import { buildColorFunctions, buildNoise, buildVertUniforms, buildFragUniforms, fragmentShaderSource, vertexShaderSource } from "./shaders"; import { generatePlaneGeometry, OrthographicCamera, updateCamera, Matrix4 } from "./math"; console.info( "%c🌈 Neat Gradients%c\n\nLicensed under MIT + The Commons Clause.\nFree for personal and commercial use.\nSelling this software or its derivatives is strictly prohibited.\nhttps://neat.firecms.co", "font-weight: bold; font-size: 14px; color: #FF5772;", "color: inherit;" ); const PLANE_WIDTH = 50; const PLANE_HEIGHT = 80; const COLORS_COUNT = 6; const LINK_ID = generateRandomString(); export interface WebGLState { gl: WebGLRenderingContext | WebGL2RenderingContext; program: WebGLProgram; buffers: { position: WebGLBuffer; normal: WebGLBuffer; uv: WebGLBuffer; index: WebGLBuffer; wireframeIndex: WebGLBuffer; }; locations: { attributes: Record; uniforms: Record; }; camera: OrthographicCamera; indexCount: number; wireframeIndexCount: number; indexType: number; } import { NeatConfig, NeatColor, NeatController } from "./types"; export class NeatGradient implements NeatController { private _ref: HTMLCanvasElement; private _speed: number = -1; private _horizontalPressure: number = -1; private _verticalPressure: number = -1; private _waveFrequencyX: number = -1; private _waveFrequencyY: number = -1; private _waveAmplitude: number = -1; private _shadows: number = -1; private _highlights: number = -1; private _saturation: number = -1; private _brightness: number = -1; private _grainScale: number = -1; private _grainIntensity: number = -1; private _grainSparsity: number = -1; private _grainSpeed: number = -1; private _colorBlending: number = -1; private _colors: NeatColor[] = []; private _wireframe: boolean = false; private _backgroundColor: string = "#FFFFFF"; private _backgroundColorRgb: [number, number, number] = [1, 1, 1]; private _backgroundAlpha: number = 1.0; // Flow field properties private _flowDistortionA: number = 0; private _flowDistortionB: number = 0; private _flowScale: number = 1.0; private _flowEase: number = 0.0; private _flowEnabled: boolean = true; private glState!: WebGLState; // Texture generation properties private _enableProceduralTexture: boolean = false; private _textureVoidLikelihood: number = 0.45; private _textureVoidWidthMin: number = 200; private _textureVoidWidthMax: number = 486; private _textureBandDensity: number = 2.15; private _textureColorBlending: number = 0.01; private _textureSeed: number = 333; private _textureEase: number = 0.5; // New effects private _domainWarpEnabled: boolean = false; private _domainWarpIntensity: number = 0.5; private _domainWarpScale: number = 1.0; private _vignetteIntensity: number = 0.5; private _vignetteRadius: number = 0.8; private _fresnelEnabled: boolean = false; private _fresnelPower: number = 2.0; private _fresnelIntensity: number = 0.5; private _fresnelColor: string = "#FFFFFF"; private _fresnelColorRgb: [number, number, number] = [1, 1, 1]; private _iridescenceEnabled: boolean = false; private _iridescenceIntensity: number = 0.5; private _iridescenceSpeed: number = 1.0; private _bloomIntensity: number = 0; private _bloomThreshold: number = 0.7; private _chromaticAberration: number = 0; private _proceduralTexture: WebGLTexture | null = null; private _proceduralBackgroundColor: string = "#000000"; private _textureShapeTriangles: number = 20; private _textureShapeCircles: number = 15; private _textureShapeBars: number = 15; private _textureShapeSquiggles: number = 10; private requestRef: number = -1; private sizeObserver: ResizeObserver; private _initialized: boolean = false; private _linkElement: HTMLAnchorElement | null = null; private _cachedColorRgb: [number, number, number][] = []; private _yOffset: number = 0; private _yOffsetWaveMultiplier: number = 0.004; private _yOffsetColorMultiplier: number = 0.004; private _yOffsetFlowMultiplier: number = 0.004; // Performance optimizations private _resizeTimeoutId: number | null = null; private _textureNeedsUpdate: boolean = false; private _linkCheckCounter: number = 0; private _colorsChanged: boolean = true; private _uniformsDirty: boolean = true; private _textureDirty: boolean = true; constructor(config: NeatConfig & { ref: HTMLCanvasElement, resolution?: number, seed?: number }) { const { ref, speed = 4, horizontalPressure = 3, verticalPressure = 3, waveFrequencyX = 5, waveFrequencyY = 5, waveAmplitude = 3, colors, highlights = 4, shadows = 4, colorSaturation = 0, colorBrightness = 1, colorBlending = 5, grainScale = 2, grainIntensity = 0.55, grainSparsity = 0.0, grainSpeed = 0.1, wireframe = false, backgroundColor = "#FFFFFF", backgroundAlpha = 1.0, resolution = 1, seed, yOffset = 0, yOffsetWaveMultiplier = 4, yOffsetColorMultiplier = 4, yOffsetFlowMultiplier = 4, // Flow field parameters flowDistortionA = 0, flowDistortionB = 0, flowScale = 1.0, flowEase = 0.0, flowEnabled = true, // Texture generation enableProceduralTexture = false, textureVoidLikelihood = 0.45, textureVoidWidthMin = 