From claude-mods
Provides code patterns for generative art including three.js scenes, p5.js sketches, SVG generation, GLSL shaders, procedural algorithms, and color techniques.
npx claudepluginhub 0xdarkmatter/claude-modsThis skill is limited to using the following tools:
Practical patterns for creative coding and generative art. Covers three.js, p5.js, SVG generation, GLSL shaders, procedural algorithms, and color theory for computational aesthetics.
Creates isolated Git worktrees for feature branches with prioritized directory selection, gitignore safety checks, auto project setup for Node/Python/Rust/Go, and baseline verification.
Executes implementation plans in current session by dispatching fresh subagents per independent task, with two-stage reviews: spec compliance then code quality.
Dispatches parallel agents to independently tackle 2+ tasks like separate test failures or subsystems without shared state or dependencies.
Practical patterns for creative coding and generative art. Covers three.js, p5.js, SVG generation, GLSL shaders, procedural algorithms, and color theory for computational aesthetics.
Color-ops handles CSS color, accessibility, and design tokens. This skill focuses on generative/procedural color techniques (palette algorithms, shader color, gradient interpolation in perceptual space).
import * as THREE from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75, // fov
window.innerWidth / window.innerHeight, // aspect
0.1, // near
1000 // far
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
document.body.appendChild(renderer.domElement);
// --- Responsive ---
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
const timer = new THREE.Timer();
timer.connect(document); // auto-pauses on tab switch
renderer.setAnimationLoop(() => {
timer.update();
const delta = timer.getDelta();
const elapsed = timer.getElapsed();
// animate objects using delta/elapsed
mesh.rotation.y += delta;
renderer.render(scene, camera);
});
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 2;
controls.maxDistance = 20;
// Must call update in animation loop when damping enabled
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});
// Key light
const key = new THREE.DirectionalLight(0xffffff, 1.5);
key.position.set(5, 5, 5);
scene.add(key);
// Fill light (softer, opposite side)
const fill = new THREE.DirectionalLight(0x8888ff, 0.5);
fill.position.set(-5, 3, -5);
scene.add(fill);
// Rim / back light
const rim = new THREE.DirectionalLight(0xffffff, 0.8);
rim.position.set(0, 5, -10);
scene.add(rim);
// Ambient baseline
scene.add(new THREE.AmbientLight(0x404040, 0.5));
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5, // strength
0.4, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
composer.addPass(new OutputPass()); // always last -- handles tone mapping
// In animation loop: composer.render() instead of renderer.render()
// On resize: composer.setSize(width, height)
const geometry = new THREE.SphereGeometry(0.05, 8, 8);
const material = new THREE.MeshStandardMaterial({ color: 0xff6600 });
const COUNT = 10000;
const mesh = new THREE.InstancedMesh(geometry, material, COUNT);
scene.add(mesh);
const dummy = new THREE.Object3D();
const matrix = new THREE.Matrix4();
for (let i = 0; i < COUNT; i++) {
dummy.position.set(
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40
);
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
}
mesh.instanceMatrix.needsUpdate = true;
// Per-instance color
const color = new THREE.Color();
for (let i = 0; i < COUNT; i++) {
color.setHSL(Math.random(), 0.8, 0.6);
mesh.setColorAt(i, color);
}
mesh.instanceColor.needsUpdate = true;
// Animate instances
function animateInstances(elapsed) {
for (let i = 0; i < COUNT; i++) {
mesh.getMatrixAt(i, matrix);
matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.position.y += Math.sin(elapsed + i * 0.1) * 0.001;
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
}
mesh.instanceMatrix.needsUpdate = true;
}
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
uMouse: { value: new THREE.Vector2(0, 0) },
uColor: { value: new THREE.Color(0x3b82f6) },
},
vertexShader: /* glsl */ `
varying vec2 vUv;
varying vec3 vPosition;
uniform float uTime;
void main() {
vUv = uv;
vPosition = position;
vec3 pos = position;
pos.z += sin(pos.x * 3.0 + uTime) * 0.2;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform float uTime;
uniform vec2 uResolution;
uniform vec3 uColor;
varying vec2 vUv;
void main() {
vec3 col = uColor * (0.5 + 0.5 * sin(vUv.x * 10.0 + uTime));
gl_FragColor = vec4(col, 1.0);
}
`,
side: THREE.DoubleSide,
});
// Update in animation loop:
shaderMaterial.uniforms.uTime.value = elapsed;
function setup() {
createCanvas(800, 800);
colorMode(HSB, 360, 100, 100, 100);
noStroke();
}
function draw() {
background(0, 0, 10);
for (let i = 0; i < 100; i++) {
let x = random(width);
let y = random(height);
fill(random(360), 80, 90, 50);
circle(x, y, random(5, 30));
}
}
const sketch = (p) => {
let particles = [];
p.setup = () => {
p.createCanvas(800, 800);
p.colorMode(p.HSB, 360, 100, 100, 100);
for (let i = 0; i < 200; i++) {
particles.push({
x: p.random(p.width),
y: p.random(p.height),
vx: p.random(-1, 1),
vy: p.random(-1, 1),
hue: p.random(360),
});
}
};
p.draw = () => {
p.background(0, 0, 5, 10); // trailing fade
for (let pt of particles) {
pt.x += pt.vx;
pt.y += pt.vy;
if (pt.x < 0 || pt.x > p.width) pt.vx *= -1;
if (pt.y < 0 || pt.y > p.height) pt.vy *= -1;
p.fill(pt.hue, 80, 90, 60);
p.noStroke();
p.circle(pt.x, pt.y, 6);
}
};
};
new p5(sketch, document.getElementById('canvas-container'));
function setup() {
createCanvas(800, 800, WEBGL);
}
function draw() {
background(0);
orbitControl();
ambientLight(60);
directionalLight(255, 255, 255, 0.5, -1, -0.5);
push();
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.013);
normalMaterial();
torus(150, 50, 24, 16);
pop();
}
let myShader;
const vertSrc = `
precision highp float;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
attribute vec3 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
vTexCoord = aTexCoord;
vec4 positionVec4 = vec4(aPosition, 1.0);
gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;
}
`;
const fragSrc = `
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
varying vec2 vTexCoord;
void main() {
vec2 uv = vTexCoord;
vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
gl_FragColor = vec4(col, 1.0);
}
`;
function setup() {
createCanvas(800, 800, WEBGL);
myShader = createShader(vertSrc, fragSrc);
}
function draw() {
shader(myShader);
myShader.setUniform('uTime', millis() / 1000.0);
myShader.setUniform('uResolution', [width, height]);
rect(0, 0, width, height);
}
function draw() {
loadPixels();
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let idx = (x + y * width) * 4;
let n = noise(x * 0.01, y * 0.01, frameCount * 0.01);
pixels[idx] = n * 255; // R
pixels[idx + 1] = n * 128; // G
pixels[idx + 2] = 255 - n*255; // B
pixels[idx + 3] = 255; // A
}
}
updatePixels();
}
// Frame export (PNG sequence)
function draw() {
// ... drawing code ...
