931384b468
* app loader * specific loaders with spinner
750 lines
34 KiB
JavaScript
750 lines
34 KiB
JavaScript
/*
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* Stripe WebGl Gradient Animation
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* All Credits to Stripe.com
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* ScrollObserver functionality to disable animation when not scrolled into view has been disabled and
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* commented out for now.
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* https://kevinhufnagl.com
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*/
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//Converting colors to proper format
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function normalizeColor(hexCode) {
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return [((hexCode >> 16) & 255) / 255, ((hexCode >> 8) & 255) / 255, (255 & hexCode) / 255];
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}
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["SCREEN", "LINEAR_LIGHT"].reduce(
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(hexCode, t, n) =>
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Object.assign(hexCode, {
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[t]: n,
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}),
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{},
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);
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//Essential functionality of WebGl
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//t = width
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//n = height
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class MiniGl {
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constructor(canvas, width, height, debug = false) {
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const _miniGl = this,
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debug_output = -1 !== document.location.search.toLowerCase().indexOf("debug=webgl");
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(_miniGl.canvas = canvas),
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(_miniGl.gl = _miniGl.canvas.getContext("webgl", {
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antialias: true,
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})),
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(_miniGl.meshes = []);
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const context = _miniGl.gl;
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width && height && this.setSize(width, height),
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_miniGl.lastDebugMsg,
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(_miniGl.debug =
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debug && debug_output
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? function (e) {
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const t = new Date();
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t - _miniGl.lastDebugMsg > 1e3 && console.log("---"),
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console.log(
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t.toLocaleTimeString() + Array(Math.max(0, 32 - e.length)).join(" ") + e + ": ",
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...Array.from(arguments).slice(1),
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),
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(_miniGl.lastDebugMsg = t);
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}
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: () => {}),
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Object.defineProperties(_miniGl, {
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Material: {
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enumerable: false,
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value: class {
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constructor(vertexShaders, fragments, uniforms = {}) {
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const material = this;
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function getShaderByType(type, source) {
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const shader = context.createShader(type);
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return (
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context.shaderSource(shader, source),
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context.compileShader(shader),
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context.getShaderParameter(shader, context.COMPILE_STATUS) ||
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console.error(context.getShaderInfoLog(shader)),
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_miniGl.debug("Material.compileShaderSource", {
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source: source,
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}),
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shader
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);
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}
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function getUniformVariableDeclarations(uniforms, type) {
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return Object.entries(uniforms)
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.map(([uniform, value]) => value.getDeclaration(uniform, type))
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.join("\n");
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}
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(material.uniforms = uniforms), (material.uniformInstances = []);
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const prefix = "\n precision highp float;\n ";
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(material.vertexSource = `\n ${prefix}\n attribute vec4 position;\n attribute vec2 uv;\n attribute vec2 uvNorm;\n ${getUniformVariableDeclarations(
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_miniGl.commonUniforms,
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"vertex",
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)}\n ${getUniformVariableDeclarations(
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uniforms,
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"vertex",
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)}\n ${vertexShaders}\n `),
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(material.Source = `\n ${prefix}\n ${getUniformVariableDeclarations(
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_miniGl.commonUniforms,
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"fragment",
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)}\n ${getUniformVariableDeclarations(
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uniforms,
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"fragment",
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)}\n ${fragments}\n `),
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(material.vertexShader = getShaderByType(context.VERTEX_SHADER, material.vertexSource)),
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(material.fragmentShader = getShaderByType(context.FRAGMENT_SHADER, material.Source)),
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(material.program = context.createProgram()),
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context.attachShader(material.program, material.vertexShader),
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context.attachShader(material.program, material.fragmentShader),
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context.linkProgram(material.program),
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context.getProgramParameter(material.program, context.LINK_STATUS) ||
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console.error(context.getProgramInfoLog(material.program)),
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context.useProgram(material.program),
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material.attachUniforms(void 0, _miniGl.commonUniforms),
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material.attachUniforms(void 0, material.uniforms);
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}
