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:
+76
-294
@@ -370,9 +370,9 @@
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position: absolute;
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inset: 0;
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background:
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linear-gradient(180deg, transparent 52%, var(--hero-wash) 94%),
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radial-gradient(ellipse 80% 55% at 50% -5%, transparent 35%, var(--hero-wash) 100%);
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opacity: 0.9;
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linear-gradient(180deg, transparent 58%, var(--hero-wash) 96%),
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radial-gradient(ellipse 90% 60% at 50% -8%, transparent 40%, color-mix(in srgb, var(--hero-wash) 55%, transparent) 100%);
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opacity: 0.72;
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pointer-events: none;
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}
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.hero .wrap { position: relative; z-index: 1; }
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@@ -854,6 +854,7 @@
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.hero-aurora-canvas { transition: none; }
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}
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</style>
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<script src="assets/js/wave-gradient.js" defer></script>
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</head>
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<body>
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<header class="nav">
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@@ -1575,317 +1576,98 @@
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});
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}
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// Liquid Aurora — domain-warped FBM WebGL2 shader (vanilla, no deps)
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const liquidAurora = (() => {
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// Stripe-style Wave Gradient (vendored MIT: sa3dany/wave-gradient)
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const waveHero = (() => {
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const wrap = document.getElementById("heroAurora");
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const canvas = document.getElementById("heroAuroraCanvas");
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if (!wrap || !canvas) return { setPalette() {}, destroy() {} };
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if (!wrap || !canvas) return { setPalette() {} };
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const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
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const gl = canvas.getContext("webgl2", {
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alpha: true,
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antialias: false,
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depth: false,
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stencil: false,
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premultipliedAlpha: true,
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powerPreference: "low-power"
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});
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if (!gl) return { setPalette() {}, destroy() {} };
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const VERT = `#version 300 es
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in vec2 a_pos;
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void main(){ gl_Position = vec4(a_pos, 0.0, 1.0); }`;
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const FRAG = `#version 300 es
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precision highp float;
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uniform vec2 u_res;
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uniform float u_time;
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uniform float u_speed;
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uniform float u_contrast;
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uniform float u_warp;
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uniform float u_scale;
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uniform float u_intensity;
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uniform vec2 u_pointer;
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uniform float u_pointerStrength;
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uniform vec3 u_base;
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uniform vec3 u_deep;
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uniform vec3 u_colorA;
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uniform vec3 u_colorB;
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uniform vec3 u_hot;
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out vec4 fragColor;
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float hash(vec2 p){
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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float noise(vec2 p){
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vec2 i = floor(p);
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vec2 f = fract(p);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(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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float fbm(vec2 p){
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float v = 0.0;
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float a = 0.5;
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mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
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for (int i = 0; i < 5; i++) {
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v += a * noise(p);
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p = m * p;
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a *= 0.5;
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}
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return v;
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}
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void main(){
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vec2 uv = gl_FragCoord.xy / u_res;
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float aspect = u_res.x / max(u_res.y, 1.0);
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vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
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p *= u_scale;
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// Soft pointer pull
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vec2 ptr = (u_pointer - 0.5) * vec2(aspect, 1.0);
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p += (ptr - p) * u_pointerStrength * 0.08;
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float t = u_time * u_speed;
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// Domain warp — liquid marble / aurora veins
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vec2 q = vec2(fbm(p + vec2(0.0, t * 0.15)), fbm(p + vec2(5.2, -t * 0.12)));
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vec2 r = vec2(
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fbm(p + u_warp * q + vec2(1.7, 9.2) + t * 0.07),
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fbm(p + u_warp * q + vec2(8.3, 2.8) - t * 0.05)
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);
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float f = fbm(p + u_warp * r);
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// Extra shimmer ribbon
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float ribbon = fbm(p * 1.4 + r * 1.8 + vec2(t * 0.04, -t * 0.06));
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float veins = smoothstep(0.35, 0.78, f + ribbon * 0.25);
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veins = pow(veins, mix(1.8, 0.85, clamp(u_contrast - 0.6, 0.0, 1.0)));
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vec3 col = u_base;
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col = mix(col, u_deep, smoothstep(0.15, 0.55, f));
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col = mix(col, u_colorA, veins * 0.95);
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col = mix(col, u_colorB, smoothstep(0.55, 0.92, ribbon) * veins);
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col = mix(col, u_hot, pow(smoothstep(0.72, 0.98, f * ribbon), 2.2) * 0.65);
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// Soft vignette so content stays readable
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float vig = 1.0 - smoothstep(0.35, 1.15, length((uv - 0.5) * vec2(1.05, 1.25)));
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col *= mix(0.55, 1.0, vig);
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col *= u_intensity;
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// Blue-noise-ish dither to kill banding
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float dither = (hash(gl_FragCoord.xy + fract(t * 13.7)) - 0.5) / 255.0;
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col += dither;
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// Fade toward bottom for hero fade-out
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float bottom = smoothstep(1.0, 0.55, uv.y);
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float alpha = clamp(0.35 + veins * 0.75, 0.0, 0.95) * bottom;
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fragColor = vec4(col * alpha, alpha);
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}`;
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function compile(type, src) {
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const s = gl.createShader(type);
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gl.shaderSource(s, src);