if (frameCount <= 300) {
saveCanvas('frame-' + nf(frameCount, 4), 'png');
}
}
// SVG export (requires p5.js-svg library)
function setup() {
createCanvas(800, 800, SVG);
}
function draw() {
// ... vector drawing ...
save('artwork.svg');
noLoop();
}
// With canvas-sketch (standalone, not p5)
// npm install canvas-sketch canvas-sketch-cli -g
const canvasSketch = require('canvas-sketch');
const settings = {
dimensions: [2048, 2048],
animate: true,
fps: 30,
duration: 5,
suffix: '-artwork',
};
const sketch = () => {
return ({ context, width, height, time }) => {
const ctx = context;
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, width, height);
// ... drawing with Canvas 2D API ...
};
};
canvasSketch(sketch, settings);
// Export: Ctrl+Shift+S for PNG, or --stream flag for MP4
function createSVG(width, height) {
const NS = 'http://www.w3.org/2000/svg';
const svg = document.createElementNS(NS, 'svg');
svg.setAttribute('viewBox', `0 0 ${width} ${height}`);
svg.setAttribute('xmlns', NS);
return svg;
}
function addPath(svg, d, attrs = {}) {
const NS = 'http://www.w3.org/2000/svg';
const path = document.createElementNS(NS, 'path');
path.setAttribute('d', d);
for (const [k, v] of Object.entries(attrs)) {
path.setAttribute(k, v);
}
svg.appendChild(path);
return path;
}
// Serialize to string
function svgToString(svg) {
return new XMLSerializer().serializeToString(svg);
}
| Command | Name | Syntax | Notes |
|---|---|---|---|
M x y | Move to | Absolute | Start new subpath |
m dx dy | Move to | Relative | |
L x y | Line to | Absolute | Straight line |
l dx dy | Line to | Relative | |
H x | Horizontal line | Absolute | |
h dx | Horizontal line | Relative | |
V y | Vertical line | Absolute | |
v dy | Vertical line | Relative | |
C x1 y1 x2 y2 x y | Cubic bezier | 2 control points + endpoint | |
c dx1 dy1 dx2 dy2 dx dy | Cubic bezier | Relative | |
S x2 y2 x y | Smooth cubic | Reflects previous control point | |
Q x1 y1 x y | Quadratic bezier | 1 control point + endpoint | |
T x y | Smooth quadratic | Reflects previous control point | |
A rx ry rot large-arc sweep x y | Arc | Elliptical arc | |
Z | Close path | Back to subpath start |
// Generative organic blob
function blob(cx, cy, radius, points = 8, variance = 0.3) {
const pts = [];
for (let i = 0; i < points; i++) {
const angle = (i / points) * Math.PI * 2;
const r = radius * (1 + (Math.random() - 0.5) * variance);
pts.push([
cx + Math.cos(angle) * r,
cy + Math.sin(angle) * r,
]);
}
return smoothClosedPath(pts);
}
// Convert points to smooth cubic bezier closed path
function smoothClosedPath(points) {
const n = points.length;
let d = `M ${points[0][0]} ${points[0][1]}`;
for (let i = 0; i < n; i++) {
const curr = points[i];
const next = points[(i + 1) % n];
const prev = points[(i - 1 + n) % n];
const next2 = points[(i + 2) % n];
const cp1x = curr[0] + (next[0] - prev[0]) / 6;
const cp1y = curr[1] + (next[1] - prev[1]) / 6;
const cp2x = next[0] - (next2[0] - curr[0]) / 6;
const cp2y = next[1] - (next2[1] - curr[1]) / 6;
d += ` C ${cp1x} ${cp1y}, ${cp2x} ${cp2y}, ${next[0]} ${next[1]}`;
}
return d + ' Z';
}
// Generative line hatching
function hatchRect(x, y, w, h, angle, spacing) {
const paths = [];
const cos = Math.cos(angle);
const sin = Math.sin(angle);
const diag = Math.sqrt(w * w + h * h);
for (let d = -diag; d < diag; d += spacing) {
const x1 = x + d * cos - diag * sin;
const y1 = y + d * sin + diag * cos;
const x2 = x + d * cos + diag * sin;
const y2 = y + d * sin - diag * cos;
// Clip to rect bounds and add to paths
paths.push(`M ${x1} ${y1} L ${x2} ${y2}`);
}
return paths.join(' ');
}
<!-- Organic texture -->
<filter id="organic">
<feTurbulence type="fractalNoise" baseFrequency="0.02"
numOctaves="4" seed="42" result="noise"/>
<feDisplacementMap in="SourceGraphic" in2="noise"
scale="20" xChannelSelector="R" yChannelSelector="G"/>
</filter>
<!-- Glow effect -->
<filter id="glow">
<feGaussianBlur stdDeviation="4" result="blur"/>
<feMerge>
<feMergeNode in="blur"/>
<feMergeNode in="SourceGraphic"/>
</feMerge>
</filter>
<!-- Paper texture -->
<filter id="paper">
<feTurbulence type="fractalNoise" baseFrequency="0.04"
numOctaves="5" result="noise"/>
<feDiffuseLighting in="noise" lighting-color="white"
surfaceScale="2" result="lit">
<feDistantLight azimuth="45" elevation="60"/>
</feDiffuseLighting>
<feComposite in="SourceGraphic" in2="lit"
operator="multiply"/>
</filter>
<!-- Eroded / distressed edges -->
<filter id="eroded">
