Major update: synth styles, gradient sets, export dialogs, glass UI, docs
- Synth styles: blend any two renderers with five mix operations into brand-new generated looks, savable to localStorage as style chips - Share codes bumped to v2 (synth fields), v1 codes still decode - Gradient set generator: 4-12 seed variations with preview grid and ZIP batch download via a dependency-free store-only ZIP writer - Export buttons now open dialogs with live preview and settings - UI redesign: glassy translucent surfaces, rounder geometry, staggered intro animation, hover micro-interactions, refined scrollbars - Docs page, generated favicon/touch icons and OG image, meta tags - Skip chromatic aberration during synth blends to keep the D3D shader linker under its inlining limit Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -17,7 +17,8 @@ var Engine = (function () {
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"u_scale", "u_complex", "u_warp", "u_flow", "u_stretch",
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"u_light", "u_gloss", "u_lightAngle", "u_irid", "u_glow",
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"u_grain", "u_cell", "u_lines", "u_ca", "u_vig", "u_soft",
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"u_travel"
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"u_travel",
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"u_synth", "u_modeB", "u_mixOp", "u_blend"
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];
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function compile(type, src) {
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@@ -106,6 +107,11 @@ var Engine = (function () {
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gl.uniform1f(uniforms.u_soft, P.soft);
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gl.uniform1f(uniforms.u_travel, P.travel);
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gl.uniform1i(uniforms.u_synth, P.synthOn ? 1 : 0);
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gl.uniform1i(uniforms.u_modeB, P.modeB | 0);
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gl.uniform1i(uniforms.u_mixOp, P.mixOp | 0);
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gl.uniform1f(uniforms.u_blend, P.blend);
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}
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function renderAt(phase) {
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