use-scroll-animate 4.0.0 → 4.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +26 -0
- package/dist/chunks/{base-ZARFccur.js → base-BPG5zvex.js} +2 -2
- package/dist/chunks/{base-ZARFccur.js.map → base-BPG5zvex.js.map} +1 -1
- package/dist/chunks/{core-DXqZm5Il.cjs → core-CLu8ZrC-.cjs} +52 -10
- package/dist/chunks/core-CLu8ZrC-.cjs.map +1 -0
- package/dist/chunks/{core-Co-6AL0h.js → core-QTFk4kgO.js} +53 -12
- package/dist/chunks/core-QTFk4kgO.js.map +1 -0
- package/dist/chunks/{core-DKY-fVzR.js → core-eXX8rB_b.js} +2 -2
- package/dist/chunks/{core-DKY-fVzR.js.map → core-eXX8rB_b.js.map} +1 -1
- package/dist/chunks/{spring-E2ickYNI.js → spring-BziPsW3r.js} +2 -2
- package/dist/chunks/{spring-E2ickYNI.js.map → spring-BziPsW3r.js.map} +1 -1
- package/dist/chunks/{variants-DvnxvRCM.js → variants-BVYMcxRv.js} +2 -2
- package/dist/chunks/{variants-DvnxvRCM.js.map → variants-BVYMcxRv.js.map} +1 -1
- package/dist/components/angular.cjs +1 -1
- package/dist/components/angular.d.cts +29 -5
- package/dist/components/angular.d.ts +29 -5
- package/dist/components/angular.js +5 -5
- package/dist/components/background.js +3 -3
- package/dist/components/cards.js +3 -3
- package/dist/components/click.js +3 -3
- package/dist/components/depth.js +4 -4
- package/dist/components/feedback.js +2 -2
- package/dist/components/gesture.js +5 -5
- package/dist/components/interaction.js +2 -2
- package/dist/components/layout.js +2 -2
- package/dist/components/packs.js +2 -2
- package/dist/components/page.js +3 -3
- package/dist/components/physics.js +4 -4
- package/dist/components/reveal.js +2 -2
- package/dist/components/solid.cjs +20 -5
- package/dist/components/solid.cjs.map +1 -1
- package/dist/components/solid.d.cts +33 -23
- package/dist/components/solid.d.ts +33 -23
- package/dist/components/solid.js +24 -9
- package/dist/components/solid.js.map +1 -1
- package/dist/components/svelte.cjs +1 -1
- package/dist/components/svelte.d.cts +29 -5
- package/dist/components/svelte.d.ts +29 -5
- package/dist/components/svelte.js +5 -5
- package/dist/components/svg.cjs +16 -10
- package/dist/components/svg.cjs.map +1 -1
- package/dist/components/svg.css +1 -1
- package/dist/components/svg.js +18 -12
- package/dist/components/svg.js.map +1 -1
- package/dist/components/text.cjs +1 -1
- package/dist/components/text.css +1 -1
- package/dist/components/text.js +3 -3
- package/dist/components/timeline.cjs +25 -5
- package/dist/components/timeline.cjs.map +1 -1
- package/dist/components/timeline.d.cts +33 -7
- package/dist/components/timeline.d.ts +33 -7
- package/dist/components/timeline.js +27 -8
- package/dist/components/timeline.js.map +1 -1
- package/dist/components/transitions.js +2 -2
- package/dist/components/ui.js +5 -5
- package/dist/components/vue.cjs +1 -1
- package/dist/components/vue.d.cts +29 -5
- package/dist/components/vue.d.ts +29 -5
- package/dist/components/vue.js +5 -5
- package/dist/components/webgl.cjs +10 -0
- package/dist/components/webgl.cjs.map +1 -1
- package/dist/components/webgl.js +12 -2
- package/dist/components/webgl.js.map +1 -1
- package/dist/components.cjs +2 -1
- package/dist/components.cjs.map +1 -1
- package/dist/components.css +2 -2
- package/dist/components.d.cts +34 -8
- package/dist/components.d.ts +34 -8
- package/dist/components.js +7 -7
- package/dist/components.umd.js +2 -2
- package/dist/components.umd.js.map +1 -1
- package/dist/index.cjs +2 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +30 -6
- package/dist/index.d.ts +30 -6
- package/dist/index.js +2 -2
- package/dist/index.js.map +1 -1
- package/dist/index.umd.js +2 -2
- package/dist/index.umd.js.map +1 -1
- package/dist/solid.cjs +38 -8
- package/dist/solid.cjs.map +1 -1
- package/dist/solid.d.cts +6 -1
- package/dist/solid.d.ts +6 -1
- package/dist/solid.js +39 -9
- package/dist/solid.js.map +1 -1
- package/docs/API.md +3 -1
- package/docs/ROADMAP.md +1 -1
- package/package.json +1 -1
- package/dist/chunks/core-Co-6AL0h.js.map +0 -1
- package/dist/chunks/core-DXqZm5Il.cjs.map +0 -1
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{"version":3,"file":"timeline.js","sources":["../../src/components/timeline/timeline-el.ts","../../src/components/timeline/index.ts"],"sourcesContent":["import { defineElement, type UsaElement } from '../base';\nimport { timeline, TIMELINE_PRESETS, type Timeline } from './core';\nimport css from './timeline.css?raw';\n\n/**\n * `<usa-timeline>` — declarative choreography. Every descendant with\n * `data-tl=\"<preset>\"` becomes a step, in document order; `data-at`\n * (`'-=200'`, `'<'`, `'label+=100'`, ms), `data-duration` and `data-label`\n * fine-tune it.\n *\n * Attributes: `trigger` (`view` default · `click` · `manual`), `scrub`\n * (progress follows scroll instead of playing), `overlap` (ms each step\n * overlaps the previous, default 0), `duration` (600), `stagger` (ms),\n * `repeat` (replay every time it enters the viewport). Methods: `play()`,\n * `reverse()`, `seek(t)`; property `timeline`. Event `usa:complete`.\n * Reduced motion: steps appear in their final state.\n */\nexport interface UsaTimelineElement extends UsaElement {\n readonly timeline: Timeline | null;\n play(): Promise<void>;\n reverse(): Promise<void>;\n seek(to: number | string): void;\n}\n\nexport function defineTimeline(tag = 'usa-timeline'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaTimeline extends Base {\n static get observedAttributes(): string[] {\n return ['scrub', 'trigger', 'overlap'];\n }\n private _tl: Timeline | null = null;\n\n get timeline(): Timeline | null {\n return this._tl;\n }\n\n play(): Promise<void> {\n return this._tl ? this._tl.play(0).then(() => void this.emit('complete')) : Promise.resolve();\n }\n\n reverse(): Promise<void> {\n return this._tl ? this._tl.reverse() : Promise.resolve();\n }\n\n seek(to: number | string): void {\n this._tl?.seek(to);\n }\n\n mount(): void {\n const overlap = this.num('overlap', 0);\n const tl = (this._tl = timeline({ defaults: { duration: this.num('duration', 600), stagger: this.num('stagger', 0) } }));\n this.querySelectorAll<HTMLElement>('[data-tl]').forEach((el, i) => {\n if (el.dataset.label) tl.label(el.dataset.label);\n const name = el.dataset.tl || 'fade';\n tl.to(el, TIMELINE_PRESETS[name] ? name : 'fade', {\n at: el.dataset.at ?? (i && overlap ? `-=${overlap}` : undefined),\n duration: el.dataset.duration ? Number(el.dataset.duration) : undefined,\n });\n });\n this.onCleanup(() => tl.cancel());\n if (this.reduced) {\n tl.seek(tl.duration);\n return;\n }\n if (this.flag('scrub')) {\n this.
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{"version":3,"file":"timeline.js","sources":["../../src/components/timeline/timeline-el.ts","../../src/components/timeline/index.ts"],"sourcesContent":["import { defineElement, type UsaElement } from '../base';\nimport { timeline, TIMELINE_PRESETS, type Timeline } from './core';\nimport css from './timeline.css?raw';\n\n/**\n * `<usa-timeline>` — declarative choreography. Every descendant with\n * `data-tl=\"<preset>\"` becomes a step, in document order; `data-at`\n * (`'-=200'`, `'<'`, `'label+=100'`, ms), `data-duration` and `data-label`\n * fine-tune it.\n *\n * Attributes: `trigger` (`view` default · `click` · `manual`), `scrub`\n * (progress follows scroll instead of playing), `overlap` (ms each step\n * overlaps the previous, default 0), `duration` (600), `stagger` (ms),\n * `repeat` (replay every time it enters the viewport). 4.1: `scrub` runs on native\n * ScrollTimeline / ViewTimeline when supported (`data-native` is set); `scrub=\"js\"`,\n * `scrub=\"scroll\"` and `smooth` tune it. Methods: `play()`,\n * `reverse()`, `seek(t)`; property `timeline`. Event `usa:complete`.\n * Reduced motion: steps appear in their final state.\n */\nexport interface UsaTimelineElement extends UsaElement {\n readonly timeline: Timeline | null;\n play(): Promise<void>;\n reverse(): Promise<void>;\n seek(to: number | string): void;\n}\n\nexport function defineTimeline(tag = 'usa-timeline'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaTimeline extends Base {\n static get observedAttributes(): string[] {\n return ['scrub', 'trigger', 'overlap'];\n }\n private _tl: Timeline | null = null;\n\n get timeline(): Timeline | null {\n return this._tl;\n }\n\n play(): Promise<void> {\n return this._tl ? this._tl.play(0).then(() => void this.emit('complete')) : Promise.resolve();\n }\n\n reverse(): Promise<void> {\n return this._tl ? this._tl.reverse() : Promise.resolve();\n }\n\n seek(to: number | string): void {\n this._tl?.seek(to);\n }\n\n mount(): void {\n const overlap = this.num('overlap', 0);\n const tl = (this._tl = timeline({ defaults: { duration: this.num('duration', 600), stagger: this.num('stagger', 0) } }));\n this.querySelectorAll<HTMLElement>('[data-tl]').forEach((el, i) => {\n if (el.dataset.label) tl.label(el.dataset.label);\n const name = el.dataset.tl || 'fade';\n tl.to(el, TIMELINE_PRESETS[name] ? name : 'fade', {\n at: el.dataset.at ?? (i && overlap ? `-=${overlap}` : undefined),\n duration: el.dataset.duration ? Number(el.dataset.duration) : undefined,\n });\n });\n this.onCleanup(() => tl.cancel());\n if (this.reduced) {\n tl.seek(tl.duration);\n return;\n }\n if (this.flag('scrub')) {\n // 4.1: native ScrollTimeline / ViewTimeline when available; `smooth`\n // (0–0.95) or `scrub=\"js\"` opt into the JS engine, `scrub=\"scroll\"`\n // follows this element's own scroll position.\n const v = this.str('scrub');\n const stop = tl.scrub(this, { smooth: this.num('smooth', 0), engine: v === 'js' ? 'js' : 'auto', source: v === 'scroll' ? 'scroll' : 'view' });\n this.toggleAttribute('data-native', stop.native);\n this.onCleanup(stop);\n return;\n }\n const trigger = this.str('trigger', 'view');\n if (trigger === 'click') {\n // 4.0.1: show the finished composition until the first click\n // (it used to sit invisible at t=0); Enter / Space replay it too.\n tl.seek(tl.duration);\n this.listen(this, 'click', () => void this.play());\n this.listen(this, 'keydown', (e: KeyboardEvent) => {\n if (e.target === this && (e.key === 'Enter' || e.key === ' ')) {\n e.preventDefault();\n void this.play();\n }\n });\n if (!this.hasAttribute('tabindex')) this.tabIndex = 0;\n return;\n }\n tl.seek(0);\n if (trigger === 'view') {\n let played = false;\n this.inView((v) => {\n if (v && (!played || this.flag('repeat'))) {\n played = true;\n void this.play();\n } else if (!v && this.flag('repeat')) tl.seek(0);\n }, { threshold: 0.2 });\n }\n }\n\n unmount(): void {\n this._tl = null;\n }\n },\n { id: 'timeline', text: css }\n );\n}\n","/**\n * use-scroll-animate/components/timeline — choreography (v3.1).\n * `timeline()` chains, overlaps, labels, seeks, reverses and scroll-scrubs\n * WAAPI animations on one playhead; `<usa-timeline>` builds one from\n * `data-tl` children.