image-color-grading 1.0.0 → 1.0.2
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/dist/index.cjs +1 -0
- package/dist/index.d.cts +233 -0
- package/dist/index.d.ts +224 -14
- package/dist/index.js +1 -22
- package/package.json +14 -6
- package/dist/index.d.ts.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/processor.d.ts +0 -109
- package/dist/processor.d.ts.map +0 -1
- package/dist/processor.js +0 -527
- package/dist/processor.js.map +0 -1
- package/dist/shaders.d.ts +0 -27
- package/dist/shaders.d.ts.map +0 -1
- package/dist/shaders.js +0 -674
- package/dist/shaders.js.map +0 -1
- package/dist/types.d.ts +0 -97
- package/dist/types.d.ts.map +0 -1
- package/dist/types.js +0 -2
- package/dist/types.js.map +0 -1
- package/dist/utils.d.ts +0 -50
- package/dist/utils.d.ts.map +0 -1
- package/dist/utils.js +0 -176
- package/dist/utils.js.map +0 -1
package/dist/processor.js.map
DELETED
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@@ -1 +0,0 @@
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1
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-
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package/dist/shaders.d.ts
DELETED
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@@ -1,27 +0,0 @@
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|
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1
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-
/**
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2
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-
* WebGL 着色器代码
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3
|
-
*/
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|
4
|
-
export declare const vertexSource = "\nprecision highp float;\nattribute vec2 aPosition;\nattribute vec2 aTexCoord;\nvarying vec2 vUv;\nvoid main() {\n vUv = aTexCoord;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n";
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|
5
|
-
export declare const blackVertexSource = "\nprecision highp float;\nattribute vec2 apos;\nattribute vec2 auv;\nvarying vec2 uv;\nuniform vec4 transform;\nvoid main(void) {\n uv = auv;\n gl_Position = vec4(\n apos.x * transform.x + transform.z,\n apos.y * transform.y + transform.w,\n 0.0,\n 1.0\n );\n}\n";
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6
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-
export declare const passFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nvoid main() {\n gl_FragColor = texture2D(uTexture, vUv);\n}\n";
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7
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export declare const vibranceFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nvoid main() {\n vec4 col = texture2D(uTexture, vUv);\n vec3 color = col.rgb;\n float luminance = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;\n float mn = min(min(color.r, color.g), color.b);\n float mx = max(max(color.r, color.g), color.b);\n float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;\n vec3 lightness = vec3((mn + mx) / 2.0);\n color = mix(color, mix(color, lightness, -uAmount), sat);\n gl_FragColor = vec4(\n mix(color, lightness, (1.0 - lightness) * (1.0 - uAmount) / 2.0 * abs(uAmount)),\n col.a\n );\n}\n";
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8
