@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 +1,79 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import type { Texture } from 'three';
3
+ export interface FlareMaterialUniforms {
4
+ u_time: {
5
+ value: number;
6
+ };
7
+ u_speed: {
8
+ value: number;
9
+ };
10
+ u_frequency: {
11
+ value: number;
12
+ };
13
+ u_reach: {
14
+ value: number;
15
+ };
16
+ u_intensity: {
17
+ value: number;
18
+ };
19
+ u_decay: {
20
+ value: number;
21
+ };
22
+ u_widthScale: {
23
+ value: number;
24
+ };
25
+ u_fringeIntensity: {
26
+ value: number;
27
+ };
28
+ u_rootColor: {
29
+ value: Vector3;
30
+ };
31
+ u_tipColor: {
32
+ value: Vector3;
33
+ };
34
+ u_shootEnabled: {
35
+ value: number;
36
+ };
37
+ u_shootSpread: {
38
+ value: number;
39
+ };
40
+ u_maskEnabled: {
41
+ value: number;
42
+ };
43
+ u_mask: {
44
+ type: string;
45
+ value: Texture | null;
46
+ };
47
+ u_resolution: {
48
+ value: Vector2;
49
+ };
50
+ u_center: {
51
+ value: Vector2;
52
+ };
53
+ u_limbScreen: {
54
+ value: number;
55
+ };
56
+ }
57
+ declare const FlareMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
58
+ u_time: number;
59
+ u_speed: number;
60
+ u_frequency: number;
61
+ u_reach: number;
62
+ u_intensity: number;
63
+ u_decay: number;
64
+ u_widthScale: number;
65
+ u_fringeIntensity: number;
66
+ u_rootColor: Vector3;
67
+ u_tipColor: Vector3;
68
+ u_shootEnabled: number;
69
+ u_shootSpread: number;
70
+ u_maskEnabled: number;
71
+ u_mask: any;
72
+ u_resolution: Vector2;
73
+ u_center: Vector2;
74
+ u_limbScreen: number;
75
+ }> & {
76
+ key: string;
77
+ };
78
+ export { FlareMaterial };
79
+ //# sourceMappingURL=FlareMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FlareMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/FlareMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAIrC,MAAM,WAAW,qBAAqB;IAClC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,iBAAiB,EAAE;QACf,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,MAAM,EAAE;QACJ,IAAI,EAAE,MAAM,CAAC;QACb,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;KACzB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAgKD,QAAA,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;CAkBa,CAAC;AAGjC,OAAO,EAAE,aAAa,EAAE,CAAC"}
@@ -0,0 +1,184 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { NOISE_GLSL } from "./sunNoise.js";
5
+ // Vertex shader
6
+ const vertexShader = /*glsl*/ `
7
+ varying vec2 vLocal;
8
+ void main() {
9
+ // Plane geometry is 4.4x4.4 -> vLocal in [-2.2, 2.2] core radii.
10
+ vLocal = position.xy;
11
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
12
+ }
13
+ `;
14
+ // Fragment shader
15
+ const fragmentShader = /*glsl*/ `
16
+ uniform float u_time;
17
+ uniform float u_speed;
18
+ uniform float u_frequency;
19
+ uniform float u_reach;
20
+ uniform float u_intensity;
21
+ uniform float u_decay;
22
+ uniform float u_widthScale;
23
+ uniform float u_fringeIntensity;
24
+ uniform vec3 u_rootColor;
25
+ uniform vec3 u_tipColor;
26
+ uniform float u_shootEnabled;
27
+ uniform float u_shootSpread;
28
+ uniform float u_maskEnabled;
29
+ uniform sampler2D u_mask;
30
+ uniform vec2 u_resolution;
31
+ uniform vec2 u_center;
32
+ uniform float u_limbScreen;
33
+ varying vec2 vLocal;
34
+
35
+ ${NOISE_GLSL}
36
+
37
+ float hash1(float n){ return fract(sin(n) * 43758.5453123); }
38
+
39
+ // One full burst system (5 explosive slots + fringe) for a given radial
40
+ // frame: r is distance in limb units (root at 1), dir/a the direction.
41
+ // seedOff decouples burst schedules between layers.
