@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 +1,54 @@
1
+ import { Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ // Vertex shader
5
+ const vertexShader = /*glsl*/ `
6
+ varying vec3 vNormal;
7
+ varying vec3 vViewDir;
8
+ void main() {
9
+ vNormal = normalize(normalMatrix * normal);
10
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
11
+ vViewDir = normalize(-mv.xyz);
12
+ gl_Position = projectionMatrix * mv;
13
+ }
14
+ `;
15
+ // Fragment shader
16
+ const fragmentShader = /*glsl*/ `
17
+ uniform float u_time;
18
+ uniform float u_intensity;
19
+ uniform float u_falloff;
20
+ uniform float u_pulseSpeed;
21
+ uniform float u_pulseAmount;
22
+ uniform float u_shellScale;
23
+ uniform vec3 u_innerColor;
24
+ uniform vec3 u_outerColor;
25
+ varying vec3 vNormal;
26
+ varying vec3 vViewDir;
27
+ void main() {
28
+ // Rendered on a BackSide shell: visible fragments face AWAY from the
29
+ // camera, so the dot is negative. -dot is 0 at the outer silhouette and
30
+ // maximal at the core limb. The max depends on the shell scale, so it is
31
+ // derived from u_shellScale: sqrt(1 - 1/scale^2).
32
+ float facing = -dot(normalize(vNormal), normalize(vViewDir));
33
+ float maxFacing = sqrt(max(1.0 - 1.0 / (u_shellScale * u_shellScale), 0.05));
34
+ float t2 = clamp(facing / maxFacing, 0.0, 1.0);
35
+ float intensity = pow(t2, u_falloff);
36
+ intensity *= (1.0 - u_pulseAmount) + u_pulseAmount * (0.5 + 0.5 * sin(u_time * u_pulseSpeed));
37
+ vec3 col = mix(u_innerColor, u_outerColor, t2);
38
+ gl_FragColor = vec4(col * intensity * u_intensity, intensity);
39
+ }
40
+ `;
41
+ // Create the shader material with uniforms
42
+ const CoronaMaterial = shaderMaterial({
43
+ u_time: 0,
44
+ u_intensity: 1.5,
45
+ u_falloff: 1.8,
46
+ u_pulseSpeed: 0.7,
47
+ u_pulseAmount: 0.3,
48
+ u_shellScale: 1.25,
49
+ u_innerColor: new Vector3(1.0, 0.3, 0.03),
50
+ u_outerColor: new Vector3(1.0, 0.62, 0.22)
51
+ }, vertexShader, fragmentShader);
52
+ // Extend the material for use in React Three Fiber
53
+ extend({ CoronaMaterial });
54
+ export { CoronaMaterial };
@@ -0,0 +1,10 @@
1
+ import { ShaderMaterial } from "three";
2
+ export interface CustomShaderMaterialProps {
3
+ uniforms: {
4
+ [uniform: string]: any;
5
+ };
6
+ vertexShader: string;
7
+ fragmentShader: string;
8
+ }
9
+ export declare function createCustomShaderMaterial({ uniforms, vertexShader, fragmentShader }: CustomShaderMaterialProps): typeof ShaderMaterial;
10
+ //# sourceMappingURL=CustomShaderMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CustomShaderMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/CustomShaderMaterial.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,OAAO,CAAC;AACvC,MAAM,WAAW,yBAAyB;IACtC,QAAQ,EAAE;QACN,CAAC,OAAO,EAAE,MAAM,GAAG,GAAG,CAAC;KAC1B,CAAC;IACF,YAAY,EAAE,MAAM,CAAC;IACrB,cAAc,EAAE,MAAM,CAAC;CAC1B;AAGD,wBAAgB,0BAA0B,CAAC,EAAE,QAAQ,EAAE,YAAY,EAAE,cAAc,EAAE,EAAE,yBAAyB,GAAG,OAAO,cAAc,CAOvI"}
@@ -0,0 +1,10 @@
1
+ import { shaderMaterial } from "@react-three/drei";
2
+ export function createCustomShaderMaterial({ uniforms, vertexShader, fragmentShader }) {
3
+ // Create the shader material using drei's shaderMaterial helper
4
+ const CustomMaterial = shaderMaterial(uniforms, vertexShader, fragmentShader);
5
