@3driseai/3drise-core 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/constants/index.d.ts +22 -0
- package/dist/constants/index.d.ts.map +1 -0
- package/dist/constants/index.js +7 -0
- package/dist/data/allMaterials.d.ts +5 -0
- package/dist/data/allMaterials.d.ts.map +1 -0
- package/dist/data/allMaterials.js +932 -0
- package/dist/data/defaults.d.ts +107 -0
- package/dist/data/defaults.d.ts.map +1 -0
- package/dist/data/defaults.js +99 -0
- package/dist/data/effectsDefaults.d.ts +4 -0
- package/dist/data/effectsDefaults.d.ts.map +1 -0
- package/dist/data/effectsDefaults.js +55 -0
- package/dist/data/images.d.ts +4 -0
- package/dist/data/images.d.ts.map +1 -0
- package/dist/data/images.js +50 -0
- package/dist/data/index.d.ts +10 -0
- package/dist/data/index.d.ts.map +1 -0
- package/dist/data/index.js +9 -0
- package/dist/data/lightPresets.d.ts +99 -0
- package/dist/data/lightPresets.d.ts.map +1 -0
- package/dist/data/lightPresets.js +48 -0
- package/dist/data/particlesSettings.d.ts +13 -0
- package/dist/data/particlesSettings.d.ts.map +1 -0
- package/dist/data/particlesSettings.js +94 -0
- package/dist/data/paths.d.ts +32 -0
- package/dist/data/paths.d.ts.map +1 -0
- package/dist/data/paths.js +2597 -0
- package/dist/data/shaders.d.ts +12 -0
- package/dist/data/shaders.d.ts.map +1 -0
- package/dist/data/shaders.js +342 -0
- package/dist/data/shapeConfig.d.ts +3 -0
- package/dist/data/shapeConfig.d.ts.map +1 -0
- package/dist/data/shapeConfig.js +29 -0
- package/dist/index.d.ts +72 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +70 -0
- package/dist/presets/cloudsPresets.d.ts +32 -0
- package/dist/presets/cloudsPresets.d.ts.map +1 -0
- package/dist/presets/cloudsPresets.js +257 -0
- package/dist/presets/coronaPresets.d.ts +11 -0
- package/dist/presets/coronaPresets.d.ts.map +1 -0
- package/dist/presets/coronaPresets.js +148 -0
- package/dist/presets/crystalPresets.d.ts +38 -0
- package/dist/presets/crystalPresets.d.ts.map +1 -0
- package/dist/presets/crystalPresets.js +265 -0
- package/dist/presets/effectsPresets.d.ts +32 -0
- package/dist/presets/effectsPresets.d.ts.map +1 -0
- package/dist/presets/effectsPresets.js +438 -0
- package/dist/presets/glassPresets.d.ts +36 -0
- package/dist/presets/glassPresets.d.ts.map +1 -0
- package/dist/presets/glassPresets.js +236 -0
- package/dist/presets/index.d.ts +21 -0
- package/dist/presets/index.d.ts.map +1 -0
- package/dist/presets/index.js +52 -0
- package/dist/presets/lavaPresets.d.ts +11 -0
- package/dist/presets/lavaPresets.d.ts.map +1 -0
- package/dist/presets/lavaPresets.js +202 -0
- package/dist/presets/metalPresets.d.ts +33 -0
- package/dist/presets/metalPresets.d.ts.map +1 -0
- package/dist/presets/metalPresets.js +205 -0
- package/dist/presets/oceanPresets.d.ts +37 -0
- package/dist/presets/oceanPresets.d.ts.map +1 -0
- package/dist/presets/oceanPresets.js +120 -0
- package/dist/presets/plasticPresets.d.ts +35 -0
- package/dist/presets/plasticPresets.d.ts.map +1 -0
- package/dist/presets/plasticPresets.js +245 -0
- package/dist/presets/sandPresets.d.ts +11 -0
- package/dist/presets/sandPresets.d.ts.map +1 -0
- package/dist/presets/sandPresets.js +294 -0
- package/dist/presets/skyPresets.d.ts +27 -0
- package/dist/presets/skyPresets.d.ts.map +1 -0
- package/dist/presets/skyPresets.js +93 -0
- package/dist/presets/woodPresets.d.ts +33 -0
- package/dist/presets/woodPresets.d.ts.map +1 -0
- package/dist/presets/woodPresets.js +235 -0
- package/dist/services/AnimationsManager.d.ts +171 -0
- package/dist/services/AnimationsManager.d.ts.map +1 -0
- package/dist/services/AnimationsManager.js +508 -0
- package/dist/services/CubeCameraManager.d.ts +23 -0
- package/dist/services/CubeCameraManager.d.ts.map +1 -0
- package/dist/services/CubeCameraManager.js +84 -0
- package/dist/services/FontManager.d.ts +32 -0
- package/dist/services/FontManager.d.ts.map +1 -0
- package/dist/services/FontManager.js +76 -0
- package/dist/services/MaterialCompiler.d.ts +30 -0
- package/dist/services/MaterialCompiler.d.ts.map +1 -0
- package/dist/services/MaterialCompiler.js +91 -0
- package/dist/services/MaterialRegistry.d.ts +85 -0
- package/dist/services/MaterialRegistry.d.ts.map +1 -0
- package/dist/services/MaterialRegistry.js +362 -0
- package/dist/services/NoiseGenerator.d.ts +93 -0
- package/dist/services/NoiseGenerator.d.ts.map +1 -0
- package/dist/services/NoiseGenerator.js +653 -0
- package/dist/services/ObjectManager.d.ts +71 -0
- package/dist/services/ObjectManager.d.ts.map +1 -0
- package/dist/services/ObjectManager.js +386 -0
- package/dist/services/PositionsCreator.d.ts +26 -0
- package/dist/services/PositionsCreator.d.ts.map +1 -0
- package/dist/services/PositionsCreator.js +263 -0
- package/dist/services/SceneStore.d.ts +20 -0
- package/dist/services/SceneStore.d.ts.map +1 -0