\n */\nimport { defineTimeline, type UsaTimelineElement } from './timeline-el';\n\nexport { defineTimeline };\nexport { timeline, resolvePosition, TIMELINE_PRESETS, supportsNativeScrub } from './core';\nexport type { Timeline, TimelineOptions, TimelineStepOptions, TimelinePosition, ScrubOptions, ScrubHandle } from './core';\nexport type { UsaTimelineElement };\nexport { configureComponents, prefersReducedMotion } from '../base';\nexport type { ComponentsConfig, UsaElement } from '../base';\n\n/** Register every component of this category under its default tag. */\nexport function defineTimelineComponents(): void {\n defineTimeline();\n}\n\ndeclare global {\n interface HTMLElementTagNameMap {\n 'usa-timeline': UsaTimelineElement;\n }\n}\n"],"names":[],"mappings":";;;;;;;AA0BM,SAAU,cAAc,CAAC,GAAG,GAAG,cAAc,EAAA;AACjD,IAAA,OAAO,aAAa,CAClB,GAAG,EACH,CAAC,IAAI,KACH,MAAM,WAAY,SAAQ,IAAI,CAAA;AAA9B,QAAA,WAAA,GAAA;;YAIU,IAAA,CAAA,GAAG,GAAoB,IAAI;QA0ErC;AA7EE,QAAA,WAAW,kBAAkB,GAAA;AAC3B,YAAA,OAAO,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,CAAC;QACxC;AAGA,QAAA,IAAI,QAAQ,GAAA;YACV,OAAO,IAAI,CAAC,GAAG;QACjB;QAEA,IAAI,GAAA;AACF,YAAA,OAAO,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,KAAK,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,GAAG,OAAO,CAAC,OAAO,EAAE;QAC/F;QAEA,OAAO,GAAA;AACL,YAAA,OAAO,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE;QAC1D;AAEA,QAAA,IAAI,CAAC,EAAmB,EAAA;AACtB,YAAA,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,CAAC;QACpB;QAEA,KAAK,GAAA;YACH,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,CAAC,CAAC;AACtC,YAAA,MAAM,EAAE,IAAI,IAAI,CAAC,GAAG,GAAG,QAAQ,CAAC,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,GAAG,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;AACxH,YAAA,IAAI,CAAC,gBAAgB,CAAc,WAAW,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,EAAE,CAAC,KAAI;AAChE,gBAAA,IAAI,EAAE,CAAC,OAAO,CAAC,KAAK;oBAAE,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC,OAAO,CAAC,KAAK,CAAC;gBAChD,MAAM,IAAI,GAAG,EAAE,CAAC,OAAO,CAAC,EAAE,IAAI,MAAM;AACpC,gBAAA,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,gBAAgB,CAAC,IAAI,CAAC,GAAG,IAAI,GAAG,MAAM,EAAE;oBAChD,EAAE,EAAE,EAAE,CAAC,OAAO,CAAC,EAAE,KAAK,CAAC,IAAI,OAAO,GAAG,CAAA,EAAA,EAAK,OAAO,EAAE,GAAG,SAAS,CAAC;oBAChE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,SAAS;AACxE,iBAAA,CAAC;AACJ,YAAA,CAAC,CAAC;YACF,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACjC,YAAA,IAAI,IAAI,CAAC,OAAO,EAAE;AAChB,gBAAA,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC;gBACpB;YACF;AACA,YAAA,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE;;;;gBAItB,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC;gBAC3B,MAAM,IAAI,GAAG,EAAE,CAAC,KAAK,CAAC,IAAI,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,KAAK,IAAI,GAAG,IAAI,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC,KAAK,QAAQ,GAAG,QAAQ,GAAG,MAAM,EAAE,CAAC;gBAC9I,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC;AAChD,gBAAA,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;gBACpB;YACF;YACA,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,CAAC;AAC3C,YAAA,IAAI,OAAO,KAAK,OAAO,EAAE;;;AAGvB,gBAAA,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC;AACpB,gBAAA,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,OAAO,EAAE,MAAM,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;gBAClD,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,CAAgB,KAAI;oBAChD,IAAI,CAAC,CAAC,MAAM,KAAK,IAAI,KAAK,CAAC,CAAC,GAAG,KAAK,OAAO,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,EAAE;wBAC7D,CAAC,CAAC,cAAc,EAAE;AAClB,wBAAA,KAAK,IAAI,CAAC,IAAI,EAAE;oBAClB;AACF,gBAAA,CAAC,CAAC;AACF,gBAAA,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC;AAAE,oBAAA,IAAI,CAAC,QAAQ,GAAG,CAAC;gBACrD;YACF;AACA,YAAA,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC;AACV,YAAA,IAAI,OAAO,KAAK,MAAM,EAAE;gBACtB,IAAI,MAAM,GAAG,KAAK;AAClB,gBAAA,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAI;AAChB,oBAAA,IAAI,CAAC,KAAK,CAAC,MAAM,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE;wBACzC,MAAM,GAAG,IAAI;AACb,wBAAA,KAAK,IAAI,CAAC,IAAI,EAAE;oBAClB;yBAAO,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC;AAAE,wBAAA,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC;AAClD,gBAAA,CAAC,EAAE,EAAE,SAAS,EAAE,GAAG,EAAE,CAAC;YACxB;QACF;QAEA,OAAO,GAAA;AACL,YAAA,IAAI,CAAC,GAAG,GAAG,IAAI;QACjB;KACD,EACH,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,CAC9B;AACH;;AC/GA;;;;;AAKG;AAUH;SACgB,wBAAwB,GAAA;AACtC,IAAA,cAAc,EAAE;AAClB;;;;"}
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import { h as defineElement, k as kindOf, s as shadowStyles, i as EASE_OUT, F as FLUENT_DECELERATE, p as prefersReducedMotion } from '../chunks/base-
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export { a as configureComponents } from '../chunks/base-
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import { h as defineElement, k as kindOf, s as shadowStyles, i as EASE_OUT, F as FLUENT_DECELERATE, p as prefersReducedMotion } from '../chunks/base-BPG5zvex.js';
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export { a as configureComponents } from '../chunks/base-BPG5zvex.js';
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var shadowCss = ":host{display:contents}dialog{position:fixed;inset:0;width:100%;height:100%;max-width:none;max-height:none;margin:0;padding:0;border:0;background:transparent;color:inherit;overflow:hidden}dialog:not([open]){display:none}dialog::backdrop{background:transparent}[part=\"backdrop\"]{position:absolute;inset:0;background:var(--usa-dialog-backdrop,rgb(0 0 0 / 0.42))}[part=\"panel\"]{position:absolute;left:50%;top:50%;translate:-50% -50%;box-sizing:border-box;width:min(var(--usa-dialog-width,480px),calc(100vw - 32px));max-height:calc(100vh - 32px);overflow:auto;padding:var(--usa-dialog-padding,24px);border-radius:var(--usa-dialog-radius,12px);background:var(--usa-dialog-bg,Canvas);color:var(--usa-dialog-fg,CanvasText);box-shadow:0 32px 64px -12px rgb(0 0 0 / 0.45),0 0 0 1px rgb(127 127 127 / 0.18)}dialog[data-kind^=\"drawer\"] [part=\"panel\"]{top:0;bottom:0;translate:none;max-height:none;height:100%;border-radius:0;width:min(var(--usa-dialog-width,380px),88vw)}dialog[data-kind=\"drawer-start\"] [part=\"panel\"]{left:0}dialog[data-kind=\"drawer-end\"] [part=\"panel\"]{left:auto;right:0}dialog[data-kind=\"drawer-bottom\"] [part=\"panel\"],dialog[data-kind=\"sheet\"] [part=\"panel\"]{top:auto;bottom:0;left:0;right:0;translate:none;width:100%;height:auto;max-height:85vh;border-radius:var(--usa-dialog-radius,16px) var(--usa-dialog-radius,16px) 0 0}dialog[data-kind=\"sheet\"] [part=\"panel\"]{left:50%;translate:-50% 0;width:min(var(--usa-dialog-width,560px),100vw)}";
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export { a as configureComponents, p as prefersReducedMotion } from '../chunks/base-
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import { d as springEasing, c as createSpring, p as projectInertia, s as snapTo, a as rubberBand } from '../chunks/spring-
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export { V as VARIANTS, s as setVariant } from '../chunks/variants-
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import { h as defineElement, b as clamp, d as caf, r as raf } from '../chunks/base-BPG5zvex.js';
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export { a as configureComponents, p as prefersReducedMotion } from '../chunks/base-BPG5zvex.js';
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import { d as springEasing, c as createSpring, p as projectInertia, s as snapTo, a as rubberBand } from '../chunks/spring-BziPsW3r.js';
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import { a as adoptVariants } from '../chunks/variants-BVYMcxRv.js';
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export { V as VARIANTS, s as setVariant } from '../chunks/variants-BVYMcxRv.js';
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/** Position a fixed `floating` element next to `anchor`, flipping when it would leave the viewport. */
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require('./page.cjs');
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require('./timeline.cjs');
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require('../chunks/core-
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require('../chunks/core-CLu8ZrC-.cjs');
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require('./gesture.cjs');
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require('../chunks/core-IaorbTdu.cjs');
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require('./svg.cjs');
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@@ -1295,10 +1295,26 @@ interface TimelineStepOptions {
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stagger?: number;
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}
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interface ScrubOptions {
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/** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts. */
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/** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts (JS engine only). */
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offset?: number;
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/** Smoothing 0–1 (0 = immediate, default 0). */
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/** Smoothing 0–1 (0 = immediate, default 0). Smoothing needs the JS engine. */
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smooth?: number;
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/**
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* 4.1: which progress source drives the timeline.
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* - `'view'` (default): `source` moving through the viewport (CSS `ViewTimeline`, range `cover`).
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source?: 'view' | 'scroll';
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/** 4.1: `'auto'` (default) uses the browser's native scroll-driven animations when available, `'js'` forces the fallback. */
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engine?: 'auto' | 'native' | 'js';
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/** 4.1: scroll axis, `'block'` (default) · `'inline'` · `'x'` · `'y'`. */
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axis?: 'block' | 'inline' | 'x' | 'y';
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}
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/** The function `scrub()` returns: call it to stop. `native` tells which engine runs it. */
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interface ScrubHandle {
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(): void;
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/** `true` when the browser's ScrollTimeline / ViewTimeline drives it (compositor, no JS per frame). */
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readonly native: boolean;
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}
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interface Timeline {
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/** Total length in ms. */
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@@ -1322,8 +1338,14 @@ interface Timeline {
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seek(to: TimelinePosition): Timeline;
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/** Get or set progress 0–1. */
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progress(p?: number): number;
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/**
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/**
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* Tie progress to scroll: `source` moving through the viewport (or, with
|
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* `{ source: 'scroll' }`, a scroll container's own position). Runs on native
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* ScrollTimeline / ViewTimeline when available (and no `smooth`, `offset`,
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* `call()` cues or `onUpdate` need JS), else on a rAF-throttled listener.
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* Returns a stop function with a `native` flag.
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*/
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+
scrub(source: Element, options?: ScrubOptions): ScrubHandle;
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/** Stop and drop every animation (elements keep their last frame). */
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cancel(): void;
|
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}
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@@ -1337,7 +1359,9 @@ interface Timeline {
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* Attributes: `trigger` (`view` default · `click` · `manual`), `scrub`
|
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* (progress follows scroll instead of playing), `overlap` (ms each step
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* overlaps the previous, default 0), `duration` (600), `stagger` (ms),
|
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|
-
* `repeat` (replay every time it enters the viewport).
|
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|
+
* `repeat` (replay every time it enters the viewport). 4.1: `scrub` runs on native
|
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|
+
* ScrollTimeline / ViewTimeline when supported (`data-native` is set); `scrub="js"`,
|
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|
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* `scrub="scroll"` and `smooth` tune it. Methods: `play()`,
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|
* `reverse()`, `seek(t)`; property `timeline`. Event `usa:complete`.
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* Reduced motion: steps appear in their final state.
