refactor: large refactor around monorepo

Just a commit point while I'm testing stuff. Already decided at this
point to simplify and revert away from PayloadCMS.
This commit is contained in:
2026-01-04 13:18:34 -06:00
parent 31b1804fc9
commit af81d8e048
110 changed files with 8392 additions and 12918 deletions
+360
View File
@@ -0,0 +1,360 @@
<script lang="ts">
import { cn } from "$lib/utils";
import type { ClassValue } from "clsx";
import { onMount, onDestroy } from "svelte";
let { class: className = "" }: { class?: ClassValue } = $props();
let canvas: HTMLCanvasElement;
let gl: WebGLRenderingContext | null = null;
let animationId: number | null = null;
// Noise sampling scale - larger values create smoother, more gradual flow patterns
const SCALE = 1000;
// Maximum displacement distance from grid position (in pixels)
const LENGTH = 10;
// Distance between grid points (in pixels) - controls dot density
const SPACING = 20;
// Global animation speed multiplier - higher values make everything move faster
const TIMESCALE = 10.25 / 1000;
// Rotation/angle animation speed multiplier
const ANGLE_TIME_SCALE = 2.0;
// Pulsing/length animation speed multiplier
const LENGTH_TIME_SCALE = 1.5;
// Base opacity of dots (0-1)
const OPACITY = 0.9;
// Radius of each dot (in pixels)
const RADIUS = 3.5;
// How much opacity varies with angle (0-1)
const ANGLE_OPACITY_AMPLITUDE = 0.8;
// Minimum opacity from angle calculation
const ANGLE_OPACITY_FLOOR = 0.1;
// Lower bound of random per-dot opacity
const RANDOM_OPACITY_MIN = 0.5;
// Upper bound of random per-dot opacity
const RANDOM_OPACITY_MAX = 1.0;
// Simplex noise GLSL implementation
const vertexShader = `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
const fragmentShader = `
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_seed;
uniform float u_dpr;
uniform float u_scale;
uniform float u_length;
uniform float u_spacing;
uniform float u_opacity;
uniform float u_radius;
uniform float u_angleTimeScale;
uniform float u_lengthTimeScale;
uniform float u_angleOpacityAmp;
uniform float u_angleOpacityFloor;
uniform float u_randomOpacityMin;
uniform float u_randomOpacityMax;
const float PI = 3.14159265359;
// Simplex 3D noise
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; }
float snoise(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);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
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);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i + u_seed);
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));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
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 = 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);
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;
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)));
}
// Hash function for random per-point opacity
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
// Convert snoise [-1,1] to p5-style noise [0,1]
float noise01(vec3 v) {
return (snoise(v) + 1.0) * 0.5;
}
void main() {
vec2 pixelCoord = gl_FragCoord.xy;
// Find nearest grid point (account for DPR)
float spacing = u_spacing * u_dpr;
float scaleDpr = u_scale * u_dpr;
vec2 gridCoord = floor(pixelCoord / spacing) * spacing;
// Calculate distance to all nearby grid points (9 neighbors)
float minDist = 1000000.0;
vec2 closestPoint = vec2(0.0);
float pointOpacity = 0.0;
for (float dx = -1.0; dx <= 1.0; dx += 1.0) {
for (float dy = -1.0; dy <= 1.0; dy += 1.0) {
vec2 testGrid = gridCoord + vec2(dx * spacing, dy * spacing);
// Get force direction at this grid point (matching original p5 formula)
// Original: (noise(x/SCALE, y/SCALE, z) - 0.5) * 2 * TWO_PI
float rad = (noise01(vec3(testGrid / scaleDpr, u_time * u_angleTimeScale)) - 0.5) * 4.0 * PI;
// Original: (noise(x/SCALE, y/SCALE, z*2) + 0.5) * LENGTH
float len = (noise01(vec3(testGrid / scaleDpr, u_time * u_lengthTimeScale)) + 0.5) * u_length * u_dpr;
// Calculate displaced position
vec2 displacedPoint = testGrid + vec2(cos(rad), sin(rad)) * len;
float dist = distance(pixelCoord, displacedPoint);
if (dist < minDist) {
minDist = dist;
closestPoint = testGrid;
pointOpacity = hash(testGrid) * (u_randomOpacityMax - u_randomOpacityMin) + u_randomOpacityMin;
}
}
}
// Recalculate angle for opacity calculation
float rad = (noise01(vec3(closestPoint / scaleDpr, u_time * u_angleTimeScale)) - 0.5) * 4.0 * PI;
