Merge pull request 'feat-shader-background' (#95) from feat-shader-background into main
release-tag / release-image (push) Successful in 33s
release-tag / release-image (push) Successful in 33s
Reviewed-on: #95
This commit was merged in pull request #95.
This commit is contained in:
@@ -16,6 +16,7 @@ uniform float u_time;
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void main(){
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vec2 st=(gl_FragCoord.xy+u_offset)/u_resolution;
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vec2 q=vec2(0.);
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q.x=fbm(st);
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q.y=fbm(st+vec2(1.));
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@@ -31,4 +32,5 @@ void main(){
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vec3 color=mix(u_color_start,u_color_end,f*.3);
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gl_FragColor=vec4(color,1.);
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}
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@@ -0,0 +1,217 @@
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import noise from "~/assets/shaders/noise.frag?raw"
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// @ts-ignore Import module
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import resolveLygia from "https://lygia.xyz/resolve.esm.js"
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declare const resolveLygia: (source: string) => string
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let interval: number
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let timeout: number
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const shaderOptions = { quality: 1, framerate: 1000 / 60 }
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const screen = { width: 0, height: 0, devicePixelRatio: 0 }
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const _colorStart = [0, 0, 0]
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const _colorEnd = [0, 0, 0]
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let fragmentShader = resolveLygia(noise);
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let canvas: OffscreenCanvas
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let render: (time: number) => void
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let must_resize = false
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async function main(canvas: OffscreenCanvas) {
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const gl = canvas.getContext("webgl");
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if (!gl) {
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return;
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}
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// setup GLSL program
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const program = gl.createProgram()
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if (!program) { return }
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const fragment = gl.createShader(gl.FRAGMENT_SHADER);
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if (!fragment) { return }
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gl.shaderSource(fragment, fragmentShader)
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gl.compileShader(fragment);
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if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
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const lastError = gl.getShaderInfoLog(fragment);
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console.error(lastError)
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gl.deleteShader(fragment);
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return
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}
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const vertex = gl.createShader(gl.VERTEX_SHADER);
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if (!vertex) { return }
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gl.shaderSource(vertex, `attribute vec4 a_position;void main() {gl_Position = a_position;}`)
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gl.compileShader(vertex);
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if (!gl.getShaderParameter(vertex, gl.COMPILE_STATUS)) {
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const lastError = gl.getShaderInfoLog(vertex);
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console.error(lastError)
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gl.deleteShader(vertex);
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return
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}
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gl.attachShader(program, fragment)
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gl.attachShader(program, vertex)
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gl.linkProgram(program)
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const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!linked) { return }
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// const program = webglUtils.createProgramFromSources(gl, [vs, fragmentShader2]);
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// look up where the vertex data needs to go.
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const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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// look up uniform locations
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const offset = gl.getUniformLocation(program, "u_offset");
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const colorStart = gl.getUniformLocation(program, "u_color_start");
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const quality = gl.getUniformLocation(program, "u_quality");
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const colorEnd = gl.getUniformLocation(program, "u_color_end");
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const timeLocation = gl.getUniformLocation(program, "u_time");
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// Create a buffer to put three 2d clip space points in
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const positionBuffer = gl.createBuffer();
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// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// fill it with a 2 triangles that cover clipspace
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1, -1, // first triangle
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1, -1,
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-1, 1,
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-1, 1, // second triangle
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1, -1,
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1, 1,
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]), gl.STATIC_DRAW);
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const gl2 = gl
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function render(time: number) {
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if (must_resize) {
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canvas.width = screen.width * shaderOptions.quality / 10
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canvas.height = screen.height * shaderOptions.quality / 10
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must_resize = false;
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}
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time *= 0.001; // convert to seconds
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// Tell WebGL how to convert from clip space to pixels
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gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
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// Tell it to use our program (pair of shaders)
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gl2.useProgram(program);
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// Turn on the attribute
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gl2.enableVertexAttribArray(positionAttributeLocation);
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// Bind the position buffer.
