Files
site-portfolio/public/vendor/paper-shaders/shaders/mesh-gradient.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

53 lines
2.4 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 meshGradientMeta: {
readonly maxColorCount: 10;
};
/**
* A flowing composition of color spots, moving along distinct trajectories
* and transformed by organic distortion.
*
* Fragment shader uniforms:
* - u_time (float): Animation time
* - u_colors (vec4[]): Up to 10 color spots in RGBA
* - u_colorsCount (float): Number of active colors
* - u_distortion (float): Power of organic noise distortion (0 to 1)
* - u_swirl (float): Power of vortex distortion (0 to 1)
* - u_grainMixer (float): Strength of grain distortion applied to shape edges (0 to 1)
* - u_grainOverlay (float): Post-processing black/white grain overlay (0 to 1)
*
* Vertex shader outputs (used in fragment shader):
* - v_objectUV (vec2): Object box UV coordinates with global sizing (scale, rotation, offsets, etc) applied
*
* 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 meshGradientFragmentShader: string;
export interface MeshGradientUniforms extends ShaderSizingUniforms {
u_colors: vec4[];
u_colorsCount: number;
u_distortion: number;
u_swirl: number;
u_grainMixer: number;
u_grainOverlay: number;
}
export interface MeshGradientParams extends ShaderSizingParams, ShaderMotionParams {
colors?: string[];
distortion?: number;
swirl?: number;
grainMixer?: number;
grainOverlay?: number;
}