- package/dist/services/SceneStore.js +18 -0
- package/dist/services/ShadersLibrary.d.ts +79 -0
- package/dist/services/ShadersLibrary.d.ts.map +1 -0
- package/dist/services/ShadersLibrary.js +820 -0
- package/dist/services/SkySystemManager.d.ts +57 -0
- package/dist/services/SkySystemManager.d.ts.map +1 -0
- package/dist/services/SkySystemManager.js +190 -0
- package/dist/services/TextureResolver.d.ts +51 -0
- package/dist/services/TextureResolver.d.ts.map +1 -0
- package/dist/services/TextureResolver.js +136 -0
- package/dist/services/TexturesManager.d.ts +17 -0
- package/dist/services/TexturesManager.d.ts.map +1 -0
- package/dist/services/TexturesManager.js +48 -0
- package/dist/services/UniformConverter.d.ts +33 -0
- package/dist/services/UniformConverter.d.ts.map +1 -0
- package/dist/services/UniformConverter.js +252 -0
- package/dist/services/index.d.ts +19 -0
- package/dist/services/index.d.ts.map +1 -0
- package/dist/services/index.js +14 -0
- package/dist/shaders/BasicSkyMaterial.d.ts +49 -0
- package/dist/shaders/BasicSkyMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicSkyMaterial.js +94 -0
- package/dist/shaders/BasicWaterMaterial.d.ts +41 -0
- package/dist/shaders/BasicWaterMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicWaterMaterial.js +155 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts +52 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/BubblesPointsMaterial.js +95 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsMaterial.js +59 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts +65 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.js +138 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsMaterial.js +55 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.js +140 -0
- package/dist/shaders/CloudsMaterial.d.ts +47 -0
- package/dist/shaders/CloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsMaterial.js +124 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts +82 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsPointsMaterial.js +200 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts +2 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts.map +1 -0
- package/dist/shaders/CommonNoiseFunctions.js +41 -0
- package/dist/shaders/CoronaMaterial.d.ts +41 -0
- package/dist/shaders/CoronaMaterial.d.ts.map +1 -0
- package/dist/shaders/CoronaMaterial.js +54 -0
- package/dist/shaders/CustomShaderMaterial.d.ts +10 -0
- package/dist/shaders/CustomShaderMaterial.d.ts.map +1 -0
- package/dist/shaders/CustomShaderMaterial.js +10 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts +28 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthAtmosphereMaterial.js +55 -0
- package/dist/shaders/EarthMaterial.d.ts +40 -0
- package/dist/shaders/EarthMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthMaterial.js +69 -0
- package/dist/shaders/FireMaterial.d.ts +30 -0
- package/dist/shaders/FireMaterial.d.ts.map +1 -0
- package/dist/shaders/FireMaterial.js +154 -0
- package/dist/shaders/FireShellMaterial.d.ts +34 -0
- package/dist/shaders/FireShellMaterial.d.ts.map +1 -0
- package/dist/shaders/FireShellMaterial.js +137 -0
- package/dist/shaders/FlareMaterial.d.ts +79 -0
- package/dist/shaders/FlareMaterial.d.ts.map +1 -0
- package/dist/shaders/FlareMaterial.js +184 -0
- package/dist/shaders/GlowMaterial.d.ts +41 -0
- package/dist/shaders/GlowMaterial.d.ts.map +1 -0
- package/dist/shaders/GlowMaterial.js +54 -0
- package/dist/shaders/GlyphRingMaterial.d.ts +72 -0
- package/dist/shaders/GlyphRingMaterial.d.ts.map +1 -0
- package/dist/shaders/GlyphRingMaterial.js +152 -0
- package/dist/shaders/ImageMaterial.d.ts +294 -0
- package/dist/shaders/ImageMaterial.d.ts.map +1 -0
- package/dist/shaders/ImageMaterial.js +401 -0
- package/dist/shaders/LavaMaterial.d.ts +69 -0
- package/dist/shaders/LavaMaterial.d.ts.map +1 -0
- package/dist/shaders/LavaMaterial.js +127 -0
- package/dist/shaders/LineEffectsMaterials.d.ts +97 -0
- package/dist/shaders/LineEffectsMaterials.d.ts.map +1 -0
- package/dist/shaders/LineEffectsMaterials.js +242 -0
- package/dist/shaders/LineMaterial.d.ts +37 -0
- package/dist/shaders/LineMaterial.d.ts.map +1 -0
- package/dist/shaders/LineMaterial.js +64 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts +278 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/MeshEffectsMaterial.js +312 -0
- package/dist/shaders/MorphingSimulation.d.ts +17 -0
- package/dist/shaders/MorphingSimulation.d.ts.map +1 -0
- package/dist/shaders/MorphingSimulation.js +66 -0
- package/dist/shaders/MyGridMaterial.d.ts +61 -0
- package/dist/shaders/MyGridMaterial.d.ts.map +1 -0
- package/dist/shaders/MyGridMaterial.js +176 -0
- package/dist/shaders/MyParticlesMaterial.d.ts +65 -0
- package/dist/shaders/MyParticlesMaterial.d.ts.map +1 -0
