docs(site): switch hero to Stripe-style wave gradient
Replace the custom liquid aurora shader with the MIT wave-gradient mesh animation, vendored locally and tinted for OSG brand colors.
This commit is contained in:
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@@ -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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- **Liquid aurora hero**: WebGL2 domain-warped FBM shader — slow green/teal/violet fluid, dithering, pointer pull, offscreen pause, and reduced-motion static frame (CSS gradient fallback). / **液态极光 Hero**:WebGL2 domain-warped FBM 着色器——缓慢绿/青/紫流体、抖动去色带、轻微指针牵引、离屏暂停、减少动态模式下静态帧(CSS 渐变回退)。
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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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- **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 +1,21 @@
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MIT License
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Copyright (c) 2022 Mohamed ElSaadany
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@@ -0,0 +1,341 @@
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/*! wave-gradient (MIT) https://github.com/sa3dany/wave-gradient — Copyright (c) 2022 Mohamed ElSaadany */
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"use strict";
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var WaveGradientModule = (() => {
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var __defProp = Object.defineProperty;
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var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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var __getOwnPropNames = Object.getOwnPropertyNames;
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var __hasOwnProp = Object.prototype.hasOwnProperty;
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var __export = (target, all) => {
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for (var name in all)
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__defProp(target, name, { get: all[name], enumerable: true });
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};
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var __copyProps = (to, from, except, desc) => {
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if (from && typeof from === "object" || typeof from === "function") {
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for (let key of __getOwnPropNames(from))
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if (!__hasOwnProp.call(to, key) && key !== except)
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__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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}
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return to;
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};
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var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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// src/wave-gradient.js
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var wave_gradient_exports = {};
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__export(wave_gradient_exports, {
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WaveGradient: () => WaveGradient
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});
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// src/shaders.js
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var vert = `#version 300 es
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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.));}}
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`;
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var frag = `#version 300 es
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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;}
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`;
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// src/wave-gradient.js
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function parseRGB(hex) {
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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);
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return result ? result.slice(1, 4).map((c) => {
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return parseInt(c.length < 2 ? c + c : c, 16) / 255;
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}) : null;
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}
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var ClipSpace = class {
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static createPlaneGeometry(widthSegments, depthSegments) {
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const gridX = Math.ceil(widthSegments);
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const gridZ = Math.ceil(depthSegments);
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const vertexCount = 3 * (gridX + 1) * (gridZ + 1);
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const indexCount = 3 * 2 * gridX * gridZ;
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const positions = new ArrayBuffer(4 * vertexCount);
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const indices = new ArrayBuffer(4 * indexCount);
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for (let z = gridZ, i = 0, view = new DataView(positions); z >= 0; z--) {
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const v = z / gridZ;
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const clipY = v * 2 - 1;
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for (let x = gridX; x >= 0; x--, i += 3) {
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const clipX = x / gridX * 2 - 1;
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view.setFloat32((i + 0) * 4, clipX, true);
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view.setFloat32((i + 1) * 4, clipY, true);
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view.setFloat32((i + 2) * 4, v, true);
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}
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}
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const verticesAcross = gridX + 1;
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for (let z = 0, i = 0, view = new DataView(indices); z < gridZ; z++) {
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for (let x = 0; x < gridX; x++, i += 6) {
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view.setUint32((i + 0) * 4, (z + 0) * verticesAcross + x, true);
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view.setUint32((i + 1) * 4, (z + 0) * verticesAcross + x + 1, true);
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view.setUint32((i + 2) * 4, (z + 1) * verticesAcross + x, true);
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view.setUint32((i + 3) * 4, (z + 0) * verticesAcross + x + 1, true);
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view.setUint32((i + 4) * 4, (z + 1) * verticesAcross + x + 1, true);
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view.setUint32((i + 5) * 4, (z + 1) * verticesAcross + x, true);
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}
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}
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return { positions, indices, count: indexCount };
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}
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static prefixName(name, prefix) {
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return `${prefix}${name[0].toUpperCase()}${name.slice(1)}`;
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}
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constructor(config) {
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this.gl = config.gl;
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this.program = this.createProgram(config.shaders);
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this._attributes = {};
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this.setupAttributes(config.attributes);
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this._elementBuffer;
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this.setElements(config.elements);
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this._uniforms = {};
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this.setupUniforms(config.uniforms);
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}
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compileShader(type, source) {
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const { gl } = this;
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let shader = gl.createShader(type);
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if (!shader)
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throw new Error("can't create shader");
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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return shader;
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}
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debugProgram(program) {
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const { gl } = this;
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const [vs, fs] = gl.getAttachedShaders(program) ?? [];
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(
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`can't link WebGL program.
