react-native-webrtc-kaleidoscope 2.0.0 → 2.1.0

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 (1185) hide show
  1. package/NOTICE.md +8 -8
  2. package/README.md +185 -56
  3. package/android/build.gradle +13 -0
  4. package/android/src/main/java/com/simiancraft/kaleidoscope/CompositeLayers.kt +127 -0
  5. package/android/src/main/java/com/simiancraft/kaleidoscope/EffectTuning.kt +69 -69
  6. package/android/src/main/java/com/simiancraft/kaleidoscope/KaleidoscopeModule.kt +86 -33
  7. package/android/src/main/java/com/simiancraft/kaleidoscope/Registration.kt +23 -64
  8. package/android/src/main/java/com/simiancraft/kaleidoscope/effects/CompositeFactory.kt +691 -0
  9. package/android/src/main/java/com/simiancraft/kaleidoscope/effects/LayerShaders.kt +30 -0
  10. package/android/src/main/java/com/simiancraft/kaleidoscope/effects/TransformFactory.kt +248 -200
  11. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/Egl.kt +82 -70
  12. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/Fbo.kt +50 -47
  13. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/FramePipeline.kt +106 -105
  14. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/GlDebug.kt +23 -23
  15. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/GlProgram.kt +76 -57
  16. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/Ingest.kt +92 -71
  17. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/Orientation.kt +25 -25
  18. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/Shaders.kt +57 -76
  19. package/android/src/main/java/com/simiancraft/kaleidoscope/gpu/ShadersGenerated.kt +1162 -25
  20. package/android/src/main/java/com/simiancraft/kaleidoscope/segmentation/Mask.kt +254 -242
  21. package/android/src/main/java/com/simiancraft/kaleidoscope/segmentation/MaskTuning.kt +28 -25
  22. package/android/src/main/java/com/simiancraft/kaleidoscope/segmentation/SegmentationEngine.kt +104 -98
  23. package/android/src/test/java/com/simiancraft/kaleidoscope/CompositeLayersTest.kt +165 -0
  24. package/app.plugin.js +9 -255
  25. package/catalog/composites/clouds/clouds.controls.tsx +19 -0
  26. package/catalog/composites/clouds/clouds.ts +32 -0
  27. package/catalog/composites/corporate-blobs/corporate-blobs.controls.tsx +24 -0
  28. package/catalog/composites/corporate-blobs/corporate-blobs.thumb.webp +0 -0
  29. package/catalog/composites/corporate-blobs/corporate-blobs.ts +51 -0
  30. package/catalog/composites/corporate-blobs/corporate-blobs.web.ts +42 -0
  31. package/catalog/composites/fairy-cave/fairy-cave.controls.tsx +33 -0
  32. package/catalog/composites/fairy-cave/fairy-cave.thumb.webp +0 -0
  33. package/catalog/composites/fairy-cave/fairy-cave.ts +53 -0
  34. package/catalog/composites/fairy-cave/fairy-cave.web.ts +47 -0
  35. package/catalog/composites/fairy-grotto/fairy-grotto.controls.tsx +34 -0
  36. package/catalog/composites/fairy-grotto/fairy-grotto.thumb.webp +0 -0
  37. package/catalog/composites/fairy-grotto/fairy-grotto.ts +54 -0
  38. package/catalog/composites/fairy-grotto/fairy-grotto.web.ts +47 -0
  39. package/catalog/composites/fairy-hollow/fairy-hollow.controls.tsx +34 -0
  40. package/catalog/composites/fairy-hollow/fairy-hollow.thumb.webp +0 -0
  41. package/catalog/composites/fairy-hollow/fairy-hollow.ts +55 -0
  42. package/catalog/composites/fairy-hollow/fairy-hollow.web.ts +47 -0
  43. package/catalog/composites/nebula/nebula.controls.tsx +19 -0
  44. package/catalog/composites/nebula/nebula.thumb.webp +0 -0
  45. package/catalog/composites/nebula/nebula.ts +37 -0
  46. package/catalog/composites/nebula/nebula.web.ts +30 -0
  47. package/catalog/composites/observation-deck/observation-deck.controls.tsx +28 -0
  48. package/catalog/composites/observation-deck/observation-deck.thumb.webp +0 -0
  49. package/catalog/composites/observation-deck/observation-deck.ts +59 -0
  50. package/catalog/composites/observation-deck/observation-deck.web.ts +50 -0
  51. package/catalog/composites/simianlights/simianlights.controls.tsx +19 -0
  52. package/catalog/composites/simianlights/simianlights.thumb.webp +0 -0
  53. package/catalog/composites/simianlights/simianlights.ts +34 -0
  54. package/catalog/composites/simianlights/simianlights.web.ts +29 -0
  55. package/catalog/composites/underwater/underwater.controls.tsx +19 -0
  56. package/catalog/composites/underwater/underwater.thumb.webp +0 -0
  57. package/catalog/composites/underwater/underwater.ts +42 -0
  58. package/catalog/composites/underwater/underwater.web.ts +36 -0
  59. package/catalog/composites/wizard-tower/wizard-tower.controls.tsx +23 -0
  60. package/catalog/composites/wizard-tower/wizard-tower.thumb.webp +0 -0
  61. package/catalog/composites/wizard-tower/wizard-tower.ts +44 -0
  62. package/catalog/composites/wizard-tower/wizard-tower.web.ts +35 -0
  63. package/catalog/composites/wizard-tower-night/wizard-tower-night.controls.tsx +22 -0
  64. package/catalog/composites/wizard-tower-night/wizard-tower-night.thumb.webp +0 -0
  65. package/catalog/composites/wizard-tower-night/wizard-tower-night.ts +43 -0
  66. package/catalog/composites/wizard-tower-night/wizard-tower-night.web.ts +35 -0
  67. package/catalog/images/README.md +188 -0
  68. package/catalog/images/corporate/corporate-logo.thumb.webp +0 -0
  69. package/catalog/images/corporate/corporate-logo.ts +6 -0
  70. package/catalog/images/corporate/corporate-logo.web.ts +7 -0
  71. package/catalog/images/corporate/corporate-logo.webp +0 -0
  72. package/catalog/images/debug/debug-resolutions.thumb.webp +0 -0
  73. package/catalog/images/debug/debug-resolutions.ts +6 -0
  74. package/catalog/images/debug/debug-resolutions.web.ts +7 -0
  75. package/catalog/images/fairy-caves/grotto.thumb.webp +0 -0
  76. package/catalog/images/fairy-caves/grotto.ts +6 -0
  77. package/catalog/images/fairy-caves/grotto.web.ts +7 -0
  78. package/catalog/images/fairy-caves/grotto.webp +0 -0
  79. package/catalog/images/fairy-caves/hollow.thumb.webp +0 -0
  80. package/catalog/images/fairy-caves/hollow.ts +6 -0
  81. package/catalog/images/fairy-caves/hollow.web.ts +7 -0
  82. package/catalog/images/fairy-caves/hollow.webp +0 -0
  83. package/catalog/images/fairy-caves/treehouse-2.thumb.webp +0 -0
  84. package/catalog/images/fairy-caves/treehouse-2.ts +6 -0
  85. package/catalog/images/fairy-caves/treehouse-2.web.ts +7 -0
  86. package/catalog/images/fairy-caves/treehouse-2.webp +0 -0
  87. package/catalog/images/fairy-caves/treehouse-3.thumb.webp +0 -0
  88. package/catalog/images/fairy-caves/treehouse-3.ts +6 -0
  89. package/catalog/images/fairy-caves/treehouse-3.web.ts +7 -0
  90. package/catalog/images/fairy-caves/treehouse-3.webp +0 -0
  91. package/catalog/images/fairy-caves/treehouse.thumb.webp +0 -0
  92. package/catalog/images/fairy-caves/treehouse.ts +6 -0
  93. package/catalog/images/fairy-caves/treehouse.web.ts +7 -0
  94. package/catalog/images/fairy-caves/treehouse.webp +0 -0
  95. package/catalog/images/home/home-dark.thumb.webp +0 -0
  96. package/catalog/images/home/home-dark.ts +6 -0
  97. package/catalog/images/home/home-dark.web.ts +7 -0
  98. package/catalog/images/home/home-light.thumb.webp +0 -0
  99. package/catalog/images/home/home-light.ts +6 -0
  100. package/catalog/images/home/home-light.web.ts +7 -0
  101. package/catalog/images/image-ids.ts +42 -0
  102. package/catalog/images/image.types.ts +5 -0
  103. package/catalog/images/index.ts +7 -0
  104. package/catalog/images/nature/landscape-dark.thumb.webp +0 -0
  105. package/catalog/images/nature/landscape-dark.ts +6 -0
  106. package/catalog/images/nature/landscape-dark.web.ts +7 -0
  107. package/catalog/images/nature/landscape-light.thumb.webp +0 -0
  108. package/catalog/images/nature/landscape-light.ts +6 -0
  109. package/catalog/images/nature/landscape-light.web.ts +7 -0
  110. package/catalog/images/office/office-dark.thumb.webp +0 -0
  111. package/catalog/images/office/office-dark.ts +6 -0
  112. package/catalog/images/office/office-dark.web.ts +7 -0
  113. package/catalog/images/office/office-light.thumb.webp +0 -0
  114. package/catalog/images/office/office-light.ts +6 -0
  115. package/catalog/images/office/office-light.web.ts +7 -0
  116. package/catalog/images/sci-fi/sci-fi-light.thumb.webp +0 -0
  117. package/catalog/images/sci-fi/sci-fi-light.ts +6 -0
  118. package/catalog/images/sci-fi/sci-fi-light.web.ts +7 -0
  119. package/catalog/images/simiancraft/simiancraft-dark-transparency.thumb.webp +0 -0
  120. package/catalog/images/simiancraft/simiancraft-dark-transparency.ts +6 -0
  121. package/catalog/images/simiancraft/simiancraft-dark-transparency.web.ts +9 -0
  122. package/catalog/images/simiancraft/simiancraft-dark-transparency.webp +0 -0
  123. package/catalog/images/simiancraft/simiancraft-dark.thumb.webp +0 -0
  124. package/catalog/images/simiancraft/simiancraft-dark.ts +6 -0
  125. package/catalog/images/simiancraft/simiancraft-dark.web.ts +7 -0
  126. package/catalog/images/simiancraft/simiancraft-light-transparency.thumb.webp +0 -0
  127. package/catalog/images/simiancraft/simiancraft-light-transparency.ts +6 -0
  128. package/catalog/images/simiancraft/simiancraft-light-transparency.web.ts +9 -0
  129. package/catalog/images/simiancraft/simiancraft-light-transparency.webp +0 -0
