@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 +1,240 @@
1
+ import { Vector3, Vector2 } 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 vec2 vUv;
7
+ varying vec3 vPosition;
8
+ void main() {
9
+ vUv = uv;
10
+ vPosition = position;
11
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
12
+ }
13
+ `;
14
+ // Fragment shader - converted from the original Seascape shader
15
+ const fragmentShader = /*glsl*/ `
16
+ uniform float u_time;
17
+ uniform vec2 u_resolution;
18
+ uniform vec2 u_pointer;
19
+ uniform float u_seaHeight;
20
+ uniform float u_seaChoppy;
21
+ uniform float u_seaSpeed;
22
+ uniform float u_seaFreq;
23
+ uniform vec3 u_seaBaseColor;
24
+ uniform vec3 u_seaWaterColor;
25
+ uniform float u_iterGeometry;
26
+ uniform float u_iterFragment;
27
+ uniform float u_numSteps;
28
+
29
+ varying vec2 vUv;
30
+ varying vec3 vPosition;
31
+
32
+ const float PI = 3.141592;
33
+ const float EPSILON = 1e-3;
34
+
35
+ // math
36
+ mat3 fromEuler(vec3 ang) {
37
+ vec2 a1 = vec2(sin(ang.x),cos(ang.x));
38
+ vec2 a2 = vec2(sin(ang.y),cos(ang.y));
39
+ vec2 a3 = vec2(sin(ang.z),cos(ang.z));
40
+ mat3 m;
41
+ m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
42
+ m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
43
+ m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
44
+ return m;
45
+ }
46
+
47
+ float hash( vec2 p ) {
48
+ float h = dot(p,vec2(127.1,311.7));
49
+ return fract(sin(h)*43758.5453123);
50
+ }
51
+
52
+ float noise( in vec2 p ) {
53
+ vec2 i = floor( p );
54
+ vec2 f = fract( p );
55
+ vec2 u = f*f*(3.0-2.0*f);
56
+ return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
57
+ hash( i + vec2(1.0,0.0) ), u.x),
58
+ mix( hash( i + vec2(0.0,1.0) ),
59
+ hash( i + vec2(1.0,1.0) ), u.x), u.y);
60
+ }
61
+
62
+ // lighting
63
+ float diffuse(vec3 n,vec3 l,float p) {
64
+ return pow(dot(n,l) * 0.4 + 0.6,p);
65
+ }
66
+
67
+ float specular(vec3 n,vec3 l,vec3 e,float s) {
68
+ float nrm = (s + 8.0) / (PI * 8.0);
69
+ return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
70
+ }
71
+
72
+ // sky
73
+ vec3 getSkyColor(vec3 e) {
74
+ e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
75
+ return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
76
+ }
77
+
78
+ // sea
79
+ float sea_octave(vec2 uv, float choppy) {
80
+ uv += noise(uv);
81
+ vec2 wv = 1.0-abs(sin(uv));
82
+ vec2 swv = abs(cos(uv));
83
+ wv = mix(wv,swv,wv);
84
+ return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
85
+ }
86
+
87
+ float map(vec3 p) {
88
+ float freq = u_seaFreq;
89
+ float amp = u_seaHeight;
90
+ float choppy = u_seaChoppy;
91
+ vec2 uv = p.xz;
92
+ uv.x *= 0.75;
93
+
94
+ float SEA_TIME = 1.0 + u_time * u_seaSpeed;
95
+ mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
96
+
97
+ float d, h = 0.0;
98
+ for(int i = 0; i < 3; i++) {
99
+ if(float(i) >= u_iterGeometry) break;
100
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
101
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
102
+ h += d * amp;
103
+ uv *= octave_m;
104
+ freq *= 1.9;
105
+ amp *= 0.22;
106
+ choppy = mix(choppy,1.0,0.2);
107
+ }
108
+ return p.y - h;
109
+ }
110
+
111
+ float map_detailed(vec3 p) {
112
+ float freq = u_seaFreq;
113
+ float amp = u_seaHeight;
114
+ float choppy = u_seaChoppy;
115
+ vec2 uv = p.xz;
116
+ uv.x *= 0.75;
