@tsogtoodev/shingen-metal 1.0.0

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@@ -0,0 +1,421 @@
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+ "use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const w=require("vue");function qe(e){let t=e.replace("#","");return t.length===3&&(t=t[0]+t[0]+t[1]+t[1]+t[2]+t[2]),[parseInt(t.slice(0,2),16)/255,parseInt(t.slice(2,4),16)/255,parseInt(t.slice(4,6),16)/255]}function ht(e,t,a){e/=255,t/=255,a/=255;const n=Math.max(e,t,a),o=Math.min(e,t,a),r=n-o;let s=0;const c=n===0?0:r/n;return r!==0&&(n===e?s=((t-a)/r+6)%6:n===t?s=(a-e)/r+2:s=(e-t)/r+4,s/=6),[s,c,n]}function pt(e,t,a){const n=Math.floor(e*6),o=e*6-n,r=a*(1-t),s=a*(1-o*t),c=a*(1-(1-o)*t);let l=0,d=0,f=0;switch(n%6){case 0:l=a,d=c,f=r;break;case 1:l=s,d=a,f=r;break;case 2:l=r,d=a,f=c;break;case 3:l=r,d=s,f=a;break;case 4:l=c,d=r,f=a;break;case 5:l=a,d=r,f=s;break}return[Math.round(l*255),Math.round(d*255),Math.round(f*255)]}const mt=66,gt=66,xt=1500,vt=1,Te=16,bt=16,wt=8,yt=96,_t=2,Mt={name:"chromatic",modes:{dark:{colors:["#000000","#aae8ff","#c5fe9e","#f7888d","#0d0d0d","#fffdc3","#007cff"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1.2,intensity:2,scale:1.6,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.26,vigOpacity:.6,shaderOpacity:1},light:{colors:["#ffffff","#ffffff","#ffffff","#ffb3b3","#adadad","#f5ff70","#007cff"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1.2,intensity:2,scale:2.5,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.24,vigOpacity:.16,shaderOpacity:1}}},St={name:"silver",modes:{dark:{colors:["#000000","#dedede","#747270","#e5e5e5","#0d0d0d","#ffffff","#e6e6e6"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1.2,intensity:2,scale:2.5,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.26,vigOpacity:.6,shaderOpacity:.88},light:{colors:["#f6f6f6","#ffffff","#ffffff","#f7f7f7","#c9c9c9","#d0d0d0","#d1d1d1"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1.2,intensity:2,scale:2.5,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.2,vigOpacity:.26,shaderOpacity:1}}},Rt={name:"gold",modes:{dark:{colors:["#000000","#ffffff","#ffffff","#f7d488","#0d0d0d","#fffdc3","#ffffff"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1,intensity:2,scale:2.5,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.26,vigOpacity:.6,shaderOpacity:.92},light:{colors:["#fff8e1","#fffbe0","#ffffff","#fff6d6","#d2c7a7","#dcd2bc","#f9f7e5"],alphas:[1,1,1,1,1,1,1],direction:80,speed:1.2,intensity:2,scale:2.5,softness:.18,distortion:.3,complexity:.68,shape:1,blur:1,vignette:.22,vigOpacity:.24,shaderOpacity:1}}},ve={chromatic:Mt,silver:St,gold:Rt},Tt=`
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+ attribute vec2 a_position;
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+ void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
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+ `,At=`
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+ precision highp float;
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+
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+ uniform vec2 u_resolution;
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+ uniform float u_time;
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+ uniform vec3 u_color1, u_color2, u_color3, u_color4, u_color5, u_color6, u_color7;
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+ uniform float u_alpha1, u_alpha2, u_alpha3, u_alpha4, u_alpha5, u_alpha6, u_alpha7;
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+ uniform float u_intensity, u_scale, u_direction;
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+ uniform float u_softness, u_distortion, u_complexity, u_shape;
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+ uniform float u_vignette, u_vigOpacity, u_blur, u_shaderOpacity;
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+
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+ vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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+ vec2 mod289v2(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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+ vec3 permute(vec3 x) { return mod289((x * 34.0 + 1.0) * x); }
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+
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+ float snoise(vec2 v) {
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+ const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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+ -0.577350269189626, 0.024390243902439);
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+ vec2 i = floor(v + dot(v, C.yy));
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+ vec2 x0 = v - i + dot(i, C.xx);
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+ vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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+ vec4 x12 = x0.xyxy + C.xxzz;
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+ x12.xy -= i1;
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+ i = mod289v2(i);
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+ vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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+ vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
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+ m = m * m; m = m * m;
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+ vec3 x_ = 2.0 * fract(p * C.www) - 1.0;
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+ vec3 h = abs(x_) - 0.5;
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+ vec3 ox = floor(x_ + 0.5);
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+ vec3 a0 = x_ - ox;
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+ m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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+ vec3 g;
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+ g.x = a0.x * x0.x + h.x * x0.y;
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+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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+ return 130.0 * dot(m, g);
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+ }