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*/
|
package/dist/components/vue.d.ts
CHANGED
|
@@ -1295,10 +1295,26 @@ interface TimelineStepOptions {
|
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|
1295
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|
stagger?: number;
|
|
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|
}
|
|
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|
interface ScrubOptions {
|
|
1298
|
-
/** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts. */
|
|
1298
|
+
/** Scroll offset (px) before the source's top reaches the viewport bottom where progress starts (JS engine only). */
|
|
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1299
|
offset?: number;
|
|
1300
|
-
/** Smoothing 0–1 (0 = immediate, default 0). */
|
|
1300
|
+
/** Smoothing 0–1 (0 = immediate, default 0). Smoothing needs the JS engine. */
|
|
1301
1301
|
smooth?: number;
|
|
1302
|
+
/**
|
|
1303
|
+
* 4.1: which progress source drives the timeline.
|
|
1304
|
+
* - `'view'` (default): `source` moving through the viewport (CSS `ViewTimeline`, range `cover`).
|
|
1305
|
+
* - `'scroll'`: the scroll position of `source` itself (a scroll container; CSS `ScrollTimeline`).
|
|
1306
|
+
*/
|
|
1307
|
+
source?: 'view' | 'scroll';
|
|
1308
|
+
/** 4.1: `'auto'` (default) uses the browser's native scroll-driven animations when available, `'js'` forces the fallback. */
|
|
1309
|
+
engine?: 'auto' | 'native' | 'js';
|
|
1310
|
+
/** 4.1: scroll axis, `'block'` (default) · `'inline'` · `'x'` · `'y'`. */
|
|
1311
|
+
axis?: 'block' | 'inline' | 'x' | 'y';
|
|
1312
|
+
}
|
|
1313
|
+
/** The function `scrub()` returns: call it to stop. `native` tells which engine runs it. */
|
|
1314
|
+
interface ScrubHandle {
|
|
1315
|
+
(): void;
|
|
1316
|
+
/** `true` when the browser's ScrollTimeline / ViewTimeline drives it (compositor, no JS per frame). */
|
|
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|
+
readonly native: boolean;
|
|
1302
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|
}
|
|
1303
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|
interface Timeline {
|
|
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|
/** Total length in ms. */
|
|
@@ -1322,8 +1338,14 @@ interface Timeline {
|
|
|
1322
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|
seek(to: TimelinePosition): Timeline;
|
|
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|
/** Get or set progress 0–1. */
|
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|
progress(p?: number): number;
|
|
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|
-
/**
|
|
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|
-
|
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|
+
/**
|
|
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+
* Tie progress to scroll: `source` moving through the viewport (or, with
|
|
1343
|
+
* `{ source: 'scroll' }`, a scroll container's own position). Runs on native
|
|
1344
|
+
* ScrollTimeline / ViewTimeline when available (and no `smooth`, `offset`,
|
|
1345
|
+
* `call()` cues or `onUpdate` need JS), else on a rAF-throttled listener.
|
|
1346
|
+
* Returns a stop function with a `native` flag.
|
|
1347
|
+
*/
|
|
1348
|
+
scrub(source: Element, options?: ScrubOptions): ScrubHandle;
|
|
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|
/** Stop and drop every animation (elements keep their last frame). */
|
|
1328
1350
|
cancel(): void;
|
|
1329
1351
|
}
|
|
@@ -1337,7 +1359,9 @@ interface Timeline {
|
|
|
1337
1359
|
* Attributes: `trigger` (`view` default · `click` · `manual`), `scrub`
|
|
1338
1360
|
* (progress follows scroll instead of playing), `overlap` (ms each step
|
|
1339
1361
|
* overlaps the previous, default 0), `duration` (600), `stagger` (ms),
|
|
1340
|
-
* `repeat` (replay every time it enters the viewport).
|
|
1362
|
+
* `repeat` (replay every time it enters the viewport). 4.1: `scrub` runs on native
|
|
1363
|
+
* ScrollTimeline / ViewTimeline when supported (`data-native` is set); `scrub="js"`,
|
|
1364
|
+
* `scrub="scroll"` and `smooth` tune it. Methods: `play()`,
|
|
1341
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|
* `reverse()`, `seek(t)`; property `timeline`. Event `usa:complete`.
|
|
1342
1366
|
* Reduced motion: steps appear in their final state.
|
|
1343
1367
|
*/
|
package/dist/components/vue.js
CHANGED
|
@@ -1,22 +1,22 @@
|
|
|
1
1
|
import { defineComponents } from '../components.js';
|
|
2
2
|
import './reveal.js';
|
|
3
|
-
import '../chunks/base-
|
|
3
|
+
import '../chunks/base-BPG5zvex.js';
|
|
4
4
|
import './text.js';
|
|
5
5
|
import './interaction.js';
|
|
6
6
|
import './feedback.js';
|
|
7
7
|
import './background.js';
|
|
8
|
-
import '../chunks/variants-
|
|
8
|
+
import '../chunks/variants-BVYMcxRv.js';
|
|
9
9
|
import './transitions.js';
|
|
10
10
|
import './physics.js';
|
|
11
|
-
import '../chunks/spring-
|
|
11
|
+
import '../chunks/spring-BziPsW3r.js';
|
|
12
12
|
import './cards.js';
|
|
13
13
|
import './click.js';
|
|
14
14
|
import './ui.js';
|
|
15
15
|
import './page.js';
|
|
16
16
|
import './timeline.js';
|
|
17
|
-
import '../chunks/core-
|
|
17
|
+
import '../chunks/core-QTFk4kgO.js';
|
|
18
18
|
import './gesture.js';
|
|
19
|
-
import '../chunks/core-
|
|
19
|
+
import '../chunks/core-eXX8rB_b.js';
|
|
20
20
|
import './svg.js';
|
|
21
21
|
import './webgl.js';
|
|
22
22
|
import './depth.js';
|
|
@@ -207,6 +207,16 @@ function make(kind) {
|
|
|
207
207
|
this._ripples = [...this._ripples.slice(-3), { x: this._mouse[0], y: this._mouse[1], t: base.now() }];
|
|
208
208
|
});
|
|
209
209
|
}
|
|
210
|
+
// 4.0.1: also follow the element's own size (grid reflow, card expand…)
|
|
211
|
+
if (typeof ResizeObserver !== 'undefined') {
|
|
212
|
+
const ro = new ResizeObserver(() => {
|
|
213
|
+
q.resize();
|
|
214
|
+
if (!this._id)
|
|
215
|
+
this.frame();
|
|
216
|
+
});
|
|
217
|
+
ro.observe(this);
|
|
218
|
+
this.onCleanup(() => ro.disconnect());
|
|
219
|
+
}
|
|
210
220
|
if (this.reduced)
|
|
211
221
|
return; // one static frame, no loop
|
|
212
222
|
let visible = false;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"webgl.cjs","sources":["../../src/components/webgl/gl.ts","../../src/components/webgl/elements.ts","../../src/components/webgl/index.ts"],"sourcesContent":["/** Minimal WebGL runner: one full-canvas quad, one fragment shader, optional image texture. */\n\nexport const VERTEX = 'attribute vec2 p;varying vec2 v_uv;void main(){v_uv=p*.5+.5;gl_Position=vec4(p,0.,1.);}';\nconst HEAD = 'precision mediump float;varying vec2 v_uv;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;uniform float u_hover;uniform sampler2D u_tex;uniform vec4 u_ripples[4];\\n';\n\n/** Built-in fragment shaders (bodies; uniforms `u_time`, `u_resolution`, `u_mouse` 0–1, `u_hover` 0–1, `u_tex`, `u_ripples[4]` = x, y, age, strength). */\nexport const SHADERS: Record<string, string> = {\n gradient: 'void main(){vec2 u=v_uv;float t=u_time*.15;vec3 a=vec3(.39,.4,.95),b=vec3(.93,.29,.6),c=vec3(.13,.83,.93);float k=.5+.5*sin(u.x*3.+t*2.)*cos(u.y*2.-t);vec3 col=mix(mix(a,b,u.x+.2*sin(t)),c,k*.6);gl_FragColor=vec4(col,1.);}',\n plasma: 'void main(){vec2 u=v_uv*4.;float t=u_time*.6;float v=sin(u.x+t)+sin(u.y+t*.7)+sin(u.x+u.y+t*.5)+sin(length(u-2.+vec2(sin(t),cos(t)))*2.);vec3 col=.5+.5*cos(v+vec3(0.,2.,4.));gl_FragColor=vec4(col,1.);}',\n waves: 'void main(){vec2 u=v_uv;float t=u_time*.4;float w=0.;for(int i=0;i<4;i++){float f=float(i)+1.;w+=sin(u.x*6.*f+t*f)*.08/f;}float l=smoothstep(.0,.02,abs(u.y-.5-w));vec3 col=mix(vec3(.2,.5,1.),vec3(.04,.06,.15),l)+vec3(.1,.0,.2)*u.y;gl_FragColor=vec4(col,1.);}',\n aurora: 'void main(){vec2 u=v_uv;float t=u_time*.2;float b=0.;for(int i=0;i<3;i++){float f=float(i);b+=.4/abs((u.y-.6+.15*sin(u.x*3.+t+f*1.7))*(8.+f*4.));}vec3 col=vec3(.02,.03,.08)+b*mix(vec3(.1,.9,.6),vec3(.6,.3,1.),u.x)*.35;gl_FragColor=vec4(col,1.);}',\n distort: 'void main(){vec2 u=v_uv;vec2 d=u-u_mouse;float r=length(d);float k=u_hover*.08*exp(-r*r*18.);u-=normalize(d+1e-4)*k;float s=u_hover*.006;vec3 col=vec3(texture2D(u_tex,u+vec2(s,0.)).r,texture2D(u_tex,u).g,texture2D(u_tex,u-vec2(s,0.)).b);gl_FragColor=vec4(col,1.);}',\n liquid: 'void main(){vec2 u=v_uv;vec2 o=vec2(0.);for(int i=0;i<4;i++){vec4 r=u_ripples[i];if(r.w>0.){float d=distance(u,r.xy);float w=sin(d*60.-r.z*12.)*exp(-d*6.)*exp(-r.z*1.6)*r.w*.02;o+=normalize(u-r.xy+1e-4)*w;}}o+=vec2(sin(u.y*10.+u_time),cos(u.x*10.+u_time))*.002*u_hover;gl_FragColor=texture2D(u_tex,u+o);}',\n};\n\n/** Full fragment source for a preset or custom body (adds the shared header). */\nexport function fragmentSource(body: string): string {\n const src = SHADERS[body] || body;\n return /precision\\s+\\w+\\s+float/.test(src) ? src : HEAD + src;\n}\n\n/** `true` when the browser can create a WebGL context (cached). */\nlet support: boolean | undefined;\nexport function supportsWebGL(): boolean {\n if (support !== undefined) return support;\n try {\n const c = typeof document !== 'undefined' ? document.createElement('canvas') : null;\n support = !!(c && (c.getContext('webgl') || c.getContext('experimental-webgl')));\n } catch {\n support = false;\n }\n return support;\n}\n\nexport interface GLQuad {\n /** Draw a frame with these uniform values. */\n render(u: { time?: number; mouse?: [number, number]; hover?: number; ripples?: number[] }): void;\n /** Resize the drawing buffer to the canvas' CSS size × DPR (≤ 2). */\n resize(): void;\n /** Upload an image as `u_tex`. */\n texture(img: TexImageSource): void;\n dispose(): void;\n}\n\n/** Compile `frag` on a full-canvas quad, or `null` when WebGL / compilation is unavailable. */\nexport function glQuad(canvas: HTMLCanvasElement, frag: string): GLQuad | null {\n let gl: WebGLRenderingContext | null = null;\n try {\n gl = (canvas.getContext('webgl', { premultipliedAlpha: false, antialias: false }) || canvas.getContext('experimental-webgl')) as WebGLRenderingContext | null;\n } catch {\n gl = null;\n }\n if (!gl) return null;\n const g = gl;\n const sh = (type: number, src: string) => {\n const s = g.createShader(type)!;\n g.shaderSource(s, src);\n g.compileShader(s);\n return g.getShaderParameter(s, g.COMPILE_STATUS) ? s : null;\n };\n const vs = sh(g.VERTEX_SHADER, VERTEX);\n const fs = sh(g.FRAGMENT_SHADER, fragmentSource(frag));\n if (!vs || !fs) return null;\n const prog = g.createProgram()!;\n g.attachShader(prog, vs);\n g.attachShader(prog, fs);\n g.linkProgram(prog);\n if (!g.getProgramParameter(prog, g.LINK_STATUS)) return null;\n g.useProgram(prog);\n const buf = g.createBuffer();\n g.bindBuffer(g.ARRAY_BUFFER, buf);\n g.bufferData(g.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), g.STATIC_DRAW);\n const loc = g.getAttribLocation(prog, 'p');\n g.enableVertexAttribArray(loc);\n g.vertexAttribPointer(loc, 2, g.FLOAT, false, 0, 0);\n const U = (n: string) => g.getUniformLocation(prog, n);\n const uT = U('u_time'), uR = U('u_resolution'), uM = U('u_mouse'), uH = U('u_hover'), uRp = U('u_ripples');\n let tex: WebGLTexture | null = null;\n const quad: GLQuad = {\n resize() {\n const dpr = Math.min(2, (typeof devicePixelRatio === 'number' && devicePixelRatio) || 1);\n const w = Math.max(1, Math.round((canvas.clientWidth || 300) * dpr));\n const h = Math.max(1, Math.round((canvas.clientHeight || 150) * dpr));\n if (canvas.width !