shaders 3.2.475 → 4.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (753) hide show
  1. package/LICENSE +21 -142
  2. package/README.md +192 -19
  3. package/dist/cli.js +2 -2
  4. package/dist/core/{AngularBlur-Cx1HVeYk.js → AngularBlur-BEBs-lRR.js} +2 -3
  5. package/dist/core/{Arc-D3FuqnDL.js → Arc-D-WnjM7T.js} +1 -3
  6. package/dist/core/{Ascii-Dhn0H0LB.js → Ascii-BGPIwMc3.js} +2 -5
  7. package/dist/core/{Aurora-BUfyvIyq.js → Aurora-DqJBPdMQ.js} +2 -11
  8. package/dist/core/{BarShift-v3D-9Lx4.js → BarShift-BcCOweUh.js} +2 -3
  9. package/dist/core/{BarnDoors-C5g6Sbze.js → BarnDoors-B9B-AmCV.js} +2 -3
  10. package/dist/core/{Beam-CV5g8m92.js → Beam-QG_9OS8I.js} +2 -3
  11. package/dist/core/{Bend-BFWQSHF7.js → Bend-Cy9VAowL.js} +1 -2
  12. package/dist/core/{Blob-CLvqov4O.js → Blob-C3txJeW0.js} +2 -10
  13. package/dist/core/{BlockDissolve-DER9y4PE.js → BlockDissolve-C1SFUys7.js} +2 -3
  14. package/dist/core/{BlockNoise-DpXWJkDL.js → BlockNoise-Cm3y8hce.js} +2 -4
  15. package/dist/core/{BlueNoise-CSQPDpkm.js → BlueNoise-BCLObOMm.js} +2 -4
  16. package/dist/core/{Blur-B-Tg7Sfr.js → Blur-Dg29SnXd.js} +1 -2
  17. package/dist/core/{Boids-BZo85-QR.js → Boids-rsGsPN5h.js} +2 -5
  18. package/dist/core/{BokehBlur-B1tY-T6q.js → BokehBlur-rFSFEnb0.js} +2 -3
  19. package/dist/core/{BrickPattern-DVhe3RgK.js → BrickPattern-DqN6JKEN.js} +2 -3
  20. package/dist/core/{BrightnessContrast-DBLjHzyE.js → BrightnessContrast-J9fCSBiC.js} +1 -3
  21. package/dist/core/{BrushedMetal-CpXTd3nZ.js → BrushedMetal-74wSZKjG.js} +3 -8
  22. package/dist/core/{Bulge-CHcE-9Oo.js → Bulge-BIk0oq8j.js} +1 -2
  23. package/dist/core/{CRTScreen-CyBtBJS4.js → CRTScreen-hEH-JNRd.js} +2 -3
  24. package/dist/core/{CarbonFiber-DK-0jUEs.js → CarbonFiber-CZdUDvRU.js} +3 -7
  25. package/dist/core/{Chalkboard-PmgH_OhS.js → Chalkboard-CClJHqvs.js} +2 -3
  26. package/dist/core/{ChannelBlur-J3MHHcGy.js → ChannelBlur-BEuEwQOC.js} +1 -2
  27. package/dist/core/{CheckerWipe-Dj2kjjDA.js → CheckerWipe-KuAWj2qg.js} +2 -3
  28. package/dist/core/{Checkerboard-eFWETR1S.js → Checkerboard-Rq9ze1W3.js} +2 -3
  29. package/dist/core/{Chevron-ColsT0Fy.js → Chevron-C1j6X2Ye.js} +2 -3
  30. package/dist/core/{ChromaFlow-DrdCgPGz.js → ChromaFlow-BgsCUYIl.js} +2 -5
  31. package/dist/core/{ChromaticAberration-C_It6mLf.js → ChromaticAberration-2_4tjQ0u.js} +2 -4
  32. package/dist/core/{Chrome-2WZpUHiT.js → Chrome-Be3z6C5i.js} +4 -10
  33. package/dist/core/{Circle-C-AKxSw4.js → Circle-e_qQI3tU.js} +1 -3
  34. package/dist/core/{ColorWheel-DfF0tqXE.js → ColorWheel-s5ep1H7d.js} +2 -3
  35. package/dist/core/{CompressionArtifacts-Zvwlutd7.js → CompressionArtifacts-OE9U9Qrq.js} +1 -3
  36. package/dist/core/{ConcentricSpin-tC8mylMA.js → ConcentricSpin-CLE_5yCJ.js} +1 -2
  37. package/dist/core/{ConicGradient-CNYvyjSs.js → ConicGradient-Cji2SgVO.js} +2 -4
  38. package/dist/core/{ContourLines-C4642NJd.js → ContourLines-wpPK00cF.js} +2 -3
  39. package/dist/core/{CornerPin-BF5gFRv9.js → CornerPin-gYU0Uf2m.js} +2 -3
  40. package/dist/core/{Crescent-wC0IwPjx.js → Crescent-viNc7Unp.js} +1 -2
  41. package/dist/core/{Cross-BO7JQKSq.js → Cross-DyQSsw_k.js} +1 -2
  42. package/dist/core/{Crystal-BK3ifbmV.js → Crystal-Vjj8azWg.js} +4 -9
  43. package/dist/core/{CurlNoise-UbI-Zda_.js → CurlNoise-C7PHjDht.js} +2 -4
  44. package/dist/core/{CursorRipples-rJlfKhyh.js → CursorRipples-BzPPNkA3.js} +3 -39
  45. package/dist/core/{CursorTrail-BuyQdFKJ.js → CursorTrail-cBj0AuQA.js} +2 -4
  46. package/dist/core/{DataMosh-C_ZI55Qq.js → DataMosh-5Yr9TyVx.js} +1 -3
  47. package/dist/core/{DiamondGradient-CPhUCUoq.js → DiamondGradient-DZM7HwF5.js} +2 -4
  48. package/dist/core/{DiamondWipe-y6uIpJM4.js → DiamondWipe-CqeT7lCt.js} +2 -3
  49. package/dist/core/{DiffuseBlur-BNxowfOL.js → DiffuseBlur-Y5hSDTZF.js} +2 -3
  50. package/dist/core/{DisplacementMap-BuM2b1nC.js → DisplacementMap-FobRx5Ie.js} +2 -3
  51. package/dist/core/{Dither-Bt1qdRag.js → Dither-50rqHpt9.js} +2 -3
  52. package/dist/core/{DotGrid-DJFnwMVS.js → DotGrid-B6AGLUbR.js} +3 -4
  53. package/dist/core/{DropShadow-C-IfgfyH.js → DropShadow-CEPpgatB.js} +2 -3
  54. package/dist/core/{Duotone-DML_9JhJ.js → Duotone-D76Kp7Pb.js} +2 -3
  55. package/dist/core/{Ellipse-BuNUnN8D.js → Ellipse-BGod1LeG.js} +1 -2
  56. package/dist/core/{Emboss-DvKk4zwp.js → Emboss-DMNFb_ww.js} +3 -6
  57. package/dist/core/{Engraving-DPFVnIjD.js → Engraving-Dj7bCATQ.js} +2 -3
  58. package/dist/core/{ErosionNoise-j_b7a5cl.js → ErosionNoise-4O68wJQZ.js} +2 -4
  59. package/dist/core/{Exposure-DALA5K55.js → Exposure-h-vapOpj.js} +1 -3
  60. package/dist/core/{FallingLines-CeMOKpxK.js → FallingLines-Dzop_89k.js} +2 -3
