@paper-design/shaders 0.0.80 → 0.0.82

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Files changed (85) hide show
  1. package/dist/index.d.ts +2 -2
  2. package/dist/index.js +7 -2
  3. package/dist/index.js.map +2 -2
  4. package/dist/shader-mount.d.ts +2 -0
  5. package/dist/shader-mount.js +16 -5
  6. package/dist/shader-mount.js.map +2 -2
  7. package/dist/shaders/color-panels.d.ts +1 -1
  8. package/dist/shaders/color-panels.js +1 -1
  9. package/dist/shaders/color-panels.js.map +1 -1
  10. package/dist/shaders/dot-grid.d.ts +2 -2
  11. package/dist/shaders/dot-grid.js.map +1 -1
  12. package/dist/shaders/dot-orbit.d.ts +2 -2
  13. package/dist/shaders/dot-orbit.js.map +1 -1
  14. package/dist/shaders/fluted-glass.d.ts +6 -8
  15. package/dist/shaders/fluted-glass.js +18 -15
  16. package/dist/shaders/fluted-glass.js.map +2 -2
  17. package/dist/shaders/gem-smoke.d.ts +8 -6
  18. package/dist/shaders/gem-smoke.js +5 -17
  19. package/dist/shaders/gem-smoke.js.map +2 -2
  20. package/dist/shaders/god-rays.d.ts +3 -3
  21. package/dist/shaders/god-rays.js.map +1 -1
  22. package/dist/shaders/grain-gradient.d.ts +0 -2
  23. package/dist/shaders/grain-gradient.js +0 -2
  24. package/dist/shaders/grain-gradient.js.map +2 -2
  25. package/dist/shaders/halftone-cmyk.d.ts +11 -12
  26. package/dist/shaders/halftone-cmyk.js +5 -2
  27. package/dist/shaders/halftone-cmyk.js.map +2 -2
  28. package/dist/shaders/halftone-dots.d.ts +5 -7
  29. package/dist/shaders/halftone-dots.js +17 -17
  30. package/dist/shaders/halftone-dots.js.map +2 -2
  31. package/dist/shaders/heatmap.d.ts +2 -3
  32. package/dist/shaders/heatmap.js +0 -1
  33. package/dist/shaders/heatmap.js.map +2 -2
  34. package/dist/shaders/image-dithering.d.ts +5 -7
  35. package/dist/shaders/image-dithering.js +0 -2
  36. package/dist/shaders/image-dithering.js.map +2 -2
  37. package/dist/shaders/lens-distortion.d.ts +15 -15
  38. package/dist/shaders/lens-distortion.js.map +1 -1
  39. package/dist/shaders/liquid-metal.d.ts +2 -3
  40. package/dist/shaders/liquid-metal.js +4 -1
  41. package/dist/shaders/liquid-metal.js.map +2 -2
  42. package/dist/shaders/mesh-gradient.js +15 -11
  43. package/dist/shaders/mesh-gradient.js.map +2 -2
  44. package/dist/shaders/metaballs.d.ts +2 -2
  45. package/dist/shaders/metaballs.js +0 -1
  46. package/dist/shaders/metaballs.js.map +2 -2
  47. package/dist/shaders/neuro-noise.d.ts +1 -3
  48. package/dist/shaders/neuro-noise.js +0 -2
  49. package/dist/shaders/neuro-noise.js.map +2 -2
  50. package/dist/shaders/paper-texture.d.ts +65 -34
  51. package/dist/shaders/paper-texture.js +443 -164
  52. package/dist/shaders/paper-texture.js.map +2 -2
  53. package/dist/shaders/perlin-noise.d.ts +3 -3
  54. package/dist/shaders/perlin-noise.js +0 -6
  55. package/dist/shaders/perlin-noise.js.map +2 -2
  56. package/dist/shaders/pulsing-border.d.ts +2 -2
  57. package/dist/shaders/pulsing-border.js.map +1 -1
  58. package/dist/shaders/simplex-noise.d.ts +2 -3
  59. package/dist/shaders/simplex-noise.js +11 -19
  60. package/dist/shaders/simplex-noise.js.map +2 -2
  61. package/dist/shaders/smoke-ring.d.ts +1 -1
  62. package/dist/shaders/smoke-ring.js.map +1 -1
  63. package/dist/shaders/spiral.d.ts +3 -3
  64. package/dist/shaders/spiral.js +3 -1
  65. package/dist/shaders/spiral.js.map +2 -2
  66. package/dist/shaders/static-mesh-gradient.d.ts +2 -2
  67. package/dist/shaders/static-mesh-gradient.js +15 -12
  68. package/dist/shaders/static-mesh-gradient.js.map +2 -2
  69. package/dist/shaders/static-radial-gradient.d.ts +4 -4
  70. package/dist/shaders/static-radial-gradient.js +15 -11
  71. package/dist/shaders/static-radial-gradient.js.map +2 -2
  72. package/dist/shaders/swirl.d.ts +3 -3
  73. package/dist/shaders/swirl.js +3 -1
  74. package/dist/shaders/swirl.js.map +2 -2
  75. package/dist/shaders/voronoi.d.ts +3 -3
  76. package/dist/shaders/voronoi.js.map +1 -1
  77. package/dist/shaders/warp.d.ts +2 -4
  78. package/dist/shaders/warp.js +0 -2
  79. package/dist/shaders/warp.js.map +2 -2
  80. package/dist/shaders/water.d.ts +6 -6
  81. package/dist/shaders/water.js +4 -2
  82. package/dist/shaders/water.js.map +2 -2
  83. package/dist/shaders/waves.d.ts +3 -3
  84. package/dist/shaders/waves.js.map +1 -1
  85. package/package.json +1 -1
@@ -7,20 +7,19 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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  * Fragment shader uniforms:
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  * - u_resolution (vec2): Canvas resolution in pixels
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  * - u_pixelRatio (float): Device pixel ratio
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- * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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  * - u_image (sampler2D): Source image texture
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  * - u_imageAspectRatio (float): Aspect ratio of the source image
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  * - u_colorBack (vec4): Background color in RGBA
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- * - u_colorShadow (vec4): Shadows color in RGBA
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- * - u_colorHighlight (vec4): Highlights color in RGBA
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- * - u_shadows (float): Color gradient added over image and background, following distortion shape (0 to 1)
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+ * - u_colorShadow (vec4): Shadows color in RGBA, needs shadows > 0
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+ * - u_colorHighlight (vec4): Highlights color in RGBA, needs highlights > 0
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+ * - u_shadows (float): Color gradient added over image and background, following distortion shape, needs colorShadow alpha > 0 (0 to 1)
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  * - u_highlights (float): Thin strokes along distortion shape, useful for antialiasing on small grid (0 to 1)
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  * - u_size (float): Size of the distortion shape grid (0 to 1)
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  * - u_shape (float): Grid shape (1 = lines, 2 = linesIrregular, 3 = wave, 4 = zigzag, 5 = pattern)
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  * - u_angle (float): Direction of the grid relative to the image in degrees (0 to 180)
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  * - u_distortionShape (float): Shape of distortion (1 = prism, 2 = lens, 3 = contour, 4 = cascade, 5 = flat)
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  * - u_distortion (float): Power of distortion applied within each stripe (0 to 1)
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- * - u_shift (float): Texture shift in direction opposite to the grid (-1 to 1)
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+ * - u_shift (float): Texture shift in direction opposite to the grid, needs distortion > 0 (-1 to 1)
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  * - u_stretch (float): Extra distortion along the grid lines (0 to 1)
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  * - u_blur (float): One-directional blur over the image and extra blur around edges (0 to 1)
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  * - u_edges (float): Glass distortion and softness on the image edges (0 to 1)
@@ -28,7 +27,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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  * - u_marginRight (float): Distance from the right edge to the effect (0 to 1)
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  * - u_marginTop (float): Distance from the top edge to the effect (0 to 1)
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  * - u_marginBottom (float): Distance from the bottom edge to the effect (0 to 1)
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- * - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)
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+ * - u_grainMixer (float): Strength of grain distortion applied to shape edges, needs distortion > 0 (0 to 1)
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  * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
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  *
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  * Vertex shader outputs (used in fragment shader):
@@ -40,7 +39,7 @@ import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-si
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  * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
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  * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
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  * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
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- * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
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+ * - u_scale (float): Overall zoom level of the graphics (0.1 to 4)
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  * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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  * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
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  * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
@@ -70,7 +69,6 @@ export interface FlutedGlassUniforms extends ShaderSizingUniforms {
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  u_shape: (typeof GlassGridShapes)[GlassGridShape];
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  u_grainMixer: number;
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  u_grainOverlay: number;
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- u_noiseTexture?: HTMLImageElement;
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  }
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  export interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {
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  image?: HTMLImageElement | string;
@@ -10,7 +10,6 @@ precision mediump float;
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  uniform vec2 u_resolution;
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  uniform float u_pixelRatio;
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- uniform float u_rotation;
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  uniform vec4 u_colorBack;
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  uniform vec4 u_colorShadow;
@@ -256,10 +255,12 @@ void main() {
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  vec2 grainUV = v_imageUV - .5;
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  grainUV *= (.8 / vec2(length(dudx), length(dudy)));
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  grainUV += .5;
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- float grain = valueNoise(grainUV);
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- grain = smoothstep(.4, .7, grain);
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- grain *= u_grainMixer;
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- distortion = mix(distortion, 0., grain);
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+ if (u_grainMixer > 0.) {
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+ float grain = valueNoise(grainUV);
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+ grain = smoothstep(.4, .7, grain);
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+ grain *= u_grainMixer;
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+ distortion = mix(distortion, 0., grain);
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+ }
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  shadows = min(shadows, 1.);
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  shadows += maskStrokeInner;
@@ -319,18 +320,20 @@ void main() {
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  color += backColor.rgb * (1. - opacity);
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  opacity += backColor.a * (1. - opacity);
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- float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));
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- grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);
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- grainOverlay = pow(grainOverlay, 1.3);
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+ if (u_grainOverlay > 0.) {
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+ float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));
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+ grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);
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+ grainOverlay = pow(grainOverlay, 1.3);
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- float grainOverlayV = grainOverlay * 2. - 1.;
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- vec3 grainOverlayColor = vec3(step(0., grainOverlayV));
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- float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);
