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"; function A(e) { return e * (.5 - Math.random()) } function M(e, t) { return e + Math.random() * (t - e) } const w = r(Math.random); function y(e) { return Math.max(0, Math.min(1, e)) } const f = "float PI = 3.141592653589793238;", U = "\n#extension GL_OES_standard_derivatives : enable\nprecision highp float;\n\nuniform float time;\nuniform float progress;\nuniform sampler2D texture1;\nuniform sampler2D texture2;\nuniform vec4 resolution;\nvarying vec2 vUv;\n", E = "\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute float offset;\nattribute vec3 bary;\n\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float progress;\nuniform vec4 resolution;\n\nvarying vec2 vUv;\nvarying float vProgress;\nvarying float vProgress1;\nvarying vec3 vBary;\n", F = "\nmat4 rotationMatrix(vec3 axis, float angle) {\n axis = normalize(axis);\n float s = sin(angle);\n float c = cos(angle);\n float oc = 1.0 - c;\n\n return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,\n oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,\n oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,\n 0.0, 0.0, 0.0, 1.0);\n}\nvec3 rotate(vec3 v, vec3 axis, float angle) {\n mat4 m = rotationMatrix(axis, angle);\n return (m * vec4(v, 1.0)).xyz;\n}\n", G = { dots: { uniforms: {}, fragment: `\n ${U}\n const float SQRT_2 = 1.414213562373;\n const vec2 center = vec2(0, 0);// = vec2(0, 0);\n const float dots = 20.0;// = 20.0;\n\n vec4 getFromColor(vec2 p) {\n return texture2D(texture1, p);\n }\n\n vec4 getToColor(vec2 p) {\n return texture2D(texture2, p);\n }\n\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n bool nextImage = distance(fract(newUV * dots), vec2(0.5, 0.5)) < ( progress / distance(newUV, center));\n gl_FragColor = nextImage ? getToColor(newUV) : getFromColor(newUV);\n }\n\n ` }, flyeye: { uniforms: {}, fragment: `\n ${U}\n const float size = 0.04; // = 0.04\n const float zoom = 100.0; // = 50.0\n const float colorSeparation = 0.3; // = 0.3\n\n vec4 getFromColor(vec2 p) {\n return texture2D(texture1, p);\n }\n\n vec4 getToColor(vec2 p) {\n return texture2D(texture2, p);\n }\n\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n float inv = 1. - progress;\n vec2 disp = size*vec2(cos(zoom*newUV.x), sin(zoom*newUV.y));\n vec4 texTo = getToColor(newUV + inv*disp);\n vec4 texFrom = vec4(\n getFromColor(newUV + progress*disp*(1.0 - colorSeparation)).r,\n getFromColor(newUV + progress*disp).g,\n getFromColor(newUV + progress*disp*(1.0 + colorSeparation)).b,\n 1.0);\n gl_FragColor = texTo*progress + texFrom*inv;\n }\n\n ` }, "morph-x": { uniforms: { intensity: { value: 1, type: "f", min: 0, max: 3 } }, fragment: `\n ${U}\n uniform float intensity;\n uniform sampler2D displacement;\n mat2 getRotM(float angle) {\n float s = sin(angle);\n float c = cos(angle);\n return mat2(c, -s, s, c);\n }\n const float PI = 3.1415;\n const float angle1 = PI *0.25;\n const float angle2 = -PI *0.75;\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec4 disp = texture2D(displacement, newUV);\n vec2 dispVec = vec2(disp.r, disp.g);\n vec2 distortedPosition1 = newUV + getRotM(angle1) * dispVec * intensity * progress;\n vec4 t1 = texture2D(texture1, distortedPosition1);\n vec2 distortedPosition2 = newUV + getRotM(angle2) * dispVec * intensity * (1.0 - progress);\n vec4 t2 = texture2D(texture2, distortedPosition2);\n gl_FragColor = mix(t1, t2, progress);\n }\n` }, "morph-y": { uniforms: { intensity: { value: .3, type: "f", min: 0, max: 2 } }, fragment: `\n ${U}\n uniform float intensity;\n uniform sampler2D displacement;\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec4 d1 = texture2D(texture1, newUV);\n vec4 d2 = texture2D(texture2, newUV);\n float displace1 = (d1.r + d1.g + d1.b)*0.33;\n float displace2 = (d2.r + d2.g + d2.b)*0.33;\n\n vec4 t1 = texture2D(texture1, vec2(newUV.x, newUV.y + progress * (displace2 * intensity)));\n vec4 t2 = texture2D(texture2, vec2(newUV.x, newUV.y + (1.0 - progress) * (displace1 * intensity)));\n gl_FragColor = mix(t1, t2, progress);\n }\n` }, "page-curl": { uniforms: {}, fragment: `\n ${U}\n const float MIN_AMOUNT = -0.16;\n const float MAX_AMOUNT = 1.5;\n\n const float PI = 3.141592653589793;\n\n const float scale = 512.0;\n const float sharpness = 3.0;\n\n const float cylinderRadius = 1.0 / PI / 2.0;\n\n vec4 getFromColor(vec2 p) {\n return texture2D(texture1, p);\n }\n\n vec4 getToColor(vec2 p) {\n return texture2D(texture2, p);\n }\n\n vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation) {\n float hitPoint = hitAngle / (2.0 * PI);\n point.y = hitPoint;\n return rrotation * point;\n }\n\n vec4 antiAlias(vec4 color1, vec4 color2, float distanc) {\n distanc *= scale;\n if(distanc < 0.0)\n return color2;\n if(distanc > 2.0)\n return color1;\n float dd = pow(1.0 - distanc / 2.0, sharpness);\n return ((color2 - color1) * dd) + color1;\n }\n\n float distanceToEdge(vec3 point) {\n float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);\n float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);\n if(point.x < 0.0)\n dx = -point.x;\n if(point.x > 1.0)\n dx = point.x - 1.0;\n if(point.y < 0.0)\n dy = -point.y;\n if(point.y > 1.0)\n dy = point.y - 1.0;\n if((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0))\n return sqrt(dx * dx + dy * dy);\n return min(dx, dy);\n }\n\n vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation, float cylinderAngle) {\n float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);\n vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);\n if(yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)) {\n return getToColor(p);\n }\n\n if(yc > 0.0)\n return getFromColor(p);\n\n vec4 color = getFromColor(point.xy);\n vec4 tcolor = vec4(0.0);\n\n return antiAlias(color, tcolor, distanceToEdge(point));\n }\n\n vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation, float cylinderAngle, float amount) {\n float shadow = distanceToEdge(point) * 30.0;\n shadow = (1.0 - shadow) / 3.0;\n\n if(shadow < 0.0)\n shadow = 0.0;\n else\n shadow *= amount;\n\n vec4 shadowColor = seeThrough(yc, p, rotation, rrotation, cylinderAngle);\n shadowColor.r -= shadow;\n shadowColor.g -= shadow;\n shadowColor.b -= shadow;\n\n return shadowColor;\n }\n\n vec4 backside(float yc, vec3 point) {\n vec4 color = getFromColor(point.xy);\n float gray = (color.r + color.b + color.g) / 15.0;\n gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));\n color.rgb = vec3(gray);\n return color;\n }\n\n vec4 behindSurface(vec2 p, float yc, vec3 point, mat3 rrotation, float cylinderAngle, float amount) {\n float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;\n shado *= 1.0 - abs(point.x - 0.5);\n\n yc = (-cylinderRadius - cylinderRadius - yc);\n\n float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;\n point = hitPoint(hitAngle, yc, point, rrotation);\n\n if(yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5)) {\n shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));\n shado *= pow(-yc / cylinderRadius, 3.0);\n shado *= 0.5;\n } else {\n shado = 0.0;\n }\n return vec4(getToColor(p).rgb - shado, 1.0);\n }\n\n void main() {\n vec2 newUV = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);\n\n float amount = progress * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;\n float cylinderCenter = amount;\n // 360 degrees * amount\n float cylinderAngle = 2.0 * PI * amount;\n\n const float angle = 100.0 * PI / 180.0;\n float c = cos(-angle);\n float s = sin(-angle);\n\n mat3 rotation = mat3(c, s, 0, -s, c, 0, -0.801, 0.8900, 1);\n c = cos(angle);\n s = sin(angle);\n\n mat3 rrotation = mat3(c, s, 0, -s, c, 0, 0.98500, 0.985, 1);\n\n vec3 point = rotation * vec3(newUV, 