asciify-engine 4.9.0 → 4.11.0

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Files changed (40) hide show
  1. package/README.md +30 -0
  2. package/dist/animation-presets-DhswE0D_.d.cts +105 -0
  3. package/dist/animation-presets-ZujFF3i8.d.ts +105 -0
  4. package/dist/core.cjs +1 -1
  5. package/dist/core.d.cts +4 -4
  6. package/dist/core.d.ts +4 -4
  7. package/dist/core.js +1 -1
  8. package/dist/field.cjs +1 -0
  9. package/dist/field.d.cts +183 -0
  10. package/dist/field.d.ts +183 -0
  11. package/dist/field.js +1 -0
  12. package/dist/{hover-catalog-BeIkNwhH.d.cts → hover-catalog-D85jh6dR.d.cts} +40 -1
  13. package/dist/{hover-catalog-BeIkNwhH.d.ts → hover-catalog-D85jh6dR.d.ts} +40 -1
  14. package/dist/hover.cjs +1 -1
  15. package/dist/hover.d.cts +4 -3
  16. package/dist/hover.d.ts +4 -3
  17. package/dist/hover.js +1 -1
  18. package/dist/index.cjs +1 -1
  19. package/dist/index.d.cts +3 -3
  20. package/dist/index.d.ts +3 -3
  21. package/dist/index.js +1 -1
  22. package/dist/{model-ChcdXIzJ.d.ts → model-BVeBDUa9.d.ts} +1 -1
  23. package/dist/{model-fv_acoD_.d.cts → model-DQNOpbbG.d.cts} +1 -1
  24. package/dist/studio.cjs +1 -1
  25. package/dist/studio.d.cts +4 -3
  26. package/dist/studio.d.ts +4 -3
  27. package/dist/studio.js +1 -1
  28. package/dist/{types-C05AfrjT.d.ts → types-CM4452nD.d.ts} +1 -1
  29. package/dist/{types-D38BMBRB.d.cts → types-FkqhgDYx.d.cts} +1 -1
  30. package/examples/glyph-field.ts +44 -0
  31. package/examples/living-image.ts +15 -0
  32. package/package.json +20 -4
  33. package/skills/asciify-engine/SKILL.md +53 -14
  34. package/skills/asciify-engine/agents/openai.yaml +1 -1
  35. package/skills/asciify-engine/references/design-matching.md +179 -0
  36. package/skills/asciify-engine/references/glyph-field.md +75 -0
  37. package/skills/asciify-engine/references/project-integration.md +5 -1
  38. package/skills/asciify-engine/references/studio-effects.md +29 -0
  39. package/skills/asciify-engine/references/studio-workspace.md +5 -1
  40. package/skills/asciify-engine/references/upgrading.md +4 -0
package/dist/core.js CHANGED
@@ -1 +1 @@
1
- var t={standard:{label:"Classic ASCII",chars:" .:-=+*#%@"},asciify:{label:"Asciify",chars:" .:-=+ASCIIFY#@"},minimal:{label:"Minimal",chars:" .:+"},detailed:{label:"Detailed",chars:" .,:;i1tfLCG08@"},letters:{label:"Letters",chars:" .ilLCFTYASMW"},technical:{label:"Technical",chars:" .:;>_/[{}]=+*#@$"},blocks:{label:"Tonal blocks",chars:" ░▒▓█"},braille:{label:"Braille",chars:" ⠁⠃⠇⡇⣇⣧⣷⣿"}},e={dracula:{name:"Dracula",accent:"#bd93f9",bg:"#282a36",fg:"#f8f8f2"},monokai:{name:"Monokai",accent:"#a6e22e",bg:"#272822",fg:"#f8f8f2"},nord:{name:"Nord",accent:"#88c0d0",bg:"#2e3440",fg:"#eceff4"},catppuccin:{name:"Catppuccin",accent:"#cba6f7",bg:"#1e1e2e",fg:"#cdd6f4"},solarized:{name:"Solarized",accent:"#268bd2",bg:"#002b36",fg:"#839496"},gruvbox:{name:"Gruvbox",accent:"#b8bb26",bg:"#282828",fg:"#ebdbb2"}},n={fontSize:7,charSpacing:1,brightness:0,contrast:0,charset:t.standard.chars,colorMode:"grayscale",accentColor:"#d4ff00",invert:!1,renderMode:"ascii",animationStyle:"none",animationSpeed:1,dotSizeRatio:.8,ditherStrength:0,charAspect:.55,normalize:!1,hoverStrength:0,hoverRadius:.2,hoverEffect:"spotlight",hoverColor:"#ffffff",hoverShape:"circle",hoverText:"ASCIIFY",artStyle:"classic",fineDither:!1,customText:"",chromaKey:null,chromaKeyTolerance:60,chromaKeyTrimPadding:.002,chromaKeyTrimLuminanceThreshold:0,chromaKeyTrimMode:"range"},o={none:{label:"Off",options:{hoverStrength:0,hoverEffect:"spotlight",hoverRadius:.2,hoverColor:"#ffffff"}},subtle:{label:"Subtle",options:{hoverStrength:.25,hoverEffect:"glow",hoverRadius:.12,hoverColor:"#ffffff"}},flashlight:{label:"Flashlight",options:{hoverStrength:.6,hoverEffect:"spotlight",hoverRadius:.15,hoverColor:"#fffbe6"}},magnifier:{label:"Magnifier",options:{hoverStrength:.7,hoverEffect:"magnify",hoverRadius:.12,hoverColor:"#ffffff"}},forceField:{label:"Force Field",options:{hoverStrength:.7,hoverEffect:"repel",hoverRadius:.15,hoverColor:"#a0e8ff"}},neon:{label:"Neon",options:{hoverStrength:.6,hoverEffect:"colorShift",hoverRadius:.15,hoverColor:"#d946ef"}},fire:{label:"Fire",options:{hoverStrength:.7,hoverEffect:"spotlight",hoverRadius:.15,hoverColor:"#ff6b2b"}},ice:{label:"Ice",options:{hoverStrength:.5,hoverEffect:"glow",hoverRadius:.15,hoverColor:"#60d5f7"}},gravity:{label:"Gravity",options:{hoverStrength:.7,hoverEffect:"attract",hoverRadius:.18,hoverColor:"#a5d6ff"}},shatter:{label:"Shatter",options:{hoverStrength:.8,hoverEffect:"shatter",hoverRadius:.14,hoverColor:"#ff6090"}},ghost:{label:"Fluid trail",options:{hoverStrength:.55,hoverEffect:"trail",hoverRadius:.2,hoverColor:"#b39ddb"}},glitchReveal:{label:"Glitch Reveal",options:{hoverStrength:.8,hoverEffect:"glitchText",hoverRadius:.18,hoverColor:"#a3e635"}}},r=[{value:"none",mode:"none",group:"Still",label:"Off",description:"Keep the image still. Hover stays available."},{value:"caustics",mode:"caustics",group:"Light and texture",label:"Caustics",description:"Soft ribbons of light travel across a stationary character grid."},{value:"current",mode:"current",group:"Flow and depth",label:"Slow Current",description:"A gentle flow through the image, with steady edges."},{value:"reform",mode:"reform",group:"Rebuild",label:"Reveal & Reform",description:"Disperse, gather, then hold the complete image."},{value:"sheen",mode:"sheen",group:"Light and texture",label:"Sheen",description:"A broad diagonal light sweep; characters stay anchored."},{value:"tidal",mode:"tidal",group:"Flow and depth",label:"Tidal Rings",description:"Concentric currents travel outward, with protected edges."},{value:"grain",mode:"grain",group:"Light and texture",label:"Living Grain",description:"Slow, individually phased tonal changes on a stationary grid."