nodality 1.0.181 → 1.0.182

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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 +484 -221
  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
@@ -1 +1 @@
1
- function n(n,t){var r="undefined"!=typeof Symbol&&n[Symbol.iterator]||n["@@iterator"];if(!r){if(Array.isArray(n)||(r=function(n,t){if(n){if("string"==typeof n)return e(n,t);var r={}.toString.call(n).slice(8,-1);return"Object"===r&&n.constructor&&(r=n.constructor.name),"Map"===r||"Set"===r?Array.from(n):"Arguments"===r||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(r)?e(n,t):void 0}}(n))||t&&n&&"number"==typeof n.length){r&&(n=r);var o=0,a=function(){};return{s:a,n:function(){return o>=n.length?{done:!0}:{done:!1,value:n[o++]}},e:function(n){throw n},f:a}}throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.")}var c,i=!0,s=!1;return{s:function(){r=r.call(n)},n:function(){var n=r.next();return i=n.done,n},e:function(n){s=!0,c=n},f:function(){try{i||null==r.return||r.return()}finally{if(s)throw c}}}}function e(n,e){(null==e||e>n.length)&&(e=n.length);for(var t=0,r=Array(e);t<e;t++)r[t]=n[t];return r}!function(){try{var n=localStorage.getItem("nodality.theme.mode");if("light"===n||"dark"===n)return n}catch(n){}"undefined"!=typeof window&&window.matchMedia&&window.matchMedia("(prefers-color-scheme: dark)").matches}();var t={hexalize:{stage:"cell",decl:function(n){return"uniform float ".concat(n,"size;")},code:function(n){return"\n {\n vec2 hp = warped / ".concat(n,"size;\n vec2 hr = vec2(1.0, 1.7320508), hh = hr * 0.5;\n vec2 ha = mod(hp, hr) - hh, hb = mod(hp - hh, hr) - hh;\n vec2 gv = dot(ha, ha) < dot(hb, hb) ? ha : hb;\n center = (hp - gv) * ").concat(n,"size;\n gv = abs(gv);\n edge = max(edge, smoothstep(0.44, 0.5,\n max(dot(gv, normalize(vec2(1.0, 1.7320508))), gv.x)));\n }")},uniforms:function(n,e){return{size:["1f",(n.size||24)*e]}}},offset:{stage:"warp",decl:function(n){return"uniform float ".concat(n,"strength; uniform float ").concat(n,"radius;")},code:function(n){return"\n {\n float d = length(warped - u_mouse);\n float fall = 1.0 - smoothstep(0.0, ".concat(n,"radius, d);\n vec2 dir = d > 0.5 ? (warped - u_mouse) / d : vec2(0.0);\n warped -= dir * ").concat(n,"strength * fall;\n }")},uniforms:function(n,e){return{strength:["1f",(n.strength||20)*e],radius:["1f",(n.radius||260)*e]}}},duotone:{stage:"color",decl:function(n){return"uniform vec3 ".concat(n,"a; uniform vec3 ").concat(n,"b; uniform float ").concat(n,"radius;")},code:function(n,e){return"\n {\n float lum = dot(col, vec3(0.299, 0.587, 0.114));\n vec3 duo = mix(".concat(n,"a, ").concat(n,"b, lum);\n ").concat("mouse"===e.by?"float mask = 1.0 - smoothstep(".concat(n,"radius * 0.35, ").concat(n,"radius, length(center - u_mouse));"):"float mask = 1.0;","\n col = mix(col, duo, mask);\n }")},uniforms:function(n,e){var t=n.colors||["#104B87","#E8FF00"];return{a:["3fv",r(t[0])],b:["3fv",r(t[1])],radius:["1f",(n.radius||220)*e]}}},edges:{stage:"color",decl:function(n){return"uniform vec3 ".concat(n,"color; uniform float ").concat(n,"strength;")},code:function(n){return"\n {\n edgeCol = ".concat(n,"color;\n edgeCov = max(edgeCov, edge * ").concat(n,"strength);\n }")},uniforms:function(n){return{color:["3fv",r(n.color||"#FFFFFF")],strength:["1f",null!=n.strength?n.strength:1]}}},stir:{stage:["warp","color"],decl:function(n){return"\n uniform sampler2D ".concat(n,"field;\n uniform float ").concat(n,"strength;\n uniform float ").concat(n,"sheen;\n uniform vec3 ").concat(n,"tint;\n uniform float ").concat(n,"enc;\n uniform float ").concat(n,"range;\n vec2 ").concat(n,"flow(vec2 uvp) {\n vec4 t = texture2D(").concat(n,"field, clamp(uvp, 0.001, 0.999));\n return ").concat(n,"enc > 0.5 ? (t.xy * 2.0 - 1.0) * ").concat(n,"range : t.xy;\n }")},code:function(n,e,t){return"warp"===t?"\n {\n // frag/warped are top-down pixels; the field is bottom-up\n // [0,1] — flip y going in, and flip the y of the vector\n // coming out so content drags WITH the pointer.\n vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec2 m = ".concat(n,"flow(fuv);\n warped += vec2(m.x, -m.y) * ").concat(n,"strength;\n }"):"\n {\n // Moving liquid catches light: brighten toward the tint\n // where the flow is fast. Sampled at the cell centre so it\n // stays flat per tile when a cell op runs upstream.\n vec2 suv = vec2(center.x / u_res.x, 1.0 - center.y / u_res.y);\n float sm = length(".concat(n,"flow(suv));\n col = mix(col, ").concat(n,"tint, (1.0 - exp(-sm * 5.0)) * ").concat(n,"sheen);\n }")},uniforms:function(n,e){return{strength:["1f",(null!=n.strength?n.strength:26)*e],sheen:["1f",null!=n.sheen?n.sheen:.25],tint:["3fv",r(n.tint||"#BFE9FF")]}},field:{frag:function(){return"\nprecision highp float;\nuniform sampler2D s_field;\nuniform vec2 s_texel;\nuniform float s_dt;\nuniform float s_decay;\nuniform float s_swirl;\nuniform float s_advect;\nuniform vec2 s_point;\nuniform vec2 s_impulse;\nuniform float s_radius;\nuniform float s_aspect;\nuniform float s_idle;\nuniform float s_time;\nuniform float s_enc;\nuniform float s_range;\n\nvec2 rd(vec2 uvp) {\n vec4 t = texture2D(s_field, clamp(uvp, 0.0, 1.0));\n return s_enc > 0.5 ? (t.xy * 2.0 - 1.0) * s_range : t.xy;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy * s_texel;\n vec2 m = rd(uv);\n\n // 1. Semi-Lagrangian backtrace: momentum rides its own flow.\n vec2 a = rd(uv - m * s_advect * s_dt);\n\n // 2. Curl of the field, normalised so the swirl setting is\n // resolution independent (central differences over two texels).\n float r = rd(uv + vec2(s_texel.x, 0.0)).y;\n float l = rd(uv - vec2(s_texel.x, 0.0)).y;\n float t = rd(uv + vec2(0.0, s_texel.y)).x;\n float b = rd(uv - vec2(0.0, s_texel.y)).x;\n float curl = ((r - l) - (t - b)) * 0.5 / s_texel.y;\n\n // 3. Rotate momentum by the local curl angle. Norm preserving, so\n // eddies spin and survive rather than smearing out — this is\n // what replaces vorticity confinement + pressure projection.\n float th = curl * s_swirl * s_dt;\n float cs = cos(th), sn = sin(th);\n a = mat2(cs, sn, -sn, cs) * a;\n\n // 4. Viscous decay (frame-rate independent).\n a *= pow(s_decay, s_dt * 60.0);\n\n // 5. The spoon: a gaussian impulse of pointer velocity.\n vec2 d = uv - s_point;\n d.x *= s_aspect;\n a += s_impulse * exp(-dot(d, d) / max(s_radius * s_radius, 1e-6));\n\n // 6. Optional hands-free stir: a source orbiting the centre.\n if (s_idle > 0.0) {\n float ia = s_time * 0.6;\n vec2 ic = vec2(0.5 + 0.22 * cos(ia), 0.5 + 0.22 * sin(ia));\n vec2 id = uv - ic;\n id.x *= s_aspect;\n a += vec2(-sin(ia), cos(ia)) * s_idle *\n exp(-dot(id, id) / max(s_radius * s_radius, 1e-6)) * s_dt * 60.0;\n }\n\n // Keep the field inside the encodable range.\n float mg = length(a);\n if (mg > s_range) a *= s_range / mg;\n\n gl_FragColor = s_enc > 0.5\n ? vec4(a / s_range * 0.5 + 0.5, 0.0, 1.0)\n : vec4(a, 0.0, 1.0);\n}"},uniforms:function(n){return{s_decay:["1f",null!=n.decay?n.decay:.985],s_swirl:["1f",null!=n.swirl?n.swirl:2.4],s_advect:["1f",null!=n.advect?n.advect:.35],s_radius:["1f",null!=n.radius?n.radius:.1],s_idle:["1f",null!=n.idle?n.idle:0]}},force:function(n){return null!