@3driseai/3drise-core 1.0.1

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Files changed (724) hide show
  1. package/dist/constants/index.d.ts +22 -0
  2. package/dist/constants/index.d.ts.map +1 -0
  3. package/dist/constants/index.js +7 -0
  4. package/dist/data/allMaterials.d.ts +5 -0
  5. package/dist/data/allMaterials.d.ts.map +1 -0
  6. package/dist/data/allMaterials.js +932 -0
  7. package/dist/data/defaults.d.ts +107 -0
  8. package/dist/data/defaults.d.ts.map +1 -0
  9. package/dist/data/defaults.js +99 -0
  10. package/dist/data/effectsDefaults.d.ts +4 -0
  11. package/dist/data/effectsDefaults.d.ts.map +1 -0
  12. package/dist/data/effectsDefaults.js +55 -0
  13. package/dist/data/images.d.ts +4 -0
  14. package/dist/data/images.d.ts.map +1 -0
  15. package/dist/data/images.js +50 -0
  16. package/dist/data/index.d.ts +10 -0
  17. package/dist/data/index.d.ts.map +1 -0
  18. package/dist/data/index.js +9 -0
  19. package/dist/data/lightPresets.d.ts +99 -0
  20. package/dist/data/lightPresets.d.ts.map +1 -0
  21. package/dist/data/lightPresets.js +48 -0
  22. package/dist/data/particlesSettings.d.ts +13 -0
  23. package/dist/data/particlesSettings.d.ts.map +1 -0
  24. package/dist/data/particlesSettings.js +94 -0
  25. package/dist/data/paths.d.ts +32 -0
  26. package/dist/data/paths.d.ts.map +1 -0
  27. package/dist/data/paths.js +2597 -0
  28. package/dist/data/shaders.d.ts +12 -0
  29. package/dist/data/shaders.d.ts.map +1 -0
  30. package/dist/data/shaders.js +342 -0
  31. package/dist/data/shapeConfig.d.ts +3 -0
  32. package/dist/data/shapeConfig.d.ts.map +1 -0
  33. package/dist/data/shapeConfig.js +29 -0
  34. package/dist/index.d.ts +72 -0
  35. package/dist/index.d.ts.map +1 -0
  36. package/dist/index.js +70 -0
  37. package/dist/presets/cloudsPresets.d.ts +32 -0
  38. package/dist/presets/cloudsPresets.d.ts.map +1 -0
  39. package/dist/presets/cloudsPresets.js +257 -0
  40. package/dist/presets/coronaPresets.d.ts +11 -0
  41. package/dist/presets/coronaPresets.d.ts.map +1 -0
  42. package/dist/presets/coronaPresets.js +148 -0
  43. package/dist/presets/crystalPresets.d.ts +38 -0
  44. package/dist/presets/crystalPresets.d.ts.map +1 -0
  45. package/dist/presets/crystalPresets.js +265 -0
  46. package/dist/presets/effectsPresets.d.ts +32 -0
  47. package/dist/presets/effectsPresets.d.ts.map +1 -0
  48. package/dist/presets/effectsPresets.js +438 -0
  49. package/dist/presets/glassPresets.d.ts +36 -0
  50. package/dist/presets/glassPresets.d.ts.map +1 -0
  51. package/dist/presets/glassPresets.js +236 -0
  52. package/dist/presets/index.d.ts +21 -0
  53. package/dist/presets/index.d.ts.map +1 -0
  54. package/dist/presets/index.js +52 -0
  55. package/dist/presets/lavaPresets.d.ts +11 -0
  56. package/dist/presets/lavaPresets.d.ts.map +1 -0
  57. package/dist/presets/lavaPresets.js +202 -0
  58. package/dist/presets/metalPresets.d.ts +33 -0
  59. package/dist/presets/metalPresets.d.ts.map +1 -0
  60. package/dist/presets/metalPresets.js +205 -0
  61. package/dist/presets/oceanPresets.d.ts +37 -0
  62. package/dist/presets/oceanPresets.d.ts.map +1 -0
  63. package/dist/presets/oceanPresets.js +120 -0
  64. package/dist/presets/plasticPresets.d.ts +35 -0
  65. package/dist/presets/plasticPresets.d.ts.map +1 -0
  66. package/dist/presets/plasticPresets.js +245 -0
  67. package/dist/presets/sandPresets.d.ts +11 -0
  68. package/dist/presets/sandPresets.d.ts.map +1 -0
  69. package/dist/presets/sandPresets.js +294 -0
  70. package/dist/presets/skyPresets.d.ts +27 -0
  71. package/dist/presets/skyPresets.d.ts.map +1 -0
  72. package/dist/presets/skyPresets.js +93 -0
  73. package/dist/presets/woodPresets.d.ts +33 -0
  74. package/dist/presets/woodPresets.d.ts.map +1 -0
  75. package/dist/presets/woodPresets.js +235 -0
  76. package/dist/services/AnimationsManager.d.ts +171 -0
  77. package/dist/services/AnimationsManager.d.ts.map +1 -0
  78. package/dist/services/AnimationsManager.js +508 -0
  79. package/dist/services/CubeCameraManager.d.ts +23 -0
  80. package/dist/services/CubeCameraManager.d.ts.map +1 -0
  81. package/dist/services/CubeCameraManager.js +84 -0
  82. package/dist/services/FontManager.d.ts +32 -0
  83. package/dist/services/FontManager.d.ts.map +1 -0
  84. package/dist/services/FontManager.js +76 -0
  85. package/dist/services/MaterialCompiler.d.ts +30 -0
  86. package/dist/services/MaterialCompiler.d.ts.map +1 -0
  87. package/dist/services/MaterialCompiler.js +91 -0
  88. package/dist/services/MaterialRegistry.d.ts +85 -0
  89. package/dist/services/MaterialRegistry.d.ts.map +1 -0
  90. package/dist/services/MaterialRegistry.js +362 -0
  91. package/dist/services/NoiseGenerator.d.ts +93 -0
  92. package/dist/services/NoiseGenerator.d.ts.map +1 -0
  93. package/dist/services/NoiseGenerator.js +653 -0
  94. package/dist/services/ObjectManager.d.ts +71 -0
  95. package/dist/services/ObjectManager.d.ts.map +1 -0
  96. package/dist/services/ObjectManager.js +386 -0
  97. package/dist/services/PositionsCreator.d.ts +26 -0
  98. package/dist/services/PositionsCreator.d.ts.map +1 -0
  99. package/dist/services/PositionsCreator.js +263 -0
  100. package/dist/services/SceneStore.d.ts +20 -0
  101. package/dist/services/SceneStore.d.ts.map +1 -0
  102. package/dist/services/SceneStore.js +18 -0
  103. package/dist/services/ShadersLibrary.d.ts +79 -0
  104. package/dist/services/ShadersLibrary.d.ts.map +1 -0
  105. package/dist/services/ShadersLibrary.js +820 -0