- package/dist/shaders/MyParticlesMaterial.js +126 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts +44 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaCloudsMaterial.js +63 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts +236 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaPointsMaterial.js +265 -0
- package/dist/shaders/OceanMaterial.d.ts +57 -0
- package/dist/shaders/OceanMaterial.d.ts.map +1 -0
- package/dist/shaders/OceanMaterial.js +240 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts +49 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsMaterial.js +68 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.js +140 -0
- package/dist/shaders/RainMaterial.d.ts +36 -0
- package/dist/shaders/RainMaterial.d.ts.map +1 -0
- package/dist/shaders/RainMaterial.js +79 -0
- package/dist/shaders/ReflectorMaterial.d.ts +62 -0
- package/dist/shaders/ReflectorMaterial.d.ts.map +1 -0
- package/dist/shaders/ReflectorMaterial.js +167 -0
- package/dist/shaders/SandMaterial.d.ts +58 -0
- package/dist/shaders/SandMaterial.d.ts.map +1 -0
- package/dist/shaders/SandMaterial.js +296 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts +280 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial copy.js +354 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts +5 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial.js +10 -0
- package/dist/shaders/ShootingStarMaterial.d.ts +9 -0
- package/dist/shaders/ShootingStarMaterial.d.ts.map +1 -0
- package/dist/shaders/ShootingStarMaterial.js +42 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts +76 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyCloudsMaterial.js +212 -0
- package/dist/shaders/SkyMaterial.d.ts +130 -0
- package/dist/shaders/SkyMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyMaterial.js +237 -0
- package/dist/shaders/SkyboxMaterial.d.ts +40 -0
- package/dist/shaders/SkyboxMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyboxMaterial.js +64 -0
- package/dist/shaders/SmokeMaterial.d.ts +48 -0
- package/dist/shaders/SmokeMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeMaterial.js +159 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts +48 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeRibbonMaterial.js +120 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts +65 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts.map +1 -0
- package/dist/shaders/SparklesBurstMaterial.js +99 -0
- package/dist/shaders/StarsMaterial.d.ts +36 -0
- package/dist/shaders/StarsMaterial.d.ts.map +1 -0
- package/dist/shaders/StarsMaterial.js +74 -0
- package/dist/shaders/StormCloudsMaterial.d.ts +44 -0
- package/dist/shaders/StormCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsMaterial.js +61 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts +303 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsPointsMaterial.js +389 -0
- package/dist/shaders/SunCoreMaterial.d.ts +69 -0
- package/dist/shaders/SunCoreMaterial.d.ts.map +1 -0
- package/dist/shaders/SunCoreMaterial.js +127 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts +56 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsMaterial.js +93 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts +73 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.js +143 -0
- package/dist/shaders/WaterMaterial.d.ts +110 -0
- package/dist/shaders/WaterMaterial.d.ts.map +1 -0
- package/dist/shaders/WaterMaterial.js +228 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.js +182 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts +230 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsUniforms.js +66 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.js +167 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseFragment.glsl.js +53 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseVertex.glsl.js +60 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts +17 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.js +156 -0
- package/dist/shaders/effects/defaults.d.ts +4 -0
- package/dist/shaders/effects/defaults.d.ts.map +1 -0
- package/dist/shaders/effects/defaults.js +27 -0
- package/dist/shaders/effects/index.d.ts +7 -0
- package/dist/shaders/effects/index.d.ts.map +1 -0
- package/dist/shaders/effects/index.js +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/noiseLib.glsl.js +214 -0
- package/dist/shaders/effects/presets.d.ts +20 -0
- package/dist/shaders/effects/presets.d.ts.map +1 -0
- package/dist/shaders/effects/presets.js +288 -0
- package/dist/shaders/effects/registry/brightness.d.ts +3 -0
- package/dist/shaders/effects/registry/brightness.d.ts.map +1 -0
- package/dist/shaders/effects/registry/brightness.js +16 -0
- package/dist/shaders/effects/registry/colorShift.d.ts +3 -0
- package/dist/shaders/effects/registry/colorShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/colorShift.js +21 -0