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//t = uniform
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attachUniforms(name, uniforms) {
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//n = material
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const material = this;
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void 0 === name
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? Object.entries(uniforms).forEach(([name, uniform]) => {
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material.attachUniforms(name, uniform);
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})
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: "array" == uniforms.type
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? uniforms.value.forEach((uniform, i) =>
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material.attachUniforms(`${name}[${i}]`, uniform),
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)
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: "struct" == uniforms.type
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? Object.entries(uniforms.value).forEach(([uniform, i]) =>
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material.attachUniforms(`${name}.${uniform}`, i),
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)
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: (_miniGl.debug("Material.attachUniforms", {
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name: name,
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uniform: uniforms,
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}),
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material.uniformInstances.push({
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uniform: uniforms,
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location: context.getUniformLocation(material.program, name),
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}));
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}
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},
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},
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Uniform: {
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enumerable: !1,
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value: class {
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constructor(e) {
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(this.type = "float"), Object.assign(this, e);
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(this.typeFn =
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{
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float: "1f",
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int: "1i",
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vec2: "2fv",
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vec3: "3fv",
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vec4: "4fv",
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mat4: "Matrix4fv",
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}[this.type] || "1f"),
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this.update();
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}
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update(value) {
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void 0 !== this.value &&
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context[`uniform${this.typeFn}`](
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value,
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0 === this.typeFn.indexOf("Matrix") ? this.transpose : this.value,
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0 === this.typeFn.indexOf("Matrix") ? this.value : null,
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);
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}
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//e - name
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//t - type
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//n - length
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getDeclaration(name, type, length) {
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const uniform = this;
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if (uniform.excludeFrom !== type) {
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if ("array" === uniform.type)
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return (
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uniform.value[0].getDeclaration(name, type, uniform.value.length) +
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`\nconst int ${name}_length = ${uniform.value.length};`
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);
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if ("struct" === uniform.type) {
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let name_no_prefix = name.replace("u_", "");
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return (
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(name_no_prefix =
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name_no_prefix.charAt(0).toUpperCase() + name_no_prefix.slice(1)),
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`uniform struct ${name_no_prefix}
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{\n` +
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Object.entries(uniform.value)
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.map(([name, uniform]) =>
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uniform.getDeclaration(name, type).replace(/^uniform/, ""),
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)
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.join("") +
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`\n} ${name}${length > 0 ? `[${length}]` : ""};`
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);
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}
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return `uniform ${uniform.type} ${name}${length > 0 ? `[${length}]` : ""};`;
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}
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}
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},
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},
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PlaneGeometry: {
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enumerable: !1,
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value: class {
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constructor(width, height, n, i, orientation) {
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context.createBuffer(),
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(this.attributes = {
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position: new _miniGl.Attribute({
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target: context.ARRAY_BUFFER,
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size: 3,
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}),
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uv: new _miniGl.Attribute({
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target: context.ARRAY_BUFFER,
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size: 2,
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}),
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uvNorm: new _miniGl.Attribute({
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target: context.ARRAY_BUFFER,
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size: 2,
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}),
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index: new _miniGl.Attribute({
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target: context.ELEMENT_ARRAY_BUFFER,
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size: 3,
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type: context.UNSIGNED_SHORT,
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}),
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}),
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this.setTopology(n, i),
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this.setSize(width, height, orientation);
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}
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setTopology(e = 1, t = 1) {
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const n = this;
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(n.xSegCount = e),
