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https://secondary.ai/static/js/async/681.68bb0447.js

js secondary.ai collected 2026-10-05 12:36:24 UTC 13,309 bytes, 144 lines download raw bytes

1(self.webpackChunkveil=self.webpackChunkveil||[]).push([["681"],{40919:function(e,t,a){var o={"./aerospace-aviation/index.json":"17145","./customer-support/index.json":"93505","./defense/index.json":"66706","./finance/index.json":"93939","./healthcare/index.json":"52231","./index.json":"95021","./industrial/index.json":"14245","./it-software/index.json":"16461","./recruitment/index.json":"26707","./retail/index.json":"97962"};function l(e){return a(r(e))}function r(e){if(!a.o(o,e)){var t=Error("Cannot find module '"+e+"'");throw t.code="MODULE_NOT_FOUND",t}return o[e]}l.keys=function(){return Object.keys(o)},l.resolve=r,e.exports=l,l.id="40919"},74527:function(e,t,a){"use strict";a.d(t,{Z:()=>x});var o=a("29812"),l=a("29671");let r=`
2attribute vec2 a_position;
3void main() {
4  gl_Position = vec4(a_position, 0.0, 1.0);
5}
6`,n=`
7precision mediump float;
8uniform float t;
9uniform vec2 r;  // resolution
10uniform float s; // scale >1.0 makes animation appear smaller
11uniform float sat; // saturation factor [0..1]
12uniform float rotExtra; // extra rotation angle (radians)
13
14vec2 myTanh(vec2 x) {
15  vec2 ex = exp(x);
16  vec2 emx = exp(-x);
17  return (ex - emx) / (ex + emx);
18}
19
20// RGB <-> HSV helpers
21vec3 rgb2hsv(vec3 c){
22  vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
23  vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
24  vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
25  float d = q.x - min(q.w, q.y);
26  float e = 1.0e-10;
27  return vec3(abs(q.z + (q.w - q.y) / (6.0 * (d + e))), d / (q.x + e), q.x);
28}
29
30vec3 hsv2rgb(vec3 c){
31  vec3 p = abs(fract(c.xxx + vec3(0.0, 1.0/3.0, 2.0/3.0)) * 6.0 - 3.0);
32  vec3 rgb = c.z * mix(vec3(1.0), clamp(p - 1.0, 0.0, 1.0), c.y);
33  return rgb;
34}
35
36void main() {
37  vec4 o_anim = vec4(0.0);
38  {
39    // Base, unscaled coordinates
40    vec2 p_base = (gl_FragCoord.xy * 2.0 - r) / r.y / 0.7;
41    // Make the left side originate from a larger area by using a smaller local scale on the far left,
42    // smoothly blending to the global scale 's' toward the center/right.
43    // Narrow the left-side influence so it affects a smaller horizontal band
44    float leftBlend = smoothstep(-0.95, -0.35, p_base.x); // 0 at far left, 1 by x≈-0.35
45    // Fine-tune vertical shift: move by ~100px on the far left (taper to 0 near center)
46    float yoff = (2.0 * 100.0) / r.y / 0.7; // convert ~100px to normalized units
47    p_base.y -= yoff * (1.0 - leftBlend);
48    // Global upward shift to raise the animation within the full-size container
49    p_base.y += 1.10;
50    // Reduce left enlargement strength so the left area appears narrower
51    float localS = mix(0.90, s, leftBlend);
52    vec2 p_anim = p_base * localS;
53    // Rotate the calculated animation inside the canvas by +45\xb0 plus optional extra, then flip 180\xb0
54    float ang = 0.785398163 + rotExtra + 3.1415926535; // 45\xb0 + extra + 180\xb0 flip
55    float CA_ROT = cos(ang);
56    float SA_ROT = sin(ang);
57    vec2 p_rot = vec2(CA_ROT * p_anim.x - SA_ROT * p_anim.y,
58                      SA_ROT * p_anim.x + CA_ROT * p_anim.y);
59    vec2 d = vec2(-1.0, 1.0);
60    float denom = 0.1 + 5.0 / dot(5.0 * p_rot - d, 5.0 * p_rot - d);
61    vec2 c = p_rot * mat2(1.0, 1.0, d.x / denom, d.y / denom);
62    vec2 v = c;
63    // Remove rotational time component to avoid spinning
64    float angle = log(length(v));
65    mat2 rot = mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
66    v *= rot * 5.0;
67    vec4 animAccum = vec4(0.0);
68    for (int i = 1; i <= 9; i++) {
69      float fi = float(i);
70      animAccum += sin(vec4(v.x, v.y, v.y, v.x)) + vec4(1.0);
71      // Drive waves to propagate along +x: use phase (v.x - c*t)
