shaderpad 1.0.0-beta.40 → 1.0.0-beta.41

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package/README.md CHANGED
@@ -352,126 +352,348 @@ const shader = new ShaderPad(fragmentShaderSrc, { debug: true });
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  ### plugins
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- Plugins add additional functionality. Imported from separate paths to keep bundle sizes small.
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+ ShaderPad supports plugins to add additional functionality. Plugins are imported from separate paths to keep bundle sizes small.
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  #### helpers
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- Convenience functions and constants. See [helpers.glsl](./src/plugins/helpers.glsl).
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+ The `helpers` plugin provides convenience functions and constants. See [helpers.glsl](./src/plugins/helpers.glsl) for the implementation.
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  ```typescript
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+ import ShaderPad from 'shaderpad';
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  import helpers from 'shaderpad/plugins/helpers';
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- const shader = new ShaderPad(fragmentShaderSrc, { plugins: [helpers()] });
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+
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+ const shader = new ShaderPad(fragmentShaderSrc, {
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+ plugins: [helpers()],
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+ });
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  ```
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- **Note:** Automatically injects `u_resolution`. Don't declare it yourself.
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+ **Note:** The `helpers` plugin automatically injects the `u_resolution` uniform into your shader. Do not declare it yourself.
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  #### save
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- Adds `.save()` method to save the current frame as PNG.
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+ The `save` plugin adds a `.save()` method to the shader that saves the current frame to a PNG file. It works on desktop and mobile.
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  ```typescript
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+ import ShaderPad from 'shaderpad';
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  import save, { WithSave } from 'shaderpad/plugins/save';
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+
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  const shader = new ShaderPad(fragmentShaderSrc, { plugins: [save()] }) as WithSave<ShaderPad>;
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  shader.save('filename', 'Optional mobile share text');
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  ```
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  #### face
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- Uses [MediaPipe Face Landmarker](https://ai.google.dev/edge/mediapipe/solutions/vision/face_landmarker) to detect faces.
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+ The `face` plugin uses [MediaPipe](https://ai.google.dev/edge/mediapipe/solutions/vision/face_landmarker) to detect faces in video or image textures.
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  ```typescript
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+ import ShaderPad from 'shaderpad';
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  import face from 'shaderpad/plugins/face';
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+
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  const shader = new ShaderPad(fragmentShaderSrc, {
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- plugins: [face({ textureName: 'u_webcam', options: { maxFaces: 3 } })],
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+ plugins: [
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+ face({
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+ textureName: 'u_webcam',
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+ options: { maxFaces: 3 },
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+ }),
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+ ],
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  });
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  ```
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- **Options:** `onReady?: () => void`, `onResults?: (results: FaceLandmarkerResult) => void`
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+ **Options:**
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+
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+ - `onReady?: () => void` - Callback invoked when initialization is complete and the detection model is loaded
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+ - `onResults?: (results: FaceLandmarkerResult) => void` - Callback invoked with detection results each frame
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+
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+ **Uniforms:**
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+
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+ | Uniform | Type | Description |
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+ | -------------------- | --------- | --------------------------------------------------------------------------- |
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+ | `u_maxFaces` | int | Maximum number of faces to detect |
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+ | `u_nFaces` | int | Current number of detected faces |
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+ | `u_faceLandmarksTex` | sampler2D | Raw landmark data texture (use `faceLandmark()` to access) |
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+ | `u_faceMask` | sampler2D | Face mask texture (R: region type, G: confidence, B: normalized face index) |
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+
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+ **Helper functions:**
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- **Uniforms:** `u_maxFaces` (int), `u_nFaces` (int), `u_faceLandmarksTex` (sampler2D), `u_faceMask` (sampler2D)
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+ All region functions return `vec2(confidence, faceIndex)`. faceIndex is 0-indexed (-1 = no face).
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- **Helper functions:** All region functions return `vec2(confidence, faceIndex)`. faceIndex is 0-indexed (-1 = no face).
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+ - `faceLandmark(int faceIndex, int landmarkIndex) -> vec4` - Returns landmark data as `vec4(x, y, z, visibility)`. Use `vec2(faceLandmark(...))` to get just the screen position.
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+ - `leftEyebrowAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in left eyebrow, `vec2(0.0, -1.0)` otherwise.
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+ - `rightEyebrowAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in right eyebrow, `vec2(0.0, -1.0)` otherwise.
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+ - `leftEyeAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in left eye, `vec2(0.0, -1.0)` otherwise.
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+ - `rightEyeAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in right eye, `vec2(0.0, -1.0)` otherwise.
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+ - `lipsAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in lips, `vec2(0.0, -1.0)` otherwise.
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+ - `outerMouthAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in outer mouth (lips + inner mouth), `vec2(0.0, -1.0)` otherwise.
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+ - `innerMouthAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in inner mouth region, `vec2(0.0, -1.0)` otherwise.
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+ - `faceOvalAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in face oval contour, `vec2(0.0, -1.0)` otherwise.
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+ - `faceAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in face mesh or oval contour, `vec2(0.0, -1.0)` otherwise.
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+ - `eyeAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in either eye, `vec2(0.0, -1.0)` otherwise.
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+ - `eyebrowAt(vec2 pos) -> vec2` - Returns `vec2(1.0, faceIndex)` if position is in either eyebrow, `vec2(0.0, -1.0)` otherwise.
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- - `faceLandmark(int faceIndex, int landmarkIndex) -> vec4` - Returns `vec4(x, y, z, visibility)`
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- - `leftEyebrowAt(vec2 pos) -> vec2`, `rightEyebrowAt(vec2 pos) -> vec2`
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- - `leftEyeAt(vec2 pos) -> vec2`, `rightEyeAt(vec2 pos) -> vec2`
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- - `lipsAt(vec2 pos) -> vec2`, `outerMouthAt(vec2 pos) -> vec2`, `innerMouthAt(vec2 pos) -> vec2`
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- - `faceOvalAt(vec2 pos) -> vec2`, `faceAt(vec2 pos) -> vec2`
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- - `eyeAt(vec2 pos) -> vec2`, `eyebrowAt(vec2 pos) -> vec2`
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+ **Convenience functions** (return `1.0` if true, `0.0` if false):
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- **Convenience functions:** `inFace(vec2 pos) -> float`, `inEye(vec2 pos) -> float`, `inEyebrow(vec2 pos) -> float`, `inOuterMouth(vec2 pos) -> float`, `inInnerMouth(vec2 pos) -> float`, `inLips(vec2 pos) -> float`
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+ - `inFace(vec2 pos) -> float` - Returns `1.0` if position is in face mesh, `0.0` otherwise.
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+ - `inEye(vec2 pos) -> float` - Returns `1.0` if position is in either eye, `0.0` otherwise.
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+ - `inEyebrow(vec2 pos) -> float` - Returns `1.0` if position is in either eyebrow, `0.0` otherwise.
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+ - `inOuterMouth(vec2 pos) -> float` - Returns `1.0` if position is in outer mouth (lips + inner mouth), `0.0` otherwise.
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+ - `inInnerMouth(vec2 pos) -> float` - Returns `1.0` if position is in inner mouth, `0.0` otherwise.
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+ - `inLips(vec2 pos) -> float` - Returns `1.0` if position is in lips, `0.0` otherwise.
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- **Constants:** `FACE_LANDMARK_L_EYE_CENTER`, `FACE_LANDMARK_R_EYE_CENTER`, `FACE_LANDMARK_NOSE_TIP`, `FACE_LANDMARK_FACE_CENTER`, `FACE_LANDMARK_MOUTH_CENTER`
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+ **Landmark Constants:**
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- **Note:** Requires `@mediapipe/tasks-vision` as a peer dependency. Adds two custom landmarks (`FACE_CENTER`, `MOUTH_CENTER`), bringing total to 480.
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+ - `FACE_LANDMARK_L_EYE_CENTER` - Left eye center landmark index
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+ - `FACE_LANDMARK_R_EYE_CENTER` - Right eye center landmark index
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+ - `FACE_LANDMARK_NOSE_TIP` - Nose tip landmark index
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+ - `FACE_LANDMARK_FACE_CENTER` - Face center landmark index (custom, calculated from all landmarks)
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+ - `FACE_LANDMARK_MOUTH_CENTER` - Mouth center landmark index (custom, calculated from inner mouth landmarks)
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+
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+ **Example usage:**
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+
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+ ```glsl
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+ // Get a specific landmark position.
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+ vec2 nosePos = vec2(faceLandmark(0, FACE_LANDMARK_NOSE_TIP));
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+
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+ // Use in* convenience functions for simple boolean checks.
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+ float eyeMask = inEye(v_uv);
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+
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+ // Use faceLandmark or *At functions when you need to check a specific face index.
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+ vec2 leftEye = leftEyeAt(v_uv);
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+ for (int i = 0; i < u_nFaces; ++i) {
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+ vec4 leftEyeCenter = faceLandmark(i, FACE_LANDMARK_L_EYE_CENTER);
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+ vec4 rightEyeCenter = faceLandmark(i, FACE_LANDMARK_R_EYE_CENTER);
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+ if (leftEye.x > 0.0 && int(leftEye.y) == i) {
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+ // Position is inside the left eye of face i.
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+ }
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+ // ...
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+ }
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+ ```
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+
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+ [Landmark indices are documented here.](https://ai.google.dev/edge/mediapipe/solutions/vision/face_landmarker#face_landmarker_model) This library adds two custom landmarks: `FACE_CENTER` and `MOUTH_CENTER`. This brings the total landmark count to 480.
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+
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+ **Note:** The face plugin requires `@mediapipe/tasks-vision` as a peer dependency.
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  #### pose
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- Uses [MediaPipe Pose Landmarker](https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker). Each pose contributes 39 landmarks (33 standard + 6 custom).
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+ The `pose` plugin uses [MediaPipe Pose Landmarker](https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker) to expose a flat array of 2D landmarks. Each pose contributes 39 landmarks (33 standard + 6 custom), enumerated below.
