fix(immersive): increase animation visibility + more blur + debug logs

- Animation params increased: 8% UV drift, 5% zoom, 12% brightness
- Canvas reduced to 8x8 for maximum blur effect
- Added debug logs to verify animation is running
This commit is contained in:
vicrodh committed 2026-02-01 10:31:18 -06:00
1 parent 606fb43853
commit 7795fa159e
3 files changed
+19 -12

No files matched your search

@@ -253,8 +253,9 @@
if (isAnimating || !isInitialized) return;
isAnimating = true;
lastFrameTime = performance.now();
startTime = performance.now(); // Reset time for animation
animationFrameId = requestAnimationFrame(animationLoop);
console.log('[ImmersiveCanvas] Animation started');
console.log('[ImmersiveCanvas] Animation started, intensity:', intensity ?? getConfig().ambientIntensity);
}
/**
@@ -312,6 +313,11 @@
? (intensity ?? getConfig().ambientIntensity)
: 0;
// Debug: log every 60 frames (~4 sec at 15fps)
if (Math.floor(currentTime) % 4 === 0 && Math.floor(currentTime * 15) % 15 === 0) {
console.log(`[ImmersiveCanvas] time=${currentTime.toFixed(1)}s, intensity=${motionIntensity}`);
}
gl.uniform1f(u_time, currentTime);
gl.uniform1f(u_intensity, motionIntensity);
+8 -8
View File
@@ -24,16 +24,16 @@ uniform sampler2D u_texture;
uniform float u_time; // Time in seconds
uniform float u_intensity; // Motion intensity (0.0 - 1.0)
// Constants for motion parameters
const float DRIFT_SPEED_X = 0.08;
const float DRIFT_SPEED_Y = 0.06;
const float DRIFT_AMOUNT = 0.03;
// Constants for motion parameters - made MORE visible
const float DRIFT_SPEED_X = 0.15;
const float DRIFT_SPEED_Y = 0.12;
const float DRIFT_AMOUNT = 0.08; // 8% UV drift
const float ZOOM_SPEED = 0.05;
const float ZOOM_AMOUNT = 0.02;
const float ZOOM_SPEED = 0.1;
const float ZOOM_AMOUNT = 0.05; // 5% zoom oscillation
const float BREATH_SPEED = 0.12;
const float BREATH_AMOUNT = 0.06;
const float BREATH_SPEED = 0.2;
const float BREATH_AMOUNT = 0.12; // 12% brightness pulse
void main() {
vec2 uv = v_texCoord;
+4 -3
View File
@@ -203,11 +203,12 @@ export async function loadBlurredTexture(
try {
// Generate blurred image
// Very small canvas (16x16) + heavy blur = smooth gradients when scaled
// Extremely small canvas (8x8) = each pixel becomes ~240px when scaled
// This creates very smooth color gradients
const blurredDataUrl = await generateBlurredImage(
artworkUrl,
16, // Tiny canvas - each pixel becomes ~120px when scaled to 1920
8, // Blur radius (applied twice)
8, // 8x8 canvas - maximum blur through scaling
4, // Small blur radius (image is already tiny)
controller.signal
);