+ // console.log({CustomMaterial})
6
+ // Extend the material for use in React Three Fiber
7
+ // extend({ CustomMaterial });
8
+ return CustomMaterial;
9
+ }
10
+ // export { createCustomShaderMaterial as CustomShaderMaterial };
@@ -0,0 +1,28 @@
1
+ import * as THREE from "three";
2
+ export interface EarthAtmosphereMaterialUniforms {
3
+ uSunDirection: {
4
+ value: THREE.Vector3;
5
+ };
6
+ uAtmosphereDayColor: {
7
+ value: THREE.Color;
8
+ };
9
+ uAtmosphereTwilightColor: {
10
+ value: THREE.Color;
11
+ };
12
+ }
13
+ declare global {
14
+ namespace JSX {
15
+ interface IntrinsicElements {
16
+ earthAtmosphereMaterial: any;
17
+ }
18
+ }
19
+ }
20
+ declare const EarthAtmosphereMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
21
+ uSunDirection: THREE.Vector3;
22
+ uAtmosphereDayColor: THREE.Color;
23
+ uAtmosphereTwilightColor: THREE.Color;
24
+ }> & {
25
+ key: string;
26
+ };
27
+ export { EarthAtmosphereMaterial };
28
+ //# sourceMappingURL=EarthAtmosphereMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EarthAtmosphereMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/EarthAtmosphereMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,MAAM,WAAW,+BAA+B;IAC5C,aAAa,EAAE;QACX,KAAK,EAAE,KAAK,CAAC,OAAO,CAAC;KACxB,CAAC;IACF,mBAAmB,EAAE;QACjB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,wBAAwB,EAAE;QACtB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,uBAAuB,EAAE,GAAG,CAAC;SAChC;KACJ;CACJ;AA+CD,QAAA,MAAM,uBAAuB;;;;;;CAIG,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,CAAC"}
@@ -0,0 +1,55 @@
1
+ import { extend } from "@react-three/fiber";
2
+ import { shaderMaterial } from "@react-three/drei";
3
+ import * as THREE from "three";
4
+ const vertexShader = /*glsl*/ `
5
+ varying vec3 vWorldNormal;
6
+ varying vec3 vWorldPosition;
7
+
8
+ void main() {
9
+ vWorldNormal = normalize(mat3(modelMatrix) * normal);
10
+ vec4 worldPos = modelMatrix * vec4(position, 1.0);
11
+ vWorldPosition = worldPos.xyz;
12
+ gl_Position = projectionMatrix * viewMatrix * worldPos;
13
+ }
14
+ `;
15
+ const fragmentShader = /*glsl*/ `
16
+ uniform vec3 uSunDirection;
17
+ uniform vec3 uAtmosphereDayColor;
18
+ uniform vec3 uAtmosphereTwilightColor;
19
+
20
+ varying vec3 vWorldNormal;
21
+ varying vec3 vWorldPosition;
22
+
23
+ float remap(float v, float inMin, float inMax, float outMin, float outMax) {
24
+ float t = clamp((v - inMin) / (inMax - inMin), 0.0, 1.0);
25
+ return mix(outMin, outMax, t);
26
+ }
27
+
28
+ void main() {
29
+ vec3 normal = normalize(vWorldNormal);
30
+ vec3 sunDir = normalize(uSunDirection);
31
+
32
+ vec3 viewDir = normalize(vWorldPosition - cameraPosition);
33
+ float fresnel = 1.0 - abs(dot(viewDir, normal));
34
+
35
+ float sunOrientation = dot(normal, sunDir);
36
+
37
+ vec3 color = mix(
38
+ uAtmosphereTwilightColor,
39
+ uAtmosphereDayColor,
40
+ smoothstep(-0.25, 0.75, sunOrientation)
41
+ );
42
+
43
+ float alpha = pow(remap(fresnel, 0.73, 1.0, 1.0, 0.0), 3.0);
44
+ alpha *= smoothstep(-0.5, 1.0, sunOrientation);
45
+
46
+ gl_FragColor = vec4(color, alpha);
47
+ }
48
+ `;
49
+ const EarthAtmosphereMaterial = shaderMaterial({
50
+ uSunDirection: new THREE.Vector3(0, 0, 1),
51
+ uAtmosphereDayColor: new THREE.Color('#4db2ff'),
52
+ uAtmosphereTwilightColor: new THREE.Color('#bc490b'),
