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site-portfolio/public/vendor/paper-shaders/shaders/grain-gradient.d.ts
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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

83 lines
3.9 KiB
TypeScript

import type { vec4 } from '../types.js';
import type { ShaderMotionParams } from '../shader-mount.js';
import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
export declare const grainGradientMeta: {
readonly maxColorCount: 7;
};
/**
* Multi-color gradients with grainy, noise-textured distortion available in 7 animated abstract forms.
*
* Note: grains are calculated using gl_FragCoord & u_resolution, meaning grains don't react to scaling and fit
*
* Fragment shader uniforms:
* - u_time (float): Animation time
* - u_resolution (vec2): Canvas resolution in pixels
* - u_pixelRatio (float): Device pixel ratio
* - u_originX (float): Reference point for positioning (0 to 1)
* - u_originY (float): Reference point for positioning (0 to 1)
* - u_worldWidth (float): Virtual width of the graphic
* - u_worldHeight (float): Virtual height of the graphic
* - u_fit (float): Fit mode (0 = none, 1 = contain, 2 = cover)
* - u_scale (float): Overall zoom level (0.01 to 4)
* - u_rotation (float): Rotation angle in degrees (0 to 360)
* - u_offsetX (float): Horizontal offset (-1 to 1)
* - u_offsetY (float): Vertical offset (-1 to 1)
* - u_colorBack (vec4): Background color in RGBA
* - u_colors (vec4[]): Up to 7 gradient colors in RGBA
* - u_colorsCount (float): Number of active colors
* - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)
* - u_intensity (float): Distortion between color bands (0 to 1)
* - u_noise (float): Grainy noise overlay (0 to 1)
* - u_shape (float): Shape type (1 = wave, 2 = dots, 3 = truchet, 4 = corners, 5 = ripple, 6 = blob, 7 = sphere)
* - u_noiseTexture (sampler2D): Pre-computed randomizer source texture
*
* Vertex shader outputs (used in fragment shader):
* - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied (used for shapes 4-7)
* - v_objectBoxSize (vec2): Size of the object bounding box in pixels
* - v_patternUV (vec2): UV coordinates for pattern with global sizing (rotation, scale, offset, etc) applied (used for shapes 1-3)
* - v_patternBoxSize (vec2): Size of the pattern bounding box in pixels
*
* Vertex shader uniforms:
* - u_resolution (vec2): Canvas resolution in pixels
* - u_pixelRatio (float): Device pixel ratio
* - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
* - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
* - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
* - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
* - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
* - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
* - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
* - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
* - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
*
*/
export declare const grainGradientFragmentShader: string;
export interface GrainGradientUniforms extends ShaderSizingUniforms {
u_colorBack: [number, number, number, number];
u_colors: vec4[];
u_colorsCount: number;
u_softness: number;
u_intensity: number;
u_noise: number;
u_shape: (typeof GrainGradientShapes)[GrainGradientShape];
u_noiseTexture?: HTMLImageElement;
}
export interface GrainGradientParams extends ShaderSizingParams, ShaderMotionParams {
colorBack?: string;
colors?: string[];
softness?: number;
intensity?: number;
noise?: number;
shape?: GrainGradientShape;
}
export declare const GrainGradientShapes: {
wave: number;
dots: number;
truchet: number;
corners: number;
ripple: number;
blob: number;
sphere: number;
};
export type GrainGradientShape = keyof typeof GrainGradientShapes;