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  ```typescript
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+ import ShaderPad from 'shaderpad';
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  import pose from 'shaderpad/plugins/pose';
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+
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  const shader = new ShaderPad(fragmentShaderSrc, {
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  plugins: [pose({ textureName: 'u_video', options: { maxPoses: 3 } })],
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  });
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  ```
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- **Options:** `onReady?: () => void`, `onResults?: (results: PoseLandmarkerResult) => void`
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+ **Options:**
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- **Uniforms:** `u_maxPoses` (int), `u_nPoses` (int), `u_poseLandmarksTex` (sampler2D), `u_poseMask` (sampler2D)
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+ - `onReady?: () => void` - Callback invoked when initialization is complete and the detection model is loaded
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+ - `onResults?: (results: PoseLandmarkerResult) => void` - Callback invoked with detection results each frame
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- **Helper functions:**
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+ **Uniforms:**
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- - `poseLandmark(int poseIndex, int landmarkIndex) -> vec4` - Returns `vec4(x, y, z, visibility)`
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- - `poseAt(vec2 pos) -> vec2` - Returns `vec2(confidence, poseIndex)`
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- - `inPose(vec2 pos) -> float`
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+ | Uniform | Type | Description |
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+ | -------------------- | --------- | ----------------------------------------------------------------------------- |
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+ | `u_maxPoses` | int | Maximum number of poses to track |
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+ | `u_nPoses` | int | Current number of detected poses |
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+ | `u_poseLandmarksTex` | sampler2D | Raw landmark data texture (RGBA: x, y, z, visibility) |
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+ | `u_poseMask` | sampler2D | Pose mask texture (R: body detected, G: confidence, B: normalized pose index) |
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- **Constants:** `POSE_LANDMARK_LEFT_EYE`, `POSE_LANDMARK_RIGHT_EYE`, `POSE_LANDMARK_LEFT_SHOULDER`, `POSE_LANDMARK_RIGHT_SHOULDER`, `POSE_LANDMARK_LEFT_ELBOW`, `POSE_LANDMARK_RIGHT_ELBOW`, `POSE_LANDMARK_LEFT_HIP`, `POSE_LANDMARK_RIGHT_HIP`, `POSE_LANDMARK_LEFT_KNEE`, `POSE_LANDMARK_RIGHT_KNEE`, `POSE_LANDMARK_BODY_CENTER`, `POSE_LANDMARK_LEFT_HAND_CENTER`, `POSE_LANDMARK_RIGHT_HAND_CENTER`, `POSE_LANDMARK_LEFT_FOOT_CENTER`, `POSE_LANDMARK_RIGHT_FOOT_CENTER`, `POSE_LANDMARK_TORSO_CENTER`
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+ **Helper functions:**
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- **Note:** Requires `@mediapipe/tasks-vision`. Use `PoseLandmarker.POSE_CONNECTIONS` for skeleton connections. [Landmark indices](https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker#pose_landmarker_model)
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+ - `poseLandmark(int poseIndex, int landmarkIndex) -> vec4` - Returns landmark data as `vec4(x, y, z, visibility)`. Use `vec2(poseLandmark(...))` to get just the screen position.
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+ - `poseAt(vec2 pos) -> vec2` - Returns `vec2(confidence, poseIndex)`. poseIndex is 0-indexed (-1 = no pose), confidence is the segmentation confidence.
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+ - `inPose(vec2 pos) -> float` - Returns `1.0` if position is in any pose, `0.0` otherwise.
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+
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+ **Constants:**
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+
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+ - `POSE_LANDMARK_LEFT_EYE` - Left eye landmark index (2)
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+ - `POSE_LANDMARK_RIGHT_EYE` - Right eye landmark index (5)
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+ - `POSE_LANDMARK_LEFT_SHOULDER` - Left shoulder landmark index (11)
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+ - `POSE_LANDMARK_RIGHT_SHOULDER` - Right shoulder landmark index (12)
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+ - `POSE_LANDMARK_LEFT_ELBOW` - Left elbow landmark index (13)
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+ - `POSE_LANDMARK_RIGHT_ELBOW` - Right elbow landmark index (14)
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+ - `POSE_LANDMARK_LEFT_HIP` - Left hip landmark index (23)
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+ - `POSE_LANDMARK_RIGHT_HIP` - Right hip landmark index (24)
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+ - `POSE_LANDMARK_LEFT_KNEE` - Left knee landmark index (25)
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+ - `POSE_LANDMARK_RIGHT_KNEE` - Right knee landmark index (26)
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+ - `POSE_LANDMARK_BODY_CENTER` - Body center landmark index (33, custom, calculated from all landmarks)
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+ - `POSE_LANDMARK_LEFT_HAND_CENTER` - Left hand center landmark index (34, custom, calculated from pinky, thumb, wrist, index)
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+ - `POSE_LANDMARK_RIGHT_HAND_CENTER` - Right hand center landmark index (35, custom, calculated from pinky, thumb, wrist, index)
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+ - `POSE_LANDMARK_LEFT_FOOT_CENTER` - Left foot center landmark index (36, custom, calculated from ankle, heel, foot index)
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+ - `POSE_LANDMARK_RIGHT_FOOT_CENTER` - Right foot center landmark index (37, custom, calculated from ankle, heel, foot index)
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+ - `POSE_LANDMARK_TORSO_CENTER` - Torso center landmark index (38, custom, calculated from shoulders and hips)
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+
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+ **Note:** For connecting pose landmarks (e.g., drawing skeleton lines), `PoseLandmarker.POSE_CONNECTIONS` from `@mediapipe/tasks-vision` provides an array of `{ start, end }` pairs that define which landmarks should be connected.
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+
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+ Use `poseLandmark(int poseIndex, int landmarkIndex)` in GLSL to retrieve a specific point. Landmark indices are:
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+
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+ | Index | Landmark | Index | Landmark |
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+ | ----- | ----------------- | ----- | -------------------------- |
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+ | 0 | nose | 20 | right index |
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+ | 1 | left eye (inner) | 21 | left thumb |
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+ | 2 | left eye | 22 | right thumb |
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+ | 3 | left eye (outer) | 23 | left hip |
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+ | 4 | right eye (inner) | 24 | right hip |
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+ | 5 | right eye | 25 | left knee |
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+ | 6 | right eye (outer) | 26 | right knee |
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+ | 7 | left ear | 27 | left ankle |
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+ | 8 | right ear | 28 | right ankle |
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+ | 9 | mouth (left) | 29 | left heel |
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+ | 10 | mouth (right) | 30 | right heel |
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+ | 11 | left shoulder | 31 | left foot index |
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+ | 12 | right shoulder | 32 | right foot index |
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+ | 13 | left elbow | 33 | body center (custom) |
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+ | 14 | right elbow | 34 | left hand center (custom) |
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+ | 15 | left wrist | 35 | right hand center (custom) |
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+ | 16 | right wrist | 36 | left foot center (custom) |
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+ | 17 | left pinky | 37 | right foot center (custom) |
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+ | 18 | right pinky | 38 | torso center (custom) |
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+ | 19 | left index | | |
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+
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+ [Source](https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker#pose_landmarker_model)
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+
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+ [Landmark indices are documented here.](https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker#pose_landmarker_model) This library adds six custom landmarks: `BODY_CENTER`, `LEFT_HAND_CENTER`, `RIGHT_HAND_CENTER`, `LEFT_FOOT_CENTER`, `RIGHT_FOOT_CENTER`, and `TORSO_CENTER`. This brings the total landmark count to 39.
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+
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+ A minimal fragment shader loop looks like:
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+
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+ ```glsl
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+ for (int i = 0; i < u_maxPoses; ++i) {
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+ if (i >= u_nPoses) break;
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+ vec2 leftHip = vec2(poseLandmark(i, POSE_LANDMARK_LEFT_HIP));
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+ vec2 rightHip = vec2(poseLandmark(i, POSE_LANDMARK_RIGHT_HIP));
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+ // …
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+ }
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+ ```
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  #### hands
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- Uses [MediaPipe Hand Landmarker](https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker). Each hand contributes 22 landmarks.
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+ The `hands` plugin uses [MediaPipe Hand Landmarker](https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker) to expose a flat array of 2D landmarks. Each hand contributes 22 landmarks, enumerated below.
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  ```typescript
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+ import ShaderPad from 'shaderpad';
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  import hands from 'shaderpad/plugins/hands';
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+
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  const shader = new ShaderPad(fragmentShaderSrc, {
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  plugins: [hands({ textureName: 'u_video', options: { maxHands: 2 } })],
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  });
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  ```
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- **Options:** `onReady?: () => void`, `onResults?: (results: HandLandmarkerResult) => void`
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+ **Options:**
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+
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+ - `onReady?: () => void` - Callback invoked when initialization is complete and the detection model is loaded
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+ - `onResults?: (results: HandLandmarkerResult) => void` - Callback invoked with detection results each frame
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- **Uniforms:** `u_maxHands` (int), `u_nHands` (int), `u_handLandmarksTex` (sampler2D)
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+ **Uniforms:**
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+
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+ | Uniform | Type | Description |
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+ | -------------------- | --------- | ----------------------------------------------------- |
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+ | `u_maxHands` | int | Maximum number of hands to track |
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+ | `u_nHands` | int | Current number of detected hands |
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+ | `u_handLandmarksTex` | sampler2D | Raw landmark data texture (RGBA: x, y, z, handedness) |
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  **Helper functions:**
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- - `handLandmark(int handIndex, int landmarkIndex) -> vec4` - Returns `vec4(x, y, z, handedness)`. Handedness: 0.0 = left, 1.0 = right.
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- - `isRightHand(int handIndex) -> float`, `isLeftHand(int handIndex) -> float`
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+ - `handLandmark(int handIndex, int landmarkIndex) -> vec4` - Returns landmark data as `vec4(x, y, z, handedness)`. Use `vec2(handLandmark(...))` to get just the screen position. Handedness: 0.0 = left hand, 1.0 = right hand.
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+ - `isRightHand(int handIndex) -> float` - Returns 1.0 if the hand is a right hand, 0.0 if left.