<feTurbulence type="turbulence" baseFrequency="0.05"
numOctaves="2" result="noise"/>
<feDisplacementMap in="SourceGraphic" in2="noise"
scale="6" xChannelSelector="R" yChannelSelector="G"
result="displaced"/>
<feGaussianBlur in="displaced" stdDeviation="0.5"/>
</filter>
<!-- Usage -->
<path d="..." filter="url(#organic)" fill="oklch(0.7 0.15 200)"/>
<!-- SMIL animation (native SVG) -->
<circle cx="50" cy="50" r="20" fill="oklch(0.7 0.2 250)">
<animate attributeName="r" from="20" to="40"
dur="2s" repeatCount="indefinite"
values="20;40;20" keyTimes="0;0.5;1"/>
<animate attributeName="fill-opacity" from="1" to="0.3"
dur="2s" repeatCount="indefinite"/>
</circle>
<!-- Morph path -->
<path fill="oklch(0.6 0.18 150)">
<animate attributeName="d" dur="4s" repeatCount="indefinite"
values="M10,80 Q52,10 95,80 T180,80;
M10,80 Q52,50 95,20 T180,80;
M10,80 Q52,10 95,80 T180,80"/>
</path>
<!-- CSS animation on SVG -->
<style>
@keyframes dash {
to { stroke-dashoffset: 0; }
}
.draw-in {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 3s ease-in-out forwards;
}
</style>
<path class="draw-in" d="..." stroke="#000" fill="none"/>
# Install
npm install -g svgo
# Optimize single file
svgo input.svg -o output.svg
# Batch optimize
svgo -f ./input-dir -o ./output-dir
# Preserve viewBox, remove dimensions (responsive)
svgo input.svg -o output.svg --config='{ "plugins": [
{ "name": "removeDimensions" },
{ "name": "removeViewBox", "active": false }
]}'
// --- Vertex Shader ---
attribute vec2 aPosition;
varying vec2 vUv;
void main() {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
// --- Fragment Shader ---
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform vec2 uMouse;
varying vec2 vUv;
void main() {
vec2 uv = gl_FragCoord.xy / uResolution;
// ... shader logic ...
gl_FragColor = vec4(col, 1.0);
}
uniform float uTime; // seconds elapsed
uniform vec2 uResolution; // canvas pixel dimensions
uniform vec2 uMouse; // mouse position (normalized or pixels)
uniform float uFrame; // frame counter
uniform sampler2D uTexture; // texture input
// 1D hash
float hash(float n) {
return fract(sin(n) * 43758.5453123);
}
// 2D hash
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
// 2D -> 2D hash
vec2 hash2(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3)));
return fract(sin(p) * 43758.5453123);
}
float valueNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f); // smoothstep
return mix(
mix(hash(i + vec2(0, 0)), hash(i + vec2(1, 0)), u.x),
mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x),
u.y
);
}
// Credit: Stefan Gustavson, Ian McEwan (MIT)
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
float snoise(vec2 v) {
const vec4 C = vec4(
0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
+ i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(
dot(x0, x0),
dot(x12.xy, x12.xy),
dot(x12.zw, x12.zw)
), 0.0);
m = m * m;
m = m * m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float fbm(vec2 p, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < 8; i++) { // max octaves = 8
if (i >= octaves) break;
value += amplitude * snoise(p * frequency);
frequency *= 2.0; // lacunarity
amplitude *= 0.5; // gain / persistence
}
return value;
}
// Single warp
float warpedNoise(vec2 p) {
vec2 q = vec2(
fbm(p + vec2(0.0, 0.0), 4),
fbm(p + vec2(5.2, 1.3), 4)
);
return fbm(p + 4.0 * q, 4);
}
// Double warp (Inigo Quilez technique)
float doubleWarp(vec2 p) {
vec2 q = vec2(
fbm(p + vec2(0.0, 0.0), 4),
fbm(p + vec2(5.2, 1.3), 4)
);
vec2 r = vec2(
fbm(p + 4.0 * q + vec2(1.7, 9.2), 4),
fbm(p + 4.0 * q + vec2(8.3, 2.8), 4)
);
return fbm(p + 4.0 * r, 4);
}
float worley(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
float minDist = 1.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = hash2(i + neighbor);
vec2 diff = neighbor + point - f;
float dist = length(diff);
minDist = min(minDist, dist);
}
}
return minDist;
}
// F2 - F1 for cell edges
float worleyEdge(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
float f1 = 1.0, f2 = 1.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = hash2(i + neighbor);
float dist = length(neighbor + point - f);
if (dist < f1) { f2 = f1; f1 = dist; }
else if (dist < f2) { f2 = dist; }
}
}
return f2 - f1;
}
float sdCircle(vec2 p, float r) {
return length(p) - r;
}
float sdBox(vec2 p, vec2 b) {
vec2 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
float sdSegment(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
float sdEquilateralTriangle(vec2 p, float r) {
const float k = sqrt(3.0);