- package/dist/shaders/effects/registry/depthFade.d.ts +3 -0
- package/dist/shaders/effects/registry/depthFade.d.ts.map +1 -0
- package/dist/shaders/effects/registry/depthFade.js +29 -0
- package/dist/shaders/effects/registry/displacement.d.ts +3 -0
- package/dist/shaders/effects/registry/displacement.d.ts.map +1 -0
- package/dist/shaders/effects/registry/displacement.js +17 -0
- package/dist/shaders/effects/registry/explode.d.ts +3 -0
- package/dist/shaders/effects/registry/explode.d.ts.map +1 -0
- package/dist/shaders/effects/registry/explode.js +43 -0
- package/dist/shaders/effects/registry/flicker.d.ts +3 -0
- package/dist/shaders/effects/registry/flicker.d.ts.map +1 -0
- package/dist/shaders/effects/registry/flicker.js +27 -0
- package/dist/shaders/effects/registry/glow.d.ts +3 -0
- package/dist/shaders/effects/registry/glow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/glow.js +21 -0
- package/dist/shaders/effects/registry/grayscale.d.ts +3 -0
- package/dist/shaders/effects/registry/grayscale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/grayscale.js +105 -0
- package/dist/shaders/effects/registry/hueShift.d.ts +3 -0
- package/dist/shaders/effects/registry/hueShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/hueShift.js +40 -0
- package/dist/shaders/effects/registry/index.d.ts +9 -0
- package/dist/shaders/effects/registry/index.d.ts.map +1 -0
- package/dist/shaders/effects/registry/index.js +70 -0
- package/dist/shaders/effects/registry/jitter.d.ts +3 -0
- package/dist/shaders/effects/registry/jitter.d.ts.map +1 -0
- package/dist/shaders/effects/registry/jitter.js +31 -0
- package/dist/shaders/effects/registry/magnet.d.ts +3 -0
- package/dist/shaders/effects/registry/magnet.d.ts.map +1 -0
- package/dist/shaders/effects/registry/magnet.js +43 -0
- package/dist/shaders/effects/registry/noise.d.ts +3 -0
- package/dist/shaders/effects/registry/noise.d.ts.map +1 -0
- package/dist/shaders/effects/registry/noise.js +61 -0
- package/dist/shaders/effects/registry/pulse.d.ts +3 -0
- package/dist/shaders/effects/registry/pulse.d.ts.map +1 -0
- package/dist/shaders/effects/registry/pulse.js +24 -0
- package/dist/shaders/effects/registry/rainbow.d.ts +3 -0
- package/dist/shaders/effects/registry/rainbow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/rainbow.js +55 -0
- package/dist/shaders/effects/registry/ripple.d.ts +3 -0
- package/dist/shaders/effects/registry/ripple.d.ts.map +1 -0
- package/dist/shaders/effects/registry/ripple.js +39 -0
- package/dist/shaders/effects/registry/saturation.d.ts +3 -0
- package/dist/shaders/effects/registry/saturation.d.ts.map +1 -0
- package/dist/shaders/effects/registry/saturation.js +19 -0
- package/dist/shaders/effects/registry/scale.d.ts +3 -0
- package/dist/shaders/effects/registry/scale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/scale.js +26 -0
- package/dist/shaders/effects/registry/sparkle.d.ts +3 -0
- package/dist/shaders/effects/registry/sparkle.d.ts.map +1 -0
- package/dist/shaders/effects/registry/sparkle.js +34 -0
- package/dist/shaders/effects/registry/spiral.d.ts +3 -0
- package/dist/shaders/effects/registry/spiral.d.ts.map +1 -0
- package/dist/shaders/effects/registry/spiral.js +46 -0
- package/dist/shaders/effects/registry/twist.d.ts +3 -0
- package/dist/shaders/effects/registry/twist.d.ts.map +1 -0
- package/dist/shaders/effects/registry/twist.js +55 -0
- package/dist/shaders/effects/registry/vortex.d.ts +3 -0
- package/dist/shaders/effects/registry/vortex.d.ts.map +1 -0
- package/dist/shaders/effects/registry/vortex.js +35 -0
- package/dist/shaders/effects/registry/wave.d.ts +3 -0
- package/dist/shaders/effects/registry/wave.d.ts.map +1 -0
- package/dist/shaders/effects/registry/wave.js +44 -0
- package/dist/shaders/effects/types.d.ts +56 -0
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u_maskEnabled: {
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value: number;
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};
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u_mask: {
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type: string;
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value: Texture | null;
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};
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u_resolution: {
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value: Vector2;
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};
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u_center: {
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value: Vector2;
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};
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u_limbScreen: {
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value: number;
