Files
site-portfolio/public/vendor/paper-shaders/shaders/god-rays.js
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

134 lines
3.9 KiB
JavaScript

/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Paper Shaders *
* https://github.com/paper-design/shaders *
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
import {} from "../shader-sizing.js";
import { declarePI, rotation2, textureRandomizerR, colorBandingFix, proceduralHash11 } from "../shader-utils.js";
const godRaysMeta = {
maxColorCount: 5
};
const godRaysFragmentShader = `#version 300 es
precision mediump float;
uniform float u_time;
uniform sampler2D u_noiseTexture;
uniform vec4 u_colorBack;
uniform vec4 u_colorBloom;
uniform vec4 u_colors[${godRaysMeta.maxColorCount}];
uniform float u_colorsCount;
uniform float u_density;
uniform float u_spotty;
uniform float u_midSize;
uniform float u_midIntensity;
uniform float u_intensity;
uniform float u_bloom;
in vec2 v_objectUV;
out vec4 fragColor;
${declarePI}
${rotation2}
${textureRandomizerR}
float valueNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = randomR(i);
float b = randomR(i + vec2(1.0, 0.0));
float c = randomR(i + vec2(0.0, 1.0));
float d = randomR(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
float x1 = mix(a, b, u.x);
float x2 = mix(c, d, u.x);
return mix(x1, x2, u.y);
}
${proceduralHash11}
float raysShape(vec2 uv, float r, float freq, float intensity, float radius) {
float a = atan(uv.y, uv.x);
vec2 left = vec2(a * freq, r);
vec2 right = vec2(fract(a / TWO_PI) * TWO_PI * freq, r);
float n_left = pow(valueNoise(left), intensity);
float n_right = pow(valueNoise(right), intensity);
float shape = mix(n_right, n_left, smoothstep(-.15, .15, uv.x));
return shape;
}
void main() {
vec2 shape_uv = v_objectUV;
float t = .2 * u_time;
float radius = length(shape_uv);
float spots = 6.5 * abs(u_spotty);
float intensity = 4. - 3. * clamp(u_intensity, 0., 1.);
float delta = 1. - smoothstep(0., 1., radius);
float midSize = 10. * abs(u_midSize);
float ms_lo = 0.02 * midSize;
float ms_hi = max(midSize, 1e-6);
float middleShape = pow(u_midIntensity, 0.3) * (1. - smoothstep(ms_lo, ms_hi, 3.0 * radius));
middleShape = pow(middleShape, 5.0);
vec3 accumColor = vec3(0.0);
float accumAlpha = 0.0;
for (int i = 0; i < ${godRaysMeta.maxColorCount}; i++) {
if (i >= int(u_colorsCount)) break;
vec2 rotatedUV = rotate(shape_uv, float(i) + 1.0);
float r1 = radius * (1.0 + 0.4 * float(i)) - 3.0 * t;
float r2 = 0.5 * radius * (1.0 + spots) - 2.0 * t;
float density = 6. * u_density + step(.5, u_density) * pow(4.5 * (u_density - .5), 4.);
float f = mix(1.0, 3.0 + 0.5 * float(i), hash11(float(i) * 15.)) * density;
float ray = raysShape(rotatedUV, r1, 5.0 * f, intensity, radius);
ray *= raysShape(rotatedUV, r2, 4.0 * f, intensity, radius);
ray += (1. + 4. * ray) * middleShape;
ray = clamp(ray, 0.0, 1.0);
float srcAlpha = u_colors[i].a * ray;
vec3 srcColor = u_colors[i].rgb * srcAlpha;
vec3 alphaBlendColor = accumColor + (1.0 - accumAlpha) * srcColor;
float alphaBlendAlpha = accumAlpha + (1.0 - accumAlpha) * srcAlpha;
vec3 addBlendColor = accumColor + srcColor;
float addBlendAlpha = accumAlpha + srcAlpha;
accumColor = mix(alphaBlendColor, addBlendColor, u_bloom);
accumAlpha = mix(alphaBlendAlpha, addBlendAlpha, u_bloom);
}
float overlayAlpha = u_colorBloom.a;
vec3 overlayColor = u_colorBloom.rgb * overlayAlpha;
vec3 colorWithOverlay = accumColor + accumAlpha * overlayColor;
accumColor = mix(accumColor, colorWithOverlay, u_bloom);
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
vec3 color = accumColor + (1. - accumAlpha) * bgColor;
float opacity = accumAlpha + (1. - accumAlpha) * u_colorBack.a;
color = clamp(color, 0., 1.);
opacity = clamp(opacity, 0., 1.);
${colorBandingFix}
fragColor = vec4(color, opacity);
}
`;
export {
godRaysFragmentShader,
godRaysMeta
};
//# sourceMappingURL=god-rays.js.map