shaders-oneshot 0.0.81-shared.1

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Files changed (129) hide show
  1. package/LICENSE +201 -0
  2. package/NOTICE +5 -0
  3. package/README.md +7 -0
  4. package/dist/empty-pixel.d.ts +1 -0
  5. package/dist/empty-pixel.js +10 -0
  6. package/dist/empty-pixel.js.map +7 -0
  7. package/dist/get-shader-color-from-string.d.ts +3 -0
  8. package/dist/get-shader-color-from-string.js +101 -0
  9. package/dist/get-shader-color-from-string.js.map +7 -0
  10. package/dist/get-shader-color-from-string.test.d.ts +1 -0
  11. package/dist/get-shader-color-from-string.test.js +69 -0
  12. package/dist/get-shader-noise-texture.d.ts +1 -0
  13. package/dist/get-shader-noise-texture.js +18 -0
  14. package/dist/get-shader-noise-texture.js.map +7 -0
  15. package/dist/index.d.ts +68 -0
  16. package/dist/index.js +194 -0
  17. package/dist/index.js.map +7 -0
  18. package/dist/shader-color-spaces.d.ts +6 -0
  19. package/dist/shader-color-spaces.js +96 -0
  20. package/dist/shader-color-spaces.js.map +7 -0
  21. package/dist/shader-mount.d.ts +199 -0
  22. package/dist/shader-mount.js +735 -0
  23. package/dist/shader-mount.js.map +7 -0
  24. package/dist/shader-sizing.d.ts +30 -0
  25. package/dist/shader-sizing.js +38 -0
  26. package/dist/shader-sizing.js.map +7 -0
  27. package/dist/shader-utils.d.ts +10 -0
  28. package/dist/shader-utils.js +131 -0
  29. package/dist/shader-utils.js.map +7 -0
  30. package/dist/shaders/color-panels.d.ts +70 -0
  31. package/dist/shaders/color-panels.js +224 -0
  32. package/dist/shaders/color-panels.js.map +7 -0
  33. package/dist/shaders/dithering.d.ts +62 -0
  34. package/dist/shaders/dithering.js +271 -0
  35. package/dist/shaders/dithering.js.map +7 -0
  36. package/dist/shaders/dot-grid.d.ts +65 -0
  37. package/dist/shaders/dot-grid.js +110 -0
  38. package/dist/shaders/dot-grid.js.map +7 -0
  39. package/dist/shaders/dot-orbit.d.ts +57 -0
  40. package/dist/shaders/dot-orbit.js +123 -0
  41. package/dist/shaders/dot-orbit.js.map +7 -0
  42. package/dist/shaders/fluted-glass.d.ts +112 -0
  43. package/dist/shaders/fluted-glass.js +361 -0
  44. package/dist/shaders/fluted-glass.js.map +7 -0
  45. package/dist/shaders/gem-smoke.d.ts +96 -0
  46. package/dist/shaders/gem-smoke.js +573 -0
  47. package/dist/shaders/gem-smoke.js.map +7 -0
  48. package/dist/shaders/god-rays.d.ts +67 -0
  49. package/dist/shaders/god-rays.js +133 -0
  50. package/dist/shaders/god-rays.js.map +7 -0
  51. package/dist/shaders/grain-gradient.d.ts +80 -0
  52. package/dist/shaders/grain-gradient.js +301 -0
  53. package/dist/shaders/grain-gradient.js.map +7 -0
  54. package/dist/shaders/halftone-cmyk.d.ts +104 -0
  55. package/dist/shaders/halftone-cmyk.js +295 -0
  56. package/dist/shaders/halftone-cmyk.js.map +7 -0
  57. package/dist/shaders/halftone-dots.d.ts +80 -0
  58. package/dist/shaders/halftone-dots.js +321 -0
  59. package/dist/shaders/halftone-dots.js.map +7 -0
  60. package/dist/shaders/heatmap.d.ts +66 -0
  61. package/dist/shaders/heatmap.js +384 -0
  62. package/dist/shaders/heatmap.js.map +7 -0
  63. package/dist/shaders/image-dithering.d.ts +64 -0
  64. package/dist/shaders/image-dithering.js +199 -0
  65. package/dist/shaders/image-dithering.js.map +7 -0
  66. package/dist/shaders/lens-distortion.d.ts +97 -0
  67. package/dist/shaders/lens-distortion.js +276 -0
  68. package/dist/shaders/lens-distortion.js.map +7 -0
  69. package/dist/shaders/liquid-metal.d.ts +89 -0
  70. package/dist/shaders/liquid-metal.js +633 -0
  71. package/dist/shaders/liquid-metal.js.map +7 -0
  72. package/dist/shaders/mesh-gradient.d.ts +52 -0
  73. package/dist/shaders/mesh-gradient.js +131 -0
  74. package/dist/shaders/mesh-gradient.js.map +7 -0
  75. package/dist/shaders/metaballs.d.ts +51 -0
  76. package/dist/shaders/metaballs.js +111 -0
  77. package/dist/shaders/metaballs.js.map +7 -0
  78. package/dist/shaders/neuro-noise.d.ts +47 -0
  79. package/dist/shaders/neuro-noise.js +77 -0
  80. package/dist/shaders/neuro-noise.js.map +7 -0
  81. package/dist/shaders/paper-texture.d.ts +109 -0
  82. package/dist/shaders/paper-texture.js +527 -0
  83. package/dist/shaders/paper-texture.js.map +7 -0
  84. package/dist/shaders/perlin-noise.d.ts +52 -0
  85. package/dist/shaders/perlin-noise.js +167 -0
  86. package/dist/shaders/perlin-noise.js.map +7 -0
  87. package/dist/shaders/pulsing-border.d.ts +98 -0
  88. package/dist/shaders/pulsing-border.js +239 -0
  89. package/dist/shaders/pulsing-border.js.map +7 -0
  90. package/dist/shaders/simplex-noise.d.ts +45 -0
  91. package/dist/shaders/simplex-noise.js +92 -0
  92. package/dist/shaders/simplex-noise.js.map +7 -0
  93. package/dist/shaders/smoke-ring.d.ts +61 -0
  94. package/dist/shaders/smoke-ring.js +133 -0
  95. package/dist/shaders/smoke-ring.js.map +7 -0
  96. package/dist/shaders/spiral.d.ts +61 -0
  97. package/dist/shaders/spiral.js +83 -0
  98. package/dist/shaders/spiral.js.map +7 -0
  99. package/dist/shaders/static-mesh-gradient.d.ts +63 -0
  100. package/dist/shaders/static-mesh-gradient.js +131 -0
  101. package/dist/shaders/static-mesh-gradient.js.map +7 -0
  102. package/dist/shaders/static-radial-gradient.d.ts +72 -0
  103. package/dist/shaders/static-radial-gradient.js +188 -0
  104. package/dist/shaders/static-radial-gradient.js.map +7 -0
  105. package/dist/shaders/swirl.d.ts +63 -0
  106. package/dist/shaders/swirl.js +104 -0
  107. package/dist/shaders/swirl.js.map +7 -0
  108. package/dist/shaders/voronoi.d.ts +65 -0
  109. package/dist/shaders/voronoi.js +139 -0
  110. package/dist/shaders/voronoi.js.map +7 -0
  111. package/dist/shaders/warp.d.ts +70 -0
  112. package/dist/shaders/warp.js +130 -0
  113. package/dist/shaders/warp.js.map +7 -0
  114. package/dist/shaders/water.d.ts +59 -0
  115. package/dist/shaders/water.js +122 -0
  116. package/dist/shaders/water.js.map +7 -0
  117. package/dist/shaders/waves.d.ts +53 -0
  118. package/dist/shaders/waves.js +66 -0
  119. package/dist/shaders/waves.js.map +7 -0
  120. package/dist/shared-webgl-renderer.d.ts +63 -0
  121. package/dist/shared-webgl-renderer.js +262 -0
  122. package/dist/shared-webgl-renderer.js.map +7 -0
  123. package/dist/types.d.ts +3 -0
  124. package/dist/types.js +6 -0
  125. package/dist/types.js.map +7 -0
