@paper-design/shaders 0.0.77 → 0.0.79
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/get-shader-color-from-string.js +14 -6
- package/dist/get-shader-color-from-string.js.map +2 -2
- package/dist/index.d.ts +2 -0
- package/dist/index.js +3 -0
- package/dist/index.js.map +2 -2
- package/dist/shader-mount.d.ts +6 -1
- package/dist/shader-mount.js +23 -3
- package/dist/shader-mount.js.map +2 -2
- package/dist/shaders/lens-distortion.d.ts +97 -0
- package/dist/shaders/lens-distortion.js +276 -0
- package/dist/shaders/lens-distortion.js.map +7 -0
- package/package.json +1 -1
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@@ -16,9 +16,13 @@ function getShaderColorFromString(colorString) {
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if (colorString.startsWith("#")) {
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[r, g, b, a] = hexToRgba(colorString);
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} else if (colorString.startsWith("rgb")) {
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-
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const rgba = parseRgba(colorString);
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if (rgba === null) return fallbackColor;
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[r, g, b, a] = rgba;
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} else if (colorString.startsWith("hsl")) {
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-
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const hsla = parseHsla(colorString);
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if (hsla === null) return fallbackColor;
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[r, g, b, a] = hslaToRgba(hsla);
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} else {
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console.error("Unsupported color format", colorString);
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return fallbackColor;
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@@ -27,12 +31,16 @@ function getShaderColorFromString(colorString) {
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}
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function hexToRgba(hex) {
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hex = hex.replace(/^#/, "");
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if (hex.length === 3) {
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if (hex.length === 3 || hex.length === 4) {
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hex = hex.split("").map((char) => char + char).join("");
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}
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if (hex.length === 6) {
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hex = hex + "ff";
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}
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if (!/^[0-9a-f]{8}$/i.test(hex)) {
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console.warn("Invalid hex color");
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return fallbackColor;
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}
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const r = parseInt(hex.slice(0, 2), 16) / 255;
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const g = parseInt(hex.slice(2, 4), 16) / 255;
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const b = parseInt(hex.slice(4, 6), 16) / 255;
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@@ -41,7 +49,7 @@ function hexToRgba(hex) {
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}
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function parseRgba(rgba) {
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const match = rgba.match(/^rgba?\s*\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*([0-9.]+))?\s*\)$/i);
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if (!match) return
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if (!match) return null;
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return [
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parseInt(match[1] ?? "0") / 255,
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parseInt(match[2] ?? "0") / 255,
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@@ -51,7 +59,7 @@ function parseRgba(rgba) {
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}
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function parseHsla(hsla) {
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const match = hsla.match(/^hsla?\s*\(\s*(\d+)\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(?:,\s*([0-9.]+))?\s*\)$/i);
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if (!match) return
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if (!match) return null;
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return [
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parseInt(match[1] ?? "0"),
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parseInt(match[2] ?? "0"),
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@@ -85,7 +93,7 @@ function hslaToRgba(hsla) {
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return [r, g, b, a];
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}
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const clamp = (n, min, max) => Math.min(Math.max(n, min), max);
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const fallbackColor = [0, 0, 0, 1];
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const fallbackColor = [0.5, 0.5, 0.5, 1];
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export {
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clamp,
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getShaderColorFromString
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@@ -1,7 +1,7 @@
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{
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"version": 3,
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"sources": ["../src/get-shader-color-from-string.ts"],
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"sourcesContent": ["/** Convert color string from HSL, RGB, or hex to 0-to-1-range-RGBA array */\nexport function getShaderColorFromString(\n colorString: string | [number, number, number] | [number, number, number, number] | undefined\n): [number, number, number, number] {\n // If the color string is already an array of 3 or 4 numbers, return it (with alpha=1 if needed)\n if (Array.isArray(colorString)) {\n if (colorString.length === 4) return colorString as [number, number, number, number];\n if (colorString.length === 3) return [...colorString, 1];\n return fallbackColor;\n }\n\n // If the color string is not a string, return the fallback\n if (typeof colorString !== 'string') {\n return fallbackColor;\n }\n\n let r: number,\n g: number,\n b: number,\n a = 1;\n if (colorString.startsWith('#')) {\n [r, g, b, a] = hexToRgba(colorString);\n } else if (colorString.startsWith('rgb')) {\n [r, g, b, a] =
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"mappings": ";;;;;AACO,SAAS,yBACd,aACkC;AAElC,MAAI,MAAM,QAAQ,WAAW,GAAG;AAC9B,QAAI,YAAY,WAAW,EAAG,QAAO;AACrC,QAAI,YAAY,WAAW,EAAG,QAAO,CAAC,GAAG,aAAa,CAAC;AACvD,WAAO;AAAA,EACT;AAGA,MAAI,OAAO,gBAAgB,UAAU;AACnC,WAAO;AAAA,EACT;AAEA,MAAI,GACF,GACA,GACA,IAAI;AACN,MAAI,YAAY,WAAW,GAAG,GAAG;AAC/B,KAAC,GAAG,GAAG,GAAG,CAAC,IAAI,UAAU,WAAW;AAAA,EACtC,WAAW,YAAY,WAAW,KAAK,GAAG;AACxC,KAAC,GAAG,GAAG,GAAG,CAAC,IAAI
