@paper-design/shaders 0.0.79 → 0.0.80
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.
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@@ -24,7 +24,7 @@ export declare const lensDistortionMeta: {
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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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* - 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_noiseOffset (float): Offsets the noise pattern for a different seed, 0 to 1 mapped internally to 0 to 30 (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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@@ -126,7 +126,7 @@ vec2 getSpread(vec2 fromCenter, float radius, vec2 warpedUV, float edgeAA, float
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vec2 axis = spreadDir * (reach * strength);
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if (u_noise > 0.) {
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float turn = (valueNoise(fromCenter * u_noiseFrequency * 18. + u_noiseOffset) - .5) * 2. * u_noise;
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float turn = (valueNoise(fromCenter * u_noiseFrequency * 18. + u_noiseOffset * 30.) - .5) * 2. * u_noise;
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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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@@ -1,7 +1,7 @@
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{
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"version": 3,
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"sources": ["../../src/shaders/lens-distortion.ts"],
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"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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"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, 0 to 1 mapped internally to 0 to 30 (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 * 30.) - .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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5
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6
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"names": []
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