53
+ }, vertexShader, fragmentShader);
54
+ extend({ EarthAtmosphereMaterial });
55
+ export { EarthAtmosphereMaterial };
@@ -0,0 +1,40 @@
1
+ import * as THREE from "three";
2
+ export interface EarthMaterialUniforms {
3
+ uDayMap: {
4
+ value: THREE.Texture | null;
5
+ };
6
+ uNightMap: {
7
+ value: THREE.Texture | null;
8
+ };
9
+ uBumpRoughnessClouds: {
10
+ value: THREE.Texture | null;
11
+ };
12
+ uSunDirection: {
13
+ value: THREE.Vector3;
14
+ };
15
+ uAtmosphereDayColor: {
16
+ value: THREE.Color;
17
+ };
18
+ uAtmosphereTwilightColor: {
19
+ value: THREE.Color;
20
+ };
21
+ }
22
+ declare global {
23
+ namespace JSX {
24
+ interface IntrinsicElements {
25
+ earthMaterial: any;
26
+ }
27
+ }
28
+ }
29
+ declare const EarthMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
30
+ uDayMap: any;
31
+ uNightMap: any;
32
+ uBumpRoughnessClouds: any;
33
+ uSunDirection: THREE.Vector3;
34
+ uAtmosphereDayColor: THREE.Color;
35
+ uAtmosphereTwilightColor: THREE.Color;
36
+ }> & {
37
+ key: string;
38
+ };
39
+ export { EarthMaterial };
40
+ //# sourceMappingURL=EarthMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EarthMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/EarthMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,MAAM,WAAW,qBAAqB;IAClC,OAAO,EAAE;QACL,KAAK,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC;KAC/B,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC;KAC/B,CAAC;IACF,oBAAoB,EAAE;QAClB,KAAK,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC;KAC/B,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,KAAK,CAAC,OAAO,CAAC;KACxB,CAAC;IACF,mBAAmB,EAAE;QACjB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,wBAAwB,EAAE;QACtB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,aAAa,EAAE,GAAG,CAAC;SACtB;KACJ;CACJ;AA0DD,QAAA,MAAM,aAAa;;;;;;;;;CAOa,CAAC;AAEjC,OAAO,EAAE,aAAa,EAAE,CAAC"}
@@ -0,0 +1,69 @@
1
+ import { extend } from "@react-three/fiber";
2
+ import { shaderMaterial } from "@react-three/drei";
3
+ import * as THREE from "three";
4
+ const vertexShader = /*glsl*/ `
5
+ varying vec2 vUv;
6
+ varying vec3 vWorldNormal;
7
+ varying vec3 vWorldPosition;
8
+
9
+ void main() {
10
+ vUv = uv;
11
+ vWorldNormal = normalize(mat3(modelMatrix) * normal);
12
+ vec4 worldPos = modelMatrix * vec4(position, 1.0);
13
+ vWorldPosition = worldPos.xyz;
14
+ gl_Position = projectionMatrix * viewMatrix * worldPos;
15
+ }
16
+ `;
17
+ const fragmentShader = /*glsl*/ `
18
+ uniform sampler2D uDayMap;
19
+ uniform sampler2D uNightMap;
20
+ uniform sampler2D uBumpRoughnessClouds;
21
+ uniform vec3 uSunDirection;
22
+ uniform vec3 uAtmosphereDayColor;
23
+ uniform vec3 uAtmosphereTwilightColor;
24
+
25
+ varying vec2 vUv;
26
+ varying vec3 vWorldNormal;
27
+ varying vec3 vWorldPosition;
28
+
29
+ void main() {
30
+ vec3 normal = normalize(vWorldNormal);
31
+ vec3 sunDir = normalize(uSunDirection);
32
+
33
+ vec3 dayTex = texture2D(uDayMap, vUv).rgb;
34
+ vec3 nightTex = texture2D(uNightMap, vUv).rgb;
35
+ vec3 brc = texture2D(uBumpRoughnessClouds, vUv).rgb;
36
+
37
+ float cloudsStrength = smoothstep(0.2, 1.0, brc.b);
38
+ vec3 dayColor = mix(dayTex, vec3(1.0), clamp(cloudsStrength * 2.0, 0.0, 1.0));
39
+
40
+ float sunOrientation = dot(normal, sunDir);
41
