use-scroll-animate 6.1.0 → 6.2.0

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 (352) hide show
  1. package/CHANGELOG.md +30 -0
  2. package/README.md +157 -411
  3. package/README_ja.md +170 -175
  4. package/README_zh.md +169 -198
  5. package/dist/chunks/{base-B5i8qQPR.cjs → base-BaQV-2ha.cjs} +3 -3
  6. package/dist/chunks/base-BaQV-2ha.cjs.map +1 -0
  7. package/dist/chunks/{base-C3Sw9sAO.js → base-C_3cAoRz.js} +4 -4
  8. package/dist/chunks/base-C_3cAoRz.js.map +1 -0
  9. package/dist/chunks/{core-BYLtO0Po.cjs → core-B5T0dhFH.cjs} +3 -3
  10. package/dist/chunks/core-B5T0dhFH.cjs.map +1 -0
  11. package/dist/chunks/{core-BDcszY4L.cjs → core-BGAyaY6L.cjs} +2 -2
  12. package/dist/chunks/{core-BDcszY4L.cjs.map → core-BGAyaY6L.cjs.map} +1 -1
  13. package/dist/chunks/{core-BVQW34aX.js → core-D7cVumUu.js} +3 -3
  14. package/dist/chunks/core-D7cVumUu.js.map +1 -0
  15. package/dist/chunks/{core-DN3hHbHh.js → core-VEBw36QK.js} +2 -2
  16. package/dist/chunks/{core-DN3hHbHh.js.map → core-VEBw36QK.js.map} +1 -1
  17. package/dist/chunks/{core-BTf__I-8.js → core-ps8uvYuN.js} +2 -2
  18. package/dist/chunks/{core-BTf__I-8.js.map → core-ps8uvYuN.js.map} +1 -1
  19. package/dist/chunks/{core-BjOYKSrV.cjs → core-zq17EeCI.cjs} +2 -2
  20. package/dist/chunks/{core-BjOYKSrV.cjs.map → core-zq17EeCI.cjs.map} +1 -1
  21. package/dist/chunks/{fx-ChjxrMBo.js → fx-Bs6IrV4Q.js} +2 -2
  22. package/dist/chunks/{fx-ChjxrMBo.js.map → fx-Bs6IrV4Q.js.map} +1 -1
  23. package/dist/chunks/{fx-B8hk1Fby.cjs → fx-lBGVtQO1.cjs} +2 -2
  24. package/dist/chunks/{fx-B8hk1Fby.cjs.map → fx-lBGVtQO1.cjs.map} +1 -1
  25. package/dist/chunks/generative-D2YyhaeO.js +336 -0
  26. package/dist/chunks/generative-D2YyhaeO.js.map +1 -0
  27. package/dist/chunks/generative-DzIZq-_g.cjs +348 -0
  28. package/dist/chunks/generative-DzIZq-_g.cjs.map +1 -0
  29. package/dist/chunks/gpu-Bu7qwugO.js +380 -0
  30. package/dist/chunks/gpu-Bu7qwugO.js.map +1 -0
  31. package/dist/chunks/gpu-CenK2l6b.cjs +387 -0
  32. package/dist/chunks/gpu-CenK2l6b.cjs.map +1 -0
  33. package/dist/chunks/{presets-BJ09NeTo.js → presets-BYBVJVeP.js} +3 -3
  34. package/dist/chunks/presets-BYBVJVeP.js.map +1 -0
  35. package/dist/chunks/{presets-D2ksQNzJ.cjs → presets-CUHys3sK.cjs} +3 -3
  36. package/dist/chunks/presets-CUHys3sK.cjs.map +1 -0
  37. package/dist/chunks/registry-CKNLQpwd.js +121 -0
  38. package/dist/chunks/registry-CKNLQpwd.js.map +1 -0
  39. package/dist/chunks/registry-DehBVRDV.cjs +131 -0
  40. package/dist/chunks/registry-DehBVRDV.cjs.map +1 -0
  41. package/dist/chunks/{spring-CckMe3x0.js → spring-CbvHfVtP.js} +2 -2
  42. package/dist/chunks/{spring-CckMe3x0.js.map → spring-CbvHfVtP.js.map} +1 -1
  43. package/dist/chunks/{spring--oZh55tB.cjs → spring-Dgx187Vh.cjs} +2 -2
  44. package/dist/chunks/{spring--oZh55tB.cjs.map → spring-Dgx187Vh.cjs.map} +1 -1
  45. package/dist/chunks/{stagger-CvhYlKrF.cjs → stagger-CCFyhzSw.cjs} +3 -3
  46. package/dist/chunks/stagger-CCFyhzSw.cjs.map +1 -0
  47. package/dist/chunks/{stagger-Dh4V-OL0.js → stagger-DtMKo2SK.js} +3 -3
  48. package/dist/chunks/stagger-DtMKo2SK.js.map +1 -0
  49. package/dist/chunks/{variants-DxPmgrNX.cjs → variants-BhjyddG8.cjs} +2 -2
  50. package/dist/chunks/{variants-DxPmgrNX.cjs.map → variants-BhjyddG8.cjs.map} +1 -1
  51. package/dist/chunks/{variants-Bsevy6Xm.js → variants-DRlKVHvu.js} +2 -2
  52. package/dist/chunks/{variants-Bsevy6Xm.js.map → variants-DRlKVHvu.js.map} +1 -1
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  59. package/dist/components/angular.cjs +9 -8
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  65. package/dist/components/background.cjs +3 -3
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  99. package/dist/components/effects.cjs +84 -416
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  105. package/dist/components/feedback.cjs +2 -2
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@@ -0,0 +1,380 @@
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+ import { c as registerEffects } from './registry-CKNLQpwd.js';
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+ import { c as canvasBackground, h as hexRgb, n as noise2, o as origin, s as spawn, a as all, r as rand } from './generative-D2YyhaeO.js';
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+
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+ /** GLSL shared by every shader: uniforms, hash, value noise, fbm. */
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+ const GLSL_HEAD = `#version 300 es
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+ precision highp float;
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+ uniform vec2 u_res;uniform float u_t;uniform vec3 u_c0,u_c1,u_c2;uniform vec2 u_ptr;uniform float u_speed,u_scale;
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+ out vec4 o;
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+ float h(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}
10
+ float n(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.-2.*f);return mix(mix(h(i),h(i+vec2(1,0)),f.x),mix(h(i+vec2(0,1)),h(i+1.),f.x),f.y);}
11
+ float fbm(vec2 p){float v=0.,a=.5;for(int k=0;k<5;k++){v+=a*n(p);p=p*2.03+vec2(1.7,9.2);a*=.5;}return v;}
12
+ `;
13
+ const VERT = `#version 300 es
14
+ in vec2 a;void main(){gl_Position=vec4(a,0.,1.);}`;
15
+ /** `true` when this browser can create a WebGL2 context (cached). */
16
+ let gl2 = null;
17
+ function supportsWebGL2() {
18
+ if (gl2 !== null)
19
+ return gl2;
20
+ try {
21
+ gl2 = typeof document !== 'undefined' && !!document.createElement('canvas').getContext('webgl2');
22
+ }
23
+ catch {
24
+ gl2 = false;
25
+ }
26
+ return gl2;
27
+ }
28
+ function compile(gl, frag) {
29
+ const mk = (type, src) => {
30
+ const s = gl.createShader(type);
31
+ gl.shaderSource(s, src);
32
+ gl.compileShader(s);
33
+ return gl.getShaderParameter(s, gl.COMPILE_STATUS) ? s : null;
34
+ };
35
+ const v = mk(gl.VERTEX_SHADER, VERT);
36
+ const f = mk(gl.FRAGMENT_SHADER, frag);
37
+ if (!v || !f)
38
+ return null;
39
+ const p = gl.createProgram();
40
+ gl.attachShader(p, v);
41
+ gl.attachShader(p, f);
42
+ gl.bindAttribLocation(p, 0, 'a');
43
+ gl.linkProgram(p);
44
+ return gl.getProgramParameter(p, gl.LINK_STATUS) ? p : null;
45
+ }
46
+ const rgb = (c) => hexRgb(c).map((v) => v / 255);
47
+ /**
48
+ * Mount a shader background behind `el` (options: `colors` [3 hex], `speed`,
49
+ * `scale`, `quality`, `backend` = `'auto' | 'webgl2' | 'canvas'`). Returns the cleanup.
