docs(site): switch hero to React Bits–style beams
Replace the wave gradient with a vanilla Three.js beams field using the shared demo preset and OSG green lighting for a more dimensional look.
This commit is contained in:
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-1
@@ -8,7 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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## [Unreleased]
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### Added
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### Added
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- **Wave Gradient hero**: Stripe-style animated mesh gradient (vendored MIT `wave-gradient`) with OSG green/teal/violet palettes, reduced-motion freeze, and CSS fallback. / **Wave Gradient Hero**:Stripe 风格动态网格渐变(本地托管 MIT `wave-gradient`),配 OSG 绿/青/紫配色,支持减少动态模式冻结与 CSS 回退。
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- **Beams hero**: radiant noise-warped beam array (React Bits–style, vanilla Three.js) with the shared demo preset (26 beams, 208° rotation) and OSG green light. / **Beams Hero**:放射状噪声光束阵列(React Bits 风格,原生 Three.js),采用分享的演示预设(26 束、208° 旋转)与 OSG 绿色灯光。
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- **App Store download badges**: official badges on bilingual READMEs (hero + Get sections) and the website, with China-store `/cn/` links for Chinese and regionless App Store links for English. / **App Store 下载徽章**:中英文 README(顶部与获取区)与官网挂载官方徽章;中文链 `/cn/`,英文用无地区链接。
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- **App Store download badges**: official badges on bilingual READMEs (hero + Get sections) and the website, with China-store `/cn/` links for Chinese and regionless App Store links for English. / **App Store 下载徽章**:中英文 README(顶部与获取区)与官网挂载官方徽章;中文链 `/cn/`,英文用无地区链接。
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- **Website SEO & AI discovery**: richer meta/JSON-LD/FAQ, `llms.txt`, expanded sitemap, English landing, plus install / compare / Mac-dictation content pages. / **官网 SEO 与 AI 发现**:强化 meta/JSON-LD/FAQ、`llms.txt`、sitemap,并新增英文落地页与安装 / 对比 / Mac 听写专题页。
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- **Website SEO & AI discovery**: richer meta/JSON-LD/FAQ, `llms.txt`, expanded sitemap, English landing, plus install / compare / Mac-dictation content pages. / **官网 SEO 与 AI 发现**:强化 meta/JSON-LD/FAQ、`llms.txt`、sitemap,并新增英文落地页与安装 / 对比 / Mac 听写专题页。
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- **Context-aware polish safeguards**: polish can use a redacted cursor-neighborhood snapshot for natural continuation, validates protected terms and identifiers, retries once, and falls back to a conservative local cleanup when needed. / **上下文润色护栏**:润色可使用经截断脱敏的光标附近文字自然衔接,并校验受保护词与标识符;失败时重试一次,仍不合格则降级为本地保守清理。
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- **Context-aware polish safeguards**: polish can use a redacted cursor-neighborhood snapshot for natural continuation, validates protected terms and identifiers, retries once, and falls back to a conservative local cleanup when needed. / **上下文润色护栏**:润色可使用经截断脱敏的光标附近文字自然衔接,并校验受保护词与标识符;失败时重试一次,仍不合格则降级为本地保守清理。
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@@ -0,0 +1,373 @@
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/*!
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* OSGKeyboard hero beams — vanilla Three.js recreation inspired by
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* React Bits "Beams" (https://reactbits.dev/backgrounds/beams).
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* Parameters match the shared demo preset.
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* three.js is MIT; this file is project code.
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*/
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(function (global) {
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"use strict";
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const NOISE = `
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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float cnoise(vec3 P){
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vec3 Pi0 = floor(P);
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vec3 Pi1 = Pi0 + vec3(1.0);
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Pi0 = mod(Pi0, 289.0);
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Pi1 = mod(Pi1, 289.0);
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vec3 Pf0 = fract(P);
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vec3 Pf1 = Pf0 - vec3(1.0);
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 / 7.0;
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vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 / 7.0;
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vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
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g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
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g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x,Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy,Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy,Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x,Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
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vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y);
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float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
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return 2.2 * n_xyz;
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}
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`;
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function hexToNormalizedRGB(hex) {
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const clean = String(hex).replace("#", "");
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const full = clean.length === 3
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? clean.split("").map((c) => c + c).join("")
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: clean;