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- grainOverlayStrength = pow(grainOverlayStrength, .8);
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- grainOverlayStrength *= mask;
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- color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);
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+ float grainOverlayV = grainOverlay * 2. - 1.;
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+ vec3 grainOverlayColor = vec3(step(0., grainOverlayV));
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+ float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);
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+ grainOverlayStrength = pow(grainOverlayStrength, .8);
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+ grainOverlayStrength *= mask;
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+ color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);
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- opacity += .5 * grainOverlayStrength;
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+ opacity += .5 * grainOverlayStrength;
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+ }
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  opacity = clamp(opacity, 0., 1.);
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  fragColor = vec4(color, opacity);
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../src/shaders/fluted-glass.ts"],
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- "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Fluted glass image filter that transforms an image into streaked, ribbed distortions,\n * giving a mix of clarity and obscurity.\n *\n * Fragment shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_image (sampler2D): Source image texture\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorShadow (vec4): Shadows color in RGBA\n * - u_colorHighlight (vec4): Highlights color in RGBA\n * - u_shadows (float): Color gradient added over image and background, following distortion shape (0 to 1)\n * - u_highlights (float): Thin strokes along distortion shape, useful for antialiasing on small grid (0 to 1)\n * - u_size (float): Size of the distortion shape grid (0 to 1)\n * - u_shape (float): Grid shape (1 = lines, 2 = linesIrregular, 3 = wave, 4 = zigzag, 5 = pattern)\n * - u_angle (float): Direction of the grid relative to the image in degrees (0 to 180)\n * - u_distortionShape (float): Shape of distortion (1 = prism, 2 = lens, 3 = contour, 4 = cascade, 5 = flat)\n * - u_distortion (float): Power of distortion applied within each stripe (0 to 1)\n * - u_shift (float): Texture shift in direction opposite to the grid (-1 to 1)\n * - u_stretch (float): Extra distortion along the grid lines (0 to 1)\n * - u_blur (float): One-directional blur over the image and extra blur around edges (0 to 1)\n * - u_edges (float): Glass distortion and softness on the image edges (0 to 1)\n * - u_marginLeft (float): Distance from the left edge to the effect (0 to 1)\n * - u_marginRight (float): Distance from the right edge to the effect (0 to 1)\n * - u_marginTop (float): Distance from the top edge to the effect (0 to 1)\n * - u_marginBottom (float): Distance from the bottom edge to the effect (0 to 1)\n * - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)\n * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_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 flutedGlassFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\nuniform float u_rotation;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorShadow;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_size;\nuniform float u_shadows;\nuniform float u_angle;\nuniform float u_stretch;\nuniform float u_shape;\nuniform float u_distortion;\nuniform float u_highlights;\nuniform float u_distortionShape;\nuniform float u_shift;\nuniform float u_blur;\nuniform float u_edges;\nuniform float u_marginLeft;\nuniform float u_marginRight;\nuniform float u_marginTop;\nuniform float u_marginBottom;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\nin vec2 v_imageUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ rotation2 }\n${ proceduralHash21 }\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat getUvFrame(vec2 uv, float softness) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n float left = smoothstep(0., aax + softness, uv.x);\n float right = 1. - smoothstep(1. - softness - aax, 1., uv.x);\n float bottom = smoothstep(0., aay + softness, uv.y);\n float top = 1. - smoothstep(1. - softness - aay, 1., uv.y);\n return left * right * bottom * top;\n}\n\nconst int MAX_RADIUS = 50;\nvec4 samplePremultiplied(sampler2D tex, vec2 uv) {\n vec4 c = texture(tex, uv);\n c.rgb *= c.a;\n return c;\n}\nvec4 getBlur(sampler2D tex, vec2 uv, vec2 texelSize, vec2 dir, float sigma) {\n if (sigma <= .5) return texture(tex, uv);\n int radius = int(min(float(MAX_RADIUS), ceil(3.0 * sigma)));\n\n float twoSigma2 = 2.0 * sigma * sigma;\n float gaussianNorm = 1.0 / sqrt(TWO_PI * sigma * sigma);\n\n vec4 sum = samplePremultiplied(tex, uv) * gaussianNorm;\n float weightSum = gaussianNorm;\n\n for (int i = 1; i <= MAX_RADIUS; i++) {\n if (i > radius) break;\n\n float x = float(i);\n float w = exp(-(x * x) / twoSigma2) * gaussianNorm;\n\n vec2 offset = dir * texelSize * x;\n vec4 s1 = samplePremultiplied(tex, uv + offset);\n vec4 s2 = samplePremultiplied(tex, uv - offset);\n\n sum += (s1 + s2) * w;\n weightSum += 2.0 * w;\n }\n\n vec4 result = sum / weightSum;\n if (result.a > 0.) {\n result.rgb /= result.a;\n }\n\n return result;\n}\n\nvec2 rotateAspect(vec2 p, float a, float aspect) {\n p.x *= aspect;\n p = rotate(p, a);\n p.x /= aspect;\n return p;\n}\n\nfloat smoothFract(float x) {\n float f = fract(x);\n float w = fwidth(x);\n\n float edge = abs(f - 0.5) - 0.5;\n float band = smoothstep(-w, w, edge);\n\n return mix(f, 1.0 - f, band);\n}\n\nvoid main() {\n\n float patternRotation = -u_angle * PI / 180.;\n float patternSize = mix(200., 5., u_size);\n\n vec2 uv = v_imageUV;\n\n vec2 uvMask = gl_FragCoord.xy / u_resolution.xy;\n vec2 sw = vec2(.005);\n vec4 margins = vec4(u_marginLeft, u_marginTop, u_marginRight, u_marginBottom);\n float mask =\n smoothstep(margins[0], margins[0] + sw.x, uvMask.x + sw.x) *\n smoothstep(margins[2], margins[2] + sw.x, 1.0 - uvMask.x + sw.x) *\n smoothstep(margins[1], margins[1] + sw.y, uvMask.y + sw.y) *\n smoothstep(margins[3], margins[3] + sw.y, 1.0 - uvMask.y + sw.y);\n float maskOuter =\n smoothstep(margins[0] - sw.x, margins[0], uvMask.x + sw.x) *\n smoothstep(margins[2] - sw.x, margins[2], 1.0 - uvMask.x + sw.x) *\n smoothstep(margins[1] - sw.y, margins[1], uvMask.y + sw.y) *\n smoothstep(margins[3] - sw.y, margins[3], 1.0 - uvMask.y + sw.y);\n float maskStroke = maskOuter - mask;\n float maskInner =\n smoothstep(margins[0] - 2. * sw.x, margins[0], uvMask.x) *\n smoothstep(margins[2] - 2. * sw.x, margins[2], 1.0 - uvMask.x) *\n smoothstep(margins[1] - 2. * sw.y, margins[1], uvMask.y) *\n smoothstep(margins[3] - 2. * sw.y, margins[3], 1.0 - uvMask.y);\n float maskStrokeInner = maskInner - mask;\n\n uv -= .5;\n uv *= patternSize;\n uv = rotateAspect(uv, patternRotation, u_imageAspectRatio);\n\n float curve = 0.;\n float patternY = uv.y / u_imageAspectRatio;\n if (u_shape > 4.5) {\n // pattern\n curve = .5 + .5 * sin(.5 * PI * uv.x) * cos(.5 * PI * patternY);\n } else if (u_shape > 3.5) {\n // zigzag\n curve = 10. * abs(fract(.1 * patternY) - .5);\n } else if (u_shape > 2.5) {\n // wave\n curve = 4. * sin(.23 * patternY);\n } else if (u_shape > 1.5) {\n // lines irregular\n curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);\n } else {\n // lines\n }\n\n vec2 UvToFract = uv + curve;\n vec2 fractOrigUV = fract(uv);\n vec2 floorOrigUV = floor(uv);\n\n float x = smoothFract(UvToFract.x);\n float xNonSmooth = fract(UvToFract.x) + .0001;\n\n float highlightsWidth = 2. * max(.001, fwidth(UvToFract.x));\n highlightsWidth += 2. * maskStrokeInner;\n float highlights = smoothstep(0., highlightsWidth, xNonSmooth);\n highlights *= smoothstep(1., 1. - highlightsWidth, xNonSmooth);\n highlights = 1. - highlights;\n highlights *= u_highlights;\n highlights = clamp(highlights, 0., 1.);\n highlights *= mask;\n\n float shadows = pow(x, 1.3);\n float distortion = 0.;\n float fadeX = 1.;\n float frameFade = 0.;\n\n float aa = fwidth(xNonSmooth);\n aa = max(aa, fwidth(uv.x));\n aa = max(aa, fwidth(UvToFract.x));\n aa = max(aa, .0001);\n\n if (u_distortionShape == 1.) {\n distortion = -pow(1.5 * x, 3.);\n distortion += (.5 - u_shift);\n\n frameFade = pow(1.5 * x, 3.);\n aa = max(.2, aa);\n aa += mix(.2, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion = mix(.5, distortion, fadeX);\n } else if (u_distortionShape == 2.) {\n distortion = 2. * pow(x, 2.);\n distortion -= (.5 + u_shift);\n\n frameFade = pow(abs(x - .5), 4.);\n aa = max(.2, aa);\n aa += mix(.2, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion = mix(.5, distortion, fadeX);\n frameFade = mix(1., frameFade, .5 * fadeX);\n } else if (u_distortionShape == 3.) {\n distortion = pow(2. * (xNonSmooth - .5), 6.);\n distortion -= .25;\n distortion -= u_shift;\n\n frameFade = 1. - 2. * pow(abs(x - .4), 2.);\n aa = .15;\n aa += mix(.1, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n frameFade = mix(1., frameFade, fadeX);\n\n } else if (u_distortionShape == 4.) {\n x = xNonSmooth;\n distortion = sin((x + .25) * TWO_PI);\n shadows = .5 + .5 * asin(distortion) / (.5 * PI);\n distortion *= .5;\n distortion -= u_shift;\n frameFade = .5 + .5 * sin(x * TWO_PI);\n } else if (u_distortionShape == 5.) {\n distortion -= pow(abs(x), .2) * x;\n distortion += .33;\n distortion -= 3. * u_shift;\n distortion *= .33;\n\n frameFade = .3 * (smoothstep(.0, 1., x));\n shadows = pow(x, 2.5);\n\n aa = max(.1, aa);\n aa += mix(.1, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion *= fadeX;\n }\n\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n vec2 grainUV = v_imageUV - .5;\n grainUV *= (.8 / vec2(length(dudx), length(dudy)));\n grainUV += .5;\n float grain = valueNoise(grainUV);\n grain = smoothstep(.4, .7, grain);\n grain *= u_grainMixer;\n distortion = mix(distortion, 0., grain);\n\n shadows = min(shadows, 1.);\n shadows += maskStrokeInner;\n shadows *= mask;\n shadows = min(shadows, 1.);\n shadows *= pow(u_shadows, 2.);\n shadows = clamp(shadows, 0., 1.);\n\n distortion *= 3. * u_distortion;\n frameFade *= u_distortion;\n\n fractOrigUV.x += distortion;\n floorOrigUV = rotateAspect(floorOrigUV, -patternRotation, u_imageAspectRatio);\n fractOrigUV = rotateAspect(fractOrigUV, -patternRotation, u_imageAspectRatio);\n\n uv = (floorOrigUV + fractOrigUV) / patternSize;\n uv += pow(maskStroke, 4.);\n\n uv += vec2(.5);\n\n uv = mix(v_imageUV, uv, smoothstep(0., .7, mask));\n float blur = mix(0., 50., u_blur);\n blur = mix(0., blur, smoothstep(.5, 1., mask));\n\n float edgeDistortion = mix(.0, .04, u_edges);\n edgeDistortion += .06 * frameFade * u_edges;\n edgeDistortion *= mask;\n float frame = getUvFrame(uv, edgeDistortion);\n\n float stretch = 1. - smoothstep(0., .5, xNonSmooth) * smoothstep(1., 1. - .5, xNonSmooth);\n stretch = pow(stretch, 2.);\n stretch *= mask;\n stretch *= getUvFrame(uv, .1 + .05 * mask * frameFade);\n uv.y = mix(uv.y, .5, u_stretch * stretch);\n\n vec4 image = getBlur(u_image, uv, 1. / u_resolution / u_pixelRatio, vec2(0., 1.), blur);\n image.rgb *= image.a;\n vec4 backColor = u_colorBack;\n backColor.rgb *= backColor.a;\n vec4 highlightColor = u_colorHighlight;\n highlightColor.rgb *= highlightColor.a;\n vec4 shadowColor = u_colorShadow;\n\n vec3 color = highlightColor.rgb * highlights;\n float opacity = highlightColor.a * highlights;\n\n shadows = mix(shadows * shadowColor.a, 0., highlights);\n color = mix(color, shadowColor.rgb * shadowColor.a, .5 * shadows);\n color += .5 * pow(shadows, .5) * shadowColor.rgb;\n opacity += shadows;\n color = clamp(color, vec3(0.), vec3(1.));\n opacity = clamp(opacity, 0., 1.);\n\n color += image.rgb * (1. - opacity) * frame;\n opacity += image.a * (1. - opacity) * frame;\n\n color += backColor.rgb * (1. - opacity);\n opacity += backColor.a * (1. - opacity);\n\n float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));\n grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\n grainOverlay = pow(grainOverlay, 1.3);\n\n float grainOverlayV = grainOverlay * 2. - 1.;\n vec3 grainOverlayColor = vec3(step(0., grainOverlayV));\n float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);\n grainOverlayStrength = pow(grainOverlayStrength, .8);\n grainOverlayStrength *= mask;\n color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);\n\n opacity += .5 * grainOverlayStrength;\n opacity = clamp(opacity, 0., 1.);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface FlutedGlassUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_colorBack: [number, number, number, number];\n u_colorShadow: [number, number, number, number];\n u_colorHighlight: [number, number, number, number];\n u_shadows: number;\n u_size: number;\n u_angle: number;\n u_distortion: number;\n u_shift: number;\n u_blur: number;\n u_edges: number;\n u_marginLeft: number;\n u_marginRight: number;\n u_marginTop: number;\n u_marginBottom: number;\n u_stretch: number;\n u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];\n u_highlights: number;\n u_shape: (typeof GlassGridShapes)[GlassGridShape];\n u_grainMixer: number;\n u_grainOverlay: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorBack?: string;\n colorShadow?: string;\n colorHighlight?: string;\n shadows?: number;\n size?: number;\n angle?: number;\n distortion?: number;\n shift?: number;\n blur?: number;\n edges?: number;\n margin?: number;\n marginLeft?: number;\n marginRight?: number;\n marginTop?: number;\n marginBottom?: number;\n stretch?: number;\n distortionShape?: GlassDistortionShape;\n highlights?: number;\n shape?: GlassGridShape;\n grainMixer?: number;\n grainOverlay?: number;\n}\n\nexport const GlassGridShapes = {\n lines: 1,\n linesIrregular: 2,\n wave: 3,\n zigzag: 4,\n pattern: 5,\n} as const;\n\nexport const GlassDistortionShapes = {\n prism: 1,\n lens: 2,\n contour: 3,\n cascade: 4,\n flat: 5,\n} as const;\n\nexport type GlassDistortionShape = keyof typeof GlassDistortionShapes;\nexport type GlassGridShape = keyof typeof GlassGridShapes;\n"],