50
+ */
51
+ function shaderBackground(el, fx, spec, o) {
52
+ const fallback = () => {
53
+ el.dataset.usaBackend = 'canvas';
54
+ const stop = canvasBackground(el, fx, spec.fallback, o);
55
+ return () => {
56
+ stop();
57
+ delete el.dataset.usaBackend;
58
+ };
59
+ };
60
+ if (o.backend === 'canvas' || !supportsWebGL2())
61
+ return fallback();
62
+ const canvas = document.createElement('canvas');
63
+ const gl = canvas.getContext('webgl2', { alpha: false, antialias: false, preserveDrawingBuffer: false });
64
+ const prog = gl && compile(gl, `${GLSL_HEAD}void main(){vec2 uv=gl_FragCoord.xy/u_res;vec2 p=uv*vec2(u_res.x/u_res.y,1.)*u_scale;float t=u_t*u_speed;${spec.body}}`);
65
+ if (!gl || !prog)
66
+ return fallback();
67
+ el.dataset.usaBackend = 'webgl2';
68
+ canvas.setAttribute('aria-hidden', 'true');
69
+ canvas.setAttribute('data-usa-fx-canvas', '');
70
+ canvas.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:-1;border-radius:inherit';
71
+ const restore = [];
72
+ const set = (k, v) => {
73
+ restore.push([k, el.style[k]]);
74
+ el.style[k] = v;
75
+ };
76
+ if (getComputedStyle(el).position === 'static')
77
+ set('position', 'relative');
78
+ set('isolation', 'isolate');
79
+ el.prepend(canvas);
80
+ gl.useProgram(prog);
81
+ const buf = gl.createBuffer();
82
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf);
83
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
84
+ gl.enableVertexAttribArray(0);
85
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
86
+ const U = (n) => gl.getUniformLocation(prog, n);
87
+ const cols = o.colors || [];
88
+ ['u_c0', 'u_c1', 'u_c2'].forEach((u, i) => gl.uniform3fv(U(u), rgb(cols[i] || cols[0] || '#7c5cff')));
89
+ gl.uniform1f(U('u_speed'), Number(o.speed) || 1);
90
+ gl.uniform1f(U('u_scale'), Number(o.scale) || 3);
91
+ const uRes = U('u_res');
92
+ const uT = U('u_t');
93
+ const uPtr = U('u_ptr');
94
+ let ptr = [0.5, 0.5];
95
+ let quality = Math.min(1, Math.max(0.3, Number(o.quality) || 0.75));
96
+ let raf = 0;
97
+ let visible = true;
98
+ let slow = 0;
99
+ let last = 0;
100
+ const t0 = performance.now();
101
+ const resize = () => {
102
+ const r = el.getBoundingClientRect();
103
+ const dpr = Math.min(2, devicePixelRatio || 1) * quality;
104
+ canvas.width = Math.max(1, Math.round(r.width * dpr));
105
+ canvas.height = Math.max(1, Math.round(r.height * dpr));
106
+ gl.viewport(0, 0, canvas.width, canvas.height);
107
+ gl.uniform2f(uRes, canvas.width, canvas.height);
108
+ };
109
+ const draw = (t) => {
110
+ gl.uniform1f(uT, t);
111
+ gl.uniform2f(uPtr, ptr[0], ptr[1]);
112
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
113
+ };
114
+ const frame = (now) => {
115
+ raf = 0;
116
+ if (last && now - last > 34 && ++slow > 24 && quality > 0.3) {
117
+ quality = Math.max(0.3, quality - 0.15);
118
+ slow = 0;
119
+ resize();
120
+ }
121
+ last = now;
122
+ draw((now - t0) / 1000);
123
+ if (visible && !document.hidden)
124
+ raf = requestAnimationFrame(frame);
125
+ };
126
+ const start = () => {
127
+ if (!raf && !fx.reduced)
128
+ raf = requestAnimationFrame(frame);
129
+ };
130
+ resize();
131
+ draw(fx.reduced ? 7 : 0);
132
+ const move = (e) => {
133
+ const r = el.getBoundingClientRect();
134
+ ptr = [(e.clientX - r.left) / Math.max(1, r.width), 1 - (e.clientY - r.top) / Math.max(1, r.height)];
135
+ };
136
+ el.addEventListener('pointermove', move);
137
+ const io = typeof IntersectionObserver === 'function' ? new IntersectionObserver((es) => (visible = es.some((e) => e.isIntersecting)) && start()) : null;
138
+ io?.observe(el);
139
+ const ro = typeof ResizeObserver === 'function' ? new ResizeObserver(() => (resize(), fx.reduced && draw(7))) : null;
140
+ ro?.observe(el);
141
+ const vis = () => !document.hidden && visible && start();
142
+ document.addEventListener('visibilitychange', vis);
143
+ let swapped = null;
144
+ const lost = (e) => {
145
+ e.preventDefault();
146
+ stop();
147
+ swapped = fallback();
148
+ };
149
+ canvas.addEventListener('webglcontextlost', lost);
150
+ const stop = () => {
151
+ cancelAnimationFrame(raf);
152
+ raf = 0;
153
+ io?.disconnect();
154
+ ro?.disconnect();
155
+ el.removeEventListener('pointermove', move);
156
+ document.removeEventListener('visibilitychange', vis);
157
+ canvas.removeEventListener('webglcontextlost', lost);
158
+ canvas.remove();
159
+ for (const [k, v] of restore)
160
+ el.style[k] = v;
161
+ };
162
+ start();
163
+ return () => {
164
+ if (swapped)
165
+ return swapped();
166
+ stop();
167
+ gl.getExtension('WEBGL_lose_context')?.loseContext();
168
+ delete el.dataset.usaBackend;
169
+ };
170
+ }
171
+ /**
172
+ * Canvas 2D fallback for a scalar field: `color(x, y, t)` (x, y in 0–1)
173
+ * returns `[r, g, b]` (0–255), sampled on a coarse grid and scaled up smoothly.
