shaders 2.2.26 → 2.2.28

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (168) hide show
  1. package/dist/core/{AngularBlur-Dl2gwk68.js → AngularBlur-DKFExWUF.js} +15 -16
  2. package/dist/core/{Ascii-DsuNLJKv.js → Ascii-BRApYlD4.js} +21 -22
  3. package/dist/core/{Beam-CTN9Ni43.js → Beam-DU7wxmIh.js} +23 -24
  4. package/dist/core/{Blob-CxFDZovO.js → Blob-nssNzEgN.js} +37 -38
  5. package/dist/core/{Blur-Y2FsmFk_.js → Blur-k37gOaRA.js} +16 -17
  6. package/dist/core/{Bulge-Cb-t0xqI.js → Bulge-Dm02_fG6.js} +23 -25
  7. package/dist/core/{CRTScreen-CtERsenz.js → CRTScreen-DLy8Rig6.js} +19 -20
  8. package/dist/core/ChannelBlur-BPOGOQXl.js +117 -0
  9. package/dist/core/{Checkerboard-BIFNsUYG.js → Checkerboard-SKsXoUXE.js} +10 -11
  10. package/dist/core/{ChromaFlow-vRCwhQpN.js → ChromaFlow-VpfgLFbs.js} +31 -32
  11. package/dist/core/{ChromaticAberration-FTquTQIL.js → ChromaticAberration-CaCyXMyE.js} +10 -11
  12. package/dist/core/{Circle-Daziv5d7.js → Circle-BHnAmzVb.js} +7 -8
  13. package/dist/core/{CursorTrail-Bsz9e6Fn.js → CursorTrail-CfVWIKok.js} +16 -17
  14. package/dist/core/{DiffuseBlur-Cj2PtRNd.js → DiffuseBlur-GWPb8Zht.js} +19 -21
  15. package/dist/core/{Dither-Cq8j0QIU.js → Dither-BNEeyo0u.js} +7 -8
  16. package/dist/core/{DotGrid-BHfQ3hcI.js → DotGrid-CRRS6nbt.js} +12 -13
  17. package/dist/core/{Duotone-XuTN9tI7.js → Duotone-5gKND3an.js} +8 -9
  18. package/dist/core/{FilmGrain-D3-nbi12.js → FilmGrain-osBGk_b9.js} +4 -5
  19. package/dist/core/{FloatingParticles-CP6GqC3k.js → FloatingParticles-CULOurGT.js} +41 -42
  20. package/dist/core/GlassTiles-CA90XrNT.js +67 -0
  21. package/dist/core/{Glow-BluFc9be.js → Glow-D0boDIAW.js} +12 -13
  22. package/dist/core/{Godrays-ChLh_vGl.js → Godrays-BQsDwU26.js} +27 -28
  23. package/dist/core/{Grid-DgyDa4H1.js → Grid-CWHxwO7R.js} +7 -8
  24. package/dist/core/{GridDistortion-BAspCYvp.js → GridDistortion-CZB9w-rv.js} +21 -22
  25. package/dist/core/{Group-Dul7PUBl.js → Group-C0AknFDS.js} +2 -3
  26. package/dist/core/{Halftone-Ifv5F_FT.js → Halftone-MMcLMRpL.js} +11 -12
  27. package/dist/core/{ImageTexture-DvYcQgJB.js → ImageTexture-D9OMwqAs.js} +26 -27
  28. package/dist/core/{Invert-Fz0NtIJc.js → Invert-Bmjbp6g6.js} +5 -6
  29. package/dist/core/{LinearBlur-LmhnQoA4.js → LinearBlur-B-Ikurxt.js} +12 -13
  30. package/dist/core/{LinearGradient-xbloQjzt.js → LinearGradient-DV6UkhZk.js} +21 -22
  31. package/dist/core/{Liquify-DMe1V5-O.js → Liquify-W8UQNeEM.js} +24 -26
  32. package/dist/core/{Pixelate-JF72DGuK.js → Pixelate-_pyYeLRP.js} +6 -8
  33. package/dist/core/{PolarCoordinates-DDvDhBE-.js → PolarCoordinates-D63xm0oJ.js} +15 -17
  34. package/dist/core/{ProgressiveBlur-EGkevObV.js → ProgressiveBlur-G-s-o9ic.js} +23 -24
  35. package/dist/core/{RadialGradient-B7ZZB_VJ.js → RadialGradient-BGVqSwh0.js} +6 -7
  36. package/dist/core/{RectangularCoordinates-muWR8mZS.js → RectangularCoordinates-DyHBo456.js} +19 -21
  37. package/dist/core/{Ripples-8XaZaXQF.js → Ripples-2FGWCZlp.js} +9 -10
  38. package/dist/core/{SimplexNoise-DJUe0wz_.js → SimplexNoise-B6dtUCmn.js} +4 -4
  39. package/dist/core/{SineWave-Dl3nFO1W.js → SineWave-BtPf6-2H.js} +11 -12
  40. package/dist/core/{SolidColor-CWGq_Bjq.js → SolidColor-CETl1cEr.js} +1 -1
  41. package/dist/core/{Spherize-C-jZEUsN.js → Spherize-BwvUcorJ.js} +24 -25
  42. package/dist/core/{Spiral-BSB_R39p.js → Spiral-DmJWmUmr.js} +16 -17
  43. package/dist/core/{Strands-0stO5BMy.js → Strands-CV1oCmHx.js} +31 -32
  44. package/dist/core/{Stretch-B645paha.js → Stretch-pl-Cn2F8.js} +23 -25
  45. package/dist/core/{Swirl-CVnbawit.js → Swirl-D65vXLDw.js} +15 -16
  46. package/dist/core/{TiltShift-0CxNRI6L.js → TiltShift-CFcK6Hzg.js} +22 -23
  47. package/dist/core/{Tritone-Daa-I5UD.js → Tritone-EmnjV2rX.js} +8 -9
  48. package/dist/core/{Twirl-2CJVZEtk.js → Twirl-HSMyRx5I.js} +18 -20
  49. package/dist/core/{WaveDistortion-BscXN2rs.js → WaveDistortion-DG8GO_l8.js} +31 -33
  50. package/dist/core/{ZoomBlur-CAqK0Kju.js → ZoomBlur-C01oGwwG.js} +12 -13
  51. package/dist/core/colorMixing-CZPFmiT4.js +68 -0
  52. package/dist/core/edges-Djr_12SL.js +25 -0
  53. package/dist/core/helpers/distort.d.ts.map +1 -1
  54. package/dist/core/helpers/edgeMask.d.ts.map +1 -1
  55. package/dist/core/helpers/glow.d.ts +3 -2
  56. package/dist/core/helpers/glow.d.ts.map +1 -1
  57. package/dist/core/helpers/grain.d.ts.map +1 -1
  58. package/dist/core/index.js +94 -102
  59. package/dist/core/shaders/AngularBlur/index.d.ts.map +1 -1
  60. package/dist/core/shaders/AngularBlur/index.js +2 -2
  61. package/dist/core/shaders/Ascii/index.d.ts.map +1 -1
  62. package/dist/core/shaders/Ascii/index.js +1 -1
  63. package/dist/core/shaders/Beam/index.d.ts.map +1 -1
  64. package/dist/core/shaders/Beam/index.js +3 -3
  65. package/dist/core/shaders/Blob/index.d.ts.map +1 -1
  66. package/dist/core/shaders/Blob/index.js +3 -3
  67. package/dist/core/shaders/Blur/index.d.ts.map +1 -1
  68. package/dist/core/shaders/Blur/index.js +1 -1
  69. package/dist/core/shaders/Bulge/index.d.ts.map +1 -1
  70. package/dist/core/shaders/Bulge/index.js +3 -3
  71. package/dist/core/shaders/CRTScreen/index.d.ts.map +1 -1
  72. package/dist/core/shaders/CRTScreen/index.js +1 -1
  73. package/dist/core/shaders/ChannelBlur/index.d.ts.map +1 -1
  74. package/dist/core/shaders/ChannelBlur/index.js +1 -1
  75. package/dist/core/shaders/Checkerboard/index.d.ts.map +1 -1
  76. package/dist/core/shaders/Checkerboard/index.js +3 -3
  77. package/dist/core/shaders/ChromaFlow/index.d.ts.map +1 -1
  78. package/dist/core/shaders/ChromaFlow/index.js +2 -2
  79. package/dist/core/shaders/ChromaticAberration/index.d.ts.map +1 -1
  80. package/dist/core/shaders/ChromaticAberration/index.js +2 -2
  81. package/dist/core/shaders/Circle/index.d.ts.map +1 -1
  82. package/dist/core/shaders/Circle/index.js +2 -2
  83. package/dist/core/shaders/CursorTrail/index.d.ts.map +1 -1
  84. package/dist/core/shaders/CursorTrail/index.js +3 -3
  85. package/dist/core/shaders/DiffuseBlur/index.d.ts.map +1 -1
  86. package/dist/core/shaders/DiffuseBlur/index.js +3 -3
  87. package/dist/core/shaders/Dither/index.d.ts.map +1 -1
  88. package/dist/core/shaders/Dither/index.js +2 -2
  89. package/dist/core/shaders/DotGrid/index.d.ts.map +1 -1
  90. package/dist/core/shaders/DotGrid/index.js +2 -2
