07Scattered Dots Bleeding and Stretching Into Mottled Speckles
Small dots are scattered by probability, and each dot blends its color with neighbors within a radius to bleed. A light stretch along the comb direction finishes the speckle pattern.
Best forStationery and label backgrounds
SCATTER_PBLEND_RADIUSSTRETCH_ALONG_COMB

<main class="stage">
<div class="hs is-demo" id="hs">
<canvas class="hs__canvas" data-role="canvas" width="480" height="300" tabindex="0" aria-label="Scattered dots bleeding and stretching into mottled speckles"></canvas>
<p class="hs__status" data-role="status" aria-live="off">Scattering dots</p>
<div class="hs__tools">
<button class="hs__btn" data-role="btn" type="button">Scatter dots again</button>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-paper);
.hs {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $subject-ink;
}
.hs__canvas {
display: block;
width: 100%;
height: 100%;
cursor: crosshair;
}
.hs__canvas:focus-visible {
outline: 2px solid rgba(58, 48, 76, .9);
outline-offset: -6px;
}
.hs__status {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 46%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-control;
background: rgba(255, 252, 244, .92);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.hs__tools {
position: absolute;
right: $sp-3;
bottom: $sp-3;
display: flex;
gap: $sp-2;
}
.hs__btn {
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 252, 244, .92);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
transition: background-color $dur-quick ease-out;
}
.hs__btn:hover {
background: $subject-cream;
}
.hs__btn[aria-pressed="true"] {
background: $subject-mint;
}
.hs__btn:focus-visible {
outline: 2px solid rgba(58, 48, 76, .9);
outline-offset: 2px;
}
// 포인터로는 잉크를 다루고, 쓸어 넘기는 손가락 제스처는 브라우저에 남겨 페이지 스크롤이 막히지 않게 한다
.hs__canvas { touch-action: pan-y; }
@media (max-width: 340px) {
.hs__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.hs__status { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.hs__btn { transition: none; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.hs {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #17141a;
}
.hs__canvas {
display: block;
width: 100%;
height: 100%;
cursor: crosshair;
}
.hs__canvas:focus-visible {
outline: 2px solid rgba(58, 48, 76, 0.9);
outline-offset: -6px;
}
.hs__status {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 46%;
margin: 0;
padding: 4px 12px;
border-radius: 12px;
background: rgba(255, 252, 244, 0.92);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.hs__tools {
position: absolute;
right: 12px;
bottom: 12px;
display: flex;
gap: 8px;
}
.hs__btn {
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 252, 244, 0.92);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
transition: background-color 220ms ease-out;
}
.hs__btn:hover {
background: #fff7e6;
}
.hs__btn[aria-pressed=true] {
background: #4cd4a6;
}
.hs__btn:focus-visible {
outline: 2px solid rgba(58, 48, 76, 0.9);
outline-offset: 2px;
}
.hs__canvas {
touch-action: pan-y;
}
@media (max-width: 340px) {
.hs__btn {
font-size: 10px;
padding: 4px 8px;
}
.hs__status {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.hs__btn {
transition: none;
}
}(function () {
const root = document.getElementById("hs");
if (!root) return;