=n.force?n.force:1},resolution:function(n){return Math.max(32,Math.min(n.resolution||192,512))}}},blobs:{stage:"color",overlay:!0,mips:!0,decl:function(n){return"\n uniform vec3 ".concat(n,"blobs[").concat(12,"];\n uniform int ").concat(n,"count;\n uniform vec3 ").concat(n,"tint;\n uniform float ").concat(n,"refract;\n uniform float ").concat(n,"rim;\n uniform float ").concat(n,"alpha;\n uniform float ").concat(n,"irid;\n uniform float ").concat(n,"disp;\n uniform float ").concat(n,"frost;\n float ").concat(n,"hash(vec3 v) {\n return fract(sin(dot(v, vec3(21.9898, 63.233, 41.719))) * 41739.317);\n }\n float ").concat(n,"noise(vec3 v) {\n vec3 f = floor(v);\n vec3 r = v - f;\n r = r * r * (3.0 - 2.0 * r);\n float c000 = ").concat(n,"hash(f);\n float c100 = ").concat(n,"hash(f + vec3(1.0, 0.0, 0.0));\n float c010 = ").concat(n,"hash(f + vec3(0.0, 1.0, 0.0));\n float c110 = ").concat(n,"hash(f + vec3(1.0, 1.0, 0.0));\n float c001 = ").concat(n,"hash(f + vec3(0.0, 0.0, 1.0));\n float c101 = ").concat(n,"hash(f + vec3(1.0, 0.0, 1.0));\n float c011 = ").concat(n,"hash(f + vec3(0.0, 1.0, 1.0));\n float c111 = ").concat(n,"hash(f + vec3(1.0, 1.0, 1.0));\n return mix(\n mix(mix(c000, c100, r.x), mix(c010, c110, r.x), r.y),\n mix(mix(c001, c101, r.x), mix(c011, c111, r.x), r.y), r.z);\n }")},code:function(n){return"\n {\n float field = 0.0;\n vec2 grad = vec2(0.0);\n for (int bi = 0; bi < ".concat(12,"; bi++) {\n if (bi >= ").concat(n,"count) break;\n vec2 bd = frag - ").concat(n,"blobs[bi].xy;\n float br = ").concat(n,"blobs[bi].z;\n float dd = max(dot(bd, bd), 1.0);\n field += (br * br) / dd;\n grad += (-2.0 * (br * br) / (dd * dd)) * bd;\n }\n float bmask = smoothstep(0.6, 1.0, field);\n if (bmask > 0.003) {\n float gmag = length(grad);\n vec2 g2 = gmag > 1e-6 ? -grad / gmag : vec2(0.0);\n // Pseudo-3D surface normal from the 2D field. For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(n,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(n,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(n,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(n,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(n,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(n,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(n,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(n,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(n,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(n,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(n,"alpha);\n }\n }")},uniforms:function(n,e){return{tint:["3fv",r(n.color||"#EAF4EE")],refract:["1f",(null!=n.refract?n.refract:70)*e],rim:["1f",null!=n.rim?n.rim:.6],alpha:["1f",null!=n.alpha?n.alpha:1],irid:["1f",null!=n.iridescence?n.iridescence:.8],disp:["1f",null!=n.dispersion?n.dispersion:1],frost:["1f",null!=n.frost?n.frost:.25]}},init:function(n,e,t,r){for(var o=(n.radius||46)*e,a=Math.max(1,Math.min(null!=n.trail?n.trail:7,12)),c=[],i=0,s=0;s<a;s++){var l=Math.pow(.86,s);c.push(l),i+=l*l}for(var f=Math.sqrt(i),u=c.map(function(n){return o*n/f}),d=c.map(function(n,e){return.85*o*Math.pow(.955,e)}),h=function(n,e){return n+Math.random()*(e-n)},m=Math.max(0,Math.min((n.count||1)-1,12-a)),v=[],p=0;p<m;p++){var g=h(0,2*Math.PI),y=h(30,80)*e;v.push({x:h(o,t-o),y:h(o,r-o),r:o*h(.45,.8),vx:Math.cos(g)*y,vy:Math.sin(g)*y,phase:h(0,2*Math.PI)})}for(var x={x:.5*t,y:.55*r},b=[],w=0;w<a;w++)b.push({x:x.x,y:x.y});return{head:x,chain:b,nTrail:a,drifters:v,trailIdleR:u,trailMoveR:d,stretch:0,seg:.9*o}},tick:function(e,t){var r=Math.min(t.dt,.05),o=t.w,a=t.h,c=1-Math.exp(9*-r);e.head.x+=(t.mouseX-e.head.x)*c,e.head.y+=(t.mouseY-e.head.y)*c;var i=e.chain;i[0].x=e.head.x,i[0].y=e.head.y;for(var s=1-Math.exp(16*-r),l=1;l<i.length;l++){var f=i[l-1],u=i[l],d=f.x-u.x,h=f.y-u.y,m=Math.hypot(d,h)||1e-4,v=e.seg;m>v&&(u.x+=d*(1-v/m),u.y+=h*(1-v/m)),u.x+=(f.x-u.x)*s,u.y+=(f.y-u.y)*s}var p=i[i.length-1],g=Math.hypot(p.x-e.head.x,p.y-e.head.y),y=Math.max(1,e.seg*(e.nTrail-1)),x=Math.min(1,g/y);e.stretch+=(x-e.stretch)*(1-Math.exp(8*-r));var b,w=n(e.drifters);try{for(w.s();!(b=w.n()).done;){var _=b.value;_.x+=_.vx*r,_.y+=_.vy*r,_.x<_.r?(_.x=_.r,_.vx=Math.abs(_.vx)):_.x>o-_.r&&(_.x=o-_.r,_.vx=-Math.abs(_.vx)),_.y<_.r?(_.y=_.r,_.vy=Math.abs(_.vy)):_.y>a-_.r&&(_.y=a-_.r,_.vy=-Math.abs(_.vy)),_.phase+=1.6*r}}catch(n){w.e(n)}finally{w.f()}for(var M=new Float32Array(36),k=e.stretch,S=0;S<e.nTrail;S++){var z=i[S];M[3*S]=z.x,M[3*S+1]=z.y,M[3*S+2]=e.trailIdleR[S]+(e.trailMoveR[S]-e.trailIdleR[S])*k}return e.drifters.forEach(function(n,t){var r=e.nTrail+t;M[3*r]=n.x,M[3*r+1]=n.y,M[3*r+2]=n.r*(1+.12*Math.sin(n.phase))}),[{name:"blobs",kind:"3fv",value:M},{name:"count",kind:"1i",value:e.nTrail+e.drifters.length}]}}};function r(n){return[1,3,5].map(function(e){return parseInt(n.slice(e,e+2),16)/255})}function o(n){return o="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(n){return typeof n}:function(n){return n&&"function"==typeof Symbol&&n.constructor===Symbol&&n!==Symbol.prototype?"symbol":typeof n},o(n)}function a(n,e){for(var t=0;t<e.length;t++){var r=e[t];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(n,c(r.key),r)}}function c(n){var e=function(n){if("object"!=o(n)||!n)return n;var e=n[Symbol.toPrimitive];if(void 0!==e){var t=e.call(n,"string");if("object"!=o(t))return t;throw new TypeError("@@toPrimitive must return a primitive value.")}return String(n)}(n);return"symbol"==o(e)?e:e+""}Object.keys(t);var i=function(){return n=function n(e){!function(n,e){if(!(n instanceof e))throw new TypeError("Cannot call a class as a function")}(this,n);var t=document.createElement("div");return t.style.flex="1",this.res=t,this.res.setAttribute("class","innerHider"),this},(e=[{key:"toCode",value:function(){return["new Spacer(".concat(this.hide,")")]}},{key:"render",value:function(){return this.res}}])&&a(n.prototype,e),Object.defineProperty(n,"prototype",{writable:!1}),n;var n,e}();export{i as Spacer};
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+ function e(e,n){var r="undefined"!=typeof Symbol&&e[Symbol.iterator]||e["@@iterator"];if(!r){if(Array.isArray(e)||(r=function(e,n){if(e){if("string"==typeof e)return t(e,n);var r={}.toString.call(e).slice(8,-1);return"Object"===r&&e.constructor&&(r=e.constructor.name),"Map"===r||"Set"===r?Array.from(e):"Arguments"===r||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(r)?t(e,n):void 0}}(e))||n&&e&&"number"==typeof e.length){r&&(e=r);var o=0,a=function(){};return{s:a,n:function(){return o>=e.length?{done:!0}:{done:!1,value:e[o++]}},e:function(e){throw e},f:a}}throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.")}var c,i=!0,u=!1;return{s:function(){r=r.call(e)},n:function(){var e=r.next();return i=e.done,e},e:function(e){u=!0,c=e},f:function(){try{i||null==r.return||r.return()}finally{if(u)throw c}}}}function t(e,t){(null==t||t>e.length)&&(t=e.length);for(var n=0,r=Array(t);n<t;n++)r[n]=e[n];return r}!function(){try{var e=localStorage.getItem("nodality.theme.mode");if("light"===e||"dark"===e)return e}catch(e){}"undefined"!=typeof window&&window.matchMedia&&window.matchMedia("(prefers-color-scheme: dark)").matches}();var n={hexalize:{stage:"cell",decl:function(e){return"uniform float ".concat(e,"size;")},code:function(e){return"\n {\n vec2 hp = warped / ".concat(e,"size;\n vec2 hr = vec2(1.0, 1.7320508), hh = hr * 0.5;\n vec2 ha = mod(hp, hr) - hh, hb = mod(hp - hh, hr) - hh;\n vec2 gv = dot(ha, ha) < dot(hb, hb) ? ha : hb;\n center = (hp - gv) * ").concat(e,"size;\n gv = abs(gv);\n edge = max(edge, smoothstep(0.44, 0.5,\n max(dot(gv, normalize(vec2(1.0, 1.7320508))), gv.x)));\n }")},uniforms:function(e,t){return{size:["1f",(e.size||24)*t]}}},offset:{stage:"warp",decl:function(e){return"uniform float ".concat(e,"strength; uniform float ").concat(e,"radius;")},code:function(e){return"\n {\n float d = length(warped - u_mouse);\n float fall = 1.0 - smoothstep(0.0, ".concat(e,"radius, d);\n vec2 dir = d > 0.5 ? (warped - u_mouse) / d : vec2(0.0);\n warped -= dir * ").concat(e,"strength * fall;\n }")},uniforms:function(e,t){return{strength:["1f",(e.strength||20)*t],radius:["1f",(e.radius||260)*t]}}},duotone:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"a; uniform vec3 ").concat(e,"b; uniform float ").concat(e,"radius;")},code:function(e,t){return"\n {\n float lum = dot(col, vec3(0.299, 0.587, 0.114));\n vec3 duo = mix(".concat(e,"a, ").concat(e,"b, lum);\n ").concat("mouse"===t.by?"float mask = 1.0 - smoothstep(".concat(e,"radius * 0.35, ").concat(e,"radius, length(center - u_mouse));"):"float mask = 1.0;","\n col = mix(col, duo, mask);\n }")},uniforms:function(e,t){var n=e.colors||["#104B87","#E8FF00"];return{a:["3fv",r(n[0])],b:["3fv",r(n[1])],radius:["1f",(e.radius||220)*t]}}},edges:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"color; uniform float ").concat(e,"strength;")},code:function(e){return"\n {\n edgeCol = ".concat(e,"color;\n edgeCov = max(edgeCov, edge * ").concat(e,"strength);\n }")},uniforms:function(e){return{color:["3fv",r(e.color||"#FFFFFF")],strength:["1f",null!