  130. package/catalog/images/simiancraft/simiancraft-light.thumb.webp +0 -0
  131. package/catalog/images/simiancraft/simiancraft-light.ts +6 -0
  132. package/catalog/images/simiancraft/simiancraft-light.web.ts +7 -0
  133. package/catalog/images/spaceship/observation-deck.thumb.webp +0 -0
  134. package/catalog/images/spaceship/observation-deck.ts +6 -0
  135. package/catalog/images/spaceship/observation-deck.web.ts +7 -0
  136. package/catalog/images/spaceship/observation-deck.webp +0 -0
  137. package/catalog/images/underwater/oceanscape-dark.thumb.webp +0 -0
  138. package/catalog/images/underwater/oceanscape-dark.ts +6 -0
  139. package/catalog/images/underwater/oceanscape-dark.web.ts +7 -0
  140. package/catalog/images/underwater/oceanscape-dark.webp +0 -0
  141. package/catalog/images/wizard-tower/wizard-tower-1.thumb.webp +0 -0
  142. package/catalog/images/wizard-tower/wizard-tower-1.ts +6 -0
  143. package/catalog/images/wizard-tower/wizard-tower-1.web.ts +7 -0
  144. package/catalog/images/wizard-tower/wizard-tower-1.webp +0 -0
  145. package/catalog/images/wizard-tower/wizard-tower-2.thumb.webp +0 -0
  146. package/catalog/images/wizard-tower/wizard-tower-2.ts +6 -0
  147. package/catalog/images/wizard-tower/wizard-tower-2.web.ts +7 -0
  148. package/catalog/images/wizard-tower/wizard-tower-2.webp +0 -0
  149. package/catalog/images/wizard-tower/wizard-tower-night.thumb.webp +0 -0
  150. package/catalog/images/wizard-tower/wizard-tower-night.ts +6 -0
  151. package/catalog/images/wizard-tower/wizard-tower-night.web.ts +7 -0
  152. package/catalog/images/wizard-tower/wizard-tower-night.webp +0 -0
  153. package/catalog/shaders/README.md +114 -0
  154. package/catalog/shaders/_shared/composite-blit.frag +26 -0
  155. package/catalog/shaders/_shared/composite-camera.frag +17 -0
  156. package/catalog/shaders/_shared/composite-image.frag +23 -0
  157. package/catalog/shaders/_shared/composite-masked.frag +26 -0
  158. package/catalog/shaders/_shared/composite-subject.frag +27 -0
  159. package/catalog/shaders/_shared/passthrough.vert +27 -0
  160. package/catalog/shaders/_shared/transform.frag +27 -0
  161. package/catalog/shaders/_shared/types.ts +63 -0
  162. package/catalog/shaders/anamorphic-lensflare/anamorphic-lensflare.form.tsx +37 -0
  163. package/catalog/shaders/anamorphic-lensflare/anamorphic-lensflare.frag +123 -0
  164. package/catalog/shaders/anamorphic-lensflare/anamorphic-lensflare.ts +106 -0
  165. package/catalog/shaders/blur/blur.form.tsx +29 -0
  166. package/catalog/shaders/blur/blur.ts +32 -0
  167. package/catalog/shaders/blur/composite-blur.frag +42 -0
  168. package/catalog/shaders/clouds/clouds.form.tsx +39 -0
  169. package/catalog/shaders/clouds/clouds.frag +128 -0
  170. package/catalog/shaders/clouds/clouds.presets.md +37 -0
  171. package/catalog/shaders/clouds/clouds.ts +124 -0
  172. package/catalog/shaders/corporate-blobs/corporate-blobs.form.tsx +44 -0
  173. package/catalog/shaders/corporate-blobs/corporate-blobs.frag +224 -0
  174. package/catalog/shaders/corporate-blobs/corporate-blobs.ts +136 -0
  175. package/catalog/shaders/fireflies/fireflies.form.tsx +33 -0
  176. package/catalog/shaders/fireflies/fireflies.frag +68 -0
  177. package/catalog/shaders/fireflies/fireflies.ts +61 -0
  178. package/catalog/shaders/godrays/godrays.form.tsx +37 -0
  179. package/catalog/shaders/godrays/godrays.frag +85 -0
  180. package/catalog/shaders/godrays/godrays.ts +105 -0
  181. package/catalog/shaders/index.ts +78 -0
  182. package/catalog/shaders/light-beams-and-motes/light-beams-and-motes.form.tsx +55 -0
  183. package/catalog/shaders/light-beams-and-motes/light-beams-and-motes.frag +262 -0
  184. package/catalog/shaders/light-beams-and-motes/light-beams-and-motes.ts +137 -0
  185. package/catalog/shaders/nebula/nebula.form.tsx +34 -0
  186. package/catalog/shaders/nebula/nebula.frag +151 -0
  187. package/catalog/shaders/nebula/nebula.ts +74 -0
  188. package/catalog/shaders/plasma/plasma.form.tsx +32 -0
  189. package/catalog/shaders/plasma/plasma.frag +55 -0
  190. package/catalog/shaders/plasma/plasma.ts +44 -0
  191. package/catalog/shaders/simianlights/simianlights.form.tsx +34 -0
  192. package/catalog/shaders/simianlights/simianlights.frag +151 -0
  193. package/catalog/shaders/simianlights/simianlights.ts +73 -0
  194. package/dist/catalog/composites/clouds/clouds.controls.d.ts +3 -0
  195. package/dist/catalog/composites/clouds/clouds.controls.d.ts.map +1 -0
  196. package/dist/catalog/composites/clouds/clouds.controls.js +11 -0
  197. package/dist/catalog/composites/clouds/clouds.controls.js.map +1 -0
  198. package/dist/catalog/composites/clouds/clouds.d.ts +26 -0
  199. package/dist/catalog/composites/clouds/clouds.d.ts.map +1 -0
  200. package/dist/catalog/composites/clouds/clouds.js +33 -0
  201. package/dist/catalog/composites/clouds/clouds.js.map +1 -0
  202. package/dist/catalog/composites/corporate-blobs/corporate-blobs.controls.d.ts +3 -0
  203. package/dist/catalog/composites/corporate-blobs/corporate-blobs.controls.d.ts.map +1 -0
  204. package/dist/catalog/composites/corporate-blobs/corporate-blobs.controls.js +13 -0
  205. package/dist/catalog/composites/corporate-blobs/corporate-blobs.controls.js.map +1 -0
  206. package/dist/catalog/composites/corporate-blobs/corporate-blobs.d.ts +37 -0
  207. package/dist/catalog/composites/corporate-blobs/corporate-blobs.d.ts.map +1 -0
  208. package/dist/catalog/composites/corporate-blobs/corporate-blobs.js +52 -0
  209. package/dist/catalog/composites/corporate-blobs/corporate-blobs.js.map +1 -0
  210. package/dist/catalog/composites/corporate-blobs/corporate-blobs.thumb.webp +0 -0
  211. package/dist/catalog/composites/corporate-blobs/corporate-blobs.web.d.ts +37 -0
  212. package/dist/catalog/composites/corporate-blobs/corporate-blobs.web.d.ts.map +1 -0
  213. package/dist/catalog/composites/corporate-blobs/corporate-blobs.web.js +46 -0
  214. package/dist/catalog/composites/corporate-blobs/corporate-blobs.web.js.map +1 -0
  215. package/dist/catalog/composites/fairy-cave/fairy-cave.controls.d.ts +3 -0
  216. package/dist/catalog/composites/fairy-cave/fairy-cave.controls.d.ts.map +1 -0
  217. package/dist/catalog/composites/fairy-cave/fairy-cave.controls.js +13 -0
  218. package/dist/catalog/composites/fairy-cave/fairy-cave.controls.js.map +1 -0
  219. package/dist/catalog/composites/fairy-cave/fairy-cave.d.ts +42 -0
  220. package/dist/catalog/composites/fairy-cave/fairy-cave.d.ts.map +1 -0
  221. package/dist/catalog/composites/fairy-cave/fairy-cave.js +54 -0
  222. package/dist/catalog/composites/fairy-cave/fairy-cave.js.map +1 -0
  223. package/dist/catalog/composites/fairy-cave/fairy-cave.thumb.webp +0 -0
  224. package/dist/catalog/composites/fairy-cave/fairy-cave.web.d.ts +42 -0
  225. package/dist/catalog/composites/fairy-cave/fairy-cave.web.d.ts.map +1 -0
  226. package/dist/catalog/composites/fairy-cave/fairy-cave.web.js +51 -0
  227. package/dist/catalog/composites/fairy-cave/fairy-cave.web.js.map +1 -0
  228. package/dist/catalog/composites/fairy-grotto/fairy-grotto.controls.d.ts +3 -0
  229. package/dist/catalog/composites/fairy-grotto/fairy-grotto.controls.d.ts.map +1 -0
  230. package/dist/catalog/composites/fairy-grotto/fairy-grotto.controls.js +14 -0
  231. package/dist/catalog/composites/fairy-grotto/fairy-grotto.controls.js.map +1 -0
  232. package/dist/catalog/composites/fairy-grotto/fairy-grotto.d.ts +42 -0
  233. package/dist/catalog/composites/fairy-grotto/fairy-grotto.d.ts.map +1 -0
  234. package/dist/catalog/composites/fairy-grotto/fairy-grotto.js +55 -0
  235. package/dist/catalog/composites/fairy-grotto/fairy-grotto.js.map +1 -0
  236. package/dist/catalog/composites/fairy-grotto/fairy-grotto.thumb.webp +0 -0
  237. package/dist/catalog/composites/fairy-grotto/fairy-grotto.web.d.ts +42 -0
  238. package/dist/catalog/composites/fairy-grotto/fairy-grotto.web.d.ts.map +1 -0
  239. package/dist/catalog/composites/fairy-grotto/fairy-grotto.web.js +51 -0
  240. package/dist/catalog/composites/fairy-grotto/fairy-grotto.web.js.map +1 -0
  241. package/dist/catalog/composites/fairy-hollow/fairy-hollow.controls.d.ts +3 -0
  242. package/dist/catalog/composites/fairy-hollow/fairy-hollow.controls.d.ts.map +1 -0
  243. package/dist/catalog/composites/fairy-hollow/fairy-hollow.controls.js +14 -0
  244. package/dist/catalog/composites/fairy-hollow/fairy-hollow.controls.js.map +1 -0
  245. package/dist/catalog/composites/fairy-hollow/fairy-hollow.d.ts +42 -0
  246. package/dist/catalog/composites/fairy-hollow/fairy-hollow.d.ts.map +1 -0
  247. package/dist/catalog/composites/fairy-hollow/fairy-hollow.js +56 -0
  248. package/dist/catalog/composites/fairy-hollow/fairy-hollow.js.map +1 -0
  249. package/dist/catalog/composites/fairy-hollow/fairy-hollow.thumb.webp +0 -0
  250. package/dist/catalog/composites/fairy-hollow/fairy-hollow.web.d.ts +42 -0
  251. package/dist/catalog/composites/fairy-hollow/fairy-hollow.web.d.ts.map +1 -0
  252. package/dist/catalog/composites/fairy-hollow/fairy-hollow.web.js +51 -0
  253. package/dist/catalog/composites/fairy-hollow/fairy-hollow.web.js.map +1 -0
  254. package/dist/catalog/composites/nebula/nebula.controls.d.ts +3 -0
