use-scroll-animate 6.1.1 → 6.2.0

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Files changed (104) hide show
  1. package/CHANGELOG.md +19 -0
  2. package/dist/chunks/{base-Yno7N2eC.js → base-C_3cAoRz.js} +2 -2
  3. package/dist/chunks/{base-Yno7N2eC.js.map → base-C_3cAoRz.js.map} +1 -1
  4. package/dist/chunks/{core-CUGCsMsJ.js → core-VEBw36QK.js} +2 -2
  5. package/dist/chunks/{core-CUGCsMsJ.js.map → core-VEBw36QK.js.map} +1 -1
  6. package/dist/chunks/{core-BIOaYdgN.js → core-ps8uvYuN.js} +2 -2
  7. package/dist/chunks/{core-BIOaYdgN.js.map → core-ps8uvYuN.js.map} +1 -1
  8. package/dist/chunks/{fx-BqDeFywO.js → fx-Bs6IrV4Q.js} +2 -2
  9. package/dist/chunks/{fx-BqDeFywO.js.map → fx-Bs6IrV4Q.js.map} +1 -1
  10. package/dist/chunks/generative-D2YyhaeO.js +336 -0
  11. package/dist/chunks/generative-D2YyhaeO.js.map +1 -0
  12. package/dist/chunks/generative-DzIZq-_g.cjs +348 -0
  13. package/dist/chunks/generative-DzIZq-_g.cjs.map +1 -0
  14. package/dist/chunks/gpu-Bu7qwugO.js +380 -0
  15. package/dist/chunks/gpu-Bu7qwugO.js.map +1 -0
  16. package/dist/chunks/gpu-CenK2l6b.cjs +387 -0
  17. package/dist/chunks/gpu-CenK2l6b.cjs.map +1 -0
  18. package/dist/chunks/registry-CKNLQpwd.js +121 -0
  19. package/dist/chunks/registry-CKNLQpwd.js.map +1 -0
  20. package/dist/chunks/registry-DehBVRDV.cjs +131 -0
  21. package/dist/chunks/registry-DehBVRDV.cjs.map +1 -0
  22. package/dist/chunks/{spring-DfQO5USi.js → spring-CbvHfVtP.js} +2 -2
  23. package/dist/chunks/{spring-DfQO5USi.js.map → spring-CbvHfVtP.js.map} +1 -1
  24. package/dist/chunks/{variants-VNscPeTD.js → variants-DRlKVHvu.js} +2 -2
  25. package/dist/chunks/{variants-VNscPeTD.js.map → variants-DRlKVHvu.js.map} +1 -1
  26. package/dist/components/a11y.js +2 -2
  27. package/dist/components/angular.cjs +1 -0
  28. package/dist/components/angular.cjs.map +1 -1
  29. package/dist/components/angular.js +7 -6
  30. package/dist/components/angular.js.map +1 -1
  31. package/dist/components/background.js +2 -2
  32. package/dist/components/bridge.js +1 -1
  33. package/dist/components/cards.js +2 -2
  34. package/dist/components/click.js +3 -3
  35. package/dist/components/depth.js +3 -3
  36. package/dist/components/effects.cjs +71 -403
  37. package/dist/components/effects.cjs.map +1 -1
  38. package/dist/components/effects.js +8 -339
  39. package/dist/components/effects.js.map +1 -1
  40. package/dist/components/feedback.js +1 -1
  41. package/dist/components/fx-gpu.cjs +12 -0
  42. package/dist/components/fx-gpu.cjs.map +1 -0
  43. package/dist/components/fx-gpu.d.cts +63 -0
  44. package/dist/components/fx-gpu.d.ts +63 -0
  45. package/dist/components/fx-gpu.js +5 -0
  46. package/dist/components/fx-gpu.js.map +1 -0
  47. package/dist/components/fx.cjs +13 -133
  48. package/dist/components/fx.cjs.map +1 -1
  49. package/dist/components/fx.js +6 -125
  50. package/dist/components/fx.js.map +1 -1
  51. package/dist/components/fx2.cjs +25 -0
  52. package/dist/components/fx2.cjs.map +1 -0
  53. package/dist/components/fx2.d.cts +136 -0
  54. package/dist/components/fx2.d.ts +136 -0
  55. package/dist/components/fx2.js +17 -0
  56. package/dist/components/fx2.js.map +1 -0
  57. package/dist/components/gesture.js +4 -4
  58. package/dist/components/interaction.js +1 -1
  59. package/dist/components/layout.js +1 -1
  60. package/dist/components/lite.cjs +5 -9
  61. package/dist/components/lite.cjs.map +1 -1
  62. package/dist/components/lite.js +5 -9
  63. package/dist/components/lite.js.map +1 -1
  64. package/dist/components/packs.js +1 -1
  65. package/dist/components/page.js +3 -3
  66. package/dist/components/perf.js +2 -2
  67. package/dist/components/physics.js +3 -3
  68. package/dist/components/reveal.js +1 -1
  69. package/dist/components/solid.cjs +1 -0
  70. package/dist/components/solid.cjs.map +1 -1
  71. package/dist/components/solid.js +7 -6
  72. package/dist/components/solid.js.map +1 -1
  73. package/dist/components/svelte.cjs +1 -0
  74. package/dist/components/svelte.cjs.map +1 -1
  75. package/dist/components/svelte.js +7 -6
  76. package/dist/components/svelte.js.map +1 -1
  77. package/dist/components/svg.js +1 -1
  78. package/dist/components/text.js +2 -2
  79. package/dist/components/timeline.js +3 -3
  80. package/dist/components/transitions.js +1 -1