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(n.ySegCount = t),
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(n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1)),
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(n.quadCount = n.xSegCount * n.ySegCount * 2),
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(n.attributes.uv.values = new Float32Array(2 * n.vertexCount)),
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(n.attributes.uvNorm.values = new Float32Array(2 * n.vertexCount)),
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(n.attributes.index.values = new Uint16Array(3 * n.quadCount));
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for (let e = 0; e <= n.ySegCount; e++)
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for (let t = 0; t <= n.xSegCount; t++) {
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const i = e * (n.xSegCount + 1) + t;
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if (
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((n.attributes.uv.values[2 * i] = t / n.xSegCount),
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(n.attributes.uv.values[2 * i + 1] = 1 - e / n.ySegCount),
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(n.attributes.uvNorm.values[2 * i] = (t / n.xSegCount) * 2 - 1),
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(n.attributes.uvNorm.values[2 * i + 1] = 1 - (e / n.ySegCount) * 2),
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t < n.xSegCount && e < n.ySegCount)
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) {
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const s = e * n.xSegCount + t;
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(n.attributes.index.values[6 * s] = i),
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(n.attributes.index.values[6 * s + 1] = i + 1 + n.xSegCount),
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(n.attributes.index.values[6 * s + 2] = i + 1),
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(n.attributes.index.values[6 * s + 3] = i + 1),
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(n.attributes.index.values[6 * s + 4] = i + 1 + n.xSegCount),
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(n.attributes.index.values[6 * s + 5] = i + 2 + n.xSegCount);
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}
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}
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n.attributes.uv.update(),
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n.attributes.uvNorm.update(),
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n.attributes.index.update(),
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_miniGl.debug("Geometry.setTopology", {
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uv: n.attributes.uv,
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uvNorm: n.attributes.uvNorm,
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index: n.attributes.index,
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});
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}
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setSize(width = 1, height = 1, orientation = "xz") {
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const geometry = this;
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(geometry.width = width),
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(geometry.height = height),
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(geometry.orientation = orientation),
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(geometry.attributes.position.values &&
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geometry.attributes.position.values.length === 3 * geometry.vertexCount) ||
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(geometry.attributes.position.values = new Float32Array(3 * geometry.vertexCount));
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const o = width / -2,
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r = height / -2,
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segment_width = width / geometry.xSegCount,
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segment_height = height / geometry.ySegCount;
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for (let yIndex = 0; yIndex <= geometry.ySegCount; yIndex++) {
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const t = r + yIndex * segment_height;
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for (let xIndex = 0; xIndex <= geometry.xSegCount; xIndex++) {
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const r = o + xIndex * segment_width,
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l = yIndex * (geometry.xSegCount + 1) + xIndex;
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(geometry.attributes.position.values[3 * l + "xyz".indexOf(orientation[0])] = r),
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(geometry.attributes.position.values[3 * l + "xyz".indexOf(orientation[1])] =
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-t);
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}
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}
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geometry.attributes.position.update(),
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_miniGl.debug("Geometry.setSize", {
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position: geometry.attributes.position,
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});
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}
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},
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},
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Mesh: {
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enumerable: !1,
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value: class {
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constructor(geometry, material) {
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const mesh = this;
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(mesh.geometry = geometry),
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(mesh.material = material),
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(mesh.wireframe = !1),
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(mesh.attributeInstances = []),
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Object.entries(mesh.geometry.attributes).forEach(([e, attribute]) => {
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mesh.attributeInstances.push({
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attribute: attribute,
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location: attribute.attach(e, mesh.material.program),
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});
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}),
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_miniGl.meshes.push(mesh),
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_miniGl.debug("Mesh.constructor", {
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mesh: mesh,
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});
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}
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draw() {
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context.useProgram(this.material.program),
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this.material.uniformInstances.forEach(({ uniform: e, location: t }) => e.update(t)),
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this.attributeInstances.forEach(({ attribute: e, location: t }) => e.use(t)),
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context.drawElements(
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this.wireframe ? context.LINES : context.TRIANGLES,
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this.geometry.attributes.index.values.length,
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context.UNSIGNED_SHORT,
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0,
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);
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}
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remove() {
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_miniGl.meshes = _miniGl.meshes.filter((e) => e != this);
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}