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${gl.getProgramInfoLog(program)}
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${gl.getShaderInfoLog(vs)}
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${gl.getShaderInfoLog(fs)}`
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);
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}
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}
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createProgram(shaders) {
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const { gl } = this;
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const [vs, fs] = [
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this.compileShader(gl.VERTEX_SHADER, shaders[0]),
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this.compileShader(gl.FRAGMENT_SHADER, shaders[1])
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];
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const program = gl.createProgram();
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if (!program)
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throw new Error("can't create WebGL program");
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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try {
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gl.linkProgram(program);
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this.debugProgram(program);
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} catch (linkError) {
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gl.deleteProgram(program);
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throw linkError;
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} finally {
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gl.deleteShader(vs);
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gl.deleteShader(fs);
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}
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gl.useProgram(program);
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return program;
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}
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createBuffer() {
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const { gl } = this;
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const buffer = gl.createBuffer();
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if (!buffer)
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throw new Error("can't create buffer");
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return buffer;
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}
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setupAttributes(attributes) {
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const { gl, program } = this;
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for (const [name, dataBuffer] of Object.entries(attributes)) {
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const prefixedName = ClipSpace.prefixName(name, "a_");
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const buffer = this.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, dataBuffer, gl.STATIC_DRAW);
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const location = gl.getAttribLocation(program, prefixedName);
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, 3, gl.FLOAT, false, 0, 0);
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this._attributes[name] = { buffer, location };
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}
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}
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setAttribute(attributeName, dataBuffer) {
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const { gl } = this;
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gl.bufferData(gl.ARRAY_BUFFER, dataBuffer, gl.STATIC_DRAW);
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}
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setElements(elements) {
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const { gl } = this;
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if (!this._elementBuffer) {
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const buffer = this.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
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this._elementBuffer = buffer;