  91. package/dist/core/shaders/Duotone/index.d.ts.map +1 -1
  92. package/dist/core/shaders/Duotone/index.js +3 -3
  93. package/dist/core/shaders/FilmGrain/index.d.ts.map +1 -1
  94. package/dist/core/shaders/FilmGrain/index.js +1 -1
  95. package/dist/core/shaders/FloatingParticles/index.d.ts.map +1 -1
  96. package/dist/core/shaders/FloatingParticles/index.js +2 -2
  97. package/dist/core/shaders/GlassTiles/index.d.ts.map +1 -1
  98. package/dist/core/shaders/GlassTiles/index.js +1 -1
  99. package/dist/core/shaders/Glow/index.d.ts.map +1 -1
  100. package/dist/core/shaders/Glow/index.js +1 -1
  101. package/dist/core/shaders/Godrays/index.d.ts.map +1 -1
  102. package/dist/core/shaders/Godrays/index.js +2 -2
  103. package/dist/core/shaders/Grid/index.d.ts.map +1 -1
  104. package/dist/core/shaders/Grid/index.js +2 -2
  105. package/dist/core/shaders/GridDistortion/index.d.ts.map +1 -1
  106. package/dist/core/shaders/GridDistortion/index.js +3 -3
  107. package/dist/core/shaders/Group/index.d.ts.map +1 -1
  108. package/dist/core/shaders/Group/index.js +1 -1
  109. package/dist/core/shaders/Halftone/index.d.ts.map +1 -1
  110. package/dist/core/shaders/Halftone/index.js +2 -2
  111. package/dist/core/shaders/ImageTexture/index.d.ts.map +1 -1
  112. package/dist/core/shaders/ImageTexture/index.js +1 -1
  113. package/dist/core/shaders/Invert/index.d.ts.map +1 -1
  114. package/dist/core/shaders/Invert/index.js +1 -1
  115. package/dist/core/shaders/LinearBlur/index.d.ts.map +1 -1
  116. package/dist/core/shaders/LinearBlur/index.js +2 -2
  117. package/dist/core/shaders/LinearGradient/index.d.ts.map +1 -1
  118. package/dist/core/shaders/LinearGradient/index.js +3 -3
  119. package/dist/core/shaders/Liquify/index.d.ts.map +1 -1
  120. package/dist/core/shaders/Liquify/index.js +3 -3
  121. package/dist/core/shaders/Pixelate/index.d.ts.map +1 -1
  122. package/dist/core/shaders/Pixelate/index.js +1 -1
  123. package/dist/core/shaders/PolarCoordinates/index.d.ts.map +1 -1
  124. package/dist/core/shaders/PolarCoordinates/index.js +3 -3
  125. package/dist/core/shaders/ProgressiveBlur/index.d.ts.map +1 -1
  126. package/dist/core/shaders/ProgressiveBlur/index.js +2 -2
  127. package/dist/core/shaders/RadialGradient/index.d.ts.map +1 -1
  128. package/dist/core/shaders/RadialGradient/index.js +3 -3
  129. package/dist/core/shaders/RectangularCoordinates/index.d.ts.map +1 -1
  130. package/dist/core/shaders/RectangularCoordinates/index.js +3 -3
  131. package/dist/core/shaders/Ripples/index.d.ts.map +1 -1
  132. package/dist/core/shaders/Ripples/index.js +3 -3
  133. package/dist/core/shaders/SimplexNoise/index.js +3 -3
  134. package/dist/core/shaders/SineWave/index.d.ts.map +1 -1
  135. package/dist/core/shaders/SineWave/index.js +2 -2
  136. package/dist/core/shaders/SolidColor/index.js +2 -2
  137. package/dist/core/shaders/Spherize/index.d.ts.map +1 -1
  138. package/dist/core/shaders/Spherize/index.js +2 -2
  139. package/dist/core/shaders/Spiral/index.d.ts.map +1 -1
  140. package/dist/core/shaders/Spiral/index.js +3 -3
  141. package/dist/core/shaders/Strands/index.d.ts.map +1 -1
  142. package/dist/core/shaders/Strands/index.js +2 -2
  143. package/dist/core/shaders/Stretch/index.d.ts.map +1 -1
  144. package/dist/core/shaders/Stretch/index.js +3 -3
  145. package/dist/core/shaders/Swirl/index.d.ts.map +1 -1
  146. package/dist/core/shaders/Swirl/index.js +3 -3
  147. package/dist/core/shaders/TiltShift/index.d.ts.map +1 -1
  148. package/dist/core/shaders/TiltShift/index.js +2 -2
  149. package/dist/core/shaders/Tritone/index.d.ts.map +1 -1
  150. package/dist/core/shaders/Tritone/index.js +3 -3
  151. package/dist/core/shaders/Twirl/index.d.ts.map +1 -1
  152. package/dist/core/shaders/Twirl/index.js +3 -3
  153. package/dist/core/shaders/WaveDistortion/index.d.ts.map +1 -1
  154. package/dist/core/shaders/WaveDistortion/index.js +3 -3
  155. package/dist/core/shaders/ZoomBlur/index.d.ts.map +1 -1
  156. package/dist/core/shaders/ZoomBlur/index.js +2 -2
  157. package/dist/core/{transformations-DxfQXZWi.js → transformations-Dv5JW9ck.js} +11 -12
  158. package/dist/core/utilities/colorMixing.d.ts.map +1 -1
  159. package/dist/core/utilities/edges.d.ts.map +1 -1
  160. package/dist/core/utilities/transformations.d.ts.map +1 -1
  161. package/dist/core/utilities/uniforms.d.ts.map +1 -1
  162. package/dist/core/utilities/uv.d.ts.map +1 -1
  163. package/dist/core/utilities/uvTransform.d.ts.map +1 -1
  164. package/package.json +1 -1
  165. package/dist/core/ChannelBlur-CvM6GJgZ.js +0 -118
  166. package/dist/core/GlassTiles-CXChgYaL.js +0 -69
  167. package/dist/core/colorMixing-BXiTAqJU.js +0 -69
  168. package/dist/core/edges-Bn_OIa_h.js +0 -26
@@ -1,6 +1,6 @@
1
- import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-DxfQXZWi.js";
2
- import { t as mixColors } from "./colorMixing-BXiTAqJU.js";
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- import * as TSL from "three/tsl";
1
+ import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-Dv5JW9ck.js";
2
+ import { t as mixColors } from "./colorMixing-CZPFmiT4.js";
3
+ import { float, floor, fract, min, mod, screenUV, smoothstep, vec2, viewportSize } from "three/tsl";
4
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  const componentDefinition = {
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  name: "Checkerboard",
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  category: "Base Layers",
@@ -59,22 +59,21 @@ const componentDefinition = {
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  }
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  },
61
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  fragmentNode: ({ uniforms, uvContext }) => {
62
- const { vec2: vec2$1, float: float$1, floor: floor$1, mod, fract, smoothstep, min: min$1, screenUV: screenUV$1, viewportSize: viewportSize$1 } = TSL;
63
- const uv = uvContext ?? screenUV$1;
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- const aspect = viewportSize$1.x.div(viewportSize$1.y);
65
- const correctedUV = vec2$1(uv.x.mul(aspect), uv.y.oneMinus());
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+ const uv$1 = uvContext ?? screenUV;
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+ const aspect = viewportSize.x.div(viewportSize.y);