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return [
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parseInt(full.substring(0, 2), 16) / 255,
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parseInt(full.substring(2, 4), 16) / 255,
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parseInt(full.substring(4, 6), 16) / 255
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];
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}
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function extendMaterial(THREE, BaseMaterial, cfg) {
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const physical = THREE.ShaderLib.physical;
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const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
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const baseDefines = physical.defines || {};
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const uniforms = THREE.UniformsUtils.clone(baseUniforms);
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const defaults = new BaseMaterial(cfg.material || {});
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if (defaults.color) uniforms.diffuse.value = defaults.color;
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if ("roughness" in defaults) uniforms.roughness.value = defaults.roughness;
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if ("metalness" in defaults) uniforms.metalness.value = defaults.metalness;
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if ("envMap" in defaults) uniforms.envMap.value = defaults.envMap;
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if ("envMapIntensity" in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity;
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Object.entries(cfg.uniforms || {}).forEach(([key, u]) => {
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uniforms[key] = u !== null && typeof u === "object" && "value" in u ? u : { value: u };
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});
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let vert = `${cfg.header}\n${cfg.vertexHeader || ""}\n${baseVert}`;
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let frag = `${cfg.header}\n${cfg.fragmentHeader || ""}\n${baseFrag}`;
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for (const [inc, code] of Object.entries(cfg.vertex || {})) {
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vert = vert.replace(inc, `${inc}\n${code}`);
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}
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for (const [inc, code] of Object.entries(cfg.fragment || {})) {
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frag = frag.replace(inc, `${inc}\n${code}`);
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}
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return new THREE.ShaderMaterial({
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defines: { ...baseDefines },
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uniforms,
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vertexShader: vert,
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fragmentShader: frag,
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lights: true,
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fog: !!(cfg.material && cfg.material.fog)
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});
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}
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function createStackedPlanesBufferGeometry(THREE, n, width, height, spacing, heightSegments) {
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const geometry = new THREE.BufferGeometry();
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const numVertices = n * (heightSegments + 1) * 2;
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const numFaces = n * heightSegments * 2;
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const positions = new Float32Array(numVertices * 3);
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const indices = new Uint32Array(numFaces * 3);
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const uvs = new Float32Array(numVertices * 2);
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let vertexOffset = 0;
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let indexOffset = 0;
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let uvOffset = 0;
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const totalWidth = n * width + (n - 1) * spacing;
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const xOffsetBase = -totalWidth / 2;
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for (let i = 0; i < n; i++) {
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const xOffset = xOffsetBase + i * (width + spacing);
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const uvXOffset = Math.random() * 300;
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const uvYOffset = Math.random() * 300;
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for (let j = 0; j <= heightSegments; j++) {
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const y = height * (j / heightSegments - 0.5);
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positions.set([xOffset, y, 0, xOffset + width, y, 0], vertexOffset * 3);
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const uvY = j / heightSegments;
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uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
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if (j < heightSegments) {
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const a = vertexOffset;
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const b = vertexOffset + 1;
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const c = vertexOffset + 2;
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const d = vertexOffset + 3;
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indices.set([a, b, c, c, b, d], indexOffset);
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indexOffset += 6;
