chroma-noise 0.0.2 → 0.0.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1,12 +1,6 @@
1
1
  # chroma-noise
2
2
 
3
- Gradient noise for Svelte 5.
4
-
5
- ### New in 0.0.2
6
- - types
7
- - new modes: swirl and radial waves
8
- - removed unused dependencies
9
-
3
+ Gradient noise for Svelte. With warp and grain.
10
4
 
11
5
  ### Site & playground
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6
  https://chromanoise.netlify.app
@@ -1,9 +1,9 @@
1
1
  <script lang="ts">
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- import vert from './gradient.vert.glsl?raw';
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- import frag from './gradient.frag.glsl?raw';
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- import { hexToRgb } from 'ventoui-utils';
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+ import frag from './fragment.txt?raw';
5
3
  import { onMount, onDestroy } from 'svelte';
6
4
  import type { Warp, Grain, GradientOptions } from './index.js';
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+ import { hexToRgb, isBrowser } from './utils.js';
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+ import gradientWorker from './gradient.worker.js?url';
7
7
 
8
8
  let {
9
9
  points = [],
@@ -14,6 +14,8 @@
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14
  grain: initialGrain = {},
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  maxPoints = 12,
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  seed = Math.random(),
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+ currentState = $bindable('loading'),
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+ class: c = '',
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19
  ...rest
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  }: GradientOptions = $props();
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21
 
@@ -22,69 +24,17 @@
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24
 
23
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  const warp: Required<Warp> = $derived({ ...defaultWarp, ...initialWarp });
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  const grain: Required<Grain> = $derived({ ...defaultGrain, ...initialGrain });
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- const browser = () => typeof window !== 'undefined' && typeof document !== 'undefined';
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27
 
27
28
  let canvas: HTMLCanvasElement | undefined = $state();
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- let gl: WebGLRenderingContext | undefined = $state();
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- let program: WebGLProgram | undefined = $state();
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-
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- let uniforms: Record<string, WebGLUniformLocation> = {} as Record<string, WebGLUniformLocation>;
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- let frameId: number;
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+ let worker: Worker | undefined = $state();
30
+ let frame: number;
33
31
  let running = true;
34
32
  let lastTime = 0;
35
33
  let animTime = 0;
36
34
 
37
- const shaderUniforms = ['u_resolution',
38
- 'u_time', 'u_count', 'u_colors',
39
- 'u_positions', 'u_radius', 'u_intensity',
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- 'u_warpMode', 'u_warpSize', 'u_warpAmount',
41
- 'u_grainAmount', 'u_grainSize', 'u_seed'
42
- ];
43
-
44
- function createShader(gl: WebGLRenderingContext, type: number, src: string) {
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- const s = gl.createShader(type)!;
46
- gl.shaderSource(s, src);
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- gl.compileShader(s);
48
- if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
49
- console.error(gl.getShaderInfoLog(s));
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- gl.deleteShader(s);
51
- throw new Error('Shader compile error');
52
- }
53
- return s;
54
- }
55
-
56
- function createProgram(gl: WebGLRenderingContext, vsSrc: string, fsSrc: string) {
57
- const vs = createShader(gl, gl.VERTEX_SHADER, vsSrc);
58
- const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSrc);
59
- const p = gl.createProgram()!;
60
- gl.attachShader(p, vs);
61
- gl.attachShader(p, fs);
62
- gl.linkProgram(p);
63
- if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
64
- console.error(gl.getProgramInfoLog(p));
65
- gl.deleteProgram(p);
66
- throw new Error('Program link error');
67
- }
68
- return p;
69
- }
70
-
71
- function resizeCanvasToDisplaySize() {
72
- if (!canvas) return false;
73
- const dpr = Math.max(1, window.devicePixelRatio || 1);
74
- const width = Math.floor(canvas.clientWidth * dpr);
75
- const height = Math.floor(canvas.clientHeight * dpr);
76
- if (canvas.width !== width || canvas.height !== height) {
77
- canvas.width = width;
78
- canvas.height = height;
79
- return true;
80
- }
81
- return false;
82
- }
83
35
 
84
36
  function updateUniforms() {
85
- if (!gl || !program || !canvas) return;
86
- gl.useProgram(program);
87
- gl.uniform2f(uniforms.u_resolution, canvas.width, canvas.height);
37
+ if (!worker) return;
88
38
 