174
+ */
175
+ function fieldFallback(color, cell = 8) {
176
+ return {
177
+ init: (w, h) => {
178
+ const c = document.createElement('canvas');
179
+ c.width = Math.max(2, Math.ceil(w / cell));
180
+ c.height = Math.max(2, Math.ceil(h / cell));
181
+ const x = c.getContext('2d');
182
+ return { c, x, img: x?.createImageData(c.width, c.height) };
183
+ },
184
+ draw: ({ ctx, w, h, t, state, o }) => {
185
+ const { c, x, img } = state;
186
+ if (!x || !img)
187
+ return;
188
+ const d = img.data;
189
+ for (let j = 0; j < c.height; j++)
190
+ for (let i = 0; i < c.width; i++) {
191
+ const [r, g, b] = color(i / c.width, 1 - j / c.height, t * (Number(o.speed) || 1), o);
192
+ const k = (j * c.width + i) * 4;
193
+ d[k] = r;
194
+ d[k + 1] = g;
195
+ d[k + 2] = b;
196
+ d[k + 3] = 255;
197
+ }
198
+ x.putImageData(img, 0, 0);
199
+ ctx.imageSmoothingEnabled = true;
200
+ ctx.drawImage(c, 0, 0, w, h);
201
+ },
202
+ };
203
+ }
204
+ /** Linear blend of two `[r,g,b]` colors. */
205
+ const mixRgb = (a, b, k) => {
206
+ const q = Math.min(1, Math.max(0, k));
207
+ return [a[0] + (b[0] - a[0]) * q, a[1] + (b[1] - a[1]) * q, a[2] + (b[2] - a[2]) * q];
208
+ };
209
+ /** Smoothstep. */
210
+ const sstep = (a, b, x) => {
211
+ const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
212
+ return t * t * (3 - 2 * t);
213
+ };
214
+ /** fbm-like noise in 0–1 built on `noise2`. */
215
+ const fbm2 = (x, y, t = 0) => 0.5 + 0.35 * noise2(x, y, t) + 0.15 * noise2(x * 2.1 + 3, y * 2.1 - 1, t * 1.3);
216
+
217
+ const shader = (name, description, colors, spec, extra = {}) => ({
218
+ name,
219
+ kind: 'background',
220
+ description,
221
+ reduced: 'run',
222
+ defaults: { colors, speed: 1, scale: 3, quality: 0.75, backend: 'auto', ...extra },
223
+ run: (el, o, ctx) => {
224
+ const stop = shaderBackground(el, ctx, spec, o);
225
+ ctx.onCleanup(stop);
226
+ return stop;
227
+ },
228
+ });
229
+ const C = (o) => o.colors.map(hexRgb);
230
+ const GPU_FX = [
231
+ shader('fluid', 'Domain-warped fluid colors that swirl around the pointer (WebGL2, Canvas 2D fallback).', ['#1b1446', '#7c5cff', '#22d3ee'], {
232
+ body: 'vec2 q=vec2(fbm(p+t*.1),fbm(p+vec2(5.2,1.3)-t*.08));vec2 d=uv-u_ptr;q+=.5*exp(-dot(d,d)*14.)*vec2(sin(t*1.3),cos(t*1.1));float f=fbm(p+3.*q+t*.05);vec3 c=mix(u_c0,u_c1,clamp(f*1.7-.2,0.,1.));c=mix(c,u_c2,clamp(length(q)*1.1-.45,0.,1.));o=vec4(c,1.);',
233
+ fallback: fieldFallback((x, y, t, o) => {
234
+ const [a, b, c] = C(o);
235
+ const q = fbm2(x * 3 + t * 0.1, y * 3);
236
+ const f = fbm2(x * 3 + q * 2, y * 3 + q * 2, t * 0.3);
237
+ return mixRgb(mixRgb(a, b, f * 1.7 - 0.2), c, q * 1.1 - 0.45);
238
+ }),
239
+ }),
240
+ shader('smoke', 'Soft smoke rising and curling (WebGL2, Canvas 2D fallback).', ['#0f172a', '#cbd5e1', '#64748b'], {
241
+ body: 'vec2 s=p;s.y-=t*.25;float f=fbm(s+fbm(s*1.5+t*.1));float a=smoothstep(.38,.92,f)*(1.05-uv.y*.55);o=vec4(mix(u_c0,mix(u_c2,u_c1,f),a),1.);',
242
+ fallback: fieldFallback((x, y, t, o) => {
243
+ const [bg, sm, ac] = C(o);
244
+ const f = fbm2(x * 3, y * 3 - t * 0.25, t * 0.2);
245
+ return mixRgb(bg, mixRgb(ac, sm, f), sstep(0.38, 0.92, f) * (1.05 - y * 0.55));
246
+ }),
247
+ }),
248
+ shader('fire', 'Licking flames from the bottom edge (WebGL2, Canvas 2D fallback).', ['#140404', '#e2401b', '#fbbf24'], {
249
+ body: 'vec2 s=p*vec2(1.,1.4);s.y-=t*.9;float f=fbm(s*1.6+fbm(s*2.+t*.3));float g=f*(1.3-uv.y)*1.7-.3;vec3 c=mix(u_c0,u_c1,smoothstep(0.,.4,g));c=mix(c,u_c2,smoothstep(.35,.72,g));c=mix(c,vec3(1.,.96,.82),smoothstep(.72,1.05,g));o=vec4(c,1.);',
250
+ fallback: fieldFallback((x, y, t, o) => {
251
+ const [a, b, c] = C(o);
252
+ const g = fbm2(x * 4, y * 5 - t * 0.9, t) * (1.3 - y) * 1.7 - 0.3;
253
+ return mixRgb(mixRgb(mixRgb(a, b, sstep(0, 0.4, g)), c, sstep(0.35, 0.72, g)), [255, 245, 210], sstep(0.72, 1.05, g));
254
+ }, 6),
255
+ }),
256
+ shader('ink', 'Ink blooming and drifting in water on a paper background (WebGL2, Canvas 2D fallback).', ['#f6f1e7', '#1e1b4b', '#be185d'], {
257
+ body: 'vec2 q=vec2(fbm(p*.8+t*.04),fbm(p*.8+vec2(3.1,7.7)+t*.05));float f=fbm(p*1.2+2.5*q);float b=smoothstep(.48,.74,f+.12*sin(t*.4));o=vec4(mix(u_c0,mix(u_c1,u_c2,clamp(q.x*1.4-.2,0.,1.)),b),1.);',
258
+ fallback: fieldFallback((x, y, t, o) => {
259
+ const [bg, i1, i2] = C(o);
260
+ const q = fbm2(x * 2 + t * 0.04, y * 2);
261
+ const f = fbm2(x * 3 + q * 2.5, y * 3 + q * 2.5, t * 0.1);
262
+ return mixRgb(bg, mixRgb(i1, i2, q * 1.4 - 0.2), sstep(0.48, 0.74, f));
263
+ }),
264
+ }, { scale: 2.4 }),
265
+ shader('fireflies', 'Glowing fireflies wandering and blinking at dusk (WebGL2, Canvas 2D fallback).', ['#06121f', '#facc15', '#a3e635'], {
266