== w || canvas.height !== h) ((canvas.width = w), (canvas.height = h));\n g.viewport(0, 0, w, h);\n },\n texture(img) {\n tex = tex || g.createTexture();\n g.bindTexture(g.TEXTURE_2D, tex);\n g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL, true);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_S, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_T, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_MIN_FILTER, g.LINEAR);\n g.texImage2D(g.TEXTURE_2D, 0, g.RGBA, g.RGBA, g.UNSIGNED_BYTE, img);\n },\n render(u) {\n g.uniform1f(uT, u.time ?? 0);\n g.uniform2f(uR, canvas.width, canvas.height);\n g.uniform2f(uM, ...(u.mouse ?? [0.5, 0.5]));\n g.uniform1f(uH, u.hover ?? 0);\n if (uRp) g.uniform4fv(uRp, new Float32Array((u.ripples ?? []).concat(Array(16).fill(0)).slice(0, 16)));\n g.drawArrays(g.TRIANGLES, 0, 6);\n },\n dispose() {\n g.deleteProgram(prog);\n g.deleteBuffer(buf);\n if (tex) g.deleteTexture(tex);\n g.getExtension('WEBGL_lose_context')?.loseContext();\n },\n };\n quad.resize();\n return quad;\n}\n","import { defineElement, raf, caf, now, clamp, type UsaElement, getBase } from '../base';\n\ntype BaseCtor = ReturnType<typeof getBase>;\nimport { glQuad, type GLQuad } from './gl';\nimport css from './webgl.css?raw';\n\n/**\n * Shared shell for the WebGL elements: a canvas over (or behind) the\n * content that renders only while visible and the tab is shown, a DPR cap\n * of 2, and a graceful fallback (`data-fallback`) when WebGL, the shader\n * or the image (CORS) is unavailable — the original content / CSS stays.\n */\nexport interface UsaGLElement extends UsaElement {\n /** `true` once WebGL rendering is active (otherwise the CSS fallback shows). */\n readonly active: boolean;\n}\n\ntype Kind = 'shader' | 'distort' | 'liquid';\n\nfunction make(kind: Kind) {\n return (Base: BaseCtor): CustomElementConstructor =>\n class extends Base {\n static get observedAttributes(): string[] {\n return kind === 'shader' ? 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Without WebGL: the element's CSS background.\n */\nexport function defineShader(tag = 'usa-shader'): CustomElementConstructor | undefined {\n return defineElement(tag, make('shader'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-distort>` — hover distortion + RGB split on the `<img>` inside,\n * following the pointer. Without WebGL / CORS: a gentle CSS zoom.\n */\nexport function defineDistort(tag = 'usa-distort'): CustomElementConstructor | undefined {\n return defineElement(tag, make('distort'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-liquid>` — liquid image: clicks / taps send ripples through the\n * `<img>` inside, hover adds a gentle wobble; `strength`. 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+
{"version":3,"file":"webgl.cjs","sources":["../../src/components/webgl/gl.ts","../../src/components/webgl/elements.ts","../../src/components/webgl/index.ts"],"sourcesContent":["/** Minimal WebGL runner: one full-canvas quad, one fragment shader, optional image texture. */\n\nexport const VERTEX = 'attribute vec2 p;varying vec2 v_uv;void main(){v_uv=p*.5+.5;gl_Position=vec4(p,0.,1.);}';\nconst HEAD = 'precision mediump float;varying vec2 v_uv;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;uniform float u_hover;uniform sampler2D u_tex;uniform vec4 u_ripples[4];\\n';\n\n/** Built-in fragment shaders (bodies; uniforms `u_time`, `u_resolution`, `u_mouse` 0–1, `u_hover` 0–1, `u_tex`, `u_ripples[4]` = x, y, age, strength). */\nexport const SHADERS: Record<string, string> = {\n gradient: 'void main(){vec2 u=v_uv;float t=u_time*.15;vec3 a=vec3(.39,.4,.95),b=vec3(.93,.29,.6),c=vec3(.13,.83,.93);float k=.5+.5*sin(u.x*3.+t*2.)*cos(u.y*2.-t);vec3 col=mix(mix(a,b,u.x+.2*sin(t)),c,k*.6);gl_FragColor=vec4(col,1.);}',\n plasma: 'void main(){vec2 u=v_uv*4.;float t=u_time*.6;float v=sin(u.x+t)+sin(u.y+t*.7)+sin(u.x+u.y+t*.5)+sin(length(u-2.+vec2(sin(t),cos(t)))*2.);vec3 col=.5+.5*cos(v+vec3(0.,2.,4.));gl_FragColor=vec4(col,1.);}',\n waves: 'void main(){vec2 u=v_uv;float t=u_time*.4;float w=0.;for(int i=0;i<4;i++){float f=float(i)+1.;w+=sin(u.x*6.*f+t*f)*.08/f;}float l=smoothstep(.0,.02,abs(u.y-.5-w));vec3 col=mix(vec3(.2,.5,1.),vec3(.04,.06,.15),l)+vec3(.1,.0,.2)*u.y;gl_FragColor=vec4(col,1.);}',\n aurora: 'void main(){vec2 u=v_uv;float t=u_time*.2;float b=0.;for(int i=0;i<3;i++){float f=float(i);b+=.4/abs((u.y-.6+.15*sin(u.x*3.+t+f*1.7))*(8.+f*4.));}vec3 col=vec3(.02,.03,.08)+b*mix(vec3(.1,.9,.6),vec3(.6,.3,1.),u.x)*.35;gl_FragColor=vec4(col,1.);}',\n distort: 'void main(){vec2 u=v_uv;vec2 d=u-u_mouse;float r=length(d);float k=u_hover*.08*exp(-r*r*18.);u-=normalize(d+1e-4)*k;float s=u_hover*.006;vec3 col=vec3(texture2D(u_tex,u+vec2(s,0.)).r,texture2D(u_tex,u).g,texture2D(u_tex,u-vec2(s,0.)).b);gl_FragColor=vec4(col,1.);}',\n liquid: 'void main(){vec2 u=v_uv;vec2 o=vec2(0.);for(int i=0;i<4;i++){vec4 r=u_ripples[i];if(r.w>0.){float d=distance(u,r.xy);float w=sin(d*60.-r.z*12.)*exp(-d*6.)*exp(-r.z*1.6)*r.w*.02;o+=normalize(u-r.xy+1e-4)*w;}}o+=vec2(sin(u.y*10.+u_time),cos(u.x*10.+u_time))*.002*u_hover;gl_FragColor=texture2D(u_tex,u+o);}',\n};\n\n/** Full fragment source for a preset or custom body (adds the shared header). */\nexport function fragmentSource(body: string): string {\n const src = SHADERS[body] || body;\n return /precision\\s+\\w+\\s+float/.test(src) ? src : HEAD + src;\n}\n\n/** `true` when the browser can create a WebGL context (cached). */\nlet support: boolean | undefined;\nexport function supportsWebGL(): boolean {\n if (support !== undefined) return support;\n try {\n const c = typeof document !== 'undefined' ? document.createElement('canvas') : null;\n support = !!(c && (c.getContext('webgl') || c.getContext('experimental-webgl')));\n } catch {\n support = false;\n }\n return support;\n}\n\nexport interface GLQuad {\n /** Draw a frame with these uniform values. */\n render(u: { time?: number; mouse?: [number, number]; hover?: number; ripples?: number[] }): void;\n /** Resize the drawing buffer to the canvas' CSS size × DPR (≤ 2). */\n resize(): void;\n /** Upload an image as `u_tex`. */\n texture(img: TexImageSource): void;\n dispose(): void;\n}\n\n/** Compile `frag` on a full-canvas quad, or `null` when WebGL / compilation is unavailable. */\nexport function glQuad(canvas: HTMLCanvasElement, frag: string): GLQuad | null {\n let gl: WebGLRenderingContext | null = null;\n try {\n gl = (canvas.getContext('webgl', { premultipliedAlpha: false, antialias: false }) || canvas.getContext('experimental-webgl')) as WebGLRenderingContext | null;\n } catch {\n gl = null;\n }\n if (!gl) return null;\n const g = gl;\n const sh = (type: number, src: string) => {\n const s = g.createShader(type)!;\n g.shaderSource(s, src);\n g.compileShader(s);\n return g.getShaderParameter(s, g.COMPILE_STATUS) ? s : null;\n };\n const vs = sh(g.VERTEX_SHADER, VERTEX);\n const fs = sh(g.FRAGMENT_SHADER, fragmentSource(frag));\n if (!vs || !fs) return null;\n const prog = g.createProgram()!;\n g.attachShader(prog, vs);\n g.attachShader(prog, fs);\n g.linkProgram(prog);\n if (!g.getProgramParameter(prog, g.LINK_STATUS)) return null;\n g.useProgram(prog);\n const buf = g.createBuffer();\n g.bindBuffer(g.ARRAY_BUFFER, buf);\n g.bufferData(g.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), g.STATIC_DRAW);\n const loc = g.getAttribLocation(prog, 'p');\n g.enableVertexAttribArray(loc);\n g.vertexAttribPointer(loc, 2, g.FLOAT, false, 0, 0);\n const U = (n: string) => g.getUniformLocation(prog, n);\n const uT = U('u_time'), uR = U('u_resolution'), uM = U('u_mouse'), uH = U('u_hover'), uRp = U('u_ripples');\n let tex: WebGLTexture | null = null;\n const quad: GLQuad = {\n resize() {\n const dpr = Math.min(2, (typeof devicePixelRatio === 'number' && devicePixelRatio) || 1);\n const w = Math.max(1, Math.round((canvas.clientWidth || 300) * dpr));\n const h = Math.max(1, Math.round((canvas.clientHeight || 150) * dpr));\n if (canvas.width !== w || canvas.height !== h) ((canvas.width = w), (canvas.height = h));\n g.viewport(0, 0, w, h);\n },\n texture(img) {\n tex = tex || g.createTexture();\n g.bindTexture(g.TEXTURE_2D, tex);\n g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL, true);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_S, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_T, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_MIN_FILTER, g.LINEAR);\n g.texImage2D(g.TEXTURE_2D, 0, g.RGBA, g.RGBA, g.UNSIGNED_BYTE, img);\n },\n render(u) {\n g.uniform1f(uT, u.time ?? 0);\n g.uniform2f(uR, canvas.width, canvas.height);\n g.uniform2f(uM, ...(u.mouse ?? [0.5, 0.5]));\n g.uniform1f(uH, u.hover ?? 0);\n if (uRp) g.uniform4fv(uRp, new Float32Array((u.ripples ?? []).concat(Array(16).fill(0)).slice(0, 16)));\n g.drawArrays(g.TRIANGLES, 0, 6);\n },\n dispose() {\n g.deleteProgram(prog);\n g.deleteBuffer(buf);\n if (tex) g.deleteTexture(tex);\n g.getExtension('WEBGL_lose_context')?.loseContext();\n },\n };\n quad.resize();\n return quad;\n}\n","import { defineElement, raf, caf, now, clamp, type UsaElement, getBase } from '../base';\n\ntype BaseCtor = ReturnType<typeof getBase>;\nimport { glQuad, type GLQuad } from './gl';\nimport css from './webgl.css?raw';\n\n/**\n * Shared shell for the WebGL elements: a canvas over (or behind) the\n * content that renders only while visible and the tab is shown, a DPR cap\n * of 2, and a graceful fallback (`data-fallback`) when WebGL, the shader\n * or the image (CORS) is unavailable — the original content / CSS stays.\n */\nexport interface UsaGLElement extends UsaElement {\n /** `true` once WebGL rendering is active (otherwise the CSS fallback shows). */\n readonly active: boolean;\n}\n\ntype Kind = 'shader' | 'distort' | 'liquid';\n\nfunction make(kind: Kind) {\n return (Base: BaseCtor): CustomElementConstructor =>\n class extends Base {\n static get observedAttributes(): string[] {\n return kind === 'shader' ? ['preset', 'speed'] : ['src'];\n }\n private _q: GLQuad | null = null;\n private _c: HTMLCanvasElement | null = null;\n private _id = 0;\n private _mouse: [number, number] = [0.5, 0.5];\n private _hover = 0;\n private _hoverTo = 0;\n private _ripples: { x: number; y: number; t: number }[] = [];\n\n get active(): boolean {\n return !!this._q;\n }\n\n private fallback(reason: string): void {\n this.setAttribute('data-fallback', reason);\n this._c?.remove();\n this._c = null;\n this._q?.dispose();\n this._q = null;\n }\n\n private frame(): void {\n const q = this._q;\n if (!q) return;\n this._hover += (this._hoverTo - this._hover) * 0.12;\n const t = now();\n this._ripples = this._ripples.filter((r) => t - r.t < 2500);\n q.render({\n time: (t / 1000) * this.num('speed', 1),\n mouse: this._mouse,\n hover: this._hover,\n ripples: this._ripples.flatMap((r) => [r.x, r.y, (t - r.t) / 1000, this.num('strength', 1)]),\n });\n }\n\n mount(): void {\n this.removeAttribute('data-fallback');\n const custom = this.querySelector('script[type=\"x-shader/x-fragment\"]');\n const frag = kind === 'shader' ? custom?.textContent || this.str('preset', 'gradient') : kind;\n const img = kind === 'shader' ? null : (this.querySelector('img') as HTMLImageElement | null);\n if (kind !