mirror of
https://github.com/tinyhumansai/openhuman.git
synced 2026-07-28 05:12:33 +00:00
* feat: add managed Telegram login flow and API endpoints - Introduced a new managed Telegram login flow, allowing users to link their Telegram accounts via a deep link. - Added `telegram_login_start` and `telegram_login_check` functions to handle the creation of link tokens and status checks for user linking. - Updated the API with new endpoints for managing Telegram login, including detailed response structures for link token creation and status verification. - Enhanced the `.env.example` file to include a configuration option for the Telegram bot username, facilitating easier setup for developers. * refactor: update Telegram integration to use core RPC for login flow - Replaced the managed DM API with core RPC calls for initiating and checking Telegram login status. - Introduced new API methods `telegramLoginStart` and `telegramLoginCheck` to handle link token creation and verification. - Updated the TelegramConfig and MessagingPanel components to utilize the new login flow, enhancing the user experience and simplifying the codebase. - Adjusted tests to reflect changes in the login process and ensure proper functionality. * docs: update TODO list with new user interaction registration task for memory skill * feat: add ChannelSetupModal for configuring channel integrations - Introduced a new reusable modal component, ChannelSetupModal, for configuring channel integrations such as Telegram and Discord. - The modal can be opened from the Skills page or Settings, enhancing user experience by providing a centralized configuration interface. - Updated MessagingPanel and Skills components to integrate the new modal, allowing users to easily manage their channel settings. - Implemented channel-specific configuration components for better modularity and maintainability. * feat: add ChannelSetupModal for configuring channel integrations - Introduced a new reusable modal component, ChannelSetupModal, for configuring channel integrations such as Telegram and Discord. - The modal can be opened from the Skills page or Settings, enhancing user experience by providing a centralized configuration interface. - Updated MessagingPanel and Skills components to integrate the new modal, allowing users to easily manage their channel settings. - Implemented channel-specific configuration components for better modularity and maintainability. * style: update channel components for improved UI consistency - Refactored styles across various channel configuration components, including ChannelCapabilities, ChannelConfigPanel, ChannelFieldInput, ChannelSelector, DiscordConfig, TelegramConfig, and WebChannelConfig. - Enhanced color schemes and layout for better readability and visual appeal, ensuring a cohesive design across the application. - Updated status badge styles in definitions.ts to align with the new design standards. - Improved error message visibility and loading indicators in Channels page for a more user-friendly experience. * refactor: update WebChannelConfig and tests for improved clarity and functionality - Renamed the `definition` prop in WebChannelConfig to `_definition` for clarity. - Updated test cases in DiscordConfig and TelegramConfig to reflect changes in auth mode labels, ensuring accurate rendering of UI elements. - Adjusted the TelegramConfig test to fix the click event on the connect button, enhancing test reliability. - Modified channel definitions to streamline the managed DM auth mode, improving code organization and maintainability. * fix: enhance WebGL error handling in MeshGradient and RotatingTetrahedronCanvas components - Added error handling in the MeshGradient component to gracefully catch WebGL initialization failures, ensuring the app remains functional when the GPU context is unavailable. - Updated the RotatingTetrahedronCanvas component to verify WebGL context availability before initializing the renderer, preventing crashes and improving user experience. - Modified channel definitions to update auth mode labels for clarity and consistency across the application. * style: update RotatingTetrahedronCanvas colors and animation speed - Changed fill and edge colors in the RotatingTetrahedronCanvas component for improved visual appeal. - Adjusted opacity of the fill material to enhance transparency effects. - Introduced a speed multiplier for rotation animations, allowing for more dynamic visual effects. * refactor: improve WebGL error handling and cleanup in MeshGradient component - Removed unused canvas reference and WebGL context probing to streamline the MeshGradient component. - Enhanced error handling during shader compilation to throw an error when WebGL context may be lost, improving robustness. - Wrapped initialization logic in a try-catch block to gracefully handle failures, ensuring the gradient functionality is disabled if initialization fails. * refactor: simplify Telegram login flow by removing unused link token check - Removed the `check_channel_link_status` method from the `BackendOAuthClient`, streamlining the authentication process. - Updated `telegram_login_check` to directly fetch the user profile and determine link status based on the presence of `telegramId`, enhancing clarity and reducing complexity. - Adjusted logging to reflect the new flow and ensure accurate debugging information. * feat: enhance JSON-RPC method invocation with session expiration handling - Added logic to automatically clear stored session on receiving a 401 error from the backend, improving user experience by ensuring users are redirected to the login page when their session expires. - Introduced a helper function to identify session expiration errors, enhancing code clarity and maintainability. - Refactored the `invoke_method` function to incorporate this new error handling mechanism, ensuring robust session management during RPC calls. * style: update app-dotted-canvas background gradient for improved visibility - Changed the radial gradient background color in the app-dotted-canvas from rgba(0, 0, 0, 0.2) to rgba(0, 0, 0, 0.5), enhancing the contrast and overall visual appeal of the component. * feat: implement channel messaging API with end-to-end testing script - Added a new script `test-channel-messaging.sh` for end-to-end testing of message sending to Telegram via the backend API. - Implemented new backend API methods for sending messages, reactions, creating threads, updating threads, and listing threads in channels. - Enhanced the `BackendOAuthClient` with methods to handle channel messaging operations. - Updated controller schemas and handlers to support the new messaging functionalities, ensuring robust interaction with the backend. - Improved logging for better debugging and tracking of channel operations. * feat: add test-channel-receive script for real-time channel message listening - Introduced a new script `test-channel-receive.mjs` that connects to the backend Socket.IO server and listens for incoming channel messages. - Implemented session token retrieval and validation against the backend, ensuring secure message handling. - Added options for debugging and sending test messages, enhancing the script's usability for testing purposes. - Improved logging for better visibility of connection status and incoming messages. * feat: implement inbound channel message handling for real-time responses - Added functionality to handle inbound messages from channels (e.g., Telegram, Discord) by introducing the `handle_channel_inbound_message` function. - Implemented agent inference loop to process messages and send replies back to the originating channel via the REST API. - Enhanced logging for better tracking of message reception and response handling. - Integrated timeout handling to manage long-running requests effectively. * style: fix prettier formatting for channel components Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
706 lines
38 KiB
JavaScript
706 lines
38 KiB
JavaScript
/* eslint-disable no-undef, no-unused-vars */
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/*
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* Stripe WebGl Gradient Animation
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* All Credits to Stripe.com
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* ScrollObserver functionality to disable animation when not scrolled into view has been disabled and
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* commented out for now.