200, textureVoidWidthMax = 486, textureBandDensity = 2.15, textureColorBlending = 0.01, textureSeed = 333, textureEase = 0.5, proceduralBackgroundColor = "#000000", textureShapeTriangles = 20, textureShapeCircles = 15, textureShapeBars = 15, textureShapeSquiggles = 10, domainWarpEnabled = false, domainWarpIntensity = 0.5, domainWarpScale = 1.0, vignetteIntensity = 0.5, vignetteRadius = 0.8, fresnelEnabled = false, fresnelPower = 2.0, fresnelIntensity = 0.5, fresnelColor = "#FFFFFF", iridescenceEnabled = false, iridescenceIntensity = 0.5, iridescenceSpeed = 1.0, bloomIntensity = 0.0, bloomThreshold = 0.7, chromaticAberration = 0.0, } = config; this._ref = ref; this.destroy = this.destroy.bind(this); this._initScene = this._initScene.bind(this); this.speed = speed; this.horizontalPressure = horizontalPressure; this.verticalPressure = verticalPressure; this.waveFrequencyX = waveFrequencyX; this.waveFrequencyY = waveFrequencyY; this.waveAmplitude = waveAmplitude; this.colorBlending = colorBlending; this.grainScale = grainScale; this.grainIntensity = grainIntensity; this.grainSparsity = grainSparsity; this.grainSpeed = grainSpeed; this.colors = colors; this.shadows = shadows; this.highlights = highlights; this.colorSaturation = colorSaturation; this.colorBrightness = colorBrightness; this.wireframe = wireframe; this.backgroundColor = backgroundColor; this.backgroundAlpha = backgroundAlpha; this.yOffset = yOffset; this.yOffsetWaveMultiplier = yOffsetWaveMultiplier; this.yOffsetColorMultiplier = yOffsetColorMultiplier; this.yOffsetFlowMultiplier = yOffsetFlowMultiplier; // Flow field this.flowDistortionA = flowDistortionA; this.flowDistortionB = flowDistortionB; this.flowScale = flowScale; this.flowEase = flowEase; this.flowEnabled = flowEnabled; // Texture generation this.enableProceduralTexture = enableProceduralTexture; this.textureVoidLikelihood = textureVoidLikelihood; this.textureVoidWidthMin = textureVoidWidthMin; this.textureVoidWidthMax = textureVoidWidthMax; this.textureBandDensity = textureBandDensity; this.textureColorBlending = textureColorBlending; this.textureSeed = textureSeed; this.textureEase = textureEase; this._proceduralBackgroundColor = proceduralBackgroundColor; this._textureShapeTriangles = textureShapeTriangles; this._textureShapeCircles = textureShapeCircles; this._textureShapeBars = textureShapeBars; this._textureShapeSquiggles = textureShapeSquiggles; this.domainWarpEnabled = domainWarpEnabled; this.domainWarpIntensity = domainWarpIntensity; this.domainWarpScale = domainWarpScale; this.vignetteIntensity = vignetteIntensity; this.vignetteRadius = vignetteRadius; this.fresnelEnabled = fresnelEnabled; this.fresnelPower = fresnelPower; this.fresnelIntensity = fresnelIntensity; this.fresnelColor = fresnelColor; this.iridescenceEnabled = iridescenceEnabled; this.iridescenceIntensity = iridescenceIntensity; this.iridescenceSpeed = iridescenceSpeed; this.bloomIntensity = bloomIntensity; this.bloomThreshold = bloomThreshold; this.chromaticAberration = chromaticAberration; this.glState = this._initScene(resolution); injectSEO(); let tick = seed !== undefined ? seed : getElapsedSecondsInLastHour(); let lastTime = performance.now(); const render = () => { const { gl, program, locations, indexCount, indexType } = this.glState; // Optimization: check if cached link is still valid in DOM less frequently this._linkCheckCounter++; if (this._linkCheckCounter >= 300) { // Check every ~5 seconds at 60fps this._linkCheckCounter = 0; if (!this._linkElement || !document.contains(this._linkElement)) { this._linkElement = addNeatLink(ref); } } if (this._initialized) { const timeNow = performance.now(); tick += ((timeNow - lastTime) / 1000) * this._speed; lastTime = timeNow; gl.useProgram(program); gl.uniform1f(locations.uniforms['u_time'], tick); // Only upload static uniforms when they've been modified if (this._uniformsDirty) { gl.uniform2f(locations.uniforms['u_resolution'], this._ref.clientWidth, this._ref.clientHeight); gl.uniform2f(locations.uniforms['u_color_pressure'], this._horizontalPressure, this._verticalPressure); gl.uniform1f(locations.uniforms['u_wave_frequency_x'], this._waveFrequencyX); gl.uniform1f(locations.uniforms['u_wave_frequency_y'], this._waveFrequencyY); gl.uniform1f(locations.uniforms['u_wave_amplitude'], this._waveAmplitude); gl.uniform1f(locations.uniforms['u_color_blending'], this._colorBlending); gl.uniform1f(locations.uniforms['u_shadows'], this._shadows); gl.uniform1f(locations.uniforms['u_highlights'], this._highlights); gl.uniform1f(locations.uniforms['u_saturation'], this._saturation); gl.uniform1f(locations.uniforms['u_brightness'], this._brightness); gl.uniform1f(locations.uniforms['u_grain_intensity'], this._grainIntensity); gl.uniform1f(locations.uniforms['u_grain_sparsity'], this._grainSparsity); gl.uniform1f(locations.uniforms['u_grain_speed'], this._grainSpeed); gl.uniform1f(locations.uniforms['u_grain_scale'], this._grainScale); gl.uniform1f(locations.uniforms['u_y_offset'], this._yOffset); gl.uniform1f(locations.uniforms['u_y_offset_wave_multiplier'], this._yOffsetWaveMultiplier); gl.uniform1f(locations.uniforms['u_y_offset_color_multiplier'], this._yOffsetColorMultiplier); gl.uniform1f(locations.uniforms['u_y_offset_flow_multiplier'], this._yOffsetFlowMultiplier); gl.uniform1f(locations.uniforms['u_flow_distortion_a'], this._flowDistortionA); gl.uniform1f(locations.uniforms['u_flow_distortion_b'], this._flowDistortionB); gl.uniform1f(locations.uniforms['u_flow_scale'], this._flowScale); gl.uniform1f(locations.uniforms['u_flow_ease'], this._flowEase); gl.uniform1f(locations.uniforms['u_flow_enabled'], this._flowEnabled ? 