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+ const correctedUV = vec2(uv$1.x.mul(aspect), uv$1.y.oneMinus());
66
65
  const cells = uniforms.cells.uniform;
67
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  const softness = uniforms.softness.uniform;
68
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  const gridUV = correctedUV.mul(cells);
69
- const gridCoords = floor$1(gridUV);
68
+ const gridCoords = floor(gridUV);
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  const checkerValue = mod(gridCoords.x.add(gridCoords.y), 2);
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  let blendFactor = checkerValue;
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  if (softness) {
73
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  const cellUV = fract(gridUV);
74
- const distToEdge = min$1(min$1(cellUV.x, float$1(1).sub(cellUV.x)), min$1(cellUV.y, float$1(1).sub(cellUV.y)));
73
+ const distToEdge = min(min(cellUV.x, float(1).sub(cellUV.x)), min(cellUV.y, float(1).sub(cellUV.y)));
75
74
  const softRange = softness.mul(.5);
76
- const edgeBlend = smoothstep(float$1(0), softRange, distToEdge);
77
- blendFactor = checkerValue.mul(edgeBlend).add(float$1(.5).mul(float$1(1).sub(edgeBlend)));
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+ const edgeBlend = smoothstep(float(0), softRange, distToEdge);
76
+ blendFactor = checkerValue.mul(edgeBlend).add(float(.5).mul(float(1).sub(edgeBlend)));
78
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  }
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  return mixColors(uniforms.colorA.uniform, uniforms.colorB.uniform, blendFactor, uniforms.colorSpace.uniform);
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  }
@@ -1,6 +1,6 @@
1
- import { r as transformColor } from "./transformations-DxfQXZWi.js";
1
+ import { r as transformColor } from "./transformations-Dv5JW9ck.js";
2
2
  import { DataTexture, FloatType, LinearFilter, RGFormat } from "three";
3
- import * as TSL from "three/tsl";
3
+ import { float, mix, screenUV, smoothstep, texture, uniform, vec2, vec4 } from "three/tsl";
4
4
  const componentDefinition = {
5
5
  name: "ChromaFlow",
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  category: "Interactive",
@@ -86,7 +86,6 @@ const componentDefinition = {
86
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  }
87
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  },
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  fragmentNode: ({ uniforms, onBeforeRender, onCleanup }) => {
89
- const { vec2: vec2$1, vec4: vec4$1, float: float$1, uniform: uniform$1, screenUV: screenUV$1, texture, smoothstep, mix: mix$1 } = TSL;
90
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  const GRID_SIZE = 128;
91
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  const displacementData = new Float32Array(GRID_SIZE * GRID_SIZE * 2);
92
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  const liquidData = new Float32Array(GRID_SIZE * GRID_SIZE * 2);
@@ -100,10 +99,10 @@ const componentDefinition = {
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  liquidTexture.needsUpdate = true;
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  const displacementField = texture(displacementTexture);
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  const liquidField = texture(liquidTexture);
103
- const mouseX = uniform$1(.5);
104
- const mouseY = uniform$1(.5);
105
- const mouseVelX = uniform$1(0);
106
- const mouseVelY = uniform$1(0);
102
+ const mouseX = uniform(.5);
103
+ const mouseY = uniform(.5);
104
+ const mouseVelX = uniform(0);
105
+ const mouseVelY = uniform(0);
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  let prevX = .5;
108
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  let prevY = .5;
109
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  let lastTime = Date.now();
@@ -181,41 +180,41 @@ const componentDefinition = {
181
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  displacementTexture.dispose();
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181
  liquidTexture.dispose();
183
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  });
184
- const liquidDensity = liquidField.sample(screenUV$1).x;
185
- const pixelSize = vec2$1(float$1(1 / 128), float$1(1 / 128));
186
- const sample1 = liquidField.sample(screenUV$1.add(vec2$1(pixelSize.x, float$1(0)))).x;
187
- const sample2 = liquidField.sample(screenUV$1.add(vec2$1(float$1(0), pixelSize.y))).x;
188
- const sample3 = liquidField.sample(screenUV$1.add(vec2$1(pixelSize.x.negate(), float$1(0)))).x;
189
- const sample4 = liquidField.sample(screenUV$1.add(vec2$1(float$1(0), pixelSize.y.negate()))).x;
190
- const smoothedLiquid = liquidDensity.add(sample1).add(sample2).add(sample3).add(sample4).mul(float$1(.2));
191
- const liquidIntensity = smoothstep(float$1(0), float$1(.1), smoothedLiquid);
192
- const flowPixelSize = vec2$1(float$1(1 / 128), float$1(1 / 128));
193
- const centerFlow = displacementField.sample(screenUV$1).xy;
194
- const flowSample1 = displacementField.sample(screenUV$1.add(vec2$1(flowPixelSize.x, float$1(0)))).xy;
195
- const flowSample2 = displacementField.sample(screenUV$1.add(vec2$1(float$1(0), flowPixelSize.y))).xy;
196
- const flowSample3 = displacementField.sample(screenUV$1.add(vec2$1(flowPixelSize.x.negate(), float$1(0)))).xy;
197
- const flowSample4 = displacementField.sample(screenUV$1.add(vec2$1(float$1(0), flowPixelSize.y.negate()))).xy;
198
- const flowVectors = centerFlow.add(flowSample1).add(flowSample2).add(flowSample3).add(flowSample4).mul(float$1(.2));
183
+ const liquidDensity = liquidField.sample(screenUV).x;
184
+ const pixelSize = vec2(float(1 / 128), float(1 / 128));
185
+ const sample1 = liquidField.sample(screenUV.add(vec2(pixelSize.x, float(0)))).x;
186
+ const sample2 = liquidField.sample(screenUV.add(vec2(float(0), pixelSize.y))).x;
187
+ const sample3 = liquidField.sample(screenUV.add(vec2(pixelSize.x.negate(), float(0)))).x;
188
+ const sample4 = liquidField.sample(screenUV.add(vec2(float(0), pixelSize.y.negate()))).x;
189
+ const smoothedLiquid = liquidDensity.add(sample1).add(sample2).add(sample3).add(sample4).mul(float(.2));
190
+ const liquidIntensity = smoothstep(float(0), float(.1), smoothedLiquid);
191
+ const flowPixelSize = vec2(float(1 / 128), float(1 / 128));
192
+ const centerFlow = displacementField.sample(screenUV).xy;
