use-scroll-animate 6.5.0 → 6.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +28 -0
- package/dist/chunks/{gpu-EjV49FQk.js → gpu-CsP2ZB3x.js} +2 -2
- package/dist/chunks/{gpu-EjV49FQk.js.map → gpu-CsP2ZB3x.js.map} +1 -1
- package/dist/chunks/{registry-Bu5NrAyA.js → registry-D23neB4M.js} +2 -2
- package/dist/chunks/{registry-Bu5NrAyA.js.map → registry-D23neB4M.js.map} +1 -1
- package/dist/components/angular.js +1 -1
- package/dist/components/effects.js +1 -1
- package/dist/components/fx-3d.js +1 -1
- package/dist/components/fx-gpu.js +2 -2
- package/dist/components/fx-light.js +1 -1
- package/dist/components/fx-morph.cjs +292 -0
- package/dist/components/fx-morph.cjs.map +1 -0
- package/dist/components/fx-morph.d.cts +71 -0
- package/dist/components/fx-morph.d.ts +71 -0
- package/dist/components/fx-morph.js +287 -0
- package/dist/components/fx-morph.js.map +1 -0
- package/dist/components/fx-text.js +1 -1
- package/dist/components/fx-transitions.cjs +249 -0
- package/dist/components/fx-transitions.cjs.map +1 -0
- package/dist/components/fx-transitions.d.cts +77 -0
- package/dist/components/fx-transitions.d.ts +77 -0
- package/dist/components/fx-transitions.js +244 -0
- package/dist/components/fx-transitions.js.map +1 -0
- package/dist/components/fx.js +2 -2
- package/dist/components/fx2.cjs +14 -0
- package/dist/components/fx2.cjs.map +1 -1
- package/dist/components/fx2.d.cts +61 -1
- package/dist/components/fx2.d.ts +61 -1
- package/dist/components/fx2.js +12 -4
- package/dist/components/fx2.js.map +1 -1
- package/dist/components/solid.js +1 -1
- package/dist/components/svelte.js +1 -1
- package/dist/components/vue.js +1 -1
- package/dist/components/widgets.cjs +847 -29
- package/dist/components/widgets.cjs.map +1 -1
- package/dist/components/widgets.d.cts +140 -2
- package/dist/components/widgets.d.ts +140 -2
- package/dist/components/widgets.js +834 -30
- package/dist/components/widgets.js.map +1 -1
- package/dist/components.js +1 -1
- package/dist/widgets.umd.js +1 -1
- package/dist/widgets.umd.js.map +1 -1
- package/docs/ROADMAP.md +2 -2
- package/docs/components.md +48 -0
- package/package.json +21 -1
package/CHANGELOG.md
CHANGED
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## [Unreleased]
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## [6.7.0] - 2026-10-08
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### Added
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- **4 new components (6.7)** in `motionary/components/widgets` (also in `dist/widgets.umd.js`; the existing `<usa-toggle>` and `<usa-tabs>` are unchanged):
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- `<usa-stepper>` — step indicator / wizard: the rail fills toward the current step, finished steps pop a drawn check, the current step pulses; horizontal or vertical, `clickable`, `next()` / `prev()` / `value`; `usa:change`.
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- `<usa-pagination>` — pager with a sliding, squashing ink and page numbers that slide in from the direction of travel; `total`, `page`, `siblings`, ellipses, prev / next, `aria-current`; `usa:change`. Helper `pageWindow()`.
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- `<usa-segmented>` — segmented control whose thumb springs and stretches between segments; radio group with arrow keys; `variant="ios | pill | outline"`; `usa:change`.
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- `<usa-switch>` — toggle switch variants `ios` (press-stretch), `daynight` (sun → moon + stars), `bounce` (squash), `liquid` (gooey pour); `role="switch"`, form value via `name`, `disabled`; `usa:change`.
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- **Transitions 2.0 — `motionary/components/fx-transitions`** (6 effects of kind `page`, `registerTransitionEffects2()`, also in `registerFx2()`; option `mode: "in" | "out"`): `ripple-dissolve`, `shatter`, `mosaic-flip`, `liquid-wipe`, `page-curl`, `camera-dolly`. `pageTransition(update, effect)` runs a DOM update inside the View Transitions API (fallback: update + effect); `crossDocumentTransitions(effect)` opts an MPA into cross-document view transitions with the same look.
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- Showcase: 7 new gallery cards with copyable code; Animation Store “Components 6.x” 35 → 42 entries (262 → 269 items).
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### Accessibility
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- Stepper is a labelled list with `aria-current="step"`; pagination is a labelled navigation with `aria-current="page"` and disabled prev / next at the ends; segmented is a `radiogroup` with roving tabindex; switch is `role="switch"` with `aria-checked`. Reduced motion: no pop, ink squash, thumb stretch, bounce or pour; every transition becomes a short fade (and cross-document transitions ~1 ms).
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## [6.6.0] - 2026-10-08
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### Added
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- **4 new components (6.6)** in `motionary/components/widgets` (also in `dist/widgets.umd.js`; the existing `<usa-navbar>`, `<usa-tooltip>`, `<usa-popover>` and `<usa-icon-morph>` are unchanged):
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- `<usa-dock>` — macOS-style dock: cosine-falloff magnification along the pointer (`magnify`, `range`), neighbours make room, `data-label` tooltips, click `bounce`, keyboard focus magnifies, vertical orientation; `role="toolbar"`.