const W = 480;
const H = 300;
const FIXED_DT = 16;
// 마블링 팔레트 — 종이 물면(PAPER) 위에 파스텔 잉크 결이 흐른다
const PAPER = [252, 246, 234];
const INK = [58, 48, 76];
const MINT = [126, 226, 192];
const SKY = [124, 196, 255];
const LILAC = [190, 164, 255];
const PINK = [255, 160, 190];
const PEACH = [255, 208, 168];
const TINTS = [SKY, PINK, MINT, LILAC, PEACH];
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c, a) {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a, b, k) { return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]; }
const canvasEl = root.querySelector('[data-role="canvas"]');
const statusEl = root.querySelector('[data-role="status"]');
const ctxRaw = canvasEl ? canvasEl.getContext('2d') : null;
if (!canvasEl || !ctxRaw || !statusEl) {
return;
}
const cv = canvasEl;
const ctx = ctxRaw;
const status = statusEl;
const reduceQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
const still = reduceQuery.matches;
// 자동 시연 중인가 — 사람이 처음 만지는 순간 시연을 멈추고 상태 줄을 읽어 주기 시작한다
let demo = root.classList.contains('is-demo');
function wake() {
if (!demo) {
return;
}
demo = false;
root.classList.remove('is-demo');
status.setAttribute('aria-live', 'polite');
}
function say(text) {
if (status.textContent !== text) {
status.textContent = text;
}
}
// 시연 시계가 loop 주기 안의 at 시각을 이번 스텝에 막 지났는가
function crossed(t, at, loop) {
const p = t % loop;
return p >= at && p - FIXED_DT < at;
}
function fitCanvas() {
// 캔버스 내부 해상도는 480x300 고정, 배율은 devicePixelRatio 에 상한 2 를 둔다
const dpr = Math.min(window.devicePixelRatio || 1, 2);
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function onResize() {
fitCanvas();
draw();
}
fitCanvas();
window.addEventListener('resize', onResize);
// 화면 좌표(CSS px) → 장면 좌표(480x300). 리사이즈 뒤에도 늘 현재 크기로 다시 잰다
function toScene(ev) {
const r = cv.getBoundingClientRect();
return [((ev.clientX - r.left) / r.width) * W, ((ev.clientY - r.top) / r.height) * H];
}
// ── 필드 버퍼(077 방식) — 항목이 정한 낮은 해상도 버퍼에 픽셀 값을 굽고 drawImage 로 부드럽게 확대한다
const small = document.createElement('canvas');
let sctx = null;
let buf = null;
let px = null;
// 종이 결은 시간이 지나도 안 변한다 — 필드를 만들 때 한 번만 구워 두고 픽셀마다 꺼내 쓴다
let grainF = new Float32Array(0);
function initField(nw, nh) {
small.width = nw;
small.height = nh;
const c = small.getContext('2d');
if (!c) {
return;
}
sctx = c;
buf = c.createImageData(nw, nh);
px = buf.data;
grainF = new Float32Array(nw * nh);
for (let y = 0; y < nh; y += 1) {
for (let x = 0; x < nw; x += 1) {
grainF[y * nw + x] = paperGrain(x * W / nw, y * H / nh);
}
}
}
function blitField(nw, nh) {
if (!sctx || !buf) {
return;
}
sctx.putImageData(buf, 0, 0);
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = 'high';
ctx.drawImage(small, 0, 0, nw, nh, 0, 0, W, H);
}
// ── 결정적 값노이즈 — 난수 소스를 못 쓰므로 정수 해시로 같은 시드에 같은 값
const SEED = 463;
function hash1(n, seed) {
let h = Math.imul(n ^ seed, 374761393);
h = Math.imul(h ^ (h >>> 13), 1274126177);
return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
}
function hash2(x, y, seed) {
return hash1((Math.imul(x, 73856093) ^ Math.imul(y, 19349663)) | 0, seed);
}
function fade(t) { return t * t * (3 - 2 * t); }
function vnoise2(x, y, seed) {
const xi = Math.floor(x), yi = Math.floor(y);
const u = fade(x - xi), v = fade(y - yi);
const a = hash2(xi, yi, seed), b = hash2(xi + 1, yi, seed);