1.0);\n\n float yc = point.y - cylinderCenter;\n\n if(yc < -cylinderRadius) {\n // Behind surface\n gl_FragColor = behindSurface(newUV, yc, point, rrotation, cylinderAngle, amount);\n return;\n }\n\n if(yc > cylinderRadius) {\n // Flat surface\n gl_FragColor = getFromColor(newUV);\n return;\n }\n\n float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;\n\n float hitAngleMod = mod(hitAngle, 2.0 * PI);\n if((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI / 2.0 && amount < 0.0)) {\n gl_FragColor = seeThrough(yc, newUV, rotation, rrotation, cylinderAngle);\n return;\n }\n\n point = hitPoint(hitAngle, yc, point, rrotation);\n\n if(point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {\n gl_FragColor = seeThroughWithShadow(yc, newUV, point, rotation, rrotation, cylinderAngle, amount);\n return;\n }\n\n vec4 color = backside(yc, point);\n\n vec4 otherColor;\n if(yc < 0.0) {\n float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);\n shado *= pow(-yc / cylinderRadius, 3.0);\n shado *= 0.5;\n otherColor = vec4(0.0, 0.0, 0.0, shado);\n } else {\n otherColor = getFromColor(newUV);\n }\n\n color = antiAlias(color, otherColor, cylinderRadius - abs(yc));\n\n vec4 cl = seeThroughWithShadow(yc, newUV, point, rotation, rrotation, cylinderAngle, amount);\n float dist = distanceToEdge(point);\n\n gl_FragColor = antiAlias(color, cl, dist);\n }\n ` }, "peel-x": { uniforms: {}, fragment: `\n ${U}\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec2 p = newUV;\n float x = progress;\n x = smoothstep(.0,1.0,(x*2.0+p.x-1.0));\n vec4 f = mix(\n texture2D(texture1, (p-.5)*(1.-x)+.5),\n texture2D(texture2, (p-.5)*x+.5),\n x);\n gl_FragColor = f;\n }\n ` }, "peel-y": { uniforms: {}, fragment: `\n ${U}\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec2 p = newUV;\n float x = progress;\n x = smoothstep(.0,1.0,(x*2.0+p.y-1.0));\n vec4 f = mix(\n texture2D(texture1, (p-.5)*(1.-x)+.5),\n texture2D(texture2, (p-.5)*x+.5),\n x);\n gl_FragColor = f;\n }\n ` }, "polygons-fall": { uniforms: {}, detail: 12, offsetTop: 0, vertex: `\n ${E}\n attribute vec3 centroid1;\n\n ${F}\n\n void main() {\n ${f}\n vUv = uv;\n vBary = bary;\n\n vec3 newpos = position;\n\n float o = 1. - offset;\n float pr = (progress - 0.5) * (0. + resolution.y / resolution.x) + 0.5;\n pr = progress;\n float prog = clamp((pr - o * 0.9) / 0.1, 0., 1.);\n vProgress = prog;\n vProgress1 = clamp((pr - clamp(o - 0.1, 0., 1.) * 0.9) / 0.1, 0., 1.);\n newpos = rotate((newpos - centroid1), vec3(1., 0., 0.), -prog * PI) + centroid1 + vec3(0., -1., 0.) * prog * 0.;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newpos, 1.0);\n }\n `, fragment: `\n ${U}\n varying float vProgress;\n varying float vProgress1;\n ${f}\n varying vec3 vBary;\n\n void main()\t{\n float width = 2.5 * vProgress1;\n vec3 d;\n #ifdef GL_OES_standard_derivatives\n d = fwidth(vBary);\n #endif\n vec3 s = smoothstep(d * (width + 0.5), d * (width - 0.5), vBary);\n float alpha = max(max(s.x, s.y), s.z);\n vec3 color = vec3(alpha);\n vec2 newUV = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);\n vec4 t = texture2D(texture1, newUV);\n float opa = smoothstep(1., 0.5, vProgress);\n opa = 1. - vProgress;\n gl_FragColor = vec4(vUv, 0.0, opa);\n gl_FragColor = vec4(t.rgb + .5 * color * vProgress1, opa);\n }\n ` }, "polygons-morph": { uniforms: {}, detail: 20, offsetTop: .4, vertex: `\n ${E}\n ${F}\n\n void main() {\n ${f}\n vUv = uv;\n vBary = bary;\n\n vec3 newpos = position;\n\n float o = 1. - offset;\n float prog = clamp((progress - o * 0.6) / 0.4, 0., 1.);\n vProgress = prog;\n vProgress1 = clamp((progress - clamp(o - 0.1, -0., 1.) * 0.9) / 0.1, 0., 1.);\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newpos, 1.0);\n }\n `, fragment: `\n ${U}\n varying float vProgress;\n varying float vProgress1;\n ${f}\n varying vec3 vBary;\n void main()\t{\n