@thi.ng/webgl-shadertoy 0.4.99 → 0.4.101
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +1 -1
- package/api.js +0 -1
- package/package.json +10 -8
- package/shadertoy.js +93 -75
package/CHANGELOG.md
CHANGED
package/api.js
CHANGED
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@@ -1 +0,0 @@
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export {};
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@thi.ng/webgl-shadertoy",
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"version": "0.4.
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"version": "0.4.101",
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"description": "Basic WebGL scaffolding for running interactive fragment shaders via @thi.ng/shader-ast",
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"type": "module",
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"module": "./index.js",
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@@ -24,7 +24,9 @@
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"author": "Karsten Schmidt (https://thi.ng)",
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"license": "Apache-2.0",
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"scripts": {
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"build": "yarn
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"build": "yarn build:esbuild && yarn build:decl",
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"build:decl": "tsc --declaration --emitDeclarationOnly",
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"build:esbuild": "esbuild --format=esm --platform=neutral --target=es2022 --tsconfig=tsconfig.json --outdir=. src/**/*.ts",
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"clean": "rimraf --glob '*.js' '*.d.ts' '*.map' doc",
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"doc": "typedoc --excludePrivate --excludeInternal --out doc src/index.ts",
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"doc:ae": "mkdir -p .ae/doc .ae/temp && api-extractor run --local --verbose",
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"test": "bun test"
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},
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"dependencies": {
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"@thi.ng/api": "^8.9.
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"@thi.ng/shader-ast": "^0.12.
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"@thi.ng/shader-ast-glsl": "^0.4.
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"@thi.ng/webgl": "^6.6.
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"@thi.ng/api": "^8.9.12",
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"@thi.ng/shader-ast": "^0.12.85",
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"@thi.ng/shader-ast-glsl": "^0.4.85",
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"@thi.ng/webgl": "^6.6.12"
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},
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"devDependencies": {
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"@microsoft/api-extractor": "^7.38.3",
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"@thi.ng/testament": "^0.4.3",
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"@types/node": "^20.10.2",
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"esbuild": "^0.19.8",
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"rimraf": "^5.0.5",
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"tools": "^0.0.1",
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"typedoc": "^0.25.4",
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@@ -89,5 +91,5 @@
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"status": "alpha",
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"year": 2019
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},
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"gitHead": "
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"gitHead": "5e7bafedfc3d53bc131469a28de31dd8e5b4a3ff\n"
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}
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package/shadertoy.js
CHANGED
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@@ -5,80 +5,98 @@ import { compileModel } from "@thi.ng/webgl/buffer";
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import { draw } from "@thi.ng/webgl/draw";
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import { defQuadModel } from "@thi.ng/webgl/geo/quad";
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import { defShader } from "@thi.ng/webgl/shader";
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const shaderToy = (opts) => {
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const gl = opts.gl;
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const model = defQuadModel({ uv: false });
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model.textures = opts.textures || [];
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compileModel(gl, model);
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opts.canvas.addEventListener("mousemove", (e) => {
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const rect = opts.canvas.getBoundingClientRect();
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const dpr = window.devicePixelRatio;
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model.uniforms.mouse = [
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(e.clientX - rect.left) * dpr,
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(rect.height - (e.clientY - rect.top)) * dpr
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];
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});
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opts.canvas.addEventListener("mousedown", (e) => {
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model.uniforms.mouseButtons = e.buttons;
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});
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opts.canvas.addEventListener("mouseup", (e) => {
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model.uniforms.mouseButtons = e.buttons;
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});
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let active;
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let t0;
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const update = (time) => {
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const w = gl.drawingBufferWidth;
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const h = gl.drawingBufferHeight;
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model.uniforms.time = time;
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model.uniforms.resolution = [w, h];
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gl.viewport(0, 0, w, h);
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draw(model);
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};
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const updateRAF = () => {
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update((Date.now() - t0) * 1e-3);
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active && requestAnimationFrame(updateRAF);
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};
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const instance = {
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start() {
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t0 = Date.now();
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active = true;
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requestAnimationFrame(updateRAF);
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},
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stop() {
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active = false;
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},
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update(time) {
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update(time);
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},
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recompile(main, shaderOpts) {
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if (model.shader) {
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model.shader.release();
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}
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model.shader = defShader(
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gl,
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{
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vs: (gl2, _, ins) => [
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defMain(() => [
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assign(
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gl2.gl_Position,
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vec4(ins.position, FLOAT0, FLOAT1)
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)
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])
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],
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fs: (gl2, unis, _, outputs) => [
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defMain(() => [
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assign(
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outputs.fragColor,
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defn(
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"vec4",
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"mainImage",
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[],
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() => main(gl2, unis)
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)()
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)
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])
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],
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attribs: {
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position: "vec2"
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},
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uniforms: {
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resolution: "vec2",
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mouse: ["vec2", [0, 0]],
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mouseButtons: ["int", 0],
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time: "float",
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...opts.uniforms
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}
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},
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model.shader = defShader(gl, {
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vs: (gl, _, ins) => [
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defMain(() => [
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assign(gl.gl_Position, vec4(ins.position, FLOAT0, FLOAT1)),
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]),
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],
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fs: (gl, unis, _, outputs) => [
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defMain(() => [
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assign(outputs.fragColor, defn("vec4", "mainImage", [], () => main(gl, unis))()),
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]),
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],
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attribs: {
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position: "vec2",
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},
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uniforms: {
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resolution: "vec2",
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mouse: ["vec2", [0, 0]],
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mouseButtons: ["int", 0],
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time: "float",
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...opts.uniforms,
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},
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}, shaderOpts || opts.opts);
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},
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model,
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};
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instance.recompile(opts.main);
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return instance;
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shaderOpts || opts.opts
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);
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},
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model
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};
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instance.recompile(opts.main);
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return instance;
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};
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export {
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shaderToy
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};
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