42
+ vec4 burstField(float r, vec2 dir, float a, float t, float seedOff) {
43
+ vec3 acc = vec3(0.0);
44
+ float alpha = 0.0;
45
+
46
+ for (int i = 0; i < 5; i++) {
47
+ float fi = float(i) + seedOff;
48
+ float period = 4.5 + 3.5 * hash1(fi * 7.31 + 1.7);
49
+ float ph = t * u_frequency / period + hash1(fi * 3.71);
50
+ float cyc = floor(ph);
51
+ float s = fract(ph); // 0..1 through this burst's life
52
+ float seed = fi * 19.3 + cyc * 7.07; // new angle/size every cycle
53
+
54
+ float ang = hash1(seed) * 6.2831853;
55
+ float width = (0.10 + 0.10 * hash1(seed + 2.0)) * u_widthScale;
56
+ float reach = (0.45 + 0.60 * hash1(seed + 4.0)) * u_reach;
57
+
58
+ // Explosive envelope: ~0.05s attack, then decay.
59
+ float env = smoothstep(0.0, 0.05, s) * pow(1.0 - s, u_decay);
60
+ if (env < 0.01) continue;
61
+
62
+ // Decelerating ejection front (fast at launch, slows down).
63
+ float front = 1.0 + reach * (1.0 - pow(1.0 - s, 2.0));
64
+
65
+ float da = a - ang;
66
+ da = atan(sin(da), cos(da));
67
+ float angProf = exp(-(da * da) / (2.0 * width * width));
68
+
69
+ // Ragged plasma texture streaming outward fast.
70
+ float rag = 0.6 + 0.4 * (fbm(vec3(dir * 4.0, r * 3.0 - t * 1.2 + fi * 9.0)) * 0.5 + 0.5);
71
+
72
+ // Bright shock blob at the front + trailing column back to the root.
73
+ float blob = exp(-pow((r - front) / 0.12, 2.0));
74
+ float column = (1.0 - smoothstep(front - 0.5, front + 0.03, r)) * smoothstep(0.95, 1.05, r);
75
+
76
+ float e = env * angProf * rag * (blob * 1.8 + column * 0.7) * u_intensity;
77
+
78
+ float f = clamp((r - 1.0) / max(front - 1.0, 0.05), 0.0, 1.0);
79
+ vec3 c = mix(u_rootColor, u_tipColor, f * 0.8);
80
+
81
+ acc += c * e;
82
+ alpha += e;
83
+ }
84
+
85
+ // Faint baseline fringe at the root.
86
+ float n = fbm(vec3(dir * 3.0, r * 2.2 - t * 0.45)) * 0.5 + 0.5;
87
+ float f2 = clamp((r - 0.98) / (0.10 + 0.10 * n), 0.0, 1.0);
88
+ float fringe = (1.0 - f2);
89
+ fringe *= fringe * n * u_fringeIntensity;
90
+ acc += mix(u_rootColor * 0.85, u_tipColor * 0.7, f2) * fringe;
91
+ alpha += fringe;
92
+
93
+ return vec4(acc, alpha);
94
+ }
95
+
96
+ void main() {
97
+ float t = u_time * u_speed;
98
+
99
+ // One burst system; u_shootEnabled selects where it roots:
100
+ // center (shooting) vs limb (circular or silhouette).
101
+ float r = 0.0;
102
+ vec2 dir = vec2(1.0, 0.0);
103
+ bool limbValid = false;
104
+
105
+ if (u_shootEnabled > 0.5) {
106
+ // --- Shooting mode: bursts root at the plane center. With
107
+ // u_shootSpread = 1.0 a burst travels exactly the same plane
108
+ // distance as it would from the limb — only the root moves. ---
109
+ float len = length(vLocal);
110
+ dir = vLocal / max(len, 1e-4);
111
+ r = 1.0 + len * u_shootSpread;
112
+ limbValid = true;
113
+ } else if (u_maskEnabled > 0.5) {
114
+ // --- Silhouette mode: the limb is wherever the host's screen-space
115
+ // mask ends along this fragment's direction from the host center. ---
116
+ vec2 uv = gl_FragCoord.xy / u_resolution;
117
+ float aspect = u_resolution.x / u_resolution.y;
118
+ vec2 p2 = (uv - u_center) * vec2(aspect, 1.0);
119
+ float dist = length(p2);
120
+ if (dist > 1e-4) {
121
+ dir = p2 / dist;
122
+
123
+ // FIXED-RANGE march out to the bounding silhouette — never just to
124
+ // the fragment, or interior fragments find themselves as the edge.
