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portfolio/vendor/shader-web-background.js
2025-06-19 12:03:12 -06:00

197 lines
9.5 KiB
JavaScript

// -- https://xemantic.github.io/shader-web-background/
const shaderWebBackground = {}; (() => {
'use strict'; const t = (a, b) => {
b.initHalfFloatRGBATexture(b.width, b.height); a.texParameteri(a.TEXTURE_2D,
a.TEXTURE_MIN_FILTER, a.LINEAR); a.texParameteri(a.TEXTURE_2D, a.TEXTURE_MAG_FILTER,
a.LINEAR); a.texParameteri(a.TEXTURE_2D, a.TEXTURE_WRAP_S, a.CLAMP_TO_EDGE); a.texParameteri(a.TEXTURE_2D,
a.TEXTURE_WRAP_T, a.CLAMP_TO_EDGE)
}, x = (a, b) => {
console.warn("shader-web-background cannot shade, adding fallback CSS classes");
document.documentElement.classList.add("shader-web-background-fallback"); b.classList.add("shader-web-background-fallback");
if (a instanceof shaderWebBackground.GlError) console.warn("Not sufficient WebGL support:",
a); else throw a;
};
function y(a, b) { if (!a) throw new shaderWebBackground.ConfigError(b); }
function z(a) {
y(a instanceof HTMLCanvasElement, "config.canvas must be instance of canvas");
return a
}
function A() {
const a = document.createElement("canvas"), b = a.style; a.id = "shader-web-background"; b.width =
"100vw"; b.height = "100vh"; b.position = "fixed"; b.top = "0"; b.left = "0"; b.zIndex = -9999; return a
}
function B(a, b, c) {
y(a instanceof HTMLScriptElement && a.type === b, 'Shader source element of id "' +
c + '" should be of type: <script type="' + (b + '" id="' + c + '">'))
}
function D(a) {
const b = document.getElementById(a); y(b, 'Missing shader source: <script type="x-shader/x-fragment" id="' +
(a + '">')); B(b, "x-shader/x-fragment", a); return b.text
}
function E(a) {
a += "Vertex"; const b = document.getElementById(a); return b ? (B(b, "x-shader/x-vertex",
a), b.text) : "attribute vec2 V;void main(){gl_Position=vec4(V,0,1);}"
}
function F(a, b) { "loading" !== document.readyState ? b() : window.addEventListener(a, b) }
class G {
constructor(a, b, c, d) {
this.g = c; const l = a.gl; this.h = () => {
for (const f of d) f.u(l,
f.location, b)
}; this.i = () => {
var f = c.v, h = a.gl; h.bindBuffer(h.ARRAY_BUFFER, a.j); h.enableVertexAttribArray(f);
h.vertexAttribPointer(f, 2, h.FLOAT, !1, 0, 0); h.drawArrays(h.TRIANGLE_STRIP, 0, 4); h.disableVertexAttribArray(f);
h.bindBuffer(h.ARRAY_BUFFER, null); f = a.gl; for (h = 0; h < a.g; h++)f.activeTexture(f.TEXTURE0 +
h), f.bindTexture(f.TEXTURE_2D, null); a.g = 0
}
}
}
function H(a) {
var b = { antialias: !1, depth: !1, alpha: !1 }; try { return new I(a, b) } catch (c) {
throw new shaderWebBackground.GlError(c.message);
}
}
function J(a, b, c, d, l, f) {
function h(e, m, n) {
try {
{
var k = p; const q = k.gl, P = K(k, e, q.VERTEX_SHADER, m),
Q = K(k, e, q.FRAGMENT_SHADER, n), v = q.createProgram(); q.attachShader(v, P); q.attachShader(v,
Q); q.linkProgram(v); var r = v
} return r
} catch (q) {
throw new shaderWebBackground.ConfigError(q.message);
}
} const p = H(a), w = [], g = {
gl: p.gl, canvas: a, width: 0, height: 0, cssPixelRatio: 0, cssWidth: 0,
cssHeight: 0, isOverShader: (e, m) => {
const n = a.getBoundingClientRect(); return e >= n.left &&
e <= n.right && m >= n.top && m <= n.bottom
}, toShaderX: e => (e - a.getBoundingClientRect().left) *
g.cssPixelRatio + .5, toShaderY: e => a.height - (e - a.getBoundingClientRect().top) * g.cssPixelRatio -
.5, s: () => g.cssWidth !== a.clientWidth || g.cssHeight !== a.clientHeight ? (g.resize(), !0) :
!1, resize: () => {
const e = window.devicePixelRatio || 1, m = a.clientWidth, n = a.clientHeight,
k = Math.floor(m * e), r = Math.floor(n * e); a.width = k; a.height = r; g.width = k; g.height = r; g.cssPixelRatio =
e; g.cssWidth = m; g.cssHeight = n; p.gl.viewport(0, 0, p.canvas.width, p.canvas.height); for (const q of w) q.g.l(k,
r)
}, texture: (e, m) => {
{
var n = p; const k = n.gl; m = m instanceof L ? m.g : m; k.activeTexture(k.TEXTURE0 +
n.g); k.bindTexture(k.TEXTURE_2D, m); k.uniform1i(e, n.g++)
}
}, buffers: {}, initHalfFloatRGBATexture: (e,
m) => { p.h.g(e, m) }
}, R = Object.keys(b).length - 1; let S = 0; for (const e in b) {
if (S++ < R) {
const k =
b[e].texture || t; g.buffers[e] = M(p, () => { k(p.gl, g) })
} const m = N(p, h(e, E(e), D(e)), g.buffers[e]),
n = b[e].uniforms || {}; var u = Object.keys(n); for (const k of m.m) y(n[k.name], 'No configuration for uniform "' +
k.name + '" defined in shader "' + e + '"'), u = u.filter(r => r !== k.name); 0 !== u.length && console.warn('Extra uniforms configured for shader "' +
e + '", which are not present in the shader code - might have been removed by GLSL compiler if not used: ' +
u.join(", ")); u = m.m.map(k => ({ location: k.location, u: n[k.name] })); w.push(new G(p, g,
m, u))
} const C = () => {
g.s() && d && d(g.width, g.height, g); l && l(g); for (const e of w) e.g.i(e.h,
e.i); f && f(g); requestAnimationFrame(C)
}; F("load", () => {
g.resize(); c && c(g); d && d(g.width,
g.height, g); requestAnimationFrame(C)
}); return g
}
shaderWebBackground.Error = class extends Error { constructor(a) { super(a); this.name = "shaderWebBackground.Error" } };
shaderWebBackground.ConfigError = class extends shaderWebBackground.Error {
constructor(a) {
super(a);
this.name = "shaderWebBackground.ConfigError"
}
};
shaderWebBackground.GlError = class extends shaderWebBackground.Error {
constructor(a) {
super(a); this.name =
"shaderWebBackground.GlError"
}
};
shaderWebBackground.shade = function(a) {
y(a, "Missing config argument"); const b = a.canvas ?