  126. package/dist/vertex-shader.d.ts +2 -0
  127. package/dist/vertex-shader.js +160 -0
  128. package/dist/vertex-shader.js.map +7 -0
  129. package/package.json +29 -0
@@ -0,0 +1,361 @@
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+ /* * * * * * * * * * * * * * * * * * * * * * * * * * * *
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+ * Paper Shaders *
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+ * https://github.com/paper-design/shaders *
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+ * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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+
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+ import {} from "../shader-sizing.js";
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+ import { declarePI, rotation2, proceduralHash21 } from "../shader-utils.js";
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+ const flutedGlassFragmentShader = `#version 300 es
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+ precision mediump float;
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+
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+ uniform vec2 u_resolution;
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+ uniform float u_pixelRatio;
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+
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+ uniform vec4 u_colorBack;
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+ uniform vec4 u_colorShadow;
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+ uniform vec4 u_colorHighlight;
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+
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+ uniform sampler2D u_image;
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+ uniform float u_imageAspectRatio;
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+
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+ uniform float u_size;
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+ uniform float u_shadows;
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+ uniform float u_angle;
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+ uniform float u_stretch;
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+ uniform float u_shape;
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+ uniform float u_distortion;
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+ uniform float u_highlights;
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+ uniform float u_distortionShape;
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+ uniform float u_shift;
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+ uniform float u_blur;
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+ uniform float u_edges;
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+ uniform float u_marginLeft;
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+ uniform float u_marginRight;
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+ uniform float u_marginTop;
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+ uniform float u_marginBottom;
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+ uniform float u_grainMixer;
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+ uniform float u_grainOverlay;
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+
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+ in vec2 v_imageUV;
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+
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+ out vec4 fragColor;
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+
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+ ${declarePI}
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+ ${rotation2}
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+ ${proceduralHash21}
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+
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+ float valueNoise(vec2 st) {
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+ vec2 i = floor(st);
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+ vec2 f = fract(st);
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+ float a = hash21(i);
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+ float b = hash21(i + vec2(1.0, 0.0));
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+ float c = hash21(i + vec2(0.0, 1.0));
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+ float d = hash21(i + vec2(1.0, 1.0));
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+ vec2 u = f * f * (3.0 - 2.0 * f);
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+ float x1 = mix(a, b, u.x);
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+ float x2 = mix(c, d, u.x);
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+ return mix(x1, x2, u.y);
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+ }
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+
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+ float getUvFrame(vec2 uv, float softness) {
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+ float aax = 2. * fwidth(uv.x);
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+ float aay = 2. * fwidth(uv.y);
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+ float left = smoothstep(0., aax + softness, uv.x);
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+ float right = 1. - smoothstep(1. - softness - aax, 1., uv.x);
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+ float bottom = smoothstep(0., aay + softness, uv.y);
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+ float top = 1. - smoothstep(1. - softness - aay, 1., uv.y);
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+ return left * right * bottom * top;
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+ }
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+
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+ const int MAX_RADIUS = 50;
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+ vec4 samplePremultiplied(sampler2D tex, vec2 uv) {
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+ vec4 c = texture(tex, uv);
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+ c.rgb *= c.a;
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+ return c;
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+ }
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+ vec4 getBlur(sampler2D tex, vec2 uv, vec2 texelSize, vec2 dir, float sigma) {