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};
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}
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declare const FlareMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
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u_time: number;
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u_speed: number;
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u_frequency: number;
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u_reach: number;
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u_intensity: number;
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u_decay: number;
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u_widthScale: number;
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u_fringeIntensity: number;
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u_rootColor: Vector3;
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u_tipColor: Vector3;
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u_shootEnabled: number;
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u_shootSpread: number;
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u_maskEnabled: number;
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u_mask: any;
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u_resolution: Vector2;
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u_center: Vector2;
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u_limbScreen: number;
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}> & {
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key: string;
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};
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export { FlareMaterial };
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//# sourceMappingURL=FlareMaterial.d.ts.map
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{"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"}
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@@ -0,0 +1,184 @@
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1
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import { Vector2, Vector3 } from "three";
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2
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import { extend } from "@react-three/fiber";
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3
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import { shaderMaterial } from "@react-three/drei";
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import { NOISE_GLSL } from "./sunNoise.js";
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// Vertex shader
|
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6
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const vertexShader = /*glsl*/ `
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7
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varying vec2 vLocal;
|
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8
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+
void main() {
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|
9
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// Plane geometry is 4.4x4.4 -> vLocal in [-2.2, 2.2] core radii.
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+
vLocal = position.xy;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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+
}
|
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+
`;
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// Fragment shader
|
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const fragmentShader = /*glsl*/ `
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uniform float u_time;
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17
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+
uniform float u_speed;
|
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18
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+
uniform float u_frequency;
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uniform float u_reach;
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20
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+
uniform float u_intensity;
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+
uniform float u_decay;
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22
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+
uniform float u_widthScale;
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+
uniform float u_fringeIntensity;
|
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+
uniform vec3 u_rootColor;
|
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25
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+
uniform vec3 u_tipColor;
|
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26
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+
