{"version":3,"file":"LiquidGradient.DP9k64no.mjs","names":[],"sources":["https:/framerusercontent.com/modules/QEytd7xyjUsL7yuVUzSs/O7s2vxltmhiskELYwyrY/LiquidGradient.js"],"sourcesContent":["// Liquid Gradient\nimport{defineShader,ControlType}from\"framer\";export default defineShader({title:\"Liquid Gradient\",resolutionScale:\"consistent\",fragment:`\n// === CONSTANTS ===\nconst float GOLDEN_ANGLE = 2.3999632;\nconst float TAU = 6.28318530;\n\n// === PCG hash - https://www.jcgt.org/published/0009/03/02/\nuvec3 hash3(uvec3 v) {\n    v = v * 1664525u + 1013904223u;\n    v.x += v.y * v.z;\n    v.y += v.z * v.x;\n    v.z += v.x * v.y;\n    v ^= v >> 16u;\n    v.x += v.y * v.z;\n    v.y += v.z * v.x;\n    v.z += v.x * v.y;\n    return v;\n}\n\n// Seed\nvec3 seedRandom(float seedVal) {\n    uvec3 s = uvec3(\n        floatBitsToUint(seedVal),\n        floatBitsToUint(seedVal * 1.5 + 7.31),\n        floatBitsToUint(seedVal * 2.7 + 13.37)\n    );\n    s = hash3(s);\n    return vec3(s) / float(0xFFFFFFFFu);\n}\n\n// === COLOR SPACE UTILITIES ===\nvec3 toLinear(vec3 c) {\n    return pow(c, vec3(2.2));\n}\n\nvec3 toSrgb(vec3 c) {\n    return pow(clamp(c, 0.0, 1.0), vec3(0.4545));\n}\n\nvec3 linearToOklab(vec3 c) {\n    float l = 0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b;\n    float m = 0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b;\n    float s = 0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b;\n    \n    l = pow(max(l, 0.0), 1.0/3.0);\n    m = pow(max(m, 0.0), 1.0/3.0);\n    s = pow(max(s, 0.0), 1.0/3.0);\n    \n    return vec3(\n        0.2104542553 * l + 0.7936177850 * m - 0.0040720468 * s,\n        1.9779984951 * l - 2.4285922050 * m + 0.4505937099 * s,\n        0.0259040371 * l + 0.7827717662 * m - 0.8086757660 * s\n    );\n}\n\nvec3 oklabToLinear(vec3 c) {\n    float l = c.x + 0.3963377774 * c.y + 0.2158037573 * c.z;\n    float m = c.x - 0.1055613458 * c.y - 0.0638541728 * c.z;\n    float s = c.x - 0.0894841775 * c.y - 1.2914855480 * c.z;\n    \n    l = l * l * l;\n    m = m * m * m;\n    s = s * s * s;\n    \n    return vec3(\n        +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,\n        -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,\n        -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s\n    );\n}\n\nvec3 oklabToLch(vec3 lab) {\n    return vec3(lab.x, length(lab.yz), atan(lab.z, lab.y));\n}\n\nvec3 lchToOklab(vec3 lch) {\n    return vec3(lch.x, lch.y * cos(lch.z), lch.y * sin(lch.z));\n}\n\nvec3 mixLch(vec3 lab0, vec3 lab1, float t) {\n    vec3 lch0 = oklabToLch(lab0);\n    vec3 lch1 = oklabToLch(lab1);\n    \n    if (lch0.y < 0.05) lch0.z = lch1.z;\n    if (lch1.y < 0.05) lch1.z = lch0.z;\n    \n    float dh = lch1.z - lch0.z;\n    if (dh > 3.14159265) dh -= 6.28318530;\n    if (dh < -3.14159265) dh += 6.28318530;\n    \n    return lchToOklab(vec3(\n        mix(lch0.x, lch1.x, t),\n        mix(lch0.y, lch1.y, t),\n        lch0.z + dh * t\n    ));\n}\n\n// === PALETTE SAMPLING ===\nvec3 getColor(int idx) {\n    if (u_colors_length < 1) return vec3(0.0);\n    int safeIdx = clamp(idx, 0, u_colors_length - 1);\n    return u_colors[safeIdx].rgb;\n}\n\nvec3 paletteN(float t, int count) {\n    if (count < 1) return vec3(0.0);\n    if (count < 2) return toLinear(getColor(0));\n    \n    float segmentSize = 1.0 / float(count - 1);\n    t = clamp(t, 0.0, 1.0);\n    int idx = min(int(floor(t / segmentSize)), count - 2);\n    float