117
+
118
+ float SEA_TIME = 1.0 + u_time * u_seaSpeed;
119
+ mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
120
+
121
+ float d, h = 0.0;
122
+ for(int i = 0; i < 5; i++) {
123
+ if(float(i) >= u_iterFragment) break;
124
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
125
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
126
+ h += d * amp;
127
+ uv *= octave_m;
128
+ freq *= 1.9;
129
+ amp *= 0.22;
130
+ choppy = mix(choppy,1.0,0.2);
131
+ }
132
+ return p.y - h;
133
+ }
134
+
135
+ vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
136
+ float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
137
+ fresnel = min(fresnel * fresnel * fresnel, 0.5);
138
+
139
+ vec3 reflected = getSkyColor(reflect(eye, n));
140
+ vec3 refracted = u_seaBaseColor + diffuse(n, l, 80.0) * u_seaWaterColor * 0.12;
141
+
142
+ vec3 color = mix(refracted, reflected, fresnel);
143
+
144
+ float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
145
+ color += u_seaWaterColor * (p.y - u_seaHeight) * 0.18 * atten;
146
+
147
+ color += specular(n, l, eye, 600.0 * inversesqrt(dot(dist,dist)));
148
+
149
+ return color;
150
+ }
151
+
152
+ // tracing
153
+ vec3 getNormal(vec3 p, float eps) {
154
+ vec3 n;
155
+ n.y = map_detailed(p);
156
+ n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
157
+ n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
158
+ n.y = eps;
159
+ return normalize(n);
160
+ }
161
+
162
+ float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
163
+ float tm = 0.0;
164
+ float tx = 1000.0;
165
+ float hx = map(ori + dir * tx);
166
+ if(hx > 0.0) {
167
+ p = ori + dir * tx;
168
+ return tx;
169
+ }
170
+ float hm = map(ori);
171
+ for(int i = 0; i < 32; i++) {
172
+ if(float(i) >= u_numSteps) break;
173
+ float tmid = mix(tm, tx, hm / (hm - hx));
174
+ p = ori + dir * tmid;
175
+ float hmid = map(p);
176
+ if(hmid < 0.0) {
177
+ tx = tmid;
178
+ hx = hmid;
179
+ } else {
180
+ tm = tmid;
181
+ hm = hmid;
182
+ }
183
+ if(abs(hmid) < EPSILON) break;
184
+ }
185
+ return mix(tm, tx, hm / (hm - hx));
186
+ }
187
+
188
+ vec3 getPixel(in vec2 coord, float time) {
189
+ vec2 uv = coord / u_resolution.xy;
190
+ uv = uv * 2.0 - 1.0;
191
+ uv.x *= u_resolution.x / u_resolution.y;
192
+
193
+ // ray
194
+ vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
195
+ vec3 ori = vec3(0.0,3.5,time*5.0);
196
+ vec3 dir = normalize(vec3(uv.xy,-2.0));
197
+ dir.z += length(uv) * 0.14;
198
+ dir = normalize(dir) * fromEuler(ang);
199
+
200
+ // tracing
201
+ vec3 p;
202
+ heightMapTracing(ori,dir,p);
203
+ vec3 dist = p - ori;
204
+ float EPSILON_NRM = 0.1 / u_resolution.x;
205
+ vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
206
+ vec3 light = normalize(vec3(0.0,1.0,0.8));
207
+
208
+ // color
209
+ return mix(
210
+ getSkyColor(dir),
211
+ getSeaColor(p,n,light,dir,dist),
212
+ pow(smoothstep(0.0,-0.02,dir.y),0.2));
213
+ }
214
+
215
+ void main() {
216
+ float time = u_time * 0.3 + u_pointer.x*0.01;
217
+ vec3 color = getPixel(gl_FragCoord.xy, time);
218
+
219
+ // post processing
220
+ gl_FragColor = vec4(pow(color,vec3(0.65)), 1.0);
221
+ }
222
+ `;
223
+ // Create the shader material with uniforms
224
+ const OceanMaterial = shaderMaterial({
225
+ u_time: 0,
226
+ u_resolution: new Vector2(800, 600),
227
+ u_pointer: new Vector2(0, 0),
