Codrops 원본

Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering

배경 · MIT

배경 더 보기
ORIGINAL PREVIEW
Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering 정적 미리보기

갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.

큰 화면으로 보기 새 탭

SOURCE FILES

원본 코드 읽기

16개 파일

수집한 원본 소스와 실행 안내를 함께 제공합니다.

astro.config.mjs
파일 저장

// @ts-check
import { defineConfig } from 'astro/config';

// https://astro.build/config
export default defineConfig({
  
});
src/components/ThreeShader.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

함께 쓰는 파일 14개 보기
src/layouts/BaseLayout.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

src/pages/circles.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

src/pages/diamonds.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

src/pages/index.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

src/pages/triangles.astro

큰 소스 파일과 이미지·모델 등의 자료는 파일을 저장해 확인할 수 있어요.

src/script/main.ts
파일 저장

import * as THREE from 'three';
import vertexSrc   from './shaders/vertex.glsl?raw';
import fragmentSrc from './shaders/fragment.glsl?raw';


const bg = document.getElementById('hero_bg')
const shapeAttr  = bg?.getAttribute('data-shape') ?? 'square';
const pixelSizeAttr = bg?.getAttribute('data-pixel-size') ?? '4';
const inkAttr = bg?.getAttribute('data-ink') ?? '#FFFFFF';

const SHAPE_MAP: Record<string, number> = {
  square: 0,
  circle: 1,
  triangle: 2,
  diamond: 3,
};

/* ---------- renderer ------------------------------------- */
const canvas  = document.createElement('canvas');
const gl      = canvas.getContext('webgl2')!;
const renderer = new THREE.WebGLRenderer({ canvas, context: gl, antialias: true });
bg?.appendChild(canvas);

/* ---------- uniforms ------------------------------------- */
const MAX_CLICKS = 10;
const uniforms = {
  uResolution : { value: new THREE.Vector2() },
  uTime       : { value: 0 },
  uColor     : { value: new THREE.Color(inkAttr) },
  uClickPos   : { value: Array.from({ length: MAX_CLICKS }, () => new THREE.Vector2(-1, -1)) },
  uClickTimes : { value: new Float32Array(MAX_CLICKS) },
  uShapeType  : { value: SHAPE_MAP[shapeAttr] ?? 0 },
  uPixelSize  : { value: parseFloat(pixelSizeAttr) || 4 },
};

/* ---------- scene / camera / quad ------------------------ */
const scene  = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const material = new THREE.ShaderMaterial({
  vertexShader: vertexSrc,
  fragmentShader: fragmentSrc,
  uniforms,
  glslVersion: THREE.GLSL3,
  transparent: true,
});
scene.add(new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material));

/* ---------- resize helper -------------------------------- */
const resize = () => {
  const w = canvas.clientWidth  || window.innerWidth;
  const h = canvas.clientHeight || window.innerHeight;
  renderer.setSize(w, h, false);
  uniforms.uResolution.value.set(w, h);
};
window.addEventListener('resize', resize);
resize();

/* ---------- click ripple --------------------------------- */
let clickIx = 0;
canvas.addEventListener('pointerdown', e => {
  const rect = canvas.getBoundingClientRect();
  const fx = (e.clientX - rect.left)  * (canvas.width  / rect.width);
  const fy = (rect.height - (e.clientY - rect.top)) * (canvas.height / rect.height);

  uniforms.uClickPos.value[clickIx].set(fx, fy);
  uniforms.uClickTimes.value[clickIx] = uniforms.uTime.value;
  clickIx = (clickIx + 1) % MAX_CLICKS;
});

