nodality 1.0.180 → 1.0.182

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.
Files changed (192) hide show
  1. package/dist/animator.cjs.js +1 -1
  2. package/dist/animator.esm.js +1 -1
  3. package/dist/audionew.cjs.js +1 -1
  4. package/dist/audionew.esm.js +1 -1
  5. package/dist/base.cjs.js +1 -1
  6. package/dist/base.esm.js +1 -1
  7. package/dist/beta-desktop-bar.cjs.js +1 -1
  8. package/dist/beta-desktop-bar.esm.js +1 -1
  9. package/dist/beta-mobile-bar.cjs.js +1 -1
  10. package/dist/beta-mobile-bar.esm.js +1 -1
  11. package/dist/bundle.umd.js +1 -1
  12. package/dist/button.cjs.js +1 -1
  13. package/dist/button.esm.js +1 -1
  14. package/dist/center.cjs.js +1 -1
  15. package/dist/center.esm.js +1 -1
  16. package/dist/checkbox.cjs.js +1 -1
  17. package/dist/checkbox.esm.js +1 -1
  18. package/dist/code.cjs.js +1 -1
  19. package/dist/code.esm.js +1 -1
  20. package/dist/container.cjs.js +1 -1
  21. package/dist/container.esm.js +1 -1
  22. package/dist/data-list.cjs.js +1 -1
  23. package/dist/data-list.esm.js +1 -1
  24. package/dist/designer.cjs.js +1 -1
  25. package/dist/designer.esm.js +1 -1
  26. package/dist/dropdown.cjs.js +1 -1
  27. package/dist/dropdown.esm.js +1 -1
  28. package/dist/element-mapper.cjs.js +1 -1
  29. package/dist/element-mapper.esm.js +1 -1
  30. package/dist/finalresult.esm.js +1 -1
  31. package/dist/flex-card.cjs.js +1 -1
  32. package/dist/flex-card.esm.js +1 -1
  33. package/dist/flex-grid.cjs.js +1 -1
  34. package/dist/flex-grid.esm.js +1 -1
  35. package/dist/flex-row.cjs.js +1 -1
  36. package/dist/flex-row.esm.js +1 -1
  37. package/dist/floating-input.cjs.js +1 -1
  38. package/dist/floating-input.esm.js +1 -1
  39. package/dist/free.cjs.js +1 -1
  40. package/dist/free.esm.js +1 -1
  41. package/dist/horizontal-scroller.cjs.js +1 -1
  42. package/dist/horizontal-scroller.esm.js +1 -1
  43. package/dist/image-picker.cjs.js +1 -1
  44. package/dist/image-picker.esm.js +1 -1
  45. package/dist/image.cjs.js +1 -1
  46. package/dist/image.esm.js +1 -1
  47. package/dist/index.cjs.js +1 -1
  48. package/dist/index.esm.js +1 -1
  49. package/dist/link-getter.cjs.js +1 -1
  50. package/dist/link-getter.esm.js +1 -1
  51. package/dist/link.cjs.js +1 -1
  52. package/dist/link.esm.js +1 -1
  53. package/dist/meta-adder.cjs.js +1 -1
  54. package/dist/meta-adder.esm.js +1 -1
  55. package/dist/modal-2025.cjs.js +1 -1
  56. package/dist/modal-2025.esm.js +1 -1
  57. package/dist/multiswitcher.cjs.js +1 -1
  58. package/dist/multiswitcher.esm.js +1 -1
  59. package/dist/new-nav-bar.cjs.js +1 -1
  60. package/dist/new-nav-bar.esm.js +1 -1
  61. package/dist/picker.cjs.js +1 -1
  62. package/dist/picker.esm.js +1 -1
  63. package/dist/progress.cjs.js +1 -1
  64. package/dist/progress.esm.js +1 -1
  65. package/dist/radio.cjs.js +1 -1
  66. package/dist/radio.esm.js +1 -1
  67. package/dist/range.cjs.js +1 -1
  68. package/dist/range.esm.js +1 -1
  69. package/dist/side-bar.cjs.js +1 -1
  70. package/dist/side-bar.esm.js +1 -1
  71. package/dist/side-nav-bar.cjs.js +1 -1
  72. package/dist/side-nav-bar.esm.js +1 -1
  73. package/dist/simple-bar.cjs.js +1 -1
  74. package/dist/simple-bar.esm.js +1 -1
  75. package/dist/slider-2025.cjs.js +1 -1
  76. package/dist/slider-2025.esm.js +1 -1
  77. package/dist/spacer.cjs.js +1 -1
  78. package/dist/spacer.esm.js +1 -1
  79. package/dist/stack.cjs.js +1 -1
  80. package/dist/stack.esm.js +1 -1
  81. package/dist/table.cjs.js +1 -1
  82. package/dist/table.esm.js +1 -1
  83. package/dist/text-field.cjs.js +1 -1
  84. package/dist/text-field.esm.js +1 -1
  85. package/dist/text.cjs.js +1 -1
  86. package/dist/text.esm.js +1 -1
  87. package/dist/ulist.cjs.js +1 -1
  88. package/dist/ulist.esm.js +1 -1
  89. package/dist/video.cjs.js +1 -1
  90. package/dist/video.esm.js +1 -1
  91. package/dist/wrap.cjs.js +1 -1
  92. package/dist/wrap.esm.js +1 -1
  93. package/dist/zoom-card.cjs.js +1 -1
  94. package/dist/zoom-card.esm.js +1 -1
  95. package/layout/animator.js +1 -1
  96. package/layout/audio.js +1 -1
  97. package/layout/audionew.js +1 -1
  98. package/layout/base-2.js +1 -1
  99. package/layout/base.js +1 -1
  100. package/layout/beta-desktop-bar.js +1 -1
  101. package/layout/beta-mobile-bar.js +1 -1
  102. package/layout/box.js +1 -1
  103. package/layout/button.js +1 -1
  104. package/layout/cards.js +1 -1
  105. package/layout/center.js +1 -1
  106. package/layout/checkbox.js +1 -1
  107. package/layout/circle.js +1 -1
  108. package/layout/clean-row.js +1 -1
  109. package/layout/code.js +1 -1
  110. package/layout/container.js +1 -1
  111. package/layout/custom.js +1 -1
  112. package/layout/div-image.js +1 -1
  113. package/layout/dropdown-2025.js +1 -1
  114. package/layout/dropdown.js +1 -1
  115. package/layout/empty-element.js +1 -1
  116. package/layout/external-stylesheet.js +1 -1
  117. package/layout/flex-card.js +1 -1
  118. package/layout/flex-grid.js +1 -1
  119. package/layout/flex-row.js +1 -1
  120. package/layout/footer.js +1 -1
  121. package/layout/form-components/custom.js +1 -1
  122. package/layout/form-components/data-list.js +1 -1
  123. package/layout/form-components/floating-input.js +1 -1
  124. package/layout/form-components/form-all.js +1 -1
  125. package/layout/form-components/form.js +1 -1
  126. package/layout/form-components/image-picker.js +1 -1
  127. package/layout/form-components/picker.js +1 -1
  128. package/layout/form-components/radio.js +1 -1
  129. package/layout/form-components/radiogroup.js +1 -1
  130. package/layout/form-components/range.js +1 -1
  131. package/layout/free.js +1 -1
  132. package/layout/grid-new.js +1 -1
  133. package/layout/grid-switcher.js +1 -1
  134. package/layout/grid.js +1 -1
  135. package/layout/group.js +1 -1
  136. package/layout/header.js +1 -1
  137. package/layout/horizontal-scroller.js +1 -1
  138. package/layout/image-old.js +1 -1
  139. package/layout/image.js +1 -1
  140. package/layout/index.js +1 -1
  141. package/layout/label.js +1 -1
  142. package/layout/link.js +1 -1
  143. package/layout/list-OLD.js +1 -1
  144. package/layout/list.js +1 -1
  145. package/layout/meta-adder.js +1 -1
  146. package/layout/modal-2025.js +1 -1
  147. package/layout/modernwrap.js +1 -1
  148. package/layout/multiswitcher.js +1 -1
  149. package/layout/multiswitcherBeta.js +1 -1
  150. package/layout/nav-bar.js +1 -1
  151. package/layout/nav-factor/custom-div.js +1 -1
  152. package/layout/navBar-OLD.js +1 -1
  153. package/layout/new-flat-adder.js +1 -1
  154. package/layout/new-nav-bar.js +1 -1
  155. package/layout/offset-container.js +1 -1
  156. package/layout/polygon.js +1 -1
  157. package/layout/prerender-site.js +1 -1
  158. package/layout/prerender.js +1 -1
  159. package/layout/progress.js +1 -1
  160. package/layout/row.js +1 -1
  161. package/layout/saved-new-nav-bar.js +1 -1
  162. package/layout/scroll-video.js +1 -1
  163. package/layout/side-bar.js +1 -1
  164. package/layout/side-nav-bar.js +1 -1
  165. package/layout/simple-bar.js +1 -1
  166. package/layout/slider-2025.js +1 -1
  167. package/layout/spacer.js +1 -1
  168. package/layout/stack.js +1 -1
  169. package/layout/styler.js +1 -1
  170. package/layout/svg.js +1 -1
  171. package/layout/switcher.js +1 -1
  172. package/layout/table.js +1 -1
  173. package/layout/text-field.js +1 -1
  174. package/layout/text.js +1 -1
  175. package/layout/ulist.js +1 -1
  176. package/layout/video.js +1 -1
  177. package/layout/without-new.js +1 -1
  178. package/layout/wrap.js +1 -1
  179. package/layout/zoom-card.js +1 -1
  180. package/lib/card-getter.js +1 -1
  181. package/lib/data.js +1 -1
  182. package/lib/designer.js +1 -1
  183. package/lib/element-mapper.js +1 -1
  184. package/lib/keyframe-animation.js +1 -1
  185. package/lib/link-getter.js +1 -1
  186. package/lib/raster-ops.js +954 -33
  187. package/lib/scroll-video.js +1 -1
  188. package/lib/seo.js +1 -1
  189. package/lib/stacker.js +1 -1
  190. package/lib/theme.js +1 -1
  191. package/lib/transform-anim.js +1 -1
  192. package/package.json +1 -1
package/lib/raster-ops.js CHANGED
@@ -1,5 +1,5 @@
1
1
  /*!