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+
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+ float fbm(vec2 p, float oct) {
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+ float val = 0.0, amp = 0.5;
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+ int n = int(oct);
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+ for (int i = 0; i < 7; i++) {
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+ if (i >= n) break;
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+ val += amp * snoise(p);
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+ p *= 2.0;
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+ amp *= 0.5;
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+ }
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+ return val;
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+ }
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+
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+ float nfbm(vec2 p) { return fbm(p, 3.0 + u_complexity * 4.0); }
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+
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+ /* 5-stop palette used by effect 1 (Plasma) — direct port of \`palette\` from
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+ * the canonical engine. Stops at t = 0, 0.25, 0.5, 0.75, 1.0. */
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+ vec3 palette(float t) {
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+ t = clamp(t, 0.0, 1.0);
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+ t = t * t * (3.0 - 2.0 * t);
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+ float k = 64.0;
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+ float w1 = u_alpha1 * exp(-k * t * t);
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+ float w2 = u_alpha2 * exp(-k * (t - 0.25) * (t - 0.25));
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+ float w3 = u_alpha3 * exp(-k * (t - 0.5) * (t - 0.5));
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+ float w4 = u_alpha4 * exp(-k * (t - 0.75) * (t - 0.75));
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+ float w5 = u_alpha5 * exp(-k * (t - 1.0) * (t - 1.0));
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+ float total = w1 + w2 + w3 + w4 + w5 + 0.0001;
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+ return (u_color1 * w1 + u_color2 * w2 + u_color3 * w3 +
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+ u_color4 * w4 + u_color5 * w5) / total;
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+ }
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+
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+ /* Per-pixel alpha that re-introduces transparency when the user dials any
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+ * palette stop's alpha below 1. Same \`paletteAlpha\` from the canonical
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+ * engine. With every preset shipping all-1 alphas, this returns ~1 for every
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+ * pixel — but mirroring it keeps custom-preset behaviour identical. */
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+ float paletteAlpha(float t) {
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+ t = clamp(t, 0.0, 1.0);
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+ t = t * t * (3.0 - 2.0 * t);
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+ float k = 64.0;
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+ float w1 = u_alpha1 * exp(-k * t * t);
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+ float w2 = u_alpha2 * exp(-k * (t - 0.25) * (t - 0.25));
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+ float w3 = u_alpha3 * exp(-k * (t - 0.5) * (t - 0.5));
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+ float w4 = u_alpha4 * exp(-k * (t - 0.75) * (t - 0.75));
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+ float w5 = u_alpha5 * exp(-k * (t - 1.0) * (t - 1.0));
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+ float totalW = w1 + w2 + w3 + w4 + w5 + 0.0001;
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+ float rawW = exp(-k * t * t)
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+ + exp(-k * (t - 0.25) * (t - 0.25))
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+ + exp(-k * (t - 0.5) * (t - 0.5))
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+ + exp(-k * (t - 0.75) * (t - 0.75))
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+ + exp(-k * (t - 1.0) * (t - 1.0))
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+ + 0.0001;
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+ return totalW / rawW;
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+ }
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+
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+ vec2 warp(vec2 p, float t) {
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+ float str = u_distortion * 2.0;
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+ return vec2(
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+ nfbm(p + vec2(t * 0.1, 0.0)),
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+ nfbm(p + vec2(0.0, t * 0.12) + 5.0)
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+ ) * str;
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+ }
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+
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+ /* Plasma: four sine bands warped by an FBM field, mapped through the
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+ * 5-stop palette. Identical to effect 1 in the canonical engine. */
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+ vec3 computeEffect(vec2 uv, float aspect, float t, float dist, float cpx) {
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+ vec2 p = (uv - 0.5) * u_scale;
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+ p.x *= aspect;
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+ p += vec2(cos(u_direction), sin(u_direction)) * t * 0.15;
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+
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+ float freq = 3.0 + cpx * 8.0;
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+ float val = 0.0;