89
39
  const colorsArr = new Float32Array(maxPoints * 3);
90
40
  const posArr = new Float32Array(maxPoints * 2);
@@ -95,83 +45,127 @@
95
45
  posArr.set([points[i].x, points[i].y], i * 2);
96
46
  }
97
47
 
98
- gl.uniform3fv(uniforms.u_colors, colorsArr);
99
- gl.uniform2fv(uniforms.u_positions, posArr);
100
- gl.uniform1i(uniforms.u_count, Math.min(points.length, maxPoints));
101
- gl.uniform1f(uniforms.u_radius, radius);
102
- gl.uniform1f(uniforms.u_intensity, intensity);
103
- gl.uniform1i(uniforms.u_warpMode, warp.mode);
104
- gl.uniform1f(uniforms.u_warpSize, warp.size);
105
- gl.uniform1f(uniforms.u_warpAmount, warp.amount);
106
- gl.uniform1f(uniforms.u_grainAmount, grain.amount);
107
- gl.uniform1f(uniforms.u_grainSize, grain.size);
108
- gl.uniform1f(uniforms.u_seed, seed);
48
+ worker.postMessage({
49
+ type: 'updateUniforms',
50
+ uniforms: {
51
+ u_colors: colorsArr,
52
+ u_positions: posArr,
53
+ u_count: Math.min(points.length, maxPoints),
54
+ u_radius: radius,
55
+ u_intensity: intensity,
56
+ u_warpMode: warp.mode,
57
+ u_warpSize: warp.size,
58
+ u_warpAmount: warp.amount,
59
+ u_grainAmount: grain.amount,
60
+ u_grainSize: grain.size,
61
+ u_seed: seed
62
+ }
63
+ });
109
64
  }
110
65
 
111
- function render(time: number) {
112
- if (!gl || !program || !canvas) return;
113
- if (lastTime === 0) lastTime = time;
114
- const dt = (time - lastTime) * 0.001;
115
- lastTime = time;
116
- animTime += dt * speed;
117
-
118
- resizeCanvasToDisplaySize();
119
- gl.viewport(0, 0, canvas.width, canvas.height);
120
- gl.clearColor(0, 0, 0, 0);
121
- gl.clear(gl.COLOR_BUFFER_BIT);
122
-
123
- gl.useProgram(program);
124
- gl.uniform1f(uniforms.u_time, animTime);
125
- updateUniforms();
126
- gl.drawArrays(gl.TRIANGLES, 0, 6);
127
-
128
- if (running) frameId = requestAnimationFrame(render);
66
+ function updateResolution() {
67
+ if (!worker || !canvas) return;
68
+ const dpr = Math.max(1, window.devicePixelRatio || 1);
69
+ const width = Math.floor(canvas.clientWidth * dpr);
70
+ const height = Math.floor(canvas.clientHeight * dpr);
71
+ worker.postMessage({
72
+ type: 'updateUniforms',
73
+ uniforms: {
74
+ u_resolution: [width, height]
75
+ }
76
+ });
129
77
  }
130
78
 
131
- function getUniform(gl: WebGLRenderingContext, program: WebGLProgram, name: string): WebGLUniformLocation {
132
- const loc = gl.getUniformLocation(program, name);
133
- if (!loc) throw new Error(`Uniform ${name} not found`);
134
- return loc;
79
+ function render(time: number) {
80
+ if (worker) {
81
+ if (lastTime === 0) lastTime = time;
82
+ const dt = (time - lastTime) * 0.001;
83
+ lastTime = time;
84
+ animTime += dt * speed;
85
+
86
+ worker.postMessage({
87
+ type: 'render',
88
+ time: animTime
89
+ });
90
+
91
+ if (running) {
92
+ currentState = 'playing';
93
+ frame = requestAnimationFrame(render);
94
+ } else {
95
+ currentState = 'paused';
96
+ }
97
+ }
135
98
  }
136
99
 