z(a.canvas) : A(); y(a.shaders, "No shaders specified in config"); try {
const c = J(b, a.shaders,
a.onInit, a.onResize, a.onBeforeFrame, a.onAfterFrame); a.canvas || F("DOMContentLoaded",
() => { document.body.appendChild(b) }); return c
} catch (c) { (a.onError || x)(c, b) }
}; const O = [-1, 1, 1, 1, -1, -1, 1, -1];
function T(a, b) { return a.j(a.gl.getExtension(b), b + " extension is not supported") }
class U { constructor(a, b) { this.gl = a; this.j = b } g() { } }
class V extends U {
constructor(a, b) {
super(a, b); this.h = T(this, "OES_texture_half_float");
T(this, "OES_texture_half_float_linear")
} g(a, b) {
const c = this.gl; c.texImage2D(c.TEXTURE_2D,
0, c.RGBA, a, b, 0, c.RGBA, this.h.HALF_FLOAT_OES, null)
}
}
class W extends U {
constructor(a, b) { super(a, b); T(this, "EXT_color_buffer_float"); this.gl.getExtension("OES_texture_float_linear") } g(a,
b) {
const c = this.gl; c.texImage2D(c.TEXTURE_2D, 0, c.RGBA16F, a, b, 0, c.RGBA, c.HALF_FLOAT,
null)
}
}
function X(a) {
a = a.split(/\r?\n/); const b = a.length.toString().length; var c = []; a.forEach((d,
l) => {
l = (l + 1).toString(); l = l.length >= b ? l : " ".repeat(b - l.length) + l; c.push(l + ": " + d +
"\n")
}); return c.join("")
} function M(a, b) { return new L(a.gl, () => { b(a.gl) }) }
function N(a, b, c) {
const d = a.gl; a = []; const l = d.getProgramParameter(b, d.ACTIVE_UNIFORMS);
for (let f = 0; f < l; f++) {
const h = d.getActiveUniform(b, f); a.push({
name: h.name, location: d.getUniformLocation(b,
h.name)
})
} return {
v: d.getAttribLocation(b, "V"), m: a, l: c ? (f, h) => c.l(f, h) : () => { }, i: (f,
h) => { d.useProgram(b); f(); c ? (f = c.g, c.g = c.h, c.h = f, c.i(h)) : h() }
}
}
function K(a, b, c, d) {
a = a.gl; c = a.createShader(c); a.shaderSource(c, d); a.compileShader(c);
if (!a.getShaderParameter(c, a.COMPILE_STATUS)) {
const l = String(a.getShaderInfoLog(c));
a.deleteShader(c); b = "Cannot compile shader - " + b + ": " + l; console.log(b); console.log(X(d));
throw Error(b);
} return c
}
class I {
constructor(a, b) {
this.canvas = a; const c = (l, f) => { if (!l) throw Error(f); return l };
let d = a.getContext("webgl2", b); if (d) this.h = new W(d, c); else if (d = a.getContext("webgl",
b)) this.h = new V(d, c); c(d, "webgl context not supported on supplied canvas element: " +
a); this.gl = d; a = d.createBuffer(); d.bindBuffer(d.ARRAY_BUFFER, a); d.bufferData(d.ARRAY_BUFFER,
new Float32Array(O), d.STATIC_DRAW); d.bindBuffer(d.ARRAY_BUFFER, null); this.j = a; this.buffers =
{}; this.g = 0
}
}
function Y(a) {
const b = a.gl, c = b.createTexture(); b.bindTexture(b.TEXTURE_2D, c); a.o(b);
b.bindTexture(b.TEXTURE_2D, null); return c
}
class L {
constructor(a, b) {
this.j = a.createFramebuffer(); this.gl = a; this.o = b; this.g = this.h =
null
} l() {
this.h && this.gl.deleteTexture(this.h); this.g && this.gl.deleteTexture(this.g);
this.h = Y(this); this.g = Y(this)
} i(a) {
const b = this.gl; b.bindFramebuffer(b.FRAMEBUFFER,
this.j); b.framebufferTexture2D(b.FRAMEBUFFER, b.COLOR_ATTACHMENT0, b.TEXTURE_2D, this.g,
0); a(); b.framebufferTexture2D(b.FRAMEBUFFER, b.COLOR_ATTACHMENT0, b.TEXTURE_2D, null,
0); b.bindFramebuffer(b.FRAMEBUFFER, null)
}
};
})()