  61. package/dist/core/{FilmGrain-DsDYCjjs.js → FilmGrain-Bs8PCfdf.js} +1 -3
  62. package/dist/core/{FilmStock-DtDMkwF6.js → FilmStock-DBjVo6rL.js} +1 -4
  63. package/dist/core/{Flip-B9Av9MVn.js → Flip-CfrS4KfZ.js} +2 -3
  64. package/dist/core/{FloatingParticles-BcMOBX1m.js → FloatingParticles-D1R2tD2J.js} +2 -5
  65. package/dist/core/{FlowField-BunLIU80.js → FlowField-Slirm5AI.js} +2 -3
  66. package/dist/core/{Flower-CvqBYUCU.js → Flower-Ddlut7QZ.js} +1 -2
  67. package/dist/core/{FlowingGradient-DQ284uMb.js → FlowingGradient-CwIgTtbj.js} +2 -7
  68. package/dist/core/{FlutedGlass-BP7av96Y.js → FlutedGlass-CMMy2GJ5.js} +2 -4
  69. package/dist/core/{Fog-DyyljY9e.js → Fog-DjjUkcTZ.js} +2 -4
  70. package/dist/core/{Form3D-x-G-Lz4z.js → Form3D-DQDOHWpC.js} +2 -4
  71. package/dist/core/{FractalNoise-DTgEv-Hq.js → FractalNoise-BjI3IOIj.js} +2 -4
  72. package/dist/core/{Frost-BhMELsXw.js → Frost-CK12HnL1.js} +3 -8
  73. package/dist/core/{GaborNoise-B7kmxcRZ.js → GaborNoise-DKEIvvRJ.js} +3 -5
  74. package/dist/core/{Glass-BMCOKCUL.js → Glass-CzcOVD5Y.js} +3 -8
  75. package/dist/core/{GlassTiles-DgVooh8h.js → GlassTiles-gjhc563g.js} +1 -2
  76. package/dist/core/{Glitch-D0pvMdGd.js → Glitch-C_XAWltC.js} +1 -2
  77. package/dist/core/{Glow-CJ3i0al6.js → Glow-CrYCanBI.js} +1 -3
  78. package/dist/core/{Godrays-DOV1VQ9x.js → Godrays-BBTMOVLP.js} +2 -3
  79. package/dist/core/{Goo-sMwsU21Y.js → Goo-Brhjk8aS.js} +3 -8
  80. package/dist/core/{GradientMap-CCuimQDS.js → GradientMap-C5325QWw.js} +2 -4
  81. package/dist/core/{Grayscale-DR1xnpde.js → Grayscale-dPjs-wvf.js} +1 -2
  82. package/dist/core/{Grid-CCUodqje.js → Grid-UjEd3O76.js} +3 -4
  83. package/dist/core/{GridDistortion-DUnC2Z_Y.js → GridDistortion-vVgYya1U.js} +1 -5
  84. package/dist/core/{Group--MS8ZNKg.js → Group-KVdmAi5g.js} +1 -1
  85. package/dist/core/{HTMLInCanvas-D_Rc6bs1.js → HTMLInCanvas-CKr2u76R.js} +1 -2
  86. package/dist/core/{Halftone-CG1LNQkk.js → Halftone-pRV3TRUW.js} +2 -3
  87. package/dist/core/{Heart-qPxh2CWp.js → Heart-CX7MvvHZ.js} +1 -2
  88. package/dist/core/{Heatmap-BZDfR2vC.js → Heatmap-Dn6qyd2e.js} +3 -8
  89. package/dist/core/{HexGrid-DquaiXLF.js → HexGrid-BIfYhkfV.js} +3 -4
  90. package/dist/core/{Hologram-JAXPZFx0.js → Hologram-ou27baPQ.js} +3 -7
  91. package/dist/core/{Holographic-BBHJp93D.js → Holographic-CiHdBSMg.js} +3 -7
  92. package/dist/core/{HueShift-a1Hl7gFy.js → HueShift-CG7pcXfg.js} +1 -3
  93. package/dist/core/{ImageTexture-CLW3uX1b.js → ImageTexture-BiZuU58C.js} +1 -2
  94. package/dist/core/{InkFlow-Dfd_5vYf.js → InkFlow-D9_L7opB.js} +2 -5
  95. package/dist/core/{Invert-DBEURmcL.js → Invert-CHEaiQZO.js} +1 -2
  96. package/dist/core/{IrisWipe-DTlGb8v-.js → IrisWipe-x22vOQHm.js} +2 -3
  97. package/dist/core/Irradiance-7yq2K87_.js +389 -0
  98. package/dist/core/{IsometricCubes-BgmQXJXU.js → IsometricCubes-CkPGWr7M.js} +2 -3
  99. package/dist/core/{Kaleidoscope-0adfaQ5F.js → Kaleidoscope-CEC5m1Ww.js} +1 -2
  100. package/dist/core/{KeyFrames-BqANGVzW.js → KeyFrames-BMGEZsAZ.js} +2 -3
  101. package/dist/core/{LensDistortion-DVRKCZv8.js → LensDistortion-DKo8PiO5.js} +2 -3
  102. package/dist/core/{LensFlare-C41jY4jH.js → LensFlare-DMS-NUtK.js} +2 -3
  103. package/dist/core/LightEdge-DxmnCRls.js +315 -0
  104. package/dist/core/{LightLeak-GWrDFcI_.js → LightLeak-yoEsZtYg.js} +2 -4
  105. package/dist/core/{Line-DuV7dLdM.js → Line-D17XDUjO.js} +2 -3
  106. package/dist/core/{LinearBlur-Bft2CjmO.js → LinearBlur-CiyjPTUH.js} +2 -3
  107. package/dist/core/{LinearGradient-BzIE4ReW.js → LinearGradient-DfjKG70q.js} +2 -4
  108. package/dist/core/{LinearWipe-ArRG9OCp.js → LinearWipe-D9CtBg6S.js} +2 -3
  109. package/dist/core/{LiquidMetal-BgvfhyiQ.js → LiquidMetal-8EG6DwV6.js} +3 -8
  110. package/dist/core/{Liquify-B6EigQqP.js → Liquify-BySXF1OB.js} +1 -4
  111. package/dist/core/{MagneticFilings-Dj35dlIq.js → MagneticFilings-DNESH3Zs.js} +2 -5
  112. package/dist/core/{Marble-0kfSSCDj.js → Marble-C9WvdxrP.js} +2 -7
  113. package/dist/core/{MeshGradient-DY_rUhFv.js → MeshGradient-d9--RXOU.js} +2 -10
  114. package/dist/core/{Mirror-C1AIyKmb.js → Mirror-1V2FF2kD.js} +1 -2
  115. package/dist/core/{MultiPointGradient-B9z1J-d8.js → MultiPointGradient-cRA9ytgL.js} +2 -3
  116. package/dist/core/{Nebula-mZDwq-yl.js → Nebula-BRV-q74y.js} +4 -87
  117. package/dist/core/{Neon-CyQE26dS.js → Neon-4PemK9Rj.js} +3 -6
  118. package/dist/core/{NoiseDissolve-DQbBbxlP.js → NoiseDissolve-B7LgD46G.js} +2 -3
  119. package/dist/core/{ObjectTracker-CZd20LeZ.js → ObjectTracker-CdzDxhpy.js} +2 -3
  120. package/dist/core/{Obsidian-CjKezopV.js → Obsidian-2J1eX9kT.js} +3 -9
  121. package/dist/core/{PagePeel-ulnjqZzc.js → PagePeel-D-ziraOm.js} +1 -2