137
100
  onMount(() => {
138
- if (!canvas || !browser) return;
139
- gl = canvas.getContext('webgl', { antialias: true })!;
140
- if (!gl) return console.warn('WebGL not supported');
141
-
142
- program = createProgram(gl, vert, frag);
143
- gl.useProgram(program);
144
-
145
- const verts = new Float32Array([-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]);
146
- const vbo = gl.createBuffer();
147
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
148
- gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
149
- const a_pos = gl.getAttribLocation(program, 'a_pos');
150
- gl.enableVertexAttribArray(a_pos);
151
- gl.vertexAttribPointer(a_pos, 2, gl.FLOAT, false, 0, 0);
152
-
153
- for (const name of shaderUniforms) {
154
- uniforms[name] = getUniform(gl, program, name);
155
- }
101
+ if (!canvas || !isBrowser()) return;
102
+ currentState = 'loading';
103
+
104
+ worker = new Worker(gradientWorker, {
105
+ type: 'module'
106
+ });
107
+
108
+ worker.onmessage = (event: MessageEvent) => {
109
+ const { type } = event.data;
110
+ if (type === 'ready') {
111
+ updateUniforms();
112
+ currentState = 'playing';
113
+ } else if (type === 'rendering') {
114
+ currentState = 'playing';
115
+ } else if (type === 'paused') {
116
+ currentState = 'paused';
117
+ } else if (type === 'error') {
118
+ console.error('Worker error:', event.data.error);
119
+ currentState = 'paused';
120
+ }
121
+ };
122
+
123
+ const dpr = Math.max(1, window.devicePixelRatio || 1);
124
+ const width = Math.floor(canvas.clientWidth * dpr);
125
+ const height = Math.floor(canvas.clientHeight * dpr);
126
+ canvas.width = width;
127
+ canvas.height = height;
156
128
 
157
- frameId = requestAnimationFrame(render);
158
- window.addEventListener('resize', updateUniforms);
129
+ try {
130
+ const offscreenCanvas = canvas.transferControlToOffscreen();
131
+ worker.postMessage({
132
+ type: 'init',
133
+ offscreenCanvas,
134
+ fragShader: frag,
135
+ speed
136
+ }, [offscreenCanvas]);
137
+
138
+ const resizeObserver = new ResizeObserver(() => {
139
+ updateResolution();
140
+ });
141
+ resizeObserver.observe(canvas);
142
+ frame = requestAnimationFrame(render);
143
+ } catch (error) {
144
+ console.error('Could not transfer canvas to worker: ', error);
145
+ }
159
146
  });
160
147
 
161
148
  onDestroy(() => {
162
149
  running = false;
163
- if (!canvas || !browser) return;
164
- if (frameId) cancelAnimationFrame(frameId);
165
- window.removeEventListener('resize', updateUniforms);
150
+ if (!isBrowser()) return;
151
+
152
+ if (worker) {
153
+ worker.postMessage({ type: 'destroy' });
154
+ worker.terminate();
155
+ }
166
156
  });
167
157
 
168
158
  $effect(() => {
169
- if (gl && program) updateUniforms();
159
+ if(worker && (points.length || radius || intensity || warp || grain || seed)) {
160
+ updateUniforms();
161
+ }
170
162
  });
171
163
  </script>
172
164
 
173
- <canvas bind:this={canvas} {...rest}></canvas>
165
+ <canvas bind:this={canvas} {...rest} class="{c} {currentState}"></canvas>
174
166
 
175
167
  <style>
176
- canvas { width: 100%; height: 100%; display: block; }
168
+ canvas { width: 100%; height: 100%; display: block; transition: opacity 1s ease-out }
169
+ canvas.loading { opacity: 0; }
170
+ canvas.playing { opacity: 1; }
177
171
  </style>
@@ -1,4 +1,4 @@
1
1
  import type { GradientOptions } from './index.js';
2
- declare const Gradient: import("svelte").Component<GradientOptions, {}, "">;
2
+ declare const Gradient: import("svelte").Component<GradientOptions, {}, "currentState">;
3
3
  type Gradient = ReturnType<typeof Gradient>;
4
4
  export default Gradient;
@@ -92,24 +92,26 @@ vec2 warpSwirl(vec2 uv, float t) {
92
92
  vec2 centered = uv - 0.5;
93
93
  float radius = length(centered);
94
94
  float angle = radius * u_warpSize * 5.0 - t * 0.5;
95
- float s = sin(angle) * u_warpAmount;
96
- float c = cos(angle) * u_warpAmount;
97
- centered = vec2(c * centered.x - s * centered.y, s * centered.x + c * centered.y);
98
- centered.x *= u_resolution.x / u_resolution.y;
99
- return centered + 0.5;
95
+ float s = sin(angle);
96
+ float c = cos(angle);
97
+ vec2 warped = vec2(c * centered.x - s * centered.y, s * centered.x + c * centered.y);
98
+ warped.x *= u_resolution.x / u_resolution.y;
99
+ warped = warped + 0.5;
100
+ return mix(uv, warped, u_warpAmount);
100
101
  }
101
102
 