  81. package/dist/components/ui.js +4 -4
  82. package/dist/components/vue.cjs +1 -0
  83. package/dist/components/vue.cjs.map +1 -1
  84. package/dist/components/vue.js +7 -6
  85. package/dist/components/vue.js.map +1 -1
  86. package/dist/components/webgl.js +1 -1
  87. package/dist/components/widgets.cjs +591 -0
  88. package/dist/components/widgets.cjs.map +1 -0
  89. package/dist/components/widgets.d.cts +110 -0
  90. package/dist/components/widgets.d.ts +110 -0
  91. package/dist/components/widgets.js +581 -0
  92. package/dist/components/widgets.js.map +1 -0
  93. package/dist/components.cjs +10 -9
  94. package/dist/components.cjs.map +1 -1
  95. package/dist/components.js +10 -9
  96. package/dist/components.js.map +1 -1
  97. package/dist/components.umd.js +2 -2
  98. package/dist/components.umd.js.map +1 -1
  99. package/dist/index.js +2 -2
  100. package/dist/widgets.umd.js +2 -0
  101. package/dist/widgets.umd.js.map +1 -0
  102. package/docs/ROADMAP.md +10 -11
  103. package/docs/components.md +29 -0
  104. package/package.json +31 -1
@@ -0,0 +1,387 @@
1
+ 'use strict';
2
+
3
+ var registry = require('./registry-DehBVRDV.cjs');
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+ var generative = require('./generative-DzIZq-_g.cjs');
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+
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+ /** GLSL shared by every shader: uniforms, hash, value noise, fbm. */
7
+ 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;
10
+ out vec4 o;
11
+ float h(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}
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+ 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);}
13
+ 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;}
14
+ `;
15
+ const VERT = `#version 300 es
16
+ in vec2 a;void main(){gl_Position=vec4(a,0.,1.);}`;
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+ /** `true` when this browser can create a WebGL2 context (cached). */
18
+ let gl2 = null;
19
+ function supportsWebGL2() {
20
+ if (gl2 !== null)
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+ return gl2;
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+ try {
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+ gl2 = typeof document !== 'undefined' && !!document.createElement('canvas').getContext('webgl2');
24
+ }
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+ catch {
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+ gl2 = false;
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+ }
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+ return gl2;
29
+ }
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+ function compile(gl, frag) {
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+ const mk = (type, src) => {
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+ const s = gl.createShader(type);
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+ gl.shaderSource(s, src);
34
+ gl.compileShader(s);
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+ return gl.getShaderParameter(s, gl.COMPILE_STATUS) ? s : null;
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+ };
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+ const v = mk(gl.VERTEX_SHADER, VERT);
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+ const f = mk(gl.FRAGMENT_SHADER, frag);
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+ if (!v || !f)
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+ return null;
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+ const p = gl.createProgram();
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+ gl.attachShader(p, v);
43
+ gl.attachShader(p, f);
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+ gl.bindAttribLocation(p, 0, 'a');
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+ gl.linkProgram(p);
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+ return gl.getProgramParameter(p, gl.LINK_STATUS) ? p : null;
47
+ }
48
+ const rgb = (c) => generative.hexRgb(c).map((v) => v / 255);
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+ /**
50
+ * Mount a shader background behind `el` (options: `colors` [3 hex], `speed`,
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+ * `scale`, `quality`, `backend` = `'auto' | 'webgl2' | 'canvas'`). Returns the cleanup.