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}
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, elements, gl.STATIC_DRAW);
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}
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createUniformSetter(name, type, initialValue) {
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const { gl, program } = this;
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const uniformX = `uniform${type}`;
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const location = gl.getUniformLocation(program, name);
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const setter = (value) => {
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Array.isArray(value) ? gl[uniformX](location, ...value) : gl[uniformX](location, value);
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};
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if (initialValue)
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setter(initialValue);
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return setter;
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}
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setupUniforms(uniforms) {
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for (const [name, uniform] of Object.entries(uniforms)) {
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const prefixedName = ClipSpace.prefixName(name, "u_");
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switch (uniform.type) {
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case void 0:
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Array.isArray(uniform.value) && uniform.value.forEach(
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(member, i) => {
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const structName = name;
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const prefixedStructName = prefixedName;
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for (const [name2, uniform2] of Object.entries(member)) {
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const key = `${structName}[${i}].${name2}`;
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const prefixedKey = `${prefixedStructName}[${i}].${name2}`;
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this._uniforms[key] = this.createUniformSetter(
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prefixedKey,
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uniform2.type,
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uniform2.value
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);
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}
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}
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);
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break;
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default:
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this._uniforms[name] = this.createUniformSetter(
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prefixedName,
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uniform.type,
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uniform.value
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);
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}
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}
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}
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setUniform(uniformName, newValue) {
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this._uniforms[uniformName](newValue);
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}
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delete() {
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const { gl } = this;
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gl.deleteProgram(this.program);
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for (const [, attribute] of Object.entries(this._attributes)) {
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this.gl.deleteBuffer(attribute.buffer);
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}
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}
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};
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var WaveGradient = class {
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constructor(canvas, options) {