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}
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vertexOffset += 2;
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uvOffset += 4;
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}
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}
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geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2));
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geometry.setIndex(new THREE.BufferAttribute(indices, 1));
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geometry.computeVertexNormals();
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return geometry;
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}
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/**
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* @param {HTMLCanvasElement} canvas
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* @param {object} options
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*/
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function create(canvas, options) {
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const THREE = global.THREE;
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if (!THREE || !canvas) throw new Error("THREE or canvas missing");
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const {
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beamWidth = 4.5,
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beamHeight = 6,
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beamNumber = 26,
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lightColor = "#7CFFB2",
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speed = 4.5,
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noiseIntensity = 2.65,
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scale = 0.62,
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rotation = 208,
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background = "#000000",
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reduceMotion = false,
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heightSegments = 100
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} = options || {};
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(background);
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const camera = new THREE.PerspectiveCamera(30, 1, 0.1, 100);
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camera.position.set(0, 0, 20);
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const renderer = new THREE.WebGLRenderer({
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canvas,
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antialias: true,
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alpha: false,
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powerPreference: "low-power"
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});
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renderer.setClearColor(background, 1);
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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const material = extendMaterial(THREE, THREE.MeshStandardMaterial, {
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header: `
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varying vec3 vEye;
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varying float vNoise;
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varying vec2 vUv;
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varying vec3 vPosition;
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uniform float time;
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uniform float uSpeed;
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uniform float uNoiseIntensity;
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uniform float uScale;
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${NOISE}`,
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vertexHeader: `
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float getPos(vec3 pos) {
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vec3 noisePos =
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vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
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return cnoise(noisePos);
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}
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vec3 getCurrentPos(vec3 pos) {
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vec3 newpos = pos;
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newpos.z += getPos(pos);
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return newpos;
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}
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vec3 getNormal(vec3 pos) {
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vec3 curpos = getCurrentPos(pos);
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vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
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vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
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vec3 tangentX = normalize(nextposX - curpos);
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vec3 tangentZ = normalize(nextposZ - curpos);
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return normalize(cross(tangentZ, tangentX));
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}`,
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vertex: {
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"#include <begin_vertex>": "transformed.z += getPos(transformed.xyz);",
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"#include <beginnormal_vertex>": "objectNormal = getNormal(position.xyz);"
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},
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fragment: {
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"#include <dithering_fragment>": `
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float randomNoise = noise(gl_FragCoord.xy);