102
103
  vec2 warpRadial(vec2 uv, float t) {
103
104
  vec2 centered = uv - 0.5;
104
105
  float r = length(centered);
105
106
  float theta = atan(centered.y, centered.x);
106
- float wave = sin(r * u_warpSize * 20.0 - t * 2.0) * u_warpAmount;
107
- r += wave;
107
+ float wave = sin(r * u_warpSize * 20.0 - t * 2.0);
108
+ float r_warped = r + wave;
108
109
  vec2 p;
109
- p.x = r * cos(theta);
110
- p.y = r * sin(theta);
110
+ p.x = r_warped * cos(theta);
111
+ p.y = r_warped * sin(theta);
111
112
  p.x *= u_resolution.x / u_resolution.y;
112
- return p + 0.5;
113
+ p = p + 0.5;
114
+ return mix(uv, p, u_warpAmount);
113
115
  }
114
116
 
115
117
  vec2 applyWarp(vec2 uv) {
@@ -152,4 +154,4 @@ void main() {
152
154
  color *= mix(0.98, 1.02, vign);
153
155
  color += g * u_grainAmount;
154
156
  gl_FragColor = vec4(color, 1.0);
155
- }
157
+ }
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,83 @@
1
+ import { SHADER_UNIFORMS, VERTEX_SHADER, createProgram, getUniform, setupQuadBuffer, setUniform } from './utils.js';
2
+ let gl = null;
3
+ let program = null;
4
+ let uniforms = {};
5
+ let currentUniforms = {};
6
+ function initWorker(offscreenCanvas, fragShader) {
7
+ try {
8
+ gl = offscreenCanvas.getContext('webgl2', { antialias: true });
9
+ if (!gl) {
10
+ throw new Error('WebGL2 not supported');
11
+ }
12
+ program = createProgram(gl, VERTEX_SHADER, fragShader);
13
+ gl.useProgram(program);
14
+ setupQuadBuffer(gl, program);
15
+ for (const name of SHADER_UNIFORMS) {
16
+ uniforms[name] = getUniform(gl, program, name);
17
+ }
18
+ self.postMessage({ type: 'ready' });
19
+ }
20
+ catch (error) {
21
+ self.postMessage({ type: 'error', error: error.message });
22
+ }
23
+ }
24
+ function performRender(time) {
25
+ if (!gl || !program || Object.keys(currentUniforms).length === 0) {
26
+ return;
27
+ }
28
+ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
29
+ gl.clearColor(0, 0, 0, 0);
30
+ gl.clear(gl.COLOR_BUFFER_BIT);
31
+ gl.useProgram(program);
32
+ gl.uniform1f(uniforms.u_time, time);
33
+ for (const [key, value] of Object.entries(currentUniforms)) {
34
+ const uniform = uniforms[key];
35
+ if (uniform)
36
+ setUniform(gl, uniform, key, value);
37
+ }
38
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
39
+ }
40
+ self.onmessage = (event) => {
41
+ const { type } = event.data;
42
+ switch (type) {
43
+ case 'init': {
44
+ const { offscreenCanvas, fragShader } = event.data;
45
+ if (offscreenCanvas && fragShader) {
46
+ initWorker(offscreenCanvas, fragShader);
47
+ }
48
+ break;
49
+ }
50
+ case 'render': {
51
+ const { time } = event.data;
52
+ if (time !== undefined) {
53
+ performRender(time);
54
+ }
55
+ break;
56
+ }
57
+ case 'updateUniforms': {
58
+ const { uniforms: newUniforms } = event.data;
59
+ if (newUniforms) {
60
+ currentUniforms = newUniforms;
61
+ }
62
+ break;
63
+ }
64
+ case 'resize': {
65
+ const { width, height, dpr } = event.data;
66
+ if (gl && width && height && dpr) {
67
+ const scaledWidth = Math.floor(width);
68
+ const scaledHeight = Math.floor(height);
69
+ gl.canvas.width = scaledWidth;
70
+ gl.canvas.height = scaledHeight;
71
+ currentUniforms = {
72
+ ...currentUniforms,
73
+ u_resolution: [scaledWidth, scaledHeight]
74
+ };
75
+ }
76
+ break;
77
+ }
78
+ case 'destroy': {
79
+ break;
80
+ }
81
+ }
82
+ };
83
+ export {};
package/dist/index.d.ts CHANGED
@@ -1,2 +1,3 @@
1
1
  export { default as Gradient } from './Gradient.svelte';
2
2