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gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
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console.warn("[aurora]", gl.getShaderInfoLog(s));
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gl.deleteShader(s);
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return null;
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}
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return s;
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}
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const vs = compile(gl.VERTEX_SHADER, VERT);
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const fs = compile(gl.FRAGMENT_SHADER, FRAG);
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if (!vs || !fs) return { setPalette() {}, destroy() {} };
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.warn("[aurora]", gl.getProgramInfoLog(program));
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return { setPalette() {}, destroy() {} };
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}
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gl.useProgram(program);
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const buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1, -1, 1, -1, -1, 1,
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-1, 1, 1, -1, 1, 1
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]), gl.STATIC_DRAW);
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const loc = gl.getAttribLocation(program, "a_pos");
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
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const uni = {
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res: gl.getUniformLocation(program, "u_res"),
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time: gl.getUniformLocation(program, "u_time"),
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speed: gl.getUniformLocation(program, "u_speed"),
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contrast: gl.getUniformLocation(program, "u_contrast"),
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warp: gl.getUniformLocation(program, "u_warp"),
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scale: gl.getUniformLocation(program, "u_scale"),
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intensity: gl.getUniformLocation(program, "u_intensity"),
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pointer: gl.getUniformLocation(program, "u_pointer"),
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pointerStrength: gl.getUniformLocation(program, "u_pointerStrength"),
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base: gl.getUniformLocation(program, "u_base"),
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deep: gl.getUniformLocation(program, "u_deep"),
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colorA: gl.getUniformLocation(program, "u_colorA"),
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colorB: gl.getUniformLocation(program, "u_colorB"),
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hot: gl.getUniformLocation(program, "u_hot")
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};
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const palettes = {
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dark: {
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base: [0.02, 0.035, 0.04],
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deep: [0.04, 0.12, 0.14],
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colorA: [0.18, 0.78, 0.52],
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colorB: [0.15, 0.72, 0.88],
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hot: [0.72, 0.62, 1.0],
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intensity: 1.15,
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contrast: 1.35
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},
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light: {
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base: [0.93, 0.95, 0.94],
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deep: [0.78, 0.90, 0.86],
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colorA: [0.22, 0.62, 0.42],
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colorB: [0.25, 0.68, 0.72],
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hot: [0.55, 0.48, 0.85],
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intensity: 0.92,
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contrast: 1.15
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}
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dark: ["#0b1c14", "#1f7a45", "#3ecf8e", "#2ec4b6", "#6e8cff"],
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light: ["#e7f3eb", "#2f9a52", "#5ec4a8", "#4aa8d8", "#8b7cf0"]
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};
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let palette = palettes.dark;
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let raf = 0;
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let running = false;
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let gradient = null;
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let visible = true;
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let start = performance.now();
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let pointer = [0.5, 0.45];
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let targetPointer = [0.5, 0.45];
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const dprCap = reduceMotion ? 1 : Math.min(window.devicePixelRatio || 1, 1.5);
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let currentMode = "dark";
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function applyUniforms(timeSec) {
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gl.uniform2f(uni.res, canvas.width, canvas.height);
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gl.uniform1f(uni.time, timeSec);
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gl.uniform1f(uni.speed, reduceMotion ? 0.0 : 0.22);
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gl.uniform1f(uni.contrast, palette.contrast);
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gl.uniform1f(uni.warp, 1.55);
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gl.uniform1f(uni.scale, 1.85);
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gl.uniform1f(uni.intensity, palette.intensity);
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gl.uniform2f(uni.pointer, pointer[0], pointer[1]);
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gl.uniform1f(uni.pointerStrength, reduceMotion ? 0.0 : 0.55);
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gl.uniform3fv(uni.base, palette.base);
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gl.uniform3fv(uni.deep, palette.deep);
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gl.uniform3fv(uni.colorA, palette.colorA);
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gl.uniform3fv(uni.colorB, palette.colorB);
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gl.uniform3fv(uni.hot, palette.hot);
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function destroy() {
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if (!gradient) return;
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try { gradient.destroy(); } catch (_) {}
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gradient = null;
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}
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function resize() {
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const rect = wrap.getBoundingClientRect();
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const w = Math.max(1, Math.floor(rect.width * dprCap));
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const h = Math.max(1, Math.floor(rect.height * dprCap));
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if (canvas.width !== w || canvas.height !== h) {
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canvas.width = w;
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canvas.height = h;
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function create(mode) {
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if (typeof window.WaveGradient !== "function") return false;
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currentMode = mode;
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const colors = palettes[mode] || palettes.dark;
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// Ensure layout size before WebGL reads clientWidth/Height
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canvas.style.width = "100%";
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canvas.style.height = "100%";
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try {
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destroy();
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gradient = new window.WaveGradient(canvas, {
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colors,
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seed: mode === "light" ? 3 : 7,
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speed: reduceMotion ? 0 : 0.55,
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fps: reduceMotion ? 1 : 24,
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amplitude: 280,
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density: [0.06, 0.16],
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time: reduceMotion ? 420000 : 0
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});
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if (reduceMotion) {
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// Freeze after first paints by destroying the loop's continuation
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setTimeout(() => {
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if (!gradient) return;
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gradient.shouldRender = false;
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}, 80);
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}
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wrap.classList.add("is-ready");