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gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`
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},
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material: { fog: true },
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uniforms: {
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diffuse: new THREE.Color(...hexToNormalizedRGB("#000000")),
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time: { value: 0 },
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roughness: 0.3,
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metalness: 0.3,
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uSpeed: { value: speed },
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envMapIntensity: 10,
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uNoiseIntensity: { value: noiseIntensity },
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uScale: { value: scale }
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}
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});
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const geometry = createStackedPlanesBufferGeometry(
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THREE,
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beamNumber,
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beamWidth,
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beamHeight,
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0,
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heightSegments
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);
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const mesh = new THREE.Mesh(geometry, material);
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const group = new THREE.Group();
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group.rotation.z = THREE.MathUtils.degToRad(rotation);
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group.add(mesh);
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const dir = new THREE.DirectionalLight(lightColor, 1);
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dir.position.set(0, 3, 10);
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group.add(dir);
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scene.add(group);
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scene.add(new THREE.AmbientLight(0xffffff, 1));
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let playing = !reduceMotion;
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let visible = true;
|
||||||
|
let raf = 0;
|
||||||
|
let last = performance.now();
|
||||||
|
let disposed = false;
|
||||||
|
|
||||||
|
function resize() {
|
||||||
|
const parent = canvas.parentElement || canvas;
|
||||||
|
const rect = parent.getBoundingClientRect();
|
||||||
|
const w = Math.max(1, Math.floor(rect.width));
|
||||||
|
const h = Math.max(1, Math.floor(rect.height));
|
||||||
|
const dpr = Math.min(window.devicePixelRatio || 1, reduceMotion ? 1 : 1.75);
|
||||||
|
renderer.setPixelRatio(dpr);
|
||||||
|
renderer.setSize(w, h, false);
|
||||||
|
camera.aspect = w / h;
|
||||||
|
camera.updateProjectionMatrix();
|
||||||
|
}
|
||||||
|
|
||||||
|
function frame(now) {
|
||||||
|
if (disposed) return;
|
||||||
|
raf = requestAnimationFrame(frame);
|
||||||
|
if (!playing || !visible || document.hidden) return;
|
||||||
|
const delta = Math.min(0.05, (now - last) / 1000);
|
||||||
|
last = now;
|
||||||
|
material.uniforms.time.value += 0.1 * delta;
|
||||||
|
renderer.render(scene, camera);
|
||||||
|
}
|
||||||
|
|
||||||
|
function renderOnce() {
|
||||||
|
renderer.render(scene, camera);
|
||||||
|
}
|
||||||
|
|
||||||
|
resize();
|
||||||
|
// Seed a bit of displacement so the first frame isn't flat
|
||||||
|
material.uniforms.time.value = reduceMotion ? 2.4 : 0.2;
|
||||||
|
renderOnce();
|
||||||
|
|
||||||
|
if (!reduceMotion) {
|
||||||
|
last = performance.now();
|
||||||
|
raf = requestAnimationFrame(frame);
|
||||||
|
}
|
||||||
|
|
||||||
|
const ro = new ResizeObserver(() => {
|
||||||
|
resize();
|
||||||
|
renderOnce();
|
||||||
|
});
|
||||||
|
ro.observe(canvas.parentElement || canvas);
|
||||||
|
|
||||||
|
return {
|
||||||
|
setPlaying(next) {
|
||||||
|
playing = !!next && !reduceMotion;
|
||||||
|
if (playing && !raf) {
|
||||||
|
last = performance.now();
|
||||||
|
raf = requestAnimationFrame(frame);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
setVisible(next) {
|
||||||
|
visible = !!next;
|
||||||
|
if (visible && playing && !raf) {
|
||||||
|
last = performance.now();
|
||||||
|
raf = requestAnimationFrame(frame);
|
||||||
|
}
|
||||||
|
if (visible) renderOnce();
|
||||||
|
},
|
||||||
|
setLightColor(hex) {
|
||||||
|
dir.color.set(hex);
|
||||||
|
renderOnce();
|
||||||
|
},
|
||||||
|
setBackground(hex) {
|
||||||
|
scene.background = new THREE.Color(hex);
|
||||||
|
renderer.setClearColor(hex, 1);
|
||||||
|
renderOnce();
|
||||||
|
},
|
||||||
|
resize,
|
||||||
|
destroy() {
|
||||||
|
disposed = true;
|
||||||
|
cancelAnimationFrame(raf);
|
||||||
|
raf = 0;
|
||||||
|
ro.disconnect();
|
||||||
|
geometry.dispose();
|
||||||
|
material.dispose();
|
||||||
|
renderer.dispose();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
global.OSGBeamsHero = { create };
|
||||||
|
})(typeof window !== "undefined" ? window : globalThis);
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
MIT License
|
The MIT License
|
||||||
|
|
||||||
Copyright (c) 2022 Mohamed ElSaadany
|
Copyright © 2010-2023 three.js authors
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
@@ -9,13 +9,13 @@ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|||||||
copies of the Software, and to permit persons to whom the Software is
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
furnished to do so, subject to the following conditions:
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
The above copyright notice and this permission notice shall be included in
|
||||||
copies or substantial portions of the Software.
