Created
August 9, 2020 08:22
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stripe noise thing
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import {_ as e, L as t} from "./index-4deec983.js"; | |
import {a as n, C as i} from "./Controller-26bd1e9e.js"; | |
import {S as s} from "./ScrollObserver-d0732a2c.js"; | |
import {F as o} from "./index-bee741e4.js"; | |
class r { | |
constructor(e, t, n, i=!1) { | |
const s = this | |
, o = -1 !== document.location.search.toLowerCase().indexOf("debug=webgl"); | |
s.canvas = e, | |
s.gl = s.canvas.getContext("webgl", { | |
antialias: !0 | |
}), | |
s.meshes = []; | |
const r = s.gl; | |
t && n && this.setSize(t, n), | |
s.lastDebugMsg, | |
s.debug = i && o ? function(e) { | |
const t = new Date; | |
t - s.lastDebugMsg > 1e3 && console.log("---"), | |
console.log(t.toLocaleTimeString() + Array(Math.max(0, 32 - e.length)).join(" ") + e + ": ", ...Array.from(arguments).slice(1)), | |
s.lastDebugMsg = t | |
} | |
: ()=>{} | |
, | |
Object.defineProperties(s, { | |
Material: { | |
enumerable: !1, | |
value: class { | |
constructor(e, t, n={}) { | |
const i = this; | |
function o(e, t) { | |
const n = r.createShader(e); | |
return r.shaderSource(n, t), | |
r.compileShader(n), | |
r.getShaderParameter(n, r.COMPILE_STATUS) || console.error(r.getShaderInfoLog(n)), | |
s.debug("Material.compileShaderSource", { | |
source: t | |
}), | |
n | |
} | |
function a(e, t) { | |
return Object.entries(e).map(([e,n])=>n.getDeclaration(e, t)).join("\n") | |
} | |
i.uniforms = n, | |
i.uniformInstances = []; | |
const l = "\n precision highp float;\n "; | |
i.vertexSource = `\n ${l}\n attribute vec4 position;\n attribute vec2 uv;\n attribute vec2 uvNorm;\n ${a(s.commonUniforms, "vertex")}\n ${a(n, "vertex")}\n ${e}\n `, | |
i.fragmentSource = `\n ${l}\n ${a(s.commonUniforms, "fragment")}\n ${a(n, "fragment")}\n ${t}\n `, | |
i.vertexShader = o(r.VERTEX_SHADER, i.vertexSource), | |
i.fragmentShader = o(r.FRAGMENT_SHADER, i.fragmentSource), | |
i.program = r.createProgram(), | |
r.attachShader(i.program, i.vertexShader), | |
r.attachShader(i.program, i.fragmentShader), | |
r.linkProgram(i.program), | |
r.getProgramParameter(i.program, r.LINK_STATUS) || console.error(r.getProgramInfoLog(i.program)), | |
r.useProgram(i.program), | |
i.attachUniforms(void 0, s.commonUniforms), | |
i.attachUniforms(void 0, i.uniforms) | |
} | |
attachUniforms(e, t) { | |
const n = this; | |
void 0 === e ? Object.entries(t).forEach(([e,t])=>{ | |
n.attachUniforms(e, t) | |
} | |
) : "array" == t.type ? t.value.forEach((t,i)=>n.attachUniforms(`${e}[${i}]`, t)) : "struct" == t.type ? Object.entries(t.value).forEach(([t,i])=>n.attachUniforms(`${e}.${t}`, i)) : (s.debug("Material.attachUniforms", { | |
name: e, | |
uniform: t | |
}), | |
n.uniformInstances.push({ | |
uniform: t, | |
location: r.getUniformLocation(n.program, e) | |
})) | |
} | |
} | |
}, | |
Uniform: { | |
enumerable: !1, | |
value: class { | |
constructor(e) { | |
this.type = "float", | |
Object.assign(this, e); | |
this.typeFn = { | |
float: "1f", | |
int: "1i", | |
vec2: "2fv", | |
vec3: "3fv", | |
vec4: "4fv", | |
mat4: "Matrix4fv" | |
}[this.type] || "1f", | |
this.update() | |
} | |
update(e) { | |