193
+ const flowSample1 = displacementField.sample(screenUV.add(vec2(flowPixelSize.x, float(0)))).xy;
194
+ const flowSample2 = displacementField.sample(screenUV.add(vec2(float(0), flowPixelSize.y))).xy;
195
+ const flowSample3 = displacementField.sample(screenUV.add(vec2(flowPixelSize.x.negate(), float(0)))).xy;
196
+ const flowSample4 = displacementField.sample(screenUV.add(vec2(float(0), flowPixelSize.y.negate()))).xy;
197
+ const flowVectors = centerFlow.add(flowSample1).add(flowSample2).add(flowSample3).add(flowSample4).mul(float(.2));
199
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  const baseColor = uniforms.baseColor.uniform;
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  const upColor = uniforms.upColor.uniform;
201
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  const downColor = uniforms.downColor.uniform;
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  const leftColor = uniforms.leftColor.uniform;
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  const rightColor = uniforms.rightColor.uniform;
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  const flowMagnitude = flowVectors.x.mul(flowVectors.x).add(flowVectors.y.mul(flowVectors.y)).sqrt();
205
- const hasFlow = smoothstep(float$1(.01), float$1(.1), flowMagnitude);
206
- const normalizedX = flowVectors.x.div(flowMagnitude.add(float$1(.001)));
207
- const normalizedY = flowVectors.y.div(flowMagnitude.add(float$1(.001)));
208
- const rightAmount = smoothstep(float$1(0), float$1(.7), normalizedX.max(float$1(0)));
209
- const leftAmount = smoothstep(float$1(0), float$1(.7), normalizedX.negate().max(float$1(0)));
210
- const upAmount = smoothstep(float$1(0), float$1(.7), normalizedY.max(float$1(0)));
211
- const downAmount = smoothstep(float$1(0), float$1(.7), normalizedY.negate().max(float$1(0)));
204
+ const hasFlow = smoothstep(float(.01), float(.1), flowMagnitude);
205
+ const normalizedX = flowVectors.x.div(flowMagnitude.add(float(.001)));
206
+ const normalizedY = flowVectors.y.div(flowMagnitude.add(float(.001)));
207
+ const rightAmount = smoothstep(float(0), float(.7), normalizedX.max(float(0)));
208
+ const leftAmount = smoothstep(float(0), float(.7), normalizedX.negate().max(float(0)));
209
+ const upAmount = smoothstep(float(0), float(.7), normalizedY.max(float(0)));
210
+ const downAmount = smoothstep(float(0), float(.7), normalizedY.negate().max(float(0)));
212
211
  const horizontalColor = leftColor.mul(leftAmount).add(rightColor.mul(rightAmount));
213
212
  const verticalColor = downColor.mul(downAmount).add(upColor.mul(upAmount));
214
213
  const horizontalWeight = leftAmount.add(rightAmount);
215
214
  const verticalWeight = upAmount.add(downAmount);
216
- const totalWeight = horizontalWeight.add(verticalWeight).add(float$1(.001));
217
- const finalColor = mix$1(baseColor, horizontalColor.mul(horizontalWeight.div(totalWeight)).add(verticalColor.mul(verticalWeight.div(totalWeight))), hasFlow);
218
- return vec4$1(finalColor.rgb.mul(liquidIntensity), finalColor.a.mul(liquidIntensity));
215
+ const totalWeight = horizontalWeight.add(verticalWeight).add(float(.001));
216
+ const finalColor = mix(baseColor, horizontalColor.mul(horizontalWeight.div(totalWeight)).add(verticalColor.mul(verticalWeight.div(totalWeight))), hasFlow);
217
+ return vec4(finalColor.rgb.mul(liquidIntensity), finalColor.a.mul(liquidIntensity));
219
218
  }
220
219
  };
221
220
  var ChromaFlow_default = componentDefinition;
@@ -1,5 +1,5 @@
1
- import { n as transformAngle } from "./transformations-DxfQXZWi.js";
2
- import * as TSL from "three/tsl";
1
+ import { n as transformAngle } from "./transformations-Dv5JW9ck.js";
2
+ import { convertToTexture, cos, radians, screenUV, sin, vec2, vec4 } from "three/tsl";
3
3
  const componentDefinition = {
4
4
  name: "ChromaticAberration",
5
5
  category: "Stylize",
@@ -65,23 +65,22 @@ const componentDefinition = {
65
65
  }
66
66
  },
67
67
  fragmentNode: ({ uniforms, childNode, onCleanup }) => {
68
- const { vec2: vec2$1, vec4: vec4$1, cos: cos$1, sin: sin$1, radians, screenUV: screenUV$1, convertToTexture: convertToTexture$1 } = TSL;
69
- if (!childNode) return vec4$1(0, 0, 0, 0);
70
- const childTexture = convertToTexture$1(childNode);
68
+ if (!childNode) return vec4(0, 0, 0, 0);
69
+ const childTexture = convertToTexture(childNode);
71
70
  onCleanup(() => {
72
71
  if (childTexture?.renderTarget?.dispose) childTexture.renderTarget.dispose();
73
72
  });
74
73
  const angleRad = radians(uniforms.angle.uniform);
75
- const direction = vec2$1(cos$1(angleRad), sin$1(angleRad));
74
+ const direction = vec2(cos(angleRad), sin(angleRad));
76
75
  const scaledStrength = uniforms.strength.uniform.mul(.1);
77
- const redUV = screenUV$1.add(direction.mul(scaledStrength).mul(uniforms.redOffset.uniform));
78
- const greenUV = screenUV$1.add(direction.mul(scaledStrength).mul(uniforms.greenOffset.uniform));
79
- const blueUV = screenUV$1.add(direction.mul(scaledStrength).mul(uniforms.blueOffset.uniform));
76
+ const redUV = screenUV.add(direction.mul(scaledStrength).mul(uniforms.redOffset.uniform));
77
+ const greenUV = screenUV.add(direction.mul(scaledStrength).mul(uniforms.greenOffset.uniform));
78
+ const blueUV = screenUV.add(direction.mul(scaledStrength).mul(uniforms.blueOffset.uniform));
80
79
  const redChannel = childTexture.sample(redUV).r;
81
80
  const greenChannel = childTexture.sample(greenUV).g;
82
81
  const blueChannel = childTexture.sample(blueUV).b;
83
- const alpha = childTexture.sample(screenUV$1).a;
84
- return vec4$1(redChannel, greenChannel, blueChannel, alpha);
82
+ const alpha = childTexture.sample(screenUV).a;
83
+ return vec4(redChannel, greenChannel, blueChannel, alpha);
85
84
  }
86
85
  };
87
86
  var ChromaticAberration_default = componentDefinition;
@@ -1,5 +1,5 @@
1
- import { o as transformPosition, r as transformColor } from "./transformations-DxfQXZWi.js";
2
- import * as TSL from "three/tsl";
1
+ import { o as transformPosition, r as transformColor } from "./transformations-Dv5JW9ck.js";
2
+ import { length, screenUV, smoothstep, vec2, vec4, viewportSize } from "three/tsl";
3
3
  const componentDefinition = {
4
4
  name: "Circle",
5
5
  category: "Base Layers",
@@ -51,16 +51,15 @@ const componentDefinition = {
51
51
  }
52
52
  },
53
53