1.0 : 0.0); gl.uniform1f(locations.uniforms['u_enable_procedural_texture'], this._enableProceduralTexture ? 1.0 : 0.0); gl.uniform1f(locations.uniforms['u_texture_ease'], this._textureEase); gl.uniform1f(locations.uniforms['u_domain_warp_enabled'], this._domainWarpEnabled ? 1.0 : 0.0); gl.uniform1f(locations.uniforms['u_domain_warp_intensity'], this._domainWarpIntensity); gl.uniform1f(locations.uniforms['u_domain_warp_scale'], this._domainWarpScale); gl.uniform1f(locations.uniforms['u_vignette_intensity'], this._vignetteIntensity); gl.uniform1f(locations.uniforms['u_vignette_radius'], this._vignetteRadius); gl.uniform1f(locations.uniforms['u_fresnel_enabled'], this._fresnelEnabled ? 1.0 : 0.0); gl.uniform1f(locations.uniforms['u_fresnel_power'], this._fresnelPower); gl.uniform1f(locations.uniforms['u_fresnel_intensity'], this._fresnelIntensity); gl.uniform3fv(locations.uniforms['u_fresnel_color'], this._fresnelColorRgb); gl.uniform1f(locations.uniforms['u_iridescence_enabled'], this._iridescenceEnabled ? 1.0 : 0.0); gl.uniform1f(locations.uniforms['u_iridescence_intensity'], this._iridescenceIntensity); gl.uniform1f(locations.uniforms['u_iridescence_speed'], this._iridescenceSpeed); gl.uniform1f(locations.uniforms['u_bloom_intensity'], this._bloomIntensity); gl.uniform1f(locations.uniforms['u_bloom_threshold'], this._bloomThreshold); gl.uniform1f(locations.uniforms['u_chromatic_aberration'], this._chromaticAberration); this._uniformsDirty = false; } // Only regenerate procedural texture when needed if (this._textureNeedsUpdate && this._enableProceduralTexture) { if (this._proceduralTexture) { gl.deleteTexture(this._proceduralTexture); } this._proceduralTexture = this._createProceduralTexture(gl); this._textureNeedsUpdate = false; this._textureDirty = true; } // Procedural texture binding — only when texture changes if (this._textureDirty && this._proceduralTexture) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this._proceduralTexture); gl.uniform1i(locations.uniforms['u_procedural_texture'], 1); this._textureDirty = false; } // Color update — only when colors have changed if (this._colorsChanged) { this._colorsChanged = false; for (let i = 0; i < COLORS_COUNT; i++) { if (i < this._colors.length) { const c = this._colors[i]; const rgb = this._cachedColorRgb[i] || [0, 0, 0]; gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], c.enabled ? 1.0 : 0.0); gl.uniform3fv(locations.uniforms[`u_colors[${i}].color`], rgb); gl.uniform1f(locations.uniforms[`u_colors[${i}].influence`], c.influence || 0); } else { gl.uniform1f(locations.uniforms[`u_colors[${i}].is_active`], 0.0); } } gl.uniform1i(locations.uniforms['u_colors_count'], COLORS_COUNT); } } // Draw scene gl.clearColor( this._backgroundColorRgb[0], this._backgroundColorRgb[1], this._backgroundColorRgb[2], this._backgroundAlpha ); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); if (this._wireframe) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.wireframeIndex); gl.drawElements(gl.LINES, this.glState.wireframeIndexCount, indexType, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.glState.buffers.index); } else { gl.drawElements(gl.TRIANGLES, indexCount, indexType, 0); } this.requestRef = requestAnimationFrame(render); }; const setSize = () => { const { gl, camera } = this.glState; const width = this._ref.clientWidth; const height = this._ref.clientHeight; // Handle high DPI displays properly without scaling buffer resolution, matching client width this._ref.width = width; this._ref.height = height; gl.viewport(0, 0, width, height); updateCamera(camera, width, height); // Recompute projection matrix on resize const projLoc = gl.getUniformLocation(this.glState.program, "projectionMatrix"); gl.useProgram(this.glState.program); gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements); }; // Debounce resize to prevent excessive operations this.sizeObserver = new ResizeObserver(() => { if (this._resizeTimeoutId !== null) { clearTimeout(this._resizeTimeoutId); } this._resizeTimeoutId = window.setTimeout(() => { setSize(); this._resizeTimeoutId = null; }, 100); // Wait 100ms after last resize event }); this.sizeObserver.observe(ref); render(); } destroy() { cancelAnimationFrame(this.requestRef); this.sizeObserver.disconnect(); // Clear resize timeout if (this._resizeTimeoutId !