== 'shader' && !img) return this.fallback('no-image');\n const c = (this._c = document.createElement('canvas'));\n c.setAttribute('aria-hidden', 'true');\n c.className = 'usa-gl';\n this.prepend(c);\n const q = (this._q = glQuad(c, frag));\n if (!q) return this.fallback('webgl');\n this.onCleanup(() => this.fallback('off'));\n const start = () => {\n if (!img) return true;\n try {\n q.texture(img);\n return true;\n } catch {\n this.fallback('image');\n return false;\n }\n };\n const draw = () => {\n q.resize();\n this.frame();\n };\n if (img && !(img.complete && img.naturalWidth)) {\n if (!img.crossOrigin && /^https?:/.test(img.src) && !img.src.startsWith(location.origin)) img.crossOrigin = 'anonymous';\n this.listen(img, 'load', () => start() && draw());\n this.listen(img, 'error', () => this.fallback('image'));\n } else if (!start()) return;\n this.setAttribute('data-active', '');\n this.onCleanup(() => this.removeAttribute('data-active'));\n draw();\n if (kind !== 'shader') {\n const pos = (e: PointerEvent) => {\n const r = this.getBoundingClientRect();\n this._mouse = [clamp((e.clientX - r.left) / (r.width || 1), 0, 1), clamp(1 - (e.clientY - r.top) / (r.height || 1), 0, 1)];\n };\n this.listen(this, 'pointermove', pos);\n this.listen(this, 'pointerenter', (e: PointerEvent) => (pos(e), (this._hoverTo = 1)));\n this.listen(this, 'pointerleave', () => (this._hoverTo = 0));\n if (kind === 'liquid')\n this.listen(this, 'pointerdown', (e: PointerEvent) => {\n pos(e);\n this._ripples = [...this._ripples.slice(-3), { x: this._mouse[0], y: this._mouse[1], t: now() }];\n });\n }\n // 4.0.1: also follow the element's own size (grid reflow, card expand…)\n if (typeof ResizeObserver !== 'undefined') {\n const ro = new ResizeObserver(() => {\n q.resize();\n if (!this._id) this.frame();\n });\n ro.observe(this);\n this.onCleanup(() => ro.disconnect());\n }\n if (this.reduced) return; // one static frame, no loop\n let visible = false;\n const loop = () => {\n this.frame();\n this._id = raf(loop);\n };\n const sync = () => {\n caf(this._id);\n this._id = 0;\n if (visible && !document.hidden) this._id = raf(loop);\n };\n this.inView((v: boolean) => ((visible = v), sync()));\n this.listen(document, 'visibilitychange', sync);\n this.listen(window, 'resize', () => q.resize(), { passive: true });\n this.onCleanup(() => caf(this._id));\n }\n };\n}\n\n/**\n * `<usa-shader>` — GPU shader background behind its content. `preset`\n * (`gradient` · `plasma` · `waves` · `aurora`) or your own fragment shader in\n * `<script type=\"x-shader/x-fragment\">` (uniforms `u_time`, `u_resolution`,\n * `u_mouse`, `v_uv`); `speed`. Without WebGL: the element's CSS background.\n */\nexport function defineShader(tag = 'usa-shader'): CustomElementConstructor | undefined {\n return defineElement(tag, make('shader'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-distort>` — hover distortion + RGB split on the `<img>` inside,\n * following the pointer. Without WebGL / CORS: a gentle CSS zoom.\n */\nexport function defineDistort(tag = 'usa-distort'): CustomElementConstructor | undefined {\n return defineElement(tag, make('distort'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-liquid>` — liquid image: clicks / taps send ripples through the\n * `<img>` inside, hover adds a gentle wobble; `strength`. Fallback: plain image.\n */\nexport function defineLiquid(tag = 'usa-liquid'): CustomElementConstructor | undefined {\n return defineElement(tag, make('liquid'), { id: 'webgl', text: css });\n}\n","/**\n * use-scroll-animate/components/webgl — lightweight canvas / WebGL (v3.4).\n * `<usa-shader>` (shader backgrounds), `<usa-distort>` (hover image\n * distortion), `<usa-liquid>` (ripple images) on a tiny single-quad runner\n * (`glQuad()`), with graceful fallbacks when WebGL is unavailable.\n */\nimport { defineShader, defineDistort, defineLiquid, type UsaGLElement } from './elements';\n\nexport { defineShader, defineDistort, defineLiquid };\nexport { glQuad, supportsWebGL, fragmentSource, SHADERS } from './gl';\nexport type { GLQuad } from './gl';\nexport type { UsaGLElement };\nexport { configureComponents, prefersReducedMotion } from '../base';\nexport type { ComponentsConfig, UsaElement } from '../base';\n\n/** Register every component of this category under its default tag. */\nexport function defineWebglComponents(): void {\n defineShader();\n defineDistort();\n defineLiquid();\n}\n\ndeclare global {\n interface HTMLElementTagNameMap {\n 'usa-shader': UsaGLElement;\n 'usa-distort': UsaGLElement;\n 'usa-liquid': UsaGLElement;\n 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package/dist/components/webgl.js
CHANGED
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@@ -1,5 +1,5 @@
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|
|
1
|
-
import { h as defineElement, n as now,
|
|
2
|
-
export { a as configureComponents, p as prefersReducedMotion } from '../chunks/base-
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|
1
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+
import { h as defineElement, n as now, d as caf, b as clamp, r as raf } from '../chunks/base-BPG5zvex.js';
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|
2
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+
export { a as configureComponents, p as prefersReducedMotion } from '../chunks/base-BPG5zvex.js';
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/** Minimal WebGL runner: one full-canvas quad, one fragment shader, optional image texture. */
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const VERTEX = 'attribute vec2 p;varying vec2 v_uv;void main(){v_uv=p*.5+.5;gl_Position=vec4(p,0.,1.);}';
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this._ripples = [...this._ripples.slice(-3), { x: this._mouse[0], y: this._mouse[1], t: now() }];
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});
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}
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// 4.0.1: also follow the element's own size (grid reflow, card expand…)
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if (typeof ResizeObserver !== 'undefined') {
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const ro = new ResizeObserver(() => {
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q.resize();
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if (!this._id)
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this.frame();
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});
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ro.observe(this);
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this.onCleanup(() => ro.disconnect());
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}
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if (this.reduced)
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return; // one static frame, no loop
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let visible = false;
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{"version":3,"file":"webgl.js","sources":["../../src/components/webgl/gl.ts","../../src/components/webgl/elements.ts","../../src/components/webgl/index.ts"],"sourcesContent":["/** Minimal WebGL runner: one full-canvas quad, one fragment shader, optional image texture. */\n\nexport const VERTEX = 'attribute vec2 p;varying vec2 v_uv;void main(){v_uv=p*.5+.5;gl_Position=vec4(p,0.,1.);}';\nconst HEAD = 'precision mediump float;varying vec2 v_uv;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;uniform float u_hover;uniform sampler2D u_tex;uniform vec4 u_ripples[4];\\n';\n\n/** Built-in fragment shaders (bodies; uniforms `u_time`, `u_resolution`, `u_mouse` 0–1, `u_hover` 0–1, `u_tex`, `u_ripples[4]` = x, y, age, strength). */\nexport const SHADERS: Record<string, string> = {\n gradient: 'void main(){vec2 u=v_uv;float t=u_time*.15;vec3 a=vec3(.39,.4,.95),b=vec3(.93,.29,.6),c=vec3(.13,.83,.93);float k=.5+.5*sin(u.x*3.+t*2.)*cos(u.y*2.-t);vec3 col=mix(mix(a,b,u.x+.2*sin(t)),c,k*.6);gl_FragColor=vec4(col,1.);}',\n plasma: 'void main(){vec2 u=v_uv*4.;float t=u_time*.6;float v=sin(u.x+t)+sin(u.y+t*.7)+sin(u.x+u.y+t*.5)+sin(length(u-2.+vec2(sin(t),cos(t)))*2.);vec3 col=.5+.5*cos(v+vec3(0.,2.,4.));gl_FragColor=vec4(col,1.);}',\n waves: 'void main(){vec2 u=v_uv;float t=u_time*.4;float w=0.;for(int i=0;i<4;i++){float f=float(i)+1.;w+=sin(u.x*6.*f+t*f)*.08/f;}float l=smoothstep(.0,.02,abs(u.y-.5-w));vec3 col=mix(vec3(.2,.5,1.),vec3(.04,.06,.15),l)+vec3(.1,.0,.2)*u.y;gl_FragColor=vec4(col,1.);}',\n aurora: 'void main(){vec2 u=v_uv;float t=u_time*.2;float b=0.;for(int i=0;i<3;i++){float f=float(i);b+=.4/abs((u.y-.6+.15*sin(u.x*3.+t+f*1.7))*(8.+f*4.));}vec3 col=vec3(.02,.03,.08)+b*mix(vec3(.1,.9,.6),vec3(.6,.3,1.),u.x)*.35;gl_FragColor=vec4(col,1.);}',\n distort: 'void main(){vec2 u=v_uv;vec2 d=u-u_mouse;float r=length(d);float k=u_hover*.08*exp(-r*r*18.);u-=normalize(d+1e-4)*k;float s=u_hover*.006;vec3 col=vec3(texture2D(u_tex,u+vec2(s,0.)).r,texture2D(u_tex,u).g,texture2D(u_tex,u-vec2(s,0.)).b);gl_FragColor=vec4(col,1.);}',\n liquid: 'void main(){vec2 u=v_uv;vec2 o=vec2(0.);for(int i=0;i<4;i++){vec4 r=u_ripples[i];if(r.w>0.){float d=distance(u,r.xy);float w=sin(d*60.-r.z*12.)*exp(-d*6.)*exp(-r.z*1.6)*r.w*.02;o+=normalize(u-r.xy+1e-4)*w;}}o+=vec2(sin(u.y*10.+u_time),cos(u.x*10.+u_time))*.002*u_hover;gl_FragColor=texture2D(u_tex,u+o);}',\n};\n\n/** Full fragment source for a preset or custom body (adds the shared header). */\nexport function fragmentSource(body: string): string {\n const src = SHADERS[body] || body;\n return /precision\\s+\\w+\\s+float/.test(src) ? src : HEAD + src;\n}\n\n/** `true` when the browser can create a WebGL context (cached). */\nlet support: boolean | undefined;\nexport function supportsWebGL(): boolean {\n if (support !== undefined) return support;\n try {\n const c = typeof document !== 'undefined' ? document.createElement('canvas') : null;\n support = !!