+ body: 'vec3 c=u_c0*(.55+.45*uv.y);float ar=u_res.x/u_res.y;for(int i=0;i<28;i++){float fi=float(i);vec2 b=vec2(h(vec2(fi,1.)),h(vec2(fi,2.)));vec2 pos=fract(b+.07*vec2(sin(t*.3+fi),cos(t*.23+fi*1.7)));vec2 d=(uv-pos)*vec2(ar,1.);float k=.5+.5*sin(t*(1.+h(vec2(fi,3.))*2.)+fi*2.1);c+=mix(u_c1,u_c2,h(vec2(fi,4.)))*k*.00055/(dot(d,d)+.0003);}o=vec4(min(c,vec3(1.)),1.);',
267
+ fallback: {
268
+ init: (w, h) => ({ f: Array.from({ length: 28 }, () => [Math.random(), Math.random(), Math.random() * 6, Math.random()]) }),
269
+ draw: ({ ctx, w, h, t, state, o }) => {
270
+ ctx.fillStyle = o.colors[0];
271
+ ctx.fillRect(0, 0, w, h);
272
+ for (const [bx, by, ph, hue] of state.f) {
273
+ const x = ((bx + 0.07 * Math.sin(t * 0.3 + ph)) % 1) * w;
274
+ const y = ((by + 0.07 * Math.cos(t * 0.23 + ph)) % 1) * h;
275
+ const k = 0.5 + 0.5 * Math.sin(t * 2 + ph * 3);
276
+ const g = ctx.createRadialGradient(x, y, 0, x, y, 14);
277
+ g.addColorStop(0, hue > 0.5 ? o.colors[1] : o.colors[2]);
278
+ g.addColorStop(1, 'transparent');
279
+ ctx.globalAlpha = 0.25 + k * 0.75;
280
+ ctx.fillStyle = g;
281
+ ctx.fillRect(x - 14, y - 14, 28, 28);
282
+ }
283
+ ctx.globalAlpha = 1;
284
+ },
285
+ },
286
+ }),
287
+ ];
288
+ const fall = (draw) => ({
289
+ init: (w, h, o) => ({ f: Array.from({ length: o.count }, () => ({ x: Math.random() * w, y: Math.random() * h, r: rand(5, 11) * (o.size || 1), a: rand(0, 6.3), va: rand(-1.5, 1.5), vy: rand(18, 46), ph: rand(0, 6.3), c: o.colors[Math.floor(Math.random() * o.colors.length)] })), last: 0 }),
290
+ draw: ({ ctx, w, h, t, state, o, quality }) => {
291
+ const dt = state.last ? Math.min(0.05, t - state.last) : 0;
292
+ state.last = t;
293
+ ctx.clearRect(0, 0, w, h);
294
+ const n = Math.max(4, Math.round(state.f.length * quality));
295
+ for (let i = 0; i < n; i++) {
296
+ const f = state.f[i];
297
+ f.y += f.vy * dt * o.speed;
298
+ f.x += (Math.sin(t * 1.2 + f.ph) * 22 + (o.wind || 0)) * dt * o.speed;
299
+ f.a += f.va * dt * o.speed;
300
+ if (f.y > h + 16)
301
+ (f.y = -16), (f.x = Math.random() * w);
302
+ if (f.x > w + 16)
303
+ f.x = -16;
304
+ if (f.x < -16)
305
+ f.x = w + 16;
306
+ ctx.save();
307
+ ctx.translate(f.x, f.y);
308
+ ctx.rotate(f.a);
309
+ ctx.scale(1, 0.55 + 0.45 * Math.abs(Math.cos(t * 1.7 + f.ph)));
310
+ ctx.fillStyle = f.c;
311
+ draw(ctx, f);
312
+ ctx.restore();
313
+ }
314
+ },
315
+ });
316
+ const particles = (name, description, defaults, spec) => ({
317
+ name,
318
+ kind: 'background',
319
+ description,
320
+ reduced: 'run',
321
+ defaults: { speed: 1, quality: 1, ...defaults },
322
+ run: (el, o, ctx) => {
323
+ const stop = canvasBackground(el, ctx, spec, o);
324
+ ctx.onCleanup(stop);
325
+ return stop;
326
+ },
327
+ });
328
+ GPU_FX.push(particles('sakura', 'Cherry-blossom petals drifting down, swaying and flipping (Canvas 2D).', { count: 46, colors: ['#ffc8dd', '#ffafcc', '#fde2e4', '#f9a8d4'], wind: 14 }, fall((ctx, f) => {
329
+ ctx.beginPath();
330
+ ctx.moveTo(0, -f.r);
331
+ ctx.bezierCurveTo(f.r, -f.r, f.r * 0.9, f.r * 0.6, 0, f.r);
332
+ ctx.bezierCurveTo(-f.r * 0.9, f.r * 0.6, -f.r, -f.r, 0, -f.r * 0.55);
333
+ ctx.fill();
334
+ })), particles('leaves', 'Autumn leaves tumbling down in the wind (Canvas 2D).', { count: 30, size: 1.4, colors: ['#ea580c', '#d97706', '#b45309', '#dc2626', '#ca8a04'], wind: 26 }, fall((ctx, f) => {
335
+ ctx.beginPath();
336
+ ctx.moveTo(0, -f.r);
337
+ ctx.quadraticCurveTo(f.r * 0.9, -f.r * 0.2, 0, f.r);
338
+ ctx.quadraticCurveTo(-f.r * 0.9, -f.r * 0.2, 0, -f.r);
339
+ ctx.fill();
340
+ ctx.strokeStyle = 'rgba(0,0,0,.25)';
341
+ ctx.lineWidth = 1;
342
+ ctx.beginPath();
343
+ ctx.moveTo(0, -f.r * 0.8);
344
+ ctx.lineTo(0, f.r * 1.25);
345
+ ctx.stroke();
346
+ })));
347
+ GPU_FX.push({
348
+ name: 'splash',
349
+ kind: 'click',
350
+ description: 'A water splash from the pointer: a ring plus droplets that arc out and fall with gravity.',
351
+ defaults: { color: '#38bdf8', count: 14 },
352
+ run: (el, o, ctx) => {
353
+ const { x, y } = origin(el, ctx);
354
+ if (ctx.reduced)
355
+ return spawn(x - 12, y - 12, `width:24px;height:24px;border-radius:50%;background:${o.color};opacity:.5`, ctx, [{ opacity: 0.5 }, { opacity: 0 }], { duration: 300 });
356
+ const anims = [
357
+ spawn(x - 30, y - 30, `width:60px;height:60px;border-radius:50%;border:3px solid ${o.color}`, ctx, [{ transform: 'scale(.2)', opacity: 1 }, { transform: 'scale(1.6)', opacity: 0 }], { duration: 520, easing: 'cubic-bezier(.2,.8,.3,1)' }),
358
+ ];
359
+ for (let i = 0; i < o.count; i++) {
360
+ const ang = -Math.PI / 2 + rand(-1.15, 1.15);
361
+ const v = rand(50, 110);
362
+ const dx = Math.cos(ang) * v;
363
+ const s = rand(4, 9);
364
+ const peak = Math.sin(ang) * v;
365
+ anims.push(spawn(x - s / 2, y - s / 2, `width:${s}px;height:${s * 1.25}px;border-radius:50% 50% 50% 50%/60% 60% 40% 40%;background:${o.color}`, ctx, [
366
+ { transform: 'translate(0,0) scale(1)', opacity: 1 },