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gl2.bindBuffer(gl2.ARRAY_BUFFER, positionBuffer);
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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gl2.vertexAttribPointer(
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positionAttributeLocation,
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2, // 2 components per iteration
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gl2.FLOAT, // the data is 32bit floats
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false, // don't normalize the data
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0, // 0 = move forward size * sizeof(type) each iteration to get the next position
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0, // start at the beginning of the buffer
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);
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const secondRatio = screen.width / screen.height
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if (secondRatio < 1) {
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const half = canvas.height / 2
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gl2.uniform2f(resolutionLocation, canvas.width, canvas.height * secondRatio);
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gl2.uniform2f(offset, 0, -half + ((half) / (1 / secondRatio)));
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} else {
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const half = canvas.width / 2
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gl2.uniform2f(resolutionLocation, canvas.width / secondRatio, canvas.height);
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gl2.uniform2f(offset, -half + ((half) / secondRatio), 0);
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}
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gl2.uniform1i(quality, shaderOptions.quality)
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gl2.uniform3f(colorStart, _colorStart[0], _colorStart[1], _colorStart[2]);
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gl2.uniform3f(colorEnd, _colorEnd[0], _colorEnd[1], _colorEnd[2]);
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gl2.uniform1f(timeLocation, time);
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gl2.drawArrays(
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gl2.TRIANGLES,
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0, // offset
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6, // num vertices to process
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);
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if (timeout) {
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self.clearTimeout(timeout)
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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}
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}
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requestAnimationFrame(render)
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// self.clearInterval(interval)
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// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
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self.clearTimeout(timeout)
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if (shaderOptions.framerate == 0) {
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return render
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}
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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return render
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}
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self.addEventListener("message", (e) => {
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const data = e.data
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if (data.command == "initShader") {
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canvas = data.canvas
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shaderOptions.quality = data.shaderOptions.quality
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shaderOptions.framerate = data.shaderOptions.framerate
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if (shaderOptions.framerate == 65) {
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shaderOptions.framerate == Infinity
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}
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screen.devicePixelRatio = data.screen.devicePixelRatio
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screen.width = data.screen.width
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screen.height = data.screen.height
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loadShader()
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} else if (data.command == "killShader") {
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console.log("killShader")
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self.clearInterval(interval)
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self.clearTimeout(timeout)
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}
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else if (data.command == "resumeShader") {
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self.clearInterval(interval)
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self.clearTimeout(timeout)
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shaderOptions.framerate = data.shaderOptions.framerate
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if (shaderOptions.framerate == 65) {
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shaderOptions.framerate == Infinity
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}
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
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} else if (data.command == "recolorShader") {
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_colorStart[0] = data.colorStart[0]
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_colorStart[1] = data.colorStart[1]
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_colorStart[2] = data.colorStart[2]
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_colorEnd[0] = data.colorEnd[0]
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_colorEnd[1] = data.colorEnd[1]
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_colorEnd[2] = data.colorEnd[2]
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} else if (data.command == "resizeShader") {
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shaderOptions.quality = data.shaderOptions.quality
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screen.devicePixelRatio = data.screen.devicePixelRatio
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screen.width = data.screen.width
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screen.height = data.screen.height
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must_resize = true
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}
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})
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async function loadShader() {
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if (!canvas) { return }
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// let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
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const temp = await main(canvas);
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if (temp) {
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render = temp
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}
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}
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@@ -1,151 +1,121 @@
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<script setup lang="ts">
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import noise from "~/assets/shaders/noise.frag?raw"
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const canvas = ref<HTMLCanvasElement | null>(null)
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const settingsStore = useSettingsStore()
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declare const webglUtils: {
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createProgramFromSources: (gl: WebGLRenderingContext, array: [string, string]) => WebGLProgram,
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resizeCanvasToDisplaySize: (e: HTMLCanvasElement | OffscreenCanvas) => any
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}
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declare const resolveLygiaAsync: (source: string) => Promise<string>
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import gsap from 'gsap';
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import ShaderWorker from '~/assets/workers/ShaderWorker?worker'
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import goStore from '~/netcode';
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const worker = new ShaderWorker()
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const canvas = ref<HTMLCanvasElement | null>(null)
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const canvas_resize_temp = ref<HTMLCanvasElement | null>(null)
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export interface Props {
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colorStart?: [number, number, number]
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colorEnd?: [number, number, number]
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}
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const props = withDefaults(defineProps<Props>(), {
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colorStart: () => [0, .3, 0],
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colorEnd: () => [0, 1, 0]
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})
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const targetFramerate = 1000 / settingsStore.shaderFramerate
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const interval = ref<ReturnType<typeof setInterval>>()
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let fragmentShader = await resolveLygiaAsync(noise);
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async function main(canvas: HTMLCanvasElement, fragmentShader2: string) {
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// Get A WebGL context
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/** @type {HTMLCanvasElement} */
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const gl = canvas.getContext("webgl");
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if (!gl) {
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return;
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}
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const vs = `attribute vec4 a_position;void main() {gl_Position = a_position;}`;
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// setup GLSL program
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const program = webglUtils.createProgramFromSources(gl, [vs, fragmentShader2]);
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// look up where the vertex data needs to go.