p.x = abs(p.x) - r;
p.y = p.y + r / k;
if (p.x + k * p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y) / 2.0;
p.x -= clamp(p.x, -2.0*r, 0.0);
return -length(p) * sign(p.y);
}
float sdSphere(vec3 p, float r) { return length(p) - r; }
float sdBox(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
float sdTorus(vec3 p, vec2 t) {
vec2 q = vec2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
float sdCapsule(vec3 p, vec3 a, vec3 b, float r) {
vec3 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h) - r;
}
float sdRoundBox(vec3 p, vec3 b, float r) {
vec3 q = abs(p) - b + r;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r;
}
float sdOctahedron(vec3 p, float s) {
p = abs(p);
float m = p.x + p.y + p.z - s;
vec3 q;
if (3.0*p.x < m) q = p.xyz;
else if (3.0*p.y < m) q = p.yzx;
else if (3.0*p.z < m) q = p.zxy;
else return m * 0.57735027;
float k = clamp(0.5*(q.z - q.y + s), 0.0, s);
return length(vec3(q.x, q.y - s + k, q.z - k));
}
// Boolean
float opUnion(float a, float b) { return min(a, b); }
float opSubtract(float a, float b) { return max(-a, b); }
float opIntersect(float a, float b) { return max(a, b); }
// Smooth boolean
float opSmoothUnion(float a, float b, float k) {
k *= 4.0;
float h = max(k - abs(a - b), 0.0);
return min(a, b) - h*h*0.25/k;
}
float opSmoothSubtract(float a, float b, float k) {
return -opSmoothUnion(a, -b, k);
}
// Transform
float opRound(float d, float r) { return d - r; }
float opOnion(float d, float t) { return abs(d) - t; }
// Repetition
vec3 opRepeat(vec3 p, vec3 s) { return p - s * round(p / s); }
vec3 opRepeatLimited(vec3 p, float s, vec3 lim) {
return p - s * clamp(round(p / s), -lim, lim);
}
// Twist
vec3 opTwist(vec3 p, float k) {
float c = cos(k * p.y);
float s = sin(k * p.y);
mat2 m = mat2(c, -s, s, c);
return vec3(m * p.xz, p.y);
}
#define MAX_STEPS 100
#define MAX_DIST 100.0
#define SURF_DIST 0.001
float map(vec3 p) {
float sphere = sdSphere(p - vec3(0, 1, 0), 1.0);
float plane = p.y;
return opSmoothUnion(sphere, plane, 0.5);
}
float rayMarch(vec3 ro, vec3 rd) {
float d = 0.0;
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + rd * d;
float ds = map(p);
d += ds;
if (d > MAX_DIST || ds < SURF_DIST) break;
}
return d;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Camera
vec3 ro = vec3(0, 2, -5); // ray origin
vec3 rd = normalize(vec3(uv, 1.0)); // ray direction
float d = rayMarch(ro, rd);
vec3 col = vec3(0.0);
if (d < MAX_DIST) {
vec3 p = ro + rd * d;
vec3 n = getNormal(p);
vec3 lightDir = normalize(vec3(1, 2, -1));
float diff = max(dot(n, lightDir), 0.0);
col = vec3(1.0, 0.8, 0.6) * diff;
}
fragColor = vec4(col, 1.0);
}
// Palette function (Inigo Quilez)
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
// Common palettes:
// Rainbow: palette(t, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.33, 0.67))
// Sunset: palette(t, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.1, 0.2))
// Ocean: palette(t, vec3(0.5), vec3(0.5), vec3(1.0, 1.0, 0.5), vec3(0.8, 0.9, 0.3))
// Fire: palette(t, vec3(0.5,0.5,0.3), vec3(0.5,0.5,0.3), vec3(1.0), vec3(0.0,0.1,0.2))
// OKLAB blending in GLSL (see color section below for conversion functions)
vec3 blendOklab(vec3 rgb1, vec3 rgb2, float t) {
vec3 lab1 = linearSRGBToOklab(rgb1);
vec3 lab2 = linearSRGBToOklab(rgb2);
vec3 mixed = mix(lab1, lab2, t);
return oklabToLinearSRGB(mixed);
}
// Use a library: npm install simplex-noise
import { createNoise2D, createNoise3D, createNoise4D } from 'simplex-noise';
const noise2D = createNoise2D(); // returns -1..1
const noise3D = createNoise3D();
const noise4D = createNoise4D();
// With seeded random
import { createNoise2D } from 'simplex-noise';
import alea from 'alea';
const prng = alea('my-seed');
const noise2D = createNoise2D(prng);
function fbm(x, y, octaves = 6, lacunarity = 2.0, gain = 0.5) {
let value = 0;
let amplitude = 1.0;
let frequency = 1.0;
let maxValue = 0;
for (let i = 0; i < octaves; i++) {
value += amplitude * noise2D(x * frequency, y * frequency);
maxValue += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / maxValue; // normalize to -1..1
}
function domainWarp(x, y, scale = 0.005, warpStrength = 100) {
const qx = fbm(x * scale, y * scale, 4);
const qy = fbm(x * scale + 5.2, y * scale + 1.3, 4);
return fbm(
(x + warpStrength * qx) * scale,
(y + warpStrength * qy) * scale,
4
);
}
// Double warp for more organic patterns
function doubleWarp(x, y, scale = 0.005) {
const q = [
fbm(x * scale, y * scale, 4),