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+ val += sin(p.x * freq + t);
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+ val += sin(p.y * freq + t * 1.3);
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+ val += sin((p.x + p.y) * freq * 0.7 + t * 0.7);
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+ val += sin(length(p) * freq * 0.8 - t * 1.5);
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+ vec2 w = warp(p, t);
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+ val += (w.x + w.y) * dist;
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+ val = val * 0.2 * u_intensity + 0.5;
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+
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+ return palette(clamp(val, 0.0, 1.0));
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+ }
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+
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+ void main() {
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+ vec2 uv = gl_FragCoord.xy / u_resolution;
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+ float aspect = u_resolution.x / u_resolution.y;
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+ float t = u_time; // JS already multiplied u_time by preset.speed.
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+ float dist = u_distortion;
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+ float cpx = u_complexity;
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+
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+ /* 5-tap cross blur (center + cardinal offsets). The chromatic/silver/gold
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+ * presets all ship with blur=1 so this path is always active. 5 taps
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+ * instead of the canonical engine's 9 saves ~44% fragment work; the
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+ * perceptual difference is nil because the output is already soft from
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+ * the plasma's low spatial frequency and CSS blur on reflections. */
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+ vec3 col;
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+ if (u_blur < 0.01) {
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+ col = computeEffect(uv, aspect, t, dist, cpx);
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+ } else {
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+ float r = u_blur * 0.02;
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+ col = computeEffect(uv, aspect, t, dist, cpx) * 0.4;
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+ col += computeEffect(uv + vec2( r, 0.0), aspect, t, dist, cpx) * 0.15;
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+ col += computeEffect(uv + vec2(-r, 0.0), aspect, t, dist, cpx) * 0.15;
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+ col += computeEffect(uv + vec2(0.0, r), aspect, t, dist, cpx) * 0.15;
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+ col += computeEffect(uv + vec2(0.0, -r), aspect, t, dist, cpx) * 0.15;
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+ }
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+
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+ /* Gamma punch — adds the contrast pop that defines the chromatic
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+ * highlights. From the canonical engine: \`col = pow(col, vec3(1.3))\`. */
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+ col = pow(col, vec3(1.3));
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+
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+ /* Vignette — soft edge darkening so corners read as recessed. The 40-px
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+ * scale at the bottom of the formula is hard-coded in the canonical
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+ * engine; we keep it for visual parity. */
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+ float edgeDist = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y));
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+ float vigPx = 40.0 / min(u_resolution.x, u_resolution.y);
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+ float vigRange = vigPx * (1.0 + u_vignette * 3.0);
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+ float vig = edgeDist * edgeDist / (vigRange * vigRange);
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+ vig = smoothstep(0.0, 1.0, vig);
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+ col *= mix(1.0, vig, u_vignette * u_vigOpacity);
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+
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+ /* Per-pixel alpha. With all-1 alphas the formula collapses to ~1 but the
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+ * computation matches the canonical engine so custom presets behave the
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+ * same. */
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+ float colorAlpha = (u_alpha1 + u_alpha2 + u_alpha3 + u_alpha4 + u_alpha5) / 5.0;
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+ if (colorAlpha < 0.999) {
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+ vec3 c1d = col - u_color1, c2d = col - u_color2, c3d = col - u_color3,
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+ c4d = col - u_color4, c5d = col - u_color5;
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+ float prox1 = exp(-8.0 * dot(c1d, c1d));
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+ float prox2 = exp(-8.0 * dot(c2d, c2d));
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+ float prox3 = exp(-8.0 * dot(c3d, c3d));
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+ float prox4 = exp(-8.0 * dot(c4d, c4d));
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+ float prox5 = exp(-8.0 * dot(c5d, c5d));
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+ float pTotal = prox1 + prox2 + prox3 + prox4 + prox5 + 0.0001;
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+ colorAlpha = (prox1 * u_alpha1 + prox2 * u_alpha2 + prox3 * u_alpha3 +