},{value:"parallax",mode:"parallax",group:"Flow and depth",label:"Parallax",description:"A shallow, continuous drift through the image, with the edges held in place."},{value:"weave",mode:"weave",group:"Flow and depth",label:"Woven Flow",description:"Interlaced bands move in opposing directions, like a flexible printed fabric."},{value:"print",mode:"print",group:"Rebuild",label:"Print Shift",description:"Staggered rows lift, soften and register back into the image."},{value:"trace",mode:"trace",group:"Light and texture",label:"Contour Light",description:"Light follows the source image’s tonal contours; every character stays anchored."}];var a=t=>Math.max(0,Math.min(1,t)),i=(t,e,n)=>{const o=a((n-t)/(e-t));return o*o*(3-2*o)},s=(t,e)=>{const n=(.06711056*t+.00583715*e)%1*52.9829189;return n-Math.floor(n)};function c(t,e,n,o,r,c=.5){if(r[0]=r[1]=r[2]=0,r[3]=1,"none"===t)return r;const l=o*Math.PI/6,h=i(0,.12,Math.min(e,1-e,n,1-n));if("caustics"===t){const t=Math.sin(9*e+5*n+l)+Math.sin(8*n-3*e-l),o=Math.pow(Math.max(0,1-.72*Math.abs(t)),3);r[2]=(.22*o-.045)*h}else if("current"===t)r[0]=Math.sin(9*n+l)*Math.cos(7*e-l)*10*h,r[1]=Math.cos(8*e+l)*Math.sin(6*n-l)*7*h;else if("sheen"===t)r[2]=.2*Math.pow(.5+.5*Math.cos(5*e+3*n-l),8)-.025;else if("tidal"===t){const t=e-.5,o=n-.5,a=Math.hypot(t,o),i=Math.sin(22*a-l)*h;r[0]=t*i*9,r[1]=o*i*9,r[2]=.035*i}else if("grain"===t){const t=s(Math.floor(160*e),Math.floor(100*n))*Math.PI*2;r[2]=.07*Math.sin(l+t)}else if("parallax"===t){const t=.45+.55*Math.max(0,1-1.4*Math.hypot(e-.5,n-.5));r[0]=12*Math.sin(l)*t*h,r[1]=6*(Math.cos(l)-1)*t*h}else if("weave"===t)r[0]=Math.sin(n*Math.PI*6+l)*Math.sin(l)*8*h,r[1]=Math.sin(e*Math.PI*6-l)*Math.sin(l)*6*h;else if("print"===t){const t=Math.floor(24*n),e=((o+3*s(t,3))%12+12)%12,a=i(1,2.5,e)*(1-i(3.5,5,e));r[0]=Math.sin(2.4*t)*a*9*h,r[1]=5*-a*h,r[2]=.22*-a,r[3]=1-.45*a}else if("trace"===t){const t=.5+.5*Math.cos(l);r[2]=.22*Math.pow(Math.max(0,1-Math.abs(a(c)-t)/.16),3)-.015}else if("reform"===t){const 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Pt(t,e={}){if(!t)return"";const{char:n="█",scale:o=1}=e,r=[...n][0]??"█",a=Math.max(1,Math.floor(o)),i=7*a,s=a,c=Array.from({length:i},()=>"");for(let e=0;e<t.length;e++){const n=$t(t[e]);for(let t=0;t<7;t++){const e=n[t];let o="";for(let t=6;t>=0;t--)o+=(e>>t&1?r:" ").repeat(a);for(let e=0;e<a;e++)c[t*a+e]+=o}if(e<t.length-1)for(let t=0;t<i;t++)c[t]+=" ".repeat(s)}return c.join("\n")}function jt(t,e,n={}){const{color:o="#d4ff00",bgColor:r,fontSize:a=10}=n,i=Pt(e,n);if(!i)return;const s=i.split("\n"),c=Math.max(...s.map(t=>[...t].length));t.width=Math.ceil(c*a*.6),t.height=Math.ceil(s.length*a);const l=t.getContext("2d");r&&"transparent"!==r?(l.fillStyle=r,l.fillRect(0,0,t.width,t.height)):l.clearRect(0,0,t.width,t.height),l.fillStyle=o,l.font=`${a}px monospace`,l.textBaseline="top",s.forEach((t,e)=>l.fillText(t,0,e*a))}var zt=["ascii","blocks","braille","dots","lines","cross","diagonal","diamond","mixed","pixel","mosaic","lego","voxel","disco","dither","hex","led","cmyk","stipple","engraving","crosshatch","woodblock","risograph","pointillism"];export{t as CHARACTER_SETS,n as DEFAULT_OPTIONS,o as HOVER_PRESETS,e as PALETTE_THEMES,zt as STUDIO_STYLES,Ct as asciiText,Tt as asciiTextAnsi,xt as asciify,bt as asciifyGif,Et as asciifyLiveVideo,Pt as asciifyText,St as asciifyVideo,kt as asciifyWebcam,At as buildTextFrame,It as captureSnapshot,z as clearAsciifyCaches,vt as computeCanvasRenderSize,ht as createVideoScrollScrub,X as gifToAsciiFrames,_ as gifToAsciiTextFrames,K as imageToAsciiFrame,N as imageToAsciiTextFrame,tt as renderFrameToCanvas,Lt as renderTextBackground,U as renderTextFrameToCanvas,jt as renderTextToCanvas,Rt as snapshotAndDownload,Y as videoToAsciiFrames,G as videoToAsciiTextFrames};//# sourceMappingURL=core.js.map
1
+ var t={standard:{label:"Classic ASCII",chars:" .:-=+*#%@"},asciify:{label:"Asciify",chars:" .:-=+ASCIIFY#@"},minimal:{label:"Minimal",chars:" .:+"},detailed:{label:"Detailed",chars:" .,:;i1tfLCG08@"},letters:{label:"Letters",chars:" .ilLCFTYASMW"},technical:{label:"Technical",chars:" .:;>_/[{}]=+*#@$"},blocks:{label:"Tonal blocks",chars:" ░▒▓█"},braille:{label:"Braille",chars:" ⠁⠃⠇⡇⣇⣧⣷⣿"}},e={dracula:{name:"Dracula",accent:"#bd93f9",bg:"#282a36",fg:"#f8f8f2"},monokai:{name:"Monokai",accent:"#a6e22e",bg:"#272822",fg:"#f8f8f2"},nord:{name:"Nord",accent:"#88c0d0",bg:"#2e3440",fg:"#eceff4"},catppuccin:{name:"Catppuccin",accent:"#cba6f7",bg:"#1e1e2e",fg:"#cdd6f4"},solarized:{name:"Solarized",accent:"#268bd2",bg:"#002b36",fg:"#839496"},gruvbox:{name:"Gruvbox",accent:"#b8bb26",bg:"#282828",fg:"#ebdbb2"}},n={fontSize:7,charSpacing:1,brightness:0,contrast:0,charset:t.standard.chars,colorMode:"grayscale",accentColor:"#d4ff00",invert:!1,renderMode:"ascii",animationStyle:"none",animationSpeed:1,dotSizeRatio:.8,ditherStrength:0,charAspect:.55,normalize:!1,hoverStrength:0,hoverRadius:.2,hoverEffect:"spotlight",hoverColor:"#ffffff",hoverShape:"circle",hoverText:"ASCIIFY",artStyle:"classic",fineDither:!1,customText:"",chromaKey:null,chromaKeyTolerance:60,chromaKeyTrimPadding:.002,chromaKeyTrimLuminanceThreshold:0,chromaKeyTrimMode:"range"},o={none:{label:"Off",options:{hoverStrength:0,hoverEffect:"spotlight",hoverRadius:.2,hoverColor:"#ffffff"}},subtle:{label:"Subtle",options:{hoverStrength:.25,hoverEffect:"glow",hoverRadius:.12,hoverColor:"#ffffff"}},flashlight:{label:"Flashlight",options:{hoverStrength:.6,hoverEffect:"spotlight",hoverRadius:.15,hoverColor:"#fffbe6"}},magnifier:{label:"Magnifier",options:{hoverStrength:.7,hoverEffect:"magnify",hoverRadius:.12,hoverColor:"#ffffff"}},forceField:{label:"Force Field",options:{hoverStrength:.7,hoverEffect:"repel",hoverRadius:.15,hoverColor:"#a0e8ff"}},neon:{label:"Neon",options:{hoverStrength:.6,hoverEffect:"colorShift",hoverRadius:.15,hoverColor:"#d946ef"}},fire:{label:"Fire",options:{hoverStrength:.7,hoverEffect:"spotlight",hoverRadius:.15,hoverColor:"#ff6b2b"}},ice:{label:"Ice",options:{hoverStrength:.5,hoverEffect:"glow",hoverRadius:.15,hoverColor:"#60d5f7"}},gravity:{label:"Gravity",options:{hoverStrength:.7,hoverEffect:"attract",hoverRadius:.18,hoverColor:"#a5d6ff"}},shatter:{label:"Shatter",options:{hoverStrength:.8,hoverEffect:"shatter",hoverRadius:.14,hoverColor:"#ff6090"}},ghost:{label:"Fluid trail",options:{hoverStrength:.55,hoverEffect:"trail",hoverRadius:.2,hoverColor:"#b39ddb"}},glitchReveal:{label:"Glitch Reveal",options:{hoverStrength:.8,hoverEffect:"glitchText",hoverRadius:.18,hoverColor:"#a3e635"}}},r=[{value:"none",mode:"none",group:"Still",label:"Off",description:"Keep the image still. 