=e.strength?e.strength:1]}}},stir:{stage:["warp","color"],decl:function(e){return"\n uniform sampler2D ".concat(e,"vel;\n uniform sampler2D ").concat(e,"dye;\n uniform float ").concat(e,"strength;\n uniform float ").concat(e,"dyemix;\n uniform float ").concat(e,"intensity;\n uniform float ").concat(e,"sheen;\n uniform vec3 ").concat(e,"tint;")},code:function(e,t,n){return"warp"===n?"\n {\n // frag/warped are top-down pixels, the field is bottom-up\n // [0,1]: flip y going in, and flip the y of the vector coming\n // out so the content drags WITH the pointer.\n vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec2 v = texture2D(".concat(e,"vel, clamp(fuv, 0.001, 0.999)).xy;\n warped += vec2(v.x, -v.y) * ").concat(e,"strength;\n }"):"\n {\n // Sampled at the CONTINUOUS warped position, never at the\n // cell centre: a cell op upstream (hexalize) snaps the cell\n // centre to one point per tile, which would quantise the\n // liquid into flat per-hex patches instead of smooth swirls.\n vec2 suv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec3 dc = texture2D(".concat(e,"dye, clamp(suv, 0.001, 0.999)).rgb;\n float mag = length(dc);\n // Colour is carried IN the dye field and advected with it, so\n // a ribbon keeps its hue while the flow folds it. Deriving\n // colour from the local flow direction instead would make\n // neighbouring pixels jump hue and read as confetti.\n vec3 liquid = mag > 1e-4 ? clamp(dc / mag * 1.25, 0.0, 1.0) : ").concat(e,"tint;\n float amt = clamp((1.0 - exp(-mag * ").concat(e,"intensity)) * ").concat(e,"dyemix, 0.0, 1.0);\n // Straight-alpha OVER so a later overlay op (blobs) still\n // composites correctly on top of the liquid.\n float na = amt + ovA * (1.0 - amt);\n ovCol = (liquid * amt + ovCol * ovA * (1.0 - amt)) / max(na, 1e-4);\n ovA = na;\n\n // Faint sheen on the content itself where the flow is fast.\n float sp = length(texture2D(").concat(e,"vel, clamp(suv, 0.001, 0.999)).xy);\n col = mix(col, ").concat(e,"tint, (1.0 - exp(-sp * 0.7)) * ").concat(e,"sheen);\n }")},uniforms:function(e,t){return{strength:["1f",(null!=e.strength?e.strength:26)*t],sheen:["1f",null!=e.sheen?e.sheen:.15],tint:["3fv",r(e.tint||"#7FD4FF")],dyemix:["1f",null!=e.dye?e.dye:.85],intensity:["1f",null!=e.intensity?e.intensity:1.6]}},solver:{resolutions:function(e){return{sim:Math.max(32,Math.min(e.resolution||128,512)),dye:Math.max(64,Math.min(e.dyeResolution||512,1024))}},targets:{velocity:{double:!0,res:"sim",fmt:"rg",smooth:!0},dye:{double:!0,res:"dye",fmt:"rgba",smooth:!0},pressure:{double:!0,res:"sim",fmt:"r",smooth:!1},divergence:{double:!1,res:"sim",fmt:"r",smooth:!1},vorticity:{double:!1,res:"sim",fmt:"r",smooth:!1}},samplers:{vel:"velocity",dye:"dye"},programs:{splat:"\nprecision highp float;\nuniform sampler2D u_src;\nuniform vec2 u_texel;\nuniform vec2 u_point;\nuniform vec3 u_amount;\nuniform float u_radius;\nuniform float u_aspect;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n vec2 d = uv - u_point;\n if (u_aspect >= 1.0) d.y /= u_aspect; else d.x *= u_aspect;\n float g = exp(-dot(d, d) / max(u_radius * u_radius, 1e-6));\n gl_FragColor = vec4(texture2D(u_src, uv).xyz + u_amount * g, 1.0);\n}",advect:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_src;\nuniform vec2 u_texel;\nuniform float u_dt;\nuniform float u_diss;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n vec2 back = uv - texture2D(u_vel, uv).xy * u_dt;\n gl_FragColor = vec4(texture2D(u_src, clamp(back, 0.0, 1.0)).xyz * u_diss, 1.0);\n}",curl:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).y;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).y;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).x;\n gl_FragColor = vec4(0.5 * ((r - l) - (t - b)), 0.0, 0.0, 1.0);\n}",confine:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_curl;\nuniform vec2 u_texel;\nuniform float u_eps;\nuniform float u_dt;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_curl, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_curl, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_curl, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_curl, uv - vec2(0.0, u_texel.y)).x;\n float c = texture2D(u_curl, uv).x;\n vec2 grad = 0.5 * vec2(abs(r) - abs(l), abs(t) - abs(b));\n vec2 n = grad / (length(grad) + 1e-5);\n vec2 force = u_eps * c * vec2(n.y, -n.x);\n vec2 v = texture2D(u_vel, uv).xy + force * u_dt;\n gl_FragColor = vec4(clamp(v, -64.0, 64.0), 0.0, 1.0);\n}",divergence:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).y;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).y;\n vec2 c = texture2D(u_vel, uv).xy;\n if (uv.x - u_texel.x < 0.0) l = -c.x;\n if (uv.x + u_texel.x > 1.0) r = -c.x;\n if (uv.y - u_texel.y < 0.0) b = -c.y;\n if (uv.y + u_texel.y > 1.0) t = -c.y;\n gl_FragColor = vec4(0.5 * ((r - l) + (t - b)), 0.0, 0.0, 1.0);\n}",jacobi:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_div;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n float d = texture2D(u_div, uv).x;\n gl_FragColor = vec4((r + l + t + b - d) * 0.25, 0.0, 0.0, 1.0);\n}",subtract:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n vec2 v = texture2D(u_vel, uv).xy - 0.5 * vec2(r - l, t - b);\n gl_FragColor = vec4(v, 0.0, 1.0);\n}",decay:"\nprecision highp float;\nuniform sampler2D u_tex;\nuniform vec2 u_texel;\nuniform float u_value;\nvoid main() {\n gl_FragColor = texture2D(u_tex, gl_FragCoord.xy * u_texel) * u_value;\n}"},splatColor:function(e,t,n){var o=null!=e.dyeAmount?e.dyeAmount:.6;if(!e.rainbow){var a=r(e.tint||"#7FD4FF");return[a[0]*o,a[1]*o,a[2]*o]}var c=Math.atan2(n,t);return[(.5+.5*Math.cos(c))*o,(.5+.5*Math.cos(c+2.0944))*o,(.5+.5*Math.cos(c+4.1888))*o]},step:function(e,t,n){var r=Math.min(n.dt,1/30),o=1/e.res.sim,a=1/e.res.dye,c=function(e,t){return Math.pow(e,60*t)};if(n.moving){var i=null!=t.force?t.force:1;e.use("splat"),e.f1("u_radius",null!=t.radius?t.radius:.1),e.f1("u_aspect",n.aspect),e.f2("u_point",n.px,n.py),e.f2("u_texel",o,o),e.smp("u_src",e.read("velocity"),0),e.f3("u_amount",n.dx*i,n.dy*i,0),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_src",e.read("dye"),0),e.f3("u_amount",n.col[0],n.col[1],n.col[2]),e.blit(e.write("dye")),e.swap("dye")}e.use("curl"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("vorticity")),e.use("confine"),e.f2("u_texel",o,o),e.f1("u_eps",null!=t.curl?t.curl:2.2),e.f1("u_dt",r),e.smp("u_vel",e.read("velocity"),0),e.smp("u_curl",e.single("vorticity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("divergence"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("divergence")),e.use("decay"),e.f2("u_texel",o,o),e.f1("u_value",c(null!=t.pressure?t.pressure:.8,r)),e.smp("u_tex",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure"),e.use("jacobi"),e.f2("u_texel",o,o),e.smp("u_div",e.single("divergence"),1);for(var u=Math.max(1,Math.min(t.pressureIterations||6,40)),l=0;l<u;l++)e.smp("u_p",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure");e.use("subtract"),e.f2("u_texel",o,o),e.smp("u_p",e.read("pressure"),0),e.smp("u_vel",e.read("velocity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("advect"),e.f1("u_dt",r),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("velocity"),0),e.f1("u_diss",c(null!=t.decay?t.decay:.985,r)),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("dye"),1),e.f1("u_diss",c(null!