Files
supabase/apps/www/components/LaunchWeek/14/effects/helpers.ts
94e919d417 lw14 ticketing #34444
* mamba init

* shader-updates

* feat: add better bloom

* cleanup

* Fix GLTF model loading to respect original material properties

Signed-off-by: Piotr Goszczyński <pg@tonik.com>

* Fix GLTF model loading to respect original material properties

Signed-off-by: Piotr Goszczyński <pg@tonik.com>

* stash changes

* Update font to Arial in mamba ticket component

Signed-off-by: Piotr Goszczyński <pg@tonik.com>

* Fix wireframe size in debug mode

Signed-off-by: Piotr Goszczyński <pg@tonik.com>

* Fix wireframe size in debug mode by attaching to child mesh instead of model

Signed-off-by: Piotr Goszczyński <pg@tonik.com>

* fix scaling

* fix

* feat: load png with color material

* fix: spline material

* add toggling of effects

* stash

* feat: ticket model

* load better model

* strcture

* fix rotation speed

* rotation

* fix rotation

* new model

* prepare final designs

* add color palette

* feat: add fonts and rendering

* render dynamic texture

* load all textures

* fix: color sace

* feat: secret model

* improve perf

* postprocessing

* fix: output pass

* improve shaders

* increase glitches

* cleanup

* update colors

* remove unused files

* add header

* feat: ui

* fix: raycaster

* feat: add button toggling

* Improve ui

* fix corners positoins

* add tunnel effect

* fix: dates

* add dynamic rocket position rendering

* add different logs

* feat: add migrations and connect to real data

* chore: state cleanup to use reducer

Migrate logic to centralized reducer for ease of debugging

* feat: add hud layout

* add grain effect to hud

* limit glitching, move page to main url

* add vignette effect

* fix: desktop layout

* remove vertical space

* feat: save secret state on ticket upgrade

* feat: make platinum version take priority over secret

* add mobile header

* remove unnecessary allocations

* fix: resize hud

* add page scaling for mobile layouts

* add ticket scaling based on resolution

* adjust mobile styles

* fix: resize texture distortion

* add gauges mobile breaking points

* feat: mobile claim layout

* mobile styles

* Show ticket referer

* rename files

* update copy links

* add partymode part 1

* feat: og images, lw14

* add presence tracking

* add live updates of guages

* Update meetups label

* update label

* username ticket lw14

* add proper subscription on first render

* remove green edge

* feat: remove species & planet from ticket scene

* change urls

* feat/mamba-assets: update assets

* feat: fix shader grain

* add color to shader

* remove vertical space

* fix: og image generation

* fix referal and removing of access token

* make urls nicer

* feat/mamba-assets: dynamic line break + dynamic background

* small adjustments

* add trimming to ogimages

* minor: missing font file

* fix og image line wrapping

* remove dot from meetups

* improve ticket quality

* upss, forgot to commit one file

* feat add dynamic og image linking

* update static site url

* fix low mobile resolution

* add banners

* simplify banner loading

* add missing fonts

* fix name breaking to prioritize spaces

* update quality based on devicePixelRatio

* fix button positioning

* revert: feature flags disabling

* update start date

* limit shader effects and disable axis, potential fix to chrome freeze

* feat: init mamba 01

* create narrow ticket scene

* narrow scene for ticket and fix follow mouse

* fix dates

* alternative version

* updated ticket page

* remove migrations

* remove files

* prettier

* prettier

* Fix TS and prettier issues

* Fix TS issues

* Test

* Remove console log

* fix updating ticket on share

* chore: lw cleanup

* fix ticket layout

* fix chrome crashes

* lower crt intensity

* tunnel improvements

* fix tunnel effect

* chore: z-index and prettier fix

* chore: padding

* fix double tunnel

* chore: font on banners

---------

Signed-off-by: Piotr Goszczyński <pg@tonik.com>
Co-authored-by: dztonik <dz@tonik.com>
Co-authored-by: Jonathan Summers-Muir <MildTomato@users.noreply.github.com>
Co-authored-by: Joshen Lim <joshenlimek@gmail.com>
Co-authored-by: Francesco Sansalvadore <f.sansalvadore@gmail.com>
2025-03-27 15:55:47 +00:00

239 lines
8.4 KiB
TypeScript

export const shared = `
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
`
export const simplexNoise3d = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
float snoise3D(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
#pragma glslify: export(snoise)
`
export const periodicNoise3d = `
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise, periodic variant
float pnoise3D(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
#pragma glslify: export(pnoise)
`
export const blendSoftLight = `
// The MIT License (MIT) Copyright (c) 2015 Matt DesLauriers
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
vec3 blendSoftLight(vec3 base, vec3 blend) {
return mix(
sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend),
2.0 * base * blend + base * base * (1.0 - 2.0 * blend),
step(base, vec3(0.5))
);
}
`
export const luma = `
// This software is released under the MIT license:
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
float luma(vec4 color) {
return dot(color.rgb, vec3(0.299, 0.587, 0.114));
}
`