  122. package/dist/core/{Paper-c_1INiUk.js → Paper-BxzCLyzB.js} +1 -2
  123. package/dist/core/{Parallelogram-CnjzV4-0.js → Parallelogram-D4OflTwn.js} +1 -2
  124. package/dist/core/{ParticleField-yJztI6Ts.js → ParticleField-tWNicEDO.js} +1 -4
  125. package/dist/core/{ParticleFlow-DJYrNrb8.js → ParticleFlow-BiEYFyWR.js} +2 -6
  126. package/dist/core/{Particles-kT-8Aj5V.js → Particles-B7W4yWgo.js} +3 -7
  127. package/dist/core/{PerlinNoise-C_Pczp28.js → PerlinNoise-C-irUxp9.js} +3 -5
  128. package/dist/core/{Perspective-BrbfuYVk.js → Perspective-DlnAW-pe.js} +2 -3
  129. package/dist/core/{PixelSort-DoTMcLz4.js → PixelSort-BBOTYuOE.js} +1 -4
  130. package/dist/core/{PixelThrow-B8pxI6sI.js → PixelThrow-DCJb9Lxd.js} +2 -4
  131. package/dist/core/{Pixelate-DCU9U9Wb.js → Pixelate-CZdwB--K.js} +1 -2
  132. package/dist/core/{Plasma-Xe1I1Mmb.js → Plasma-CTOQJeqy.js} +2 -4
  133. package/dist/core/{Plastic-Ce9dVqPq.js → Plastic-DvyH9x-4.js} +3 -8
  134. package/dist/core/{PolarCoordinates-mtOsxdGf.js → PolarCoordinates-XhdDAOD0.js} +1 -2
  135. package/dist/core/{Polygon-Cv63keGU.js → Polygon-CLohB-Ly.js} +2 -4
  136. package/dist/core/{Posterize-QhGDzUuf.js → Posterize-BAQfnvmK.js} +1 -2
  137. package/dist/core/{Prism-DOXMcTrS.js → Prism-DJVCVAXX.js} +2 -6
  138. package/dist/core/{ProgressiveBlur-sSQrxqcr.js → ProgressiveBlur-Dirva1on.js} +2 -3
  139. package/dist/core/{RadialGradient-DWTDAQnq.js → RadialGradient-DuSKR8Ds.js} +2 -4
  140. package/dist/core/{RadialWipe-HfofRhY0.js → RadialWipe-n8tON7x2.js} +2 -3
  141. package/dist/core/{RandomBars-DspX9Utc.js → RandomBars-BYouiIgQ.js} +2 -3
  142. package/dist/core/{ReactionDiffusion-GsRfnqUY.js → ReactionDiffusion-CHDd3y2q.js} +2 -5
  143. package/dist/core/{RectangularCoordinates-DhPRrTPT.js → RectangularCoordinates-CYFfCawa.js} +1 -2
  144. package/dist/core/{ReflectivePlane-ej7XTkZ-.js → ReflectivePlane-DFTl5U9q.js} +2 -3
  145. package/dist/core/Repeater-CnbzXuAe.js +473 -0
  146. package/dist/core/{Ring-CC1LC05E.js → Ring-CGkHVSVd.js} +1 -2
  147. package/dist/core/{RippleWipe-CmmIx59a.js → RippleWipe-DLjPzY6u.js} +2 -3
  148. package/dist/core/{Ripples-ColS9_ej.js → Ripples-C2tITU62.js} +2 -3
  149. package/dist/core/{RoundedRect-BCL_4FLA.js → RoundedRect-sfNTUaCY.js} +1 -2
  150. package/dist/core/{Saturation-E77lSl0T.js → Saturation-BRkifYWj.js} +1 -3
  151. package/dist/core/{Scratches-ZHohp7K4.js → Scratches-D87O5C2K.js} +2 -4
  152. package/dist/core/{Sharpness-CgNxIvCA.js → Sharpness-BGv613Zw.js} +1 -3
  153. package/dist/core/Shatter-DuyCFU1f.js +328 -0
  154. package/dist/core/{SimplexNoise-CZf812YP.js → SimplexNoise-CQJvmqd-.js} +2 -4
  155. package/dist/core/{SineWave-CVHPlsdX.js → SineWave-BfOgSGMP.js} +2 -3
  156. package/dist/core/{SliceWipe-4Y_DLO0N.js → SliceWipe-CD_D99sl.js} +1 -2
  157. package/dist/core/{Smoke-CzjvGgBl.js → Smoke-BDQYKRP1.js} +2 -4
  158. package/dist/core/{SmokeFill-DkMjXE-D.js → SmokeFill-CPnzQtQv.js} +3 -8
  159. package/dist/core/{SmokeFlow-DQMNHV2s.js → SmokeFlow-BkPMjZq8.js} +2 -4
  160. package/dist/core/{Solarize-DmhOkKoO.js → Solarize-DSiS32QS.js} +1 -3
  161. package/dist/core/{SolidColor-CyYoqgG3.js → SolidColor-DEKpgy1c.js} +2 -3
  162. package/dist/core/Sparkle-BZur6gPW.js +178 -0
  163. package/dist/core/{Spherize-D2gNetxE.js → Spherize-D9Yg4n6O.js} +2 -3
  164. package/dist/core/{Spiral-BCO6OJXU.js → Spiral-BCacfEpT.js} +2 -3
  165. package/dist/core/{Star-9JERbdHT.js → Star-Dnw1ihk7.js} +1 -2
  166. package/dist/core/{Stone-92McvPwz.js → Stone-Cje-_vAg.js} +1 -3
  167. package/dist/core/{Strands-B6NfRExJ.js → Strands-CFRxS1G_.js} +2 -4
  168. package/dist/core/{Stretch-DbUOkCav.js → Stretch-DXVhfIqO.js} +1 -2
  169. package/dist/core/{Stripes-BG2zbwGV.js → Stripes-CCADWwyq.js} +2 -3
  170. package/dist/core/{StudioBackground-tpZpD080.js → StudioBackground-BlzYNAsu.js} +2 -6
  171. package/dist/core/{SunBurst-BMH4MKRL.js → SunBurst-CmWbI18r.js} +2 -3
  172. package/dist/core/{Surface3D-DUZMTBel.js → Surface3D-Dmh98-0V.js} +2 -6
  173. package/dist/core/{Swirl-CzOPAKx8.js → Swirl-CzI1qSVc.js} +2 -4
  174. package/dist/core/{Teardrop-aOr2VYQI.js → Teardrop-D24uulL0.js} +1 -2
  175. package/dist/core/{Text-CV3Lr3m0.js → Text-CrZKvBw6.js} +2 -6
  176. package/dist/core/{ThinFilm-CYOodpsx.js → ThinFilm-D7R2dt1O.js} +3 -6
  177. package/dist/core/{TiltShift-Cv80ZHW3.js → TiltShift-AMMDZBvf.js} +2 -3
  178. package/dist/core/{TimeTrail-fvJO2a1q.js → TimeTrail-BCYDP2ep.js} +2 -6
  179. package/dist/core/{Tint-D4m85tFF.js → Tint-DHb5wBN5.js} +2 -3
  180. package/dist/core/{Trapezoid-B-PkXCCJ.js → Trapezoid-CL5Fxvq7.js} +1 -2
  181. package/dist/core/{TriangularGrid-hMfK10up.js → TriangularGrid-Bp-SJS-H.js} +2 -3