2
- * nodality v1.0.180
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+ * nodality v1.0.182
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3
  * (c) 2026 Filip Vabrousek
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4
  * License: MIT
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5
  */
@@ -44,6 +44,8 @@
44
44
  // Ops execute in nodes-array order within their stage. Uniforms are
45
45
  // namespaced per node index so the same op can appear twice.
46
46
 
47
+ const MAX_BLOBS = 12;
48
+
47
49
  const REGISTRY = {
48
50
  hexalize: {
49
51
  stage: "cell",
@@ -124,6 +126,622 @@ const REGISTRY = {
124
126
  strength: ["1f", node.strength != null ? node.strength : 1.0],
125
127
  }),
126
128
  },
129
+
130
+ // Stirred liquid: the content swirls as if it were paint being
131
+ // stirred with a spoon. Unlike every other op here this one is
132
+ // STATEFUL — it owns a low-res vector field (a ping-pong pair of
133
+ // render targets) that evolves frame to frame; the main pass just
134
+ // samples the finished field. See the `field` descriptor below and
135
+ // the field-simulation block in applyRasterPipeline().
136
+ //
137
+ // Formulation (deliberately not the usual Stable-Fluids solver):
138
+ // the classic GPU fluid pipeline is advect + vorticity confinement +
139
+ // a divergence/pressure Jacobi solve (Stam 1999; Harris, GPU Gems
140
+ // 2003) — roughly ten passes. This op instead advects momentum along
141
+ // its own flow (semi-Lagrangian backtrace, the one genuinely
142
+ // universal piece) and then ROTATES each momentum vector by the
143
+ // local curl angle. Rotation preserves magnitude, so eddies keep
144
+ // spinning instead of being pushed around, and because it cannot
145
+ // inject divergence energy the field stays stable with no pressure
146
+ // projection at all — the whole simulation is a single pass.
147
+ //
148
+ // { op: "stir", strength: 26, swirl: 2.4, decay: 0.985 }
149
+ // Stirred liquid: an incompressible fluid whose velocity field warps
150
+ // the content and whose dye field colours it.
151
+ //
152
+ // Implemented from the published algorithm, not from any particular
153
+ // existing codebase:
154
+ // J. Stam, "Stable Fluids", SIGGRAPH '99, 121-128 - the
155
+ // unconditionally stable operator splitting used here: add
156
+ // forces, advect by a backward particle trace, then project the
157
+ // velocity onto its divergence-free part via a Poisson solve.
158
+ // M. Harris, "Fast Fluid Dynamics Simulation on the GPU", GPU Gems
159
+ // ch. 38 (2003) - mapping each operator onto a fragment program
160
+ // over ping-ponged textures, Jacobi iterations for the pressure.
161
+ // R. Fedkiw, J. Stam, H. Jensen, "Visual Simulation of Smoke",
162
+ // SIGGRAPH '01 - vorticity confinement, which restores the
163
+ // small-scale swirl that a coarse grid numerically damps away.
164
+ //
165
+ // Per frame: splat -> curl -> confine -> divergence -> pressure
166
+ // (Jacobi) -> subtract gradient -> advect velocity -> advect dye.
167
+ // The projection step is what distinguishes this from a plain
168
+ // velocity-texture smear: enforcing div(v)=0 is what makes the flow
169
+ // roll into persistent vortices instead of piling up and dissipating.
170
+ //
171
+ // Needs WebGL2 with float render targets; without them the op
172
+ // disables itself and the rest of the chain still renders.
173
+ stir: {
174
+ stage: ["warp", "color"],
175
+ decl: (p) => `
176
+ uniform sampler2D ${p}vel;
177
+ uniform sampler2D ${p}dye;
178
+ uniform float ${p}strength;
179
+ uniform float ${p}dyemix;
180
+ uniform float ${p}intensity;
181
+ uniform float ${p}sheen;
182
+ uniform vec3 ${p}tint;`,
183
+ code: (p, node, stage) => stage === "warp" ? `
184
+ {
185
+ // frag/warped are top-down pixels, the field is bottom-up
186
+ // [0,1]: flip y going in, and flip the y of the vector coming
187
+ // out so the content drags WITH the pointer.
188
+ vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);
189
+ vec2 v = texture2D(${p}vel, clamp(fuv, 0.001, 0.999)).xy;
190
+ warped += vec2(v.x, -v.y) * ${p}strength;
191
+ }` : `
192
+ {
193
+ // Sampled at the CONTINUOUS warped position, never at the
194
+ // cell centre: a cell op upstream (hexalize) snaps the cell
195
+ // centre to one point per tile, which would quantise the
196
+ // liquid into flat per-hex patches instead of smooth swirls.
197
+ vec2 suv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);
198
+ vec3 dc = texture2D(${p}dye, clamp(suv, 0.001, 0.999)).rgb;
199
+ float mag = length(dc);
200
+ // Colour is carried IN the dye field and advected with it, so
201
+ // a ribbon keeps its hue while the flow folds it. Deriving
202
+ // colour from the local flow direction instead would make
203
+ // neighbouring pixels jump hue and read as confetti.
204
+ vec3 liquid = mag > 1e-4 ? clamp(dc / mag * 1.25, 0.0, 1.0) : ${p}tint;
205
+ float amt = clamp((1.0 - exp(-mag * ${p}intensity)) * ${p}dyemix, 0.0, 1.0);
206
+ // Straight-alpha OVER so a later overlay op (blobs) still
207
+ // composites correctly on top of the liquid.
208
+ float na = amt + ovA * (1.0 - amt);
209
+ ovCol = (liquid * amt + ovCol * ovA * (1.0 - amt)) / max(na, 1e-4);
210
+ ovA = na;
211
+
212
+ // Faint sheen on the content itself where the flow is fast.
213
+ float sp = length(texture2D(${p}vel, clamp(suv, 0.001, 0.999)).xy);
214
+ col = mix(col, ${p}tint, (1.0 - exp(-sp * 0.7)) * ${p}sheen);
215
+ }`,
216
+ uniforms: (node, dpr) => ({
217
+ strength: ["1f", (node.strength != null ? node.strength : 26) * dpr],
218
+ sheen: ["1f", node.sheen != null ? node.sheen : 0.15],
219
+ tint: ["3fv", hexToRgb(node.tint || "#7FD4FF")],
220
+ dyemix: ["1f", node.dye != null ? node.dye : 0.85],
221
+ intensity: ["1f", node.intensity != null ? node.intensity : 1.6],
222
+ }),
223
+
224
+ // ── The simulation ────────────────────────────────────────────
225
+ // Declared as data: the pipeline allocates the targets, compiles
226
+ // the programs, and calls step() once per frame.
227
+ solver: {
228
+ resolutions: (node) => ({
229
+ sim: Math.max(32, Math.min(node.resolution || 128, 512)),
230
+ dye: Math.max(64, Math.min(node.dyeResolution || 512, 1024)),
231
+ }),
232
+ // read/write pairs ping-pong; single targets are scratch.