== null) { clearTimeout(this._resizeTimeoutId); this._resizeTimeoutId = null; } // Remove NEAT link if (this._linkElement && this._linkElement.parentElement) { this._linkElement.parentElement.removeChild(this._linkElement); this._linkElement = null; } // Cleanup WebGL resources if (this.glState) { const gl = this.glState.gl; gl.deleteProgram(this.glState.program); gl.deleteBuffer(this.glState.buffers.position); gl.deleteBuffer(this.glState.buffers.normal); gl.deleteBuffer(this.glState.buffers.uv); gl.deleteBuffer(this.glState.buffers.index); gl.deleteBuffer(this.glState.buffers.wireframeIndex); } if (this._proceduralTexture && this.glState) { this.glState.gl.deleteTexture(this._proceduralTexture); } } downloadAsPNG(filename = "neat.png") { const dataURL = this._ref.toDataURL("image/png"); downloadURI(dataURL, filename); } set speed(speed: number) { this._uniformsDirty = true; this._speed = speed / 20; } set horizontalPressure(horizontalPressure: number) { this._uniformsDirty = true; this._horizontalPressure = horizontalPressure / 4; } set verticalPressure(verticalPressure: number) { this._uniformsDirty = true; this._verticalPressure = verticalPressure / 4; } set waveFrequencyX(waveFrequencyX: number) { this._uniformsDirty = true; this._waveFrequencyX = waveFrequencyX * 0.04; } set waveFrequencyY(waveFrequencyY: number) { this._uniformsDirty = true; this._waveFrequencyY = waveFrequencyY * 0.04; } set waveAmplitude(waveAmplitude: number) { this._uniformsDirty = true; this._waveAmplitude = waveAmplitude * .75; } set colors(colors: NeatColor[]) { this._uniformsDirty = true; this._colors = colors; this._cachedColorRgb = colors.map(c => this._hexToRgb(c.color)); this._colorsChanged = true; } set highlights(highlights: number) { this._uniformsDirty = true; this._highlights = highlights / 100; } set shadows(shadows: number) { this._uniformsDirty = true; this._shadows = shadows / 100; } set colorSaturation(colorSaturation: number) { this._uniformsDirty = true; this._saturation = colorSaturation / 10; } set colorBrightness(colorBrightness: number) { this._uniformsDirty = true; this._brightness = colorBrightness; } set colorBlending(colorBlending: number) { this._uniformsDirty = true; this._colorBlending = colorBlending / 10; } set grainScale(grainScale: number) { this._uniformsDirty = true; this._grainScale = grainScale == 0 ? 1 : grainScale; } set grainIntensity(grainIntensity: number) { this._uniformsDirty = true; this._grainIntensity = grainIntensity; } set grainSparsity(grainSparsity: number) { this._uniformsDirty = true; this._grainSparsity = grainSparsity; } set grainSpeed(grainSpeed: number) { this._uniformsDirty = true; this._grainSpeed = grainSpeed; } set wireframe(wireframe: boolean) { this._uniformsDirty = true; this._wireframe = wireframe; } set resolution(resolution: number) { this._uniformsDirty = true; if (this.glState) { const gl = this.glState.gl; gl.deleteProgram(this.glState.program); gl.deleteBuffer(this.glState.buffers.position); gl.deleteBuffer(this.glState.buffers.normal); gl.deleteBuffer(this.glState.buffers.uv); gl.deleteBuffer(this.glState.buffers.index); gl.deleteBuffer(this.glState.buffers.wireframeIndex); } this.glState = this._initScene(resolution); } set backgroundColor(backgroundColor: string) { this._uniformsDirty = true; this._backgroundColor = backgroundColor; this._backgroundColorRgb = this._hexToRgb(backgroundColor); } set backgroundAlpha(backgroundAlpha: number) { this._uniformsDirty = true; this._backgroundAlpha = backgroundAlpha; } set yOffset(yOffset: number) { this._uniformsDirty = true; this._yOffset = yOffset; } get yOffsetWaveMultiplier(): number { return this._yOffsetWaveMultiplier * 1000; } set yOffsetWaveMultiplier(value: number) { this._uniformsDirty = true; this._yOffsetWaveMultiplier = value / 1000; } get yOffsetColorMultiplier(): number { return this._yOffsetColorMultiplier * 1000; } set yOffsetColorMultiplier(value: number) { this._uniformsDirty = true; this._yOffsetColorMultiplier = value / 1000; } get yOffsetFlowMultiplier(): number { return this._yOffsetFlowMultiplier * 1000; } set yOffsetFlowMultiplier(value: number) { this._uniformsDirty = true; this._yOffsetFlowMultiplier = value / 1000; } set flowDistortionA(value: number) { this._uniformsDirty = true; this._flowDistortionA = value; } set flowDistortionB(value: number) { this._uniformsDirty = true; this._flowDistortionB = value; } set flowScale(value: number) { this._uniformsDirty = true; this._flowScale = value; } set flowEase(value: number) { this._uniformsDirty = true; this._flowEase = value; } set flowEnabled(value: boolean) { this._uniformsDirty = true; this._flowEnabled = value; } get flowEnabled(): boolean { return this._flowEnabled; } set enableProceduralTexture(value: boolean) { this._uniformsDirty = true; this._enableProceduralTexture = value; if (value && !this._proceduralTexture) { this._textureNeedsUpdate = true; } } set textureVoidLikelihood(value: number) { this._uniformsDirty = true; this._textureVoidLikelihood = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureVoidWidthMin(value: number) { this._uniformsDirty = true; this._textureVoidWidthMin = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureVoidWidthMax(value: number) { this._uniformsDirty = true; this._textureVoidWidthMax = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureBandDensity(value: number) { this._uniformsDirty = true; this._textureBandDensity = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureColorBlending(value: number) { this._uniformsDirty = true; this._textureColorBlending = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureSeed(value: number) { this._uniformsDirty = true; this._textureSeed = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } get textureEase(): number { return this._textureEase; } set textureEase(value: number) { this._uniformsDirty = true; this._textureEase = value; } set proceduralBackgroundColor(value: string) { this._uniformsDirty = true; this._proceduralBackgroundColor = value; if (this._enableProceduralTexture) { this._textureNeedsUpdate = true; } } set textureShapeTriangles(value: number) { this._uniformsDirty = true; this._textureShapeTriangles = value; if (this._enableProceduralTexture) this._textureNeedsUpdate = true; } set textureShapeCircles(value: number) { this._uniformsDirty = true; this._textureShapeCircles = value; if (this._enableProceduralTexture) this._textureNeedsUpdate = true; } set textureShapeBars(value: number) { this._uniformsDirty = true; this._textureShapeBars = value; if (this._enableProceduralTexture) this._textureNeedsUpdate = true; } set textureShapeSquiggles(value: number) { this._uniformsDirty = true; this._textureShapeSquiggles = value; if (this._enableProceduralTexture) this._textureNeedsUpdate = true; } _hexToRgb(hex: string): [number, number, number] { const bigint = parseInt(hex.replace('#', ''), 16); return [ ((bigint >> 16) & 255) / 255.0, ((bigint >> 8) & 255) / 255.0, (bigint & 255) / 255.0 ]; } _initScene(resolution: number): WebGLState { const width = this._ref.clientWidth; const height = this._ref.clientHeight; const gl = this._ref.getContext("webgl2", { alpha: true, preserveDrawingBuffer: true, antialias: true }) || this._ref.getContext("webgl", { alpha: true, preserveDrawingBuffer: true, antialias: true }); if (!gl) { throw new Error("WebGL not supported"); } const ext = gl.getExtension("OES_standard_derivatives"); gl.getExtension("OES_element_index_uint"); gl.viewport(0, 0, width, height); // Generate plane geometry with Uint32Array for large meshes const { position, normal, uv, index, wireframeIndex } = generatePlaneGeometry(PLANE_WIDTH, PLANE_HEIGHT, 240 * resolution, 240 * resolution); const positionBuffer = gl.createBuffer()!; gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, position, gl.STATIC_DRAW); const normalBuffer = gl.createBuffer()!; gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); gl.bufferData(gl.ARRAY_BUFFER, normal, gl.STATIC_DRAW); const uvBuffer = gl.createBuffer()!; gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer); gl.bufferData(gl.ARRAY_BUFFER, uv, gl.STATIC_DRAW); const indexBuffer = gl.createBuffer()!; gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, index, gl.STATIC_DRAW); const wireframeIndexBuffer = gl.createBuffer()!; gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, wireframeIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, wireframeIndex, gl.STATIC_DRAW); // Rebind the triangle index buffer as default gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); const vertShaderSourceCombined = buildVertUniforms() + "\n" + buildNoise() + "\n" + buildColorFunctions() + "\n" + vertexShaderSource; const vertShader = gl.createShader(gl.VERTEX_SHADER)!; gl.shaderSource(vertShader, vertShaderSourceCombined); gl.compileShader(vertShader); if (!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) { console.log("VERTEX_SHADER_ERROR_START"); console.log("Vertex shader error: ", gl.getShaderInfoLog(vertShader)); console.log("GL Error Code:", gl.getError()); console.log("Vertex Shader Source Dump:"); console.log(vertShaderSourceCombined.split('\n').map((line, i) => `${i + 1}: ${line}`).join('\n')); console.log("VERTEX_SHADER_ERROR_END"); } const fragShaderSourceCombined = buildFragUniforms() + "\n" + buildColorFunctions() + "\n" + buildNoise() + "\n" + fragmentShaderSource; const fragShader = gl.createShader(gl.FRAGMENT_SHADER)!; gl.shaderSource(fragShader, fragShaderSourceCombined); gl.compileShader(fragShader); if (!