  182. package/dist/core/{Tritone-n1wNQ1dI.js → Tritone-C0nx7OdC.js} +2 -3
  183. package/dist/core/{Truchet-BhmcbIE9.js → Truchet-DCetyDaq.js} +2 -3
  184. package/dist/core/{Twirl-D8gALHXr.js → Twirl-D_mv9KEi.js} +1 -2
  185. package/dist/core/{VHS-CaqSB2Op.js → VHS-Cp9aDjti.js} +1 -2
  186. package/dist/core/{VenetianBlinds-B1-WjIeY.js → VenetianBlinds-DUyvaT5w.js} +2 -3
  187. package/dist/core/{Vesica-Gh1CMA7n.js → Vesica-BpzrTPTA.js} +1 -2
  188. package/dist/core/{Vibrance-ixBSdj4B.js → Vibrance-DW3J-pvW.js} +1 -3
  189. package/dist/core/{VideoTexture-DVQ1YsW2.js → VideoTexture-zoKsSrex.js} +1 -2
  190. package/dist/core/{Vignette-B9v8l0So.js → Vignette-KKbP3qdZ.js} +2 -5
  191. package/dist/core/{Voronoi-CIHogO9V.js → Voronoi-Bp2-U6lm.js} +2 -5
  192. package/dist/core/Voxels-B3e3LHH5.js +469 -0
  193. package/dist/core/{Water-Dh4UB4UF.js → Water-CoYwvqKx.js} +3 -8
  194. package/dist/core/{Watercolor-C70_K8Lv.js → Watercolor-DUNjSIN1.js} +2 -4
  195. package/dist/core/{WaveDistortion-BCKxUa-p.js → WaveDistortion-Dp8ws0z1.js} +1 -2
  196. package/dist/core/{Waveform-BKMFhH8R.js → Waveform-DDBLB6zu.js} +2 -9
  197. package/dist/core/{WaveletNoise-CFpncHiR.js → WaveletNoise-CpBkzfRT.js} +2 -4
  198. package/dist/core/{Weave-CYgbepeB.js → Weave-cWkvSEAy.js} +2 -3
  199. package/dist/core/{WebcamTexture-B0vkMk_l.js → WebcamTexture-D484SXSE.js} +1 -2
  200. package/dist/core/{Wool-CLkJUMng.js → Wool-C9L7O9fD.js} +1 -3
  201. package/dist/core/{WorleyNoise-BxznxOxV.js → WorleyNoise-B5j5lDQZ.js} +2 -3
  202. package/dist/core/{ZoomBlur-DtujxMsW.js → ZoomBlur-bPC1dBu2.js} +2 -3
  203. package/dist/core/customShaders.d.ts +71 -0
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@@ -1,9 +1,27 @@
1
- /** Frame-rate-independent exponential decay multiplier: `exp(−rate·dt)`. */
1
+ /**
2
+ * The per-frame multiplier that decays a value at `rate` per second, whatever the frame rate.
3
+ *
4
+ * Write it into a `dragMul` value each frame. A rate of 1 halves a velocity in about 0.7 s.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * dragMul: agentFrame.expDecay(2.2 + damping * 6, dt)
9
+ * ```
10
+ * @see integrator
11
+ */
2
12
  export declare function expDecay(rate: number, dt: number): number;
3
13
  /**
4
- * Invert a center/scale/rotation placement: screen-UV pointer → shape-local xy (y up).
5
- * The forward transform is `screen = center + R(rot)·(local·scale)/aspectLift`; this is its
6
- * exact inverse, with x lifted by aspect so the local frame is isotropic.
14
+ * The pointer in the shape's own coordinates: undo the layer's center, scale and rotation so a
15
+ * cursor force can act in the same space the swarm lives in (y up, isotropic).
16
+ *
17
+ * `pointerX`/`pointerY` and `centerX`/`centerYv` are in uv, `rotC`/`rotS` the cosine and sine
18
+ * of the rotation, `aspect` the canvas width over height.
19
+ *
20
+ * @example
21
+ * ```ts
22
+ * const cursor = agentFrame.pointerToShapeLocal({pointerX, pointerY, centerX, centerYv, scale, rotC, rotS, aspect})
23
+ * ```
24
+ * @see force
7
25
  */
8
26
  export declare function pointerToShapeLocal(opts: {
9
27
  pointerX: number;
@@ -19,9 +37,15 @@ export declare function pointerToShapeLocal(opts: {
19
37
  y: number;
20
38
  };
21
39
  /**
22
- * Body-frame angular velocity from consecutive euler angles (radians), for a field sampled at
23
- * `R·p`: features move at `−(Rᵀω)×r`, so the euler rates are conjugated by Rᵀ and negated.
24
- * Returns null on the first frame (no previous sample).
40
+ * How fast a rotating shape's surface moves, from its rotation this frame and last frame, so a
41
+ * swarm inside it can be dragged along. Angles in radians, `dt` in seconds. Null on the first
42
+ * frame.
43
+ *
44
+ * @example
45
+ * ```ts
46
+ * om = agentFrame.omegaFromRotationDeltas(prevRot, next, dt) ?? om
47
+ * ```
48
+ * @see entrainmentFromOmega
25
49
  */
26
50
  export declare function omegaFromRotationDeltas(prev: {
27
51
  x: number;
@@ -36,7 +60,17 @@ export declare function omegaFromRotationDeltas(prev: {
36
60
  y: number;
37
61
  z: number;
38
62
  } | null;
39
- /** Cap an omega vector's magnitude and derive the entrainment gain from it. */
63
+ /**
64
+ * The values `force.containment` reads for a rotating shape: the rotation rate capped at
65
+ * `cap`, and an `entrain` gain that grows with the rate up to `gainMax`.
66
+ *
67
+ * @example
68
+ * ```ts
69
+ * const {omegaX, omegaY, omegaZ, entrain} = agentFrame.entrainmentFromOmega(om, {cap: 10, gainRate: 2.5, gainMax: 5})
70
+ * ```
71
+ * @tip With a still shape the gain is exactly 0, so the entrainment force costs nothing to leave declared.