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"sourcesContent": ["/** Convert color string from HSL, RGB, or hex to 0-to-1-range-RGBA array */\nexport function getShaderColorFromString(\n colorString: string | [number, number, number] | [number, number, number, number] | undefined\n): [number, number, number, number] {\n // If the color string is already an array of 3 or 4 numbers, return it (with alpha=1 if needed)\n if (Array.isArray(colorString)) {\n if (colorString.length === 4) return colorString as [number, number, number, number];\n if (colorString.length === 3) return [...colorString, 1];\n return fallbackColor;\n }\n\n // If the color string is not a string, return the fallback\n if (typeof colorString !== 'string') {\n return fallbackColor;\n }\n\n let r: number,\n g: number,\n b: number,\n a = 1;\n if (colorString.startsWith('#')) {\n [r, g, b, a] = hexToRgba(colorString);\n } else if (colorString.startsWith('rgb')) {\n const rgba = parseRgba(colorString);\n if (rgba === null) return fallbackColor;\n [r, g, b, a] = rgba;\n } else if (colorString.startsWith('hsl')) {\n const hsla = parseHsla(colorString);\n if (hsla === null) return fallbackColor;\n [r, g, b, a] = hslaToRgba(hsla);\n } else {\n console.error('Unsupported color format', colorString);\n return fallbackColor;\n }\n\n return [clamp(r, 0, 1), clamp(g, 0, 1), clamp(b, 0, 1), clamp(a, 0, 1)];\n}\n\n/** Convert hex to RGBA (0 to 1 range) */\nfunction hexToRgba(hex: string): [number, number, number, number] {\n // Remove # if present\n hex = hex.replace(/^#/, '');\n\n // Expand shorthand hex (3-letter #rgb or 4-letter #rgba) by doubling each digit\n if (hex.length === 3 || hex.length === 4) {\n hex = hex\n .split('')\n .map((char) => char + char)\n .join('');\n }\n // Expand six-letter hex to eight-letter (add full opacity if no alpha)\n if (hex.length === 6) {\n hex = hex + 'ff';\n }\n\n // Bail out on malformed hex (wrong length or non-hex characters) so callers\n // get the fallback color instead of NaN channels leaking into the shader.\n if (!/^[0-9a-f]{8}$/i.test(hex)) {\n console.warn('Invalid hex color');\n return fallbackColor;\n }\n\n // Parse the components\n const r = parseInt(hex.slice(0, 2), 16) / 255;\n const g = parseInt(hex.slice(2, 4), 16) / 255;\n const b = parseInt(hex.slice(4, 6), 16) / 255;\n const a = parseInt(hex.slice(6, 8), 16) / 255;\n\n return [r, g, b, a];\n}\n\n/** Parse RGBA string to RGBA (0 to 1 range), or null if unparseable */\nfunction parseRgba(rgba: string): [number, number, number, number] | null {\n // Match both rgb and rgba patterns\n const match = rgba.match(/^rgba?\\s*\\(\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*([0-9.]+))?\\s*\\)$/i);\n if (!match) return null;\n\n return [\n parseInt(match[1] ?? '0') / 255,\n parseInt(match[2] ?? '0') / 255,\n parseInt(match[3] ?? '0') / 255,\n match[4] === undefined ? 1 : parseFloat(match[4]),\n ];\n}\n\n/** Parse HSLA string, or null if unparseable */\nfunction parseHsla(hsla: string): [number, number, number, number] | null {\n const match = hsla.match(/^hsla?\\s*\\(\\s*(\\d+)\\s*,\\s*(\\d+)%\\s*,\\s*(\\d+)%\\s*(?:,\\s*([0-9.]+))?\\s*\\)$/i);\n if (!match) return null;\n\n return [\n parseInt(match[1] ?? '0'),\n parseInt(match[2] ?? '0'),\n parseInt(match[3] ?? '0'),\n match[4] === undefined ? 1 : parseFloat(match[4]),\n ];\n}\n\n/** Convert HSLA to RGBA (0 to 1 range) */\nfunction hslaToRgba(hsla: [number, number, number, number]): [number, number, number, number] {\n const [h, s, l, a] = hsla;\n const hDecimal = h / 360;\n const sDecimal = s / 100;\n const lDecimal = l / 100;\n let r, g, b;\n\n if (s === 0) {\n r = g = b = lDecimal; // achromatic\n } else {\n const hue2rgb = (p: number, q: number, t: number) => {\n if (t < 0) t += 1;\n if (t > 1) t -= 1;\n if (t < 1 / 6) return p + (q - p) * 6 * t;\n if (t < 1 / 2) return q;\n if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;\n return p;\n };\n\n const q = lDecimal < 0.5 ? lDecimal * (1 + sDecimal) : lDecimal + sDecimal - lDecimal * sDecimal;\n const p = 2 * lDecimal - q;\n r = hue2rgb(p, q, hDecimal + 1 / 3);\n g = hue2rgb(p, q, hDecimal);\n b = hue2rgb(p, q, hDecimal - 1 / 3);\n }\n\n return [r, g, b, a];\n}\n\nexport const clamp = (n: number, min: number, max: number): number => Math.min(Math.max(n, min), max);\n\nconst fallbackColor = [0.5, 0.5, 0.5, 1] as [number, number, number, number];\n"],
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"mappings": ";;;;;AACO,SAAS,yBACd,aACkC;AAElC,MAAI,MAAM,QAAQ,WAAW,GAAG;AAC9B,QAAI,YAAY,WAAW,EAAG,QAAO;AACrC,QAAI,YAAY,WAAW,EAAG,QAAO,CAAC,GAAG,aAAa,CAAC;AACvD,WAAO;AAAA,EACT;AAGA,MAAI,OAAO,gBAAgB,UAAU;AACnC,WAAO;AAAA,EACT;AAEA,MAAI,GACF,GACA,GACA,IAAI;AACN,MAAI,YAAY,WAAW,GAAG,GAAG;AAC/B,KAAC,GAAG,GAAG,GAAG,CAAC,IAAI,UAAU,WAAW;AAAA,EACtC,WAAW,YAAY,WAAW,KAAK,GAAG;AACxC,UAAM,OAAO,UAAU,WAAW;AAClC,QAAI,SAAS,KAAM,QAAO;AAC1B,KAAC,GAAG,GAAG,GAAG,CAAC,IAAI;AAAA,EACjB,WAAW,YAAY,WAAW,KAAK,GAAG;AACxC,UAAM,OAAO,UAAU,WAAW;AAClC,QAAI,SAAS,KAAM,QAAO;AAC1B,KAAC,GAAG,GAAG,GAAG,CAAC,IAAI,WAAW,IAAI;AAAA,EAChC,OAAO;AACL,YAAQ,MAAM,4BAA4B,WAAW;AACrD,WAAO;AAAA,EACT;AAEA,SAAO,CAAC,MAAM,GAAG,GAAG,CAAC,GAAG,MAAM,GAAG,GAAG,CAAC,GAAG,MAAM,GAAG,GAAG,CAAC,GAAG,MAAM,GAAG,GAAG,CAAC,CAAC;AACxE;AAGA,SAAS,UAAU,KAA+C;AAEhE,QAAM,IAAI,QAAQ,MAAM,EAAE;AAG1B,MAAI,IAAI,WAAW,KAAK,IAAI,WAAW,GAAG;AACxC,UAAM,IACH,MAAM,EAAE,EACR,IAAI,CAAC,SAAS,OAAO,IAAI,EACzB,KAAK,EAAE;AAAA,EACZ;AAEA,MAAI,IAAI,WAAW,GAAG;AACpB,UAAM,MAAM;AAAA,EACd;AAIA,MAAI,CAAC,iBAAiB,KAAK,GAAG,GAAG;AAC/B,YAAQ,KAAK,mBAAmB;AAChC,WAAO;AAAA,EACT;AAGA,QAAM,IAAI,SAAS,IAAI,MAAM,GAAG,CAAC,GAAG,EAAE,IAAI;AAC1C,QAAM,IAAI,SAAS,IAAI,MAAM,GAAG,CAAC,GAAG,EAAE,IAAI;AAC1C,QAAM,IAAI,SAAS,IAAI,MAAM,GAAG,CAAC,GAAG,EAAE,IAAI;AAC1C,QAAM,IAAI,SAAS,IAAI,MAAM,GAAG,CAAC,GAAG,EAAE,IAAI;AAE1C,SAAO,CAAC,GAAG,GAAG,GAAG,CAAC;AACpB;AAGA,SAAS,UAAU,MAAuD;AAExE,QAAM,QAAQ,KAAK,MAAM,yEAAyE;AAClG,MAAI,CAAC,MAAO,QAAO;AAEnB,SAAO;AAAA,IACL,SAAS,MAAM,CAAC,KAAK,GAAG,IAAI;AAAA,IAC5B,SAAS,MAAM,CAAC,KAAK,GAAG,IAAI;AAAA,IAC5B,SAAS,MAAM,CAAC,KAAK,GAAG,IAAI;AAAA,IAC5B,MAAM,CAAC,MAAM,SAAY,IAAI,WAAW,MAAM,CAAC,CAAC;AAAA,EAClD;AACF;AAGA,SAAS,UAAU,MAAuD;AACxE,QAAM,QAAQ,KAAK,MAAM,2EAA2E;AACpG,MAAI,CAAC,MAAO,QAAO;AAEnB,SAAO;AAAA,IACL,SAAS,MAAM,CAAC,KAAK,GAAG;AAAA,IACxB,SAAS,MAAM,CAAC,KAAK,GAAG;AAAA,IACxB,SAAS,MAAM,CAAC,KAAK,GAAG;AAAA,IACxB,MAAM,CAAC,MAAM,SAAY,IAAI,WAAW,MAAM,CAAC,CAAC;AAAA,EAClD;AACF;AAGA,SAAS,WAAW,MAA0E;AAC5F,QAAM,CAAC,GAAG,GAAG,GAAG,CAAC,IAAI;AACrB,QAAM,WAAW,IAAI;AACrB,QAAM,WAAW,IAAI;AACrB,QAAM,WAAW,IAAI;AACrB,MAAI,GAAG,GAAG;AAEV,MAAI,MAAM,GAAG;AACX,QAAI,IAAI,IAAI;AAAA,EACd,OAAO;AACL,UAAM,UAAU,CAACA,IAAWC,IAAW,MAAc;AACnD,UAAI,IAAI,EAAG,MAAK;AAChB,UAAI,IAAI,EAAG,MAAK;AAChB,UAAI,IAAI,IAAI,EAAG,QAAOD,MAAKC,KAAID,MAAK,IAAI;AACxC,UAAI,IAAI,IAAI,EAAG,QAAOC;AACtB,UAAI,IAAI,IAAI,EAAG,QAAOD,MAAKC,KAAID,OAAM,IAAI,IAAI,KAAK;AAClD,aAAOA;AAAA,IACT;AAEA,UAAM,IAAI,WAAW,MAAM,YAAY,IAAI,YAAY,WAAW,WAAW,WAAW;AACxF,UAAM,IAAI,IAAI,WAAW;AACzB,QAAI,QAAQ,GAAG,GAAG,WAAW,IAAI,CAAC;AAClC,QAAI,QAAQ,GAAG,GAAG,QAAQ;AAC1B,QAAI,QAAQ,GAAG,GAAG,WAAW,IAAI,CAAC;AAAA,EACpC;AAEA,SAAO,CAAC,GAAG,GAAG,GAAG,CAAC;AACpB;AAEO,MAAM,QAAQ,CAAC,GAAW,KAAa,QAAwB,KAAK,IAAI,KAAK,IAAI,GAAG,GAAG,GAAG,GAAG;AAEpG,MAAM,gBAAgB,CAAC,KAAK,KAAK,KAAK,CAAC;",
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CHANGED
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export { flutedGlassFragmentShader, GlassDistortionShapes, GlassGridShapes, type GlassDistortionShape, type GlassGridShape, type FlutedGlassParams, type FlutedGlassUniforms, } from './shaders/fluted-glass.js';
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/** 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) */
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export { imageDitheringFragmentShader, type ImageDitheringParams, type ImageDitheringUniforms, } from './shaders/image-dithering.js';
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/** Lens Distortion image filter that separates an image into shifting color layers, recreating the chromatic aberration of a lens, and warps the image geometry with barrel or pincushion curvature */
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export { lensDistortionFragmentShader, lensDistortionMeta, type LensDistortionParams, type LensDistortionUniforms } from './shaders/lens-distortion.js';
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/** A glowing gradient of colors flowing through an input image. The effect creates a smoothly animated wave of intensity across the image */
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export { heatmapMeta, heatmapFragmentShader, toProcessedHeatmap, type HeatmapParams, type HeatmapUniforms, } from './shaders/heatmap.js';
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/** Futuristic liquid metal material applied to uploaded logo or one of pre-defined abstract shape */
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import { lensDistortionFragmentShader, lensDistortionMeta } from "./shaders/lens-distortion.js";
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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 GemSmokeShapes,\n type GemSmokeShape,\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"],
|
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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;AAAA,EACE;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,OAIK;AAGP,SAAS,gCAAgC;AACzC,SAAS,6BAA6B;AACtC,SAAS,kBAAkB;",