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+ - `isLeftHand(int handIndex) -> float` - Returns 1.0 if the hand is a left hand, 0.0 if right.
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+
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+ **Landmark Indices:**
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+
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+ | Index | Landmark | Index | Landmark |
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+ | ----- | ----------------- | ----- | ----------------- |
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+ | 0 | WRIST | 11 | MIDDLE_FINGER_DIP |
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+ | 1 | THUMB_CMC | 12 | MIDDLE_FINGER_TIP |
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+ | 2 | THUMB_MCP | 13 | RING_FINGER_MCP |
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+ | 3 | THUMB_IP | 14 | RING_FINGER_PIP |
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+ | 4 | THUMB_TIP | 15 | RING_FINGER_DIP |
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+ | 5 | INDEX_FINGER_MCP | 16 | RING_FINGER_TIP |
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+ | 6 | INDEX_FINGER_PIP | 17 | PINKY_MCP |
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+ | 7 | INDEX_FINGER_DIP | 18 | PINKY_PIP |
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+ | 8 | INDEX_FINGER_TIP | 19 | PINKY_DIP |
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+ | 9 | MIDDLE_FINGER_MCP | 20 | PINKY_TIP |
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+ | 10 | MIDDLE_FINGER_PIP | 21 | HAND_CENTER |
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+
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+ [Source](https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker#models)
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+
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+ A minimal fragment shader loop looks like:
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+
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+ ```glsl
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+ #define WRIST 0
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+ #define THUMB_TIP 4
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+ #define INDEX_TIP 8
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+ #define HAND_CENTER 21
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+
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+ for (int i = 0; i < u_maxHands; ++i) {
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+ if (i >= u_nHands) break;
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+ vec2 wrist = vec2(handLandmark(i, WRIST));
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+ vec2 thumbTip = vec2(handLandmark(i, THUMB_TIP));
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+ vec2 indexTip = vec2(handLandmark(i, INDEX_TIP));
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+ vec2 handCenter = vec2(handLandmark(i, HAND_CENTER));
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+
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+ // Use handedness for coloring (0.0 = left/black, 1.0 = right/white).
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+ vec3 handColor = vec3(isRightHand(i));
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+ // …
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+ }
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+ ```
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- **Note:** Requires `@mediapipe/tasks-vision`. [Landmark indices](https://ai.google.dev/edge/mediapipe/solutions/vision/hand_landmarker#models)
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+ **Note:** The hands plugin requires `@mediapipe/tasks-vision` as a peer dependency.
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  #### segmenter
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- Uses [MediaPipe Image Segmenter](https://ai.google.dev/edge/mediapipe/solutions/vision/image_segmenter). Supports multi-category models. Defaults to [hair segmentation model](https://ai.google.dev/edge/mediapipe/solutions/vision/image_segmenter#hair-model).
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+ The `segmenter` plugin uses [MediaPipe Image Segmenter](https://ai.google.dev/edge/mediapipe/solutions/vision/image_segmenter) to segment objects in video or image textures. It supports models with multiple categories (e.g., background, hair, chair, dog…). By default, it uses the [hair segmentation model](https://ai.google.dev/edge/mediapipe/solutions/vision/image_segmenter#hair-model).
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459
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  ```typescript
647
+ import ShaderPad from 'shaderpad';
460
648
  import segmenter from 'shaderpad/plugins/segmenter';
649
+
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  const shader = new ShaderPad(fragmentShaderSrc, {
462
- plugins: [segmenter({ textureName: 'u_webcam', options: { outputCategoryMask: true } })],
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+ plugins: [
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+ segmenter({
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+ textureName: 'u_webcam',
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+ options: {
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+ modelPath:
656
+ 'https://storage.googleapis.com/mediapipe-models/image_segmenter/selfie_multiclass_256x256/float32/latest/selfie_multiclass_256x256.tflite',
657
+ outputCategoryMask: true,
658
+ onReady: () => {
659
+ console.log('Selfie multiclass model: loading complete');
660
+ },
661
+ },
662
+ }),
663
+ ],
463
664
  });
464
665
  ```
465
666
 
466
- **Options:** `onReady?: () => void`, `onResults?: (results: ImageSegmenterResult) => void`
667
+ **Options:**
668
+
669
+ - `onReady?: () => void` - Callback invoked when initialization is complete and the detection model is loaded
670
+ - `onResults?: (results: ImageSegmenterResult) => void` - Callback invoked with segmentation results each frame
467
671
 
468
- **Uniforms:** `u_segmentMask` (sampler2D), `u_numCategories` (int)
672
+ **Uniforms:**
673
+
674
+ | Uniform | Type | Description |
675
+ | ----------------- | --------- | ----------------------------------------------------------------------- |
676
+ | `u_segmentMask` | sampler2D | Segment mask texture (R: normalized category, G: confidence, B: unused) |
677
+ | `u_numCategories` | int | Number of segmentation categories (including background) |
469
678
 
470
679
  **Helper functions:**
471
680
 
472
- - `segmentAt(vec2 pos) -> vec2` - Returns `vec2(confidence, categoryIndex)`. categoryIndex is 0-indexed (-1 = background).
681
+ - `segmentAt(vec2 pos) -> vec2` - Returns `vec2(confidence, categoryIndex)`. categoryIndex is 0-indexed (-1 = background). confidence is the segmentation confidence (0-1).
682
+
683
+ **Example usage:**
684
+
685
+ ```glsl
686
+ vec2 segment = segmentAt(v_uv);
687
+ float confidence = segment.x; // Segmentation confidence
688
+ float category = segment.y; // Category index (0-indexed, -1 = background)
689
+
690
+ if (category >= 0.0) {
691
+ // Apply effect based on confidence.
692
+ color = mix(color, vec3(1.0, 0.0, 1.0), confidence);
693
+ }
694
+ ```
473
695
 
474
- **Note:** Requires `@mediapipe/tasks-vision` as a peer dependency.
696
+ **Note:** The segmenter plugin requires `@mediapipe/tasks-vision` as a peer dependency.
475
697
 
476
698
  ## Contributing
477
699
 
@@ -0,0 +1,10 @@
1
+ var R=`#version 300 es
2
+ in vec2 aPosition;
3
+ out vec2 v_uv;
4
+ void main() {
5
+ v_uv = aPosition * 0.5 + 0.5;
6
+ gl_Position = vec4(aPosition, 0.0, 1.0);
7
+ }`,F=33.333333333333336,g=Symbol("u_history"),p=Symbol("__SHADERPAD_BUFFER");function L(l,e){if(!e?.length)return l;let t=l.split(`
8
+ `),s=t.findLastIndex(i=>{let r=i.trimStart();return r.startsWith("precision ")||r.startsWith("#version ")})+1;return t.splice(s,0,...e),t.join(`
9
