !== 0) {\n this.requestRender();\n } else {\n this.rafId = null;\n }\n };\n\n private requestRender = () => {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.rafId = requestAnimationFrame(this.render);\n };\n\n /** Creates a texture from an image and sets it into a uniform value */\n private setTextureUniform = (uniformName: string, image: HTMLImageElement): void => {\n if (!image.complete || image.naturalWidth === 0) {\n throw new Error(`Paper Shaders: image for uniform ${uniformName} must be fully loaded`);\n }\n\n // Clean up existing texture if present\n const existingTexture = this.textures.get(uniformName);\n if (existingTexture) {\n this.gl.deleteTexture(existingTexture);\n }\n\n // Get texture unit\n if (!this.textureUnitMap.has(uniformName)) {\n this.textureUnitMap.set(uniformName, this.textureUnitMap.size);\n }\n const textureUnit = this.textureUnitMap.get(uniformName)!;\n // Activate correct texture unit before creating the texture\n this.gl.activeTexture(this.gl.TEXTURE0 + textureUnit);\n\n // Create and set up the new texture\n const texture = this.gl.createTexture();\n this.gl.bindTexture(this.gl.TEXTURE_2D, texture);\n\n // Set texture parameters\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);\n\n // Upload image to texture\n this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, image);\n\n // Generate mipmaps if the uniform is in the mipmaps list\n if (this.mipmaps.includes(uniformName)) {\n this.gl.generateMipmap(this.gl.TEXTURE_2D);\n this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR_MIPMAP_LINEAR);\n }\n\n const error = this.gl.getError();\n if (error !== this.gl.NO_ERROR || texture === null) {\n console.error('Paper Shaders: WebGL error when uploading texture:', error);\n return;\n }\n\n // Store the texture\n this.textures.set(uniformName, texture);\n\n // Set up texture unit and uniform\n const location = this.uniformLocations[uniformName];\n if (location) {\n this.gl.uniform1i(location, textureUnit);\n\n // Calculate and set the aspect ratio uniform\n const aspectRatioUniformName = `${uniformName}AspectRatio`;\n const aspectRatioLocation = this.uniformLocations[aspectRatioUniformName];\n if (aspectRatioLocation) {\n const aspectRatio = image.naturalWidth / image.naturalHeight;\n this.gl.uniform1f(aspectRatioLocation, aspectRatio);\n }\n }\n };\n\n /** Utility: recursive equality test for all the uniforms */\n private areUniformValuesEqual = (a: any, b: any): boolean => {\n if (a === b) return true;\n if (Array.isArray(a) && Array.isArray(b) && a.length === b.length) {\n return a.every((val, i) => this.areUniformValuesEqual(val, (b as any)[i]));\n }\n return false;\n };\n\n /** Sets the provided uniform values into the WebGL program, can be a partial list of uniforms that have changed */\n private setUniformValues = (updatedUniforms: ShaderMountUniforms) => {\n this.gl.useProgram(this.program);\n Object.entries(updatedUniforms).forEach(([key, value]) => {\n // Grab the value to use in the uniform cache\n let cacheValue: ShaderMountUniforms[keyof ShaderMountUniforms] | string = value;\n if (value instanceof HTMLImageElement) {\n // Images use their src for the cache value to save memory\n cacheValue = `${value.src.slice(0, 200)}|${value.naturalWidth}x${value.naturalHeight}`;\n }\n\n // Check if the uniform value has changed and, if not, bail early to avoid extra work\n if (this.areUniformValuesEqual(this.uniformCache[key], cacheValue)) return;\n // Update the uniform cache if we are still here\n this.uniformCache[key] = cacheValue;\n\n const location = this.uniformLocations[key];\n if (!location) {\n console.warn(`Uniform location for ${key} not found`);\n return;\n }\n\n if (value instanceof HTMLImageElement) {\n // Texture case, requires a good amount of code so it gets its own function:\n this.setTextureUniform(key, value);\n } else if (Array.isArray(value)) {\n // Array case\n let flatArray: number[] | null = null;\n let valueLength: number | null = null;\n\n // If it's an array of same-sized arrays, flatten it down so we can set the uniform\n if (value[0] !== undefined && Array.isArray(value[0])) {\n const firstChildLength = value[0].length;\n if (value.every((arr) => (arr as number[]).length === firstChildLength)) {\n // Array of same-sized arrays case, flattens the array sets it\n flatArray = value.flat();\n valueLength = firstChildLength;\n } else {\n console.warn(`All child arrays must be the same length for ${key}`);\n return;\n }\n } else {\n // Array of primitive values case, supports 2, 3, 4, 9, 16 length arrays\n flatArray = value as number[];\n valueLength = flatArray.length;\n }\n\n // Set the uniform based on array length... supports 2, 3, 4, 9, 16 length arrays of primitive values\n // or arbitrary length arrays of arrays\n switch (valueLength) {\n case 2:\n this.gl.uniform2fv(location, flatArray);\n break;\n case 3:\n this.gl.uniform3fv(location, flatArray);\n break;\n case 4:\n this.gl.uniform4fv(location, flatArray);\n break;\n case 9:\n this.gl.uniformMatrix3fv(location, false, flatArray);\n break;\n case 16:\n this.gl.uniformMatrix4fv(location, false, flatArray);\n break;\n default:\n console.warn(`Unsupported uniform array length: ${valueLength}`);\n }\n } else if (typeof value === 'number') {\n // Number case, supports floats and ints\n this.gl.uniform1f(location, value);\n } else if (typeof value === 'boolean') {\n // Boolean case, supports true and false\n this.gl.uniform1i(location, value ? 