52
+ */
53
+ function shaderBackground(el, fx, spec, o) {
54
+ const fallback = () => {
55
+ el.dataset.usaBackend = 'canvas';
56
+ const stop = generative.canvasBackground(el, fx, spec.fallback, o);
57
+ return () => {
58
+ stop();
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+ delete el.dataset.usaBackend;
60
+ };
61
+ };
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+ if (o.backend === 'canvas' || !supportsWebGL2())
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+ return fallback();
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+ const canvas = document.createElement('canvas');
65
+ const gl = canvas.getContext('webgl2', { alpha: false, antialias: false, preserveDrawingBuffer: false });
66
+ 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}}`);
67
+ if (!gl || !prog)
68
+ return fallback();
69
+ el.dataset.usaBackend = 'webgl2';
70
+ canvas.setAttribute('aria-hidden', 'true');
71
+ canvas.setAttribute('data-usa-fx-canvas', '');
72
+ canvas.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:-1;border-radius:inherit';
73
+ const restore = [];
74
+ const set = (k, v) => {
75
+ restore.push([k, el.style[k]]);
76
+ el.style[k] = v;
77
+ };
78
+ if (getComputedStyle(el).position === 'static')
79
+ set('position', 'relative');
80
+ set('isolation', 'isolate');
81
+ el.prepend(canvas);
82
+ gl.useProgram(prog);
83
+ const buf = gl.createBuffer();
84
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf);
85
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
86
+ gl.enableVertexAttribArray(0);
87
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
88
+ const U = (n) => gl.getUniformLocation(prog, n);
89
+ const cols = o.colors || [];
90
+ ['u_c0', 'u_c1', 'u_c2'].forEach((u, i) => gl.uniform3fv(U(u), rgb(cols[i] || cols[0] || '#7c5cff')));
91
+ gl.uniform1f(U('u_speed'), Number(o.speed) || 1);
92
+ gl.uniform1f(U('u_scale'), Number(o.scale) || 3);
93
+ const uRes = U('u_res');
94
+ const uT = U('u_t');
95
+ const uPtr = U('u_ptr');
96
+ let ptr = [0.5, 0.5];
97
+ let quality = Math.min(1, Math.max(0.3, Number(o.quality) || 0.75));
98
+ let raf = 0;
99
+ let visible = true;
100
+ let slow = 0;
101
+ let last = 0;
102
+ const t0 = performance.now();
103
+ const resize = () => {
104
+ const r = el.getBoundingClientRect();
105
+ const dpr = Math.min(2, devicePixelRatio || 1) * quality;
106
+ canvas.width = Math.max(1, Math.round(r.width * dpr));
107
+ canvas.height = Math.max(1, Math.round(r.height * dpr));
108
+ gl.viewport(0, 0, canvas.width, canvas.height);
109
+ gl.uniform2f(uRes, canvas.width, canvas.height);
110
+ };
111
+ const draw = (t) => {
112
+ gl.uniform1f(uT, t);
113
+ gl.uniform2f(uPtr, ptr[0], ptr[1]);
114
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
115
+ };
116
+ const frame = (now) => {
117
+ raf = 0;
118
+ if (last && now - last > 34 && ++slow > 24 && quality > 0.3) {
119
+ quality = Math.max(0.3, quality - 0.15);
120
+ slow = 0;
121
+ resize();
122
+ }
123
+ last = now;
124
+ draw((now - t0) / 1000);
125
+ if (visible && !document.hidden)
126
+ raf = requestAnimationFrame(frame);
127
+ };
128
+ const start = () => {
129
+ if (!raf && !fx.reduced)
130
+ raf = requestAnimationFrame(frame);
131
+ };
132
+ resize();
133
+ draw(fx.reduced ? 7 : 0);
134
+ const move = (e) => {
135
+ const r = el.getBoundingClientRect();
136
+ ptr = [(e.clientX - r.left) / Math.max(1, r.width), 1 - (e.clientY - r.top) / Math.max(1, r.height)];
137
+ };
138
+ el.addEventListener('pointermove', move);
139
+ const io = typeof IntersectionObserver === 'function' ? new IntersectionObserver((es) => (visible = es.some((e) => e.isIntersecting)) && start()) : null;
140
+ io?.observe(el);
141
+ const ro = typeof ResizeObserver === 'function' ? new ResizeObserver(() => (resize(), fx.reduced && draw(7))) : null;
142
+ ro?.observe(el);
143
+ const vis = () => !document.hidden && visible && start();
144
+ document.addEventListener('visibilitychange', vis);
145
+ let swapped = null;
146
+ const lost = (e) => {
147
+ e.preventDefault();
148
+ stop();
149
+ swapped = fallback();
150
+ };
151
+ canvas.addEventListener('webglcontextlost', lost);
152
+ const stop = () => {
153
+ cancelAnimationFrame(raf);
154
+ raf = 0;
155
+ io?.disconnect();
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+ ro?.disconnect();
157
+ el.removeEventListener('pointermove', move);
158
+ document.removeEventListener('visibilitychange', vis);
159
+ canvas.removeEventListener('webglcontextlost', lost);
160
+ canvas.remove();
161
+ for (const [k, v] of restore)
162
+ el.style[k] = v;
163
+ };
164
+ start();
165
+ return () => {
166
+ if (swapped)
167
+ return swapped();
168
+ stop();
169
+ gl.getExtension('WEBGL_lose_context')?.loseContext();
170
+ delete el.dataset.usaBackend;
171
+ };
172
+ }
173
+ /**
174
+ * Canvas 2D fallback for a scalar field: `color(x, y, t)` (x, y in 0–1)
175
+ * returns `[r, g, b]` (0–255), sampled on a coarse grid and scaled up smoothly.