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+ if (sigma <= .5) return texture(tex, uv);
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+ int radius = int(min(float(MAX_RADIUS), ceil(3.0 * sigma)));
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+
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+ float twoSigma2 = 2.0 * sigma * sigma;
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+ float gaussianNorm = 1.0 / sqrt(TWO_PI * sigma * sigma);
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+
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+ vec4 sum = samplePremultiplied(tex, uv) * gaussianNorm;
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+ float weightSum = gaussianNorm;
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+
86
+ for (int i = 1; i <= MAX_RADIUS; i++) {
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+ if (i > radius) break;
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+
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+ float x = float(i);
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+ float w = exp(-(x * x) / twoSigma2) * gaussianNorm;
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+
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+ vec2 offset = dir * texelSize * x;
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+ vec4 s1 = samplePremultiplied(tex, uv + offset);
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+ vec4 s2 = samplePremultiplied(tex, uv - offset);
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+
96
+ sum += (s1 + s2) * w;
97
+ weightSum += 2.0 * w;
98
+ }
99
+
100
+ vec4 result = sum / weightSum;
101
+ if (result.a > 0.) {
102
+ result.rgb /= result.a;
103
+ }
104
+
105
+ return result;
106
+ }
107
+
108
+ vec2 rotateAspect(vec2 p, float a, float aspect) {
109
+ p.x *= aspect;
110
+ p = rotate(p, a);
111
+ p.x /= aspect;
112
+ return p;
113
+ }
114
+
115
+ float smoothFract(float x) {
116
+ float f = fract(x);
117
+ float w = fwidth(x);
118
+
119
+ float edge = abs(f - 0.5) - 0.5;
120
+ float band = smoothstep(-w, w, edge);
121
+
122
+ return mix(f, 1.0 - f, band);
123
+ }
124
+
125
+ void main() {
126
+
127
+ float patternRotation = -u_angle * PI / 180.;
128
+ float patternSize = mix(200., 5., u_size);
129
+
130
+ vec2 uv = v_imageUV;
131
+
132
+ vec2 uvMask = gl_FragCoord.xy / u_resolution.xy;
133
+ vec2 sw = vec2(.005);
134
+ vec4 margins = vec4(u_marginLeft, u_marginTop, u_marginRight, u_marginBottom);
135
+ float mask =
136
+ smoothstep(margins[0], margins[0] + sw.x, uvMask.x + sw.x) *
137
+ smoothstep(margins[2], margins[2] + sw.x, 1.0 - uvMask.x + sw.x) *
138
+ smoothstep(margins[1], margins[1] + sw.y, uvMask.y + sw.y) *
139
+ smoothstep(margins[3], margins[3] + sw.y, 1.0 - uvMask.y + sw.y);
140
+ float maskOuter =
141
+ smoothstep(margins[0] - sw.x, margins[0], uvMask.x + sw.x) *
142
+ smoothstep(margins[2] - sw.x, margins[2], 1.0 - uvMask.x + sw.x) *
143
+ smoothstep(margins[1] - sw.y, margins[1], uvMask.y + sw.y) *
144
+ smoothstep(margins[3] - sw.y, margins[3], 1.0 - uvMask.y + sw.y);
145
+ float maskStroke = maskOuter - mask;
146
+ float maskInner =
147
+ smoothstep(margins[0] - 2. * sw.x, margins[0], uvMask.x) *
148
+ smoothstep(margins[2] - 2. * sw.x, margins[2], 1.0 - uvMask.x) *
149
+ smoothstep(margins[1] - 2. * sw.y, margins[1], uvMask.y) *
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+ smoothstep(margins[3] - 2. * sw.y, margins[3], 1.0 - uvMask.y);
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+ float maskStrokeInner = maskInner - mask;
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+
153
+ uv -= .5;
154
+ uv *= patternSize;
155
+ uv = rotateAspect(uv, patternRotation, u_imageAspectRatio);
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+
157
+ float curve = 0.;
158
+ float patternY = uv.y / u_imageAspectRatio;
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+ if (u_shape > 4.5) {
160
+ // pattern
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+ curve = .5 + .5 * sin(.5 * PI * uv.x) * cos(.5 * PI * patternY);
162
+ } else if (u_shape > 3.5) {
163
+ // zigzag
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+ curve = 10. * abs(fract(.1 * patternY) - .5);
165
+ } else if (u_shape > 2.5) {
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+ // wave
167
+ curve = 4. * sin(.23 * patternY);
168
+ } else if (u_shape > 1.5) {
169
+ // lines irregular
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+ curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);
171
+ } else {
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+ // lines
173
+ }
174
+
175
+ vec2 UvToFract = uv + curve;
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+ vec2 fractOrigUV = fract(uv);
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+ vec2 floorOrigUV = floor(uv);
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+
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+ float x = smoothFract(UvToFract.x);
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+ float xNonSmooth = fract(UvToFract.x) + .0001;
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+
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+ float highlightsWidth = 2. * max(.001, fwidth(UvToFract.x));
183
+ highlightsWidth += 2. * maskStrokeInner;
184
+ float highlights = smoothstep(0., highlightsWidth, xNonSmooth);
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+ highlights *= smoothstep(1., 1. - highlightsWidth, xNonSmooth);
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+ highlights = 1. - highlights;
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+ highlights *= u_highlights;
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+ highlights = clamp(highlights, 0., 1.);
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+ highlights *= mask;
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+
191
+ float shadows = pow(x, 1.3);
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+ float distortion = 0.;
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+ float fadeX = 1.;
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+ float frameFade = 0.;
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+
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+ float aa = fwidth(xNonSmooth);