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* https://kevinhufnagl.com
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*/
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//Converting colors to proper format
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function normalizeColor(hexCode) {
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return [((hexCode >> 16) & 255) / 255, ((hexCode >> 8) & 255) / 255, (255 & hexCode) / 255];
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}
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['SCREEN', 'LINEAR_LIGHT'].reduce((hexCode, t, n) => Object.assign(hexCode, { [t]: n }), {});
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//Essential functionality of WebGl
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//t = width
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//n = height
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class MiniGl {
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constructor(canvas, width, height, debug = false) {
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const _miniGl = this,
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debug_output = -1 !== document.location.search.toLowerCase().indexOf('debug=webgl');
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((_miniGl.canvas = canvas),
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(_miniGl.gl =
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_miniGl.canvas.getContext('webgl', { antialias: true }) ||
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_miniGl.canvas.getContext('webgl2', { antialias: true })),
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(_miniGl.meshes = []));
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const context = _miniGl.gl;
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if (!context) {
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console.warn('[MeshGradient] Failed to obtain WebGL context');
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return;
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}
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(width && height && this.setSize(width, height),
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_miniGl.lastDebugMsg,
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(_miniGl.debug =
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debug && debug_output
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? function (e) {
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const t = new Date();
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(t - _miniGl.lastDebugMsg > 1e3 && console.log('---'),
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console.log(
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t.toLocaleTimeString() + Array(Math.max(0, 32 - e.length)).join(' ') + e + ': ',
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...Array.from(arguments).slice(1)
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),
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(_miniGl.lastDebugMsg = t));
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}
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: () => {}),
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Object.defineProperties(_miniGl, {
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Material: {
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enumerable: false,
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value: class {
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constructor(vertexShaders, fragments, uniforms = {}) {
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const material = this;
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function getShaderByType(type, source) {
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const shader = context.createShader(type);
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if (!shader) {
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console.warn(
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'[MeshGradient] createShader returned null — WebGL context may be lost'
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);
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return null;
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}
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return (
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context.shaderSource(shader, source),
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context.compileShader(shader),
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context.getShaderParameter(shader, context.COMPILE_STATUS) ||
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console.error(context.getShaderInfoLog(shader)),
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_miniGl.debug('Material.compileShaderSource', { source: source }),
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shader
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);
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}
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function getUniformVariableDeclarations(uniforms, type) {
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return Object.entries(uniforms)
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.map(([uniform, value]) => value.getDeclaration(uniform, type))
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.join('\n');
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}
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((material.uniforms = uniforms), (material.uniformInstances = []));
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const prefix = '\n precision highp float;\n ';
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((material.vertexSource = `\n ${prefix}\n attribute vec4 position;\n attribute vec2 uv;\n attribute vec2 uvNorm;\n ${getUniformVariableDeclarations(_miniGl.commonUniforms, 'vertex')}\n ${getUniformVariableDeclarations(uniforms, 'vertex')}\n ${vertexShaders}\n `),
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(material.Source = `\n ${prefix}\n ${getUniformVariableDeclarations(_miniGl.commonUniforms, 'fragment')}\n ${getUniformVariableDeclarations(uniforms, 'fragment')}\n ${fragments}\n `),
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(material.vertexShader = getShaderByType(
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context.VERTEX_SHADER,
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material.vertexSource
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)),
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(material.fragmentShader = getShaderByType(
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context.FRAGMENT_SHADER,