// Draw circle with configurable radius
float circle = 1.0 - smoothstep(0.0, u_radius * u_dpr, minDist);
// Calculate opacity based on angle
float angleOpacity = (abs(cos(rad)) * u_angleOpacityAmp + u_angleOpacityFloor) * pointOpacity * u_opacity;
// Light gray dots with calculated opacity
gl_FragColor = vec4(vec3(200.0/255.0), circle * angleOpacity);
}
`;
function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl: WebGLRenderingContext, vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram | null {
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program link error:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}
function resizeCanvas() {
if (!canvas) return;
const dpr = window.devicePixelRatio || 1;
canvas.width = window.innerWidth * dpr;
canvas.height = window.innerHeight * dpr;
canvas.style.width = `${window.innerWidth}px`;
canvas.style.height = `${window.innerHeight}px`;
if (gl) {
gl.viewport(0, 0, canvas.width, canvas.height);
}
}
onMount(() => {
gl = canvas.getContext('webgl', { alpha: true, premultipliedAlpha: false });
if (!gl) {
console.error('WebGL not supported');
return;
}
console.log('WebGL context created');
const vShader = createShader(gl, gl.VERTEX_SHADER, vertexShader);
const fShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShader);
if (!vShader || !fShader) {
console.error('Shader creation failed');
return;
}
console.log('Shaders compiled successfully');
const program = createProgram(gl, vShader, fShader);
if (!program) return;
// Set up geometry (full screen quad)
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]), gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, 'a_position');
const resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
const timeLocation = gl.getUniformLocation(program, 'u_time');
const seedLocation = gl.getUniformLocation(program, 'u_seed');
const dprLocation = gl.getUniformLocation(program, 'u_dpr');
const scaleLocation = gl.getUniformLocation(program, 'u_scale');
const lengthLocation = gl.getUniformLocation(program, 'u_length');
const spacingLocation = gl.getUniformLocation(program, 'u_spacing');
const opacityLocation = gl.getUniformLocation(program, 'u_opacity');
const radiusLocation = gl.getUniformLocation(program, 'u_radius');
const angleTimeScaleLocation = gl.getUniformLocation(program, 'u_angleTimeScale');
const lengthTimeScaleLocation = gl.getUniformLocation(program, 'u_lengthTimeScale');
const angleOpacityAmpLocation = gl.getUniformLocation(program, 'u_angleOpacityAmp');
const angleOpacityFloorLocation = gl.getUniformLocation(program, 'u_angleOpacityFloor');
const randomOpacityMinLocation = gl.getUniformLocation(program, 'u_randomOpacityMin');
const randomOpacityMaxLocation = gl.getUniformLocation(program, 'u_randomOpacityMax');
gl.useProgram(program);
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// Enable blending for transparency
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
const dpr = window.devicePixelRatio || 1;
// Set static uniforms (these don't change per frame)
gl.uniform1f(seedLocation, Math.random() * 1000);
gl.uniform1f(dprLocation, dpr);
gl.uniform1f(scaleLocation, SCALE);
gl.uniform1f(lengthLocation, LENGTH);
gl.uniform1f(spacingLocation, SPACING);
gl.uniform1f(opacityLocation, OPACITY);
gl.uniform1f(radiusLocation, RADIUS);
gl.uniform1f(angleTimeScaleLocation, ANGLE_TIME_SCALE);
gl.uniform1f(lengthTimeScaleLocation, LENGTH_TIME_SCALE);
gl.uniform1f(angleOpacityAmpLocation, ANGLE_OPACITY_AMPLITUDE);
gl.uniform1f(angleOpacityFloorLocation, ANGLE_OPACITY_FLOOR);
gl.uniform1f(randomOpacityMinLocation, RANDOM_OPACITY_MIN);
gl.uniform1f(randomOpacityMaxLocation, RANDOM_OPACITY_MAX);
resizeCanvas();
let startTime = Date.now();
function render() {
if (!gl || !canvas) return;
const time = (Date.now() - startTime) / 1000 * TIMESCALE;
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
gl.uniform1f(timeLocation, time);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
animationId = requestAnimationFrame(render);
}
render();
window.addEventListener('resize', resizeCanvas);
return () => {
window.removeEventListener('resize', resizeCanvas);
};
});
onDestroy(() => {
if (animationId !== null) {
cancelAnimationFrame(animationId);
}
if (gl) {
gl.getExtension('WEBGL_lose_context')?.loseContext();
}
});
</script>
<!-- Dots overlay with fade-in animation -->
<canvas
bind:this={canvas}
class={cn(
"pointer-events-none fixed inset-0 -z-10",
className
)}
></canvas>