=t.dyeFade?t.dyeFade:.97,r)),e.blit(e.write("dye")),e.swap("dye")}}},blobs:{stage:"color",overlay:!0,mips:!0,decl:function(e){return"\n uniform vec3 ".concat(e,"blobs[").concat(12,"];\n uniform int ").concat(e,"count;\n uniform vec3 ").concat(e,"tint;\n uniform float ").concat(e,"refract;\n uniform float ").concat(e,"rim;\n uniform float ").concat(e,"alpha;\n uniform float ").concat(e,"irid;\n uniform float ").concat(e,"disp;\n uniform float ").concat(e,"frost;\n float ").concat(e,"hash(vec3 v) {\n return fract(sin(dot(v, vec3(21.9898, 63.233, 41.719))) * 41739.317);\n }\n float ").concat(e,"noise(vec3 v) {\n vec3 f = floor(v);\n vec3 r = v - f;\n r = r * r * (3.0 - 2.0 * r);\n float c000 = ").concat(e,"hash(f);\n float c100 = ").concat(e,"hash(f + vec3(1.0, 0.0, 0.0));\n float c010 = ").concat(e,"hash(f + vec3(0.0, 1.0, 0.0));\n float c110 = ").concat(e,"hash(f + vec3(1.0, 1.0, 0.0));\n float c001 = ").concat(e,"hash(f + vec3(0.0, 0.0, 1.0));\n float c101 = ").concat(e,"hash(f + vec3(1.0, 0.0, 1.0));\n float c011 = ").concat(e,"hash(f + vec3(0.0, 1.0, 1.0));\n float c111 = ").concat(e,"hash(f + vec3(1.0, 1.0, 1.0));\n return mix(\n mix(mix(c000, c100, r.x), mix(c010, c110, r.x), r.y),\n mix(mix(c001, c101, r.x), mix(c011, c111, r.x), r.y), r.z);\n }")},code:function(e){return"\n {\n float field = 0.0;\n vec2 grad = vec2(0.0);\n for (int bi = 0; bi < ".concat(12,"; bi++) {\n if (bi >= ").concat(e,"count) break;\n vec2 bd = frag - ").concat(e,"blobs[bi].xy;\n float br = ").concat(e,"blobs[bi].z;\n float dd = max(dot(bd, bd), 1.0);\n field += (br * br) / dd;\n grad += (-2.0 * (br * br) / (dd * dd)) * bd;\n }\n float bmask = smoothstep(0.6, 1.0, field);\n if (bmask > 0.003) {\n float gmag = length(grad);\n vec2 g2 = gmag > 1e-6 ? -grad / gmag : vec2(0.0);\n // Pseudo-3D surface normal from the 2D field. For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(e,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(e,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(e,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(e,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(e,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(e,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(e,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(e,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(e,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(e,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(e,"alpha);\n }\n }")},uniforms:function(e,t){return{tint:["3fv",r(e.color||"#EAF4EE")],refract:["1f",(null!=e.refract?e.refract:70)*t],rim:["1f",null!=e.rim?e.rim:.6],alpha:["1f",null!=e.alpha?e.alpha:1],irid:["1f",null!=e.iridescence?e.iridescence:.8],disp:["1f",null!=e.dispersion?e.dispersion:1],frost:["1f",null!=e.frost?e.frost:.25]}},init:function(e,t,n,r){for(var o=(e.radius||46)*t,a=Math.max(1,Math.min(null!=e.trail?e.trail:7,12)),c=[],i=0,u=0;u<a;u++){var l=Math.pow(.86,u);c.push(l),i+=l*l}for(var s=Math.sqrt(i),f=c.map(function(e){return o*e/s}),v=c.map(function(e,t){return.85*o*Math.pow(.955,t)}),d=function(e,t){return e+Math.random()*(t-e)},m=Math.max(0,Math.min((e.count||1)-1,12-a)),h=[],x=0;x<m;x++){var p=d(0,2*Math.PI),y=d(30,80)*t;h.push({x:d(o,n-o),y:d(o,r-o),r:o*d(.45,.8),vx:Math.cos(p)*y,vy:Math.sin(p)*y,phase:d(0,2*Math.PI)})}for(var g={x:.5*n,y:.55*r},_=[],b=0;b<a;b++)_.push({x:g.x,y:g.y});return{head:g,chain:_,nTrail:a,drifters:h,trailIdleR:f,trailMoveR:v,stretch:0,seg:.9*o}},tick:function(t,n){var r=Math.min(n.dt,.05),o=n.w,a=n.h,c=1-Math.exp(9*-r);t.head.x+=(n.mouseX-t.head.x)*c,t.head.y+=(n.mouseY-t.head.y)*c;var i=t.chain;i[0].x=t.head.x,i[0].y=t.head.y;for(var u=1-Math.exp(16*-r),l=1;l<i.length;l++){var s=i[l-1],f=i[l],v=s.x-f.x,d=s.y-f.y,m=Math.hypot(v,d)||1e-4,h=t.seg;m>h&&(f.x+=v*(1-h/m),f.y+=d*(1-h/m)),f.x+=(s.x-f.x)*u,f.y+=(s.y-f.y)*u}var x=i[i.length-1],p=Math.hypot(x.x-t.head.x,x.y-t.head.y),y=Math.max(1,t.seg*(t.nTrail-1)),g=Math.min(1,p/y);t.stretch+=(g-t.stretch)*(1-Math.exp(8*-r));var _,b=e(t.drifters);try{for(b.s();!(_=b.n()).done;){var w=_.value;w.x+=w.vx*r,w.y+=w.vy*r,w.x<w.r?(w.x=w.r,w.vx=Math.abs(w.vx)):w.x>o-w.r&&(w.x=o-w.r,w.vx=-Math.abs(w.vx)),w.y<w.r?(w.y=w.r,w.vy=Math.abs(w.vy)):w.y>a-w.r&&(w.y=a-w.r,w.vy=-Math.abs(w.vy)),w.phase+=1.6*r}}catch(e){b.e(e)}finally{b.f()}for(var D=new Float32Array(36),M=t.stretch,F=0;F<t.nTrail;F++){var C=i[F];D[3*F]=C.x,D[3*F+1]=C.y,D[3*F+2]=t.trailIdleR[F]+(t.trailMoveR[F]-t.trailIdleR[F])*M}return t.drifters.forEach(function(e,n){var r=t.nTrail+n;D[3*r]=e.x,D[3*r+1]=e.y,D[3*r+2]=e.r*(1+.12*Math.sin(e.phase))}),[{name:"blobs",kind:"3fv",value:D},{name:"count",kind:"1i",value:t.nTrail+t.drifters.length}]}}};function r(e){return[1,3,5].map(function(t){return parseInt(e.slice(t,t+2),16)/255})}function o(e){return o="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},o(e)}function a(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,c(r.key),r)}}function c(e){var t=function(e){if("object"!=o(e)||!e)return e;var t=e[Symbol.toPrimitive];if(void 0!==t){var n=t.call(e,"string");if("object"!=o(n))return n;throw new TypeError("@@toPrimitive must return a primitive value.")}return String(e)}(e);return"symbol"==o(t)?t:t+""}Object.keys(n);var i=function(){return e=function e(t){!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e);var n=document.createElement("div");return n.style.flex="1",this.res=n,this.res.setAttribute("class","innerHider"),this},(t=[{key:"toCode",value:function(){return["new Spacer(".concat(this.hide,")")]}},{key:"render",value:function(){return this.res}}])&&a(e.prototype,t),Object.defineProperty(e,"prototype",{writable:!1}),e;var e,t}();export{i as Spacer};
package/dist/stack.cjs.js CHANGED
@@ -1 +1 @@
1
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For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(n,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(n,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(n,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(n,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(n,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(n,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(n,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(n,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(n,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(n,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(n,"alpha);\n }\n }")},uniforms:function(n,e){return{tint:["3fv",a(n.color||"#EAF4EE")],refract:["1f",(null!=n.refract?n.refract:70)*e],rim:["1f",null!=n.rim?n.rim:.6],alpha:["1f",null!=n.alpha?n.alpha:1],irid:["1f",null!=n.iridescence?n.iridescence:.8],disp:["1f",null!=n.dispersion?n.dispersion:1],frost:["1f",null!=n.frost?n.frost:.25]}},init:function(n,e,t,r){for(var o=(n.radius||46)*e,a=Math.max(1,Math.min(null!=n.trail?n.trail:7,12)),c=[],i=0,s=0;s<a;s++){var l=Math.pow(.86,s);c.push(l),i+=l*l}for(var f=Math.sqrt(i),u=c.map(function(n){return o*n/f}),d=c.map(function(n,e){return.85*o*Math.pow(.955,e)}),h=function(n,e){return n+Math.random()*(e-n)},v=Math.max(0,Math.min((n.count||1)-1,12-a)),m=[],p=0;p<v;p++){var 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(warped - u_mouse) / d : vec2(0.0);\n warped -= dir * ").concat(e,"strength * fall;\n }")},uniforms:function(e,t){return{strength:["1f",(e.strength||20)*t],radius:["1f",(e.radius||260)*t]}}},duotone:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"a; uniform vec3 ").concat(e,"b; uniform float ").concat(e,"radius;")},code:function(e,t){return"\n {\n float lum = dot(col, vec3(0.299, 0.587, 0.114));\n vec3 duo = mix(".concat(e,"a, ").concat(e,"b, lum);\n ").concat("mouse"===t.by?"float mask = 1.0 - smoothstep(".concat(e,"radius * 0.35, ").concat(e,"radius, length(center - u_mouse));"):"float mask = 1.0;","\n col = mix(col, duo, mask);\n }")},uniforms:function(e,t){var n=e.colors||["#104B87","#E8FF00"];return{a:["3fv",a(n[0])],b:["3fv",a(n[1])],radius:["1f",(e.radius||220)*t]}}},edges:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"color; uniform float ").concat(e,"strength;")},code:function(e){return"\n {\n edgeCol = ".concat(e,"color;\n edgeCov = max(edgeCov, edge * ").concat(e,"strength);\n }")},uniforms:function(e){return{color:["3fv",a(e.color||"#FFFFFF")],strength:["1f",null!=e.strength?e.strength:1]}}},stir:{stage:["warp","color"],decl:function(e){return"\n uniform sampler2D ".concat(e,"vel;\n uniform sampler2D ").concat(e,"dye;\n uniform float ").concat(e,"strength;\n uniform float ").concat(e,"dyemix;\n uniform float ").concat(e,"intensity;\n uniform float ").concat(e,"sheen;\n uniform vec3 ").concat(e,"tint;")},code:function(e,t,n){return"warp"===n?"\n {\n // frag/warped are top-down pixels, the field is bottom-up\n // [0,1]: flip y going in, and flip the y of the vector coming\n // out so the content drags WITH the pointer.\n vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec2 v = texture2D(".concat(e,"vel, clamp(fuv, 0.001, 0.999)).xy;\n warped += vec2(v.x, -v.y) * ").concat(e,"strength;\n }"):"\n {\n // Sampled at the CONTINUOUS warped position, never at the\n // cell centre: a cell op upstream (hexalize) snaps the cell\n // centre to one point per tile, which would quantise the\n // liquid into flat per-hex patches instead of smooth swirls.