228
+ u_seaHeight: 0.6,
229
+ u_seaChoppy: 4.0,
230
+ u_seaSpeed: 0.8,
231
+ u_seaFreq: 0.16,
232
+ u_seaBaseColor: new Vector3(0.0, 0.09, 0.18),
233
+ u_seaWaterColor: new Vector3(0.8 * 0.6, 0.9 * 0.6, 0.6 * 0.6),
234
+ u_iterGeometry: 3,
235
+ u_iterFragment: 5,
236
+ u_numSteps: 32
237
+ }, vertexShader, fragmentShader);
238
+ // Extend the material for use in React Three Fiber
239
+ extend({ OceanMaterial });
240
+ export { OceanMaterial };
@@ -0,0 +1,49 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import type { Texture } from 'three';
3
+ export interface PainterlyCloudsUniforms {
4
+ u_time: {
5
+ value: number;
6
+ };
7
+ u_resolution: {
8
+ value: Vector2;
9
+ };
10
+ u_cameraPos: {
11
+ value: Vector3;
12
+ };
13
+ u_cloudColor: {
14
+ value: Vector3;
15
+ };
16
+ u_brushSize: {
17
+ value: number;
18
+ };
19
+ u_paintTexture: {
20
+ value: Texture | null;
21
+ };
22
+ u_baseColor: {
23
+ value: Vector3;
24
+ };
25
+ u_highlightColor: {
26
+ value: Vector3;
27
+ };
28
+ u_brushStrokes: {
29
+ value: number;
30
+ };
31
+ u_hasText: {
32
+ value: number;
33
+ };
34
+ }
35
+ export declare const PainterlyCloudsMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
36
+ u_time: number;
37
+ u_resolution: Vector2;
38
+ u_cameraPos: Vector3;
39
+ u_cloudColor: Vector3;
40
+ u_brushSize: number;
41
+ u_paintTexture: any;
42
+ u_baseColor: Vector3;
43
+ u_highlightColor: Vector3;
44
+ u_brushStrokes: number;
45
+ u_hasText: number;
46
+ }> & {
47
+ key: string;
48
+ };
49
+ //# sourceMappingURL=PainterlyCloudsMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PainterlyCloudsMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/PainterlyCloudsMaterial.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,uBAAuB;IACpC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;KACzB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAqDD,eAAO,MAAM,uBAAuB;;;;;;;;;;;;;CAWc,CAAC"}
@@ -0,0 +1,68 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { commonNoiseFunctions } from "./CommonNoiseFunctions.js";
5
+ const painterlyCloudsVertex = /*glsl*/ `
6
+ varying vec2 vUv;
7
+ varying vec3 vPosition;
8
+
9
+ void main() {
10
+ vUv = uv;
11
+ vPosition = position;
12
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
13
+ }
14
+ `;
15
+ const painterlyCloudsFragment = /*glsl*/ `
16
+ uniform float u_time;
17
+ uniform vec2 u_resolution;
18
+ uniform vec3 u_cameraPos;
19
+ uniform vec3 u_cloudColor;
20
+ uniform float u_brushSize;
21
+ uniform sampler2D u_paintTexture;
22
+ uniform vec3 u_baseColor;
23
+ uniform vec3 u_highlightColor;
24
+ uniform float u_brushStrokes;
25
+ uniform float u_hasText;
26
+
27
+ varying vec2 vUv;
28
+ varying vec3 vPosition;
29
+
30
+ ${commonNoiseFunctions}
31
+
32
+ void main() {
33
+ vec3 spherePos = normalize(vPosition);
34
+
35
+ // Create painterly brush stroke patterns
36
+ vec2 brushUV = vUv * u_brushSize + vec2(u_time * 0.02, 0.0);
37
+ float brushPattern = noise(vec3(brushUV * u_brushStrokes, u_time * 0.1));
38
+
39
+ // Cloud formation with artistic distortion
40
+ float cloud = fbm(spherePos * 2.0 + vec3(u_time * 0.05));
41
+ cloud = smoothstep(0.3, 0.8, cloud + brushPattern * 0.3);
42
+
43
+ // Paint texture sampling (if available)
44
+ vec3 paintColor = u_baseColor;
45
+ if (u_hasText > 0.5) {