367
+ { transform: `translate(${dx * 0.6}px,${peak}px) scale(1)`, opacity: 1, offset: 0.45, easing: 'cubic-bezier(.3,0,.7,1)' },
368
+ { transform: `translate(${dx}px,${peak + 90}px) scale(.6)`, opacity: 0 },
369
+ ], { duration: rand(650, 900), easing: 'cubic-bezier(.15,.6,.4,1)' }));
370
+ }
371
+ return all(anims);
372
+ },
373
+ });
374
+ /** Register the 6.2 GPU pack (idempotent). */
375
+ function registerGpuEffects() {
376
+ registerEffects(GPU_FX);
377
+ }
378
+
379
+ export { GPU_FX as G, GLSL_HEAD as a, supportsWebGL2 as b, fieldFallback as f, registerGpuEffects as r, shaderBackground as s };
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+ //# sourceMappingURL=gpu-Bu7qwugO.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"gpu-Bu7qwugO.js","sources":["../../src/components/fx2/gl.ts","../../src/components/fx2/gpu.ts"],"sourcesContent":["/**\n * 6.2 — tiny WebGL2 full-screen shader runner with a Canvas 2D fallback, shared\n * by the 6.x GPU effect packs. One canvas behind the element (aria-hidden,\n * pointer-transparent), renders only while visible and the tab is shown,\n * adaptive resolution, pointer uniform, and a static first frame under reduced\n * motion. No WebGL2 (or a lost context / compile error) → the Canvas 2D\n * `fallback` spec runs through `canvasBackground()` instead.\n * `el.dataset.usaBackend` tells which one is active: `webgl2` or `canvas`.\n */\nimport type { EffectContext } from '../fx/registry';\nimport { canvasBackground, hexRgb, noise2, type GenerativeSpec } from '../effects/generative';\n\nexport { hexRgb, noise2 };\n\n/** GLSL shared by every shader: uniforms, hash, value noise, fbm. */\nexport const GLSL_HEAD = `#version 300 es\nprecision highp float;\nuniform vec2 u_res;uniform float u_t;uniform vec3 u_c0,u_c1,u_c2;uniform vec2 u_ptr;uniform float u_speed,u_scale;\nout vec4 o;\nfloat h(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}\nfloat n(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.-2.*f);return mix(mix(h(i),h(i+vec2(1,0)),f.x),mix(h(i+vec2(0,1)),h(i+1.),f.x),f.y);}\nfloat fbm(vec2 p){float v=0.,a=.5;for(int k=0;k<5;k++){v+=a*n(p);p=p*2.03+vec2(1.7,9.2);a*=.5;}return v;}\n`;\nconst VERT = `#version 300 es\nin vec2 a;void main(){gl_Position=vec4(a,0.,1.);}`;\n\nexport interface ShaderSpec {\n /** GLSL body of `main()`: `uv` (0–1), `p` (aspect-corrected, scaled), `t` (s × speed) are in scope; write `o`. */\n body: string;\n /** Canvas 2D fallback. */\n fallback: GenerativeSpec;\n}\n\n/** `true` when this browser can create a WebGL2 context (cached). */\nlet gl2: boolean | null = null;\nexport function supportsWebGL2(): boolean {\n if (gl2 !== null) return gl2;\n try {\n gl2 = typeof document !== 'undefined' && !!document.createElement('canvas').getContext('webgl2');\n } catch {\n gl2 = false;\n }\n return gl2;\n}\n\nfunction compile(gl: WebGL2RenderingContext, frag: string): WebGLProgram | null {\n const mk = (type: number, src: string) => {\n const s = gl.createShader(type)!;\n gl.shaderSource(s, src);\n gl.compileShader(s);\n return gl.getShaderParameter(s, gl.COMPILE_STATUS) ? s : null;\n };\n const v = mk(gl.VERTEX_SHADER, VERT);\n const f = mk(gl.FRAGMENT_SHADER, frag);\n if (!v || !f) return null;\n const p = gl.createProgram()!;\n gl.attachShader(p, v);\n gl.attachShader(p, f);\n gl.bindAttribLocation(p, 0, 'a');\n gl.linkProgram(p);\n return gl.getProgramParameter(p, gl.LINK_STATUS) ? p : null;\n}\n\nconst rgb = (c: string): [number, number, number] => hexRgb(c).map((v) => v / 255) as [number, number, number];\n\n/**\n * Mount a shader background behind `el` (options: `colors` [3 hex], `speed`,\n * `scale`, `quality`, `backend` = `'auto' | 'webgl2' | 'canvas'`). Returns the cleanup.\n */\nexport function shaderBackground(el: HTMLElement, fx: EffectContext, spec: ShaderSpec, o: any): () => void {\n const fallback = () => {\n el.dataset.usaBackend = 'canvas';\n const stop = canvasBackground(el, fx, spec.fallback, o);\n return () => {\n stop();\n delete el.dataset.usaBackend;\n };\n };\n if (o.backend === 'canvas' || !supportsWebGL2()) return fallback();\n const canvas = document.createElement('canvas');\n const gl = canvas.getContext('webgl2', { alpha: false, antialias: false, preserveDrawingBuffer: false }) as WebGL2RenderingContext | null;\n const prog = gl && compile(gl, `${GLSL_HEAD}void main(){vec2 uv=gl_FragCoord.xy/u_res;vec2 p=uv*vec2(u_res.x/u_res.y,1.)*u_scale;float t=u_t*u_speed;${spec.body}}`);\n if (!gl || !prog) return fallback();\n el.dataset.usaBackend = 'webgl2';\n canvas.setAttribute('aria-hidden', 'true');\n canvas.setAttribute('data-usa-fx-canvas', '');\n canvas.