uniform float u_shootEnabled;
|
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+
uniform float u_shootSpread;
|
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+
uniform float u_maskEnabled;
|
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29
|
+
uniform sampler2D u_mask;
|
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30
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+
uniform vec2 u_resolution;
|
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31
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+
uniform vec2 u_center;
|
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32
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+
uniform float u_limbScreen;
|
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33
|
+
varying vec2 vLocal;
|
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34
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+
|
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35
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+
${NOISE_GLSL}
|
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36
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+
|
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37
|
+
float hash1(float n){ return fract(sin(n) * 43758.5453123); }
|
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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;
|
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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
|
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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;
|
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57
|
+
|
|
58
|
+
// Explosive envelope: ~0.05s attack, then decay.
|
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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"}
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1
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import { Vector3 } from "three";
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2
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import { extend } from "@react-three/fiber";
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3
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import { shaderMaterial } from "@react-three/drei";
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4
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// Vertex shader
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5
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const vertexShader = /*glsl*/ `
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varying vec3 vNormal;
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varying vec3 vViewDir;
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8
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void main() {
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vNormal = normalize(normalMatrix * normal);
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vec4 mv = modelViewMatrix * vec4(position, 1.0);
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vViewDir = normalize(-mv.xyz);
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gl_Position = projectionMatrix * mv;
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}
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`;
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// Fragment shader
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const fragmentShader = /*glsl*/ `
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uniform float u_time;
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uniform float u_intensity;
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uniform float u_falloff;
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uniform float u_pulseSpeed;
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uniform float u_pulseAmount;
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uniform float u_shellScale;
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uniform vec3 u_innerColor;
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uniform vec3 u_outerColor;
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varying vec3 vNormal;
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varying vec3 vViewDir;
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void main() {
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// Rendered on a BackSide shell: visible fragments face AWAY from the
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// camera, so the dot is negative. -dot is 0 at the outer silhouette and
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// maximal at the core limb. The max depends on the shell scale, so it is
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// derived from u_shellScale: sqrt(1 - 1/scale^2).