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+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\n\n/**\n * Fluted glass image filter that transforms an image into streaked, ribbed distortions,\n * giving a mix of clarity and obscurity.\n *\n * Fragment shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_image (sampler2D): Source image texture\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorShadow (vec4): Shadows color in RGBA, needs shadows > 0\n * - u_colorHighlight (vec4): Highlights color in RGBA, needs highlights > 0\n * - u_shadows (float): Color gradient added over image and background, following distortion shape, needs colorShadow alpha > 0 (0 to 1)\n * - u_highlights (float): Thin strokes along distortion shape, useful for antialiasing on small grid (0 to 1)\n * - u_size (float): Size of the distortion shape grid (0 to 1)\n * - u_shape (float): Grid shape (1 = lines, 2 = linesIrregular, 3 = wave, 4 = zigzag, 5 = pattern)\n * - u_angle (float): Direction of the grid relative to the image in degrees (0 to 180)\n * - u_distortionShape (float): Shape of distortion (1 = prism, 2 = lens, 3 = contour, 4 = cascade, 5 = flat)\n * - u_distortion (float): Power of distortion applied within each stripe (0 to 1)\n * - u_shift (float): Texture shift in direction opposite to the grid, needs distortion > 0 (-1 to 1)\n * - u_stretch (float): Extra distortion along the grid lines (0 to 1)\n * - u_blur (float): One-directional blur over the image and extra blur around edges (0 to 1)\n * - u_edges (float): Glass distortion and softness on the image edges (0 to 1)\n * - u_marginLeft (float): Distance from the left edge to the effect (0 to 1)\n * - u_marginRight (float): Distance from the right edge to the effect (0 to 1)\n * - u_marginTop (float): Distance from the top edge to the effect (0 to 1)\n * - u_marginBottom (float): Distance from the bottom edge to the effect (0 to 1)\n * - u_grainMixer (float): Strength of grain distortion applied to shape edges, needs distortion > 0 (0 to 1)\n * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_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 (0.1 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 flutedGlassFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform vec2 u_resolution;\nuniform float u_pixelRatio;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorShadow;\nuniform vec4 u_colorHighlight;\n\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\nuniform float u_size;\nuniform float u_shadows;\nuniform float u_angle;\nuniform float u_stretch;\nuniform float u_shape;\nuniform float u_distortion;\nuniform float u_highlights;\nuniform float u_distortionShape;\nuniform float u_shift;\nuniform float u_blur;\nuniform float u_edges;\nuniform float u_marginLeft;\nuniform float u_marginRight;\nuniform float u_marginTop;\nuniform float u_marginBottom;\nuniform float u_grainMixer;\nuniform float u_grainOverlay;\n\nin vec2 v_imageUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ rotation2 }\n${ proceduralHash21 }\n\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat getUvFrame(vec2 uv, float softness) {\n float aax = 2. * fwidth(uv.x);\n float aay = 2. * fwidth(uv.y);\n float left = smoothstep(0., aax + softness, uv.x);\n float right = 1. - smoothstep(1. - softness - aax, 1., uv.x);\n float bottom = smoothstep(0., aay + softness, uv.y);\n float top = 1. - smoothstep(1. - softness - aay, 1., uv.y);\n return left * right * bottom * top;\n}\n\nconst int MAX_RADIUS = 50;\nvec4 samplePremultiplied(sampler2D tex, vec2 uv) {\n vec4 c = texture(tex, uv);\n c.rgb *= c.a;\n return c;\n}\nvec4 getBlur(sampler2D tex, vec2 uv, vec2 texelSize, vec2 dir, float sigma) {\n if (sigma <= .5) return texture(tex, uv);\n int radius = int(min(float(MAX_RADIUS), ceil(3.0 * sigma)));\n\n float twoSigma2 = 2.0 * sigma * sigma;\n float gaussianNorm = 1.0 / sqrt(TWO_PI * sigma * sigma);\n\n vec4 sum = samplePremultiplied(tex, uv) * gaussianNorm;\n float weightSum = gaussianNorm;\n\n for (int i = 1; i <= MAX_RADIUS; i++) {\n if (i > radius) break;\n\n float x = float(i);\n float w = exp(-(x * x) / twoSigma2) * gaussianNorm;\n\n vec2 offset = dir * texelSize * x;\n vec4 s1 = samplePremultiplied(tex, uv + offset);\n vec4 s2 = samplePremultiplied(tex, uv - offset);\n\n sum += (s1 + s2) * w;\n weightSum += 2.0 * w;\n }\n\n vec4 result = sum / weightSum;\n if (result.a > 0.) {\n result.rgb /= result.a;\n }\n\n return result;\n}\n\nvec2 rotateAspect(vec2 p, float a, float aspect) {\n p.x *= aspect;\n p = rotate(p, a);\n p.x /= aspect;\n return p;\n}\n\nfloat smoothFract(float x) {\n float f = fract(x);\n float w = fwidth(x);\n\n float edge = abs(f - 0.5) - 0.5;\n float band = smoothstep(-w, w, edge);\n\n return mix(f, 1.0 - f, band);\n}\n\nvoid main() {\n\n float patternRotation = -u_angle * PI / 180.;\n float patternSize = mix(200., 5., u_size);\n\n vec2 uv = v_imageUV;\n\n vec2 uvMask = gl_FragCoord.xy / u_resolution.xy;\n vec2 sw = vec2(.005);\n vec4 margins = vec4(u_marginLeft, u_marginTop, u_marginRight, u_marginBottom);\n float mask =\n smoothstep(margins[0], margins[0] + sw.x, uvMask.x + sw.x) *\n smoothstep(margins[2], margins[2] + sw.x, 1.0 - uvMask.x + sw.x) *\n smoothstep(margins[1], margins[1] + sw.y, uvMask.y + sw.y) *\n smoothstep(margins[3], margins[3] + sw.y, 1.0 - uvMask.y + sw.y);\n float maskOuter =\n smoothstep(margins[0] - sw.x, margins[0], uvMask.x + sw.x) *\n smoothstep(margins[2] - sw.x, margins[2], 1.0 - uvMask.x + sw.x) *\n smoothstep(margins[1] - sw.y, margins[1], uvMask.y + sw.y) *\n smoothstep(margins[3] - sw.y, margins[3], 1.0 - uvMask.y + sw.y);\n float maskStroke = maskOuter - mask;\n float maskInner =\n smoothstep(margins[0] - 2. * sw.x, margins[0], uvMask.x) *\n smoothstep(margins[2] - 2. * sw.x, margins[2], 1.0 - uvMask.x) *\n smoothstep(margins[1] - 2. * sw.y, margins[1], uvMask.y) *\n smoothstep(margins[3] - 2. * sw.y, margins[3], 1.0 - uvMask.y);\n float maskStrokeInner = maskInner - mask;\n\n uv -= .5;\n uv *= patternSize;\n uv = rotateAspect(uv, patternRotation, u_imageAspectRatio);\n\n float curve = 0.;\n float patternY = uv.y / u_imageAspectRatio;\n if (u_shape > 4.5) {\n // pattern\n curve = .5 + .5 * sin(.5 * PI * uv.x) * cos(.5 * PI * patternY);\n } else if (u_shape > 3.5) {\n // zigzag\n curve = 10. * abs(fract(.1 * patternY) - .5);\n } else if (u_shape > 2.5) {\n // wave\n curve = 4. * sin(.23 * patternY);\n } else if (u_shape > 1.5) {\n // lines irregular\n curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);\n } else {\n // lines\n }\n\n vec2 UvToFract = uv + curve;\n vec2 fractOrigUV = fract(uv);\n vec2 floorOrigUV = floor(uv);\n\n float x = smoothFract(UvToFract.x);\n float xNonSmooth = fract(UvToFract.x) + .0001;\n\n float highlightsWidth = 2. * max(.001, fwidth(UvToFract.x));\n highlightsWidth += 2. * maskStrokeInner;\n float highlights = smoothstep(0., highlightsWidth, xNonSmooth);\n highlights *= smoothstep(1., 1. - highlightsWidth, xNonSmooth);\n highlights = 1. - highlights;\n highlights *= u_highlights;\n highlights = clamp(highlights, 0., 1.);\n highlights *= mask;\n\n float shadows = pow(x, 1.3);\n float distortion = 0.;\n float fadeX = 1.;\n float frameFade = 0.;\n\n float aa = fwidth(xNonSmooth);\n aa = max(aa, fwidth(uv.x));\n aa = max(aa, fwidth(UvToFract.x));\n aa = max(aa, .0001);\n\n if (u_distortionShape == 1.) {\n distortion = -pow(1.5 * x, 3.);\n distortion += (.5 - u_shift);\n\n frameFade = pow(1.5 * x, 3.);\n aa = max(.2, aa);\n aa += mix(.2, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion = mix(.5, distortion, fadeX);\n } else if (u_distortionShape == 2.) {\n distortion = 2. * pow(x, 2.);\n distortion -= (.5 + u_shift);\n\n frameFade = pow(abs(x - .5), 4.);\n aa = max(.2, aa);\n aa += mix(.2, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion = mix(.5, distortion, fadeX);\n frameFade = mix(1., frameFade, .5 * fadeX);\n } else if (u_distortionShape == 3.) {\n distortion = pow(2. * (xNonSmooth - .5), 6.);\n distortion -= .25;\n distortion -= u_shift;\n\n frameFade = 1. - 2. * pow(abs(x - .4), 2.);\n aa = .15;\n aa += mix(.1, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n frameFade = mix(1., frameFade, fadeX);\n\n } else if (u_distortionShape == 4.) {\n x = xNonSmooth;\n distortion = sin((x + .25) * TWO_PI);\n shadows = .5 + .5 * asin(distortion) / (.5 * PI);\n distortion *= .5;\n distortion -= u_shift;\n frameFade = .5 + .5 * sin(x * TWO_PI);\n } else if (u_distortionShape == 5.) {\n distortion -= pow(abs(x), .2) * x;\n distortion += .33;\n distortion -= 3. * u_shift;\n distortion *= .33;\n\n frameFade = .3 * (smoothstep(.0, 1., x));\n shadows = pow(x, 2.5);\n\n aa = max(.1, aa);\n aa += mix(.1, 0., u_size);\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\n distortion *= fadeX;\n }\n\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n vec2 grainUV = v_imageUV - .5;\n grainUV *= (.8 / vec2(length(dudx), length(dudy)));\n grainUV += .5;\n if (u_grainMixer > 0.) {\n float grain = valueNoise(grainUV);\n grain = smoothstep(.4, .7, grain);\n grain *= u_grainMixer;\n distortion = mix(distortion, 0., grain);\n }\n\n shadows = min(shadows, 1.);\n shadows += maskStrokeInner;\n shadows *= mask;\n shadows = min(shadows, 1.);\n shadows *= pow(u_shadows, 2.);\n shadows = clamp(shadows, 0., 1.);\n\n distortion *= 3. * u_distortion;\n frameFade *= u_distortion;\n\n fractOrigUV.x += distortion;\n floorOrigUV = rotateAspect(floorOrigUV, -patternRotation, u_imageAspectRatio);\n fractOrigUV = rotateAspect(fractOrigUV, -patternRotation, u_imageAspectRatio);\n\n uv = (floorOrigUV + fractOrigUV) / patternSize;\n uv += pow(maskStroke, 4.);\n\n uv += vec2(.5);\n\n uv = mix(v_imageUV, uv, smoothstep(0., .7, mask));\n float blur = mix(0., 50., u_blur);\n blur = mix(0., blur, smoothstep(.5, 1., mask));\n\n float edgeDistortion = mix(.0, .04, u_edges);\n edgeDistortion += .06 * frameFade * u_edges;\n edgeDistortion *= mask;\n float frame = getUvFrame(uv, edgeDistortion);\n\n float stretch = 1. - smoothstep(0., .5, xNonSmooth) * smoothstep(1., 1. - .5, xNonSmooth);\n stretch = pow(stretch, 2.);\n stretch *= mask;\n stretch *= getUvFrame(uv, .1 + .05 * mask * frameFade);\n uv.y = mix(uv.y, .5, u_stretch * stretch);\n\n vec4 image = getBlur(u_image, uv, 1. / u_resolution / u_pixelRatio, vec2(0., 1.), blur);\n image.rgb *= image.a;\n vec4 backColor = u_colorBack;\n backColor.rgb *= backColor.a;\n vec4 highlightColor = u_colorHighlight;\n highlightColor.rgb *= highlightColor.a;\n vec4 shadowColor = u_colorShadow;\n\n vec3 color = highlightColor.rgb * highlights;\n float opacity = highlightColor.a * highlights;\n\n shadows = mix(shadows * shadowColor.a, 0., highlights);\n color = mix(color, shadowColor.rgb * shadowColor.a, .5 * shadows);\n color += .5 * pow(shadows, .5) * shadowColor.rgb;\n opacity += shadows;\n color = clamp(color, vec3(0.), vec3(1.));\n opacity = clamp(opacity, 0., 1.);\n\n color += image.rgb * (1. - opacity) * frame;\n opacity += image.a * (1. - opacity) * frame;\n\n color += backColor.rgb * (1. - opacity);\n opacity += backColor.a * (1. - opacity);\n\n if (u_grainOverlay > 0.) {\n float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));\n grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\n grainOverlay = pow(grainOverlay, 1.3);\n\n float grainOverlayV = grainOverlay * 2. - 1.;\n vec3 grainOverlayColor = vec3(step(0., grainOverlayV));\n float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);\n grainOverlayStrength = pow(grainOverlayStrength, .8);\n grainOverlayStrength *= mask;\n color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);\n\n opacity += .5 * grainOverlayStrength;\n }\n opacity = clamp(opacity, 0., 1.);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface FlutedGlassUniforms extends ShaderSizingUniforms {\n u_image: HTMLImageElement | string | undefined;\n u_colorBack: [number, number, number, number];\n u_colorShadow: [number, number, number, number];\n u_colorHighlight: [number, number, number, number];\n u_shadows: number;\n u_size: number;\n u_angle: number;\n u_distortion: number;\n u_shift: number;\n u_blur: number;\n u_edges: number;\n u_marginLeft: number;\n u_marginRight: number;\n u_marginTop: number;\n u_marginBottom: number;\n u_stretch: number;\n u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];\n u_highlights: number;\n u_shape: (typeof GlassGridShapes)[GlassGridShape];\n u_grainMixer: number;\n u_grainOverlay: number;\n}\n\nexport interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {\n image?: HTMLImageElement | string;\n colorBack?: string;\n colorShadow?: string;\n colorHighlight?: string;\n shadows?: number;\n size?: number;\n angle?: number;\n distortion?: number;\n shift?: number;\n blur?: number;\n edges?: number;\n margin?: number;\n marginLeft?: number;\n marginRight?: number;\n marginTop?: number;\n marginBottom?: number;\n stretch?: number;\n distortionShape?: GlassDistortionShape;\n highlights?: number;\n shape?: GlassGridShape;\n grainMixer?: number;\n grainOverlay?: number;\n}\n\nexport const GlassGridShapes = {\n lines: 1,\n linesIrregular: 2,\n wave: 3,\n zigzag: 4,\n pattern: 5,\n} as const;\n\nexport const GlassDistortionShapes = {\n prism: 1,\n lens: 2,\n contour: 3,\n cascade: 4,\n flat: 5,\n} as const;\n\nexport type GlassDistortionShape = keyof typeof GlassDistortionShapes;\nexport type GlassGridShape = keyof typeof GlassGridShapes;\n"],