+ float dayStrength = smoothstep(-0.25, 0.5, sunOrientation);
42
+
43
+ vec3 viewDir = normalize(vWorldPosition - cameraPosition);
44
+ float fresnel = 1.0 - abs(dot(viewDir, normal));
45
+
46
+ vec3 atmosphereColor = mix(
47
+ uAtmosphereTwilightColor,
48
+ uAtmosphereDayColor,
49
+ smoothstep(-0.25, 0.75, sunOrientation)
50
+ );
51
+ float atmosphereDayStrength = smoothstep(-0.5, 1.0, sunOrientation);
52
+ float atmosphereMix = clamp(atmosphereDayStrength * pow(fresnel, 2.0), 0.0, 1.0);
53
+
54
+ vec3 finalColor = mix(nightTex, dayColor, dayStrength);
55
+ finalColor = mix(finalColor, atmosphereColor, atmosphereMix);
56
+
57
+ gl_FragColor = vec4(finalColor, 1.0);
58
+ }
59
+ `;
60
+ const EarthMaterial = shaderMaterial({
61
+ uDayMap: null,
62
+ uNightMap: null,
63
+ uBumpRoughnessClouds: null,
64
+ uSunDirection: new THREE.Vector3(0, 0, 1),
65
+ uAtmosphereDayColor: new THREE.Color('#4db2ff'),
66
+ uAtmosphereTwilightColor: new THREE.Color('#bc490b'),
67
+ }, vertexShader, fragmentShader);
68
+ extend({ EarthMaterial });
69
+ export { EarthMaterial };
@@ -0,0 +1,30 @@
1
+ import * as THREE from 'three';
2
+ export interface FireUniforms {
3
+ u_time: number;
4
+ u_intensity: number;
5
+ u_speed: number;
6
+ u_turbulence: number;
7
+ u_sway: number;
8
+ u_radius: number;
9
+ u_height: number;
10
+ u_tint: THREE.Color;
11
+ }
12
+ export type FireMaterialImpl = THREE.ShaderMaterial & FireUniforms;
13
+ declare module '@react-three/fiber' {
14
+ interface ThreeElements {
15
+ fireMaterial: ThreeElements['shaderMaterial'] & Partial<FireUniforms>;
16
+ }
17
+ }
18
+ export declare const FireMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
19
+ u_tint: THREE.Color;
20
+ u_time: number;
21
+ u_intensity: number;
22
+ u_speed: number;
23
+ u_turbulence: number;
24
+ u_sway: number;
25
+ u_radius: number;
26
+ u_height: number;
27
+ }> & {
28
+ key: string;
29
+ };
30
+ //# sourceMappingURL=FireMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FireMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/FireMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,MAAM,WAAW,YAAY;IACzB,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,OAAO,EAAE,MAAM,CAAC;IAChB,YAAY,EAAE,MAAM,CAAC;IACrB,MAAM,EAAE,MAAM,CAAC;IACf,QAAQ,EAAE,MAAM,CAAC;IACjB,QAAQ,EAAE,MAAM,CAAC;IACjB,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC;CACvB;AAED,MAAM,MAAM,gBAAgB,GAAG,KAAK,CAAC,cAAc,GAAG,YAAY,CAAC;AAEnE,OAAO,QAAQ,oBAAoB,CAAC;IAChC,UAAU,aAAa;QACnB,YAAY,EAAE,aAAa,CAAC,gBAAgB,CAAC,GAAG,OAAO,CAAC,YAAY,CAAC,CAAC;KACzE;CACJ;AAgJD,eAAO,MAAM,YAAY;;;;;;;;;;;CAOvB,CAAC"}
@@ -0,0 +1,154 @@
1
+ import * as THREE from 'three';
2
+ import { shaderMaterial } from '@react-three/drei';
3
+ import { extend } from '@react-three/fiber';
4
+ const defaults = {
5
+ u_time: 0,
6
+ u_intensity: 1.0,
7
+ u_speed: 1.0,
8
+ u_turbulence: 1.5,
9
+ u_sway: 1.0,
10
+ u_radius: 1.0,
11
+ u_height: 2.5,
12
+ u_tint: new THREE.Color(1, 1, 1),
13
+ };
14
+ const vertexShader = /*glsl*/ `
15
+ attribute vec3 a_offset;
16
+ attribute vec2 a_size;
17
+ attribute float a_seed;
18
+
19
+ uniform float u_radius;
20
+ uniform float u_height;
21
+
22
+ varying vec2 vUv;
23
+ varying float vSeed;
24
+
25
+ void main() {
26
+ // x in [-1,1], y in [0,1] — flame-space coordinates, geometry-size independent.