(c && (c.getContext('webgl') || c.getContext('experimental-webgl')));\n } catch {\n support = false;\n }\n return support;\n}\n\nexport interface GLQuad {\n /** Draw a frame with these uniform values. */\n render(u: { time?: number; mouse?: [number, number]; hover?: number; ripples?: number[] }): void;\n /** Resize the drawing buffer to the canvas' CSS size × DPR (≤ 2). */\n resize(): void;\n /** Upload an image as `u_tex`. */\n texture(img: TexImageSource): void;\n dispose(): void;\n}\n\n/** Compile `frag` on a full-canvas quad, or `null` when WebGL / compilation is unavailable. */\nexport function glQuad(canvas: HTMLCanvasElement, frag: string): GLQuad | null {\n let gl: WebGLRenderingContext | null = null;\n try {\n gl = (canvas.getContext('webgl', { premultipliedAlpha: false, antialias: false }) || canvas.getContext('experimental-webgl')) as WebGLRenderingContext | null;\n } catch {\n gl = null;\n }\n if (!gl) return null;\n const g = gl;\n const sh = (type: number, src: string) => {\n const s = g.createShader(type)!;\n g.shaderSource(s, src);\n g.compileShader(s);\n return g.getShaderParameter(s, g.COMPILE_STATUS) ? s : null;\n };\n const vs = sh(g.VERTEX_SHADER, VERTEX);\n const fs = sh(g.FRAGMENT_SHADER, fragmentSource(frag));\n if (!vs || !fs) return null;\n const prog = g.createProgram()!;\n g.attachShader(prog, vs);\n g.attachShader(prog, fs);\n g.linkProgram(prog);\n if (!g.getProgramParameter(prog, g.LINK_STATUS)) return null;\n g.useProgram(prog);\n const buf = g.createBuffer();\n g.bindBuffer(g.ARRAY_BUFFER, buf);\n g.bufferData(g.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), g.STATIC_DRAW);\n const loc = g.getAttribLocation(prog, 'p');\n g.enableVertexAttribArray(loc);\n g.vertexAttribPointer(loc, 2, g.FLOAT, false, 0, 0);\n const U = (n: string) => g.getUniformLocation(prog, n);\n const uT = U('u_time'), uR = U('u_resolution'), uM = U('u_mouse'), uH = U('u_hover'), uRp = U('u_ripples');\n let tex: WebGLTexture | null = null;\n const quad: GLQuad = {\n resize() {\n const dpr = Math.min(2, (typeof devicePixelRatio === 'number' && devicePixelRatio) || 1);\n const w = Math.max(1, Math.round((canvas.clientWidth || 300) * dpr));\n const h = Math.max(1, Math.round((canvas.clientHeight || 150) * dpr));\n if (canvas.width !== w || canvas.height !== h) ((canvas.width = w), (canvas.height = h));\n g.viewport(0, 0, w, h);\n },\n texture(img) {\n tex = tex || g.createTexture();\n g.bindTexture(g.TEXTURE_2D, tex);\n g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL, true);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_S, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_T, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_MIN_FILTER, g.LINEAR);\n g.texImage2D(g.TEXTURE_2D, 0, g.RGBA, g.RGBA, g.UNSIGNED_BYTE, img);\n },\n render(u) {\n g.uniform1f(uT, u.time ?? 0);\n g.uniform2f(uR, canvas.width, canvas.height);\n g.uniform2f(uM, ...(u.mouse ?? [0.5, 0.5]));\n g.uniform1f(uH, u.hover ?? 0);\n if (uRp) g.uniform4fv(uRp, new Float32Array((u.ripples ?? []).concat(Array(16).fill(0)).slice(0, 16)));\n g.drawArrays(g.TRIANGLES, 0, 6);\n },\n dispose() {\n g.deleteProgram(prog);\n g.deleteBuffer(buf);\n if (tex) g.deleteTexture(tex);\n g.getExtension('WEBGL_lose_context')?.loseContext();\n },\n };\n quad.resize();\n return quad;\n}\n","import { defineElement, raf, caf, now, clamp, type UsaElement, getBase } from '../base';\n\ntype BaseCtor = ReturnType<typeof getBase>;\nimport { glQuad, type GLQuad } from './gl';\nimport css from './webgl.css?raw';\n\n/**\n * Shared shell for the WebGL elements: a canvas over (or behind) the\n * content that renders only while visible and the tab is shown, a DPR cap\n * of 2, and a graceful fallback (`data-fallback`) when WebGL, the shader\n * or the image (CORS) is unavailable — the original content / CSS stays.\n */\nexport interface UsaGLElement extends UsaElement {\n /** `true` once WebGL rendering is active (otherwise the CSS fallback shows). */\n readonly active: boolean;\n}\n\ntype Kind = 'shader' | 'distort' | 'liquid';\n\nfunction make(kind: Kind) {\n return (Base: BaseCtor): CustomElementConstructor =>\n class extends Base {\n static get observedAttributes(): string[] {\n return kind === 'shader' ? ['preset', 'speed'] : ['src'];\n }\n private _q: GLQuad | null = null;\n private _c: HTMLCanvasElement | null = null;\n private _id = 0;\n private _mouse: [number, number] = [0.5, 0.5];\n private _hover = 0;\n private _hoverTo = 0;\n private _ripples: { x: number; y: number; t: number }[] = [];\n\n get active(): boolean {\n return !!this._q;\n }\n\n private fallback(reason: string): void {\n this.setAttribute('data-fallback', reason);\n this._c?.remove();\n this._c = null;\n this._q?.dispose();\n this._q = null;\n }\n\n private frame(): void {\n const q = this._q;\n if (!q) return;\n this._hover += (this._hoverTo - this._hover) * 0.12;\n const t = now();\n this._ripples = this._ripples.filter((r) => t - r.t < 2500);\n q.render({\n time: (t / 1000) * this.num('speed', 1),\n mouse: this._mouse,\n hover: this._hover,\n ripples: this._ripples.flatMap((r) => [r.x, r.y, (t - r.t) / 1000, this.num('strength', 1)]),\n });\n }\n\n mount(): void {\n this.removeAttribute('data-fallback');\n const custom = this.querySelector('script[type=\"x-shader/x-fragment\"]');\n const frag = kind === 'shader' ? custom?.textContent || this.str('preset', 'gradient') : kind;\n const img = kind === 'shader' ? null : (this.querySelector('img') as HTMLImageElement | null);\n if (kind !== 'shader' && !img) return this.fallback('no-image');\n const c = (this._c = document.createElement('canvas'));\n c.setAttribute('aria-hidden', 'true');\n c.className = 'usa-gl';\n this.prepend(c);\n const q = (this._q = glQuad(c, frag));\n if (!q) return this.fallback('webgl');\n this.onCleanup(() => this.fallback('off'));\n const start = () => {\n if (!img) return true;\n try {\n q.texture(img);\n return true;\n } catch {\n this.fallback('image');\n return false;\n }\n };\n const draw = () => {\n q.resize();\n this.frame();\n };\n if (img && !(img.complete && img.naturalWidth)) {\n if (!img.crossOrigin && /^https?:/.test(img.src) && !img.src.startsWith(location.origin)) img.crossOrigin = 'anonymous';\n this.listen(img, 'load', () => start() && draw());\n this.listen(img, 'error', () => this.fallback('image'));\n } else if (!start()) return;\n this.setAttribute('data-active', '');\n this.onCleanup(() => this.removeAttribute('data-active'));\n draw();\n if (kind !== 'shader') {\n const pos = (e: PointerEvent) => {\n const r = this.getBoundingClientRect();\n this._mouse = [clamp((e.clientX - r.left) / (r.width || 1), 0, 1), clamp(1 - (e.clientY - r.top) / (r.height || 1), 0, 1)];\n };\n this.listen(this, 'pointermove', pos);\n this.listen(this, 'pointerenter', (e: PointerEvent) => (pos(e), (this._hoverTo = 1)));\n this.listen(this, 'pointerleave', () => (this._hoverTo = 0));\n if (kind === 'liquid')\n this.listen(this, 'pointerdown', (e: PointerEvent) => {\n pos(e);\n this._ripples = [...this._ripples.slice(-3), { x: this._mouse[0], y: this._mouse[1], t: now() }];\n });\n }\n if (this.reduced) return; // one static frame, no loop\n let visible = false;\n const loop = () => {\n this.frame();\n this._id = raf(loop);\n };\n const sync = () => {\n caf(this._id);\n this._id = 0;\n if (visible && !document.hidden) this._id = raf(loop);\n };\n this.inView((v: boolean) => ((visible = v), sync()));\n this.listen(document, 'visibilitychange', sync);\n this.listen(window, 'resize', () => q.resize(), { passive: true });\n this.onCleanup(() => caf(this._id));\n }\n };\n}\n\n/**\n * `<usa-shader>` — GPU shader background behind its content. `preset`\n * (`gradient` · `plasma` · `waves` · `aurora`) or your own fragment shader in\n * `<script type=\"x-shader/x-fragment\">` (uniforms `u_time`, `u_resolution`,\n * `u_mouse`, `v_uv`); `speed`. Without WebGL: the element's CSS background.\n */\nexport function defineShader(tag = 'usa-shader'): CustomElementConstructor | undefined {\n return defineElement(tag, make('shader'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-distort>` — hover distortion + RGB split on the `<img>` inside,\n * following the pointer. Without WebGL / CORS: a gentle CSS zoom.\n */\nexport function defineDistort(tag = 'usa-distort'): CustomElementConstructor | undefined {\n return defineElement(tag, make('distort'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-liquid>` — liquid image: clicks / taps send ripples through the\n * `<img>` inside, hover adds a gentle wobble; `strength`. Fallback: plain image.\n */\nexport function defineLiquid(tag = 'usa-liquid'): CustomElementConstructor | undefined {\n return defineElement(tag, make('liquid'), { id: 'webgl', text: css });\n}\n","/**\n * use-scroll-animate/components/webgl — lightweight canvas / WebGL (v3.4).\n * `<usa-shader>` (shader backgrounds), `<usa-distort>` (hover image\n * distortion), `<usa-liquid>` (ripple images) on a tiny single-quad runner\n * (`glQuad()`), with graceful fallbacks when WebGL is unavailable.\n */\nimport { defineShader, defineDistort, defineLiquid, type UsaGLElement } from './elements';\n\nexport { defineShader, defineDistort, defineLiquid };\nexport { glQuad, supportsWebGL, fragmentSource, SHADERS } from './gl';\nexport type { GLQuad } from './gl';\nexport type { UsaGLElement };\nexport { configureComponents, prefersReducedMotion } from '../base';\nexport type { ComponentsConfig, UsaElement } from '../base';\n\n/** Register every component of this category under its default tag. */\nexport function defineWebglComponents(): void {\n defineShader();\n defineDistort();\n defineLiquid();\n}\n\ndeclare global {\n interface HTMLElementTagNameMap {\n 'usa-shader': UsaGLElement;\n 'usa-distort': UsaGLElement;\n 'usa-liquid': UsaGLElement;\n 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{"version":3,"file":"webgl.js","sources":["../../src/components/webgl/gl.ts","../../src/components/webgl/elements.ts","../../src/components/webgl/index.ts"],"sourcesContent":["/** Minimal WebGL runner: one full-canvas quad, one fragment shader, optional image texture. */\n\nexport const VERTEX = 'attribute vec2 p;varying vec2 v_uv;void main(){v_uv=p*.5+.5;gl_Position=vec4(p,0.,1.);}';\nconst HEAD = 'precision mediump float;varying vec2 v_uv;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;uniform float u_hover;uniform sampler2D u_tex;uniform vec4 u_ripples[4];\\n';\n\n/** Built-in fragment shaders (bodies; uniforms `u_time`, `u_resolution`, `u_mouse` 0–1, `u_hover` 0–1, `u_tex`, `u_ripples[4]` = x, y, age, strength). */\nexport const SHADERS: Record<string, string> = {\n gradient: 'void main(){vec2 u=v_uv;float t=u_time*.15;vec3 a=vec3(.39,.4,.95),b=vec3(.93,.29,.6),c=vec3(.13,.83,.93);float k=.5+.5*sin(u.x*3.+t*2.)*cos(u.y*2.-t);vec3 col=mix(mix(a,b,u.x+.2*sin(t)),c,k*.6);gl_FragColor=vec4(col,1.);}',\n plasma: 'void main(){vec2 u=v_uv*4.;float t=u_time*.6;float v=sin(u.x+t)+sin(u.y+t*.7)+sin(u.x+u.y+t*.5)+sin(length(u-2.+vec2(sin(t),cos(t)))*2.);vec3 col=.5+.5*cos(v+vec3(0.,2.,4.));gl_FragColor=vec4(col,1.);}',\n waves: 'void main(){vec2 u=v_uv;float t=u_time*.4;float w=0.;for(int i=0;i<4;i++){float f=float(i)+1.;w+=sin(u.x*6.*f+t*f)*.08/f;}float l=smoothstep(.0,.02,abs(u.y-.5-w));vec3 col=mix(vec3(.2,.5,1.),vec3(.04,.06,.15),l)+vec3(.1,.0,.2)*u.y;gl_FragColor=vec4(col,1.);}',\n aurora: 'void main(){vec2 u=v_uv;float t=u_time*.2;float b=0.;for(int i=0;i<3;i++){float f=float(i);b+=.4/abs((u.y-.6+.15*sin(u.x*3.+t+f*1.7))*(8.+f*4.));}vec3 col=vec3(.02,.03,.08)+b*mix(vec3(.1,.9,.6),vec3(.6,.3,1.),u.x)*.35;gl_FragColor=vec4(col,1.);}',\n distort: 'void main(){vec2 u=v_uv;vec2 d=u-u_mouse;float r=length(d);float k=u_hover*.08*exp(-r*r*18.);u-=normalize(d+1e-4)*k;float s=u_hover*.006;vec3 col=vec3(texture2D(u_tex,u+vec2(s,0.)).r,texture2D(u_tex,u).g,texture2D(u_tex,u-vec2(s,0.)).b);gl_FragColor=vec4(col,1.);}',\n liquid: 'void main(){vec2 u=v_uv;vec2 o=vec2(0.);for(int i=0;i<4;i++){vec4 r=u_ripples[i];if(r.w>0.){float d=distance(u,r.xy);float w=sin(d*60.