\n vec2 suv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec3 dc = texture2D(".concat(e,"dye, clamp(suv, 0.001, 0.999)).rgb;\n float mag = length(dc);\n // Colour is carried IN the dye field and advected with it, so\n // a ribbon keeps its hue while the flow folds it. Deriving\n // colour from the local flow direction instead would make\n // neighbouring pixels jump hue and read as confetti.\n vec3 liquid = mag > 1e-4 ? clamp(dc / mag * 1.25, 0.0, 1.0) : ").concat(e,"tint;\n float amt = clamp((1.0 - exp(-mag * ").concat(e,"intensity)) * ").concat(e,"dyemix, 0.0, 1.0);\n // Straight-alpha OVER so a later overlay op (blobs) still\n // composites correctly on top of the liquid.\n float na = amt + ovA * (1.0 - amt);\n ovCol = (liquid * amt + ovCol * ovA * (1.0 - amt)) / max(na, 1e-4);\n ovA = na;\n\n // Faint sheen on the content itself where the flow is fast.\n float sp = length(texture2D(").concat(e,"vel, clamp(suv, 0.001, 0.999)).xy);\n col = mix(col, ").concat(e,"tint, (1.0 - exp(-sp * 0.7)) * ").concat(e,"sheen);\n }")},uniforms:function(e,t){return{strength:["1f",(null!=e.strength?e.strength:26)*t],sheen:["1f",null!=e.sheen?e.sheen:.15],tint:["3fv",a(e.tint||"#7FD4FF")],dyemix:["1f",null!=e.dye?e.dye:.85],intensity:["1f",null!=e.intensity?e.intensity:1.6]}},solver:{resolutions:function(e){return{sim:Math.max(32,Math.min(e.resolution||128,512)),dye:Math.max(64,Math.min(e.dyeResolution||512,1024))}},targets:{velocity:{double:!0,res:"sim",fmt:"rg",smooth:!0},dye:{double:!0,res:"dye",fmt:"rgba",smooth:!0},pressure:{double:!0,res:"sim",fmt:"r",smooth:!1},divergence:{double:!1,res:"sim",fmt:"r",smooth:!1},vorticity:{double:!1,res:"sim",fmt:"r",smooth:!1}},samplers:{vel:"velocity",dye:"dye"},programs:{splat:"\nprecision highp float;\nuniform sampler2D u_src;\nuniform vec2 u_texel;\nuniform vec2 u_point;\nuniform vec3 u_amount;\nuniform float u_radius;\nuniform float u_aspect;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n vec2 d = uv - u_point;\n if (u_aspect >= 1.0) d.y /= u_aspect; else d.x *= u_aspect;\n float g = exp(-dot(d, d) / max(u_radius * u_radius, 1e-6));\n gl_FragColor = vec4(texture2D(u_src, uv).xyz + u_amount * g, 1.0);\n}",advect:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_src;\nuniform vec2 u_texel;\nuniform float u_dt;\nuniform float u_diss;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n vec2 back = uv - texture2D(u_vel, uv).xy * u_dt;\n gl_FragColor = vec4(texture2D(u_src, clamp(back, 0.0, 1.0)).xyz * u_diss, 1.0);\n}",curl:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).y;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).y;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).x;\n gl_FragColor = vec4(0.5 * ((r - l) - (t - b)), 0.0, 0.0, 1.0);\n}",confine:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_curl;\nuniform vec2 u_texel;\nuniform float u_eps;\nuniform float u_dt;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_curl, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_curl, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_curl, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_curl, uv - vec2(0.0, u_texel.y)).x;\n float c = texture2D(u_curl, uv).x;\n vec2 grad = 0.5 * vec2(abs(r) - abs(l), abs(t) - abs(b));\n vec2 n = grad / (length(grad) + 1e-5);\n vec2 force = u_eps * c * vec2(n.y, -n.x);\n vec2 v = texture2D(u_vel, uv).xy + force * u_dt;\n gl_FragColor = vec4(clamp(v, -64.0, 64.0), 0.0, 1.0);\n}",divergence:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).y;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).y;\n vec2 c = texture2D(u_vel, uv).xy;\n if (uv.x - u_texel.x < 0.0) l = -c.x;\n if (uv.x + u_texel.x > 1.0) r = -c.x;\n if (uv.y - u_texel.y < 0.0) b = -c.y;\n if (uv.y + u_texel.y > 1.0) t = -c.y;\n gl_FragColor = vec4(0.5 * ((r - l) + (t - b)), 0.0, 0.0, 1.0);\n}",jacobi:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_div;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n float d = texture2D(u_div, uv).x;\n gl_FragColor = vec4((r + l + t + b - d) * 0.25, 0.0, 0.0, 1.0);\n}",subtract:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n vec2 v = texture2D(u_vel, uv).xy - 0.5 * vec2(r - l, t - b);\n gl_FragColor = vec4(v, 0.0, 1.0);\n}",decay:"\nprecision highp float;\nuniform sampler2D u_tex;\nuniform vec2 u_texel;\nuniform float u_value;\nvoid main() {\n gl_FragColor = texture2D(u_tex, gl_FragCoord.xy * u_texel) * u_value;\n}"},splatColor:function(e,t,n){var r=null!=e.dyeAmount?e.dyeAmount:.6;if(!e.rainbow){var o=a(e.tint||"#7FD4FF");return[o[0]*r,o[1]*r,o[2]*r]}var c=Math.atan2(n,t);return[(.5+.5*Math.cos(c))*r,(.5+.5*Math.cos(c+2.0944))*r,(.5+.5*Math.cos(c+4.1888))*r]},step:function(e,t,n){var r=Math.min(n.dt,1/30),o=1/e.res.sim,a=1/e.res.dye,c=function(e,t){return Math.pow(e,60*t)};if(n.moving){var i=null!=t.force?t.force:1;e.use("splat"),e.f1("u_radius",null!=t.radius?t.radius:.1),e.f1("u_aspect",n.aspect),e.f2("u_point",n.px,n.py),e.f2("u_texel",o,o),e.smp("u_src",e.read("velocity"),0),e.f3("u_amount",n.dx*i,n.dy*i,0),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_src",e.read("dye"),0),e.f3("u_amount",n.col[0],n.col[1],n.col[2]),e.blit(e.write("dye")),e.swap("dye")}e.use("curl"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("vorticity")),e.use("confine"),e.f2("u_texel",o,o),e.f1("u_eps",null!=t.curl?t.curl:2.2),e.f1("u_dt",r),e.smp("u_vel",e.read("velocity"),0),e.smp("u_curl",e.single("vorticity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("divergence"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("divergence")),e.use("decay"),e.f2("u_texel",o,o),e.f1("u_value",c(null!=t.pressure?t.pressure:.8,r)),e.smp("u_tex",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure"),e.use("jacobi"),e.f2("u_texel",o,o),e.smp("u_div",e.single("divergence"),1);for(var l=Math.max(1,Math.min(t.pressureIterations||6,40)),u=0;u<l;u++)e.smp("u_p",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure");e.use("subtract"),e.f2("u_texel",o,o),e.smp("u_p",e.read("pressure"),0),e.smp("u_vel",e.read("velocity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("advect"),e.f1("u_dt",r),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("velocity"),0),e.f1("u_diss",c(null!=t.decay?t.decay:.985,r)),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("dye"),1),e.f1("u_diss",c(null!=t.dyeFade?t.dyeFade:.97,r)),e.blit(e.write("dye")),e.swap("dye")}}},blobs:{stage:"color",overlay:!0,mips:!0,decl:function(e){return"\n uniform vec3 ".concat(e,"blobs[").concat(12,"];\n uniform int ").concat(e,"count;\n uniform vec3 ").concat(e,"tint;\n uniform float ").concat(e,"refract;\n uniform float ").concat(e,"rim;\n uniform float ").concat(e,"alpha;\n uniform float ").concat(e,"irid;\n uniform float ").concat(e,"disp;\n uniform float ").concat(e,"frost;\n float ").concat(e,"hash(vec3 v) {\n return fract(sin(dot(v, vec3(21.9898, 63.233, 41.719))) * 41739.317);\n }\n float ").concat(e,"noise(vec3 v) {\n vec3 f = floor(v);\n vec3 r = v - f;\n r = r * r * (3.0 - 2.0 * r);\n float c000 = ").concat(e,"hash(f);\n float c100 = ").concat(e,"hash(f + vec3(1.0, 0.0, 0.0));\n float c010 = ").concat(e,"hash(f + vec3(0.0, 1.0, 0.0));\n float c110 = ").concat(e,"hash(f + vec3(1.0, 1.0, 0.0));\n float c001 = ").concat(e,"hash(f + vec3(0.0, 0.0, 1.0));\n float c101 = ").concat(e,"hash(f + vec3(1.0, 0.0, 1.0));\n float c011 = ").concat(e,"hash(f + vec3(0.0, 1.0, 1.0));\n float c111 = ").concat(e,"hash(f + vec3(1.0, 1.0, 1.0));\n return mix(\n mix(mix(c000, c100, r.x), mix(c010, c110, r.x), r.y),\n mix(mix(c001, c101, r.x), mix(c011, c111, r.x), r.y), r.z);\n }")},code:function(e){return"\n {\n float field = 0.0;\n vec2 grad = vec2(0.0);\n for (int bi = 0; bi < ".concat(12,"; bi++) {\n if (bi >= ").concat(e,"count) break;\n vec2 bd = frag - ").concat(e,"blobs[bi].xy;\n float br = ").concat(e,"blobs[bi].z;\n float dd = max(dot(bd, bd), 1.0);\n field += (br * br) / dd;\n grad += (-2.0 * (br * br) / (dd * dd)) * bd;\n }\n float bmask = smoothstep(0.6, 1.0, field);\n if (bmask > 0.003) {\n float gmag = length(grad);\n vec2 g2 = gmag > 1e-6 ? -grad / gmag : vec2(0.0);\n // Pseudo-3D surface normal from the 2D field. For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(e,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(e,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(e,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(e,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(e,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(e,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(e,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(e,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(e,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(e,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(e,"alpha);\n }\n }")},uniforms:function(e,t){return{tint:["3fv",a(e.color||"#EAF4EE")],refract:["1f",(null!