+ `)}function b(l){return l instanceof WebGLTexture?{width:0,height:0}:l instanceof HTMLVideoElement?{width:l.videoWidth,height:l.videoHeight}:l instanceof HTMLImageElement?{width:l.naturalWidth??l.width,height:l.naturalHeight??l.height}:{width:l.width,height:l.height}}function d(l){return typeof l=="symbol"?l.description??"":l}var T=class{isInternalCanvas=!1;isTouchDevice=!1;gl;uniforms=new Map;textures=new Map;textureUnitPool;buffer=null;program=null;aPositionLocation=0;animationFrameId;resolutionObserver;resizeObserver;resizeTimeout=null;lastResizeTime=-1/0;eventListeners=new Map;frame=0;startTime=0;cursorPosition=[.5,.5];clickPosition=[.5,.5];isMouseDown=!1;canvas;hooks=new Map;historyDepth=0;textureOptions;debug;intermediateFbo=null;constructor(e,{canvas:t,plugins:s,history:i,debug:r,...o}={}){if(this.canvas=t||document.createElement("canvas"),!t){this.isInternalCanvas=!0;let f=this.canvas;f.style.position="fixed",f.style.inset="0",f.style.height="100dvh",f.style.width="100dvw",document.body.appendChild(f)}let n=this.canvas.getContext("webgl2",{antialias:!1});if(!n)throw new Error("WebGL2 not supported. Please use a browser that supports WebGL2.");this.gl=n,this.textureUnitPool={free:[],next:0,max:n.getParameter(n.MAX_COMBINED_TEXTURE_IMAGE_UNITS)},this.textureOptions=o;let{internalFormat:u,type:a}=o;(a===n.FLOAT||a===n.HALF_FLOAT||u===n.RGBA16F||u===n.RGBA32F||u===n.R16F||u===n.R32F||u===n.RG16F||u===n.RG32F)&&!n.getExtension("EXT_color_buffer_float")&&(console.warn("EXT_color_buffer_float not supported, falling back to RGBA8"),delete this.textureOptions?.internalFormat,delete this.textureOptions?.format,delete this.textureOptions?.type),i&&(this.historyDepth=i),this.debug=r??(typeof process<"u"&&!1),this.animationFrameId=null,this.resolutionObserver=new MutationObserver(()=>this.updateResolution()),this.resizeObserver=new ResizeObserver(()=>this.throttledHandleResize());let m=[];s&&s.forEach(f=>f(this,{gl:n,canvas:this.canvas,injectGLSL:y=>{m.push(y)},emitHook:this.emitHook.bind(this)}));let c=this.gl.createProgram();if(!c)throw new Error("Failed to create WebGL program");this.program=c;let x=this.createShader(this.gl.VERTEX_SHADER,R),v=this.createShader(n.FRAGMENT_SHADER,L(e,m));if(n.attachShader(c,x),n.attachShader(c,v),n.linkProgram(c),n.deleteShader(x),n.deleteShader(v),!n.getProgramParameter(c,n.LINK_STATUS))throw console.error("Program link error:",n.getProgramInfoLog(c)),n.deleteProgram(c),new Error("Failed to link WebGL program");this.aPositionLocation=n.getAttribLocation(c,"aPosition");let E=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]);this.buffer=n.createBuffer(),n.bindBuffer(n.ARRAY_BUFFER,this.buffer),n.bufferData(n.ARRAY_BUFFER,E,n.STATIC_DRAW),n.viewport(0,0,n.drawingBufferWidth,n.drawingBufferHeight),n.enableVertexAttribArray(this.aPositionLocation),n.vertexAttribPointer(this.aPositionLocation,2,n.FLOAT,!1,0,0),n.useProgram(c),this.canvas instanceof HTMLCanvasElement&&(this.resolutionObserver.observe(this.canvas,{attributes:!0,attributeFilter:["width","height"]}),this.resizeObserver.observe(this.canvas)),this.isInternalCanvas||this.updateResolution(),this.initializeUniform("u_cursor","float",this.cursorPosition),this.initializeUniform("u_click","float",[...this.clickPosition,this.isMouseDown?1:0]),this.initializeUniform("u_time","float",0),this.initializeUniform("u_frame","int",0),this.historyDepth>0&&(this._initializeTexture(p,this.canvas,{...this.textureOptions}),this._initializeTexture(g,this.canvas,{history:this.historyDepth,...this.textureOptions}),this.intermediateFbo=n.createFramebuffer()),this.canvas instanceof HTMLCanvasElement&&this.addEventListeners(),this.emitHook("init")}emitHook(e,...t){this.hooks.get(e)?.forEach(s=>s.call(this,...t))}on(e,t){this.hooks.has(e)||this.hooks.set(e,[]),this.hooks.get(e).push(t)}off(e,t){let s=this.hooks.get(e);s&&s.splice(s.indexOf(t),1)}createShader(e,t){let s=this.gl.createShader(e);if(this.gl.shaderSource(s,t),this.gl.compileShader(s),!this.gl.getShaderParameter(s,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",t),console.error(this.gl.getShaderInfoLog(s)),this.gl.deleteShader(s),new Error("Shader compilation failed");return s}throttledHandleResize(){clearTimeout(this.resizeTimeout);let e=performance.now(),t=this.lastResizeTime+F-e;t<=0?(this.lastResizeTime=e,this.handleResize()):this.resizeTimeout=setTimeout(()=>this.throttledHandleResize(),t)}handleResize(){if(!(this.canvas instanceof HTMLCanvasElement))return;let e=window.devicePixelRatio||1,t=this.canvas.clientWidth*e,s=this.canvas.clientHeight*e;this.isInternalCanvas&&(this.canvas.width!==t||this.canvas.height!==s)&&(this.canvas.width=t,this.canvas.height=s),this.emitHook("resize",t,s)}addEventListeners(){let e=this.canvas,t=(i,r)=>{if(!this.uniforms.has("u_cursor"))return;let o=e.getBoundingClientRect();this.cursorPosition[0]=(i-o.left)/o.width,this.cursorPosition[1]=1-(r-o.top)/o.height,this.updateUniforms({u_cursor:this.cursorPosition})},s=(i,r,o)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=i,i){let n=e.getBoundingClientRect(),u=r,a=o;this.clickPosition[0]=(u-n.left)/n.width,this.clickPosition[1]=1-(a-n.top)/n.height}this.updateUniforms({u_click:[...this.clickPosition,this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",i=>{let r=i;this.isTouchDevice||t(r.clientX,r.clientY)}),this.eventListeners.set("mousedown",i=>{let r=i;this.isTouchDevice||r.button===0&&(this.isMouseDown=!0,s(!0,r.clientX,r.clientY))}),this.eventListeners.set("mouseup",i=>{let r=i;this.isTouchDevice||r.button===0&&s(!1)}),this.eventListeners.set("touchmove",i=>{let r=i;r.touches.length>0&&t(r.touches[0].clientX,r.touches[0].clientY)}),this.eventListeners.set("touchstart",i=>{let r=i;this.isTouchDevice=!0,r.touches.length>0&&(t(r.touches[0].clientX,r.touches[0].clientY),s(!0,r.touches[0].clientX,r.touches[0].clientY))}),this.eventListeners.set("touchend",i=>{i.touches.length===0&&s(!1)}),this.eventListeners.forEach((i,r)=>{e.addEventListener(r,i)})}updateResolution(){let e=[this.gl.drawingBufferWidth,this.gl.drawingBufferHeight];this.gl.viewport(0,0,...e),this.uniforms.has("u_resolution")?this.updateUniforms({u_resolution:e}):this.initializeUniform("u_resolution","float",e),this.historyDepth>0&&(this.resizeTexture(g,...e),this.resizeTexture(p,...e)),this.emitHook("updateResolution",...e)}resizeTexture(e,t,s){let i=this.textures.get(e);if(!i||i.width===t&&i.height===s)return;this.gl.deleteTexture(i.texture),i.width=t,i.height=s;let{texture:r}=this.createTexture(e,i);i.texture=r,i.history&&(i.history.writeIndex=0,this.clearHistoryTextureLayers(i))}reserveTextureUnit(e){let t=this.textures.get(e);if(t)return t.unitIndex;if(this.textureUnitPool.free.length>0)return this.textureUnitPool.free.pop();if(this.textureUnitPool.next>=this.textureUnitPool.max)throw new Error("Exceeded the available texture units for this device.");return this.textureUnitPool.next++}releaseTextureUnit(e){let t=this.textures.get(e);t&&this.textureUnitPool.free.push(t.unitIndex)}resolveTextureOptions(e){let{gl:t}=this,s=e?.type??t.UNSIGNED_BYTE;return{type:s,format:e?.format??t.RGBA,internalFormat:e?.internalFormat??(s===t.FLOAT?t.RGBA32F:s===t.HALF_FLOAT?t.RGBA16F:t.RGBA8),minFilter:e?.minFilter??t.LINEAR,magFilter:e?.magFilter??t.LINEAR,wrapS:e?.wrapS??t.CLAMP_TO_EDGE,wrapT:e?.wrapT??t.CLAMP_TO_EDGE,preserveY:e?.preserveY}}clearHistoryTextureLayers(e){if(!e.history)return;let t=this.gl,{type:s,format:i}=e.options,r=e.width*e.height*4,o=s===t.FLOAT?new Float32Array(r):s===t.HALF_FLOAT?new Uint16Array(r):new Uint8Array(r);t.activeTexture(t.TEXTURE0+e.unitIndex),t.bindTexture(t.TEXTURE_2D_ARRAY,e.texture);for(let n=0;n<e.history.depth;++n)t.texSubImage3D(t.TEXTURE_2D_ARRAY,0,0,0,n,e.width,e.height,1,i,s,o)}initializeUniform(e,t,s,i){let r=i?.arrayLength;if(this.uniforms.has(e))throw new Error(`${e} is already initialized.`);if(t!=="float"&&t!=="int")throw new Error(`Invalid uniform type: ${t}. Expected 'float' or 'int'.`);if(r&&!(Array.isArray(s)&&s.length===r))throw new Error(`${e} array length mismatch: must initialize with ${r} elements.`);let o=this.gl.getUniformLocation(this.program,e);if(!o&&r&&(o=this.gl.getUniformLocation(this.program,`${e}[0]`)),!o){this.log(`${e} not in shader. Skipping initialization.`);return}let n=r?s[0]:s,u=Array.isArray(n)?n.length:1;this.uniforms.set(e,{type:t,length:u,location:o,arrayLength:r});try{this.updateUniforms({[e]:s})}catch(a){throw this.uniforms.delete(e),a}this.emitHook("initializeUniform",...arguments)}log(...e){this.debug&&console.debug(...e)}updateUniforms(e,t){this.gl.useProgram(this.program),Object.entries(e).forEach(([s,i])=>{let r=this.uniforms.get(s);if(!r){this.log(`${s} not in shader. Skipping update.`);return}let o=`uniform${r.length}${r.type.charAt(0)}`;if(r.arrayLength){if(!Array.isArray(i))throw new Error(`${s} is an array, but the value passed to updateUniforms is not an array.`);let n=i.length;if(!n)return;if(n>r.arrayLength)throw new Error(`${s} received ${n} values, but maximum length is ${r.arrayLength}.`);if(i.some(h=>(Array.isArray(h)?h.length:1)!==r.length))throw new Error(`Tried to update ${s} with some elements that are not length ${r.length}.`);let u=new(r.type==="float"?Float32Array:Int32Array)(i.flat()),a=r.location;if(t?.startIndex){let h=this.gl.getUniformLocation(this.program,`${s}[${t.startIndex}]`);if(!h)throw new Error(`${s}[${t.startIndex}] not in shader. Did you pass an invalid startIndex?`);a=h}this.gl[o+"v"](a,u)}else{if(Array.isArray(i)||(i=[i]),i.length!==r.length)throw new Error(`Invalid uniform value length: ${i.length}. Expected ${r.length}.`);this.gl[o](r.location,...i)}}),this.emitHook("updateUniforms",...arguments)}createTexture(e,t){let{width:s,height:i}=t,r=t.history?.depth??0,o=this.gl.createTexture();if(!o)throw new Error("Failed to create texture");let n=t.unitIndex;if(typeof n!