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material.Source
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)));
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if (!material.vertexShader || !material.fragmentShader) {
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throw new Error(
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'[MeshGradient] Shader compilation failed — WebGL context may be lost'
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);
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}
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((material.program = context.createProgram()),
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context.attachShader(material.program, material.vertexShader),
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context.attachShader(material.program, material.fragmentShader),
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context.linkProgram(material.program),
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context.getProgramParameter(material.program, context.LINK_STATUS) ||
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console.error(context.getProgramInfoLog(material.program)),
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context.useProgram(material.program),
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material.attachUniforms(void 0, _miniGl.commonUniforms),
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material.attachUniforms(void 0, material.uniforms));
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}
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//t = uniform
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attachUniforms(name, uniforms) {
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//n = material
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const material = this;
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void 0 === name
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? Object.entries(uniforms).forEach(([name, uniform]) => {
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material.attachUniforms(name, uniform);
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})
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: 'array' == uniforms.type
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? uniforms.value.forEach((uniform, i) =>
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material.attachUniforms(`${name}[${i}]`, uniform)
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)
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: 'struct' == uniforms.type
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? Object.entries(uniforms.value).forEach(([uniform, i]) =>
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material.attachUniforms(`${name}.${uniform}`, i)
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)
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: (_miniGl.debug('Material.attachUniforms', { name: name, uniform: uniforms }),
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material.uniformInstances.push({
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uniform: uniforms,
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location: context.getUniformLocation(material.program, name),
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}));
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}
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},
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},
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Uniform: {
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enumerable: !1,
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value: class {
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constructor(e) {
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((this.type = 'float'), Object.assign(this, e));
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((this.typeFn =
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{
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float: '1f',
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int: '1i',
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vec2: '2fv',
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vec3: '3fv',
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vec4: '4fv',
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mat4: 'Matrix4fv',
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}[this.type] || '1f'),
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this.update());
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}
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update(value) {
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void 0 !== this.value &&
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context[`uniform${this.typeFn}`](
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value,
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0 === this.typeFn.indexOf('Matrix') ? this.transpose : this.value,
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0 === this.typeFn.indexOf('Matrix') ? this.value : null
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);
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}
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//e - name
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//t - type
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//n - length
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getDeclaration(name, type, length) {
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const uniform = this;
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if (uniform.excludeFrom !== type) {
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if ('array' === uniform.type)
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return (
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uniform.value[0].getDeclaration(name, type, uniform.value.length) +
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`\nconst int ${name}_length = ${uniform.value.length};`
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);
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if ('struct' === uniform.type) {
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let name_no_prefix = name.replace('u_', '');
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return (
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(name_no_prefix =
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name_no_prefix.charAt(0).toUpperCase() + name_no_prefix.slice(1)),
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`uniform struct ${name_no_prefix}
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{\n` +
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Object.entries(uniform.value)