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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/** Lens Distortion image filter that separates an image into shifting color layers, recreating the chromatic aberration of a lens, and warps the image geometry with barrel or pincushion curvature */\nexport { lensDistortionFragmentShader, lensDistortionMeta, type LensDistortionParams, type LensDistortionUniforms } from './shaders/lens-distortion.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 GemSmokeShapes,\n type GemSmokeShape,\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"],
|
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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,SAAS,8BAA8B,0BAAkF;AAGzH;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,EACA;AAAA,OAIK;AAGP,SAAS,gCAAgC;AACzC,SAAS,6BAA6B;AACtC,SAAS,kBAAkB;",
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"names": []
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}
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package/dist/shader-mount.d.ts
CHANGED
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@@ -14,7 +14,7 @@ export declare class ShaderMount {
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private currentFrame;
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/** 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 */
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private speed;
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/** Actual speed used that accounts for
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/** Actual speed used that accounts for visibility: we pause the shader if the tab is hidden or the element out of the viewport */
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private currentSpeed;
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/** Uniforms that are provided by the user for the specific shader being mounted (not including uniforms that this Mount adds, like time and resolution) */
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private providedUniforms;
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@@ -69,8 +69,11 @@ export declare class ShaderMount {
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private parentDevicePixelWidth;
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private parentDevicePixelHeight;
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private devicePixelsSupported;
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private intersectionObserver;
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private isInViewport;
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private resizeObserver;
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private setupResizeObserver;
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private setupIntersectionObserver;
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private handleVisualViewportChange;
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/** Resize handler for when the container div changes size or the max pixel count changes and we want to resize our canvas to match */
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private handleResize;
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@@ -88,6 +91,8 @@ export declare class ShaderMount {
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setFrame: (newFrame: number) => void;
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/** Set an animation speed (or 0 to stop animation) */
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setSpeed: (newSpeed?: number) => void;
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/** Apply the target speed, pausing (0) while the tab is hidden or the element is out of the viewport */
|
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private updateCurrentSpeed;
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private setCurrentSpeed;
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/** Set the maximum pixel count for the shader, this will limit the number of pixels that will be rendered */
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setMaxPixelCount: (newMaxPixelCount?: number) => void;
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package/dist/shader-mount.js
CHANGED
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currentFrame = 0;
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/** 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 */
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speed = 0;
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/** Actual speed used that accounts for
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/** Actual speed used that accounts for visibility: we pause the shader if the tab is hidden or the element out of the viewport */
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currentSpeed = 0;
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/** Uniforms that are provided by the user for the specific shader being mounted (not including uniforms that this Mount adds, like time and resolution) */
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providedUniforms;
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@@ -72,6 +72,7 @@ class ShaderMount {
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this.setUniformValues(this.providedUniforms);
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this.setupResizeObserver();
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visualViewport?.addEventListener("resize", this.handleVisualViewportChange);
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this.setupIntersectionObserver();
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this.setSpeed(speed);
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this.parentElement.setAttribute("data-paper-shader", "");
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this.parentElement.paperShaderMount = this;
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@@ -118,6 +119,8 @@ class ShaderMount {
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parentDevicePixelWidth = 0;
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parentDevicePixelHeight = 0;
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devicePixelsSupported = false;
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intersectionObserver = null;
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isInViewport = true;
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resizeObserver = null;
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setupResizeObserver = () => {
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this.resizeObserver = new ResizeObserver(([entry]) => {
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@@ -135,6 +138,15 @@ class ShaderMount {
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});
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this.resizeObserver.observe(this.parentElement);
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};
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setupIntersectionObserver = () => {
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const view = this.ownerDocument.defaultView;
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if (!view?.IntersectionObserver) return;
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this.intersectionObserver = new view.IntersectionObserver(([entry]) => {
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this.isInViewport = entry?.isIntersecting ?? true;
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this.updateCurrentSpeed();
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});
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this.intersectionObserver.observe(this.parentElement);
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};
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// Visual viewport resize handler, mainly used to react to browser zoom changes.
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// Resize observer by itself does not react to pinch zoom, and although it usually
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// reacts to classic browser zoom, it's not guaranteed in edge cases.
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@@ -334,7 +346,11 @@ class ShaderMount {
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/** Set an animation speed (or 0 to stop animation) */
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setSpeed = (newSpeed = 1) => {
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this.speed = newSpeed;
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this.