5
+ "mappings": ";;;;;AACA,eAAmE;AACnE,SAAS,WAAW,WAAW,wBAAwB;AAkDhD,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAmC9C,SAAU;AAAA,EACV,SAAU;AAAA,EACV,gBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2Vb,MAAM,kBAAkB;AAAA,EAC7B,OAAO;AAAA,EACP,gBAAgB;AAAA,EAChB,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,SAAS;AACX;AAEO,MAAM,wBAAwB;AAAA,EACnC,OAAO;AAAA,EACP,MAAM;AAAA,EACN,SAAS;AAAA,EACT,SAAS;AAAA,EACT,MAAM;AACR;",
6
6
  "names": []
7
7
  }
@@ -10,24 +10,26 @@ export declare const gemSmokeMeta: {
10
10
  *
11
11
  * Fragment shader uniforms:
12
12
  * - u_time (float): Animation time
13
- * - u_resolution (vec2): Canvas resolution in pixels
14
13
  * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = alpha)
15
- * - u_imageAspectRatio (float): Aspect ratio of the source image
16
14
  * - u_colors (vec4[]): Up to 6 smoke colors in RGBA
17
15
  * - u_colorsCount (float): Number of active colors
18
16
  * - u_colorBack (vec4): Background color in RGBA
19
- * - u_innerDistortion (float): Power of smoke distortion inside the input shape (0 to 1)
20
- * - u_outerDistortion (float): Power of smoke distortion outside the input shape (0 to 1)
17
+ * - u_innerDistortion (float): Power of smoke distortion inside the input shape, needs innerGlow > 0 (0 to 1)
18
+ * - u_outerDistortion (float): Power of smoke distortion outside the input shape, needs outerGlow > 0 (0 to 1)
21
19
  * - u_outerGlow (float): Visibility of smoke shape outside the input shape (0 to 1)
22
20
  * - u_innerGlow (float): Visibility of smoke shape inside the input shape (0 to 1)
23
21
  * - u_colorInner (vec4): Additional color inside the input shape, mixing with smoke (RGBA)
24
- * - u_offset (float): Vertical offset of smoke inside the shape (-1 to 1)
22
+ * - u_offset (float): Vertical offset of smoke inside the shape, needs innerGlow > 0 (-1 to 1)
25
23
  * - u_angle (float): Smoke direction in degrees (0 to 360)
26
24
  * - u_size (float): Size of smoke shape relative to the image box (0 to 1)
25
+ * - u_shape (float): Predefined shape mask, needs no image (0 = none, 1 = circle, 2 = daisy, 3 = diamond, 4 = metaballs)
26
+ * - u_isImage (bool): Whether an image mask is provided; when true, u_shape is ignored
27
27
  *
28
28
  * Vertex shader outputs (used in fragment shader):
29
29
  * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied
30
30
  * - v_objectUV (vec2): Normalized UV coordinates with scale, rotation, and offset applied
31
+ * - v_responsiveUV (vec2): Responsive UV coordinates that adapt to canvas aspect ratio (used by the 'none' shape)
32
+ * - v_responsiveBoxGivenSize (vec2): Given size of the responsive bounding box (used by the 'none' shape)
31
33
  *
32
34
  * Vertex shader uniforms:
33
35
  * - u_resolution (vec2): Canvas resolution in pixels
@@ -37,7 +39,7 @@ export declare const gemSmokeMeta: {
37
39
  * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
38
40
  * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
39
41
  * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
40
- * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
42
+ * - u_scale (float): Overall zoom level of the graphics (0.1 to 4)
41
43
  * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
42
44
  * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
43
45
  * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
@@ -14,23 +14,18 @@ in mediump vec2 v_imageUV;
14
14
  in mediump vec2 v_objectUV;
15
15
  in mediump vec2 v_responsiveUV;
16
16
  in mediump vec2 v_responsiveBoxGivenSize;
17
+
17
18
  out vec4 fragColor;
18
19
 
19
- // Image
20
20
  uniform sampler2D u_image;
21
- uniform float u_imageAspectRatio;
21
+ uniform float u_shape;
22
+ uniform bool u_isImage;
22
23
 
23
- // Canvas
24
- uniform vec2 u_resolution;
25
24
  uniform float u_time;
26
-
27
- // Colors
28
25
  uniform vec4 u_colors[${gemSmokeMeta.maxColorCount}];
29
26
  uniform float u_colorsCount;
30
27
  uniform vec4 u_colorBack;
31
28
  uniform vec4 u_colorInner;
32
-
33
- // Effect controls
34
29
  uniform float u_innerDistortion;
35
30
  uniform float u_outerDistortion;
36
31
  uniform float u_outerGlow;
@@ -39,15 +34,11 @@ uniform float u_offset;
39
34
  uniform float u_angle;
40
35
  uniform float u_size;
41
36
 
42
- // Shape controls
43
- uniform float u_shape;
44
- uniform bool u_isImage;
45
-
46
37
  ${declarePI}
47
38
  ${rotation2}
48
39
 
49
40
  // 9x9 Gaussian blur on R and G channels
50
- vec2 gaussBlur9x9RG(sampler2D tex, vec2 uv, vec2 dudx, vec2 dudy, float radius) {
41
+ vec2 gaussBlur9x9RG(sampler2D tex, vec2 uv, float radius) {
51
42
  vec2 texel = 1.0 / vec2(textureSize(tex, 0));
52
43
  vec2 r = max(radius, 0.0) * texel;
53
44
  // Pascal's row 8: sum = 256, 2D norm = 65536
@@ -83,11 +74,8 @@ void main() {
83
74
  imageUV *= .95;
84
75
  imageUV += .5;
85
76
 
86
- vec2 dudx = dFdx(v_imageUV);
87
- vec2 dudy = dFdy(v_imageUV);
88
-
89
77
  // Blurred image: x = roundness, y = alpha
90
- vec2 blurred = gaussBlur9x9RG(u_image, imageUV, dudx, dudy, 10.);
78
+ vec2 blurred = gaussBlur9x9RG(u_image, imageUV, 10.);
91
79
  roundness = 1. - blurred.x;
92
80
  vec2 texelA = 1.0 / vec2(textureSize(u_image, 0));
93
81
  const float k3[3] = float[3](1.0, 2.0, 1.0);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/gem-smoke.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport type { ShaderSizingParams, ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI } from '../shader-utils.js';\n\nexport const gemSmokeMeta = {\n maxColorCount: 6,\n} as const;\n\n/**\n * Animated color fields placed over uploaded logo shape; gives the illusion of smoky noise\n * behind the glassy shape.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = alpha)\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n * - u_colors (vec4[]): Up to 6 smoke colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_colorBack (vec4): Background color in RGBA\n * - u_innerDistortion (float): Power of smoke distortion inside the input shape (0 to 1)\n * - u_outerDistortion (float): Power of smoke distortion outside the input shape (0 to 1)\n * - u_outerGlow (float): Visibility of smoke shape outside the input shape (0 to 1)\n * - u_innerGlow (float): Visibility of smoke shape inside the input shape (0 to 1)\n * - u_colorInner (vec4): Additional color inside the input shape, mixing with smoke (RGBA)\n * - u_offset (float): Vertical offset of smoke inside the shape (-1 to 1)\n * - u_angle (float): Smoke direction in degrees (0 to 360)\n * - u_size (float): Size of smoke shape relative to the image box (0 to 1)\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied\n * - v_objectUV (vec2): Normalized UV coordinates with scale, rotation, and offset applied\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n * - u_imageAspectRatio (float): Aspect ratio of the source image\n *\n */\n\n// language=GLSL\nexport const gemSmokeFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nin mediump vec2 v_imageUV;\nin mediump vec2 v_objectUV;\nin mediump vec2 v_responsiveUV;\nin mediump vec2 v_responsiveBoxGivenSize;\nout vec4 fragColor;\n\n// Image\nuniform sampler2D u_image;\nuniform float u_imageAspectRatio;\n\n// Canvas\nuniform vec2 u_resolution;\nuniform float u_time;\n\n// Colors\nuniform vec4 u_colors[${gemSmokeMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorInner;\n\n// Effect controls\nuniform float u_innerDistortion;\nuniform float u_outerDistortion;\nuniform float u_outerGlow;\nuniform float u_innerGlow;\nuniform float u_offset;\nuniform float u_angle;\nuniform float u_size;\n\n// Shape controls\nuniform float u_shape;\nuniform bool u_isImage;\n\n${ declarePI }\n${ rotation2 }\n\n// 9x9 Gaussian blur on R and G channels\nvec2 gaussBlur9x9RG(sampler2D tex, vec2 uv, vec2 dudx, vec2 dudy, float radius) {\n vec2 texel = 1.0 / vec2(textureSize(tex, 0));\n vec2 r = max(radius, 0.0) * texel;\n // Pascal's row 8: sum = 256, 2D norm = 65536\n const float k[9] = float[9](1.0, 8.0, 28.0, 56.0, 70.0, 56.0, 28.0, 8.0, 1.0);\n vec2 sum = vec2(0.0);\n\n for (int j = -4; j <= 4; ++j) {\n float wy = k[j + 4];\n for (int i = -4; i <= 4; ++i) {\n float w = k[i + 4] * wy;\n vec2 off = vec2(float(i) * r.x, float(j) * r.y);\n sum += w * texture(tex, uv + off).rg;\n }\n }\n\n return sum / 65536.0;\n}\n\nfloat sst(float a, float b, float x) {\n return smoothstep(a, b, x);\n}\n\nvoid main() {\n float time = u_time;\n\n float roundness = 0.;\n float imgAlpha = 0.;\n\n if (u_isImage == true) {\n // Image sampling (UV scaled inward to account for padding)\n vec2 imageUV = v_imageUV;\n imageUV -= .5;\n imageUV *= .95;\n imageUV += .5;\n\n vec2 dudx = dFdx(v_imageUV);\n vec2 dudy = dFdy(v_imageUV);\n\n // Blurred image: x = roundness, y = alpha\n vec2 blurred = gaussBlur9x9RG(u_image, imageUV, dudx, dudy, 10.);\n roundness = 1. - blurred.x;\n vec2 texelA = 1.0 / vec2(textureSize(u_image, 0));\n const float k3[3] = float[3](1.0, 2.0, 1.0);\n for (int j = -1; j <= 1; ++j) {\n for (int i = -1; i <= 1; ++i) {\n imgAlpha += k3[i + 1] * k3[j + 1] * texture(u_image, imageUV + vec2(float(i) * texelA.x, float(j) * texelA.y)).g;\n }\n }\n imgAlpha /= 16.0;\n } else {\n vec2 uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n float edge = 0.;\n\n if (u_shape < 1.) {\n // full-fill on canvas\n vec2 borderUV = v_responsiveUV + .5;\n vec2 mask = min(borderUV, 1. - borderUV);\n vec2 pixel_thickness = min(250. / v_responsiveBoxGivenSize, vec2(.5));\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 2.) {\n // circle\n vec2 shapeUV = uv - .5;\n shapeUV *= .67;\n edge = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);\n } else if (u_shape < 3.) {\n // daisy\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.68;\n\n float r = length(shapeUV) * 2.;\n float a = atan(shapeUV.y, shapeUV.x) + .2;\n r *= (1. + .05 * sin(3. * a + 2. * time));\n float f = abs(cos(a * 3.));\n edge = smoothstep(f, f + .7, r);\n edge *= edge;\n } else if (u_shape < 4.) {\n // diamond\n vec2 shapeUV = uv - .5;\n shapeUV = rotate(shapeUV, .25 * PI);\n shapeUV *= 1.42;\n shapeUV += .5;\n vec2 mask = min(shapeUV, 1. - shapeUV);\n vec2 pixel_thickness = vec2(.15);\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 5.) {\n // metaballs\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.3;\n edge = 0.;\n for (int i = 0; i < 5; i++) {\n float fi = float(i);\n float speed = 1.5 + 2./3. * sin(fi * 12.345);\n float angle = -fi * 1.5;\n vec2 dir1 = vec2(cos(angle), sin(angle));\n vec2 dir2 = vec2(cos(angle + 1.57), sin(angle + 1.));\n vec2 traj = .4 * (dir1 * sin(time * speed + fi * 1.23) + dir2 * cos(time * (speed * 0.7) + fi * 2.17));\n float d = length(shapeUV + traj);\n edge += pow(1.0 - clamp(d, 0.0, 1.0), 4.0);\n }\n edge = 1. - smoothstep(.65, .9, edge);\n edge = pow(edge, 4.);\n }\n\n imgAlpha = 1. - smoothstep(.9 - 2. * fwidth(edge), .9, edge);\n roundness = 1. - edge;\n }\n\n// Smoke UV setup\n vec2 smokeUV = v_objectUV;\n smokeUV = rotate(smokeUV, u_angle * PI / 180.);\n smokeUV *= mix(4., 1., u_size);\n\n // Two swirl paths: inner (shape-masked) and outer (free), each with independent distortion\n vec2 innerUV = smokeUV;\n vec2 outerUV = smokeUV;\n\n // Vertical displacement \u2014 applied independently to inner and outer\n innerUV.y += u_innerDistortion * (1. - sst(0., 1., length(.4 * innerUV)));\n innerUV.y -= .4 * u_innerDistortion;\n innerUV.y += .7 * u_offset * roundness;\n\n outerUV.y += u_outerDistortion * (1. - sst(0., 1., length(.4 * outerUV)));\n outerUV.y -= .4 * u_outerDistortion;\n\n float innerSwirl = u_innerDistortion * roundness;\n float outerSwirl = u_outerDistortion;\n\n for (int i = 1; i < 5; i++) {\n float fi = float(i);\n\n float stretchIn = max(length(dFdx(innerUV)), length(dFdy(innerUV)));\n float dampenIn = 1. / (1. + stretchIn * 8.);\n float sIn = innerSwirl * dampenIn;\n innerUV.x += sIn / fi * cos(time + fi * 2.9 * innerUV.y);\n innerUV.y += sIn / fi * cos(time + fi * 1.5 * innerUV.x);\n\n float stretchOut = max(length(dFdx(outerUV)), length(dFdy(outerUV)));\n float dampenOut = 1. / (1. + stretchOut * 8.);\n float sOut = outerSwirl * dampenOut;\n outerUV.x += sOut / fi * cos(time + fi * 2.9 * outerUV.y);\n outerUV.y += sOut / fi * cos(time + fi * 1.5 * outerUV.x);\n }\n\n // Smoke shapes from swirl fields\n float innerShape = exp(-1.5 * dot(innerUV, innerUV));\n float outerShape = exp(-1.5 * dot(outerUV, outerUV));\n\n // Visibility masks\n float outerMask = pow(u_outerGlow, 2.) * (1. - imgAlpha);\n float innerMask = (.01 + .99 * u_innerGlow) * imgAlpha;\n\n innerShape *= innerMask;\n outerShape *= outerMask;\n\n // Color gradient\n float mixer = (innerShape + outerShape) * u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n\n float smokeMask = 0.;\n for (int i = 1; i < ${gemSmokeMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n\n float m = sst(0., 1., clamp(mixer - float(i - 1), 0., 1.));\n if (i == 1) smokeMask = m;\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n // Compositing (premultiplied alpha, front-to-back)\n vec3 color = gradient.rgb * smokeMask;\n float opacity = gradient.a * smokeMask;\n\n float innerOpacity = u_colorInner.a * imgAlpha;\n vec3 innerColor = u_colorInner.rgb * innerOpacity;\n color += innerColor * (1.0 - opacity);\n opacity += innerOpacity * (1.0 - opacity);\n\n vec3 backColor = u_colorBack.rgb * u_colorBack.a;\n color += backColor * (1.0 - opacity);\n opacity += u_colorBack.a * (1.0 - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\n// Configuration for Poisson solver\nexport const POISSON_CONFIG_OPTIMIZED = {\n measurePerformance: false, // Set to true to see performance metrics\n workingSize: 512, // Size to solve Poisson at (will upscale to original size)\n iterations: 32, // SOR converges ~2-20x faster than standard Gauss-Seidel\n};\n\n// Precomputed pixel data for sparse processing\ninterface SparsePixelData {\n interiorPixels: Uint32Array; // Indices of interior pixels\n boundaryPixels: Uint32Array; // Indices of boundary pixels\n pixelCount: number;\n // Neighbor indices for each interior pixel (4 neighbors per pixel)\n // Layout: [east, west, north, south] for each pixel\n neighborIndices: Int32Array;\n}\n\nexport function toProcessedGemSmoke(file: File | string): Promise<{ imageData: ImageData; pngBlob: Blob }> {\n const canvas = document.createElement('canvas');\n const ctx = canvas.getContext('2d');\n const isBlob = typeof file === 'string' && file.startsWith('blob:');\n\n return new Promise((resolve, reject) => {\n if (!file || !ctx) {\n reject(new Error('Invalid file or canvas context'));\n return;\n }\n\n const blobContentTypePromise = isBlob && fetch(file).then((res) => res.headers.get('Content-Type'));\n const img = new Image();\n img.crossOrigin = 'anonymous';\n const totalStartTime = performance.now();\n\n img.onload = async () => {\n // Force SVG to load at a high fidelity size if it's an SVG\n let isSVG;\n\n const blobContentType = await blobContentTypePromise;\n\n if (blobContentType) {\n isSVG = blobContentType === 'image/svg+xml';\n } else if (typeof file === 'string') {\n isSVG = file.endsWith('.svg') || file.startsWith('data:image/svg+xml');\n } else {\n isSVG = file.type === 'image/svg+xml';\n }\n\n let originalWidth = img.width || img.naturalWidth;\n let originalHeight = img.height || img.naturalHeight;\n\n if (isSVG) {\n // Scale SVG to max dimension while preserving aspect ratio\n const svgMaxSize = 4096;\n const aspectRatio = originalWidth / originalHeight;\n\n if (originalWidth > originalHeight) {\n originalWidth = svgMaxSize;\n originalHeight = svgMaxSize / aspectRatio;\n } else {\n originalHeight = svgMaxSize;\n originalWidth = svgMaxSize * aspectRatio;\n }\n\n img.width = originalWidth;\n img.height = originalHeight;\n }\n\n // Always scale to working resolution for consistency\n const minDimension = Math.min(originalWidth, originalHeight);\n const targetSize = POISSON_CONFIG_OPTIMIZED.workingSize;\n\n // Calculate scale to fit within workingSize\n const scaleFactor = targetSize / minDimension;\n const width = Math.round(originalWidth * scaleFactor);\n const height = Math.round(originalHeight * scaleFactor);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Processing Mode]`);\n console.log(` Original: ${originalWidth}\u00D7${originalHeight}`);\n console.log(` Working: ${width}\u00D7${height} (${(scaleFactor * 100).toFixed(1)}% scale)`);\n if (scaleFactor < 1) {\n console.log(` Speedup: ~${Math.round(1 / (scaleFactor * scaleFactor))}\u00D7`);\n }\n }\n\n canvas.width = originalWidth;\n canvas.height = originalHeight;\n\n const paddingSize = 0.025;\n const padX = Math.ceil(width * paddingSize);\n const padY = Math.ceil(height * paddingSize);\n const imgW = width - 2 * padX;\n const imgH = height - 2 * padY;\n\n // \u2500\u2500 1. Shape canvas (working res): image centered with padding \u2500\u2500\n const shapeCanvas = document.createElement('canvas');\n shapeCanvas.width = width;\n shapeCanvas.height = height;\n\n const shapeCtx = shapeCanvas.getContext('2d')!;\n shapeCtx.drawImage(img, padX, padY, imgW, imgH);\n\n // 1) Build optimized masks using TypedArrays\n const startMask = performance.now();\n\n const shapeImageData = shapeCtx.getImageData(0, 0, width, height);\n const data = shapeImageData.data;\n\n // Use Uint8Array for masks (1 byte per pixel vs 8+ bytes for boolean array)\n const shapeMask = new Uint8Array(width * height);\n const boundaryMask = new Uint8Array(width * height);\n\n // First pass: identify shape pixels\n let shapePixelCount = 0;\n for (let i = 0, idx = 0; i < data.length; i += 4, idx++) {\n const a = data[i + 3];\n const isShape = a === 0 ? 0 : 1;\n shapeMask[idx] = isShape;\n shapePixelCount += isShape;\n }\n\n // 2) Optimized boundary detection using sparse approach\n // Only check shape pixels, not all pixels\n const boundaryIndices: number[] = [];\n const interiorIndices: number[] = [];\n\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n if (!shapeMask[idx]) continue;\n\n // Check if pixel is on boundary (optimized: early exit)\n let isBoundary = false;\n\n // Check 4-connected neighbors first (most common case)\n if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {\n isBoundary = true;\n } else {\n // Check all 8 neighbors (including diagonals) for comprehensive boundary detection\n isBoundary =\n !shapeMask[idx - 1] || // left\n !shapeMask[idx + 1] || // right\n !shapeMask[idx - width] || // top\n !shapeMask[idx + width] || // bottom\n !shapeMask[idx - width - 1] || // top-left\n !shapeMask[idx - width + 1] || // top-right\n !shapeMask[idx + width - 1] || // bottom-left\n !shapeMask[idx + width + 1]; // bottom-right\n }\n\n if (isBoundary) {\n boundaryMask[idx] = 1;\n boundaryIndices.push(idx);\n } else {\n interiorIndices.push(idx);\n }\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Mask Building] Time: ${(performance.now() - startMask).toFixed(2)}ms`);\n console.log(\n ` Shape pixels: ${shapePixelCount} / ${width * height} (${((shapePixelCount / (width * height)) * 100).toFixed(1)}%)`\n );\n console.log(` Interior pixels: ${interiorIndices.length}`);\n console.log(` Boundary pixels: ${boundaryIndices.length}`);\n }\n\n // 3) Precompute sparse data structure for solver\n const sparseData = buildSparseData(\n shapeMask,\n boundaryMask,\n new Uint32Array(interiorIndices),\n new Uint32Array(boundaryIndices),\n width,\n height\n );\n\n // 4) Solve Poisson equation with optimized sparse solver\n const startSolve = performance.now();\n const u = solvePoissonSparse(sparseData, shapeMask, boundaryMask, width, height);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Poisson Solve] Time: ${(performance.now() - startSolve).toFixed(2)}ms`);\n }\n\n // 5) Generate output image\n let maxVal = 0;\n let finalImageData: ImageData;\n\n // Only check shape pixels for max value\n for (let i = 0; i < interiorIndices.length; i++) {\n const idx = interiorIndices[i]!;\n if (u[idx]! > maxVal) maxVal = u[idx]!;\n }\n\n // Create roundness image at working resolution\n const tempCanvas = document.createElement('canvas');\n tempCanvas.width = width;\n tempCanvas.height = height;\n const tempCtx = tempCanvas.getContext('2d')!;\n\n const tempImg = tempCtx.createImageData(width, height);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n const px = idx * 4;\n\n if (!shapeMask[idx]) {\n tempImg.data[px] = 255;\n tempImg.data[px + 1] = 255;\n tempImg.data[px + 2] = 255;\n tempImg.data[px + 3] = 0; // Alpha = 0 for background\n } else {\n const poissonRatio = u[idx]! / maxVal;\n let gray = 255 * (1 - poissonRatio);\n tempImg.data[px] = gray;\n tempImg.data[px + 1] = gray;\n tempImg.data[px + 2] = gray;\n tempImg.data[px + 3] = 255; // Alpha = 255 for shape\n }\n }\n }\n tempCtx.putImageData(tempImg, 0, 0);\n\n // Upscale to original resolution with smooth interpolation\n ctx.imageSmoothingEnabled = true;\n ctx.imageSmoothingQuality = 'high';\n ctx.drawImage(tempCanvas, 0, 0, width, height, 0, 0, originalWidth, originalHeight);\n\n // Now get the upscaled image data for final output\n const outImg = ctx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Re-apply edges from original resolution with anti-aliasing\n // This ensures edges are pixel-perfect while roundness is smooth\n const origPadX = Math.ceil(originalWidth * paddingSize);\n const origPadY = Math.ceil(originalHeight * paddingSize);\n const originalCanvas = document.createElement('canvas');\n originalCanvas.width = originalWidth;\n originalCanvas.height = originalHeight;\n const originalCtx = originalCanvas.getContext('2d')!;\n originalCtx.drawImage(img, origPadX, origPadY, originalWidth - 2 * origPadX, originalHeight - 2 * origPadY);\n const originalData = originalCtx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Process each pixel: Red channel = roundness, Alpha channel = original alpha\n for (let i = 0; i < outImg.data.length; i += 4) {\n const a = originalData.data[i + 3]!;\n // Use only alpha to determine background vs shape\n const upscaledAlpha = outImg.data[i + 3]!;\n if (a === 0) {\n // Background pixel\n outImg.data[i] = 255;\n outImg.data[i + 1] = 0;\n } else {\n // Red channel carries the roundness\n // Check if upscale missed this pixel by looking at alpha channel\n // If upscaled alpha is 0, the low-res version thought this was background\n outImg.data[i] = upscaledAlpha === 0 ? 0 : outImg.data[i]!; // roundness or 0\n outImg.data[i + 1] = a; // original alpha\n }\n\n // Unused channels fixed\n outImg.data[i + 2] = 255;\n outImg.data[i + 3] = 255;\n }\n\n ctx.putImageData(outImg, 0, 0);\n finalImageData = outImg;\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const totalTime = performance.now() - totalStartTime;\n console.log(`[Total Processing Time] ${totalTime.toFixed(2)}ms`);\n if (scaleFactor < 1) {\n const estimatedFullResTime = totalTime * Math.pow((originalWidth * originalHeight) / (width * height), 1.5);\n console.log(`[Estimated time at full resolution] ~${estimatedFullResTime.toFixed(0)}ms`);\n console.log(\n `[Time saved] ~${(estimatedFullResTime - totalTime).toFixed(0)}ms (${Math.round(estimatedFullResTime / totalTime)}\u00D7 faster)`\n );\n }\n }\n\n resolve({\n imageData: finalImageData,\n pngBlob: blob,\n });\n }, 'image/png');\n };\n\n img.onerror = () => reject(new Error('Failed to load image'));\n img.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nfunction buildSparseData(\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n interiorPixels: Uint32Array,\n boundaryPixels: Uint32Array,\n width: number,\n height: number\n): SparsePixelData {\n const pixelCount = interiorPixels.length;\n\n // Build neighbor indices for sparse processing\n // For each interior pixel, store indices of its 4 neighbors\n // Use -1 for out-of-bounds or non-shape neighbors\n const neighborIndices = new Int32Array(pixelCount * 4);\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n // East neighbor\n neighborIndices[i * 4 + 0] = x < width - 1 && shapeMask[idx + 1] ? idx + 1 : -1;\n // West neighbor\n neighborIndices[i * 4 + 1] = x > 0 && shapeMask[idx - 1] ? idx - 1 : -1;\n // North neighbor\n neighborIndices[i * 4 + 2] = y > 0 && shapeMask[idx - width] ? idx - width : -1;\n // South neighbor\n neighborIndices[i * 4 + 3] = y < height - 1 && shapeMask[idx + width] ? idx + width : -1;\n }\n\n return {\n interiorPixels,\n boundaryPixels,\n pixelCount,\n neighborIndices,\n };\n}\n\nfunction solvePoissonSparse(\n sparseData: SparsePixelData,\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n width: number,\n height: number\n): Float32Array {\n // This controls how smooth the falloff roundness will be and extend into the shape\n const ITERATIONS = POISSON_CONFIG_OPTIMIZED.iterations;\n\n // Keep C constant - only iterations control roundness spread\n const C = 0.01;\n\n const u = new Float32Array(width * height);\n const { interiorPixels, neighborIndices, pixelCount } = sparseData;\n\n // Performance tracking\n const startTime = performance.now();\n\n // Red-Black SOR for better symmetry with fewer iterations\n // omega between 1.8-1.95 typically gives best convergence for Poisson\n const omega = 1.9;\n\n // Pre-classify pixels as red or black for efficient processing\n const redPixels: number[] = [];\n const blackPixels: number[] = [];\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n if ((x + y) % 2 === 0) {\n redPixels.push(i);\n } else {\n blackPixels.push(i);\n }\n }\n\n for (let iter = 0; iter < ITERATIONS; iter++) {\n // Red pass: update red pixels\n for (const i of redPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n\n // Black pass: update black pixels\n for (const i of blackPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n }\n\n // Jacobi smoothing passes to remove Red-Black checkerboard artifacts\n const tmp = new Float32Array(width * height);\n for (let smooth = 0; smooth < 3; smooth++) {\n tmp.set(u);\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n let sum = 0;\n let count = 0;\n if (eastIdx >= 0) { sum += tmp[eastIdx]!; count++; }\n if (westIdx >= 0) { sum += tmp[westIdx]!; count++; }\n if (northIdx >= 0) { sum += tmp[northIdx]!; count++; }\n if (southIdx >= 0) { sum += tmp[southIdx]!; count++; }\n\n u[idx] = count > 0 ? (tmp[idx]! + sum / count) * 0.5 : tmp[idx]!;\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const elapsed = performance.now() - startTime;\n\n console.log(`[Optimized Poisson Solver (SOR \u03C9=${omega})]`);\n console.log(` Working size: ${width}\u00D7${height}`);\n console.log(` Iterations: ${ITERATIONS}`);\n console.log(` Time: ${elapsed.toFixed(2)}ms`);\n console.log(` Interior pixels processed: ${pixelCount}`);\n console.log(` Speed: ${((ITERATIONS * pixelCount) / (elapsed * 1000)).toFixed(2)} Mpixels/sec`);\n }\n\n return u;\n}\n\nexport interface GemSmokeUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_image: HTMLImageElement | string | undefined;\n u_innerDistortion: number;\n u_outerDistortion: number;\n u_outerGlow: number;\n u_innerGlow: number;\n u_colorInner: [number, number, number, number];\n u_offset: number;\n u_angle: number;\n u_size: number;\n u_shape: (typeof GemSmokeShapes)[GemSmokeShape];\n u_isImage: boolean;\n}\n\nexport interface GemSmokeParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n image?: HTMLImageElement | string | undefined;\n innerDistortion?: number;\n outerDistortion?: number;\n outerGlow?: number;\n innerGlow?: number;\n colorInner?: string;\n offset?: number;\n angle?: number;\n size?: number;\n shape?: GemSmokeShape;\n}\n\nexport const GemSmokeShapes = {\n none: 0,\n circle: 1,\n daisy: 2,\n diamond: 3,\n metaballs: 4,\n} as const;\n\nexport type GemSmokeShape = keyof typeof GemSmokeShapes;\n"],
5
- "mappings": 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4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport type { ShaderSizingParams, ShaderSizingUniforms } from '../shader-sizing.js';\nimport { rotation2, declarePI } from '../shader-utils.js';\n\nexport const gemSmokeMeta = {\n maxColorCount: 6,\n} as const;\n\n/**\n * Animated color fields placed over uploaded logo shape; gives the illusion of smoky noise\n * behind the glassy shape.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = alpha)\n * - u_colors (vec4[]): Up to 6 smoke colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_colorBack (vec4): Background color in RGBA\n * - u_innerDistortion (float): Power of smoke distortion inside the input shape, needs innerGlow > 0 (0 to 1)\n * - u_outerDistortion (float): Power of smoke distortion outside the input shape, needs outerGlow > 0 (0 to 1)\n * - u_outerGlow (float): Visibility of smoke shape outside the input shape (0 to 1)\n * - u_innerGlow (float): Visibility of smoke shape inside the input shape (0 to 1)\n * - u_colorInner (vec4): Additional color inside the input shape, mixing with smoke (RGBA)\n * - u_offset (float): Vertical offset of smoke inside the shape, needs innerGlow > 0 (-1 to 1)\n * - u_angle (float): Smoke direction in degrees (0 to 360)\n * - u_size (float): Size of smoke shape relative to the image box (0 to 1)\n * - u_shape (float): Predefined shape mask, needs no image (0 = none, 1 = circle, 2 = daisy, 3 = diamond, 4 = metaballs)\n * - u_isImage (bool): Whether an image mask is provided; when true, u_shape is ignored\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied\n * - v_objectUV (vec2): Normalized UV coordinates with scale, rotation, and offset applied\n * - v_responsiveUV (vec2): Responsive UV coordinates that adapt to canvas aspect ratio (used by the 'none' shape)\n * - v_responsiveBoxGivenSize (vec2): Given size of the responsive bounding box (used by the 'none' shape)\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.1 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 gemSmokeFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nin mediump vec2 v_imageUV;\nin mediump vec2 v_objectUV;\nin mediump vec2 v_responsiveUV;\nin mediump vec2 v_responsiveBoxGivenSize;\n \nout vec4 fragColor;\n\nuniform sampler2D u_image;\nuniform float u_shape;\nuniform bool u_isImage;\n\nuniform float u_time;\nuniform vec4 u_colors[${gemSmokeMeta.maxColorCount}];\nuniform float u_colorsCount;\nuniform vec4 u_colorBack;\nuniform vec4 u_colorInner;\nuniform float u_innerDistortion;\nuniform float u_outerDistortion;\nuniform float u_outerGlow;\nuniform float u_innerGlow;\nuniform float u_offset;\nuniform float u_angle;\nuniform float u_size;\n\n${declarePI}\n${rotation2}\n\n// 9x9 Gaussian blur on R and G channels\nvec2 gaussBlur9x9RG(sampler2D tex, vec2 uv, float radius) {\n vec2 texel = 1.0 / vec2(textureSize(tex, 0));\n vec2 r = max(radius, 0.0) * texel;\n // Pascal's row 8: sum = 256, 2D norm = 65536\n const float k[9] = float[9](1.0, 8.0, 28.0, 56.0, 70.0, 56.0, 28.0, 8.0, 1.0);\n vec2 sum = vec2(0.0);\n\n for (int j = -4; j <= 4; ++j) {\n float wy = k[j + 4];\n for (int i = -4; i <= 4; ++i) {\n float w = k[i + 4] * wy;\n vec2 off = vec2(float(i) * r.x, float(j) * r.y);\n sum += w * texture(tex, uv + off).rg;\n }\n }\n\n return sum / 65536.0;\n}\n\nfloat sst(float a, float b, float x) {\n return smoothstep(a, b, x);\n}\n\nvoid main() {\n float time = u_time;\n\n float roundness = 0.;\n float imgAlpha = 0.;\n\n if (u_isImage == true) {\n // Image sampling (UV scaled inward to account for padding)\n vec2 imageUV = v_imageUV;\n imageUV -= .5;\n imageUV *= .95;\n imageUV += .5;\n\n // Blurred image: x = roundness, y = alpha\n vec2 blurred = gaussBlur9x9RG(u_image, imageUV, 10.);\n roundness = 1. - blurred.x;\n vec2 texelA = 1.0 / vec2(textureSize(u_image, 0));\n const float k3[3] = float[3](1.0, 2.0, 1.0);\n for (int j = -1; j <= 1; ++j) {\n for (int i = -1; i <= 1; ++i) {\n imgAlpha += k3[i + 1] * k3[j + 1] * texture(u_image, imageUV + vec2(float(i) * texelA.x, float(j) * texelA.y)).g;\n }\n }\n imgAlpha /= 16.0;\n } else {\n vec2 uv = v_objectUV + .5;\n uv.y = 1. - uv.y;\n float edge = 0.;\n\n if (u_shape < 1.) {\n // full-fill on canvas\n vec2 borderUV = v_responsiveUV + .5;\n vec2 mask = min(borderUV, 1. - borderUV);\n vec2 pixel_thickness = min(250. / v_responsiveBoxGivenSize, vec2(.5));\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 2.) {\n // circle\n vec2 shapeUV = uv - .5;\n shapeUV *= .67;\n edge = pow(clamp(3. * length(shapeUV), 0., 1.), 18.);\n } else if (u_shape < 3.) {\n // daisy\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.68;\n\n float r = length(shapeUV) * 2.;\n float a = atan(shapeUV.y, shapeUV.x) + .2;\n r *= (1. + .05 * sin(3. * a + 2. * time));\n float f = abs(cos(a * 3.));\n edge = smoothstep(f, f + .7, r);\n edge *= edge;\n } else if (u_shape < 4.) {\n // diamond\n vec2 shapeUV = uv - .5;\n shapeUV = rotate(shapeUV, .25 * PI);\n shapeUV *= 1.42;\n shapeUV += .5;\n vec2 mask = min(shapeUV, 1. - shapeUV);\n vec2 pixel_thickness = vec2(.15);\n float maskX = smoothstep(0.0, pixel_thickness.x, mask.x);\n float maskY = smoothstep(0.0, pixel_thickness.y, mask.y);\n maskX = pow(maskX, .25);\n maskY = pow(maskY, .25);\n edge = clamp(1. - maskX * maskY, 0., 1.);\n } else if (u_shape < 5.) {\n // metaballs\n vec2 shapeUV = uv - .5;\n shapeUV *= 1.3;\n edge = 0.;\n for (int i = 0; i < 5; i++) {\n float fi = float(i);\n float speed = 1.5 + 2./3. * sin(fi * 12.345);\n float angle = -fi * 1.5;\n vec2 dir1 = vec2(cos(angle), sin(angle));\n vec2 dir2 = vec2(cos(angle + 1.57), sin(angle + 1.));\n vec2 traj = .4 * (dir1 * sin(time * speed + fi * 1.23) + dir2 * cos(time * (speed * 0.7) + fi * 2.17));\n float d = length(shapeUV + traj);\n edge += pow(1.0 - clamp(d, 0.0, 1.0), 4.0);\n }\n edge = 1. - smoothstep(.65, .9, edge);\n edge = pow(edge, 4.);\n }\n\n imgAlpha = 1. - smoothstep(.9 - 2. * fwidth(edge), .9, edge);\n roundness = 1. - edge;\n }\n\n// Smoke UV setup\n vec2 smokeUV = v_objectUV;\n smokeUV = rotate(smokeUV, u_angle * PI / 180.);\n smokeUV *= mix(4., 1., u_size);\n\n // Two swirl paths: inner (shape-masked) and outer (free), each with independent distortion\n vec2 innerUV = smokeUV;\n vec2 outerUV = smokeUV;\n\n // Vertical displacement \u2014 applied independently to inner and outer\n innerUV.y += u_innerDistortion * (1. - sst(0., 1., length(.4 * innerUV)));\n innerUV.y -= .4 * u_innerDistortion;\n innerUV.y += .7 * u_offset * roundness;\n\n outerUV.y += u_outerDistortion * (1. - sst(0., 1., length(.4 * outerUV)));\n outerUV.y -= .4 * u_outerDistortion;\n\n float innerSwirl = u_innerDistortion * roundness;\n float outerSwirl = u_outerDistortion;\n\n for (int i = 1; i < 5; i++) {\n float fi = float(i);\n\n float stretchIn = max(length(dFdx(innerUV)), length(dFdy(innerUV)));\n float dampenIn = 1. / (1. + stretchIn * 8.);\n float sIn = innerSwirl * dampenIn;\n innerUV.x += sIn / fi * cos(time + fi * 2.9 * innerUV.y);\n innerUV.y += sIn / fi * cos(time + fi * 1.5 * innerUV.x);\n\n float stretchOut = max(length(dFdx(outerUV)), length(dFdy(outerUV)));\n float dampenOut = 1. / (1. + stretchOut * 8.);\n float sOut = outerSwirl * dampenOut;\n outerUV.x += sOut / fi * cos(time + fi * 2.9 * outerUV.y);\n outerUV.y += sOut / fi * cos(time + fi * 1.5 * outerUV.x);\n }\n\n // Smoke shapes from swirl fields\n float innerShape = exp(-1.5 * dot(innerUV, innerUV));\n float outerShape = exp(-1.5 * dot(outerUV, outerUV));\n\n // Visibility masks\n float outerMask = pow(u_outerGlow, 2.) * (1. - imgAlpha);\n float innerMask = (.01 + .99 * u_innerGlow) * imgAlpha;\n\n innerShape *= innerMask;\n outerShape *= outerMask;\n\n // Color gradient\n float mixer = (innerShape + outerShape) * u_colorsCount;\n vec4 gradient = u_colors[0];\n gradient.rgb *= gradient.a;\n\n float smokeMask = 0.;\n for (int i = 1; i < ${gemSmokeMeta.maxColorCount + 1}; i++) {\n if (i > int(u_colorsCount)) break;\n\n float m = sst(0., 1., clamp(mixer - float(i - 1), 0., 1.));\n if (i == 1) smokeMask = m;\n\n vec4 c = u_colors[i - 1];\n c.rgb *= c.a;\n gradient = mix(gradient, c, m);\n }\n\n // Compositing (premultiplied alpha, front-to-back)\n vec3 color = gradient.rgb * smokeMask;\n float opacity = gradient.a * smokeMask;\n\n float innerOpacity = u_colorInner.a * imgAlpha;\n vec3 innerColor = u_colorInner.rgb * innerOpacity;\n color += innerColor * (1.0 - opacity);\n opacity += innerOpacity * (1.0 - opacity);\n\n vec3 backColor = u_colorBack.rgb * u_colorBack.a;\n color += backColor * (1.0 - opacity);\n opacity += u_colorBack.a * (1.0 - opacity);\n\n fragColor = vec4(color, opacity);\n}\n`;\n\n// Configuration for Poisson solver\nexport const POISSON_CONFIG_OPTIMIZED = {\n measurePerformance: false, // Set to true to see performance metrics\n workingSize: 512, // Size to solve Poisson at (will upscale to original size)\n iterations: 32, // SOR converges ~2-20x faster than standard Gauss-Seidel\n};\n\n// Precomputed pixel data for sparse processing\ninterface SparsePixelData {\n interiorPixels: Uint32Array; // Indices of interior pixels\n boundaryPixels: Uint32Array; // Indices of boundary pixels\n pixelCount: number;\n // Neighbor indices for each interior pixel (4 neighbors per pixel)\n // Layout: [east, west, north, south] for each pixel\n neighborIndices: Int32Array;\n}\n\nexport function toProcessedGemSmoke(file: File | string): Promise<{ imageData: ImageData; pngBlob: Blob }> {\n const canvas = document.createElement('canvas');\n const ctx = canvas.getContext('2d');\n const isBlob = typeof file === 'string' && file.startsWith('blob:');\n\n return new Promise((resolve, reject) => {\n if (!file || !ctx) {\n reject(new Error('Invalid file or canvas context'));\n return;\n }\n\n const blobContentTypePromise = isBlob && fetch(file).then((res) => res.headers.get('Content-Type'));\n const img = new Image();\n img.crossOrigin = 'anonymous';\n const totalStartTime = performance.now();\n\n img.onload = async () => {\n // Force SVG to load at a high fidelity size if it's an SVG\n let isSVG;\n\n const blobContentType = await blobContentTypePromise;\n\n if (blobContentType) {\n isSVG = blobContentType === 'image/svg+xml';\n } else if (typeof file === 'string') {\n isSVG = file.endsWith('.svg') || file.startsWith('data:image/svg+xml');\n } else {\n isSVG = file.type === 'image/svg+xml';\n }\n\n let originalWidth = img.width || img.naturalWidth;\n let originalHeight = img.height || img.naturalHeight;\n\n if (isSVG) {\n // Scale SVG to max dimension while preserving aspect ratio\n const svgMaxSize = 4096;\n const aspectRatio = originalWidth / originalHeight;\n\n if (originalWidth > originalHeight) {\n originalWidth = svgMaxSize;\n originalHeight = svgMaxSize / aspectRatio;\n } else {\n originalHeight = svgMaxSize;\n originalWidth = svgMaxSize * aspectRatio;\n }\n\n img.width = originalWidth;\n img.height = originalHeight;\n }\n\n // Always scale to working resolution for consistency\n const minDimension = Math.min(originalWidth, originalHeight);\n const targetSize = POISSON_CONFIG_OPTIMIZED.workingSize;\n\n // Calculate scale to fit within workingSize\n const scaleFactor = targetSize / minDimension;\n const width = Math.round(originalWidth * scaleFactor);\n const height = Math.round(originalHeight * scaleFactor);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Processing Mode]`);\n console.log(` Original: ${originalWidth}\u00D7${originalHeight}`);\n console.log(` Working: ${width}\u00D7${height} (${(scaleFactor * 100).toFixed(1)}% scale)`);\n if (scaleFactor < 1) {\n console.log(` Speedup: ~${Math.round(1 / (scaleFactor * scaleFactor))}\u00D7`);\n }\n }\n\n canvas.width = originalWidth;\n canvas.height = originalHeight;\n\n const paddingSize = 0.025;\n const padX = Math.ceil(width * paddingSize);\n const padY = Math.ceil(height * paddingSize);\n const imgW = width - 2 * padX;\n const imgH = height - 2 * padY;\n\n // \u2500\u2500 1. Shape canvas (working res): image centered with padding \u2500\u2500\n const shapeCanvas = document.createElement('canvas');\n shapeCanvas.width = width;\n shapeCanvas.height = height;\n\n const shapeCtx = shapeCanvas.getContext('2d')!;\n shapeCtx.drawImage(img, padX, padY, imgW, imgH);\n\n // 1) Build optimized masks using TypedArrays\n const startMask = performance.now();\n\n const shapeImageData = shapeCtx.getImageData(0, 0, width, height);\n const data = shapeImageData.data;\n\n // Use Uint8Array for masks (1 byte per pixel vs 8+ bytes for boolean array)\n const shapeMask = new Uint8Array(width * height);\n const boundaryMask = new Uint8Array(width * height);\n\n // First pass: identify shape pixels\n let shapePixelCount = 0;\n for (let i = 0, idx = 0; i < data.length; i += 4, idx++) {\n const a = data[i + 3];\n const isShape = a === 0 ? 