void 0 !== this.value && r[`uniform${this.typeFn}`](e, 0 === this.typeFn.indexOf("Matrix") ? this.transpose : this.value, 0 === this.typeFn.indexOf("Matrix") ? this.value : null) | |
} | |
getDeclaration(e, t, n) { | |
const i = this; | |
if (i.excludeFrom !== t) { | |
if ("array" === i.type) | |
return i.value[0].getDeclaration(e, t, i.value.length) + `\nconst int ${e}_length = ${i.value.length};`; | |
if ("struct" === i.type) { | |
let s = e.replace("u_", ""); | |
return s = s.charAt(0).toUpperCase() + s.slice(1), | |
`uniform struct ${s} {\n` + Object.entries(i.value).map(([e,n])=>n.getDeclaration(e, t).replace(/^uniform/, "")).join("") + `\n} ${e}${n > 0 ? `[${n}]` : ""};` | |
} | |
return `uniform ${i.type} ${e}${n > 0 ? `[${n}]` : ""};` | |
} | |
} | |
} | |
}, | |
PlaneGeometry: { | |
enumerable: !1, | |
value: class { | |
constructor(e, t, n, i, o) { | |
r.createBuffer(), | |
this.attributes = { | |
position: new s.Attribute({ | |
target: r.ARRAY_BUFFER, | |
size: 3 | |
}), | |
uv: new s.Attribute({ | |
target: r.ARRAY_BUFFER, | |
size: 2 | |
}), | |
uvNorm: new s.Attribute({ | |
target: r.ARRAY_BUFFER, | |
size: 2 | |
}), | |
index: new s.Attribute({ | |
target: r.ELEMENT_ARRAY_BUFFER, | |
size: 3, | |
type: r.UNSIGNED_SHORT | |
}) | |
}, | |
this.setTopology(n, i), | |
this.setSize(e, t, o) | |
} | |
setTopology(e=1, t=1) { | |
const n = this; | |
n.xSegCount = e, | |
n.ySegCount = t, | |
n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1), | |
n.quadCount = n.xSegCount * n.ySegCount * 2, | |
n.attributes.uv.values = new Float32Array(2 * n.vertexCount), | |
n.attributes.uvNorm.values = new Float32Array(2 * n.vertexCount), | |
n.attributes.index.values = new Uint16Array(3 * n.quadCount); | |
for (let e = 0; e <= n.ySegCount; e++) | |
for (let t = 0; t <= n.xSegCount; t++) { | |
const i = e * (n.xSegCount + 1) + t; | |
if (n.attributes.uv.values[2 * i] = t / n.xSegCount, | |
n.attributes.uv.values[2 * i + 1] = 1 - e / n.ySegCount, | |
n.attributes.uvNorm.values[2 * i] = t / n.xSegCount * 2 - 1, | |
n.attributes.uvNorm.values[2 * i + 1] = 1 - e / n.ySegCount * 2, | |
t < n.xSegCount && e < n.ySegCount) { | |
const s = e * n.xSegCount + t; | |
n.attributes.index.values[6 * s] = i, | |
n.attributes.index.values[6 * s + 1] = i + 1 + n.xSegCount, | |
n.attributes.index.values[6 * s + 2] = i + 1, | |
n.attributes.index.values[6 * s + 3] = i + 1, | |
n.attributes.index.values[6 * s + 4] = i + 1 + n.xSegCount, | |
n.attributes.index.values[6 * s + 5] = i + 2 + n.xSegCount | |
} | |
} | |
n.attributes.uv.update(), | |
n.attributes.uvNorm.update(), | |
n.attributes.index.update(), | |
s.debug("Geometry.setTopology", { | |
uv: n.attributes.uv, | |
uvNorm: n.attributes.uvNorm, | |
index: n.attributes.index | |
}) | |
} | |
setSize(e=1, t=1, n="xz") { | |
const i = this; | |
i.width = e, | |
i.height = t, | |
i.orientation = n, | |
i.attributes.position.values && i.attributes.position.values.length === 3 * i.vertexCount || (i.attributes.position.values = new Float32Array(3 * i.vertexCount)); | |
const o = e / -2 | |
, r = t / -2 | |
, a = e / i.xSegCount | |
, l = t / i.ySegCount; | |
for (let e = 0; e <= i.ySegCount; e++) { | |
const t = r + e * l; | |
for (let s = 0; s <= i.xSegCount; s++) { | |
const r = o + s * a | |
, l = e * (i.xSegCount + 1) + s; | |
i.attributes.position.values[3 * l + "xyz".indexOf(n[0])] = r, | |