/* ---------- main loop ------------------------------------ */
const clock = new THREE.Clock();
(function animate() {
  uniforms.uTime.value = clock.getElapsedTime();
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
})();
src/script/shaders/fragment.glsl
파일 저장

precision highp float;

uniform vec3  uColor; // Viewport resolution (pixels)
uniform vec2  uResolution;
uniform vec4  uMouse;
uniform float uTime;
uniform float uPixelSize;


uniform int   uShapeType;         // 0=square 1=circle 2=tri 3=diamond
const int SHAPE_SQUARE   = 0;
const int SHAPE_CIRCLE   = 1;
const int SHAPE_TRIANGLE = 2;
const int SHAPE_DIAMOND  = 3;
/* ----------------------------------------------------------- */

const int   MAX_CLICKS = 10;

uniform vec2  uClickPos  [MAX_CLICKS];
uniform float uClickTimes[MAX_CLICKS];

out vec4 fragColor;


// ─────────────────────────────────────────────────────────────
// Bayer matrix helpers (ordered dithering thresholds)
// ─────────────────────────────────────────────────────────────
float Bayer2(vec2 a) {
    a = floor(a);
    return fract(a.x / 2. + a.y * a.y * .75);
}

#define Bayer4(a) (Bayer2(.5*(a))*0.25 + Bayer2(a))
#define Bayer8(a) (Bayer4(.5*(a))*0.25 + Bayer2(a))


#define FBM_OCTAVES     5
#define FBM_LACUNARITY  1.25
#define FBM_GAIN        1.
#define FBM_SCALE       4.0          // master scale for uv

/*-------------------------------------------------------------
  1-D hash and 3-D value-noise helpers
-------------------------------------------------------------*/
float hash11(float n) { return fract(sin(n)*43758.5453); }

float vnoise(vec3 p)
{
    vec3 ip = floor(p);
    vec3 fp = fract(p);

    float n000 = hash11(dot(ip + vec3(0.0,0.0,0.0), vec3(1.0,57.0,113.0)));
    float n100 = hash11(dot(ip + vec3(1.0,0.0,0.0), vec3(1.0,57.0,113.0)));
    float n010 = hash11(dot(ip + vec3(0.0,1.0,0.0), vec3(1.0,57.0,113.0)));
    float n110 = hash11(dot(ip + vec3(1.0,1.0,0.0), vec3(1.0,57.0,113.0)));
    float n001 = hash11(dot(ip + vec3(0.0,0.0,1.0), vec3(1.0,57.0,113.0)));
    float n101 = hash11(dot(ip + vec3(1.0,0.0,1.0), vec3(1.0,57.0,113.0)));
    float n011 = hash11(dot(ip + vec3(0.0,1.0,1.0), vec3(1.0,57.0,113.0)));
    float n111 = hash11(dot(ip + vec3(1.0,1.0,1.0), vec3(1.0,57.0,113.0)));

    vec3 w = fp*fp*fp*(fp*(fp*6.0-15.0)+10.0);   // smootherstep

    float x00 = mix(n000, n100, w.x);
    float x10 = mix(n010, n110, w.x);
    float x01 = mix(n001, n101, w.x);
    float x11 = mix(n011, n111, w.x);

    float y0  = mix(x00, x10, w.y);
    float y1  = mix(x01, x11, w.y);

    return mix(y0, y1, w.z) * 2.0 - 1.0;         // [-1,1]
}

/*-------------------------------------------------------------
  Stable fBm – no default args, loop fully static
-------------------------------------------------------------*/
float fbm2(vec2 uv, float t)
{
    vec3 p   = vec3(uv * FBM_SCALE, t);
    float amp  = 1.;
    float freq = 1.;
    float sum  = 1.;

    for (int i = 0; i < FBM_OCTAVES; ++i)
    {
        sum  += amp * vnoise(p * freq);
        freq *= FBM_LACUNARITY;
        amp  *= FBM_GAIN;
    }
    
    return sum * 0.5 + 0.5;   // [0,1]
}


float maskCircle(vec2 p, float cov) {

    float r = sqrt(cov) * .25;
    float d = length(p - 0.5) - r;
    // cheap analytic AA
    float aa = 0.5 * fwidth(d);
    return cov * (1.0 - smoothstep(-aa, aa, d * 2.));
    