125
+ float hi = u_limbScreen * 1.05;
126
+ float stepLen = hi / 32.0;
127
+ float edge = 0.0;
128
+ for (int i = 1; i <= 32; i++) {
129
+ float s = stepLen * float(i);
130
+ vec2 su = u_center + (dir * s) / vec2(aspect, 1.0);
131
+ if (texture2D(u_mask, su).r > 0.5) edge = s;
132
+ }
133
+ if (edge > 1e-4) {
134
+ // Binary-search refinement -> sub-pixel edge, smooth limb.
135
+ float lo2 = edge;
136
+ float hi2 = min(edge + stepLen, hi);
137
+ for (int j = 0; j < 6; j++) {
138
+ float m = 0.5 * (lo2 + hi2);
139
+ vec2 su = u_center + (dir * m) / vec2(aspect, 1.0);
140
+ if (texture2D(u_mask, su).r > 0.5) lo2 = m; else hi2 = m;
141
+ }
142
+ edge = 0.5 * (lo2 + hi2);
143
+ r = dist / edge;
144
+ limbValid = true;
145
+ }
146
+ }
147
+ } else {
148
+ // --- Circular mode: limb at radius 1 in billboard units. ---
149
+ r = length(vLocal);
150
+ dir = vLocal / max(r, 1e-4);
151
+ limbValid = true;
152
+ }
153
+
154
+ if (!limbValid || r < 0.92 || r > 2.15) discard;
155
+
156
+ vec4 b = burstField(r, dir, atan(dir.y, dir.x), t, 0.0);
157
+ float alpha = clamp(b.a, 0.0, 1.0);
158
+ if (alpha < 0.01) discard;
159
+ gl_FragColor = vec4(b.rgb, alpha);
160
+ }
161
+ `;
162
+ // Create the shader material with uniforms
163
+ const FlareMaterial = shaderMaterial({
164
+ u_time: 0,
165
+ u_speed: 1.0,
166
+ u_frequency: 1.0,
167
+ u_reach: 1.0,
168
+ u_intensity: 1.0,
169
+ u_decay: 2.2,
170
+ u_widthScale: 1.0,
171
+ u_fringeIntensity: 0.3,
172
+ u_rootColor: new Vector3(1.0, 0.92, 0.65),
173
+ u_tipColor: new Vector3(1.0, 0.35, 0.04),
174
+ u_shootEnabled: 0.0,
175
+ u_shootSpread: 1.0,
176
+ u_maskEnabled: 0.0,
177
+ u_mask: null,
178
+ u_resolution: new Vector2(1, 1),
179
+ u_center: new Vector2(0.5, 0.5),
180
+ u_limbScreen: 0.25
181
+ }, vertexShader, fragmentShader);
182
+ // Extend the material for use in React Three Fiber
183
+ extend({ FlareMaterial });
184
+ export { FlareMaterial };
@@ -0,0 +1,41 @@
1
+ import { Vector3 } from "three";
2
+ export interface GlowMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_intensity: {
7
+ value: number;
8
+ };
9
+ u_falloff: {
10
+ value: number;
11
+ };
12
+ u_pulseSpeed: {
13
+ value: number;
14
+ };
15
+ u_pulseAmount: {
16
+ value: number;
17
+ };
18
+ u_shellScale: {
19
+ value: number;
20
+ };
21
+ u_innerColor: {
22
+ value: Vector3;
23
+ };
24
+ u_outerColor: {
25
+ value: Vector3;
26
+ };
27
+ }
28
+ declare const GlowMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
29
+ u_time: number;
30
+ u_intensity: number;
31
+ u_falloff: number;
32
+ u_pulseSpeed: number;
33
+ u_pulseAmount: number;
34
+ u_shellScale: number;
35
+ u_innerColor: Vector3;
36
+ u_outerColor: Vector3;
37
+ }> & {
38
+ key: string;
39
+ };
40
+ export { GlowMaterial };
41
+ //# sourceMappingURL=GlowMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GlowMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/GlowMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGhC,MAAM,WAAW,oBAAoB;IACjC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;CACL;AAwCD,QAAA,MAAM,YAAY;;;;;;;;;;;CASc,CAAC;AAGjC,OAAO,EAAE,YAAY,EAAE,CAAC"}
@@ -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 GlowMaterial = 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({ GlowMaterial });
54
+ export { GlowMaterial };
@@ -0,0 +1,72 @@
1
+ import * as THREE from "three";
2
+ export interface GlyphRingMaterialUniforms {
3
+ uTime: {
4
+ value: number;
5
+ };
6
+ uRotation: {
7
+ value: number;
8
+ };
9
+ uGlyphCount: {
10
+ value: number;
11
+ };
12
+ uMorphSpeed: {
13
+ value: number;
14
+ };
15
+ uIntensity: {
16
+ value: number;
17
+ };
18
+ uOpacity: {
19
+ value: number;
20
+ };
21
+ uRingColor: {
22
+ value: THREE.Color;
23
+ };
24
+ uGlyphsColor: {
25
+ value: THREE.Color;
26
+ };
27
+ uShadesMultiplier: {
28
+ value: number;
29
+ };
30
+ /** Color a glyph shifts toward when the cursor is hovering near it. */
31
+ uHoverColor: {
32
+ value: THREE.Color;
33
+ };
34
+ /** Radius of the hover-glow falloff, in NDC units (0..~1.4). */
35
+ uHoverRadius: {
36
+ value: number;
37
+ };
38
+ /** Strength of the hover effect. 0 = off; 1 = full color swap + glow; higher = brighter. */
39
+ uHoverIntensity: {
40
+ value: number;
41
+ };
42
+ /** Auto-populated each frame by animateUniforms (NDC pointer, -1..1). */
43
+ u_mouse: {
44