i.attributes.position.values[3 * l + "xyz".indexOf(n[1])] = -t | |
} | |
} | |
i.attributes.position.update(), | |
s.debug("Geometry.setSize", { | |
position: i.attributes.position | |
}) | |
} | |
} | |
}, | |
Mesh: { | |
enumerable: !1, | |
value: class { | |
constructor(e, t) { | |
const n = this; | |
n.geometry = e, | |
n.material = t, | |
n.wireframe = !1, | |
n.attributeInstances = [], | |
Object.entries(n.geometry.attributes).forEach(([e,t])=>{ | |
n.attributeInstances.push({ | |
attribute: t, | |
location: t.attach(e, n.material.program) | |
}) | |
} | |
), | |
s.meshes.push(n), | |
s.debug("Mesh.constructor", { | |
mesh: n | |
}) | |
} | |
draw() { | |
r.useProgram(this.material.program), | |
this.material.uniformInstances.forEach(({uniform: e, location: t})=>e.update(t)), | |
this.attributeInstances.forEach(({attribute: e, location: t})=>e.use(t)), | |
r.drawElements(this.wireframe ? r.LINES : r.TRIANGLES, this.geometry.attributes.index.values.length, r.UNSIGNED_SHORT, 0) | |
} | |
remove() { | |
s.meshes = s.meshes.filter(e=>e != this) | |
} | |
} | |
}, | |
Attribute: { | |
enumerable: !1, | |
value: class { | |
constructor(e) { | |
this.type = r.FLOAT, | |
this.normalized = !1, | |
this.buffer = r.createBuffer(), | |
Object.assign(this, e), | |
this.update() | |
} | |
update() { | |
void 0 !== this.values && (r.bindBuffer(this.target, this.buffer), | |
r.bufferData(this.target, this.values, r.STATIC_DRAW)) | |
} | |
attach(e, t) { | |
const n = r.getAttribLocation(t, e); | |
return this.target === r.ARRAY_BUFFER && (r.enableVertexAttribArray(n), | |
r.vertexAttribPointer(n, this.size, this.type, this.normalized, 0, 0)), | |
n | |
} | |
use(e) { | |
r.bindBuffer(this.target, this.buffer), | |
this.target === r.ARRAY_BUFFER && (r.enableVertexAttribArray(e), | |
r.vertexAttribPointer(e, this.size, this.type, this.normalized, 0, 0)) | |
} | |
} | |
} | |
}); | |
const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; | |
s.commonUniforms = { | |
projectionMatrix: new s.Uniform({ | |
type: "mat4", | |
value: a | |
}), | |
modelViewMatrix: new s.Uniform({ | |
type: "mat4", | |
value: a | |
}), | |
resolution: new s.Uniform({ | |
type: "vec2", | |
value: [1, 1] | |
}), | |
aspectRatio: new s.Uniform({ | |
type: "float", | |
value: 1 | |
}) | |
} | |
} | |
setSize(e=640, t=480) { | |
this.width = e, | |
this.height = t, | |
this.canvas.width = e, | |
this.canvas.height = t, | |
this.gl.viewport(0, 0, e, t), | |
this.commonUniforms.resolution.value = [e, t], | |
this.commonUniforms.aspectRatio.value = e / t, | |
this.debug("MiniGL.setSize", { | |
width: e, | |
height: t | |
}) | |
} | |
setOrthographicCamera(e=0, t=0, n=0, i=-2e3, s=2e3) { | |
this.commonUniforms.projectionMatrix.value = [2 / this.width, 0, 0, 0, 0, 2 / this.height, 0, 0, 0, 0, 2 / (i - s), 0, e, t, n, 1], | |
this.debug("setOrthographicCamera", this.commonUniforms.projectionMatrix.value) | |
} | |
render() { | |
this.gl.clearColor(0, 0, 0, 0), | |
this.gl.clearDepth(1), | |
this.meshes.forEach(e=>e.draw()) | |
} | |
} | |
function a(e) { | |
return [(e >> 16 & 255) / 255, (e >> 8 & 255) / 255, (255 & e) / 255] | |
} | |
["SCREEN", "LINEAR_LIGHT"].reduce((e,t,n)=>Object.assign(e, { | |
[t]: n | |
}), {}); | |
n.register("Gradient", class extends i { | |