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export declare const saturationFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uMatrix[20];\nvoid main(void) {\n vec4 c = texture2D(uTexture, vUv);\n gl_FragColor.r = uMatrix[0] * c.r + uMatrix[1] * c.g + uMatrix[2] * c.b + uMatrix[3] * c.a + uMatrix[4];\n gl_FragColor.g = uMatrix[5] * c.r + uMatrix[6] * c.g + uMatrix[7] * c.b + uMatrix[8] * c.a + uMatrix[9];\n gl_FragColor.b = uMatrix[10] * c.r + uMatrix[11] * c.g + uMatrix[12] * c.b + uMatrix[13] * c.a + uMatrix[14];\n gl_FragColor.a = uMatrix[15] * c.r + uMatrix[16] * c.g + uMatrix[17] * c.b + uMatrix[18] * c.a + uMatrix[19];\n}\n";
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9
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export declare const temperatureFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nvoid main() {\n vec4 color = texture2D(uTexture, vUv);\n color.r = clamp(color.r + uAmount, 0.0, 1.0);\n color.b = clamp(color.b - uAmount, 0.0, 1.0);\n gl_FragColor = color;\n}\n";
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10
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export declare const tintFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nvoid main() {\n vec4 color = texture2D(uTexture, vUv);\n color.g = clamp(color.g + uAmount, 0.0, 1.0);\n gl_FragColor = color;\n}\n";
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11
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export declare const hueFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uRotation;\nvec3 rgb2hsv(vec3 c) {\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\nvec3 hsv2rgb(vec3 c) {\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\nvoid main() {\n lowp vec4 base = texture2D(uTexture, vUv);\n vec3 hsv = rgb2hsv(base.rgb);\n hsv.x = fract(hsv.x + uRotation);\n gl_FragColor = vec4(hsv2rgb(hsv), base.a);\n}\n";
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12
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export declare const brightnessFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nconst float PI = 3.1415926535897932384626433832795;\nvoid main() {\n vec4 color = texture2D(uTexture, vUv);\n if (uAmount >= 0.0) {\n color.r = color.r + uAmount * sin(color.r * PI);\n color.g = color.g + uAmount * sin(color.g * PI);\n color.b = color.b + uAmount * sin(color.b * PI);\n } else {\n color.r = (1.0 + uAmount) * color.r;\n color.g = (1.0 + uAmount) * color.g;\n color.b = (1.0 + uAmount) * color.b;\n }\n gl_FragColor = color;\n}\n";
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13
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export declare const exposureFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nconst float epsilon = 0.000001;\nconst float mx = 1.0 - epsilon;\nconst mat3 matRGBtoROMM = mat3(\n 0.5293459296226501, 0.3300727903842926, 0.14058130979537964,\n 0.09837432950735092, 0.8734610080718994, 0.028164653107523918,\n 0.01688321679830551, 0.11767247319221497, 0.8654443025588989\n);\nconst mat3 matROMMtoRGB = mat3(\n 2.0340757369995117, -0.727334201335907, -0.3067416846752167,\n -0.22881317138671875, 1.2317301034927368, -0.0029169507324695587,\n -0.008569774217903614, -0.1532866358757019, 1.1618564128875732\n);\nfloat ramp(in float t) {\n t *= 2.0;\n if (t >= 1.0) {\n t -= 1.0;\n t = log(0.5) / log(0.5 * (1.0 - t) + 0.9332 * t);\n }\n return clamp(t, 0.001, 10.0);\n}\nvec3 rgb2hsv(in vec3 c) {\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\nvec3 hsv2rgb(in vec3 c) {\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\nvec3 setHue(in vec3 res, in vec3 base) {\n vec3 hsv = rgb2hsv(base);\n vec3 res_hsv = rgb2hsv(res);\n return hsv2rgb(vec3(hsv.x, res_hsv.y, res_hsv.z));\n}\nvoid main() {\n lowp vec4 col = texture2D(uTexture, vUv);\n vec3 base = col.rgb * matRGBtoROMM;\n float a = abs(uAmount) * col.a + epsilon;\n float v = pow(2.0, a * 2.0 + 1.0) - 2.0;\n float m = mx - exp(-v);\n vec3 res = (uAmount > 0.0) ? (1.0 - exp(-v * base)) / m : log(1.0 - base * m) / -v;\n res = mix(base, res, min(a * 100.0, 1.0));\n res = setHue(res, base);\n res = pow(res, vec3(ramp(1.0 - (0.0 * col.a + 1.0) / 2.0)));\n res = res * matROMMtoRGB;\n gl_FragColor = vec4(res, col.a);\n}\n";