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+ aa = max(aa, fwidth(uv.x));
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+ aa = max(aa, fwidth(UvToFract.x));
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+ aa = max(aa, .0001);
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+
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+ if (u_distortionShape == 1.) {
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+ distortion = -pow(1.5 * x, 3.);
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+ distortion += (.5 - u_shift);
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+
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+ frameFade = pow(1.5 * x, 3.);
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+ aa = max(.2, aa);
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+ aa += mix(.2, 0., u_size);
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+ fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);
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+ distortion = mix(.5, distortion, fadeX);
210
+ } else if (u_distortionShape == 2.) {
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+ distortion = 2. * pow(x, 2.);
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+ distortion -= (.5 + u_shift);
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+
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+ frameFade = pow(abs(x - .5), 4.);
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+ aa = max(.2, aa);
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+ aa += mix(.2, 0., u_size);
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+ fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);
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+ distortion = mix(.5, distortion, fadeX);
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+ frameFade = mix(1., frameFade, .5 * fadeX);
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+ } else if (u_distortionShape == 3.) {
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+ distortion = pow(2. * (xNonSmooth - .5), 6.);
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+ distortion -= .25;
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+ distortion -= u_shift;
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+
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+ frameFade = 1. - 2. * pow(abs(x - .4), 2.);
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+ aa = .15;
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+ aa += mix(.1, 0., u_size);
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+ fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);
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+ frameFade = mix(1., frameFade, fadeX);
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+
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+ } else if (u_distortionShape == 4.) {
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+ x = xNonSmooth;
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+ distortion = sin((x + .25) * TWO_PI);
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+ shadows = .5 + .5 * asin(distortion) / (.5 * PI);
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+ distortion *= .5;
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+ distortion -= u_shift;
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+ frameFade = .5 + .5 * sin(x * TWO_PI);
238
+ } else if (u_distortionShape == 5.) {
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+ distortion -= pow(abs(x), .2) * x;
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+ distortion += .33;
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+ distortion -= 3. * u_shift;
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+ distortion *= .33;
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+
244
+ frameFade = .3 * (smoothstep(.0, 1., x));
245
+ shadows = pow(x, 2.5);
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+
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+ aa = max(.1, aa);
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+ aa += mix(.1, 0., u_size);
249
+ fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);
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+ distortion *= fadeX;
251
+ }
252
+
253
+ vec2 dudx = dFdx(v_imageUV);
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+ vec2 dudy = dFdy(v_imageUV);
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+ vec2 grainUV = v_imageUV - .5;
256
+ grainUV *= (.8 / vec2(length(dudx), length(dudy)));
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+ grainUV += .5;
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+ if (u_grainMixer > 0.) {
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+ float grain = valueNoise(grainUV);
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+ grain = smoothstep(.4, .7, grain);
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+ grain *= u_grainMixer;
262
+ distortion = mix(distortion, 0., grain);
263
+ }
264
+
265
+ shadows = min(shadows, 1.);
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+ shadows += maskStrokeInner;
267
+ shadows *= mask;
268
+ shadows = min(shadows, 1.);
269
+ shadows *= pow(u_shadows, 2.);
270
+ shadows = clamp(shadows, 0., 1.);
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+
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+ distortion *= 3. * u_distortion;
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+ frameFade *= u_distortion;
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+
275
+ fractOrigUV.x += distortion;
276
+ floorOrigUV = rotateAspect(floorOrigUV, -patternRotation, u_imageAspectRatio);
277
+ fractOrigUV = rotateAspect(fractOrigUV, -patternRotation, u_imageAspectRatio);
278
+
279
+ uv = (floorOrigUV + fractOrigUV) / patternSize;
280
+ uv += pow(maskStroke, 4.);
281
+
282
+ uv += vec2(.5);
283
+
284
+ uv = mix(v_imageUV, uv, smoothstep(0., .7, mask));
285
+ float blur = mix(0., 50., u_blur);
286
+ blur = mix(0., blur, smoothstep(.5, 1., mask));
287
+
288
+ float edgeDistortion = mix(.0, .04, u_edges);
289
+ edgeDistortion += .06 * frameFade * u_edges;
290
+ edgeDistortion *= mask;
291
+ float frame = getUvFrame(uv, edgeDistortion);
292
+
293
+ float stretch = 1. - smoothstep(0., .5, xNonSmooth) * smoothstep(1., 1. - .5, xNonSmooth);
294
+ stretch = pow(stretch, 2.);
295
+ stretch *= mask;
296