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+ prox4 * u_alpha4 + prox5 * u_alpha5) / pTotal;
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+ }
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+ float alpha = colorAlpha;
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+
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+ /* Touch the unused-at-effect-1 uniforms so GL drivers that complain about
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+ * declared-but-unread uniforms (some Mali / Adreno builds do) keep them
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+ * live. The contribution is provably zero. */
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+ alpha += 0.0 * (u_softness + u_shape +
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+ u_alpha6 + u_alpha7 +
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+ u_color6.x + u_color7.x);
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+
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+ gl_FragColor = vec4(col, alpha * u_shaderOpacity);
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+ }
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+ `;function Ae(e,t,a){const n=e.createShader(t);if(!n)throw new Error("metal-fx: gl.createShader returned null");if(e.shaderSource(n,a),e.compileShader(n),!e.getShaderParameter(n,e.COMPILE_STATUS)){const o=e.getShaderInfoLog(n);throw e.deleteShader(n),new Error(`metal-fx: shader compile failed: ${o??"(no info log)"}`)}return n}function Ct(e,t,a){const n=e.createProgram();if(!n)throw new Error("metal-fx: gl.createProgram returned null");if(e.attachShader(n,t),e.attachShader(n,a),e.linkProgram(n),!e.getProgramParameter(n,e.LINK_STATUS)){const o=e.getProgramInfoLog(n);throw e.deleteProgram(n),new Error(`metal-fx: program link failed: ${o??"(no info log)"}`)}return n}const Ye=140,je=40,Ke=1.6,Qe=1.3;let i=null,te=null;function kt(e){te=e}const 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E=e.tintFrom.r+(e.tintTarget.r-e.tintFrom.r)*b,P=e.tintFrom.g+(e.tintTarget.g-e.tintFrom.g)*b,N=e.tintFrom.b+(e.tintTarget.b-e.tintFrom.b)*b,W=Math.max(E,P,N)||1;$=Math.round(255*(E/W)),O=Math.round(255*(P/W)),M=Math.round(255*(N/W))}const k=`rgb(${$},${O},${M})`;if(k!==e.lastHaloStroke&&(e.lastHaloStroke=k,e.haloInner.style.stroke=k),T){const E=ht($,O,M),[P,N,W]=pt(E[0],Math.min(1,E[1]*ua),Math.max(pa,E[2]*ha)),D=`rgb(${P},${N},${W})`;D!==e.lastExtraStroke&&(e.lastExtraStroke=D,e.extraInner.style.stroke=D)}else e.lastExtraStroke!=="#ffffff"&&(e.lastExtraStroke="#ffffff",e.extraInner.style.stroke="#ffffff");const H=Math.max(0,Math.min(1,n));e.haloGroup.style.opacity=(e.glowOpacity*da*H).toFixed(3),e.extraGroup.style.opacity=Math.min(1,e.glowOpacity*fa*H).toFixed(3)}const xe=12,We=32,ze=1,Be=.55,xa=1,va=1,ba=.85,wa=0,ya=1.3,De=3.6,_a=.7,Ma=1,Sa=.52,Ra=1,Ta=.044,Aa=235,Ca=2.535,ka=.7,Ea=.5,Ia=new Set(["INPUT","TEXTAREA","SELECT","OPTION"]);function Oa(e,t){const a=Math.max(e.left-t.right,t.left-e.right,0),n=Math.max(e.top-t.bottom,t.top-e.bottom,0);return Math.sqrt(a*a+n*n)}function La(e,t,a,n){return!(Math.min(e.bottom,t.bottom)-Math.max(e.top,t.top)<a||Math.max(e.left-t.right,t.left-e.right,0)>n)}function Pa(e,t,a,n){return Math.min(e.right,t.right)-Math.max(e.left,t.left)<a?!1:Math.max(e.top-t.bottom,t.top-e.bottom,0)<=n}function U(e,t,a,n,o,r){const s=Math.max(0,Math.min(r,n*.5,o*.5)),c=e.roundRect;if(typeof c=="function"){c.call(e,t,a,n,o,s);return}e.moveTo(t+s,a),e.lineTo(t+n-s,a),e.quadraticCurveTo(t+n,a,t+n,a+s),e.lineTo(t+n,a+o-s),e.quadraticCurveTo(t+n,a+o,t+n-s,a+o),e.lineTo(t+s,a+o),e.quadraticCurveTo(t,a+o,t,a+o-s),e.lineTo(t,a+s),e.quadraticCurveTo(t,a,t+s,a)}function lt(e,t,a,n,o){if(!o.flipX&&!o.flipY){e.drawImage(t,0,0,a,n,o.x,o.y,o.w,o.h);return}e.save(),o.flipX&&(e.translate(o.x+o.w,0),e.scale(-1,1)),o.flipY&&(e.translate(0,o.y+o.h),e.scale(1,-1)),e.drawImage(t,0,0,a,n,o.flipX?0:o.x,o.flipY?0:o.y,o.w,o.h),e.restore()}const Fa=4;function $a(e,t,a,n,o,r,s){if(n<=2*s||o<=2*s){e.beginPath(),U(e,t,a,n,o,r),e.clip();return}e.beginPath(),U(e,t,a,n,o,r),U(e,t+s,a+s,n-2*s,o-2*s,Math.max(0,r-s)),e.clip("evenodd")}function Ha(e,t,a,n,o,r,s,c,l,d,f){const g=Math.max(1,Math.round((xe+Fa*3)*f));let u=Math.max(0,s),p=!0;for(let h=0;h<3&&u>1e-4;h++){const m=Math.min(1,u);e.save(),$a(e,d.x,d.y,d.w,d.h,d.r,g),e.globalCompositeOperation=p?"source-over":"lighter",p=!1,e.globalAlpha=m,lt(e,t,a,n,l),e.globalAlpha=1,e.globalCompositeOperation="destination-in",e.fillStyle=c,e.fillRect(0,0,o,r),e.restore(),u-=m}}function ct(e,t,a,n,o,r,s){const c=s|0;if(c<1||n<=2*c||o<=2*c){e.beginPath(),U(e,t,a,n,o,r),e.clip();return}e.beginPath(),U(e,t,a,n,o,r),U(e,t+c,a+c,n-2*c,o-2*c,Math.max(0,r-c)),e.clip("evenodd")}function Na(e,t,a,n,o,r,s,c,l,d,f,g){let u=c*f,p=!0;for(let h=0;h<3&&u>1e-4;h++){const m=Math.min(1,u);e.save(),ct(e,s.x,s.y,s.w,s.h,s.r,l),e.globalCompositeOperation=p?"source-over":"lighter",p=!1,e.globalAlpha=m,lt(e,t,a,n,g),e.globalAlpha=1,e.globalCompositeOperation="destination-in",e.fillStyle=d,e.fillRect(0,0,o,r),e.restore(),u-=m}}function Ga(e,t,a,n,o,r,s,c){const l=e.createLinearGradient(n,o,r,s);l.addColorStop(0,`rgba(255,255,255,${c.toFixed(3)})`),l.addColorStop(.5,`rgba(255,255,255,${(c*.45).toFixed(3)})`),l.addColorStop(1,"rgba(255,255,255,0)"),e.save(),ct(e,t.x,t.y,t.w,t.h,t.r,a),e.globalCompositeOperation="lighter",e.lineWidth=a*2,e.strokeStyle=l,e.beginPath(),U(e,t.x,t.y,t.w,t.h,t.r),e.stroke(),e.restore()}function dt(e){const t=getComputedStyle(e),a=[parseFloat(t.borderTopLeftRadius)||0,parseFloat(t.borderTopRightRadius)||0,parseFloat(t.borderBottomRightRadius)||0,parseFloat(t.borderBottomLeftRadius)||0].filter(n=>n>0);return a.length?Math.min.apply(null,a):0}function ft(e){const t=getComputedStyle(e),a=Math.max(parseFloat(t.borderTopWidth)||0,parseFloat(t.borderRightWidth)||0,parseFloat(t.borderBottomWidth)||0,parseFloat(t.borderLeftWidth)||0);let n=0,o=0;const r=t.boxShadow;if(r&&r!=="none"){const d=r.replace(/rgba?\([^)]*\)/g,u=>u.replace(/,/g,"\0")).split(/,\s*/);let f=1/0,g=1/0;for(const u of d){const p=u.match(/-?\d+(?:\.