233
+ targets: {
234
+ velocity: { double: true, res: "sim", fmt: "rg", smooth: true },
235
+ dye: { double: true, res: "dye", fmt: "rgba", smooth: true },
236
+ pressure: { double: true, res: "sim", fmt: "r", smooth: false },
237
+ divergence: { double: false, res: "sim", fmt: "r", smooth: false },
238
+ vorticity: { double: false, res: "sim", fmt: "r", smooth: false },
239
+ },
240
+ // Which target each main-pass sampler reads.
241
+ samplers: { vel: "velocity", dye: "dye" },
242
+
243
+ programs: {
244
+ // Gaussian source term. Distance is measured as a
245
+ // fraction of the element's LONGER side so the radius
246
+ // means the same thing whatever the element's shape.
247
+ splat: `
248
+ precision highp float;
249
+ uniform sampler2D u_src;
250
+ uniform vec2 u_texel;
251
+ uniform vec2 u_point;
252
+ uniform vec3 u_amount;
253
+ uniform float u_radius;
254
+ uniform float u_aspect;
255
+ void main() {
256
+ vec2 uv = gl_FragCoord.xy * u_texel;
257
+ vec2 d = uv - u_point;
258
+ if (u_aspect >= 1.0) d.y /= u_aspect; else d.x *= u_aspect;
259
+ float g = exp(-dot(d, d) / max(u_radius * u_radius, 1e-6));
260
+ gl_FragColor = vec4(texture2D(u_src, uv).xyz + u_amount * g, 1.0);
261
+ }`,
262
+
263
+ // Semi-Lagrangian advection (Stam 1999): trace the
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+ // characteristic backwards and resample. Unconditionally
265
+ // stable for any timestep, which is the whole point.
266
+ advect: `
267
+ precision highp float;
268
+ uniform sampler2D u_vel;
269
+ uniform sampler2D u_src;
270
+ uniform vec2 u_texel;
271
+ uniform float u_dt;
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+ uniform float u_diss;
273
+ void main() {
274
+ vec2 uv = gl_FragCoord.xy * u_texel;
275
+ vec2 back = uv - texture2D(u_vel, uv).xy * u_dt;
276
+ gl_FragColor = vec4(texture2D(u_src, clamp(back, 0.0, 1.0)).xyz * u_diss, 1.0);
277
+ }`,
278
+
279
+ // Scalar vorticity of a 2D field: d(vy)/dx - d(vx)/dy.
280
+ curl: `
281
+ precision highp float;
282
+ uniform sampler2D u_vel;
283
+ uniform vec2 u_texel;
284
+ void main() {
285
+ vec2 uv = gl_FragCoord.xy * u_texel;
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+ float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).y;
287
+ float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).y;
288
+ float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).x;
289
+ float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).x;
290
+ gl_FragColor = vec4(0.5 * ((r - l) - (t - b)), 0.0, 0.0, 1.0);
291
+ }`,
292
+
293
+ // Vorticity confinement (Fedkiw et al. 2001): push the
294
+ // velocity along N x omega, where N is the unit gradient
295
+ // of |omega|, i.e. toward the centre of each eddy. This
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+ // feeds energy back into swirl the grid would otherwise
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+ // smooth out.
298
+ confine: `
299
+ precision highp float;
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+ uniform sampler2D u_vel;
301
+ uniform sampler2D u_curl;
302
+ uniform vec2 u_texel;
303
+ uniform float u_eps;
304
+ uniform float u_dt;
305
+ void main() {
306
+ vec2 uv = gl_FragCoord.xy * u_texel;
307
+ float r = texture2D(u_curl, uv + vec2(u_texel.x, 0.0)).x;
308
+ float l = texture2D(u_curl, uv - vec2(u_texel.x, 0.0)).x;
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+ float t = texture2D(u_curl, uv + vec2(0.0, u_texel.y)).x;
310
+ float b = texture2D(u_curl, uv - vec2(0.0, u_texel.y)).x;
311
+ float c = texture2D(u_curl, uv).x;
312
+ vec2 grad = 0.5 * vec2(abs(r) - abs(l), abs(t) - abs(b));
313
+ vec2 n = grad / (length(grad) + 1e-5);
314
+ vec2 force = u_eps * c * vec2(n.y, -n.x);
315
+ vec2 v = texture2D(u_vel, uv).xy + force * u_dt;
316
+ gl_FragColor = vec4(clamp(v, -64.0, 64.0), 0.0, 1.0);
317
+ }`,
318
+
319
+ // div(v). The walls reflect, so the fluid stays in the box.
320
+ divergence: `
321
+ precision highp float;
322
+ uniform sampler2D u_vel;
323
+ uniform vec2 u_texel;
324
+ void main() {
325
+ vec2 uv = gl_FragCoord.xy * u_texel;
326
+ float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).x;
327
+ float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).x;
328
+ float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).y;
329
+ float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).y;
330
+ vec2 c = texture2D(u_vel, uv).xy;
331
+ if (uv.x - u_texel.x < 0.0) l = -c.x;
332
+ if (uv.x + u_texel.x > 1.0) r = -c.x;
333
+ if (uv.y - u_texel.y < 0.0) b = -c.y;
334
+ if (uv.y + u_texel.y > 1.0) t = -c.y;
335
+ gl_FragColor = vec4(0.5 * ((r - l) + (t - b)), 0.0, 0.0, 1.0);
336
+ }`,
337
+
338
+ // One Jacobi sweep of the Poisson equation lap(p) = div(v)
339
+ // (Harris 2003). Run a handful of these per frame.
340
+ jacobi: `
341
+ precision highp float;
342
+ uniform sampler2D u_p;
343
+ uniform sampler2D u_div;
344
+ uniform vec2 u_texel;
345
+ void main() {
346
+ vec2 uv = gl_FragCoord.xy * u_texel;
347
+ float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;
348
+ float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;
349
+ float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;
350
+ float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;
351
+ float d = texture2D(u_div, uv).x;
352
+ gl_FragColor = vec4((r + l + t + b - d) * 0.25, 0.0, 0.0, 1.0);
353
+ }`,
354
+
355
+ // v <- v - grad(p): the projection itself. After this the
356
+ // velocity is (discretely) divergence free.
357
+ subtract: `
358
+ precision highp float;
359
+ uniform sampler2D u_p;
360
+ uniform sampler2D u_vel;
361
+ uniform vec2 u_texel;
362
+ void main() {
363
+ vec2 uv = gl_FragCoord.xy * u_texel;
364
+ float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;
365
+ float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;
366
+ float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;
367
+ float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;
368
+ vec2 v = texture2D(u_vel, uv).xy - 0.5 * vec2(r - l, t - b);
369
+ gl_FragColor = vec4(v, 0.0, 1.0);
370
+ }`,
371
+
372
+ // Scale a target in place (used to carry a fraction of
373
+ // the previous pressure into the next solve).
374
+ decay: `
375
+ precision highp float;
376
+ uniform sampler2D u_tex;
377
+ uniform vec2 u_texel;
378
+ uniform float u_value;
379
+ void main() {
380
+ gl_FragColor = texture2D(u_tex, gl_FragCoord.xy * u_texel) * u_value;
381
+ }`,
382
+ },
383
+
384
+ // Colour dropped in by the spoon. With rainbow on, the hue
385
+ // comes from the stroke direction at the moment of injection
386
+ // and is then carried by the dye, so it stays coherent as the
387
+ // flow folds it.
388
+ splatColor: (node, dx, dy) => {
389
+ const amt = node.dyeAmount != null ? node.dyeAmount : 0.6;
390
+ if (!node.rainbow) {
391
+ const c = hexToRgb(node.tint || "#7FD4FF");
392
+ return [c[0] * amt, c[1] * amt, c[2] * amt];
393
+ }
394
+ const a = Math.atan2(dy, dx);
395
+ return [
396
+ (0.5 + 0.5 * Math.cos(a)) * amt,
397
+ (0.5 + 0.5 * Math.cos(a + 2.0944)) * amt,
398
+ (0.5 + 0.5 * Math.cos(a + 4.1888)) * amt,
399
+ ];
400
+ },
401
+
402
+ step: (S, node, ctx) => {
403
+ const dt = Math.min(ctx.dt, 1 / 30);
404
+ const simT = 1 / S.res.sim;
405
+ const dyeT = 1 / S.res.dye;
406
+ const pow = (base, d) => Math.pow(base, d * 60);
407
+
408
+ // 1. Forces: splat momentum and dye at the pointer.