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},
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},
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Attribute: {
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enumerable: !1,
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value: class {
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constructor(e) {
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(this.type = context.FLOAT),
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(this.normalized = !1),
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(this.buffer = context.createBuffer()),
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Object.assign(this, e),
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this.update();
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}
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update() {
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void 0 !== this.values &&
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(context.bindBuffer(this.target, this.buffer),
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context.bufferData(this.target, this.values, context.STATIC_DRAW));
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}
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attach(e, t) {
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const n = context.getAttribLocation(t, e);
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return (
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this.target === context.ARRAY_BUFFER &&
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(context.enableVertexAttribArray(n),
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context.vertexAttribPointer(n, this.size, this.type, this.normalized, 0, 0)),
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n
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);
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}
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use(e) {
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context.bindBuffer(this.target, this.buffer),
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this.target === context.ARRAY_BUFFER &&
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(context.enableVertexAttribArray(e),
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context.vertexAttribPointer(e, this.size, this.type, this.normalized, 0, 0));
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}
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},
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},
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});
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const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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_miniGl.commonUniforms = {
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projectionMatrix: new _miniGl.Uniform({
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type: "mat4",
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value: a,
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}),
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modelViewMatrix: new _miniGl.Uniform({
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type: "mat4",
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value: a,
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}),
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resolution: new _miniGl.Uniform({
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type: "vec2",
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value: [1, 1],
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}),
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aspectRatio: new _miniGl.Uniform({
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type: "float",
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value: 1,
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}),
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};
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}
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setSize(e = 640, t = 480) {
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(this.width = e),
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(this.height = t),
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(this.canvas.width = e),
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(this.canvas.height = t),
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this.gl.viewport(0, 0, e, t),
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(this.commonUniforms.resolution.value = [e, t]),
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(this.commonUniforms.aspectRatio.value = e / t),
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this.debug("MiniGL.setSize", {
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width: e,
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height: t,
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});
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}
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//left, right, top, bottom, near, far
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setOrthographicCamera(e = 0, t = 0, n = 0, i = -2e3, s = 2e3) {
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(this.commonUniforms.projectionMatrix.value = [
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2 / this.width,
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0,
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0,
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0,
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0,
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2 / this.height,
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0,
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0,
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0,
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0,
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2 / (i - s),
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0,
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e,
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t,
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n,
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1,
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]),
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this.debug("setOrthographicCamera", this.commonUniforms.projectionMatrix.value);
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}
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render() {
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this.gl.clearColor(0, 0, 0, 0), this.gl.clearDepth(1), this.meshes.forEach((e) => e.draw());
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}
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}
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//Sets initial properties
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function e(object, propertyName, val) {
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return (
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propertyName in object
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? Object.defineProperty(object, propertyName, {
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value: val,
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enumerable: !0,
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configurable: !0,
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writable: !0,
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})
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: (object[propertyName] = val),
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object
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);
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}
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//Gradient object
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class Gradient {
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constructor(...t) {
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e(this, "el", void 0),
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e(this, "cssVarRetries", 0),
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e(this, "maxCssVarRetries", 200),
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e(this, "angle", 0),
