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

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