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.map(([name, uniform]) =>
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uniform.getDeclaration(name, type).replace(/^uniform/, '')
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)
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.join('') +
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`\n} ${name}${length > 0 ? `[${length}]` : ''};`
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);
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}
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return `uniform ${uniform.type} ${name}${length > 0 ? `[${length}]` : ''};`;
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}
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}
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},
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},
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PlaneGeometry: {
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enumerable: !1,
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value: class {
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constructor(width, height, n, i, orientation) {
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(context.createBuffer(),
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(this.attributes = {
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position: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 3 }),
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uv: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 2 }),
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uvNorm: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 2 }),
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index: new _miniGl.Attribute({
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target: context.ELEMENT_ARRAY_BUFFER,
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size: 3,
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type: context.UNSIGNED_SHORT,
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}),
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}),
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this.setTopology(n, i),
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this.setSize(width, height, orientation));
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}
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setTopology(e = 1, t = 1) {
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const n = this;
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((n.xSegCount = e),
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(n.ySegCount = t),
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(n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1)),
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(n.quadCount = n.xSegCount * n.ySegCount * 2),
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(n.attributes.uv.values = new Float32Array(2 * n.vertexCount)),
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(n.attributes.uvNorm.values = new Float32Array(2 * n.vertexCount)),
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(n.attributes.index.values = new Uint16Array(3 * n.quadCount)));
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for (let e = 0; e <= n.ySegCount; e++)
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for (let t = 0; t <= n.xSegCount; t++) {
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const i = e * (n.xSegCount + 1) + t;
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if (
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((n.attributes.uv.values[2 * i] = t / n.xSegCount),
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(n.attributes.uv.values[2 * i + 1] = 1 - e / n.ySegCount),
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(n.attributes.uvNorm.values[2 * i] = (t / n.xSegCount) * 2 - 1),
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(n.attributes.uvNorm.values[2 * i + 1] = 1 - (e / n.ySegCount) * 2),
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t < n.xSegCount && e < n.ySegCount)
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) {
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const s = e * n.xSegCount + t;
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((n.attributes.index.values[6 * s] = i),
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(n.attributes.index.values[6 * s + 1] = i + 1 + n.xSegCount),
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(n.attributes.index.values[6 * s + 2] = i + 1),
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(n.attributes.index.values[6 * s + 3] = i + 1),
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(n.attributes.index.values[6 * s + 4] = i + 1 + n.xSegCount),
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(n.attributes.index.values[6 * s + 5] = i + 2 + n.xSegCount));
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}
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}
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(n.attributes.uv.update(),
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n.attributes.uvNorm.update(),
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n.attributes.index.update(),
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_miniGl.debug('Geometry.setTopology', {
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uv: n.attributes.uv,
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uvNorm: n.attributes.uvNorm,
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index: n.attributes.index,
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}));
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}
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setSize(width = 1, height = 1, orientation = 'xz') {
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const geometry = this;
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((geometry.width = width),
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(geometry.height = height),
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(geometry.orientation = orientation),
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(geometry.attributes.position.values &&
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geometry.attributes.position.values.length === 3 * geometry.vertexCount) ||
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(geometry.attributes.position.values = new Float32Array(
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3 * geometry.vertexCount
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)));
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const o = width / -2,
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r = height / -2,