+ stretch *= getUvFrame(uv, .1 + .05 * mask * frameFade);
297
+ uv.y = mix(uv.y, .5, u_stretch * stretch);
298
+
299
+ vec4 image = getBlur(u_image, uv, 1. / u_resolution / u_pixelRatio, vec2(0., 1.), blur);
300
+ image.rgb *= image.a;
301
+ vec4 backColor = u_colorBack;
302
+ backColor.rgb *= backColor.a;
303
+ vec4 highlightColor = u_colorHighlight;
304
+ highlightColor.rgb *= highlightColor.a;
305
+ vec4 shadowColor = u_colorShadow;
306
+
307
+ vec3 color = highlightColor.rgb * highlights;
308
+ float opacity = highlightColor.a * highlights;
309
+
310
+ shadows = mix(shadows * shadowColor.a, 0., highlights);
311
+ color = mix(color, shadowColor.rgb * shadowColor.a, .5 * shadows);
312
+ color += .5 * pow(shadows, .5) * shadowColor.rgb;
313
+ opacity += shadows;
314
+ color = clamp(color, vec3(0.), vec3(1.));
315
+ opacity = clamp(opacity, 0., 1.);
316
+
317
+ color += image.rgb * (1. - opacity) * frame;
318
+ opacity += image.a * (1. - opacity) * frame;
319
+
320
+ color += backColor.rgb * (1. - opacity);
321
+ opacity += backColor.a * (1. - opacity);
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+
323
+ if (u_grainOverlay > 0.) {
324
+ float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));
325
+ grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);
326
+ grainOverlay = pow(grainOverlay, 1.3);
327
+
328
+ float grainOverlayV = grainOverlay * 2. - 1.;
329
+ vec3 grainOverlayColor = vec3(step(0., grainOverlayV));
330
+ float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);
331
+ grainOverlayStrength = pow(grainOverlayStrength, .8);
332
+ grainOverlayStrength *= mask;
333
+ color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);
334
+
335
+ opacity += .5 * grainOverlayStrength;
336
+ }
337
+ opacity = clamp(opacity, 0., 1.);
338
+
339
+ fragColor = vec4(color, opacity);
340
+ }
341
+ `;
342
+ const GlassGridShapes = {
343
+ lines: 1,
344
+ linesIrregular: 2,
345
+ wave: 3,
346
+ zigzag: 4,
347
+ pattern: 5
348
+ };
349
+ const GlassDistortionShapes = {
350
+ prism: 1,
351
+ lens: 2,
352
+ contour: 3,
353
+ cascade: 4,
354
+ flat: 5
355
+ };
356
+ export {
357
+ GlassDistortionShapes,
358
+ GlassGridShapes,
359
+ flutedGlassFragmentShader
360
+ };
361
+ //# sourceMappingURL=fluted-glass.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/shaders/fluted-glass.ts"],
4
+ "sourcesContent": ["import type { ShaderMotionParams } from '../shader-mount.js';\r\nimport { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';\r\nimport { declarePI, rotation2, proceduralHash21 } from '../shader-utils.js';\r\n\r\n/**\r\n * Fluted glass image filter that transforms an image into streaked, ribbed distortions,\r\n * giving a mix of clarity and obscurity.\r\n *\r\n * Fragment shader uniforms:\r\n * - u_resolution (vec2): Canvas resolution in pixels\r\n * - u_pixelRatio (float): Device pixel ratio\r\n * - u_image (sampler2D): Source image texture\r\n * - u_imageAspectRatio (float): Aspect ratio of the source image\r\n * - u_colorBack (vec4): Background color in RGBA\r\n * - u_colorShadow (vec4): Shadows color in RGBA, needs shadows > 0\r\n * - u_colorHighlight (vec4): Highlights color in RGBA, needs highlights > 0\r\n * - u_shadows (float): Color gradient added over image and background, following distortion shape, needs colorShadow alpha > 0 (0 to 1)\r\n * - u_highlights (float): Thin strokes along distortion shape, useful for antialiasing on small grid (0 to 1)\r\n * - u_size (float): Size of the distortion shape grid (0 to 1)\r\n * - u_shape (float): Grid shape (1 = lines, 2 = linesIrregular, 3 = wave, 4 = zigzag, 5 = pattern)\r\n * - u_angle (float): Direction of the grid relative to the image in degrees (0 to 180)\r\n * - u_distortionShape (float): Shape of distortion (1 = prism, 2 = lens, 3 = contour, 4 = cascade, 5 = flat)\r\n * - u_distortion (float): Power of distortion applied within each stripe (0 to 1)\r\n * - u_shift (float): Texture shift in direction opposite to the grid, needs distortion > 0 (-1 to 1)\r\n * - u_stretch (float): Extra distortion along the grid lines (0 to 1)\r\n * - u_blur (float): One-directional blur over the image and extra blur around edges (0 to 1)\r\n * - u_edges (float): Glass distortion and softness on the image edges (0 to 1)\r\n * - u_marginLeft (float): Distance from the left edge to the effect (0 to 1)\r\n * - u_marginRight (float): Distance from the right edge to the effect (0 to 1)\r\n * - u_marginTop (float): Distance from the top edge to the effect (0 to 1)\r\n * - u_marginBottom (float): Distance from the bottom edge to the effect (0 to 1)\r\n * - u_grainMixer (float): Strength of grain distortion applied to shape edges, needs distortion > 0 (0 to 1)\r\n * - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)\r\n *\r\n * Vertex shader outputs (used in fragment shader):\r\n * - v_imageUV (vec2): Image UV coordinates with global sizing (rotation, scale, offset, etc) applied\r\n *\r\n * Vertex shader uniforms:\r\n * - u_resolution (vec2): Canvas resolution in pixels\r\n * - u_pixelRatio (float): Device pixel ratio\r\n * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)\r\n * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)\r\n * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)\r\n * - u_scale (float): Overall zoom level of the graphics (0.1 to 4)\r\n * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)\r\n * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)\r\n * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)\r\n * - u_imageAspectRatio (float): Aspect ratio of the source image\r\n *\r\n */\r\n\r\n// language=GLSL\r\nexport const flutedGlassFragmentShader: string = `#version 300 es\r\nprecision mediump float;\r\n\r\nuniform vec2 u_resolution;\r\nuniform float u_pixelRatio;\r\n\r\nuniform vec4 u_colorBack;\r\nuniform vec4 u_colorShadow;\r\nuniform vec4 u_colorHighlight;\r\n\r\nuniform sampler2D u_image;\r\nuniform float u_imageAspectRatio;\r\n\r\nuniform float u_size;\r\nuniform float u_shadows;\r\nuniform float u_angle;\r\nuniform float u_stretch;\r\nuniform float u_shape;\r\nuniform float u_distortion;\r\nuniform float u_highlights;\r\nuniform float u_distortionShape;\r\nuniform float u_shift;\r\nuniform float u_blur;\r\nuniform float u_edges;\r\nuniform float u_marginLeft;\r\nuniform float u_marginRight;\r\nuniform float u_marginTop;\r\nuniform