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ripple-hover-effect

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Javascript library to animate images on hover.

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/*! * ripple-effect PACKAGED v1.0.0 * Author: Essam Abed * MIT License */ var RippleEffect = function(opts) { var vertex = ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; var fragment = ` uniform sampler2D image; uniform sampler2D image2; uniform float time; uniform float mouseOver; uniform float intensity; uniform float strength; uniform float area; uniform float waveSpeed; varying vec2 vUv; #define NUM_OCTAVES 5 float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float noise(vec2 p) { vec2 ip = floor(p); vec2 u = fract(p); u = u*u*(3.0-2.0*u); float res = mix( mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); return res*res; } float fbm(vec2 x) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100); // Rotate to reduce axial bias mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(x); x = rot * x * 2.0 + shift; a *= 0.5; } return v; } void main(void) { vec2 uv = vUv; vec2 surface = strength * vec2( mix(-0.1, 0.2, fbm(5.*uv + waveSpeed * time)), mix(-0.1, 0.2, fbm(5.*uv + waveSpeed * time)) ); uv += mouseOver * intensity * refract( vec2(0, 0), surface, 1.0 / 1.333 ); vec3 _texture = texture2D(image, uv).rgb; gl_FragColor = vec4(_texture,1.0); } `; const rand = function (a, b){ return a + (b - a) * Math.random(); }; var time = 0; var mouseOver = 0; var playhead = rand(1, 2); const parent = opts.parent || console.warn("no parent!"); const intensity = opts.intensity || 1; const strength = opts.strength || 2; const area = opts.area || 6; const waveSpeed = opts.waveSpeed || 0.01; const speedIn = opts.speedIn || 1.4; const speedOut = opts.speedOut || 1.2; var texture = opts.texture || console.error("no texture!"); var userHover = (opts.hover === undefined) ? true : opts.hover; var easing = opts.easing || 'Expo.easeOut'; const mobileAndTabletcheck = function() { var check = false; (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino|android|ipad|playbook|silk/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4))) check = true;})(navigator.userAgent||navigator.vendor||window.opera); return check; }; const scene = new THREE.Scene(); const camera = new THREE.OrthographicCamera( parent.offsetWidth / -2, parent.offsetWidth / 2, parent.offsetHeight / 2, parent.offsetHeight / -2, 1, 1000 ); camera.position.z = 1; const renderer = new THREE.WebGLRenderer({ antialias: false, // alpha: true }); renderer.setPixelRatio(window.devicePixelRatio); renderer.setClearColor(0xffffff, 0.0); renderer.setSize(parent.offsetWidth, parent.offsetHeight); parent.appendChild(renderer.domElement); const loader = new THREE.TextureLoader(); loader.crossOrigin = ""; var texture = loader.load(texture) var texture2 = loader.load(texture2) texture.minFilter = THREE.LinearFilter; texture.anisotropy = renderer.getMaxAnisotropy(); const mat = new THREE.ShaderMaterial({ uniforms: { time: { type: 'f', value: 0 }, image: { type: 't', value: texture}, image2: { type: "t", value: texture2 }, mouseOver: { type: 'f', value: mouseOver }, intensity: { type: 'f', value: intensity * playhead }, strength: { type: 'f', value: strength * playhead }, area: { type: 'f', value: area * playhead}, waveSpeed: { type: 'f', value: waveSpeed * playhead }, }, vertexShader: vertex, fragmentShader: fragment, transparent: true, }); const geometry = new THREE.PlaneBufferGeometry( parent.offsetWidth, parent.offsetHeight, 1 ); const object = new THREE.Mesh(geometry, mat); scene.add(object); const addEvents = function(){ const evtIn = "mouseenter"; const evtOut = "mouseleave"; if (mobileAndTabletcheck()) { evtIn = "touchstart"; evtOut = "touchend"; } parent.addEventListener(evtIn, function(e) { gsap.to(mat.uniforms.mouseOver, { duration: speedIn, value: 1, ease: easing }); }); parent.addEventListener(evtOut, function(e) { gsap.to(mat.uniforms.mouseOver, { duration: speedOut, value: 0, ease: easing }); }); }; if (userHover) { addEvents(); } window.addEventListener("resize", function(e) { renderer.setSize(parent.offsetWidth, parent.offsetHeight); }); this.start = function(){ gsap.to(mat.uniforms.mouseOver, { duration: speedIn, value: 1, ease: easing }); } this.stop = function(){ gsap.to(mat.uniforms.mouseOver, { duration: speedOut, value: 0, ease: easing }); }; const animate = function() { time ++; mat.uniforms.time.value = time; requestAnimationFrame(animate); renderer.render(scene, camera); }; animate(); };