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this.updateCurrentSpeed();
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};
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/** Apply the target speed, pausing (0) while the tab is hidden or the element is out of the viewport */
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updateCurrentSpeed = () => {
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this.setCurrentSpeed(this.ownerDocument.hidden || !this.isInViewport ? 0 : this.speed);
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};
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setCurrentSpeed = (newSpeed) => {
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this.currentSpeed = newSpeed;
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@@ -364,7 +380,7 @@ class ShaderMount {
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this.render(performance.now());
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};
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handleDocumentVisibilityChange = () => {
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this.
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this.updateCurrentSpeed();
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};
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/** Dispose of the shader mount, cleaning up all of the WebGL resources */
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dispose = () => {
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@@ -390,6 +406,10 @@ class ShaderMount {
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this.resizeObserver.disconnect();
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this.resizeObserver = null;
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}
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if (this.intersectionObserver) {
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this.intersectionObserver.disconnect();
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this.intersectionObserver = null;
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}
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visualViewport?.removeEventListener("resize", this.handleVisualViewportChange);
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this.ownerDocument.removeEventListener("visibilitychange", this.handleDocumentVisibilityChange);
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this.uniformLocations = {};
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package/dist/shader-mount.js.map
CHANGED
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@@ -1,7 +1,7 @@
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1
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{
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"version": 3,
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"sources": ["../src/shader-mount.ts"],
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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. 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 private ownerDocument: Document;\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 // nodeType check instead of `instanceof` to work across document boundaries (iframes, PiP windows)\n if (parentElement?.nodeType === 1) {\n this.parentElement = parentElement as PaperShaderElement;\n } else {\n throw new Error('Paper Shaders: parent element must be an HTMLElement');\n }\n\n this.ownerDocument = parentElement.ownerDocument;\n\n if (!this.ownerDocument.querySelector('style[data-paper-shader]')) {\n const styleElement = this.ownerDocument.createElement('style');\n styleElement.innerHTML = defaultStyle;\n styleElement.setAttribute('data-paper-shader', '');\n this.ownerDocument.head.prepend(styleElement);\n }\n\n // Create the canvas element and mount it into the provided element\n const canvasElement = this.ownerDocument.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 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 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(this.ownerDocument);\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(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 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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"],
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5
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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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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 // Set up the intersection observer to pause animation when the element is scrolled out of view\n this.setupIntersectionObserver();\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 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 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 intersectionObserver: IntersectionObserver | null = null;\n private isInViewport = true;\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 = 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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(this.ownerDocument);\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.updateCurrentSpeed();\n };\n\n /** Apply the target speed, pausing (0) while the tab is hidden or the element is out of the viewport */\n private updateCurrentSpeed = (): void => {\n this.setCurrentSpeed(this.ownerDocument.hidden || !this.isInViewport ? 0 : this.speed);\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.updateCurrentSpeed();\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 if (this.intersectionObserver) {\n this.intersectionObserver.disconnect();\n this.intersectionObserver = 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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"names": ["vertexShaderSource"]
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}
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import type { ShaderMotionParams } from '../shader-mount.js';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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export declare const lensDistortionMeta: {
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readonly maxSamples: 50;
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};
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/**
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*
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8
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* Lens Distortion image filter separates an image into shifting color layers
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* (recreating the chromatic aberration of a lens) and warps the image geometry,
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* curving it outward or inward like barrel and pincushion distortion.
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*
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* Fragment shader uniforms:
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* - u_image (sampler2D): Source image texture
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* - u_spread (float): Strength of the color split; how far the color layers are pushed apart; 0 is off (0 to 1)
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* - u_bias (float): Shifts the colors toward one end of the spread; 0 spaces them evenly (-1 to 1)
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* - u_angle (float): Direction of the spread in degrees (0 to 360)
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* - u_perspective (float): Shapes the spread direction from a straight line (0) to a radial burst out from the centre (1) (0 to 1)
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* - u_count (float): Number of sampled color layers along the spread; higher is smoother and costlier (2 to 50)
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* - u_dispersion (float): Overall amount of color dispersion; 1 gives each layer its own color from the spectrum, 0 keeps the original image color (0 to 1)
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* - u_dispersionShift (float): Balance of the dispersion between a soft circular zone at the centre and the rest of the image; 0 applies it evenly, -1 keeps it in the centre only, 1 keeps it at the edges only (-1 to 1)
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* - u_dispersionColor (float): Rotates the colors around the hue wheel, 0 to 1 for a full turn
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* - u_focusCenter (float): Reduces the spread in a circular zone at the centre; 0 keeps it full to the centre (0 to 1)
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* - u_focusEdges (float): Reduces the spread toward the edges; 0 keeps it full to the edges, 1 restores the original image there (0 to 1)
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* - u_swirl (float): Rotates the color layers around the centre by an angle growing along the spread; 0 is off (-1 to 1)
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25
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* - u_noise (float): Scatters the spread direction with noise; 0 is off (0 to 1)
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* - u_noiseFrequency (float): Frequency of the noise, 0 to 1 mapped internally to 0 to 18; higher is finer (no effect with noise = 0)
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* - u_noiseOffset (float): Offsets the noise pattern for a different seed (no effect with noise = 0)
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* - u_lensBulge (float): Radial lens warp of the image geometry; positive bulges out like a fisheye/barrel, negative pinches in like a pincushion; strong positive values fade out the corners (-1 to 1)
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* - u_lensCircle (float): Squeezes pixels outside the inscribed circle inward so the outline becomes a circle; also turns the spread radial and damps it near the rim; 0 is off, 1 is full (0 to 1)
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+
* - u_grainMixer (float): Scatters the spread with grain noise, breaking up the edges of the color layers (0 to 1)
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* - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
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* - u_imageX (float): Pans the image horizontally behind the effect; 0 is centred (-1 to 1)
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* - u_imageY (float): Pans the image vertically behind the effect; 0 is centred (-1 to 1)
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+
*
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35
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+
* Vertex shader outputs (used in fragment shader):
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36
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+
* - v_imageUV (vec2): Image UV coordinates with global sizing (rotation, scale, offset, etc) applied
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37
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+
*
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38
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+
* Vertex shader uniforms:
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39
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+
* - u_resolution (vec2): Canvas resolution in pixels
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40
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+
* - u_pixelRatio (float): Device pixel ratio
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41
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+
* - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
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42
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+
* - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
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43
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+
* - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
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44
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+
* - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
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45
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+
* - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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+
* - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
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47
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+
* - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
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48
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+
* - u_imageAspectRatio (float): Aspect ratio of the source image
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49
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+
*
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50
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+
*/
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+
export declare const lensDistortionFragmentShader: string;
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+
export interface LensDistortionUniforms extends ShaderSizingUniforms {
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53
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+
u_image: HTMLImageElement | string | undefined;
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54
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+
u_spread: number;
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55
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+
u_bias: number;
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56
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+
u_angle: number;
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57
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+
u_perspective: number;
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58
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+
u_count: number;
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59
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+
u_dispersion: number;
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60
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+
u_dispersionShift: number;
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61
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+
u_dispersionColor: number;
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62
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+
u_focusCenter: number;
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63
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+
u_focusEdges: number;
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64
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+
u_swirl: number;
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65
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+
u_noise: number;
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66
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+
u_noiseFrequency: number;
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67
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+
u_noiseOffset: number;
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68
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+
u_lensBulge: number;
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69
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+
u_lensCircle: number;
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70
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+
u_grainMixer: number;
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71
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+
u_grainOverlay: number;
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72
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+
u_imageX: number;
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73
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+
u_imageY: number;
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74
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+
}
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75
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+
export interface LensDistortionParams extends ShaderSizingParams, ShaderMotionParams {
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76