409
+ if (ctx.moving) {
410
+ const f = node.force != null ? node.force : 1.0;
411
+ S.use("splat");
412
+ S.f1("u_radius", node.radius != null ? node.radius : 0.1);
413
+ S.f1("u_aspect", ctx.aspect);
414
+ S.f2("u_point", ctx.px, ctx.py);
415
+
416
+ S.f2("u_texel", simT, simT);
417
+ S.smp("u_src", S.read("velocity"), 0);
418
+ S.f3("u_amount", ctx.dx * f, ctx.dy * f, 0);
419
+ S.blit(S.write("velocity"));
420
+ S.swap("velocity");
421
+
422
+ S.f2("u_texel", dyeT, dyeT);
423
+ S.smp("u_src", S.read("dye"), 0);
424
+ S.f3("u_amount", ctx.col[0], ctx.col[1], ctx.col[2]);
425
+ S.blit(S.write("dye"));
426
+ S.swap("dye");
427
+ }
428
+
429
+ // 2. Vorticity confinement.
430
+ S.use("curl");
431
+ S.f2("u_texel", simT, simT);
432
+ S.smp("u_vel", S.read("velocity"), 0);
433
+ S.blit(S.single("vorticity"));
434
+
435
+ S.use("confine");
436
+ S.f2("u_texel", simT, simT);
437
+ S.f1("u_eps", node.curl != null ? node.curl : 2.2);
438
+ S.f1("u_dt", dt);
439
+ S.smp("u_vel", S.read("velocity"), 0);
440
+ S.smp("u_curl", S.single("vorticity"), 1);
441
+ S.blit(S.write("velocity"));
442
+ S.swap("velocity");
443
+
444
+ // 3. Projection: divergence -> pressure -> subtract.
445
+ S.use("divergence");
446
+ S.f2("u_texel", simT, simT);
447
+ S.smp("u_vel", S.read("velocity"), 0);
448
+ S.blit(S.single("divergence"));
449
+
450
+ S.use("decay");
451
+ S.f2("u_texel", simT, simT);
452
+ S.f1("u_value", pow(node.pressure != null ? node.pressure : 0.8, dt));
453
+ S.smp("u_tex", S.read("pressure"), 0);
454
+ S.blit(S.write("pressure"));
455
+ S.swap("pressure");
456
+
457
+ S.use("jacobi");
458
+ S.f2("u_texel", simT, simT);
459
+ S.smp("u_div", S.single("divergence"), 1);
460
+ const iters = Math.max(1, Math.min(node.pressureIterations || 6, 40));
461
+ for (let k = 0; k < iters; k++) {
462
+ S.smp("u_p", S.read("pressure"), 0);
463
+ S.blit(S.write("pressure"));
464
+ S.swap("pressure");
465
+ }
466
+
467
+ S.use("subtract");
468
+ S.f2("u_texel", simT, simT);
469
+ S.smp("u_p", S.read("pressure"), 0);
470
+ S.smp("u_vel", S.read("velocity"), 1);
471
+ S.blit(S.write("velocity"));
472
+ S.swap("velocity");
473
+
474
+ // 4. Advection: velocity by itself, then dye by velocity.
475
+ S.use("advect");
476
+ S.f1("u_dt", dt);
477
+ S.f2("u_texel", simT, simT);
478
+ S.smp("u_vel", S.read("velocity"), 0);
479
+ S.smp("u_src", S.read("velocity"), 0);
480
+ S.f1("u_diss", pow(node.decay != null ? node.decay : 0.985, dt));
481
+ S.blit(S.write("velocity"));
482
+ S.swap("velocity");
483
+
484
+ S.f2("u_texel", dyeT, dyeT);
485
+ S.smp("u_vel", S.read("velocity"), 0);
486
+ S.smp("u_src", S.read("dye"), 1);
487
+ S.f1("u_diss", pow(node.dyeFade != null ? node.dyeFade : 0.97, dt));
488
+ S.blit(S.write("dye"));
489
+ S.swap("dye");
490
+ },
491
+ },
492
+ },
493
+
494
+ // Liquid metaballs: a set of moving circles summed into a scalar
495
+ // field; where the field crosses a threshold is "inside" a blob, and
496
+ // neighbouring blobs fuse smoothly (the gooey / liquid look). One
497
+ // blob tracks the pointer; the rest float freely and bounce off the
498
+ // edges. Rendered as a refractive glassy overlay (lens distortion of
499
+ // the content beneath + a rim light + a soft specular glint).
500
+ //
501
+ // Own implementation of the classic metaball technique: the field is
502
+ // Sum(r_i^2 / |p - c_i|^2), and the surface normal is its analytic
503
+ // gradient. init()/tick() run the particle sim on the CPU and feed
504
+ // the positions in as a per-frame uniform array.
505
+ blobs: {
506
+ stage: "color",
507
+ overlay: true,
508
+ mips: true,
509
+ decl: (p) => `
510
+ uniform vec3 ${p}blobs[${MAX_BLOBS}];
511
+ uniform int ${p}count;
512
+ uniform vec3 ${p}tint;
513
+ uniform float ${p}refract;
514
+ uniform float ${p}rim;
515
+ uniform float ${p}alpha;
516
+ uniform float ${p}irid;
517
+ uniform float ${p}disp;
518
+ uniform float ${p}frost;
519
+ float ${p}hash(vec3 v) {
520
+ return fract(sin(dot(v, vec3(21.9898, 63.233, 41.719))) * 41739.317);
521
+ }
522
+ float ${p}noise(vec3 v) {
523
+ vec3 f = floor(v);
524
+ vec3 r = v - f;
525
+ r = r * r * (3.0 - 2.0 * r);
526
+ float c000 = ${p}hash(f);
527
+ float c100 = ${p}hash(f + vec3(1.0, 0.0, 0.0));
528
+ float c010 = ${p}hash(f + vec3(0.0, 1.0, 0.0));
529
+ float c110 = ${p}hash(f + vec3(1.0, 1.0, 0.0));
530
+ float c001 = ${p}hash(f + vec3(0.0, 0.0, 1.0));
531
+ float c101 = ${p}hash(f + vec3(1.0, 0.0, 1.0));
532
+ float c011 = ${p}hash(f + vec3(0.0, 1.0, 1.0));
533
+ float c111 = ${p}hash(f + vec3(1.0, 1.0, 1.0));
534
+ return mix(
535
+ mix(mix(c000, c100, r.x), mix(c010, c110, r.x), r.y),
536
+ mix(mix(c001, c101, r.x), mix(c011, c111, r.x), r.y), r.z);
537
+ }`,
538
+ code: (p) => `
539
+ {
540
+ float field = 0.0;
541
+ vec2 grad = vec2(0.0);
542
+ for (int bi = 0; bi < ${MAX_BLOBS}; bi++) {
543
+ if (bi >= ${p}count) break;
544
+ vec2 bd = frag - ${p}blobs[bi].xy;
545
+ float br = ${p}blobs[bi].z;
546
+ float dd = max(dot(bd, bd), 1.0);
547
+ field += (br * br) / dd;
548
+ grad += (-2.0 * (br * br) / (dd * dd)) * bd;
549
+ }
550
+ float bmask = smoothstep(0.6, 1.0, field);
551
+ if (bmask > 0.003) {
552
+ float gmag = length(grad);
553
+ vec2 g2 = gmag > 1e-6 ? -grad / gmag : vec2(0.0);
554
+ // Pseudo-3D surface normal from the 2D field. For a
555
+ // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the
556
+ // normalized radial position: 0 at the centre, 1 at the
557
+ // surface. That yields a true hemisphere profile — the
558
+ // curvature (and therefore refraction) varies smoothly
559
+ // across the WHOLE disc, not just an edge annulus.
560
+ float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);
561
+ vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));
562
+ vec3 rd = vec3(0.0, 0.0, -1.0);
563
+
564
+ // Dispersion: refract each channel with a slightly
565
+ // different index (water-glass ~1.33). Near the rim the
566
+ // exit direction flattens (|z| -> 0), so the sampling
567
+ // offsets stretch — producing the smooth concentric
568
+ // colour-fringed bands of a thick lens.
569
+ float ca = 0.03 * ${p}disp;
570
+ vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));
571
+ vec3 tG = refract(rd, n, 1.0 / 1.33);
572
+ vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));
573
+ vec2 oR = tR.xy * (${p}refract / max(abs(tR.z), 0.3));
574
+ vec2 oG = tG.xy * (${p}refract / max(abs(tG.z), 0.3));
575
+ vec2 oB = tB.xy * (${p}refract / max(abs(tB.z), 0.3));
576
+
577
+ // Blur grows with how far the ray was bent (mip bias), so
578
+ // strongly-refracted regions smear smoothly instead of
579
+ // showing sharp displaced copies. frost adds a base blur.