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const gl = canvas.getContext("webgl2", {
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antialias: true,
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depth: false,
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powerPreference: "low-power"
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});
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if (!gl)
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throw new Error("can't get WebGL2 context");
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const {
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amplitude = 320,
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colors = ["#ef008f", "#6ec3f4", "#7038ff", "#ffba27"],
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density = [0.06, 0.16],
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fps = 24,
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seed = 0,
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|
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;
|
||||||
+76
-294
@@ -370,9 +370,9 @@
|
|||||||
position: absolute;
|
position: absolute;
|
||||||
inset: 0;
|
inset: 0;
|
||||||
background:
|
background:
|
||||||
linear-gradient(180deg, transparent 52%, var(--hero-wash) 94%),
|
linear-gradient(180deg, transparent 58%, var(--hero-wash) 96%),
|
||||||
radial-gradient(ellipse 80% 55% at 50% -5%, transparent 35%, var(--hero-wash) 100%);
|
radial-gradient(ellipse 90% 60% at 50% -8%, transparent 40%, color-mix(in srgb, var(--hero-wash) 55%, transparent) 100%);
|
||||||
opacity: 0.9;
|
opacity: 0.72;
|
||||||
pointer-events: none;
|
pointer-events: none;
|
||||||
}
|
}
|
||||||
.hero .wrap { position: relative; z-index: 1; }
|
.hero .wrap { position: relative; z-index: 1; }
|
||||||
@@ -854,6 +854,7 @@
|
|||||||
.hero-aurora-canvas { transition: none; }
|
.hero-aurora-canvas { transition: none; }
|
||||||
}
|
}
|
||||||
</style>
|
</style>
|
||||||
|
<script src="assets/js/wave-gradient.js" defer></script>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<header class="nav">
|
<header class="nav">
|
||||||
@@ -1575,317 +1576,98 @@
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// Liquid Aurora — domain-warped FBM WebGL2 shader (vanilla, no deps)
|
// Stripe-style Wave Gradient (vendored MIT: sa3dany/wave-gradient)
|
||||||
const liquidAurora = (() => {
|
const waveHero = (() => {
|
||||||
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() {}, destroy() {} };
|
if (!wrap || !canvas) return { setPalette() {} };
|
||||||
|
|
||||||
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
|
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
|
||||||
const gl = canvas.getContext("webgl2", {
|
|
||||||
alpha: true,
|
|
||||||
antialias: false,
|
|
||||||
depth: false,
|
|
||||||
stencil: false,
|
|
||||||
premultipliedAlpha: true,
|
|
||||||
powerPreference: "low-power"
|
|
||||||
});
|
|
||||||
if (!gl) return { setPalette() {}, destroy() {} };
|
|
||||||
|
|
||||||
const VERT = `#version 300 es
|
|
||||||
in vec2 a_pos;
|
|
||||||
void main(){ gl_Position = vec4(a_pos, 0.0, 1.0); }`;
|
|
||||||
|
|
||||||
const FRAG = `#version 300 es
|
|
||||||
precision highp float;
|
|
||||||
uniform vec2 u_res;
|
|
||||||
uniform float u_time;
|
|
||||||
uniform float u_speed;
|
|
||||||
uniform float u_contrast;
|
|
||||||
uniform float u_warp;
|
|
||||||
uniform float u_scale;
|
|
||||||
uniform float u_intensity;
|
|
||||||
uniform vec2 u_pointer;
|
|
||||||
uniform float u_pointerStrength;
|
|
||||||
uniform vec3 u_base;
|
|
||||||
uniform vec3 u_deep;
|
|
||||||
uniform vec3 u_colorA;
|
|
||||||
uniform vec3 u_colorB;
|
|
||||||
uniform vec3 u_hot;
|
|
||||||
out vec4 fragColor;
|
|
||||||
|
|
||||||
float hash(vec2 p){
|
|
||||||
p = fract(p * vec2(123.34, 456.21));
|
|
||||||
p += dot(p, p + 45.32);
|
|
||||||
return fract(p.x * p.y);
|
|
||||||
}
|
|
||||||
float noise(vec2 p){
|
|
||||||
vec2 i = floor(p);
|
|
||||||
vec2 f = fract(p);
|
|
||||||
float a = hash(i);
|
|
||||||
float b = hash(i + vec2(1.0, 0.0));
|
|
||||||
float c = hash(i + vec2(0.0, 1.0));
|
|
||||||
float d = hash(i + vec2(1.0, 1.0));
|
|
||||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
||||||
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
|
|
||||||
}
|
|
||||||
float fbm(vec2 p){