+ value: THREE.Vector2;
45
+ };
46
+ }
47
+ declare global {
48
+ namespace JSX {
49
+ interface IntrinsicElements {
50
+ glyphRingMaterial: any;
51
+ }
52
+ }
53
+ }
54
+ declare const GlyphRingMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
55
+ uTime: number;
56
+ uRotation: number;
57
+ uGlyphCount: number;
58
+ uMorphSpeed: number;
59
+ uIntensity: number;
60
+ uOpacity: number;
61
+ uRingColor: THREE.Color;
62
+ uGlyphsColor: THREE.Color;
63
+ uShadesMultiplier: number;
64
+ uHoverColor: THREE.Color;
65
+ uHoverRadius: number;
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+ uHoverIntensity: number;
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+ u_mouse: THREE.Vector2;
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+ }> & {
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+ key: string;
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+ };
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+ export { GlyphRingMaterial };
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+ //# sourceMappingURL=GlyphRingMaterial.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"GlyphRingMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/GlyphRingMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,MAAM,WAAW,yBAAyB;IACtC,KAAK,EAAE;QACH,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,iBAAiB,EAAE;QACf,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,uEAAuE;IACvE,WAAW,EAAE;QACT,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,gEAAgE;IAChE,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,4FAA4F;IAC5F,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,yEAAyE;IACzE,OAAO,EAAE;QACL,KAAK,EAAE,KAAK,CAAC,OAAO,CAAC;KACxB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,iBAAiB,EAAE,GAAG,CAAC;SAC1B;KACJ;CACJ;AAsID,QAAA,MAAM,iBAAiB;;;;;;;;;;;;;;;;CAcS,CAAC;AAEjC,OAAO,EAAE,iBAAiB,EAAE,CAAC"}
@@ -0,0 +1,152 @@
1
+ import { extend } from "@react-three/fiber";
2
+ import { shaderMaterial } from "@react-three/drei";
3
+ import * as THREE from "three";
4
+ const vertexShader = /* glsl */ `
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+ varying vec2 vUv;
6
+ varying vec4 vClipPos;
7
+ void main() {
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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+ vClipPos = gl_Position;
11
+ }
12
+ `;
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+ const fragmentShader = /* glsl */ `
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+ uniform float uTime;
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+ uniform float uRotation;
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+ uniform float uGlyphCount;
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+ uniform float uMorphSpeed;
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+ uniform float uIntensity;
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+ uniform float uOpacity;
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+ uniform vec3 uRingColor;
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+ uniform vec3 uGlyphsColor;
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+ uniform float uShadesMultiplier;
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+ uniform vec3 uHoverColor;
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+ uniform float uHoverRadius;
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+ uniform float uHoverIntensity;
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+ uniform vec2 u_mouse;
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+ varying vec2 vUv;
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+ varying vec4 vClipPos;
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+
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+ float glyph(vec2 p, float seed) {
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+ vec2 ap = abs(p);
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+ float bar = step(ap.x, 0.18) * step(ap.y, 0.78);
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+ float ring = step(abs(length(p) - 0.55), 0.07);
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+ float diag = step(abs(p.x - p.y * sign(seed * 7.0 - 1.0)), 0.12);
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+ float cross = step(ap.y, 0.10) * step(ap.x, 0.78);