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14
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export declare const contrastFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uMatrix[20];\nvoid main(void) {\n vec4 c = texture2D(uTexture, vUv);\n gl_FragColor.r = uMatrix[0] * c.r + uMatrix[1] * c.g + uMatrix[2] * c.b + uMatrix[3] * c.a + uMatrix[4];\n gl_FragColor.g = uMatrix[5] * c.r + uMatrix[6] * c.g + uMatrix[7] * c.b + uMatrix[8] * c.a + uMatrix[9];\n gl_FragColor.b = uMatrix[10] * c.r + uMatrix[11] * c.g + uMatrix[12] * c.b + uMatrix[13] * c.a + uMatrix[14];\n gl_FragColor.a = uMatrix[15] * c.r + uMatrix[16] * c.g + uMatrix[17] * c.b + uMatrix[18] * c.a + uMatrix[19];\n}\n";
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15
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export declare const whitesFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nconst vec3 RGB2Y = vec3(0.2126, 0.7152, 0.0722);\nvoid main() {\n vec4 base = texture2D(uTexture, vUv.xy);\n vec3 color = base.rgb;\n float lum = dot(color, RGB2Y);\n float whiteMask = smoothstep(0.5, 1.0, lum);\n color += uAmount * whiteMask;\n gl_FragColor = vec4(clamp(color, 0.0, 1.0), base.a);\n}\n";
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16
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export declare const blackPaletteFragment = "\nprecision highp float;\nvarying vec2 uv;\nuniform sampler2D uTexture;\nuniform sampler2D uPaletteMap;\nvoid main() {\n lowp vec4 base = texture2D(uTexture, uv.xy);\n float r = texture2D(uPaletteMap, vec2(base.r, 0.0)).r;\n float g = texture2D(uPaletteMap, vec2(base.g, 0.0)).g;\n float b = texture2D(uPaletteMap, vec2(base.b, 0.0)).b;\n gl_FragColor = vec4(r, g, b, base.a);\n}\n";
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17
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export declare const highlightsFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nconst float epsilon = 0.000001;\nconst float mx = 1.0 - epsilon;\nconst float PI = 3.1415926535897932384626433832795;\nconst mat3 matRGBtoROMM = mat3(\n 0.5293459296226501, 0.3300727903842926, 0.14058130979537964,\n 0.09837432950735092, 0.8734610080718994, 0.028164653107523918,\n 0.01688321679830551, 0.11767247319221497, 0.8654443025588989\n);\nconst mat3 matROMMtoRGB = mat3(\n 2.0340757369995117, -0.727334201335907, -0.3067416846752167,\n -0.22881317138671875, 1.2317301034927368, -0.0029169507324695587,\n -0.008569774217903614, -0.1532866358757019, 1.1618564128875732\n);\nfloat luma_romm(in vec3 color) {\n return dot(color, vec3(0.242655, 0.755158, 0.002187));\n}\nfloat luma(in vec3 color) {\n return dot(color, vec3(0.298839, 0.586811, 0.11435));\n}\nvec3 rgb2hsv(in vec3 c) {\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\nvec3 hsv2rgb(in vec3 c) {\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\nvec3 setHue(in vec3 res, in vec3 base) {\n vec3 hsv = rgb2hsv(base);\n vec3 res_hsv = rgb2hsv(res);\n return hsv2rgb(vec3(hsv.x, res_hsv.y, res_hsv.z));\n}\nfloat gaussian(in float x) {\n