  255. package/dist/catalog/composites/nebula/nebula.controls.d.ts.map +1 -0
  256. package/dist/catalog/composites/nebula/nebula.controls.js +11 -0
  257. package/dist/catalog/composites/nebula/nebula.controls.js.map +1 -0
  258. package/dist/catalog/composites/nebula/nebula.d.ts +22 -0
  259. package/dist/catalog/composites/nebula/nebula.d.ts.map +1 -0
  260. package/dist/catalog/composites/nebula/nebula.js +38 -0
  261. package/dist/catalog/composites/nebula/nebula.js.map +1 -0
  262. package/dist/catalog/composites/nebula/nebula.thumb.webp +0 -0
  263. package/dist/catalog/composites/nebula/nebula.web.d.ts +22 -0
  264. package/dist/catalog/composites/nebula/nebula.web.d.ts.map +1 -0
  265. package/dist/catalog/composites/nebula/nebula.web.js +34 -0
  266. package/dist/catalog/composites/nebula/nebula.web.js.map +1 -0
  267. package/dist/catalog/composites/observation-deck/observation-deck.controls.d.ts +3 -0
  268. package/dist/catalog/composites/observation-deck/observation-deck.controls.d.ts.map +1 -0
  269. package/dist/catalog/composites/observation-deck/observation-deck.controls.js +13 -0
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  1142. package/src/backgrounds/simiancraft-dark.webp +0 -0
  1143. package/src/backgrounds/simiancraft-light.ts +0 -6
  1144. package/src/backgrounds/simiancraft-light.web.ts +0 -7
  1145. package/src/backgrounds/simiancraft-light.webp +0 -0
  1146. package/src/backgrounds/stylized-dark.ts +0 -6
  1147. package/src/backgrounds/stylized-dark.web.ts +0 -7
  1148. package/src/backgrounds/stylized-dark.webp +0 -0
  1149. package/src/backgrounds/stylized-light.ts +0 -6
  1150. package/src/backgrounds/stylized-light.web.ts +0 -7
  1151. package/src/backgrounds/stylized-light.webp +0 -0
  1152. package/src/types.ts +0 -89
  1153. package/src/web/blur-kernel.ts +0 -44
  1154. package/src/web/effects/background-image.ts +0 -364
  1155. package/src/web/effects/blur.ts +0 -430
  1156. package/src/web/effects/transform.ts +0 -69
  1157. package/src/web/insertable-streams.ts +0 -112
  1158. package/src/web/segmenter.ts +0 -107
  1159. package/src/web/shaders.generated.ts +0 -56
  1160. package/src/web/shaders.ts +0 -31
  1161. package/src/web/tuning.ts +0 -67
  1162. /package/{src/backgrounds → catalog/images}/assets.d.ts +0 -0
  1163. /package/{android/src/main/assets/backgrounds → catalog/images/debug}/debug-resolutions.webp +0 -0
  1164. /package/{android/src/main/assets/backgrounds → catalog/images/home}/home-dark.webp +0 -0
  1165. /package/{android/src/main/assets/backgrounds → catalog/images/home}/home-light.webp +0 -0
  1166. /package/{android/src/main/assets/backgrounds/nature-dark.webp → catalog/images/nature/landscape-dark.webp} +0 -0
  1167. /package/{android/src/main/assets/backgrounds/nature-light.webp → catalog/images/nature/landscape-light.webp} +0 -0
  1168. /package/{android/src/main/assets/backgrounds/dark-office.webp → catalog/images/office/office-dark.webp} +0 -0
  1169. /package/{android/src/main/assets/backgrounds/light-office.webp → catalog/images/office/office-light.webp} +0 -0
  1170. /package/{android/src/main/assets/backgrounds/stylized-light.webp → catalog/images/sci-fi/sci-fi-light.webp} +0 -0
  1171. /package/{android/src/main/assets/backgrounds → catalog/images/simiancraft}/simiancraft-dark.webp +0 -0
  1172. /package/{android/src/main/assets/backgrounds → catalog/images/simiancraft}/simiancraft-light.webp +0 -0
  1173. /package/dist/{backgrounds → catalog/images/debug}/debug-resolutions.webp +0 -0
  1174. /package/dist/{backgrounds → catalog/images/home}/home-dark.webp +0 -0
  1175. /package/dist/{backgrounds → catalog/images/home}/home-light.webp +0 -0
  1176. /package/dist/{backgrounds/nature-dark.webp → catalog/images/nature/landscape-dark.webp} +0 -0
  1177. /package/dist/{backgrounds/nature-light.webp → catalog/images/nature/landscape-light.webp} +0 -0
  1178. /package/dist/{backgrounds/dark-office.webp → catalog/images/office/office-dark.webp} +0 -0
  1179. /package/dist/{backgrounds/light-office.webp → catalog/images/office/office-light.webp} +0 -0
  1180. /package/dist/{backgrounds/stylized-light.webp → catalog/images/sci-fi/sci-fi-light.webp} +0 -0
  1181. /package/dist/{backgrounds → catalog/images/simiancraft}/simiancraft-dark.webp +0 -0
  1182. /package/dist/{backgrounds → catalog/images/simiancraft}/simiancraft-light.webp +0 -0
  1183. /package/dist/{web → web-driver}/insertable-streams.d.ts +0 -0
  1184. /package/dist/{web → web-driver}/segmenter.d.ts +0 -0
  1185. /package/dist/{web → web-driver}/tuning.d.ts +0 -0
@@ -0,0 +1,1180 @@
1
+ "use strict";
2
+ // @generated by scripts/build-shaders.ts from shaders/. DO NOT EDIT.
3
+ // Run `bun run build:shaders` to regenerate.
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ exports.SHADER_SOURCES = exports.CORPORATE_BLOBS_FRAG_SRC = exports.LIGHT_BEAMS_AND_MOTES_FRAG_SRC = exports.ANAMORPHIC_LENSFLARE_FRAG_SRC = exports.SIMIANLIGHTS_FRAG_SRC = exports.FIREFLIES_FRAG_SRC = exports.GODRAYS_FRAG_SRC = exports.NEBULA_FRAG_SRC = exports.CLOUDS_FRAG_SRC = exports.PLASMA_FRAG_SRC = exports.COMPOSITE_MASKED_FRAG_SRC = exports.COMPOSITE_SUBJECT_FRAG_SRC = exports.COMPOSITE_IMAGE_FRAG_SRC = exports.COMPOSITE_BLUR_FRAG_SRC = exports.COMPOSITE_CAMERA_FRAG_SRC = exports.PASSTHROUGH_VERT_SRC = void 0;
6
+ exports.PASSTHROUGH_VERT_SRC = `#version 300 es
7
+ precision highp float;
8
+ out highp vec2 vUv;
9
+ void main() {
10
+ vec2 p = vec2(float((gl_VertexID & 1) << 1), float(gl_VertexID & 2));
11
+ vUv = p * 0.5;
12
+ gl_Position = vec4(p - 1.0, 0.0, 1.0);
13
+ }
14
+ `;
15
+ exports.COMPOSITE_CAMERA_FRAG_SRC = `#version 300 es
16
+ precision highp float;
17
+ uniform sampler2D uCamera;
18
+ in highp vec2 vUv;
19
+ out vec4 oColor;
20
+ void main() {
21
+ oColor = vec4(texture(uCamera, vUv).rgb, 1.0);
22
+ }
23
+ `;
24
+ exports.COMPOSITE_BLUR_FRAG_SRC = `#version 300 es
25
+ precision highp float;
26
+ uniform sampler2D uTex;
27
+ uniform vec2 uDir;
28
+ uniform float uSigma;
29
+ in highp vec2 vUv;
30
+ out vec4 oColor;
31
+ void main() {
32
+ float s2 = 2.0 * uSigma * uSigma;
33
+ float w[7];
34
+ float sum = 0.0;
35
+ for (int i = 0; i < 7; i++) {
36
+ w[i] = exp(-(float(i) * float(i)) / s2);
37
+ sum += (i == 0) ? w[i] : 2.0 * w[i];
38
+ }
39
+ float spread = uSigma * 0.25;
40
+ vec4 acc = texture(uTex, vUv) * (w[0] / sum);
41
+ for (int i = 1; i < 7; i++) {
42
+ vec2 off = uDir * float(i) * spread;
43
+ acc += texture(uTex, vUv + off) * (w[i] / sum);
44
+ acc += texture(uTex, vUv - off) * (w[i] / sum);
45
+ }
46
+ oColor = acc;
47
+ }
48
+ `;
49
+ exports.COMPOSITE_IMAGE_FRAG_SRC = `#version 300 es
50
+ precision highp float;
51
+ uniform sampler2D uTex;
52
+ uniform vec2 uCoverScale;
53
+ in highp vec2 vUv;
54
+ out vec4 oColor;
55
+ void main() {
56
+ vec2 uv = (vUv - 0.5) * uCoverScale + 0.5;
57
+ vec4 c = texture(uTex, uv);
58
+ oColor = vec4(c.rgb * c.a, c.a);
59
+ }
60
+ `;
61
+ exports.COMPOSITE_SUBJECT_FRAG_SRC = `#version 300 es
62
+ precision highp float;
63
+ uniform sampler2D uCamera;
64
+ uniform sampler2D uMask;
65
+ uniform vec2 uMaskUvScale;
66
+ uniform vec2 uMaskUvOffset;
67
+ uniform float uMaskLo;
68
+ uniform float uMaskHi;
69
+ in highp vec2 vUv;
70
+ out vec4 oColor;
71
+ void main() {
72
+ vec3 cam = texture(uCamera, vUv).rgb;
73
+ float raw = texture(uMask, vUv * uMaskUvScale + uMaskUvOffset).r;
74
+ float safeHi = max(uMaskHi, uMaskLo + 0.001);
75
+ float a = clamp(smoothstep(uMaskLo, safeHi, raw), 0.0, 1.0);
76
+ oColor = vec4(cam * a, a);
77
+ }
78
+ `;
79
+ exports.COMPOSITE_MASKED_FRAG_SRC = `#version 300 es
80
+ precision highp float;
81
+ uniform sampler2D uTex;
82
+ uniform sampler2D uMask;
83
+ uniform vec2 uMaskUvScale;
84
+ uniform vec2 uMaskUvOffset;
85
+ uniform float uMaskLo;
86
+ uniform float uMaskHi;
87
+ in highp vec2 vUv;
88
+ out vec4 oColor;
89
+ void main() {
90
+ vec4 c = texture(uTex, vUv);
91
+ float raw = texture(uMask, vUv * uMaskUvScale + uMaskUvOffset).r;
92
+ float safeHi = max(uMaskHi, uMaskLo + 0.001);
93
+ float a = clamp(smoothstep(uMaskLo, safeHi, raw), 0.0, 1.0);
94
+ oColor = c * a;
95
+ }
96
+ `;
97
+ exports.PLASMA_FRAG_SRC = `#version 300 es
98
+ precision highp float;
99
+
100
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
101
+ uniform vec2 uResolution; // framebuffer size in pixels; both components > 0
102
+ uniform vec3 uColorA; // first palette color, linear-ish RGB in [0, 1]
103
+ uniform vec3 uColorB; // second palette color, linear-ish RGB in [0, 1]
104
+ uniform float uSpeed; // animation rate multiplier; 0 freezes the field
105
+ uniform float uScale; // spatial frequency; higher = more, tighter cells
106
+
107
+ in highp vec2 vUv;
108
+ out vec4 oColor;
109
+
110
+ void main() {
111
+ // Aspect-correct, screen-centered coordinates (matches nebula.frag): divide
112
+ // by the height so uScale reads the same regardless of aspect ratio.
113
+ vec2 fragCoord = vUv * uResolution;
114
+ vec2 uv = (fragCoord - 0.5 * uResolution) / uResolution.y;
115
+
116
+ float t = uTime * uSpeed;
117
+
118
+ // Classic demoscene plasma: a few sines of position and time. The radial
119
+ // term (length(uv)) gives the field an organic, non-grid-aligned drift.