localT = clamp((t - float(idx) * segmentSize) / segmentSize, 0.0, 1.0);\n    \n    vec3 lab0 = linearToOklab(toLinear(getColor(idx)));\n    vec3 lab1 = linearToOklab(toLinear(getColor(idx + 1)));\n    \n    return oklabToLinear(mixLch(lab0, lab1, localT));\n}\n\n// === DITHER ===\nfloat IGN(vec2 uv) {\n    return fract(52.9829189 * fract(dot(uv, vec2(0.06711056, 0.00583715))));\n}\n\nfloat quickNoise(vec2 I) {\n    return fract(sin(dot(I, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\n// Dither Mode: 0=Off, 1=IGN, 2=quickNoise\nfloat getDither(vec2 I, float mode) {\n    if (mode < 0.5) return 0.5;          // 0: Off\n    if (mode < 1.5) return IGN(I);       // 1: Smooth\n    return quickNoise(I);                // 2: Grain\n}\n\n// === POST-PROCESS ===\nvec3 softGamutMap(vec3 linearRgb) {\n    float maxC = max(linearRgb.r, max(linearRgb.g, linearRgb.b));\n    float minC = min(linearRgb.r, min(linearRgb.g, linearRgb.b));\n    \n    if (minC >= 0.0 && maxC <= 1.0) return linearRgb;\n    \n    vec3 lab = linearToOklab(max(linearRgb, 0.0));\n    float L = clamp(lab.x, 0.0, 1.0);\n    float C = length(lab.yz);\n    float h = atan(lab.z, lab.y);\n    \n    float maxChroma = 0.4 * (1.0 - pow(abs(2.0 * L - 1.0), 2.0));\n    \n    if (C > maxChroma * 0.7) {\n        float knee = maxChroma * 0.7;\n        C = knee + (maxChroma - knee) * tanh((C - knee) / (maxChroma - knee + 0.001));\n    }\n    \n    return clamp(oklabToLinear(vec3(L, C * cos(h), C * sin(h))), 0.0, 1.0);\n}\n\nvec3 applyContrastSaturation(vec3 linearRgb, float contrast, float saturation) {\n    vec3 lab = linearToOklab(linearRgb);\n    float C = length(lab.yz);\n    float h = atan(lab.z, lab.y);\n    \n    lab.x = clamp((lab.x - 0.5) * contrast + 0.5, 0.0, 1.0);\n    C *= saturation;\n    lab.y = C * cos(h);\n    lab.z = C * sin(h);\n    \n    return oklabToLinear(lab);\n}\n\n// === MAIN ===\nvoid main() {\n    vec2 fragCoord = v_uv * u_resolution;\n    vec2 r = u_resolution;\n    vec2 p = (fragCoord * 2.0 - r) / r.y;\n    \n    int colorCount = u_colors_length;\n    \n    // Early out: no colors -> black\n    if (colorCount < 1) {\n        fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n        return;\n    }\n\n    float t = u_time * 0.3;\n    \n    // Map time onto a circle so animation seamlessly wraps.\n    float looping = step(0.5, u_loop);\n    float phase = TAU * u_time / max(u_loop, 0.01);\n    float radius = u_loop * u_speed * 0.3 / TAU;\n    float tA = sin(phase) * radius;\n    float tB = (1.0 - cos(phase)) * radius;\n    \n    // Seed-based offsets\n    vec3 seedOffset = seedRandom(u_seed);\n    vec3 seedOffset2 = seedRandom(u_seed + 100.0);\n    \n    // Golden angle rotation\n    float seedAngle = u_seed * GOLDEN_ANGLE;\n    vec2 seedPhase = (seedOffset2.xy - 0.5) * TAU;\n    \n    // Seed-based rotation\n    float cs = cos(seedAngle);\n    float sn = sin(seedAngle);\n    p = mat2(cs, -sn, sn, cs) * p;\n    \n    // Get dither value\n    float dither = getDither(floor(fragCoord / u_pixelRatio), u_ditherMode);\n    \n    // === TURBULENCE ===\n    float totalVal = 0.0;\n    float totalWeight = 0.0;\n    int turbIter = int(u_turbIter);\n    \n    float freq = 1.0 / max(u_turbFreq, 0.01);\n    \n    for (float i = 0.0; i < 4.0; i++) {\n        float eph = i / 4.0;\n       \n        vec2 q = p * u_scale;\n        float sq = eph * eph;\n        \n        if (u_jellify > 0.5) {\n            q.yx *= mix(1.0, 0.5, 1.0 - exp(-sq));\n        }\n        \n        float a = seedPhase.x;\n        float d = seedPhase.y;\n        \n        for (int j = 2; j < 13; j++) {\n            if (j >= turbIter) break;\n            float fj = float(j);\n            // When looping, use circular time. Otherwise original t.