Files
site-portfolio/public/vendor/paper-shaders/shader-utils.d.ts
T
root daa623fe73 feat(mesh-bg): fade-in шейдера фона + modulepreload графа
- canvas стартует с opacity:0 и плавно проявляется (0.9s) при .is-ready
- initPageMeshShader ставит is-ready после первого кадра
- modulepreload page-mesh-shader.js для параллельной загрузки с main.js
- пересборка страниц (build:pages)
2026-09-24 21:37:40 +02:00

11 lines
3.4 KiB
TypeScript

export declare const declarePI = "\n#define TWO_PI 6.28318530718\n#define PI 3.14159265358979323846\n";
export declare const rotation2 = "\nvec2 rotate(vec2 uv, float th) {\n return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;\n}\n";
export declare const proceduralHash11 = "\n float hash11(float p) {\n p = fract(p * 0.3183099) + 0.1;\n p *= p + 19.19;\n return fract(p * p);\n }\n";
export declare const proceduralHash21 = "\n float hash21(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p + 19.19);\n return fract(p.x * p.y);\n }\n";
export declare const proceduralHash22 = "\n vec2 hash22(vec2 p) {\n p = fract(p * vec2(0.3183099, 0.3678794)) + 0.1;\n p += dot(p, p.yx + 19.19);\n return fract(vec2(p.x * p.y, p.x + p.y));\n }\n";
export declare const textureRandomizerR = "\n float randomR(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).r;\n }\n";
export declare const textureRandomizerGB = "\n vec2 randomGB(vec2 p) {\n vec2 uv = floor(p) / 100. + .5;\n return texture(u_noiseTexture, fract(uv)).gb;\n }\n";
export declare const colorBandingFix = "\n color += 1. / 256. * (fract(sin(dot(.014 * gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453123) - .5);\n";
export declare const simplexNoise = "\nvec3 permute(vec3 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }\nfloat snoise(vec2 v) {\n const vec4 C = vec4(0.211324865405187, 0.366025403784439,\n -0.577350269189626, 0.024390243902439);\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 = v - i + dot(i, C.xx);\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n i = mod(i, 289.0);\n vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))\n + i.x + vec3(0.0, i1.x, 1.0));\n vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy),\n dot(x12.zw, x12.zw)), 0.0);\n m = m * m;\n m = m * m;\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n";
export declare const fiberNoise = "\nfloat fiberRandom(vec2 p) {\n vec2 uv = floor(p) / 100.;\n return texture(u_noiseTexture, fract(uv)).b;\n}\n\nfloat fiberValueNoise(vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = fiberRandom(i);\n float b = fiberRandom(i + vec2(1.0, 0.0));\n float c = fiberRandom(i + vec2(0.0, 1.0));\n float d = fiberRandom(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n float x1 = mix(a, b, u.x);\n float x2 = mix(c, d, u.x);\n return mix(x1, x2, u.y);\n}\n\nfloat fiberNoiseFbm(in vec2 n, vec2 seedOffset) {\n float total = 0.0, amplitude = 1.;\n for (int i = 0; i < 4; i++) {\n n = rotate(n, .7);\n total += fiberValueNoise(n + seedOffset) * amplitude;\n n *= 2.;\n amplitude *= 0.6;\n }\n return total;\n}\n\nfloat fiberNoise(vec2 uv, vec2 seedOffset) {\n float epsilon = 0.001;\n float n1 = fiberNoiseFbm(uv + vec2(epsilon, 0.0), seedOffset);\n float n2 = fiberNoiseFbm(uv - vec2(epsilon, 0.0), seedOffset);\n float n3 = fiberNoiseFbm(uv + vec2(0.0, epsilon), seedOffset);\n float n4 = fiberNoiseFbm(uv - vec2(0.0, epsilon), seedOffset);\n return length(vec2(n1 - n2, n3 - n4)) / (2.0 * epsilon);\n}\n";