  106. package/dist/services/SkySystemManager.d.ts +57 -0
  107. package/dist/services/SkySystemManager.d.ts.map +1 -0
  108. package/dist/services/SkySystemManager.js +190 -0
  109. package/dist/services/TextureResolver.d.ts +51 -0
  110. package/dist/services/TextureResolver.d.ts.map +1 -0
  111. package/dist/services/TextureResolver.js +136 -0
  112. package/dist/services/TexturesManager.d.ts +17 -0
  113. package/dist/services/TexturesManager.d.ts.map +1 -0
  114. package/dist/services/TexturesManager.js +48 -0
  115. package/dist/services/UniformConverter.d.ts +33 -0
  116. package/dist/services/UniformConverter.d.ts.map +1 -0
  117. package/dist/services/UniformConverter.js +252 -0
  118. package/dist/services/index.d.ts +19 -0
  119. package/dist/services/index.d.ts.map +1 -0
  120. package/dist/services/index.js +14 -0
  121. package/dist/shaders/BasicSkyMaterial.d.ts +49 -0
  122. package/dist/shaders/BasicSkyMaterial.d.ts.map +1 -0
  123. package/dist/shaders/BasicSkyMaterial.js +94 -0
  124. package/dist/shaders/BasicWaterMaterial.d.ts +41 -0
  125. package/dist/shaders/BasicWaterMaterial.d.ts.map +1 -0
  126. package/dist/shaders/BasicWaterMaterial.js +155 -0
  127. package/dist/shaders/BubblesPointsMaterial.d.ts +52 -0
  128. package/dist/shaders/BubblesPointsMaterial.d.ts.map +1 -0
  129. package/dist/shaders/BubblesPointsMaterial.js +95 -0
  130. package/dist/shaders/CartoonCloudsMaterial.d.ts +36 -0
  131. package/dist/shaders/CartoonCloudsMaterial.d.ts.map +1 -0
  132. package/dist/shaders/CartoonCloudsMaterial.js +59 -0
  133. package/dist/shaders/CartoonCloudsPointsMaterial.d.ts +65 -0
  134. package/dist/shaders/CartoonCloudsPointsMaterial.d.ts.map +1 -0
  135. package/dist/shaders/CartoonCloudsPointsMaterial.js +138 -0
  136. package/dist/shaders/CirrusCloudsMaterial.d.ts +36 -0
  137. package/dist/shaders/CirrusCloudsMaterial.d.ts.map +1 -0
  138. package/dist/shaders/CirrusCloudsMaterial.js +55 -0
  139. package/dist/shaders/CirrusCloudsPointsMaterial.d.ts +69 -0
  140. package/dist/shaders/CirrusCloudsPointsMaterial.d.ts.map +1 -0
  141. package/dist/shaders/CirrusCloudsPointsMaterial.js +140 -0
  142. package/dist/shaders/CloudsMaterial.d.ts +47 -0
  143. package/dist/shaders/CloudsMaterial.d.ts.map +1 -0
  144. package/dist/shaders/CloudsMaterial.js +124 -0
  145. package/dist/shaders/CloudsPointsMaterial.d.ts +82 -0
  146. package/dist/shaders/CloudsPointsMaterial.d.ts.map +1 -0
  147. package/dist/shaders/CloudsPointsMaterial.js +200 -0
  148. package/dist/shaders/CommonNoiseFunctions.d.ts +2 -0
  149. package/dist/shaders/CommonNoiseFunctions.d.ts.map +1 -0
  150. package/dist/shaders/CommonNoiseFunctions.js +41 -0
  151. package/dist/shaders/CoronaMaterial.d.ts +41 -0
  152. package/dist/shaders/CoronaMaterial.d.ts.map +1 -0
  153. package/dist/shaders/CoronaMaterial.js +54 -0
  154. package/dist/shaders/CustomShaderMaterial.d.ts +10 -0
  155. package/dist/shaders/CustomShaderMaterial.d.ts.map +1 -0
  156. package/dist/shaders/CustomShaderMaterial.js +10 -0
  157. package/dist/shaders/EarthAtmosphereMaterial.d.ts +28 -0
  158. package/dist/shaders/EarthAtmosphereMaterial.d.ts.map +1 -0
  159. package/dist/shaders/EarthAtmosphereMaterial.js +55 -0
  160. package/dist/shaders/EarthMaterial.d.ts +40 -0
  161. package/dist/shaders/EarthMaterial.d.ts.map +1 -0
  162. package/dist/shaders/EarthMaterial.js +69 -0
  163. package/dist/shaders/FireMaterial.d.ts +30 -0
  164. package/dist/shaders/FireMaterial.d.ts.map +1 -0
  165. package/dist/shaders/FireMaterial.js +154 -0
  166. package/dist/shaders/FireShellMaterial.d.ts +34 -0
  167. package/dist/shaders/FireShellMaterial.d.ts.map +1 -0
  168. package/dist/shaders/FireShellMaterial.js +137 -0
  169. package/dist/shaders/FlareMaterial.d.ts +79 -0
  170. package/dist/shaders/FlareMaterial.d.ts.map +1 -0
  171. package/dist/shaders/FlareMaterial.js +184 -0
  172. package/dist/shaders/GlowMaterial.d.ts +41 -0
  173. package/dist/shaders/GlowMaterial.d.ts.map +1 -0
  174. package/dist/shaders/GlowMaterial.js +54 -0
  175. package/dist/shaders/GlyphRingMaterial.d.ts +72 -0
  176. package/dist/shaders/GlyphRingMaterial.d.ts.map +1 -0
  177. package/dist/shaders/GlyphRingMaterial.js +152 -0
  178. package/dist/shaders/ImageMaterial.d.ts +294 -0
  179. package/dist/shaders/ImageMaterial.d.ts.map +1 -0
  180. package/dist/shaders/ImageMaterial.js +401 -0
  181. package/dist/shaders/LavaMaterial.d.ts +69 -0
  182. package/dist/shaders/LavaMaterial.d.ts.map +1 -0
  183. package/dist/shaders/LavaMaterial.js +127 -0
  184. package/dist/shaders/LineEffectsMaterials.d.ts +97 -0
  185. package/dist/shaders/LineEffectsMaterials.d.ts.map +1 -0
  186. package/dist/shaders/LineEffectsMaterials.js +242 -0
  187. package/dist/shaders/LineMaterial.d.ts +37 -0
  188. package/dist/shaders/LineMaterial.d.ts.map +1 -0
  189. package/dist/shaders/LineMaterial.js +64 -0
  190. package/dist/shaders/MeshEffectsMaterial.d.ts +278 -0
  191. package/dist/shaders/MeshEffectsMaterial.d.ts.map +1 -0
  192. package/dist/shaders/MeshEffectsMaterial.js +312 -0
  193. package/dist/shaders/MorphingSimulation.d.ts +17 -0
  194. package/dist/shaders/MorphingSimulation.d.ts.map +1 -0
  195. package/dist/shaders/MorphingSimulation.js +66 -0
  196. package/dist/shaders/MyGridMaterial.d.ts +61 -0
  197. package/dist/shaders/MyGridMaterial.d.ts.map +1 -0
  198. package/dist/shaders/MyGridMaterial.js +176 -0
  199. package/dist/shaders/MyParticlesMaterial.d.ts +65 -0
  200. package/dist/shaders/MyParticlesMaterial.d.ts.map +1 -0