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const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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// look up uniform locations
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const offset = gl.getUniformLocation(program, "u_offset");
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const colorStart = gl.getUniformLocation(program, "u_color_start");
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const quality = gl.getUniformLocation(program, "u_quality");
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const colorEnd = gl.getUniformLocation(program, "u_color_end");
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const timeLocation = gl.getUniformLocation(program, "u_time");
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// Create a buffer to put three 2d clip space points in
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const positionBuffer = gl.createBuffer();
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// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// fill it with a 2 triangles that cover clipspace
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1, -1, // first triangle
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1, -1,
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-1, 1,
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-1, 1, // second triangle
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1, -1,
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1, 1,
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]), gl.STATIC_DRAW);
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const _colorStart = reactive(props.colorStart)
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const _colorEnd = reactive(props.colorEnd)
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const gl2 = gl
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function render(time: number) {
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time *= 0.001; // convert to seconds
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webglUtils.resizeCanvasToDisplaySize(gl2.canvas);
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// Tell WebGL how to convert from clip space to pixels
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gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
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// Tell it to use our program (pair of shaders)
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gl2.useProgram(program);
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// Turn on the attribute
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gl2.enableVertexAttribArray(positionAttributeLocation);
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// Bind the position buffer.
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gl2.bindBuffer(gl2.ARRAY_BUFFER, positionBuffer);
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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gl2.vertexAttribPointer(
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positionAttributeLocation,
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2, // 2 components per iteration
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gl2.FLOAT, // the data is 32bit floats
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false, // don't normalize the data
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0, // 0 = move forward size * sizeof(type) each iteration to get the next position
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0, // start at the beginning of the buffer
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);
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const bounds = canvas.getBoundingClientRect()
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const aspectRatio = Math.max(window.screen.width, window.screen.height) * devicePixelRatio
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gl2.uniform2f(offset, bounds.left, -bounds.bottom);
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// console.log(canvas.getBoundingClientRect().left * window.devicePixelRatio)
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gl2.uniform1i(quality, settingsStore.shaderQuality)
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gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
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gl2.uniform3f(colorStart, props.colorStart[0], props.colorStart[1], props.colorStart[2]);
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gl2.uniform3f(colorEnd, props.colorEnd[0], props.colorEnd[1], props.colorEnd[2]);
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gl2.uniform1f(timeLocation, time);
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gl2.drawArrays(
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gl2.TRIANGLES,
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0, // offset
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6, // num vertices to process
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);
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}
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clearInterval(interval.value)
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interval.value = setInterval(() => requestAnimationFrame(render), targetFramerate)
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}
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async function reloadShader() {
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nextTick(() => {
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function initShader() {
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if (!canvas.value) { return }