const c = hash2(xi, yi + 1, seed), d = hash2(xi + 1, yi + 1, seed);
return lerp(lerp(a, b, u), lerp(c, d, u), v);
}
function fbm2(x, y, oct, seed) {
let sum = 0, amp = 0.5, norm = 0, f = 1;
for (let i = 0; i < oct; i += 1) {
sum += vnoise2(x * f, y * f, seed + i * 131) * amp;
norm += amp;
amp *= 0.5;
f *= 2;
}
return sum / norm;
}
// 종이 결 — 옅은 얼룩으로 종이가 느껴지게 하는 바닥 값(0~1)
function paperGrain(x, y) {
return fbm2(x * 0.021, y * 0.021, 3, 71);
}
// 07 점 무늬 — 확률 산포 + 반경 내 이웃 혼합, 빗방향 이심 늘림
const SCATTER_P = 0.55; // 5px 격자 자리마다 점을 놓을 확률 — 자리마다 시드 해시 하나를 이 값과 견준다
const BLEND_RADIUS = 5.5; // 이웃 혼합 반경(필드 px)
const STRETCH_ALONG_COMB = 1.9; // 빗방향 이심 늘림 비(가로:세로)
const DOT_N = 210;
const DEMO_LOOP = 3200;
const FW = 192;
const FH = 120;
const TXT_SCAT = 'Scattering dots';
const TXT_BLEND = 'Dots bleed as they blend with neighbors';
const TXT_STRETCH = 'The passing comb stretches the dots';
let dots = [];
let scatterT = 0; // 산포 진행(0~1)
let stretchT = 0; // 늘림 진행(0~1)
let phase = 0;
function seedDots() {
dots = [];
let i = 0;
for (let gy = 1; gy < FH / 5 - 1; gy += 1) {
for (let gx = 1; gx < FW / 5 - 1; gx += 1) {
const h = hash2(gx, gy, 811);
// 격자 안쪽 칸에 시드 해시 확률로 점을 놓는다 — 자리마다 늘 같다
if (h < SCATTER_P) {
dots.push({
x: gx * 5 + (hash2(gx, gy, 977) - 0.5) * 3.6,
y: gy * 5 + (hash2(gx, gy, 341) - 0.5) * 3.6,
s: 1.3 + hash2(gx, gy, 553) * 1.5,
tint: Math.floor(hash2(gx, gy, 761) * TINTS.length) % TINTS.length,
k: 0.55 + hash2(gx, gy, 197) * 0.5,
});
i += 1;
}
}
}
scatterT = 0;
stretchT = 0;
}
const accF = new Float32Array(FW * FH);
const accR = new Float32Array(FW * FH);
const accG = new Float32Array(FW * FH);
const accB = new Float32Array(FW * FH);
// 반경 내 이웃 혼합 — 점마다 자기 반경 상자만 돌며 (1−r²)² 커널을 더한다. 겹친 곳은 색이 섞여 번진다.
// 빗방향 이심 늘림은 커널의 가로 반경만 STRETCH_ALONG_COMB 배까지 늘려 점을 빗 쪽으로 끈다
function splatDots() {
accF.fill(0);
accR.fill(0);
accG.fill(0);
accB.fill(0);
const sx = 1 + (STRETCH_ALONG_COMB - 1) * stretchT;
for (let i = 0; i < dots.length; i += 1) {
const d = dots[i];
if (d.k > scatterT) {
continue;
}
const tc = TINTS[d.tint];
const ry = BLEND_RADIUS * d.s * 0.7;
const rx = ry * sx;
const cx = d.x * sx;
const x0 = Math.max(0, Math.floor(cx - rx)), x1 = Math.min(FW - 1, Math.ceil(cx + rx));
const y0 = Math.max(0, Math.floor(d.y - ry)), y1 = Math.min(FH - 1, Math.ceil(d.y + ry));
for (let y = y0; y <= y1; y += 1) {
const dy = (y - d.y) / ry;
for (let x = x0; x <= x1; x += 1) {
const dx = (x - cx) / rx;
const r2 = dx * dx + dy * dy;
if (r2 < 1) {
// 커널 무게만큼 그 점의 색도 함께 쌓는다 — 겹친 자리는 두 점 색의 가중 평균으로 섞인다
const wgt = (1 - r2) * (1 - r2) * 0.55;
const j = y * FW + x;
accF[j] += wgt;
accR[j] += wgt * tc[0];
accG[j] += wgt * tc[1];
accB[j] += wgt * tc[2];
}
}
}
}
}
function draw() {
if (!px || !sctx) {
return;
}
splatDots();
let i4 = 0;
for (let y = 0; y < FH; y += 1) {
for (let x = 0; x < FW; x += 1) {
const g = grainF[y * FW + x];
const base = mix(PAPER, INK, g * 0.07 + 0.015);
let col = base;
const j0 = y * FW + x;
const v = accF[j0];
if (v > 0.05) {
const tint = [accR[j0] / v, accG[j0] / v, accB[j0] / v];
col = mix(base, tint, smooth(Math.min(v, 1)) * 0.85);
if (v > 0.95) {
col = mix(col, INK, Math.min(v - 0.95, 1) * 0.35);
}
}
px[i4] = col[0];
px[i4 + 1] = col[1];
px[i4 + 2] = col[2];
px[i4 + 3] = 255;
i4 += 4;
}
}