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n=t.getBoundingClientRect();g={x:(e.clientX-n.left)/n.width,y:(e.clientY-n.top)/n.height}},M=()=>{g=null};f.hoverStrength>0&&(t.addEventListener("mousemove",p),t.addEventListener("mouseleave",M));let v,w=!1;const y=performance.now(),x=e=>{if(!w){if(d.readyState>=d.HAVE_CURRENT_DATA){const n=t.width/u,o=t.height/u,r=(e-y)/1e3,s=a?{...f,...a()}:f;s.hoverStrength>0?(t.addEventListener("mousemove",p),t.addEventListener("mouseleave",M)):(t.removeEventListener("mousemove",p),t.removeEventListener("mouseleave",M));const{frame:c}=N(d,s,n,o),l=g&&i?{x:1-g.x,y:g.y}:g;i?(m.save(),m.scale(-1,1),m.translate(-n,0),tt(m,c,s,n,o,r,l),m.restore()):tt(m,c,s,n,o,r,l)}v=requestAnimationFrame(x)}};return v=requestAnimationFrame(x),()=>{w=!0,cancelAnimationFrame(v),t.removeEventListener("mousemove",p),t.removeEventListener("mouseleave",M),h.getTracks().forEach(t=>t.stop()),d.srcObject=null}}var 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zt=["ascii","blocks","braille","dots","lines","cross","diagonal","diamond","mixed","pixel","mosaic","lego","voxel","disco","dither","hex","led","cmyk","stipple","engraving","crosshatch","woodblock","risograph","pointillism"];export{t as CHARACTER_SETS,n as DEFAULT_OPTIONS,o as HOVER_PRESETS,e as PALETTE_THEMES,zt as STUDIO_STYLES,Ct as asciiText,Tt as asciiTextAnsi,xt as asciify,bt as asciifyGif,Et as asciifyLiveVideo,Pt as asciifyText,St as asciifyVideo,kt as asciifyWebcam,At as buildTextFrame,It as captureSnapshot,z as clearAsciifyCaches,vt as computeCanvasRenderSize,ht as createVideoScrollScrub,X as gifToAsciiFrames,_ as gifToAsciiTextFrames,N as imageToAsciiFrame,U as imageToAsciiTextFrame,tt as renderFrameToCanvas,Lt as renderTextBackground,K as renderTextFrameToCanvas,jt as renderTextToCanvas,Rt as snapshotAndDownload,Y as videoToAsciiFrames,G as videoToAsciiTextFrames};//# sourceMappingURL=core.js.map
package/dist/field.cjs ADDED
@@ -0,0 +1 @@
1
+ "use strict";var e=e=>e?"\nconst float VSCALE=6.;\nvec4 decodeFluid(vec4 t){return vec4((t.xy*2.-1.)*VSCALE,t.z,t.w);}\nvec4 encodeFluid(vec4 v){return vec4(clamp(v.xy/VSCALE*.5+.5,0.,1.),clamp(v.z,0.,1.),1.);}":"\nvec4 decodeFluid(vec4 t){return t;}\nvec4 encodeFluid(vec4 v){return vec4(v.xyz,1.);}",t="#version 300 es\nprecision highp float;\nprecision highp sampler2D;\nuniform vec2 uTexel;\nout vec4 outColor;\nvec2 here(){return gl_FragCoord.xy*uTexel;}\n",r=t+"\nuniform sampler2D uVelocity;\nuniform vec2 uFrom, uTo, uForce;\nuniform float uAspect, uRadius;\nfloat segment(vec2 p,vec2 a,vec2 b){vec2 pa=p-a,ba=b-a;float h=clamp(dot(pa,ba)/max(dot(ba,ba),1e-8),0.,1.);return length(pa-ba*h);}\nvoid main(){\n vec2 uv=here(),scale=vec2(uAspect,1.);\n float d=segment(uv*scale,uFrom*scale,uTo*scale);\n outColor=vec4(texture(uVelocity,uv).xy+uForce*exp(-d*d/(uRadius*uRadius)),0.,1.);\n}",n=t+"\nuniform sampler2D uVelocity;\nvoid main(){\n vec2 uv=here();\n float l=texture(uVelocity,uv-vec2(uTexel.x,0.)).y,r=texture(uVelocity,uv+vec2(uTexel.x,0.)).y;\n float t=texture(uVelocity,uv+vec2(0.,uTexel.y)).x,b=texture(uVelocity,uv-vec2(0.,uTexel.y)).x;\n outColor=vec4(.5*(r-l-t+b),0.,0.,1.);\n}",i=t+"\nuniform sampler2D uVelocity, uCurl;\nuniform float uStrength, uDt;\nvoid main(){\n vec2 uv=here();\n float l=texture(uCurl,uv-vec2(uTexel.x,0.)).x,r=texture(uCurl,uv+vec2(uTexel.x,0.)).x;\n float t=texture(uCurl,uv+vec2(0.,uTexel.y)).x,b=texture(uCurl,uv-vec2(0.,uTexel.y)).x,c=texture(uCurl,uv).x;\n vec2 force=.5*vec2(abs(t)-abs(b),abs(r)-abs(l));\n force=force/(length(force)+1e-4)*uStrength*c;\n force.y=-force.y;\n outColor=vec4(clamp(texture(uVelocity,uv).xy+force*uDt,-1000.,1000.),0.,1.);\n}",o=t+"\nuniform sampler2D uVelocity;\nvoid main(){\n vec2 uv=here(),c=texture(uVelocity,uv).xy;\n float l=texture(uVelocity,uv-vec2(uTexel.x,0.)).x,r=texture(uVelocity,uv+vec2(uTexel.x,0.)).x;\n float t=texture(uVelocity,uv+vec2(0.,uTexel.y)).y,b=texture(uVelocity,uv-vec2(0.,uTexel.y)).y;\n if(uv.x-uTexel.x<0.)l=-c.x;\n if(uv.x+uTexel.x>1.)r=-c.x;\n if(uv.y+uTexel.y>1.)t=-c.y;\n if(uv.y-uTexel.y<0.)b=-c.y;\n outColor=vec4(.5*(r-l+t-b),0.,0.,1.);\n}",u=t+"\nuniform sampler2D uSource;\nuniform float uAmount;\nvoid main(){outColor=vec4(texture(uSource,here()).x*uAmount,0.,0.,1.);}",a=t+"\nuniform sampler2D uPressure, uDivergence;\nvoid main(){\n vec2 uv=here();\n float l=texture(uPressure,uv-vec2(uTexel.x,0.)).x,r=texture(uPressure,uv+vec2(uTexel.x,0.)).x;\n float t=texture(uPressure,uv+vec2(0.,uTexel.y)).x,b=texture(uPressure,uv-vec2(0.,uTexel.y)).x;\n outColor=vec4((l+r+b+t-texture(uDivergence,uv).x)*.25,0.,0.,1.);\n}",l=t+"\nuniform sampler2D uPressure, uVelocity;\nvoid main(){\n vec2 uv=here();\n float l=texture(uPressure,uv-vec2(uTexel.x,0.)).x,r=texture(uPressure,uv+vec2(uTexel.x,0.)).x;\n float t=texture(uPressure,uv+vec2(0.,uTexel.y)).x,b=texture(uPressure,uv-vec2(0.,uTexel.y)).x;\n outColor=vec4(texture(uVelocity,uv).xy-vec2(r-l,t-b),0.,1.);\n}",s=t+"\nuniform sampler2D uVelocity;\nuniform float uDt, uDissipation;\nvoid main(){\n vec2 uv=here();\n vec2 back=uv-uDt*texture(uVelocity,uv).xy*uTexel;\n outColor=vec4(texture(uVelocity,back).xy/(1.