46
+ vec4 paint = texture2D(u_paintTexture, brushUV);
47
+ paintColor = mix(u_baseColor, u_highlightColor, paint.r);
48
+ }
49
+
50
+ // Artistic color variation
51
+ vec3 color = mix(paintColor, u_highlightColor, brushPattern * 0.5);
52
+
53
+ gl_FragColor = vec4(color, cloud);
54
+ }
55
+ `;
56
+ export const PainterlyCloudsMaterial = shaderMaterial({
57
+ u_time: 0,
58
+ u_resolution: new Vector2(800, 600),
59
+ u_cameraPos: new Vector3(0, 0, 0),
60
+ u_cloudColor: new Vector3(0.9, 0.9, 0.95),
61
+ u_brushSize: 2.0,
62
+ u_paintTexture: null,
63
+ u_baseColor: new Vector3(0.9, 0.9, 0.95),
64
+ u_highlightColor: new Vector3(1.0, 0.95, 0.8),
65
+ u_brushStrokes: 8.0,
66
+ u_hasText: 0.0
67
+ }, painterlyCloudsVertex, painterlyCloudsFragment);
68
+ extend({ PainterlyCloudsMaterial });
@@ -0,0 +1,69 @@
1
+ import { Vector3, Vector2, Color } from "three";
2
+ export interface PainterlyCloudsPointsMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_baseColor: {
7
+ value: Vector3;
8
+ };
9
+ u_highlightColor: {
10
+ value: Vector3;
11
+ };
12
+ u_brushStrokes: {
13
+ value: number;
14
+ };
15
+ u_pointer: {
16
+ value: Vector2;
17
+ };
18
+ uPointSize: {
19
+ value: number;
20
+ };
21
+ uColor: {
22
+ value: Color;
23
+ };
24
+ uOpacity: {
25
+ value: number;
26
+ };
27
+ }
28
+ export declare const PainterlyCloudsPointsMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
29
+ u_time: number;
30
+ u_baseColor: Vector3;
31
+ u_highlightColor: Vector3;
32
+ u_brushStrokes: number;
33
+ uPointSize: number;
34
+ u_pointer: Vector2;
35
+ uColor: Color;
36
+ uOpacity: number;
37
+ uMorphProgress: number;
38
+ uPointerEffectRadius: number;
39
+ uRippleEnabled: false;
40
+ uRippleIntensity: number;
41
+ uRippleSpeed: number;
42
+ uDisplacementEnabled: false;
43
+ uDisplacementIntensity: number;
44
+ uScaleEnabled: false;
45
+ uScaleIntensity: number;
46
+ uMinScale: number;
47
+ uMaxScale: number;
48
+ uVortexEnabled: false;
49
+ uVortexIntensity: number;
50
+ uVortexSpeed: number;
51
+ uGeneralWaveEnabled: false;
52
+ uGeneralWaveIntensity: number;
53
+ uGeneralWaveFrequency: number;
54
+ uGeneralWaveSpeed: number;
55
+ uGeneralWaveDirection: number;
56
+ uGeneralVortexEnabled: false;
57
+ uGeneralVortexIntensity: number;
58
+ uGeneralVortexSpeed: number;
59
+ uGeneralVortexCenterX: number;
60
+ uGeneralVortexCenterY: number;
61
+ uGeneralRippleEnabled: false;
62
+ uGeneralRippleIntensity: number;
63
+ uGeneralRippleSpeed: number;
64
+ uGeneralRippleCenterX: number;
65
+ uGeneralRippleCenterY: number;
66
+ }> & {
67
+ key: string;
68
+ };
69
+ //# sourceMappingURL=PainterlyCloudsPointsMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PainterlyCloudsPointsMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/PainterlyCloudsPointsMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,OAAO,CAAC;AAKhD,MAAM,WAAW,qCAAqC;IAClD,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,MAAM,EAAE;QACJ,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAiGD,eAAO,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCV,CAAC"}
@@ -0,0 +1,140 @@
1
+ import { Vector3, Vector2, Color } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { commonNoiseFunctions } from "./CommonNoiseFunctions.js";
5
+ import { effectsVertexGLSL } from "./effects/EffectsVertexFunctions.glsl.js";
