Files
site-portfolio/public/vendor/paper-shaders/shaders/heatmap.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

386 lines
12 KiB
JavaScript

/* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Paper Shaders *
* https://github.com/paper-design/shaders *
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
const heatmapMeta = {
maxColorCount: 10
};
const heatmapFragmentShader = `#version 300 es
precision highp float;
in mediump vec2 v_imageUV;
in mediump vec2 v_objectUV;
out vec4 fragColor;
uniform sampler2D u_image;
uniform float u_time;
uniform mediump float u_imageAspectRatio;
uniform vec4 u_colorBack;
uniform vec4 u_colors[${heatmapMeta.maxColorCount}];
uniform float u_colorsCount;
uniform float u_angle;
uniform float u_noise;
uniform float u_innerGlow;
uniform float u_outerGlow;
uniform float u_contour;
#define TWO_PI 6.28318530718
#define PI 3.14159265358979323846
float getImgFrame(vec2 uv, float th) {
float frame = 1.;
frame *= smoothstep(0., th, uv.y);
frame *= 1. - smoothstep(1. - th, 1., uv.y);
frame *= smoothstep(0., th, uv.x);
frame *= 1. - smoothstep(1. - th, 1., uv.x);
return frame;
}
float circle(vec2 uv, vec2 c, vec2 r) {
return 1. - smoothstep(r[0], r[1], length(uv - c));
}
float lst(float edge0, float edge1, float x) {
return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
}
float sst(float edge0, float edge1, float x) {
return smoothstep(edge0, edge1, x);
}
float shadowShape(vec2 uv, float t, float contour) {
vec2 scaledUV = uv;
// base shape tranjectory
float posY = mix(-1., 2., t);
// scaleX when it's moving down
scaledUV.y -= .5;
float mainCircleScale = sst(0., .8, posY) * lst(1.4, .9, posY);
scaledUV *= vec2(1., 1. + 1.5 * mainCircleScale);
scaledUV.y += .5;
// base shape
float innerR = .4;
float outerR = 1. - .3 * (sst(.1, .2, t) * (1. - sst(.2, .5, t)));
float s = circle(scaledUV, vec2(.5, posY - .2), vec2(innerR, outerR));
float shapeSizing = sst(.2, .3, t) * sst(.6, .3, t);
s = pow(s, 1.4);
s *= 1.2;
// flat gradient to take over the shadow shape
float topFlattener = 0.;
{
float pos = posY - uv.y;
float edge = 1.2;
topFlattener = lst(-.4, 0., pos) * (1. - sst(.0, edge, pos));
topFlattener = pow(topFlattener, 3.);
float topFlattenerMixer = (1. - sst(.0, .3, pos));
s = mix(topFlattener, s, topFlattenerMixer);
}
// apple right circle
{
float visibility = sst(.6, .7, t) * (1. - sst(.8, .9, t));
float angle = -2. -t * TWO_PI;
float rightCircle = circle(uv, vec2(.95 - .2 * cos(angle), .4 - .1 * sin(angle)), vec2(.15, .3));
rightCircle *= visibility;
s = mix(s, 0., rightCircle);
}
// apple top circle
{
float topCircle = circle(uv, vec2(.5, .19), vec2(.05, .25));
topCircle += 2. * contour * circle(uv, vec2(.5, .19), vec2(.2, .5));
float visibility = .55 * sst(.2, .3, t) * (1. - sst(.3, .45, t));
topCircle *= visibility;
s = mix(s, 0., topCircle);
}
float leafMask = circle(uv, vec2(.53, .13), vec2(.08, .19));
leafMask = mix(leafMask, 0., 1. - sst(.4, .54, uv.x));
leafMask = mix(0., leafMask, sst(.0, .2, uv.y));
leafMask *= (sst(.5, 1.1, posY) * sst(1.5, 1.3, posY));
s += leafMask;
// apple bottom circle
{
float visibility = sst(.0, .4, t) * (1. - sst(.6, .8, t));
s = mix(s, 0., visibility * circle(uv, vec2(.52, .92), vec2(.09, .25)));
}
// random balls that are invisible if apple logo is selected
{
float pos = sst(.0, .6, t) * (1. - sst(.6, 1., t));
s = mix(s, .5, circle(uv, vec2(.0, 1.2 - .5 * pos), vec2(.1, .3)));
s = mix(s, .0, circle(uv, vec2(1., .5 + .5 * pos), vec2(.1, .3)));
s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * sst(.7, .5, t)), vec2(.07, .22)));
s = mix(s, 1., circle(uv, vec2(.95, .2 + .2 * sst(.3, .4, t) * (1. - sst(.5, .7, t))), vec2(.07, .22)));