="number")try{n=this.reserveTextureUnit(e)}catch(m){throw this.gl.deleteTexture(o),m}let u=r>0,a=u?this.gl.TEXTURE_2D_ARRAY:this.gl.TEXTURE_2D,{options:h}=t;return this.gl.activeTexture(this.gl.TEXTURE0+n),this.gl.bindTexture(a,o),this.gl.texParameteri(a,this.gl.TEXTURE_WRAP_S,h.wrapS),this.gl.texParameteri(a,this.gl.TEXTURE_WRAP_T,h.wrapT),this.gl.texParameteri(a,this.gl.TEXTURE_MIN_FILTER,h.minFilter),this.gl.texParameteri(a,this.gl.TEXTURE_MAG_FILTER,h.magFilter),u?this.gl.texStorage3D(a,1,h.internalFormat,s,i,r):e===p&&this.gl.texImage2D(this.gl.TEXTURE_2D,0,h.internalFormat,s,i,0,h.format,h.type,null),{texture:o,unitIndex:n}}_initializeTexture(e,t,s){if(this.textures.has(e))throw new Error(`Texture '${d(e)}' is already initialized.`);let{history:i=0,...r}=s??{},{width:o,height:n}=b(t);if(!o||!n)throw new Error("Texture source must have valid dimensions");let u={width:o,height:n,options:this.resolveTextureOptions(r)};i>0&&(u.history={depth:i,writeIndex:0});let{texture:a,unitIndex:h}=this.createTexture(e,u),m={texture:a,unitIndex:h,...u};i>0&&(this.initializeUniform(`${d(e)}FrameOffset`,"int",0),this.clearHistoryTextureLayers(m)),this.textures.set(e,m),this.updateTexture(e,t);let c=this.gl.getUniformLocation(this.program,d(e));c&&this.gl.uniform1i(c,h)}initializeTexture(e,t,s){this._initializeTexture(e,t,s),this.emitHook("initializeTexture",...arguments)}updateTextures(e,t){Object.entries(e).forEach(([s,i])=>{this.updateTexture(s,i,t)}),this.emitHook("updateTextures",...arguments)}updateTexture(e,t,s){let i=this.textures.get(e);if(!i)throw new Error(`Texture '${d(e)}' is not initialized.`);if(t instanceof WebGLTexture){this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,t);return}let{width:r,height:o}=b(t);if(!r||!o)return;let n="isPartial"in t&&t.isPartial;n||this.resizeTexture(e,r,o);let a=!("data"in t&&t.data)&&!i.options?.preserveY,h=this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);if(i.history){if(this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY,i.texture),!s?.skipHistoryWrite){this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,a),this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i.history.writeIndex,r,o,1,i.options.format,i.options.type,t.data??t),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,h);let m=`${d(e)}FrameOffset`;this.updateUniforms({[m]:i.history.writeIndex}),i.history.writeIndex=(i.history.writeIndex+1)%i.history.depth}}else this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,i.texture),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,a),n?this.gl.texSubImage2D(this.gl.TEXTURE_2D,0,t.x??0,t.y??0,r,o,i.options.format,i.options.type,t.data):this.gl.texImage2D(this.gl.TEXTURE_2D,0,i.options.internalFormat,r,o,0,i.options.format,i.options.type,t.data??t),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,h)}draw(e){this.emitHook("beforeDraw",...arguments);let t=this.gl,s=t.drawingBufferWidth,i=t.drawingBufferHeight,r=this.textures.get(g),o=this.textures.get(p),n=r&&!e?.skipHistoryWrite;n&&(t.bindFramebuffer(t.FRAMEBUFFER,this.intermediateFbo),t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_2D,o.texture,0)),t.useProgram(this.program),t.bindBuffer(t.ARRAY_BUFFER,this.buffer),t.vertexAttribPointer(this.aPositionLocation,2,t.FLOAT,!1,0,0),t.enableVertexAttribArray(this.aPositionLocation),t.viewport(0,0,s,i),e?.skipClear||t.clear(t.COLOR_BUFFER_BIT),t.drawArrays(t.TRIANGLES,0,6),n&&(t.bindTexture(t.TEXTURE_2D_ARRAY,r.texture),t.copyTexSubImage3D(t.TEXTURE_2D_ARRAY,0,0,0,r.history.writeIndex,0,0,s,i),t.bindFramebuffer(t.READ_FRAMEBUFFER,this.intermediateFbo),t.bindFramebuffer(t.DRAW_FRAMEBUFFER,null),t.blitFramebuffer(0,0,s,i,0,0,s,i,t.COLOR_BUFFER_BIT,t.NEAREST),t.bindFramebuffer(t.FRAMEBUFFER,null)),this.emitHook("afterDraw",...arguments)}step(e,t){this.emitHook("beforeStep",...arguments);let s={};this.uniforms.has("u_time")&&(s.u_time=e),this.uniforms.has("u_frame")&&(s.u_frame=this.frame),this.updateUniforms(s),this.draw(t);let i=this.textures.get(g);if(i&&!t?.skipHistoryWrite){let{writeIndex:r,depth:o}=i.history;this.updateUniforms({[`${d(g)}FrameOffset`]:r}),i.history.writeIndex=(r+1)%o}++this.frame,this.emitHook("afterStep",...arguments)}play(e,t){this.pause();let s=i=>{i=(i-this.startTime)/1e3;let r=t?.(i,this.frame)??void 0;this.step(i,r),this.animationFrameId=requestAnimationFrame(s),e?.(i,this.frame)};this.animationFrameId=requestAnimationFrame(s),this.emitHook("play")}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.emitHook("pause")}reset(){this.frame=0,this.startTime=performance.now(),this.textures.forEach(e=>{e.history&&(e.history.writeIndex=0,this.clearHistoryTextureLayers(e))}),this.emitHook("reset")}destroy(){this.emitHook("destroy"),this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.resolutionObserver.disconnect(),this.resizeObserver.disconnect(),this.canvas instanceof HTMLCanvasElement&&this.eventListeners.forEach((e,t)=>{this.canvas.removeEventListener(t,e)}),this.program&&this.gl.deleteProgram(this.program),this.intermediateFbo&&(this.gl.deleteFramebuffer(this.intermediateFbo),this.intermediateFbo=null),this.textures.forEach(e=>{this.gl.deleteTexture(e.texture)}),this.textureUnitPool.free=[],this.textureUnitPool.next=0,this.buffer&&(this.gl.deleteBuffer(this.buffer),this.buffer=null),this.isInternalCanvas&&this.canvas instanceof HTMLCanvasElement&&this.canvas.remove()}},w=T;export{w as a};
10
+ //# sourceMappingURL=chunk-A3XQBYSC.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/index.ts"],"sourcesContent":["const DEFAULT_VERTEX_SHADER_SRC = `#version 300 es\nin vec2 aPosition;\nout vec2 v_uv;\nvoid main() {\n v_uv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}`;\nconst RESIZE_THROTTLE_INTERVAL = 1000 / 30;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n\tarrayLength?: number;\n}\n\nexport interface TextureOptions {\n\tinternalFormat?: number;\n\tformat?: number;\n\ttype?: number;\n\tminFilter?: number;\n\tmagFilter?: number;\n\twrapS?: number;\n\twrapT?: number;\n\tpreserveY?: boolean;\n}\ntype ResolvedTextureOptions = Required<Omit<TextureOptions, 'preserveY'>> & Pick<TextureOptions, 'preserveY'>;\n\ninterface Texture {\n\ttexture: WebGLTexture;\n\tunitIndex: number;\n\twidth: number;\n\theight: number;\n\thistory?: {\n\t\tdepth: number;\n\t\twriteIndex: number;\n\t};\n\toptions: ResolvedTextureOptions;\n}\n\nexport interface CustomTexture {\n\tdata: ArrayBufferView | null;\n\twidth: number;\n\theight: number;\n}\n\nexport interface PartialCustomTexture extends CustomTexture {\n\tisPartial?: boolean;\n\tx?: number;\n\ty?: number;\n}\n\nexport type TextureSource =\n\t| HTMLImageElement\n\t| HTMLVideoElement\n\t| HTMLCanvasElement\n\t| OffscreenCanvas\n\t| ImageBitmap\n\t| WebGLTexture\n\t| CustomTexture;\n\n// Custom textures allow partial updates starting from (x, y).\ntype UpdateTextureSource = Exclude<TextureSource, CustomTexture> | PartialCustomTexture;\n\nexport interface PluginContext {\n\tgl: WebGL2RenderingContext;\n\tcanvas: HTMLCanvasElement | OffscreenCanvas;\n\tinjectGLSL: (code: string) => void;\n\temitHook: (name: LifecycleMethod, ...args: any[]) => void;\n}\n\ntype Plugin = (shaderPad: ShaderPad, context: PluginContext) => void;\n\ntype LifecycleMethod =\n\t| 'init'\n\t| 'initializeTexture'\n\t| 'initializeUniform'\n\t| 'updateTextures'\n\t| 'updateUniforms'\n\t| 'beforeStep'\n\t| 'afterStep'\n\t| 'beforeDraw'\n\t| 'afterDraw'\n\t| 'updateResolution'\n\t| 'resize'\n\t| 'play'\n\t| 'pause'\n\t| 'reset'\n\t| 'destroy'\n\t| `${string}:${string}`;\n\nexport interface Options extends Exclude<TextureOptions, 'preserveY'> {\n\tcanvas?: HTMLCanvasElement | OffscreenCanvas | null;\n\tplugins?: Plugin[];\n\thistory?: number;\n\tdebug?: boolean;\n}\n\nexport interface StepOptions {\n\tskipClear?: boolean;\n\tskipHistoryWrite?: boolean;\n}\n\ntype TextureUnitPool = {\n\tfree: number[];\n\tnext: number;\n\tmax: number;\n};\n\nconst HISTORY_TEXTURE_KEY = Symbol('u_history');\nconst INTERMEDIATE_TEXTURE_KEY = Symbol('__SHADERPAD_BUFFER');\n\nfunction combineShaderCode(shader: string, injections: string[]): string {\n\tif (!injections?.length) return shader;\n\tconst lines = shader.split('\\n');\n\tconst insertAt =\n\t\tlines.findLastIndex(line => {\n\t\t\tconst trimmed = line.trimStart();\n\t\t\treturn trimmed.startsWith('precision ') || trimmed.startsWith('#version ');\n\t\t}) + 1;\n\tlines.splice(insertAt, 0, ...injections);\n\treturn lines.join('\\n');\n}\n\nfunction getSourceDimensions(source: TextureSource): { width: number; height: number } {\n\tif (source instanceof WebGLTexture) {\n\t\treturn { width: 0, height: 0 }; // Invalid - dimensions not readable.\n\t}\n\tif (source instanceof HTMLVideoElement) {\n\t\treturn { width: source.videoWidth, height: source.videoHeight };\n\t}\n\tif (source instanceof HTMLImageElement) {\n\t\treturn { width: source.naturalWidth ?? source.width, height: source.naturalHeight ?? source.height };\n\t}\n\t// CustomTexture, HTMLCanvasElement, OffscreenCanvas, ImageBitmap.