  export type * from './types.js';
3
+ export * from './utils.js';
package/dist/index.js CHANGED
@@ -1 +1,2 @@
1
1
  export { default as Gradient } from './Gradient.svelte';
2
+ export * from './utils.js';
package/dist/types.d.ts CHANGED
@@ -29,6 +29,7 @@ export interface Grain {
29
29
  /** Grain size, default: 1 */
30
30
  size?: number;
31
31
  }
32
+ export type shaderState = 'loading' | 'playing' | 'paused';
32
33
  /**
33
34
  * Configuration for the gradient.
34
35
  */
@@ -49,4 +50,19 @@ export interface GradientOptions {
49
50
  seed?: number;
50
51
  /** Grain effect configuration */
51
52
  grain?: Grain;
53
+ /** Current state: 'loading', 'playing', or 'paused' */
54
+ currentState?: shaderState;
55
+ /** Class applied to the canvas element **/
56
+ class?: string;
57
+ }
58
+ export interface RenderMessage {
59
+ type: 'init' | 'render' | 'resize' | 'updateUniforms' | 'destroy';
60
+ offscreenCanvas?: OffscreenCanvas;
61
+ fragShader?: string;
62
+ width?: number;
63
+ height?: number;
64
+ dpr?: number;
65
+ uniforms?: Record<string, any>;
66
+ time?: number;
67
+ speed?: number;
52
68
  }
@@ -0,0 +1,22 @@
1
+ export declare function hexToRgb(hex: string): [number, number, number];
2
+ export declare const SHADER_UNIFORMS: readonly ["u_resolution", "u_time", "u_count", "u_colors", "u_positions", "u_radius", "u_intensity", "u_warpMode", "u_warpSize", "u_warpAmount", "u_grainAmount", "u_grainSize", "u_seed"];
3
+ export declare const VERTEX_SHADER = "attribute vec2 a_pos;void main() {gl_Position = vec4(a_pos, 0.0, 1.0);}";
4
+ export declare const FULLSCREEN_QUAD: Float32Array<ArrayBuffer>;
5
+ export declare function createShader(gl: WebGL2RenderingContext | WebGLRenderingContext, type: number, src: string): WebGLShader;
6
+ export declare function createProgram(gl: WebGL2RenderingContext | WebGLRenderingContext, vsSrc: string, fsSrc: string): WebGLProgram;
7
+ export declare function getUniform(gl: WebGL2RenderingContext | WebGLRenderingContext, program: WebGLProgram, name: string): WebGLUniformLocation;
8
+ export declare function setupQuadBuffer(gl: WebGL2RenderingContext | WebGLRenderingContext, program: WebGLProgram): void;
9
+ export declare function getCanvasSize(canvas: HTMLCanvasElement): {
10
+ width: number;
11
+ height: number;
12
+ dpr: number;
13
+ };
14
+ export declare const isBrowser: () => boolean;
15
+ /**
16
+ * Uniform type metadata for WebGL setters
17
+ */
18
+ export declare const UNIFORM_TYPES: Record<string, 'vec2' | 'vec3f' | 'vec2f' | 'i32' | 'f32'>;
19
+ /**
20
+ * Set a WebGL uniform based on its type
21
+ */
22
+ export declare function setUniform(gl: WebGL2RenderingContext, uniform: WebGLUniformLocation, key: string, value: any): void;
package/dist/utils.js ADDED
@@ -0,0 +1,115 @@
1
+ export function hexToRgb(hex) {
2
+ hex = hex.replace('#', '');
3
+ if (hex.length === 3)
4
+ hex = hex.split('').map(c => c + c).join('');
5
+ const num = parseInt(hex, 16);
6
+ const r = ((num >> 16) & 255) / 255;
7
+ const g = ((num >> 8) & 255) / 255;
8
+ const b = (num & 255) / 255;
9
+ return [r, g, b];
10
+ }
11
+ export const SHADER_UNIFORMS = [
12
+ 'u_resolution',
13
+ 'u_time',
14
+ 'u_count',
15
+ 'u_colors',
16
+ 'u_positions',
17
+ 'u_radius',
18
+ 'u_intensity',
19
+ 'u_warpMode',
20
+ 'u_warpSize',
21
+ 'u_warpAmount',
22
+ 'u_grainAmount',
23
+ 'u_grainSize',
24
+ 'u_seed'
25
+ ];
26
+ export const VERTEX_SHADER = `attribute vec2 a_pos;void main() {gl_Position = vec4(a_pos, 0.0, 1.0);}`;