s /= max(1e-4, sst(1., .85, uv.y));
}
s = clamp(0., 1., s);
return s;
}
float blurEdge3x3(sampler2D tex, vec2 uv, vec2 dudx, vec2 dudy, float radius, float centerSample) {
vec2 texel = 1.0 / vec2(textureSize(tex, 0));
vec2 r = radius * texel;
float w1 = 1.0, w2 = 2.0, w4 = 4.0;
float norm = 16.0;
float sum = w4 * centerSample;
sum += w2 * textureGrad(tex, uv + vec2(0.0, -r.y), dudx, dudy).g;
sum += w2 * textureGrad(tex, uv + vec2(0.0, r.y), dudx, dudy).g;
sum += w2 * textureGrad(tex, uv + vec2(-r.x, 0.0), dudx, dudy).g;
sum += w2 * textureGrad(tex, uv + vec2(r.x, 0.0), dudx, dudy).g;
sum += w1 * textureGrad(tex, uv + vec2(-r.x, -r.y), dudx, dudy).g;
sum += w1 * textureGrad(tex, uv + vec2(r.x, -r.y), dudx, dudy).g;
sum += w1 * textureGrad(tex, uv + vec2(-r.x, r.y), dudx, dudy).g;
sum += w1 * textureGrad(tex, uv + vec2(r.x, r.y), dudx, dudy).g;
return sum / norm;
}
void main() {
vec2 uv = v_objectUV + .5;
uv.y = 1. - uv.y;
vec2 imgUV = v_imageUV;
imgUV -= .5;
imgUV *= 0.5714285714285714;
imgUV += .5;
float imgSoftFrame = getImgFrame(imgUV, .03);
vec4 img = texture(u_image, imgUV);
vec2 dudx = dFdx(imgUV);
vec2 dudy = dFdy(imgUV);
if (img.a == 0.) {
fragColor = u_colorBack;
return;
}
float t = .1 * u_time;
t -= .3;
float tCopy = t + 1. / 3.;
float tCopy2 = t + 2. / 3.;
t = mod(t, 1.);
tCopy = mod(tCopy, 1.);
tCopy2 = mod(tCopy2, 1.);
vec2 animationUV = imgUV - vec2(.5);
float angle = -u_angle * PI / 180.;
float cosA = cos(angle);
float sinA = sin(angle);
animationUV = vec2(
animationUV.x * cosA - animationUV.y * sinA,
animationUV.x * sinA + animationUV.y * cosA
) + vec2(.5);
float shape = img[0];
img[1] = blurEdge3x3(u_image, imgUV, dudx, dudy, 8., img[1]);
float outerBlur = 1. - mix(1., img[1], shape);
float innerBlur = mix(img[1], 0., shape);
float contour = mix(img[2], 0., shape);
outerBlur *= imgSoftFrame;
float shadow = shadowShape(animationUV, t, innerBlur);
float shadowCopy = shadowShape(animationUV, tCopy, innerBlur);
float shadowCopy2 = shadowShape(animationUV, tCopy2, innerBlur);
float inner = .8 + .8 * innerBlur;
inner = mix(inner, 0., shadow);
inner = mix(inner, 0., shadowCopy);
inner = mix(inner, 0., shadowCopy2);
inner *= mix(0., 2., u_innerGlow);
inner += (u_contour * 2.) * contour;
inner = min(1., inner);
inner *= (1. - shape);
float outer = 0.;
{
t *= 3.;
t = mod(t - .1, 1.);
outer = .9 * pow(outerBlur, .8);
float y = mod(animationUV.y - t, 1.);
float animatedMask = sst(.3, .65, y) * (1. - sst(.65, 1., y));
animatedMask = .5 + animatedMask;
outer *= animatedMask;
outer *= mix(0., 5., pow(u_outerGlow, 2.));
outer *= imgSoftFrame;
}
inner = pow(inner, 1.2);
float heat = clamp(inner + outer, 0., 1.);
heat += (.005 + .35 * u_noise) * (fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123) - .5);
float mixer = heat * u_colorsCount;
vec4 gradient = u_colors[0];
gradient.rgb *= gradient.a;
float outerShape = 0.;
for (int i = 1; i < ${heatmapMeta.maxColorCount + 1}; i++) {
if (i > int(u_colorsCount)) break;
float m = clamp(mixer - float(i - 1), 0., 1.);
if (i == 1) {
outerShape = m;
}
vec4 c = u_colors[i - 1];
c.rgb *= c.a;
gradient = mix(gradient, c, m);
}
vec3 color = gradient.rgb * outerShape;
float opacity = gradient.a * outerShape;
vec3 bgColor = u_colorBack.rgb * u_colorBack.a;
color = color + bgColor * (1.0 - opacity);
opacity = opacity + u_colorBack.a * (1.0 - opacity);
color += .02 * (fract(sin(dot(uv + 1., vec2(12.9898, 78.233))) * 43758.5453123) - .5);
fragColor = vec4(color, opacity);
}
`;
function toProcessedHeatmap(file) {
const canvas = document.createElement("canvas");
const canvasSize = 1e3;
return new Promise((resolve, reject) => {
const image = new Image();
image.crossOrigin = "anonymous";
image.addEventListener("load", () => {