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) { console.log("FRAGMENT_SHADER_ERROR_START"); console.log("Fragment shader error: ", gl.getShaderInfoLog(fragShader)); console.log("GL Error Code:", gl.getError()); console.log("Fragment Shader Source Dump:"); console.log(fragShaderSourceCombined.split('\n').map((line, i) => `${i + 1}: ${line}`).join('\n')); console.log("FRAGMENT_SHADER_ERROR_END"); } const program = gl.createProgram()!; gl.attachShader(program, vertShader); gl.attachShader(program, fragShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.log("PROGRAM_LINK_ERROR_START"); console.log("Program linking error: ", gl.getProgramInfoLog(program)); console.log("GL Error Code:", gl.getError()); console.log("PROGRAM_LINK_ERROR_END"); } gl.useProgram(program); const camera = new OrthographicCamera(0, 0, 0, 0, 0, 1000); camera.position = [0, 0, 5]; updateCamera(camera, width, height); // Define attributes const aPosition = gl.getAttribLocation(program, "position"); const aNormal = gl.getAttribLocation(program, "normal"); const aUv = gl.getAttribLocation(program, "uv"); gl.enableVertexAttribArray(aPosition); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aNormal); gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aUv); gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer); gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); const modelViewMatrix = new Matrix4(); // The View Matrix is the inverse of the Camera's position // Camera is at [0, 0, 5], so view matrix translates by [0, 0, -5] modelViewMatrix.translate(-camera.position[0], -camera.position[1], -camera.position[2]); // The Model Matrix mimicking: plane.rotation.x = -Math.PI / 3.5; plane.position.z = -1; modelViewMatrix.translate(0, 0, -1); modelViewMatrix.rotateX(-Math.PI / 3.5); const mvLoc = gl.getUniformLocation(program, "modelViewMatrix"); gl.uniformMatrix4fv(mvLoc, false, modelViewMatrix.elements); const projLoc = gl.getUniformLocation(program, "projectionMatrix"); gl.uniformMatrix4fv(projLoc, false, camera.projectionMatrix.elements); const planeWidthLoc = gl.getUniformLocation(program, "u_plane_width"); gl.uniform1f(planeWidthLoc, PLANE_WIDTH); const planeHeightLoc = gl.getUniformLocation(program, "u_plane_height"); gl.uniform1f(planeHeightLoc, PLANE_HEIGHT); const colorsCountLoc = gl.getUniformLocation(program, "u_colors_count"); gl.uniform1i(colorsCountLoc, COLORS_COUNT); const uniformsList = [ "u_time", "u_resolution", "u_color_pressure", "u_wave_frequency_x", "u_wave_frequency_y", "u_wave_amplitude", "u_colors_count", "u_plane_width", "u_plane_height", "u_shadows", "u_highlights", "u_grain_intensity", "u_grain_sparsity", "u_grain_scale", "u_grain_speed", "u_flow_distortion_a", "u_flow_distortion_b", "u_flow_scale", "u_flow_ease", "u_flow_enabled", "u_y_offset", "u_y_offset_wave_multiplier", "u_y_offset_color_multiplier", "u_y_offset_flow_multiplier", "u_procedural_texture", "u_enable_procedural_texture", "u_texture_ease", "u_saturation", "u_brightness", "u_color_blending", "u_domain_warp_enabled", "u_domain_warp_intensity", "u_domain_warp_scale", "u_vignette_intensity", "u_vignette_radius", "u_fresnel_enabled", "u_fresnel_power", "u_fresnel_intensity", "u_fresnel_color", "u_iridescence_enabled", "u_iridescence_intensity", "u_iridescence_speed", "u_bloom_intensity", "u_bloom_threshold", "u_chromatic_aberration" ]; const locations: WebGLState["locations"] = { attributes: { position: aPosition, normal: aNormal, uv: aUv }, uniforms: {} }; uniformsList.forEach(name => { locations.uniforms[name] = gl.getUniformLocation(program, name); }); // Add colors uniforms manually for (let i = 0; i < COLORS_COUNT; i++) { locations.uniforms[`u_colors[${i}].is_active`] = gl.getUniformLocation(program, `u_colors[${i}].is_active`); locations.uniforms[`u_colors[${i}].color`] = gl.getUniformLocation(program, `u_colors[${i}].color`); locations.uniforms[`u_colors[${i}].influence`] = gl.getUniformLocation(program, `u_colors[${i}].influence`); } this._initialized = true; // New program needs all uniforms re-uploaded on first frame this._uniformsDirty = true; this._colorsChanged = true; this._textureDirty = true; // Enable alpha blending gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.DEPTH_TEST); return { gl, program, buffers: { position: positionBuffer, normal: normalBuffer, uv: uvBuffer, index: indexBuffer, wireframeIndex: wireframeIndexBuffer }, locations, camera, indexCount: index.length, wireframeIndexCount: wireframeIndex.length, indexType: (index instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT }; } _createProceduralTexture(gl: WebGLRenderingContext | WebGL2RenderingContext): WebGLTexture | null { // Texture size - 1024 provides good balance between quality and performance // Reduced from 2048 for better performance const texSize = 1024; const sourceCanvas = document.createElement('canvas'); sourceCanvas.width = texSize; sourceCanvas.height = texSize; const sCtx = sourceCanvas.getContext('2d', { willReadFrequently: true }); if (!sCtx) return null; let seed = this._textureSeed; const baseSeed = this._textureSeed; function random() { const x = Math.sin(seed++) * 10000; return x - Math.floor(x); } // Helper to reset seed for isolated shape generation const setSeed = (offset: number) => { seed = baseSeed + offset; }; const colors = this._colors.filter(c => c.enabled).map(c => c.color); if (colors.length === 0) return null; // Helper functions function hexToRgb(hex: string) { const bigint = parseInt(hex.replace('#', ''), 16); return { r: (bigint >> 16) & 255, g: (bigint >> 8) & 255, b: bigint & 255 }; } function rgbToHex(r: number, g: number, b: number) { return "#" + ((1 << 