120
+ float v = sin(uv.x * uScale + t);
121
+ v += sin(uv.y * uScale + t * 0.8);
122
+ v += sin((uv.x + uv.y) * uScale * 0.7 + t * 1.3);
123
+ v += sin(length(uv) * uScale * 1.2 - t);
124
+
125
+ // v ranges roughly [-4, 4]; fold through sin to a smooth [0, 1] mix factor.
126
+ float mixT = 0.5 + 0.5 * sin(v);
127
+
128
+ // Opaque procedural background; the person is composited over it downstream.
129
+ oColor = vec4(mix(uColorA, uColorB, mixT), 1.0);
130
+ }
131
+ `;
132
+ exports.CLOUDS_FRAG_SRC = `#version 300 es
133
+ precision highp float;
134
+
135
+ uniform float uTime;
136
+ uniform vec2 uResolution;
137
+ uniform vec3 uSkyLowColor;
138
+ uniform vec3 uSkyHighColor;
139
+ uniform vec3 uCloudLightColor;
140
+ uniform vec3 uCloudDarkColor;
141
+ uniform float uExposure;
142
+ uniform float uStepSize;
143
+ uniform float uCloudSpeed;
144
+ uniform float uCloudScale;
145
+ uniform float uDensity;
146
+ uniform float uCoverage;
147
+ uniform float uSoftness;
148
+
149
+ in highp vec2 vUv;
150
+ out vec4 oColor;
151
+
152
+ // STEPS must stay a compile-time constant (GLSL ES loop bound).
153
+ #define STEPS 48
154
+
155
+ float hash(vec3 p) {
156
+ p = fract(p * 0.3183099 + 0.1);
157
+ p *= 17.0;
158
+ return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
159
+ }
160
+
161
+ float rand(vec2 p) {
162
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
163
+ }
164
+
165
+ float noise(vec3 p) {
166
+ vec3 i = floor(p);
167
+ vec3 f = fract(p);
168
+ f = f * f * (3.0 - 2.0 * f);
169
+ return mix(
170
+ mix(
171
+ mix(hash(i + vec3(0,0,0)), hash(i + vec3(1,0,0)), f.x),
172
+ mix(hash(i + vec3(0,1,0)), hash(i + vec3(1,1,0)), f.x),
173
+ f.y),
174
+ mix(
175
+ mix(hash(i + vec3(0,0,1)), hash(i + vec3(1,0,1)), f.x),
176
+ mix(hash(i + vec3(0,1,1)), hash(i + vec3(1,1,1)), f.x),
177
+ f.y),
178
+ f.z);
179
+ }
180
+
181
+ float fbm(vec3 p) {
182
+ float v = 0.0;
183
+ float a = 0.5;
184
+ for (int i = 0; i < 5; i++) {
185
+ v += a * noise(p);
186
+ p *= 2.03;
187
+ a *= 0.5;
188
+ }
189
+ return v;
190
+ }
191
+
192
+ float cloudDensity(vec3 p) {
193
+ p += vec3(uTime * uCloudSpeed, 0.0, uTime * uCloudSpeed * 0.35);
194
+ // Outside the slab the height mask is 0, so the sample is 0; bail before fbm.
195
+ if (p.y <= 0.0 || p.y >= 3.0) return 0.0;
196
+ float n = fbm(p * uCloudScale);
197
+ float bottom = smoothstep(0.0, 0.7, p.y);
198
+ float top = smoothstep(3.0, 1.2, p.y);
199
+ float heightMask = bottom * top;
200
+ float cloud = smoothstep(uCoverage, uCoverage + uSoftness, n);
201
+ return cloud * heightMask;
202
+ }
203
+
204
+ void main() {
205
+ vec2 fragCoord = vUv * uResolution;
206
+ vec2 uv = (fragCoord - 0.5 * uResolution) / uResolution.y;
207
+ vec3 ro = vec3(0.0, 1.2, -4.0);
208
+ vec3 rd = normalize(vec3(uv, 1.5));
209
+ float skyGradient = clamp(rd.y * 0.5 + 0.5, 0.0, 1.0);
210
+ vec3 skyColor = mix(uSkyLowColor, uSkyHighColor, skyGradient);
211
+ vec3 accum = vec3(0.0);
212
+ float alpha = 0.0;
213
+ float t = rand(fragCoord) * uStepSize;
214
+ for (int i = 0; i < STEPS; i++) {
215
+ vec3 p = ro + rd * t;
216
+ // The slab is crossed monotonically in t; once past it, all samples are 0.
217
+ if (rd.y > 0.0 && p.y >= 3.0) break;
218
+ if (rd.y < 0.0 && p.y <= 0.0) break;
219
+ float d = cloudDensity(p);
220
+ if (d > 0.01) {
221
+ float light = smoothstep(0.4, 2.8, p.y);
222
+ vec3 sampleColor = mix(uCloudDarkColor, uCloudLightColor, light);
223
+ float a = d * uDensity;
224
+ accum += (1.0 - alpha) * sampleColor * a;
225
+ alpha += (1.0 - alpha) * a;
226
+ }
227
+ t += uStepSize;
228
+ if (alpha > 0.95) break;
229
+ }
230
+ vec3 color = mix(skyColor, accum, alpha);
231
+ color *= uExposure;
232
+ color = pow(color, vec3(0.9));
233
+ oColor = vec4(color, 1.0);
234
+ }
235
+ `;
236
+ exports.NEBULA_FRAG_SRC = `#version 300 es
237
+ precision highp float;
238
+
239
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
240
+ uniform vec2 uResolution; // framebuffer size in pixels; both components > 0
241
+ uniform vec3 uColor; // overall tint / color grade; [1,1,1] = untinted
242
+ uniform float uBrightness; // final glow multiplier; 1.0 = stock
243
+ uniform float uSpeed; // drift + rotation rate; 1.0 = stock, 0 freezes
244
+ uniform float uTwinkleSpeed; // star color-cycle rate; 1.0 = stock
245
+ uniform float uScale; // starfield zoom / density; >1 = more, smaller stars
246
+ uniform float uStarGlow; // star-core size; 1.0 = stock
247
+
248
+ in highp vec2 vUv;
249
+ out vec4 oColor;
250
+
251
+ const float PI = 3.14159265;
252
+ const float MIN_DIVIDE = 64.0;
253
+ const float MAX_DIVIDE = 0.01;
254
+ // Number of stacked starfield layers. Compile-time constant so the layer
255
+ // loop has a fixed integer bound (cross-compile-safe; no float loop counter).
256
+ const int STARFIELD_LAYERS_COUNT = 12;
257
+
258
+ mat2 Rotate(float angle) {
259
+ float s = sin(angle);
260
+ float c = cos(angle);
261
+ return mat2(c, -s, s, c);
262
+ }
263
+
264
+ float Star(vec2 uv, float flaresize, float rotAngle, float randomN) {
265
+ float d = length(uv);
266
+ // Star core. Guard the division: length(uv) can be exactly 0 at a cell
267
+ // center, which yields inf/NaN under Metal. max(d, 1e-4) caps the core
268
+ // brightness without visibly changing the look (the concentric
269
+ // smoothstep fade below already clamps it).
270
+ float starcore = 0.05 * uStarGlow / max(d, 1e-4);
271
+ uv *= Rotate(-2.0 * PI * rotAngle);
272
+ float flareMax = 1.0;
273
+
274
+ // flares
275
+ float starflares = max(0.0, flareMax - abs(uv.x * uv.y * 3000.0));
276
+ starcore += starflares * flaresize;
277
+ uv *= Rotate(PI * 0.25);
278
+ starflares = max(0.0, flareMax - abs(uv.x * uv.y * 3000.0));
279
+ starcore += starflares * 0.3 * flaresize;
280
+ // light can't go forever, fade it concentrically.
281
+ starcore *= smoothstep(1.0, 0.05, d);
282
+ return starcore;
283
+ }
284
+
285
+ float PseudoRandomizer(vec2 p) {
286
+ // not really random, but it looks random.
287
+ p = fract(p * vec2(123.45, 345.67));
288
+ p += dot(p, p + 45.32);
289
+ return fract(p.x * p.y);
290
+ }
291
+
292
+ vec3 StarFieldLayer(vec2 uv, float rotAngle) {
293
+ vec3 col = vec3(0.0);
294
+
295
+ vec2 gv = fract(uv) - 0.5;
296
+ vec2 id = floor(uv);
297
+
298
+ float deltaTimeTwinkle = uTime * 0.35 * uTwinkleSpeed;
299
+
300
+ // sweep the 8 neighbors plus the home cell so stars are not clipped at
301
+ // cell borders. Constant 3x3 bounds.
302
+ for (int y = -1; y <= 1; y++) {
303
+ for (int x = -1; x <= 1; x++) {
304
+ vec2 offset = vec2(float(x), float(y));
305
+
306
+ float randomN = PseudoRandomizer(id + offset); // 0..1
307
+ float randoX = randomN - 0.5;
308
+ float randoY = fract(randomN * 45.0) - 0.5;
309
+ vec2 randomPosition = gv - offset - vec2(randoX, randoY);
310
+ // fract trick: random sizes
311
+ float size = fract(randomN * 1356.33);
312
+ float flareSwitch = smoothstep(0.9, 1.0, size);
313
+ float star = Star(randomPosition, flareSwitch, rotAngle, randomN);
314
+
315
+ // fract trick: random colors
316
+ float randomStarColorSeed = fract(randomN * 2150.0) * (3.0 * PI) * deltaTimeTwinkle;
317
+ vec3 color = sin(vec3(0.7, 0.3, 0.9) * randomStarColorSeed);
318
+
319
+ // compress
320
+ color = color * (0.4 * sin(deltaTimeTwinkle)) + 0.6;
321
+ // filter
322
+ color = color * vec3(1.0, 0.1, 0.9 + size);
323
+ float dimByDensity = 15.0 / float(STARFIELD_LAYERS_COUNT);
324
+ col += star * size * color * dimByDensity;
325
+ }
326
+ }
327
+
328
+ return col;
329
+ }
330
+
331
+ void main() {
332
+ // ShaderToy fragCoord, reconstructed from vUv (see header).
333
+ vec2 fragCoord = vUv * uResolution;
334
+
335
+ // Normalized pixel coordinates centered at screen middle.
336
+ vec2 uv = (fragCoord - 0.5 * uResolution.xy) / uResolution.y;
337
+
338
+ float deltaTime = uTime * 0.01 * uSpeed;
339
+
340
+ vec3 col = vec3(0.0);
341
+
342
+ float rotAngle = deltaTime * 0.09;
343
+
344
+ // Layer accumulation. Integer-counted loop replacing the original
345
+ // \`for (float i = 0.0; i < 1.0; i += 1.0/COUNT)\`. With n in [0, COUNT),
346
+ // i = n/COUNT reproduces the exact same {0, 1/N, 2/N, ...} sequence and
347
+ // the same iteration count, so visual output is unchanged; only the loop
348
+ // form is cross-compile-safe.