}


float maskTriangle(vec2 p, vec2 id, float cov) {
    bool flip = mod(id.x + id.y, 2.0) > 0.5;
    if (flip) p.x = 1.0 - p.x;
    float r = sqrt(cov);
    float d  = p.y - r*(1.0 - p.x);   // signed distance to the edge
    float aa = fwidth(d);             // analytic pixel width
    return cov * clamp(0.5 - d/aa, 0.0, 1.0);
}
float maskDiamond(vec2 p, float cov) {
    float r = sqrt(cov) * 0.564;
    return step(abs(p.x - 0.49) + abs(p.y - 0.49), r);
}

/* ----------------------------------------------------------- */
void main() {

    float pixelSize = uPixelSize; // Size of each pixel in the Bayer matri
    vec2 fragCoord = gl_FragCoord.xy - uResolution * .5;

    // Calculate the UV coordinates for the grid
    float aspectRatio = uResolution.x / uResolution.y;

    vec2 pixelId = floor(fragCoord / pixelSize); // integer Bayer cell
    vec2 pixelUV = fract(fragCoord / pixelSize); 

    float cellPixelSize =  8. * pixelSize; // 8x8 Bayer matrix
    vec2 cellId = floor(fragCoord / cellPixelSize); // integer Bayer cell
    
    vec2 cellCoord = cellId * cellPixelSize;
    
    
    vec2 uv = cellCoord / uResolution * vec2(aspectRatio, 1.0);

    /* Animated fbm feed ------------------------------------ */
    float feed = fbm2(uv, uTime * 0.05);
    feed = feed * 0.5 - 0.65;                // contrast / brightness

    /* Ripple clicks ---------------------------------------- */
    const float speed     = 0.30;
    const float thickness = 0.10;
    const float dampT     = 1.0;
    const float dampR     = 10.0;

    for (int i = 0; i < MAX_CLICKS; ++i) {
        vec2 pos = uClickPos[i];
        if (pos.x < 0.0) continue;           // “empty” slot

        vec2 cuv = (((pos - uResolution * .5 - cellPixelSize * .5) / (uResolution) )) * vec2(aspectRatio, 1.0);

        float t = max(uTime - uClickTimes[i], 0.0);
        float r = distance(uv, cuv);

        float waveR = speed * t;
        float ring  = exp(-pow((r - waveR) / thickness, 2.0));
        float atten = exp(-dampT * t) * exp(-dampR * r);
        feed = max(feed, ring * atten);
    }

    float bayer = Bayer8(fragCoord / uPixelSize) - 0.5;
    float bw    = step(0.5, feed + bayer);     // ordered-dither output

    /* ===== mask selection ================================= */
    float coverage = bw;
    float M;
    if      (uShapeType == SHAPE_CIRCLE)   M = maskCircle (pixelUV, coverage);
    else if (uShapeType == SHAPE_TRIANGLE) M = maskTriangle(pixelUV, pixelId, coverage);
    else if (uShapeType == SHAPE_DIAMOND)  M = maskDiamond(pixelUV, coverage);
    else                                   M = coverage;   // default = square
    /* ====================================================== */

    vec3 color = uColor; 
    fragColor = vec4(color, M);
}
src/script/shaders/vertex.glsl
파일 저장

void main() {
  gl_Position = vec4(position, 1.0);
}
src/styles/main.css
파일 저장

html,body,#hero_bg,canvas{margin:0;padding:0;width:100%;height:100%;overflow:hidden;}
body{
  font-family:'Poppins',sans-serif;
  position:relative;
  background:#000;
  user-select:none;
}
#hero_bg canvas{display:block;}

.label{
  position:absolute;
  inset:0;
  display:flex;
  justify-content:center;
  align-items:center;
  font-size:clamp(3rem,10vw,10rem);
  letter-spacing:.1em;
  color:#fff;
  mix-blend-mode:difference;   /* nice inverted look on dark bg */
  pointer-events:none;
}