+uDissipation*uDt),0.,1.);\n}";var c=class{constructor(e,t){this.previous=null,this.peak=0,this.width=e,this.height=t;const r=e*t;this.pixels=new Uint8Array(4*r),this.signal=new Float32Array(r),this.offsetX=new Float32Array(r),this.offsetY=new Float32Array(r),this.driftX=new Float32Array(r),this.driftY=new Float32Array(r),this.u=new Float32Array(r),this.v=new Float32Array(r),this.ink=new Float32Array(r),this.a=new Float32Array(r),this.b=new Float32Array(r),this.c=new Float32Array(r),this.pressure=new Float32Array(r),this.pressureNext=new Float32Array(r),this.divergence=new Float32Array(r),this.curl=new Float32Array(r)}get active(){return this.peak>2e-4}clear(){for(const e of[this.u,this.v,this.ink,this.a,this.b,this.c,this.pressure,this.pressureNext,this.divergence,this.curl,this.signal,this.pixels,this.offsetX,this.offsetY,this.driftX,this.driftY])e.fill(0);this.previous=null,this.peak=0}leave(){this.previous=null}move(e,t,r,n=performance.now()){if(!Number.isFinite(e+t+r+n))return;e=Math.max(0,Math.min(1,e)),t=Math.max(0,Math.min(1,t)),r=Math.max(.1,Math.min(1,r));const i=this.previous;if(this.previous={x:e,y:t,time:n},!i)return;const o=(e-i.x)*(this.width-1),u=(t-i.y)*(this.height-1),a=Math.hypot(o,u);if(a<.001)return;const l=Math.min(this.width,this.height),s=n>i.time?Math.max(1/240,(n-i.time)/1e3):1/60,c=Math.min(12,a/l/s),h=1-Math.exp(-c/2.2),f=l*(.022+.075*r)*(.65+.95*h),d=Math.min(128,Math.max(1,Math.ceil(a/(.4*f)))),m=a/f*(.32+.22*h)/d,v=o/a,g=u/a,p=-g,x=v,E=a*(2+18*h)/d;for(let r=0;r<d;r++){const n=(r+.5)/d,o=(i.x+(e-i.x)*n)*(this.width-1),u=(i.y+(t-i.y)*n)*(this.height-1),a=Math.max(1,Math.floor(o-3*f)),l=Math.min(this.width-2,Math.ceil(o+3*f)),s=Math.max(1,Math.floor(u-3*f)),c=Math.min(this.height-2,Math.ceil(u+3*f));for(let e=s;e<=c;e++)for(let t=a;t<=l;t++){const r=((t-o)*v+(e-u)*g)/f,n=((t-o)*p+(e-u)*x)/f,i=Math.exp(-r*r*.65-n*n*1.7),a=e*this.width+t;this.ink[a]=1-(1-this.ink[a])*Math.exp(-i*m);const l=1-n*n*.55,s=r*n*.7;this.u[a]=Math.max(-80,Math.min(80,this.u[a]+(v*l+p*s)*i*E)),this.v[a]=Math.max(-80,Math.min(80,this.v[a]+(g*l+x*s)*i*E))}}this.peak=1}read(e,t,r){const n=0|(t=Math.max(.5,Math.min(this.width-1.5,t))),i=0|(r=Math.max(.5,Math.min(this.height-1.5,r))),o=t-n,u=r-i,a=i*this.width+n;return(e[a]*(1-o)+e[a+1]*o)*(1-u)+(e[a+this.width]*(1-o)+e[a+this.width+1]*o)*u}sample(e,t){return this.read(this.signal,e*(this.width-1),t*(this.height-1))}displacement(e,t,r){r[0]=this.read(this.offsetX,e*(this.width-1),t*(this.height-1)),r[1]=this.read(this.offsetY,e*(this.width-1),t*(this.height-1))}step(e){if(!this.active||!Number.isFinite(e))return;let t=Math.max(0,Math.min(.05,e));const r=this.width,n=this.height;for(;t>1e-7;){const e=Math.min(1/60,t);t-=e;const i=Math.exp(-1.9*e),o=Math.exp(-3.2*e);for(let t=1;t<n-1;t++)for(let u=1;u<r-1;u++){const a=t*r+u,l=Math.max(.5,Math.min(r-1.5,u-this.u[a]*e)),s=Math.max(.5,Math.min(n-1.5,t-this.v[a]*e)),c=0|l,h=0|s,f=l-c,d=s-h,m=h*r+c,v=(1-f)*(1-d),g=f*(1-d),p=(1-f)*d,x=f*d;this.a[a]=(this.u[m]*v+this.u[m+1]*g+this.u[m+r]*p+this.u[m+r+1]*x)*i,this.b[a]=(this.v[m]*v+this.v[m+1]*g+this.v[m+r]*p+this.v[m+r+1]*x)*i,this.c[a]=(this.ink[m]*v+this.ink[m+1]*g+this.ink[m+r]*p+this.ink[m+r+1]*x)*o}[this.u,this.a]=[this.a,this.u],[this.v,this.b]=[this.b,this.v],[this.ink,this.c]=[this.c,this.ink];for(let e=1;e<n-1;e++)for(let t=1;t<r-1;t++){const n=e*r+t;this.curl[n]=.5*(this.v[n+1]-this.v[n-1]-this.u[n+r]+this.u[n-r])}for(let t=1;t<n-1;t++)for(let n=1;n<r-1;n++){const i=t*r+n,o=Math.abs(this.curl[i+1])-Math.abs(this.curl[i-1]),u=Math.abs(this.curl[i+r])-Math.abs(this.curl[i-r]),a=Math.hypot(o,u)+1e-4,l=this.curl[i]*e*10,s=Math.hypot(this.u[i],this.v[i]);this.u[i]+=u/a*l,this.v[i]-=o/a*l;const c=Math.min(1,s/(Math.hypot(this.u[i],this.v[i])+1e-6));this.u[i]*=c,this.v[i]*=c,this.divergence[i]=-.5*(this.u[i+1]-this.u[i-1]+this.v[i+r]-this.v[i-r])}this.pressure.fill(0);for(let e=0;e<4;e++){for(let e=1;e<n-1;e++)for(let t=1;t<r-1;t++){const n=e*r+t;this.pressureNext[n]=.25*(this.divergence[n]+this.pressure[n-1]+this.pressure[n+1]+this.pressure[n-r]+this.pressure[n+r])}[this.pressure,this.pressureNext]=[this.pressureNext,this.pressure]}let u=0;for(let t=1;t<n-1;t++)for(let n=1;n<r-1;n++){const i=t*r+n;this.u[i]=Math.max(-80,Math.min(80,this.u[i]-.5*(this.pressure[i+1]-this.pressure[i-1]))),this.v[i]=Math.max(-80,Math.min(80,this.v[i]-.5*(this.pressure[i+r]-this.pressure[i-r]))),this.driftX[i]+=(3.6*this.u[i]-58*this.offsetX[i]-12*this.driftX[i])*e,this.driftY[i]+=(3.6*this.v[i]-58*this.offsetY[i]-12*this.driftY[i])*e,this.offsetX[i]=Math.max(-2,Math.min(2,this.offsetX[i]+this.driftX[i]*e)),this.offsetY[i]=Math.max(-2,Math.min(2,this.offsetY[i]+this.driftY[i]*e)),this.signal[i]=1-Math.exp(.06*-Math.hypot(this.u[i],this.v[i])-.16*this.ink[i]),u=Math.max(u,this.signal[i])}this.peak=u}if(this.active)for(let e=0;e<this.ink.length;e++){const t=Math.round(65535*Math.min(1,this.signal[e]));this.pixels[4*e]=t>>>8,this.pixels[4*e+1]=255&t,this.pixels[4*e+2]=Math.round(128+63.5*this.offsetX[e]),this.pixels[4*e+3]=Math.round(128+63.5*this.offsetY[e])}else this.clear()}},h={radius:.13,strength:.5,trail:.45,follow:12},f={strength:.55,radius:.45},d={radius:.075,force:1,dissipation:1.6,refraction:.03,glow:.55,resolution:128,curl:24},m={charset:" .,:-=+*#%@",cellSize:12,cellAspect:1,font:'ui-monospace, "SF Mono", Menlo, Consolas, monospace',fontWeight:500,glyphScale:.8,color:"ink",ink:"#f3ba32",highlight:"auto",background:"transparent",brightness:0,contrast:1,gamma:1,invert:!1,levels:"auto",saturation:1.1,shade:.5,backdrop:0,fit:"cover",focus:{x:.5,y:.5},vignette:0,drift:0,scene:"flow",speed:1,hover:"fluid",fluid:d,lantern:h,trail:f,maxPixelRatio:2,respectReducedMotion:!0},v=(e,t,r,n)=>"number"==typeof e&&Number.isFinite(e)?Math.min(r,Math.max(t,e)):n,g=(e,t)=>"string"==typeof e&&/^#([\da-f]{3}|[\da-f]{6})$/i.test(e.trim())?e.trim().toLowerCase():t;function p(e){const t=Intl.Segmenter;return(t?Array.from(new t(void 0,{granularity:"grapheme"}).segment(e),e=>e.segment):Array.from(e)).filter(e=>"\n"!