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segment_width = width / geometry.xSegCount,
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segment_height = height / geometry.ySegCount;
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for (let yIndex = 0; yIndex <= geometry.ySegCount; yIndex++) {
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const t = r + yIndex * segment_height;
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for (let xIndex = 0; xIndex <= geometry.xSegCount; xIndex++) {
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const r = o + xIndex * segment_width,
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l = yIndex * (geometry.xSegCount + 1) + xIndex;
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((geometry.attributes.position.values[3 * l + 'xyz'.indexOf(orientation[0])] = r),
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(geometry.attributes.position.values[3 * l + 'xyz'.indexOf(orientation[1])] =
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-t));
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}
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}
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(geometry.attributes.position.update(),
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_miniGl.debug('Geometry.setSize', { position: geometry.attributes.position }));
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}
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},
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},
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Mesh: {
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enumerable: !1,
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value: class {
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constructor(geometry, material) {
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const mesh = this;
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((mesh.geometry = geometry),
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(mesh.material = material),
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(mesh.wireframe = !1),
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(mesh.attributeInstances = []),
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Object.entries(mesh.geometry.attributes).forEach(([e, attribute]) => {
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mesh.attributeInstances.push({
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attribute: attribute,
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location: attribute.attach(e, mesh.material.program),
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});
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}),
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_miniGl.meshes.push(mesh),
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_miniGl.debug('Mesh.constructor', { mesh: mesh }));
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}
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draw() {
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(context.useProgram(this.material.program),
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this.material.uniformInstances.forEach(({ uniform: e, location: t }) =>
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e.update(t)
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),
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this.attributeInstances.forEach(({ attribute: e, location: t }) => e.use(t)),
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context.drawElements(
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this.wireframe ? context.LINES : context.TRIANGLES,
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this.geometry.attributes.index.values.length,
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context.UNSIGNED_SHORT,
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0
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));
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}
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remove() {
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_miniGl.meshes = _miniGl.meshes.filter(e => e != this);
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}
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},
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},
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Attribute: {
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enumerable: !1,
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value: class {
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constructor(e) {
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((this.type = context.FLOAT),
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(this.normalized = !1),
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(this.buffer = context.createBuffer()),
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Object.assign(this, e),
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this.update());
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}
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update() {
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void 0 !== this.values &&
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(context.bindBuffer(this.target, this.buffer),
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context.bufferData(this.target, this.values, context.STATIC_DRAW));
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}
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attach(e, t) {
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const n = context.getAttribLocation(t, e);
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return (
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this.target === context.ARRAY_BUFFER &&
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(context.enableVertexAttribArray(n),
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context.vertexAttribPointer(n, this.size, this.type, this.normalized, 0, 0)),
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n
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);
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}
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use(e) {
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(context.bindBuffer(this.target, this.buffer),
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this.target === context.ARRAY_BUFFER &&
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(context.enableVertexAttribArray(e),
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context.vertexAttribPointer(e, this.size, this.type, this.normalized, 0, 0)));
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}
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},