blitField(FW, FH);
}
function settle() {
scatterT = 1;
stretchT = 0.55;
say(TXT_STRETCH);
}
function step() {
if (phase === 0) {
scatterT = Math.min(1, scatterT + 0.010);
if (demo) {
say(TXT_SCAT);
}
if (scatterT >= 1) {
phase = 1;
}
}
else if (phase === 1) {
stretchT = Math.min(1, stretchT + 0.004);
if (demo) {
say(TXT_BLEND);
}
if (stretchT >= 0.5) {
phase = 2;
}
}
else {
stretchT = Math.min(1, stretchT + 0.003);
if (demo) {
say(TXT_STRETCH);
}
}
}
function rescatter() {
seedDots();
phase = 0;
if (still) {
settle();
draw();
return;
}
say(TXT_SCAT);
}
function demoTick(t) {
if (crossed(t, 200, DEMO_LOOP)) {
seedDots();
phase = 0;
}
}
seedDots();
initField(FW, FH);
const btn = root.querySelector('[data-role="btn"]');
if (btn) {
btn.addEventListener('click', function () {
wake();
rescatter();
});
}
cv.addEventListener('pointerdown', function (ev) {
wake();
// 손으로 점 뿌리기 — 그 자리에 점 몇 개를 얹는다
const p = toScene(ev);
const fx = p[0] * FW / W, fy = p[1] * FH / H;
for (let j = 0; j < 7; j += 1) {
dots.push({
x: clamp(fx + (hash1(dots.length + j, 91) - 0.5) * 16, 3, FW - 3),
y: clamp(fy + (hash1(dots.length + j, 33) - 0.5) * 16, 3, FH - 3),
s: 1.3 + hash1(dots.length + j, 7) * 1.4,
tint: (dots.length + j) % TINTS.length,
k: scatterT * 0.98,
});
}
scatterT = Math.max(scatterT, 0.99);
if (phase === 0) {
phase = 1;
}
if (still) {
draw();
return;
}
say(TXT_BLEND);
});
cv.addEventListener('keydown', function (ev) {
const k = ev.key;
if (k !== 'Enter' && k !== ' ') {
return;
}
ev.preventDefault();
wake();
rescatter();
});
let rafId = 0;
let lastTs = -1;
let acc = 0;
let clock = 0;
function frame(ts) {
if (lastTs < 0) {
lastTs = ts;
}
// 탭이 숨었다 돌아와도 한 번에 100ms 까지만 따라잡는다 — 순간이동 대신 이어서 움직인다
acc += Math.min(ts - lastTs, 100);
lastTs = ts;
let n = 0;
while (acc >= FIXED_DT && n < 6) {
clock += FIXED_DT;
if (demo) {
demoTick(clock);
}
step();
acc -= FIXED_DT;
n += 1;
}
draw();
rafId = window.requestAnimationFrame(frame);
}
if (still) {
settle();
draw();
}
else {
rafId = window.requestAnimationFrame(frame);
}
return function () {
window.cancelAnimationFrame(rafId);
window.removeEventListener('resize', onResize);
};
})();// MblNonpareilDotGridScatter - vanilla 판(07-mbl-nonpareil-dot-grid-scatter) 의 React 포트. 같은 계산을 useEffect 안에서 돌린다.
import { useEffect, useRef } from "react";
import styles from "./MblNonpareilDotGridScatter.module.scss";
const cx = (s: string): string => s.split(" ").map((n) => styles[n] ?? n).join(" ");
export default function MblNonpareilDotGridScatter() {
const rootRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current;
if (!rootEl) return;
const root: HTMLElement = rootEl;
type RGB = [number, number, number];
const W = 480;
const H = 300;
const FIXED_DT = 16;
// 마블링 팔레트 — 종이 물면(PAPER) 위에 파스텔 잉크 결이 흐른다
const PAPER: RGB = [252, 246, 234];
const INK: RGB = [58, 48, 76];
const MINT: RGB = [126, 226, 192];
const SKY: RGB = [124, 196, 255];
const LILAC: RGB = [190, 164, 255];
const PINK: RGB = [255, 160, 190];
const PEACH: RGB = [255, 208, 168];
const TINTS: RGB[] = [SKY, PINK, MINT, LILAC, PEACH];
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c: RGB, a: number): string {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a: RGB, b: RGB, k: number): RGB { return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]; }