  fragmentNode: ({ uniforms, uvContext }) => {
54
- const { vec2: vec2$1, vec4: vec4$1, length, smoothstep, screenUV: screenUV$1, viewportSize: viewportSize$1 } = TSL;
55
- const uv = uvContext ?? screenUV$1;
56
- const aspect = viewportSize$1.x.div(viewportSize$1.y);
57
- const aspectCorrectedUV = vec2$1(uv.x.mul(aspect), uv.y);
58
- const centerPos = vec2$1(uniforms.center.uniform.x.mul(aspect), uniforms.center.uniform.y.oneMinus());
54
+ const uv$1 = uvContext ?? screenUV;
55
+ const aspect = viewportSize.x.div(viewportSize.y);
56
+ const aspectCorrectedUV = vec2(uv$1.x.mul(aspect), uv$1.y);
57
+ const centerPos = vec2(uniforms.center.uniform.x.mul(aspect), uniforms.center.uniform.y.oneMinus());
59
58
  const distanceFromCenter = length(aspectCorrectedUV.sub(centerPos));
60
59
  const edgeSoftness = uniforms.softness.uniform;
61
60
  const circleEdge = uniforms.radius.uniform.mul(.5);
62
61
  const circleMask = smoothstep(circleEdge, circleEdge.sub(edgeSoftness), distanceFromCenter);
63
- return vec4$1(uniforms.color.uniform.rgb, uniforms.color.uniform.a.mul(circleMask));
62
+ return vec4(uniforms.color.uniform.rgb, uniforms.color.uniform.a.mul(circleMask));
64
63
  }
65
64
  };
66
65
  var Circle_default = componentDefinition;
@@ -1,7 +1,7 @@
1
- import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-DxfQXZWi.js";
2
- import { t as mixColors } from "./colorMixing-BXiTAqJU.js";
1
+ import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-Dv5JW9ck.js";
2
+ import { t as mixColors } from "./colorMixing-CZPFmiT4.js";
3
3
  import { DataTexture, FloatType, LinearFilter, RGBAFormat } from "three";
4
- import * as TSL from "three/tsl";
4
+ import { float, screenUV, step, texture, vec2, vec4 } from "three/tsl";
5
5
  const componentDefinition = {
6
6
  name: "CursorTrail",
7
7
  category: "Interactive",
@@ -70,7 +70,6 @@ const componentDefinition = {
70
70
  }
71
71
  },
72
72
  fragmentNode: ({ uniforms, onBeforeRender, onCleanup }) => {
73
- const { vec4: vec4$1, float: float$1, texture, step: step$1, screenUV: screenUV$1 } = TSL;
74
73
  const GRID_SIZE = 128;
75
74
  const trailData = new Float32Array(GRID_SIZE * GRID_SIZE * 4);
76
75
  const trailTexture = new DataTexture(trailData, GRID_SIZE, GRID_SIZE, RGBAFormat, FloatType);
@@ -86,13 +85,13 @@ const componentDefinition = {
86
85
  const dt = Math.min((currentTime - lastTime) / 1e3, .016);
87
86
  lastTime = currentTime;
88
87
  const radius = uniforms.radius.uniform.value * .1;
89
- const length = uniforms.length.uniform.value;
88
+ const length$1 = uniforms.length.uniform.value;
90
89
  const shrink = uniforms.shrink.uniform.value;
91
90
  const dx = pointer.x - prevX;
92
91
  const dy = pointer.y - prevY;
93
92
  const speed = Math.sqrt(dx * dx + dy * dy);
94
- const fadeRate = 1 - dt / Math.max(.1, length);
95
- const ageRate = dt / Math.max(.1, length);
93
+ const fadeRate = 1 - dt / Math.max(.1, length$1);
94
+ const ageRate = dt / Math.max(.1, length$1);
96
95
  for (let i = 0; i < GRID_SIZE * GRID_SIZE * 4; i += 4) {
97
96
  trailData[i] *= fadeRate;
98
97
  trailData[i + 1] = 1 - (1 - trailData[i]) * shrink;
@@ -126,19 +125,19 @@ const componentDefinition = {
126
125
  onCleanup(() => {
127
126
  trailTexture.dispose();
128
127
  });
129
- const pixelSize = float$1(1 / GRID_SIZE);
130
- const centerSample = trailField.sample(screenUV$1);
131
- const sample1 = trailField.sample(screenUV$1.add(TSL.vec2(pixelSize, float$1(0))));
132
- const sample2 = trailField.sample(screenUV$1.add(TSL.vec2(float$1(0), pixelSize)));
133
- const sample3 = trailField.sample(screenUV$1.add(TSL.vec2(pixelSize.negate(), float$1(0))));
134
- const sample4 = trailField.sample(screenUV$1.add(TSL.vec2(float$1(0), pixelSize.negate())));
135
- const trailIntensity = centerSample.x.mul(float$1(.5)).add(sample1.x.mul(float$1(.125))).add(sample2.x.mul(float$1(.125))).add(sample3.x.mul(float$1(.125))).add(sample4.x.mul(float$1(.125)));
136
- const trailAge = centerSample.z.mul(float$1(.5)).add(sample1.z.mul(float$1(.125))).add(sample2.z.mul(float$1(.125))).add(sample3.z.mul(float$1(.125))).add(sample4.z.mul(float$1(.125)));
137
- const circleMask = step$1(float$1(.01), trailIntensity);
128
+ const pixelSize = float(1 / GRID_SIZE);
129
+ const centerSample = trailField.sample(screenUV);
130
+ const sample1 = trailField.sample(screenUV.add(vec2(pixelSize, float(0))));
131
+ const sample2 = trailField.sample(screenUV.add(vec2(float(0), pixelSize)));
132
+ const sample3 = trailField.sample(screenUV.add(vec2(pixelSize.negate(), float(0))));
133
+ const sample4 = trailField.sample(screenUV.add(vec2(float(0), pixelSize.negate())));
134
+ const trailIntensity = centerSample.x.mul(float(.5)).add(sample1.x.mul(float(.125))).add(sample2.x.mul(float(.125))).add(sample3.x.mul(float(.125))).add(sample4.x.mul(float(.125)));
135
+ const trailAge = centerSample.z.mul(float(.5)).add(sample1.z.mul(float(.125))).add(sample2.z.mul(float(.125))).add(sample3.z.mul(float(.125))).add(sample4.z.mul(float(.125)));
136
+ const circleMask = step(float(.01), trailIntensity);
138
137
  const colorA = uniforms.colorA.uniform;
139
138
  const colorB = uniforms.colorB.uniform;
140
139
  const trailColor = mixColors(colorA, colorB, trailAge, uniforms.colorSpace.uniform);
141
- return vec4$1(trailColor.rgb, trailColor.a.mul(circleMask));
140
+ return vec4(trailColor.rgb, trailColor.a.mul(circleMask));
142
141
  }
143
142
  };
144
143
  var CursorTrail_default = componentDefinition;
@@ -1,6 +1,6 @@
1
- import { t as applyEdgeHandling } from "./edges-Bn_OIa_h.js";
2
- import { a as transformEdges } from "./transformations-DxfQXZWi.js";
3
- import * as TSL from "three/tsl";
1
+ import { t as applyEdgeHandling } from "./edges-Djr_12SL.js";
2
+ import { a as transformEdges } from "./transformations-Dv5JW9ck.js";
3
+ import { convertToTexture, dot, fract, screenUV, sin, vec2, vec4, viewportSize } from "three/tsl";
4
4
  const componentDefinition = {
5
5
  name: "DiffuseBlur",
6
6
  category: "Blurs",
@@ -47,35 +47,33 @@ const componentDefinition = {
47
47
  }
48
48
  }
49
49
  },
50
- uvTransformNode: ({ uv, uniforms, viewportSize: viewportSize$1 }) => {
51
- const { vec2: vec2$1, fract, sin: sin$1, dot: dot$1 } = TSL;
50
+ uvTransformNode: ({ uv: uv$1, uniforms, viewportSize: viewportSize$1 }) => {
52
51
  const hash = (p) => {
53