\n\treturn { width: source.width, height: source.height };\n}\n\nfunction stringFrom(name: string | symbol) {\n\treturn typeof name === 'symbol' ? name.description ?? '' : name;\n}\n\nclass ShaderPad {\n\tprivate isInternalCanvas = false;\n\tprivate isTouchDevice = false;\n\tprivate gl: WebGL2RenderingContext;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate textures: Map<string | symbol, Texture> = new Map();\n\tprivate textureUnitPool: TextureUnitPool;\n\tprivate buffer: WebGLBuffer | null = null;\n\tprivate program: WebGLProgram | null = null;\n\tprivate aPositionLocation = 0;\n\tprivate animationFrameId: number | null;\n\tprivate resolutionObserver: MutationObserver;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate resizeTimeout: ReturnType<typeof setTimeout> = null as unknown as ReturnType<typeof setTimeout>;\n\tprivate lastResizeTime = -Infinity;\n\tprivate eventListeners: Map<string, EventListener> = new Map();\n\tprivate frame = 0;\n\tprivate startTime = 0;\n\tprivate cursorPosition = [0.5, 0.5];\n\tprivate clickPosition = [0.5, 0.5];\n\tprivate isMouseDown = false;\n\tpublic canvas: HTMLCanvasElement | OffscreenCanvas;\n\tprivate hooks: Map<LifecycleMethod, Function[]> = new Map();\n\tprivate historyDepth = 0;\n\tprivate textureOptions: TextureOptions;\n\tprivate debug: boolean;\n\t// WebGL can’t read from and write to the history texture at the same time.\n\t// We write to an intermediate texture then blit to the history texture.\n\tprivate intermediateFbo: WebGLFramebuffer | null = null;\n\n\tconstructor(fragmentShaderSrc: string, { canvas, plugins, history, debug, ...textureOptions }: Options = {}) {\n\t\tthis.canvas = canvas || document.createElement('canvas');\n\t\tif (!canvas) {\n\t\t\tthis.isInternalCanvas = true;\n\t\t\tconst htmlCanvas = this.canvas as HTMLCanvasElement;\n\t\t\thtmlCanvas.style.position = 'fixed';\n\t\t\thtmlCanvas.style.inset = '0';\n\t\t\thtmlCanvas.style.height = '100dvh';\n\t\t\thtmlCanvas.style.width = '100dvw';\n\t\t\tdocument.body.appendChild(htmlCanvas);\n\t\t}\n\n\t\tconst gl = this.canvas.getContext('webgl2', { antialias: false }) as WebGL2RenderingContext;\n\t\tif (!gl) {\n\t\t\tthrow new Error('WebGL2 not supported. Please use a browser that supports WebGL2.');\n\t\t}\n\t\tthis.gl = gl;\n\n\t\tthis.textureUnitPool = {\n\t\t\tfree: [],\n\t\t\tnext: 0,\n\t\t\tmax: gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n\t\t};\n\t\tthis.textureOptions = textureOptions;\n\n\t\tconst { internalFormat, type } = textureOptions;\n\t\tconst isFloatFormat =\n\t\t\ttype === gl.FLOAT ||\n\t\t\ttype === gl.HALF_FLOAT ||\n\t\t\tinternalFormat === gl.RGBA16F ||\n\t\t\tinternalFormat === gl.RGBA32F ||\n\t\t\tinternalFormat === gl.R16F ||\n\t\t\tinternalFormat === gl.R32F ||\n\t\t\tinternalFormat === gl.RG16F ||\n\t\t\tinternalFormat === gl.RG32F;\n\t\tif (isFloatFormat && !gl.getExtension('EXT_color_buffer_float')) {\n\t\t\tconsole.warn('EXT_color_buffer_float not supported, falling back to RGBA8');\n\t\t\tdelete this.textureOptions?.internalFormat;\n\t\t\tdelete this.textureOptions?.format;\n\t\t\tdelete this.textureOptions?.type;\n\t\t}\n\n\t\tif (history) this.historyDepth = history;\n\t\tthis.debug = debug ?? (typeof process !== 'undefined' && process.env.NODE_ENV !== 'production');\n\t\tthis.animationFrameId = null;\n\t\tthis.resolutionObserver = new MutationObserver(() => this.updateResolution());\n\t\tthis.resizeObserver = new ResizeObserver(() => this.throttledHandleResize());\n\n\t\tconst glslInjections: string[] = [];\n\t\tif (plugins) {\n\t\t\tplugins.forEach(plugin =>\n\t\t\t\tplugin(this, {\n\t\t\t\t\tgl,\n\t\t\t\t\tcanvas: this.canvas,\n\t\t\t\t\tinjectGLSL: (code: string) => {\n\t\t\t\t\t\tglslInjections.push(code);\n\t\t\t\t\t},\n\t\t\t\t\temitHook: this.emitHook.bind(this),\n\t\t\t\t})\n\t\t\t);\n\t\t}\n\n\t\tconst program = this.gl.createProgram();\n\t\tif (!program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tthis.program = program;\n\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, DEFAULT_VERTEX_SHADER_SRC);\n\t\tconst fragmentShader = this.createShader(\n\t\t\tgl.FRAGMENT_SHADER,\n\t\t\tcombineShaderCode(fragmentShaderSrc, glslInjections)\n\t\t);\n\t\tgl.attachShader(program, vertexShader);\n\t\tgl.attachShader(program, fragmentShader);\n\t\tgl.linkProgram(program);\n\t\tgl.deleteShader(vertexShader);\n\t\tgl.deleteShader(fragmentShader);\n\n\t\tif (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', gl.getProgramInfoLog(program));\n\t\t\tgl.deleteProgram(program);\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tthis.aPositionLocation = gl.getAttribLocation(program, 'aPosition');\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\t\tthis.buffer = gl.createBuffer();\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, quadVertices, gl.STATIC_DRAW);\n\t\tgl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);\n\t\tgl.enableVertexAttribArray(this.aPositionLocation);\n\t\tgl.vertexAttribPointer(this.aPositionLocation, 2, gl.FLOAT, false, 0, 0);\n\n\t\tgl.useProgram(program);\n\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.resolutionObserver.observe(this.canvas, { attributes: true, attributeFilter: ['width', 'height'] });\n\t\t\tthis.resizeObserver.observe(this.canvas);\n\t\t}\n\t\tif (!this.isInternalCanvas) {\n\t\t\tthis.updateResolution();\n\t\t}\n\t\tthis.initializeUniform('u_cursor', 'float', this.cursorPosition);\n\t\tthis.initializeUniform('u_click', 'float', [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0]);\n\t\tthis.initializeUniform('u_time', 'float', 0);\n\t\tthis.initializeUniform('u_frame', 'int', 0);\n\t\tif (this.historyDepth > 0) {\n\t\t\tthis._initializeTexture(INTERMEDIATE_TEXTURE_KEY, this.canvas, {\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis._initializeTexture(HISTORY_TEXTURE_KEY, this.canvas, {\n\t\t\t\thistory: this.historyDepth,\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis.intermediateFbo = gl.createFramebuffer();\n\t\t}\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.addEventListeners();\n\t\t}\n\t\tthis.emitHook('init');\n\t}\n\n\tprivate emitHook(name: LifecycleMethod, ...args: any[]) {\n\t\tthis.hooks.get(name)?.forEach(hook => hook.call(this, ...args));\n\t}\n\n\ton(name: LifecycleMethod, fn: Function) {\n\t\tif (!this.hooks.has(name)) {\n\t\t\tthis.hooks.set(name, []);\n\t\t}\n\t\tthis.hooks.get(name)!.push(fn);\n\t}\n\n\toff(name: LifecycleMethod, fn: Function) {\n\t\tconst hooks = this.hooks.get(name);\n\t\tif (hooks) {\n\t\t\thooks.splice(hooks.indexOf(fn), 1);\n\t\t}\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate throttledHandleResize() {\n\t\tclearTimeout(this.resizeTimeout);\n\t\tconst now = performance.now();\n\t\tconst timeUntilNextResize = this.lastResizeTime + RESIZE_THROTTLE_INTERVAL - now;\n\t\tif (timeUntilNextResize <= 0) {\n\t\t\tthis.lastResizeTime = now;\n\t\t\tthis.handleResize();\n\t\t} else {\n\t\t\tthis.resizeTimeout = setTimeout(() => this.throttledHandleResize(), timeUntilNextResize);\n\t\t}\n\t}\n\n\tprivate handleResize() {\n\t\tif (!(this.canvas instanceof HTMLCanvasElement)) return;\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\t\tif (this.isInternalCanvas && (this.canvas.width !== width || this.canvas.height !== height)) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t}\n\t\tthis.emitHook('resize', width, height);\n\t}\n\n\tprivate addEventListeners() {\n\t\tconst htmlCanvas = this.canvas as HTMLCanvasElement;\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('u_cursor')) return;\n\t\t\tconst rect = htmlCanvas.getBoundingClientRect();\n\t\t\tthis.cursorPosition[0] = (x - rect.left) / rect.width;\n\t\t\tthis.cursorPosition[1] = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({ u_cursor: this.cursorPosition });\n\t\t};\n\n\t\tconst updateClick = (isMouseDown: boolean, x?: number, y?: number) => {\n\t\t\tif (!this.uniforms.has('u_click')) return;\n\t\t\tthis.isMouseDown = isMouseDown;\n\t\t\tif (isMouseDown) {\n\t\t\t\tconst rect = htmlCanvas.getBoundingClientRect();\n\t\t\t\tconst xVal = x as number;\n\t\t\t\tconst yVal = y as number;\n\t\t\t\tthis.clickPosition[0] = (xVal - rect.left) / rect.width;\n\t\t\t\tthis.clickPosition[1] = 1 - (yVal - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\t}\n\t\t\tthis.updateUniforms({ u_click: [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0] });\n\t\t};\n\n\t\tthis.eventListeners.set('mousemove', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tupdateCursor(mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mousedown', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tthis.isMouseDown = true;\n\t\t\t\t\tupdateClick(true, mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mouseup', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tupdateClick(false);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchmove', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchstart', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tthis.isTouchDevice = true;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t\tupdateClick(true, touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchend', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length === 0) {\n\t\t\t\tupdateClick(false);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\thtmlCanvas.addEventListener(event, listener);\n\t\t});\n\t}\n\n\tprivate updateResolution() {\n\t\tconst resolution: [number, number] = [this.gl.drawingBufferWidth, this.gl.drawingBufferHeight];\n\t\tthis.gl.viewport(0, 0, ...resolution);\n\t\tif (this.uniforms.has('u_resolution')) {\n\t\t\tthis.updateUniforms({ u_resolution: resolution });\n\t\t} else {\n\t\t\tthis.initializeUniform('u_resolution', 'float', resolution);\n\t\t}\n\t\tif (this.historyDepth > 0) {\n\t\t\tthis.resizeTexture(HISTORY_TEXTURE_KEY, ...resolution);\n\t\t\tthis.resizeTexture(INTERMEDIATE_TEXTURE_KEY, ...resolution);\n\t\t}\n\t\tthis.emitHook('updateResolution', ...resolution);\n\t}\n\n\tprivate resizeTexture(name: string | symbol, width: number, height: number) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info || (info.width === width && info.height === height)) return;\n\n\t\tthis.gl.deleteTexture(info.texture);\n\t\tinfo.width = width;\n\t\tinfo.height = height;\n\t\tconst { texture } = this.createTexture(name, info);\n\t\tinfo.texture = texture;\n\t\tif (info.history) {\n\t\t\tinfo.history.writeIndex = 0;\n\t\t\tthis.clearHistoryTextureLayers(info);\n\t\t}\n\t}\n\n\tprivate reserveTextureUnit(name: string | symbol) {\n\t\tconst existing = this.textures.get(name);\n\t\tif (existing) return existing.unitIndex;\n\t\tif (this.textureUnitPool.free.length > 0) return this.textureUnitPool.free.pop()!;\n\t\tif (this.textureUnitPool.next >= this.textureUnitPool.max) {\n\t\t\tthrow new Error('Exceeded the available texture units for this device.');\n\t\t}\n\t\treturn this.textureUnitPool.next++;\n\t}\n\n\tprivate releaseTextureUnit(name: string | symbol) {\n\t\tconst existing = this.textures.get(name);\n\t\tif (existing) {\n\t\t\tthis.textureUnitPool.free.push(existing.unitIndex);\n\t\t}\n\t}\n\n\tprivate resolveTextureOptions(options?: TextureOptions): ResolvedTextureOptions {\n\t\tconst { gl } = this;\n\t\tconst type = options?.type ?? gl.UNSIGNED_BYTE;\n\t\treturn {\n\t\t\ttype,\n\t\t\tformat: options?.format ?? gl.RGBA,\n\t\t\tinternalFormat:\n\t\t\t\toptions?.internalFormat ??\n\t\t\t\t(type === gl.FLOAT ? gl.RGBA32F : type === gl.HALF_FLOAT ? gl.RGBA16F : gl.RGBA8),\n\t\t\tminFilter: options?.minFilter ?? gl.LINEAR,\n\t\t\tmagFilter: options?.magFilter ?? gl.LINEAR,\n\t\t\twrapS: options?.wrapS ?? gl.CLAMP_TO_EDGE,\n\t\t\twrapT: options?.wrapT ?? gl.CLAMP_TO_EDGE,\n\t\t\tpreserveY: options?.preserveY,\n\t\t};\n\t}\n\n\tprivate clearHistoryTextureLayers(textureInfo: Texture): void {\n\t\tif (!textureInfo.history) return;\n\n\t\tconst gl = this.gl;\n\t\tconst { type, format } = textureInfo.options;\n\t\tconst size = textureInfo.width * textureInfo.height * 4;\n\t\tconst transparent =\n\t\t\ttype === gl.FLOAT\n\t\t\t\t? new Float32Array(size)\n\t\t\t\t: type === gl.HALF_FLOAT\n\t\t\t\t? new Uint16Array(size)\n\t\t\t\t: new Uint8Array(size);\n\t\tgl.activeTexture(gl.TEXTURE0 + textureInfo.unitIndex);\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, textureInfo.texture);\n\t\tfor (let layer = 0; layer < textureInfo.history.depth; ++layer) {\n\t\t\tgl.texSubImage3D(\n\t\t\t\tgl.TEXTURE_2D_ARRAY,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\tlayer,\n\t\t\t\ttextureInfo.width,\n\t\t\t\ttextureInfo.height,\n\t\t\t\t1,\n\t\t\t\tformat,\n\t\t\t\ttype,\n\t\t\t\ttransparent\n\t\t\t);\n\t\t}\n\t}\n\n\tinitializeUniform(\n\t\tname: string,\n\t\ttype: 'float' | 'int',\n\t\tvalue: number | number[] | (number | number[])[],\n\t\toptions?: { arrayLength?: number }\n\t) {\n\t\tconst arrayLength = options?.arrayLength;\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`${name} is already initialized.`);\n\t\t}\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\t\tif (arrayLength && !(Array.isArray(value) && value.length === arrayLength)) {\n\t\t\tthrow new Error(`${name} array length mismatch: must initialize with ${arrayLength} elements.`);\n\t\t}\n\n\t\tlet location = this.gl.getUniformLocation(this.program!, name);\n\t\tif (!location && arrayLength) {\n\t\t\tlocation = this.gl.getUniformLocation(this.program!, `${name}[0]`);\n\t\t}\n\t\tif (!location) {\n\t\t\tthis.log(`${name} not in shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tconst probeValue = arrayLength ? (value as number[] | number[][])[0] : value;\n\t\tconst length = Array.isArray(probeValue) ? (probeValue.length as 1 | 2 | 3 | 4) : 1;\n\t\tthis.uniforms.set(name, { type, length, location, arrayLength });\n\n\t\ttry {\n\t\t\tthis.updateUniforms({ [name]: value });\n\t\t} catch (error) {\n\t\t\tthis.uniforms.delete(name);\n\t\t\tthrow error;\n\t\t}\n\t\tthis.emitHook('initializeUniform', ...arguments);\n\t}\n\n\tprivate log(...args: any[]) {\n\t\tif (this.debug) console.debug(...args);\n\t}\n\n\tupdateUniforms(\n\t\tupdates: Record<string, number | number[] | (number | number[])[]>,\n\t\toptions?: { startIndex?: number }\n\t) {\n\t\tthis.gl.useProgram(this.program);\n\t\tObject.entries(updates).forEach(([name, newValue]) => {\n\t\t\tconst uniform = this.uniforms.get(name);\n\t\t\tif (!uniform) {\n\t\t\t\tthis.log(`${name} not in shader. Skipping update.`);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet glFunctionName = `uniform${uniform.length}${uniform.type.charAt(0)}`; // e.g. uniform1f, uniform3i…\n\t\t\tif (uniform.arrayLength) {\n\t\t\t\tif (!Array.isArray(newValue)) {\n\t\t\t\t\tthrow new Error(`${name} is an array, but the value passed to updateUniforms is not an array.`);\n\t\t\t\t}\n\t\t\t\tconst nValues = newValue.length;\n\t\t\t\tif (!nValues) return;\n\t\t\t\tif (nValues > uniform.arrayLength) {\n\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t`${name} received ${nValues} values, but maximum length is ${uniform.arrayLength}.`\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t\tif (newValue.some(item => (Array.isArray(item) ? item.length : 1) !== uniform.length)) {\n\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t`Tried to update ${name} with some elements that are not length ${uniform.length}.`\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t\tconst typedArray = new (uniform.type === 'float' ? Float32Array : Int32Array)(newValue.flat());\n\t\t\t\tlet location = uniform.location;\n\t\t\t\tif (options?.startIndex) {\n\t\t\t\t\tconst newLocation = this.gl.getUniformLocation(this.program!, `${name}[${options.startIndex}]`);\n\t\t\t\t\tif (!newLocation) {\n\t\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t\t`${name}[${options.startIndex}] not in shader. Did you pass an invalid startIndex?`\n\t\t\t\t\t\t);\n\t\t\t\t\t}\n\t\t\t\t\tlocation = newLocation;\n\t\t\t\t}\n\t\t\t\t(this.gl as any)[glFunctionName + 'v'](location, typedArray);\n\t\t\t} else {\n\t\t\t\tif (!Array.isArray(newValue)) newValue = [newValue];\n\t\t\t\tif (newValue.length !== uniform.length) {\n\t\t\t\t\tthrow new Error(`Invalid uniform value length: ${newValue.length}. Expected ${uniform.length}.`);\n\t\t\t\t}\n\t\t\t\t(this.gl as any)[glFunctionName](uniform.location, ...newValue);\n\t\t\t}\n\t\t});\n\t\tthis.emitHook('updateUniforms', ...arguments);\n\t}\n\n\tprivate createTexture(\n\t\tname: string | symbol,\n\t\ttextureInfo: Pick<Texture, 'width' | 'height' | 'history' | 'options'> & { unitIndex?: number }\n\t) {\n\t\tconst { width, height } = textureInfo;\n\t\tconst historyDepth = textureInfo.history?.depth ?? 0;\n\n\t\tconst texture = this.gl.createTexture();\n\t\tif (!texture) {\n\t\t\tthrow new Error('Failed to create texture');\n\t\t}\n\n\t\tlet unitIndex = textureInfo.unitIndex;\n\t\tif (typeof unitIndex !== 'number') {\n\t\t\ttry {\n\t\t\t\tunitIndex = this.reserveTextureUnit(name);\n\t\t\t} catch (error) {\n\t\t\t\tthis.gl.deleteTexture(texture);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tconst hasHistory = historyDepth > 0;\n\t\tconst textureTarget = hasHistory ? this.gl.TEXTURE_2D_ARRAY : this.gl.TEXTURE_2D;\n\t\tconst { options } = textureInfo;\n\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + unitIndex);\n\t\tthis.gl.bindTexture(textureTarget, texture);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_S, options.wrapS);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_T, options.wrapT);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MIN_FILTER, options.minFilter);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MAG_FILTER, options.magFilter);\n\t\tif (hasHistory) {\n\t\t\tthis.gl.texStorage3D(textureTarget, 1, options.internalFormat, width, height, historyDepth);\n\t\t} else if (name === INTERMEDIATE_TEXTURE_KEY) {\n\t\t\tthis.gl.texImage2D(\n\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t0,\n\t\t\t\toptions.internalFormat,\n\t\t\t\twidth,\n\t\t\t\theight,\n\t\t\t\t0,\n\t\t\t\toptions.format,\n\t\t\t\toptions.type,\n\t\t\t\tnull\n\t\t\t);\n\t\t}\n\t\treturn { texture, unitIndex };\n\t}\n\n\tprivate _initializeTexture(\n\t\tname: string | symbol,\n\t\tsource: TextureSource,\n\t\toptions?: TextureOptions & { history?: number }\n\t) {\n\t\tif (this.textures.has(name)) {\n\t\t\tthrow new Error(`Texture '${stringFrom(name)}' is already initialized.