constructor(...t) { | |
super(...t), | |
e(this, "el", void 0), | |
e(this, "cssVarRetries", 0), | |
e(this, "maxCssVarRetries", 200), | |
e(this, "angle", 0), | |
e(this, "isLoadedClass", !1), | |
e(this, "isScrolling", !1), | |
e(this, "isStatic", o.disableAmbientAnimations()), | |
e(this, "scrollingTimeout", void 0), | |
e(this, "scrollingRefreshDelay", 200), | |
e(this, "isIntersecting", !1), | |
e(this, "shaderFiles", void 0), | |
e(this, "vertexShader", void 0), | |
e(this, "sectionColors", void 0), | |
e(this, "computedCanvasStyle", void 0), | |
e(this, "conf", void 0), | |
e(this, "uniforms", void 0), | |
e(this, "t", 1253106), | |
e(this, "last", 0), | |
e(this, "width", void 0), | |
e(this, "minWidth", 1111), | |
e(this, "height", 600), | |
e(this, "xSegCount", void 0), | |
e(this, "ySegCount", void 0), | |
e(this, "mesh", void 0), | |
e(this, "material", void 0), | |
e(this, "geometry", void 0), | |
e(this, "minigl", void 0), | |
e(this, "scrollObserver", void 0), | |
e(this, "amp", 320), | |
e(this, "seed", 5), | |
e(this, "freqX", 14e-5), | |
e(this, "freqY", 29e-5), | |
e(this, "freqDelta", 1e-5), | |
e(this, "activeColors", [1, 1, 1, 1]), | |
e(this, "konamiCode", ["arrowup", "arrowup", "arrowdown", "arrowdown", "arrowleft", "arrowright", "arrowleft", "arrowright", "b", "a"]), | |
e(this, "konamiIndex", 0), | |
e(this, "isMetaKey", !1), | |
e(this, "isGradientLegendVisible", !1), | |
e(this, "isMouseDown", !1), | |
e(this, "handleScroll", ()=>{ | |
clearTimeout(this.scrollingTimeout), | |
this.scrollingTimeout = setTimeout(this.handleScrollEnd, this.scrollingRefreshDelay), | |
this.isGradientLegendVisible && this.hideGradientLegend(), | |
this.conf.playing && (this.isScrolling = !0, | |
this.pause()) | |
} | |
), | |
e(this, "handleScrollEnd", ()=>{ | |
this.isScrolling = !1, | |
this.isIntersecting && this.play() | |
} | |
), | |
e(this, "resize", ()=>{ | |
this.width = window.innerWidth, | |
this.minigl.setSize(this.width, this.height), | |
this.minigl.setOrthographicCamera(), | |
this.xSegCount = Math.ceil(this.width * this.conf.density[0]), | |
this.ySegCount = Math.ceil(this.height * this.conf.density[1]), | |
this.mesh.geometry.setTopology(this.xSegCount, this.ySegCount), | |
this.mesh.geometry.setSize(this.width, this.height), | |
this.mesh.material.uniforms.u_shadow_power.value = this.width < 600 ? 5 : 6 | |
} | |
), | |
e(this, "handleMouseDown", e=>{ | |
this.isGradientLegendVisible && (this.isMetaKey = e.metaKey, | |
this.isMouseDown = !0, | |
!1 === this.conf.playing && requestAnimationFrame(this.animate)) | |
} | |
), | |
e(this, "handleMouseUp", ()=>{ | |
this.isMouseDown = !1 | |
} | |
), | |
e(this, "handleKeyDown", e=>{ | |
if (this.checkKonami(e), | |
this.isGradientLegendVisible) { | |
switch (e.key) { | |
case "1": | |
this.toggleColor(1); | |
break; | |
case "2": | |
this.toggleColor(2); | |
break; | |
case "3": | |
this.toggleColor(3); | |
break; | |
case "4": | |
this.toggleColor(0); | |
break; | |
case "-": | |
this.updateFrequency(this.freqDelta); | |
break; | |
case "+": | |
this.updateFrequency(-this.freqDelta); | |
break; | |
case "_": | |
this.updateFrequency(this.freqDelta); | |
break; | |
case "=": | |
this.updateFrequency(-this.freqDelta); | |
break; | |
case "p": | |