176
+ */
177
+ function fieldFallback(color, cell = 8) {
178
+ return {
179
+ init: (w, h) => {
180
+ const c = document.createElement('canvas');
181
+ c.width = Math.max(2, Math.ceil(w / cell));
182
+ c.height = Math.max(2, Math.ceil(h / cell));
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+ const x = c.getContext('2d');
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+ return { c, x, img: x?.createImageData(c.width, c.height) };
185
+ },
186
+ draw: ({ ctx, w, h, t, state, o }) => {
187
+ const { c, x, img } = state;
188
+ if (!x || !img)
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+ return;
190
+ const d = img.data;
191
+ for (let j = 0; j < c.height; j++)
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+ for (let i = 0; i < c.width; i++) {
193
+ const [r, g, b] = color(i / c.width, 1 - j / c.height, t * (Number(o.speed) || 1), o);
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+ const k = (j * c.width + i) * 4;
195
+ d[k] = r;
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+ d[k + 1] = g;
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+ d[k + 2] = b;
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+ d[k + 3] = 255;
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+ }
200
+ x.putImageData(img, 0, 0);
201
+ ctx.imageSmoothingEnabled = true;
202
+ ctx.drawImage(c, 0, 0, w, h);
203
+ },
204
+ };
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+ }
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+ /** Linear blend of two `[r,g,b]` colors. */
207
+ const mixRgb = (a, b, k) => {
208
+ const q = Math.min(1, Math.max(0, k));
209
+ return [a[0] + (b[0] - a[0]) * q, a[1] + (b[1] - a[1]) * q, a[2] + (b[2] - a[2]) * q];
210
+ };
211
+ /** Smoothstep. */
212
+ const sstep = (a, b, x) => {
213
+ const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
214
+ return t * t * (3 - 2 * t);
215
+ };
216
+ /** fbm-like noise in 0–1 built on `noise2`. */
217
+ const fbm2 = (x, y, t = 0) => 0.5 + 0.35 * generative.noise2(x, y, t) + 0.15 * generative.noise2(x * 2.1 + 3, y * 2.1 - 1, t * 1.3);
218
+
219
+ const shader = (name, description, colors, spec, extra = {}) => ({
220
+ name,
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+ kind: 'background',
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+ description,
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+ reduced: 'run',
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+ defaults: { colors, speed: 1, scale: 3, quality: 0.75, backend: 'auto', ...extra },
225
+ run: (el, o, ctx) => {
226
+ const stop = shaderBackground(el, ctx, spec, o);
227
+ ctx.onCleanup(stop);
228
+ return stop;
229
+ },
230
+ });
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+ const C = (o) => o.colors.map(generative.hexRgb);
232
+ const GPU_FX = [
233
+ shader('fluid', 'Domain-warped fluid colors that swirl around the pointer (WebGL2, Canvas 2D fallback).', ['#1b1446', '#7c5cff', '#22d3ee'], {
234
+ 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.);',
235
+ fallback: fieldFallback((x, y, t, o) => {
236
+ const [a, b, c] = C(o);
237
+ const q = fbm2(x * 3 + t * 0.1, y * 3);
238
+ const f = fbm2(x * 3 + q * 2, y * 3 + q * 2, t * 0.3);
239
+ return mixRgb(mixRgb(a, b, f * 1.7 - 0.2), c, q * 1.1 - 0.45);
240
+ }),
241
+ }),
242
+ shader('smoke', 'Soft smoke rising and curling (WebGL2, Canvas 2D fallback).', ['#0f172a', '#cbd5e1', '#64748b'], {
243
+ 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.);',
244
+ fallback: fieldFallback((x, y, t, o) => {
245
+ const [bg, sm, ac] = C(o);
246
+ const f = fbm2(x * 3, y * 3 - t * 0.25, t * 0.2);
247
+ return mixRgb(bg, mixRgb(ac, sm, f), sstep(0.38, 0.92, f) * (1.05 - y * 0.55));
248
+ }),
249
+ }),
250
+ shader('fire', 'Licking flames from the bottom edge (WebGL2, Canvas 2D fallback).', ['#140404', '#e2401b', '#fbbf24'], {
251
+ 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.);',
252
+ fallback: fieldFallback((x, y, t, o) => {
253
+ const [a, b, c] = C(o);
254
+ const g = fbm2(x * 4, y * 5 - t * 0.9, t) * (1.3 - y) * 1.7 - 0.3;
255
+ 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));
256
+ }, 6),
257
+ }),
258
+ shader('ink', 'Ink blooming and drifting in water on a paper background (WebGL2, Canvas 2D fallback).', ['#f6f1e7', '#1e1b4b', '#be185d'], {
259
+ 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.);',
260
+ fallback: fieldFallback((x, y, t, o) => {
261
+ const [bg, i1, i2] = C(o);
262
+ const q = fbm2(x * 2 + t * 0.04, y * 2);
263
