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site-portfolio/public/vendor/paper-shaders/shaders/simplex-noise.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

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TypeScript
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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 simplexNoiseMeta: {
readonly maxColorCount: 10;
};
/**
* A multi-color gradient mapped into smooth, animated curves built as a combination of 2 Simplex noises.
*
* Fragment shader uniforms:
* - u_time (float): Animation time
* - u_scale (float): Overall zoom level, used for anti-aliasing calculations
* - u_colors (vec4[]): Up to 10 base colors in RGBA
* - u_colorsCount (float): Number of active colors
* - u_stepsPerColor (float): Number of extra colors between base colors, 1 = N colors, 2 = 2×N, etc. (1 to 10)
* - u_softness (float): Color transition sharpness, 0 = hard edge, 1 = smooth gradient (0 to 1)
*
* Vertex shader outputs (used in fragment shader):
* - v_patternUV (vec2): UV coordinates for pattern with global sizing (rotation, scale, offset, 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 simplexNoiseFragmentShader: string;
export interface SimplexNoiseUniforms extends ShaderSizingUniforms {
u_colors: vec4[];
u_colorsCount: number;
u_stepsPerColor: number;
u_softness: number;
}
export interface SimplexNoiseParams extends ShaderSizingParams, ShaderMotionParams {
colors?: string[];
stepsPerColor?: number;
softness?: number;
}