0 : 1;\n shapeMask[idx] = isShape;\n shapePixelCount += isShape;\n }\n\n // 2) Optimized boundary detection using sparse approach\n // Only check shape pixels, not all pixels\n const boundaryIndices: number[] = [];\n const interiorIndices: number[] = [];\n\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n if (!shapeMask[idx]) continue;\n\n // Check if pixel is on boundary (optimized: early exit)\n let isBoundary = false;\n\n // Check 4-connected neighbors first (most common case)\n if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {\n isBoundary = true;\n } else {\n // Check all 8 neighbors (including diagonals) for comprehensive boundary detection\n isBoundary =\n !shapeMask[idx - 1] || // left\n !shapeMask[idx + 1] || // right\n !shapeMask[idx - width] || // top\n !shapeMask[idx + width] || // bottom\n !shapeMask[idx - width - 1] || // top-left\n !shapeMask[idx - width + 1] || // top-right\n !shapeMask[idx + width - 1] || // bottom-left\n !shapeMask[idx + width + 1]; // bottom-right\n }\n\n if (isBoundary) {\n boundaryMask[idx] = 1;\n boundaryIndices.push(idx);\n } else {\n interiorIndices.push(idx);\n }\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Mask Building] Time: ${(performance.now() - startMask).toFixed(2)}ms`);\n console.log(\n ` Shape pixels: ${shapePixelCount} / ${width * height} (${((shapePixelCount / (width * height)) * 100).toFixed(1)}%)`\n );\n console.log(` Interior pixels: ${interiorIndices.length}`);\n console.log(` Boundary pixels: ${boundaryIndices.length}`);\n }\n\n // 3) Precompute sparse data structure for solver\n const sparseData = buildSparseData(\n shapeMask,\n boundaryMask,\n new Uint32Array(interiorIndices),\n new Uint32Array(boundaryIndices),\n width,\n height\n );\n\n // 4) Solve Poisson equation with optimized sparse solver\n const startSolve = performance.now();\n const u = solvePoissonSparse(sparseData, shapeMask, boundaryMask, width, height);\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n console.log(`[Poisson Solve] Time: ${(performance.now() - startSolve).toFixed(2)}ms`);\n }\n\n // 5) Generate output image\n let maxVal = 0;\n let finalImageData: ImageData;\n\n // Only check shape pixels for max value\n for (let i = 0; i < interiorIndices.length; i++) {\n const idx = interiorIndices[i]!;\n if (u[idx]! > maxVal) maxVal = u[idx]!;\n }\n\n // Create roundness image at working resolution\n const tempCanvas = document.createElement('canvas');\n tempCanvas.width = width;\n tempCanvas.height = height;\n const tempCtx = tempCanvas.getContext('2d')!;\n\n const tempImg = tempCtx.createImageData(width, height);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const idx = y * width + x;\n const px = idx * 4;\n\n if (!shapeMask[idx]) {\n tempImg.data[px] = 255;\n tempImg.data[px + 1] = 255;\n tempImg.data[px + 2] = 255;\n tempImg.data[px + 3] = 0; // Alpha = 0 for background\n } else {\n const poissonRatio = u[idx]! / maxVal;\n let gray = 255 * (1 - poissonRatio);\n tempImg.data[px] = gray;\n tempImg.data[px + 1] = gray;\n tempImg.data[px + 2] = gray;\n tempImg.data[px + 3] = 255; // Alpha = 255 for shape\n }\n }\n }\n tempCtx.putImageData(tempImg, 0, 0);\n\n // Upscale to original resolution with smooth interpolation\n ctx.imageSmoothingEnabled = true;\n ctx.imageSmoothingQuality = 'high';\n ctx.drawImage(tempCanvas, 0, 0, width, height, 0, 0, originalWidth, originalHeight);\n\n // Now get the upscaled image data for final output\n const outImg = ctx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Re-apply edges from original resolution with anti-aliasing\n // This ensures edges are pixel-perfect while roundness is smooth\n const origPadX = Math.ceil(originalWidth * paddingSize);\n const origPadY = Math.ceil(originalHeight * paddingSize);\n const originalCanvas = document.createElement('canvas');\n originalCanvas.width = originalWidth;\n originalCanvas.height = originalHeight;\n const originalCtx = originalCanvas.getContext('2d')!;\n originalCtx.drawImage(img, origPadX, origPadY, originalWidth - 2 * origPadX, originalHeight - 2 * origPadY);\n const originalData = originalCtx.getImageData(0, 0, originalWidth, originalHeight);\n\n // Process each pixel: Red channel = roundness, Alpha channel = original alpha\n for (let i = 0; i < outImg.data.length; i += 4) {\n const a = originalData.data[i + 3]!;\n // Use only alpha to determine background vs shape\n const upscaledAlpha = outImg.data[i + 3]!;\n if (a === 0) {\n // Background pixel\n outImg.data[i] = 255;\n outImg.data[i + 1] = 0;\n } else {\n // Red channel carries the roundness\n // Check if upscale missed this pixel by looking at alpha channel\n // If upscaled alpha is 0, the low-res version thought this was background\n outImg.data[i] = upscaledAlpha === 0 ? 0 : outImg.data[i]!; // roundness or 0\n outImg.data[i + 1] = a; // original alpha\n }\n\n // Unused channels fixed\n outImg.data[i + 2] = 255;\n outImg.data[i + 3] = 255;\n }\n\n ctx.putImageData(outImg, 0, 0);\n finalImageData = outImg;\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error('Failed to create PNG blob'));\n return;\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const totalTime = performance.now() - totalStartTime;\n console.log(`[Total Processing Time] ${totalTime.toFixed(2)}ms`);\n if (scaleFactor < 1) {\n const estimatedFullResTime = totalTime * Math.pow((originalWidth * originalHeight) / (width * height), 1.5);\n console.log(`[Estimated time at full resolution] ~${estimatedFullResTime.toFixed(0)}ms`);\n console.log(\n `[Time saved] ~${(estimatedFullResTime - totalTime).toFixed(0)}ms (${Math.round(estimatedFullResTime / totalTime)}\u00D7 faster)`\n );\n }\n }\n\n resolve({\n imageData: finalImageData,\n pngBlob: blob,\n });\n }, 'image/png');\n };\n\n img.onerror = () => reject(new Error('Failed to load image'));\n img.src = typeof file === 'string' ? file : URL.createObjectURL(file);\n });\n}\n\nfunction buildSparseData(\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n interiorPixels: Uint32Array,\n boundaryPixels: Uint32Array,\n width: number,\n height: number\n): SparsePixelData {\n const pixelCount = interiorPixels.length;\n\n // Build neighbor indices for sparse processing\n // For each interior pixel, store indices of its 4 neighbors\n // Use -1 for out-of-bounds or non-shape neighbors\n const neighborIndices = new Int32Array(pixelCount * 4);\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n // East neighbor\n neighborIndices[i * 4 + 0] = x < width - 1 && shapeMask[idx + 1] ? idx + 1 : -1;\n // West neighbor\n neighborIndices[i * 4 + 1] = x > 0 && shapeMask[idx - 1] ? idx - 1 : -1;\n // North neighbor\n neighborIndices[i * 4 + 2] = y > 0 && shapeMask[idx - width] ? idx - width : -1;\n // South neighbor\n neighborIndices[i * 4 + 3] = y < height - 1 && shapeMask[idx + width] ? idx + width : -1;\n }\n\n return {\n interiorPixels,\n boundaryPixels,\n pixelCount,\n neighborIndices,\n };\n}\n\nfunction solvePoissonSparse(\n sparseData: SparsePixelData,\n shapeMask: Uint8Array,\n boundaryMask: Uint8Array,\n width: number,\n height: number\n): Float32Array {\n // This controls how smooth the falloff roundness will be and extend into the shape\n const ITERATIONS = POISSON_CONFIG_OPTIMIZED.iterations;\n\n // Keep C constant - only iterations control roundness spread\n const C = 0.01;\n\n const u = new Float32Array(width * height);\n const { interiorPixels, neighborIndices, pixelCount } = sparseData;\n\n // Performance tracking\n const startTime = performance.now();\n\n // Red-Black SOR for better symmetry with fewer iterations\n // omega between 1.8-1.95 typically gives best convergence for Poisson\n const omega = 1.9;\n\n // Pre-classify pixels as red or black for efficient processing\n const redPixels: number[] = [];\n const blackPixels: number[] = [];\n\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const x = idx % width;\n const y = Math.floor(idx / width);\n\n if ((x + y) % 2 === 0) {\n redPixels.push(i);\n } else {\n blackPixels.push(i);\n }\n }\n\n for (let iter = 0; iter < ITERATIONS; iter++) {\n // Red pass: update red pixels\n for (const i of redPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n\n // Black pass: update black pixels\n for (const i of blackPixels) {\n const idx = interiorPixels[i]!;\n\n // Get precomputed neighbor indices\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n // Sum neighbors (use 0 for out-of-bounds)\n let sumN = 0;\n if (eastIdx >= 0) sumN += u[eastIdx]!;\n if (westIdx >= 0) sumN += u[westIdx]!;\n if (northIdx >= 0) sumN += u[northIdx]!;\n if (southIdx >= 0) sumN += u[southIdx]!;\n\n // SOR update: blend new value with old value\n const newValue = (C + sumN) / 4;\n u[idx] = omega * newValue + (1 - omega) * u[idx]!;\n }\n }\n\n // Jacobi smoothing passes to remove Red-Black checkerboard artifacts\n const tmp = new Float32Array(width * height);\n for (let smooth = 0; smooth < 3; smooth++) {\n tmp.set(u);\n for (let i = 0; i < pixelCount; i++) {\n const idx = interiorPixels[i]!;\n const eastIdx = neighborIndices[i * 4 + 0]!;\n const westIdx = neighborIndices[i * 4 + 1]!;\n const northIdx = neighborIndices[i * 4 + 2]!;\n const southIdx = neighborIndices[i * 4 + 3]!;\n\n let sum = 0;\n let count = 0;\n if (eastIdx >= 0) { sum += tmp[eastIdx]!; count++; }\n if (westIdx >= 0) { sum += tmp[westIdx]!; count++; }\n if (northIdx >= 0) { sum += tmp[northIdx]!; count++; }\n if (southIdx >= 0) { sum += tmp[southIdx]!; count++; }\n\n u[idx] = count > 0 ? (tmp[idx]! + sum / count) * 0.5 : tmp[idx]!;\n }\n }\n\n if (POISSON_CONFIG_OPTIMIZED.measurePerformance) {\n const elapsed = performance.now() - startTime;\n\n console.log(`[Optimized Poisson Solver (SOR \u03C9=${omega})]`);\n console.log(` Working size: ${width}\u00D7${height}`);\n console.log(` Iterations: ${ITERATIONS}`);\n console.log(` Time: ${elapsed.toFixed(2)}ms`);\n console.log(` Interior pixels processed: ${pixelCount}`);\n console.log(` Speed: ${((ITERATIONS * pixelCount) / (elapsed * 1000)).toFixed(2)} Mpixels/sec`);\n }\n\n return u;\n}\n\nexport interface GemSmokeUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_image: HTMLImageElement | string | undefined;\n u_innerDistortion: number;\n u_outerDistortion: number;\n u_outerGlow: number;\n u_innerGlow: number;\n u_colorInner: [number, number, number, number];\n u_offset: number;\n u_angle: number;\n u_size: number;\n u_shape: (typeof GemSmokeShapes)[GemSmokeShape];\n u_isImage: boolean;\n}\n\nexport interface GemSmokeParams extends ShaderSizingParams, ShaderMotionParams {\n colors?: string[];\n colorBack?: string;\n image?: HTMLImageElement | string | undefined;\n innerDistortion?: number;\n outerDistortion?: number;\n outerGlow?: number;\n innerGlow?: number;\n colorInner?: string;\n offset?: number;\n angle?: number;\n size?: number;\n shape?: GemSmokeShape;\n}\n\nexport const GemSmokeShapes = {\n none: 0,\n circle: 1,\n daisy: 2,\n diamond: 3,\n metaballs: 4,\n} as const;\n\nexport type GemSmokeShape = keyof typeof GemSmokeShapes;\n"],
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6
6
  "names": []
7
7
  }
@@ -10,15 +10,15 @@ export declare const godRaysMeta: {
10
10
  * Fragment shader uniforms:
11
11
  * - u_time (float): Animation time
12
12
  * - u_colorBack (vec4): Background color in RGBA
13
- * - u_colorBloom (vec4): Color overlay blended with the rays in RGBA
13
+ * - u_colorBloom (vec4): Color overlay blended with the rays in RGBA, needs bloom > 0
14
14
  * - u_colors (vec4[]): Up to 5 ray colors in RGBA
15
15