float width = 2.5 * vProgress1;\n vec3 d;\n #ifdef GL_OES_standard_derivatives\n d = fwidth(vBary);\n #endif\n vec3 s = smoothstep(d * (width + 0.5), d * (width - 0.5), vBary);\n float alpha = max(max(s.x, s.y), s.z);\n vec3 color = vec3(alpha);\n\n vec2 newUV = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);\n vec4 t = texture2D(texture1, newUV);\n float opa = smoothstep(1., 0.5, vProgress);\n opa = 1. - vProgress;\n gl_FragColor = vec4(t.rgb + 1. * color * vProgress1, opa);\n }\n ` }, "polygons-wind": { uniforms: {}, detail: 40, offsetTop: 1, vertex: `\n ${E}\n attribute vec3 control0;\n attribute vec3 control1;\n\n ${F}\n\n float easeOut(float t){\n return t * t * t;\n }\n\n vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {\n return mix(mix(mix(a, b, t), mix(b, c, t), t), mix(mix(b, c, t), mix(c, d, t), t), t);\n }\n\n void main() {\n ${f}\n vUv = uv;\n vBary = bary;\n\n vec3 newpos = position;\n\n float o = 1. - offset;\n float prog = clamp((progress - o * 0.6) / 0.4, 0., 1.);\n vProgress = prog;\n vProgress1 = clamp((progress - clamp(o - 0.2, -0., 1.) * 0.6) / 0.4, 0., 1.);\n newpos = bezier4(newpos, control0, control1, newpos, easeOut(prog));\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newpos, 1.0);\n }\n `, fragment: `\n ${U}\n varying float vProgress;\n varying float vProgress1;\n ${f}\n varying vec3 vBary;\n void main()\t{\n float width = 2.5 * vProgress1;\n vec3 d;\n #ifdef GL_OES_standard_derivatives\n d = fwidth(vBary);\n #endif\n vec3 s = smoothstep(d * (width + 0.5), d * (width - 0.5), vBary);\n float alpha = max(max(s.x, s.y), s.z);\n vec3 color = vec3(alpha);\n\n vec2 newUV = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);\n vec4 t = texture2D(texture1, newUV);\n float opa = smoothstep(1., 0.5, vProgress);\n opa = 1. - vProgress;\n gl_FragColor = vec4(vUv, 0.0, opa);\n opa = smoothstep(0.5, 1., opa);\n gl_FragColor = vec4(t.rgb + 1. * color * vProgress1, opa);\n }\n ` }, pixelize: { uniforms: {}, fragment: `\n ${U}\n ivec2 squaresMin = ivec2(50);\n int steps = 20;\n\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n float d = min(progress, 1.0 - progress);\n float dist = steps>0 ? ceil(d * float(steps)) / float(steps) : d;\n vec2 squareSize = 2.0 * dist / vec2(squaresMin);\n\n vec2 p = dist>0.0 ? (floor(newUV / squareSize) + 0.5) * squareSize : newUV;\n\n vec2 uv1 = newUV;\n vec2 uv2 = newUV;\n\n vec4 t1 = texture2D(texture1,p);\n vec4 t2 = texture2D(texture2,p);\n\n gl_FragColor = mix(t1, t2, progress);\n }\n ` }, ripple: { uniforms: { radius: { value: .9, type: "f", min: .1, max: 2 }, width: { value: .35, type: "f", min: 0, max: 1 } }, fragment: `\n ${U}\n uniform float width;\n uniform float radius;\n uniform sampler2D displacement;\n float parabola( float x, float k ) {\n return pow( 4. * x * ( 1. - x ), k );\n }\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec2 p = newUV;\n vec2 start = vec2(0.5,0.5);\n vec2 aspect = resolution.wz;\n vec2 uv = newUV;\n float dt = parabola(progress, 1.);\n vec4 noise = texture2D(displacement, fract(vUv+time*0.04));\n float prog = progress*0.66 + noise.g * 0.04;\n float circ = 1. - smoothstep(-width, 0.0, radius * distance(start*aspect, uv*aspect) - prog*(1.+width));\n float intpl = pow(abs(circ), 1.);\n vec4 t1 = texture2D( texture1, (uv - 0.5) * (1.0 - intpl) + 0.5 ) ;\n vec4 t2 = texture2D( texture2, (uv - 0.5) * intpl + 0.5 );\n gl_FragColor = mix( t1, t2, intpl );\n }\n ` }, shutters: { uniforms: { intensity: { value: 50, type: "f", min: 1, max: 100 } }, fragment: `\n ${U}\n uniform float intensity;\n mat2 rotate(float a) {\n float s = sin(a);\n float c = cos(a);\n return mat2(c, -s, s, c);\n }\n const float PI = 3.1415;\n const float angle1 = PI *0.25;\n const float angle2 = PI *0.25;\n\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n vec2 uvDivided = fract(newUV*vec2(intensity,1.));\n\n