+ const f = fbm2(x * 3 + q * 2.5, y * 3 + q * 2.5, t * 0.1);
264
+ return mixRgb(bg, mixRgb(i1, i2, q * 1.4 - 0.2), sstep(0.48, 0.74, f));
265
+ }),
266
+ }, { scale: 2.4 }),
267
+ shader('fireflies', 'Glowing fireflies wandering and blinking at dusk (WebGL2, Canvas 2D fallback).', ['#06121f', '#facc15', '#a3e635'], {
268
+ 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.);',
269
+ fallback: {
270
+ init: (w, h) => ({ f: Array.from({ length: 28 }, () => [Math.random(), Math.random(), Math.random() * 6, Math.random()]) }),
271
+ draw: ({ ctx, w, h, t, state, o }) => {
272
+ ctx.fillStyle = o.colors[0];
273
+ ctx.fillRect(0, 0, w, h);
274
+ for (const [bx, by, ph, hue] of state.f) {
275
+ const x = ((bx + 0.07 * Math.sin(t * 0.3 + ph)) % 1) * w;
276
+ const y = ((by + 0.07 * Math.cos(t * 0.23 + ph)) % 1) * h;
277
+ const k = 0.5 + 0.5 * Math.sin(t * 2 + ph * 3);
278
+ const g = ctx.createRadialGradient(x, y, 0, x, y, 14);
279
+ g.addColorStop(0, hue > 0.5 ? o.colors[1] : o.colors[2]);
280
+ g.addColorStop(1, 'transparent');
281
+ ctx.globalAlpha = 0.25 + k * 0.75;
282
+ ctx.fillStyle = g;
283
+ ctx.fillRect(x - 14, y - 14, 28, 28);
284
+ }
285
+ ctx.globalAlpha = 1;
286
+ },
287
+ },
288
+ }),
289
+ ];
290
+ const fall = (draw) => ({
291
+ init: (w, h, o) => ({ f: Array.from({ length: o.count }, () => ({ x: Math.random() * w, y: Math.random() * h, r: generative.rand(5, 11) * (o.size || 1), a: generative.rand(0, 6.3), va: generative.rand(-1.5, 1.5), vy: generative.rand(18, 46), ph: generative.rand(0, 6.3), c: o.colors[Math.floor(Math.random() * o.colors.length)] })), last: 0 }),
292
+ draw: ({ ctx, w, h, t, state, o, quality }) => {
293
+ const dt = state.last ? Math.min(0.05, t - state.last) : 0;
294
+ state.last = t;
295
+ ctx.clearRect(0, 0, w, h);
296
+ const n = Math.max(4, Math.round(state.f.length * quality));
297
+ for (let i = 0; i < n; i++) {
298
+ const f = state.f[i];
299
+ f.y += f.vy * dt * o.speed;
300
+ f.x += (Math.sin(t * 1.2 + f.ph) * 22 + (o.wind || 0)) * dt * o.speed;
301
+ f.a += f.va * dt * o.speed;
302
+ if (f.y > h + 16)
303
+ (f.y = -16), (f.x = Math.random() * w);
304
+ if (f.x > w + 16)
305
+ f.x = -16;
306
+ if (f.x < -16)
307
+ f.x = w + 16;
308
+ ctx.save();
309
+ ctx.translate(f.x, f.y);
310
+ ctx.rotate(f.a);
311
+ ctx.scale(1, 0.55 + 0.45 * Math.abs(Math.cos(t * 1.7 + f.ph)));
312
+ ctx.fillStyle = f.c;
313
+ draw(ctx, f);
314
+ ctx.restore();
315
+ }
316
+ },
317
+ });
318
+ const particles = (name, description, defaults, spec) => ({
319
+ name,
320
+ kind: 'background',
321
+ description,
322
+ reduced: 'run',
323
+ defaults: { speed: 1, quality: 1, ...defaults },
324
+ run: (el, o, ctx) => {
325
+ const stop = generative.canvasBackground(el, ctx, spec, o);
326
+ ctx.onCleanup(stop);
327
+ return stop;
328
+ },
329
+ });
330
+ 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) => {
331
+ ctx.beginPath();
332
+ ctx.moveTo(0, -f.r);
333
+ ctx.bezierCurveTo(f.r, -f.r, f.r * 0.9, f.r * 0.6, 0, f.r);
334
+ ctx.bezierCurveTo(-f.r * 0.9, f.r * 0.6, -f.r, -f.r, 0, -f.r * 0.55);
335
+ ctx.fill();
336
+ })), 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) => {
337
+ ctx.beginPath();
338
+ ctx.moveTo(0, -f.r);
339
+ ctx.quadraticCurveTo(f.r * 0.9, -f.r * 0.2, 0, f.r);
340
+ ctx.quadraticCurveTo(-f.r * 0.9, -f.r * 0.2, 0, -f.r);
341
+ ctx.fill();
342
+ ctx.strokeStyle = 'rgba(0,0,0,.25)';
343
+ ctx.lineWidth = 1;
344
+ ctx.beginPath();
345
+ ctx.moveTo(0, -f.r * 0.8);
346
+ ctx.lineTo(0, f.r * 1.25);
347
+ ctx.stroke();
348
+ })));
349
+ GPU_FX.push({
350
+ name: 'splash',
351
+ kind: 'click',
352
+ description: 'A water splash from the pointer: a ring plus droplets that arc out and fall with gravity.',
353
+ defaults: { color: '#38bdf8', count: 14 },
354
+ run: (el, o, ctx) => {
355
+ const { x, y } = generative.origin(el, ctx);
356
+ if (ctx.reduced)
357
+ return generative.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 });
358
+ const anims = [
359
+ generative.spawn(x - 30, y - 30, `width:60px;height:60px;border-radius:50%;border:3px solid ${o.color}`, ctx, [{ transform: 'scale(.2)', opacity: 1 }, { transform: 'scale(1.6)', opacity: 0 }], { duration: 520, easing: 'cubic-bezier(.2,.8,.3,1)' }),
360
+ ];
361
+ for (let i = 0; i < o.count; i++) {
362
+ const ang = -Math.PI / 2 + generative.rand(-1.15, 1.15);
363
+ const v = generative.rand(50, 110);
364
+ const dx = Math.cos(ang) * v;
365
+ const s = generative.rand(4, 9);
366
+ const peak = Math.sin(ang) * v;
367