fbm(x * scale + 5.2, y * scale + 1.3, 4),
];
const r = [
fbm((x + 100 * q[0]) * scale + 1.7, (y + 100 * q[1]) * scale + 9.2, 4),
fbm((x + 100 * q[0]) * scale + 8.3, (y + 100 * q[1]) * scale + 2.8, 4),
];
return fbm(
(x + 100 * r[0]) * scale,
(y + 100 * r[1]) * scale,
4
);
}
function ridgedNoise(x, y, octaves = 6) {
let value = 0;
let amplitude = 1.0;
let frequency = 1.0;
let weight = 1.0;
for (let i = 0; i < octaves; i++) {
let signal = noise2D(x * frequency, y * frequency);
signal = 1.0 - Math.abs(signal); // create ridges
signal *= signal; // sharpen
signal *= weight;
weight = Math.min(1.0, Math.max(0.0, signal * 2.0));
value += signal * amplitude;
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
class FlowField {
constructor(cols, rows, noiseScale = 0.1) {
this.cols = cols;
this.rows = rows;
this.field = new Float32Array(cols * rows);
this.noiseScale = noiseScale;
}
update(time = 0) {
for (let y = 0; y < this.rows; y++) {
for (let x = 0; x < this.cols; x++) {
const angle = noise2D(
x * this.noiseScale,
y * this.noiseScale + time * 0.2
) * Math.PI * 2;
this.field[y * this.cols + x] = angle;
}
}
}
getAngle(x, y) {
const col = Math.floor(x) % this.cols;
const row = Math.floor(y) % this.rows;
return this.field[row * this.cols + col];
}
}
class Particle {
constructor(x, y) {
this.x = x;
this.y = y;
this.prevX = x;
this.prevY = y;
this.speed = 2;
}
follow(field) {
this.prevX = this.x;
this.prevY = this.y;
const angle = field.getAngle(this.x, this.y);
this.x += Math.cos(angle) * this.speed;
this.y += Math.sin(angle) * this.speed;
}
edges(w, h) {
if (this.x < 0 || this.x > w || this.y < 0 || this.y > h) {
this.x = Math.random() * w;
this.y = Math.random() * h;
this.prevX = this.x;
this.prevY = this.y;
}
}
}
// p5.js usage
const field = new FlowField(80, 80, 0.05);
const particles = Array.from({ length: 1000 },
() => new Particle(random(width), random(height))
);
function draw() {
field.update(frameCount * 0.01);
for (const p of particles) {
p.follow(field);
p.edges(width, height);
stroke(255, 20);
line(p.prevX, p.prevY, p.x, p.y);
}
}
function poissonDisk(width, height, minDist, maxAttempts = 30) {
const cellSize = minDist / Math.SQRT2;
const gridW = Math.ceil(width / cellSize);
const gridH = Math.ceil(height / cellSize);
const grid = new Array(gridW * gridH).fill(null);
const points = [];
const active = [];
function gridIndex(x, y) {
return Math.floor(x / cellSize) + Math.floor(y / cellSize) * gridW;
}
// Seed point
const p0 = { x: width / 2, y: height / 2 };
points.push(p0);
active.push(p0);
grid[gridIndex(p0.x, p0.y)] = p0;
while (active.length > 0) {
const idx = Math.floor(Math.random() * active.length);
const point = active[idx];
let found = false;
for (let n = 0; n < maxAttempts; n++) {
const angle = Math.random() * Math.PI * 2;
const dist = minDist + Math.random() * minDist;
const candidate = {
x: point.x + Math.cos(angle) * dist,
y: point.y + Math.sin(angle) * dist,
};
if (candidate.x < 0 || candidate.x >= width ||
candidate.y < 0 || candidate.y >= height) continue;
const gi = gridIndex(candidate.x, candidate.y);
let ok = true;
// Check neighboring cells
const gx = Math.floor(candidate.x / cellSize);
const gy = Math.floor(candidate.y / cellSize);
for (let dy = -2; dy <= 2 && ok; dy++) {
for (let dx = -2; dx <= 2 && ok; dx++) {
const nx = gx + dx, ny = gy + dy;
if (nx < 0 || nx >= gridW || ny < 0 || ny >= gridH) continue;
const neighbor = grid[nx + ny * gridW];
if (neighbor) {
const d = Math.hypot(candidate.x - neighbor.x,
candidate.y - neighbor.y);
if (d < minDist) ok = false;
}
}
}
if (ok) {
points.push(candidate);
active.push(candidate);
grid[gi] = candidate;
found = true;
break;
}
}
if (!found) active.splice(idx, 1);
}
return points;
}
class LSystem {
constructor(axiom, rules, angle = 25) {
this.axiom = axiom;
this.rules = rules; // { 'F': 'FF+[+F-F-F]-[-F+F+F]' }
this.angle = angle * (Math.PI / 180);
this.sentence = axiom;
}
generate(iterations) {
this.sentence = this.axiom;
for (let i = 0; i < iterations; i++) {
let next = '';
for (const ch of this.sentence) {
next += this.rules[ch] || ch;
}
this.sentence = next;
}
return this.sentence;
}
// Returns array of line segments [{x1,y1,x2,y2}]
interpret(startX, startY, stepLen) {
const lines = [];
const stack = [];
let x = startX, y = startY;
let angle = -Math.PI / 2; // start pointing up
for (const ch of this.sentence) {
switch (ch) {
case 'F': {
const nx = x + Math.cos(angle) * stepLen;
const ny = y + Math.sin(angle) * stepLen;