vec2 uvDisplaced1 = newUV + rotate(angle1)*uvDivided*progress*0.1;\n vec2 uvDisplaced2 = newUV + rotate(angle2)*uvDivided*(1. - progress)*0.1;\n\n vec4 t1 = texture2D(texture1,uvDisplaced1);\n vec4 t2 = texture2D(texture2,uvDisplaced2);\n\n gl_FragColor = mix(t1, t2, progress);\n }\n\n ` }, slices: { uniforms: { size: { value: .25, type: "f", min: .1, max: 1 } }, fragment: `\n ${U}\n uniform float size; // = 0.2\n float count = 20.; // = 10.0\n float smoothness = .5; // = 0.5\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n float pr = smoothstep(-smoothness, 0.0, newUV.x - progress * (1.0 + smoothness));\n float s = step(pr, fract(count * newUV.x));\n\n vec2 uv1 = newUV;\n vec2 uv2 = newUV;\n\n vec4 t1 = texture2D(texture1,uv1);\n vec4 t2 = texture2D(texture2,uv2);\n gl_FragColor = mix(t1, t2, s);\n\n }\n ` }, squares: { uniforms: {}, fragment: `\n ${U}\n ivec2 squares = ivec2(10,10);\n vec2 direction = vec2(1.0, -0.5);\n float smoothness = 1.6;\n\n const vec2 center = vec2(0.5, 0.5);\n void main() {\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n vec2 v = normalize(direction);\n v /= abs(v.x)+abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * newUV.x + v.y * newUV.y - (d-0.5+progress*(1.+offset)));\n vec2 squarep = fract(newUV*vec2(squares));\n vec2 squaremin = vec2(pr/2.0);\n vec2 squaremax = vec2(1.0 - pr/2.0);\n float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);\n\n vec2 uv1 = newUV;\n vec2 uv2 = newUV;\n\n vec4 t1 = texture2D(texture1,newUV);\n vec4 t2 = texture2D(texture2,newUV);\n\n gl_FragColor = mix(t1, t2, a);\n }\n ` }, stretch: { uniforms: { intensity: { value: 50, type: "f", min: 1, max: 100 } }, fragment: `\n ${U}\n uniform float intensity;\n mat2 rotate(float a) {\n float s = sin(a);\n float c = cos(a);\n return mat2(c, -s, s, c);\n }\n const float PI = 3.1415;\n const float angle1 = PI *0.25;\n const float angle2 = -PI *0.75;\n const float noiseSeed = 2.;\n float random() {\n return fract(sin(noiseSeed + dot(gl_FragCoord.xy / resolution.xy / 10.0, vec2(12.9898, 4.1414))) * 43758.5453);\n }\n float hash(float n) { return fract(sin(n) * 1e4); }\n float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }\n float hnoise(vec2 x) {\n vec2 i = floor(x);\n vec2 f = fract(x);\n float a = hash(i);\n float b = hash(i + vec2(1.0, 0.0));\n float c = hash(i + vec2(0.0, 1.0));\n float d = hash(i + vec2(1.0, 1.0));\n vec2 u = f * f * (3.0 - 2.0 * f);\n return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;\n }\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n float hn = hnoise(newUV.xy * resolution.xy / 100.0);\n vec2 d = vec2(0.,normalize(vec2(0.5,0.5) - newUV.xy).y);\n vec2 uv1 = newUV + d * progress / 5.0 * (1.0 + hn / 2.0);\n vec2 uv2 = newUV - d * (1.0 - progress) / 5.0 * (1.0 + hn / 2.0);\n vec4 t1 = texture2D(texture1,uv1);\n vec4 t2 = texture2D(texture2,uv2);\n gl_FragColor = mix(t1, t2, progress);\n }\n ` }, "wave-x": { uniforms: {}, fragment: `\n ${U}\n uniform sampler2D displacement;\n vec2 mirrored(vec2 v) {\n vec2 m = mod(v,2.);\n return mix(m,2.0 - m, step(1.0 ,m));\n }\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n vec4 noise = texture2D(displacement, mirrored(newUV+time*0.04));\n float prog = (1.0 - progress)*0.8 -0.05 + noise.g * 0.06;\n float intpl = pow(abs(smoothstep(0., 1., (prog*2. - vUv.x + 0.5))), 10.);\n\n vec4 t1 = texture2D( texture2, (newUV - 0.5) * (1.0 - intpl) + 0.5 ) ;\n vec4 t2 = texture2D( texture1, (newUV - 0.5) * intpl + 0.5 );\n gl_FragColor = mix( t1, t2, intpl );\n }\n ` }, wind: { uniforms: {}, fragment: `\n ${U}\n float size = 0.2;\n\n float rand (vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main()\t{\n vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);\n\n float r = rand(vec2(0, newUV.y));\n float m = smoothstep(0.0, -size, newUV.x*(1.0-size) + size*r - ((progress) * (1.0 + size)));\n\n vec2 uv1 = newUV;\n vec2 uv2 = newUV;\n\n vec4 t1 = texture2D(texture1,uv1);\n vec4 t2 = texture2D(texture2,uv2);\n gl_FragColor = mix(t1, t2, m);\n\n }\n ` } }, C = "\nattribute vec2 uv;\nattribute vec3 position;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nvarying vec2 vUv;\n\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", R = (e, t) => { const { shaderPerSlide: n, swiper: o } = t, i = o.params.loop ? o.realIndex : o.activeIndex; let r = G; if (Array.isArray(e) && e.length) { if (n) return void 0 === e[i] ? G[e[0]] : G[e[i]]; r = {}, Object.keys(G).forEach((t => { e.includes(t) && (r[t] = G[t]) })) } const s = Math.floor(Math.random() * Object.keys(r).length); return r[Object.keys(r)[s]] }; class K { constructor(e) { const t = "random" === e.shader || Array.isArray(e.shader) ? R(e.shader, e) : G[e.shader]; this.shader = t, this.displacement = e.displacementMap || v, this.scene = new a, this.swiper = e.swiper, this.vertex = t.vertex || C, this.fragment = t.fragment, this.uniforms = t.uniforms || {}, this.renderer = new l({ dpr: 2, webgl: 2, alpha: !0 }), this.gl = this.renderer.gl, this.width = window.innerWidth, this.height = window.innerHeight, this.renderer.setSize(this.width, this.height), this.gl.clearColor(1, 1, 1, 0), this.gl.clear(this.gl.COLOR_BUFFER_BIT), this.opts = e, this.container = this.swiper.el, this.displacementTexture = null, this.width = this.swiper.width, this.height = this.swiper.height, this.swiper.isElement && this.gl.canvas.setAttribute("slot", "container-start"), this.container.prepend(this.gl.canvas), this.camera = new c(this.gl, { fov: 45 }), this.camera.perspective({ aspect: this.gl.canvas.width / this.gl.canvas.height }), this.camera.position.set(0, 0, 2), this.time = 0, this.current = 0, this.init((() => { this.addObjects(), this.resize(), this.render() })) } animateUniform(e, t, n) { const o = e.value; let i, r = null; window.cancelAnimationFrame(this.animateUniformFrame); const s = t > e.value ? "next" : "prev", a = (e, t) => "next" === s && e >= t || "prev" === s && e <= t, l = () => { if (this.destroyed) return; i = (new Date).getTime(), null === r && (r = i); const s = Math.max(Math.min((i - r) / this.swiper.params.speed, 1), 0), c = .5 - Math.cos(s * Math.PI) / 2; let m = o + c * (t - o); if (a(m, t) && (m = t), e.value = m, a(m, t)) return cancelAnimationFrame(this.animateUniformFrame), void(n && n()); this.animateUniformFrame = requestAnimationFrame(l) }; l() } loadTextures() { const e = [], t = this; return this.images = [], this.textures = [], this.container.querySelectorAll(".swiper-gl-image").forEach((e => { this.images.push(e.src) })), this.images.forEach(((n, o) => { const i = new Promise((e => { const i = new Image; i.crossOrigin = "anonymous"; const r = new m(this.gl); i.onload = () => { r.image = i, t.textures[o] = r, e() }, i.src = n })); e.push(i) })), e.push(new Promise((e => { const n = new Image; n.crossOrigin = "anonymous"; const o = new m(this.gl); n.onload = () => { o.image = n, t.displacementTexture = o, e() }, n.src = v }))), Promise.all(e) } init(e) { this.loadTextures().then((() => { this.initialized = !0, this.onInit && this.onInit(), e() })) } resize() { if (!this.initialized || this.destroyed) return; const { width: e, height: t } = this.swiper; this.width = e, this.height = t, this.renderer.setSize(e, t); const n = this.camera.position.z; if (this.camera.perspective({ aspect: e / t, fov: 180 / Math.PI * 2 * Math.atan(1 / (2 * n)) }), !this.textures[0].image) return; const o = this.textures[0].image.height / this.textures[0].image.width; let i, r; t / e > o ? (i = e / t * o, r = 1) : (i = 1, r = t / e / o), this.material.uniforms.resolution.value.x = e, this.material.uniforms.resolution.value.y = t, this.material.uniforms.resolution.value.z = i, this.material.uniforms.resolution.value.w = r, this.shader.vertex && this.vertexMaterial && (this.vertexMaterial.uniforms.resolution.value.x = e, this.vertexMaterial.uniforms.resolution.value.y = t, this.vertexMaterial.uniforms.resolution.value.z = i, this.vertexMaterial.uniforms.resolution.value.w = r), this.shader.vertex ? (this.nextMesh.scale.set(this.camera.aspect / 2, .5, .5), this.currentMesh.scale.set(this.camera.aspect / 2, .5, .5)) : (this.plane.scale.x = this.camera.aspect, this.plane.scale.y = 1) } createMaterial() { return new h(this.gl, ((e, r) => { for (var s in r || (r = {})) n.call(r, s) && i(e, s, r[s]); if (t) for (var s of t(r)) o.call(r, s) && i(e, s, r[s]); return e })({ extensions: { derivatives: "#extension GL_OES_standard_derivatives : enable" }, uniforms: { time: { type: "f", value: 0 }, progress: { type: "f", value: 0 }, intensity: { type: "f", value: 0 }, width: { type: "f", value: 0 }, radius: { type: "f", value: 0 }, size: { type: "f", value: 0 }, texture1: { type: "f", value: this.textures[0] }, texture2: { type: "f", value: this.textures[1] }, displacement: { type: "f", value: this.displacementTexture }, resolution: { type: "v4", value: new p } }, vertex: this.shader.vertex || C, fragment: this.shader.fragment }, this.shader.vertex ? { transparent: !0, depthWrite: !1 } : {})) } addObjects() { if (this.scene.children.forEach((e => { this.scene.removeChild(e) })), this.scene.children.forEach((e => { this.scene.removeChild(e) })), this.material = this.createMaterial(), this.shader.vertex) { const e = function(e, t, n) { n = n || 0; const o = t, i = 2 / o, r = i * Math.sqrt(3) / 2, a = 2 / r, l = [], c = [], m = [], h = [], p = [], g = [], x = []; let d = 0; const u = []; let v = 0; for (let s = 0; s < a; s += 1) { v = s * r, d = s % 2 == 1 ? -i / 2 : 0; for (let e = 0; e <= o; e += 1) { const o = Math.sign(e * i + d - 1); c.push(e * i + d - 1, v - 1, 0), x.push((e * i + d) / 2, v / 2), c.push(e * i + i / 2 + d - 1, r + v - 1, 0), x.push((e * i + i / 2 + d) / 2, (r + v) / 2), c.push(e * i - i / 2 + d - 1, r + v - 1, 0), x.push((e * i - i / 2 + d) / 2, (r + v) / 2); let f = w(e / a, s / a) + Math.random(); const U = y(v / 2 + 2 * f / t); let E = Math.random(); l.push(U, y(U + .1 * n), y(U + .1 * n)), g.push(E, E, E); const F = [e * i + d - 1, v - 1, 0]; m.push(...F, ...F, ...F); const G = [2 * o * M(-.3, .3), -2 * M(-.3, .3) * 1.5, -A(.5)], C = [2 * o * M(.3, .6), -2 * M(.3, .6) * 1.5, -A(.5)]; h.push(...G, ...G, ...G), p.push(...C, ...C, ...C), u.push(0, 0, 1, 0, 1, 0, 1, 0, 0), c.push(e * i + d - 1, v - 1, 0), x.push((e * i + d) / 2, v / 2), c.push(e * i + i + d - 1, v - 1, 0), x.push((e * i + i + d) / 2, v / 2), c.push(e * i + i / 2 + d - 1, r + v - 1, 0), x.push((e * i + i / 2 + d) / 2, (r + v) / 2), f = w((e + 1) / a, s / a) + Math.random(); const R = y(v / 2 + 2 * f / t); E = Math.random(), l.push(R, R, y(R + .1 * n)), g.push(E, E, E); const K = [e * i + d - 1, v - 1, 0]; h.push(...G, ...G, ...G), p.push(...C, ...C, ...C), m.push(...K, ...K, ...K), u.push(0, 0, 1, 0, 1, 0, 1, 0, 0) } } const f = new s(e); return f.addAttribute("position", { size: 3, data: new Float32Array(c) }), f.addAttribute("bary", { size: 3, data: new Float32Array(u) }), f.addAttribute("uv", { size: 2, data: new Float32Array(x) }), f.addAttribute("offset", { size: 1, data: new Float32Array(l) }), f.addAttribute("centroid1", { size: 3, data: new Float32Array(m) }), f.addAttribute("control0", { size: 3, data: new Float32Array(h) }), f.addAttribute("control1", { size: 3, data: new Float32Array(p) }), f.addAttribute("random", { size: 1, data: new Float32Array(g) }), f }(this.gl, this.shader.detail, this.shader.offsetTop), t = this.textures[1]; this.vertexMaterial = this.createMaterial(), this.vertexMaterial.uniforms.texture1.value = t, this.currentMesh = new g(this.gl, { geometry: e, program: this.material }), this.nextMesh = new g(this.gl, { geometry: e, program: this.vertexMaterial }), this.nextMesh.position.z = -1e-4, this.currentMesh.setParent(this.scene), this.nextMesh.setParent(this.scene) } else { const e = new x(this.gl, { width: 1, height: 1, widthSegments: 2, heightSegments: 2 }); this.plane = new g(this.gl, { geometry: e, program: this.material }), this.plane.setParent(this.scene) } } replaceShader(e) { let t, n; this.shader.vertex ? (t = this.material.uniforms.texture1.value, n = this.vertexMaterial.uniforms.texture1.value) : (t = this.material.uniforms.texture1.value, n = this.material.uniforms.texture2.value); const o = "random" === e || Array.isArray(e) ? R(e, this.opts) : G[e], { fragment: i, uniforms: r, vertex: s } = o; this.shader = o, this.vertex = s || C, this.fragment = i || "", this.uniforms = r || {}, this.addObjects(), this.shader.vertex ? (this.material.uniforms.texture1.value = n, this.vertexMaterial.uniforms.texture1.value = n) : (this.material.uniforms.texture1.value = t, this.material.uniforms.texture2.value = n, this.material.uniforms.progress.value = 1), this.resize(), this.swiper.params.gl.shader = e } replaceRandomShader() { const e = R(this.opts.shader, this.opts), { fragment: t, uniforms: n, vertex: o } = e; this.shader = e, this.fragment = t || "", this.uniforms = n || {}, this.vertex = o || C, this.addObjects(), this.resize() } setProgress(e, t, n, o, i) { if (this.destroyed || this.swiper.glDestroyed) return; if (!this.initialized) return void(this.onInit = () => { requestAnimationFrame((() => { this.setProgress(e, t, n, o) })) }); this.swiper.params.loop && this.swiper.slides[e] && this.swiper.slides[t] && (e = parseInt(this.swiper.slides[e].getAttribute("data-swiper-slide-index"), 10), t = parseInt(this.swiper.slides[t].getAttribute("data-swiper-slide-index"), 10)); const r = this.textures[t], s = this.textures[e]; if (this.material.uniforms.texture1.value = s, this.shader.vertex ? this.vertexMaterial.uniforms.texture1.value = r : this.material.uniforms.texture2.value = r, i) { if (this.preventShaderReplace) return void(this.material.uniforms.progress.value = Math.abs(n)); this.preventShaderReplace = !0, requestAnimationFrame((() => { this.preventShaderReplace = !1 })), "random" === this.swiper.params.gl.shader || Array.isArray(this.swiper.params.gl.shader) ? (this.replaceRandomShader(), this.material.uniforms.texture1.value = s, this.material.uniforms.texture2.value = r, this.material.uniforms.progress.value = Math.abs(n)) : this.material.uniforms.progress.value = Math.abs(n) } else o ? (0 === n && 0 === this.material.uniforms.progress.value && (this.material.uniforms.progress.value = 1), 1 === n && 1 === this.material.uniforms.progress.value && (this.material.uniforms.progress.value = 0), this.animateUniform(this.material.uniforms.progress, n, (() => { ("random" === this.swiper.params.gl.shader || Array.isArray(this.swiper.params.gl.shader)) && (this.replaceRandomShader(), this.material.uniforms.texture1.value = s, this.material.uniforms.texture2.value = r, this.material.uniforms.progress.value = n), 1 === n && (this.material.uniforms.texture1.value = r), this.material.uniforms.progress.value = 0 }))) : this.material.uniforms.progress.value = Math.abs(n) } render() { this.swiper.destroyed || this.destroyed || (this.time += .05, this.material.uniforms.time.value = this.time, Object.keys(this.uniforms).forEach((e => { this.material.uniforms[e].value = this.uniforms[e].value })), requestAnimationFrame(this.render.bind(this)), this.renderer.render({ scene: this.scene, camera: this.camera })) } destroy() { this.initialized = !1, this.destroyed = !0, this.gl && this.gl.canvas && this.container.removeChild(this.gl.canvas) } } "undefined" != typeof window && window.SwiperElementRegisterParams && window.SwiperElementRegisterParams(["gl"]);