+ anims.push(generative.spawn(x - s / 2, y - s / 2, `width:${s}px;height:${s * 1.25}px;border-radius:50% 50% 50% 50%/60% 60% 40% 40%;background:${o.color}`, ctx, [
368
+ { transform: 'translate(0,0) scale(1)', opacity: 1 },
369
+ { transform: `translate(${dx * 0.6}px,${peak}px) scale(1)`, opacity: 1, offset: 0.45, easing: 'cubic-bezier(.3,0,.7,1)' },
370
+ { transform: `translate(${dx}px,${peak + 90}px) scale(.6)`, opacity: 0 },
371
+ ], { duration: generative.rand(650, 900), easing: 'cubic-bezier(.15,.6,.4,1)' }));
372
+ }
373
+ return generative.all(anims);
374
+ },
375
+ });
376
+ /** Register the 6.2 GPU pack (idempotent). */
377
+ function registerGpuEffects() {
378
+ registry.registerEffects(GPU_FX);
379
+ }
380
+
381
+ exports.GLSL_HEAD = GLSL_HEAD;
382
+ exports.GPU_FX = GPU_FX;
383
+ exports.fieldFallback = fieldFallback;
384
+ exports.registerGpuEffects = registerGpuEffects;
385
+ exports.shaderBackground = shaderBackground;
386
+ exports.supportsWebGL2 = supportsWebGL2;
387
+ //# sourceMappingURL=gpu-CenK2l6b.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu-CenK2l6b.cjs","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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@@ -0,0 +1,121 @@
1
+ import { e as animateWithMotion, i as getMotionSensitivity, p as prefersReducedMotion } from './base-C_3cAoRz.js';
2
+
3
+ var _a;
4
+ const EFFECT_KINDS = ['enter', 'exit', 'attention', 'click', 'hover', 'card', 'loop', 'page', 'background', 'text', 'cursor', 'scroll'];
5
+ const EFFECT_TRIGGERS = ['click', 'hover', 'enter', 'load', 'loop', 'manual'];
6
+ // 6.2: one table per page (Symbol.for), shared by every bundle that registers effects —
7
+ // e.g. dist/components.umd.js and dist/widgets.umd.js on the same page.
8
+ const REG_KEY = Symbol.for('use-scroll-animate.effects');
9
+ const registry = ((_a = globalThis)[REG_KEY] || (_a[REG_KEY] = new Map()));
10
+ /** Register an effect (throws on a duplicate name unless `override`). Returns an unregister function. */
11
+ function registerEffect(def, opts = {}) {
12
+ if (!/^[a-z][a-z0-9-]*$/.test(def.name))
13
+ throw new Error(`[motionary] invalid effect name "${def.name}"`);
14
+ if (!EFFECT_KINDS.includes(def.kind))
15
+ throw new Error(`[motionary] unknown effect kind "${def.kind}"`);
16
+ if (registry.has(def.name) && !opts.override)
17
+ throw new Error(`[motionary] effect "${def.name}" is already registered`);
18
+ registry.set(def.name, def);
19
+ return () => {
20
+ if (registry.get(def.name) === def)
21
+ registry.delete(def.name);
22
+ };
23
+ }
24
+ /** Register several effects at once (already-registered names are skipped). */
25
+ function registerEffects(defs) {
26
+ for (const d of defs)
27
+ if (!registry.has(d.name))
28
+ registerEffect(d);
29
+ }
30
+ const getEffect = (name) => registry.get(name);
31
+ const hasEffect = (name) => registry.has(name);
32
+ /** Registered effects (optionally of one kind), sorted by name. */
33
+ function listEffects(kind) {
34
+ return Array.from(registry.values())
35
+ .filter((d) => !kind || d.kind === kind)
36
+ .sort((a, b) => a.name.localeCompare(b.name));
37
+ }
38
+ const SKIP_BY_DEFAULT = ['loop', 'background', 'cursor'];
39
+ function context(event) {
40
+ const cleanups = [];
41
+ return {
42
+ reduced: prefersReducedMotion(),
43
+ sensitivity: getMotionSensitivity(),
44
+ event,
45
+ animate: animateWithMotion,
46
+ onCleanup: (fn) => cleanups.push(fn),
47
+ cleanups,
48
+ };
49
+ }
50
+ /**
51
+ * Play a registered effect once on `el`. Resolves when it finishes (or
52
+ * immediately for fire-and-forget effects). Unknown names reject.
53
+ */
54
+ async function playEffect(el, name, options = {}, event) {
55
+ const def = registry.get(name);
56
+ if (!def)
57
+ throw new Error(`[motionary] unknown effect "${name}" — registered: ${Array.from(registry.keys()).join(', ')}`);
58
+ const ctx = context(event);
59
+ if (ctx.reduced && (def.reduced ?? (SKIP_BY_DEFAULT.includes(def.kind) ? 'skip' : 'run')) === 'skip')
60
+ return;
61
+ const out = def.run(el, { ...(def.defaults || {}), ...options }, ctx);
62
+ if (out && typeof out.finished?.then === 'function')
63
+ await out.finished.catch(() => undefined);
64
+ else if (out && typeof out.then === 'function')
65
+ await out;
66
+ }
67
+ /**
68
+ * Bind an effect to a trigger on `el`: `click`, `hover` (pointerenter / focus),
69
+ * `enter` (scrolls into view; `once` by default), `load` (now), `loop`
70
+ * (starts now, cleanup stops it) or `manual` (nothing). Returns an unbind.