72
+ * @see omegaFromRotationDeltas, force
73
+ */
40
74
  export declare function entrainmentFromOmega(om: {
41
75
  x: number;
42
76
  y: number;
@@ -52,9 +86,19 @@ export declare function entrainmentFromOmega(om: {
52
86
  entrain: number;
53
87
  };
54
88
  /**
55
- * A stateful smoothed-motion-direction tracker: the axis eases toward the pointer's travel
56
- * direction with a teleport guard — a jump wider than `teleport` world units in one frame is
57
- * the pointer re-entering the canvas, not a stroke, so the axis holds its previous heading.
89
+ * A unit direction that follows where the pointer has been travelling, smoothed frame to frame.
90
+ * Feed `update(x, y)` the pointer each frame and write the result into an axis value.
91
+ *
92
+ * `smoothing` (0–1, default 0.1) is how fast the axis turns. A jump longer than `teleport`
93
+ * (default 0.25, in the same units as the pointer) is the cursor re-entering the canvas, not a
94
+ * stroke, and leaves the axis alone.
95
+ *
96
+ * @example
97
+ * ```ts
98
+ * const motionAxis = agentFrame.createMotionAxis({smoothing: 0.1, teleport: 0.25})
99
+ * const axis = motionAxis.update(cursorX, cursorY)
100
+ * ```
101
+ * @see field
58
102
  */
59
103
  export declare function createMotionAxis(opts?: {
60
104
  smoothing?: number;
@@ -66,23 +110,48 @@ export declare function createMotionAxis(opts?: {
66
110
  };
67
111
  };
68
112
  /**
69
- * Fit ~`count` roughly-square cells over an overscanned `[−ov, domainX+ov] × [−ov, 1+ov]`
70
- * domain (the jittered home grid — off-screen agents backfill pulled-in edges).
113
+ * A grid of about `count` roughly square cells over the canvas plus an `overscan` border on
114
+ * every side, for agents that rest on a jittered grid. `domainX` is the canvas width in
115
+ * heights (the aspect).
116
+ *
117
+ * Returns the column count and the cell size, which `field.jitteredGridHome` reads.
118
+ *
119
+ * @example
120
+ * ```ts
121
+ * const {cols, cellW, cellH} = agentFrame.fitJitteredGrid(count, domainX, 0.1)
122
+ * ```
123
+ * @see fitIsoGrid, field
71
124
  */
72
125
  export declare function fitJitteredGrid(count: number, domainX: number, overscan: number): {
73
126
  cols: number;
74
127
  cellW: number;
75
128
  cellH: number;
76
129
  };
77
- /** Fit an isotropic W×H agent grid to a count and aspect, each axis clamped to [min, max]. */
130
+ /**
131
+ * A W×H grid of square cells holding about `count` agents at the canvas `aspect`, each side
132
+ * clamped to `[min, max]`.
133
+ *
134
+ * @example
135
+ * ```ts
136
+ * const {w, h} = agentFrame.fitIsoGrid(count, aspect, 8, 160)
137
+ * ```
138
+ * @see fitJitteredGrid
139
+ */
78
140
  export declare function fitIsoGrid(count: number, aspect: number, min: number, max: number): {
79
141
  w: number;
80
142
  h: number;
81
143
  };
82
144
  /**
83
- * Camera rotation matrix rows (Rz·Ry·Rx), conjugated for screen space (y down): the y-up
84
- * matrix with the off-diagonal y terms sign-flipped, so positive angles read as the natural
85
- * orbit directions in the editor. Angles in radians.
145
+ * The three rows of a camera rotation for a 3D view drawn on a y-down canvas. Angles in
146
+ * radians. Write them into the values a projected splat reads.
147
+ *
148
+ * Positive angles orbit in the directions that feel natural in the editor.
149
+ *
150
+ * @example
151
+ * ```ts
152
+ * const rows = agentFrame.cameraRowsYDown(rotX * DEG_TO_RAD, rotY * DEG_TO_RAD, rotZ * DEG_TO_RAD)
153
+ * ```
154
+ * @see renderAgents
86
155
  */
87
156
  export declare function cameraRowsYDown(rx: number, ry: number, rz: number): {
88
157
  rowX: [number, number, number];
@@ -90,9 +159,14 @@ export declare function cameraRowsYDown(rx: number, ry: number, rz: number): {
90
159
  rowZ: [number, number, number];
91
160
  };
92
161
  /**
93
- * The R3 sub-cell dither for a voxel lattice: frame `i`'s offset, scaled by one cell — evenly
94
- * covers the sub-cell cube over frames, so a grid can never stand in coherent moiré with a
95
- * boundary. (See `R3_ALPHA` on the harness.)
162
+ * A tiny offset for frame `frameIdx`, within one grid `cell`, that `force.pressure` reads to
163
+ * keep its density grid from lining up with the shape. Increment the frame index each frame.
164
+ *
165
+ * @example
166
+ * ```ts
167
+ * const gridOff = agentFrame.r3SubCellOffset(frameIdx++, cellSize)
168
+ * ```
169
+ * @see force
96
170
  */
97
171
  export declare function r3SubCellOffset(frameIdx: number, cell: number): {
98
172
  x: number;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"agentFrame.d.ts","sourceRoot":"","sources":["../../../src/std/sim/agentFrame.ts"],"names":[],"mappings":"AAiBA;;;;;;;;;;GAUG;AAEH,wBAAgB,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,MAAM,CAEzD;AAID;;;;;;;;;;;;GAYG;AAGH,wBAAgB,mBAAmB,CAAC,IAAI,EAAE;IACtC,QAAQ,EAAE,MAAM,CAAA;IAChB,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,EAAE,MAAM,CAAA;IACf,QAAQ,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,MAAM,CAAA;IACb,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,MAAM,CAAA;IACZ,MAAM,EAAE,MAAM,CAAA;CACjB,GAAG;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,CAOzB;AAID;;;;;;;;;;GAUG;AAGH,wBAAgB,uBAAuB,CACnC,IAAI,EAAE;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,GAAG,IAAI,EAC9C,IAAI,EAAE;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,EACvC,EAAE,EAAE,MAAM,GACX;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,GAAG,IAAI,CAkB1C;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,oBAAoB,CAAC,EAAE,EAAE;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,EAAE,IAAI,EAAE;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAA;CAAC;;;;;EASjI;AAID;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,CAAC,EAAE;IAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;CAAC;cAQ7D,MAAM,KAAK,MAAM,GAAG;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC;EAkB3D;AAID;;;;;;;;;;;;GAYG;AAEH,wBAAgB,eAAe,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM;;;;EAM/E;AAED;;;;;;;;;GASG;AACH,wBAAgB,UAAU,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM;;;EAMjF;AAID;;;;;;;;;;;GAWG;AAGH,wBAAgB,eAAe,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG;IACjE,IAAI,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC9B,IAAI,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAC9B,IAAI,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;CACjC,CAYA;AAID;;;;;;;;;GASG;AAIH,wBAAgB,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,CAMjG"}