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+ float spoke = step(abs(p.y), 0.10) + step(abs(p.x), 0.10);
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+ spoke = clamp(spoke, 0.0, 1.0);
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+ float s1 = fract(sin(seed * 12.9898) * 43758.5453);
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+ float s2 = fract(sin(seed * 78.233) * 12345.6789);
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+ float s3 = fract(sin(seed * 4.821) * 91812.234);
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+ float s4 = fract(sin(seed * 22.1) * 5532.111);
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+ float g = 0.0;
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+ g = max(g, bar * step(0.5, s1));
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+ g = max(g, ring * step(0.4, s2));
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+ g = max(g, diag * step(0.5, s3));
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+ g = max(g, cross * step(0.6, s4));
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+ g = max(g, spoke * step(0.7, s1 * s4));
48
+ return g;
49
+ }
50
+
51
+ void main() {
52
+ vec2 p = vUv * 2.0 - 1.0;
53
+ float r = length(p);
54
+ float theta = atan(p.y, p.x);
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+ float a = theta / (2.0 * 3.141592653589793) + 0.5 + uRotation;
56
+ a = fract(a);
57
+
58
+ float bandWidth = 0.16;
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+ float ringR = 0.55;
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+ float ringMask = smoothstep(ringR - bandWidth, ringR - 0.02, r) * (1.0 - smoothstep(ringR + 0.02, ringR + bandWidth, r));
61
+ if (ringMask < 0.01) discard;
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+
63
+ float cell = floor(a * uGlyphCount);
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+ float local = fract(a * uGlyphCount) * 2.0 - 1.0;
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+ float radial = (r - ringR) / bandWidth;
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+
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+ // Discrete morph with crossfade. Each cell picks a new random seed every
68
+ // tick; we then evaluate the glyph at both the current and next seed and
69
+ // smoothly mix between them over the back half of the tick. Smooth
70
+ // interpolation in *seed* space is chaotic (the hash isn't continuous),
71
+ // but mixing the resulting glyph *masks* gives clean dissolves.
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+ // Per-cell phase prevents all cells from morphing in sync.
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+ float cellPhase = fract(sin(cell * 91.23) * 5471.31);
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+ float morphT = uTime * uMorphSpeed + cellPhase;
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+ float morphTick = floor(morphT);
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+ float morphMix = smoothstep(0.35, 0.85, fract(morphT));
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+
78
+ float seedA = cell + 1.0 + fract(sin(morphTick * 17.31 + cell * 1.79) * 4391.27) * 7.0;
79
+ float seedB = cell + 1.0 + fract(sin((morphTick + 1.0) * 17.31 + cell * 1.79) * 4391.27) * 7.0;
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+ float gA = glyph(vec2(local, radial * 0.8), seedA);
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+ float gB = glyph(vec2(local, radial * 0.8), seedB);
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+ float g = mix(gA, gB, morphMix);
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+
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+ float underline = smoothstep(ringR - 0.06, ringR - 0.02, r) * (1.0 - smoothstep(ringR + 0.02, ringR + 0.06, r));
85
+
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+ // Per-cell shade modulation. Each cell gets three independent signed
87
+ // offsets per RGB channel (±0.5), scaled by uShadesMultiplier. At 0
88
+ // there's no variation; at 1 each channel deviates up to ±50% from
89
+ // glyphsColor; higher values push the tint further. Crucially, the
90
+ // intensity multiplier is also attenuated proportional to
91
+ // uShadesMultiplier so the per-cell hue actually survives additive
92
+ // blending (otherwise everything clamps to white).