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:-1;border-radius:inherit';\n const restore: [string, string][] = [];\n const set = (k: 'position' | 'isolation', v: string) => {\n restore.push([k, el.style[k]]);\n el.style[k] = v;\n };\n if (getComputedStyle(el).position === 'static') set('position', 'relative');\n set('isolation', 'isolate');\n el.prepend(canvas);\n gl.useProgram(prog);\n const buf = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buf);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(0);\n gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);\n const U = (n: string) => gl.getUniformLocation(prog, n);\n const cols: string[] = o.colors || [];\n ['u_c0', 'u_c1', 'u_c2'].forEach((u, i) => gl.uniform3fv(U(u), rgb(cols[i] || cols[0] || '#7c5cff')));\n gl.uniform1f(U('u_speed'), Number(o.speed) || 1);\n gl.uniform1f(U('u_scale'), Number(o.scale) || 3);\n const uRes = U('u_res');\n const uT = U('u_t');\n const uPtr = U('u_ptr');\n let ptr: [number, number] = [0.5, 0.5];\n let quality = Math.min(1, Math.max(0.3, Number(o.quality) || 0.75));\n let raf = 0;\n let visible = true;\n let slow = 0;\n let last = 0;\n const t0 = performance.now();\n const resize = () => {\n const r = el.getBoundingClientRect();\n const dpr = Math.min(2, devicePixelRatio || 1) * quality;\n canvas.width = Math.max(1, Math.round(r.width * dpr));\n canvas.height = Math.max(1, Math.round(r.height * dpr));\n gl.viewport(0, 0, canvas.width, canvas.height);\n gl.uniform2f(uRes, canvas.width, canvas.height);\n };\n const draw = (t: number) => {\n gl.uniform1f(uT, t);\n gl.uniform2f(uPtr, ptr[0], ptr[1]);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n };\n const frame = (now: number) => {\n raf = 0;\n if (last && now - last > 34 && ++slow > 24 && quality > 0.3) {\n quality = Math.max(0.3, quality - 0.15);\n slow = 0;\n resize();\n }\n last = now;\n draw((now - t0) / 1000);\n if (visible && !document.hidden) raf = requestAnimationFrame(frame);\n };\n const start = () => {\n if (!raf && !fx.reduced) raf = requestAnimationFrame(frame);\n };\n resize();\n draw(fx.reduced ? 7 : 0);\n const move = (e: PointerEvent) => {\n const r = el.getBoundingClientRect();\n ptr = [(e.clientX - r.left) / Math.max(1, r.width), 1 - (e.clientY - r.top) / Math.max(1, r.height)];\n };\n el.addEventListener('pointermove', move);\n const io = typeof IntersectionObserver === 'function' ? new IntersectionObserver((es) => (visible = es.some((e) => e.isIntersecting)) && start()) : null;\n io?.observe(el);\n const ro = typeof ResizeObserver === 'function' ? new ResizeObserver(() => (resize(), fx.reduced && draw(7))) : null;\n ro?.observe(el);\n const vis = () => !document.hidden && visible && start();\n document.addEventListener('visibilitychange', vis);\n let swapped: (() => void) | null = null;\n const lost = (e: Event) => {\n e.preventDefault();\n stop();\n swapped = fallback();\n };\n canvas.addEventListener('webglcontextlost', lost);\n const stop = () => {\n cancelAnimationFrame(raf);\n raf = 0;\n io?.disconnect();\n ro?.disconnect();\n el.removeEventListener('pointermove', move);\n document.removeEventListener('visibilitychange', vis);\n canvas.removeEventListener('webglcontextlost', lost);\n canvas.remove();\n for (const [k, v] of restore) el.style[k as 'position'] = v;\n };\n start();\n return () => {\n if (swapped) return swapped();\n stop();\n gl.getExtension('WEBGL_lose_context')?.loseContext();\n delete el.dataset.usaBackend;\n };\n}\n\n/**\n * Canvas 2D fallback for a scalar field: `color(x, y, t)` (x, y in 0–1)\n * returns `[r, g, b]` (0–255), sampled on a coarse grid and scaled up smoothly.\n */\nexport function fieldFallback(color: (x: number, y: number, t: number, o: any) => [number, number, number], cell = 8): GenerativeSpec {\n return {\n init: (w, h) => {\n const c = document.createElement('canvas');\n c.width = Math.max(2, Math.ceil(w / cell));\n c.height = Math.max(2, Math.ceil(h / cell));\n const x = c.getContext('2d');\n return { c, x, img: x?.createImageData(c.width, c.height) };\n },\n draw: ({ ctx, w, h, t, state, o }) => {\n const { c, x, img } = state;\n if (!x || !img) return;\n const d = img.data;\n for (let j = 0; j < c.height; j++)\n for (let i = 0; i < c.width; i++) {\n const [r, g, b] = color(i / c.width, 1 - j / c.height, t * (Number(o.speed) || 1), o);\n const k = (j * c.width + i) * 4;\n d[k] = r;\n d[k + 1] = g;\n d[k + 2] = b;\n d[k + 3] = 255;\n }\n x.putImageData(img, 0, 0);\n ctx.imageSmoothingEnabled = true;\n ctx.drawImage(c, 0, 0, w, h);\n },\n };\n}\n\n/** Linear blend of two `[r,g,b]` colors. */\nexport const mixRgb = (a: number[], b: number[], k: number): [number, number, number] => {\n const q = Math.min(1, Math.max(0, k));\n return [a[0] + (b[0] - a[0]) * q, a[1] + (b[1] - a[1]) * q, a[2] + (b[2] - a[2]) * q];\n};\n/** Smoothstep. */\nexport const sstep = (a: number, b: number, x: number): number => {\n const t = Math.min(1, Math.max(0, (x - a) / (b - a)));\n return t * t * (3 - 2 * t);\n};\n/** fbm-like noise in 0–1 built on `noise2`. */\nexport const fbm2 = (x: number, y: number, t = 0): number => 0.5 + 0.35 * noise2(x, y, t) + 0.15 * noise2(x * 2.1 + 3, y * 2.1 - 1, t * 1.3);\n","/**\n * 6.2 — GPU effect pack (`motionary/components/fx-gpu`), registered through\n * `registerEffect()`:\n *\n * - WebGL2 shaders with a Canvas 2D fallback (kind `background`): `fluid`\n * (domain-warped fluid that swirls around the pointer), `smoke`, `fire`,\n * `ink` (ink blooming in water), `fireflies`.