580
+ float lod = ${p}frost * 5.0 + log2(1.0 + length(oG) * 0.035);
581
+ vec2 px = 1.0 / u_res;
582
+ vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);
583
+ vec3 refr;
584
+ refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;
585
+ refr.g = sG.g;
586
+ refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;
587
+ // Blend in (approximately) linear light for clean fringes.
588
+ refr = pow(max(refr, 0.0), vec3(2.2));
589
+
590
+ vec3 tintLin = pow(${p}tint, vec3(2.2));
591
+ vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);
592
+
593
+ // Glass darkens toward the silhouette (absorption), the
594
+ // opposite of an additive glow ring.
595
+ float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);
596
+ bodyLin *= 1.0 - 0.35 * ${p}rim * edge;
597
+ vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));
598
+
599
+ // Sparse iridescent glints: two drifting value-noise
600
+ // fields sampled on the reflection direction, one warm
601
+ // one cool, sharpened hard so only sparkles survive.
602
+ vec3 rf = reflect(rd, n);
603
+ float nA = ${p}noise(rf * 2.3 + u_time * 0.5);
604
+ float nB = ${p}noise(rf * 2.3 - u_time * 0.5);
605
+ vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +
606
+ vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));
607
+ body += glint * ${p}irid;
608
+
609
+ // Small hard specular from a fixed key light.
610
+ vec3 L = normalize(vec3(-0.5, 0.7, 0.6));
611
+ float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);
612
+ body += spec * 0.35;
613
+
614
+ ovCol = body;
615
+ ovA = max(ovA, bmask * ${p}alpha);
616
+ }
617
+ }`,
618
+ uniforms: (node, dpr) => ({
619
+ tint: ["3fv", hexToRgb(node.color || "#EAF4EE")],
620
+ refract: ["1f", (node.refract != null ? node.refract : 70) * dpr],
621
+ rim: ["1f", node.rim != null ? node.rim : 0.6],
622
+ alpha: ["1f", node.alpha != null ? node.alpha : 1.0],
623
+ irid: ["1f", node.iridescence != null ? node.iridescence : 0.8],
624
+ disp: ["1f", node.dispersion != null ? node.dispersion : 1.0],
625
+ frost: ["1f", node.frost != null ? node.frost : 0.25],
626
+ }),
627
+ // CPU particle sim. The cursor blob is a TRAIL of shrinking
628
+ // spheres laid along recent pointer positions: when the pointer
629
+ // rests they coincide (radii normalized so the union is exactly
630
+ // the base circle), when it moves they spread into a gooey
631
+ // teardrop — the kinetic deformation. Extra blobs float freely.
632
+ init: (node, dpr, w, h) => {
633
+ const R = (node.radius || 46) * dpr;
634
+ const nTrail = Math.max(1, Math.min(node.trail != null ? node.trail : 7, MAX_BLOBS));
635
+ // Two radius profiles per trail slot, blended by how stretched
636
+ // the chain currently is:
637
+ // idle — normalized so coincident spheres union to exactly R
638
+ // moving — near-full-size spheres, so the spread chain reads
639
+ // as a fat elastic tube instead of a bead string
640
+ const idleW = [];
641
+ let s2 = 0;
642
+ for (let i = 0; i < nTrail; i++) {
643
+ const wgt = Math.pow(0.86, i);
644
+ idleW.push(wgt);
645
+ s2 += wgt * wgt;
646
+ }
647
+ const norm = Math.sqrt(s2);
648
+ const trailIdleR = idleW.map((wgt) => (R * wgt) / norm);
649
+ const trailMoveR = idleW.map((_, i) => R * 0.85 * Math.pow(0.955, i));
650
+
651
+ const rand = (a, b) => a + Math.random() * (b - a);
652
+ const nDrift = Math.max(0, Math.min((node.count || 1) - 1, MAX_BLOBS - nTrail));
653
+ const drifters = [];
654
+ for (let i = 0; i < nDrift; i++) {
655
+ const ang = rand(0, Math.PI * 2);
656
+ const spd = rand(30, 80) * dpr;
657
+ drifters.push({
658
+ x: rand(R, w - R), y: rand(R, h - R),
659
+ r: R * rand(0.45, 0.8),
660
+ vx: Math.cos(ang) * spd, vy: Math.sin(ang) * spd,
661
+ phase: rand(0, Math.PI * 2),
662
+ });
663
+ }
664
+ const head = { x: w * 0.5, y: h * 0.55 };
665
+ // The chain: one node per trail sphere, all seeded on the head
666
+ // so it starts as a single collapsed circle. seg is the rest
667
+ // gap the tail relaxes toward the leader over.
668
+ const chain = [];
669
+ for (let i = 0; i < nTrail; i++) chain.push({ x: head.x, y: head.y });
670
+ return {
671
+ head, chain, nTrail, drifters,
672
+ trailIdleR, trailMoveR,
673
+ stretch: 0, seg: R * 0.9,
674
+ };
675
+ },
676
+ tick: (state, ctx) => {
677
+ const dt = Math.min(ctx.dt, 0.05);
678
+ const w = ctx.w, h = ctx.h;
679
+ const k = 1 - Math.exp(-dt * 9);
680
+ state.head.x += (ctx.mouseX - state.head.x) * k;
681
+ state.head.y += (ctx.mouseY - state.head.y) * k;
682
+
683
+ // Follow-the-leader: node 0 pins to the head, each following
684
+ // node eases toward the one ahead. At rest the whole chain
685
+ // relaxes onto the head (a single circle); while the pointer
686
+ // moves the tail lags behind and the chain spreads out — that
687
+ // spread is the stretch we measure below.
688
+ const chain = state.chain;
689
+ chain[0].x = state.head.x;
690
+ chain[0].y = state.head.y;
691
+ const follow = 1 - Math.exp(-dt * 16);
692
+ for (let i = 1; i < chain.length; i++) {
693
+ const lead = chain[i - 1], node = chain[i];
694
+ let dx = lead.x - node.x, dy = lead.y - node.y;
695
+ const d = Math.hypot(dx, dy) || 1e-4;
696
+ // Cap the lag so a fast flick can't tear the tube apart,
697
+ // then ease the remainder — gives an elastic pull.
698
+ const maxLag = state.seg;
699
+ if (d > maxLag) { node.x += dx * (1 - maxLag / d); node.y += dy * (1 - maxLag / d); }
700
+ node.x += (lead.x - node.x) * follow;
701
+ node.y += (lead.y - node.y) * follow;
702
+ }
703
+
704
+ // Stretch = how far the tail trails the head, normalised by the
705
+ // chain's natural reach. Smoothed so radii swell/settle softly.
706
+ const tail = chain[chain.length - 1];
707
+ const spread = Math.hypot(tail.x - state.head.x, tail.y - state.head.y);
708
+ const reach = Math.max(1, state.seg * (state.nTrail - 1));
709
+ const target = Math.min(1, spread / reach);
710
+ state.stretch += (target - state.stretch) * (1 - Math.exp(-dt * 8));
711
+
712
+ for (const b of state.drifters) {
713
+ b.x += b.vx * dt;
714
+ b.y += b.vy * dt;
715
+ if (b.x < b.r) { b.x = b.r; b.vx = Math.abs(b.vx); }
716
+ else if (b.x > w - b.r) { b.x = w - b.r; b.vx = -Math.abs(b.vx); }
717
+ if (b.y < b.r) { b.y = b.r; b.vy = Math.abs(b.vy); }
718
+ else if (b.y > h - b.r) { b.y = h - b.r; b.vy = -Math.abs(b.vy); }
719
+ b.phase += dt * 1.6;
720
+ }
721
+
722
+ const arr = new Float32Array(MAX_BLOBS * 3);
723
+ const st = state.stretch;
724
+ for (let i = 0; i < state.nTrail; i++) {
725
+ const p = chain[i];
726
+ arr[i * 3] = p.x;
727
+ arr[i * 3 + 1] = p.y;
728
+ // Idle → normalised radii (spheres union to exactly R);
729
+ // stretched → near-full radii so the spread reads as a fat
730
+ // elastic tube rather than a string of shrinking beads.