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
SOFTWARE.
|
THE SOFTWARE.
|
||||||
Vendored
+7
File diff suppressed because one or more lines are too long
@@ -1,341 +0,0 @@
|
|||||||
/*! wave-gradient (MIT) https://github.com/sa3dany/wave-gradient — Copyright (c) 2022 Mohamed ElSaadany */
|
|
||||||
"use strict";
|
|
||||||
var WaveGradientModule = (() => {
|
|
||||||
var __defProp = Object.defineProperty;
|
|
||||||
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
|
|
||||||
var __getOwnPropNames = Object.getOwnPropertyNames;
|
|
||||||
var __hasOwnProp = Object.prototype.hasOwnProperty;
|
|
||||||
var __export = (target, all) => {
|
|
||||||
for (var name in all)
|
|
||||||
__defProp(target, name, { get: all[name], enumerable: true });
|
|
||||||
};
|
|
||||||
var __copyProps = (to, from, except, desc) => {
|
|
||||||
if (from && typeof from === "object" || typeof from === "function") {
|
|
||||||
for (let key of __getOwnPropNames(from))
|
|
||||||
if (!__hasOwnProp.call(to, key) && key !== except)
|
|
||||||
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
|
|
||||||
}
|
|
||||||
return to;
|
|
||||||
};
|
|
||||||
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
|
|
||||||
|
|
||||||
// src/wave-gradient.js
|
|
||||||
var wave_gradient_exports = {};
|
|
||||||
__export(wave_gradient_exports, {
|
|
||||||
WaveGradient: () => WaveGradient
|
|
||||||
});
|
|
||||||
|
|
||||||
// src/shaders.js
|
|
||||||
var vert = `#version 300 es
|
|
||||||
vec3 o(vec3 i,vec3 c,float r){return c*r+i*(1.-r);}vec3 o(vec3 n){return n-floor(n*(1./289.))*289.;}vec4 o(vec4 n){return n-floor(n*(1./289.))*289.;}vec4 e(vec4 n){return o((n*34.+1.)*n);}vec4 v(vec4 y){return 1.79284291400159-.85373472095314*y;}float t(vec3 l){const vec2 s=vec2(1./6.,1./3.);const vec4 u=vec4(0.,.5,1.,2.);vec3 a=floor(l+dot(l,s.yyy)),x=l-a+dot(a,s.xxx),d=step(x.yzx,x.xyz),f=1.-d,z=min(d.xyz,f.zxy),w=max(d.xyz,f.zxy),m=x-z+s.xxx,C=x-w+s.yyy,p=x-u.yyy;a=o(a);vec4 P=e(e(e(a.z+vec4(0.,z.z,w.z,1.))+a.y+vec4(0.,z.y,w.y,1.))+a.x+vec4(0.,z.x,w.x,1.));vec3 S=.142857142857*u.wyz-u.xzx;vec4 L=P-49.*floor(P*S.z*S.z),F=floor(L*S.z),R=floor(L-7.*F),n=F*S.x+S.yyyy,W=R*S.x+S.yyyy,b=1.-abs(n)-abs(W),G=vec4(n.xy,W.xy),q=vec4(n.zw,W.zw),h=floor(G)*2.+1.,g=floor(q)*2.+1.,O=-step(b,vec4(0.)),B=G.xzyw+h.xzyw*O.xxyy,A=q.xzyw+g.xzyw*O.zzww;vec3 E=vec3(B.xy,b.x),Z=vec3(B.zw,b.y),Y=vec3(A.xy,b.z),X=vec3(A.zw,b.w);vec4 V=v(vec4(dot(E,E),dot(Z,Z),dot(Y,Y),dot(X,X)));E*=V.x;Z*=V.y;Y*=V.z;X*=V.w;vec4 U=max(.6-vec4(dot(x,x),dot(m,m),dot(C,C),dot(p,p)),0.);U=U*U;return 42.*dot(U*U,vec4(dot(E,x),dot(Z,m),dot(Y,C),dot(X,p)));}uniform mediump vec2 u_Resolution;uniform float u_Amplitude,u_Realtime,u_Seed;uniform vec3 u_BaseColor;uniform int u_LayerCount;uniform struct WaveLayers{float noiseCeil;float noiseFloor;float noiseFlow;float noiseSeed;float noiseSpeed;vec2 noiseFreq;vec3 color;} u_WaveLayers[9];in vec3 a_Position;out vec3 v_Color;void main(){float T=u_Realtime*5e-6;vec2 Q=vec2(.00014,.00029),N=u_Resolution*a_Position.xy*Q;float M=u_Amplitude*(2./u_Resolution.y),K=t(vec3(N.x*3.+T*3.,N.y*4.,T*10.+u_Seed));K*=1.-pow(abs(a_Position.y),2.);K=max(0.,K);gl_Position=vec4(a_Position.x,a_Position.y+K*M,a_Position.z,1.);v_Color=u_BaseColor;for(int a=0;a<u_LayerCount;a++){WaveLayers J=u_WaveLayers[a];float K=t(vec3(N.x*J.noiseFreq.x+T*J.noiseFlow,N.y*J.noiseFreq.y,T*J.noiseSpeed+J.noiseSeed));K=K/2.+.5;K=smoothstep(J.noiseFloor,J.noiseCeil,K);v_Color=o(v_Color,J.color,pow(K,4.));}}
|
|
||||||
`;
|
|
||||||
var frag = `#version 300 es
|
|
||||||
precision mediump float;uniform vec2 u_Resolution;uniform float u_ShadowPower;in vec3 v_Color;out vec4 color;void main(){vec2 I=gl_FragCoord.xy/u_Resolution.xy;color=vec4(v_Color,1.);color.y-=pow(I.y+sin(-12.)*I.x,u_ShadowPower)*.4;}
|
|
||||||
`;
|
|
||||||
|
|
||||||
// src/wave-gradient.js
|
|
||||||
function parseRGB(hex) {
|
|
||||||
const result = hex.match(/^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i) || hex.match(/^#?([a-f\d])([a-f\d])([a-f\d])$/i);
|
|
||||||
return result ? result.slice(1, 4).map((c) => {
|
|
||||||
return parseInt(c.length < 2 ? c + c : c, 16) / 255;
|
|
||||||
}) : null;
|
|
||||||
}
|
|
||||||
var ClipSpace = class {
|
|
||||||
static createPlaneGeometry(widthSegments, depthSegments) {
|
|
||||||
const gridX = Math.ceil(widthSegments);
|
|
||||||
const gridZ = Math.ceil(depthSegments);
|
|
||||||
const vertexCount = 3 * (gridX + 1) * (gridZ + 1);
|
|
||||||
const indexCount = 3 * 2 * gridX * gridZ;
|
|
||||||
const positions = new ArrayBuffer(4 * vertexCount);
|
|
||||||
const indices = new ArrayBuffer(4 * indexCount);
|
|
||||||
for (let z = gridZ, i = 0, view = new DataView(positions); z >= 0; z--) {
|
|
||||||
const v = z / gridZ;
|
|
||||||
const clipY = v * 2 - 1;
|
|
||||||
for (let x = gridX; x >= 0; x--, i += 3) {
|
|
||||||
const clipX = x / gridX * 2 - 1;
|
|
||||||
view.setFloat32((i + 0) * 4, clipX, true);
|
|
||||||
view.setFloat32((i + 1) * 4, clipY, true);
|
|
||||||
view.setFloat32((i + 2) * 4, v, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
const verticesAcross = gridX + 1;
|
|
||||||
for (let z = 0, i = 0, view = new DataView(indices); z < gridZ; z++) {
|
|
||||||
for (let x = 0; x < gridX; x++, i += 6) {
|
|
||||||
view.setUint32((i + 0) * 4, (z + 0) * verticesAcross + x, true);
|
|
||||||
view.setUint32((i + 1) * 4, (z + 0) * verticesAcross + x + 1, true);
|
|
||||||
view.setUint32((i + 2) * 4, (z + 1) * verticesAcross + x, true);
|
|
||||||
view.setUint32((i + 3) * 4, (z + 0) * verticesAcross + x + 1, true);
|
|
||||||
view.setUint32((i + 4) * 4, (z + 1) * verticesAcross + x + 1, true);
|
|
||||||
view.setUint32((i + 5) * 4, (z + 1) * verticesAcross + x, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return { positions, indices, count: indexCount };
|
|
||||||
}
|
|
||||||
static prefixName(name, prefix) {
|
|
||||||
return `${prefix}${name[0].toUpperCase()}${name.slice(1)}`;
|
|
||||||
}
|
|
||||||
constructor(config) {
|
|
||||||
this.gl = config.gl;
|
|
||||||
this.program = this.createProgram(config.shaders);