==e&&"\r"!==e&&"\t"!==e).slice(0,256)}function x(e={},t=m){const r="string"==typeof e.charset&&p(e.charset).length>=2?e.charset:t.charset,n=t.fluid||d,i=void 0===e.fluid?t.fluid:e.fluid,o=!1!==i&&(()=>{const e=!0!==i&&i?{...n,...i}:n;return{radius:v(e.radius,.005,.5,d.radius),force:v(e.force,0,8,d.force),dissipation:v(e.dissipation,.05,20,d.dissipation),refraction:v(e.refraction,0,.5,d.refraction),glow:v(e.glow,0,2,d.glow),resolution:Math.round(v(e.resolution,16,512,d.resolution)),curl:v(e.curl,0,80,d.curl)}})(),u="none"===e.scene||"flow"===e.scene||"orb"===e.scene?e.scene:t.scene;return{charset:r,cellSize:v(e.cellSize,3,96,t.cellSize),cellAspect:v(e.cellAspect,.3,2,t.cellAspect),font:"string"==typeof e.font&&e.font.trim()?e.font:t.font,fontWeight:Math.round(v(e.fontWeight,100,900,t.fontWeight)),glyphScale:v(e.glyphScale,.3,1.6,t.glyphScale),color:"source"===e.color||"ink"===e.color?e.color:t.color,ink:g(e.ink,t.ink),highlight:"auto"===e.highlight?"auto":g(e.highlight,t.highlight),background:"transparent"===e.background?"transparent":g(e.background,t.background),brightness:v(e.brightness,-1,1,t.brightness),contrast:v(e.contrast,0,4,t.contrast),gamma:v(e.gamma,.2,5,t.gamma),invert:"boolean"==typeof e.invert?e.invert:t.invert,levels:"none"===e.levels||"auto"===e.levels?e.levels:t.levels,saturation:v(e.saturation,0,3,t.saturation),shade:v(e.shade,0,1,t.shade),backdrop:v(e.backdrop,0,1,t.backdrop),fit:"contain"===e.fit||"cover"===e.fit?e.fit:t.fit,focus:{x:v(e.focus?.x,0,1,t.focus.x),y:v(e.focus?.y,0,1,t.focus.y)},vignette:v(e.vignette,0,1,t.vignette),drift:v(e.drift,0,2,t.drift),scene:u,speed:v(e.speed,0,5,t.speed),hover:"fluid"===e.hover||"lantern"===e.hover||"trail"===e.hover||"none"===e.hover?e.hover:t.hover,fluid:o,lantern:{radius:v(e.lantern?.radius,.02,.6,t.lantern.radius),strength:v(e.lantern?.strength,0,1.5,t.lantern.strength),trail:v(e.lantern?.trail,0,3,t.lantern.trail),follow:v(e.lantern?.follow,1,60,t.lantern.follow)},trail:{strength:v(e.trail?.strength,0,1,t.trail.strength),radius:v(e.trail?.radius,.1,1,t.trail.radius)},maxPixelRatio:v(e.maxPixelRatio,.5,4,t.maxPixelRatio),respectReducedMotion:"boolean"==typeof e.respectReducedMotion?e.respectReducedMotion:t.respectReducedMotion}}function E(e,t,r,n,i,o={x:.5,y:.5}){if(!(e>0&&t>0&&r>0&&n>0))return{scale:[1,1],offset:[0,0]};const u=e/t,a=r/n,l=a>u,s="cover"===i?l?[u/a,1]:[1,a/u]:l?[1,a/u]:[u/a,1];return{scale:s,offset:"cover"===i?[(1-s[0])*o.x,(1-s[1])*o.y]:[.5*(1-s[0]),.5*(1-s[1])]}}function T(e,t,r,n){const i=Math.max(2,Math.round(e*r)),o=Math.max(2,Math.round(i*t)),u=Math.min(16,Math.max(1,n)),a=Math.ceil(n/u);return{width:o,height:i,columns:u,rows:a,atlasWidth:u*o,atlasHeight:a*i}}function y(e){const t=e.replace("#",""),r=3===t.length?t.split("").map(e=>e+e).join(""):t,n=Number.parseInt(r,16);return Number.isFinite(n)&&6===r.length?[(n>>16&255)/255,(n>>8&255)/255,(255&n)/255]:[0,0,0]}function b(e){const t=new Uint32Array(256);let r=0;for(let n=0;n+3<e.length;n+=4)e[n+3]<8||(t[Math.round(.2126*e[n]+.7152*e[n+1]+.0722*e[n+2])]++,r++);if(!r)return[0,1];const n=e=>{let n=0;for(let i=0;i<256;i++)if(n+=t[i],n>=r*e)return i/255;return 1},i=n(.02),o=n(.98);return o-i<.08?[0,1]:[i,o]}var M,R=e=>"fluid"!==e.hover||e.fluid?e.hover:"none",w=/\.(mp4|webm|mov|m4v|ogv)(\?|#|$)/i,F=/swiftshader|llvmpipe|softpipe|software|basic render/i;function A(){if(M)return M;if("undefined"==typeof document||void 0===globalThis.WebGL2RenderingContext)return M="none";try{const e=document.createElement("canvas").getContext("webgl2");if(!e)return M="none";const t=e.getExtension("WEBGL_debug_renderer_info"),r=String(e.getParameter(t?t.UNMASKED_RENDERER_WEBGL:e.RENDERER)??"");return e.getExtension("WEBGL_lose_context")?.loseContext(),M=F.test(r)?"software":"gpu"}catch{return M="none"}}exports.DEFAULT_FIELD_FLUID=d,exports.DEFAULT_FIELD_LANTERN=h,exports.DEFAULT_FIELD_SETTINGS=m,exports.DEFAULT_FIELD_TRAIL=f,exports.FIELD_HOVERS=[{value:"fluid",label:"Fluid",description:"An ink-in-water wake that bends the image and swirls the characters."},{value:"lantern",label:"Lantern",description:"A soft light follows the pointer and lifts the characters it passes, without distortion."},{value:"trail",label:"Trail",description:"The Asciify Trail: in the wake, sparse characters fill in and dense ones open up, then settle. No distortion."},{value:"none",label:"Off",description:"The field stays still under the pointer."}],exports.activeFieldHover=R,exports.fieldCellLayout=T,exports.fieldGlyphs=p,exports.fieldLevels=b,exports.fieldSourceRect=E,exports.glyphFieldTier=A,exports.isGlyphFieldSupported=function(e={}){const t=A();return"gpu"===t||"software"===t&&!!e.allowSoftware},exports.mountGlyphField=function(t,h={}){let f=x(h);const d=h.onError,m=t.getContext("webgl2",{alpha:!0,antialias:!1,depth:!1,stencil:!1,premultipliedAlpha:!0,powerPreference:"high-performance"});if(!m)throw new Error("WebGL2 is not available for the glyph field.");const v=m;t.setAttribute("role","img"),t.setAttribute("aria-label",h.label??"ASCII artwork"),t.dataset.renderer="glyph-field";let g,M,F,A,L=!1,D={},S={},_=[],k=[],C=null,U=!1,P=null;const I=[];let B=0,V=0,X=1,G=0,N=T(f.cellSize,f.cellAspect,1,2),H=2,z=0,O=0,W=0,Y=null,q=null,$=0,j=0,K=0,J=!0,Q=0,Z=[0,1],ee=-1/0,te=0,re=0,ne=0,ie=!0,oe=!1,ue=!1,ae=!1,le=!0,se=null,ce=null,he=1/60,fe=0,de=0;const me={target:null,at:null,strength:0,trail:[]},ve=new Float32Array(36);let ge=null,pe=null,xe=!1;const Ee=()=>{if(!B||!V)return null;const e=B/V,t=Math.round(e>=1?128:128*e),r=Math.round(e>=1?128/e:128);return ge&&ge.width===t&&ge.height===r||(ge=new c(t,r),pe||(pe=Le(v.LINEAR)),v.bindTexture(v.TEXTURE_2D,pe),v.texImage2D(v.TEXTURE_2D,0,v.RGBA8,t,r,0,v.RGBA,v.UNSIGNED_BYTE,ge.pixels),xe=!0),ge};let Te=0;const ye="function"==typeof matchMedia?matchMedia("(prefers-reduced-motion: reduce)"):null,be=()=>f.respectReducedMotion&&!!ye?.matches;let Me;const Re=new Promise(e=>{Me=e});let we=!0;const Fe=(e,t)=>{const r=v.createShader(e);if(I.push(r),v.shaderSource(r,t),v.compileShader(r),!v.getShaderParameter(r,v.COMPILE_STATUS))throw new Error(v.getShaderInfoLog(r)||"Glyph field shader failed to compile.");return r},Ae=(e,t)=>{const r=v.createProgram();if(v.attachShader(r,Fe(v.VERTEX_SHADER,"#version 300 es\nvoid main(){vec2 p=vec2((gl_VertexID<<1)&2,gl_VertexID&2);gl_Position=vec4(p*2.