  * - u_colorsCount (float): Number of active colors
16
16
  * - u_bloom (float): Strength of the bloom/overlay effect, 0 = alpha blend, 1 = additive blend (0 to 1)
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  * - u_intensity (float): Visibility/strength of the rays (0 to 1)
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  * - u_density (float): The number of rays (0 to 1)
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  * - u_spotty (float): The length of the rays, higher = more spots/shorter rays (0 to 1)
20
- * - u_midSize (float): Size of the circular glow shape in the center (0 to 1)
21
- * - u_midIntensity (float): Brightness/intensity of the central glow (0 to 1)
20
+ * - u_midSize (float): Size of the circular glow shape in the center, needs midIntensity > 0 (0 to 1)
21
+ * - u_midIntensity (float): Brightness/intensity of the central glow, needs midSize > 0 (0 to 1)
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  * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture
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23
  *
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24
  * Vertex shader outputs (used in fragment shader):
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../src/shaders/god-rays.ts"],
4
- "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, colorBandingFix, proceduralHash11 } from '../shader-utils.js';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Animated rays of light radiating from the center, blended with up to 5 colors.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorBloom (vec4): Color overlay blended with the rays in RGBA\n * - u_colors (vec4[]): Up to 5 ray colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_bloom (float): Strength of the bloom/overlay effect, 0 = alpha blend, 1 = additive blend (0 to 1)\n * - u_intensity (float): Visibility/strength of the rays (0 to 1)\n * - u_density (float): The number of rays (0 to 1)\n * - u_spotty (float): The length of the rays, higher = more spots/shorter rays (0 to 1)\n * - u_midSize (float): Size of the circular glow shape in the center (0 to 1)\n * - u_midIntensity (float): Brightness/intensity of the central glow (0 to 1)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied\n *\n * The rays are adjustable by size, density, brightness and center glow.\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n *\n */\n\n// language=GLSL\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorBloom;\nuniform vec4 u_colors[${ godRaysMeta.maxColorCount }];\nuniform float u_colorsCount;\n\nuniform float u_density;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_intensity;\nuniform float u_bloom;\n\nin vec2 v_objectUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ rotation2 }\n${ textureRandomizerR }\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\n${ proceduralHash11 }\n\nfloat raysShape(vec2 uv, float r, float freq, float intensity, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(fract(a / TWO_PI) * TWO_PI * freq, r);\n float n_left = pow(valueNoise(left), intensity);\n float n_right = pow(valueNoise(right), intensity);\n float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));\n return shape;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = .2 * u_time;\n\n float radius = length(shape_uv);\n float spots = 6.5 * abs(u_spotty);\n\n float intensity = 4. - 3. * clamp(u_intensity, 0., 1.);\n\n float delta = 1. - smoothstep(0., 1., radius);\n\n float midSize = 10. * abs(u_midSize);\n float ms_lo = 0.02 * midSize;\n float ms_hi = max(midSize, 1e-6);\n float middleShape = pow(u_midIntensity, 0.3) * (1. - smoothstep(ms_lo, ms_hi, 3.0 * radius));\n middleShape = pow(middleShape, 5.0);\n\n vec3 accumColor = vec3(0.0);\n float accumAlpha = 0.0;\n\n for (int i = 0; i < ${ godRaysMeta.maxColorCount }; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);\n\n float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;\n float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;\n float density = 6. * u_density + step(.5, u_density) * pow(4.5 * (u_density - .5), 4.);\n float f = mix(1.0, 3.0 + 0.5 * float(i), hash11(float(i) * 15.)) * density;\n\n float ray = raysShape(rotatedUV, r1, 5.0 * f, intensity, radius);\n ray *= raysShape(rotatedUV, r2, 4.0 * f, intensity, radius);\n ray += (1. + 4. * ray) * middleShape;\n ray = clamp(ray, 0.0, 1.0);\n\n float srcAlpha = u_colors[i].a * ray;\n vec3 srcColor = u_colors[i].rgb * srcAlpha;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;\n\n vec3 addBlendColor = accumColor + srcColor;\n float addBlendAlpha = accumAlpha + srcAlpha;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);\n }\n\n float overlayAlpha = u_colorBloom.a;\n vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;\n\n vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;\n accumColor = mix(accumColor, colorWithOverlay, u_bloom);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n color = clamp(color, 0., 1.);\n opacity = clamp(opacity, 0., 1.);\n\n ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GodRaysUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorBloom: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_spotty: number;\n u_midSize: number;\n u_midIntensity: number;\n u_density: number;\n u_intensity: number;\n u_bloom: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorBloom?: string;\n colors?: string[];\n spotty?: number;\n midSize?: number;\n midIntensity?: number;\n density?: number;\n intensity?: number;\n bloom?: number;\n}\n"],
4
+ "sourcesContent": ["import type { vec4 } from '../types.js';\nimport type { ShaderMotionParams } from '../shader-mount.js';\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\nimport { declarePI, rotation2, textureRandomizerR, colorBandingFix, proceduralHash11 } from '../shader-utils.js';\n\nexport const godRaysMeta = {\n maxColorCount: 5,\n} as const;\n\n/**\n * Animated rays of light radiating from the center, blended with up to 5 colors.\n *\n * Fragment shader uniforms:\n * - u_time (float): Animation time\n * - u_colorBack (vec4): Background color in RGBA\n * - u_colorBloom (vec4): Color overlay blended with the rays in RGBA, needs bloom > 0\n * - u_colors (vec4[]): Up to 5 ray colors in RGBA\n * - u_colorsCount (float): Number of active colors\n * - u_bloom (float): Strength of the bloom/overlay effect, 0 = alpha blend, 1 = additive blend (0 to 1)\n * - u_intensity (float): Visibility/strength of the rays (0 to 1)\n * - u_density (float): The number of rays (0 to 1)\n * - u_spotty (float): The length of the rays, higher = more spots/shorter rays (0 to 1)\n * - u_midSize (float): Size of the circular glow shape in the center, needs midIntensity > 0 (0 to 1)\n * - u_midIntensity (float): Brightness/intensity of the central glow, needs midSize > 0 (0 to 1)\n * - u_noiseTexture (sampler2D): Pre-computed randomizer source texture\n *\n * Vertex shader outputs (used in fragment shader):\n * - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied\n *\n * The rays are adjustable by size, density, brightness and center glow.\n *\n * Vertex shader uniforms:\n * - u_resolution (vec2): Canvas resolution in pixels\n * - u_pixelRatio (float): Device pixel ratio\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\n * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas\n * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\n * - u_scale (float): Overall zoom level of the graphics (0.01 to 4)\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\n *\n */\n\n// language=GLSL\nexport const godRaysFragmentShader: string = `#version 300 es\nprecision mediump float;\n\nuniform float u_time;\n\nuniform sampler2D u_noiseTexture;\n\nuniform vec4 u_colorBack;\nuniform vec4 u_colorBloom;\nuniform vec4 u_colors[${ godRaysMeta.maxColorCount }];\nuniform float u_colorsCount;\n\nuniform float u_density;\nuniform float u_spotty;\nuniform float u_midSize;\nuniform float u_midIntensity;\nuniform float u_intensity;\nuniform float u_bloom;\n\nin vec2 v_objectUV;\n\nout vec4 fragColor;\n\n${ declarePI }\n${ rotation2 }\n${ textureRandomizerR }\nfloat valueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = randomR(i);\n float b = randomR(i + vec2(1.0, 0.0));\n float c = randomR(i + vec2(0.0, 1.0));\n float d = randomR(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\n${ proceduralHash11 }\n\nfloat raysShape(vec2 uv, float r, float freq, float intensity, float radius) {\n float a = atan(uv.y, uv.x);\n vec2 left = vec2(a * freq, r);\n vec2 right = vec2(fract(a / TWO_PI) * TWO_PI * freq, r);\n float n_left = pow(valueNoise(left), intensity);\n float n_right = pow(valueNoise(right), intensity);\n float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));\n return shape;\n}\n\nvoid main() {\n vec2 shape_uv = v_objectUV;\n\n float t = .2 * u_time;\n\n float radius = length(shape_uv);\n float spots = 6.5 * abs(u_spotty);\n\n float intensity = 4. - 3. * clamp(u_intensity, 0., 1.);\n\n float delta = 1. - smoothstep(0., 1., radius);\n\n float midSize = 10. * abs(u_midSize);\n float ms_lo = 0.02 * midSize;\n float ms_hi = max(midSize, 1e-6);\n float middleShape = pow(u_midIntensity, 0.3) * (1. - smoothstep(ms_lo, ms_hi, 3.0 * radius));\n middleShape = pow(middleShape, 5.0);\n\n vec3 accumColor = vec3(0.0);\n float accumAlpha = 0.0;\n\n for (int i = 0; i < ${ godRaysMeta.maxColorCount }; i++) {\n if (i >= int(u_colorsCount)) break;\n\n vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);\n\n float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;\n float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;\n float density = 6. * u_density + step(.5, u_density) * pow(4.5 * (u_density - .5), 4.);\n float f = mix(1.0, 3.0 + 0.5 * float(i), hash11(float(i) * 15.)) * density;\n\n float ray = raysShape(rotatedUV, r1, 5.0 * f, intensity, radius);\n ray *= raysShape(rotatedUV, r2, 4.0 * f, intensity, radius);\n ray += (1. + 4. * ray) * middleShape;\n ray = clamp(ray, 0.0, 1.0);\n\n float srcAlpha = u_colors[i].a * ray;\n vec3 srcColor = u_colors[i].rgb * srcAlpha;\n\n vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;\n float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;\n\n vec3 addBlendColor = accumColor + srcColor;\n float addBlendAlpha = accumAlpha + srcAlpha;\n\n accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);\n accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);\n }\n\n float overlayAlpha = u_colorBloom.a;\n vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;\n\n vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;\n accumColor = mix(accumColor, colorWithOverlay, u_bloom);\n\n vec3 bgColor = u_colorBack.rgb * u_colorBack.a;\n\n vec3 color = accumColor + (1. - accumAlpha) * bgColor;\n float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;\n color = clamp(color, 0., 1.);\n opacity = clamp(opacity, 0., 1.);\n\n ${ colorBandingFix }\n\n fragColor = vec4(color, opacity);\n}\n`;\n\nexport interface GodRaysUniforms extends ShaderSizingUniforms {\n u_colorBack: [number, number, number, number];\n u_colorBloom: [number, number, number, number];\n u_colors: vec4[];\n u_colorsCount: number;\n u_spotty: number;\n u_midSize: number;\n u_midIntensity: number;\n u_density: number;\n u_intensity: number;\n u_bloom: number;\n u_noiseTexture?: HTMLImageElement;\n}\n\nexport interface GodRaysParams extends ShaderSizingParams, ShaderMotionParams {\n colorBack?: string;\n colorBloom?: string;\n colors?: string[];\n spotty?: number;\n midSize?: number;\n midIntensity?: number;\n density?: number;\n intensity?: number;\n bloom?: number;\n}\n"],
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  "names": []
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  }
@@ -13,8 +13,6 @@ export declare const grainGradientMeta: {
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  * - u_time (float): Animation time
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  * - u_resolution (vec2): Canvas resolution in pixels
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  * - u_pixelRatio (float): Device pixel ratio
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- * - u_originX (float): Reference point for positioning (0 to 1)
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- * - u_originY (float): Reference point for positioning (0 to 1)
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  * - u_worldWidth (float): Virtual width of the graphic
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  * - u_worldHeight (float): Virtual height of the graphic
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  * - u_fit (float): Fit mode (0 = none, 1 = contain, 2 = cover)
@@ -32,8 +32,6 @@ uniform float u_intensity;
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  uniform float u_noise;
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  uniform float u_shape;
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- uniform mediump float u_originX;
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- uniform mediump float u_originY;
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  uniform mediump float u_worldWidth;
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  uniform mediump float u_worldHeight;
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  uniform mediump float u_fit;