349
+ for (int n = 0; n < STARFIELD_LAYERS_COUNT; n++) {
350
+ float i = float(n) / float(STARFIELD_LAYERS_COUNT);
351
+ float layerDepth = fract(i + deltaTime);
352
+ float layerScale = mix(MIN_DIVIDE, MAX_DIVIDE, layerDepth);
353
+ float layerFader = layerDepth * smoothstep(0.1, 1.1, layerDepth);
354
+ float layerOffset = i * (3430.0 + fract(i));
355
+ mat2 layerRot = Rotate(rotAngle * i * -10.0);
356
+ uv *= layerRot;
357
+ vec2 starfieldUv = uv * layerScale * uScale + layerOffset;
358
+ col += StarFieldLayer(starfieldUv, rotAngle) * layerFader;
359
+ }
360
+
361
+ // Glow + color grade, then opaque procedural background.
362
+ col *= uBrightness * uColor;
363
+ oColor = vec4(col, 1.0);
364
+ }
365
+ `;
366
+ exports.GODRAYS_FRAG_SRC = `#version 300 es
367
+ precision highp float;
368
+
369
+ uniform float uTime; // seconds, monotonically increasing
370
+ uniform vec2 uResolution; // framebuffer size in pixels
371
+ uniform vec3 uLightColor; // ray tint (linear-ish RGB, 0..1)
372
+ uniform float uRayCount; // number of ray bands
373
+ uniform float uRaySpeed; // drift speed
374
+ uniform float uRayIntensity; // overall brightness / additive strength
375
+ uniform float uRaySoftness; // edge falloff exponent (higher = crisper shafts)
376
+ uniform float uTopGlow; // extra glow concentrated near the top
377
+ uniform float uFadeDistance; // vertical falloff from the top
378
+ uniform float uWobbleAmount; // horizontal wobble magnitude
379
+ uniform float uWobbleSpeed; // wobble animation speed
380
+
381
+ in highp vec2 vUv;
382
+ out vec4 oColor;
383
+
384
+ float hash(float n) {
385
+ return fract(sin(n) * 43758.5453123);
386
+ }
387
+
388
+ float noise(vec2 p) {
389
+ vec2 i = floor(p);
390
+ vec2 f = fract(p);
391
+
392
+ f = f * f * (3.0 - 2.0 * f);
393
+
394
+ float a = hash(i.x + i.y * 57.0);
395
+ float b = hash(i.x + 1.0 + i.y * 57.0);
396
+ float c = hash(i.x + (i.y + 1.0) * 57.0);
397
+ float d = hash(i.x + 1.0 + (i.y + 1.0) * 57.0);
398
+
399
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
400
+ }
401
+
402
+ void main() {
403
+ // vUv is already 0..1 with bottom-left origin; this is the Shadertoy \`uv\`.
404
+ vec2 uv = vUv;
405
+
406
+ float aspect = uResolution.x / uResolution.y;
407
+ vec2 p = uv;
408
+ p.x = (p.x - 0.5) * aspect + 0.5;
409
+
410
+ float t = uTime;
411
+ float fromTop = 1.0 - uv.y;
412
+
413
+ float verticalFade = exp(-fromTop * uFadeDistance);
414
+ float topGlow = exp(-fromTop * 8.0) * uTopGlow;
415
+
416
+ float wobble =
417
+ (noise(vec2(uv.y * 3.0, t * uWobbleSpeed)) - 0.5) * uWobbleAmount;
418
+
419
+ float rayCoord = (p.x + wobble) * uRayCount;
420
+
421
+ float raysA = sin(rayCoord + t * uRaySpeed);
422
+ float raysB = sin(rayCoord * 1.73 - t * uRaySpeed * 0.7);
423
+
424
+ float rays = raysA * 0.65 + raysB * 0.35;
425
+ rays = rays * 0.5 + 0.5;
426
+ rays = pow(rays, uRaySoftness);
427
+
428
+ float shimmer = noise(vec2(uv.x * 10.0, uv.y * 4.0 - t * 0.3));
429
+ rays *= mix(0.75, 1.25, shimmer);
430
+
431
+ float alpha = rays * verticalFade * uRayIntensity;
432
+ alpha += topGlow * uRayIntensity;
433
+ alpha = clamp(alpha, 0.0, 1.0);
434
+
435
+ // Premultiplied additive output: rgb already scaled by alpha.
436
+ vec3 rayColor = uLightColor * alpha;
437
+ oColor = vec4(rayColor, alpha);
438
+ }
439
+ `;
440
+ exports.FIREFLIES_FRAG_SRC = `#version 300 es
441
+ precision highp float;
442
+
443
+ uniform float uTime;
444
+ uniform vec2 uResolution;
445
+ uniform float uGlowSize;
446
+ uniform float uDotSize;
447
+ uniform float uSpeed;
448
+ uniform float uTwinkle;
449
+ uniform vec3 uColor;
450
+
451
+ in highp vec2 vUv;
452
+ out vec4 oColor;
453
+
454
+ #define FIREFLY_COUNT 36
455
+
456
+ float hash(float n) {
457
+ return fract(sin(n) * 43758.5453123);
458
+ }
459
+
460
+ vec2 fireflyPos(float id, float t) {
461
+ vec2 base = vec2(hash(id * 12.7), hash(id * 31.3));
462
+ float a = hash(id * 5.1) * 6.28318;
463
+ float b = hash(id * 9.7) * 6.28318;
464
+ vec2 drift = vec2(sin(t * uSpeed + a), cos(t * uSpeed * 0.73 + b)) * 0.12;
465
+ return fract(base + drift);
466
+ }
467
+
468
+ void main() {
469
+ vec2 uv = vUv;
470
+ vec2 p = uv;
471
+ p.x *= uResolution.x / uResolution.y;
472
+ vec3 color = vec3(0.0);
473
+ float alpha = 0.0;
474
+ for (int i = 0; i < FIREFLY_COUNT; i++) {
475
+ float id = float(i);
476
+ vec2 pos = fireflyPos(id, uTime);
477
+ pos.x *= uResolution.x / uResolution.y;
478
+ float d = length(p - pos);
479
+ float phase = hash(id * 17.1) * 6.28318;
480
+ float pulse = 0.5 + 0.5 * sin(uTime * uTwinkle + phase);
481
+ pulse = pulse * pulse * sqrt(pulse); // pow(pulse, 2.5): a non-integer pow is ~2 transcendentals on mobile; this is 1 sqrt + 2 muls
482
+ float glow = exp(-d * d / (uGlowSize * uGlowSize));
483
+ float core = smoothstep(uDotSize, 0.0, d);
484
+ float intensity = pulse * (glow * 0.55 + core * 1.4);
485
+ color += uColor * intensity;
486
+ alpha += intensity * 0.55;
487
+ }
488
+ alpha = clamp(alpha, 0.0, 1.0);
489
+ color = clamp(color, 0.0, 1.0);
490
+ oColor = vec4(color, alpha);
491
+ }
492
+ `;
493
+ exports.SIMIANLIGHTS_FRAG_SRC = `#version 300 es
494
+ precision highp float;
495
+
496
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
497
+ uniform vec2 uResolution; // framebuffer size in pixels; both components > 0
498
+ uniform vec3 uColor; // overall tint / color grade; [1,1,1] = untinted
499
+ uniform float uBrightness; // final glow multiplier; 1.0 = stock
500
+ uniform float uSpeed; // drift + rotation rate; 1.0 = stock, 0 freezes
501
+ uniform float uTwinkleSpeed; // star color-cycle rate; 1.0 = stock
502
+ uniform float uScale; // starfield zoom / density; >1 = more, smaller stars
503
+ uniform float uStarGlow; // star-core size; 1.0 = stock
504
+
505
+ in highp vec2 vUv;
506
+ out vec4 oColor;
507
+
508
+ const float PI = 3.14159265;
509
+ const float MIN_DIVIDE = 3.0;
510
+ const float MAX_DIVIDE = 0.01;
511
+ // Number of stacked starfield layers. Compile-time constant so the layer
512
+ // loop has a fixed integer bound (cross-compile-safe; no float loop counter).
513
+ const int STARFIELD_LAYERS_COUNT = 4;
514
+
515
+ mat2 Rotate(float angle) {
516
+ float s = sin(angle);
517
+ float c = cos(angle);
518
+ return mat2(c, -s, s, c);
519
+ }
520
+
521
+ float Star(vec2 uv, float flaresize, float rotAngle, float randomN) {
522
+ float d = length(uv);
523
+ // Star core. Guard the division: length(uv) can be exactly 0 at a cell
524
+ // center, which yields inf/NaN under Metal. max(d, 1e-4) caps the core
525
+ // brightness without visibly changing the look (the concentric
526
+ // smoothstep fade below already clamps it).
527
+ float starcore = 0.09 * uStarGlow / max(d, 1e-4);
528
+ uv *= Rotate(-2.0 * PI * rotAngle);
529
+ float flareMax = 1.0;
530
+
531
+ // flares
532
+ float starflares = max(0.0, flareMax - abs(uv.x * uv.y * 3000.0));
533
+ starcore += starflares * flaresize;
534
+ uv *= Rotate(PI * 0.25);
535
+ starflares = max(0.0, flareMax - abs(uv.x * uv.y * 3000.0));
536
+ starcore += starflares * 0.3 * flaresize;
537
+ // light can't go forever, fade it concentrically.
538
+ starcore *= smoothstep(1.0, 0.05, d);
539
+ return starcore;
540
+ }
541
+
542
+ float PseudoRandomizer(vec2 p) {
543
+ // not really random, but it looks random.
544
+ p = fract(p * vec2(123.45, 345.67));
545
+ p += dot(p, p + 45.32);
546
+ return fract(p.x * p.y);
547
+ }
548
+
549
+ vec3 StarFieldLayer(vec2 uv, float rotAngle) {
550
+ vec3 col = vec3(0.0);
551
+
552
+ vec2 gv = fract(uv) - 0.5;
553
+ vec2 id = floor(uv);
554
+
555
+ float deltaTimeTwinkle = uTime * 0.35 * uTwinkleSpeed;
556
+
557
+ // sweep the 8 neighbors plus the home cell so stars are not clipped at
558
+ // cell borders. Constant 3x3 bounds.
559
+ for (int y = -1; y <= 1; y++) {
560
+ for (int x = -1; x <= 1; x++) {
561
+ vec2 offset = vec2(float(x), float(y));
562
+
563
+ float randomN = PseudoRandomizer(id + offset); // 0..1
564
+ float randoX = randomN - 0.5;
565
+ float randoY = fract(randomN * 45.0) - 0.5;
566
+ vec2 randomPosition = gv - offset - vec2(randoX, randoY);
567
+ // fract trick: random sizes
568
+ float size = fract(randomN * 1356.33);
569
+ float flareSwitch = smoothstep(0.9, 1.0, size);
570
+ float star = Star(randomPosition, flareSwitch, rotAngle, randomN);
571
+
572
+ // fract trick: random colors
573
+ float randomStarColorSeed = fract(randomN * 2150.0) * (3.0 * PI) * deltaTimeTwinkle;
574
+ vec3 color = sin(vec3(0.7, 0.3, 0.9) * randomStarColorSeed);
575
+
576
+ // compress
577
+ color = color * (0.4 * sin(deltaTimeTwinkle)) + 0.6;
578
+ // filter
579
+ color = color * vec3(1.0, 0.1, 0.9 + size);
580
+ float dimByDensity = 15.0 / float(STARFIELD_LAYERS_COUNT);
581
+ col += star * size * color * dimByDensity;
582
+ }
583
+ }
584
+
585
+ return col;
586
+ }
587
+
588
+ void main() {
589
+ // ShaderToy fragCoord, reconstructed from vUv (see header).