24) + (Math.round(r) << 16) + (Math.round(g) << 8) + Math.round(b)).toString(16).slice(1).padStart(6, '0'); } const getInterColor = () => { const c1 = colors[Math.floor(random() * colors.length)]; const c2 = colors[Math.floor(random() * colors.length)]; const mix = random() * this._textureColorBlending; const rgb1 = hexToRgb(c1); const rgb2 = hexToRgb(c2); const r = rgb1.r + (rgb2.r - rgb1.r) * mix; const g = rgb1.g + (rgb2.g - rgb1.g) * mix; const b = rgb1.b + (rgb2.b - rgb1.b) * mix; return rgbToHex(r, g, b); }; // === SOURCE CANVAS === // Base with procedural background color so even sparse areas pick it up const baseColor = this._proceduralBackgroundColor || "#000000"; sCtx.fillStyle = baseColor; sCtx.fillRect(0, 0, texSize, texSize); // Then lay a vertical gradient of mixed colors on top for richness const bgGrad = sCtx.createLinearGradient(0, 0, 0, texSize); bgGrad.addColorStop(0, getInterColor()); bgGrad.addColorStop(1, getInterColor()); sCtx.fillStyle = bgGrad; sCtx.fillRect(0, 0, texSize, texSize); // Triangles: use configurable count for (let i = 0; i < this._textureShapeTriangles; i++) { sCtx.fillStyle = getInterColor(); sCtx.beginPath(); const x = random() * texSize; const y = random() * texSize; const s = 100 + random() * 300; sCtx.moveTo(x, y); sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s); sCtx.lineTo(x + (random() - 0.5) * s, y + (random() - 0.5) * s); sCtx.fill(); } // Circles / rings: use configurable count for (let i = 0; i < this._textureShapeCircles; i++) { sCtx.strokeStyle = getInterColor(); sCtx.lineWidth = 10 + random() * 50; sCtx.beginPath(); const x = random() * texSize; const y = random() * texSize; const r = 50 + random() * 150; sCtx.arc(x, y, r, 0, Math.PI * 2); sCtx.stroke(); } // Bars: use configurable count for (let i = 0; i < this._textureShapeBars; i++) { sCtx.fillStyle = getInterColor(); sCtx.save(); sCtx.translate(random() * texSize, random() * texSize); sCtx.rotate(random() * Math.PI); sCtx.fillRect(-150, -25, 300, 50); sCtx.restore(); } // Squiggles: use configurable count sCtx.lineWidth = 15; sCtx.lineCap = 'round'; for (let i = 0; i < this._textureShapeSquiggles; i++) { sCtx.strokeStyle = getInterColor(); sCtx.beginPath(); let x = random() * texSize; let y = random() * texSize; sCtx.moveTo(x, y); for (let j = 0; j < 4; j++) { sCtx.bezierCurveTo( x + (random() - 0.5) * 300, y + (random() - 0.5) * 300, x + (random() - 0.5) * 300, y + (random() - 0.5) * 300, x + (random() - 0.5) * 300, y + (random() - 0.5) * 300 ); x += (random() - 0.5) * 300; y += (random() - 0.5) * 300; } sCtx.stroke(); } // === MASKED CANVAS === // Masking: Seed isolation setSeed(50000); const canvas = document.createElement('canvas'); canvas.width = texSize; canvas.height = texSize; const ctx = canvas.getContext('2d', { willReadFrequently: true }); if (!ctx) return null; // Start filled with the chosen void color so gaps show that color ctx.fillStyle = baseColor; ctx.fillRect(0, 0, texSize, texSize); // Determine layout segments (matter vs void) let layoutHead = 0; const segments: Array<{ type: 'void' | 'matter', x: number, width: number }> = []; while (layoutHead < texSize) { const isVoid = random() < this._textureVoidLikelihood; if (isVoid) { const w = this._textureVoidWidthMin + random() * (this._textureVoidWidthMax - this._textureVoidWidthMin); segments.push({ type: 'void', x: layoutHead, width: w }); layoutHead += w; } else { const w = 50 + random() * 200; segments.push({ type: 'matter', x: layoutHead, width: w }); layoutHead += w; } } // Render only matter bands from the source into the masked canvas for (const seg of segments) { if (seg.type === 'matter') { const startX = seg.x; const endX = Math.min(seg.x + seg.width, texSize); let currentX = startX; while (currentX < endX) { const stripeWidth = (2 + random() * 20) / this._textureBandDensity; const sourceX = Math.floor(random() * texSize); ctx.drawImage( sourceCanvas, sourceX, 0, stripeWidth, texSize, currentX, 0, stripeWidth, texSize ); currentX += stripeWidth; } } // void segments: leave as baseColor } const tex = gl.createTexture()!; gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.generateMipmap(gl.TEXTURE_2D); const ext = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); if (ext) { const max = gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT); gl.texParameterf(gl.TEXTURE_2D, ext.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(16, max)); } return tex; } set domainWarpEnabled(enabled: boolean) { if (this._domainWarpEnabled !== enabled) { this._domainWarpEnabled = enabled; this._uniformsDirty = true; } } set domainWarpIntensity(intensity: number) { if (this._domainWarpIntensity !== intensity) { this._domainWarpIntensity = intensity; this._uniformsDirty = true; } } set domainWarpScale(scale: number) { if (this._domainWarpScale !== scale) { this._domainWarpScale = scale; this._uniformsDirty = true; } } set vignetteIntensity(intensity: number) { if (this._vignetteIntensity !== intensity) { this._vignetteIntensity = intensity; this._uniformsDirty = true; } } set vignetteRadius(radius: number) { if (this._vignetteRadius !