|
|
||||||
this._attributes = {};
|
|
||||||
this.setupAttributes(config.attributes);
|
|
||||||
this._elementBuffer;
|
|
||||||
this.setElements(config.elements);
|
|
||||||
this._uniforms = {};
|
|
||||||
this.setupUniforms(config.uniforms);
|
|
||||||
}
|
|
||||||
compileShader(type, source) {
|
|
||||||
const { gl } = this;
|
|
||||||
let shader = gl.createShader(type);
|
|
||||||
if (!shader)
|
|
||||||
throw new Error("can't create shader");
|
|
||||||
gl.shaderSource(shader, source);
|
|
||||||
gl.compileShader(shader);
|
|
||||||
return shader;
|
|
||||||
}
|
|
||||||
debugProgram(program) {
|
|
||||||
const { gl } = this;
|
|
||||||
const [vs, fs] = gl.getAttachedShaders(program) ?? [];
|
|
||||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
||||||
throw new Error(
|
|
||||||
`can't link WebGL program.
|
|
||||||
${gl.getProgramInfoLog(program)}
|
|
||||||
${gl.getShaderInfoLog(vs)}
|
|
||||||
${gl.getShaderInfoLog(fs)}`
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
createProgram(shaders) {
|
|
||||||
const { gl } = this;
|
|
||||||
const [vs, fs] = [
|
|
||||||
this.compileShader(gl.VERTEX_SHADER, shaders[0]),
|
|
||||||
this.compileShader(gl.FRAGMENT_SHADER, shaders[1])
|
|
||||||
];
|
|
||||||
const program = gl.createProgram();
|
|
||||||
if (!program)
|
|
||||||
throw new Error("can't create WebGL program");
|
|
||||||
gl.attachShader(program, vs);
|
|
||||||
gl.attachShader(program, fs);
|
|
||||||
try {
|
|
||||||
gl.linkProgram(program);
|
|
||||||
this.debugProgram(program);
|
|
||||||
} catch (linkError) {
|
|
||||||
gl.deleteProgram(program);
|
|
||||||
throw linkError;
|
|
||||||
} finally {
|
|
||||||
gl.deleteShader(vs);
|
|
||||||
gl.deleteShader(fs);
|
|
||||||
}
|
|
||||||
gl.useProgram(program);
|
|
||||||
return program;
|
|
||||||
}
|
|
||||||
createBuffer() {
|
|
||||||
const { gl } = this;
|
|
||||||
const buffer = gl.createBuffer();
|
|
||||||
if (!buffer)
|
|
||||||
throw new Error("can't create buffer");
|
|
||||||
return buffer;
|
|
||||||
}
|
|
||||||
setupAttributes(attributes) {
|
|
||||||
const { gl, program } = this;
|
|
||||||
for (const [name, dataBuffer] of Object.entries(attributes)) {
|
|
||||||
const prefixedName = ClipSpace.prefixName(name, "a_");
|
|
||||||
const buffer = this.createBuffer();
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, dataBuffer, gl.STATIC_DRAW);
|
|
||||||
const location = gl.getAttribLocation(program, prefixedName);
|
|
||||||
gl.enableVertexAttribArray(location);
|
|
||||||
gl.vertexAttribPointer(location, 3, gl.FLOAT, false, 0, 0);
|
|
||||||
this._attributes[name] = { buffer, location };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
setAttribute(attributeName, dataBuffer) {
|
|
||||||
const { gl } = this;
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, dataBuffer, gl.STATIC_DRAW);
|
|
||||||
}
|
|
||||||
setElements(elements) {
|
|
||||||
const { gl } = this;
|
|
||||||
if (!this._elementBuffer) {
|
|
||||||
const buffer = this.createBuffer();
|
|
||||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
|
|
||||||
this._elementBuffer = buffer;
|
|
||||||
}
|
|
||||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, elements, gl.STATIC_DRAW);
|
|
||||||
}
|
|
||||||
createUniformSetter(name, type, initialValue) {
|
|
||||||
const { gl, program } = this;
|
|
||||||
const uniformX = `uniform${type}`;
|
|
||||||
const location = gl.getUniformLocation(program, name);
|
|
||||||
const setter = (value) => {
|
|
||||||
Array.isArray(value) ? gl[uniformX](location, ...value) : gl[uniformX](location, value);
|
|
||||||
};
|
|
||||||
if (initialValue)
|
|
||||||
setter(initialValue);
|
|
||||||
return setter;
|
|
||||||
}
|
|
||||||
setupUniforms(uniforms) {
|
|
||||||
for (const [name, uniform] of Object.entries(uniforms)) {
|
|
||||||
const prefixedName = ClipSpace.prefixName(name, "u_");
|
|
||||||
switch (uniform.type) {
|
|
||||||
case void 0:
|
|
||||||
Array.isArray(uniform.value) && uniform.value.forEach(
|
|
||||||
(member, i) => {
|
|
||||||
const structName = name;
|
|
||||||
const prefixedStructName = prefixedName;
|
|
||||||
for (const [name2, uniform2] of Object.entries(member)) {
|
|
||||||
const key = `${structName}[${i}].${name2}`;
|
|
||||||
const prefixedKey = `${prefixedStructName}[${i}].${name2}`;
|
|
||||||
this._uniforms[key] = this.createUniformSetter(
|
|
||||||
prefixedKey,
|
|
||||||
uniform2.type,
|
|
||||||
uniform2.value
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
this._uniforms[name] = this.createUniformSetter(
|
|
||||||
prefixedName,
|
|
||||||
uniform.type,
|
|
||||||
uniform.value
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
setUniform(uniformName, newValue) {
|
|
||||||
this._uniforms[uniformName](newValue);
|
|
||||||
}
|
|
||||||
delete() {
|
|
||||||
const { gl } = this;
|
|
||||||
gl.deleteProgram(this.program);
|
|
||||||
for (const [, attribute] of Object.entries(this._attributes)) {
|
|
||||||
this.gl.deleteBuffer(attribute.buffer);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
var WaveGradient = class {
|
|
||||||
constructor(canvas, options) {
|
|
||||||
const gl = canvas.getContext("webgl2", {
|
|
||||||
antialias: true,
|
|
||||||
depth: false,
|
|
||||||
powerPreference: "low-power"
|
|
||||||
});
|
|
||||||
if (!gl)
|
|
||||||
throw new Error("can't get WebGL2 context");
|
|
||||||
const {
|
|
||||||
amplitude = 320,
|
|
||||||
colors = ["#ef008f", "#6ec3f4", "#7038ff", "#ffba27"],
|
|
||||||
density = [0.06, 0.16],
|
|
||||||
fps = 24,
|
|
||||||
seed = 0,
|
|
||||||
speed = 1.25,
|
|
||||||
time = 0,
|
|
||||||
wireframe = false
|
|
||||||
} = options ?? {};
|
|
||||||
const { clientWidth, clientHeight } = canvas;
|
|
||||||
canvas.width = clientWidth;
|
|
||||||
canvas.height = clientHeight;
|
|
||||||
gl.viewport(0, 0, clientWidth, clientHeight);
|
|
||||||
gl.enable(gl.CULL_FACE);
|
|
||||||
gl.disable(gl.DITHER);
|
|
||||||
gl.disable(gl.DEPTH_TEST);
|
|
||||||
const geometry = ClipSpace.createPlaneGeometry(
|
|
||||||
clientWidth * density[0],
|
|
||||||
clientHeight * density[1]