@@ -3,7 +3,7 @@ import { Vec4StateArray, AgentHome2 } from './agentForces';
3
3
 
4
4
  type AtomicU32 = d.atomicU32;
5
5
  type StorageTex = d.textureStorage2d<'rgba16float', 'write-only'>;
6
- /** The world-splat core: per-agent vec4 state + the energy/excitement accumulators. */
6
+ /** What an oriented splat's layout must name: `agents`, the `accumE` and `accumS` canvases, and `params.aspect` and `params.bodyR`. */
7
7
  export interface WorldSplatLayout {
8
8
  readonly $: {
9
9
  readonly agents: Vec4StateArray;
@@ -15,7 +15,7 @@ export interface WorldSplatLayout {
15
15
  };
16
16
  };
17
17
  }
18
- /** The ramp-resolve core: the two accumulators, the output texture, the color endpoints. */
18
+ /** What a ramp resolve's layout must name: the two canvases, the output texture `outTex`, and the two colors `params.colA` and `params.colB`. */
19
19
  export interface RampResolveLayout {
20
20
  readonly $: {
21
21
  readonly accumE: AtomicU32[];
@@ -27,37 +27,55 @@ export interface RampResolveLayout {
27
27
  };
28
28
  };
29
29
  }
30
+ /** How agents with a heading are drawn. */
30
31
  export interface OrientedWorldSplatConfig {
32
+ /** The shape name: `arrow`, `streak`, `square`, `dot`, `glow`. */
31
33
  shape: string;
32
- /** Square accumulator resolution. */
34
+ /** The canvas side in texels. */
33
35
  res: number;
34
- /** Sanity cap on the body half-width, in texels (the window itself is dynamic). */
36
+ /** Largest body half-width accepted, in texels. A safety cap, not a size. */
35
37
  splatRCap: number;
36
- /** Where the agent's heading comes from: its velocity (xy = vel) or its angle (z = θ). */
38
+ /** Where the heading comes from: the agent's velocity, or a stored angle plus `home`. */
37
39
  heading: 'velocity' | 'angle';
38
- /** Excitement source: the per-agent envelope buffer, or local speed / params.speedNorm. */
40
+ /** Where excitement comes from: a per-agent buffer, or speed over `params.speedNorm`. */
39
41
  agitation: 'buffer' | 'speed';
40
- /** Stretch the round glow into a comet along the heading (velocity consumers). */
42
+ /** Stretch a soft shape into a comet along the heading. */
41
43
  comet: boolean;
42
- /** Derive the position from a home part + stored offset (MagneticFilings). */
44
+ /** For `heading: 'angle'`: the resting position each stored offset is measured from. */
43
45
  home?: AgentHome2;
44
46
  name: string;
45
47
  }
46
48
  /**
47
- * Rasterize one oriented agent into the accumulators by evaluating the baked shape's coverage
48
- * per texel in heading space (t along the heading, n perpendicular), in WORLD units so the
49
- * shape reads undistorted on any aspect. Hard shapes get a single-texel AA edge and over-drive
50
- * the fixed-point gain (interiors resolve fully opaque); the glow is a Gaussian falloff, comet-
51
- * stretched for the velocity consumers. The window is sized per agent from its ACTUAL accept
52
- * radius per axis and clipped once (the shared harness helper), and additive fixed-point
53
- * atomics are order-independent — no sort. Symmetric shapes (a plain dot, an un-stretched
54
- * glow) skip the heading rotation entirely — it cannot change a radial profile.
49
+ * The splat for agents with a heading: the shape is drawn along the way the agent points, in
50
+ * canvas units so it looks the same on any aspect. Hard shapes get a one-texel soft edge;
51
+ * `glow` is a soft falloff, comet-stretched when `comet` is on.
55
52
  */
56
53
  declare function splatOrientedWorld(layout: WorldSplatLayout, cfg: OrientedWorldSplatConfig): (i: number) => void;
54
+ /**
55
+ * The three parts a round mote is drawn with: where it sits (`orbitalPlace`), how bright it is
56
+ * (`twinkleBrightness`) and how big it is (`presenceRadius`). Each is built over your layout
57
+ * and handed to `renderAgents.pointWorld`.
58
+ *
59
+ * Every part varies per mote by a hash of its index, so a field of motes never moves in step.
60
+ *
61
+ * @example
62
+ * ```ts
63
+ * renderAgents.pointWorld(simLayout, {shape, res: 1024, place: pointSlot.orbitalPlace(simLayout, {radius: 0.035, rate: 1.4}), brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2}), bodyRadius: pointSlot.presenceRadius(simLayout), names: {splat: 'motesSplat', resolve: 'motesResolve'}})
64
+ * ```
65
+ * @see renderAgents, splat
66
+ */
57
67
  export declare const pointSlot: {
58
- /** Placement: the stored position plus a circular orbital wander whose radius and rate
59
- * scale with `params.randomness`, phase + rate hashed per agent. Needs
60
- * `params.{time, randomness}`. */
68
+ /**
69
+ * The mote's drawn position: its stored position plus a slow circle of `radius` (canvas
70
+ * heights) at `rate` turns per second, both scaled by `params.randomness` and varied per
71
+ * mote. Reads `params.time`.
72
+ *
73
+ * @example
74
+ * ```ts
75
+ * place: pointSlot.orbitalPlace(simLayout, {radius: 0.035, rate: 1.4})
76
+ * ```
77
+ * @see twinkleBrightness, presenceRadius
78
+ */
61
79
  readonly orbitalPlace: (layout: {
62
80
  readonly $: {
63
81
  readonly params: {
@@ -69,8 +87,17 @@ export declare const pointSlot: {
69
87
  radius: number;
70
88
  rate: number;
71
89
  }) => PointWorldSplatConfig["place"];
72
- /** Brightness: a hash-phased sinusoidal twinkle (blend set by `params.twinkle`) × the
73
- * presence cascade. Needs `params.{time, twinkle}`. */
90
+ /**
91
+ * The mote's brightness: a twinkle at `freq` cycles per second, blended in by
92
+ * `params.twinkle` (0 steady, 1 full shimmer), times a per-mote presence so some motes read
93
+ * nearer than others. Reads `params.time`.
94
+ *
95
+ * @example
96
+ * ```ts
97
+ * brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2})
98
+ * ```
99
+ * @see orbitalPlace, presenceRadius
100
+ */
74
101
  readonly twinkleBrightness: (layout: {
75
102
  readonly $: {
76
103
  readonly params: {
@@ -81,7 +108,16 @@ export declare const pointSlot: {
81
108
  }, cfg: {
82
109
  freq: number;
83
110
  }) => PointWorldSplatConfig["brightness"];
84
- /** Body radius: the shared `params.bodyR` scaled by the presence cascade, floored. */
111
+ /**
112
+ * The mote's size: `params.bodyR` scaled by the same per-mote presence as the brightness,
113
+ * so the motes that read nearer are bigger and brighter together.