27
+ vUv = vec2(uv.x * 2.0 - 1.0, uv.y);
28
+ vSeed = a_seed;
29
+
30
+ // Cylindrical world-space billboard around this tongue's anchor.
31
+ vec3 center = (modelMatrix * vec4(a_offset, 1.0)).xyz;
32
+ vec3 camRight = vec3(viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0]);
33
+ vec3 right = normalize(vec3(camRight.x, 0.0, camRight.z) + vec3(1e-5));
34
+
35
+ vec3 world = center
36
+ + right * vUv.x * (a_size.x * u_radius)
37
+ + vec3(0.0, 1.0, 0.0) * vUv.y * (a_size.y * u_height);
38
+
39
+ gl_Position = projectionMatrix * viewMatrix * vec4(world, 1.0);
40
+ }
41
+ `;
42
+ const fragmentShader = /*glsl*/ `
43
+ precision highp float;
44
+
45
+ uniform float u_time;
46
+ uniform float u_intensity;
47
+ uniform float u_speed;
48
+ uniform float u_turbulence;
49
+ uniform float u_sway;
50
+ uniform vec3 u_tint;
51
+
52
+ varying vec2 vUv;
53
+ varying float vSeed;
54
+
55
+ float hash(vec2 p) {
56
+ p = fract(p * vec2(123.34, 456.21));
57
+ p += dot(p, p + 45.32);
58
+ return fract(p.x * p.y);
59
+ }
60
+
61
+ float vnoise(vec2 p) {
62
+ vec2 i = floor(p), f = fract(p);
63
+ vec2 u = f * f * (3.0 - 2.0 * f);
64
+ return mix(
65
+ mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x),
66
+ mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x),
67
+ u.y
68
+ );
69
+ }
70
+
71
+ const mat2 ROT = mat2(0.8, 0.6, -0.6, 0.8);
72
+
73
+ float fbm(vec2 p) {
74
+ float s = 0.0, a = 0.5;
75
+ for (int i = 0; i < 5; i++) {
76
+ s += a * vnoise(p);
77
+ p = ROT * p * 2.03 + vec2(1.7);
78
+ a *= 0.5;
79
+ }
80
+ return s;
81
+ }
82
+
83
+ // Blackbody-style temperature ramp.
84
+ vec3 blackbody(float t) {
85
+ t = clamp(t, 0.0, 1.0);
86
+ vec3 c = mix(vec3(0.015, 0.0, 0.0), vec3(0.85, 0.16, 0.01), smoothstep(0.00, 0.32, t));
87
+ c = mix(c, vec3(1.0, 0.55, 0.06), smoothstep(0.28, 0.62, t));
88
+ c = mix(c, vec3(1.0, 0.93, 0.55), smoothstep(0.58, 0.88, t));
89
+ c = mix(c, vec3(1.0, 1.0, 0.98), smoothstep(0.85, 1.00, t));
90
+ return c;
91
+ }
92
+
93
+ // One advected, domain-warped flame layer. Returns occupancy in [0,1].