27
+ export const FULLSCREEN_QUAD = new Float32Array([-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]);
28
+ export function createShader(gl, type, src) {
29
+ const s = gl.createShader(type);
30
+ gl.shaderSource(s, src);
31
+ gl.compileShader(s);
32
+ if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
33
+ const error = gl.getShaderInfoLog(s);
34
+ gl.deleteShader(s);
35
+ throw new Error(`Shader compile error: ${error}`);
36
+ }
37
+ return s;
38
+ }
39
+ export function createProgram(gl, vsSrc, fsSrc) {
40
+ const vs = createShader(gl, gl.VERTEX_SHADER, vsSrc);
41
+ const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSrc);
42
+ const p = gl.createProgram();
43
+ gl.attachShader(p, vs);
44
+ gl.attachShader(p, fs);
45
+ gl.linkProgram(p);
46
+ if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
47
+ const error = gl.getProgramInfoLog(p);
48
+ gl.deleteProgram(p);
49
+ throw new Error(`Program link error: ${error}`);
50
+ }
51
+ return p;
52
+ }
53
+ export function getUniform(gl, program, name) {
54
+ const loc = gl.getUniformLocation(program, name);
55
+ if (!loc)
56
+ throw new Error(`Uniform ${name} not found`);
57
+ return loc;
58
+ }
59
+ export function setupQuadBuffer(gl, program) {
60
+ const vbo = gl.createBuffer();
61
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
62
+ gl.bufferData(gl.ARRAY_BUFFER, FULLSCREEN_QUAD, gl.STATIC_DRAW);
63
+ const a_pos = gl.getAttribLocation(program, 'a_pos');
64
+ gl.enableVertexAttribArray(a_pos);
65
+ gl.vertexAttribPointer(a_pos, 2, gl.FLOAT, false, 0, 0);
66
+ }
67
+ export function getCanvasSize(canvas) {
68
+ const dpr = Math.max(1, window.devicePixelRatio || 1);
69
+ const width = Math.floor(canvas.clientWidth * dpr);
70
+ const height = Math.floor(canvas.clientHeight * dpr);
71
+ return { width, height, dpr };
72
+ }
73
+ export const isBrowser = () => typeof window !== 'undefined' && typeof document !== 'undefined';
74
+ /**
75
+ * Uniform type metadata for WebGL setters
76
+ */
77
+ export const UNIFORM_TYPES = {
78
+ u_resolution: 'vec2',
79
+ u_colors: 'vec3f',
80
+ u_positions: 'vec2f',
81
+ u_count: 'i32',
82
+ u_warpMode: 'i32',
83
+ u_radius: 'f32',
84
+ u_intensity: 'f32',
85
+ u_warpSize: 'f32',
86
+ u_warpAmount: 'f32',
87
+ u_grainAmount: 'f32',
88
+ u_grainSize: 'f32',
89
+ u_seed: 'f32'
90
+ };
91
+ /**
92
+ * Set a WebGL uniform based on its type
93
+ */
94
+ export function setUniform(gl, uniform, key, value) {
95
+ const type = UNIFORM_TYPES[key];
96
+ if (!type)
97
+ return;
98
+ switch (type) {
99
+ case 'vec2':
100
+ gl.uniform2f(uniform, value[0], value[1]);
101
+ break;
102
+ case 'vec3f':
103
+ gl.uniform3fv(uniform, value);
104
+ break;
105
+ case 'vec2f':
106
+ gl.uniform2fv(uniform, value);
107
+ break;
108
+ case 'i32':
109
+ gl.uniform1i(uniform, value);
110
+ break;
111
+ case 'f32':
112
+ gl.uniform1f(uniform, value);
113
+ break;
114
+ }
115
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "chroma-noise",
3
- "version": "0.0.2",
3
+ "version": "0.0.4",
4
4
  "scripts": {
5
5
  "dev": "vite dev",
6
6
  "build": "vite build && npm run prepack",
@@ -30,8 +30,7 @@
30
30
  }
31
31
  },
32
32
  "peerDependencies": {
33
- "svelte": "^5.0.0",
34
- "ventoui-utils": "^0.0.2"
33
+ "svelte": "^5.0.0"
35
34
  },
36
35
  "devDependencies": {
37
36
  "@sveltejs/adapter-auto": "^6.1.0",
@@ -1,4 +0,0 @@
1
- attribute vec2 a_pos;
2
- void main() {
3
- gl_Position = vec4(a_pos, 0.0, 1.0);
4
- }