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:
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2022 Mohamed ElSaadany
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
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
|
||||
SOFTWARE.
|
||||
@@ -0,0 +1,341 @@
|
||||
/*! 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;
|
||||
+76
-294
@@ -370,9 +370,9 @@
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
background:
|
||||
linear-gradient(180deg, transparent 52%, var(--hero-wash) 94%),
|
||||
radial-gradient(ellipse 80% 55% at 50% -5%, transparent 35%, var(--hero-wash) 100%);
|
||||
opacity: 0.9;
|
||||
linear-gradient(180deg, transparent 58%, var(--hero-wash) 96%),
|
||||
radial-gradient(ellipse 90% 60% at 50% -8%, transparent 40%, color-mix(in srgb, var(--hero-wash) 55%, transparent) 100%);
|
||||
opacity: 0.72;
|
||||
pointer-events: none;
|
||||
}
|
||||
.hero .wrap { position: relative; z-index: 1; }
|
||||
@@ -854,6 +854,7 @@
|
||||
.hero-aurora-canvas { transition: none; }
|
||||
}
|
||||
</style>
|
||||
<script src="assets/js/wave-gradient.js" defer></script>
|
||||
</head>
|
||||
<body>
|
||||
<header class="nav">
|
||||
@@ -1575,317 +1576,98 @@
|
||||
});
|
||||
}
|
||||
|
||||
// Liquid Aurora — domain-warped FBM WebGL2 shader (vanilla, no deps)
|
||||
const liquidAurora = (() => {
|
||||
// Stripe-style Wave Gradient (vendored MIT: sa3dany/wave-gradient)
|
||||
const waveHero = (() => {
|
||||
const wrap = document.getElementById("heroAurora");
|
||||
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 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 = {
|
||||
dark: {
|
||||
base: [0.02, 0.035, 0.04],
|
||||
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
|
||||
}
|
||||
dark: ["#0b1c14", "#1f7a45", "#3ecf8e", "#2ec4b6", "#6e8cff"],
|
||||
light: ["#e7f3eb", "#2f9a52", "#5ec4a8", "#4aa8d8", "#8b7cf0"]
|
||||
};
|
||||
|
||||
let palette = palettes.dark;
|
||||
let raf = 0;
|
||||
let running = false;
|
||||
let gradient = null;
|
||||
let visible = true;
|
||||
let start = performance.now();
|
||||
let pointer = [0.5, 0.45];
|
||||
let targetPointer = [0.5, 0.45];
|
||||
const dprCap = reduceMotion ? 1 : Math.min(window.devicePixelRatio || 1, 1.5);
|
||||
let currentMode = "dark";
|
||||
|
||||
function applyUniforms(timeSec) {
|
||||
gl.uniform2f(uni.res, canvas.width, canvas.height);
|
||||
gl.uniform1f(uni.time, timeSec);
|
||||
gl.uniform1f(uni.speed, reduceMotion ? 0.0 : 0.22);
|
||||
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 destroy() {
|
||||
if (!gradient) return;
|
||||
try { gradient.destroy(); } catch (_) {}
|
||||
gradient = null;
|
||||
}
|
||||
|
||||
function resize() {
|
||||
const rect = wrap.getBoundingClientRect();
|
||||
const w = Math.max(1, Math.floor(rect.width * dprCap));
|
||||
const h = Math.max(1, Math.floor(rect.height * dprCap));
|
||||
if (canvas.width !== w || canvas.height !== h) {
|
||||
canvas.width = w;
|
||||
canvas.height = h;
|
||||
function create(mode) {
|
||||
if (typeof window.WaveGradient !== "function") return false;
|
||||
currentMode = mode;
|
||||
const colors = palettes[mode] || palettes.dark;
|
||||
// Ensure layout size before WebGL reads clientWidth/Height
|
||||
canvas.style.width = "100%";
|
||||
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) {
|
||||
palette = mode === "light" ? palettes.light : palettes.dark;
|
||||
if (reduceMotion) {
|
||||
resize();
|
||||
applyUniforms(8.5);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
}
|
||||
if (mode === currentMode && gradient) return;
|
||||
create(mode === "light" ? "light" : "dark");
|
||||
}
|
||||
|
||||
resize();
|
||||
setPalette(resolvedTheme());
|
||||
applyUniforms(reduceMotion ? 8.5 : 0);
|
||||
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");
|
||||
function boot() {
|
||||
const ok = create(resolvedTheme());
|
||||
if (!ok) return;
|
||||
|
||||
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(() => {
|
||||
resize();
|
||||
if (reduceMotion) {
|
||||
applyUniforms(8.5);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
}
|
||||
});
|
||||
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 (!gradient || reduceMotion) return;
|
||||
gradient.shouldRender = visible && !document.hidden;
|
||||
if (gradient.shouldRender) {
|
||||
requestAnimationFrame((now) => gradient.render(now));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
document.addEventListener("visibilitychange", () => {
|
||||
if (document.hidden) stopLoop();
|
||||
else if (visible && !reduceMotion) startLoop();
|
||||
});
|
||||
if (document.readyState === "loading") {
|
||||
document.addEventListener("DOMContentLoaded", boot, { once: true });
|
||||
} else {
|
||||
// wave-gradient.js is deferred; wait a tick for global
|
||||
setTimeout(boot, 0);
|
||||
}
|
||||
|
||||
return {
|
||||
setPalette,
|
||||
destroy() {
|
||||
stopLoop();
|
||||
ro.disconnect();
|
||||
io.disconnect();
|
||||
hero.removeEventListener("pointermove", onPointer);
|
||||
}
|
||||
};
|
||||
return { setPalette };
|
||||
})();
|
||||
|
||||
function applyTheme(theme) {
|
||||
@@ -1896,7 +1678,7 @@ void main(){
|
||||
}
|
||||
try { localStorage.setItem("osg-theme", theme); } catch (_) {}
|
||||
applyShots();
|
||||
liquidAurora.setPalette(resolvedTheme());
|
||||
waveHero.setPalette(resolvedTheme());
|
||||
}
|
||||
|
||||
function cycleTheme() {
|
||||
@@ -1969,7 +1751,7 @@ void main(){
|
||||
window.matchMedia("(prefers-color-scheme: dark)").addEventListener("change", () => {
|
||||
if ((document.documentElement.getAttribute("data-theme") || "system") === "system") {
|
||||
applyShots();
|
||||
liquidAurora.setPalette(resolvedTheme());
|
||||
waveHero.setPalette(resolvedTheme());
|
||||
}
|
||||
});
|
||||
} catch (_) {}
|
||||
|
||||
Reference in New Issue
Block a user