const canvasEl = root.querySelector('[data-role="canvas"]') as HTMLCanvasElement | null;
const statusEl = root.querySelector('[data-role="status"]') as HTMLElement | null;
const ctxRaw = canvasEl ? canvasEl.getContext('2d') : null;
if (!canvasEl || !ctxRaw || !statusEl) { return; }
const cv: HTMLCanvasElement = canvasEl;
const ctx: CanvasRenderingContext2D = ctxRaw;
const status: HTMLElement = statusEl;
const reduceQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
const still = reduceQuery.matches;
// 자동 시연 중인가 — 사람이 처음 만지는 순간 시연을 멈추고 상태 줄을 읽어 주기 시작한다
let demo = root.classList.contains('is-demo');
function wake(): void {
if (!demo) { return; }
demo = false;
root.classList.remove('is-demo');
status.setAttribute('aria-live', 'polite');
}
function say(text: string): void {
if (status.textContent !== text) { status.textContent = text; }
}
// 시연 시계가 loop 주기 안의 at 시각을 이번 스텝에 막 지났는가
function crossed(t: number, at: number, loop: number): boolean {
const p = t % loop;
return p >= at && p - FIXED_DT < at;
}
function fitCanvas(): void {
// 캔버스 내부 해상도는 480x300 고정, 배율은 devicePixelRatio 에 상한 2 를 둔다
const dpr = Math.min(window.devicePixelRatio || 1, 2);
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function onResize(): void {
fitCanvas();
draw();
}
fitCanvas();
window.addEventListener('resize', onResize);
// 화면 좌표(CSS px) → 장면 좌표(480x300). 리사이즈 뒤에도 늘 현재 크기로 다시 잰다
function toScene(ev: PointerEvent): [number, number] {
const r = cv.getBoundingClientRect();
return [((ev.clientX - r.left) / r.width) * W, ((ev.clientY - r.top) / r.height) * H];
}
// ── 필드 버퍼(077 방식) — 항목이 정한 낮은 해상도 버퍼에 픽셀 값을 굽고 drawImage 로 부드럽게 확대한다
const small = document.createElement('canvas');
let sctx: CanvasRenderingContext2D | null = null;
let buf: ImageData | null = null;
let px: Uint8ClampedArray | null = null;
// 종이 결은 시간이 지나도 안 변한다 — 필드를 만들 때 한 번만 구워 두고 픽셀마다 꺼내 쓴다
let grainF: Float32Array = new Float32Array(0);
function initField(nw: number, nh: number): void {
small.width = nw;
small.height = nh;
const c = small.getContext('2d');
if (!c) { return; }
sctx = c;
buf = c.createImageData(nw, nh);
px = buf.data;
grainF = new Float32Array(nw * nh);
for (let y = 0; y < nh; y += 1) {
for (let x = 0; x < nw; x += 1) { grainF[y * nw + x] = paperGrain(x * W / nw, y * H / nh); }
}
}
function blitField(nw: number, nh: number): void {
if (!sctx || !buf) { return; }
sctx.putImageData(buf, 0, 0);
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = 'high';
ctx.drawImage(small, 0, 0, nw, nh, 0, 0, W, H);
}
// ── 결정적 값노이즈 — 난수 소스를 못 쓰므로 정수 해시로 같은 시드에 같은 값
const SEED = 463;
function hash1(n: number, seed: number): number {
let h = Math.imul(n ^ seed, 374761393);
h = Math.imul(h ^ (h >>> 13), 1274126177);
return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
}
function hash2(x: number, y: number, seed: number): number {
return hash1((Math.imul(x, 73856093) ^ Math.imul(y, 19349663)) | 0, seed);
}
function fade(t: number): number { return t * t * (3 - 2 * t); }
function vnoise2(x: number, y: number, seed: number): number {
const xi = Math.floor(x), yi = Math.floor(y);
const u = fade(x - xi), v = fade(y - yi);
const a = hash2(xi, yi, seed), b = hash2(xi + 1, yi, seed);
const c = hash2(xi, yi + 1, seed), d = hash2(xi + 1, yi + 1, seed);