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+
image?: HTMLImageElement | string;
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77
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+
spread?: number;
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78
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+
bias?: number;
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79
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+
angle?: number;
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80
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+
perspective?: number;
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81
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+
count?: number;
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82
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+
dispersion?: number;
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83
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+
dispersionShift?: number;
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84
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+
dispersionColor?: number;
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85
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+
focusCenter?: number;
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86
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+
focusEdges?: number;
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87
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+
swirl?: number;
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88
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+
noise?: number;
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89
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+
noiseFrequency?: number;
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90
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+
noiseOffset?: number;
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91
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+
lensBulge?: number;
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92
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+
lensCircle?: number;
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93
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+
grainMixer?: number;
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94
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+
grainOverlay?: number;
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95
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+
imageX?: number;
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96
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+
imageY?: number;
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+
}
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@@ -0,0 +1,276 @@
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1
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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2
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+
* Paper Shaders *
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3
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+
* https://github.com/paper-design/shaders *
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4
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* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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import {} from "../shader-sizing.js";
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import { declarePI, proceduralHash21, rotation2 } from "../shader-utils.js";
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const lensDistortionMeta = {
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maxSamples: 50
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};
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const lensDistortionFragmentShader = `#version 300 es
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precision mediump float;
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uniform sampler2D u_image;
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uniform float u_imageAspectRatio;
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uniform float u_spread;
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uniform float u_bias;
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uniform float u_angle;
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uniform float u_perspective;
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uniform float u_count;
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uniform float u_dispersion;
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uniform float u_dispersionShift;
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uniform float u_dispersionColor;
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uniform float u_focusCenter;
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uniform float u_focusEdges;
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uniform float u_swirl;
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uniform float u_noise;
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uniform float u_noiseFrequency;
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uniform float u_noiseOffset;
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uniform float u_lensBulge;
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uniform float u_lensCircle;
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uniform float u_grainMixer;
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uniform float u_grainOverlay;
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uniform float u_imageX;
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uniform float u_imageY;
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in vec2 v_imageUV;
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out vec4 fragColor;
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${declarePI}
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${proceduralHash21}
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${rotation2}
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float valueNoise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = hash21(i);
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float b = hash21(i + vec2(1., 0.));
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float c = hash21(i + vec2(0., 1.));
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float d = hash21(i + vec2(1., 1.));
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vec2 u = f * f * (3. - 2. * f);
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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float getUvFrame(vec2 uv) {
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vec2 invAA = 1. / clamp(fwidth(uv), 1e-5, .02);
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vec2 lo = clamp(uv * invAA + .5, 0., 1.);
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vec2 hi = clamp((1. - uv) * invAA + .5, 0., 1.);
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return lo.x * hi.x * lo.y * hi.y;
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}
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vec4 sampleOverWhite(vec2 uv) {
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vec4 img = texture(u_image, uv);
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float cover = img.a * getUvFrame(uv);
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vec3 colorOverWhite = mix(vec3(1.), img.rgb, cover);
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return vec4(colorOverWhite, cover);
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}
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vec3 hueColor(float hue) {
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vec3 rgb = clamp(abs(mod(hue * 6. + vec3(0., 4., 2.), 6.) - 3.) - 1., 0., 1.);
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rgb = rgb * rgb * (3. - 2. * rgb);
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return rgb;
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}
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float boxInradius() {
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return .5 * min(u_imageAspectRatio, 1.);
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}
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+
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float boxOutradius() {
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return .5 * length(vec2(u_imageAspectRatio, 1.));
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}
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+
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float spreadReach() {
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return .7 * pow(u_spread, 1.3 + 2.7 * u_spread);
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}
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float innerCircleMask(float radius, float inradius) {
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return 1. - smoothstep(.5 * inradius, 1.1 * inradius, radius);
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}
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float dispersionCurve(float t, float biasPow) {
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float mirroredT = u_bias < 0. ? 1. - t : t;
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float curved = pow(mirroredT, biasPow);
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return u_bias < 0. ? 1. - curved : curved;
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}
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+
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98
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vec2 getSpread(vec2 fromCenter, float radius, vec2 warpedUV, float edgeAA, float inradius, float outradius, float reach, out float outStrength) {
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float angleRad = radians(u_angle);
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vec2 uniformDir = vec2(cos(angleRad), sin(angleRad));
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+
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float invInradius = 1. / inradius;
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vec2 radialDir = fromCenter * invInradius;
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float maxLen = (outradius + reach) * invInradius;
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float radialLen = radius * invInradius;
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if (radialLen > maxLen) radialDir *= maxLen / radialLen;
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vec2 spreadDir = mix(uniformDir, radialDir, u_perspective);
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108
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+
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109
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float bandProximity = smoothstep(inradius * .8, inradius, radius);
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110
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float lensCircleMaxing = bandProximity * u_lensCircle * u_lensCircle * u_lensCircle;
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spreadDir = mix(spreadDir, radialDir, lensCircleMaxing);
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112
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+
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113
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vec2 warpedAbs = abs(warpedUV - .5);
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114
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float inner = mix(1., smoothstep(0., mix(inradius, outradius, u_focusCenter), radius), u_focusCenter);
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115
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float boxDist = max(warpedAbs.x, warpedAbs.y) * 2.;
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float outer = mix(1., 1. - min(boxDist, 1.), u_focusEdges);
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117
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float strength = inner * outer;
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118
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+
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119
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strength *= mix(1., mix(.15, .03, max(-u_lensBulge, 0.)), lensCircleMaxing);
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120
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+
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121
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vec2 outside = max(warpedAbs - .5, 0.);
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122
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float margin = max(reach * length(spreadDir) * (1. - u_lensCircle), edgeAA);
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123
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+
strength *= 1. - smoothstep(0., margin, length(outside));
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124
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+
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125
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outStrength = strength;
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126
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vec2 axis = spreadDir * (reach * strength);
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127
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+
|
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128
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+
if (u_noise > 0.) {
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129
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float turn = (valueNoise(fromCenter * u_noiseFrequency * 18. + u_noiseOffset) - .5) * 2. * u_noise;
|
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130
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+
float cs = cos(turn), sn = sin(turn);
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axis = mat2(cs, -sn, sn, cs) * axis;
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+
}
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133
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+
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134
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axis.x /= u_imageAspectRatio;
|
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135
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+
return axis;
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136
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+
}
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137
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+
|
|
138
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+
vec2 lensWarp(vec2 fromCenter, float radius, float inradius, out float bulgeFade) {
|
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139
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+
bulgeFade = 1.;
|
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140
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+
if (u_lensBulge == 0. && u_lensCircle <= 0.) return fromCenter;
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141
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+
if (radius < 1e-5) return fromCenter;
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142
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+
|
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143
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+
float r = radius;
|
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144
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+
|
|
145
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+
if (u_lensBulge != 0.) {
|
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146
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+
float rn = radius / inradius;
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147
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+
float bulge = abs(u_lensBulge) * (u_lensBulge > 0. ? 1.4 : 1.2);
|
|
148
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+
if (u_lensBulge > 0.) bulgeFade = 1. - smoothstep(1.45, 1.53, rn * bulge);
|
|
149
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+
float map = u_lensBulge > 0.
