Files
openhuman/app/src/lib/meshGradient.js
T
8aa5547af4 feat: Telegram managed login, channel messaging, and inbound agent loop (#338)
* 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>
2026-04-05 22:08:17 -07:00

706 lines
38 KiB
JavaScript

/* eslint-disable no-undef, no-unused-vars */
/*
* Stripe WebGl Gradient Animation
* All Credits to Stripe.com
* ScrollObserver functionality to disable animation when not scrolled into view has been disabled and
* commented out for now.
* https://kevinhufnagl.com
*/
//Converting colors to proper format
function normalizeColor(hexCode) {
return [((hexCode >> 16) & 255) / 255, ((hexCode >> 8) & 255) / 255, (255 & hexCode) / 255];
}
['SCREEN', 'LINEAR_LIGHT'].reduce((hexCode, t, n) => Object.assign(hexCode, { [t]: n }), {});
//Essential functionality of WebGl
//t = width
//n = height
class MiniGl {
constructor(canvas, width, height, debug = false) {
const _miniGl = this,
debug_output = -1 !== document.location.search.toLowerCase().indexOf('debug=webgl');
((_miniGl.canvas = canvas),
(_miniGl.gl =
_miniGl.canvas.getContext('webgl', { antialias: true }) ||
_miniGl.canvas.getContext('webgl2', { antialias: true })),
(_miniGl.meshes = []));
const context = _miniGl.gl;
if (!context) {
console.warn('[MeshGradient] Failed to obtain WebGL context');
return;
}
(width && height && this.setSize(width, height),
_miniGl.lastDebugMsg,
(_miniGl.debug =
debug && debug_output
? function (e) {
const t = new Date();
(t - _miniGl.lastDebugMsg > 1e3 && console.log('---'),
console.log(
t.toLocaleTimeString() + Array(Math.max(0, 32 - e.length)).join(' ') + e + ': ',
...Array.from(arguments).slice(1)
),
(_miniGl.lastDebugMsg = t));
}
: () => {}),
Object.defineProperties(_miniGl, {
Material: {
enumerable: false,
value: class {
constructor(vertexShaders, fragments, uniforms = {}) {
const material = this;
function getShaderByType(type, source) {
const shader = context.createShader(type);
if (!shader) {
console.warn(
'[MeshGradient] createShader returned null — WebGL context may be lost'
);
return null;
}
return (
context.shaderSource(shader, source),
context.compileShader(shader),
context.getShaderParameter(shader, context.COMPILE_STATUS) ||
console.error(context.getShaderInfoLog(shader)),
_miniGl.debug('Material.compileShaderSource', { source: source }),
shader
);
}
function getUniformVariableDeclarations(uniforms, type) {
return Object.entries(uniforms)
.map(([uniform, value]) => value.getDeclaration(uniform, type))
.join('\n');
}
((material.uniforms = uniforms), (material.uniformInstances = []));
const prefix = '\n precision highp float;\n ';
((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 `),
(material.Source = `\n ${prefix}\n ${getUniformVariableDeclarations(_miniGl.commonUniforms, 'fragment')}\n ${getUniformVariableDeclarations(uniforms, 'fragment')}\n ${fragments}\n `),
(material.vertexShader = getShaderByType(
context.VERTEX_SHADER,
material.vertexSource
)),
(material.fragmentShader = getShaderByType(
context.FRAGMENT_SHADER,
material.Source
)));
if (!material.vertexShader || !material.fragmentShader) {
throw new Error(
'[MeshGradient] Shader compilation failed — WebGL context may be lost'
);
}
((material.program = context.createProgram()),
context.attachShader(material.program, material.vertexShader),
context.attachShader(material.program, material.fragmentShader),
context.linkProgram(material.program),
context.getProgramParameter(material.program, context.LINK_STATUS) ||
console.error(context.getProgramInfoLog(material.program)),
context.useProgram(material.program),
material.attachUniforms(void 0, _miniGl.commonUniforms),
material.attachUniforms(void 0, material.uniforms));
}
//t = uniform
attachUniforms(name, uniforms) {
//n = material
const material = this;