- return fract(sin$1(dot$1(p, vec2$1(12.9898, 78.233).mul(2))).mul(43758.5453));
52
+ return fract(sin(dot(p, vec2(12.9898, 78.233).mul(2))).mul(43758.5453));
54
53
  };
55
- const pixelSize = vec2$1(1).div(viewportSize$1);
56
- const seed = uv.mul(1e3);
54
+ const pixelSize = vec2(1).div(viewportSize$1);
55
+ const seed = uv$1.mul(1e3);
57
56
  const rand1 = hash(seed);
58
- const rand2 = hash(seed.add(vec2$1(73.2, 41.9)));
59
- const offset = vec2$1(rand1.mul(2).sub(1), rand2.mul(2).sub(1)).mul(uniforms.intensity.uniform).mul(pixelSize);
60
- return uv.add(offset);
57
+ const rand2 = hash(seed.add(vec2(73.2, 41.9)));
58
+ const offset = vec2(rand1.mul(2).sub(1), rand2.mul(2).sub(1)).mul(uniforms.intensity.uniform).mul(pixelSize);
59
+ return uv$1.add(offset);
61
60
  },
62
61
  fragmentNode: ({ uniforms, childNode, onCleanup }) => {
63
- const { vec2: vec2$1, vec4: vec4$1, screenUV: screenUV$1, convertToTexture: convertToTexture$1, viewportSize: viewportSize$1, fract, sin: sin$1, dot: dot$1 } = TSL;
64
- if (!childNode) return vec4$1(0, 0, 0, 0);
65
- const childTexture = convertToTexture$1(childNode);
62
+ if (!childNode) return vec4(0, 0, 0, 0);
63
+ const childTexture = convertToTexture(childNode);
66
64
  onCleanup(() => {
67
65
  if (childTexture?.renderTarget?.dispose) childTexture.renderTarget.dispose();
68
66
  });
69
67
  const hash = (p) => {
70
- return fract(sin$1(dot$1(p, vec2$1(12.9898, 78.233).mul(2))).mul(43758.5453));
68
+ return fract(sin(dot(p, vec2(12.9898, 78.233).mul(2))).mul(43758.5453));
71
69
  };
72
- const uv = screenUV$1;
73
- const pixelSize = vec2$1(1).div(viewportSize$1);
74
- const seed = uv.mul(1e3);
70
+ const uv$1 = screenUV;
71
+ const pixelSize = vec2(1).div(viewportSize);
72
+ const seed = uv$1.mul(1e3);
75
73
  const rand1 = hash(seed);
76
- const rand2 = hash(seed.add(vec2$1(73.2, 41.9)));
77
- const offset = vec2$1(rand1.mul(2).sub(1), rand2.mul(2).sub(1)).mul(uniforms.intensity.uniform).mul(pixelSize);
78
- const displacedUV = uv.add(offset);
74
+ const rand2 = hash(seed.add(vec2(73.2, 41.9)));
75
+ const offset = vec2(rand1.mul(2).sub(1), rand2.mul(2).sub(1)).mul(uniforms.intensity.uniform).mul(pixelSize);
76
+ const displacedUV = uv$1.add(offset);
79
77
  return applyEdgeHandling(displacedUV, childTexture.sample(displacedUV), childTexture, uniforms.edges.uniform);
80
78
  }
81
79
  };
@@ -1,5 +1,5 @@
1
- import { r as transformColor } from "./transformations-DxfQXZWi.js";
2
- import * as TSL from "three/tsl";
1
+ import { r as transformColor } from "./transformations-Dv5JW9ck.js";
2
+ import { dot, floor, mix, screenUV, step, vec2, vec3, vec4, viewportSize } from "three/tsl";
3
3
  const componentDefinition = {
4
4
  name: "Dither",
5
5
  category: "Stylize",
@@ -48,18 +48,17 @@ const componentDefinition = {
48
48
  }
49
49
  },
50
50
  fragmentNode: ({ uniforms, childNode }) => {
51
- const { vec2: vec2$1, vec3: vec3$1, vec4: vec4$1, floor: floor$1, screenUV: screenUV$1, viewportSize: viewportSize$1, dot: dot$1, step: step$1, mix: mix$1 } = TSL;
52
- if (!childNode) return vec4$1(0, 0, 0, 0);
51
+ if (!childNode) return vec4(0, 0, 0, 0);
53
52
  const sourceColor = childNode;
54
- const luminance = dot$1(sourceColor.rgb, vec3$1(.299, .587, .114)).mul(sourceColor.a);
53
+ const luminance = dot(sourceColor.rgb, vec3(.299, .587, .114)).mul(sourceColor.a);
55
54
  const pixelSize = uniforms.pixelSize.uniform;
56
- const bayerPos = floor$1(screenUV$1.mul(viewportSize$1).div(pixelSize)).mod(vec2$1(4));
55
+ const bayerPos = floor(screenUV.mul(viewportSize).div(pixelSize)).mod(vec2(4));
57
56
  const x = bayerPos.x;
58
57
  const y = bayerPos.y;
59
58
  const bayerValue = y.equal(0).select(x.equal(0).select(0 / 16, x.equal(1).select(8 / 16, x.equal(2).select(2 / 16, 10 / 16))), y.equal(1).select(x.equal(0).select(12 / 16, x.equal(1).select(4 / 16, x.equal(2).select(14 / 16, 6 / 16))), y.equal(2).select(x.equal(0).select(3 / 16, x.equal(1).select(11 / 16, x.equal(2).select(1 / 16, 9 / 16))), x.equal(0).select(15 / 16, x.equal(1).select(7 / 16, x.equal(2).select(13 / 16, 5 / 16))))));
60
59
  const threshold = uniforms.threshold.uniform;
61
- const ditherResult = step$1(bayerValue, luminance.add(threshold.sub(.5)));
62
- return vec4$1(mix$1(uniforms.colorA.uniform.rgb, uniforms.colorB.uniform.rgb, ditherResult), mix$1(uniforms.colorA.uniform.a, uniforms.colorB.uniform.a, ditherResult));
60
+ const ditherResult = step(bayerValue, luminance.add(threshold.sub(.5)));
61
+ return vec4(mix(uniforms.colorA.uniform.rgb, uniforms.colorB.uniform.rgb, ditherResult), mix(uniforms.colorA.uniform.a, uniforms.colorB.uniform.a, ditherResult));
63
62
  }
64
63
  };
65
64
  var Dither_default = componentDefinition;
@@ -1,5 +1,5 @@
1
- import { r as transformColor } from "./transformations-DxfQXZWi.js";
2
- import * as TSL from "three/tsl";
1
+ import { r as transformColor } from "./transformations-Dv5JW9ck.js";
2
+ import { float, floor, fwidth, length, mix, screenUV, sin, smoothstep, time, vec2, vec4, viewportSize } from "three/tsl";
3
3
  const componentDefinition = {
4
4
  name: "DotGrid",
5
5
  category: "Base Layers",
@@ -50,25 +50,24 @@ const componentDefinition = {
50
50
  }
51
51
  },
52
52
  fragmentNode: ({ uniforms, uvContext }) => {
53
- const { screenUV: screenUV$1, vec4: vec4$1, vec2: vec2$1, smoothstep, length, floor: floor$1, float: float$1, viewportSize: viewportSize$1, time, sin: sin$1, mix: mix$1 } = TSL;
54
- const uvCoords = uvContext ?? screenUV$1;
53
+ const uvCoords = uvContext ?? screenUV;
55
54
  const density = uniforms.density.uniform;
56
55
  const dotSize = uniforms.dotSize.uniform;
57
56
  const dotColor = uniforms.color.uniform;
58
57
  const twinkleIntensity = uniforms.twinkle.uniform;
59
- const resolution = viewportSize$1;
58
+ const resolution = viewportSize;
60
59
  const aspect = resolution.x.div(resolution.y);
61
- const correctedUV = vec2$1(uvCoords.x.mul(aspect), uvCoords.y.oneMinus());
60
+ const correctedUV = vec2(uvCoords.x.mul(aspect), uvCoords.y.oneMinus());
62
61
  const gridUV = correctedUV.mul(density);
63
- const centerDistance = length(gridUV.sub(floor$1(gridUV)).sub(.5));
64
- const pixelSize = length(TSL.fwidth(correctedUV.mul(density)));
65
- const dot$1 = float$1(1).sub(smoothstep(dotSize.mul(.5), dotSize.mul(.5).add(pixelSize.mul(.5)), centerDistance));