|
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150
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+
? tan(min(rn * bulge, 1.53)) / tan(bulge)
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151
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+
: atan(rn * tan(bulge)) / bulge;
|
|
152
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+
float bulgeScale = map / rn;
|
|
153
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+
fromCenter *= bulgeScale;
|
|
154
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+
r *= bulgeScale;
|
|
155
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+
}
|
|
156
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+
|
|
157
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+
if (u_lensCircle > 0.) {
|
|
158
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+
vec2 dir = fromCenter / max(r, 1e-5);
|
|
159
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+
vec2 halfBox = vec2(u_imageAspectRatio, 1.) * .5;
|
|
160
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+
float rBox = min(halfBox.x / max(abs(dir.x), 1e-4), halfBox.y / max(abs(dir.y), 1e-4));
|
|
161
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+
float band = inradius * mix(.03, .2, .5 * (u_lensBulge + 1.));
|
|
162
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+
float innerEdge = inradius - band;
|
|
163
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+
float over = smoothstep(0., 1., (r - innerEdge) / band);
|
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164
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+
float g = r + (rBox - inradius) * pow(over, 14.);
|
|
165
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+
fromCenter = dir * mix(r, g, u_lensCircle);
|
|
166
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+
}
|
|
167
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+
|
|
168
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+
return fromCenter;
|
|
169
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+
}
|
|
170
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+
|
|
171
|
+
void main() {
|
|
172
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+
vec2 uv = v_imageUV;
|
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173
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+
|
|
174
|
+
float invAspect = 1. / u_imageAspectRatio;
|
|
175
|
+
float inradius = boxInradius();
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176
|
+
float outradius = boxOutradius();
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177
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+
float reach = spreadReach();
|
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178
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+
|
|
179
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+
vec2 fromCenter = uv - .5;
|
|
180
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+
fromCenter.x *= u_imageAspectRatio;
|
|
181
|
+
float radius = length(fromCenter);
|
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182
|
+
|
|
183
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+
float bulgeFade;
|
|
184
|
+
vec2 warpedFromCenter = lensWarp(fromCenter, radius, inradius, bulgeFade);
|
|
185
|
+
vec2 baseUV = vec2(warpedFromCenter.x * invAspect, warpedFromCenter.y) + .5;
|
|
186
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+
|
|
187
|
+
vec2 baseDerivative = fwidth(baseUV);
|
|
188
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+
float edgeAA = clamp(2. * max(baseDerivative.x, baseDerivative.y), .001, .02);
|
|
189
|
+
|
|
190
|
+
float spreadStrength;
|
|
191
|
+
vec2 spreadAxis = getSpread(fromCenter, radius, baseUV, edgeAA, inradius, outradius, reach, spreadStrength);
|
|
192
|
+
|
|
193
|
+
vec2 grainUV = vec2(0.);
|
|
194
|
+
if (u_grainMixer > 0. || u_grainOverlay > 0.) {
|
|
195
|
+
vec2 dudx = dFdx(v_imageUV);
|
|
196
|
+
vec2 dudy = dFdy(v_imageUV);
|
|
197
|
+
grainUV = (v_imageUV - .5) * (.8 / vec2(length(dudx), length(dudy))) + .5;
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
if (u_grainMixer > 0.) {
|
|
201
|
+
float grainSeed = valueNoise(grainUV);
|
|
202
|
+
vec2 jit = fract(grainSeed * vec2(157.31, 113.57)) * 2. - 1.;
|
|
203
|
+
spreadAxis += jit * .3 * u_grainMixer * length(spreadAxis);
|
|
204
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+
}
|
|
205
|
+
|
|
206
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+
float count = floor(u_count);
|
|
207
|
+
int countInteger = int(count);
|
|
208
|
+
|
|
209
|
+
float invCount = 1. / count;
|
|
210
|
+
float invSpan = 1. / max(count - 1., 1.);
|
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211
|
+
float hueBase = u_dispersionColor + .5;
|
|
212
|
+
float biasPower = 1. + 2. * abs(u_bias);
|
|
213
|
+
vec2 tapBias = .5 - vec2(u_imageX, u_imageY);
|
|
214
|
+
|
|
215
|
+
float centerAmount = clamp(1. - u_dispersionShift, 0., 1.);
|
|
216
|
+
float edgesAmount = clamp(1. + u_dispersionShift, 0., 1.);
|
|
217
|
+
float dispersion = u_dispersion * mix(edgesAmount, centerAmount, innerCircleMask(radius, inradius));
|
|
218
|
+
float dispersionPower = pow(dispersion, .8);
|
|
219
|
+
|
|
220
|
+
float warpedRadius = length(warpedFromCenter);
|
|
221
|
+
float swirlAngle = u_swirl * .4 * PI * spreadStrength * u_spread * min(1., inradius / max(warpedRadius, 1e-4));
|
|
222
|
+
|
|
223
|
+
vec3 colorSum = vec3(0.);
|
|
224
|
+
vec3 weightSum = vec3(0.);
|
|
225
|
+
float coverSum = 0.;
|
|
226
|
+
|
|
227
|
+
for (int i = 0; i < ${lensDistortionMeta.maxSamples}; i++) {
|
|
228
|
+
if (i >= countInteger) break;
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|
229
|
+
|
|
230
|
+
float layer = float(i);
|
|
231
|
+
float hue = hueBase + layer * invCount;
|
|
232
|
+
|
|
233
|
+
float spread = layer * invSpan;
|
|
234
|
+
if (u_bias != 0.) spread = dispersionCurve(spread, biasPower);
|
|
235
|
+
|
|
236
|
+
// mix(axis, -axis, spread) is axis scaled by the signed position along the fan
|
|
237
|
+
float fanPos = 1. - 2. * spread;
|
|
238
|
+
vec2 tapUV = baseUV + spreadAxis * fanPos - .5;
|
|
239
|
+
|
|
240
|
+
if (u_swirl != 0.) {
|
|
241
|
+
tapUV.x *= u_imageAspectRatio;
|
|
242
|
+
tapUV = rotate(tapUV, swirlAngle * fanPos);
|
|
243
|
+
tapUV.x *= invAspect;
|
|
244
|
+
}
|
|
245
|
+
|
|
246
|
+
vec4 tap = sampleOverWhite(tapUV + tapBias);
|
|
247
|
+
vec3 weight = 1. - dispersionPower * hueColor(hue);
|
|
248
|
+
|
|
249
|
+
colorSum += tap.rgb * weight;
|
|
250
|
+
weightSum += weight;
|
|
251
|
+
coverSum += tap.a;
|
|
252
|
+
}
|
|
253
|
+
|
|
254
|
+
vec3 color = colorSum / max(weightSum, 1e-4);
|
|
255
|
+
float coverAvg = coverSum * invCount;
|
|
256
|
+
|
|
257
|
+
float ground = min(color.r, min(color.g, color.b));
|
|
258
|
+
float alpha = max(coverAvg, 1. - ground);