\n            float t1 = mix(t * u_speed, tA, looping);\n            float t2 = mix(t * u_speed, tB, looping);\n            q += u_turbAmp * sin(q.yx / freq * fj + t1 + vec2(a, d) + seedOffset.xy * fj) / fj;\n            a += cos(fj + d * 1.2 + q.x * 2.0 - t1 + seedOffset2.z + t2 * 0.3 * looping);\n            d += sin(fj * q.y + a + seedOffset.z + t1 + seedOffset2.y + t2 * 0.3 * looping);\n        }\n        \n        float v = 0.5 + 0.5 * sin(length(q.yx + vec2(a, d) * 0.2) * u_waveFreq + i * i + seedOffset.x);\n        float weight = smoothstep(0.0, 0.5, eph) * smoothstep(1.0, 0.5, eph);\n        totalVal += v * weight;\n        totalWeight += weight;\n    }\n    \n    float val = totalVal / totalWeight;\n    val = clamp((val - 0.3) / 0.4, 0.0, 1.0);\n    val = pow(val, exp(-u_distBias));\n    val = clamp(val + (dither - 0.5) * u_dither, 0.0, 1.0);\n    \n    vec3 col = paletteN(val, colorCount);\n    col *= u_exposure;\n    col = applyContrastSaturation(col, u_contrast, u_saturation);\n    col = softGamutMap(col);\n    col = toSrgb(col);\n    \n    fragColor = vec4(col, 1.0);\n}\n`,propertyControls:{colors:{type:ControlType.Array,title:\"Colors\",control:{type:ControlType.Color},maxCount:8,defaultValue:[\"#00001A\",\"#2962FF\",\"#40BCFF\",\"#FFB8B5\",\"#FFC14F\"]},seed:{type:ControlType.Number,title:\"Seed\",defaultValue:648,min:0,max:1e3,step:1},speed:{type:ControlType.Number,title:\"Speed\",defaultValue:.3,min:0,max:2,step:.01},loop:{type:ControlType.Number,title:\"Loop\",defaultValue:0,min:0,max:60,step:.5,hiddenWhenUnset:true,displayStepper:true},scale:{type:ControlType.Number,title:\"Scale\",defaultValue:.42,min:.1,max:2,step:.01},turbAmp:{type:ControlType.Number,title:\"Amplitude\",defaultValue:.6,min:0,max:1,step:.01},turbFreq:{type:ControlType.Number,title:\"Frequency\",defaultValue:.1,min:.1,max:2,step:.01},turbIter:{type:ControlType.Number,title:\"Definition\",defaultValue:7,min:3,max:10,step:1,displayStepper:true},waveFreq:{type:ControlType.Number,title:\"Bands\",defaultValue:3.8,min:.1,max:5,step:.1},distBias:{type:ControlType.Number,title:\"Bias\",defaultValue:0,min:-1,max:1,step:.1,hiddenWhenUnset:true},jellify:{type:ControlType.Boolean,title:\"Jellify\",defaultValue:false,hiddenWhenUnset:true},ditherMode:{type:ControlType.Enum,title:\"Noise\",options:[0,1,2],optionTitles:[\"Off\",\"Smooth\",\"Grain\"],defaultValue:0},dither:{type:ControlType.Number,title:\"Amount\",defaultValue:.05,min:0,max:.2,step:.01,hidden:props=>props.ditherMode===0},exposure:{type:ControlType.Number,title:\"Exposure\",defaultValue:1.1,min:.5,max:2,step:.1,section:\"Filters\",displayStepper:true,hiddenWhenUnset:true},contrast:{type:ControlType.Number,title:\"Contrast\",defaultValue:1.1,min:.5,max:2,step:.1,section:\"Filters\",displayStepper:true,hiddenWhenUnset:true},saturation:{type:ControlType.Number,title:\"Saturation\",defaultValue:1,min:0,max:2,step:.1,section:\"Filters\",displayStepper:true,hiddenWhenUnset:true}}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"shader\",\"name\":null,\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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