- 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)
53 lines
2.4 KiB
TypeScript
53 lines
2.4 KiB
TypeScript
import type { vec4 } from '../types.js';
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import type { ShaderMotionParams } from '../shader-mount.js';
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import { type ShaderSizingParams, type ShaderSizingUniforms } from '../shader-sizing.js';
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export declare const meshGradientMeta: {
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readonly maxColorCount: 10;
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};
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/**
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* A flowing composition of color spots, moving along distinct trajectories
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* and transformed by organic distortion.
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*
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* Fragment shader uniforms:
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* - u_time (float): Animation time
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* - u_colors (vec4[]): Up to 10 color spots in RGBA
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* - u_colorsCount (float): Number of active colors
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* - u_distortion (float): Power of organic noise distortion (0 to 1)
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* - u_swirl (float): Power of vortex distortion (0 to 1)
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* - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)
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* - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
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*
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* Vertex shader outputs (used in fragment shader):
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* - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied
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*
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* Vertex shader uniforms:
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* - u_resolution (vec2): Canvas resolution in pixels
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* - u_pixelRatio (float): Device pixel ratio
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* - u_originX (float): Reference point for positioning world width in the canvas (0 to 1)
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* - u_originY (float): Reference point for positioning world height in the canvas (0 to 1)
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* - u_worldWidth (float): Virtual width of the graphic before it's scaled to fit the canvas
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* - u_worldHeight (float): Virtual height of the graphic before it's scaled to fit the canvas
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* - u_fit (float): How to fit the rendered shader into the canvas dimensions (0 = none, 1 = contain, 2 = cover)
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* - u_scale (float): Overall zoom level of the graphics (0.01 to 4)
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* - u_rotation (float): Overall rotation angle of the graphics in degrees (0 to 360)
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* - u_offsetX (float): Horizontal offset of the graphics center (-1 to 1)
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* - u_offsetY (float): Vertical offset of the graphics center (-1 to 1)
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*
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*/
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export declare const meshGradientFragmentShader: string;
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export interface MeshGradientUniforms extends ShaderSizingUniforms {
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u_colors: vec4[];
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u_colorsCount: number;
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u_distortion: number;
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u_swirl: number;
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u_grainMixer: number;
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u_grainOverlay: number;
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}
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export interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {
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colors?: string[];
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distortion?: number;
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swirl?: number;
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grainMixer?: number;
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grainOverlay?: number;
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}
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