lines.push({ x1: x, y1: y, x2: nx, y2: ny });
x = nx; y = ny;
break;
}
case '+': angle += this.angle; break;
case '-': angle -= this.angle; break;
case '[': stack.push({ x, y, angle }); break;
case ']': {
const state = stack.pop();
x = state.x; y = state.y; angle = state.angle;
break;
}
}
}
return lines;
}
}
// Classic trees
const tree = new LSystem('F', { 'F': 'FF+[+F-F-F]-[-F+F+F]' }, 22.5);
tree.generate(4);
// Koch curve
const koch = new LSystem('F', { 'F': 'F+F-F-F+F' }, 90);
// Sierpinski triangle
const sierpinski = new LSystem('F-G-G', {
'F': 'F-G+F+G-F',
'G': 'GG'
}, 120);
// Dragon curve
const dragon = new LSystem('FX', {
'X': 'X+YF+',
'Y': '-FX-Y'
}, 90);
class CellularAutomata {
constructor(width, height) {
this.w = width;
this.h = height;
this.grid = new Uint8Array(width * height);
this.next = new Uint8Array(width * height);
}
randomize(density = 0.3) {
for (let i = 0; i < this.grid.length; i++) {
this.grid[i] = Math.random() < density ? 1 : 0;
}
}
step() {
for (let y = 0; y < this.h; y++) {
for (let x = 0; x < this.w; x++) {
const neighbors = this.countNeighbors(x, y);
const idx = y * this.w + x;
const alive = this.grid[idx];
// Conway's Game of Life rules
if (alive && (neighbors < 2 || neighbors > 3)) {
this.next[idx] = 0;
} else if (!alive && neighbors === 3) {
this.next[idx] = 1;
} else {
this.next[idx] = this.grid[idx];
}
}
}
[this.grid, this.next] = [this.next, this.grid];
}
countNeighbors(x, y) {
let count = 0;
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
const nx = (x + dx + this.w) % this.w;
const ny = (y + dy + this.h) % this.h;
count += this.grid[ny * this.w + nx];
}
}
return count;
}
}
// For production use: npm install d3-delaunay
import { Delaunay } from 'd3-delaunay';
// Generate Voronoi from random points
const points = Array.from({ length: 50 }, () => [
Math.random() * width,
Math.random() * height,
]);
const delaunay = Delaunay.from(points);
const voronoi = delaunay.voronoi([0, 0, width, height]);
// Iterate cells
for (let i = 0; i < points.length; i++) {
const cell = voronoi.cellPolygon(i);
if (!cell) continue;
// cell is array of [x,y] vertices (closed polygon)
// Draw with canvas, SVG, etc.
}
// Delaunay triangles
for (let i = 0; i < delaunay.triangles.length; i += 3) {
const p0 = points[delaunay.triangles[i]];
const p1 = points[delaunay.triangles[i + 1]];
const p2 = points[delaunay.triangles[i + 2]];
// Draw triangle
}
// Lloyd relaxation (makes cells more even)
function lloydRelax(points, bounds, iterations = 3) {
let pts = [...points];
for (let i = 0; i < iterations; i++) {
const d = Delaunay.from(pts);
const v = d.voronoi(bounds);
pts = pts.map((_, j) => {
const cell = v.cellPolygon(j);
if (!cell) return pts[j];
// Centroid of polygon
let cx = 0, cy = 0;
for (let k = 0; k < cell.length - 1; k++) {
cx += cell[k][0];
cy += cell[k][1];
}
return [cx / (cell.length - 1), cy / (cell.length - 1)];
});
}
return pts;
}
class WFC {
constructor(tiles, adjacency, width, height) {
this.tiles = tiles; // array of tile IDs
this.adj = adjacency; // { tileId: { up: [...], down: [...], left: [...], right: [...] } }
this.w = width;
this.h = height;
// Each cell starts with all tiles possible
this.grid = Array.from({ length: width * height },
() => new Set(tiles)
);
}
entropy(idx) {
return this.grid[idx].size;
}
// Find cell with lowest entropy > 1
findLowestEntropy() {
let minE = Infinity, minIdx = -1;
for (let i = 0; i < this.grid.length; i++) {
const e = this.grid[i].size;
if (e > 1 && e < minE) {
minE = e;
minIdx = i;
}
}
return minIdx;
}
collapse(idx) {
const options = [...this.grid[idx]];
const chosen = options[Math.floor(Math.random() * options.length)];
this.grid[idx] = new Set([chosen]);
return chosen;
}
propagate(idx) {
const stack = [idx];
while (stack.length > 0) {
const current = stack.pop();
const x = current % this.w;
const y = Math.floor(current / this.w);
const currentTiles = this.grid[current];
const neighbors = [
{ dx: 0, dy: -1, dir: 'up', opp: 'down' },
{ dx: 0, dy: 1, dir: 'down', opp: 'up' },
{ dx: -1, dy: 0, dir: 'left', opp: 'right' },
{ dx: 1, dy: 0, dir: 'right', opp: 'left' },
];
for (const { dx, dy, dir } of neighbors) {
const nx = x + dx, ny = y + dy;
if (nx < 0 || nx >= this.w || ny < 0 || ny >= this.h) continue;
const ni = ny * this.w + nx;
const neighborPossible = this.grid[ni];
const prevSize = neighborPossible.size;
// Compute allowed tiles for neighbor
const allowed = new Set();
for (const t of currentTiles) {