|
|
||||||
);
|
|
||||||
const clipSpace = new ClipSpace({
|
|
||||||
gl,
|
|
||||||
shaders: [vert, frag],
|
|
||||||
attributes: { position: geometry.positions },
|
|
||||||
elements: geometry.indices,
|
|
||||||
uniforms: {
|
|
||||||
amplitude: { value: amplitude, type: "1f" },
|
|
||||||
baseColor: { value: parseRGB(colors[0]), type: "3f" },
|
|
||||||
realtime: { value: time, type: "1f" },
|
|
||||||
resolution: { value: [clientWidth, clientHeight], type: "2f" },
|
|
||||||
seed: { value: seed, type: "1f" },
|
|
||||||
shadowPower: { value: 6, type: "1f" },
|
|
||||||
layerCount: { value: colors.length - 1, type: "1i" },
|
|
||||||
waveLayers: {
|
|
||||||
value: colors.slice(1).map((color, i, array) => {
|
|
||||||
const r = (i + 1) / array.length + 1;
|
|
||||||
return {
|
|
||||||
noiseCeil: { value: 0.63 + 0.07 * (i + 1), type: "1f" },
|
|
||||||
noiseFloor: { value: 0.1, type: "1f" },
|
|
||||||
noiseFlow: { value: 6.5 + 0.3 * (i + 1), type: "1f" },
|
|
||||||
noiseSeed: { value: seed + 10 * (i + 1), type: "1f" },
|
|
||||||
noiseSpeed: { value: 11 + 0.3 * (i + 1), type: "1f" },
|
|
||||||
noiseFreq: { value: [2 + r, 3 + r], type: "2f" },
|
|
||||||
color: { value: parseRGB(color), type: "3f" }
|
|
||||||
};
|
|
||||||
})
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
this.gl = gl;
|
|
||||||
this.clipSpace = clipSpace;
|
|
||||||
this.density = density;
|
|
||||||
this.speed = speed;
|
|
||||||
this.frameInterval = 1e3 / fps;
|
|
||||||
this.lastFrameTime = 0;
|
|
||||||
this.shouldRender = true;
|
|
||||||
this.drawMode = wireframe ? this.gl.LINES : this.gl.TRIANGLES;
|
|
||||||
this.drawCount = geometry.count;
|
|
||||||
this.time = time;
|
|
||||||
requestAnimationFrame((now) => {
|
|
||||||
this.render(now);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
resize() {
|
|
||||||
const { gl, gl: { canvas }, clipSpace } = this;
|
|
||||||
const { width, clientWidth, height, clientHeight } = canvas;
|
|
||||||
const resized = width !== clientWidth || height !== clientHeight;
|
|
||||||
if (resized) {
|
|
||||||
canvas.width = clientWidth;
|
|
||||||
canvas.height = clientHeight;
|
|
||||||
gl.viewport(0, 0, clientWidth, clientHeight);
|
|
||||||
this.clipSpace.setUniform("resolution", [clientWidth, clientHeight]);
|
|
||||||
const geometry = ClipSpace.createPlaneGeometry(
|
|
||||||
clientWidth * this.density[0],
|
|
||||||
clientHeight * this.density[1]
|
|
||||||
);
|
|
||||||
clipSpace.setAttribute("position", geometry.positions);
|
|
||||||
clipSpace.setElements(geometry.indices);
|
|
||||||
this.drawCount = geometry.count;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
render(now) {
|
|
||||||
if (this.shouldRender) {
|
|
||||||
requestAnimationFrame((now2) => {
|
|
||||||
this.render(now2);
|
|
||||||
});
|
|
||||||
} else {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
const delta = now - this.lastFrameTime;
|
|
||||||
if (delta < this.frameInterval) {
|
|
||||||
if (Math.random() > 0.75 === true)
|
|
||||||
this.resize();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
this.lastFrameTime = now - delta % this.frameInterval;
|
|
||||||
this.time += Math.min(delta, this.frameInterval) * this.speed;
|
|
||||||
this.clipSpace.setUniform("realtime", this.time);
|
|
||||||
this.gl.drawElements(
|
|
||||||
this.drawMode,
|
|
||||||
this.drawCount,
|
|
||||||
this.gl.UNSIGNED_INT,
|
|
||||||
0
|
|
||||||
);
|
|
||||||
}
|
|
||||||
destroy() {
|
|
||||||
this.clipSpace.delete();
|
|
||||||
delete this.gl;
|
|
||||||
this.shouldRender = false;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
return __toCommonJS(wave_gradient_exports);
|
|
||||||
})();
|
|
||||||
|
|
||||||
window.WaveGradient = WaveGradientModule.WaveGradient;
|
|
||||||
+51
-54
@@ -355,14 +355,14 @@
|
|||||||
.hero-aurora.is-ready .hero-aurora-canvas { opacity: 1; }
|
.hero-aurora.is-ready .hero-aurora-canvas { opacity: 1; }
|
||||||
.hero-aurora-fallback {
|
.hero-aurora-fallback {
|
||||||
position: absolute;
|
position: absolute;
|
||||||
inset: -20% -10%;
|
inset: -10%;
|
||||||
background:
|
background:
|
||||||
radial-gradient(ellipse 55% 45% at 18% 28%, var(--aurora-a), transparent 70%),
|
linear-gradient(208deg, #000 0%, #04140c 35%, #0a1f14 55%, #000 100%),
|
||||||
radial-gradient(ellipse 50% 40% at 82% 22%, var(--aurora-b), transparent 68%),
|
repeating-linear-gradient(208deg,
|
||||||
radial-gradient(ellipse 48% 42% at 52% 62%, var(--aurora-c), transparent 72%),
|
transparent 0 18px,
|
||||||
radial-gradient(ellipse 40% 35% at 30% 78%, var(--aurora-d), transparent 70%);
|
rgba(124, 255, 178, 0.08) 18px 22px,
|
||||||
filter: blur(40px);
|
transparent 22px 40px);
|
||||||
opacity: 0.85;
|
opacity: 0.95;
|
||||||
}
|
}
|
||||||
.hero-aurora.is-ready .hero-aurora-fallback { opacity: 0; }
|
.hero-aurora.is-ready .hero-aurora-fallback { opacity: 0; }
|
||||||
.hero-aurora::after {
|
.hero-aurora::after {
|
||||||
@@ -854,7 +854,8 @@
|
|||||||
.hero-aurora-canvas { transition: none; }
|
.hero-aurora-canvas { transition: none; }
|
||||||
}
|
}
|
||||||
</style>
|
</style>
|
||||||
<script src="assets/js/wave-gradient.js" defer></script>
|
<script src="assets/js/three.min.js" defer></script>
|
||||||
|
<script src="assets/js/beams-hero.js" defer></script>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<header class="nav">
|
<header class="nav">
|
||||||
@@ -1576,65 +1577,69 @@
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// Stripe-style Wave Gradient (vendored MIT: sa3dany/wave-gradient)
|
// React Bits–style Beams (vanilla Three.js), preset from shared demo URL
|
||||||
const waveHero = (() => {
|
const beamsHero = (() => {
|
||||||
const wrap = document.getElementById("heroAurora");
|
const wrap = document.getElementById("heroAurora");
|
||||||
const canvas = document.getElementById("heroAuroraCanvas");
|
const canvas = document.getElementById("heroAuroraCanvas");
|
||||||
if (!wrap || !canvas) return { setPalette() {} };
|
if (!wrap || !canvas) return { setPalette() {} };
|
||||||
|
|
||||||
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