|
|
259
|
+
vec3 premult = max(color - (1. - alpha), 0.);
|
|
260
|
+
fragColor = vec4(premult, alpha) * bulgeFade;
|
|
261
|
+
|
|
262
|
+
if (u_grainOverlay > 0.) {
|
|
263
|
+
float grain = valueNoise(rotate(grainUV, 1.) + vec2(3.));
|
|
264
|
+
grain = mix(grain, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);
|
|
265
|
+
grain = pow(grain, 1.3);
|
|
266
|
+
float grainV = grain * 2. - 1.;
|
|
267
|
+
float grainStrength = pow(u_grainOverlay * abs(grainV), .8) * fragColor.a;
|
|
268
|
+
fragColor.rgb = mix(fragColor.rgb, vec3(step(0., grainV)) * fragColor.a, .35 * grainStrength);
|
|
269
|
+
}
|
|
270
|
+
}
|
|
271
|
+
`;
|
|
272
|
+
export {
|
|
273
|
+
lensDistortionFragmentShader,
|
|
274
|
+
lensDistortionMeta
|
|
275
|
+
};
|
|
276
|
+
//# sourceMappingURL=lens-distortion.js.map
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
{
|
|
2
|
+
"version": 3,
|
|
3
|
+
"sources": ["../../src/shaders/lens-distortion.ts"],
|
|
4
|
+
"sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, proceduralHash21, rotation2 } from '../shader-utils.js';\n\nexport const lensDistortionMeta = {\n maxSamples: 50,\n} as const;\n\n/**\n *\n * Lens Distortion image filter separates an image into shifting color layers\n * (recreating the chromatic aberration of a lens) and warps the image geometry,\n * curving it outward or inward like barrel and pincushion distortion.\n *\n * Fragment shader uniforms:\n * - u_image (sampler2D): Source image texture\n * - u_spread (float): Strength of the color split; how far the color layers are pushed apart; 0 is off (0 to 1)\n * - u_bias (float): Shifts the colors toward one end of the spread; 0 spaces them evenly (-1 to 1)\n * - u_angle (float): Direction of the spread in degrees (0 to 360)\n * - u_perspective (float): Shapes the spread direction from a straight line (0) to a radial burst out from the centre (1) (0 to 1)\n * - u_count (float): Number of sampled color layers along the spread; higher is smoother and costlier (2 to 50)\n * - u_dispersion (float): Overall amount of color dispersion; 1 gives each layer its own color from the spectrum, 0 keeps the original image color (0 to 1)\n * - u_dispersionShift (float): Balance of the dispersion between a soft circular zone at the centre and the rest of the image; 0 applies it evenly, -1 keeps it in the centre only, 1 keeps it at the edges only (-1 to 1)\n * - u_dispersionColor (float): Rotates the colors around the hue wheel, 0 to 1 for a full turn\n * - u_focusCenter (float): Reduces the spread in a circular zone at the centre; 0 keeps it full to the centre (0 to 1)\n * - u_focusEdges (float): Reduces the spread toward the edges; 0 keeps it full to the edges, 1 restores the original image there (0 to 1)\n * - u_swirl (float): Rotates the color layers around the centre by an angle growing along the spread; 0 is off (-1 to 1)\n * - u_noise (float): Scatters the spread direction with noise; 0 is off (0 to 1)\n * - u_noiseFrequency (float): Frequency of the noise, 0 to 1 mapped internally to 0 to 18; higher is finer (no effect with noise = 0)\n * - u_noiseOffset (float): Offsets the noise pattern for a different seed (no effect with noise = 0)\n * - u_lensBulge (float): Radial lens warp of the image geometry; positive bulges out like a fisheye/barrel, negative pinches in like a pincushion; strong positive values fade out the corners (-1 to 1)\n * - u_lensCircle (float): Squeezes pixels outside the inscribed circle inward so the outline becomes a circle; also turns the spread radial and damps it near the rim; 0 is off, 1 is full (0 to 1)\n * - u_grainMixer (float): Scatters the spread with grain noise, breaking up the edges of the color layers (0 to 1)\n * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)\n * - u_imageX (float): Pans the image horizontally behind the effect; 0 is centred (-1 to 1)\n * - u_imageY (float): Pans the image vertically behind the effect; 0 is centred (-1 to 1)\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_imageUV (vec2): Image UV coordinates with global sizing (rotation, scale, offset, etc) applied\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n *\n */\n\n// language=GLSL\nexport const lensDistortionFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\nuniform float u_spread;\nuniform float u_bias;\nuniform float u_angle;\nuniform float u_perspective;\nuniform float u_count;\nuniform float u_dispersion;\nuniform float u_dispersionShift;\nuniform float u_dispersionColor;\nuniform float u_focusCenter;\nuniform float u_focusEdges;\nuniform float u_swirl;\nuniform float u_noise;\nuniform float u_noiseFrequency;\nuniform float u_noiseOffset;\nuniform float u_lensBulge;\nuniform float u_lensCircle;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\nuniform float u_imageX;\nuniform float u_imageY;\n\nin vec2 v_imageUV;\n\nout vec4 fragColor;\n\n${declarePI}\n${proceduralHash21}\n${rotation2}\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1., 0.));\n float c = hash21(i + vec2(0., 1.));\n float d = hash21(i + vec2(1., 1.));\n vec2 u = f * f * (3. - 2. * f);\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfloat getUvFrame(vec2 uv) {\n vec2 invAA = 1. / clamp(fwidth(uv), 1e-5, .02);\n vec2 lo = clamp(uv * invAA + .5, 0., 1.);\n vec2 hi = clamp((1. - uv) * invAA + .5, 0., 1.);\n return lo.x * hi.x * lo.y * hi.y;\n}\n\nvec4 sampleOverWhite(vec2 uv) {\n vec4 img = texture(u_image, uv);\n float cover = img.a * getUvFrame(uv);\n vec3 colorOverWhite = mix(vec3(1.), img.rgb, cover);\n return vec4(colorOverWhite, cover);\n}\n\nvec3 hueColor(float hue) {\n vec3 rgb = clamp(abs(mod(hue * 6. + vec3(0., 4., 2.), 6.) - 3.) - 1., 0., 1.);\n rgb = rgb * rgb * (3. - 2. * rgb);\n return rgb;\n}\n \nfloat boxInradius() {\n return .5 * min(u_imageAspectRatio, 1.);\n}\n\nfloat boxOutradius() {\n return .5 * length(vec2(u_imageAspectRatio, 1.));\n}\n\nfloat spreadReach() {\n return .7 * pow(u_spread, 1.3 + 2.7 * u_spread);\n}\n\nfloat innerCircleMask(float radius, float inradius) {\n return 1. - smoothstep(.5 * inradius, 1.1 * inradius, radius);\n}\n\nfloat dispersionCurve(float t, float biasPow) {\n float mirroredT = u_bias < 0. ? 1. - t : t;\n float curved = pow(mirroredT, biasPow);\n return u_bias < 0. ? 