66
- const gridPosition = floor$1(gridUV);
62
+ const centerDistance = length(gridUV.sub(floor(gridUV)).sub(.5));
63
+ const pixelSize = length(fwidth(correctedUV.mul(density)));
64
+ const dot$1 = float(1).sub(smoothstep(dotSize.mul(.5), dotSize.mul(.5).add(pixelSize.mul(.5)), centerDistance));
65
+ const gridPosition = floor(gridUV);
67
66
  const dotPhase = gridPosition.x.mul(12.9898).add(gridPosition.y.mul(78.233)).sin().mul(43758.5453).fract();
68
- const twinkleValue = sin$1(time.mul(2).add(dotPhase.mul(6.28318))).mul(.5).add(.5);
69
- const twinkleModifier = mix$1(float$1(1), twinkleValue, twinkleIntensity);
67
+ const twinkleValue = sin(time.mul(2).add(dotPhase.mul(6.28318))).mul(.5).add(.5);
68
+ const twinkleModifier = mix(float(1), twinkleValue, twinkleIntensity);
70
69
  const twinkledAlpha = dot$1.mul(twinkleModifier);
71
- return vec4$1(dotColor.rgb, twinkledAlpha);
70
+ return vec4(dotColor.rgb, twinkledAlpha);
72
71
  }
73
72
  };
74
73
  var DotGrid_default = componentDefinition;
@@ -1,6 +1,6 @@
1
- import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-DxfQXZWi.js";
2
- import { t as mixColors } from "./colorMixing-BXiTAqJU.js";
3
- import * as TSL from "three/tsl";
1
+ import { i as transformColorSpace, r as transformColor, t as colorSpaceOptions } from "./transformations-Dv5JW9ck.js";
2
+ import { t as mixColors } from "./colorMixing-CZPFmiT4.js";
3
+ import { convertToTexture, dot, screenUV, smoothstep, vec3, vec4 } from "three/tsl";
4
4
  const componentDefinition = {
5
5
  name: "Duotone",
6
6
  category: "Adjustments",
@@ -49,16 +49,15 @@ const componentDefinition = {
49
49
  }
50
50
  },
51
51
  fragmentNode: ({ uniforms, childNode, onCleanup }) => {
52
- const { vec3: vec3$1, vec4: vec4$1, dot: dot$1, smoothstep, screenUV: screenUV$1, convertToTexture: convertToTexture$1 } = TSL;
53
- if (!childNode) return vec4$1(0, 0, 0, 0);
54
- const childTexture = convertToTexture$1(childNode);
52
+ if (!childNode) return vec4(0, 0, 0, 0);
53
+ const childTexture = convertToTexture(childNode);
55
54
  onCleanup(() => {
56
55
  if (childTexture?.renderTarget?.dispose) childTexture.renderTarget.dispose();
57
56
  });
58
- const inputColor = childTexture.sample(screenUV$1);
59
- const luminance = dot$1(inputColor.rgb, vec3$1(.299, .587, .114));
57
+ const inputColor = childTexture.sample(screenUV);
58
+ const luminance = dot(inputColor.rgb, vec3(.299, .587, .114));
60
59
  const adjustedLuminance = smoothstep(uniforms.blend.uniform.sub(.5), uniforms.blend.uniform.add(.5), luminance);
61
- return vec4$1(mixColors(uniforms.colorA.uniform, uniforms.colorB.uniform, adjustedLuminance, uniforms.colorSpace.uniform).rgb, inputColor.a);
60
+ return vec4(mixColors(uniforms.colorA.uniform, uniforms.colorB.uniform, adjustedLuminance, uniforms.colorSpace.uniform).rgb, inputColor.a);
62
61
  }
63
62
  };
64
63
  var Duotone_default = componentDefinition;
@@ -1,4 +1,4 @@
1
- import * as TSL from "three/tsl";
1
+ import { dot, float, fract, screenUV, sin, vec2, vec4 } from "three/tsl";
2
2
  const componentDefinition = {
3
3
  name: "FilmGrain",
4
4
  category: "Stylize",
@@ -17,11 +17,10 @@ const componentDefinition = {
17
17
  }
18
18
  } },
19
19
  fragmentNode: ({ uniforms, childNode, uvContext }) => {
20
- const { vec2: vec2$1, vec4: vec4$1, float: float$1, screenUV: screenUV$1, sin: sin$1, dot: dot$1, fract } = TSL;
21
20
  const strength = uniforms.strength.uniform;
22
- const sourceColor = childNode || vec4$1(0, 0, 0, 0);
23
- const grainIntensity = fract(sin$1(dot$1(uvContext ?? screenUV$1, vec2$1(float$1(12.9898), float$1(78.233)).mul(float$1(2)))).mul(float$1(43758.5453))).mul(float$1(2)).sub(float$1(1)).mul(strength.mul(float$1(.1)));
24
- return vec4$1(sourceColor.rgb.add(grainIntensity), sourceColor.a);
21
+ const sourceColor = childNode || vec4(0, 0, 0, 0);
22
+ const grainIntensity = fract(sin(dot(uvContext ?? screenUV, vec2(float(12.9898), float(78.233)).mul(float(2)))).mul(float(43758.5453))).mul(float(2)).sub(float(1)).mul(strength.mul(float(.1)));
23
+ return vec4(sourceColor.rgb.add(grainIntensity), sourceColor.a);
25
24
  }
26
25
  };
27
26
  var FilmGrain_default = componentDefinition;
@@ -1,24 +1,23 @@
1
- import { r as transformColor } from "./transformations-DxfQXZWi.js";
2
- import * as TSL from "three/tsl";
3
- var { vec2: vec2$1, vec3: vec3$1, vec4: vec4$1, float: float$1, sin: sin$1, cos: cos$1, smoothstep, mix: mix$1, min: min$1, floor: floor$1, fract, length, dot: dot$1, screenUV: screenUV$1, viewportSize: viewportSize$1, time, Fn } = TSL;
1
+ import { r as transformColor } from "./transformations-Dv5JW9ck.js";
2
+ import { Fn, cos, dot, float, floor, fract, length, min, mix, screenUV, sin, smoothstep, time, vec2, vec3, vec4, viewportSize } from "three/tsl";
4
3
  var hash1_2 = Fn(([p]) => {
5
- return fract(sin$1(dot$1(p, vec2$1(127.1, 311.7))).mul(43758.5453123));
4
+ return fract(sin(dot(p, vec2(127.1, 311.7))).mul(43758.5453123));
6
5
  });
7
6
  var hash2_2 = Fn(([p]) => {
8
- return fract(sin$1(vec2$1(dot$1(p, vec2$1(127.1, 311.7)), dot$1(p, vec2$1(269.5, 183.3)))).mul(43758.5453));
7
+ return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))).mul(43758.5453));
9
8
  });
10
9
  var voronoiPointFromRoot = Fn(([root, deg]) => {
11
10
  const point = hash2_2(root).sub(.5);
12
- const s = sin$1(deg);
13
- const c = cos$1(deg);
14
- return vec2$1(c.mul(point.x).sub(s.mul(point.y)).mul(.66), s.mul(point.x).add(c.mul(point.y)).mul(.66)).add(root).add(.5);
11
+ const s = sin(deg);
12
+ const c = cos(deg);
13
+ return vec2(c.mul(point.x).sub(s.mul(point.y)).mul(.66), s.mul(point.x).add(c.mul(point.y)).mul(.66)).add(root).add(.5);
15
14
  });
16
- var degFromRootUV = Fn(([uv, randomness]) => {
17
- return time.mul(randomness).mul(hash1_2(uv).sub(.5)).mul(2);
15
+ var degFromRootUV = Fn(([uv$1, randomness]) => {
16
+ return time.mul(randomness).mul(hash1_2(uv$1).sub(.5)).mul(2);
18
17
  });
19
- var getParticleDistance = Fn(([uv, cellUV, randomness]) => {
18
+ var getParticleDistance = Fn(([uv$1, cellUV, randomness]) => {
20
19
  const pointUV = voronoiPointFromRoot(cellUV, degFromRootUV(cellUV, randomness));
21
- return length(uv.sub(pointUV));
20
+ return length(uv$1.sub(pointUV));
22
21
  });
23
22
  const componentDefinition = {
24
23
  name: "FloatingParticles",