-1.,0.,1.);}")),v.attachShader(r,Fe(v.FRAGMENT_SHADER,e)),v.linkProgram(r),!v.getProgramParameter(r,v.LINK_STATUS))throw new Error(v.getProgramInfoLog(r)||"Glyph field program failed to link.");return{program:r,at:Object.fromEntries(t.map(e=>[e,v.getUniformLocation(r,e)]))}},Le=e=>{const t=v.createTexture();return v.bindTexture(v.TEXTURE_2D,t),v.texParameteri(v.TEXTURE_2D,v.TEXTURE_MIN_FILTER,e),v.texParameteri(v.TEXTURE_2D,v.TEXTURE_MAG_FILTER,e===v.LINEAR_MIPMAP_LINEAR?v.LINEAR:e),v.texParameteri(v.TEXTURE_2D,v.TEXTURE_WRAP_S,v.CLAMP_TO_EDGE),v.texParameteri(v.TEXTURE_2D,v.TEXTURE_WRAP_T,v.CLAMP_TO_EDGE),t},De=()=>{C?.release(),U=!1,_.forEach(e=>v.deleteTexture(e)),k.forEach(e=>v.deleteFramebuffer(e)),_=[],k=[]},Se=()=>{if(De(),!f.fluid||!B||!V)return;const e=f.fluid.resolution,t=B/V;if(z=t>=1?e:Math.max(8,Math.round(e*t)),O=t>=1?Math.max(8,Math.round(e/t)):e,U=!!C&&C.resize(z,O),U)return void(W=0);const r=()=>{De();for(let e=0;e<2;e++){const e=Le(v.LINEAR);v.texImage2D(v.TEXTURE_2D,0,L?v.RGBA8:v.RGBA16F,z,O,0,v.RGBA,L?v.UNSIGNED_BYTE:v.HALF_FLOAT,null);const t=v.createFramebuffer();v.bindFramebuffer(v.FRAMEBUFFER,t),v.framebufferTexture2D(v.FRAMEBUFFER,v.COLOR_ATTACHMENT0,v.TEXTURE_2D,e,0),_.push(e),k.push(t)}return v.checkFramebufferStatus(v.FRAMEBUFFER)===v.FRAMEBUFFER_COMPLETE};if(!r()){if(L)throw new Error("The glyph field could not allocate its fluid buffers.");L=!0,_e(),r()}for(const e of k)v.bindFramebuffer(v.FRAMEBUFFER,e),v.viewport(0,0,z,O),v.clearColor(L?.5:0,L?.5:0,0,1),v.clear(v.COLOR_BUFFER_BIT);v.bindFramebuffer(v.FRAMEBUFFER,null),W=0};function _e(){g&&v.deleteProgram(g),M&&v.deleteProgram(M);const t=Ae((t=>`#version 300 es\nprecision highp float;\nprecision highp sampler2D;\nuniform sampler2D uSource, uAtlas, uFluid;\nuniform vec2 uResolution, uCell;\nuniform float uCount, uColumns;\nuniform vec4 uSourceMap;\nuniform int uScene;\nuniform vec3 uInk, uHighlight;\nuniform vec4 uBackground;\nuniform float uBrightness, uContrast, uGamma, uInvert, uVignette, uSourceColor;\nuniform float uRefraction, uGlow, uTime, uDrift, uFluidOn, uLod, uSaturation, uBackdrop, uShade, uHighlightAuto, uFluidMode;\nuniform vec2 uFluidTexel;\nuniform int uHoverMode;\nuniform vec3 uLight;\nuniform vec3 uTrail[12];\nuniform float uLightRadius, uLightGain, uClock, uFlicker, uTrailAmount;\nuniform sampler2D uTrailMap;\nuniform vec2 uLevels;\nout vec4 outColor;\n${e(t)}\nfloat hash(vec2 p){p=fract(p*vec2(123.34,456.21));p+=dot(p,p+45.32);return fract(p.x*p.y);}\nfloat noise(vec2 p){vec2 i=floor(p),f=fract(p),u=f*f*(3.-2.*f);\n return mix(mix(hash(i),hash(i+vec2(1,0)),u.x),mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),u.x),u.y);}\nfloat fbm(vec2 p){float v=0.,a=.5;for(int i=0;i<5;i++){v+=a*noise(p);p=p*2.03+vec2(1.7,9.2);a*=.5;}return v;}\nvec3 generated(vec2 uv,float aspect){\n vec2 p=(uv-.5)*vec2(aspect,1.);\n if(uScene==1){\n float t=uTime*.08;\n vec2 q=vec2(fbm(p*1.6+t),fbm(p*1.6-t+3.1));\n return vec3(smoothstep(.28,.86,fbm(p*1.8+q*1.6+vec2(t*.6,-t*.4))));\n }\n if(uScene==2){\n float r=.36,d=length(p),a=uTime*.25;\n vec3 l=normalize(vec3(cos(a)*.8,.55,sin(a)*.6+.6));\n if(d<r){\n vec3 n=normalize(vec3(p.x,-p.y,sqrt(r*r-d*d)));\n float diffuse=max(dot(n,l),0.),rim=pow(1.-n.z,2.5);\n float lon=atan(n.x,n.z)+uTime*.35,lat=asin(clamp(n.y,-1.,1.));\n float bands=.5+.25*sin(lat*14.)+.25*sin(lon*6.);\n return vec3(clamp(diffuse*.85+rim*.5+bands*.12,0.,1.));\n }\n return vec3(exp(-pow((d-r)*9.,2.))*.35);\n }\n return vec3(0.);\n}\nvoid main(){\n vec2 frag=vec2(gl_FragCoord.x,uResolution.y-gl_FragCoord.y);\n vec2 cell=floor(frag/uCell);\n vec2 uv=(cell+.5)*uCell/uResolution;\n float aspect=uResolution.x/uResolution.y;\n vec4 fluid=vec4(0.);\n // lift: signed tone change. The solver's flow brightens one side of each eddy and opens the other into gaps.\n float lift=0.,wake=0.,bend=1.,swirl=0.,speed=0.;\n if(uFluidOn>.5){\n vec4 raw=texture(uFluid,vec2(uv.x,1.-uv.y));\n if(uFluidMode>.5){\n vec2 v=raw.xy*uFluidTexel*vec2(aspect,1.);\n fluid=vec4(v,0.,1.);\n swirl=clamp(dot(v,vec2(.4,.65))*uGlow*.32,-.65,.65);\n speed=clamp(length(v)*uGlow*.055,0.,.38);\n bend=.4;\n } else {\n fluid=decodeFluid(raw);\n wake=clamp(fluid.z*uGlow,0.,1.);\n lift=wake*.55;\n }\n }\n vec2 drift=uDrift*.006*vec2(sin(uv.y*5.3+uTime*.6),cos(uv.x*4.1-uTime*.5));\n vec2 sampleAt=uv-vec2(fluid.x/aspect,-fluid.y)*uRefraction*bend+drift;\n vec3 rgb,glow=vec3(0.);\n if(uScene==0){\n vec2 s=sampleAt*uSourceMap.xy+uSourceMap.zw;\n bool inside=!(s.x<0.||s.y<0.||s.x>1.||s.y>1.);\n rgb=inside?textureLod(uSource,s,uLod).rgb:vec3(0.);\n if(uBackdrop>0.){\n vec2 b=(uv-vec2(fluid.x/aspect,-fluid.y)*uRefraction*bend*.5)*uSourceMap.xy+uSourceMap.zw;\n glow=(b.x<0.||b.y<0.||b.x>1.||b.y>1.)?vec3(0.):textureLod(uSource,b,uLod+3.).rgb*uBackdrop;\n }\n } else rgb=generated(sampleAt,aspect);\n float tone=dot(rgb,vec3(.2126,.7152,.0722));\n tone=clamp((tone-uLevels.x)/max(uLevels.y-uLevels.x,.01),0.,1.);\n tone=clamp((tone-.5)*uContrast+.5+uBrightness,0.,1.);\n tone=pow(tone,1./uGamma);\n if(uInvert>.5)tone=1.