1. - curved : curved;\n}\n\nvec2 getSpread(vec2 fromCenter, float radius, vec2 warpedUV, float edgeAA, float inradius, float outradius, float reach, out float outStrength) {\n float angleRad = radians(u_angle);\n vec2 uniformDir = vec2(cos(angleRad), sin(angleRad));\n\n float invInradius = 1. / inradius;\n vec2 radialDir = fromCenter * invInradius;\n float maxLen = (outradius + reach) * invInradius;\n float radialLen = radius * invInradius;\n if (radialLen > maxLen) radialDir *= maxLen / radialLen;\n vec2 spreadDir = mix(uniformDir, radialDir, u_perspective);\n\n float bandProximity = smoothstep(inradius * .8, inradius, radius);\n float lensCircleMaxing = bandProximity * u_lensCircle * u_lensCircle * u_lensCircle;\n spreadDir = mix(spreadDir, radialDir, lensCircleMaxing);\n\n vec2 warpedAbs = abs(warpedUV - .5);\n float inner = mix(1., smoothstep(0., mix(inradius, outradius, u_focusCenter), radius), u_focusCenter);\n float boxDist = max(warpedAbs.x, warpedAbs.y) * 2.;\n float outer = mix(1., 1. - min(boxDist, 1.), u_focusEdges);\n float strength = inner * outer;\n\n strength *= mix(1., mix(.15, .03, max(-u_lensBulge, 0.)), lensCircleMaxing);\n\n vec2 outside = max(warpedAbs - .5, 0.);\n float margin = max(reach * length(spreadDir) * (1. - u_lensCircle), edgeAA);\n strength *= 1. - smoothstep(0., margin, length(outside));\n\n outStrength = strength;\n vec2 axis = spreadDir * (reach * strength);\n\n if (u_noise > 0.) {\n float turn = (valueNoise(fromCenter * u_noiseFrequency * 18. + u_noiseOffset) - .5) * 2. * u_noise;\n float cs = cos(turn), sn = sin(turn);\n axis = mat2(cs, -sn, sn, cs) * axis;\n }\n\n axis.x /= u_imageAspectRatio;\n return axis;\n}\n\nvec2 lensWarp(vec2 fromCenter, float radius, float inradius, out float bulgeFade) {\n bulgeFade = 1.;\n if (u_lensBulge == 0. && u_lensCircle <= 0.) return fromCenter;\n if (radius < 1e-5) return fromCenter;\n \n float r = radius;\n\n if (u_lensBulge != 0.) {\n float rn = radius / inradius;\n float bulge = abs(u_lensBulge) * (u_lensBulge > 0. ? 1.4 : 1.2);\n if (u_lensBulge > 0.) bulgeFade = 1. - smoothstep(1.45, 1.53, rn * bulge);\n float map = u_lensBulge > 0.\n ? tan(min(rn * bulge, 1.53)) / tan(bulge)\n : atan(rn * tan(bulge)) / bulge;\n float bulgeScale = map / rn;\n fromCenter *= bulgeScale;\n r *= bulgeScale;\n }\n\n if (u_lensCircle > 0.) {\n vec2 dir = fromCenter / max(r, 1e-5);\n vec2 halfBox = vec2(u_imageAspectRatio, 1.) * .5;\n float rBox = min(halfBox.x / max(abs(dir.x), 1e-4), halfBox.y / max(abs(dir.y), 1e-4));\n float band = inradius * mix(.03, .2, .5 * (u_lensBulge + 1.));\n float innerEdge = inradius - band;\n float over = smoothstep(0., 1., (r - innerEdge) / band);\n float g = r + (rBox - inradius) * pow(over, 14.);\n fromCenter = dir * mix(r, g, u_lensCircle);\n }\n\n return fromCenter;\n}\n\nvoid main() {\n vec2 uv = v_imageUV;\n\n float invAspect = 1. / u_imageAspectRatio;\n float inradius = boxInradius();\n float outradius = boxOutradius();\n float reach = spreadReach();\n\n vec2 fromCenter = uv - .5;\n fromCenter.x *= u_imageAspectRatio;\n float radius = length(fromCenter);\n\n float bulgeFade;\n vec2 warpedFromCenter = lensWarp(fromCenter, radius, inradius, bulgeFade);\n vec2 baseUV = vec2(warpedFromCenter.x * invAspect, warpedFromCenter.y) + .5;\n\n vec2 baseDerivative = fwidth(baseUV);\n float edgeAA = clamp(2. * max(baseDerivative.x, baseDerivative.y), .001, .02);\n\n float spreadStrength;\n vec2 spreadAxis = getSpread(fromCenter, radius, baseUV, edgeAA, inradius, outradius, reach, spreadStrength);\n\n vec2 grainUV = vec2(0.);\n if (u_grainMixer > 0. || u_grainOverlay > 0.) {\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n grainUV = (v_imageUV - .5) * (.8 / vec2(length(dudx), length(dudy))) + .5;\n }\n\n if (u_grainMixer > 0.) {\n float grainSeed = valueNoise(grainUV);\n vec2 jit = fract(grainSeed * vec2(157.31, 113.57)) * 2. - 1.;\n spreadAxis += jit * .3 * u_grainMixer * length(spreadAxis);\n }\n\n float count = floor(u_count);\n int countInteger = int(count);\n\n float invCount = 1. / count;\n float invSpan = 1. / max(count - 1., 1.);\n float hueBase = u_dispersionColor + .5;\n float biasPower = 1. + 2. * abs(u_bias);\n vec2 tapBias = .5 - vec2(u_imageX, u_imageY);\n\n float centerAmount = clamp(1. - u_dispersionShift, 0., 1.);\n float edgesAmount = clamp(1. + u_dispersionShift, 0., 1.);\n float dispersion = u_dispersion * mix(edgesAmount, centerAmount, innerCircleMask(radius, inradius));\n float dispersionPower = pow(dispersion, .8);\n\n float warpedRadius = length(warpedFromCenter);\n float swirlAngle = u_swirl * .4 * PI * spreadStrength * u_spread * min(1., inradius / max(warpedRadius, 1e-4));\n\n vec3 colorSum = vec3(0.);\n vec3 weightSum = vec3(0.);\n float coverSum = 0.;\n\n for (int i = 0; i < ${lensDistortionMeta.maxSamples}; i++) {\n if (i >= countInteger) break;\n\n float layer = float(i);\n float hue = hueBase + layer * invCount;\n\n float spread = layer * invSpan;\n if (u_bias != 0.) spread = dispersionCurve(spread, biasPower);\n\n // mix(axis, -axis, spread) is axis scaled by the signed position along the fan\n float fanPos = 1. - 2. * spread;\n vec2 tapUV = baseUV + spreadAxis * fanPos - .5;\n\n if (u_swirl != 0.) {\n tapUV.x *= u_imageAspectRatio;\n tapUV = rotate(tapUV, swirlAngle * fanPos);\n tapUV.x *= invAspect;\n }\n\n vec4 tap = sampleOverWhite(tapUV + tapBias);\n vec3 weight = 1. - dispersionPower * hueColor(hue);\n\n colorSum += tap.rgb * weight;\n weightSum += weight;\n coverSum += tap.a;\n }\n\n vec3 color = colorSum / max(weightSum, 1e-4);\n float coverAvg = coverSum * invCount;\n\n float ground = min(color.r, min(color.g, color.b));\n float alpha = max(coverAvg, 1. - ground);\n vec3 premult = max(color - (1. - alpha), 0.);\n fragColor = vec4(premult, alpha) * bulgeFade;\n\n if (u_grainOverlay > 0.) {\n float grain = valueNoise(rotate(grainUV, 1.) + vec2(3.));\n grain = mix(grain, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\n grain = pow(grain, 1.3);\n float grainV = grain * 2. - 1.;\n float grainStrength = pow(u_grainOverlay * abs(grainV), .8) * fragColor.a;\n fragColor.rgb = mix(fragColor.rgb, vec3(step(0., grainV)) * fragColor.a, .35 * grainStrength);\n }\n}\n`;\n\nexport interface LensDistortionUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_spread: number;\n u_bias: number;\n u_angle: number;\n u_perspective: number;\n u_count: number;\n u_dispersion: number;\n u_dispersionShift: number;\n u_dispersionColor: number;\n u_focusCenter: number;\n u_focusEdges: number;\n u_swirl: number;\n u_noise: number;\n u_noiseFrequency: number;\n u_noiseOffset: number;\n u_lensBulge: number;\n u_lensCircle: number;\n u_grainMixer: number;\n u_grainOverlay: number;\n u_imageX: number;\n u_imageY: number;\n}\n\nexport interface LensDistortionParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n spread?: number;\n bias?: number;\n angle?: number;\n perspective?: number;\n count?: number;\n dispersion?: number;\n dispersionShift?: number;\n dispersionColor?: number;\n focusCenter?: number;\n focusEdges?: number;\n swirl?: number;\n noise?: number;\n noiseFrequency?: number;\n noiseOffset?: number;\n lensBulge?: number;\n lensCircle?: number;\n grainMixer?: number;\n grainOverlay?: number;\n imageX?: number;\n imageY?: number;\n}\n"],
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