  201. package/dist/shaders/MyParticlesMaterial.js +126 -0
  202. package/dist/shaders/NebulaCloudsMaterial.d.ts +44 -0
  203. package/dist/shaders/NebulaCloudsMaterial.d.ts.map +1 -0
  204. package/dist/shaders/NebulaCloudsMaterial.js +63 -0
  205. package/dist/shaders/NebulaPointsMaterial.d.ts +236 -0
  206. package/dist/shaders/NebulaPointsMaterial.d.ts.map +1 -0
  207. package/dist/shaders/NebulaPointsMaterial.js +265 -0
  208. package/dist/shaders/OceanMaterial.d.ts +57 -0
  209. package/dist/shaders/OceanMaterial.d.ts.map +1 -0
  210. package/dist/shaders/OceanMaterial.js +240 -0
  211. package/dist/shaders/PainterlyCloudsMaterial.d.ts +49 -0
  212. package/dist/shaders/PainterlyCloudsMaterial.d.ts.map +1 -0
  213. package/dist/shaders/PainterlyCloudsMaterial.js +68 -0
  214. package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts +69 -0
  215. package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts.map +1 -0
  216. package/dist/shaders/PainterlyCloudsPointsMaterial.js +140 -0
  217. package/dist/shaders/RainMaterial.d.ts +36 -0
  218. package/dist/shaders/RainMaterial.d.ts.map +1 -0
  219. package/dist/shaders/RainMaterial.js +79 -0
  220. package/dist/shaders/ReflectorMaterial.d.ts +62 -0
  221. package/dist/shaders/ReflectorMaterial.d.ts.map +1 -0
  222. package/dist/shaders/ReflectorMaterial.js +167 -0
  223. package/dist/shaders/SandMaterial.d.ts +58 -0
  224. package/dist/shaders/SandMaterial.d.ts.map +1 -0
  225. package/dist/shaders/SandMaterial.js +296 -0
  226. package/dist/shaders/ShaderEffectsMaterial copy.d.ts +280 -0
  227. package/dist/shaders/ShaderEffectsMaterial copy.d.ts.map +1 -0
  228. package/dist/shaders/ShaderEffectsMaterial copy.js +354 -0
  229. package/dist/shaders/ShaderEffectsMaterial.d.ts +5 -0
  230. package/dist/shaders/ShaderEffectsMaterial.d.ts.map +1 -0
  231. package/dist/shaders/ShaderEffectsMaterial.js +10 -0
  232. package/dist/shaders/ShootingStarMaterial.d.ts +9 -0
  233. package/dist/shaders/ShootingStarMaterial.d.ts.map +1 -0
  234. package/dist/shaders/ShootingStarMaterial.js +42 -0
  235. package/dist/shaders/SkyCloudsMaterial.d.ts +76 -0
  236. package/dist/shaders/SkyCloudsMaterial.d.ts.map +1 -0
  237. package/dist/shaders/SkyCloudsMaterial.js +212 -0
  238. package/dist/shaders/SkyMaterial.d.ts +130 -0
  239. package/dist/shaders/SkyMaterial.d.ts.map +1 -0
  240. package/dist/shaders/SkyMaterial.js +237 -0
  241. package/dist/shaders/SkyboxMaterial.d.ts +40 -0
  242. package/dist/shaders/SkyboxMaterial.d.ts.map +1 -0
  243. package/dist/shaders/SkyboxMaterial.js +64 -0
  244. package/dist/shaders/SmokeMaterial.d.ts +48 -0
  245. package/dist/shaders/SmokeMaterial.d.ts.map +1 -0
  246. package/dist/shaders/SmokeMaterial.js +159 -0
  247. package/dist/shaders/SmokeRibbonMaterial.d.ts +48 -0
  248. package/dist/shaders/SmokeRibbonMaterial.d.ts.map +1 -0
  249. package/dist/shaders/SmokeRibbonMaterial.js +120 -0
  250. package/dist/shaders/SparklesBurstMaterial.d.ts +65 -0
  251. package/dist/shaders/SparklesBurstMaterial.d.ts.map +1 -0
  252. package/dist/shaders/SparklesBurstMaterial.js +99 -0
  253. package/dist/shaders/StarsMaterial.d.ts +36 -0
  254. package/dist/shaders/StarsMaterial.d.ts.map +1 -0
  255. package/dist/shaders/StarsMaterial.js +74 -0
  256. package/dist/shaders/StormCloudsMaterial.d.ts +44 -0
  257. package/dist/shaders/StormCloudsMaterial.d.ts.map +1 -0
  258. package/dist/shaders/StormCloudsMaterial.js +61 -0
  259. package/dist/shaders/StormCloudsPointsMaterial.d.ts +303 -0
  260. package/dist/shaders/StormCloudsPointsMaterial.d.ts.map +1 -0
  261. package/dist/shaders/StormCloudsPointsMaterial.js +389 -0
  262. package/dist/shaders/SunCoreMaterial.d.ts +69 -0
  263. package/dist/shaders/SunCoreMaterial.d.ts.map +1 -0
  264. package/dist/shaders/SunCoreMaterial.js +127 -0
  265. package/dist/shaders/VolumetricCloudsMaterial.d.ts +56 -0
  266. package/dist/shaders/VolumetricCloudsMaterial.d.ts.map +1 -0
  267. package/dist/shaders/VolumetricCloudsMaterial.js +93 -0
  268. package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts +73 -0
  269. package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts.map +1 -0
  270. package/dist/shaders/VolumetricCloudsPointsMaterial.js +143 -0
  271. package/dist/shaders/WaterMaterial.d.ts +110 -0
  272. package/dist/shaders/WaterMaterial.d.ts.map +1 -0
  273. package/dist/shaders/WaterMaterial.js +228 -0
  274. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts +2 -0
  275. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts.map +1 -0
  276. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.js +182 -0
  277. package/dist/shaders/effects/EffectsUniforms.d.ts +230 -0
  278. package/dist/shaders/effects/EffectsUniforms.d.ts.map +1 -0
  279. package/dist/shaders/effects/EffectsUniforms.js +66 -0
  280. package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts +2 -0
  281. package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts.map +1 -0
  282. package/dist/shaders/effects/EffectsVertexFunctions.glsl.js +167 -0
  283. package/dist/shaders/effects/baseFragment.glsl.d.ts +2 -0
  284. package/dist/shaders/effects/baseFragment.glsl.d.ts.map +1 -0
  285. package/dist/shaders/effects/baseFragment.glsl.js +53 -0
  286. package/dist/shaders/effects/baseVertex.glsl.d.ts +2 -0
  287. package/dist/shaders/effects/baseVertex.glsl.d.ts.map +1 -0
  288. package/dist/shaders/effects/baseVertex.glsl.js +60 -0
  289. package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts +17 -0