\d+)?px/g);if(!p||p.length<4)continue;const h=parseFloat(p[3]);h>0&&(/\binset\b/.test(u)?h<f&&(f=h):h<g&&(g=h))}Number.isFinite(f)&&(n=f),Number.isFinite(g)&&(o=g)}const s=Math.max(a,o);return{width:Math.max(a,n,o)||1,outerCssPx:s}}function Ue(e){e.cornerRadius=dt(e.el);const t=ft(e.el);e.hairlineWidth=t.width,e.hairlineOuterCssPx=t.outerCssPx}function Wa(e){typeof ResizeObserver<"u"&&(e.resizeObserver=new ResizeObserver(()=>Ue(e)),e.resizeObserver.observe(e.el)),typeof MutationObserver<"u"&&(e.mutationObserver=new MutationObserver(()=>Ue(e)),e.mutationObserver.observe(e.el,{attributes:!0,attributeFilter:["style","class"]}))}function za(e){var t,a;(t=e.resizeObserver)==null||t.disconnect(),e.resizeObserver=null,(a=e.mutationObserver)==null||a.disconnect(),e.mutationObserver=null}const j=new Set;function Ba(e,t,a){if(typeof document>"u"||Ia.has(e.tagName))return null;for(const p of j)if(p.el===e)return p;const n=document.createElement("div");n.setAttribute("data-metal-fx-reflection",""),n.setAttribute("aria-hidden","true");const o=document.createElement("canvas");o.className="metal-fx-reflection-canvas";const r=o.getContext("2d",{alpha:!0});if(!r)return null;const s=document.createElement("canvas");s.className="metal-fx-reflection-stroke-canvas";const c=s.getContext("2d",{alpha:!0});if(!c)return null;n.appendChild(o),n.appendChild(s);const l=getComputedStyle(e);let d=!1;l.position==="static"&&(e.style.position="relative",d=!0);let f=!1;l.isolation!=="isolate"&&(e.style.isolation="isolate",f=!0),e.setAttribute("data-metal-fx-reflect-host",""),e.insertBefore(n,e.firstChild);const g=ft(e),u={el:e,anchor:t,anchorEl:a,wrap:n,canvas:o,ctx:r,strokeCanvas:s,strokeCtx:c,cornerRadius:dt(e),hairlineWidth:g.width,hairlineOuterCssPx:g.outerCssPx,appliedPositionRelative:d,appliedIsolation:f,resizeObserver:null,mutationObserver:null};return Wa(u),j.add(u),u}function Da(e){for(const t of j)if(t.el===e){za(t),t.canvas.width=0,t.canvas.height=0,t.strokeCanvas.width=0,t.strokeCanvas.height=0,t.wrap.parentNode===t.el&&t.el.removeChild(t.wrap),t.el.removeAttribute("data-metal-fx-reflect-host"),t.appliedPositionRelative&&(t.el.style.position=""),t.appliedIsolation&&(t.el.style.isolation=""),j.delete(t);return}}function Ua(){if(j.size===0)return;const e=typeof window<"u"&&window.devicePixelRatio||1,t=new Map;for(const a of j){const n=a.el.getBoundingClientRect();let o=t.get(a.anchorEl);if(o||(o=a.anchorEl.getBoundingClientRect(),t.set(a.anchorEl,o)),n.width<1||n.height<1||o.width<1||o.height<1)continue;if(!La(o,n,ze,We)&&!Pa(o,n,ze,We)){a.canvas.width!==1&&(a.canvas.width=1,a.canvas.height=1),a.strokeCanvas.width!==1&&(a.strokeCanvas.width=1,a.strokeCanvas.height=1);continue}const r=a.anchor.canvas,s=r.width|0,c=r.height|0;if(s<4||c<4)continue;const l=(o.left+o.right)*.5,d=(o.top+o.bottom)*.5,f=(n.left+n.right)*.5,g=(n.top+n.bottom)*.5,u=l-f,p=d-g,h=Math.max(o.left-n.right,n.left-o.right,0),m=Math.max(o.top-n.bottom,n.top-o.bottom,0),A=h>=m,x=Oa(o,n);let I=1-Math.min(1,x/xe);I=I*I*(3-2*I);const S=Be+(xa-Be)*I,L=Math.min(De,S*ya*_a),F=a.anchor.scale??1,_=Math.max(Ma*F,a.hairlineWidth),y=Math.max(1,Math.round(_*e)),R=Math.max(1,Math.round(Math.max(Ra*F,a.hairlineWidth)*e)),T=a.hairlineOuterCssPx;a.wrap.style.inset=`${-T}px`,a.wrap.style.borderRadius=`${Math.max(0,a.cornerRadius)}px`;const v=Math.max(1,Math.round((n.width+T*2)*e)),b=Math.max(1,Math.round((n.height+T*2)*e));a.canvas.width!==v&&(a.canvas.width=v),a.canvas.height!==b&&(a.canvas.height=b),a.strokeCanvas.width!==v&&(a.strokeCanvas.width=v),a.strokeCanvas.height!==b&&(a.strokeCanvas.height=b);const $=a.ctx;$.setTransform(1,0,0,1,0,0),$.clearRect(0,0,v,b);const O=a.strokeCtx;O.setTransform(1,0,0,1,0,0),O.clearRect(0,0,v,b);const M=Math.min(xe*e,Math.max(v,b));let k,H,B,E;A?(k=u>0?v:0,B=u>0?v-M:M,H=b*.5,E=b*.5):(H=p>0?b:0,E=p>0?b-M:M,k=v*.5,B=v*.5);const P=$.createLinearGradient(k,H,B,E);P.addColorStop(0,`rgba(0,0,0,${va})`),P.addColorStop(.5,`rgba(0,0,0,${ba})`),P.addColorStop(1,`rgba(0,0,0,${wa})`);const N=s/e,W=Math.max(1,Math.round(Aa*Math.max(.1,N/140)*e));let D,re,ie,se,Me=!1,Se=!1;if(A){const Q=Math.max(o.top,n.top),ce=Math.min(o.bottom,n.bottom);Me=!0,D=u>0?v-W:0,re=Math.round((Q-n.top+T)*e),ie=W,se=Math.max(1,Math.round((ce-Q)*e))}else{const Q=Math.max(o.left,n.left),ce=Math.min(o.right,n.right);Se=!0,D=Math.round((Q-n.left+T)*e),re=p>0?b-W:0,ie=Math.max(1,Math.round((ce-Q)*e)),se=W}const Re={x:D,y:re,w:ie,h:se,flipX:Me,flipY:Se},le={x:0,y:0,w:v,h:b,r:Math.max(0,a.cornerRadius*e)},ut=Math.min(De,L*Ca*ka*Ea);Ha($,r,s,c,v,b,ut,P,Re,le,e),Na(O,r,s,c,v,b,le,L,y,P,Sa,Re),Ga(O,le,R,k,H,B,E,Math.min(.85,Ta*L)),$.globalCompositeOperation="source-over",O.globalCompositeOperation="source-over"}}let pe=!1,Xe=0;function Xa(){pe||(pe=!0,!(typeof requestAnimationFrame>"u")&&requestAnimationFrame(e=>{pe=!1,!(e-Xe<gt)&&(Xe=e,Ua())}))}const Ve="metal-fx-styles",Va=`
189
+ .metal-fx-root {
190
+ position: relative;
191
+ display: inline-flex;
192
+ align-items: center;
193
+ justify-content: center;
194
+ isolation: isolate;
195
+ overflow: visible;
196
+ background: #272727;
197
+ color: #f8f8f8;
198
+ }
199
+ .metal-fx-root[data-theme='light'] {
200
+ background: #ffffff;
201
+ color: #1d1d1d;
202
+ }
203
+
204
+ .metal-fx-root::before {
205
+ content: '';
206
+ position: absolute;
207
+ inset: 0;
208
+ border-radius: inherit;
209
+ pointer-events: none;
210
+ z-index: 2;
211
+ box-shadow: inset 0 0 50px 0 rgba(255, 255, 255, 0.02);
212
+ }
213
+ .metal-fx-root[data-theme='light']::before {
214
+ box-shadow: inset 0 0 50px 0 rgba(0, 0, 0, 0.02);
215
+ }
216
+
217
+ .metal-fx-root::after {
218
+ content: '';
219
+ position: absolute;
220
+ inset: 0;
221
+ border-radius: inherit;
222
+ pointer-events: none;
223
+ z-index: 4;
224
+ box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.1);
225
+ }
226
+ .metal-fx-root[data-theme='light']::after {
227
+ box-shadow: inset 0 0 0 1px rgba(0, 0, 0, 0.06);
228
+ }
229
+ /* Circle variant gets a thicker outer rim than the button variant. */
230
+ .metal-fx-root[data-variant='circle']::after {
231
+ box-shadow: inset 0 0 0 2px rgba(255, 255, 255, 0.1);
232
+ }
233
+ .metal-fx-root[data-theme='light'][data-variant='circle']::after {
234
+ box-shadow: inset 0 0 0 2px rgba(0, 0, 0, 0.06);
235
+ }
236
+
237
+ .metal-fx-canvas {
238
+ position: absolute;
239
+ inset: 0;
240
+ width: 100%;
241