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},
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}));
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const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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_miniGl.commonUniforms = {
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projectionMatrix: new _miniGl.Uniform({ type: 'mat4', value: a }),
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modelViewMatrix: new _miniGl.Uniform({ type: 'mat4', value: a }),
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resolution: new _miniGl.Uniform({ type: 'vec2', value: [1, 1] }),
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aspectRatio: new _miniGl.Uniform({ type: 'float', value: 1 }),
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};
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}
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setSize(e = 640, t = 480) {
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((this.width = e),
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(this.height = t),
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(this.canvas.width = e),
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(this.canvas.height = t),
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this.gl.viewport(0, 0, e, t),
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(this.commonUniforms.resolution.value = [e, t]),
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(this.commonUniforms.aspectRatio.value = e / t),
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this.debug('MiniGL.setSize', { width: e, height: t }));
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}
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//left, right, top, bottom, near, far
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setOrthographicCamera(e = 0, t = 0, n = 0, i = -2e3, s = 2e3) {
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((this.commonUniforms.projectionMatrix.value = [
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2 / this.width,
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0,
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0,
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0,
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0,
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2 / this.height,
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0,
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0,
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0,
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0,
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2 / (i - s),
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0,
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e,
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t,
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n,
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1,
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]),
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this.debug('setOrthographicCamera', this.commonUniforms.projectionMatrix.value));
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}
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render() {
|
|
(this.gl.clearColor(0, 0, 0, 0), this.gl.clearDepth(1), this.meshes.forEach(e => e.draw()));
|
|
}
|
|
}
|
|
|
|
//Sets initial properties
|
|
function e(object, propertyName, val) {
|
|
return (
|
|
propertyName in object
|
|
? Object.defineProperty(object, propertyName, {
|
|
value: val,
|
|
enumerable: !0,
|
|
configurable: !0,
|
|
writable: !0,
|
|
})
|
|
: (object[propertyName] = val),
|
|
object
|
|
);
|
|
}
|
|
|
|
//Gradient object
|
|
class Gradient {
|
|
constructor(...t) {
|
|
(e(this, 'el', void 0),
|
|
e(this, 'cssVarRetries', 0),
|
|
e(this, 'maxCssVarRetries', 200),
|
|
e(this, 'angle', 0),
|
|
e(this, 'isLoadedClass', !1),
|
|
e(this, 'isScrolling', !1),
|
|
/*e(this, "isStatic", o.disableAmbientAnimations()),*/ e(this, 'scrollingTimeout', void 0),
|
|
e(this, 'scrollingRefreshDelay', 200),
|
|
e(this, 'isIntersecting', !1),
|
|
e(this, 'shaderFiles', void 0),
|
|
e(this, 'vertexShader', void 0),
|
|
e(this, 'sectionColors', void 0),
|
|
e(this, 'computedCanvasStyle', void 0),
|
|
e(this, 'conf', void 0),
|
|
e(this, 'uniforms', void 0),
|
|
e(this, 't', 1253106),
|
|
e(this, 'last', 0),
|
|
e(this, 'width', void 0),
|
|
e(this, 'minWidth', 1111),
|
|
e(this, 'height', 600),
|
|
e(this, 'xSegCount', void 0),
|
|
e(this, 'ySegCount', void 0),
|
|
e(this, 'mesh', void 0),
|
|
e(this, 'material', void 0),
|
|
e(this, 'geometry', void 0),
|
|
e(this, 'minigl', void 0),
|
|
e(this, 'scrollObserver', void 0),
|
|
e(this, 'amp', 320),
|
|
e(this, 'seed', 5),
|
|
e(this, 'freqX', 14e-5),
|
|
e(this, 'freqY', 29e-5),
|
|
e(this, 'freqDelta', 1e-5),
|
|
e(this, 'activeColors', [1, 1, 1, 1]),
|
|
e(this, 'isMetaKey', !1),
|
|
e(this, 'isGradientLegendVisible', !1),
|
|
e(this, 'isMouseDown', !1),
|
|
e(this, 'handleScroll', () => {
|
|
(clearTimeout(this.scrollingTimeout),
|
|
(this.scrollingTimeout = setTimeout(this.handleScrollEnd, this.scrollingRefreshDelay)),
|
|
this.isGradientLegendVisible && this.hideGradientLegend(),
|
|
this.conf.playing && ((this.isScrolling = !0), this.pause()));
|
|
}),
|
|
e(this, 'handleScrollEnd', () => {
|
|
((this.isScrolling = !1), this.isIntersecting && this.play());
|
|
}),
|
|
e(this, 'resize', () => {
|
|
((this.width = window.innerWidth),
|
|
(this.height = window.innerHeight),
|
|
this.minigl.setSize(this.width, this.height),
|
|
this.minigl.setOrthographicCamera(),
|
|
(this.xSegCount = Math.ceil(this.width * this.conf.density[0])),
|
|
(this.ySegCount = Math.ceil(this.height * this.conf.density[1])),
|
|
this.mesh.geometry.setTopology(this.xSegCount, this.ySegCount),
|
|
this.mesh.geometry.setSize(this.width, this.height),
|
|
(this.mesh.material.uniforms.u_shadow_power.value = this.width < 600 ? 5 : 6));
|
|
}),
|
|
e(this, 'handleMouseDown', e => {
|
|
this.isGradientLegendVisible &&
|
|
((this.isMetaKey = e.metaKey),
|
|
(this.isMouseDown = !0),
|
|
!1 === this.conf.playing && requestAnimationFrame(this.animate));
|
|
}),
|
|
e(this, 'handleMouseUp', () => {
|
|
this.isMouseDown = !1;
|
|
}),
|
|
e(this, 'animate', e => {
|
|
if (!this.shouldSkipFrame(e) || this.isMouseDown) {
|
|
if (((this.t += Math.min(e - this.last, 1e3 / 15)), (this.last = e), this.isMouseDown)) {
|
|
let e = 160;
|
|
(this.isMetaKey && (e = -160), (this.t += e));
|
|
}
|
|
((this.mesh.material.uniforms.u_time.value = this.t), this.minigl.render());
|
|
}
|
|
if (0 !== this.last && this.isStatic) return (this.minigl.render(), void this.disconnect());
|
|