6
+ const vertexShader = /*glsl*/ `
7
+ ${effectsVertexGLSL}
8
+
9
+ uniform float uPointSize;
10
+ varying vec2 vTexCoords;
11
+ uniform float uMorphProgress;
12
+ attribute vec3 targetPosition;
13
+ uniform bool uScaleEnabled;
14
+ uniform float uScaleIntensity;
15
+ uniform float uMinScale;
16
+ uniform float uMaxScale;
17
+ attribute vec2 aUV;
18
+ varying vec2 vUV;
19
+ varying vec3 vPosition;
20
+
21
+ void main() {
22
+ vUV = aUV;
23
+ vPosition = position;
24
+
25
+ vec3 morphedPos = mix(position, targetPosition, uMorphProgress);
26
+
27
+ if (uGeneralWaveEnabled) {
28
+ float waveInput = uGeneralWaveDirection < 0.5 ? morphedPos.x :
29
+ uGeneralWaveDirection < 1.5 ? morphedPos.y :
30
+ morphedPos.x + morphedPos.y;
31
+ morphedPos.z += sin(waveInput * uGeneralWaveFrequency + u_time * uGeneralWaveSpeed) * uGeneralWaveIntensity;
32
+ }
33
+
34
+ if (uGeneralVortexEnabled) {
35
+ vec2 generalCenter = vec2(uGeneralVortexCenterX, uGeneralVortexCenterY);
36
+ vec2 toCenter = morphedPos.xy - generalCenter;
37
+ float angle = uGeneralVortexIntensity * u_time * uGeneralVortexSpeed;
38
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
39
+ morphedPos.xy = generalCenter + rotation * toCenter;
40
+ }
41
+
42
+ if (uGeneralRippleEnabled) {
43
+ morphedPos = applyGeneralRipple(morphedPos);
44
+ }
45
+
46
+ vec2 scaledPointer = u_pointer * 5.0;
47
+ float dist = distance(morphedPos.xy, scaledPointer);
48
+ float falloff = smoothstep(uPointerEffectRadius, 0.0, dist);
49
+
50
+ if (uRippleEnabled && falloff > 0.0) {
51
+ morphedPos.z += sin(dist * 5.0 - u_time * uRippleSpeed) * uRippleIntensity * falloff * 0.5;
52
+ }
53
+
54
+ if (uDisplacementEnabled && falloff > 0.0) {
55
+ vec2 dir = normalize(morphedPos.xy - scaledPointer);
56
+ morphedPos.xy += dir * uDisplacementIntensity * falloff * 2.0;
57
+ }
58
+
59
+ if (uVortexEnabled && falloff > 0.0) {
60
+ vec2 toPointer = morphedPos.xy - scaledPointer;
61
+ float angle = uVortexIntensity * falloff * u_time * uVortexSpeed;
62
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
63
+ morphedPos.xy = scaledPointer + rotation * toPointer;
64
+ }
65
+
66
+ vTexCoords = morphedPos.xy;
67
+
68
+ vec4 mvPosition = modelViewMatrix * vec4(morphedPos, 1.0);
69
+ gl_Position = projectionMatrix * mvPosition;
70
+
71
+ float sizeMultiplier = 1.0;
72
+ if (uScaleEnabled && falloff > 0.0) {
73
+ sizeMultiplier = mix(uMinScale, uMaxScale, falloff * uScaleIntensity);
74
+ }
75
+ gl_PointSize = uPointSize * sizeMultiplier;
76
+ }
77
+ `;
78
+ const fragmentShader = /*glsl*/ `
79
+ uniform float u_time;
80
+ uniform vec3 u_baseColor;
81
+ uniform vec3 u_highlightColor;
82
+ uniform float u_brushStrokes;
83
+ uniform vec3 uColor;
84
+ uniform float uOpacity;
85
+ varying vec3 vPosition;
86
+
87
+ ${commonNoiseFunctions}
88
+
89
+ float circle(vec2 uv, float border) {
90
+ return smoothstep(0.0, border, 0.5 - distance(uv, vec2(0.5)));
91
+ }
92
+
93
+ void main() {
94
+ vec3 spherePos = normalize(vPosition);
95
+ float brush = fbm(spherePos * u_brushStrokes + vec3(u_time * 0.05));
96
+ vec3 paintColor = mix(u_baseColor, u_highlightColor, brush);
97
+
98
+ gl_FragColor = vec4(paintColor * uColor, brush * uOpacity * circle(gl_PointCoord, 0.2));
99
+ }
100
+ `;
101
+ export const PainterlyCloudsPointsMaterial = shaderMaterial({