return lerp(lerp(a, b, u), lerp(c, d, u), v);
}
function fbm2(x: number, y: number, oct: number, seed: number): number {
let sum = 0, amp = 0.5, norm = 0, f = 1;
for (let i = 0; i < oct; i += 1) {
sum += vnoise2(x * f, y * f, seed + i * 131) * amp;
norm += amp;
amp *= 0.5;
f *= 2;
}
return sum / norm;
}
// 종이 결 — 옅은 얼룩으로 종이가 느껴지게 하는 바닥 값(0~1)
function paperGrain(x: number, y: number): number {
return fbm2(x * 0.021, y * 0.021, 3, 71);
}
// 07 점 무늬 — 확률 산포 + 반경 내 이웃 혼합, 빗방향 이심 늘림
const SCATTER_P = 0.55; // 5px 격자 자리마다 점을 놓을 확률 — 자리마다 시드 해시 하나를 이 값과 견준다
const BLEND_RADIUS = 5.5; // 이웃 혼합 반경(필드 px)
const STRETCH_ALONG_COMB = 1.9;// 빗방향 이심 늘림 비(가로:세로)
const DOT_N = 210;
const DEMO_LOOP = 3200;
const FW = 192;
const FH = 120;
const TXT_SCAT = '점을 흩뿌리는 중';
const TXT_BLEND = '이웃 점과 섞여 번진다';
const TXT_STRETCH = '빗이 지나며 점을 늘린다';
type Dot = { x: number; y: number; s: number; tint: number; k: number };
let dots: Dot[] = [];
let scatterT = 0; // 산포 진행(0~1)
let stretchT = 0; // 늘림 진행(0~1)
let phase = 0;
function seedDots(): void {
dots = [];
let i = 0;
for (let gy = 1; gy < FH / 5 - 1; gy += 1) {
for (let gx = 1; gx < FW / 5 - 1; gx += 1) {
const h = hash2(gx, gy, 811);
// 격자 안쪽 칸에 시드 해시 확률로 점을 놓는다 — 자리마다 늘 같다
if (h < SCATTER_P) {
dots.push({
x: gx * 5 + (hash2(gx, gy, 977) - 0.5) * 3.6,
y: gy * 5 + (hash2(gx, gy, 341) - 0.5) * 3.6,
s: 1.3 + hash2(gx, gy, 553) * 1.5,
tint: Math.floor(hash2(gx, gy, 761) * TINTS.length) % TINTS.length,
k: 0.55 + hash2(gx, gy, 197) * 0.5,
});
i += 1;
}
}
}
scatterT = 0;
stretchT = 0;
}
const accF: Float32Array = new Float32Array(FW * FH);
const accR: Float32Array = new Float32Array(FW * FH);
const accG: Float32Array = new Float32Array(FW * FH);
const accB: Float32Array = new Float32Array(FW * FH);
// 반경 내 이웃 혼합 — 점마다 자기 반경 상자만 돌며 (1−r²)² 커널을 더한다. 겹친 곳은 색이 섞여 번진다.
// 빗방향 이심 늘림은 커널의 가로 반경만 STRETCH_ALONG_COMB 배까지 늘려 점을 빗 쪽으로 끈다
function splatDots(): void {
accF.fill(0);
accR.fill(0);
accG.fill(0);
accB.fill(0);
const sx = 1 + (STRETCH_ALONG_COMB - 1) * stretchT;
for (let i = 0; i < dots.length; i += 1) {
const d = dots[i];
if (d.k > scatterT) { continue; }
const tc = TINTS[d.tint];
const ry = BLEND_RADIUS * d.s * 0.7;
const rx = ry * sx;
const cx = d.x * sx;
const x0 = Math.max(0, Math.floor(cx - rx)), x1 = Math.min(FW - 1, Math.ceil(cx + rx));
const y0 = Math.max(0, Math.floor(d.y - ry)), y1 = Math.min(FH - 1, Math.ceil(d.y + ry));
for (let y = y0; y <= y1; y += 1) {
const dy = (y - d.y) / ry;
for (let x = x0; x <= x1; x += 1) {
const dx = (x - cx) / rx;
const r2 = dx * dx + dy * dy;
if (r2 < 1) {
// 커널 무게만큼 그 점의 색도 함께 쌓는다 — 겹친 자리는 두 점 색의 가중 평균으로 섞인다
const wgt = (1 - r2) * (1 - r2) * 0.55;
const j = y * FW + x;
accF[j] += wgt;
accR[j] += wgt * tc[0];
accG[j] += wgt * tc[1];
accB[j] += wgt * tc[2];
}
}
}
}
}
function draw(): void {
if (!px || !sctx) { return; }
splatDots();
let i4 = 0;
for (let y = 0; y < FH; y += 1) {
for (let x = 0; x < FW; x += 1) {
const g = grainF[y * FW + x];
const base = mix(PAPER, INK, g * 0.07 + 0.015);
let col = base;
const j0 = y * FW + x;
const v = accF[j0];
if (v > 0.05) {
const tint: RGB = [accR[j0] / v, accG[j0] / v, accB[j0] / v];
col = mix(base, tint, smooth(Math.min(v, 1)) * 0.85);
if (v > 0.95) { col = mix(col, INK, Math.min(v - 0.95, 1) * 0.35); }
}