+ height: 100%;
242
+ display: block;
243
+ z-index: 0;
244
+ pointer-events: none;
245
+ border-radius: inherit;
246
+ }
247
+
248
+ /* The inner spacer — defines the inset geometry where the metal ring meets
249
+ the interior (3 px for Button, 1-2 px for Circle) and carries the Circle dark
250
+ hairline ('box-shadow: inset' rules below). Intentionally transparent so
251
+ the wrapper's background propagates through to the punched shader centre,
252
+ giving consumers a single surface tone to override. See "Single-surface
253
+ background" in the file header for the rationale. */
254
+ .metal-fx-inner {
255
+ position: absolute;
256
+ inset: 3px;
257
+ border-radius: inherit;
258
+ z-index: 1;
259
+ pointer-events: none;
260
+ }
261
+
262
+ .metal-fx-root[data-variant='button'][data-shape='pill'] .metal-fx-inner {
263
+ border-radius: calc(var(--mfx-radius, 20px) - 3px);
264
+ }
265
+ .metal-fx-root[data-variant='button'][data-shape='circle'] .metal-fx-inner {
266
+ border-radius: calc(var(--mfx-radius, 16px) - 3px);
267
+ }
268
+ .metal-fx-root[data-variant='circle'][data-shape='pill'] .metal-fx-inner {
269
+ inset: 0;
270
+ border-radius: var(--mfx-radius, 20px);
271
+ box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.45);
272
+ }
273
+ .metal-fx-root[data-variant='circle'][data-shape='circle'] .metal-fx-inner {
274
+ inset: 0;
275
+ border-radius: var(--mfx-radius, 16px);
276
+ box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.45);
277
+ }
278
+ /* Circle-variant hairline alpha — light mode.
279
+ Source-of-truth: index.html L2261-2267. The 0.45-alpha black inset that
280
+ reads as a single-pixel frame against the dark interior is too heavy
281
+ on a #ffffff inner: it ends up looking like a hard 2-px black ring
282
+ against the iridescent shader. Suppressed entirely (alpha 0) — the
283
+ shader's own iridescent rim already defines the silhouette in light
284
+ mode, so an extra dark hairline only competes with it. The rule is
285
+ kept (rather than deleted) as a tunable hook in case a future variant
286
+ wants to re-introduce a soft edge. NOTE: we keep the dark-mode inset
287
+ and border-radius values because — unlike index.html — our renderer
288
+ does NOT overscan the canvas in light mode, so there is no 1-px gap
289
+ between inner element and shader to compensate for. */
290
+ .metal-fx-root[data-theme='light'][data-variant='circle'][data-shape='pill'] .metal-fx-inner,
291
+ .metal-fx-root[data-theme='light'][data-variant='circle'][data-shape='circle'] .metal-fx-inner {
292
+ box-shadow: 0 0 0 1px rgba(0, 0, 0, 0);
293
+ }
294
+
295
+ /* ─── Combined glow SVG (z=3) ──────────────────────────────────────────────
296
+ Single SVG per instance that holds BOTH the wide-halo group
297
+ (#mfx_haloTravel) and the catch-light group (#mfx_extraTravel), exactly
298
+ mirroring canonical's _buildGlowSvgInner (index.html L8078). One
299
+ mix-blend-mode: screen lifts the combined composite onto the shader
300
+ ring; per-frame opacity attributes on each inner group still drive the
301
+ independent fade-in / fade-out cycles for the halo and the catch-light.
302
+
303
+ Why a single SVG: the circle variant anchors halo + catch-light at the same
304
+ perimeter point, so they overlap in the bright zone. Two separately-
305
+ screened SVGs would double-screen the overlap (A + B + C - AB - AC -
306
+ BC + ABC instead of A + B + C - AB - AC once both groups composite
307
+ in source-over inside one SVG and then screen against the host once).
308
+ That overlap looked muted versus canonical specifically on the circle
309
+ variant where both layers travel together.
310
+
311
+ Source-of-truth opacity: #btnGlowSvg drops to 0.7 in dark and 0.2746 in
312
+ light (index.html L632/L643). */
313
+ .metal-fx-glow-svg {
314
+ position: absolute;
315
+ inset: 0;
316
+ width: 100%;
317
+ height: 100%;
318
+ overflow: visible;
319
+ z-index: 3;
320
+ pointer-events: none;
321
+ opacity: 0.7;
322
+ }
323
+ .metal-fx-root[data-theme='light'] .metal-fx-glow-svg {
324
+ /* Light-mode 1-px overscan mirrors .btn-glow-svg in metal.html so the
325
+ halo stays glued to the visible silhouette (the shader ring there sits
326
+ 1 px outside the host's padding box). */
327
+ inset: -1px;
328
+ width: calc(100% + 2px);
329
+ height: calc(100% + 2px);
330
+ mix-blend-mode: multiply;
331
+ /* Source-of-truth: html[data-theme="light"] #btnGlowSvg { opacity: 0.2746 }
332
+ → −35 % from 0.4225 from the original 0.7 dark-mode opacity. */
333
+ opacity: 0.2746;
334
+ filter: saturate(5.355) brightness(0.78);
335
+ }
336
+ /* Circle light-mode small variants (e.g. 36×36 send button): the geometrically
337
+ shrunk halo loses density when multiplied against #ffffff. Mirror the
338
+ canonical override at index.html L2316 — bump saturation + drop brightness
339
+ so the small glow holds together visually. */
340
+ .metal-fx-root[data-variant='circle'][data-shape='circle'][data-theme='light'] .metal-fx-glow-svg {
341
+ filter: saturate(7.5) brightness(0.6);
342
+ }
343
+
344
+ /* The wrapped child — hoisted into z=5 so it sits above every overlay, with
345
+ normalized chrome so consumer button styles don't fight the metal frame. */
346
+ .metal-fx-content {
347
+ position: relative;
348
+ z-index: 5;
349
+ display: inline-flex;
350
+ align-items: center;
351
+ justify-content: center;
352
+ width: 100%;
353
+ pointer-events: none;
354
+ }
355
+ .metal-fx-content > * {
356
+ pointer-events: auto;
357
+ }
358
+ .metal-fx-root[data-normalize='true'] .metal-fx-content > * {
359
+ background: transparent !important;
360
+ border: 0 !important;
361
+ outline: 0 !important;
362
+ box-shadow: none !important;
363
+ /* Sizing: we deliberately DO NOT force \`width: 100%; height: 100%\` on the
364
+ child here. That used to be the contract ("the wrapper is the visible
365
+ button surface; the child stretches to fill it"), but it created a cyclic
366
+ percentage dependency: the wrapper is \`inline-flex\` with no intrinsic
367
+ size, .metal-fx-content is \`width/height: 100%\` of the wrapper, and the
368
+ child was \`100%\` of .metal-fx-content. With nothing breaking the cycle,
369
+ icon-only / class-sized children collapsed.