  290. package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts.map +1 -0
  291. package/dist/shaders/effects/buildShaderEffectsMaterial.js +156 -0
  292. package/dist/shaders/effects/defaults.d.ts +4 -0
  293. package/dist/shaders/effects/defaults.d.ts.map +1 -0
  294. package/dist/shaders/effects/defaults.js +27 -0
  295. package/dist/shaders/effects/index.d.ts +7 -0
  296. package/dist/shaders/effects/index.d.ts.map +1 -0
  297. package/dist/shaders/effects/index.js +6 -0
  298. package/dist/shaders/effects/noiseLib.glsl.d.ts +6 -0
  299. package/dist/shaders/effects/noiseLib.glsl.d.ts.map +1 -0
  300. package/dist/shaders/effects/noiseLib.glsl.js +214 -0
  301. package/dist/shaders/effects/presets.d.ts +20 -0
  302. package/dist/shaders/effects/presets.d.ts.map +1 -0
  303. package/dist/shaders/effects/presets.js +288 -0
  304. package/dist/shaders/effects/registry/brightness.d.ts +3 -0
  305. package/dist/shaders/effects/registry/brightness.d.ts.map +1 -0
  306. package/dist/shaders/effects/registry/brightness.js +16 -0
  307. package/dist/shaders/effects/registry/colorShift.d.ts +3 -0
  308. package/dist/shaders/effects/registry/colorShift.d.ts.map +1 -0
  309. package/dist/shaders/effects/registry/colorShift.js +21 -0
  310. package/dist/shaders/effects/registry/depthFade.d.ts +3 -0
  311. package/dist/shaders/effects/registry/depthFade.d.ts.map +1 -0
  312. package/dist/shaders/effects/registry/depthFade.js +29 -0
  313. package/dist/shaders/effects/registry/displacement.d.ts +3 -0
  314. package/dist/shaders/effects/registry/displacement.d.ts.map +1 -0
  315. package/dist/shaders/effects/registry/displacement.js +17 -0
  316. package/dist/shaders/effects/registry/explode.d.ts +3 -0
  317. package/dist/shaders/effects/registry/explode.d.ts.map +1 -0
  318. package/dist/shaders/effects/registry/explode.js +43 -0
  319. package/dist/shaders/effects/registry/flicker.d.ts +3 -0
  320. package/dist/shaders/effects/registry/flicker.d.ts.map +1 -0
  321. package/dist/shaders/effects/registry/flicker.js +27 -0
  322. package/dist/shaders/effects/registry/glow.d.ts +3 -0
  323. package/dist/shaders/effects/registry/glow.d.ts.map +1 -0
  324. package/dist/shaders/effects/registry/glow.js +21 -0
  325. package/dist/shaders/effects/registry/grayscale.d.ts +3 -0
  326. package/dist/shaders/effects/registry/grayscale.d.ts.map +1 -0
  327. package/dist/shaders/effects/registry/grayscale.js +105 -0
  328. package/dist/shaders/effects/registry/hueShift.d.ts +3 -0
  329. package/dist/shaders/effects/registry/hueShift.d.ts.map +1 -0
  330. package/dist/shaders/effects/registry/hueShift.js +40 -0
  331. package/dist/shaders/effects/registry/index.d.ts +9 -0
  332. package/dist/shaders/effects/registry/index.d.ts.map +1 -0
  333. package/dist/shaders/effects/registry/index.js +70 -0
  334. package/dist/shaders/effects/registry/jitter.d.ts +3 -0
  335. package/dist/shaders/effects/registry/jitter.d.ts.map +1 -0
  336. package/dist/shaders/effects/registry/jitter.js +31 -0
  337. package/dist/shaders/effects/registry/magnet.d.ts +3 -0
  338. package/dist/shaders/effects/registry/magnet.d.ts.map +1 -0
  339. package/dist/shaders/effects/registry/magnet.js +43 -0
  340. package/dist/shaders/effects/registry/noise.d.ts +3 -0
  341. package/dist/shaders/effects/registry/noise.d.ts.map +1 -0
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  696. package/dist/utils/mouseMoveUtils.js +52 -0
  697. package/dist/utils/objectTreeUtils.d.ts +39 -0
  698. package/dist/utils/objectTreeUtils.d.ts.map +1 -0
  699. package/dist/utils/objectTreeUtils.js +115 -0
  700. package/dist/utils/optionalProperties.d.ts +36 -0
  701. package/dist/utils/optionalProperties.d.ts.map +1 -0
  702. package/dist/utils/optionalProperties.js +487 -0
  703. package/dist/utils/particleAnimations.d.ts +3 -0
  704. package/dist/utils/particleAnimations.d.ts.map +1 -0
  705. package/dist/utils/particleAnimations.js +17 -0
  706. package/dist/utils/pathUtils.d.ts +19 -0
  707. package/dist/utils/pathUtils.d.ts.map +1 -0
  708. package/dist/utils/pathUtils.js +73 -0
  709. package/dist/utils/positionsCreatorUtils.d.ts +97 -0
  710. package/dist/utils/positionsCreatorUtils.d.ts.map +1 -0
  711. package/dist/utils/positionsCreatorUtils.js +644 -0
  712. package/dist/utils/sceneQuery.d.ts +9 -0
  713. package/dist/utils/sceneQuery.d.ts.map +1 -0
  714. package/dist/utils/sceneQuery.js +22 -0
  715. package/dist/utils/shootingStarHelpers.d.ts +13 -0
  716. package/dist/utils/shootingStarHelpers.d.ts.map +1 -0
  717. package/dist/utils/shootingStarHelpers.js +44 -0
  718. package/dist/utils/sunUtils.d.ts +6 -0
  719. package/dist/utils/sunUtils.d.ts.map +1 -0
  720. package/dist/utils/sunUtils.js +9 -0
  721. package/dist/utils/utils.d.ts +21 -0
  722. package/dist/utils/utils.d.ts.map +1 -0
  723. package/dist/utils/utils.js +158 -0
  724. package/package.json +43 -0
@@ -0,0 +1,820 @@
1
+ import { getType } from "../utils/dataUtils.js";
2
+ import { commonNoiseFunctions } from "../shaders/CommonNoiseFunctions.js";
3
+ const clouds = {
4
+ name: "Clouds",
5
+ description: "Dramatic clouds with lightning effects",
6
+ uniforms: [
7
+ {
8
+ name: 'u_time',
9
+ description: 'Time uniform for animations',
10
+ type: 'float',
11
+ defaultValue: 0.0,
12
+ },
13
+ {
14
+ name: 'u_resolution',
15
+ description: 'Viewport resolution',
16
+ type: 'vec2',
17
+ defaultValue: [800, 600],
18
+ },
19
+ {
20
+ name: 'u_mouse',
21
+ description: 'Mouse position',