|
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
|
||||||
|
const isMobile = window.matchMedia("(max-width: 720px)").matches;
|
||||||
const palettes = {
|
const palettes = {
|
||||||
dark: ["#0b1c14", "#1f7a45", "#3ecf8e", "#2ec4b6", "#6e8cff"],
|
dark: { light: "#7CFFB2", bg: "#000000" },
|
||||||
light: ["#e7f3eb", "#2f9a52", "#5ec4a8", "#4aa8d8", "#8b7cf0"]
|
light: { light: "#2f9a52", bg: "#0a1210" }
|
||||||
};
|
};
|
||||||
|
|
||||||
let gradient = null;
|
let instance = null;
|
||||||
let visible = true;
|
let currentMode = "";
|
||||||
let currentMode = "dark";
|
|
||||||
|
|
||||||
function destroy() {
|
function destroy() {
|
||||||
if (!gradient) return;
|
if (!instance) return;
|
||||||
try { gradient.destroy(); } catch (_) {}
|
try { instance.destroy(); } catch (_) {}
|
||||||
gradient = null;
|
instance = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
function create(mode) {
|
function create(mode) {
|
||||||
if (typeof window.WaveGradient !== "function") return false;
|
if (typeof window.OSGBeamsHero?.create !== "function" || typeof window.THREE === "undefined") {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
currentMode = mode;
|
currentMode = mode;
|
||||||
const colors = palettes[mode] || palettes.dark;
|
const palette = palettes[mode] || palettes.dark;
|
||||||
// Ensure layout size before WebGL reads clientWidth/Height
|
|
||||||
canvas.style.width = "100%";
|
canvas.style.width = "100%";
|
||||||
canvas.style.height = "100%";
|
canvas.style.height = "100%";
|
||||||
try {
|
try {
|
||||||
destroy();
|
destroy();
|
||||||
gradient = new window.WaveGradient(canvas, {
|
instance = window.OSGBeamsHero.create(canvas, {
|
||||||
colors,
|
beamNumber: 26,
|
||||||
seed: mode === "light" ? 3 : 7,
|
beamWidth: 4.5,
|
||||||
speed: reduceMotion ? 0 : 0.55,
|
beamHeight: 6,
|
||||||
fps: reduceMotion ? 1 : 24,
|
speed: 4.5,
|
||||||
amplitude: 280,
|
noiseIntensity: 2.65,
|
||||||
density: [0.06, 0.16],
|
scale: 0.62,
|
||||||
time: reduceMotion ? 420000 : 0
|
rotation: 208,
|
||||||
|
lightColor: palette.light,
|
||||||
|
background: palette.bg,
|
||||||
|
reduceMotion,
|
||||||
|
heightSegments: isMobile ? 64 : 100
|
||||||
});
|
});
|
||||||
if (reduceMotion) {
|
|
||||||
// Freeze after first paints by destroying the loop's continuation
|
|
||||||
setTimeout(() => {
|
|
||||||
if (!gradient) return;
|
|
||||||
gradient.shouldRender = false;
|
|
||||||
}, 80);
|
|
||||||
}
|
|
||||||
wrap.classList.add("is-ready");
|
wrap.classList.add("is-ready");
|
||||||
return true;
|
return true;
|
||||||
} catch (err) {
|
} catch (err) {
|
||||||
console.warn("[wave-gradient]", err);
|
console.warn("[beams]", err);
|
||||||
destroy();
|
destroy();
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function setPalette(mode) {
|
function setPalette(mode) {
|
||||||
if (mode === currentMode && gradient) return;
|
const next = mode === "light" ? "light" : "dark";
|
||||||
create(mode === "light" ? "light" : "dark");
|
if (next === currentMode && instance) {
|
||||||
|
const palette = palettes[next];
|
||||||
|
instance.setLightColor(palette.light);
|
||||||
|
instance.setBackground(palette.bg);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
create(next);
|
||||||
}
|
}
|
||||||
|
|
||||||
function boot() {
|
function boot() {
|
||||||
@@ -1642,28 +1647,20 @@
|
|||||||
if (!ok) return;
|
if (!ok) return;
|
||||||
|
|
||||||
const io = new IntersectionObserver((entries) => {
|
const io = new IntersectionObserver((entries) => {
|
||||||
visible = entries.some((e) => e.isIntersecting);
|
const visible = entries.some((e) => e.isIntersecting);
|
||||||
if (!gradient || reduceMotion) return;
|
instance?.setVisible(visible);
|
||||||
gradient.shouldRender = visible && !document.hidden;
|
instance?.setPlaying(visible && !document.hidden && !reduceMotion);
|
||||||
if (gradient.shouldRender && typeof requestAnimationFrame === "function") {
|
|
||||||
requestAnimationFrame((now) => gradient.render(now));
|
|
||||||
}
|
|
||||||
}, { threshold: 0.01 });
|
}, { threshold: 0.01 });
|
||||||
io.observe(wrap);
|
io.observe(wrap);
|
||||||
|
|
||||||
document.addEventListener("visibilitychange", () => {
|
document.addEventListener("visibilitychange", () => {
|
||||||
if (!gradient || reduceMotion) return;
|
instance?.setPlaying(!document.hidden && !reduceMotion);
|
||||||
gradient.shouldRender = visible && !document.hidden;
|
|
||||||
if (gradient.shouldRender) {
|
|
||||||
requestAnimationFrame((now) => gradient.render(now));
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
if (document.readyState === "loading") {
|
if (document.readyState === "loading") {
|
||||||
document.addEventListener("DOMContentLoaded", boot, { once: true });
|
document.addEventListener("DOMContentLoaded", () => setTimeout(boot, 0), { once: true });
|
||||||
} else {
|
} else {
|
||||||
// wave-gradient.js is deferred; wait a tick for global
|
|
||||||
setTimeout(boot, 0);
|
setTimeout(boot, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1678,7 +1675,7 @@
|
|||||||
}
|
}
|
||||||
try { localStorage.setItem("osg-theme", theme); } catch (_) {}
|
try { localStorage.setItem("osg-theme", theme); } catch (_) {}
|
||||||
applyShots();
|
applyShots();
|
||||||
waveHero.setPalette(resolvedTheme());
|
beamsHero.setPalette(resolvedTheme());
|
||||||
}
|
}
|
||||||
|
|
||||||
function cycleTheme() {
|
function cycleTheme() {
|
||||||
@@ -1751,7 +1748,7 @@
|
|||||||
window.matchMedia("(prefers-color-scheme: dark)").addEventListener("change", () => {
|
window.matchMedia("(prefers-color-scheme: dark)").addEventListener("change", () => {
|
||||||
if ((document.documentElement.getAttribute("data-theme") || "system") === "system") {
|
if ((document.documentElement.getAttribute("data-theme") || "system") === "system") {
|
||||||
applyShots();
|
applyShots();
|
||||||
waveHero.setPalette(resolvedTheme());
|
beamsHero.setPalette(resolvedTheme());
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
} catch (_) {}
|
} catch (_) {}
|
||||||
|
|||||||
Reference in New Issue
Block a user