93
+ float dR = (fract(sin(cell * 12.9898 + 1.3) * 43758.5453) - 0.5) * uShadesMultiplier;
94
+ float dG = (fract(sin(cell * 78.233 + 5.1) * 12345.6789) - 0.5) * uShadesMultiplier;
95
+ float dB = (fract(sin(cell * 39.346 + 9.7) * 91812.234) - 0.5) * uShadesMultiplier;
96
+ vec3 tint = clamp(vec3(1.0) + vec3(dR, dG, dB), 0.0, 1.5);
97
+ vec3 glyphCol = uGlyphsColor * tint;
98
+
99
+ // Hover: per-fragment NDC distance to the cursor with a smoothstep
100
+ // falloff — 1.0 at the cursor, 0.0 at the radius edge. The color blend
101
+ // and the brightness boost both use this gradient, so glyphs near the
102
+ // cursor are fully uHoverColor + bright, glyphs at the radius edge are
103
+ // fully original. NDC mouse is auto-fed by animateUniforms.
104
+ vec2 fragNdc = vClipPos.xy / vClipPos.w;
105
+ float mouseDist = length(fragNdc - u_mouse);
106
+ float radius = max(uHoverRadius, 0.0001);
107
+ float hoverActive = step(0.0001, uHoverIntensity);
108
+ float hoverFalloff = (1.0 - smoothstep(0.0, radius, mouseDist)) * hoverActive;
109
+ float hoverEffect = hoverFalloff * uHoverIntensity;
110
+ vec3 hoveredGlyphCol = mix(glyphCol, uHoverColor, hoverFalloff);
111
+
112
+ // Color composition: glyph strokes contribute hoveredGlyphCol; the soft
113
+ // underline contributes uRingColor (unmodulated). Weight by their masks
114
+ // and normalize.
115
+ float wG = g;
116
+ float wR = underline * 0.18;
117
+ float wTotal = max(wG + wR, 0.0001);
118
+ vec3 baseColor = (hoveredGlyphCol * wG + uRingColor * wR) / wTotal;
119
+
120
+ // Damp the intensity blowout when shades are on so per-cell tints stay
121
+ // visible instead of saturating to white. Strength scales with
122
+ // uShadesMultiplier (0 = no damping → normal glow; 1 = ~70% damping).
123
+ float shadeStrength = clamp(uShadesMultiplier, 0.0, 1.0);
124
+ float intensityBoost = uIntensity * mix(1.0, 0.3, shadeStrength);
125
+
126
+ // Hover boosts the glyph weight (not the underline) so the highlight
127
+ // reads as "that glyph is lit up" rather than a halo over the ring.
128
+ float intensity = g * (1.0 + hoverEffect * 2.0) + underline * 0.18;
129
+ float alpha = ringMask * intensity * uOpacity;
130
+ if (alpha < 0.005) discard;
131
+
132
+ vec3 col = baseColor * (1.0 + intensity * intensityBoost);
133
+ gl_FragColor = vec4(col, alpha);
134
+ }
135
+ `;
136
+ const GlyphRingMaterial = shaderMaterial({
137
+ uTime: 0,
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+ uRotation: 0,
139
+ uGlyphCount: 12,
140
+ uMorphSpeed: 0.4,
141
+ uIntensity: 1.5,
142
+ uOpacity: 1.0,
143
+ uRingColor: new THREE.Color('#88ccff'),
144
+ uGlyphsColor: new THREE.Color('#88ccff'),
145
+ uShadesMultiplier: 0.0,
146
+ uHoverColor: new THREE.Color('#ffffff'),
147
+ uHoverRadius: 0.3,
148
+ uHoverIntensity: 0.0,
149
+ u_mouse: new THREE.Vector2(0, 0),
150
+ }, vertexShader, fragmentShader);
151
+ extend({ GlyphRingMaterial });
152
+ export { GlyphRingMaterial };