|
|
||||||
float v = 0.0;
|
|
||||||
float a = 0.5;
|
|
||||||
mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
|
|
||||||
for (int i = 0; i < 5; i++) {
|
|
||||||
v += a * noise(p);
|
|
||||||
p = m * p;
|
|
||||||
a *= 0.5;
|
|
||||||
}
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main(){
|
|
||||||
vec2 uv = gl_FragCoord.xy / u_res;
|
|
||||||
float aspect = u_res.x / max(u_res.y, 1.0);
|
|
||||||
vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
|
|
||||||
p *= u_scale;
|
|
||||||
|
|
||||||
// Soft pointer pull
|
|
||||||
vec2 ptr = (u_pointer - 0.5) * vec2(aspect, 1.0);
|
|
||||||
p += (ptr - p) * u_pointerStrength * 0.08;
|
|
||||||
|
|
||||||
float t = u_time * u_speed;
|
|
||||||
|
|
||||||
// Domain warp — liquid marble / aurora veins
|
|
||||||
vec2 q = vec2(fbm(p + vec2(0.0, t * 0.15)), fbm(p + vec2(5.2, -t * 0.12)));
|
|
||||||
vec2 r = vec2(
|
|
||||||
fbm(p + u_warp * q + vec2(1.7, 9.2) + t * 0.07),
|
|
||||||
fbm(p + u_warp * q + vec2(8.3, 2.8) - t * 0.05)
|
|
||||||
);
|
|
||||||
float f = fbm(p + u_warp * r);
|
|
||||||
|
|
||||||
// Extra shimmer ribbon
|
|
||||||
float ribbon = fbm(p * 1.4 + r * 1.8 + vec2(t * 0.04, -t * 0.06));
|
|
||||||
float veins = smoothstep(0.35, 0.78, f + ribbon * 0.25);
|
|
||||||
veins = pow(veins, mix(1.8, 0.85, clamp(u_contrast - 0.6, 0.0, 1.0)));
|
|
||||||
|
|
||||||
vec3 col = u_base;
|
|
||||||
col = mix(col, u_deep, smoothstep(0.15, 0.55, f));
|
|
||||||
col = mix(col, u_colorA, veins * 0.95);
|
|
||||||
col = mix(col, u_colorB, smoothstep(0.55, 0.92, ribbon) * veins);
|
|
||||||
col = mix(col, u_hot, pow(smoothstep(0.72, 0.98, f * ribbon), 2.2) * 0.65);
|
|
||||||
|
|
||||||
// Soft vignette so content stays readable
|
|
||||||
float vig = 1.0 - smoothstep(0.35, 1.15, length((uv - 0.5) * vec2(1.05, 1.25)));
|
|
||||||
col *= mix(0.55, 1.0, vig);
|
|
||||||
col *= u_intensity;
|
|
||||||
|
|
||||||
// Blue-noise-ish dither to kill banding
|
|
||||||
float dither = (hash(gl_FragCoord.xy + fract(t * 13.7)) - 0.5) / 255.0;
|
|
||||||
col += dither;
|
|
||||||
|
|
||||||
// Fade toward bottom for hero fade-out
|
|
||||||
float bottom = smoothstep(1.0, 0.55, uv.y);
|
|
||||||
float alpha = clamp(0.35 + veins * 0.75, 0.0, 0.95) * bottom;
|
|
||||||
fragColor = vec4(col * alpha, alpha);
|
|
||||||
}`;
|
|
||||||
|
|
||||||
function compile(type, src) {
|
|
||||||
const s = gl.createShader(type);
|
|
||||||
gl.shaderSource(s, src);
|
|
||||||
gl.compileShader(s);
|
|
||||||
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
|
|
||||||
console.warn("[aurora]", gl.getShaderInfoLog(s));
|
|
||||||
gl.deleteShader(s);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
return s;
|
|
||||||
}
|
|
||||||
|
|
||||||
const vs = compile(gl.VERTEX_SHADER, VERT);
|
|
||||||
const fs = compile(gl.FRAGMENT_SHADER, FRAG);
|
|
||||||
if (!vs || !fs) return { setPalette() {}, destroy() {} };
|
|
||||||
|
|
||||||
const program = gl.createProgram();
|
|
||||||
gl.attachShader(program, vs);
|
|
||||||
gl.attachShader(program, fs);
|
|
||||||
gl.linkProgram(program);
|
|
||||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
||||||
console.warn("[aurora]", gl.getProgramInfoLog(program));
|
|
||||||
return { setPalette() {}, destroy() {} };
|
|
||||||
}
|
|
||||||
gl.useProgram(program);
|
|
||||||
|
|
||||||
const buf = gl.createBuffer();
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
|
||||||
-1, -1, 1, -1, -1, 1,
|
|
||||||
-1, 1, 1, -1, 1, 1
|
|
||||||
]), gl.STATIC_DRAW);
|
|
||||||
const loc = gl.getAttribLocation(program, "a_pos");
|
|
||||||
gl.enableVertexAttribArray(loc);
|
|
||||||
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
|
|
||||||
|
|
||||||
const uni = {
|
|
||||||
res: gl.getUniformLocation(program, "u_res"),
|
|
||||||
time: gl.getUniformLocation(program, "u_time"),
|
|
||||||
speed: gl.getUniformLocation(program, "u_speed"),
|
|
||||||
contrast: gl.getUniformLocation(program, "u_contrast"),
|
|
||||||
warp: gl.getUniformLocation(program, "u_warp"),
|
|
||||||
scale: gl.getUniformLocation(program, "u_scale"),
|
|
||||||
intensity: gl.getUniformLocation(program, "u_intensity"),
|
|
||||||
pointer: gl.getUniformLocation(program, "u_pointer"),
|
|
||||||
pointerStrength: gl.getUniformLocation(program, "u_pointerStrength"),
|
|
||||||
base: gl.getUniformLocation(program, "u_base"),
|
|
||||||