370
+
371
+ The new contract: the child sizes itself (intrinsic content, CSS class,
372
+ or inline style — all work), and the wrapper's \`inline-flex\` wraps it
373
+ tightly. Consumers who want a metal frame BIGGER than the child (e.g.
374
+ padding around an icon) size <MetalFx style={{ width, height }}> AND
375
+ explicitly set width/height on the child to fill (or accept that the
376
+ child renders at its intrinsic size, centered).
377
+
378
+ Typography is intentionally NOT touched. We used to apply
379
+ \`color: inherit; font: inherit;\` here to "match" the wrapper, but
380
+ \`font: inherit\` is a shorthand that overrides font-family, font-size,
381
+ font-weight, AND line-height on the child — which (a) shrank the
382
+ button height (line-height changes propagate through the flex
383
+ content box) and (b) scaled em-based icons / font-icons inside the
384
+ child to whatever the wrapper inherited. The wrapper now stays out
385
+ of the child's typography entirely; consumers who want typographic
386
+ normalization can apply it themselves on the child element. */
387
+ }
388
+
389
+ [data-metal-fx-reflection] {
390
+ position: absolute;
391
+ inset: 0;
392
+ pointer-events: none;
393
+ border-radius: inherit;
394
+ overflow: hidden;
395
+ z-index: 0;
396
+ isolation: isolate;
397
+ }
398
+ .metal-fx-reflection-canvas {
399
+ position: absolute;
400
+ inset: 0;
401
+ width: 100%;
402
+ height: 100%;
403
+ display: block;
404
+ filter: blur(4px) saturate(1.2) brightness(1.58);
405
+ }
406
+ .metal-fx-reflection-stroke-canvas {
407
+ position: absolute;
408
+ inset: 0;
409
+ width: 100%;
410
+ height: 100%;
411
+ display: block;
412
+ filter: saturate(1.35) brightness(1.75);
413
+ }
414
+ /* Hosts that participate as reflection targets need positioning + isolation
415
+ so the wrap composites only against the host (not the parent stack). The
416
+ wrap injects these inline as well, but stating them here keeps reflections
417
+ working on hosts that already have other inline styles applied. */
418
+ [data-metal-fx-reflect-host] {
419
+ isolation: isolate;
420
+ }
421
+ `;let me=!1;function qa(){if(me||typeof document>"u")return;if(document.getElementById(Ve)){me=!0;return}const e=document.createElement("style");e.id=Ve,e.textContent=Va,document.head.appendChild(e),me=!0}const Ya=["data-variant","data-shape","data-theme","data-paused","data-normalize"];qa();const ja={position:"absolute",inset:"0",width:"100%",height:"100%"},Ka={position:"absolute",inset:"3px"},Qa={position:"absolute",inset:"0",pointerEvents:"none",zIndex:3,borderRadius:"inherit"},ne=new Map;Gt((e,t)=>{const a=ne.get(e);a&&ga(a.handles,e,t,e.opacityMul,a.themeRef.current)});function Ja(e){const t=c=>c!=="auto"?c:typeof window>"u"||!window.matchMedia||window.matchMedia("(prefers-color-scheme: dark)").matches?"dark":"light",a=w.ref(t(e()));let n=null;const o=()=>{n&&(a.value=n.matches?"dark":"light")},r=()=>{n==null||n.removeEventListener("change",o),n=null},s=()=>{if(r(),e()!=="auto"){a.value=e();return}typeof window>"u"||!window.matchMedia||(n=window.matchMedia("(prefers-color-scheme: dark)"),o(),n.addEventListener("change",o))};return w.onMounted(s),w.watch(e,s),w.onBeforeUnmount(r),a}const Za=w.defineComponent({__name:"MetalFx",props:{variant:{default:"button"},preset:{default:"chromatic"},theme:{default:"auto"},strength:{default:1},paused:{type:Boolean,default:!1},borderRadius:{},normalizeHostStyles:{type:Boolean,default:!0},reflectionTargets:{},disableGlow:{type:Boolean,default:!1},shaderScale:{},ringCssPx:{},scale:{default:1}},setup(e,{expose:t}){const a=e,n=w.ref(null),o=w.ref(null),r=w.ref(null),s=w.ref(null);let c=null,l=null,d=0;const f=w.ref(!1),g=Ja(()=>a.theme),u={get current(){return g.value}},p=w.computed(()=>a.variant==="circle"?"circle":"pill"),h=w.computed(()=>!a.disableGlow);t({rootEl:n});const m=(_,y)=>{if(p.value==="circle")return Math.min(_,y)/2;const R=typeof a.borderRadius=="number"?a.borderRadius:(()=>{var v;const T=(v=s.value)==null?void 0:v.firstElementChild;if(T){const b=parseFloat(getComputedStyle(T).borderTopLeftRadius);if(Number.isFinite(b)&&b>0)return b}return d})();return Math.min(R,Math.min(_,y)/2)};w.watch([()=>a.preset,g],([_,y])=>{at(_,y)},{immediate:!0}),w.watch(()=>a.paused,_=>{c&&Y(c,{paused:_})}),w.watch([()=>a.shaderScale,()=>a.ringCssPx,()=>a.scale],([_,y,R])=>{if(!c)return;const T={};_!