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let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + settingsStore.shaderQuality);
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clearInterval(interval.value)
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main(canvas.value, fragmentShader2);
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})
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const offscreen = canvas.value?.transferControlToOffscreen()
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worker.postMessage({
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command: "initShader",
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canvas: offscreen,
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screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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}, [offscreen])
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if (settingsStore.shaderFramerate == 0) {
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killShader()
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}
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watch(() => settingsStore.shaderQuality, (newValue, oldValue) => {
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reloadShader()
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resizeShader()
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}
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function recolorShader() {
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worker.postMessage({
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command: 'recolorShader',
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colorStart: [..._colorStart],
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colorEnd: [..._colorEnd]
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})
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}
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function resizeShader() {
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worker.postMessage({
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command: 'resizeShader',
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screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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})
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}
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function killShader() {
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worker.postMessage({
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command: 'killShader'
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})
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}
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function resumeShader() {
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worker.postMessage({
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command: 'resumeShader',
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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})
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}
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watch(() => [settingsStore.shaderFramerate], () => {
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if (settingsStore.shaderFramerate == 0) {
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killShader()
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return
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}
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resumeShader()
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})
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watch(() => settingsStore.shaderFramerate, (newValue, oldValue) => {
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reloadShader()
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watch(() => [settingsStore.shaderQuality], () => {
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resizeShader()
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})
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watch(() => [goStore.current_game?.current_turn], () => {
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if (goStore.current_game?.current_turn != goStore.self?.team) {
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gsap.to(_colorStart, { duration: 0.5, 0: 0, 1: .2, 2: .3 })
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gsap.to(_colorEnd, { duration: 0.5, 0: 0, 1: 1, 2: 1 })
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} else {
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gsap.to(_colorStart, { duration: 0.5, 0: 0, 1: .3, 2: 0 })
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gsap.to(_colorEnd, { duration: 0.5, 0: 0, 1: 1, 2: 0 })
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}
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}, { immediate: true })
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watch([_colorEnd, _colorStart], () => {
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recolorShader()
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})
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||||
onMounted(async () => {
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reloadShader()
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nextTick(() => {
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recolorShader()
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initShader()
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||||
window.addEventListener("resize", resizeShader, true)
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||||
})
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||||
})
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||||
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||||
onUnmounted(() => {