94
+ float flameLayer(vec2 uv, float t, float widthMul, float speedMul, vec2 seed, out float nOut) {
95
+ vec2 p = vec2(uv.x * 2.4, uv.y * 3.2 - t * speedMul) + seed;
96
+
97
+ float q = fbm(p);
98
+ vec2 r = vec2(
99
+ fbm(p + q + vec2(1.7, 9.2) - t * 0.25),
100
+ fbm(p + q + vec2(8.3, 2.8) - t * 0.45)
101
+ );
102
+ float n = fbm(p + u_turbulence * r);
103
+ nOut = n;
104
+
105
+ // Tapered half-width and tip sway that grows with height.
106
+ float w = mix(0.46, 0.05, pow(uv.y, 1.35)) * widthMul;
107
+ float x = uv.x + (n - 0.5) * (0.25 + uv.y * 1.15) * u_sway;
108
+
109
+ float body = 1.0 - smoothstep(0.0, w, abs(x));
110
+ float env = smoothstep(-0.02, 0.12, uv.y)
111
+ * (1.0 - smoothstep(0.30, 0.98, uv.y - (n - 0.5) * 0.85));
112
+
113
+ return clamp(body * env, 0.0, 1.0);
114
+ }
115
+
116
+ void main() {
117
+ vec2 uv = vUv;
118
+
119
+ // Decorrelate tongues: each gets its own phase, speed, and noise seed.
120
+ float t = u_time * u_speed * (0.85 + 0.30 * fract(vSeed * 0.137));
121
+ vec2 sd = vec2(fract(vSeed * 0.731) * 19.0, fract(vSeed * 0.317) * 23.0);
122
+
123
+ float nA, nB;
124
+ float outer = flameLayer(uv, t, 1.0, 2.0, sd, nA);
125
+ float core = flameLayer(vec2(uv.x, (uv.y - 0.02) * 1.25), t, 0.42, 2.6, sd + vec2(4.7, 1.3), nB);
126
+
127
+ // Temperature field
128
+ float T = pow(outer, 1.55) * (0.78 + 0.45 * nA);
129
+ T += pow(core, 1.8) * 0.85;
130
+ T *= u_intensity;
131
+
132
+ vec3 col = blackbody(T) * u_tint;
133
+
134
+ // Soft radiant halo around the body
135
+ float halo = (1.0 - smoothstep(0.0, 1.0, length(vec2(uv.x, (uv.y - 0.22) * 1.4)))) * 0.10;
136
+ col += vec3(0.55, 0.16, 0.02) * halo * u_intensity;
137
+
138
+ // Faint premixed-gas blue at the base
139
+ float blue = (1.0 - smoothstep(0.0, 0.16, uv.y)) * smoothstep(0.0, 0.25, outer);
140
+ col += vec3(0.10, 0.25, 0.90) * blue * 0.35 * u_intensity;
141
+
142
+ float alpha = clamp(T * 1.4 + halo, 0.0, 1.0);
143
+ gl_FragColor = vec4(col, alpha);
144
+ }
145
+ `;
146
+ export const FireMaterial = shaderMaterial({ ...defaults, u_tint: defaults.u_tint.clone() }, vertexShader, fragmentShader, (m) => {
147
+ if (!m)
148
+ return;
149
+ m.transparent = true;
150
+ m.blending = THREE.AdditiveBlending;
151
+ m.depthWrite = false;
152
+ m.side = THREE.DoubleSide;
153
+ });
154
+ extend({ FireMaterial });
@@ -0,0 +1,34 @@
1
+ import * as THREE from 'three';
2
+ export interface FireShellUniforms {
3
+ u_time: number;
4
+ u_intensity: number;
5
+ u_speed: number;
6
+ u_turbulence: number;
7
+ u_freq: number;
8
+ u_shell: number;
9
+ u_coverage: number;
10
+ u_baseY: number;
11
+ u_spanY: number;
12
+ u_tint: THREE.Color;
13
+ }
14
+ export type FireShellMaterialImpl = THREE.ShaderMaterial & FireShellUniforms;
15
+ declare module '@react-three/fiber' {
16
+ interface ThreeElements {
17