void 0 === name
? Object.entries(uniforms).forEach(([name, uniform]) => {
material.attachUniforms(name, uniform);
})
: 'array' == uniforms.type
? uniforms.value.forEach((uniform, i) =>
material.attachUniforms(`${name}[${i}]`, uniform)
)
: 'struct' == uniforms.type
? Object.entries(uniforms.value).forEach(([uniform, i]) =>
material.attachUniforms(`${name}.${uniform}`, i)
)
: (_miniGl.debug('Material.attachUniforms', { name: name, uniform: uniforms }),
material.uniformInstances.push({
uniform: uniforms,
location: context.getUniformLocation(material.program, name),
}));
}
},
},
Uniform: {
enumerable: !1,
value: class {
constructor(e) {
((this.type = 'float'), Object.assign(this, e));
((this.typeFn =
{
float: '1f',
int: '1i',
vec2: '2fv',
vec3: '3fv',
vec4: '4fv',
mat4: 'Matrix4fv',
}[this.type] || '1f'),
this.update());
}
update(value) {
void 0 !== this.value &&
context[`uniform${this.typeFn}`](
value,
0 === this.typeFn.indexOf('Matrix') ? this.transpose : this.value,
0 === this.typeFn.indexOf('Matrix') ? this.value : null
);
}
//e - name
//t - type
//n - length
getDeclaration(name, type, length) {
const uniform = this;
if (uniform.excludeFrom !== type) {
if ('array' === uniform.type)
return (
uniform.value[0].getDeclaration(name, type, uniform.value.length) +
`\nconst int ${name}_length = ${uniform.value.length};`
);
if ('struct' === uniform.type) {
let name_no_prefix = name.replace('u_', '');
return (
(name_no_prefix =
name_no_prefix.charAt(0).toUpperCase() + name_no_prefix.slice(1)),
`uniform struct ${name_no_prefix}
{\n` +
Object.entries(uniform.value)
.map(([name, uniform]) =>
uniform.getDeclaration(name, type).replace(/^uniform/, '')
)
.join('') +
`\n} ${name}${length > 0 ? `[${length}]` : ''};`
);
}
return `uniform ${uniform.type} ${name}${length > 0 ? `[${length}]` : ''};`;
}
}
},
},
PlaneGeometry: {
enumerable: !1,
value: class {
constructor(width, height, n, i, orientation) {
(context.createBuffer(),
(this.attributes = {
position: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 3 }),
uv: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 2 }),
uvNorm: new _miniGl.Attribute({ target: context.ARRAY_BUFFER, size: 2 }),
index: new _miniGl.Attribute({
target: context.ELEMENT_ARRAY_BUFFER,
size: 3,
type: context.UNSIGNED_SHORT,
}),
}),
this.setTopology(n, i),
this.setSize(width, height, orientation));
}
setTopology(e = 1, t = 1) {
const n = this;
((n.xSegCount = e),
(n.ySegCount = t),
(n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1)),
(n.quadCount = n.xSegCount * n.ySegCount * 2),
(n.attributes.uv.values = new Float32Array(2 * n.vertexCount)),
(n.attributes.uvNorm.values = new Float32Array(2 * n.vertexCount)),
(n.attributes.index.values = new Uint16Array(3 * n.quadCount)));
for (let e = 0; e <= n.ySegCount; e++)
for (let t = 0; t <= n.xSegCount; t++) {
const i = e * (n.xSegCount + 1) + t;
if (
((n.attributes.uv.values[2 * i] = t / n.xSegCount),
(n.attributes.uv.values[2 * i + 1] = 1 - e / n.ySegCount),
(n.attributes.uvNorm.values[2 * i] = (t / n.xSegCount) * 2 - 1),
(n.attributes.uvNorm.values[2 * i + 1] = 1 - (e / n.ySegCount) * 2),
t < n.xSegCount && e < n.ySegCount)
) {
const s = e * n.xSegCount + t;
((n.attributes.index.values[6 * s] = i),
(n.attributes.index.values[6 * s + 1] = i + 1 + n.xSegCount),
(n.attributes.index.values[6 * s + 2] = i + 1),
(n.attributes.index.values[6 * s + 3] = i + 1),
(n.attributes.index.values[6 * s + 4] = i + 1 + n.xSegCount),
(n.attributes.index.values[6 * s + 5] = i + 2 + n.xSegCount));
}
}
(n.attributes.uv.update(),
n.attributes.uvNorm.update(),
n.attributes.index.update(),
_miniGl.debug('Geometry.setTopology', {
uv: n.attributes.uv,
uvNorm: n.attributes.uvNorm,
index: n.attributes.index,
}));
}
setSize(width = 1, height = 1, orientation = 'xz') {