\n * - Canvas 2D particles (kind `background`): `sakura` (falling cherry\n * petals), `leaves` (tumbling autumn leaves).\n * - `splash` (kind `click`): droplets + a ring burst from the pointer.\n *\n * Every background renders only while visible, lowers its resolution when\n * frames are slow, and draws one static frame under reduced motion.\n */\nimport type { EffectContext, EffectDefinition } from '../fx/registry';\nimport { registerEffects } from '../fx/registry';\nimport { canvasBackground, type GenerativeSpec } from '../effects/generative';\nimport { origin, spawn, rand, all } from '../effects/shared';\nimport { shaderBackground, fieldFallback, hexRgb, mixRgb, sstep, fbm2, type ShaderSpec } from './gl';\n\nconst shader = (name: string, description: string, colors: string[], spec: ShaderSpec, extra: Record<string, unknown> = {}): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'run',\n defaults: { colors, speed: 1, scale: 3, quality: 0.75, backend: 'auto', ...extra },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n const stop = shaderBackground(el, ctx, spec, o);\n ctx.onCleanup(stop);\n return stop;\n },\n});\n\nconst C = (o: any) => (o.colors as string[]).map(hexRgb);\n\nexport const GPU_FX: EffectDefinition[] = [\n shader('fluid', 'Domain-warped fluid colors that swirl around the pointer (WebGL2, Canvas 2D fallback).', ['#1b1446', '#7c5cff', '#22d3ee'], {\n body: 'vec2 q=vec2(fbm(p+t*.1),fbm(p+vec2(5.2,1.3)-t*.08));vec2 d=uv-u_ptr;q+=.5*exp(-dot(d,d)*14.)*vec2(sin(t*1.3),cos(t*1.1));float f=fbm(p+3.*q+t*.05);vec3 c=mix(u_c0,u_c1,clamp(f*1.7-.2,0.,1.));c=mix(c,u_c2,clamp(length(q)*1.1-.45,0.,1.));o=vec4(c,1.);',\n fallback: fieldFallback((x, y, t, o) => {\n const [a, b, c] = C(o);\n const q = fbm2(x * 3 + t * 0.1, y * 3);\n const f = fbm2(x * 3 + q * 2, y * 3 + q * 2, t * 0.3);\n return mixRgb(mixRgb(a, b, f * 1.7 - 0.2), c, q * 1.1 - 0.45);\n }),\n }),\n shader('smoke', 'Soft smoke rising and curling (WebGL2, Canvas 2D fallback).', ['#0f172a', '#cbd5e1', '#64748b'], {\n body: 'vec2 s=p;s.y-=t*.25;float f=fbm(s+fbm(s*1.5+t*.1));float a=smoothstep(.38,.92,f)*(1.05-uv.y*.55);o=vec4(mix(u_c0,mix(u_c2,u_c1,f),a),1.);',\n fallback: fieldFallback((x, y, t, o) => {\n const [bg, sm, ac] = C(o);\n const f = fbm2(x * 3, y * 3 - t * 0.25, t * 0.2);\n return mixRgb(bg, mixRgb(ac, sm, f), sstep(0.38, 0.92, f) * (1.05 - y * 0.55));\n }),\n }),\n shader('fire', 'Licking flames from the bottom edge (WebGL2, Canvas 2D fallback).', ['#140404', '#e2401b', '#fbbf24'], {\n body: 'vec2 s=p*vec2(1.,1.4);s.y-=t*.9;float f=fbm(s*1.6+fbm(s*2.+t*.3));float g=f*(1.3-uv.y)*1.7-.3;vec3 c=mix(u_c0,u_c1,smoothstep(0.,.4,g));c=mix(c,u_c2,smoothstep(.35,.72,g));c=mix(c,vec3(1.,.96,.82),smoothstep(.72,1.05,g));o=vec4(c,1.);',\n fallback: fieldFallback((x, y, t, o) => {\n const [a, b, c] = C(o);\n const g = fbm2(x * 4, y * 5 - t * 0.9, t) * (1.3 - y) * 1.7 - 0.3;\n return mixRgb(mixRgb(mixRgb(a, b, sstep(0, 0.4, g)), c, sstep(0.35, 0.72, g)), [255, 245, 210], sstep(0.72, 1.05, g));\n }, 6),\n }),\n shader('ink', 'Ink blooming and drifting in water on a paper background (WebGL2, Canvas 2D fallback).', ['#f6f1e7', '#1e1b4b', '#be185d'], {\n body: 'vec2 q=vec2(fbm(p*.8+t*.04),fbm(p*.8+vec2(3.1,7.7)+t*.05));float f=fbm(p*1.2+2.5*q);float b=smoothstep(.48,.74,f+.12*sin(t*.4));o=vec4(mix(u_c0,mix(u_c1,u_c2,clamp(q.x*1.4-.2,0.,1.)),b),1.);',\n fallback: fieldFallback((x, y, t, o) => {\n const [bg, i1, i2] = C(o);\n const q = fbm2(x * 2 + t * 0.04, y * 2);\n const f = fbm2(x * 3 + q * 2.5, y * 3 + q * 2.5, t * 0.1);\n return mixRgb(bg, mixRgb(i1, i2, q * 1.4 - 0.2), sstep(0.48, 0.74, f));\n }),\n }, { scale: 2.4 }),\n shader('fireflies', 'Glowing fireflies wandering and blinking at dusk (WebGL2, Canvas 2D fallback).', ['#06121f', '#facc15', '#a3e635'], {\n body: 'vec3 c=u_c0*(.55+.45*uv.y);float ar=u_res.x/u_res.y;for(int i=0;i<28;i++){float fi=float(i);vec2 b=vec2(h(vec2(fi,1.)),h(vec2(fi,2.)));vec2 pos=fract(b+.07*vec2(sin(t*.3+fi),cos(t*.23+fi*1.7)));vec2 d=(uv-pos)*vec2(ar,1.);float k=.5+.5*sin(t*(1.+h(vec2(fi,3.))*2.)+fi*2.1);c+=mix(u_c1,u_c2,h(vec2(fi,4.)))