+ fireShellMaterial: ThreeElements['shaderMaterial'] & Partial<FireShellUniforms>;
18
+ }
19
+ }
20
+ export declare const FireShellMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
21
+ u_tint: THREE.Color;
22
+ u_time: number;
23
+ u_intensity: number;
24
+ u_speed: number;
25
+ u_turbulence: number;
26
+ u_freq: number;
27
+ u_shell: number;
28
+ u_coverage: number;
29
+ u_baseY: number;
30
+ u_spanY: number;
31
+ }> & {
32
+ key: string;
33
+ };
34
+ //# sourceMappingURL=FireShellMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FireShellMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/FireShellMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,MAAM,WAAW,iBAAiB;IAC9B,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,OAAO,EAAE,MAAM,CAAC;IAChB,YAAY,EAAE,MAAM,CAAC;IACrB,MAAM,EAAE,MAAM,CAAC;IACf,OAAO,EAAE,MAAM,CAAC;IAChB,UAAU,EAAE,MAAM,CAAC;IACnB,OAAO,EAAE,MAAM,CAAC;IAChB,OAAO,EAAE,MAAM,CAAC;IAChB,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC;CACvB;AAED,MAAM,MAAM,qBAAqB,GAAG,KAAK,CAAC,cAAc,GAAG,iBAAiB,CAAC;AAE7E,OAAO,QAAQ,oBAAoB,CAAC;IAChC,UAAU,aAAa;QACnB,iBAAiB,EAAE,aAAa,CAAC,gBAAgB,CAAC,GAAG,OAAO,CAAC,iBAAiB,CAAC,CAAC;KACnF;CACJ;AA+HD,eAAO,MAAM,iBAAiB;;;;;;;;;;;;;CAO5B,CAAC"}
@@ -0,0 +1,137 @@
1
+ import * as THREE from 'three';
2
+ import { shaderMaterial } from '@react-three/drei';
3
+ import { extend } from '@react-three/fiber';
4
+ const defaults = {
5
+ u_time: 0,
6
+ u_intensity: 1.0,
7
+ u_speed: 1.0,
8
+ u_turbulence: 1.5,
9
+ u_freq: 2.2,
10
+ u_shell: 0.05,
11
+ u_coverage: 0.8,
12
+ u_baseY: 0,
13
+ u_spanY: 1,
14
+ u_tint: new THREE.Color(1, 1, 1),
15
+ };
16
+ const vertexShader = /*glsl*/ `
17
+ uniform float u_time;
18
+ uniform float u_speed;
19
+ uniform float u_shell;
20
+
21
+ varying vec3 vWorldPos;
22
+ varying vec3 vWorldNormal;
23
+ varying float vWobble;
24
+
25
+ void main() {
26
+ vec3 wn = normalize(mat3(modelMatrix) * normal);
27
+ vec4 wp = modelMatrix * vec4(position, 1.0);
28
+
29
+ // Low-frequency lick: the shell breathes and drags upward.
30
+ float wob = 0.5 + 0.5 * sin(wp.y * 3.1 + u_time * u_speed * 4.0 + wp.x * 2.3 + wp.z * 1.7);
31
+
32
+ vec3 displaced = wp.xyz
33
+ + wn * u_shell * (0.7 + 0.6 * wob) // inflate along normal
34
+ + vec3(0.0, u_shell * 1.6 * wob, 0.0); // convective upward drag
35
+
36
+ vWorldPos = displaced;
37
+ vWorldNormal = wn;
38
+ vWobble = wob;
39
+
40
+ gl_Position = projectionMatrix * viewMatrix * vec4(displaced, 1.0);
41
+ }
42
+ `;
43
+ const fragmentShader = /*glsl*/ `
44
+ precision highp float;
45
+
46
+ uniform float u_time;
47
+ uniform float u_intensity;
48
+ uniform float u_speed;
49
+ uniform float u_turbulence;
50
+ uniform float u_freq;
51
+ uniform float u_coverage;
52
+ uniform float u_baseY;
53
+ uniform float u_spanY;
54
+ uniform vec3 u_tint;
55
+
56