this.conf.playing ? this.pause() : this.play(); | |
break; | |
case "ArrowUp": | |
e.preventDefault(), | |
this.amp += 10; | |
break; | |
case "ArrowDown": | |
e.preventDefault(), | |
this.amp -= 10; | |
break; | |
case "ArrowLeft": | |
this.freqX += this.freqDelta; | |
break; | |
case "ArrowRight": | |
this.freqX -= this.freqDelta | |
} | |
this.mesh.material.uniforms.u_vertDeform.value.noiseAmp.value = this.amp, | |
this.mesh.material.uniforms.u_global.value.noiseFreq.value = [this.freqX, this.freqY], | |
this.mesh.material.uniforms.u_active_colors.value = this.activeColors, | |
this.minigl.render() | |
} | |
} | |
), | |
e(this, "animate", e=>{ | |
if (!this.shouldSkipFrame(e) || this.isMouseDown) { | |
if (this.t += Math.min(e - this.last, 1e3 / 15), | |
this.last = e, | |
this.isMouseDown) { | |
let e = 160; | |
this.isMetaKey && (e = -160), | |
this.t += e | |
} | |
this.mesh.material.uniforms.u_time.value = this.t, | |
this.minigl.render() | |
} | |
if (0 !== this.last && this.isStatic) | |
return this.minigl.render(), | |
void this.disconnect(); | |
(this.isIntersecting && this.conf.playing || this.isMouseDown) && requestAnimationFrame(this.animate) | |
} | |
), | |
e(this, "addIsLoadedClass", ()=>{ | |
this.isIntersecting && !this.isLoadedClass && (this.isLoadedClass = !0, | |
this.el.classList.add("isLoaded"), | |
setTimeout(()=>{ | |
this.el.parentElement.classList.add("isLoaded") | |
} | |
, 3e3)) | |
} | |
), | |
e(this, "pause", ()=>{ | |
this.conf.playing = !1 | |
} | |
), | |
e(this, "play", ()=>{ | |
requestAnimationFrame(this.animate), | |
this.conf.playing = !0 | |
} | |
) | |
} | |
async connect() { | |
this.shaderFiles = { | |
vertex: "varying vec3 v_color;\n\nvoid main() {\n float time = u_time * u_global.noiseSpeed;\n\n vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;\n\n vec2 st = 1. - uvNorm.xy;\n\n //\n // Tilting the plane\n //\n\n // Front-to-back tilt\n float tilt = resolution.y / 2.0 * uvNorm.y;\n\n // Left-to-right angle\n float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;\n\n // Up-down shift to offset incline\n float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);\n\n //\n // Vertex noise\n //\n\n float noise = snoise(vec3(\n noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,\n noiseCoord.y * u_vertDeform.noiseFreq.y,\n time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed\n )) * u_vertDeform.noiseAmp;\n\n // Fade noise to zero at edges\n noise *= 1.0 - pow(abs(uvNorm.y), 2.0);\n\n // Clamp to 0\n noise = max(0.0, noise);\n\n vec3 pos = vec3(\n position.x,\n position.y + tilt + incline + noise - offset,\n position.z\n );\n\n //\n // Vertex color, to be passed to fragment shader\n //\n\n if (u_active_colors[0] == 1.) {\n v_color = u_baseColor;\n }\n\n for (int i = 0; i < u_waveLayers_length; i++) {\n if (u_active_colors[i + 1] == 1.) {\n WaveLayers layer = u_waveLayers[i];\n\n float noise = smoothstep(\n layer.noiseFloor,\n layer.noiseCeil,\n snoise(vec3(\n noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,\n noiseCoord.y * layer.noiseFreq.y,\n time * layer.noiseSpeed + layer.noiseSeed\n )) / 2.0 + 0.5\n );\n\n v_color = blendNormal(v_color, layer.color, pow(noise, 4.));\n }\n }\n\n //\n // Finish\n //\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n}", | |