22
+ type: 'vec2',
23
+ defaultValue: [0.5, 0.5],
24
+ },
25
+ {
26
+ name: 'u_scroll',
27
+ description: 'Scroll position',
28
+ type: 'float',
29
+ defaultValue: 0.0,
30
+ },
31
+ {
32
+ name: 'u_noise',
33
+ description: 'Noise texture',
34
+ type: 'sampler2D',
35
+ defaultValue: "https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png",
36
+ },
37
+ {
38
+ name: 'u_texture',
39
+ description: 'Background texture',
40
+ type: 'sampler2D',
41
+ defaultValue: "https://3d-rise.sfo3.digitaloceanspaces.com/app/images/clouds/clouds.jpg",
42
+ },
43
+ {
44
+ name: 'u_cloudColor',
45
+ description: 'Base cloud color',
46
+ type: 'vec3',
47
+ defaultValue: '#830088',
48
+ },
49
+ {
50
+ name: 'u_lightColor',
51
+ description: 'Light color',
52
+ type: 'vec3',
53
+ defaultValue: '#409eff',
54
+ },
55
+ {
56
+ name: 'u_useOriginalImage',
57
+ description: 'Use original image texture',
58
+ type: 'float',
59
+ defaultValue: 0.0,
60
+ }
61
+ ],
62
+ vertex: `
63
+ varying vec2 vUv;
64
+ varying vec3 vPosition;
65
+ void main() {
66
+ vUv = uv;
67
+ vPosition = position;
68
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
69
+ }
70
+ `,
71
+ fragment: `
72
+ varying vec2 vUv;
73
+ varying vec3 vPosition;
74
+
75
+
76
+ float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
77
+ vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
78
+ vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
79
+
80
+ float noise(vec3 p) {
81
+ vec3 a = floor(p);
82
+ vec3 d = p - a;
83
+ d = d * d * (3.0 - 2.0 * d);
84
+
85
+ vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
86
+ vec4 k1 = perm(b.xyxy);
87
+ vec4 k2 = perm(k1.xyxy + b.zzww);
88
+
89
+ vec4 c = k2 + a.zzzz;
90
+ vec4 k3 = perm(c);
91
+ vec4 k4 = perm(c + 1.0);
92
+
93
+ vec4 o1 = fract(k3 * (1.0 / 41.0));
94
+ vec4 o2 = fract(k4 * (1.0 / 41.0));
95
+
96
+ vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
97
+ vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
98
+
99
+ return o4.y * d.y + o4.x * (1.0 - d.y);
100
+ }
101
+
102
+ void main() {
103
+ vec4 bgColor = texture2D(u_texture, vUv);
104
+
105
+ // Spherical UV coordinate processing
106
+ vec2 sphereUV = vUv;
107
+
108
+ // Compensate for pole distortion by adjusting V coordinate
109
+ float poleCompensation = sin(sphereUV.y * 3.14159);
110
+ poleCompensation = max(poleCompensation, 0.1); // Prevent division by zero at poles
111
+
112
+ // Create base UV coordinates optimized for sphere geometry
113
+ vec2 uv = sphereUV;
114
+ uv.x *= 2.0; // Stretch horizontally to reduce seam visibility
115
+ uv = (uv - 0.5) * 2.0; // Center and scale
116
+
117
+ // Use 3D position for more natural noise distribution
118
+ vec3 spherePos = normalize(vPosition);
119
+
120
+ // Generate noise using both UV and 3D position for better sphere distribution
121
+ float noise1 = noise(vec3(uv * 2.0 + spherePos.xy * 0.5, u_time * 2.0)) * 2.0;
122
+ float noise2 = noise(vec3(spherePos * 3.0 + vec3(u_time * 1.357 - 10.0)));
123
+
124
+ // Apply scroll effect with pole compensation
125
+ uv.y -= u_scroll * 0.0001 * poleCompensation;
126
+
127
+ // Texture sampling with proper sphere scaling
128
+ uv += texture2D(u_texture, uv * 0.8 - vec2(u_time * 0.05, 0.0)).rg * 0.08 + noise1 * 0.008 * (1.0 - clamp(noise1 * noise1 * 2.0 + 0.2, 0.0, 1.0));
129
+
130
+ vec3 tex = texture2D(u_texture, uv * 0.8 - vec2(u_time * 0.02, 0.0)).rgb;
131
+
132
+ uv.y -= u_scroll * 0.0001 * poleCompensation;
133
+ vec3 tex1 = texture2D(u_texture, uv * 0.8 - vec2(u_time * 0.08, 0.0)).rgb;
134
+
135
+ uv.y -= u_scroll * 0.0001 * poleCompensation;
136
+ vec3 tex2 = texture2D(u_texture, uv * 0.6 + 0.2 - vec2(u_time * 0.1, 0.0)).rgb;
137
+
138
+ vec3 fragcolour = tex;
139
+
140
+ float shade = tex.r;
141
+ shade *= clamp(noise1 * noise2 * sin(u_time * 3.0), 0.2, 10.0);
142
+ shade += shade * shade * 3.0;
143
+ shade -= (1.0 - clamp(tex1 * 4.0, 0.0, 1.0).r) * 0.2;
144
+ shade -= (1.0 - clamp(tex2 * 4.0, 0.0, 1.0).r) * 0.1;
145
+
146
+ if (u_useOriginalImage > 0.5) {
147
+
148
+ } else {
149
+ fragcolour = mix(u_cloudColor, u_lightColor, shade);
150
+ }
151
+ gl_FragColor = vec4(fragcolour, 1.0);
152
+ }
153
+ `,
154
+ };
155
+ const volumetric = {
156
+ name: "Volumetric Clouds",
157
+ description: "3D raymarched clouds with realistic density and light scattering",
158
+ uniforms: [
159
+ {
160
+ name: 'u_time',
161
+ description: 'Time uniform for animations',
162
+ type: 'float',
163
+ defaultValue: 0.0,
164
+ },
165
+ {
166
+ name: 'u_cameraPosition',
167
+ description: 'Camera position in world space',
168
+ type: 'vec3',
169
+ defaultValue: [0.0, 0.0, 0.0],
170
+ },
171
+ {
172
+ name: 'u_lightDirection',
173
+ description: 'Direction of the main light source',
174
+ type: 'vec3',
175
+ defaultValue: [0.5, 1.0, 0.5],
176
+ },
177
+ {
178
+ name: 'u_cloudDensity',
179
+ description: 'Overall density of the clouds',
180
+ type: 'float',
181
+ defaultValue: 0.8,
182
+ },
183
+ {
184
+ name: 'u_cloudCoverage',
185
+ description: 'Coverage of clouds in the sky',
186
+ type: 'float',
187
+ defaultValue: 0.4,
188
+ },
189
+ {
190
+ name: 'u_cloudScale',
191
+ description: 'Scale of the cloud formations',
192
+ type: 'float',
193
+ defaultValue: 0.5,
194
+ },
195
+ {
196
+ name: 'u_lightColor',
197
+ description: 'Color of the light illuminating the clouds',
198
+ type: 'vec3',
199
+ defaultValue: '#f1e4b3',
200
+ },
201
+ {
202
+ name: 'u_shadowColor',
203
+ description: 'Color of the cloud shadows',
204
+ type: 'vec3',
205
+ defaultValue: '#4a5a6d',
