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.meshes = []; const context = _miniGl.gl; 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); 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 ${fragments}\n `, material.vertexShader = getShaderByType(context.VERTEX_SHADER, material.vertexSource), material.fragmentShader = getShaderByType(context.FRAGMENT_SHADER, material.Source), material.program = context.createProgram(), context.attachShader(material.program, material.vertexShader), context.attachShader(material.program, material.fragmentShader), context.linkProgram(material.program), context.getProgramParameter(material.program, context.LINK_STATUS) || console.error(context.getProgramInfoLog(material.program)), context.useProgram(material.program), material.attachUniforms(void 0, _miniGl.commonUniforms), material.attachUniforms(void 0, material.uniforms); } //t = uniform attachUniforms(name, uniforms) { //n = material const material = this; void 0 === name ? Object.entries(uniforms).forEach(([name, uniform]) => { material.attachUniforms(name, uniform); }) : "array" == uniforms.type ? uniforms.value.forEach((uniform, i) => material.attachUniforms(`${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()); } } class r { constructor({ threshold: r, requireThreshold: s, onlyOnce: t, rootMargin: o, root: n }) { e(this, "__intersectHandlers", []), e(this, "__separateHandlers", []), e(this, "__observer", void 0), this.__observer = new IntersectionObserver(e => { !s || e[0].intersectionRatio >= r ? (this.__intersectHandlers.forEach(r => { r(e); }), t && this.disconnect()) : this.__separateHandlers.forEach(r => { r(e); }); }, { threshold: r, rootMargin: o, root: n }); } observe(e) { this.__observer.observe(e); } onIntersect(e) { this.__intersectHandlers.push(e); } onSeparate(e) { this.__separateHandlers.push(e); } disconnect() { this.__observer.disconnect(); } } const s = { create: function (e = 1, s = !1, t = !0, o = "0px 0px 0px 0px", n = null) { return new Promise(i => { function c() { i(new r({ threshold: e, requireThreshold: t, onlyOnce: s, rootMargin: o, root: n })); } c(); }); } }; const e = (object, propertyName, val) => { return propertyName in object ? Object.defineProperty(object, propertyName, { value: val, enumerable: !0, configurable: !0, writable: !0 }) : object[propertyName] = val, 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.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, colors) => { this.el = document.querySelector(selector); this.connect(); this.sectionColors = colors; return this; }); } async connect() { this.shaderFiles = { vertex: "varying vec3 v_color;\n\nvoid main() {\n float time = u_global.noiseSpeed == 0.01 ? u_static_time + u_mouse_time : u_mouse_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", 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: [.06, .16], zoom: 1, rotation: 0, playing: true }, this.minigl = new MiniGl(this.el, null, null, !0), // requestAnimationFrame(() => { // this.el && (this.computedCanvasStyle = getComputedStyle(this.el), this.waitForCssVars()) // }), this.scrollObserver = await s.create(0, !1, !1, "150px 0px 150px 0px"), 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_static_time: new this.minigl.Uniform({ value: 0 }), u_mouse_time: new this.minigl.Uniform({ value: 0 }), u_static: 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: -.5 }), offsetBottom: new this.minigl.Uniform({ value: -.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 + .3 * e }), noiseFlow: new this.minigl.Uniform({ value: 6.5 + .3 * e }), noiseSeed: new this.minigl.Uniform({ value: this.seed + 10 * e }), noiseFloor: new this.minigl.Uniform({ value: .1 }), noiseCeil: new this.minigl.Uniform({ value: .63 + .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; } 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() { this.initMesh(), this.resize(), requestAnimationFrame(this.animate), window.addEventListener("resize", this.resize); } //TODO: cleanup next 2 methods /* * 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("--ui-fluid-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 = ["--ui-fluid-1", "--ui-fluid-2", "--ui-fluid-3", "--ui-fluid-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); } } window['uiAnimated_Animation-6'] = (el, canvas, userSettings) => { var id = Math.floor(1000 + Math.random() * 9000); canvas.setAttribute('id', 'ui-fluid-canvas-' + id); canvas.setAttribute('data-transition-in', ''); const normalizeSettings = raw => { return raw; }; const gradient = new Gradient(); gradient.initGradient("#ui-fluid-canvas-" + id, userSettings.colorArray); gradient.init(); let mouse = [0, 0]; const updateMousePosition = e => { const rect = el.getBoundingClientRect(); mouse[0] = (e.clientX - rect.left) / rect.width; mouse[1] = 1 - (e.clientY - rect.top) / rect.height; gradient.material.uniforms.u_mouse_time.value = (mouse[0] + mouse[1]) * 0.003; }; const customUpdateSettings = raw => { // const normalized = normalizeSettings(raw); for (const [k, v] of Object.entries(raw)) { switch (k) { case "colorArray": gradient.material.uniforms.u_baseColor.value = v[0]; for (let i = 1; i < v.length; i++) { if (gradient.material.uniforms.u_waveLayers.value[i - 1]) { gradient.material.uniforms.u_waveLayers.value[i - 1].value.color.value = v[i]; } } break; case "scale": gradient.material.uniforms.u_vertDeform.value.noiseAmp.value = v * 16; break; case 'static': gradient.material.uniforms.u_static.value = v ? 1 : 0; break; case 'progress': if (gradient.material.uniforms.u_global.value.noiseSpeed.value === 0.01) { gradient.material.uniforms.u_static_time.value = v * 0.003; // 1e5; } break; case "speed": if (v === 0) { gradient.pause(); gradient.material.uniforms.u_global.value.noiseSpeed.value = 0.01; break; } const baseSpeed = 5e-6; const minSpeed = 0; const maxSpeed = 1.2e-5; const speedFactor = (v - 40) / 60; const finalSpeed = baseSpeed + speedFactor * (speedFactor < 0 ? baseSpeed - minSpeed : maxSpeed - baseSpeed); gradient.material.uniforms.u_global.value.noiseSpeed.value = finalSpeed; gradient.play(); break; case "intensity": const base = [0.00014, 0.00028]; // intensity 50 const min = [0.00001, 0.00002]; const max = [0.00050, 0.00060]; const factor = (v - 50) / 50; // Normalize intensity between -1 and 1 gradient.material.uniforms.u_global.value.noiseFreq.value = [base[0] + factor * (factor < 0 ? base[0] - min[0] : max[0] - base[0]), base[1] + factor * (factor < 0 ? base[1] - min[1] : max[1] - base[1])]; break; case 'mouseInteractive': if (v) { el.addEventListener('mousemove', updateMousePosition); } else { el.removeEventListener('mousemove', updateMousePosition); gradient.material.uniforms.u_mouse_time.value = 0; } break; } } }; customUpdateSettings(userSettings); el.animatedBackground = { normalizeSettings, customUpdateSettings, custom: true }; };