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:
Rocky
2026-07-29 22:27:32 +08:00
parent 0bf7ade21b
commit bf4492ee2f
4 changed files with 439 additions and 295 deletions
+76 -294
View File
@@ -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 (_) {}