return 1.0 - exp(-PI * 2.0 * x * x);\n}\nvoid main() {\n lowp vec4 col = texture2D(uTexture, vUv);\n lowp vec3 map = col.rgb;\n vec3 base = col.rgb * matRGBtoROMM;\n float base_lum = luma(col.rgb);\n float map_lum = luma_romm(map * matRGBtoROMM);\n float exposure = mix(uAmount, 0.0, 1.0 - map_lum) * col.a;\n float a = abs(exposure) * col.a + epsilon;\n float v = pow(2.0, a + 1.0) - 2.0;\n float m = mx - exp(-v);\n vec3 res = (exposure > 0.0) ? (1.0 - exp(-v * base)) / m : log(1.0 - base * m) / -v;\n res = mix(base, res, min(a * 100.0, 1.0));\n res = setHue(res, base);\n res = res * matROMMtoRGB;\n gl_FragColor = vec4(res, col.a);\n}\n";
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18
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export declare const shadowsFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nconst float epsilon = 0.000001;\nconst float mx = 1.0 - epsilon;\nconst float PI = 3.1415926535897932384626433832795;\nconst mat3 matRGBtoROMM = mat3(\n 0.5293459296226501, 0.3300727903842926, 0.14058130979537964,\n 0.09837432950735092, 0.8734610080718994, 0.028164653107523918,\n 0.01688321679830551, 0.11767247319221497, 0.8654443025588989\n);\nconst mat3 matROMMtoRGB = mat3(\n 2.0340757369995117, -0.727334201335907, -0.3067416846752167,\n -0.22881317138671875, 1.2317301034927368, -0.0029169507324695587,\n -0.008569774217903614, -0.1532866358757019, 1.1618564128875732\n);\nfloat luma_romm(in vec3 color) {\n return dot(color, vec3(0.242655, 0.755158, 0.002187));\n}\nfloat luma(in vec3 color) {\n return dot(color, vec3(0.298839, 0.586811, 0.11435));\n}\nvec3 rgb2hsv(in vec3 c) {\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\nvec3 hsv2rgb(in vec3 c) {\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\nvec3 setHue(in vec3 res, in vec3 base) {\n vec3 hsv = rgb2hsv(base);\n vec3 res_hsv = rgb2hsv(res);\n return hsv2rgb(vec3(hsv.x, res_hsv.y, res_hsv.z));\n}\nfloat gaussian(in float x) {\n return 1.0 - exp(-PI * 2.0 * x * x);\n}\nvoid main() {\n lowp vec4 col = texture2D(uTexture, vUv);\n lowp vec3 map = col.rgb;\n vec3 base = col.rgb * matRGBtoROMM;\n float base_lum = luma(col.rgb);\n float map_lum = luma_romm(map * matRGBtoROMM);\n float exposure = mix(0.0, uAmount, 1.0 - map_lum) * col.a;\n float a = abs(exposure) * col.a + epsilon;\n float v = pow(2.0, a + 1.0) - 2.0;\n float m = mx - exp(-v);\n vec3 res = (exposure > 0.0) ? (1.0 - exp(-v * base)) / m : log(1.0 - base * m) / -v;\n res = mix(base, res, min(a * 100.0, 1.0));\n res = setHue(res, base);\n res = res * matROMMtoRGB;\n gl_FragColor = vec4(res, col.a);\n}\n";
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19
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export declare const dehazeFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nuniform vec2 uSize;\n\nfloat hazeMap(vec2 coord) {\n vec3 color = vec3(1.0);\n vec2 stepSize = vec2(1.0 / uSize.x, 1.0 / uSize.y);\n for (int i = -1; i <= 1; ++i) {\n for (int j = -1; j <= 1; ++j) {\n vec2 offset = vec2(float(i), float(j)) * stepSize;\n vec2 uv = clamp(coord + offset, 0.0, 1.0);\n vec3 sample = texture2D(uTexture, uv).rgb;\n color = min(color, sample);\n }\n }\n return min(color.r, min(color.g, color.b));\n}\n\nvoid main() {\n vec4 base = texture2D(uTexture, vUv);\n float haze = hazeMap(vUv);\n float transmission = 1.0 - 0.95 * haze;\n const float A = 0.95;\n const float t0 = 0.1;\n float t = mix(1.0, max(t0, transmission), uAmount);\n vec3 J = (base.rgb - A) / t + A;\n gl_FragColor = vec4(J, base.a);\n}\n";