@@ -148,11 +147,11 @@ const componentDefinition = {
148
147
  }
149
148
  },
150
149
  fragmentNode: ({ uniforms, childNode, uvContext }) => {
151
- const baseUV = uvContext ?? screenUV$1;
152
- const renderParticle = Fn(([uv$1]) => {
153
- const rootUV = floor$1(uv$1);
154
- const localPos = fract(uv$1);
155
- let minDist = getParticleDistance(uv$1, rootUV, uniforms.randomness.uniform);
150
+ const baseUV = uvContext ?? screenUV;
151
+ const renderParticle = Fn(([uv$2]) => {
152
+ const rootUV = floor(uv$2);
153
+ const localPos = fract(uv$2);
154
+ let minDist = getParticleDistance(uv$2, rootUV, uniforms.randomness.uniform);
156
155
  const softness = uniforms.particleSoftness.uniform;
157
156
  const scaledSize = uniforms.particleSize.uniform.mul(.01);
158
157
  const outerRadius = scaledSize.mul(.6).add(softness.mul(scaledSize.mul(2.4)));
@@ -165,52 +164,52 @@ const componentDefinition = {
165
164
  const checkRight = needsNeighbors.and(nearRight);
166
165
  const checkTop = needsNeighbors.and(nearTop);
167
166
  const checkBottom = needsNeighbors.and(nearBottom);
168
- minDist = checkLeft.select(min$1(minDist, getParticleDistance(uv$1, rootUV.add(vec2$1(-1, 0)), uniforms.randomness.uniform)), minDist);
169
- minDist = checkRight.select(min$1(minDist, getParticleDistance(uv$1, rootUV.add(vec2$1(1, 0)), uniforms.randomness.uniform)), minDist);
170
- minDist = checkTop.select(min$1(minDist, getParticleDistance(uv$1, rootUV.add(vec2$1(0, -1)), uniforms.randomness.uniform)), minDist);
171
- minDist = checkBottom.select(min$1(minDist, getParticleDistance(uv$1, rootUV.add(vec2$1(0, 1)), uniforms.randomness.uniform)), minDist);
167
+ minDist = checkLeft.select(min(minDist, getParticleDistance(uv$2, rootUV.add(vec2(-1, 0)), uniforms.randomness.uniform)), minDist);
168
+ minDist = checkRight.select(min(minDist, getParticleDistance(uv$2, rootUV.add(vec2(1, 0)), uniforms.randomness.uniform)), minDist);
169
+ minDist = checkTop.select(min(minDist, getParticleDistance(uv$2, rootUV.add(vec2(0, -1)), uniforms.randomness.uniform)), minDist);
170
+ minDist = checkBottom.select(min(minDist, getParticleDistance(uv$2, rootUV.add(vec2(0, 1)), uniforms.randomness.uniform)), minDist);
172
171
  const baseIntensity = smoothstep(outerRadius, scaledSize.mul(.6), minDist);
173
172
  const twinkleIntensity = uniforms.twinkle.uniform;
174
173
  const particlePhase = rootUV.x.mul(12.9898).add(rootUV.y.mul(78.233)).sin().mul(43758.5453).fract();
175
- const twinkleValue = sin$1(time.mul(2).add(particlePhase.mul(6.28318))).mul(.5).add(.5);
176
- const twinkleModifier = mix$1(float$1(1), twinkleValue, twinkleIntensity);
174
+ const twinkleValue = sin(time.mul(2).add(particlePhase.mul(6.28318))).mul(.5).add(.5);
175
+ const twinkleModifier = mix(float(1), twinkleValue, twinkleIntensity);
177
176
  return baseIntensity.mul(twinkleModifier).mul(uniforms.particleColor.uniform.rgb);
178
177
  });
179
- const layeredParticles = Fn(([uv$1]) => {
180
- const sizeMod = float$1(1.05);
181
- const alphaMod = float$1(.9);
178
+ const layeredParticles = Fn(([uv$2]) => {
179
+ const sizeMod = float(1.05);
180
+ const alphaMod = float(.9);
182
181
  const layers = uniforms.count.uniform;
183
- const particles$1 = vec3$1(0).toVar();
184
- const size = float$1(1).toVar();
185
- const alpha = float$1(1).toVar();
186
- const offset = vec2$1(0).toVar();
182
+ const particles$1 = vec3(0).toVar();
183
+ const size = float(1).toVar();
184
+ const alpha = float(1).toVar();
185
+ const offset = vec2(0).toVar();
187
186
  const angleRad = uniforms.angle.uniform.mul(3.14159).div(180);
188
- const baseMovementDir = vec2$1(cos$1(angleRad), sin$1(angleRad));
187
+ const baseMovementDir = vec2(cos(angleRad), sin(angleRad));
189
188
  const baseMovement = time.mul(baseMovementDir).mul(uniforms.speed.uniform);
190
189
  const speedVar = uniforms.speedVariance.uniform;
191
190
  const angleVar = uniforms.angleVariance.uniform.mul(3.14159).div(180);
192
191
  for (let i = 0; i < 4; i++) {
193
- const layerActive = float$1(i).lessThan(layers).and(alpha.greaterThan(.02));
194
- const layerHash = hash2_2(vec2$1(alpha, float$1(i).mul(7.919)));
195
- const speedMod = float$1(1).add(layerHash.x.sub(.5).mul(speedVar));
192
+ const layerActive = float(i).lessThan(layers).and(alpha.greaterThan(.02));
193
+ const layerHash = hash2_2(vec2(alpha, float(i).mul(7.919)));
194
+ const speedMod = float(1).add(layerHash.x.sub(.5).mul(speedVar));
196
195
  const angleDelta = layerHash.y.sub(.5).mul(angleVar).mul(2);
197
196
  const variedAngle = angleRad.add(angleDelta);
198
- const variedDir = vec2$1(cos$1(variedAngle), sin$1(variedAngle));
197
+ const variedDir = vec2(cos(variedAngle), sin(variedAngle));
199
198
  const movement = baseMovement.mul(speedMod).add(variedDir.sub(baseMovementDir).mul(time).mul(uniforms.speed.uniform));
200
- const layerParticles = renderParticle(uv$1.mul(size).add(movement).add(offset)).mul(alpha);
201
- particles$1.assign(particles$1.add(layerActive.select(layerParticles, vec3$1(0))));
199
+ const layerParticles = renderParticle(uv$2.mul(size).add(movement).add(offset)).mul(alpha);
200
+ particles$1.assign(particles$1.add(layerActive.select(layerParticles, vec3(0))));
202
201
  offset.assign(offset.add(layerHash.mul(10)));
203
202
  alpha.assign(alpha.mul(alphaMod));
204
203
  size.assign(size.mul(sizeMod));
205
204
  }
206
205
  return particles$1;
207
206
  });
208
- const uv = baseUV.mul(2).sub(1);
209
- const aspectRatio = viewportSize$1.x.div(viewportSize$1.y);
210
- const particles = layeredParticles(vec2$1(uv.x.mul(aspectRatio), uv.y).mul(uniforms.particleDensity.uniform));
207
+ const uv$1 = baseUV.mul(2).sub(1);
208
+ const aspectRatio = viewportSize.x.div(viewportSize.y);
209
+ const particles = layeredParticles(vec2(uv$1.x.mul(aspectRatio), uv$1.y).mul(uniforms.particleDensity.uniform));
211
210
  const particleAlpha = length(particles);
212
- if (childNode) return vec4$1(mix$1(childNode.xyz, particles, particleAlpha.greaterThan(.01).select(particleAlpha, 0)), childNode.w);
213
- return vec4$1(particles, particleAlpha);
211
+ if (childNode) return vec4(mix(childNode.xyz, particles, particleAlpha.greaterThan(.01).select(particleAlpha, 0)), childNode.w);
212
+ return vec4(particles, particleAlpha);
214
213
  }
215
214
  };
216
215
  var FloatingParticles_default = componentDefinition;