for (const a of (this.adj[t]?.[dir] || [])) {
allowed.add(a);
}
}
// Intersect
for (const t of neighborPossible) {
if (!allowed.has(t)) neighborPossible.delete(t);
}
if (neighborPossible.size < prevSize) {
stack.push(ni);
}
}
}
}
solve() {
while (true) {
const idx = this.findLowestEntropy();
if (idx === -1) break; // all collapsed
this.collapse(idx);
this.propagate(idx);
}
return this.grid.map(s => [...s][0]);
}
}
function generateTerrain(width, height, options = {}) {
const {
octaves = 6,
lacunarity = 2.0,
gain = 0.5,
scale = 0.005,
exponent = 1.5, // redistribution power
seed = 'terrain',
} = options;
const prng = alea(seed);
const noise = createNoise2D(prng);
const data = new Float32Array(width * height);
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const nx = x * scale - 0.5;
const ny = y * scale - 0.5;
let e = 0, amplitude = 1, frequency = 1, maxAmp = 0;
for (let i = 0; i < octaves; i++) {
e += amplitude * noise(nx * frequency, ny * frequency);
maxAmp += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
e = (e / maxAmp + 1) * 0.5; // normalize to 0..1
e = Math.pow(e, exponent); // redistribute
data[y * width + x] = e;
}
}
return data;
}
// Biome from elevation + moisture
function biome(e, m) {
if (e < 0.1) return 'DEEP_WATER';
if (e < 0.15) return 'WATER';
if (e < 0.18) return 'BEACH';
if (e > 0.8) {
if (m < 0.2) return 'SCORCHED';
if (m < 0.5) return 'BARE';
return 'SNOW';
}
if (e > 0.6) {
if (m < 0.33) return 'SHRUBLAND';
return 'FOREST';
}
if (m < 0.16) return 'DESERT';
if (m < 0.5) return 'GRASSLAND';
return 'RAINFOREST';
}
// Wrap noise seamlessly by mapping to higher dimensions
function torusNoise(nx, ny, noise4D) {
const TAU = Math.PI * 2;
return noise4D(
Math.cos(TAU * nx) / TAU,
Math.sin(TAU * nx) / TAU,
Math.cos(TAU * ny) / TAU,
Math.sin(TAU * ny) / TAU
);
}
// Scale output by sqrt(2) to compensate for 4D range narrowing
For CSS color, accessibility, design tokens, and gamut details, see
color-ops.
function linearSRGBToOklab(r, g, b) {
const l = 0.4122214708*r + 0.5363325363*g + 0.0514459929*b;
const m = 0.2119034982*r + 0.6806995451*g + 0.1073969566*b;
const s = 0.0883024619*r + 0.2817188376*g + 0.6299787005*b;
const l_ = Math.cbrt(l), m_ = Math.cbrt(m), s_ = Math.cbrt(s);
return {
L: 0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_,
a: 1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_,
b: 0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_,
};
}
function oklabToLinearSRGB(L, a, b) {
const l_ = L + 0.3963377774*a + 0.2158037573*b;
const m_ = L - 0.1055613458*a - 0.0638541728*b;
const s_ = L - 0.0894841775*a - 1.2914855480*b;
return {
r: +4.0767416621*l_**3 - 3.3077115913*m_**3 + 0.2309699292*s_**3,
g: -1.2684380046*l_**3 + 2.6097574011*m_**3 - 0.3413193965*s_**3,
b: -0.0041960863*l_**3 - 0.7034186147*m_**3 + 1.7076147010*s_**3,
};
}
function oklabToOklch({ L, a, b }) {
return { L, C: Math.hypot(a, b), h: Math.atan2(b, a) * 180 / Math.PI };
}
function oklchToOklab({ L, C, h }) {
const rad = h * Math.PI / 180;
return { L, a: C * Math.cos(rad), b: C * Math.sin(rad) };
}
vec3 linearSRGBToOklab(vec3 c) {
vec3 lms = vec3(
dot(c, vec3(0.4122214708, 0.5363325363, 0.0514459929)),
dot(c, vec3(0.2119034982, 0.6806995451, 0.1073969566)),
dot(c, vec3(0.0883024619, 0.2817188376, 0.6299787005))
);
lms = sign(lms) * pow(abs(lms), vec3(1.0/3.0));
return vec3(
dot(lms, vec3(0.2104542553, 0.7936177850, -0.0040720468)),
dot(lms, vec3(1.9779984951, -2.4285922050, 0.4505937099)),
dot(lms, vec3(0.0259040371, 0.7827717662, -0.8086757660))
);
}
vec3 oklabToLinearSRGB(vec3 lab) {
vec3 lms = vec3(
lab.x + 0.3963377774*lab.y + 0.2158037573*lab.z,
lab.x - 0.1055613458*lab.y - 0.0638541728*lab.z,
lab.x - 0.0894841775*lab.y - 1.2914855480*lab.z
);
return vec3(
dot(lms*lms*lms, vec3(4.0767416621, -3.3077115913, 0.2309699292)),
dot(lms*lms*lms, vec3(-1.2684380046, 2.6097574011, -0.3413193965)),
dot(lms*lms*lms, vec3(-0.0041960863, -0.7034186147, 1.7076147010))
);
}
// Cosine palette (port of Inigo Quilez technique)
function cosinePalette(t, a, b, c, d) {
return [
a[0] + b[0] * Math.cos(Math.PI * 2 * (c[0] * t + d[0])),
a[1] + b[1] * Math.cos(Math.PI * 2 * (c[1] * t + d[1])),
a[2] + b[2] * Math.cos(Math.PI * 2 * (c[2] * t + d[2])),
];
}
// Presets (a, b, c, d)
const PALETTES = {
rainbow: [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,1], [0, 0.33, 0.67]],
sunset: [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,1], [0, 0.1, 0.2]],
ocean: [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,0.5], [0.8, 0.9, 0.3]],