=e.refract?e.refract:70)*t],rim:["1f",null!=e.rim?e.rim:.6],alpha:["1f",null!=e.alpha?e.alpha:1],irid:["1f",null!=e.iridescence?e.iridescence:.8],disp:["1f",null!=e.dispersion?e.dispersion:1],frost:["1f",null!=e.frost?e.frost:.25]}},init:function(e,t,n,r){for(var o=(e.radius||46)*t,a=Math.max(1,Math.min(null!=e.trail?e.trail:7,12)),c=[],i=0,l=0;l<a;l++){var u=Math.pow(.86,l);c.push(u),i+=u*u}for(var s=Math.sqrt(i),f=c.map(function(e){return o*e/s}),v=c.map(function(e,t){return.85*o*Math.pow(.955,t)}),d=function(e,t){return e+Math.random()*(t-e)},m=Math.max(0,Math.min((e.count||1)-1,12-a)),h=[],p=0;p<m;p++){var 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package/dist/stack.esm.js CHANGED
@@ -1 +1 @@
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(warped - u_mouse) / d : vec2(0.0);\n warped -= dir * ").concat(n,"strength * fall;\n }")},uniforms:function(n,e){return{strength:["1f",(n.strength||20)*e],radius:["1f",(n.radius||260)*e]}}},duotone:{stage:"color",decl:function(n){return"uniform vec3 ".concat(n,"a; uniform vec3 ").concat(n,"b; uniform float ").concat(n,"radius;")},code:function(n,e){return"\n {\n float lum = dot(col, vec3(0.299, 0.587, 0.114));\n vec3 duo = mix(".concat(n,"a, ").concat(n,"b, lum);\n ").concat("mouse"===e.by?"float mask = 1.0 - smoothstep(".concat(n,"radius * 0.35, ").concat(n,"radius, length(center - u_mouse));"):"float mask = 1.0;","\n col = mix(col, duo, mask);\n }")},uniforms:function(n,e){var t=n.colors||["#104B87","#E8FF00"];return{a:["3fv",r(t[0])],b:["3fv",r(t[1])],radius:["1f",(n.radius||220)*e]}}},edges:{stage:"color",decl:function(n){return"uniform vec3 ".concat(n,"color; uniform float ").concat(n,"strength;")},code:function(n){return"\n {\n edgeCol = ".concat(n,"color;\n edgeCov = max(edgeCov, edge * ").concat(n,"strength);\n }")},uniforms:function(n){return{color:["3fv",r(n.color||"#FFFFFF")],strength:["1f",null!=n.strength?n.strength:1]}}},stir:{stage:["warp","color"],decl:function(n){return"\n uniform sampler2D ".concat(n,"field;\n uniform float ").concat(n,"strength;\n uniform float ").concat(n,"sheen;\n uniform vec3 ").concat(n,"tint;\n uniform float ").concat(n,"enc;\n uniform float ").concat(n,"range;\n vec2 ").concat(n,"flow(vec2 uvp) {\n vec4 t = texture2D(").concat(n,"field, clamp(uvp, 0.001, 0.999));\n return ").concat(n,"enc > 0.5 ? (t.xy * 2.0 - 1.0) * ").concat(n,"range : t.xy;\n }")},code:function(n,e,t){return"warp"===t?"\n {\n // frag/warped are top-down pixels; the field is bottom-up\n // [0,1] — flip y going in, and flip the y of the vector\n // coming out so content drags WITH the pointer.\n vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec2 m = ".concat(n,"flow(fuv);\n warped += vec2(m.x, -m.y) * ").concat(n,"strength;\n }"):"\n {\n // Moving liquid catches light: brighten toward the tint\n // where the flow is fast. 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For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(n,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(n,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(n,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(n,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(n,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(n,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(n,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(n,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(n,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(n,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(n,"alpha);\n }\n }")},uniforms:function(n,e){return{tint:["3fv",r(n.color||"#EAF4EE")],refract:["1f",(null!=n.refract?n.refract:70)*e],rim:["1f",null!=n.rim?n.rim:.6],alpha:["1f",null!=n.alpha?n.alpha:1],irid:["1f",null!=n.iridescence?n.iridescence:.8],disp:["1f",null!=n.dispersion?n.dispersion:1],frost:["1f",null!=n.frost?n.frost:.25]}},init:function(n,e,t,r){for(var o=(n.radius||46)*e,a=Math.max(1,Math.min(null!=n.trail?n.trail:7,12)),c=[],i=0,s=0;s<a;s++){var l=Math.pow(.86,s);c.push(l),i+=l*l}for(var f=Math.sqrt(i),u=c.map(function(n){return o*n/f}),d=c.map(function(n,e){return.85*o*Math.pow(.955,e)}),h=function(n,e){return n+Math.random()*(e-n)},v=Math.max(0,Math.min((n.count||1)-1,12-a)),m=[],p=0;p<v;p++){var y=h(0,2*Math.PI),g=h(30,80)*e;m.push({x:h(o,t-o),y:h(o,r-o),r:o*h(.45,.8),vx:Math.cos(y)*g,vy:Math.sin(y)*g,phase:h(0,2*Math.PI)})}for(var x={x:.5*t,y:.55*r},b=[],w=0;w<a;w++)b.push({x:x.x,y:x.y});return{head:x,chain:b,nTrail:a,drifters:m,trailIdleR:u,trailMoveR:d,stretch:0,seg:.9*o}},tick:function(e,t){var r=Math.min(t.dt,.05),o=t.w,a=t.h,c=1-Math.exp(9*-r);e.head.x+=(t.mouseX-e.head.x)*c,e.head.y+=(t.mouseY-e.head.y)*c;var i=e.chain;i[0].x=e.head.x,i[0].y=e.head.y;for(var s=1-Math.exp(16*-r),l=1;l<i.length;l++){var f=i[l-1],u=i[l],d=f.x-u.x,h=f.y-u.y,v=Math.hypot(d,h)||1e-4,m=e.seg;v>m&&(u.x+=d*(1-m/v),u.y+=h*(1-m/v)),u.x+=(f.x-u.x)*s,u.y+=(f.y-u.y)*s}var p=i[i.length-1],y=Math.hypot(p.x-e.head.x,p.y-e.head.y),g=Math.max(1,e.seg*(e.nTrail-1)),x=Math.min(1,y/g);e.stretch+=(x-e.stretch)*(1-Math.exp(8*-r));var b,w=n(e.drifters);try{for(w.s();!(b=w.n()).done;){var _=b.value;_.x+=_.vx*r,_.y+=_.vy*r,_.x<_.r?(_.x=_.r,_.vx=Math.abs(_.vx)):_.x>o-_.r&&(_.x=o-_.r,_.vx=-Math.abs(_.vx)),_.y<_.r?(_.y=_.r,_.vy=Math.abs(_.vy)):_.y>a-_.r&&(_.y=a-_.r,_.vy=-Math.abs(_.vy)),_.phase+=1.6*r}}catch(n){w.e(n)}finally{w.f()}for(var M=new Float32Array(36),k=e.stretch,S=0;S<e.nTrail;S++){var z=i[S];M[3*S]=z.x,M[3*S+1]=z.y,M[3*S+2]=e.trailIdleR[S]+(e.trailMoveR[S]-e.trailIdleR[S])*k}return e.drifters.forEach(function(n,t){var r=e.nTrail+t;M[3*r]=n.x,M[3*r+1]=n.y,M[3*r+2]=n.r*(1+.12*Math.sin(n.phase))}),[{name:"blobs",kind:"3fv",value:M},{name:"count",kind:"1i",value:e.nTrail+e.drifters.length}]}}};function r(n){return[1,3,5].map(function(e){return parseInt(n.slice(e,e+2),16)/255})}function o(n){return o="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(n){return typeof n}:function(n){return n&&"function"==typeof Symbol&&n.constructor===Symbol&&n!==Symbol.prototype?"symbol":typeof n},o(n)}function a(n,e){for(var t=0;t<e.length;t++){var r=e[t];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(n,c(r.key),r)}}function c(n){var e=function(n){if("object"!=o(n)||!n)return n;var e=n[Symbol.toPrimitive];if(void 0!==e){var t=e.call(n,"string");if("object"!=o(t))return t;throw new TypeError("@@toPrimitive must return a primitive value.")}return String(n)}(n);return"symbol"==o(e)?e:e+""}Object.keys(t);var i=function(){return n=function n(e){!function(n,e){if(!(n instanceof e))throw new TypeError("Cannot call a class as a function")}(this,n),this.res=null,this.st=e},(e=[{key:"setup",value:function(){var n=document.createElement("div");return n.style.display="grid",this.res=n,this.st&&this.sticky(),this}},{key:"set",value:function(n){return this.setup(),n.height&&(this.res.style.height=n.height),n.sticky&&this.sticky(),this}},{key:"sticky",value:function(){return this.res.style.position="sticky",this.res.style.top=0,this}},{key:"add",value:function(n){this.children=n;for(var e=0;e<n.length;e++){var t=n[e].render();t.style.gridColumn=1,t.style.gridRow=1,this.res.appendChild(t)}return this}},{key:"toCode",value:function(){var n="new Stack().set({})";if(this.children.length>0){var e=this.children.map(function(n){return n.toCode()}).join(",\n");n+=".add([\n \n ".concat(e," \n \n])")}return[n]}},{key:"render",value:function(n){if(!n)return this.res;document.querySelector("body").style.margin=0,document.querySelector("body").style.padding=0,document.querySelector(n).appendChild(this.res)}}])&&a(n.prototype,e),Object.defineProperty(n,"prototype",{writable:!1}),n;var n,e}();export{i as Stack};