206
+ },
207
+ {
208
+ name: 'u_absorption',
209
+ description: 'Absorption coefficient for light passing through clouds',
210
+ type: 'float',
211
+ defaultValue: 1.0,
212
+ },
213
+ {
214
+ name: 'u_scattering',
215
+ description: 'Scattering coefficient for light within clouds',
216
+ type: 'float',
217
+ defaultValue: 0.5,
218
+ },
219
+ ],
220
+ vertex: `
221
+ varying vec2 vUv;
222
+ varying vec3 vPosition;
223
+ varying vec3 vWorldPosition;
224
+
225
+ void main() {
226
+ vUv = uv;
227
+ vPosition = position;
228
+ vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
229
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
230
+ }
231
+ `,
232
+ fragment: `
233
+ varying vec2 vUv;
234
+ varying vec3 vPosition;
235
+ varying vec3 vWorldPosition;
236
+
237
+ ${commonNoiseFunctions}
238
+
239
+ float cloudDensity(vec3 pos) {
240
+ vec3 p = pos * u_cloudScale + vec3(u_time * 0.1, 0.0, u_time * 0.05);
241
+ float density = fbm(p) - u_cloudCoverage;
242
+ return max(0.0, density) * u_cloudDensity;
243
+ }
244
+
245
+ vec3 rayMarch(vec3 rayOrigin, vec3 rayDir, float maxDist) {
246
+ vec3 color = vec3(0.0);
247
+ float transmittance = 1.0;
248
+ float stepSize = maxDist / 32.0;
249
+
250
+ for (int i = 0; i < 32; i++) {
251
+ vec3 pos = rayOrigin + rayDir * float(i) * stepSize;
252
+ float density = cloudDensity(pos);
253
+
254
+ if (density > 0.01) {
255
+ // Light scattering calculation
256
+ float lightDensity = cloudDensity(pos + u_lightDirection * stepSize);
257
+ float scattering = exp(-lightDensity * u_scattering);
258
+
259
+ vec3 lightContrib = u_lightColor * scattering * density * transmittance;
260
+ color += lightContrib * stepSize;
261
+
262
+ transmittance *= exp(-density * u_absorption * stepSize);
263
+
264
+ if (transmittance < 0.01) break;
265
+ }
266
+ }
267
+
268
+ return color + u_shadowColor * (1.0 - transmittance);
269
+ }
270
+
271
+ void main() {
272
+ vec3 rayDir = normalize(vWorldPosition - u_cameraPosition);
273
+ vec3 color = rayMarch(vWorldPosition, rayDir, 10.0);
274
+
275
+ gl_FragColor = vec4(color, 1.0);
276
+ }
277
+ `,
278
+ };
279
+ const cartoonClouds = {
280
+ name: "Cartoon Clouds",
281
+ description: "Soft, puffy stylized clouds with rim lighting",
282
+ uniforms: [
283
+ {
284
+ name: 'u_time',
285
+ description: 'Time uniform for animations',
286
+ type: 'float',
287
+ defaultValue: 0.0,
288
+ },
289
+ {
290
+ name: 'u_cloudColor',
291
+ description: 'Base cloud color',
292
+ type: 'vec3',
293
+ defaultValue: '#f1e4b3',
294
+ },
295
+ {
296
+ name: 'u_rimColor',
297
+ description: 'Rim lighting color',
298
+ type: 'vec3',
299
+ defaultValue: '#11e23eff',
300
+ },
301
+ {
302
+ name: 'u_puffiness',
303
+ description: 'Cloud puffiness factor',
304
+ type: 'float',
305
+ defaultValue: 0.2,
306
+ },
307
+ {
308
+ name: 'u_softness',
309
+ description: 'Edge softness of clouds',
310
+ type: 'float',
311
+ defaultValue: 0.3,
312
+ }
313
+ ],
314
+ vertex: `
315
+ varying vec2 vUv;
316
+ varying vec3 vPosition;
317
+ varying vec3 vNormal;
318
+
319
+ void main() {
320
+ vUv = uv;
321
+ vPosition = position;
322
+ vNormal = normal;
323
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
324
+ }
325
+ `,
326
+ fragment: `
327
+ varying vec2 vUv;
328
+ varying vec3 vPosition;
329
+ varying vec3 vNormal;
330
+
331
+ ${commonNoiseFunctions}
332
+
333
+ void main() {
334
+ vec2 uv = vUv;
335
+
336
+ // Create puffy cloud shapes
337
+ float noise1 = fbm(vec3(uv * 2.0, u_time * 0.1)) * u_puffiness;
338
+ float noise2 = fbm(vec3(uv * 4.0, u_time * 0.05)) * u_puffiness * 0.5;
339
+
340
+ float cloudMask = smoothstep(0.3, 0.7, noise1 + noise2);
341
+
342
+ // Rim lighting effect
343
+ float rim = 1.0 - dot(normalize(vNormal), vec3(0.0, 0.0, 1.0));
344
+ rim = smoothstep(0.0, 1.0, rim);
345
+
346
+ vec3 finalColor = mix(u_cloudColor, u_rimColor, rim * cloudMask);
347
+ finalColor = mix(vec3(0.0), finalColor, smoothstep(0.0, u_softness, cloudMask));
348
+
349
+ gl_FragColor = vec4(finalColor, cloudMask);
350
+ }
351
+ `
352
+ };
353
+ const stormClouds = {
354
+ name: "Storm Clouds",
355
+ description: "Dark, dramatic clouds with lightning effects",
356
+ uniforms: [
357
+ {
358
+ name: 'u_time',
359
+ description: 'Time uniform for animations',
360
+ type: 'float',
361
+ defaultValue: 0.0,
362
+ },
363
+ {
364
+ name: 'u_stormIntensity',
365
+ description: 'Intensity of the storm effect',
366
+ type: 'float',
367
+ defaultValue: 1.2,
368
+ },
369
+ {
370
+ name: 'u_lightningFreq',
371
+ description: 'Frequency of lightning flashes',
372
+ type: 'float',
373
+ defaultValue: 3.1,
374
+ },
375
+ {
376
+ name: 'u_darkColor',
377
+ description: 'Dark storm cloud color',
378
+ type: 'vec3',
379
+ defaultValue: '#1a1a2e',
380
+ },
381
+ {
382
+ name: 'u_lightColor',
383
+ description: 'Lightning and bright areas color',
384
+ type: 'vec3',
385
+ defaultValue: '#f1e4b3',
386
+ },
387
+ {
388
+ name: 'u_turbulence',
389
+ description: 'Cloud turbulence factor',
390
+ type: 'float',
391
+ defaultValue: 0.5,
392
+ }
393
+ ],
394
+ vertex: `
395
+ varying vec2 vUv;
396
+ varying vec3 vPosition;
397
+
398
+ void main() {
399
+ vUv = uv;
400
+ vPosition = position;
401
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
402
+ }
403
+ `,
404
+ fragment: `
405
+ varying vec2 vUv;
406
+ varying vec3 vPosition;
407
+
408
+ ${commonNoiseFunctions}
409
+
410
+ void main() {
411
+ vec2 uv = vUv;
412
+
413
+ // Turbulent cloud formation
414
+ float noise1 = fbm(vec3(uv * 1.5 + u_time * 0.1, u_time * 0.2)) * u_turbulence;