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return true;
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} catch (err) {
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console.warn("[wave-gradient]", err);
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destroy();
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return false;
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}
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gl.viewport(0, 0, canvas.width, canvas.height);
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}
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function frame(now) {
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if (!running) return;
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raf = requestAnimationFrame(frame);
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if (!visible || document.hidden) return;
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pointer[0] += (targetPointer[0] - pointer[0]) * 0.04;
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pointer[1] += (targetPointer[1] - pointer[1]) * 0.04;
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const t = (now - start) / 1000;
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applyUniforms(reduceMotion ? 8.5 : t);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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function startLoop() {
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if (running) return;
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running = true;
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start = performance.now() - (reduceMotion ? 8500 : 0);
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raf = requestAnimationFrame(frame);
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}
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function stopLoop() {
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running = false;
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cancelAnimationFrame(raf);
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}
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function setPalette(mode) {
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palette = mode === "light" ? palettes.light : palettes.dark;
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if (reduceMotion) {
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resize();
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applyUniforms(8.5);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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if (mode === currentMode && gradient) return;
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create(mode === "light" ? "light" : "dark");
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}
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resize();
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setPalette(resolvedTheme());
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applyUniforms(reduceMotion ? 8.5 : 0);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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wrap.classList.add("is-ready");
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function boot() {
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const ok = create(resolvedTheme());
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if (!ok) return;
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if (!reduceMotion) startLoop();
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const io = new IntersectionObserver((entries) => {
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visible = entries.some((e) => e.isIntersecting);
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if (!gradient || reduceMotion) return;
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gradient.shouldRender = visible && !document.hidden;
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if (gradient.shouldRender && typeof requestAnimationFrame === "function") {
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requestAnimationFrame((now) => gradient.render(now));
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}
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}, { threshold: 0.01 });
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io.observe(wrap);
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const ro = new ResizeObserver(() => {
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resize();
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if (reduceMotion) {
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applyUniforms(8.5);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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});
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ro.observe(wrap);
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const io = new IntersectionObserver((entries) => {
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visible = entries.some((e) => e.isIntersecting);
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if (!reduceMotion) {
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if (visible) startLoop();
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else stopLoop();
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}
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}, { threshold: 0.01 });
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io.observe(wrap);
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const hero = wrap.closest(".hero") || wrap;
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const onPointer = (e) => {
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const rect = hero.getBoundingClientRect();
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targetPointer[0] = (e.clientX - rect.left) / Math.max(rect.width, 1);
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targetPointer[1] = 1.0 - (e.clientY - rect.top) / Math.max(rect.height, 1);
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};
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if (!reduceMotion && window.matchMedia("(hover: hover) and (pointer: fine)").matches) {
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hero.addEventListener("pointermove", onPointer, { passive: true });
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document.addEventListener("visibilitychange", () => {
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if (!gradient || reduceMotion) return;
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gradient.shouldRender = visible && !document.hidden;
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if (gradient.shouldRender) {
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requestAnimationFrame((now) => gradient.render(now));
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}
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});
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}
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document.addEventListener("visibilitychange", () => {
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if (document.hidden) stopLoop();
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else if (visible && !reduceMotion) startLoop();
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});
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if (document.readyState === "loading") {
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document.addEventListener("DOMContentLoaded", boot, { once: true });
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} else {
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// wave-gradient.js is deferred; wait a tick for global
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setTimeout(boot, 0);
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}
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return {
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setPalette,
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destroy() {
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stopLoop();
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ro.disconnect();
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io.disconnect();
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hero.removeEventListener("pointermove", onPointer);
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}
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};
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return { setPalette };
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})();
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function applyTheme(theme) {
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@@ -1896,7 +1678,7 @@ void main(){
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}
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try { localStorage.setItem("osg-theme", theme); } catch (_) {}
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applyShots();
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liquidAurora.setPalette(resolvedTheme());
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waveHero.setPalette(resolvedTheme());
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}
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function cycleTheme() {
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@@ -1969,7 +1751,7 @@ void main(){
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window.matchMedia("(prefers-color-scheme: dark)").addEventListener("change", () => {
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if ((document.documentElement.getAttribute("data-theme") || "system") === "system") {
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applyShots();
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liquidAurora.setPalette(resolvedTheme());
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waveHero.setPalette(resolvedTheme());
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}
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});
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} catch (_) {}
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Block a user