/*this.isIntersecting && */ (this.conf.playing || this.isMouseDown) &&
|
|
requestAnimationFrame(this.animate);
|
|
}),
|
|
e(this, 'addIsLoadedClass', () => {
|
|
/*this.isIntersecting && */ !this.isLoadedClass &&
|
|
((this.isLoadedClass = !0),
|
|
this.el.classList.add('isLoaded'),
|
|
setTimeout(() => {
|
|
this.el.parentElement.classList.add('isLoaded');
|
|
}, 3e3));
|
|
}),
|
|
e(this, 'pause', () => {
|
|
this.conf.playing = false;
|
|
}),
|
|
e(this, 'play', () => {
|
|
(requestAnimationFrame(this.animate), (this.conf.playing = true));
|
|
}),
|
|
e(this, 'initGradient', selector => {
|
|
this.el = document.querySelector(selector);
|
|
if (!(this.el instanceof HTMLCanvasElement)) {
|
|
console.warn('[MeshGradient] Element is not a canvas:', selector);
|
|
return this;
|
|
}
|
|
this.connect();
|
|
return this;
|
|
}));
|
|
}
|
|
async connect() {
|
|
((this.shaderFiles = {
|
|
vertex:
|
|
'varying vec3 v_color;\n\nvoid main() {\n float time = u_time * u_global.noiseSpeed;\n\n vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;\n\n vec2 st = 1. - uvNorm.xy;\n\n //\n // Tilting the plane\n //\n\n // Front-to-back tilt\n float tilt = resolution.y / 2.0 * uvNorm.y;\n\n // Left-to-right angle\n float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;\n\n // Up-down shift to offset incline\n float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);\n\n //\n // Vertex noise\n //\n\n float noise = snoise(vec3(\n noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,\n noiseCoord.y * u_vertDeform.noiseFreq.y,\n time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed\n )) * u_vertDeform.noiseAmp;\n\n // Fade noise to zero at edges\n noise *= 1.0 - pow(abs(uvNorm.y), 2.0);\n\n // Clamp to 0\n noise = max(0.0, noise);\n\n vec3 pos = vec3(\n position.x,\n position.y + tilt + incline + noise - offset,\n position.z\n );\n\n //\n // Vertex color, to be passed to fragment shader\n //\n\n if (u_active_colors[0] == 1.) {\n v_color = u_baseColor;\n }\n\n for (int i = 0; i < u_waveLayers_length; i++) {\n if (u_active_colors[i + 1] == 1.) {\n WaveLayers layer = u_waveLayers[i];\n\n float noise = smoothstep(\n layer.noiseFloor,\n layer.noiseCeil,\n snoise(vec3(\n noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,\n noiseCoord.y * layer.noiseFreq.y,\n time * layer.noiseSpeed + layer.noiseSeed\n )) / 2.0 + 0.5\n );\n\n v_color = blendNormal(v_color, layer.color, pow(noise, 4.));\n }\n }\n\n //\n // Finish\n //\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n}',
|
|
noise:
|
|
'//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}',
|
|
blend:
|
|
'//\n// https://github.com/jamieowen/glsl-blend\n//\n\n// Normal\n\nvec3 blendNormal(vec3 base, vec3 blend) {\n\treturn blend;\n}\n\nvec3 blendNormal(vec3 base, vec3 blend, float opacity) {\n\treturn (blendNormal(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Screen\n\nfloat blendScreen(float base, float blend) {\n\treturn 1.0-((1.0-base)*(1.0-blend));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend) {\n\treturn vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n\treturn (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Multiply\n\nvec3 blendMultiply(vec3 base, vec3 blend) {\n\treturn base*blend;\n}\n\nvec3 blendMultiply(vec3 base, vec3 blend, float opacity) {\n\treturn (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Overlay\n\nfloat blendOverlay(float base, float blend) {\n\treturn base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend) {\n\treturn vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend, float opacity) {\n\treturn (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Hard light\n\nvec3 blendHardLight(vec3 base, vec3 blend) {\n\treturn blendOverlay(blend,base);\n}\n\nvec3 blendHardLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Soft light\n\nfloat blendSoftLight(float base, float blend) {\n\treturn (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend) {\n\treturn vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color dodge\n\nfloat blendColorDodge(float base, float blend) {\n\treturn (blend==1.0)?blend:min(base/(1.0-blend),1.0);\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend) {\n\treturn vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color burn\n\nfloat blendColorBurn(float base, float blend) {\n\treturn (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend) {\n\treturn vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Vivid Light\n\nfloat blendVividLight(float base, float blend) {\n\treturn (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend) {\n\treturn vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Lighten\n\nfloat blendLighten(float base, float blend) {\n\treturn max(blend,base);\n}\n\nvec3 blendLighten(vec3 base, vec3 blend) {\n\treturn vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));\n}\n\nvec3 blendLighten(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLighten(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear burn\n\nfloat blendLinearBurn(float base, float blend) {\n\t// Note : Same implementation as BlendSubtractf\n\treturn max(base+blend-1.0,0.0);\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendSubtract\n\treturn max(base+blend-vec3(1.0),vec3(0.0));\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear dodge\n\nfloat blendLinearDodge(float base, float blend) {\n\t// Note : Same implementation as BlendAddf\n\treturn min(base+blend,1.0);\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendAdd\n\treturn min(base+blend,vec3(1.0));\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear light\n\nfloat blendLinearLight(float base, float blend) {\n\treturn blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend) {\n\treturn vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity));\n}',
|
|
fragment:
|
|
'varying vec3 v_color;\n\nvoid main() {\n vec3 color = v_color;\n if (u_darken_top == 1.0) {\n vec2 st = gl_FragCoord.xy/resolution.xy;\n color.g -= pow(st.y + sin(-12.0) * st.x, u_shadow_power) * 0.4;\n }\n gl_FragColor = vec4(color, 1.0);\n}',
|
|
}),
|
|
(this.conf = {
|
|
presetName: '',
|
|
wireframe: false,
|
|
density: [0.06, 0.16],
|
|
zoom: 1,
|
|
rotation: 0,
|
|
playing: true,
|
|
}),
|
|
document.querySelectorAll('canvas').length < 1
|
|
? console.log('DID NOT LOAD HERO STRIPE CANVAS')
|
|
: ((this.minigl = new MiniGl(this.el, null, null, !0)),
|
|
this.minigl.gl
|
|
? requestAnimationFrame(() => {
|
|
this.el &&
|
|
((this.computedCanvasStyle = getComputedStyle(this.el)), this.waitForCssVars());
|
|
})
|
|
: console.warn('[MeshGradient] MiniGl has no GL context — gradient disabled')));
|
|
/*
|
|
this.scrollObserver = await s.create(.1, !1),
|
|
this.scrollObserver.observe(this.el),
|
|
this.scrollObserver.onSeparate(() => {
|
|