-tone;\n float flick=0.,trailFold=0.;\n if(uHoverMode==2){\n // Lantern: a soft light and its fading tail lift the characters they pass. Nothing moves the image.\n vec2 ap=vec2(aspect,1.),d=(uv-uLight.xy)*ap;\n float r2=uLightRadius*uLightRadius,glowL=uLight.z*exp(-dot(d,d)/r2);\n for(int i=0;i<12;i++){vec2 e=(uv-uTrail[i].xy)*ap;glowL+=uTrail[i].z*exp(-dot(e,e)/(r2*.55));}\n glowL=min(glowL,1.);\n float grain=fract(sin(dot(cell,vec2(12.9898,78.233)))*43758.5453);\n lift=glowL*uLightGain*(.7+.6*grain);\n wake=glowL*.4;\n // A few letters at the light's rim step up the ramp and back, as if being retyped.\n flick=uFlicker*step(.9,fract(grain*13.7+floor(uClock*7.+grain*5.)*.37))*glowL*(1.-glowL)*4.;\n }\n if(uHoverMode==3){\n // Trail: the studio's ink field, as a 16-bit density. Sparse marks fill in, dense marks open up.\n vec4 ink=texture(uTrailMap,uv);\n float density=(ink.r*65280.+ink.g*255.)/65535.*uTrailAmount;\n float t=clamp(density/.38,0.,1.);\n trailFold=t*t*(3.-2.*t);\n }\n if(uFluidMode>.5&&uHoverMode==1){\n // Dark ground: any motion lights the characters. 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IntersectionObserver(([e])=>{le=e.isIntersecting,le&&(ie=!0,He())},{rootMargin:"120px"}):null;je?.observe(t);const Ke=()=>{document.hidden||(ie=!0,He())};document.addEventListener("visibilitychange",Ke);const Je=()=>{ie=!0,He()};ye?.addEventListener?.("change",Je);const Qe=e=>{e.preventDefault(),ue=!0,te&&cancelAnimationFrame(te),te=0},Ze=()=>{ue=!1,I.length=0,_=[],k=[],C=null,U=!1,pe=null,ge=null,xe=!1;try{Be(),ie=!0,He()}catch(e){d?.(e instanceof Error?e:new Error(String(e)))}};t.addEventListener("webglcontextlost",Qe),t.addEventListener("webglcontextrestored",Ze);const et=()=>{q&&(q.pause(),q.removeAttribute("src"),q.load(),q=null),Q&&Y instanceof HTMLVideoElement&&"cancelVideoFrameCallback"in Y&&Y.cancelVideoFrameCallback(Q),Q=0},tt=async e=>{const t=++K;if(!e)return et(),Y=null,$=j=0,ie=!0,void He();try{const{element:r,owned:n}=await(e=>"string"!=typeof e?e instanceof HTMLImageElement&&!e.complete?e.decode().then(()=>({element:e,owned:!1})):e instanceof HTMLVideoElement&&e.readyState<2?new Promise((t,r)=>{e.addEventListener("loadeddata",()=>t({element:e,owned:!1}),{once:!0}),e.addEventListener("error",()=>r(new Error("The glyph field could not load this video.")),{once:!0})}):Promise.resolve({element:e,owned:!1}):w.test(e)?new Promise((t,r)=>{const n=document.createElement("video");n.crossOrigin="anonymous",n.muted=!0,n.loop=!0,n.playsInline=!0,n.preload="auto",n.addEventListener("loadeddata",()=>{n.play().catch(()=>{}),t({element:n,owned:!0})},{once:!0}),n.addEventListener("error",()=>r(new Error("The glyph field could not load this video.")),{once:!0}),n.src=e}):new Promise((t,r)=>{const n=new Image;n.crossOrigin="anonymous",n.decoding="async",n.onload=()=>t({element:n,owned:!1}),n.onerror=()=>r(new Error("The glyph field could not load this image.")),n.src=e}))(e);if(oe||t!==K)return void(n&&r instanceof HTMLVideoElement&&(r.pause(),r.removeAttribute("src"),r.load()));et(),q=n&&r instanceof HTMLVideoElement?r:null,Y=r,$=r instanceof HTMLVideoElement?r.videoWidth:r instanceof HTMLImageElement?r.naturalWidth:r.width,j=r instanceof HTMLVideoElement?r.videoHeight:r instanceof HTMLImageElement?r.naturalHeight:r.height,J=!0,r instanceof HTMLVideoElement&&(e=>{const t=e;if(!t.requestVideoFrameCallback)return;const r=()=>{oe||Y!==e||(J=!0,He(),Q=t.requestVideoFrameCallback(r))};Q=t.requestVideoFrameCallback(r)})(r),ue||Ie(),ie=!0,He()}catch(e){we&&t===K&&(we=!1,Me()),d?.(e instanceof Error?e:new Error(String(e)))}};Be();const rt=h.source??null;return rt?(K=1,tt(rt)):He(),{canvas:t,ready:Re,get settings(){return f},update(e){const r=f;f=x(e,f),e.label&&t.setAttribute("aria-label",e.label),f.maxPixelRatio!==r.maxPixelRatio&&Ve(),f.charset===r.charset&&f.cellSize===r.cellSize&&f.cellAspect===r.cellAspect&&f.font===r.font&&f.fontWeight===r.fontWeight&&f.glyphScale===r.glyphScale||(Ce(),Ue()),f.levels!==r.levels&&Pe();(!!f.fluid!=!!r.fluid||f.fluid&&r.fluid&&f.fluid.resolution!==r.fluid.resolution)&&Se(),"source"in e&&tt(e.source??null),ie=!0,He()},setSource:tt,pointer(e,r=0){if(null===e)return void Oe(null);const n=t.getBoundingClientRect();Oe(ze(n.left+e,n.top+r))},redraw(){oe||ue||!B||Xe()},play(){ae=!1,Y instanceof HTMLVideoElement&&Y.play().catch(()=>{}),ie=!0,He()},pause(){ae=!0,Y instanceof HTMLVideoElement&&Y.pause()},resize(){Ve()&&He()},destroy(){oe||(oe=!0,te&&cancelAnimationFrame(te),qe.removeEventListener("pointermove",We),qe.removeEventListener("pointerdown",We),document.removeEventListener("pointerleave",Ye),qe.removeEventListener("pointerleave",Ye),document.removeEventListener("visibilitychange",Ke),ye?.removeEventListener?.("change",Je),t.removeEventListener("webglcontextlost",Qe),t.removeEventListener("webglcontextrestored",Ze),$e?.disconnect(),je?.disconnect(),et(),Y=null,ue||(De(),v.deleteTexture(F),v.deleteTexture(A),v.deleteProgram(g),v.deleteProgram(M),C?.dispose(),pe&&v.deleteTexture(pe),I.forEach(e=>v.deleteShader(e)),P&&v.deleteVertexArray(P)))}}},exports.normalizeFieldSettings=x;//# sourceMappingURL=field.cjs.map
@@ -0,0 +1,183 @@
1
+ /** Pure option handling for the GPU glyph field, kept free of DOM and WebGL so it can be tested in Node. */
2
+ type FieldColor = 'ink' | 'source';
3
+ type FieldFit = 'cover' | 'contain';
4
+ /** Generated motion used when there is no media source. */
5
+ type FieldScene = 'none' | 'flow' | 'orb';
6
+ /**
7
+ * How the field answers the pointer.
8
+ * - `fluid`: an incompressible fluid that bends the image and swirls the characters. Bold, liquid.
9
+ * - `lantern`: a soft light that glides after the pointer and lifts the characters it passes. Subtle, no distortion.
10
+ * - `trail`: the Asciify Trail. The same ink field as the studio's Trail; the wake folds each character's tone, then settles.
11
+ * - `none`: still under the pointer.