72      float c = 1.6; // increased wave speed
73      vec2 arg = vec2(v.y * fi, (v.x - c * t) * fi);
74      v += 0.7 * sin(arg) / fi + 0.5;
75    }
76    // Same as FlowLoop2 but ring factor removed: no division by (0.03 + abs(length(p_rot) - 0.7)) * 0.2
77    vec4 animTerm = 1.0 - exp(-exp(c.x * vec4(0.6, -0.4, -1.0, 0.0))
78                      / animAccum
79                      / (0.1 + 0.1 * pow(length(sin(v / 0.3) * 0.2 + c * vec2(1.0, 2.0)) - 1.0, 2.0))
80                      / (1.0 + 7.0 * exp(0.3 * c.y - dot(c, c))));
81    o_anim += animTerm;
82  }
83  // Reduce overall intensity slightly (boosted a bit to avoid vanishing)
84  vec4 finalColor = o_anim * 1.60;
85  // Keep full saturation (removed global desaturation)
86  // (no-op)
87  // Strong and precise: set entire animation to gold (preserve luminance)
88  // Use pre-saturation color for detection to avoid false positives
89  vec3 colPre = clamp(o_anim.rgb * 1.25, 0.0, 1.0);
90  float maxGB = max(colPre.g, colPre.b);
91  float redAmount = max(0.0, colPre.r - maxGB);
92  // Sensitivity and curve for red dominance
93  float redDom = smoothstep(0.05, 0.25, redAmount);
94  // Luminance-preserving gold target
95  vec3 gold = vec3(1.0, 0.84, 0.25);
96  float lGold = dot(gold, vec3(0.2126, 0.7152, 0.0722));
97  float lSrc  = max(1e-3, dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722)));
98  vec3 goldLuma = gold * (lSrc / max(1e-3, lGold));
99  // Strong blend only where red dominates
100  float k = redDom * 0.95;
101  finalColor.rgb = goldLuma;
102  
103  // Additional left-side-only desaturation (rotation-aware)
104  vec2 uv_l = gl_FragCoord.xy / r;           // 0..1 across canvas
105  vec2 cc_l = uv_l - vec2(0.5);
106  float CAf_l = cos(rotExtra), SAf_l = sin(rotExtra);
107  vec2 ccR_l = vec2(CAf_l * cc_l.x - SAf_l * cc_l.y, SAf_l * cc_l.x + CAf_l * cc_l.y);
108  float ux_l = ccR_l.x + 0.5;
109  float leftMask2 = 1.0 - smoothstep(0.32, 0.52, ux_l); // ~full on far left, 0 near center
110  // Removed left-side desaturation
111  // Left-side brightness boost
112  float brightBoost = 0.35; // ~35% brighter on the far left, tapering toward center
113  vec3 boosted = finalColor.rgb * (1.0 + brightBoost);
114  finalColor.rgb = mix(finalColor.rgb, boosted, leftMask2);
115  
116  // Removed blue-channel desaturation; preserve saturation
117  float maxRG = max(finalColor.r, finalColor.g);
118  float blueDom = max(0.0, finalColor.b - maxRG);
119  float isBlueRGB = smoothstep(0.05, 0.18, blueDom);
120  float goldLike = step(0.45, finalColor.r) * step(0.20, finalColor.g) * step(finalColor.b, 0.35) * step(finalColor.g, finalColor.r);
121  float blueMaskLeft = 0.0 * isBlueRGB * (1.0 - goldLike) * leftMask2;
122
123  // Maintain a minimal alpha
124  finalColor.a = max(finalColor.a, 0.18);
125  finalColor = clamp(finalColor, 0.0, 1.0);
126
127  // Edge fade left/right (rotation-aware)
128  vec2 uv = gl_FragCoord.xy / r;             // 0..1 across canvas
129  vec2 cc = uv - vec2(0.5);                  // center at 0,0
130  float angF = rotExtra;                     // rotate fade only by extra angle
131  float CAf = cos(angF), SAf = sin(angF);
132  vec2 ccR = vec2(CAf * cc.x - SAf * cc.y, SAf * cc.x + CAf * cc.y);
133  float ux = ccR.x + 0.5;                    // rotated horizontal coordinate
134  float edgeW = 0.18;                        // edge fade width as fraction of width
135  float leftFade  = smoothstep(0.0, edgeW, ux);
136  float rightFade = 1.0 - smoothstep(1.0 - edgeW, 1.0, ux);
137  leftFade *= leftFade;
138  rightFade *= rightFade;
139  float edgeMask = leftFade * rightFade;     // 0 at extreme edges, 1 in center
140  finalColor.rgb *= edgeMask;
141  finalColor.a   *= edgeMask;
142  gl_FragColor = finalColor;
143}
144`,i=(0,o.aZ)({__name:"FlowLoop3",setup(e){let t=(0,o.iH)(null),a=(0,o.iH)(null),l=null,i=null,
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