window.removeEventListener("scroll", this.handleScroll), window.removeEventListener("mousedown", this.handleMouseDown), window.removeEventListener("mouseup", this.handleMouseUp), window.removeEventListener("keydown", this.handleKeyDown), this.isIntersecting = !1, this.conf.playing && this.pause()
|
|
}),
|
|
this.scrollObserver.onIntersect(() => {
|
|
window.addEventListener("scroll", this.handleScroll), window.addEventListener("mousedown", this.handleMouseDown), window.addEventListener("mouseup", this.handleMouseUp), window.addEventListener("keydown", this.handleKeyDown), this.isIntersecting = !0, this.addIsLoadedClass(), this.play()
|
|
})*/
|
|
}
|
|
disconnect() {
|
|
(this.scrollObserver &&
|
|
(window.removeEventListener('scroll', this.handleScroll),
|
|
window.removeEventListener('mousedown', this.handleMouseDown),
|
|
window.removeEventListener('mouseup', this.handleMouseUp),
|
|
window.removeEventListener('keydown', this.handleKeyDown),
|
|
this.scrollObserver.disconnect()),
|
|
window.removeEventListener('resize', this.resize));
|
|
}
|
|
initMaterial() {
|
|
this.uniforms = {
|
|
u_time: new this.minigl.Uniform({ value: 0 }),
|
|
u_shadow_power: new this.minigl.Uniform({ value: 5 }),
|
|
u_darken_top: new this.minigl.Uniform({ value: '' === this.el.dataset.jsDarkenTop ? 1 : 0 }),
|
|
u_active_colors: new this.minigl.Uniform({ value: this.activeColors, type: 'vec4' }),
|
|
u_global: new this.minigl.Uniform({
|
|
value: {
|
|
noiseFreq: new this.minigl.Uniform({ value: [this.freqX, this.freqY], type: 'vec2' }),
|
|
noiseSpeed: new this.minigl.Uniform({ value: 5e-6 }),
|
|
},
|
|
type: 'struct',
|
|
}),
|
|
u_vertDeform: new this.minigl.Uniform({
|
|
value: {
|
|
incline: new this.minigl.Uniform({ value: Math.sin(this.angle) / Math.cos(this.angle) }),
|
|
offsetTop: new this.minigl.Uniform({ value: -0.5 }),
|
|
offsetBottom: new this.minigl.Uniform({ value: -0.5 }),
|
|
noiseFreq: new this.minigl.Uniform({ value: [3, 4], type: 'vec2' }),
|
|
noiseAmp: new this.minigl.Uniform({ value: this.amp }),
|
|
noiseSpeed: new this.minigl.Uniform({ value: 10 }),
|
|
noiseFlow: new this.minigl.Uniform({ value: 3 }),
|
|
noiseSeed: new this.minigl.Uniform({ value: this.seed }),
|
|
},
|
|
type: 'struct',
|
|
excludeFrom: 'fragment',
|
|
}),
|
|
u_baseColor: new this.minigl.Uniform({
|
|
value: this.sectionColors[0],
|
|
type: 'vec3',
|
|
excludeFrom: 'fragment',
|
|
}),
|
|
u_waveLayers: new this.minigl.Uniform({ value: [], excludeFrom: 'fragment', type: 'array' }),
|
|
};
|
|
for (let e = 1; e < this.sectionColors.length; e += 1)
|
|
this.uniforms.u_waveLayers.value.push(
|
|
new this.minigl.Uniform({
|
|
value: {
|
|
color: new this.minigl.Uniform({ value: this.sectionColors[e], type: 'vec3' }),
|
|
noiseFreq: new this.minigl.Uniform({
|
|
value: [2 + e / this.sectionColors.length, 3 + e / this.sectionColors.length],
|
|
type: 'vec2',
|
|
}),
|
|
noiseSpeed: new this.minigl.Uniform({ value: 11 + 0.3 * e }),
|
|
noiseFlow: new this.minigl.Uniform({ value: 6.5 + 0.3 * e }),
|
|
noiseSeed: new this.minigl.Uniform({ value: this.seed + 10 * e }),
|
|
noiseFloor: new this.minigl.Uniform({ value: 0.1 }),
|
|
noiseCeil: new this.minigl.Uniform({ value: 0.63 + 0.07 * e }),
|
|
},
|
|
type: 'struct',
|
|
})
|
|
);
|
|
return (
|
|
(this.vertexShader = [
|
|
this.shaderFiles.noise,
|
|
this.shaderFiles.blend,
|
|
this.shaderFiles.vertex,
|
|
].join('\n\n')),
|
|
new this.minigl.Material(this.vertexShader, this.shaderFiles.fragment, this.uniforms)
|
|
);
|
|
}
|
|
initMesh() {
|
|
((this.material = this.initMaterial()),
|
|
(this.geometry = new this.minigl.PlaneGeometry()),
|
|
(this.mesh = new this.minigl.Mesh(this.geometry, this.material)));
|
|
}
|
|
shouldSkipFrame(e) {
|
|
return !!window.document.hidden || !this.conf.playing || parseInt(e, 10) % 2 == 0 || void 0;
|
|
}
|
|
updateFrequency(e) {
|
|
((this.freqX += e), (this.freqY += e));
|
|
if (this.uniforms && this.uniforms.u_global) {
|
|
this.uniforms.u_global.value.noiseFreq.value = [this.freqX, this.freqY];
|
|
}
|
|
}
|
|
toggleColor(index) {
|
|
this.activeColors[index] = 0 === this.activeColors[index] ? 1 : 0;
|
|
}
|
|
showGradientLegend() {
|
|
this.width > this.minWidth &&
|
|
((this.isGradientLegendVisible = !0), document.body.classList.add('isGradientLegendVisible'));
|
|
}
|
|
hideGradientLegend() {
|
|
((this.isGradientLegendVisible = !1),
|
|
document.body.classList.remove('isGradientLegendVisible'));
|
|
}
|
|
init() {
|
|
try {
|
|
(this.initGradientColors(),
|
|
this.initMesh(),
|
|
this.resize(),
|
|
requestAnimationFrame(this.animate),
|
|
window.addEventListener('resize', this.resize));
|
|
} catch (err) {
|
|
console.warn('[MeshGradient] init failed, gradient disabled:', err);
|
|
}
|
|
}
|
|
/*
|
|
* Waiting for the css variables to become available, usually on page load before we can continue.
|
|
* Using default colors assigned below if no variables have been found after maxCssVarRetries
|
|
*/
|
|
waitForCssVars() {
|
|
if (
|
|
this.computedCanvasStyle &&
|
|
-1 !== this.computedCanvasStyle.getPropertyValue('--gradient-color-1').indexOf('#')
|
|
)
|
|
(this.init(), this.addIsLoadedClass());
|
|
else {
|
|
if (((this.cssVarRetries += 1), this.cssVarRetries > this.maxCssVarRetries)) {
|
|
return (
|
|
(this.sectionColors = [16711680, 16711680, 16711935, 65280, 255]),
|
|
void this.init()
|
|
);
|
|
}
|
|
requestAnimationFrame(() => this.waitForCssVars());
|
|
}
|
|
}
|
|
/*
|
|
* Initializes the four section colors by retrieving them from css variables.
|
|
*/
|
|
initGradientColors() {
|
|
this.sectionColors = [
|
|
'--gradient-color-1',
|
|
'--gradient-color-2',
|
|
'--gradient-color-3',
|
|
'--gradient-color-4',
|
|
]
|
|
.map(cssPropertyName => {
|
|
let hex = this.computedCanvasStyle.getPropertyValue(cssPropertyName).trim();
|
|
//Check if shorthand hex value was used and double the length so the conversion in normalizeColor will work.
|
|
if (4 === hex.length) {
|
|
const hexTemp = hex
|
|
.substr(1)
|
|
.split('')
|
|
.map(hexTemp => hexTemp + hexTemp)
|
|
.join('');
|
|
hex = `#${hexTemp}`;
|
|
}
|
|
return hex && `0x${hex.substr(1)}`;
|
|
})
|
|
.filter(Boolean)
|
|
.map(normalizeColor);
|
|
}
|
|
}
|
|
|
|
/*
|
|
*Finally initializing the Gradient class, assigning a canvas to it and calling Gradient.connect() which initializes everything,
|
|
* Use Gradient.pause() and Gradient.play() for controls.
|
|
*
|
|
* Here are some default property values you can change anytime:
|
|
* Amplitude: Gradient.amp = 0
|
|
* Colors: Gradient.sectionColors (if you change colors, use normalizeColor(#hexValue)) before you assign it.
|
|
*
|
|
*
|
|
* Useful functions
|
|
* Gradient.toggleColor(index)
|
|
* Gradient.updateFrequency(freq)
|
|
*/
|
|
|
|
export { Gradient };
|