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(warped - u_mouse) / d : vec2(0.0);\n warped -= dir * ").concat(e,"strength * fall;\n }")},uniforms:function(e,t){return{strength:["1f",(e.strength||20)*t],radius:["1f",(e.radius||260)*t]}}},duotone:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"a; uniform vec3 ").concat(e,"b; uniform float ").concat(e,"radius;")},code:function(e,t){return"\n {\n float lum = dot(col, vec3(0.299, 0.587, 0.114));\n vec3 duo = mix(".concat(e,"a, ").concat(e,"b, lum);\n ").concat("mouse"===t.by?"float mask = 1.0 - smoothstep(".concat(e,"radius * 0.35, ").concat(e,"radius, length(center - u_mouse));"):"float mask = 1.0;","\n col = mix(col, duo, mask);\n }")},uniforms:function(e,t){var n=e.colors||["#104B87","#E8FF00"];return{a:["3fv",r(n[0])],b:["3fv",r(n[1])],radius:["1f",(e.radius||220)*t]}}},edges:{stage:"color",decl:function(e){return"uniform vec3 ".concat(e,"color; uniform float ").concat(e,"strength;")},code:function(e){return"\n {\n edgeCol = ".concat(e,"color;\n edgeCov = max(edgeCov, edge * ").concat(e,"strength);\n }")},uniforms:function(e){return{color:["3fv",r(e.color||"#FFFFFF")],strength:["1f",null!=e.strength?e.strength:1]}}},stir:{stage:["warp","color"],decl:function(e){return"\n uniform sampler2D ".concat(e,"vel;\n uniform sampler2D ").concat(e,"dye;\n uniform float ").concat(e,"strength;\n uniform float ").concat(e,"dyemix;\n uniform float ").concat(e,"intensity;\n uniform float ").concat(e,"sheen;\n uniform vec3 ").concat(e,"tint;")},code:function(e,t,n){return"warp"===n?"\n {\n // frag/warped are top-down pixels, the field is bottom-up\n // [0,1]: flip y going in, and flip the y of the vector coming\n // out so the content drags WITH the pointer.\n vec2 fuv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec2 v = texture2D(".concat(e,"vel, clamp(fuv, 0.001, 0.999)).xy;\n warped += vec2(v.x, -v.y) * ").concat(e,"strength;\n }"):"\n {\n // Sampled at the CONTINUOUS warped position, never at the\n // cell centre: a cell op upstream (hexalize) snaps the cell\n // centre to one point per tile, which would quantise the\n // liquid into flat per-hex patches instead of smooth swirls.\n vec2 suv = vec2(warped.x / u_res.x, 1.0 - warped.y / u_res.y);\n vec3 dc = texture2D(".concat(e,"dye, clamp(suv, 0.001, 0.999)).rgb;\n float mag = length(dc);\n // Colour is carried IN the dye field and advected with it, so\n // a ribbon keeps its hue while the flow folds it. 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u_point;\n if (u_aspect >= 1.0) d.y /= u_aspect; else d.x *= u_aspect;\n float g = exp(-dot(d, d) / max(u_radius * u_radius, 1e-6));\n gl_FragColor = vec4(texture2D(u_src, uv).xyz + u_amount * g, 1.0);\n}",advect:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_src;\nuniform vec2 u_texel;\nuniform float u_dt;\nuniform float u_diss;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n vec2 back = uv - texture2D(u_vel, uv).xy * u_dt;\n gl_FragColor = vec4(texture2D(u_src, clamp(back, 0.0, 1.0)).xyz * u_diss, 1.0);\n}",curl:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).y;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).y;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).x;\n gl_FragColor = vec4(0.5 * ((r - l) - (t - b)), 0.0, 0.0, 1.0);\n}",confine:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform sampler2D u_curl;\nuniform vec2 u_texel;\nuniform float u_eps;\nuniform float u_dt;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_curl, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_curl, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_curl, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_curl, uv - vec2(0.0, u_texel.y)).x;\n float c = texture2D(u_curl, uv).x;\n vec2 grad = 0.5 * vec2(abs(r) - abs(l), abs(t) - abs(b));\n vec2 n = grad / (length(grad) + 1e-5);\n vec2 force = u_eps * c * vec2(n.y, -n.x);\n vec2 v = texture2D(u_vel, uv).xy + force * u_dt;\n gl_FragColor = vec4(clamp(v, -64.0, 64.0), 0.0, 1.0);\n}",divergence:"\nprecision highp float;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_vel, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_vel, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_vel, uv + vec2(0.0, u_texel.y)).y;\n float b = texture2D(u_vel, uv - vec2(0.0, u_texel.y)).y;\n vec2 c = texture2D(u_vel, uv).xy;\n if (uv.x - u_texel.x < 0.0) l = -c.x;\n if (uv.x + u_texel.x > 1.0) r = -c.x;\n if (uv.y - u_texel.y < 0.0) b = -c.y;\n if (uv.y + u_texel.y > 1.0) t = -c.y;\n gl_FragColor = vec4(0.5 * ((r - l) + (t - b)), 0.0, 0.0, 1.0);\n}",jacobi:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_div;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n float d = texture2D(u_div, uv).x;\n gl_FragColor = vec4((r + l + t + b - d) * 0.25, 0.0, 0.0, 1.0);\n}",subtract:"\nprecision highp float;\nuniform sampler2D u_p;\nuniform sampler2D u_vel;\nuniform vec2 u_texel;\nvoid main() {\n vec2 uv = gl_FragCoord.xy * u_texel;\n float r = texture2D(u_p, uv + vec2(u_texel.x, 0.0)).x;\n float l = texture2D(u_p, uv - vec2(u_texel.x, 0.0)).x;\n float t = texture2D(u_p, uv + vec2(0.0, u_texel.y)).x;\n float b = texture2D(u_p, uv - vec2(0.0, u_texel.y)).x;\n vec2 v = texture2D(u_vel, uv).xy - 0.5 * vec2(r - l, t - b);\n gl_FragColor = vec4(v, 0.0, 1.0);\n}",decay:"\nprecision highp float;\nuniform sampler2D u_tex;\nuniform vec2 u_texel;\nuniform float u_value;\nvoid main() {\n gl_FragColor = texture2D(u_tex, gl_FragCoord.xy * u_texel) * u_value;\n}"},splatColor:function(e,t,n){var o=null!=e.dyeAmount?e.dyeAmount:.6;if(!e.rainbow){var a=r(e.tint||"#7FD4FF");return[a[0]*o,a[1]*o,a[2]*o]}var c=Math.atan2(n,t);return[(.5+.5*Math.cos(c))*o,(.5+.5*Math.cos(c+2.0944))*o,(.5+.5*Math.cos(c+4.1888))*o]},step:function(e,t,n){var r=Math.min(n.dt,1/30),o=1/e.res.sim,a=1/e.res.dye,c=function(e,t){return Math.pow(e,60*t)};if(n.moving){var i=null!=t.force?t.force:1;e.use("splat"),e.f1("u_radius",null!=t.radius?t.radius:.1),e.f1("u_aspect",n.aspect),e.f2("u_point",n.px,n.py),e.f2("u_texel",o,o),e.smp("u_src",e.read("velocity"),0),e.f3("u_amount",n.dx*i,n.dy*i,0),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_src",e.read("dye"),0),e.f3("u_amount",n.col[0],n.col[1],n.col[2]),e.blit(e.write("dye")),e.swap("dye")}e.use("curl"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("vorticity")),e.use("confine"),e.f2("u_texel",o,o),e.f1("u_eps",null!=t.curl?t.curl:2.2),e.f1("u_dt",r),e.smp("u_vel",e.read("velocity"),0),e.smp("u_curl",e.single("vorticity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("divergence"),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.blit(e.single("divergence")),e.use("decay"),e.f2("u_texel",o,o),e.f1("u_value",c(null!=t.pressure?t.pressure:.8,r)),e.smp("u_tex",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure"),e.use("jacobi"),e.f2("u_texel",o,o),e.smp("u_div",e.single("divergence"),1);for(var u=Math.max(1,Math.min(t.pressureIterations||6,40)),l=0;l<u;l++)e.smp("u_p",e.read("pressure"),0),e.blit(e.write("pressure")),e.swap("pressure");e.use("subtract"),e.f2("u_texel",o,o),e.smp("u_p",e.read("pressure"),0),e.smp("u_vel",e.read("velocity"),1),e.blit(e.write("velocity")),e.swap("velocity"),e.use("advect"),e.f1("u_dt",r),e.f2("u_texel",o,o),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("velocity"),0),e.f1("u_diss",c(null!=t.decay?t.decay:.985,r)),e.blit(e.write("velocity")),e.swap("velocity"),e.f2("u_texel",a,a),e.smp("u_vel",e.read("velocity"),0),e.smp("u_src",e.read("dye"),1),e.f1("u_diss",c(null!