731
+ arr[i * 3 + 2] = state.trailIdleR[i] + (state.trailMoveR[i] - state.trailIdleR[i]) * st;
732
+ }
733
+ state.drifters.forEach((b, j) => {
734
+ const i = state.nTrail + j;
735
+ arr[i * 3] = b.x;
736
+ arr[i * 3 + 1] = b.y;
737
+ arr[i * 3 + 2] = b.r * (1.0 + 0.12 * Math.sin(b.phase));
738
+ });
739
+ return [
740
+ { name: "blobs", kind: "3fv", value: arr },
741
+ { name: "count", kind: "1i", value: state.nTrail + state.drifters.length },
742
+ ];
743
+ },
744
+ },
127
745
  };
128
746
 
129
747
  function hexToRgb(c) {
@@ -157,30 +775,34 @@ function buildFragmentShader(nodes) {
157
775
  const def = REGISTRY[node.op];
158
776
  if (!def) return;
159
777
  const p = `u${i}_`;
160
- decls += def.decl(p) + "\n";
161
- const snippet = def.code(p, node) + "\n";
162
- if (def.stage === "warp") warp += snippet;
163
- else if (def.stage === "cell") cell += snippet;
164
- else if (def.stage === "displace") displace += snippet;
165
- else color += snippet;
778
+ decls += def.decl(p, node) + "\n";
779
+ // An op may contribute to more than one stage (stage: ["warp",
780
+ // "color"]) — code() then receives the stage it is emitting for.
781
+ // A plain string stage keeps the original single-snippet form.
782
+ const stages = Array.isArray(def.stage) ? def.stage : [def.stage];
783
+ stages.forEach((st) => {
784
+ const snippet = def.code(p, node, st) + "\n";
785
+ if (st === "warp") warp += snippet;
786
+ else if (st === "cell") cell += snippet;
787
+ else if (st === "displace") displace += snippet;
788
+ else color += snippet;
789
+ });
166
790
  });
167
- // When an edges op is present it emits a border layer (edgeCol /
168
- // edgeCov) and the content (text) is composited OVER it, so borders
169
- // sit below the glyphs. Otherwise cells get the default subtle
170
- // darkening so the tiling still reads.
791
+ // Compositing, in three layers (all straight-alpha):
792
+ // 1. border layer (edgeCol/edgeCov, from an edges op) UNDER
793
+ // 2. content layer (col over tex.a) then
794
+ // 3. overlay layer (ovCol/ovA, from an overlay op e.g. blobs) ON TOP
795
+ // Absent ops leave their contribution at zero, so this reduces to
796
+ // the plain content for every prior combination. The default seam
797
+ // darkening only applies when a cell op runs without an edges op.
171
798
  const hasEdges = nodes.some((n) => n.op === "edges");
172
- const finalBlock = hasEdges
173
- ? ` // text (col, tex.a) OVER border (edgeCol, edgeCov): straight alpha
174
- float outA = tex.a + edgeCov * (1.0 - tex.a);
175
- vec3 outRGB = (col * tex.a + edgeCol * edgeCov * (1.0 - tex.a)) / max(outA, 1e-4);
176
- gl_FragColor = vec4(outRGB, outA);`
177
- : ` col *= 1.0 - edge * 0.55;
178
- gl_FragColor = vec4(col, tex.a);`;
799
+ const defaultSeam = hasEdges ? "" : " col *= 1.0 - edge * 0.55;";
179
800
  return `
180
801
  precision highp float;
181
802
  uniform sampler2D u_tex;
182
803
  uniform vec2 u_res;
183
804
  uniform vec2 u_mouse;
805
+ uniform float u_time;
184
806
  ${decls}
185
807
  void main() {
186
808
  vec2 frag = vec2(gl_FragCoord.x, u_res.y - gl_FragCoord.y);
@@ -196,8 +818,17 @@ ${displace}
196
818
  vec3 col = tex.rgb;
197
819
  vec3 edgeCol = vec3(1.0);
198
820
  float edgeCov = 0.0;
821
+ vec3 ovCol = vec3(0.0);
822
+ float ovA = 0.0;
199
823
  ${color}
200
- ${finalBlock}
824
+ ${defaultSeam}
825
+ // content OVER border
826
+ float baseA = tex.a + edgeCov * (1.0 - tex.a);
827
+ vec3 baseRGB = (col * tex.a + edgeCol * edgeCov * (1.0 - tex.a)) / max(baseA, 1e-4);
828
+ // overlay OVER (content+border)
829
+ float outA = ovA + baseA * (1.0 - ovA);
830
+ vec3 outRGB = (ovCol * ovA + baseRGB * baseA * (1.0 - ovA)) / max(outA, 1e-4);
831
+ gl_FragColor = vec4(outRGB, outA);
201
832
  }`;
202
833
  }
203
834
 
@@ -247,7 +878,25 @@ function applyRasterPipeline(el, rasterNodes) {
247
878
  if (rect.width < 2 || rect.height < 2) return null;
248
879
 
249
880
  const dpr = Math.min(window.devicePixelRatio || 1, 2);
250
- const wantLive = rasterNodes.some((n) => n.live === true);
881
+ const isOverlay = rasterNodes.some((n) => (REGISTRY[n.op] || {}).overlay);
882
+ // Stacking: a pipeline may mix in-place ops (hexalize/offset/duotone/
883
+ // edges) with an overlay op (blobs). The single shader composites them
884
+ // in one pass, but the HOST visibility differs — only a PURELY overlay
885
+ // chain leaves the host visible (the lens refracts untouched content).
886
+ // The moment an in-place op joins, the canvas fully carries the look,
887
+ // so the host must be hidden or the original content ghosts through.
888
+ const pureOverlay = rasterNodes.every((n) => (REGISTRY[n.op] || {}).overlay);
889
+ // Live-first (HTML-in-Canvas). The live backend captures content that
890
+ // lives INSIDE the canvas (texElementImage2D over the restructured
891
+ // subtree) — the same model canvasUI's bubble uses: content in the
892
+ // canvas, the lens drawn over that live capture. So live is viable
893
+ // whenever the host is hidden and its content moves into the canvas,
894
+ // i.e. every chain EXCEPT a pure-overlay one (blobs alone floating
895
+ // over untouched DOM — nothing is restructured, so there is no live
896
+ // subtree to sample; that case stays snapshot). A combined chain
897
+ // (blobs + hexalize/offset/…) hides the host and therefore runs live,
898
+ // lens included. Opt out per pipeline with `live: false` on any node.
899
+ const wantLive = !pureOverlay && !rasterNodes.some((n) => n.live === false);
251
900
  const apiAvailable =
252
901
  (typeof WebGL2RenderingContext !== "undefined" &&
253
902
  "texElementImage2D" in WebGL2RenderingContext.prototype) ||
@@ -263,11 +912,15 @@ function applyRasterPipeline(el, rasterNodes) {
263
912
  // browser prepares the canvas for laid-out children (origin trial).
264
913
  if (live) canvas.setAttribute("layoutsubtree", "");
265
914
  const ctxOpts = { alpha: true, premultipliedAlpha: false };
266
- // The origin trial wires texElementImage2D primarily on WebGL2 —
267
- // prefer it in live mode, fall back to WebGL1 (same GLSL either way).
268
- const gl = (live && canvas.getContext("webgl2", ctxOpts)) ||
915
+ // WebGL2-first everywhere: NPOT mipmaps (offset-scaled blur for the
916
+ // glassy ops) and texElementImage2D both need it; WebGL1 remains as
917
+ // a sharp-rendering fallback (mip blur simply disables).
918
+ const gl = canvas.getContext("webgl2", ctxOpts) ||
269
919
  canvas.getContext("webgl", ctxOpts);
270
920
  if (!gl) return null;
921
+ const isGL2 = (typeof WebGL2RenderingContext !== "undefined") &&
922
+ (gl instanceof WebGL2RenderingContext);
923
+ const needMips = isGL2 && rasterNodes.some((n) => (REGISTRY[n.op] || {}).mips);
271
924
  if (live && !("texElementImage2D" in gl)) {
272
925
  console.info("[nodality] texElementImage2D missing on the created context - snapshot fallback.");
273
926
  canvas.removeAttribute("layoutsubtree");
@@ -324,45 +977,266 @@ function applyRasterPipeline(el, rasterNodes) {
324
977
  const prog = gl.createProgram();
325
978
  gl.attachShader(prog, compile(gl.VERTEX_SHADER, VS));
326
979
  gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, buildFragmentShader(rasterNodes)));
980
+ // Pin "a" to location 0 so a field-simulation program (which shares
981
+ // this vertex buffer and attribute array) can be swapped in without
982
+ // respecifying the pointer.