+ varying vec3 vWorldPos;
57
+ varying vec3 vWorldNormal;
58
+ varying float vWobble;
59
+
60
+ float hash3(vec3 p) {
61
+ p = fract(p * 0.3183099 + vec3(0.1, 0.17, 0.13));
62
+ p *= 17.0;
63
+ return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
64
+ }
65
+
66
+ float noise3(vec3 p) {
67
+ vec3 i = floor(p), f = fract(p);
68
+ vec3 u = f * f * (3.0 - 2.0 * f);
69
+ return mix(
70
+ mix(mix(hash3(i + vec3(0,0,0)), hash3(i + vec3(1,0,0)), u.x),
71
+ mix(hash3(i + vec3(0,1,0)), hash3(i + vec3(1,1,0)), u.x), u.y),
72
+ mix(mix(hash3(i + vec3(0,0,1)), hash3(i + vec3(1,0,1)), u.x),
73
+ mix(hash3(i + vec3(0,1,1)), hash3(i + vec3(1,1,1)), u.x), u.y),
74
+ u.z
75
+ );
76
+ }
77
+
78
+ float fbm3(vec3 p) {
79
+ float s = 0.0, a = 0.5;
80
+ for (int i = 0; i < 4; i++) {
81
+ s += a * noise3(p);
82
+ p = p * 2.04 + vec3(1.7);
83
+ a *= 0.5;
84
+ }
85
+ return s;
86
+ }
87
+
88
+ vec3 blackbody(float t) {
89
+ t = clamp(t, 0.0, 1.0);
90
+ vec3 c = mix(vec3(0.015, 0.0, 0.0), vec3(0.85, 0.16, 0.01), smoothstep(0.00, 0.32, t));
91
+ c = mix(c, vec3(1.0, 0.55, 0.06), smoothstep(0.28, 0.62, t));
92
+ c = mix(c, vec3(1.0, 0.93, 0.55), smoothstep(0.58, 0.88, t));
93
+ c = mix(c, vec3(1.0, 1.0, 0.98), smoothstep(0.85, 1.00, t));
94
+ return c;
95
+ }
96
+
97
+ void main() {
98
+ // Rising, domain-warped temperature field in world space.
99
+ vec3 p = vWorldPos * u_freq;
100
+ p.y -= u_time * u_speed * 1.6;
101
+ float q = fbm3(p);
102
+ float n = fbm3(p + u_turbulence * vec3(q, q * 0.7, q));
103
+
104
+ // Fresnel: flames live on the silhouette → reads as a volume.
105
+ vec3 V = normalize(cameraPosition - vWorldPos);
106
+ float fres = pow(1.0 - abs(dot(V, normalize(vWorldNormal))), 1.5);
107
+
108
+ // Top-down coverage gate, eaten by noise so the burn line is ragged.
109
+ float hNorm = clamp((vWorldPos.y - u_baseY) / u_spanY, 0.0, 1.0);
110
+ float gate = smoothstep(
111
+ 1.0 - u_coverage - 0.25,
112
+ 1.0 - u_coverage + 0.25,
113
+ hNorm + (n - 0.5) * 0.7
114
+ );
115
+
116
+ float T = n * (0.35 + 0.65 * fres) * gate;
117
+ T = pow(clamp(T * 1.6, 0.0, 1.0), 1.7);
118
+ T *= u_intensity * (0.8 + 0.4 * vWobble);
119
+
120
+ vec3 col = blackbody(T) * u_tint;
121
+
122
+ // Faint ember glow on the burning region even where flames are thin.
123
+ col += vec3(0.5, 0.08, 0.0) * gate * fres * 0.18 * u_intensity;
124
+
125
+ float alpha = clamp(T * 1.5 + gate * fres * 0.12, 0.0, 1.0);
126
+ gl_FragColor = vec4(col, alpha);
127
+ }
128
+ `;
129
+ export const FireShellMaterial = shaderMaterial({ ...defaults, u_tint: defaults.u_tint.clone() }, vertexShader, fragmentShader, (m) => {
130
+ if (!m)
131
+ return;
132
+ m.transparent = true;
133
+ m.blending = THREE.AdditiveBlending;
134
+ m.depthWrite = false;
135
+ m.side = THREE.FrontSide;
136
+ });
137
+ extend({ FireShellMaterial });