const geometry = this;
((geometry.width = width),
(geometry.height = height),
(geometry.orientation = orientation),
(geometry.attributes.position.values &&
geometry.attributes.position.values.length === 3 * geometry.vertexCount) ||
(geometry.attributes.position.values = new Float32Array(
3 * geometry.vertexCount
)));
const o = width / -2,
r = height / -2,
segment_width = width / geometry.xSegCount,
segment_height = height / geometry.ySegCount;
for (let yIndex = 0; yIndex <= geometry.ySegCount; yIndex++) {
const t = r + yIndex * segment_height;
for (let xIndex = 0; xIndex <= geometry.xSegCount; xIndex++) {
const r = o + xIndex * segment_width,
l = yIndex * (geometry.xSegCount + 1) + xIndex;
((geometry.attributes.position.values[3 * l + 'xyz'.indexOf(orientation[0])] = r),
(geometry.attributes.position.values[3 * l + 'xyz'.indexOf(orientation[1])] =
-t));
}
}
(geometry.attributes.position.update(),
_miniGl.debug('Geometry.setSize', { position: geometry.attributes.position }));
}
},
},
Mesh: {
enumerable: !1,
value: class {
constructor(geometry, material) {
const mesh = this;
((mesh.geometry = geometry),
(mesh.material = material),
(mesh.wireframe = !1),
(mesh.attributeInstances = []),
Object.entries(mesh.geometry.attributes).forEach(([e, attribute]) => {
mesh.attributeInstances.push({
attribute: attribute,
location: attribute.attach(e, mesh.material.program),
});
}),
_miniGl.meshes.push(mesh),
_miniGl.debug('Mesh.constructor', { mesh: mesh }));
}
draw() {
(context.useProgram(this.material.program),
this.material.uniformInstances.forEach(({ uniform: e, location: t }) =>
e.update(t)
),
this.attributeInstances.forEach(({ attribute: e, location: t }) => e.use(t)),
context.drawElements(
this.wireframe ? context.LINES : context.TRIANGLES,
this.geometry.attributes.index.values.length,
context.UNSIGNED_SHORT,
0
));
}
remove() {
_miniGl.meshes = _miniGl.meshes.filter(e => e != this);
}
},
},
Attribute: {
enumerable: !1,
value: class {
constructor(e) {
((this.type = context.FLOAT),
(this.normalized = !1),
(this.buffer = context.createBuffer()),
Object.assign(this, e),
this.update());
}
update() {
void 0 !== this.values &&
(context.bindBuffer(this.target, this.buffer),
context.bufferData(this.target, this.values, context.STATIC_DRAW));
}
attach(e, t) {
const n = context.getAttribLocation(t, e);
return (
this.target === context.ARRAY_BUFFER &&
(context.enableVertexAttribArray(n),
context.vertexAttribPointer(n, this.size, this.type, this.normalized, 0, 0)),
n
);
}
use(e) {
(context.bindBuffer(this.target, this.buffer),
this.target === context.ARRAY_BUFFER &&
(context.enableVertexAttribArray(e),
context.vertexAttribPointer(e, this.size, this.type, this.normalized, 0, 0)));
}
},
},
}));
const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
_miniGl.commonUniforms = {
projectionMatrix: new _miniGl.Uniform({ type: 'mat4', value: a }),
modelViewMatrix: new _miniGl.Uniform({ type: 'mat4', value: a }),
resolution: new _miniGl.Uniform({ type: 'vec2', value: [1, 1] }),
aspectRatio: new _miniGl.Uniform({ type: 'float', value: 1 }),
};
}
setSize(e = 640, t = 480) {
((this.width = e),
(this.height = t),
(this.canvas.width = e),
(this.canvas.height = t),
this.gl.viewport(0, 0, e, t),
(this.commonUniforms.resolution.value = [e, t]),
(this.commonUniforms.aspectRatio.value = e / t),
this.debug('MiniGL.setSize', { width: e, height: t }));
}
//left, right, top, bottom, near, far
setOrthographicCamera(e = 0, t = 0, n = 0, i = -2e3, s = 2e3) {
((this.commonUniforms.projectionMatrix.value = [
2 / this.width,
0,
0,
0,
0,
2 / this.height,
0,
0,
0,
0,
2 / (i - s),
0,
e,
t,
n,
1,
]),
this.debug('setOrthographicCamera', this.commonUniforms.projectionMatrix.value));
}
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 };