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float facing = -dot(normalize(vNormal), normalize(vViewDir));
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float maxFacing = sqrt(max(1.0 - 1.0 / (u_shellScale * u_shellScale), 0.05));
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float t2 = clamp(facing / maxFacing, 0.0, 1.0);
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float intensity = pow(t2, u_falloff);
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intensity *= (1.0 - u_pulseAmount) + u_pulseAmount * (0.5 + 0.5 * sin(u_time * u_pulseSpeed));
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vec3 col = mix(u_innerColor, u_outerColor, t2);
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gl_FragColor = vec4(col * intensity * u_intensity, intensity);
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}
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`;
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// Create the shader material with uniforms
|
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const GlowMaterial = shaderMaterial({
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u_time: 0,
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u_intensity: 1.5,
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u_falloff: 1.8,
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u_pulseSpeed: 0.7,
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u_pulseAmount: 0.3,
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u_shellScale: 1.25,
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u_innerColor: new Vector3(1.0, 0.3, 0.03),
|
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u_outerColor: new Vector3(1.0, 0.62, 0.22)
|
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+
}, vertexShader, fragmentShader);
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// Extend the material for use in React Three Fiber
|
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extend({ GlowMaterial });
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export { GlowMaterial };
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@@ -0,0 +1,72 @@
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1
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import * as THREE from "three";
|
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2
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export interface GlyphRingMaterialUniforms {
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uTime: {
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value: number;
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5
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+
};
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uRotation: {
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7
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value: number;
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8
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};
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9
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uGlyphCount: {
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value: number;
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};
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12
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uMorphSpeed: {
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13
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value: number;
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14
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};
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15
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uIntensity: {
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16
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value: number;
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17
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+
};
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18
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uOpacity: {
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value: number;
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20
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+
};
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21
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uRingColor: {
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22
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value: THREE.Color;
|
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23
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+
};
|
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24