if (typeof file === "string" ? file.endsWith(".svg") : file.type === "image/svg+xml") {
image.width = canvasSize;
image.height = canvasSize;
}
const ratio = image.naturalWidth / image.naturalHeight;
const maxBlur = Math.floor(canvasSize * 0.15);
const padding = Math.ceil(maxBlur * 2.5);
let imgWidth = canvasSize;
let imgHeight = canvasSize;
if (ratio > 1) {
imgHeight = Math.floor(canvasSize / ratio);
} else {
imgWidth = Math.floor(canvasSize * ratio);
}
canvas.width = imgWidth + 2 * padding;
canvas.height = imgHeight + 2 * padding;
const ctx = canvas.getContext("2d", { willReadFrequently: true });
if (!ctx) {
throw new Error("Failed to get canvas 2d context");
}
ctx.fillStyle = "white";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(image, padding, padding, imgWidth, imgHeight);
const { width, height } = canvas;
const srcImageData = ctx.getImageData(0, 0, width, height);
const src = srcImageData.data;
const totalPixels = width * height;
const gray = new Uint8ClampedArray(totalPixels);
for (let i = 0; i < totalPixels; i++) {
const px = i * 4;
const r = src[px] ?? 0;
const g = src[px + 1] ?? 0;
const b = src[px + 2] ?? 0;
gray[i] = 0.299 * r + 0.587 * g + 0.114 * b | 0;
}
const bigBlurRadius = maxBlur;
const innerBlurRadius = Math.max(1, Math.round(0.12 * maxBlur));
const contourRadius = 5;
const bigBlurGray = multiPassBlurGray(gray, width, height, bigBlurRadius, 3);
const innerBlurGray = multiPassBlurGray(gray, width, height, innerBlurRadius, 3);
const contourGray = multiPassBlurGray(gray, width, height, contourRadius, 1);
const processedImageData = ctx.createImageData(width, height);
const dst = processedImageData.data;
for (let i = 0; i < totalPixels; i++) {
const px = i * 4;
dst[px] = contourGray[i] ?? 0;
dst[px + 1] = bigBlurGray[i] ?? 0;
dst[px + 2] = innerBlurGray[i] ?? 0;
dst[px + 3] = 255;
}
ctx.putImageData(processedImageData, 0, 0);
canvas.toBlob((blob) => {
if (!blob) {
reject(new Error("Failed to create PNG blob"));
return;
}
resolve({ blob });
}, "image/png");
});
image.addEventListener("error", () => {
reject(new Error("Failed to load image"));
});
image.src = typeof file === "string" ? file : URL.createObjectURL(file);
});
}
function blurGray(gray, width, height, radius) {
if (radius <= 0) {
return gray.slice();
}
const out = new Uint8ClampedArray(width * height);
const integral = new Uint32Array(width * height);
for (let y = 0; y < height; y++) {
let rowSum = 0;
for (let x = 0; x < width; x++) {
const idx = y * width + x;
const v = gray[idx] ?? 0;
rowSum += v;
integral[idx] = rowSum + (y > 0 ? integral[idx - width] ?? 0 : 0);
}
}
for (let y = 0; y < height; y++) {
const y1 = Math.max(0, y - radius);
const y2 = Math.min(height - 1, y + radius);
for (let x = 0; x < width; x++) {
const x1 = Math.max(0, x - radius);
const x2 = Math.min(width - 1, x + radius);
const idxA = y2 * width + x2;
const idxB = y2 * width + (x1 - 1);
const idxC = (y1 - 1) * width + x2;
const idxD = (y1 - 1) * width + (x1 - 1);
const A = integral[idxA] ?? 0;
const B = x1 > 0 ? integral[idxB] ?? 0 : 0;
const C = y1 > 0 ? integral[idxC] ?? 0 : 0;
const D = x1 > 0 && y1 > 0 ? integral[idxD] ?? 0 : 0;
const sum = A - B - C + D;
const area = (x2 - x1 + 1) * (y2 - y1 + 1);
out[y * width + x] = Math.round(sum / area);
}
}
return out;
}
function multiPassBlurGray(gray, width, height, radius, passes) {
if (radius <= 0 || passes <= 1) {
return blurGray(gray, width, height, radius);
}
let input = gray;
let tmp = gray;
for (let p = 0; p < passes; p++) {
tmp = blurGray(input, width, height, radius);
input = tmp;
}
return tmp;
}
export {
heatmapFragmentShader,
heatmapMeta,
toProcessedHeatmap
};
//# sourceMappingURL=heatmap.js.map