fire: [[0.5,0.5,0.3], [0.5,0.5,0.3], [1,1,1], [0, 0.1, 0.2]],
electric: [[0.5,0.5,0.5], [0.5,0.5,0.5], [2,1,0], [0.5, 0.2, 0.25]],
forest: [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,0.7,0.4], [0, 0.15, 0.2]],
};
// Usage: get color at position t (0..1) along palette
const [r, g, b] = cosinePalette(0.5, ...PALETTES.sunset);
// Perceptually uniform palette with fixed lightness
function oklchPalette(count, L = 0.7, C = 0.15, hueOffset = 0) {
return Array.from({ length: count }, (_, i) => {
const h = (hueOffset + (i / count) * 360) % 360;
return { L, C, h };
});
}
// Analogous palette (clustered hues)
function analogousPalette(baseHue, count = 5, spread = 30, L = 0.7, C = 0.15) {
return Array.from({ length: count }, (_, i) => {
const t = i / (count - 1) - 0.5; // -0.5 to 0.5
return { L, C, h: (baseHue + t * spread + 360) % 360 };
});
}
// Warm/cool palette
function warmCoolPalette(count = 6) {
return Array.from({ length: count }, (_, i) => {
const t = i / (count - 1);
return {
L: 0.5 + t * 0.3,
C: 0.12 + Math.sin(t * Math.PI) * 0.06,
h: 20 + t * 220, // warm orange -> cool blue
};
});
}
// Interpolate in OKLAB (no hue discontinuity issues)
function lerpOklab(lab1, lab2, t) {
return {
L: lab1.L + (lab2.L - lab1.L) * t,
a: lab1.a + (lab2.a - lab1.a) * t,
b: lab1.b + (lab2.b - lab1.b) * t,
};
}
// Interpolate in OKLCH with shortest hue path
function lerpOklch(lch1, lch2, t) {
let dh = lch2.h - lch1.h;
if (dh > 180) dh -= 360;
if (dh < -180) dh += 360;
return {
L: lch1.L + (lch2.L - lch1.L) * t,
C: lch1.C + (lch2.C - lch1.C) * t,
h: (lch1.h + dh * t + 360) % 360,
};
}
// Multi-stop gradient
function multiStopGradient(stops, t) {
// stops: [{pos: 0, color: {L,C,h}}, {pos: 0.5, ...}, {pos: 1, ...}]
if (t <= stops[0].pos) return stops[0].color;
if (t >= stops[stops.length - 1].pos) return stops[stops.length - 1].color;
for (let i = 0; i < stops.length - 1; i++) {
if (t >= stops[i].pos && t <= stops[i + 1].pos) {
const localT = (t - stops[i].pos) / (stops[i + 1].pos - stops[i].pos);
return lerpOklch(stops[i].color, stops[i + 1].color, localT);
}
}
}
// Smooth cycling through a palette
function cyclePalette(palette, t, speed = 1.0) {
const idx = (t * speed) % palette.length;
const i = Math.floor(idx);
const frac = idx - i;
const c1 = palette[i % palette.length];
const c2 = palette[(i + 1) % palette.length];
return lerpOklch(c1, c2, frac);
}
// Phase-shifted cycling (each element gets different phase)
function phasedColor(palette, t, elementIndex, phaseSpread = 0.1) {
return cyclePalette(palette, t + elementIndex * phaseSpread);
}
function colorHarmonies(baseHue, L = 0.65, C = 0.15) {
const h = baseHue;
return {
complementary: [{ L, C, h }, { L, C, h: (h + 180) % 360 }],
analogous: [{ L, C, h: (h - 30 + 360) % 360 }, { L, C, h }, { L, C, h: (h + 30) % 360 }],
triadic: [{ L, C, h }, { L, C, h: (h + 120) % 360 }, { L, C, h: (h + 240) % 360 }],
splitComplementary: [{ L, C, h }, { L, C, h: (h + 150) % 360 }, { L, C, h: (h + 210) % 360 }],
tetradic: [{ L, C, h }, { L, C, h: (h + 90) % 360 }, { L, C, h: (h + 180) % 360 }, { L, C, h: (h + 270) % 360 }],
};
}
| Algorithm | Dimension | Character | Cost | Use Case |
|---|---|---|---|---|
| Value noise | Any | Blocky, grid artifacts | Cheap | Quick prototypes |
| Perlin (gradient) | Any | Smooth, directional | Medium | Classic terrain, clouds |
| Simplex | Any | Smooth, isotropic | Medium | Default choice, fewer artifacts than Perlin |
| Worley (cellular) | Any | Cell-like, organic | Expensive | Stone, water, cells |
| FBM | Any | Fractal detail | N * base | Terrain, clouds, organic shapes |
| Ridged FBM | Any | Sharp mountain ridges | N * base | Mountains, lightning |
| Domain warping | 2D+ | Swirling, marble-like | 3-9x base | Marble, smoke, alien landscapes |
| Task | Library | Install |
|---|---|---|
| Noise | simplex-noise | npm install simplex-noise |
| Seeded random | alea | npm install alea |
| Voronoi/Delaunay | d3-delaunay | npm install d3-delaunay |
| 3D engine | three | npm install three |
| 2D canvas | p5 | npm install p5 |
| Canvas export | canvas-sketch | npm install canvas-sketch |
| Video export | ccapture.js | npm install ccapture.js |
| SVG optimize | svgo | npm install -g svgo |
| Color | culori | npm install culori |
| Shader library | LYGIA | #include from lygia.xyz |
color-ops - CSS color, accessibility, design tokens, palette scriptsjavascript-ops - JS async patterns, modules, ES2024+ features