415
+ float noise2 = fbm(vec3(uv * 3.0 + u_time * 0.15, u_time * 0.1)) * u_turbulence * 0.5;
416
+
417
+ float stormMask = noise1 + noise2;
418
+ stormMask = pow(abs(stormMask), u_stormIntensity);
419
+
420
+ // Lightning effect
421
+ float lightning = sin(u_time * u_lightningFreq) * 0.5 + 0.5;
422
+ lightning = pow(lightning, 10.0) * step(0.9, lightning);
423
+
424
+ vec3 cloudColor = mix(u_darkColor, u_lightColor, stormMask + lightning);
425
+
426
+ gl_FragColor = vec4(cloudColor, 1.0);
427
+ }
428
+ `
429
+ };
430
+ const cirrusClouds = {
431
+ name: "Cirrus Clouds",
432
+ description: "Thin, wispy high-altitude clouds",
433
+ uniforms: [
434
+ {
435
+ name: 'u_time',
436
+ description: 'Time uniform for animations',
437
+ type: 'float',
438
+ defaultValue: 0.0,
439
+ },
440
+ {
441
+ name: 'u_windSpeed',
442
+ description: 'Wind speed affecting cloud movement',
443
+ type: 'float',
444
+ defaultValue: 0.05,
445
+ },
446
+ {
447
+ name: 'u_transparency',
448
+ description: 'Overall transparency of the clouds',
449
+ type: 'float',
450
+ defaultValue: 0.4,
451
+ },
452
+ {
453
+ name: 'u_streakiness',
454
+ description: 'Streaky appearance factor',
455
+ type: 'float',
456
+ defaultValue: 8.0,
457
+ },
458
+ {
459
+ name: 'u_cloudColor',
460
+ description: 'Color of the cirrus clouds',
461
+ type: 'vec3',
462
+ defaultValue: '#ffffff',
463
+ }
464
+ ],
465
+ vertex: `
466
+ varying vec2 vUv;
467
+ varying vec3 vPosition;
468
+
469
+ void main() {
470
+ vUv = uv;
471
+ vPosition = position;
472
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
473
+ }
474
+ `,
475
+ fragment: `
476
+ varying vec2 vUv;
477
+ varying vec3 vPosition;
478
+
479
+ ${commonNoiseFunctions}
480
+
481
+ void main() {
482
+ vec2 uv = vUv;
483
+ uv.x += u_time * u_windSpeed;
484
+
485
+ // Create streaky, wispy patterns
486
+ float streak1 = fbm(vec3(uv.x * u_streakiness, uv.y * 2.0, u_time * 0.1));
487
+ float streak2 = fbm(vec3(uv.x * u_streakiness * 0.5, uv.y * 4.0, u_time * 0.05));
488
+
489
+ float cirrusMask = (streak1 + streak2 * 0.5) * u_transparency;
490
+ cirrusMask = smoothstep(0.2, 0.8, cirrusMask);
491
+
492
+ vec3 finalColor = u_cloudColor * cirrusMask;
493
+
494
+ gl_FragColor = vec4(finalColor, cirrusMask);
495
+ }
496
+ `
497
+ };
498
+ const nebulaClouds = {
499
+ name: "Nebula Clouds",
500
+ description: "Colorful cosmic gas clouds with glow effects",
501
+ uniforms: [
502
+ {
503
+ name: 'u_time',
504
+ description: 'Time uniform for animations',
505
+ type: 'float',
506
+ defaultValue: 0.0,
507
+ },
508
+ {
509
+ name: 'u_color1',
510
+ description: 'Primary nebula color',
511
+ type: 'vec3',
512
+ defaultValue: '#cc33ff',
513
+ },
514
+ {
515
+ name: 'u_color2',
516
+ description: 'Secondary nebula color',
517
+ type: 'vec3',
518
+ defaultValue: '#00aaff',
519
+ },
520
+ {
521
+ name: 'u_color3',
522
+ description: 'Tertiary nebula color',
523
+ type: 'vec3',
524
+ defaultValue: '#ff6655',
525
+ },
526
+ {
527
+ name: 'u_glowIntensity',
528
+ description: 'Intensity of the glow effect',
529
+ type: 'float',
530
+ defaultValue: 1.5,
531
+ },
532
+ {
533
+ name: 'u_complexity',
534
+ description: 'Complexity of the nebula patterns',
535
+ type: 'float',
536
+ defaultValue: 3.0,
537
+ }
538
+ ],
539
+ vertex: `
540
+ varying vec2 vUv;
541
+ varying vec3 vPosition;
542
+
543
+ void main() {
544
+ vUv = uv;
545
+ vPosition = position;
546
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
547
+ }
548
+ `,
549
+ fragment: `
550
+ varying vec2 vUv;
551
+ varying vec3 vPosition;
552
+
553
+ ${commonNoiseFunctions}
554
+
555
+ void main() {
556
+ vec2 uv = vUv;
557
+
558
+ // Create complex nebula patterns
559
+ float noise1 = fbm(vec3(uv * u_complexity, u_time * 0.1));
560
+ float noise2 = fbm(vec3(uv * u_complexity * 1.5, u_time * 0.08));
561
+ float noise3 = fbm(vec3(uv * u_complexity * 2.0, u_time * 0.05));
562
+
563
+ // Mix colors based on noise patterns
564
+ vec3 color = u_color1 * noise1 + u_color2 * noise2 + u_color3 * noise3;
565
+
566
+ // Add glow effect
567
+ float glow = (noise1 + noise2 + noise3) / 3.0;
568
+ glow = pow(glow, 1.0 / u_glowIntensity);
569
+
570
+ color *= glow * u_glowIntensity;
571
+
572
+ gl_FragColor = vec4(color, glow);
573
+ }
574
+ `
575
+ };
576
+ const painterlyClouds = {
577
+ name: "Painterly Clouds",
578
+ description: "Artistic clouds with brush stroke textures",
579
+ uniforms: [
580
+ {
581
+ name: 'u_time',
582
+ description: 'Time uniform for animations',
583
+ type: 'float',
584
+ defaultValue: 0.0,
585
+ },
586
+ {
587
+ name: 'u_brushSize',
588
+ description: 'Size of the brush strokes',
589
+ type: 'float',
590
+ defaultValue: 2.0,
591
+ },
592
+ {
593
+ name: 'u_paintTexture',
594
+ description: 'Brush texture for painterly effect',
595
+ type: 'sampler2D',
596
+ defaultValue: "",
597
+ },
598
+ {
599
+ name: 'u_baseColor',
600
+ description: 'Base color of the clouds',
601
+ type: 'vec3',
602
+ defaultValue: '#e6e6f2',
603
+ },
604
+ {
605
+ name: 'u_highlightColor',
606
+ description: 'Highlight color for brush strokes',
607
+ type: 'vec3',
608
+ defaultValue: '#2de981ff',
609
+ },
610
+ {
611
+ name: 'u_brushStrokes',
612
+ description: 'Density of brush strokes',
613
+ type: 'float',
614
+ defaultValue: 8.0,
615
+ },
616
+ {
617
+ name: 'u_hasText',
618
+ description: 'Whether paint texture is available',
619
+ type: 'float',
620
+ defaultValue: 0.0,
621
+ }
622
+ ],
623
+ vertex: `
624
+ varying vec2 vUv;
625
+ varying vec3 vPosition;
626
+
627