114
+ *
115
+ * @example
116
+ * ```ts
117
+ * bodyRadius: pointSlot.presenceRadius(simLayout)
118
+ * ```
119
+ * @see twinkleBrightness
120
+ */
85
121
  readonly presenceRadius: (layout: {
86
122
  readonly $: {
87
123
  readonly params: {
@@ -90,24 +126,21 @@ export declare const pointSlot: {
90
126
  };
91
127
  }) => PointWorldSplatConfig["bodyRadius"];
92
128
  };
129
+ /** How round motes are drawn: the shape, the canvas size, and the three `pointSlot` parts. */
93
130
  export interface PointWorldSplatConfig {
131
+ /** The shape name: `dot`, `glow`, `square`. */
94
132
  shape: string;
133
+ /** The canvas side in texels. */
95
134
  res: number;
96
- /** Placement part: stored position → rendered position (the orbital wander). */
135
+ /** Where the mote is drawn, from its stored position. */
97
136
  place: (fi: number, stored: d.v2f) => d.v2f;
98
- /** Brightness part: the twinkle × presence energy modulation. */
137
+ /** How bright the mote is. */
99
138
  brightness: (fi: number) => number;
100
- /** Body-radius part: per-agent size (presence cascade), already floored. */
139
+ /** The mote's body radius in canvas heights, already floored. */
101
140
  bodyRadius: (fi: number) => number;
102
141
  name: string;
103
142
  }
104
- /**
105
- * Rasterize one un-oriented mote with a LIVE softness uniform (`params.softness` feathers the
106
- * baked hard shapes toward the glow skirt at runtime; the glow shape is always fully soft —
107
- * its mix folds away and the fast texel fn emits the Gaussian skirt only). Placement,
108
- * brightness and per-agent size arrive as slot parts — they are the consumer's look.
109
- */
110
- /** The point-splat core: agent state + the energy accumulator + the live softness. */
143
+ /** What a point splat's layout must name: `agents`, the `accumE` canvas, and `params.aspect` and `params.softness`. */
111
144
  export interface PointWorldSplatLayout {
112
145
  readonly $: {
113
146
  readonly agents: Vec4StateArray;
@@ -142,11 +175,15 @@ interface VolumeRenderLayout {
142
175
  };
143
176
  };
144
177
  }
178
+ /** How a 3D swarm is drawn: the shape, the output size, the largest particle, and the reach of each particle's profile. */
145
179
  export interface VolumeSplatConfig {
180
+ /** The shape name: `dot`, `glow`, `square`. */
146
181
  shape: string;
182
+ /** The output side in texels. */
147
183
  outRes: number;
184
+ /** Largest particle radius drawn, in texels. */
148
185
  maxSplatSize: number;
149
- /** Radial reject: a texel contributes while q = dist²/size² < extQ. */
186
+ /** How far a particle's profile reaches, as distance² over size². 6 covers a soft glow. */
150
187
  extQ: number;
151
188
  names: {
152
189
  splat: string;
@@ -155,10 +192,10 @@ export interface VolumeSplatConfig {
155
192
  };
156
193
  }
157
194
  /**
158
- * Project a 3D swarm particle to screen (2D placement rotation + a soft perspective from its
159
- * z), then accumulate the particle's softness-blended profile into the energy buffer and a
160
- * speed-weighted copy into the second buffer (the resolve derives per-texel average speed for
161
- * the rest→excited ramp). Additive fixed-point atomics are order-independent — no z-sort.
195
+ * The splat for a 3D swarm: each particle is placed on screen through the layer's center,
196
+ * scale and rotation with a soft perspective from its depth, then drawn with a profile that
197
+ * `params.softness` blends from crisp to a glow. Speed is recorded alongside so the ramp
198
+ * resolve can color fast particles.
162
199
  */
163
200
  declare function splatVolume(layout: VolumeRenderLayout, cfg: VolumeSplatConfig): (i: number) => void;
164
201
  interface ReliefRenderLayout {
@@ -191,53 +228,53 @@ interface ReliefRenderLayout {
191
228
  };
192
229
  };
193
230
  }
231
+ /** How particles standing on an image are drawn. */
194
232
  export interface ReliefSplatConfig {
233
+ /** The shape name: `dot`, `glow`, `square`. */
195
234
  shape: string;
196
- /** Cap on a particle's body radius in texels (the window itself is dynamic). */
235
+ /** Largest body radius drawn, in texels. */
197
236
  splatRCap: number;
198
- /** Hard-edge anti-alias half-width, in render texels. */
237
+ /** Width of the soft edge on hard shapes, in texels. 0.75 is typical. */
199
238
  aaW: number;
200
- /** Child alpha below which a particle is skipped entirely. */
239
+ /** Child alpha below which a particle is not drawn at all. */
201
240
  minAlpha: number;
202
- /** Fixed-point scale for the atomic accumulators. */
241
+ /** Precision of the color accumulation. 1024 is typical. */
203
242
  fp: number;
204
- /** Idle-wobble base frequency (× params.time). */
243
+ /** How fast particles breathe when idle, in cycles per second of `params.time`. */
205
244
  wobbleFreq: number;
206
- /** Projection strength. */
245
+ /** How strongly depth changes size and spread. */
207
246
  perspK: number;
208
247
  name: string;
209
248
  }
210
249
  /**
211
- * The camera + colorFrom-layer splat variant: rotate the particle's 3D world position by the
212
- * camera rows, project through a perspective from screen center (near ones enlarge, brighten
213
- * and spread outward), then accumulate the shape's coverage as DEPTH-WEIGHTED color into the
214
- * four fixed-point buffers. The weight (persp²·shade) makes near particles dominate the
215
- * per-texel average → stylized pseudo-occlusion, no z-sort.
250
+ * The splat for particles standing on an image: each is placed through the camera rows with
251
+ * perspective, then drawn in the child's color at its home. Nearer particles weigh more, so
252
+ * they win the color where particles overlap, with no sorting.
216
253
  */
217
254
  declare function splatRelief(layout: ReliefRenderLayout, cfg: ReliefSplatConfig): (x: number, y: number) => void;
255
+ /** How the rest-to-excited color resolve behaves. */
218
256
  export interface RampResolveConfig {
219
- /** Baked color-space mode for the rest→excited mix (the canonical mixColorsVariants path). */
257
+ /** The color space the two colors mix in, as the `colorSpace` prop's number. */
220
258
  colorSpace: number;
259
+ /** The canvas side in texels. */
221
260
  res: number;
222
- /** Fixed-point inverse gain (1/255 for the world splats, 1/256 for the volume splat). */
261
+ /** The scale the splat accumulated at. `renderAgents` fills this in. */
223
262
  invGain: number;
224
- /** Scale the energy by `params.exposure` (the volume consumer's brightness knob). */
263
+ /** Multiply brightness by `params.exposure`. */
225
264
  exposure?: boolean;
226
- /** Trail canvas: 'on' (always composited), {baked: boolean} (read baked out at trails = 0,
227
- * write kept so scrubbing up never ghosts), or 'none' (no trail buffer in the layout). */
265
+ /** Motion trails: `'on'` always, `'none'` never, or `{baked}` for a layer whose trails prop can be 0. */
228
266
  trails: 'on' | 'none' | {
229
267
  baked: boolean;
230
268
  };
231
269
  name: string;
232
270
  }
233
271
  /**
234
- * Accumulators → color: the rest→excited ramp mixes in the baked color space, driven by the
235
- * per-texel average excitement (`accumS / accumE`). Most texels get no splat energy at all and
236
- * the endpoints are uniforms, so zero-energy texels skip the mix — RGB must still be colA (not
237
- * black) or the fragment's bilinear upsample would drag a dark fringe into every edge texel.