983
+ gl.bindAttribLocation(prog, 0, "a");
327
984
  gl.linkProgram(prog);
328
985
  gl.useProgram(prog);
329
986
  gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
330
987
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
331
- const aLoc = gl.getAttribLocation(prog, "a");
332
- gl.enableVertexAttribArray(aLoc);
333
- gl.vertexAttribPointer(aLoc, 2, gl.FLOAT, false, 0, 0);
988
+ gl.enableVertexAttribArray(0);
989
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
334
990
  const U = (n) => gl.getUniformLocation(prog, n);
335
991
 
992
+ const setUniform = (loc, kind, value) => {
993
+ if (kind === "1f") gl.uniform1f(loc, value);
994
+ else if (kind === "1i") gl.uniform1i(loc, value);
995
+ else if (kind === "2fv") gl.uniform2fv(loc, value);
996
+ else if (kind === "3fv") gl.uniform3fv(loc, value);
997
+ };
998
+
336
999
  // Static uniforms from the node data.
337
1000
  rasterNodes.forEach((node, i) => {
338
1001
  const def = REGISTRY[node.op];
339
1002
  if (!def || !def.uniforms) return;
340
1003
  const us = def.uniforms(node, dpr);
341
1004
  for (const key in us) {
342
- const [kind, value] = us[key];
343
- const loc = U(`u${i}_${key}`);
344
- if (kind === "1f") gl.uniform1f(loc, value);
345
- else if (kind === "2fv") gl.uniform2fv(loc, value);
346
- else if (kind === "3fv") gl.uniform3fv(loc, value);
1005
+ setUniform(U(`u${i}_${key}`), us[key][0], us[key][1]);
1006
+ }
1007
+ });
1008
+
1009
+ // Ops with a CPU simulation (e.g. blobs) get per-frame state and
1010
+ // feed dynamic uniforms each draw (see the render loop below).
1011
+ const dynamicOps = [];
1012
+ rasterNodes.forEach((node, i) => {
1013
+ const def = REGISTRY[node.op];
1014
+ if (def && typeof def.init === "function") {
1015
+ dynamicOps.push({ i, def, state: def.init(node, dpr, canvas.width, canvas.height) });
1016
+ }
1017
+ });
1018
+ let lastFrame = (typeof performance !== "undefined") ? performance.now() : 0;
1019
+
1020
+ // ── Fluid solvers (ops with a `solver` descriptor, e.g. stir) ─────
1021
+ // An op may declare a set of render targets and fragment programs
1022
+ // plus a step() that sequences the passes. The pipeline allocates
1023
+ // everything here, runs step() once per frame, and binds the named
1024
+ // result textures into the main composite pass.
1025
+ //
1026
+ // Float render targets are required (velocity and pressure are
1027
+ // signed and need range well outside [0,1]). Without them the op
1028
+ // disables itself rather than rendering something wrong.
1029
+ const solverOps = [];
1030
+ const makeSolver = (node, i) => {
1031
+ const def = REGISTRY[node.op];
1032
+ if (!isGL2 || !gl.getExtension("EXT_color_buffer_float")) {
1033
+ console.info("[nodality] '" + node.op +
1034
+ "' needs WebGL2 float render targets - op skipped.");
1035
+ return null;
1036
+ }
1037
+ gl.getExtension("OES_texture_float_linear");
1038
+ const res = def.solver.resolutions(node);
1039
+ const FMT = {
1040
+ r: [gl.R16F, gl.RED],
1041
+ rg: [gl.RG16F, gl.RG],
1042
+ rgba: [gl.RGBA16F, gl.RGBA],
1043
+ };
1044
+
1045
+ const made = [];
1046
+ const mkTarget = (size, fmt, smooth) => {
1047
+ const [internal, format] = FMT[fmt];
1048
+ const t = gl.createTexture();
1049
+ gl.bindTexture(gl.TEXTURE_2D, t);
1050
+ const flt = smooth ? gl.LINEAR : gl.NEAREST;
1051
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, flt);
1052
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, flt);
1053
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
1054
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
1055
+ gl.texImage2D(gl.TEXTURE_2D, 0, internal, size, size, 0,
1056
+ format, gl.HALF_FLOAT, null);
1057
+ const fbo = gl.createFramebuffer();
1058
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
1059
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
1060
+ gl.TEXTURE_2D, t, 0);
1061
+ const ok = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
1062
+ gl.viewport(0, 0, size, size);
1063
+ gl.clearColor(0, 0, 0, 1);
1064
+ gl.clear(gl.COLOR_BUFFER_BIT);
1065
+ const rec = { tex: t, fbo, size, ok };
1066
+ made.push(rec);
1067
+ return rec;
1068
+ };
1069
+
1070
+ const targets = {};
1071
+ let allOk = true;
1072
+ for (const name in def.solver.targets) {
1073
+ const spec = def.solver.targets[name];
1074
+ const size = res[spec.res];
1075
+ if (spec.double) {
1076
+ targets[name] = {
1077
+ a: mkTarget(size, spec.fmt, spec.smooth),
1078
+ b: mkTarget(size, spec.fmt, spec.smooth),
1079
+ };
1080
+ allOk = allOk && targets[name].a.ok && targets[name].b.ok;
1081
+ } else {
1082
+ targets[name] = { a: mkTarget(size, spec.fmt, spec.smooth) };
1083
+ allOk = allOk && targets[name].a.ok;
1084
+ }
1085
+ }
1086
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
1087
+
1088
+ const cleanup = () => made.forEach((t) => {
1089
+ gl.deleteFramebuffer(t.fbo);
1090
+ gl.deleteTexture(t.tex);
1091
+ });
1092
+
1093
+ if (!allOk) {
1094
+ console.info("[nodality] '" + node.op +
1095
+ "' float targets incomplete - op skipped.");
1096
+ cleanup();
1097
+ return null;
1098
+ }
1099
+
1100
+ const progs = {};
1101
+ try {
1102
+ for (const name in def.solver.programs) {
1103
+ const pr = gl.createProgram();
1104
+ gl.attachShader(pr, compile(gl.VERTEX_SHADER, VS));
1105
+ gl.attachShader(pr, compile(gl.FRAGMENT_SHADER, def.solver.programs[name]));
1106
+ gl.bindAttribLocation(pr, 0, "a");
1107
+ gl.linkProgram(pr);
1108
+ if (!gl.getProgramParameter(pr, gl.LINK_STATUS)) {
1109
+ throw new Error(name + ": " + gl.getProgramInfoLog(pr));
1110
+ }
1111
+ progs[name] = { prog: pr, loc: {} };
1112
+ }
1113
+ } catch (e) {
1114
+ console.warn("[nodality] '" + node.op + "' solver programs failed:", e);
1115
+ cleanup();
1116
+ for (const n in progs) gl.deleteProgram(progs[n].prog);
1117
+ return null;
347
1118
  }
1119
+
1120
+ gl.useProgram(prog);
1121
+ return {
1122
+ i, node, def, res, targets, progs, cleanup,
1123
+ prevX: 0.5, prevY: 0.5, primed: false,
1124
+ };
1125
+ };
1126
+ rasterNodes.forEach((node, i) => {
1127
+ const def = REGISTRY[node.op];
1128
+ if (!def || !def.solver) return;
1129
+ const s = makeSolver(node, i);
1130
+ if (s) solverOps.push(s);
348
1131
  });
349
1132
 
1133
+ // One frame of a solver. `S` is the small API the op's step() drives.
1134
+ const stepSolver = (s, dt) => {
1135
+ let cur = null;
1136
+ const S = {
1137
+ res: s.res,
1138
+ use(name) {
1139
+ cur = s.progs[name];
1140
+ gl.useProgram(cur.prog);
1141
+ },
1142
+ u(name) {
1143
+ if (!(name in cur.loc)) cur.loc[name] = gl.getUniformLocation(cur.prog, name);
1144
+ return cur.loc[name];
1145
+ },
1146
+ f1(n, v) { gl.uniform1f(S.u(n), v); },
1147
+ f2(n, x, y) { gl.uniform2f(S.u(n), x, y); },
1148
+ f3(n, x, y, z) { gl.uniform3f(S.u(n), x, y, z); },
1149
+ smp(n, target, unit) {
1150
+ gl.activeTexture(gl.TEXTURE0 + unit);
1151
+ gl.bindTexture(gl.TEXTURE_2D, target.tex);
1152
+ gl.uniform1i(S.u(n), unit);
1153
+ },
1154
+ read: (name) => s.targets[name].a,
1155
+ write: (name) => s.targets[name].b,
1156
+ single: (name) => s.targets[name].a,
1157
+ swap(name) {
1158
+ const t = s.targets[name];
1159
+ const tmp = t.a; t.a = t.b; t.b = tmp;
1160
+ },
1161
+ blit(target) {
1162
+ gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
1163
+ gl.viewport(0, 0, target.size, target.size);
1164
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
1165
+ },
1166
+ };
1167
+
1168
+ // Pointer in field space (bottom-up [0,1]) and the velocity it
1169
+ // picked up since the previous frame - the spoon.