71
+ */
72
+ function bindEffect(el, name, options = {}) {
73
+ const { trigger = 'click', once, ...opts } = options;
74
+ const def = registry.get(name);
75
+ if (!def)
76
+ throw new Error(`[motionary] unknown effect "${name}"`);
77
+ const offs = [];
78
+ let current = null;
79
+ const fire = (e) => {
80
+ const ctx = context(e);
81
+ if (ctx.reduced && (def.reduced ?? (SKIP_BY_DEFAULT.includes(def.kind) ? 'skip' : 'run')) === 'skip')
82
+ return;
83
+ // A persistent effect (returns a cleanup) replaces its previous run instead of stacking.
84
+ current?.();
85
+ current = null;
86
+ const out = def.run(el, { ...(def.defaults || {}), ...opts }, ctx);
87
+ const stops = [...ctx.cleanups, ...(typeof out === 'function' ? [out] : [])];
88
+ if (stops.length)
89
+ current = () => stops.splice(0).forEach((f) => f());
90
+ };
91
+ offs.push(() => {
92
+ current?.();
93
+ current = null;
94
+ });
95
+ const on = (type, opt) => {
96
+ el.addEventListener(type, fire, opt);
97
+ offs.push(() => el.removeEventListener(type, fire, opt));
98
+ };
99
+ if (trigger === 'click')
100
+ on('click', { once: !!once });
101
+ else if (trigger === 'hover')
102
+ (on('pointerenter'), on('focusin'));
103
+ else if (trigger === 'load' || trigger === 'loop')
104
+ fire();
105
+ else if (trigger === 'enter' && typeof IntersectionObserver !== 'undefined') {
106
+ const io = new IntersectionObserver((entries) => {
107
+ for (const en of entries)
108
+ if (en.isIntersecting) {
109
+ fire();
110
+ if (once !== false)
111
+ io.disconnect();
112
+ }
113
+ }, { threshold: 0.15 });
114
+ io.observe(el);
115
+ offs.push(() => io.disconnect());
116
+ }
117
+ return () => offs.splice(0).reverse().forEach((f) => f());
118
+ }
119
+
120
+ export { EFFECT_KINDS as E, EFFECT_TRIGGERS as a, bindEffect as b, registerEffects as c, getEffect as g, hasEffect as h, listEffects as l, playEffect as p, registerEffect as r };
121
+ //# sourceMappingURL=registry-CKNLQpwd.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"registry-CKNLQpwd.js","sources":["../../src/components/fx/registry.ts"],"sourcesContent":["/**\n * 5.0 — unified plugin-style effect registration. Every effect (built-in or\n * yours) is a plain object registered once and played the same way:\n * `playEffect(el, name)`, `bindEffect(el, name, { trigger })` or\n * `<usa-fx effect=\"name\" trigger=\"click\">`. Effects get a context that\n * already applies reduced motion, motion sensitivity, intensity and the\n * animation budget.\n */\nimport { animateWithMotion, prefersReducedMotion, getMotionSensitivity, type MotionSensitivity, type Cleanup } from '../base';\n\nexport const EFFECT_KINDS = ['enter', 'exit', 'attention', 'click', 'hover', 'card', 'loop', 'page', 'background', 'text', 'cursor', 'scroll'] as const;\nexport type EffectKind = (typeof EFFECT_KINDS)[number];\n\nexport const EFFECT_TRIGGERS = ['click', 'hover', 'enter', 'load', 'loop', 'manual'] as const;\nexport type EffectTrigger = (typeof EFFECT_TRIGGERS)[number];\n\nexport interface EffectContext {\n /** Reduced motion applies (OS setting, `minimal` / `static` sensitivity). */\n readonly reduced: boolean;\n readonly sensitivity: MotionSensitivity;\n /** The triggering event (pointer position for click effects), if any. */\n readonly event?: Event;\n /** `el.animate()` with the library's motion rules (may return `null`). */\n animate(el: Element, keyframes: Keyframe[], options: KeyframeAnimationOptions): Animation | null;\n /** Register teardown for long-running effects (loops, listeners). */\n onCleanup(fn: Cleanup): void;\n}\n\nexport interface EffectDefinition<O extends Record<string, unknown> = Record<string, any>> {\n /** Unique, kebab-case. */\n name: string;\n kind: EffectKind;\n /** One line for docs and the gallery. */\n description?: string;\n /** Option defaults (merged under the caller's options). */\n defaults?: Partial<O>;\n /**\n * Under reduced motion: `'skip'` (do nothing — default for loop, background\n * and cursor effects) or `'run'` (run with `ctx.reduced === true`, the\n * effect degrades itself — default for everything else).\n */\n reduced?: 'skip' | 'run';\n /** Play the effect. Return an Animation / Promise to be awaited, or a cleanup. */\n run(el: HTMLElement, options: O, ctx: EffectContext): void | Cleanup | Animation | null | Promise<unknown>;\n}\n\n// 6.2: one table per page (Symbol.for), shared by every bundle that registers effects —\n// e.g. dist/components.umd.js and dist/widgets.umd.js on the same page.