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20
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export declare const bloomFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nuniform vec2 uTexel;\nuniform float uThreshold;\n\nvoid main() {\n vec4 sum = vec4(0.0);\n int j = -2;\n for (int i = -2; i <= 2; i++) sum += texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel);\n j = -1;\n for (int i = -2; i <= 2; i++) sum += texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel);\n j = 0;\n for (int i = -2; i <= 2; i++) sum += texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel);\n j = 1;\n for (int i = -2; i <= 2; i++) sum += texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel);\n j = 2;\n for (int i = -2; i <= 2; i++) sum += texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel);\n sum /= 25.0;\n vec4 base = texture2D(uTexture, vUv);\n if (length(sum.rgb) > uThreshold) {\n base += sum * uAmount;\n }\n gl_FragColor = base;\n}\n";
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21
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export declare const glamourFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nuniform vec2 uTexel;\n\nfloat normpdf(in float x, in float sigma) {\n return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma;\n}\n\nvec3 blurMap() {\n const int mSize = 11;\n const int kSize = (mSize - 1) / 2;\n float kernel[mSize];\n vec3 final_colour = vec3(0.0);\n float sigma = 7.0;\n float Z = 0.0;\n for (int j = 0; j <= kSize; ++j) {\n kernel[kSize + j] = kernel[kSize - j] = normpdf(float(j), sigma);\n }\n for (int j = 0; j < mSize; ++j) {\n Z += kernel[j];\n }\n for (int i = -kSize; i <= kSize; ++i) {\n for (int j = -kSize; j <= kSize; ++j) {\n final_colour += kernel[kSize + j] * kernel[kSize + i] *\n texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel).rgb;\n }\n }\n return vec3(final_colour / (Z * Z));\n}\n\nfloat luma(vec3 color) {\n return dot(color, vec3(0.299, 0.587, 0.114));\n}\n\nvoid main() {\n vec4 base = texture2D(uTexture, vUv);\n vec3 color = blurMap();\n color = vec3(luma(color));\n color = vec3(\n (base.r <= 0.5) ? (2.0 * base.r * color.r) : (1.0 - 2.0 * (1.0 - base.r) * (1.0 - color.r)),\n (base.g <= 0.5) ? (2.0 * base.g * color.g) : (1.0 - 2.0 * (1.0 - base.g) * (1.0 - color.g)),\n (base.b <= 0.5) ? (2.0 * base.b * color.b) : (1.0 - 2.0 * (1.0 - base.b) * (1.0 - color.b))\n );\n gl_FragColor = mix(base, vec4(color, base.a), uAmount);\n}\n";
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export declare const clarityFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nuniform vec2 uTexel;\n\nfloat Lum(vec3 c) {\n return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;\n}\nfloat BlendOverlayf(float base, float blend) {\n return (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)));\n}\nvec3 BlendOverlay(vec3 base, vec3 blend) {\n return vec3(BlendOverlayf(base.r, blend.r), BlendOverlayf(base.g, blend.g), BlendOverlayf(base.b, blend.b));\n}\nfloat BlendVividLightf(float base, float blend) {\n float BlendColorBurnf = (((2.0 * blend) == 0.0) ? (2.0 * blend) : max((1.0 - ((1.0 - base) / (2.0 * blend))), 0.0));\n float BlendColorDodgef = (((2.0 * (blend - 0.5)) == 1.0) ? (2.0 * (blend - 0.5)) : min(base / (1.0 - (2.0 * (blend - 0.5))), 1.0));\n return ((blend < 0.5) ? BlendColorBurnf : BlendColorDodgef);\n}\nvec3 BlendVividLight(vec3 base, vec3 blend) {\n return vec3(BlendVividLightf(base.r, blend.r), BlendVividLightf(base.g, blend.g), BlendVividLightf(base.b, blend.b));\n}\nfloat