px[i4] = col[0]; px[i4 + 1] = col[1]; px[i4 + 2] = col[2]; px[i4 + 3] = 255;
i4 += 4;
}
}
blitField(FW, FH);
}
function settle(): void {
scatterT = 1;
stretchT = 0.55;
say(TXT_STRETCH);
}
function step(): void {
if (phase === 0) {
scatterT = Math.min(1, scatterT + 0.010);
if (demo) { say(TXT_SCAT); }
if (scatterT >= 1) { phase = 1; }
} else if (phase === 1) {
stretchT = Math.min(1, stretchT + 0.004);
if (demo) { say(TXT_BLEND); }
if (stretchT >= 0.5) { phase = 2; }
} else {
stretchT = Math.min(1, stretchT + 0.003);
if (demo) { say(TXT_STRETCH); }
}
}
function rescatter(): void {
seedDots();
phase = 0;
if (still) { settle(); draw(); return; }
say(TXT_SCAT);
}
function demoTick(t: number): void {
if (crossed(t, 200, DEMO_LOOP)) {
seedDots();
phase = 0;
}
}
seedDots();
initField(FW, FH);
const btn = root.querySelector('[data-role="btn"]') as HTMLButtonElement | null;
if (btn) {
btn.addEventListener('click', function (): void {
wake();
rescatter();
});
}
cv.addEventListener('pointerdown', function (ev: PointerEvent): void {
wake();
// 손으로 점 뿌리기 — 그 자리에 점 몇 개를 얹는다
const p = toScene(ev);
const fx = p[0] * FW / W, fy = p[1] * FH / H;
for (let j = 0; j < 7; j += 1) {
dots.push({
x: clamp(fx + (hash1(dots.length + j, 91) - 0.5) * 16, 3, FW - 3),
y: clamp(fy + (hash1(dots.length + j, 33) - 0.5) * 16, 3, FH - 3),
s: 1.3 + hash1(dots.length + j, 7) * 1.4,
tint: (dots.length + j) % TINTS.length,
k: scatterT * 0.98,
});
}
scatterT = Math.max(scatterT, 0.99);
if (phase === 0) { phase = 1; }
if (still) { draw(); return; }
say(TXT_BLEND);
});
cv.addEventListener('keydown', function (ev: KeyboardEvent): void {
const k = ev.key;
if (k !== 'Enter' && k !== ' ') { return; }
ev.preventDefault();
wake();
rescatter();
});
let rafId = 0;
let lastTs = -1;
let acc = 0;
let clock = 0;
function frame(ts: number): void {
if (lastTs < 0) { lastTs = ts; }
// 탭이 숨었다 돌아와도 한 번에 100ms 까지만 따라잡는다 — 순간이동 대신 이어서 움직인다
acc += Math.min(ts - lastTs, 100);
lastTs = ts;
let n = 0;
while (acc >= FIXED_DT && n < 6) {
clock += FIXED_DT;
if (demo) { demoTick(clock); }
step();
acc -= FIXED_DT;
n += 1;
}
draw();
rafId = window.requestAnimationFrame(frame);
}
if (still) {
settle();
draw();
} else {
rafId = window.requestAnimationFrame(frame);
}
return function (): void {
window.cancelAnimationFrame(rafId);
window.removeEventListener('resize', onResize);
};
}, []);
return (
<div className={cx("hs") + " is-demo"} ref={rootRef}>
<canvas className={cx("hs__canvas")} data-role="canvas" width={480} height={300} tabIndex={0} aria-label="흩뿌린 점이 번지고 늘어나 얼룩지는 점 무늬 결"></canvas>
<p className={cx("hs__status")} data-role="status" aria-live="off">점을 흩뿌리는 중</p>
<div className={cx("hs__tools")}>
<button className={cx("hs__btn")} data-role="btn" type="button">점 다시 뿌리기</button>
</div>
</div>
);
}07 Scattered Dots Bleeding and Stretching Into Mottled Speckles — Measured area 68.47% · moving frames 16/23Original by GODRICH · SCSS and React ship in the zip · Marble Effect CSS: 9 Ink, Comb and Agate Patterns
The post this demo lives in
Marble Effect CSS: 9 Ink, Comb and Agate PatternsIn this marble effect css set, ink on water is a thin film held by surface tension — 04 pushes it into skewed wave bands See all demos in this post
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