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e(this, "isLoadedClass", !1),
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e(this, "isScrolling", !1),
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/*e(this, "isStatic", o.disableAmbientAnimations()),*/ e(this, "scrollingTimeout", void 0),
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e(this, "scrollingRefreshDelay", 200),
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e(this, "isIntersecting", !1),
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e(this, "shaderFiles", void 0),
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e(this, "vertexShader", void 0),
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e(this, "sectionColors", void 0),
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e(this, "computedCanvasStyle", void 0),
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e(this, "conf", void 0),
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e(this, "uniforms", void 0),
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e(this, "t", 1253106),
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e(this, "last", 0),
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e(this, "width", void 0),
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e(this, "minWidth", 1111),
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e(this, "height", 600),
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e(this, "xSegCount", void 0),
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e(this, "ySegCount", void 0),
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e(this, "mesh", void 0),
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e(this, "material", void 0),
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e(this, "geometry", void 0),
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e(this, "minigl", void 0),
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e(this, "scrollObserver", void 0),
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e(this, "amp", 320),
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e(this, "seed", 5),
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e(this, "freqX", 14e-5),
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e(this, "freqY", 29e-5),
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e(this, "freqDelta", 1e-5),
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e(this, "activeColors", [1, 1, 1, 1]),
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e(this, "isMetaKey", !1),
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e(this, "isGradientLegendVisible", !1),
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e(this, "isMouseDown", !1),
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e(this, "handleScroll", () => {
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clearTimeout(this.scrollingTimeout),
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(this.scrollingTimeout = setTimeout(this.handleScrollEnd, this.scrollingRefreshDelay)),
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this.isGradientLegendVisible && this.hideGradientLegend(),
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this.conf.playing && ((this.isScrolling = !0), this.pause());
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}),
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e(this, "handleScrollEnd", () => {
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(this.isScrolling = !1), this.isIntersecting && this.play();
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}),
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e(this, "resize", () => {
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(this.width = window.innerWidth),
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this.minigl.setSize(this.width, this.height),
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this.minigl.setOrthographicCamera(),
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(this.xSegCount = Math.ceil(this.width * this.conf.density[0])),
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(this.ySegCount = Math.ceil(this.height * this.conf.density[1])),
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this.mesh.geometry.setTopology(this.xSegCount, this.ySegCount),
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this.mesh.geometry.setSize(this.width, this.height),
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(this.mesh.material.uniforms.u_shadow_power.value = this.width < 600 ? 5 : 6);
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}),
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e(this, "handleMouseDown", (e) => {
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this.isGradientLegendVisible &&
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((this.isMetaKey = e.metaKey),
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(this.isMouseDown = !0),
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!1 === this.conf.playing && requestAnimationFrame(this.animate));
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|
}),
|
|
e(this, "handleMouseUp", () => {
|
|
this.isMouseDown = !1;
|
|
}),
|
|
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 = false;
|
|
}),
|
|
e(this, "play", () => {
|
|
requestAnimationFrame(this.animate), (this.conf.playing = true);
|
|
}),
|
|
e(this, "initGradient", (selector) => {
|
|
this.el = document.querySelector(selector);
|
|
this.connect();
|
|
return this;
|
|
});
|
|
}
|
|
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: false,
|
|
density: [0.06, 0.16],
|
|
zoom: 1,
|
|
rotation: 0,
|
|
playing: true,
|
|
}),
|
|
document.querySelectorAll("canvas").length < 1
|
|
? console.log("DID NOT LOAD HERO STRIPE CANVAS")
|
|
: ((this.minigl = new MiniGl(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: -0.5,
|
|
}),
|
|
offsetBottom: new this.minigl.Uniform({
|
|
value: -0.5,
|
|
}),
|
|
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 + 0.3 * e,
|
|
}),
|
|
noiseFlow: new this.minigl.Uniform({
|
|
value: 6.5 + 0.3 * e,
|
|
}),
|
|
noiseSeed: new this.minigl.Uniform({
|
|
value: this.seed + 10 * e,
|
|
}),
|
|
noiseFloor: new this.minigl.Uniform({
|
|
value: 0.1,
|
|
}),
|
|
noiseCeil: new this.minigl.Uniform({
|
|
value: 0.63 + 0.07 * 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;
|
|
}
|
|
updateFrequency(e) {
|
|
(this.freqX += e), (this.freqY += e);
|
|
}
|
|
toggleColor(index) {
|
|
this.activeColors[index] = 0 === this.activeColors[index] ? 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);
|
|
}
|
|
/*
|
|
* Waiting for the css variables to become available, usually on page load before we can continue.
|
|
* Using default colors assigned below if no variables have been found after maxCssVarRetries
|
|
*/
|
|
waitForCssVars() {
|
|
if (
|
|
this.computedCanvasStyle &&
|
|
-1 !== this.computedCanvasStyle.getPropertyValue("--gradient-color-1").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());
|
|
}
|
|
}
|
|
/*
|
|
* Initializes the four section colors by retrieving them from css variables.
|
|
*/
|
|
initGradientColors() {
|
|
this.sectionColors = ["--gradient-color-1", "--gradient-color-2", "--gradient-color-3", "--gradient-color-4"]
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.map((cssPropertyName) => {
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|
let hex = this.computedCanvasStyle.getPropertyValue(cssPropertyName).trim();
|
|
//Check if shorthand hex value was used and double the length so the conversion in normalizeColor will work.
|
|
if (4 === hex.length) {
|
|
const hexTemp = hex
|
|
.substr(1)
|
|
.split("")
|
|
.map((hexTemp) => hexTemp + hexTemp)
|
|
.join("");
|
|
hex = `#${hexTemp}`;
|
|
}
|
|
return hex && `0x${hex.substr(1)}`;
|
|
})
|
|
.filter(Boolean)
|
|
.map(normalizeColor);
|
|
}
|
|
}
|
|
|
|
/*
|
|
*Finally initializing the Gradient class, assigning a canvas to it and calling Gradient.connect() which initializes everything,
|
|
* Use Gradient.pause() and Gradient.play() for controls.
|
|
*
|
|
* Here are some default property values you can change anytime:
|
|
* Amplitude: Gradient.amp = 0
|
|
* Colors: Gradient.sectionColors (if you change colors, use normalizeColor(#hexValue)) before you assign it.
|
|
*
|
|
*
|
|
* Useful functions
|
|
* Gradient.toggleColor(index)
|
|
* Gradient.updateFrequency(freq)
|
|
*/
|
|
|
|
export { Gradient };
|