float u_marginBottom;\r\nuniform float u_grainMixer;\r\nuniform float u_grainOverlay;\r\n\r\nin vec2 v_imageUV;\r\n\r\nout vec4 fragColor;\r\n\r\n${ declarePI }\r\n${ rotation2 }\r\n${ proceduralHash21 }\r\n\r\nfloat valueNoise(vec2 st) {\r\n vec2 i = floor(st);\r\n vec2 f = fract(st);\r\n float a = hash21(i);\r\n float b = hash21(i + vec2(1.0, 0.0));\r\n float c = hash21(i + vec2(0.0, 1.0));\r\n float d = hash21(i + vec2(1.0, 1.0));\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n float x1 = mix(a, b, u.x);\r\n float x2 = mix(c, d, u.x);\r\n return mix(x1, x2, u.y);\r\n}\r\n\r\nfloat getUvFrame(vec2 uv, float softness) {\r\n float aax = 2. * fwidth(uv.x);\r\n float aay = 2. * fwidth(uv.y);\r\n float left = smoothstep(0., aax + softness, uv.x);\r\n float right = 1. - smoothstep(1. - softness - aax, 1., uv.x);\r\n float bottom = smoothstep(0., aay + softness, uv.y);\r\n float top = 1. - smoothstep(1. - softness - aay, 1., uv.y);\r\n return left * right * bottom * top;\r\n}\r\n\r\nconst int MAX_RADIUS = 50;\r\nvec4 samplePremultiplied(sampler2D tex, vec2 uv) {\r\n vec4 c = texture(tex, uv);\r\n c.rgb *= c.a;\r\n return c;\r\n}\r\nvec4 getBlur(sampler2D tex, vec2 uv, vec2 texelSize, vec2 dir, float sigma) {\r\n if (sigma <= .5) return texture(tex, uv);\r\n int radius = int(min(float(MAX_RADIUS), ceil(3.0 * sigma)));\r\n\r\n float twoSigma2 = 2.0 * sigma * sigma;\r\n float gaussianNorm = 1.0 / sqrt(TWO_PI * sigma * sigma);\r\n\r\n vec4 sum = samplePremultiplied(tex, uv) * gaussianNorm;\r\n float weightSum = gaussianNorm;\r\n\r\n for (int i = 1; i <= MAX_RADIUS; i++) {\r\n if (i > radius) break;\r\n\r\n float x = float(i);\r\n float w = exp(-(x * x) / twoSigma2) * gaussianNorm;\r\n\r\n vec2 offset = dir * texelSize * x;\r\n vec4 s1 = samplePremultiplied(tex, uv + offset);\r\n vec4 s2 = samplePremultiplied(tex, uv - offset);\r\n\r\n sum += (s1 + s2) * w;\r\n weightSum += 2.0 * w;\r\n }\r\n\r\n vec4 result = sum / weightSum;\r\n if (result.a > 0.) {\r\n result.rgb /= result.a;\r\n }\r\n\r\n return result;\r\n}\r\n\r\nvec2 rotateAspect(vec2 p, float a, float aspect) {\r\n p.x *= aspect;\r\n p = rotate(p, a);\r\n p.x /= aspect;\r\n return p;\r\n}\r\n\r\nfloat smoothFract(float x) {\r\n float f = fract(x);\r\n float w = fwidth(x);\r\n\r\n float edge = abs(f - 0.5) - 0.5;\r\n float band = smoothstep(-w, w, edge);\r\n\r\n return mix(f, 1.0 - f, band);\r\n}\r\n\r\nvoid main() {\r\n\r\n float patternRotation = -u_angle * PI / 180.;\r\n float patternSize = mix(200., 5., u_size);\r\n\r\n vec2 uv = v_imageUV;\r\n\r\n vec2 uvMask = gl_FragCoord.xy / u_resolution.xy;\r\n vec2 sw = vec2(.005);\r\n vec4 margins = vec4(u_marginLeft, u_marginTop, u_marginRight, u_marginBottom);\r\n float mask =\r\n smoothstep(margins[0], margins[0] + sw.x, uvMask.x + sw.x) *\r\n smoothstep(margins[2], margins[2] + sw.x, 1.0 - uvMask.x + sw.x) *\r\n smoothstep(margins[1], margins[1] + sw.y, uvMask.y + sw.y) *\r\n smoothstep(margins[3], margins[3] + sw.y, 1.0 - uvMask.y + sw.y);\r\n float maskOuter =\r\n smoothstep(margins[0] - sw.x, margins[0], uvMask.x + sw.x) *\r\n smoothstep(margins[2] - sw.x, margins[2], 1.0 - uvMask.x + sw.x) *\r\n smoothstep(margins[1] - sw.y, margins[1], uvMask.y + sw.y) *\r\n smoothstep(margins[3] - sw.y, margins[3], 1.0 - uvMask.y + sw.y);\r\n float maskStroke = maskOuter - mask;\r\n float maskInner =\r\n smoothstep(margins[0] - 2. * sw.x, margins[0], uvMask.x) *\r\n smoothstep(margins[2] - 2. * sw.x, margins[2], 1.0 - uvMask.x) *\r\n smoothstep(margins[1] - 2. * sw.y, margins[1], uvMask.y) *\r\n smoothstep(margins[3] - 2. * sw.y, margins[3], 1.0 - uvMask.y);\r\n float maskStrokeInner = maskInner - mask;\r\n\r\n uv -= .5;\r\n uv *= patternSize;\r\n uv = rotateAspect(uv, patternRotation, u_imageAspectRatio);\r\n\r\n float curve = 0.;\r\n float patternY = uv.y / u_imageAspectRatio;\r\n if (u_shape > 4.5) {\r\n // pattern\r\n curve = .5 + .5 * sin(.5 * PI * uv.x) * cos(.5 * PI * patternY);\r\n } else if (u_shape > 3.5) {\r\n // zigzag\r\n curve = 10. * abs(fract(.1 * patternY) - .5);\r\n } else if (u_shape > 2.5) {\r\n // wave\r\n curve = 4. * sin(.23 * patternY);\r\n } else if (u_shape > 1.5) {\r\n // lines irregular\r\n curve = .5 + .5 * sin(.5 * uv.x) * sin(1.7 * uv.x);\r\n } else {\r\n // lines\r\n }\r\n\r\n vec2 UvToFract = uv + curve;\r\n vec2 fractOrigUV = fract(uv);\r\n vec2 floorOrigUV = floor(uv);\r\n\r\n float x = smoothFract(UvToFract.x);\r\n float xNonSmooth = fract(UvToFract.x) + .0001;\r\n\r\n float highlightsWidth = 2. * max(.001, fwidth(UvToFract.x));\r\n highlightsWidth += 2. * maskStrokeInner;\r\n float highlights = smoothstep(0., highlightsWidth, xNonSmooth);\r\n highlights *= smoothstep(1., 1. - highlightsWidth, xNonSmooth);\r\n highlights = 1. - highlights;\r\n highlights *= u_highlights;\r\n highlights = clamp(highlights, 0., 1.);\r\n highlights *= mask;\r\n\r\n float shadows = pow(x, 1.3);\r\n float distortion = 0.;\r\n float fadeX = 1.;\r\n float frameFade = 0.;\r\n\r\n float aa = fwidth(xNonSmooth);\r\n aa = max(aa, fwidth(uv.x));\r\n aa = max(aa, fwidth(UvToFract.x));\r\n aa = max(aa, .0001);\r\n\r\n if (u_distortionShape == 1.) {\r\n distortion = -pow(1.5 * x, 3.);\r\n distortion += (.5 - u_shift);\r\n\r\n frameFade = pow(1.5 * x, 3.);\r\n aa = max(.2, aa);\r\n aa += mix(.2, 0., u_size);\r\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\r\n distortion = mix(.5, distortion, fadeX);\r\n } else if (u_distortionShape == 2.) {\r\n distortion = 2. * pow(x, 2.);\r\n distortion -= (.5 + u_shift);\r\n\r\n frameFade = pow(abs(x - .5), 4.);\r\n aa = max(.2, aa);\r\n aa += mix(.2, 0., u_size);\r\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\r\n distortion = mix(.5, distortion, fadeX);\r\n frameFade = mix(1., frameFade, .5 * fadeX);\r\n } else if (u_distortionShape == 3.) {\r\n distortion = pow(2. * (xNonSmooth - .5), 6.);\r\n distortion -= .25;\r\n distortion -= u_shift;\r\n\r\n frameFade = 1. - 2. * pow(abs(x - .4), 2.);\r\n aa = .15;\r\n aa += mix(.1, 0., u_size);\r\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\r\n frameFade = mix(1., frameFade, fadeX);\r\n\r\n } else if (u_distortionShape == 4.) {\r\n x = xNonSmooth;\r\n distortion = sin((x + .25) * TWO_PI);\r\n shadows = .5 + .5 * asin(distortion) / (.5 * PI);\r\n distortion *= .5;\r\n distortion -= u_shift;\r\n frameFade = .5 + .5 * sin(x * TWO_PI);\r\n } else if (u_distortionShape == 5.) {\r\n distortion -= pow(abs(x), .2) * x;\r\n distortion += .33;\r\n distortion -= 3. * u_shift;\r\n distortion *= .33;\r\n\r\n frameFade = .3 * (smoothstep(.0, 1., x));\r\n shadows = pow(x, 2.5);\r\n\r\n aa = max(.1, aa);\r\n aa += mix(.1, 0., u_size);\r\n fadeX = smoothstep(0., aa, xNonSmooth) * smoothstep(1., 1. - aa, xNonSmooth);\r\n distortion *= fadeX;\r\n }\r\n\r\n vec2 dudx = dFdx(v_imageUV);\r\n vec2 dudy = dFdy(v_imageUV);\r\n vec2 grainUV = v_imageUV - .5;\r\n grainUV *= (.8 / vec2(length(dudx), length(dudy)));\r\n grainUV += .5;\r\n if (u_grainMixer > 0.) {\r\n float grain = valueNoise(grainUV);\r\n grain = smoothstep(.4, .7, grain);\r\n grain *= u_grainMixer;\r\n distortion = mix(distortion, 0., grain);\r\n }\r\n\r\n shadows = min(shadows, 1.);\r\n shadows += maskStrokeInner;\r\n shadows *= mask;\r\n shadows = min(shadows, 1.);\r\n shadows *= pow(u_shadows, 2.);\r\n shadows = clamp(shadows, 0., 1.);\r\n\r\n distortion *= 3. * u_distortion;\r\n frameFade *= u_distortion;\r\n\r\n fractOrigUV.x += distortion;\r\n floorOrigUV = rotateAspect(floorOrigUV, -patternRotation, u_imageAspectRatio);\r\n fractOrigUV = rotateAspect(fractOrigUV, -patternRotation, u_imageAspectRatio);\r\n\r\n uv = (floorOrigUV + fractOrigUV) / patternSize;\r\n uv += pow(maskStroke, 4.);\r\n\r\n uv += vec2(.5);\r\n\r\n uv = mix(v_imageUV, uv, smoothstep(0., .7, mask));\r\n float blur = mix(0., 50., u_blur);\r\n blur = mix(0., blur, smoothstep(.5, 1., mask));\r\n\r\n float edgeDistortion = mix(.0, .04, u_edges);\r\n edgeDistortion += .06 * frameFade * u_edges;\r\n edgeDistortion *= mask;\r\n float frame = getUvFrame(uv, edgeDistortion);\r\n\r\n float stretch = 1. - smoothstep(0., .5, xNonSmooth) * smoothstep(1., 1. - .5, xNonSmooth);\r\n stretch = pow(stretch, 2.);\r\n stretch *= mask;\r\n stretch *= getUvFrame(uv, .1 + .05 * mask * frameFade);\r\n uv.y = mix(uv.y, .5, u_stretch * stretch);\r\n\r\n vec4 image = getBlur(u_image, uv, 1. / u_resolution / u_pixelRatio, vec2(0., 1.), blur);\r\n image.rgb *= image.a;\r\n vec4 backColor = u_colorBack;\r\n backColor.rgb *= backColor.a;\r\n vec4 highlightColor = u_colorHighlight;\r\n highlightColor.rgb *= highlightColor.a;\r\n vec4 shadowColor = u_colorShadow;\r\n\r\n vec3 color = highlightColor.rgb * highlights;\r\n float opacity = highlightColor.a * highlights;\r\n\r\n shadows = mix(shadows * shadowColor.a, 0., highlights);\r\n color = mix(color, shadowColor.rgb * shadowColor.a, .5 * shadows);\r\n color += .5 * pow(shadows, .5) * shadowColor.rgb;\r\n opacity += shadows;\r\n color = clamp(color, vec3(0.), vec3(1.));\r\n opacity = clamp(opacity, 0., 1.);\r\n\r\n color += image.rgb * (1. - opacity) * frame;\r\n opacity += image.a * (1. - opacity) * frame;\r\n\r\n color += backColor.rgb * (1. - opacity);\r\n opacity += backColor.a * (1. - opacity);\r\n\r\n if (u_grainOverlay > 0.) {\r\n float grainOverlay = valueNoise(rotate(grainUV, 1.) + vec2(3.));\r\n grainOverlay = mix(grainOverlay, valueNoise(rotate(grainUV, 2.) + vec2(-1.)), .5);\r\n grainOverlay = pow(grainOverlay, 1.3);\r\n\r\n float grainOverlayV = grainOverlay * 2. - 1.;\r\n vec3 grainOverlayColor = vec3(step(0., grainOverlayV));\r\n float grainOverlayStrength = u_grainOverlay * abs(grainOverlayV);\r\n grainOverlayStrength = pow(grainOverlayStrength, .8);\r\n grainOverlayStrength *= mask;\r\n color = mix(color, grainOverlayColor, .35 * grainOverlayStrength);\r\n\r\n opacity += .5 * grainOverlayStrength;\r\n }\r\n opacity = clamp(opacity, 0., 1.);\r\n\r\n fragColor = vec4(color, opacity);\r\n}\r\n`;\r\n\r\nexport interface FlutedGlassUniforms extends ShaderSizingUniforms {\r\n u_image: HTMLImageElement | string | undefined;\r\n u_colorBack: [number, number, number, number];\r\n u_colorShadow: [number, number, number, number];\r\n u_colorHighlight: [number, number, number, number];\r\n u_shadows: number;\r\n u_size: number;\r\n u_angle: number;\r\n u_distortion: number;\r\n u_shift: number;\r\n u_blur: number;\r\n u_edges: number;\r\n u_marginLeft: number;\r\n u_marginRight: number;\r\n u_marginTop: number;\r\n u_marginBottom: number;\r\n u_stretch: number;\r\n u_distortionShape: (typeof GlassDistortionShapes)[GlassDistortionShape];\r\n u_highlights: number;\r\n u_shape: (typeof GlassGridShapes)[GlassGridShape];\r\n u_grainMixer: number;\r\n u_grainOverlay: number;\r\n}\r\n\r\nexport interface FlutedGlassParams extends ShaderSizingParams, ShaderMotionParams {\r\n image?: HTMLImageElement | string;\r\n colorBack?: string;\r\n colorShadow?: string;\r\n colorHighlight?: string;\r\n shadows?: number;\r\n size?: number;\r\n angle?: number;\r\n distortion?: number;\r\n shift?: number;\r\n blur?: number;\r\n edges?: number;\r\n margin?: number;\r\n marginLeft?: number;\r\n marginRight?: number;\r\n marginTop?: number;\r\n marginBottom?: number;\r\n stretch?: number;\r\n distortionShape?: GlassDistortionShape;\r\n highlights?: number;\r\n shape?: GlassGridShape;\r\n grainMixer?: number;\r\n grainOverlay?: number;\r\n}\r\n\r\nexport const GlassGridShapes = {\r\n lines: 1,\r\n linesIrregular: 2,\r\n wave: 3,\r\n zigzag: 4,\r\n pattern: 5,\r\n} as const;\r\n\r\nexport const GlassDistortionShapes = {\r\n prism: 1,\r\n lens: 2,\r\n contour: 3,\r\n cascade: 4,\r\n flat: 5,\r\n} as const;\r\n\r\nexport type GlassDistortionShape = keyof typeof GlassDistortionShapes;\r\nexport type GlassGridShape = keyof typeof GlassGridShapes;\r\n"],
5
+ "mappings": ";;;;;AACA,eAAmE;AACnE,SAAS,WAAW,WAAW,wBAAwB;AAkDhD,MAAM,4BAAoC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAmC9C,SAAU;AAAA,EACV,SAAU;AAAA,EACV,gBAAiB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2Vb,MAAM,kBAAkB;AAAA,EAC7B,OAAO;AAAA,EACP,gBAAgB;AAAA,EAChB,MAAM;AAAA,EACN,QAAQ;AAAA,EACR,SAAS;AACX;AAEO,MAAM,wBAAwB;AAAA,EACnC,OAAO;AAAA,EACP,MAAM;AAAA,EACN,SAAS;AAAA,EACT,SAAS;AAAA,EACT,MAAM;AACR;",
6
+ "names": []
7
+ }
@@ -0,0 +1,96 @@
1
+ import type { vec4 } from '../types.js';
2
+ import type { ShaderMotionParams } from '../shader-mount.js';
3
+ import type { ShaderSizingParams, ShaderSizingUniforms } from '../shader-sizing.js';
4
+ export declare const gemSmokeMeta: {
5
+ readonly maxColorCount: 6;
6
+ };
7
+ /**
8
+ * Animated color fields placed over uploaded logo shape; gives the illusion of smoky noise
9
+ * behind the glassy shape.