noise: "//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}", | |
blend: "//\n// https://github.com/jamieowen/glsl-blend\n//\n\n// Normal\n\nvec3 blendNormal(vec3 base, vec3 blend) {\n\treturn blend;\n}\n\nvec3 blendNormal(vec3 base, vec3 blend, float opacity) {\n\treturn (blendNormal(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Screen\n\nfloat blendScreen(float base, float blend) {\n\treturn 1.0-((1.0-base)*(1.0-blend));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend) {\n\treturn vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n\treturn (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Multiply\n\nvec3 blendMultiply(vec3 base, vec3 blend) {\n\treturn base*blend;\n}\n\nvec3 blendMultiply(vec3 base, vec3 blend, float opacity) {\n\treturn (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Overlay\n\nfloat blendOverlay(float base, float blend) {\n\treturn base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend) {\n\treturn vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend, float opacity) {\n\treturn (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Hard light\n\nvec3 blendHardLight(vec3 base, vec3 blend) {\n\treturn blendOverlay(blend,base);\n}\n\nvec3 blendHardLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Soft light\n\nfloat blendSoftLight(float base, float blend) {\n\treturn (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend) {\n\treturn vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color dodge\n\nfloat blendColorDodge(float base, float blend) {\n\treturn (blend==1.0)?blend:min(base/(1.0-blend),1.0);\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend) {\n\treturn vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color burn\n\nfloat blendColorBurn(float base, float blend) {\n\treturn (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend) {\n\treturn vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Vivid Light\n\nfloat blendVividLight(float base, float blend) {\n\treturn (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend) {\n\treturn vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Lighten\n\nfloat blendLighten(float base, float blend) {\n\treturn max(blend,base);\n}\n\nvec3 blendLighten(vec3 base, vec3 blend) {\n\treturn vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));\n}\n\nvec3 blendLighten(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLighten(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear burn\n\nfloat blendLinearBurn(float base, float blend) {\n\t// Note : Same implementation as BlendSubtractf\n\treturn max(base+blend-1.0,0.0);\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendSubtract\n\treturn max(base+blend-vec3(1.0),vec3(0.0));\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear dodge\n\nfloat blendLinearDodge(float base, float blend) {\n\t// Note : Same implementation as BlendAddf\n\treturn min(base+blend,1.0);\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendAdd\n\treturn min(base+blend,vec3(1.0));\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear light\n\nfloat blendLinearLight(float base, float blend) {\n\treturn blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend) {\n\treturn vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity));\n}", | |