1170
+ const px = mouse[0] / canvas.width;
1171
+ const py = 1 - mouse[1] / canvas.height;
1172
+ let dx = 0, dy = 0;
1173
+ if (s.primed) {
1174
+ dx = (px - s.prevX) / Math.max(dt, 1e-3);
1175
+ dy = (py - s.prevY) / Math.max(dt, 1e-3);
1176
+ }
1177
+ s.prevX = px; s.prevY = py; s.primed = true;
1178
+ const moving = Math.abs(dx) + Math.abs(dy) > 1e-3;
1179
+
1180
+ s.def.solver.step(S, s.node, {
1181
+ dt, px, py, dx, dy, moving,
1182
+ aspect: canvas.width / Math.max(canvas.height, 1),
1183
+ col: s.def.solver.splatColor(s.node, dx, dy),
1184
+ });
1185
+ };
1186
+
350
1187
  const tex = gl.createTexture();
351
1188
  gl.bindTexture(gl.TEXTURE_2D, tex);
352
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
1189
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
1190
+ needMips ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
353
1191
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
354
1192
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
355
1193
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
1194
+ // Regenerate the mip chain after every content upload so the
1195
+ // offset-scaled blur (texture2D bias) has levels to sample.
1196
+ const finishUpload = () => { if (needMips) gl.generateMipmap(gl.TEXTURE_2D); };
356
1197
 
357
1198
  let textureReady = false;
358
1199
  let destroyed = false;
359
1200
  let mode = live ? "live" : "snapshot";
360
1201
 
1202
+ // For an overlay effect whose content is (or contains) a same-origin
1203
+ // image, upload that image straight into the texture. This bypasses
1204
+ // the foreignObject snapshot (which can't rasterise <img>) and gives
1205
+ // the lens a real photo to refract — the glassy, distorting look.
1206
+ const contentImg = () => {
1207
+ const im = (el.tagName === "IMG") ? el
1208
+ : (el.querySelector ? el.querySelector("img") : null);
1209
+ return (im && im.complete && im.naturalWidth > 0) ? im : null;
1210
+ };
1211
+ let imgListenerBound = false;
1212
+
361
1213
  // Snapshot the host's children (excluding our own canvas). Once the
362
1214
  // texture is live, the host's own painting is hidden via the
363
1215
  // visibility trick (the canvas child re-shows itself) so transparent
364
1216
  // hosts — e.g. a bare headline — don't ghost-double under the effect.
365
1217
  const snapshotCapture = () => {
1218
+ // Overlay + image content: use the image directly as the texture.
1219
+ if (isOverlay) {
1220
+ const im = contentImg();
1221
+ if (im) {
1222
+ try {
1223
+ gl.bindTexture(gl.TEXTURE_2D, tex);
1224
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, im);
1225
+ finishUpload();
1226
+ textureReady = true;
1227
+ return Promise.resolve();
1228
+ } catch (e) {
1229
+ // Cross-origin taint -> fall through to snapshot.
1230
+ }
1231
+ } else if (!imgListenerBound) {
1232
+ // Image not decoded yet: recapture once it loads.
1233
+ const im2 = (el.tagName === "IMG") ? el : (el.querySelector && el.querySelector("img"));
1234
+ if (im2) {
1235
+ imgListenerBound = true;
1236
+ im2.addEventListener("load", () => { if (!destroyed) snapshotCapture(); }, { once: true });
1237
+ }
1238
+ }
1239
+ }
366
1240
  canvas.style.display = "none";
367
1241
  const prevVisibility = el.style.visibility;
368
1242
  el.style.visibility = "";
@@ -371,8 +1245,13 @@ function applyRasterPipeline(el, rasterNodes) {
371
1245
  if (destroyed) return;
372
1246
  gl.bindTexture(gl.TEXTURE_2D, tex);
373
1247
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
1248
+ finishUpload();
374
1249
  textureReady = true;
375
- el.style.visibility = "hidden";
1250
+ // In-place transforms hide the host (the canvas replaces
1251
+ // its look). A pure-overlay chain keeps it visible so the
1252
+ // real content shows through the bubble; a mixed chain
1253
+ // (in-place + overlay) hides it — the canvas carries all.
1254
+ el.style.visibility = pureOverlay ? "" : "hidden";
376
1255
  canvas.style.visibility = "visible";
377
1256
  })
378
1257
  .catch((e) => {
@@ -422,6 +1301,7 @@ function applyRasterPipeline(el, rasterNodes) {
422
1301
  for (const i of order) {
423
1302
  try {
424
1303
  gl.texElementImage2D.apply(gl, forms[i]);
1304
+ finishUpload();
425
1305
  if (liveForm < 0) {
426
1306
  liveForm = i;
427
1307
  console.info("[nodality] texElementImage2D signature discovered: form",
@@ -484,11 +1364,47 @@ function applyRasterPipeline(el, rasterNodes) {
484
1364
  const draw = () => {
485
1365
  if (destroyed) return;
486
1366
  if (visible && textureReady) {
1367
+ const now = (typeof performance !== "undefined") ? performance.now() : lastFrame + 16;
1368
+ const dt = Math.max(0, (now - lastFrame) / 1000);
1369
+
1370
+ // 1. Advance stateful fluid solvers into their own off-screen
1371
+ // targets (this rebinds framebuffer/program/textures).
1372
+ for (const s of solverOps) stepSolver(s, dt);
1373
+
1374
+ // 2. Composite pass, back on the visible framebuffer.
1375
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
1376
+ gl.useProgram(prog);
487
1377
  gl.viewport(0, 0, canvas.width, canvas.height);
488
1378
  gl.clearColor(0, 0, 0, 0);
489
1379
  gl.clear(gl.COLOR_BUFFER_BIT);
490
1380
  gl.uniform2f(U("u_res"), canvas.width, canvas.height);
491
1381
  gl.uniform2f(U("u_mouse"), mouse[0], mouse[1]);
1382
+ gl.uniform1f(U("u_time"), now / 1000);
1383
+ // Advance and upload per-frame CPU simulations.
1384
+ if (dynamicOps.length > 0) {
1385
+ const ctx = { w: canvas.width, h: canvas.height, mouseX: mouse[0], mouseY: mouse[1], dt: dt, t: now / 1000 };
1386
+ for (const d of dynamicOps) {
1387
+ const ups = d.def.tick(d.state, ctx);
1388
+ for (const u of ups) setUniform(U(`u${d.i}_${u.name}`), u.kind, u.value);
1389
+ }
1390
+ }
1391
+ // Content on unit 0, then each solver's named result
1392
+ // textures (velocity, dye, ...) on units above it.
1393
+ gl.activeTexture(gl.TEXTURE0);
1394
+ gl.bindTexture(gl.TEXTURE_2D, tex);
1395
+ gl.uniform1i(U("u_tex"), 0);
1396
+ let unit = 1;
1397
+ for (const s of solverOps) {
1398
+ const smps = s.def.solver.samplers;
1399
+ for (const key in smps) {
1400
+ gl.activeTexture(gl.TEXTURE0 + unit);
1401
+ gl.bindTexture(gl.TEXTURE_2D, s.targets[smps[key]].a.tex);
1402
+ gl.uniform1i(U(`u${s.i}_${key}`), unit);
1403
+ unit++;
1404
+ }
1405
+ }
1406
+ gl.activeTexture(gl.TEXTURE0); // texture uploads assume unit 0
1407
+ lastFrame = now;
492
1408
  gl.drawArrays(gl.TRIANGLES, 0, 3);
493
1409
  }
494
1410
  raf = requestAnimationFrame(draw);
@@ -583,6 +1499,11 @@ function applyRasterPipeline(el, rasterNodes) {
583
1499
  el.removeEventListener("mousemove", onMove);
584
1500
  el.removeEventListener("touchmove", onMove);
585
1501
  canvas.removeEventListener("paint", onPaint);
1502
+ for (const s of solverOps) {
1503
+ s.cleanup();
1504
+ for (const n in s.progs) gl.deleteProgram(s.progs[n].prog);
1505
+ }
1506
+ solverOps.length = 0;
586
1507
  while (sourceEl !== el && sourceEl.firstChild) el.appendChild(sourceEl.firstChild);
587
1508
  el.style.visibility = "";
588
1509
  canvas.remove();