=t.dyeFade?t.dyeFade:.97,r)),e.blit(e.write("dye")),e.swap("dye")}}},blobs:{stage:"color",overlay:!0,mips:!0,decl:function(e){return"\n uniform vec3 ".concat(e,"blobs[").concat(12,"];\n uniform int ").concat(e,"count;\n uniform vec3 ").concat(e,"tint;\n uniform float ").concat(e,"refract;\n uniform float ").concat(e,"rim;\n uniform float ").concat(e,"alpha;\n uniform float ").concat(e,"irid;\n uniform float ").concat(e,"disp;\n uniform float ").concat(e,"frost;\n float ").concat(e,"hash(vec3 v) {\n return fract(sin(dot(v, vec3(21.9898, 63.233, 41.719))) * 41739.317);\n }\n float ").concat(e,"noise(vec3 v) {\n vec3 f = floor(v);\n vec3 r = v - f;\n r = r * r * (3.0 - 2.0 * r);\n float c000 = ").concat(e,"hash(f);\n float c100 = ").concat(e,"hash(f + vec3(1.0, 0.0, 0.0));\n float c010 = ").concat(e,"hash(f + vec3(0.0, 1.0, 0.0));\n float c110 = ").concat(e,"hash(f + vec3(1.0, 1.0, 0.0));\n float c001 = ").concat(e,"hash(f + vec3(0.0, 0.0, 1.0));\n float c101 = ").concat(e,"hash(f + vec3(1.0, 0.0, 1.0));\n float c011 = ").concat(e,"hash(f + vec3(0.0, 1.0, 1.0));\n float c111 = ").concat(e,"hash(f + vec3(1.0, 1.0, 1.0));\n return mix(\n mix(mix(c000, c100, r.x), mix(c010, c110, r.x), r.y),\n mix(mix(c001, c101, r.x), mix(c011, c111, r.x), r.y), r.z);\n }")},code:function(e){return"\n {\n float field = 0.0;\n vec2 grad = vec2(0.0);\n for (int bi = 0; bi < ".concat(12,"; bi++) {\n if (bi >= ").concat(e,"count) break;\n vec2 bd = frag - ").concat(e,"blobs[bi].xy;\n float br = ").concat(e,"blobs[bi].z;\n float dd = max(dot(bd, bd), 1.0);\n field += (br * br) / dd;\n grad += (-2.0 * (br * br) / (dd * dd)) * bd;\n }\n float bmask = smoothstep(0.6, 1.0, field);\n if (bmask > 0.003) {\n float gmag = length(grad);\n vec2 g2 = gmag > 1e-6 ? -grad / gmag : vec2(0.0);\n // Pseudo-3D surface normal from the 2D field. For a\n // metaball field (sum of r^2/d^2), 1/sqrt(field) IS the\n // normalized radial position: 0 at the centre, 1 at the\n // surface. That yields a true hemisphere profile — the\n // curvature (and therefore refraction) varies smoothly\n // across the WHOLE disc, not just an edge annulus.\n float s = clamp(inversesqrt(max(field, 1e-4)), 0.0, 1.0);\n vec3 n = normalize(vec3(g2 * s, sqrt(max(1.0 - s * s, 0.004))));\n vec3 rd = vec3(0.0, 0.0, -1.0);\n\n // Dispersion: refract each channel with a slightly\n // different index (water-glass ~1.33). Near the rim the\n // exit direction flattens (|z| -> 0), so the sampling\n // offsets stretch — producing the smooth concentric\n // colour-fringed bands of a thick lens.\n float ca = 0.03 * ").concat(e,"disp;\n vec3 tR = refract(rd, n, 1.0 / (1.33 - ca));\n vec3 tG = refract(rd, n, 1.0 / 1.33);\n vec3 tB = refract(rd, n, 1.0 / (1.33 + ca));\n vec2 oR = tR.xy * (").concat(e,"refract / max(abs(tR.z), 0.3));\n vec2 oG = tG.xy * (").concat(e,"refract / max(abs(tG.z), 0.3));\n vec2 oB = tB.xy * (").concat(e,"refract / max(abs(tB.z), 0.3));\n\n // Blur grows with how far the ray was bent (mip bias), so\n // strongly-refracted regions smear smoothly instead of\n // showing sharp displaced copies. frost adds a base blur.\n float lod = ").concat(e,"frost * 5.0 + log2(1.0 + length(oG) * 0.035);\n vec2 px = 1.0 / u_res;\n vec4 sG = texture2D(u_tex, clamp(uv + oG * px, 0.002, 0.998), lod);\n vec3 refr;\n refr.r = texture2D(u_tex, clamp(uv + oR * px, 0.002, 0.998), lod).r;\n refr.g = sG.g;\n refr.b = texture2D(u_tex, clamp(uv + oB * px, 0.002, 0.998), lod).b;\n // Blend in (approximately) linear light for clean fringes.\n refr = pow(max(refr, 0.0), vec3(2.2));\n\n vec3 tintLin = pow(").concat(e,"tint, vec3(2.2));\n vec3 bodyLin = mix(tintLin * 0.35, refr, sG.a);\n\n // Glass darkens toward the silhouette (absorption), the\n // opposite of an additive glow ring.\n float edge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.5);\n bodyLin *= 1.0 - 0.35 * ").concat(e,"rim * edge;\n vec3 body = pow(max(bodyLin, 0.0), vec3(1.0 / 2.2));\n\n // Sparse iridescent glints: two drifting value-noise\n // fields sampled on the reflection direction, one warm\n // one cool, sharpened hard so only sparkles survive.\n vec3 rf = reflect(rd, n);\n float nA = ").concat(e,"noise(rf * 2.3 + u_time * 0.5);\n float nB = ").concat(e,"noise(rf * 2.3 - u_time * 0.5);\n vec3 glint = pow(max(vec3(0.30, 0.52, 0.86) * nA +\n vec3(0.80, 0.56, 0.34) * nB, 0.0), vec3(6.0));\n body += glint * ").concat(e,"irid;\n\n // Small hard specular from a fixed key light.\n vec3 L = normalize(vec3(-0.5, 0.7, 0.6));\n float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 60.0);\n body += spec * 0.35;\n\n ovCol = body;\n ovA = max(ovA, bmask * ").concat(e,"alpha);\n }\n }")},uniforms:function(e,t){return{tint:["3fv",r(e.color||"#EAF4EE")],refract:["1f",(null!=e.refract?e.refract:70)*t],rim:["1f",null!=e.rim?e.rim:.6],alpha:["1f",null!=e.alpha?e.alpha:1],irid:["1f",null!=e.iridescence?e.iridescence:.8],disp:["1f",null!=e.dispersion?e.dispersion:1],frost:["1f",null!=e.frost?e.frost:.25]}},init:function(e,t,n,r){for(var o=(e.radius||46)*t,a=Math.max(1,Math.min(null!=e.trail?e.trail:7,12)),c=[],i=0,u=0;u<a;u++){var l=Math.pow(.86,u);c.push(l),i+=l*l}for(var s=Math.sqrt(i),f=c.map(function(e){return o*e/s}),v=c.map(function(e,t){return.85*o*Math.pow(.955,t)}),d=function(e,t){return e+Math.random()*(t-e)},m=Math.max(0,Math.min((e.count||1)-1,12-a)),h=[],p=0;p<m;p++){var x=d(0,2*Math.PI),y=d(30,80)*t;h.push({x:d(o,n-o),y:d(o,r-o),r:o*d(.45,.8),vx:Math.cos(x)*y,vy:Math.sin(x)*y,phase:d(0,2*Math.PI)})}for(var g={x:.5*n,y:.55*r},_=[],b=0;b<a;b++)_.push({x:g.x,y:g.y});return{head:g,chain:_,nTrail:a,drifters:h,trailIdleR:f,trailMoveR:v,stretch:0,seg:.9*o}},tick:function(t,n){var r=Math.min(n.dt,.05),o=n.w,a=n.h,c=1-Math.exp(9*-r);t.head.x+=(n.mouseX-t.head.x)*c,t.head.y+=(n.mouseY-t.head.y)*c;var i=t.chain;i[0].x=t.head.x,i[0].y=t.head.y;for(var u=1-Math.exp(16*-r),l=1;l<i.length;l++){var s=i[l-1],f=i[l],v=s.x-f.x,d=s.y-f.y,m=Math.hypot(v,d)||1e-4,h=t.seg;m>h&&(f.x+=v*(1-h/m),f.y+=d*(1-h/m)),f.x+=(s.x-f.x)*u,f.y+=(s.y-f.y)*u}var p=i[i.length-1],x=Math.hypot(p.x-t.head.x,p.y-t.head.y),y=Math.max(1,t.seg*(t.nTrail-1)),g=Math.min(1,x/y);t.stretch+=(g-t.stretch)*(1-Math.exp(8*-r));var _,b=e(t.drifters);try{for(b.s();!(_=b.n()).done;){var w=_.value;w.x+=w.vx*r,w.y+=w.vy*r,w.x<w.r?(w.x=w.r,w.vx=Math.abs(w.vx)):w.x>o-w.r&&(w.x=o-w.r,w.vx=-Math.abs(w.vx)),w.y<w.r?(w.y=w.r,w.vy=Math.abs(w.vy)):w.y>a-w.r&&(w.y=a-w.r,w.vy=-Math.abs(w.vy)),w.phase+=1.6*r}}catch(e){b.e(e)}finally{b.f()}for(var D=new Float32Array(36),M=t.stretch,F=0;F<t.nTrail;F++){var k=i[F];D[3*F]=k.x,D[3*F+1]=k.y,D[3*F+2]=t.trailIdleR[F]+(t.trailMoveR[F]-t.trailIdleR[F])*M}return t.drifters.forEach(function(e,n){var r=t.nTrail+n;D[3*r]=e.x,D[3*r+1]=e.y,D[3*r+2]=e.r*(1+.12*Math.sin(e.phase))}),[{name:"blobs",kind:"3fv",value:D},{name:"count",kind:"1i",value:t.nTrail+t.drifters.length}]}}};function r(e){return[1,3,5].map(function(t){return parseInt(e.slice(t,t+2),16)/255})}function o(e){return o="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},o(e)}function a(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,c(r.key),r)}}function c(e){var t=function(e){if("object"!=o(e)||!e)return e;var t=e[Symbol.toPrimitive];if(void 0!==t){var n=t.call(e,"string");if("object"!=o(n))return n;throw new TypeError("@@toPrimitive must return a primitive value.")}return String(e)}(e);return"symbol"==o(t)?t:t+""}Object.keys(n);var i=function(){return e=function e(t){!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e),this.res=null,this.st=t},(t=[{key:"setup",value:function(){var e=document.createElement("div");return e.style.display="grid",this.res=e,this.st&&this.sticky(),this}},{key:"set",value:function(e){return this.setup(),e.height&&(this.res.style.height=e.height),e.sticky&&this.sticky(),this}},{key:"sticky",value:function(){return this.res.style.position="sticky",this.res.style.top=0,this}},{key:"add",value:function(e){this.children=e;for(var t=0;t<e.length;t++){var n=e[t].render();n.style.gridColumn=1,n.style.gridRow=1,this.res.appendChild(n)}return this}},{key:"toCode",value:function(){var e="new Stack().set({})";if(this.children.length>0){var t=this.children.map(function(e){return e.toCode()}).join(",\n");e+=".add([\n \n ".concat(t," \n \n])")}return[e]}},{key:"render",value:function(e){if(!e)return this.res;document.querySelector("body").style.margin=0,document.querySelector("body").style.padding=0,document.querySelector(e).appendChild(this.res)}}])&&a(e.prototype,t),Object.defineProperty(e,"prototype",{writable:!1}),e;var e,t}();export{i as Stack};