fragment: "varying vec3 v_color;\n\nvoid main() {\n vec3 color = v_color;\n if (u_darken_top == 1.0) {\n vec2 st = gl_FragCoord.xy/resolution.xy;\n color.g -= pow(st.y + sin(-12.0) * st.x, u_shadow_power) * 0.4;\n }\n gl_FragColor = vec4(color, 1.0);\n}" | |
}, | |
this.conf = { | |
presetName: "", | |
wireframe: !1, | |
density: [.06, .16], | |
zoom: 1, | |
rotation: 0, | |
playing: !0 | |
}, | |
document.querySelectorAll("canvas").length < 1 ? t.info("DID NOT LOAD HERO STRIPE CANVAS") : (this.minigl = new r(this.el,null,null,!0), | |
requestAnimationFrame(()=>{ | |
this.el && (this.computedCanvasStyle = getComputedStyle(this.el), | |
this.waitForCssVars()) | |
} | |
), | |
this.scrollObserver = await s.create(.1, !1), | |
this.scrollObserver.observe(this.el), | |
this.scrollObserver.onSeparate(()=>{ | |
window.removeEventListener("scroll", this.handleScroll), | |
window.removeEventListener("mousedown", this.handleMouseDown), | |
window.removeEventListener("mouseup", this.handleMouseUp), | |
window.removeEventListener("keydown", this.handleKeyDown), | |
this.isIntersecting = !1, | |
this.conf.playing && this.pause() | |
} | |
), | |
this.scrollObserver.onIntersect(()=>{ | |
window.addEventListener("scroll", this.handleScroll), | |
window.addEventListener("mousedown", this.handleMouseDown), | |
window.addEventListener("mouseup", this.handleMouseUp), | |
window.addEventListener("keydown", this.handleKeyDown), | |
this.isIntersecting = !0, | |
this.addIsLoadedClass(), | |
this.play() | |
} | |
)) | |
} | |
disconnect() { | |
this.scrollObserver && (window.removeEventListener("scroll", this.handleScroll), | |
window.removeEventListener("mousedown", this.handleMouseDown), | |
window.removeEventListener("mouseup", this.handleMouseUp), | |
window.removeEventListener("keydown", this.handleKeyDown), | |
this.scrollObserver.disconnect()), | |
window.removeEventListener("resize", this.resize) | |
} | |
initMaterial() { | |
this.uniforms = { | |
u_time: new this.minigl.Uniform({ | |
value: 0 | |
}), | |
u_shadow_power: new this.minigl.Uniform({ | |
value: 5 | |
}), | |
u_darken_top: new this.minigl.Uniform({ | |
value: "" === this.el.dataset.jsDarkenTop ? 1 : 0 | |
}), | |
u_active_colors: new this.minigl.Uniform({ | |
value: this.activeColors, | |
type: "vec4" | |
}), | |
u_global: new this.minigl.Uniform({ | |
value: { | |
noiseFreq: new this.minigl.Uniform({ | |
value: [this.freqX, this.freqY], | |
type: "vec2" | |
}), | |
noiseSpeed: new this.minigl.Uniform({ | |
value: 5e-6 | |
}) | |
}, | |
type: "struct" | |
}), | |
u_vertDeform: new this.minigl.Uniform({ | |
value: { | |
incline: new this.minigl.Uniform({ | |
value: Math.sin(this.angle) / Math.cos(this.angle) | |
}), | |
offsetTop: new this.minigl.Uniform({ | |
value: -.5 | |
}), | |
offsetBottom: new this.minigl.Uniform({ | |
value: -.5 | |
}), | |
noiseFreq: new this.minigl.Uniform({ | |
value: [3, 4], | |
type: "vec2" | |
}), | |
noiseAmp: new this.minigl.Uniform({ | |
value: this.amp | |
}), | |
noiseSpeed: new this.minigl.Uniform({ | |
value: 10 | |
}), | |
noiseFlow: new this.minigl.Uniform({ | |
value: 3 | |
}), | |
noiseSeed: new this.minigl.Uniform({ | |
value: this.seed | |
}) | |
}, | |
type: "struct", | |
excludeFrom: "fragment" | |
}), | |
u_baseColor: new this.minigl.Uniform({ | |
value: this.sectionColors[0], | |