-r.z*12.)*exp(-d*6.)*exp(-r.z*1.6)*r.w*.02;o+=normalize(u-r.xy+1e-4)*w;}}o+=vec2(sin(u.y*10.+u_time),cos(u.x*10.+u_time))*.002*u_hover;gl_FragColor=texture2D(u_tex,u+o);}',\n};\n\n/** Full fragment source for a preset or custom body (adds the shared header). */\nexport function fragmentSource(body: string): string {\n const src = SHADERS[body] || body;\n return /precision\\s+\\w+\\s+float/.test(src) ? src : HEAD + src;\n}\n\n/** `true` when the browser can create a WebGL context (cached). */\nlet support: boolean | undefined;\nexport function supportsWebGL(): boolean {\n if (support !== undefined) return support;\n try {\n const c = typeof document !== 'undefined' ? document.createElement('canvas') : null;\n support = !!(c && (c.getContext('webgl') || c.getContext('experimental-webgl')));\n } catch {\n support = false;\n }\n return support;\n}\n\nexport interface GLQuad {\n /** Draw a frame with these uniform values. */\n render(u: { time?: number; mouse?: [number, number]; hover?: number; ripples?: number[] }): void;\n /** Resize the drawing buffer to the canvas' CSS size × DPR (≤ 2). */\n resize(): void;\n /** Upload an image as `u_tex`. */\n texture(img: TexImageSource): void;\n dispose(): void;\n}\n\n/** Compile `frag` on a full-canvas quad, or `null` when WebGL / compilation is unavailable. */\nexport function glQuad(canvas: HTMLCanvasElement, frag: string): GLQuad | null {\n let gl: WebGLRenderingContext | null = null;\n try {\n gl = (canvas.getContext('webgl', { premultipliedAlpha: false, antialias: false }) || canvas.getContext('experimental-webgl')) as WebGLRenderingContext | null;\n } catch {\n gl = null;\n }\n if (!gl) return null;\n const g = gl;\n const sh = (type: number, src: string) => {\n const s = g.createShader(type)!;\n g.shaderSource(s, src);\n g.compileShader(s);\n return g.getShaderParameter(s, g.COMPILE_STATUS) ? s : null;\n };\n const vs = sh(g.VERTEX_SHADER, VERTEX);\n const fs = sh(g.FRAGMENT_SHADER, fragmentSource(frag));\n if (!vs || !fs) return null;\n const prog = g.createProgram()!;\n g.attachShader(prog, vs);\n g.attachShader(prog, fs);\n g.linkProgram(prog);\n if (!g.getProgramParameter(prog, g.LINK_STATUS)) return null;\n g.useProgram(prog);\n const buf = g.createBuffer();\n g.bindBuffer(g.ARRAY_BUFFER, buf);\n g.bufferData(g.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), g.STATIC_DRAW);\n const loc = g.getAttribLocation(prog, 'p');\n g.enableVertexAttribArray(loc);\n g.vertexAttribPointer(loc, 2, g.FLOAT, false, 0, 0);\n const U = (n: string) => g.getUniformLocation(prog, n);\n const uT = U('u_time'), uR = U('u_resolution'), uM = U('u_mouse'), uH = U('u_hover'), uRp = U('u_ripples');\n let tex: WebGLTexture | null = null;\n const quad: GLQuad = {\n resize() {\n const dpr = Math.min(2, (typeof devicePixelRatio === 'number' && devicePixelRatio) || 1);\n const w = Math.max(1, Math.round((canvas.clientWidth || 300) * dpr));\n const h = Math.max(1, Math.round((canvas.clientHeight || 150) * dpr));\n if (canvas.width !== w || canvas.height !== h) ((canvas.width = w), (canvas.height = h));\n g.viewport(0, 0, w, h);\n },\n texture(img) {\n tex = tex || g.createTexture();\n g.bindTexture(g.TEXTURE_2D, tex);\n g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL, true);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_S, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_WRAP_T, g.CLAMP_TO_EDGE);\n g.texParameteri(g.TEXTURE_2D, g.TEXTURE_MIN_FILTER, g.LINEAR);\n g.texImage2D(g.TEXTURE_2D, 0, g.RGBA, g.RGBA, g.UNSIGNED_BYTE, img);\n },\n render(u) {\n g.uniform1f(uT, u.time ?? 0);\n g.uniform2f(uR, canvas.width, canvas.height);\n g.uniform2f(uM, ...(u.mouse ?? [0.5, 0.5]));\n g.uniform1f(uH, u.hover ?? 0);\n if (uRp) g.uniform4fv(uRp, new Float32Array((u.ripples ?? []).concat(Array(16).fill(0)).slice(0, 16)));\n g.drawArrays(g.TRIANGLES, 0, 6);\n },\n dispose() {\n g.deleteProgram(prog);\n g.deleteBuffer(buf);\n if (tex) g.deleteTexture(tex);\n g.getExtension('WEBGL_lose_context')?.loseContext();\n },\n };\n quad.resize();\n return quad;\n}\n","import { defineElement, raf, caf, now, clamp, type UsaElement, getBase } from '../base';\n\ntype BaseCtor = ReturnType<typeof getBase>;\nimport { glQuad, type GLQuad } from './gl';\nimport css from './webgl.css?raw';\n\n/**\n * Shared shell for the WebGL elements: a canvas over (or behind) the\n * content that renders only while visible and the tab is shown, a DPR cap\n * of 2, and a graceful fallback (`data-fallback`) when WebGL, the shader\n * or the image (CORS) is unavailable — the original content / CSS stays.\n */\nexport interface UsaGLElement extends UsaElement {\n /** `true` once WebGL rendering is active (otherwise the CSS fallback shows). */\n readonly active: boolean;\n}\n\ntype Kind = 'shader' | 'distort' | 'liquid';\n\nfunction make(kind: Kind) {\n return (Base: BaseCtor): CustomElementConstructor =>\n class extends Base {\n static get observedAttributes(): string[] {\n return kind === 'shader' ? ['preset', 'speed'] : ['src'];\n }\n private _q: GLQuad | null = null;\n private _c: HTMLCanvasElement | null = null;\n private _id = 0;\n private _mouse: [number, number] = [0.5, 0.5];\n private _hover = 0;\n private _hoverTo = 0;\n private _ripples: { x: number; y: number; t: number }[] = [];\n\n get active(): boolean {\n return !!this._q;\n }\n\n private fallback(reason: string): void {\n this.setAttribute('data-fallback', reason);\n this._c?.remove();\n this._c = null;\n this._q?.dispose();\n this._q = null;\n }\n\n private frame(): void {\n const q = this._q;\n if (!q) return;\n this._hover += (this._hoverTo - this._hover) * 0.12;\n const t = now();\n this._ripples = this._ripples.filter((r) => t - r.t < 2500);\n q.render({\n time: (t / 1000) * this.num('speed', 1),\n mouse: this._mouse,\n hover: this._hover,\n ripples: this._ripples.flatMap((r) => [r.x, r.y, (t - r.t) / 1000, this.num('strength', 1)]),\n });\n }\n\n mount(): void {\n this.removeAttribute('data-fallback');\n const custom = this.querySelector('script[type=\"x-shader/x-fragment\"]');\n const frag = kind === 'shader' ? custom?.textContent || this.str('preset', 'gradient') : kind;\n const img = kind === 'shader' ? null : (this.querySelector('img') as HTMLImageElement | null);\n if (kind !== 'shader' && !img) return this.fallback('no-image');\n const c = (this._c = document.createElement('canvas'));\n c.setAttribute('aria-hidden', 'true');\n c.className = 'usa-gl';\n this.prepend(c);\n const q = (this._q = glQuad(c, frag));\n if (!q) return this.fallback('webgl');\n this.onCleanup(() => this.fallback('off'));\n const start = () => {\n if (!img) return true;\n try {\n q.texture(img);\n return true;\n } catch {\n this.fallback('image');\n return false;\n }\n };\n const draw = () => {\n q.resize();\n this.frame();\n };\n if (img && !(img.complete && img.naturalWidth)) {\n if (!img.crossOrigin && /^https?:/.test(img.src) && !img.src.startsWith(location.origin)) img.crossOrigin = 'anonymous';\n this.listen(img, 'load', () => start() && draw());\n this.listen(img, 'error', () => this.fallback('image'));\n } else if (!start()) return;\n this.setAttribute('data-active', '');\n this.onCleanup(() => this.removeAttribute('data-active'));\n draw();\n if (kind !== 'shader') {\n const pos = (e: PointerEvent) => {\n const r = this.getBoundingClientRect();\n this._mouse = [clamp((e.clientX - r.left) / (r.width || 1), 0, 1), clamp(1 - (e.clientY - r.top) / (r.height || 1), 0, 1)];\n };\n this.listen(this, 'pointermove', pos);\n this.listen(this, 'pointerenter', (e: PointerEvent) => (pos(e), (this._hoverTo = 1)));\n this.listen(this, 'pointerleave', () => (this._hoverTo = 0));\n if (kind === 'liquid')\n this.listen(this, 'pointerdown', (e: PointerEvent) => {\n pos(e);\n this._ripples = [...this._ripples.slice(-3), { x: this._mouse[0], y: this._mouse[1], t: now() }];\n });\n }\n // 4.0.1: also follow the element's own size (grid reflow, card expand…)\n if (typeof ResizeObserver !== 'undefined') {\n const ro = new ResizeObserver(() => {\n q.resize();\n if (!this._id) this.frame();\n });\n ro.observe(this);\n this.onCleanup(() => ro.disconnect());\n }\n if (this.reduced) return; // one static frame, no loop\n let visible = false;\n const loop = () => {\n this.frame();\n this._id = raf(loop);\n };\n const sync = () => {\n caf(this._id);\n this._id = 0;\n if (visible && !document.hidden) this._id = raf(loop);\n };\n this.inView((v: boolean) => ((visible = v), sync()));\n this.listen(document, 'visibilitychange', sync);\n this.listen(window, 'resize', () => q.resize(), { passive: true });\n this.onCleanup(() => caf(this._id));\n }\n };\n}\n\n/**\n * `<usa-shader>` — GPU shader background behind its content. `preset`\n * (`gradient` · `plasma` · `waves` · `aurora`) or your own fragment shader in\n * `<script type=\"x-shader/x-fragment\">` (uniforms `u_time`, `u_resolution`,\n * `u_mouse`, `v_uv`); `speed`. Without WebGL: the element's CSS background.\n */\nexport function defineShader(tag = 'usa-shader'): CustomElementConstructor | undefined {\n return defineElement(tag, make('shader'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-distort>` — hover distortion + RGB split on the `<img>` inside,\n * following the pointer. Without WebGL / CORS: a gentle CSS zoom.\n */\nexport function defineDistort(tag = 'usa-distort'): CustomElementConstructor | undefined {\n return defineElement(tag, make('distort'), { id: 'webgl', text: css });\n}\n\n/**\n * `<usa-liquid>` — liquid image: clicks / taps send ripples through the\n * `<img>` inside, hover adds a gentle wobble; `strength`. Fallback: plain image.\n */\nexport function defineLiquid(tag = 'usa-liquid'): CustomElementConstructor | undefined {\n return defineElement(tag, make('liquid'), { id: 'webgl', text: css });\n}\n","/**\n * use-scroll-animate/components/webgl — lightweight canvas / WebGL (v3.4).\n * `<usa-shader>` (shader backgrounds), `<usa-distort>` (hover image\n * distortion), `<usa-liquid>` (ripple images) on a tiny single-quad runner\n * (`glQuad()`), with graceful fallbacks when WebGL is unavailable.\n */\nimport { defineShader, defineDistort, defineLiquid, type UsaGLElement } from './elements';\n\nexport { defineShader, defineDistort, defineLiquid };\nexport { glQuad, supportsWebGL, fragmentSource, SHADERS } from './gl';\nexport type { GLQuad } from './gl';\nexport type { UsaGLElement };\nexport { configureComponents, prefersReducedMotion } from '../base';\nexport type { ComponentsConfig, UsaElement } from '../base';\n\n/** Register every component of this category under its default tag. */\nexport function defineWebglComponents(): void {\n defineShader();\n defineDistort();\n defineLiquid();\n}\n\ndeclare global {\n interface HTMLElementTagNameMap {\n 'usa-shader': UsaGLElement;\n 'usa-distort': UsaGLElement;\n 'usa-liquid': UsaGLElement;\n 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package/dist/components.cjs