590
+ vec2 fragCoord = vUv * uResolution;
591
+
592
+ // Normalized pixel coordinates centered at screen middle.
593
+ vec2 uv = (fragCoord - 0.5 * uResolution.xy) / uResolution.y;
594
+
595
+ float deltaTime = uTime * 0.01 * uSpeed;
596
+
597
+ vec3 col = vec3(0.0);
598
+
599
+ float rotAngle = deltaTime * 0.09;
600
+
601
+ // Layer accumulation. Integer-counted loop replacing the original
602
+ // \`for (float i = 0.0; i < 1.0; i += 1.0/COUNT)\`. With n in [0, COUNT),
603
+ // i = n/COUNT reproduces the exact same {0, 1/N, 2/N, ...} sequence and
604
+ // the same iteration count, so visual output is unchanged; only the loop
605
+ // form is cross-compile-safe.
606
+ for (int n = 0; n < STARFIELD_LAYERS_COUNT; n++) {
607
+ float i = float(n) / float(STARFIELD_LAYERS_COUNT);
608
+ float layerDepth = fract(i + deltaTime);
609
+ float layerScale = mix(MIN_DIVIDE, MAX_DIVIDE, layerDepth);
610
+ float layerFader = layerDepth * smoothstep(0.1, 1.1, layerDepth);
611
+ float layerOffset = i * (3430.0 + fract(i));
612
+ mat2 layerRot = Rotate(rotAngle * i * -10.0);
613
+ uv *= layerRot;
614
+ vec2 starfieldUv = uv * layerScale * uScale + layerOffset;
615
+ col += StarFieldLayer(starfieldUv, rotAngle) * layerFader;
616
+ }
617
+
618
+ // Glow + color grade, then opaque procedural background.
619
+ col *= uBrightness * uColor;
620
+ oColor = vec4(col, 1.0);
621
+ }
622
+ `;
623
+ exports.ANAMORPHIC_LENSFLARE_FRAG_SRC = `#version 300 es
624
+ precision highp float;
625
+
626
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
627
+ uniform float uFlareX; // flare X position, 0..1 (drifts slowly around this)
628
+ uniform float uFlareY; // flare Y position, 0..1 (0 = bottom)
629
+ uniform float uIntensity; // overall brightness multiplier
630
+ uniform float uStreakLength; // horizontal streak reach; higher = longer
631
+ uniform float uStreakWidth; // main streak vertical tightness; higher = thinner
632
+ uniform float uGhostStrength; // optical-ghost strength along the flare axis
633
+ uniform vec3 uWarmColor; // core / warm streak tint
634
+ uniform vec3 uBlueColor; // halo / wide-streak tint
635
+ uniform vec3 uPinkColor; // secondary streak / ghost tint
636
+
637
+ in highp vec2 vUv;
638
+ out vec4 oColor;
639
+
640
+ float softOrb(vec2 uv, vec2 center, float radius) {
641
+ float d = length(uv - center);
642
+ float q = d / radius; // pow(q, 2.0) -> q*q; spirv-opt does not strength-reduce it
643
+ return exp(-q * q);
644
+ }
645
+
646
+ float softStreak(vec2 uv, vec2 center, float width, float length) {
647
+ float yFalloff = exp(-abs(uv.y - center.y) * width);
648
+ float xFalloff = exp(-abs(uv.x - center.x) * length);
649
+ return yFalloff * xFalloff;
650
+ }
651
+
652
+ void main() {
653
+ // ShaderToy uv = fragCoord / iResolution; identical to vUv here.
654
+ vec2 uv = vUv;
655
+
656
+ // Slow horizontal drift.
657
+ float horizontalDrift = sin(uTime * 0.18) * 0.10;
658
+ vec2 flarePos = vec2(uFlareX + horizontalDrift, uFlareY);
659
+
660
+ vec3 col = vec3(0.0);
661
+ float alpha = 0.0;
662
+
663
+ // Main source.
664
+ float core = softOrb(uv, flarePos, 0.022);
665
+ float bloom = softOrb(uv, flarePos, 0.095);
666
+ float outerHalo = softOrb(uv, flarePos, 0.28);
667
+
668
+ col += vec3(1.0) * core * 1.8;
669
+ col += uWarmColor * bloom * 0.95;
670
+ col += uBlueColor * outerHalo * 0.16;
671
+
672
+ alpha += core * 0.45;
673
+ alpha += bloom * 0.22;
674
+ alpha += outerHalo * 0.045;
675
+
676
+ // Moving streak intensity.
677
+ float sweepGlow = 0.85 + 0.15 * sin(uTime * 0.7 + uv.x * 8.0);
678
+
679
+ // Main + wide anamorphic streaks.
680
+ float mainStreak = softStreak(uv, flarePos, uStreakWidth, uStreakLength);
681
+ float wideStreak = softStreak(uv, flarePos, 70.0, uStreakLength * 0.65);
682
+
683
+ col += uWarmColor * mainStreak * 1.15 * sweepGlow;
684
+ col += uBlueColor * wideStreak * 0.26 * sweepGlow;
685
+
686
+ alpha += mainStreak * 0.18;
687
+ alpha += wideStreak * 0.055;
688
+
689
+ // Secondary colored streaks.
690
+ float upperLine = softStreak(uv, flarePos + vec2(0.0, 0.012), 260.0, uStreakLength * 0.7);
691
+ float lowerLine = softStreak(uv, flarePos - vec2(0.0, 0.010), 240.0, uStreakLength * 0.8);
692
+
693
+ col += uBlueColor * upperLine * 0.22;
694
+ col += uPinkColor * lowerLine * 0.16;
695
+
696
+ alpha += (upperLine + lowerLine) * 0.035;
697
+
698
+ // Optical ghosts along the line from the flare through screen center.
699
+ vec2 center = vec2(0.5);
700
+ vec2 axis = center - flarePos;
701
+
702
+ vec2 ghost1 = flarePos + axis * 0.45;
703
+ vec2 ghost2 = flarePos + axis * 0.85;
704
+ vec2 ghost3 = flarePos + axis * 1.28;
705
+ vec2 ghost4 = flarePos - axis * 0.35;
706
+
707
+ float g1 = softOrb(uv, ghost1, 0.070);
708
+ float g2 = softOrb(uv, ghost2, 0.115);
709
+ float g3 = softOrb(uv, ghost3, 0.055);
710
+ float g4 = softOrb(uv, ghost4, 0.095);
711
+
712
+ col += uPinkColor * g1 * 0.18 * uGhostStrength;
713
+ col += uBlueColor * g2 * 0.15 * uGhostStrength;
714
+ col += uWarmColor * g3 * 0.22 * uGhostStrength;
715
+ col += uBlueColor * g4 * 0.10 * uGhostStrength;
716
+
717
+ alpha += g1 * 0.040 * uGhostStrength;
718
+ alpha += g2 * 0.035 * uGhostStrength;
719
+ alpha += g3 * 0.050 * uGhostStrength;
720
+ alpha += g4 * 0.030 * uGhostStrength;
721
+
722
+ // Tiny shimmer to keep it alive.
723
+ float shimmer = 0.97 + 0.03 * sin(uTime * 2.1);
724
+
725
+ col *= uIntensity * shimmer;
726
+ alpha *= uIntensity * shimmer;
727
+
728
+ alpha = clamp(alpha, 0.0, 1.0);
729
+ oColor = vec4(col, alpha);
730
+ }
731
+ `;
732
+ exports.LIGHT_BEAMS_AND_MOTES_FRAG_SRC = `#version 300 es
733
+ precision highp float;
734
+
735
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
736
+ uniform float uSpeed; // animation rate; 1.0 = stock, 0 freezes the field
737
+ uniform float uBeamSoftness; // beam polygon edge softness
738
+ uniform float uOverlayAlpha; // overall overlay opacity, applied to final alpha
739
+
740
+ // Per-beam: a row-major quad (TL, TR, BL, BR; y-up), a color, a fill strength
741
+ // (absolute), and an on/off flag. A disabled beam's quadMask + sins do not execute
742
+ // at all (the flag is uniform, so the branch is coherent across every fragment) --
743
+ // that is how you stop paying for beams you are not using.
744
+ uniform vec2 uBeam1Poly[4];
745
+ uniform vec3 uBeam1Color;
746
+ uniform float uBeam1Alpha;
747
+ uniform float uBeam1On;
748
+ uniform vec2 uBeam2Poly[4];
749
+ uniform vec3 uBeam2Color;
750
+ uniform float uBeam2Alpha;
751
+ uniform float uBeam2On;
752
+ uniform vec2 uBeam3Poly[4];
753
+ uniform vec3 uBeam3Color;
754
+ uniform float uBeam3Alpha;
755
+ uniform float uBeam3On;
756
+
757
+ uniform float uMoteAlpha; // mote brightness (absolute)
758
+ uniform float uGlowSize; // mote glow radius, in mote-size multiples
759
+ uniform float uMoteCount; // active motes (<= MOTE_COUNT); a coherent break trims the loop
760
+
761
+ in highp vec2 vUv;
762
+ out vec4 oColor;
763
+
764
+ // ---------- Mote controls (internal constants) ----------
765
+ #define MOTE_COUNT 128 // loop bound: compile-time constant, not a uniform
766
+ #define DRIFT_SPEED 0.060
767
+ #define FALL_SPEED 0.012
768
+ #define SWIRL_AMOUNT 0.065
769
+ #define TURBULENCE 0.030
770
+ #define MOTE_SIZE_MIN 0.0013
771
+ #define MOTE_SIZE_MAX 0.0048
772
+
773
+ float hash1(float n) {
774
+ return fract(sin(n) * 43758.5453123);
775
+ }
776
+
777
+ vec2 hash2(float n) {
778
+ return vec2(hash1(n + 11.17), hash1(n + 47.83));
779
+ }
780
+
781
+ float softMote(vec2 uv, vec2 center, float radius) {
782
+ float d = length(uv - center);
783
+ float q = d / radius; // pow(q, 2.0) -> q*q; spirv-opt does not strength-reduce it
784
+ return exp(-q * q);
785
+ }
786
+
787
+ // Soft convex quad mask, winding-AGNOSTIC: the corners are user-draggable, so the
788
+ // perimeter can wind either way. A point is inside when it is on the same side of
789
+ // all four edges, whichever side that is; product the positive-side smoothsteps and
790
+ // the negative-side ones and keep the larger.
791
+ float quadMask(vec2 p, vec2 a, vec2 b, vec2 c, vec2 d, float softness) {
792
+ vec2 e0 = b - a;
793
+ vec2 e1 = c - b;
794
+ vec2 e2 = d - c;
795
+ vec2 e3 = a - d;
796
+ float s0 = e0.x * (p.y - a.y) - e0.y * (p.x - a.x);
797
+ float s1 = e1.x * (p.y - b.y) - e1.y * (p.x - b.x);
798
+ float s2 = e2.x * (p.y - c.y) - e2.y * (p.x - c.x);
799
+ float s3 = e3.x * (p.y - d.y) - e3.y * (p.x - d.x);
800
+ float inNeg =
801
+ smoothstep(-softness, softness, -s0) *
802
+ smoothstep(-softness, softness, -s1) *
803
+ smoothstep(-softness, softness, -s2) *
804
+ smoothstep(-softness, softness, -s3);
805
+ float inPos =
806
+ smoothstep(-softness, softness, s0) *
807
+ smoothstep(-softness, softness, s1) *
808
+ smoothstep(-softness, softness, s2) *
809
+ smoothstep(-softness, softness, s3);
810
+ return max(inNeg, inPos);
811
+ }
812
+
813
+ // Subtle animated variation inside each beam.