type: "vec3", | |
excludeFrom: "fragment" | |
}), | |
u_waveLayers: new this.minigl.Uniform({ | |
value: [], | |
excludeFrom: "fragment", | |
type: "array" | |
}) | |
}; | |
for (let e = 1; e < this.sectionColors.length; e += 1) | |
this.uniforms.u_waveLayers.value.push(new this.minigl.Uniform({ | |
value: { | |
color: new this.minigl.Uniform({ | |
value: this.sectionColors[e], | |
type: "vec3" | |
}), | |
noiseFreq: new this.minigl.Uniform({ | |
value: [2 + e / this.sectionColors.length, 3 + e / this.sectionColors.length], | |
type: "vec2" | |
}), | |
noiseSpeed: new this.minigl.Uniform({ | |
value: 11 + .3 * e | |
}), | |
noiseFlow: new this.minigl.Uniform({ | |
value: 6.5 + .3 * e | |
}), | |
noiseSeed: new this.minigl.Uniform({ | |
value: this.seed + 10 * e | |
}), | |
noiseFloor: new this.minigl.Uniform({ | |
value: .1 | |
}), | |
noiseCeil: new this.minigl.Uniform({ | |
value: .63 + .07 * e | |
}) | |
}, | |
type: "struct" | |
})); | |
return this.vertexShader = [this.shaderFiles.noise, this.shaderFiles.blend, this.shaderFiles.vertex].join("\n\n"), | |
new this.minigl.Material(this.vertexShader,this.shaderFiles.fragment,this.uniforms) | |
} | |
initMesh() { | |
this.material = this.initMaterial(), | |
this.geometry = new this.minigl.PlaneGeometry, | |
this.mesh = new this.minigl.Mesh(this.geometry,this.material) | |
} | |
shouldSkipFrame(e) { | |
return !!window.document.hidden || (!this.conf.playing || (parseInt(e, 10) % 2 == 0 || void 0)) | |
} | |
checkKonami(e) { | |
e.key.toLowerCase() === this.konamiCode[this.konamiIndex] ? this.konamiIndex += 1 : this.konamiIndex = 0, | |
this.konamiIndex > 1 && e.preventDefault(), | |
this.konamiIndex < this.konamiCode.length || this.showGradientLegend() | |
} | |
updateFrequency(e) { | |
this.freqX += e, | |
this.freqY += e | |
} | |
toggleColor(e) { | |
this.activeColors[e] = 0 === this.activeColors[e] ? 1 : 0 | |
} | |
showGradientLegend() { | |
this.width > this.minWidth && (this.isGradientLegendVisible = !0, | |
document.body.classList.add("isGradientLegendVisible")) | |
} | |
hideGradientLegend() { | |
this.isGradientLegendVisible = !1, | |
document.body.classList.remove("isGradientLegendVisible") | |
} | |
init() { | |
this.initGradientColors(), | |
this.initMesh(), | |
this.resize(), | |
requestAnimationFrame(this.animate), | |
window.addEventListener("resize", this.resize) | |
} | |
waitForCssVars() { | |
if (this.computedCanvasStyle && -1 !== this.computedCanvasStyle.getPropertyValue("--gradientColorOne").indexOf("#")) | |
this.init(), | |
this.addIsLoadedClass(); | |
else { | |
if (this.cssVarRetries += 1, | |
this.cssVarRetries > this.maxCssVarRetries) | |
return this.sectionColors = [16711680, 16711680, 16711935, 65280, 255], | |
void this.init(); | |
requestAnimationFrame(()=>this.waitForCssVars()) | |
} | |
} | |
initGradientColors() { | |
this.sectionColors = ["--gradientColorZero", "--gradientColorOne", "--gradientColorTwo", "--gradientColorThree"].map(e=>{ | |
let t = this.computedCanvasStyle.getPropertyValue(e).trim(); | |
if (4 === t.length) { | |
const e = t.substr(1).split("").map(e=>e + e).join(""); | |
t = `#${e}` | |
} | |
return t && `0x${t.substr(1)}` | |
} | |
).filter(Boolean).map(a) | |
} | |
} | |
); |
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