1 : 0);\n } else {\n // May happen on the server for SSR when undefined images are passed in\n console.warn(`Unsupported uniform type for ${key}: ${typeof value}`);\n }\n });\n };\n\n /** Gets the current total animation time from 0ms */\n public getCurrentFrame = (): number => {\n return this.currentFrame;\n };\n\n /** Set a frame to get a deterministic result, frames are literally just milliseconds from zero since the animation started */\n public setFrame = (newFrame: number): void => {\n this.currentFrame = newFrame;\n this.lastRenderTime = performance.now();\n this.render(performance.now());\n };\n\n /** Set an animation speed (or 0 to stop animation) */\n public setSpeed = (newSpeed = 1): void => {\n // Set the new animation speed\n this.speed = newSpeed;\n this.setCurrentSpeed(this.ownerDocument.hidden ? 0 : newSpeed);\n };\n\n private setCurrentSpeed = (newSpeed: number): void => {\n this.currentSpeed = newSpeed;\n\n if (this.rafId === null && newSpeed !== 0) {\n // Moving from 0 to animating, kick off a new rAF loop\n this.lastRenderTime = performance.now();\n this.rafId = requestAnimationFrame(this.render);\n }\n\n if (this.rafId !== null && newSpeed === 0) {\n // Moving from animating to not animating, cancel the rAF loop\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n };\n\n /** Set the maximum pixel count for the shader, this will limit the number of pixels that will be rendered */\n public setMaxPixelCount = (newMaxPixelCount: number = DEFAULT_MAX_PIXEL_COUNT): void => {\n this.maxPixelCount = newMaxPixelCount;\n\n this.handleResize();\n };\n\n /** Set the minimum pixel ratio for the shader */\n public setMinPixelRatio = (newMinPixelRatio: number = 2): void => {\n this.minPixelRatio = newMinPixelRatio;\n\n this.handleResize();\n };\n\n /** Update the uniforms that are provided by the outside shader, can be a partial set with only the uniforms that have changed */\n public setUniforms = (newUniforms: ShaderMountUniforms): void => {\n this.setUniformValues(newUniforms);\n this.providedUniforms = { ...this.providedUniforms, ...newUniforms };\n\n this.render(performance.now());\n };\n\n private handleDocumentVisibilityChange = () => {\n this.setCurrentSpeed(this.ownerDocument.hidden ? 0 : this.speed);\n };\n\n /** Dispose of the shader mount, cleaning up all of the WebGL resources */\n public dispose = (): void => {\n // Immediately mark as disposed to prevent future renders from leaking in\n this.hasBeenDisposed = true;\n\n // Cancel the rAF loop\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n if (this.gl && this.program) {\n // Clean up all textures\n this.textures.forEach((texture) => {\n this.gl.deleteTexture(texture);\n });\n this.textures.clear();\n\n this.gl.deleteProgram(this.program);\n this.program = null;\n\n // Reset the WebGL context\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, null);\n this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, null);\n this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);\n\n // Clear any errors\n this.gl.getError();\n }\n\n if (this.resizeObserver) {\n this.resizeObserver.disconnect();\n this.resizeObserver = null;\n }\n\n visualViewport?.removeEventListener('resize', this.handleVisualViewportChange);\n this.ownerDocument.removeEventListener('visibilitychange', this.handleDocumentVisibilityChange);\n\n this.uniformLocations = {};\n\n // Remove the shader from the div wrapper element\n this.canvasElement.remove();\n // Free up the reference to self to enable garbage collection\n delete this.parentElement.paperShaderMount;\n };\n}\n\nfunction createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {\n const shader = gl.createShader(type);\n if (!shader) return null;\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}\n\nfunction createProgram(\n gl: WebGL2RenderingContext,\n vertexShaderSource: string,\n fragmentShaderSource: string\n): WebGLProgram | null {\n const format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n const precision = format ? format.precision : null;\n // MEDIUM_FLOAT precision can be 10, 16 or 23 bits depending on device;\n // Shaders fail on 10 bit (and 16 bit is hard to test) => we force 23-bit by switching to highp\n if (precision && precision < 23) {\n vertexShaderSource = vertexShaderSource.replace(/precision\\s+(lowp|mediump)\\s+float;/g, 'precision highp