`);\n\t\t}\n\n\t\tconst { history: historyDepth = 0, ...textureOptions } = options ?? {};\n\t\tconst { width, height } = getSourceDimensions(source);\n\t\tif (!width || !height) {\n\t\t\tthrow new Error(`Texture source must have valid dimensions`);\n\t\t}\n\t\tconst textureInfo: Pick<Texture, 'width' | 'height' | 'history' | 'options'> = {\n\t\t\twidth,\n\t\t\theight,\n\t\t\toptions: this.resolveTextureOptions(textureOptions),\n\t\t};\n\t\tif (historyDepth > 0) {\n\t\t\ttextureInfo.history = { depth: historyDepth, writeIndex: 0 };\n\t\t}\n\t\tconst { texture, unitIndex } = this.createTexture(name, textureInfo);\n\t\tconst completeTextureInfo: Texture = { texture, unitIndex, ...textureInfo };\n\t\tif (historyDepth > 0) {\n\t\t\tthis.initializeUniform(`${stringFrom(name)}FrameOffset`, 'int', 0);\n\t\t\tthis.clearHistoryTextureLayers(completeTextureInfo);\n\t\t}\n\t\tthis.textures.set(name, completeTextureInfo);\n\t\tthis.updateTexture(name, source);\n\n\t\t// Set a uniform to access the texture in the fragment shader.\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, stringFrom(name));\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tinitializeTexture(name: string, source: TextureSource, options?: TextureOptions & { history?: number }) {\n\t\tthis._initializeTexture(name, source, options);\n\t\tthis.emitHook('initializeTexture', ...arguments);\n\t}\n\n\tupdateTextures(updates: Record<string, UpdateTextureSource>, options?: { skipHistoryWrite?: boolean }) {\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tthis.updateTexture(name, source, options);\n\t\t});\n\t\tthis.emitHook('updateTextures', ...arguments);\n\t}\n\n\tprivate updateTexture(\n\t\tname: string | symbol,\n\t\tsource: UpdateTextureSource,\n\t\toptions?: { skipHistoryWrite?: boolean }\n\t) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info) throw new Error(`Texture '${stringFrom(name)}' is not initialized.`);\n\n\t\tif (source instanceof WebGLTexture) {\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, source);\n\t\t\treturn;\n\t\t}\n\n\t\t// If dimensions changed, recreate the texture with new dimensions.\n\t\tconst { width, height } = getSourceDimensions(source);\n\t\tif (!width || !height) return;\n\n\t\tconst isPartial = 'isPartial' in source && source.isPartial;\n\t\tif (!isPartial) {\n\t\t\tthis.resizeTexture(name, width, height);\n\t\t}\n\n\t\t// UNPACK_FLIP_Y_WEBGL only works for DOM element sources, not typed arrays.\n\t\tconst isTypedArray = 'data' in source && source.data;\n\t\tconst shouldFlipY = !isTypedArray && !info.options?.preserveY;\n\t\tconst previousFlipY = this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);\n\n\t\tif (info.history) {\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY, info.texture);\n\t\t\tif (!options?.skipHistoryWrite) {\n\t\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, shouldFlipY);\n\t\t\t\tthis.gl.texSubImage3D(\n\t\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.history.writeIndex,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\t1,\n\t\t\t\t\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\n\t\t\t\t\t((source as PartialCustomTexture).data ?? (source as Exclude<TextureSource, CustomTexture>)) as any\n\t\t\t\t);\n\t\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, previousFlipY);\n\t\t\t\tconst frameOffsetUniformName = `${stringFrom(name)}FrameOffset`;\n\t\t\t\tthis.updateUniforms({ [frameOffsetUniformName]: info.history.writeIndex });\n\t\t\t\tinfo.history.writeIndex = (info.history.writeIndex + 1) % info.history.depth;\n\t\t\t}\n\t\t} else {\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, info.texture);\n\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, shouldFlipY);\n\n\t\t\tif (isPartial) {\n\t\t\t\tthis.gl.texSubImage2D(\n\t\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t\t0,\n\t\t\t\t\tsource.x ?? 0,\n\t\t\t\t\tsource.y ?? 0,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\n\t\t\t\t\tsource.data\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tthis.gl.texImage2D(\n\t\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.internalFormat,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\n\t\t\t\t\t((source as PartialCustomTexture).data ?? (source as Exclude<TextureSource, CustomTexture>)) as any\n\t\t\t\t);\n\t\t\t}\n\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, previousFlipY);\n\t\t}\n\t}\n\n\tdraw(options?: StepOptions) {\n\t\tthis.emitHook('beforeDraw', ...arguments);\n\t\tconst gl = this.gl;\n\t\tconst w = gl.drawingBufferWidth;\n\t\tconst h = gl.drawingBufferHeight;\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tconst intermediateInfo = this.textures.get(INTERMEDIATE_TEXTURE_KEY);\n\t\tconst shouldStoreHistory = historyInfo && !options?.skipHistoryWrite;\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Render to intermediate texture to avoid feedback loop with history texture\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, intermediateInfo!.texture, 0);\n\t\t}\n\n\t\tgl.useProgram(this.program);\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n\t\tgl.vertexAttribPointer(this.aPositionLocation, 2, gl.FLOAT, false, 0, 0);\n\t\tgl.enableVertexAttribArray(this.aPositionLocation);\n\t\tgl.viewport(0, 0, w, h);\n\t\tif (!options?.skipClear) gl.clear(gl.COLOR_BUFFER_BIT);\n\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Copy to history layer\n\t\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, historyInfo.texture);\n\t\t\tgl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, historyInfo.history!.writeIndex, 0, 0, w, h);\n\n\t\t\t// Blit to screen\n\t\t\tgl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n\t\t\tgl.blitFramebuffer(0, 0, w, h, 0, 0, w, h, gl.COLOR_BUFFER_BIT, gl.NEAREST);\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\t\t}\n\t\tthis.emitHook('afterDraw', ...arguments);\n\t}\n\n\tstep(time: number, options?: StepOptions) {\n\t\tthis.emitHook('beforeStep', ...arguments);\n\t\tconst updates: Record<string, number> = {};\n\t\tif (this.uniforms.has('u_time')) updates.u_time = time;\n\t\tif (this.uniforms.has('u_frame')) updates.u_frame = this.frame;\n\t\tthis.updateUniforms(updates);\n\t\tthis.draw(options);\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tif (historyInfo && !options?.skipHistoryWrite) {\n\t\t\tconst { writeIndex, depth } = historyInfo.history!;\n\t\t\tthis.updateUniforms({ [`${stringFrom(HISTORY_TEXTURE_KEY)}FrameOffset`]: writeIndex });\n\t\t\thistoryInfo.history!.writeIndex = (writeIndex + 1) % depth;\n\t\t}\n\t\t++this.frame;\n\t\tthis.emitHook('afterStep', ...arguments);\n\t}\n\n\tplay(\n\t\tonStepComplete?: (time: number, frame: number) => void,\n\t\tsetStepOptions?: (time: number, frame: number) => StepOptions | void\n\t) {\n\t\tthis.pause(); // Prevent double play.\n\t\tconst loop = (time: number) => {\n\t\t\ttime = (time - this.startTime) / 1000; // Convert from milliseconds to seconds.\n\t\t\tconst options = setStepOptions?.(time, this.frame) ?? undefined;\n\t\t\tthis.step(time, options);\n\t\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\t\tonStepComplete?.(time, this.frame);\n\t\t};\n\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\tthis.emitHook('play');\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t\tthis.emitHook('pause');\n\t}\n\n\treset() {\n\t\tthis.frame = 0;\n\t\tthis.startTime = performance.now();\n\t\tthis.textures.forEach(texture => {\n\t\t\tif (texture.history) {\n\t\t\t\ttexture.history.writeIndex = 0;\n\t\t\t\tthis.clearHistoryTextureLayers(texture);\n\t\t\t}\n\t\t});\n\t\tthis.emitHook('reset');\n\t}\n\n\tdestroy() {\n\t\tthis.emitHook('destroy');\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\n\t\tthis.resolutionObserver.disconnect();\n\t\tthis.resizeObserver.disconnect();\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\t\tthis.canvas.removeEventListener(event, listener);\n\t\t\t});\n\t\t}\n\n\t\tif (this.program) {\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t}\n\n\t\tif (this.intermediateFbo) {\n\t\t\tthis.gl.deleteFramebuffer(this.intermediateFbo);\n\t\t\tthis.intermediateFbo = null;\n\t\t}\n\n\t\tthis.textures.forEach(texture => {\n\t\t\tthis.gl.deleteTexture(texture.texture);\n\t\t});\n\t\tthis.textureUnitPool.free = [];\n\t\tthis.textureUnitPool.next = 0;\n\n\t\tif (this.buffer) {\n\t\t\tthis.gl.deleteBuffer(this.buffer);\n\t\t\tthis.buffer = null;\n\t\t}\n\n\t\tif (this.isInternalCanvas && this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.canvas.remove();\n\t\t}\n\t}\n}\n\nexport default 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