\nconst REG_KEY = Symbol.for('use-scroll-animate.effects');\nconst registry: Map<string, EffectDefinition> = ((globalThis as any)[REG_KEY] ||= new Map<string, EffectDefinition>());\n\n/** Register an effect (throws on a duplicate name unless `override`). Returns an unregister function. */\nexport function registerEffect<O extends Record<string, unknown>>(def: EffectDefinition<O>, opts: { override?: boolean } = {}): () => void {\n if (!/^[a-z][a-z0-9-]*$/.test(def.name)) throw new Error(`[motionary] invalid effect name \"${def.name}\"`);\n if (!EFFECT_KINDS.includes(def.kind)) throw new Error(`[motionary] unknown effect kind \"${def.kind}\"`);\n if (registry.has(def.name) && !opts.override) throw new Error(`[motionary] effect \"${def.name}\" is already registered`);\n registry.set(def.name, def as unknown as EffectDefinition);\n return () => {\n if (registry.get(def.name) === (def as unknown)) registry.delete(def.name);\n };\n}\n\n/** Register several effects at once (already-registered names are skipped). */\nexport function registerEffects(defs: EffectDefinition<any>[]): void {\n for (const d of defs) if (!registry.has(d.name)) registerEffect(d);\n}\n\nexport const getEffect = (name: string): EffectDefinition | undefined => registry.get(name);\nexport const hasEffect = (name: string): boolean => registry.has(name);\n/** Registered effects (optionally of one kind), sorted by name. */\nexport function listEffects(kind?: EffectKind): EffectDefinition[] {\n return Array.from(registry.values())\n .filter((d) => !kind || d.kind === kind)\n .sort((a, b) => a.name.localeCompare(b.name));\n}\n\nconst SKIP_BY_DEFAULT: EffectKind[] = ['loop', 'background', 'cursor'];\n\nfunction context(event?: Event): EffectContext & { cleanups: Cleanup[] } {\n const cleanups: Cleanup[] = [];\n return {\n reduced: prefersReducedMotion(),\n sensitivity: getMotionSensitivity(),\n event,\n animate: animateWithMotion,\n onCleanup: (fn) => cleanups.push(fn),\n cleanups,\n };\n}\n\n/**\n * Play a registered effect once on `el`. Resolves when it finishes (or\n * immediately for fire-and-forget effects). Unknown names reject.\n */\nexport async function playEffect(el: HTMLElement, name: string, options: Record<string, unknown> = {}, event?: Event): Promise<void> {\n const def = registry.get(name);\n if (!def) throw new Error(`[motionary] unknown effect \"${name}\" — registered: ${Array.from(registry.keys()).join(', ')}`);\n const ctx = context(event);\n if (ctx.reduced && (def.reduced ?? (SKIP_BY_DEFAULT.includes(def.kind) ? 'skip' : 'run')) === 'skip') return;\n const out = def.run(el, { ...(def.defaults || {}), ...options }, ctx);\n if (out && typeof (out as Animation).finished?.then === 'function') await (out as Animation).finished.catch(() => undefined);\n else if (out && typeof (out as Promise<unknown>).then === 'function') await out;\n}\n\n/**\n * Bind an effect to a trigger on `el`: `click`, `hover` (pointerenter / focus),\n * `enter` (scrolls into view; `once` by default), `load` (now), `loop`\n * (starts now, cleanup stops it) or `manual` (nothing). Returns an unbind.\n */\nexport function bindEffect(el: HTMLElement, name: string, options: Record<string, unknown> & { trigger?: EffectTrigger; once?: boolean } = {}): Cleanup {\n const { trigger = 'click', once, ...opts } = options;\n const def = registry.get(name);\n if (!def) throw new Error(`[motionary] unknown effect \"${name}\"`);\n const offs: Cleanup[] = [];\n let current: Cleanup | null = null;\n const fire = (e?: Event) => {\n const ctx = context(e);\n if (ctx.reduced && (def.reduced ?? (SKIP_BY_DEFAULT.includes(def.kind) ? 'skip' : 'run')) === 'skip') return;\n // A persistent effect (returns a cleanup) replaces its previous run instead of stacking.\n current?.();\n current = null;\n const out = def.run(el, { ...(def.defaults || {}), ...opts }, ctx);\n const stops = [...ctx.cleanups, ...(typeof out === 'function' ? [out as Cleanup] : [])];\n if (stops.length) current = () => stops.splice(0).forEach((f) => f());\n };\n offs.push(() => {\n current?.();\n current = null;\n });\n const on = (type: string, opt?: AddEventListenerOptions) => {\n el.addEventListener(type, fire, opt);\n offs.push(() => el.removeEventListener(type, fire, opt));\n };\n if (trigger === 'click') on('click', { once: !!once });\n else if (trigger === 'hover') (on('pointerenter'), on('focusin'));\n else if (trigger === 'load' || trigger === 'loop') fire();\n else if (trigger === 'enter' && typeof IntersectionObserver !== 'undefined') {\n const io = new IntersectionObserver((entries) => {\n for (const en of entries)\n if (en.isIntersecting) {\n fire();\n if (once !== false) io.disconnect();\n }\n }, { threshold: 0.15 });\n io.observe(el);\n offs.push(() => io.disconnect());\n }\n return () => offs.splice(0).reverse().forEach((f) => 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