CHANGED
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@@ -22,7 +22,7 @@ var variants = require('./chunks/variants-BNIrn4ch.cjs');
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|
|
22
22
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var base = require('./chunks/base-CXx7jZ-o.cjs');
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|
23
23
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var indexTags = require('./chunks/index-tags-BQh_uGqH.cjs');
|
|
24
24
|
var spring = require('./chunks/spring-2OTnYCzm.cjs');
|
|
25
|
-
var core = require('./chunks/core-
|
|
25
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+
var core = require('./chunks/core-CLu8ZrC-.cjs');
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var core$1 = require('./chunks/core-IaorbTdu.cjs');
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/**
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@@ -258,6 +258,7 @@ exports.stepSpring = spring.stepSpring;
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exports.supportsLinearEasing = spring.supportsLinearEasing;
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exports.TIMELINE_PRESETS = core.TIMELINE_PRESETS;
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exports.resolvePosition = core.resolvePosition;
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exports.supportsNativeScrub = core.supportsNativeScrub;
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exports.timeline = core.timeline;
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exports.gesture = core$1.gesture;
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exports.pinchScale = core$1.pinchScale;
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package/dist/components.cjs.map
CHANGED
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{"version":3,"file":"components.cjs","sources":["../src/components/index.ts"],"sourcesContent":["/**\n * use-scroll-animate/components\n *\n * Framework-agnostic, dependency-free animated UI components built on\n * Custom Elements + CSS + the Web Animations API. They run in any browser\n * and in Windows desktop apps that render with a web view: Electron, Tauri\n * (WebView2), WinUI 3 / WPF / WinForms with WebView2, and installed PWAs.\n *\n * ```js\n * import { defineComponents } from 'use-scroll-animate/components';\n * defineComponents(); // registers every <usa-*> element\n * // or only what you use (tree-shakable):\n * import { defineTypewriter } from 'use-scroll-animate/components/text';\n * ```\n *\n * Importing has no side effects and is SSR-safe; nothing is registered\n * until a `define*()` function runs in a browser.\n *\n * @license MIT\n */\nimport { defineRevealComponents } from './reveal/index';\nimport { defineTextComponents } from './text/index';\nimport { defineInteractionComponents } from './interaction/index';\nimport { defineFeedbackComponents } from './feedback/index';\nimport { defineBackgroundComponents } from './background/index';\nimport { defineTransitionComponents } from './transitions/index';\nimport { definePhysicsComponents } from './physics/index';\nimport { defineCardComponents } from './cards/index';\nimport { defineClickComponents } from './click/index';\nimport { defineUiComponents } from './ui/index';\nimport { definePageComponents } from './page/index';\nimport { defineTimelineComponents } from './timeline/index';\nimport { defineGestureComponents } from './gesture/index';\nimport { defineSvgComponents } from './svg/index';\nimport { defineWebglComponents } from './webgl/index';\nimport { defineDepthComponents } from './depth/index';\nimport { defineLayoutComponents } from './layout/index';\nimport { definePacksComponents } from './packs/index';\nimport { adoptVariants } from './ui/variants';\nimport { canDefine } from './base';\n\nexport * from './reveal/index';\nexport * from './text/index';\nexport * from './interaction/index';\nexport * from './feedback/index';\nexport * from './background/index';\nexport * from './transitions/index';\nexport * from './physics/index';\nexport * from './cards/index';\nexport * from './click/index';\nexport * from './ui/index';\nexport * from './page/index';\nexport * from './timeline/index';\nexport * from './gesture/index';\nexport * from './svg/index';\nexport * from './webgl/index';\nexport * from './depth/index';\nexport * from './layout/index';\nexport * from './packs/index';\n\nexport { COMPONENT_CATEGORIES } from './index-tags';\nexport type { ComponentCategory } from './index-tags';\nimport { COMPONENT_CATEGORIES, type ComponentCategory } from './index-tags';\n\nconst BY_CATEGORY: Record<ComponentCategory, () => void> = {\n reveal: defineRevealComponents,\n text: defineTextComponents,\n interaction: defineInteractionComponents,\n feedback: defineFeedbackComponents,\n background: defineBackgroundComponents,\n transitions: defineTransitionComponents,\n physics: definePhysicsComponents,\n cards: defineCardComponents,\n click: defineClickComponents,\n ui: defineUiComponents,\n page: definePageComponents,\n timeline: defineTimelineComponents,\n gesture: defineGestureComponents,\n svg: defineSvgComponents,\n webgl: defineWebglComponents,\n depth: defineDepthComponents,\n layout: defineLayoutComponents,\n packs: definePacksComponents,\n};\n\n/**\n * Register every `<usa-*>` component (or only the given categories).\n * Safe to call more than once and on the server (no-op without DOM).\n */\nexport function defineComponents(categories?: ComponentCategory[]): void {\n if (canDefine()) adoptVariants();\n (categories || (Object.keys(BY_CATEGORY) as ComponentCategory[])).forEach((c) => BY_CATEGORY[c]?.());\n}\n"],"names":["defineRevealComponents","defineTextComponents","defineInteractionComponents","defineFeedbackComponents","defineBackgroundComponents","defineTransitionComponents","definePhysicsComponents","defineCardComponents","defineClickComponents","defineUiComponents","definePageComponents","defineTimelineComponents","defineGestureComponents","defineSvgComponents","defineWebglComponents","defineDepthComponents","defineLayoutComponents","definePacksComponents","canDefine","adoptVariants"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;;;;;;;;;;;;;;;;;;AAmBG;AA6CH,MAAM,WAAW,GAA0C;AACzD,IAAA,MAAM,EAAEA,wCAAsB;AAC9B,IAAA,IAAI,EAAEC,oCAAoB;AAC1B,IAAA,WAAW,EAAEC,kDAA2B;AACxC,IAAA,QAAQ,EAAEC,4CAAwB;AAClC,IAAA,UAAU,EAAEC,gDAA0B;AACtC,IAAA,WAAW,EAAEC,iDAA0B;AACvC,IAAA,OAAO,EAAEC,0CAAuB;AAChC,IAAA,KAAK,EAAEC,qCAAoB;AAC3B,IAAA,KAAK,EAAEC,sCAAqB;AAC5B,IAAA,EAAE,EAAEC,gCAAkB;AACtB,IAAA,IAAI,EAAEC,oCAAoB;AAC1B,IAAA,QAAQ,EAAEC,4CAAwB;AAClC,IAAA,OAAO,EAAEC,0CAAuB;AAChC,IAAA,GAAG,EAAEC,kCAAmB;AACxB,IAAA,KAAK,EAAEC,sCAAqB;AAC5B,IAAA,KAAK,EAAEC,sCAAqB;AAC5B,IAAA,MAAM,EAAEC,wCAAsB;AAC9B,IAAA,KAAK,EAAEC,sCAAqB;CAC7B;AAED;;;AAGG;AACG,SAAU,gBAAgB,CAAC,UAAgC,EAAA;AAC/D,IAAA,IAAIC,cAAS,EAAE;AAAE,QAAAC,sBAAa,EAAE;IAChC,CAAC,UAAU,IAAK,MAAM,CAAC,IAAI,CAAC,WAAW,CAAyB,EAAE,OAAO,CAAC,CAAC,CAAC,KAAK,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC;AACtG
|
|
1
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+
{"version":3,"file":"components.cjs","sources":["../src/components/index.ts"],"sourcesContent":["/**\n * use-scroll-animate/components\n *\n * Framework-agnostic, dependency-free animated UI components built on\n * Custom Elements + CSS + the Web Animations API. They run in any browser\n * and in Windows desktop apps that render with a web view: Electron, Tauri\n * (WebView2), WinUI 3 / WPF / WinForms with WebView2, and installed PWAs.\n *\n * ```js\n * import { defineComponents } from 'use-scroll-animate/components';\n * defineComponents(); // registers every <usa-*> element\n * // or only what you use (tree-shakable):\n * import { defineTypewriter } from 'use-scroll-animate/components/text';\n * ```\n *\n * Importing has no side effects and is SSR-safe; nothing is registered\n * until a `define*()` function runs in a browser.\n *\n * @license MIT\n */\nimport { defineRevealComponents } from './reveal/index';\nimport { defineTextComponents } from './text/index';\nimport { defineInteractionComponents } from './interaction/index';\nimport { defineFeedbackComponents } from './feedback/index';\nimport { defineBackgroundComponents } from './background/index';\nimport { defineTransitionComponents } from './transitions/index';\nimport { definePhysicsComponents } from './physics/index';\nimport { defineCardComponents } from './cards/index';\nimport { defineClickComponents } from './click/index';\nimport { defineUiComponents } from './ui/index';\nimport { definePageComponents } from './page/index';\nimport { defineTimelineComponents } from './timeline/index';\nimport { defineGestureComponents } from './gesture/index';\nimport { defineSvgComponents } from './svg/index';\nimport { defineWebglComponents } from './webgl/index';\nimport { defineDepthComponents } from './depth/index';\nimport { defineLayoutComponents } from './layout/index';\nimport { definePacksComponents } from './packs/index';\nimport { adoptVariants } from './ui/variants';\nimport { canDefine } from './base';\n\nexport * from './reveal/index';\nexport * from './text/index';\nexport * from './interaction/index';\nexport * from './feedback/index';\nexport * from './background/index';\nexport * from './transitions/index';\nexport * from './physics/index';\nexport * from './cards/index';\nexport * from './click/index';\nexport * from './ui/index';\nexport * from './page/index';\nexport * from './timeline/index';\nexport * from './gesture/index';\nexport * from './svg/index';\nexport * from './webgl/index';\nexport * from './depth/index';\nexport * from './layout/index';\nexport * from './packs/index';\n\nexport { COMPONENT_CATEGORIES } from './index-tags';\nexport type { ComponentCategory } from './index-tags';\nimport { COMPONENT_CATEGORIES, type ComponentCategory } from './index-tags';\n\nconst BY_CATEGORY: Record<ComponentCategory, () => void> = {\n reveal: defineRevealComponents,\n text: defineTextComponents,\n interaction: defineInteractionComponents,\n feedback: defineFeedbackComponents,\n background: defineBackgroundComponents,\n transitions: defineTransitionComponents,\n physics: definePhysicsComponents,\n cards: defineCardComponents,\n click: defineClickComponents,\n ui: defineUiComponents,\n page: definePageComponents,\n timeline: defineTimelineComponents,\n gesture: defineGestureComponents,\n svg: defineSvgComponents,\n webgl: defineWebglComponents,\n depth: defineDepthComponents,\n layout: defineLayoutComponents,\n packs: definePacksComponents,\n};\n\n/**\n * Register every `<usa-*>` component (or only the given categories).\n * Safe to call more than once and on the server (no-op without DOM).\n */\nexport function defineComponents(categories?: ComponentCategory[]): void {\n if (canDefine()) adoptVariants();\n (categories || (Object.keys(BY_CATEGORY) as ComponentCategory[])).forEach((c) => 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|