10
+ *
11
+ * Fragment shader uniforms:
12
+ * - u_time (float): Animation time
13
+ * - u_image (sampler2D): Pre-processed source image texture (R = edge gradient, G = alpha)
14
+ * - u_colors (vec4[]): Up to 6 smoke colors in RGBA
15
+ * - u_colorsCount (float): Number of active colors
16
+ * - u_colorBack (vec4): Background color in RGBA
17
+ * - u_innerDistortion (float): Power of smoke distortion inside the input shape, needs innerGlow > 0 (0 to 1)
18
+ * - u_outerDistortion (float): Power of smoke distortion outside the input shape, needs outerGlow > 0 (0 to 1)
19
+ * - u_outerGlow (float): Visibility of smoke shape outside the input shape (0 to 1)
20
+ * - u_innerGlow (float): Visibility of smoke shape inside the input shape (0 to 1)
21
+ * - u_colorInner (vec4): Additional color inside the input shape, mixing with smoke (RGBA)
22
+ * - u_offset (float): Vertical offset of smoke inside the shape, needs innerGlow > 0 (-1 to 1)
23
+ * - u_angle (float): Smoke direction in degrees (0 to 360)
24
+ * - u_size (float): Size of smoke shape relative to the image box (0 to 1)
25
+ * - u_shape (float): Predefined shape mask, needs no image (0 = none, 1 = circle, 2 = daisy, 3 = diamond, 4 = metaballs)
26
+ * - u_isImage (bool): Whether an image mask is provided; when true, u_shape is ignored
27
+ *
28
+ * Vertex shader outputs (used in fragment shader):
29
+ * - v_imageUV (vec2): UV coordinates for sampling the source image, with fit, scale, rotation, and offset applied
30
+ * - v_objectUV (vec2): Normalized UV coordinates with scale, rotation, and offset applied
31
+ * - v_responsiveUV (vec2): Responsive UV coordinates that adapt to canvas aspect ratio (used by the 'none' shape)
32
+ * - v_responsiveBoxGivenSize (vec2): Given size of the responsive bounding box (used by the 'none' shape)
33
+ *
34
+ * Vertex shader uniforms:
35
+ * - u_resolution (vec2): Canvas resolution in pixels
36
+ * - u_pixelRatio (float): Device pixel ratio
37
+ * - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
38
+ * - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
39
+ * - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
40
+ * - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
41
+ * - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
42
+ * - u_scale (float): Overall zoom level of the graphics (0.1 to 4)
43
+ * - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
44
+ * - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
45
+ * - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
46
+ * - u_imageAspectRatio (float): Aspect ratio of the source image
47
+ *
48
+ */
49
+ export declare const gemSmokeFragmentShader: string;
50
+ export declare const POISSON_CONFIG_OPTIMIZED: {
51
+ measurePerformance: boolean;
52
+ workingSize: number;
53
+ iterations: number;
54
+ };
55
+ export declare function toProcessedGemSmoke(file: File | string): Promise<{
56
+ imageData: ImageData;
57
+ pngBlob: Blob;
58
+ }>;
59
+ export interface GemSmokeUniforms extends ShaderSizingUniforms {
60
+ u_colorBack: [number, number, number, number];
61
+ u_colors: vec4[];
62
+ u_colorsCount: number;
63
+ u_image: HTMLImageElement | string | undefined;
64
+ u_innerDistortion: number;
65
+ u_outerDistortion: number;
66
+ u_outerGlow: number;
67
+ u_innerGlow: number;
68
+ u_colorInner: [number, number, number, number];
69
+ u_offset: number;
70
+ u_angle: number;
71
+ u_size: number;
72
+ u_shape: (typeof GemSmokeShapes)[GemSmokeShape];
73
+ u_isImage: boolean;
74
+ }
75
+ export interface GemSmokeParams extends ShaderSizingParams, ShaderMotionParams {
76
+ colors?: string[];
77
+ colorBack?: string;
78
+ image?: HTMLImageElement | string | undefined;
79
+ innerDistortion?: number;
80
+ outerDistortion?: number;
81
+ outerGlow?: number;
82
+ innerGlow?: number;
83
+ colorInner?: string;
84
+ offset?: number;
85
+ angle?: number;
86
+ size?: number;
87
+ shape?: GemSmokeShape;
88
+ }
89
+ export declare const GemSmokeShapes: {
90
+ readonly none: 0;
91
+ readonly circle: 1;
92
+ readonly daisy: 2;
93
+ readonly diamond: 3;
94
+ readonly metaballs: 4;
95
+ };
96
+ export type GemSmokeShape = keyof typeof GemSmokeShapes;