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- `<usa-nav-morph>` — navigation with an indicator that stretches to the hovered / focused link and settles on the current page; `indicator="underline | pill | blob | dot"`, arrow-key focus, manages `aria-current`; `usa:change`.
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- `<usa-menu-toggle>` — hamburger that morphs into `cross`, `arrow`, `minus` or `plus-x`; a button with `aria-expanded` that opens / closes its `for` target (`hidden`, or `show()` / `close()` — works with `<usa-sheet>` and `<usa-modal>`); `usa:toggle`.
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- `<usa-tip>` — tooltip / popover 2.0: springs out with an arrow, flips and shifts to stay in the viewport, hover + focus + Esc (WCAG 1.4.13) or `trigger="click"` popovers with rich `[slot="tip"]` content; `usa:open`, `usa:close`.
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- **Morph & SVG 2.0 — `motionary/components/fx-morph`** (5 effects, `registerMorphEffects2()`, also in `registerFx2()`): `path-morph` (resampled point morph between any SVG paths), `blob-button` (liquid blob that bulges toward the pointer), `stroke-draw` (every stroke draws, then fills fade in), `noise-reveal` (SVG turbulence + blur filter transition), `icon-swap` (gooey icon morph). Helpers `samplePath()`, `pointsToPath()`.
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- Showcase: 7 new gallery cards with copyable code; Animation Store “Components 6.x” 28 → 35 entries (255 → 262 items).
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### Accessibility
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- Dock is a toolbar with labelled items, the nav manages `aria-current`, the toggle exposes `aria-expanded` / `aria-controls`, tips use `role="tooltip"` + `aria-describedby` (or `role="dialog"` for click popovers) and close on Esc. Reduced motion: no magnification, stretch or morph loops; reveals and swaps fade.
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## [6.5.0] - 2026-10-08
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### Added
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import {
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import { registerEffects } from './registry-D23neB4M.js';
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import { c as canvasBackground, h as hexRgb, n as noise2 } from './generative-2LhxG5BJ.js';
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import { b as origin, s as spawn, a as all, r as rand } from './shared-CkKHWrtJ.js';
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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-CsP2ZB3x.js.map
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{"version":3,"file":"gpu-EjV49FQk.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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+
{"version":3,"file":"gpu-CsP2ZB3x.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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@@ -117,5 +117,5 @@ function bindEffect(el, name, options = {}) {
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return () => offs.splice(0).reverse().forEach((f) => f());
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}
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-
export { EFFECT_KINDS
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//# sourceMappingURL=registry-
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export { EFFECT_KINDS, EFFECT_TRIGGERS, bindEffect, getEffect, hasEffect, listEffects, playEffect, registerEffect, registerEffects };
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//# sourceMappingURL=registry-D23neB4M.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"registry-Bu5NrAyA.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' ? 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{"version":3,"file":"registry-D23neB4M.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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@@ -26,7 +26,7 @@ import './depth.js';
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import './layout.js';
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import './packs.js';
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import './fx.js';
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import '../chunks/registry-
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+
import '../chunks/registry-D23neB4M.js';
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import './a11y.js';
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import '../chunks/index-tags-DucKMQr_.js';
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import './perf.js';
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@@ -3,7 +3,7 @@ import { P as PALETTE, o as overlay, a as all, b as origin, s as spawn, r as ran
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import { y as defineElement, p as prefersReducedMotion, v as adoptStyles } from '../chunks/base-DchG4q_S.js';
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import { c as canvasBackground, h as hexRgb, G as GENERATIVE_FX } from '../chunks/generative-2LhxG5BJ.js';
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export { n as noise2 } from '../chunks/generative-2LhxG5BJ.js';
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6
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-
import {
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+
import { playEffect, bindEffect, registerEffects } from '../chunks/registry-D23neB4M.js';
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7
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import { applyMotionTokens, motionTokensToVars, mergeMotionTokens } from './tokens.js';
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8
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import { T as TIMELINE_PRESETS } from '../chunks/core-DVyTlo9Q.js';
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import '../chunks/fx-DUMVKSvg.js';
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package/dist/components/fx-3d.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import {
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1
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import { registerEffects } from '../chunks/registry-D23neB4M.js';
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import { a as all } from '../chunks/shared-CkKHWrtJ.js';
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3
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import { trackPointer } from './fx-light.js';
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import '../chunks/base-DchG4q_S.js';
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@@ -1,6 +1,6 @@
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1
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-
import '../chunks/registry-
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1
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+
import '../chunks/registry-D23neB4M.js';
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import '../chunks/generative-2LhxG5BJ.js';
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import '../chunks/shared-CkKHWrtJ.js';
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4
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-
export { G as GPU_FX, r as registerGpuEffects } from '../chunks/gpu-
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4
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+
export { G as GPU_FX, r as registerGpuEffects } from '../chunks/gpu-CsP2ZB3x.js';
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import '../chunks/base-DchG4q_S.js';
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6
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//# sourceMappingURL=fx-gpu.js.map
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@@ -1,4 +1,4 @@
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-
import {
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1
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+
import { registerEffects } from '../chunks/registry-D23neB4M.js';
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2
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import { c as canvasBackground, h as hexRgb } from '../chunks/generative-2LhxG5BJ.js';
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3
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import { o as overlay } from '../chunks/shared-CkKHWrtJ.js';
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4
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import '../chunks/base-DchG4q_S.js';
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