normpdf(in float x, in float sigma) {\n return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma;\n}\nvec3 blurMap() {\n const int mSize = 11;\n const int kSize = (mSize - 1) / 2;\n float kernel[mSize];\n vec3 final_colour = vec3(0.0);\n float sigma = 7.0;\n float Z = 0.0;\n for (int j = 0; j <= kSize; ++j) {\n kernel[kSize + j] = kernel[kSize - j] = normpdf(float(j), sigma);\n }\n for (int j = 0; j < mSize; ++j) {\n Z += kernel[j];\n }\n for (int i = -kSize; i <= kSize; ++i) {\n for (int j = -kSize; j <= kSize; ++j) {\n final_colour += kernel[kSize + j] * kernel[kSize + i] *\n texture2D(uTexture, vUv + vec2(float(i), float(j)) * uTexel).rgb;\n }\n }\n return vec3(final_colour / (Z * Z));\n}\nvoid main() {\n vec4 base4 = texture2D(uTexture, vUv);\n vec3 blur = blurMap();\n vec3 base = base4.rgb;\n float intensity = (uAmount < 0.0) ? (uAmount / 2.0) : uAmount;\n float lum = Lum(base);\n vec3 col = vec3(lum);\n vec3 mask = vec3(1.0 - pow(lum, 1.8));\n vec3 layer = vec3(1.0 - Lum(blur));\n vec3 detail = clamp(BlendVividLight(col, layer), 0.0, 1.0);\n vec3 inverse = mix(1.0 - detail, detail, (intensity + 1.0) / 2.0);\n gl_FragColor = vec4(BlendOverlay(base, mix(vec3(0.5), inverse, mask)), base4.a);\n}\n";
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export declare const kernelFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec2 uTexel;\nuniform float uKernel[9];\nuniform float uAmount;\nvoid main(void) {\n vec4 c11 = texture2D(uTexture, vUv - uTexel);\n vec4 c12 = texture2D(uTexture, vec2(vUv.x, vUv.y - uTexel.y));\n vec4 c13 = texture2D(uTexture, vec2(vUv.x + uTexel.x, vUv.y - uTexel.y));\n vec4 c21 = texture2D(uTexture, vec2(vUv.x - uTexel.x, vUv.y));\n vec4 c22 = texture2D(uTexture, vUv);\n vec4 c23 = texture2D(uTexture, vec2(vUv.x + uTexel.x, vUv.y));\n vec4 c31 = texture2D(uTexture, vec2(vUv.x - uTexel.x, vUv.y + uTexel.y));\n vec4 c32 = texture2D(uTexture, vec2(vUv.x, vUv.y + uTexel.y));\n vec4 c33 = texture2D(uTexture, vUv + uTexel);\n vec4 color = c11 * uKernel[0] + c12 * uKernel[1] + c13 * uKernel[2] +\n c21 * uKernel[3] + c22 * uKernel[4] + c23 * uKernel[5] +\n c31 * uKernel[6] + c32 * uKernel[7] + c33 * uKernel[8];\n gl_FragColor = color * uAmount + (c22 * (1.0 - uAmount));\n}\n";
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export declare const blurFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec2 uSize;\nfloat random(vec3 scale, float seed) {\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\nvoid main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n for (int t = -30; t <= 30; t++) {\n float percent = (float(t) + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(uTexture, vUv + uSize * percent);\n sample.rgb *= sample.a;\n color += sample * weight;\n total += weight;\n }\n gl_FragColor = color / total;\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n}\n";
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export declare const vignetteFragment = "\nprecision highp float;\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float uAmount;\nuniform float uSize;\nvoid main() {\n vec4 color = texture2D(uTexture, vUv);\n float dist = distance(vUv, vec2(0.5, 0.5));\n float amt = clamp(uAmount, -1.0, 1.0);\n float edge = dist * (abs(amt) * 0.75 + uSize * 2.0);\n float vignette = smoothstep(0.8, uSize * 0.799, edge);\n if (amt < 0.0) {\n vignette = 1.0 + (1.0 - vignette) * (-amt);\n } else {\n vignette = mix(1.0, vignette, amt);\n }\n color.rgb *= vignette;\n gl_FragColor = color;\n}\n";