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||||
clearInterval(interval.value)
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||||
window.removeEventListener("resize", resizeShader)
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||||
killShader()
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||||
})
|
||||
|
||||
</script>
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||||
|
||||
<template>
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||||
<canvas v-if="settingsStore.shaderQuality != 0" ref="canvas" id="background">test</canvas>
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||||
<canvas ref="canvas" id="background" :class="{ pixelated: settingsStore.shaderPixelated }" width="480"
|
||||
height="270">test</canvas>
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||||
</template>
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||||
|
||||
<style scoped>
|
||||
@@ -154,5 +124,10 @@ onUnmounted(() => {
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||||
position: absolute;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
image-rendering: smooth;
|
||||
}
|
||||
|
||||
#background.pixelated {
|
||||
image-rendering: crisp-edges;
|
||||
}
|
||||
</style>
|
||||
@@ -6,6 +6,9 @@ export interface Props {
|
||||
isVisible: boolean;
|
||||
}
|
||||
|
||||
const _devicePixelRatio = computed(() => devicePixelRatio)
|
||||
const _window = computed(() => window)
|
||||
|
||||
const props = withDefaults(defineProps<Props>(), {
|
||||
})
|
||||
|
||||
@@ -15,10 +18,6 @@ const close = () => {
|
||||
emit('close')
|
||||
}
|
||||
|
||||
watch(() => settingsStore.shaderQuality, async () => {
|
||||
console.log(settingsStore.shaderQuality)
|
||||
})
|
||||
|
||||
</script>
|
||||
|
||||
<template>
|
||||
@@ -40,27 +39,29 @@ watch(() => settingsStore.shaderQuality, async () => {
|
||||
<span>Shader Quality</span>
|
||||
</div>
|
||||
<div class="dialog-body">
|
||||
<input type="range" min="0" max="10" v-model="settingsStore.shaderQuality">
|
||||
<input type="range" min="1" max="10" v-model="settingsStore.shaderQuality"
|
||||
:disabled="settingsStore.shaderFramerate == 0">
|
||||
</div>
|
||||
<div class="dialog-footer">
|
||||
<span>
|
||||
<template v-if="settingsStore.shaderQuality == 0">
|
||||
Disabled
|
||||
</template>
|
||||
<template v-if="settingsStore.shaderQuality > 0">
|
||||
{{ settingsStore.shaderQuality }}
|
||||
</template>
|
||||
</span>
|
||||
<span>{{ Math.floor(_window.innerWidth * _devicePixelRatio * settingsStore.shaderQuality / 10) }}x{{
|
||||
Math.floor(_window.innerHeight *
|
||||
_devicePixelRatio * settingsStore.shaderQuality / 10) }}</span>
|
||||
</div>
|
||||
<div class="dialog-header">
|
||||
<span>Shader Framerate</span>
|
||||
</div>
|
||||
<div class="dialog-body">
|
||||
<input type="range" min="10" max="60" step="5" v-model="settingsStore.shaderFramerate"
|
||||
:disabled="settingsStore.shaderQuality == 0">
|
||||
<input type="range" min="0" max="65" step="5" v-model="settingsStore.shaderFramerate">
|
||||
</div>
|
||||
<div class="dialog-footer">
|
||||
<span>{{ settingsStore.shaderFramerate }} fps</span>
|
||||
<span v-if="settingsStore.shaderFramerate == 65">vsync</span>
|
||||
<span v-else>{{ settingsStore.shaderFramerate }} fps</span>
|
||||
</div>
|
||||
<div class="dialog-header">
|
||||
<span>Pixelated</span>
|
||||
</div>
|
||||
<div class="dialog-body">
|
||||
<input type="checkbox" v-model="settingsStore.shaderPixelated">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -60,7 +60,6 @@ function can_buy_fire_gem(): boolean {
|
||||
|
||||
function checkEndTurn() {
|
||||
// TODO: Add a confirmation dialog if resources are left
|
||||
console.log("Checking end turn")
|
||||
if (
|
||||
(!warning.value)
|
||||
&& has_actions_remaining()) {
|
||||
|
||||
@@ -12,13 +12,4 @@ export default defineNuxtConfig({
|
||||
'@pinia/nuxt',
|
||||
'@pinia-plugin-persistedstate/nuxt',
|
||||
],
|
||||
app: {
|
||||
head: {
|
||||
script: [{
|
||||
src: "/webgl-utils.js"
|
||||
}, {
|
||||
src: "https://lygia.xyz/resolve.js"
|
||||
}]
|
||||
}
|
||||
},
|
||||
})
|
||||
|
||||
Generated
+7
@@ -8,6 +8,7 @@
|
||||
"hasInstallScript": true,
|
||||
"dependencies": {
|
||||
"@pinia/nuxt": "^0.5.1",
|
||||
"gsap": "^3.12.5",
|
||||
"nuxt": "^3.11.2",
|
||||
"pinia": "^2.1.7",
|
||||
"vue": "^3.4.21",
|
||||
@@ -5670,6 +5671,12 @@
|
||||
"resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.11.tgz",
|
||||
"integrity": "sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ=="
|
||||
},
|
||||
"node_modules/gsap": {
|
||||
"version": "3.12.5",
|
||||
"resolved": "https://registry.npmjs.org/gsap/-/gsap-3.12.5.tgz",
|
||||
"integrity": "sha512-srBfnk4n+Oe/ZnMIOXt3gT605BX9x5+rh/prT2F1SsNJsU1XuMiP0E2aptW481OnonOGACZWBqseH5Z7csHxhQ==",
|
||||
"license": "Standard 'no charge' license: https://gsap.com/standard-license. Club GSAP members get more: https://gsap.com/licensing/. Why GreenSock doesn't employ an MIT license: https://gsap.com/why-license/"
|
||||
},
|
||||
"node_modules/gzip-size": {
|
||||
"version": "7.0.0",
|
||||
"resolved": "https://registry.npmjs.org/gzip-size/-/gzip-size-7.0.0.tgz",
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"@pinia/nuxt": "^0.5.1",
|
||||
"gsap": "^3.12.5",
|
||||
"nuxt": "^3.11.2",
|
||||
"pinia": "^2.1.7",
|
||||
"vue": "^3.4.21",
|
||||
|
||||
@@ -8,8 +8,9 @@ enum CardStyles {
|
||||
export const useSettingsStore = defineStore("settingstore", {
|
||||
state: () => ({
|
||||
cardStyle: CardStyles.HERON,
|
||||
shaderQuality: 0,
|
||||
shaderFramerate: 10,
|
||||
shaderQuality: 3,
|
||||
shaderFramerate: 0,
|
||||
shaderPixelated: true
|
||||
}),
|
||||
actions: {
|
||||
switchCardStyles() {
|
||||
|
||||
Reference in New Issue
Block a user