== radius) { this._vignetteRadius = radius; this._uniformsDirty = true; } } set fresnelEnabled(enabled: boolean) { if (this._fresnelEnabled !== enabled) { this._fresnelEnabled = enabled; this._uniformsDirty = true; } } set fresnelPower(power: number) { if (this._fresnelPower !== power) { this._fresnelPower = power; this._uniformsDirty = true; } } set fresnelIntensity(intensity: number) { if (this._fresnelIntensity !== intensity) { this._fresnelIntensity = intensity; this._uniformsDirty = true; } } set fresnelColor(fresnelColor: string) { if (this._fresnelColor !== fresnelColor) { this._fresnelColor = fresnelColor; this._fresnelColorRgb = this._hexToRgb(fresnelColor); this._uniformsDirty = true; } } set iridescenceEnabled(enabled: boolean) { if (this._iridescenceEnabled !== enabled) { this._iridescenceEnabled = enabled; this._uniformsDirty = true; } } set iridescenceIntensity(intensity: number) { if (this._iridescenceIntensity !== intensity) { this._iridescenceIntensity = intensity; this._uniformsDirty = true; } } set iridescenceSpeed(speed: number) { if (this._iridescenceSpeed !== speed) { this._iridescenceSpeed = speed; this._uniformsDirty = true; } } set bloomIntensity(intensity: number) { if (this._bloomIntensity !== intensity) { this._bloomIntensity = intensity; this._uniformsDirty = true; } } set bloomThreshold(threshold: number) { if (this._bloomThreshold !== threshold) { this._bloomThreshold = threshold; this._uniformsDirty = true; } } set chromaticAberration(aberration: number) { if (this._chromaticAberration !== aberration) { this._chromaticAberration = aberration; this._uniformsDirty = true; } } } const setLinkStyles = (link: HTMLAnchorElement) => { link.id = LINK_ID; link.href = "https://neat.firecms.co"; link.target = "_blank"; link.style.position = "absolute"; link.style.display = "block"; link.style.bottom = "0"; link.style.right = "0"; link.style.padding = "10px"; link.style.color = "#dcdcdc"; link.style.opacity = "0.8"; link.style.fontFamily = "sans-serif"; link.style.fontSize = "16px"; link.style.fontWeight = "bold"; link.style.textDecoration = "none"; link.style.zIndex = "10000"; link.style.pointerEvents = "auto"; link.setAttribute("data-n", "1"); link.innerHTML = "NEAT"; } const addNeatLink = (ref: HTMLCanvasElement): HTMLAnchorElement => { const parent = ref.parentElement; // Ensure parent has position so absolute link is positioned relative to it if (parent && getComputedStyle(parent).position === "static") { parent.style.position = "relative"; } // Search parent for existing neat link (survives HMR where LINK_ID changes) if (parent) { const existing = parent.querySelector('a[data-n]') as HTMLAnchorElement; if (existing) { setLinkStyles(existing); return existing; } } const link = document.createElement("a"); setLinkStyles(link); parent?.appendChild(link); return link; } function getElapsedSecondsInLastHour() { const now = new Date(); const minutes = now.getMinutes(); const seconds = now.getSeconds(); return (minutes * 60) + seconds; } function generateRandomString(length: number = 6): string { const characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789'; let result = ''; for (let i = 0; i < length; i++) { const randomIndex = Math.floor(Math.random() * characters.length); result += characters.charAt(randomIndex); } return result; } function downloadURI(uri: string, name: string) { const link = document.createElement("a"); link.download = name; link.href = uri; document.body.appendChild(link); link.click(); document.body.removeChild(link); } function injectSEO() { if (document.getElementById("neat-seo-schema")) return; // 1. JSON-LD Schema const script = document.createElement('script'); script.id = "neat-seo-schema"; script.type = 'application/ld+json'; script.text = JSON.stringify({ "@context": "https://schema.org", "@type": "WebSite", "name": "NEAT Gradient", "url": "https://neat.firecms.co", "author": { "@type": "Organization", "name": "FireCMS", "url": "https://firecms.co" }, "description": "Beautiful, fast, heavily customizable, WebGL based gradients." }); document.head.appendChild(script); // 2. Hidden Backlink via Shadow DOM const hiddenContainer = document.createElement('div'); hiddenContainer.style.position = 'absolute'; hiddenContainer.style.width = '1px'; hiddenContainer.style.height = '1px'; hiddenContainer.style.padding = '0'; hiddenContainer.style.margin = '-1px'; hiddenContainer.style.overflow = 'hidden'; hiddenContainer.style.clip = 'rect(0, 0, 0, 0)'; hiddenContainer.style.whiteSpace = 'nowrap'; hiddenContainer.style.borderWidth = '0'; try { const shadow = hiddenContainer.attachShadow({ mode: 'closed' }); const link = document.createElement('a'); link.href = "https://firecms.co"; link.textContent = "FireCMS"; shadow.appendChild(link); } catch (e) { const link = document.createElement('a'); link.href = "https://firecms.co"; link.textContent = "FireCMS"; hiddenContainer.appendChild(link); } document.body.appendChild(hiddenContainer); }