12
+ */
13
+ type FieldHover = 'fluid' | 'lantern' | 'trail' | 'none';
14
+ declare const FIELD_HOVERS: readonly {
15
+ value: FieldHover;
16
+ label: string;
17
+ description: string;
18
+ }[];
19
+ interface FieldLanternOptions {
20
+ /** Light radius as a fraction of the field height. */
21
+ radius: number;
22
+ /** How far the light lifts characters toward denser glyphs. */
23
+ strength: number;
24
+ /** Seconds the light's tail takes to fade. 0 is no tail. */
25
+ trail: number;
26
+ /** How quickly the light catches the pointer; higher follows more tightly. */
27
+ follow: number;
28
+ }
29
+ declare const DEFAULT_FIELD_LANTERN: FieldLanternOptions;
30
+ /** Matches the studio's Trail hover settings, so a look moves between renderers unchanged. */
31
+ interface FieldTrailOptions {
32
+ /** 0–1. How far the wake folds tone. */
33
+ strength: number;
34
+ /** 0.1–1. Wake width. */
35
+ radius: number;
36
+ }
37
+ declare const DEFAULT_FIELD_TRAIL: FieldTrailOptions;
38
+ interface FieldFluidOptions {
39
+ /** Brush radius as a fraction of the field height. */
40
+ radius: number;
41
+ /** How strongly pointer speed pushes the fluid. */
42
+ force: number;
43
+ /** Velocity decay per second; higher settles faster. */
44
+ dissipation: number;
45
+ /** How far the fluid bends the sampled image, in field heights per unit of velocity. */
46
+ refraction: number;
47
+ /** How much a wake lifts characters toward denser glyphs and the highlight color. */
48
+ glow: number;
49
+ /** Longest side of the simulation grid in cells. */
50
+ resolution: number;
51
+ /** Vorticity: how strongly the wake curls into eddies. 0 is a straight smear. */
52
+ curl: number;
53
+ }
54
+ interface GlyphFieldSettings {
55
+ /** Ordered from empty to dense. Any graphemes, including words such as " .:-+ASCIIFY". */
56
+ charset: string;
57
+ /** Cell height in CSS pixels. */
58
+ cellSize: number;
59
+ /** Cell width divided by height. 1 is a square grid. */
60
+ cellAspect: number;
61
+ font: string;
62
+ fontWeight: number;
63
+ /** Glyph height relative to the cell. */
64
+ glyphScale: number;
65
+ color: FieldColor;
66
+ ink: string;
67
+ /** Color the wake lifts characters toward. 'auto' brightens each character's own color, so the wake never turns white. */
68
+ highlight: string;
69
+ /** Any CSS hex color, or "transparent". */
70
+ background: string;
71
+ brightness: number;
72
+ contrast: number;
73
+ gamma: number;
74
+ invert: boolean;
75
+ /** Stretch the source's tonal range so the whole charset is used. */
76
+ levels: 'auto' | 'none';
77
+ /** Glyph color saturation in source color mode. */
78
+ saturation: number;
79
+ /** How far darker tones dim the ink, so same-density glyphs such as words still carry the image. 0 is one flat ink. */
80
+ shade: number;
81
+ /** Opacity of a soft, blurred copy of the source behind the characters. 0 draws characters only. */
82
+ backdrop: number;
83
+ fit: FieldFit;
84
+ /** Crop focus for cover, 0–1 on each axis. */
85
+ focus: {
86
+ x: number;
87
+ y: number;
88
+ };
89
+ vignette: number;
90
+ /** Slow ambient sampling drift that keeps a still image alive. 0 is still. */
91
+ drift: number;
92
+ scene: FieldScene;
93
+ /** Speed of generated scenes and drift. */
94
+ speed: number;
95
+ /** Which pointer response runs. */
96
+ hover: FieldHover;
97
+ /** Settings for the fluid hover. `false` turns it off. */
98
+ fluid: FieldFluidOptions | false;
99
+ /** Settings for the lantern hover. */
100
+ lantern: FieldLanternOptions;
101
+ /** Settings for the trail hover. */
102
+ trail: FieldTrailOptions;
103
+ maxPixelRatio: number;
104
+ /** Stop ambient motion and soften the wake when the visitor prefers reduced motion. */
105
+ respectReducedMotion: boolean;
106
+ }
107
+ declare const DEFAULT_FIELD_FLUID: FieldFluidOptions;
108
+ declare const DEFAULT_FIELD_SETTINGS: GlyphFieldSettings;
109
+ type GlyphFieldInput = Partial<Omit<GlyphFieldSettings, 'fluid' | 'focus' | 'lantern' | 'trail'>> & {
110
+ trail?: Partial<FieldTrailOptions>;
111
+ fluid?: Partial<FieldFluidOptions> | boolean;
112
+ lantern?: Partial<FieldLanternOptions>;
113
+ focus?: Partial<GlyphFieldSettings['focus']>;
114
+ };
115
+ /** Splits a charset into graphemes so emoji, block elements and accented letters each take one cell. */
116
+ declare function fieldGlyphs(charset: string): string[];
117
+ declare function normalizeFieldSettings(input?: GlyphFieldInput, base?: GlyphFieldSettings): GlyphFieldSettings;
118
+ /** Maps field UV (0–1, top left) to source UV as `source = uv * scale + offset`. */
119
+ declare function fieldSourceRect(fieldWidth: number, fieldHeight: number, sourceWidth: number, sourceHeight: number, fit: FieldFit, focus?: {
120
+ x: number;
121
+ y: number;
122
+ }): {
123
+ scale: [number, number];
124
+ offset: [number, number];
125
+ };
126
+ /** Device-pixel cell and atlas layout. Cells are whole pixels so glyphs are sampled texel for texel. */
127
+ declare function fieldCellLayout(cellSize: number, cellAspect: number, pixelRatio: number, glyphCount: number): {
128
+ width: number;
129
+ height: number;
130
+ columns: number;
131
+ rows: number;
132
+ atlasWidth: number;
133
+ atlasHeight: number;
134
+ };
135
+ /** 2nd and 98th luminance percentiles of RGBA pixels, used to stretch a source across the charset. */
136
+ declare function fieldLevels(pixels: Uint8ClampedArray | Uint8Array): [number, number];
137
+ /** The hover that actually runs: fluid needs its settings, and anything is off without a pointer response. */
138
+ declare const activeFieldHover: (settings: GlyphFieldSettings) => FieldHover;
139
+
140
+ type FieldSource = string | HTMLImageElement | HTMLVideoElement | HTMLCanvasElement | ImageBitmap;
141
+ interface GlyphFieldOptions extends GlyphFieldInput {
142
+ /** Image or video URL, or a decoded element. Without one, `scene` draws generated motion. */
143
+ source?: FieldSource | null;
144
+ /** Where pointer movement is read. Defaults to the window, so overlaid text never blocks the wake. */
145
+ interactionTarget?: HTMLElement | Window | null;
146
+ /** Accessible name for the canvas. */
147
+ label?: string;
148
+ onError?: (error: Error) => void;
149
+ }
150
+ interface GlyphField {
151
+ readonly canvas: HTMLCanvasElement;
152
+ /** Resolves once the first frame with the current source has been drawn. */
153
+ readonly ready: Promise<void>;
154
+ /** Merges settings; only the parts that changed are rebuilt. */
155
+ update(options: GlyphFieldOptions): void;
156
+ setSource(source: FieldSource | null): Promise<void>;
157
+ /** Moves the wake programmatically, in CSS pixels relative to the canvas. `null` lifts the pointer. */
158
+ pointer(x: number | null, y?: number): void;
159
+ /** Draws the current frame now, so the canvas can be read with drawImage in the same task. */
160
+ redraw(): void;
161
+ play(): void;
162
+ pause(): void;
163
+ resize(): void;
164
+ destroy(): void;
165
+ readonly settings: GlyphFieldSettings;
166
+ }
167
+ /** 'gpu', 'software' (WebGL2 emulated on the CPU, such as SwiftShader or llvmpipe) or 'none'. Probed once per page. */
168
+ declare function glyphFieldTier(): 'gpu' | 'software' | 'none';
169
+ /**
170
+ * True when WebGL2 runs on a GPU. Software WebGL draws every pixel on the CPU and would starve the rest of the page,
171
+ * so it reports false unless `allowSoftware` is set. Mounting can still fail on a blocked GPU, so handle errors.
172
+ */
173
+ declare function isGlyphFieldSupported(options?: {
174
+ allowSoftware?: boolean;
175
+ }): boolean;
176
+ /**
177
+ * A GPU character field: every cell samples the source once and draws its glyph texel for texel,
178
+ * while a small advected fluid bends the sampling and lifts characters under the cursor.
179
+ * Idle fields stop drawing until the pointer, a video frame or generated motion needs a new frame.
180
+ */
181
+ declare function mountGlyphField(canvas: HTMLCanvasElement, options?: GlyphFieldOptions): GlyphField;
182
+
183
+ export { DEFAULT_FIELD_FLUID, DEFAULT_FIELD_LANTERN, DEFAULT_FIELD_SETTINGS, DEFAULT_FIELD_TRAIL, FIELD_HOVERS, type FieldColor, type FieldFit, type FieldFluidOptions, type FieldHover, type FieldLanternOptions, type FieldScene, type FieldSource, type FieldTrailOptions, type GlyphField, type GlyphFieldInput, type GlyphFieldOptions, type GlyphFieldSettings, activeFieldHover, fieldCellLayout, fieldGlyphs, fieldLevels, fieldSourceRect, glyphFieldTier, isGlyphFieldSupported, mountGlyphField, normalizeFieldSettings };