*k*.00055/(dot(d,d)+.0003);}o=vec4(min(c,vec3(1.)),1.);',\n fallback: {\n init: (w, h) => ({ f: Array.from({ length: 28 }, () => [Math.random(), Math.random(), Math.random() * 6, Math.random()]) }),\n draw: ({ ctx, w, h, t, state, o }) => {\n ctx.fillStyle = o.colors[0];\n ctx.fillRect(0, 0, w, h);\n for (const [bx, by, ph, hue] of state.f) {\n const x = ((bx + 0.07 * Math.sin(t * 0.3 + ph)) % 1) * w;\n const y = ((by + 0.07 * Math.cos(t * 0.23 + ph)) % 1) * h;\n const k = 0.5 + 0.5 * Math.sin(t * 2 + ph * 3);\n const g = ctx.createRadialGradient(x, y, 0, x, y, 14);\n g.addColorStop(0, hue > 0.5 ? o.colors[1] : o.colors[2]);\n g.addColorStop(1, 'transparent');\n ctx.globalAlpha = 0.25 + k * 0.75;\n ctx.fillStyle = g;\n ctx.fillRect(x - 14, y - 14, 28, 28);\n }\n ctx.globalAlpha = 1;\n },\n },\n }),\n];\n\ninterface Flake {\n x: number;\n y: number;\n r: number;\n a: number;\n va: number;\n vy: number;\n ph: number;\n c: string;\n}\nconst fall = (draw: (ctx: CanvasRenderingContext2D, f: Flake) => void): GenerativeSpec => ({\n init: (w, h, o) => ({ f: Array.from({ length: o.count }, (): Flake => ({ x: Math.random() * w, y: Math.random() * h, r: rand(5, 11) * (o.size || 1), a: rand(0, 6.3), va: rand(-1.5, 1.5), vy: rand(18, 46), ph: rand(0, 6.3), c: o.colors[Math.floor(Math.random() * o.colors.length)] })), last: 0 }),\n draw: ({ ctx, w, h, t, state, o, quality }) => {\n const dt = state.last ? Math.min(0.05, t - state.last) : 0;\n state.last = t;\n ctx.clearRect(0, 0, w, h);\n const n = Math.max(4, Math.round(state.f.length * quality));\n for (let i = 0; i < n; i++) {\n const f: Flake = state.f[i];\n f.y += f.vy * dt * o.speed;\n f.x += (Math.sin(t * 1.2 + f.ph) * 22 + (o.wind || 0)) * dt * o.speed;\n f.a += f.va * dt * o.speed;\n if (f.y > h + 16) (f.y = -16), (f.x = Math.random() * w);\n if (f.x > w + 16) f.x = -16;\n if (f.x < -16) f.x = w + 16;\n ctx.save();\n ctx.translate(f.x, f.y);\n ctx.rotate(f.a);\n ctx.scale(1, 0.55 + 0.45 * Math.abs(Math.cos(t * 1.7 + f.ph)));\n ctx.fillStyle = f.c;\n draw(ctx, f);\n ctx.restore();\n }\n },\n});\nconst particles = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'run',\n defaults: { speed: 1, quality: 1, ...defaults },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n const stop = canvasBackground(el, ctx, spec, o);\n ctx.onCleanup(stop);\n return stop;\n },\n});\n\nGPU_FX.push(\n particles('sakura', 'Cherry-blossom petals drifting down, swaying and flipping (Canvas 2D).', { count: 46, colors: ['#ffc8dd', '#ffafcc', '#fde2e4', '#f9a8d4'], wind: 14 }, fall((ctx, f) => {\n ctx.beginPath();\n ctx.moveTo(0, -f.r);\n ctx.bezierCurveTo(f.r, -f.r, f.r * 0.9, f.r * 0.6, 0, f.r);\n ctx.bezierCurveTo(-f.r * 0.9, f.r * 0.6, -f.r, -f.r, 0, -f.r * 0.55);\n ctx.fill();\n })),\n particles('leaves', 'Autumn leaves tumbling down in the wind (Canvas 2D).', { count: 30, size: 1.4, colors: ['#ea580c', '#d97706', '#b45309', '#dc2626', '#ca8a04'], wind: 26 }, fall((ctx, f) => {\n ctx.beginPath();\n ctx.moveTo(0, -f.r);\n ctx.quadraticCurveTo(f.r * 0.9, -f.r * 0.2, 0, f.r);\n ctx.quadraticCurveTo(-f.r * 0.9, -f.r * 0.2, 0, -f.r);\n ctx.fill();\n ctx.strokeStyle = 'rgba(0,0,0,.25)';\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.moveTo(0, -f.r * 0.8);\n ctx.lineTo(0, f.r * 1.25);\n ctx.stroke();\n }))\n);\n\nGPU_FX.push({\n name: 'splash',\n kind: 'click',\n description: 'A water splash from the pointer: a ring plus droplets that arc out and fall with gravity.',\n defaults: { color: '#38bdf8', count: 14 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n const { x, y } = origin(el, ctx);\n if (ctx.reduced) return spawn(x - 12, y - 12, `width:24px;height:24px;border-radius:50%;background:${o.color};opacity:.5`, ctx, [{ opacity: 0.5 }, { opacity: 0 }], { duration: 300 });\n const anims: (Animation | null)[] = [\n spawn(x - 30, y - 30, `width:60px;height:60px;border-radius:50%;border:3px solid ${o.color}`, ctx, [{ transform: 'scale(.2)', opacity: 1 }, { transform: 'scale(1.6)', opacity: 0 }], { duration: 520, easing: 'cubic-bezier(.2,.8,.3,1)' }),\n ];\n for (let i = 0; i < o.count; i++) {\n const ang = -Math.PI / 2 + rand(-1.15, 1.15);\n const v = rand(50, 110);\n const dx = Math.cos(ang) * v;\n const s = rand(4, 9);\n const peak = Math.sin(ang) * v;\n anims.push(spawn(x - s / 2, y - s / 2, `width:${s}px;height:${s * 1.25}px;border-radius:50% 50% 50% 50%/60% 60% 40% 40%;background:${o.color}`, ctx, [\n { transform: 'translate(0,0) scale(1)', opacity: 1 },\n { transform: `translate(${dx * 0.6}px,${peak}px) scale(1)`, opacity: 1, offset: 0.45, easing: 'cubic-bezier(.3,0,.7,1)' },\n { transform: `translate(${dx}px,${peak + 90}px) scale(.6)`, opacity: 0 },\n ], { duration: rand(650, 900), easing: 'cubic-bezier(.15,.6,.4,1)' }));\n }\n return all(anims);\n },\n});\n\n/** Register the 6.2 GPU pack (idempotent). */\nexport function registerGpuEffects(): void {\n 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