deep: gl.getUniformLocation(program, "u_deep"),
|
|
||||||
colorA: gl.getUniformLocation(program, "u_colorA"),
|
|
||||||
colorB: gl.getUniformLocation(program, "u_colorB"),
|
|
||||||
hot: gl.getUniformLocation(program, "u_hot")
|
|
||||||
};
|
|
||||||
|
|
||||||
const palettes = {
|
const palettes = {
|
||||||
dark: {
|
dark: ["#0b1c14", "#1f7a45", "#3ecf8e", "#2ec4b6", "#6e8cff"],
|
||||||
base: [0.02, 0.035, 0.04],
|
light: ["#e7f3eb", "#2f9a52", "#5ec4a8", "#4aa8d8", "#8b7cf0"]
|
||||||
deep: [0.04, 0.12, 0.14],
|
|
||||||
colorA: [0.18, 0.78, 0.52],
|
|
||||||
colorB: [0.15, 0.72, 0.88],
|
|
||||||
hot: [0.72, 0.62, 1.0],
|
|
||||||
intensity: 1.15,
|
|
||||||
contrast: 1.35
|
|
||||||
},
|
|
||||||
light: {
|
|
||||||
base: [0.93, 0.95, 0.94],
|
|
||||||
deep: [0.78, 0.90, 0.86],
|
|
||||||
colorA: [0.22, 0.62, 0.42],
|
|
||||||
colorB: [0.25, 0.68, 0.72],
|
|
||||||
hot: [0.55, 0.48, 0.85],
|
|
||||||
intensity: 0.92,
|
|
||||||
contrast: 1.15
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
let palette = palettes.dark;
|
let gradient = null;
|
||||||
let raf = 0;
|
|
||||||
let running = false;
|
|
||||||
let visible = true;
|
let visible = true;
|
||||||
let start = performance.now();
|
let currentMode = "dark";
|
||||||
let pointer = [0.5, 0.45];
|
|
||||||
let targetPointer = [0.5, 0.45];
|
|
||||||
const dprCap = reduceMotion ? 1 : Math.min(window.devicePixelRatio || 1, 1.5);
|
|
||||||
|
|
||||||
function applyUniforms(timeSec) {
|
function destroy() {
|
||||||
gl.uniform2f(uni.res, canvas.width, canvas.height);
|
if (!gradient) return;
|
||||||
gl.uniform1f(uni.time, timeSec);
|
try { gradient.destroy(); } catch (_) {}
|
||||||
gl.uniform1f(uni.speed, reduceMotion ? 0.0 : 0.22);
|
gradient = null;
|
||||||
gl.uniform1f(uni.contrast, palette.contrast);
|
|
||||||
gl.uniform1f(uni.warp, 1.55);
|
|
||||||
gl.uniform1f(uni.scale, 1.85);
|
|
||||||
gl.uniform1f(uni.intensity, palette.intensity);
|
|
||||||
gl.uniform2f(uni.pointer, pointer[0], pointer[1]);
|
|
||||||
gl.uniform1f(uni.pointerStrength, reduceMotion ? 0.0 : 0.55);
|
|
||||||
gl.uniform3fv(uni.base, palette.base);
|
|
||||||
gl.uniform3fv(uni.deep, palette.deep);
|
|
||||||
gl.uniform3fv(uni.colorA, palette.colorA);
|
|
||||||
gl.uniform3fv(uni.colorB, palette.colorB);
|
|
||||||
gl.uniform3fv(uni.hot, palette.hot);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function resize() {
|
function create(mode) {
|
||||||
const rect = wrap.getBoundingClientRect();
|
if (typeof window.WaveGradient !== "function") return false;
|
||||||
const w = Math.max(1, Math.floor(rect.width * dprCap));
|
currentMode = mode;
|
||||||
const h = Math.max(1, Math.floor(rect.height * dprCap));
|
const colors = palettes[mode] || palettes.dark;
|
||||||
if (canvas.width !== w || canvas.height !== h) {
|
// Ensure layout size before WebGL reads clientWidth/Height
|
||||||
canvas.width = w;
|
canvas.style.width = "100%";
|
||||||
canvas.height = h;
|
canvas.style.height = "100%";
|
||||||
|
try {
|
||||||
|
destroy();
|
||||||
|
gradient = new window.WaveGradient(canvas, {
|
||||||
|
colors,
|
||||||
|
seed: mode === "light" ? 3 : 7,
|
||||||
|
speed: reduceMotion ? 0 : 0.55,
|
||||||
|
fps: reduceMotion ? 1 : 24,
|
||||||
|
amplitude: 280,
|
||||||
|
density: [0.06, 0.16],
|
||||||
|
time: reduceMotion ? 420000 : 0
|
||||||
|
});
|
||||||
|
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");
|
||||||
|
return true;
|
||||||
|
} catch (err) {
|
||||||
|
console.warn("[wave-gradient]", err);
|
||||||
|
destroy();
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
gl.viewport(0, 0, canvas.width, canvas.height);
|
|
||||||
}
|
|
||||||
|
|
||||||
function frame(now) {
|
|
||||||
if (!running) return;
|
|
||||||
raf = requestAnimationFrame(frame);
|
|
||||||
if (!visible || document.hidden) return;
|
|
||||||
|
|
||||||
pointer[0] += (targetPointer[0] - pointer[0]) * 0.04;
|
|
||||||
pointer[1] += (targetPointer[1] - pointer[1]) * 0.04;
|
|
||||||
|
|
||||||
const t = (now - start) / 1000;
|
|
||||||
applyUniforms(reduceMotion ? 8.5 : t);
|
|
||||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
||||||
}
|
|
||||||
|
|
||||||
function startLoop() {
|
|
||||||
if (running) return;
|
|
||||||
running = true;
|
|
||||||
start = performance.now() - (reduceMotion ? 8500 : 0);
|
|
||||||
raf = requestAnimationFrame(frame);
|
|
||||||
}
|
|
||||||
|
|