|
+
uGlyphsColor: {
|
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25
|
+
value: THREE.Color;
|
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26
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+
};
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27
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+
uShadesMultiplier: {
|
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28
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+
value: number;
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29
|
+
};
|
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30
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+
/** Color a glyph shifts toward when the cursor is hovering near it. */
|
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31
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uHoverColor: {
|
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32
|
+
value: THREE.Color;
|
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33
|
+
};
|
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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;
|
|
66
|
+
uHoverIntensity: number;
|
|
67
|
+
u_mouse: THREE.Vector2;
|
|
68
|
+
}> & {
|
|
69
|
+
key: string;
|
|
70
|
+
};
|
|
71
|
+
export { GlyphRingMaterial };
|
|
72
|
+
//# sourceMappingURL=GlyphRingMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"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 */ `
|
|
5
|
+
varying vec2 vUv;
|
|
6
|
+
varying vec4 vClipPos;
|
|
7
|
+
void main() {
|
|
8
|
+
vUv = uv;
|
|
9
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
10
|
+
vClipPos = gl_Position;
|
|
11
|
+
}
|
|
12
|
+
`;
|
|
13
|
+
const fragmentShader = /* glsl */ `
|
|
14
|
+
uniform float uTime;
|
|
15
|
+
uniform float uRotation;
|
|
16
|
+
uniform float uGlyphCount;
|
|
17
|
+
uniform float uMorphSpeed;
|
|
18
|
+
uniform float uIntensity;
|
|
19
|
+
uniform float uOpacity;
|
|
20
|
+
uniform vec3 uRingColor;
|
|
21
|
+
uniform vec3 uGlyphsColor;
|
|
22
|
+
uniform float uShadesMultiplier;
|
|
23
|
+
uniform vec3 uHoverColor;
|
|
24
|
+
uniform float uHoverRadius;
|
|
25
|
+
uniform float uHoverIntensity;
|
|
26
|
+
uniform vec2 u_mouse;
|
|
27
|
+
varying vec2 vUv;
|
|
28
|
+
varying vec4 vClipPos;
|
|
29
|
+
|
|
30
|
+
float glyph(vec2 p, float seed) {
|
|
31
|
+
vec2 ap = abs(p);
|
|
32
|
+
float bar = step(ap.x, 0.18) * step(ap.y, 0.78);
|
|
33
|
+
float ring = step(abs(length(p) - 0.55), 0.07);
|
|
34
|
+
float diag = step(abs(p.x - p.y * sign(seed * 7.0 - 1.0)), 0.12);
|
|
35
|
+
float cross = step(ap.y, 0.10) * step(ap.x, 0.78);
|
|
36
|
+
float spoke = step(abs(p.y), 0.10) + step(abs(p.x), 0.10);
|
|
37
|
+
spoke = clamp(spoke, 0.0, 1.0);
|
|
38
|
+
float s1 = fract(sin(seed * 12.9898) * 43758.5453);
|
|
39
|
+
float s2 = fract(sin(seed * 78.233) * 12345.6789);
|
|
40
|
+
float s3 = fract(sin(seed * 4.821) * 91812.234);
|
|
41
|
+
float s4 = fract(sin(seed * 22.1) * 5532.111);
|
|
42
|
+
float g = 0.0;
|
|
43
|
+
g = max(g, bar * step(0.5, s1));
|
|
44
|
+
g = max(g, ring * step(0.4, s2));
|
|
45
|
+
g = max(g, diag * step(0.5, s3));
|
|
46
|
+
g = max(g, cross * step(0.6, s4));
|
|
47
|
+
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);
|
|
55
|
+
float a = theta / (2.0 * 3.141592653589793) + 0.5 + uRotation;
|
|
56
|
+
a = fract(a);
|
|
57
|
+
|
|
58
|
+
float bandWidth = 0.16;
|
|
59
|
+
float ringR = 0.55;
|
|
60
|
+
float ringMask = smoothstep(ringR - bandWidth, ringR - 0.02, r) * (1.0 - smoothstep(ringR + 0.02, ringR + bandWidth, r));
|
|
61
|
+
if (ringMask < 0.01) discard;
|
|
62
|
+
|
|
63
|
+
float cell = floor(a * uGlyphCount);
|
|
64
|
+
float local = fract(a * uGlyphCount) * 2.0 - 1.0;
|
|
65
|
+
float radial = (r - ringR) / bandWidth;
|
|
66
|
+
|
|
67
|
+
// 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.
|
|
72
|
+
// Per-cell phase prevents all cells from morphing in sync.
|
|
73
|
+
float cellPhase = fract(sin(cell * 91.23) * 5471.31);
|
|
74
|
+
float morphT = uTime * uMorphSpeed + cellPhase;
|
|
75
|
+
float morphTick = floor(morphT);
|
|
76
|
+
float morphMix = smoothstep(0.35, 0.85, fract(morphT));
|
|
77
|
+
|
|
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;
|
|
80
|
+
float gA = glyph(vec2(local, radial * 0.8), seedA);
|
|
81
|
+
float gB = glyph(vec2(local, radial * 0.8), seedB);
|
|
82
|
+
float g = mix(gA, gB, morphMix);
|
|
83
|
+
|
|
84
|
+
float underline = smoothstep(ringR - 0.06, ringR - 0.02, r) * (1.0 - smoothstep(ringR + 0.02, ringR + 0.06, r));
|
|
85
|
+
|
|
86
|
+
// 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,
|
|
138
|
+
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 };
|