814
+ float beamTexture(vec2 uv, float seed) {
815
+ float t = uTime * uSpeed;
816
+ float broadBands = 0.55 + 0.45 * sin(uv.x * 7.0 + uv.y * 4.0 + t * 0.06 + seed);
817
+ float fineBands = 0.75 + 0.25 * sin(uv.x * 23.0 - uv.y * 11.0 + t * 0.11 + seed * 2.7);
818
+ return mix(0.65, 1.0, broadBands * fineBands);
819
+ }
820
+
821
+ // Geometric coverage of one row-major beam quad at uv (mask * texture, 0..~1), with
822
+ // the row-major -> perimeter reorder folded in. Independent of the beam's alpha.
823
+ float beamShape(vec2 uv, vec2 poly[4], float seed) {
824
+ return quadMask(uv, poly[0], poly[1], poly[3], poly[2], uBeamSoftness) * beamTexture(uv, seed);
825
+ }
826
+
827
+ // Evaluate the three beams once. Returns the GEOMETRIC coverage sum (used to gate +
828
+ // brighten motes and to drive the haze, so per-beam alpha never dims the motes);
829
+ // writes \`color\` (the geometry-weighted beam hue, for fill and motes) and \`litSum\`
830
+ // (the alpha-weighted amount, the actual fill brightness/opacity).
831
+ float evalBeams(vec2 uv, out vec3 color, out float litSum) {
832
+ float a1 = 0.0;
833
+ float a2 = 0.0;
834
+ float a3 = 0.0;
835
+ if (uBeam1On > 0.5) a1 = beamShape(uv, uBeam1Poly, 1.0);
836
+ if (uBeam2On > 0.5) a2 = beamShape(uv, uBeam2Poly, 8.0);
837
+ if (uBeam3On > 0.5) a3 = beamShape(uv, uBeam3Poly, 14.0);
838
+
839
+ float geomSum = a1 + a2 + a3;
840
+ color = (uBeam1Color * a1 + uBeam2Color * a2 + uBeam3Color * a3) / max(geomSum, 0.0001);
841
+ litSum = a1 * uBeam1Alpha + a2 * uBeam2Alpha + a3 * uBeam3Alpha;
842
+ return geomSum;
843
+ }
844
+
845
+ // Accumulate the dust motes for ALL on beams in ONE loop. Each mote is round-
846
+ // robined to an on beam (mote n -> the (n mod nActive)-th on beam) and spawned in
847
+ // THAT beam's (u,v) space: every mote lands in a beam, takes the beam's color, and
848
+ // gets a cheap (u,v) edge falloff -- no screen-space scatter to cull, no per-mote
849
+ // quadMask. n and nActive are uniform across fragments, so the beam pick is
850
+ // COHERENT (same for every pixel), not a divergent per-pixel branch. Motes drift
851
+ // ALONG the beam (fall in v, swirl in u) and wrap, fading at the boundaries so the
852
+ // wrap is never a visible pop. Total mote count is uMoteCount regardless of how
853
+ // many beams are on -- the on beams share the budget.
854
+ void addMotes(vec2 uv, inout vec3 col, inout float alpha) {
855
+ float nActive = uBeam1On + uBeam2On + uBeam3On; // on-flags are 0/1
856
+ if (nActive < 0.5) return; // no beams -> no motes
857
+
858
+ // Motes may spill past the polygon edge by ~softness so the soft fringe is
859
+ // populated; the (u,v) falloff dims them there.
860
+ float fuzz = clamp(uBeamSoftness * 2.0, 0.03, 0.35);
861
+ float slot = 0.0; // round-robin cursor over the on beams (a wrapped counter, no per-mote mod)
862
+
863
+ for (int n = 0; n < MOTE_COUNT; n++) {
864
+ if (float(n) >= uMoteCount) break; // runtime-tunable mote count (coherent break)
865
+ float seed = float(n) * 91.73;
866
+
867
+ // Round-robin: this mote goes to the slot-th on beam. Walk the beams,
868
+ // counting on ones; the slot-th match wins.
869
+ float picked = 0.0;
870
+ vec2 tl = vec2(0.0);
871
+ vec2 tr = vec2(0.0);
872
+ vec2 bl = vec2(0.0);
873
+ vec2 br = vec2(0.0);
874
+ vec3 color = vec3(0.0);
875
+ if (uBeam1On > 0.5) {
876
+ if (abs(picked - slot) < 0.5) {
877
+ tl = uBeam1Poly[0]; tr = uBeam1Poly[1]; bl = uBeam1Poly[2]; br = uBeam1Poly[3];
878
+ color = uBeam1Color;
879
+ }
880
+ picked += 1.0;
881
+ }
882
+ if (uBeam2On > 0.5) {
883
+ if (abs(picked - slot) < 0.5) {
884
+ tl = uBeam2Poly[0]; tr = uBeam2Poly[1]; bl = uBeam2Poly[2]; br = uBeam2Poly[3];
885
+ color = uBeam2Color;
886
+ }
887
+ picked += 1.0;
888
+ }
889
+ if (uBeam3On > 0.5) {
890
+ if (abs(picked - slot) < 0.5) {
891
+ tl = uBeam3Poly[0]; tr = uBeam3Poly[1]; bl = uBeam3Poly[2]; br = uBeam3Poly[3];
892
+ color = uBeam3Color;
893
+ }
894
+ picked += 1.0;
895
+ }
896
+
897
+ float depth = hash1(seed + 3.0);
898
+ float size = mix(MOTE_SIZE_MIN, MOTE_SIZE_MAX, depth);
899
+ float speed = mix(0.45, 1.35, hash1(seed + 5.0));
900
+ float t = uTime * uSpeed * speed;
901
+
902
+ // (u,v) in beam space; drift = swirl in u, fall in v. fract wraps within
903
+ // the beam, so a mote that falls out the spread end reappears at the source.
904
+ vec2 g = hash2(seed);
905
+ g.x += sin(t * DRIFT_SPEED * 1.7 + seed) * SWIRL_AMOUNT;
906
+ g.x += sin(t * DRIFT_SPEED * 3.9 + seed * 0.41) * TURBULENCE;
907
+ g.y += uTime * uSpeed * FALL_SPEED * speed * 6.0;
908
+ g.y += sin(t * DRIFT_SPEED * 2.4 + seed * 0.37) * SWIRL_AMOUNT * 0.55;
909
+ g = fract(g);
910
+
911
+ // Expand to [-fuzz, 1+fuzz] so motes populate the soft fringe, then map
912
+ // bilinearly onto the quad.
913
+ vec2 q = g * (1.0 + 2.0 * fuzz) - fuzz;
914
+ vec2 pos = mix(mix(tl, tr, q.x), mix(bl, br, q.x), q.y);
915
+
916
+ // Cheap soft-edge falloff in (u,v), replacing the per-mote quadMask.
917
+ float edge =
918
+ smoothstep(0.0, fuzz, q.x) * smoothstep(0.0, fuzz, 1.0 - q.x) *
919
+ smoothstep(0.0, fuzz, q.y) * smoothstep(0.0, fuzz, 1.0 - q.y);
920
+
921
+ float mote = softMote(uv, pos, size);
922
+ float core = softMote(uv, pos, size * 0.42);
923
+ float glow = softMote(uv, pos, size * uGlowSize);
924
+
925
+ float shimmer =
926
+ 0.72 + 0.28 * sin(uTime * uSpeed * mix(0.22, 0.95, hash1(seed + 9.0)) + seed);
927
+ float strength = mix(0.15, 1.0, depth) * shimmer * edge * uMoteAlpha;
928
+
929
+ col += color * glow * strength * 0.12;
930
+ col += color * mote * strength * 0.36;
931
+ col += vec3(1.0) * core * strength * 0.10;
932
+
933
+ alpha += glow * strength * 0.030;
934
+ alpha += mote * strength * 0.105;
935
+ alpha += core * strength * 0.110;
936
+
937
+ slot += 1.0;
938
+ if (slot >= nActive) slot = 0.0; // wrap the round-robin cursor
939
+ }
940
+ }
941
+
942
+ void main() {
943
+ // vUv is already 0..1 with bottom-left origin; this is the Shadertoy uv.
944
+ vec2 uv = vUv;
945
+
946
+ vec3 col = vec3(0.0);
947
+ float alpha = 0.0;
948
+
949
+ vec3 beamColor;
950
+ float litSum;
951
+ float cover = evalBeams(uv, beamColor, litSum);
952
+
953
+ col += beamColor * litSum; // litSum carries each beam's per-beam alpha
954
+ alpha += litSum * 0.45;
955
+
956
+ // One loop; each mote is round-robined into an on beam and spawned there.
957
+ addMotes(uv, col, alpha);
958
+
959
+ float haze =
960
+ cover * cover * (0.6 + 0.4 * sin(uv.x * 8.0 + uv.y * 5.0 + uTime * uSpeed * 0.08));
961
+ col += beamColor * haze * 0.018;
962
+ alpha += haze * 0.010;
963
+
964
+ alpha = clamp(alpha * uOverlayAlpha, 0.0, 1.0);
965
+ oColor = vec4(col, alpha);
966
+ }
967
+ `;
968
+ exports.CORPORATE_BLOBS_FRAG_SRC = `#version 300 es
969
+ precision highp float;
970
+
971
+ uniform float uTime; // seconds, monotonically increasing; range [0, inf)
972
+ uniform vec2 uResolution; // framebuffer size in pixels; both components > 0
973
+ uniform vec3 uColor; // overall tint / color grade; [1,1,1] = stock colors
974
+ uniform float uGlobalAlpha; // overall blob opacity; stock 0.58
975
+ uniform float uScale; // global blob size multiplier; stock 2.55
976
+ uniform float uEdgePull; // pushes blobs outward from center; stock 0.32
977
+ uniform float uCenterClear; // radius around center that repels blobs; stock 0.42
978
+ uniform float uMotionAmount; // positional drift magnitude; 1.0 = stock, 0 = still
979
+ uniform float uMotionSpeed; // drift + morph rate; 1.0 = stock, 0 freezes motion
980
+ uniform float uEdgeSoftness; // blob edge falloff; stock 0.024
981
+ // Per-blob base colors, multiplied by uColor at output. Defaults (the stock
982
+ // brand palette) live in CORPORATE_BLOBS_CONTROLS.
983
+ uniform vec3 uBlobColor1; // stock: light blue
984
+ uniform vec3 uBlobColor2; // stock: dark green
985
+ uniform vec3 uBlobColor3; // stock: yellow
986
+ uniform vec3 uBlobColor4; // stock: orange
987
+ uniform vec3 uBlobColor5; // stock: light green
988
+ uniform vec3 uBlobColor6; // stock: magenta
989
+ uniform vec3 uBlobColor7; // stock: brown
990
+ uniform vec3 uBlobColor8; // stock: dark blue
991
+
992
+ in highp vec2 vUv;
993
+ out vec4 oColor;
994
+
995
+ // BLOB_COUNT must stay a compile-time constant (GLSL ES loop bound).