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export declare const grainFragment = "\nprecision highp float;\nuniform sampler2D uTexture;\nvarying vec2 vUv;\nuniform vec2 uResolution;\nuniform float uAmount;\nuniform float uTime;\nconst float permTexUnit = 1.0 / 256.0;\nconst float permTexUnitHalf = 0.5 / 256.0;\nfloat grainsize = 1.8;\nfloat lumamount = 1.0;\n\nvec4 rnm(in vec2 tc) {\n float noise = sin(dot(tc + vec2(uTime, uTime), vec2(12.9898, 78.233))) * 43758.5453;\n float noiseR = fract(noise) * 2.0 - 1.0;\n float noiseG = fract(noise * 1.2154) * 2.0 - 1.0;\n float noiseB = fract(noise * 1.3453) * 2.0 - 1.0;\n float noiseA = fract(noise * 1.3647) * 2.0 - 1.0;\n return vec4(noiseR, noiseG, noiseB, noiseA);\n}\nfloat fade(in float t) {\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\nfloat pnoise3D(in vec3 p) {\n vec3 pi = permTexUnit * floor(p) + permTexUnitHalf;\n vec3 pf = fract(p);\n float perm00 = rnm(pi.xy).a;\n vec3 grad000 = rnm(vec2(perm00, pi.z)).rgb * 4.0 - 1.0;\n float n000 = dot(grad000, pf);\n vec3 grad001 = rnm(vec2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0;\n float n001 = dot(grad001, pf - vec3(0.0, 0.0, 1.0));\n float perm01 = rnm(pi.xy + vec2(0.0, permTexUnit)).a;\n vec3 grad010 = rnm(vec2(perm01, pi.z)).rgb * 4.0 - 1.0;\n float n010 = dot(grad010, pf - vec3(0.0, 1.0, 0.0));\n vec3 grad011 = rnm(vec2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0;\n float n011 = dot(grad011, pf - vec3(0.0, 1.0, 1.0));\n float perm10 = rnm(pi.xy + vec2(permTexUnit, 0.0)).a;\n vec3 grad100 = rnm(vec2(perm10, pi.z)).rgb * 4.0 - 1.0;\n float n100 = dot(grad100, pf - vec3(1.0, 0.0, 0.0));\n vec3 grad101 = rnm(vec2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0;\n float n101 = dot(grad101, pf - vec3(1.0, 0.0, 1.0));\n float perm11 = rnm(pi.xy + vec2(permTexUnit, permTexUnit)).a;\n vec3 grad110 = rnm(vec2(perm11, pi.z)).rgb * 4.0 - 1.0;\n float n110 = dot(grad110, pf - vec3(1.0, 1.0, 0.0));\n vec3 grad111 = rnm(vec2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0;\n float n111 = dot(grad111, pf - vec3(1.0, 1.0, 1.0));\n vec4 n_x = mix(vec4(n000, n001, n010, n011), vec4(n100, n101, n110, n111), fade(pf.x));\n vec2 n_xy = mix(n_x.xy, n_x.zw, fade(pf.y));\n float n_xyz = mix(n_xy.x, n_xy.y, fade(pf.z));\n return n_xyz;\n}\nvec2 coordRot(in vec2 tc, in float angle) {\n float aspect = uResolution.x / uResolution.y;\n float rotX = ((tc.x * 2.0 - 1.0) * aspect * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle));\n float rotY = ((tc.y * 2.0 - 1.0) * cos(angle)) + ((tc.x * 2.0 - 1.0) * aspect * sin(angle));\n rotX = ((rotX / aspect) * 0.5 + 0.5);\n rotY = rotY * 0.5 + 0.5;\n return vec2(rotX, rotY);\n}\nvoid main() {\n vec3 rotOffset = vec3(1.425, 3.892, 5.835);\n vec2 rotCoordsR = coordRot(vUv, uTime + rotOffset.x);\n vec3 noise = vec3(pnoise3D(vec3(rotCoordsR * vec2(uResolution.x / grainsize, uResolution.y / grainsize), 0.0)));\n vec4 tex = texture2D(uTexture, vUv);\n vec3 col = tex.rgb;\n vec3 lumcoeff = vec3(0.299, 0.587, 0.114);\n float luminance = mix(0.0, dot(col, lumcoeff), lumamount);\n float lum = smoothstep(0.2, 0.0, luminance);\n lum += luminance;\n noise = mix(noise, vec3(0.0), pow(lum, 4.0));\n col = col + noise * uAmount;\n gl_FragColor = vec4(col, tex.a);\n}\n";
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//# sourceMappingURL=shaders.d.ts.map
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package/dist/shaders.d.ts.map
DELETED
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