.pager{
  position:absolute;
  left:1rem;
  bottom:1rem;
  display:flex;
  gap:.75rem;
  font-size:.9rem;
}

a:hover, a[aria-current="page"]{color:#fff; cursor: pointer;}

.social{
  position:absolute;
  right:1rem;
  bottom:1rem;
  font-size:.9rem;
}
.social img {
  width:1.2rem;
  height:1.2rem;
  vertical-align:middle;
  margin-right:.5rem;
}
.social  a{
  color:#fff;
  font-weight: 100;
}
.social a:hover {
  text-decoration: underline ;
}

a{
  color:#fff8;
  text-decoration:none;
  transition:color .2s;
}
types.d.ts
파일 저장

declare module '*.glsl' {
  const src: string;
  export default src;
}
Original author attribution실행 안내·자료
파일 저장

Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering
Original author: Seva Dolgopolov
Published by Codrops. Copyright (c) 2026 Codrops.
License: MIT, pursuant to the publisher's downloadable-demo grant.
Keep CODROPS-MIT-2026.txt and the original project notices with copies.
Third-party media exceptions and credits are recorded separately in the source inventory.
.preview/third-party-notices/astro/LICENSE실행 안내·자료
파일 저장

MIT License

Copyright (c) 2021 Fred K. Schott

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

"""
This license applies to parts of the `packages/create-astro` and `packages/astro` subdirectories originating from the https://github.com/sveltejs/kit repository:

Copyright (c) 2020 [these people](https://github.com/sveltejs/kit/graphs/contributors)

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
"""

"""
This license applies to parts of the `packages/create-astro` and `packages/astro` subdirectories originating from the https://github.com/vitejs/vite repository:

MIT License

Copyright (c) 2019-present, Yuxi (Evan) You and Vite contributors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
"""
.preview/third-party-notices/three/LICENSE실행 안내·자료
파일 저장

The MIT License

Copyright © 2010-2025 three.js authors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Bundled dependency licenses실행 안내·자료
파일 저장

Isolated framework dependency inventory
{
  "id": "codrops-c5415a88825b",
  "packages": [
    {
      "package": "astro",
      "version": "5.11.1",
      "declaredLicense": "MIT",
      "noticeFiles": [
        ".preview/third-party-notices/astro/LICENSE"
      ],
      "noticeScope": "Original installed package notices; not a replacement license grant."
    },
    {
      "package": "three",
      "version": "0.178.0",
      "declaredLicense": "MIT",
      "noticeFiles": [
        ".preview/third-party-notices/three/LICENSE"
      ],
      "noticeScope": "Original installed package notices; not a replacement license grant."
    }
  ],
  "publisherNotice": ".preview/CODROPS-MIT.txt",
  "authorAttribution": ".preview/ATTRIBUTION.txt"
}

.preview/ATTRIBUTION.txt
Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering
Original author: Seva Dolgopolov
Published by Codrops. Copyright (c) 2026 Codrops.
License: MIT, pursuant to the publisher's downloadable-demo grant.
Keep CODROPS-MIT-2026.txt and the original project notices with copies.
Third-party media exceptions and credits are recorded separately in the source inventory.


.preview/third-party-notices/astro/LICENSE
MIT License

Copyright (c) 2021 Fred K. Schott

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

"""
This license applies to parts of the `packages/create-astro` and `packages/astro` subdirectories originating from the https://github.com/sveltejs/kit repository:

Copyright (c) 2020 [these people](https://github.com/sveltejs/kit/graphs/contributors)

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
"""

"""
This license applies to parts of the `packages/create-astro` and `packages/astro` subdirectories originating from the https://github.com/vitejs/vite repository:

MIT License

Copyright (c) 2019-present, Yuxi (Evan) You and Vite contributors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
"""


.preview/third-party-notices/three/LICENSE
The MIT License

Copyright © 2010-2025 three.js authors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.