+ void main() {
628
+ vUv = uv;
629
+ vPosition = position;
630
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
631
+ }
632
+ `,
633
+ fragment: `
634
+ varying vec2 vUv;
635
+ varying vec3 vPosition;
636
+
637
+ ${commonNoiseFunctions}
638
+
639
+ void main() {
640
+ vec2 uv = vUv;
641
+
642
+ // Create brush stroke patterns
643
+ float brushNoise = fbm(vec3(uv * u_brushStrokes, u_time * 0.02));
644
+
645
+ // Sample paint texture if available
646
+ vec3 paintSample = u_hasText > 0.5 ? texture2D(u_paintTexture, uv * u_brushSize).rgb : vec3(1.0);
647
+
648
+ // Create painterly cloud shapes
649
+ float cloudShape = fbm(vec3(uv * 2.0, u_time * 0.05));
650
+ cloudShape = smoothstep(0.3, 0.7, cloudShape + brushNoise * 0.2);
651
+
652
+ // Mix colors with painterly effect
653
+ vec3 finalColor = mix(u_baseColor, u_highlightColor, brushNoise * cloudShape);
654
+ finalColor *= paintSample;
655
+
656
+ gl_FragColor = vec4(finalColor, cloudShape);
657
+ }
658
+ `
659
+ };
660
+ const basicWater = {
661
+ name: "Basic Water",
662
+ description: "Realistic water with heightmap displacement and lighting effects",
663
+ uniforms: [
664
+ {
665
+ name: 'u_time',
666
+ description: 'Time uniform for animations',
667
+ type: 'float',
668
+ defaultValue: 0.0,
669
+ },
670
+ {
671
+ name: 'u_seaHeight',
672
+ description: 'Height of the water waves',
673
+ type: 'float',
674
+ defaultValue: 0.6,
675
+ },
676
+ {
677
+ name: 'u_seaChoppy',
678
+ description: 'Choppiness of the water surface',
679
+ type: 'float',
680
+ defaultValue: 4.0,
681
+ },
682
+ {
683
+ name: 'u_seaSpeed',
684
+ description: 'Speed of wave animation',
685
+ type: 'float',
686
+ defaultValue: 0.8,
687
+ },
688
+ {
689
+ name: 'u_seaFreq',
690
+ description: 'Frequency of the waves',
691
+ type: 'float',
692
+ defaultValue: 0.16,
693
+ },
694
+ {
695
+ name: 'u_seaBaseColor',
696
+ description: 'Base color of the water',
697
+ type: 'vec3',
698
+ defaultValue: '#000f30',
699
+ },
700
+ {
701
+ name: 'u_seaWaterColor',
702
+ description: 'Main water color',
703
+ type: 'vec3',
704
+ defaultValue: '#7a8b6d',
705
+ },
706
+ {
707
+ name: 'u_reflectionColor',
708
+ description: 'Color of water reflections',
709
+ type: 'vec3',
710
+ defaultValue: '#80bfff',
711
+ }
712
+ ],
713
+ vertex: `
714
+ varying vec2 vUv;
715
+ varying vec3 vPosition;
716
+ varying vec3 vWorldPosition;
717
+
718
+ void main() {
719
+ vUv = uv;
720
+ vPosition = position;
721
+ vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
722
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
723
+ }
724
+ `,
725
+ fragment: `
726
+ varying vec2 vUv;
727
+ varying vec3 vPosition;
728
+ varying vec3 vWorldPosition;
729
+
730
+ ${commonNoiseFunctions}
731
+
732
+ float seaOctave(vec2 uv, float choppy) {
733
+ uv += fbm(vec3(uv, u_time));
734
+ vec2 wv = 1.0 - abs(sin(uv));
735
+ vec2 swv = abs(cos(uv));
736
+ wv = mix(wv, swv, wv);
737
+ return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
738
+ }
739
+
740
+ float seaMap(vec3 p) {
741
+ float freq = u_seaFreq;
742
+ float amp = u_seaHeight;
743
+ float choppy = u_seaChoppy;
744
+ vec2 uv = p.xz;
745
+
746
+ float d, h = 0.0;
747
+ for(int i = 0; i < 3; i++) {
748
+ d = seaOctave((uv + u_time * u_seaSpeed) * freq, choppy);
749
+ d += seaOctave((uv - u_time * u_seaSpeed) * freq, choppy);
750
+ h += d * amp;
751
+ uv *= 1.6;
752
+ freq *= 1.9;
753
+ amp *= 0.22;
754
+ choppy = mix(choppy, 1.0, 0.2);
755
+ }
756
+ return p.y - h;
757
+ }
758
+
759
+ void main() {
760
+ vec2 uv = vUv;
761
+
762
+ // Calculate water height and normal
763
+ float height = seaMap(vWorldPosition);
764
+ vec2 eps = vec2(0.1, 0.0);
765
+ vec3 normal = normalize(vec3(
766
+ seaMap(vWorldPosition + eps.xyy) - seaMap(vWorldPosition - eps.xyy),
767
+ 2.0 * eps.x,
768
+ seaMap(vWorldPosition + eps.yyx) - seaMap(vWorldPosition - eps.yyx)
769
+ ));
770
+
771
+ // Calculate fresnel and reflection
772
+ vec3 viewDir = normalize(vWorldPosition - cameraPosition);
773
+ float fresnel = 1.0 - max(dot(-normal, viewDir), 0.0);
774
+ fresnel = pow(fresnel, 3.0) * 0.65;
775
+
776
+ vec3 waterColor = mix(u_seaBaseColor, u_seaWaterColor, fresnel);
777
+ waterColor = mix(waterColor, u_reflectionColor, fresnel);
778
+
779
+ gl_FragColor = vec4(waterColor, 0.9);
780
+ }
781
+ `
782
+ };
783
+ export const ShadersLibrary = [
784
+ clouds,
785
+ volumetric,
786
+ cartoonClouds,
787
+ stormClouds,
788
+ cirrusClouds,
789
+ nebulaClouds,
790
+ painterlyClouds,
791
+ basicWater
792
+ ];
793
+ // Utility function to get shader by name
794
+ export const getShader = (name) => {
795
+ return ShadersLibrary.find(shader => shader.name === name);
796
+ };
797
+ // Get all available shader types
798
+ export const getAvailableShadersKeys = () => {
799
+ return ShadersLibrary.map(shader => shader.name);
800
+ };
801
+ export const getAvailableShaders = () => {
802
+ return ShadersLibrary;
803
+ };
804
+ export const getOptionalProperties = (name) => {
805
+ const excluded = ['u_resolution', 'u_time', 'u_useOriginalImage', 'u_mouse'];
806
+ const shader = ShadersLibrary.find(shader => shader.name === name);
807
+ if (!shader)
808
+ return [];
809
+ const optionalProps = [];
810
+ for (const uniform of shader.uniforms) {
811
+ if (!excluded.includes(uniform.name)) {
812
+ optionalProps.push({
813
+ name: uniform.name.replace('u_', ''),
814
+ description: uniform.description || '',
815
+ type: getType(uniform.name, uniform.defaultValue)
816
+ });
817
+ }
818
+ }
819
+ return optionalProps;
820
+ };