==void 0&&(T.shaderScale=_),y!==void 0&&(T.ringCssPx=y),R!==void 0&&(T.scale=R),Object.keys(T).length>0&&Y(c,T)});const A=()=>{c&&Y(c,{opacityMul:Math.max(0,Math.min(1,a.strength))})};w.watch([()=>a.strength,()=>a.variant],A);let x=null;const I=()=>{const _=o.value,y=n.value,R=r.value;if(!_||!y)return;{const M=getComputedStyle(y),k=parseFloat(M.borderTopLeftRadius);d=Number.isFinite(k)?k:0}const T=()=>{const M=y.getBoundingClientRect(),k=Math.max(1,Math.round(M.width)),H=Math.max(1,Math.round(M.height));return{cssWidth:k,cssHeight:H,cornerRadius:m(k,H)}},v=T();c=et({hostCanvas:_,cssWidth:v.cssWidth,cssHeight:v.cssHeight,cornerRadius:v.cornerRadius,kind:p.value,paused:a.paused,shaderScale:a.shaderScale,ringCssPx:a.ringCssPx,scale:a.scale,onFirstCopy:()=>{f.value=!0}}),y.style.setProperty("--mfx-radius",`${v.cornerRadius}px`),y.style.borderRadius=`${v.cornerRadius}px`,A(),R&&(l=Ge(R,{width:v.cssWidth,height:v.cssHeight,cornerRadius:v.cornerRadius,kind:p.value,scale:a.scale}));let b=0;const $=new ResizeObserver(()=>{b===0&&(b=requestAnimationFrame(()=>{b=0;const M=T(),k=c;k&&(Y(k,{cssWidth:M.cssWidth,cssHeight:M.cssHeight,cornerRadius:M.cornerRadius}),y.style.setProperty("--mfx-radius",`${M.cornerRadius}px`),y.style.borderRadius=`${M.cornerRadius}px`,R&&(R.innerHTML="",l=Ge(R,{width:M.cssWidth,height:M.cssHeight,cornerRadius:M.cornerRadius,kind:p.value,scale:a.scale}),k&&l&&ne.set(k,{handles:l,themeRef:u})))}))});$.observe(y);let O=null;typeof IntersectionObserver<"u"&&(O=new IntersectionObserver(M=>{const k=c;if(k)for(const H of M)$t(k,H.isIntersecting)},{rootMargin:"64px"}),O.observe(y)),c&&l&&(ne.set(c,{handles:l,themeRef:u}),Pt(c)),x=()=>{$.disconnect(),O==null||O.disconnect(),b!==0&&cancelAnimationFrame(b);const M=c;M&&(ne.delete(M),Ft(M),tt(M)),c=null,l=null,R&&(R.innerHTML="")}};let S=null;const L=()=>{S==null||S(),S=null;const _=c,y=n.value,R=a.reflectionTargets;if(!_||!y||!R||g.value!=="dark")return;_.onAfterFrame=Xa;const T=R.flatMap(v=>{const b=w.toValue(v);return b?[b]:[]});for(const v of T)Ba(v,_,y);S=()=>{_.onAfterFrame=void 0;for(const v of T)Da(v)}};w.onMounted(()=>{I(),w.nextTick(L)}),w.watch(p,()=>{x==null||x(),x=null,S==null||S(),S=null,I(),w.nextTick(L)},{flush:"post"}),w.watch([()=>a.reflectionTargets,g],()=>{L()},{flush:"post"}),w.onBeforeUnmount(()=>{S==null||S(),S=null,x==null||x(),x=null}),w.watch([()=>a.borderRadius,g,()=>a.variant],()=>{const _=n.value,y=c;if(!_||!y)return;const R=m(y.cssWidth,y.cssHeight);Y(y,{cornerRadius:R}),_.style.setProperty("--mfx-radius",`${R}px`),_.style.borderRadius=`${R}px`},{flush:"post"});const F=w.computed(()=>({"--mfx-strength":String(Math.min(1,Math.max(0,a.strength))),opacity:f.value?1:0,visibility:f.value?"visible":"hidden",transition:f.value?"opacity 0.15s ease-out":"none"}));return(_,y)=>(w.openBlock(),w.createElementBlock("div",{ref_key:"rootRef",ref:n,class:"metal-fx-root","data-variant":e.variant,"data-shape":p.value,"data-theme":w.unref(g),"data-paused":e.paused?"true":void 0,"data-normalize":e.normalizeHostStyles?"true":"false",style:w.normalizeStyle(F.value)},[w.createElementVNode("canvas",{ref_key:"canvasRef",ref:o,class:"metal-fx-canvas",style:ja},null,512),w.createElementVNode("div",{class:"metal-fx-inner","aria-hidden":"true",style:Ka}),w.createElementVNode("div",{ref_key:"glowHostRef",ref:r,"aria-hidden":"true",style:w.normalizeStyle([Qa,h.value?null:{display:"none"}])},null,4),w.createElementVNode("div",{ref_key:"contentRef",ref:s,class:"metal-fx-content"},[w.renderSlot(_.$slots,"default")],512)],12,Ya))}});exports.MetalFx=Za;exports.PRESETS=ve;exports.createInstance=et;exports.destroyInstance=tt;exports.hexToRgb=qe;exports.pauseShared=Ht;exports.resumeShared=Nt;exports.setSharedPreset=at;exports.updateInstance=Y;