float;');\n fragmentShaderSource = fragmentShaderSource\n .replace(/precision\\s+(lowp|mediump)\\s+float/g, 'precision highp float')\n .replace(/\\b(uniform|varying|attribute)\\s+(lowp|mediump)\\s+(\\w+)/g, '$1 highp $3');\n }\n\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);\n\n if (!vertexShader || !fragmentShader) return null;\n\n const program = gl.createProgram();\n if (!program) return null;\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n return null;\n }\n\n // Clean up shaders after successful linking\n gl.detachShader(program, vertexShader);\n gl.detachShader(program, fragmentShader);\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n\n return program;\n}\n\nconst defaultStyle = `@layer paper-shaders {\n :where([data-paper-shader]) {\n isolation: isolate;\n position: relative;\n\n & canvas {\n contain: strict;\n display: block;\n position: absolute;\n inset: 0;\n z-index: -1;\n width: 100%;\n height: 100%;\n border-radius: inherit;\n corner-shape: inherit;\n }\n }\n}`;\n\n/** The parent `<div>` element that has a ShaderMount available on it */\nexport interface PaperShaderElement extends HTMLElement {\n paperShaderMount: ShaderMount | undefined;\n}\n\n/** Check if an element is a Paper shader element */\nexport function isPaperShaderElement(element: HTMLElement): element is PaperShaderElement {\n return 'paperShaderMount' in element;\n}\n\n/**\n * Uniform types that we support to be auto-mapped into the fragment shader\n *\n * We accept undefined as a convenience for server rendering, when some things may be undefined\n * We just skip setting the uniform if it's undefined. This allows the shader mount to still take up space during server rendering\n */\nexport interface ShaderMountUniforms {\n [key: string]: boolean | number | number[] | number[][] | HTMLImageElement | undefined;\n}\n\nexport interface ShaderMotionParams {\n speed?: number;\n frame?: number;\n}\n\nexport type ShaderPreset<T> = {\n name: string;\n params: Required<T>;\n};\n\nexport type ImageShaderPreset<T> = {\n name: string;\n /**\n * Params for the shader excluding the image.\n * Image is excluded as it isn't considered a preset,\n * e.g. when switching between presets it shouldn't switch the image.\n *\n * While we exclude images from presets they should still be set with a default prop value so the code-first usage of shaders remains great.\n */\n params: Required<Omit<T, 'image'>>;\n};\n\nfunction isSafari() {\n const ua = navigator.userAgent.toLowerCase();\n return ua.includes('safari') && !ua.includes('chrome') && !ua.includes('android');\n}\n\n// Zoom level can be estimated comparing the browser's outerWidth and the viewport width.\n// It's nowhere near perfect because it's affected by the presence of browser sidebars,\n// like a vertical web inspector or Arc's sidebar. Also, both outerWidth and innerWidth\n// are integers, which would almost never give us a perfect ratio at face values.\n//\n// Still, this is pretty accurate in the vast majority of cases.\n//\n// Note 1:\n// Avoid innerWidth, use visualViewport.width instead.\n// - innerWidth is affected by pinch zoom in Safari, but not other browsers.\n// visualViewport.width works consistently in all browsers.\n// - innerWidth is rounded to integer, but not visualViewport.width.\n// - visualViewport.width is affected by hard scrollbars, so they need to be added manually\n//\n// Note 2:\n// Opening a sidebar in Safari like web inspector or bookmarks will throw off the zoom\n// level detection and result in a larger target resolution. Not a concern in real-world usage\n// with Safari, but we'd rather not try to detect zoom levels with other browsers\n// (e.g. Arc always has a sidebar, which affects outerWidth vs visualViewport.width).\nfunction bestGuessBrowserZoom(doc: Document) {\n const viewportScale = visualViewport?.scale ?? 1;\n const viewportWidth = visualViewport?.width ?? window.innerWidth;\n const scrollbarWidth = window.innerWidth - doc.documentElement.clientWidth;\n const innerWidth = viewportScale * viewportWidth + scrollbarWidth;\n\n // outerWidth and innerWidth are always integers so we won't often get the original zoom ratio\n // E.g. given a 125% zoom, outerWidth = 1657, innerWidth = 1325, 1657 / 1325 = 1.2505660377\n // We check for common zoom levels and return the closest one if found.\n\n const ratio = outerWidth / innerWidth;\n const zoomPercentageRounded = Math.round(100 * ratio);\n\n // All zoom levels divisible by 5%\n if (zoomPercentageRounded % 5 === 0) {\n return zoomPercentageRounded / 100;\n }\n\n // 33% zoom\n if (zoomPercentageRounded === 33) {\n return 1 / 3;\n }\n\n // 67% zoom\n if (zoomPercentageRounded === 67) {\n return 2 / 3;\n }\n\n // 133% zoom\n if (zoomPercentageRounded === 133) {\n return 4 / 3;\n }\n\n return ratio;\n}\n"],
5
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6
6
  "names": ["vertexShaderSource"]
7
7
  }