272
+ * The resolve that colors agents from a rest color to an excited color: where more excited
273
+ * agents landed, the color leans toward `params.colB`. Empty texels are transparent. With
274
+ * trails on, each frame fades into a persistent canvas by `params.trails`.
238
275
  */
239
276
  declare function resolveRamp(layout: RampResolveLayout, cfg: RampResolveConfig): (x: number, y: number) => void;
240
- /** Accumulated energy → a single tint's alpha (`params.color`) — transparent between agents. */
277
+ /** The resolve for one tint: `params.color` with an alpha from how much landed on each texel, transparent between agents. */
241
278
  declare function resolveTint(layout: {
242
279
  readonly $: {
243
280
  readonly accumE: AtomicU32[];
@@ -251,23 +288,113 @@ declare function resolveTint(layout: {
251
288
  name: string;
252
289
  }): (x: number, y: number) => void;
253
290
  /**
254
- * Weighted-average color resolve (RGB/W — the fixed-point scale cancels) + a coverage alpha
255
- * from W (the relief consumer).
291
+ * The resolve for the image relief: the average of the colors that landed on each texel,
292
+ * weighted so nearer particles win, with an alpha from the total coverage. `fp` must match
293
+ * the splat's; `alphaK` sets how fast coverage turns opaque.
256
294
  */
257
295
  declare function resolveWeightedColor(layout: ReliefRenderLayout, cfg: {
258
296
  fp: number;
259
297
  alphaK: number;
260
298
  name: string;
261
299
  }): (x: number, y: number) => void;
300
+ /**
301
+ * The step that draws every agent into the shared canvas, one variant per kind of agent.
302
+ * `renderAgents` pairs each with its resolve; reach for `splat` alone when you need another
303
+ * pairing.
304
+ *
305
+ * @example
306
+ * ```ts
307
+ * splat: {kernel: splat.orientedWorld(simLayout, {shape: 'arrow', res: 1024, splatRCap: 16, heading: 'velocity', agitation: 'buffer', comet: true, name: 'boidsSplat'}), threads: 'agents'}
308
+ * ```
309
+ * @tip `relief` dispatches over a 2D grid (`threads: 'grid'`); the other three dispatch over `agents`.
310
+ * @see resolve, renderAgents, pointSlot
311
+ */
262
312
  export declare const splat: {
313
+ /**
314
+ * Agents with a heading: arrows, streaks, squares, dots or comets drawn along the way they
315
+ * point.
316
+ *
317
+ * @example
318
+ * ```ts
319
+ * splat: {kernel: splat.orientedWorld(simLayout, {shape: 'arrow', res: 1024, splatRCap: 16, heading: 'velocity', agitation: 'buffer', comet: true, name: 'boidsSplat'}), threads: 'agents'}
320
+ * ```
321
+ * @see resolve.ramp, renderAgents.orientedWorld
322
+ */
263
323
  readonly orientedWorld: typeof splatOrientedWorld;
324
+ /**
325
+ * Round motes with a live softness, placed, brightened and sized by `pointSlot` parts.
326
+ *
327
+ * @example
328
+ * ```ts
329
+ * splat: {kernel: splat.pointWorld(simLayout, {shape: 'glow', res: 1024, place: pointSlot.orbitalPlace(simLayout, {radius: 0.035, rate: 1.4}), brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2}), bodyRadius: pointSlot.presenceRadius(simLayout), name: 'motesSplat'}), threads: 'agents'}
330
+ * ```
331
+ * @see resolve.tint, pointSlot, renderAgents.pointWorld
332
+ */
264
333
  readonly pointWorld: typeof splatPointWorld;
334
+ /**
335
+ * A 3D swarm in perspective, recording speed for the ramp resolve.
336
+ *
337
+ * @example
338
+ * ```ts
339
+ * splat: {kernel: splat.volume(simLayout, {shape: 'dot', outRes: 1024, maxSplatSize: 6, extQ: 2.6, names: {splat: 'swarmSplat', glow: 'swarmGlowProfile', profile: 'swarmProfile'}}), threads: 'agents'}
340
+ * ```
341
+ * @see resolve.ramp, renderAgents.volume
342
+ */
265
343
  readonly volume: typeof splatVolume;
344
+ /**
345
+ * Particles standing on an image, drawn in the child's color through a camera. Dispatch it
346
+ * over a 2D grid.
347
+ *
348
+ * @example
349
+ * ```ts
350
+ * splat: {kernel: splat.relief(fieldLayout, {shape: 'dot', splatRCap: 24, aaW: 0.75, minAlpha: 0.02, fp: 1024, wobbleFreq: 1.3, perspK: 0.9, name: 'reliefSplat'}), threads: 'grid'}
351
+ * ```
352
+ * @see resolve.weightedColor, renderAgents.relief
353
+ */
266
354
  readonly relief: typeof splatRelief;
267
355
  };
356
+ /**
357
+ * The step that turns the shared canvas into the output picture and clears it for the next
358
+ * frame. Pair `ramp` with `orientedWorld` or `volume`, `tint` with `pointWorld`,
359
+ * `weightedColor` with `relief`.
360
+ *
361
+ * @example
362
+ * ```ts
363
+ * resolve: {kernel: resolve.tint(simLayout, {res: 1024, name: 'motesResolve'}), threads: 'fixed', size: [1024, 1024]}
364
+ * ```
365
+ * @tip Dispatch a resolve with `threads: 'fixed'` over the canvas size. It must touch every texel to clear it.
366
+ * @see splat, renderAgents
367
+ */
268
368
  export declare const resolve: {
369
+ /**
370
+ * Rest-to-excited color from two colors, with optional motion trails.
371
+ *
372
+ * @example
373
+ * ```ts
374
+ * resolve: {kernel: resolve.ramp(simLayout, {colorSpace: 2, res: 1024, invGain: 1 / 255, trails: 'on', name: 'boidsResolve'}), threads: 'fixed', size: [1024, 1024]}
375
+ * ```
376
+ * @see splat.orientedWorld, splat.volume
377
+ */
269
378
  readonly ramp: typeof resolveRamp;
379
+ /**
380
+ * One color, with an alpha from coverage.
381
+ *
382
+ * @example
383
+ * ```ts
384
+ * resolve: {kernel: resolve.tint(simLayout, {res: 1024, name: 'motesResolve'}), threads: 'fixed', size: [1024, 1024]}
385
+ * ```
386
+ * @see splat.pointWorld
387
+ */
270
388
  readonly tint: typeof resolveTint;
389
+ /**
390
+ * The average of the colors that landed, nearer particles first.
391
+ *
392
+ * @example
393
+ * ```ts
394
+ * resolve: {kernel: resolve.weightedColor(fieldLayout, {fp: 1024, alphaK: 1.6, name: 'reliefResolve'}), threads: 'fixed', size: [outW, outH]}
395
+ * ```
396
+ * @see splat.relief
397
+ */
271
398
  readonly weightedColor: typeof resolveWeightedColor;
272
399
  };
273
400
  export {};