996
+ #define BLOB_COUNT 8
997
+
998
+ // Internal animation constants (not tunable; keep the look coherent).
999
+ #define CENTER_CLEAR_PUSH 0.34
1000
+ #define SCALE_PULSE_AMOUNT 0.10
1001
+ #define SCALE_PULSE_SPEED 0.42
1002
+ #define ROTATION_SWAY_AMOUNT 0.12
1003
+ #define ROTATION_SWAY_SPEED 0.11
1004
+ #define SHAPE_MORPH_SPEED 1.00
1005
+
1006
+ struct Blob {
1007
+ vec2 pos;
1008
+ float scale;
1009
+ float opacity;
1010
+ float speed;
1011
+ float drift;
1012
+ float rotation;
1013
+ float variant;
1014
+ vec3 color;
1015
+ };
1016
+
1017
+ Blob getBlob(float i) {
1018
+ if (i < 0.5) return Blob(vec2(-1.18, -0.55), 0.62, 0.48, 0.22, 0.14, 0.10, 0.0, uBlobColor1);
1019
+ if (i < 1.5) return Blob(vec2( 1.12, -0.35), 0.66, 0.40, 0.18, 0.13, 1.00, 1.0, uBlobColor2);
1020
+ if (i < 2.5) return Blob(vec2( 0.95, 0.88), 0.58, 0.44, 0.20, 0.14, 2.20, 2.0, uBlobColor3);
1021
+ if (i < 3.5) return Blob(vec2(-0.98, 0.82), 0.56, 0.38, 0.16, 0.12, 0.70, 3.0, uBlobColor4);
1022
+ if (i < 4.5) return Blob(vec2( 1.28, 0.28), 0.50, 0.34, 0.24, 0.11, 1.80, 4.0, uBlobColor5);
1023
+ if (i < 5.5) return Blob(vec2(-0.25, -1.12), 0.54, 0.36, 0.19, 0.11, 2.60, 5.0, uBlobColor6);
1024
+ if (i < 6.5) return Blob(vec2(-1.30, 0.10), 0.48, 0.30, 0.17, 0.12, 0.40, 6.0, uBlobColor7);
1025
+ return Blob(vec2( 0.28, 1.18), 0.52, 0.30, 0.14, 0.10, 0.90, 7.0, uBlobColor8);
1026
+ }
1027
+
1028
+ mat2 rotate2d(float a) {
1029
+ float s = sin(a);
1030
+ float c = cos(a);
1031
+ return mat2(c, -s, s, c);
1032
+ }
1033
+
1034
+ float variantRadius(float angle, float variant, float phase) {
1035
+ float r = 1.0;
1036
+
1037
+ if (variant < 0.5) {
1038
+ r += 0.115 * sin(angle * 2.0 + 0.20 + phase * 0.20);
1039
+ r += 0.075 * sin(angle * 3.0 - 1.10 - phase * 0.13);
1040
+ r += 0.035 * sin(angle * 5.0 + 2.00 + phase * 0.09);
1041
+ } else if (variant < 1.5) {
1042
+ r += 0.090 * sin(angle * 2.0 - 0.80 + phase * 0.18);
1043
+ r += 0.105 * sin(angle * 3.0 + 0.70 - phase * 0.10);
1044
+ r += 0.030 * sin(angle * 6.0 - 1.50 + phase * 0.08);
1045
+ } else if (variant < 2.5) {
1046
+ r += 0.130 * sin(angle * 2.0 + 1.10 + phase * 0.16);
1047
+ r += 0.060 * sin(angle * 4.0 - 0.30 - phase * 0.12);
1048
+ r += 0.045 * sin(angle * 5.0 + 2.80 + phase * 0.07);
1049
+ } else if (variant < 3.5) {
1050
+ r += 0.080 * sin(angle * 2.0 + 2.30 + phase * 0.14);
1051
+ r += 0.120 * sin(angle * 3.0 - 0.40 - phase * 0.11);
1052
+ r += 0.040 * sin(angle * 7.0 + 1.10 + phase * 0.06);
1053
+ } else if (variant < 4.5) {
1054
+ r += 0.035 * sin(angle * 2.0 + 0.10 + phase * 0.12);
1055
+ r += 0.030 * sin(angle * 3.0 + 1.80 - phase * 0.09);
1056
+ r += 0.020 * sin(angle * 5.0 - 0.90 + phase * 0.05);
1057
+ } else if (variant < 5.5) {
1058
+ r += 0.145 * sin(angle * 2.0 - 1.30 + phase * 0.17);
1059
+ r += 0.070 * sin(angle * 3.0 + 2.40 - phase * 0.11);
1060
+ r += 0.035 * sin(angle * 5.0 + 0.20 + phase * 0.08);
1061
+ } else if (variant < 6.5) {
1062
+ r += 0.045 * sin(angle * 2.0 + 1.70 + phase * 0.10);
1063
+ r += 0.035 * sin(angle * 4.0 - 2.10 - phase * 0.08);
1064
+ r += 0.025 * sin(angle * 6.0 + 0.50 + phase * 0.05);
1065
+ } else {
1066
+ r += 0.170 * sin(angle * 2.0 + 2.80 + phase * 0.20);
1067
+ r += 0.090 * sin(angle * 3.0 - 1.90 - phase * 0.15);
1068
+ r += 0.055 * sin(angle * 5.0 + 0.80 + phase * 0.09);
1069
+ }
1070
+
1071
+ return r;
1072
+ }
1073
+
1074
+ vec2 applyCenterRepulsor(vec2 center) {
1075
+ float d = length(center);
1076
+ vec2 dir = normalize(center + vec2(0.0001, 0.0001));
1077
+
1078
+ center += dir * uEdgePull;
1079
+
1080
+ float centerInfluence = 1.0 - smoothstep(uCenterClear, uCenterClear + 0.35, d);
1081
+ center += dir * centerInfluence * CENTER_CLEAR_PUSH;
1082
+
1083
+ return center;
1084
+ }
1085
+
1086
+ float animatedScale(float baseScale, float blobIndex, float blobSpeed) {
1087
+ float localPhase =
1088
+ uTime * SCALE_PULSE_SPEED * (0.65 + blobSpeed * 1.35) +
1089
+ blobIndex * 2.731;
1090
+
1091
+ float pulseA = sin(localPhase);
1092
+ float pulseB = sin(localPhase * 0.47 + blobIndex * 5.13) * 0.45;
1093
+
1094
+ float scaleMultiplier = 1.0 + (pulseA + pulseB) * SCALE_PULSE_AMOUNT;
1095
+
1096
+ return baseScale * max(0.05, scaleMultiplier);
1097
+ }
1098
+
1099
+ float blobMask(vec2 p, vec2 center, Blob b, float phase, float liveScale) {
1100
+ vec2 q = p - center;
1101
+
1102
+ vec2 squash = vec2(
1103
+ 1.0 + 0.14 * sin(b.variant * 1.91),
1104
+ 1.0 + 0.14 * cos(b.variant * 2.37)
1105
+ );
1106
+
1107
+ float rotationSway =
1108
+ sin(uTime * ROTATION_SWAY_SPEED * (0.6 + b.speed) + b.variant * 3.0) *
1109
+ ROTATION_SWAY_AMOUNT;
1110
+
1111
+ q = rotate2d(b.rotation + rotationSway) * q;
1112
+ q /= squash;
1113
+
1114
+ float angle = atan(q.y, q.x);
1115
+ float dist = length(q);
1116
+
1117
+ float r = liveScale * uScale * 0.5 * variantRadius(angle, b.variant, phase);
1118
+
1119
+ return 1.0 - smoothstep(r, r + uEdgeSoftness, dist);
1120
+ }
1121
+
1122
+ void main() {
1123
+ vec2 uv = vUv;
1124
+
1125
+ vec2 p = uv * 2.0 - 1.0;
1126
+ p.x *= uResolution.x / uResolution.y;
1127
+
1128
+ vec3 blobCol = vec3(0.0);
1129
+ float blobAlpha = 0.0;
1130
+
1131
+ // Integer-counted loop over a compile-time bound; i is reconstructed as
1132
+ // float(n), so the per-blob lookups and phases match the prototype.
1133
+ for (int n = 0; n < BLOB_COUNT; n++) {
1134
+ float i = float(n);
1135
+ Blob b = getBlob(i);
1136
+
1137
+ float phase =
1138
+ uTime * b.speed * uMotionSpeed * SHAPE_MORPH_SPEED +
1139
+ i * 4.137;
1140
+
1141
+ vec2 center = b.pos;
1142
+
1143
+ center.x += sin(phase * 0.41 + i * 1.70) * b.drift * uMotionAmount;
1144
+ center.x += sin(phase * 0.19 + i * 3.10) * b.drift * uMotionAmount * 0.45;
1145
+ center.y += cos(phase * 0.33 + i * 2.30) * b.drift * uMotionAmount * 0.75;
1146
+ center.y += sin(phase * 0.17 + i * 4.40) * b.drift * uMotionAmount * 0.35;
1147
+
1148
+ center = applyCenterRepulsor(center);
1149
+
1150
+ float liveScale = animatedScale(b.scale, i, b.speed);
1151
+ float mask = blobMask(p, center, b, phase, liveScale);
1152
+
1153
+ float inner = pow(mask, 1.35);
1154
+ float rim = mask * (1.0 - smoothstep(0.45, 1.0, mask));
1155
+
1156
+ vec3 gelColor = b.color * inner + b.color * rim * 0.18;
1157
+ float a = mask * b.opacity * uGlobalAlpha;
1158
+
1159
+ blobCol += gelColor * a * (1.0 - blobAlpha);
1160
+ blobAlpha += a * (1.0 - blobAlpha);
1161
+ }
1162
+
1163
+ // Premultiplied output; tint grades the (premultiplied) color, not alpha.
1164
+ oColor = vec4(blobCol * uColor, blobAlpha);
1165
+ }
1166
+ `;
1167
+ // Generative background shaders, by name. The generic shader processor and the
1168
+ // dispatch iterate this; adding a generative .frag adds an entry here.
1169
+ exports.SHADER_SOURCES = {
1170
+ 'plasma': exports.PLASMA_FRAG_SRC,
1171
+ 'clouds': exports.CLOUDS_FRAG_SRC,
1172
+ 'nebula': exports.NEBULA_FRAG_SRC,
1173
+ 'godrays': exports.GODRAYS_FRAG_SRC,
1174
+ 'fireflies': exports.FIREFLIES_FRAG_SRC,
1175
+ 'simianlights': exports.SIMIANLIGHTS_FRAG_SRC,
1176
+ 'anamorphic-lensflare': exports.ANAMORPHIC_LENSFLARE_FRAG_SRC,
1177
+ 'light-beams-and-motes': exports.LIGHT_BEAMS_AND_MOTES_FRAG_SRC,
1178
+ 'corporate-blobs': exports.CORPORATE_BLOBS_FRAG_SRC,
1179
+ };
1180
+ //# sourceMappingURL=shaders.generated.js.map