||||||
function stopLoop() {
|
|
||||||
running = false;
|
|
||||||
cancelAnimationFrame(raf);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function setPalette(mode) {
|
function setPalette(mode) {
|
||||||
palette = mode === "light" ? palettes.light : palettes.dark;
|
if (mode === currentMode && gradient) return;
|
||||||
if (reduceMotion) {
|
create(mode === "light" ? "light" : "dark");
|
||||||
resize();
|
|
||||||
applyUniforms(8.5);
|
|
||||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
resize();
|
function boot() {
|
||||||
setPalette(resolvedTheme());
|
const ok = create(resolvedTheme());
|
||||||
applyUniforms(reduceMotion ? 8.5 : 0);
|
if (!ok) return;
|
||||||
gl.enable(gl.BLEND);
|
|
||||||
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
||||||
gl.clearColor(0, 0, 0, 0);
|
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
||||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
||||||
wrap.classList.add("is-ready");
|
|
||||||
|
|
||||||
if (!reduceMotion) startLoop();
|
const io = new IntersectionObserver((entries) => {
|
||||||
|
visible = entries.some((e) => e.isIntersecting);
|
||||||
|
if (!gradient || reduceMotion) return;
|
||||||
|
gradient.shouldRender = visible && !document.hidden;
|
||||||
|
if (gradient.shouldRender && typeof requestAnimationFrame === "function") {
|
||||||
|
requestAnimationFrame((now) => gradient.render(now));
|
||||||
|
}
|
||||||
|
}, { threshold: 0.01 });
|
||||||
|
io.observe(wrap);
|
||||||
|
|
||||||
const ro = new ResizeObserver(() => {
|
document.addEventListener("visibilitychange", () => {
|
||||||
resize();
|
if (!gradient || reduceMotion) return;
|
||||||
if (reduceMotion) {
|
gradient.shouldRender = visible && !document.hidden;
|
||||||
applyUniforms(8.5);
|
if (gradient.shouldRender) {
|
||||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
requestAnimationFrame((now) => gradient.render(now));
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
ro.observe(wrap);
|
|
||||||
|
|
||||||
const io = new IntersectionObserver((entries) => {
|
|
||||||
visible = entries.some((e) => e.isIntersecting);
|
|
||||||
if (!reduceMotion) {
|
|
||||||
if (visible) startLoop();
|
|
||||||
else stopLoop();
|
|
||||||
}
|
|
||||||
}, { threshold: 0.01 });
|
|
||||||
io.observe(wrap);
|
|
||||||
|
|
||||||
const hero = wrap.closest(".hero") || wrap;
|
|
||||||
const onPointer = (e) => {
|
|
||||||
const rect = hero.getBoundingClientRect();
|
|
||||||
targetPointer[0] = (e.clientX - rect.left) / Math.max(rect.width, 1);
|
|
||||||
targetPointer[1] = 1.0 - (e.clientY - rect.top) / Math.max(rect.height, 1);
|
|
||||||
};
|
|
||||||
if (!reduceMotion && window.matchMedia("(hover: hover) and (pointer: fine)").matches) {
|
|
||||||
hero.addEventListener("pointermove", onPointer, { passive: true });
|
|
||||||
}
|
}
|
||||||
|
|
||||||
document.addEventListener("visibilitychange", () => {
|
if (document.readyState === "loading") {
|
||||||
if (document.hidden) stopLoop();
|
document.addEventListener("DOMContentLoaded", boot, { once: true });
|
||||||
else if (visible && !reduceMotion) startLoop();
|
} else {
|
||||||
});
|
// wave-gradient.js is deferred; wait a tick for global
|
||||||
|
setTimeout(boot, 0);
|
||||||
|
}
|
||||||
|
|
||||||
return {
|
return { setPalette };
|
||||||
setPalette,
|
|
||||||
destroy() {
|
|
||||||
stopLoop();
|
|
||||||
ro.disconnect();
|
|
||||||
io.disconnect();
|
|
||||||
hero.removeEventListener("pointermove", onPointer);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
})();
|
})();
|
||||||
|
|
||||||
function applyTheme(theme) {
|
function applyTheme(theme) {
|
||||||
@@ -1896,7 +1678,7 @@ void main(){
|
|||||||
}
|
}
|
||||||
try { localStorage.setItem("osg-theme", theme); } catch (_) {}
|
try { localStorage.setItem("osg-theme", theme); } catch (_) {}
|
||||||
applyShots();
|
applyShots();
|
||||||
liquidAurora.setPalette(resolvedTheme());
|
waveHero.setPalette(resolvedTheme());
|
||||||
}
|
}
|
||||||
|
|
||||||
function cycleTheme() {
|
function cycleTheme() {
|
||||||
@@ -1969,7 +1751,7 @@ void main(){
|
|||||||
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();
|
||||||
liquidAurora.setPalette(resolvedTheme());
|
waveHero.setPalette(resolvedTheme());
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
} catch (_) {}
|
} catch (_) {}
|
||||||
|
|||||||
Reference in New Issue
Block a user