102
+ u_time: 0,
103
+ u_baseColor: new Vector3(0.7, 0.8, 0.9),
104
+ u_highlightColor: new Vector3(1.0, 1.0, 1.0),
105
+ u_brushStrokes: 4.0,
106
+ uPointSize: 5.0,
107
+ u_pointer: new Vector2(),
108
+ uColor: new Color(1.0, 1.0, 1.0),
109
+ uOpacity: 1.0,
110
+ uMorphProgress: 0.0,
111
+ uPointerEffectRadius: 2.5,
112
+ uRippleEnabled: false,
113
+ uRippleIntensity: 0.5,
114
+ uRippleSpeed: 2.0,
115
+ uDisplacementEnabled: false,
116
+ uDisplacementIntensity: 0.5,
117
+ uScaleEnabled: false,
118
+ uScaleIntensity: 0.5,
119
+ uMinScale: 0.5,
120
+ uMaxScale: 2.0,
121
+ uVortexEnabled: false,
122
+ uVortexIntensity: 0.5,
123
+ uVortexSpeed: 1.0,
124
+ uGeneralWaveEnabled: false,
125
+ uGeneralWaveIntensity: 0.3,
126
+ uGeneralWaveFrequency: 3.0,
127
+ uGeneralWaveSpeed: 1.0,
128
+ uGeneralWaveDirection: 0.0,
129
+ uGeneralVortexEnabled: false,
130
+ uGeneralVortexIntensity: 0.5,
131
+ uGeneralVortexSpeed: 0.5,
132
+ uGeneralVortexCenterX: 0.0,
133
+ uGeneralVortexCenterY: 0.0,
134
+ uGeneralRippleEnabled: false,
135
+ uGeneralRippleIntensity: 0.3,
136
+ uGeneralRippleSpeed: 2.0,
137
+ uGeneralRippleCenterX: 0.0,
138
+ uGeneralRippleCenterY: 0.0,
139
+ }, vertexShader, fragmentShader);
140
+ extend({ PainterlyCloudsPointsMaterial });
@@ -0,0 +1,36 @@
1
+ import * as THREE from "three";
2
+ export interface RainMaterialUniforms {
3
+ uColor: {
4
+ value: THREE.Color;
5
+ };
6
+ opacity: {
7
+ value: number;
8
+ };
9
+ windAngle: {
10
+ value: number;
11
+ };
12
+ windTilt: {
13
+ value: number;
14
+ };
15
+ streakLength: {
16
+ value: number;
17
+ };
18
+ }
19
+ declare global {
20
+ namespace JSX {
21
+ interface IntrinsicElements {
22
+ rainMaterial: any;
23
+ }
24
+ }
25
+ }
26
+ declare const RainMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
27
+ uColor: THREE.Color;
28
+ opacity: number;
29
+ windAngle: number;
30
+ windTilt: number;
31
+ streakLength: number;
32
+ }> & {
33
+ key: string;
34
+ };
35
+ export { RainMaterial };
36
+ //# sourceMappingURL=RainMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RainMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/RainMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,MAAM,WAAW,oBAAoB;IACjC,MAAM,EAAE;QACJ,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,YAAY,EAAE,GAAG,CAAC;SACrB;KACJ;CACJ;AAqED,QAAA,MAAM,YAAY;;;;;;;;CAMc,CAAC;AAEjC,OAAO,EAAE,YAAY,EAAE,CAAC"}
@@ -0,0 +1,79 @@
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
+ attribute float speed;
6
+
7
+ varying float vSpeed;
8
+
9
+ uniform float windAngle;
10
+ uniform float windTilt;
11
+ uniform float streakLength;
12
+
13
+ void main() {
14
+ vSpeed = speed;
15
+
16
+ vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
17
+
18
+ // Larger point size to give room for the streak shape
19
+ // The streak is drawn inside the point via fragment shader
20
+ gl_PointSize = 12.0 * streakLength * (200.0 / -mvPosition.z);
21
+ gl_PointSize = clamp(gl_PointSize, 1.0, 64.0);
22
+
23
+ gl_Position = projectionMatrix * mvPosition;
24
+ }
25
+ `;
26
+ const fragmentShader = /*glsl*/ `
27
+ varying float vSpeed;
28
+
29
+ uniform vec3 uColor;
30
+ uniform float opacity;
31
+ uniform float windAngle;
32
+ uniform float windTilt;
33
+ uniform float streakLength;
34
+
35
+ void main() {
36
+ // Transform gl_PointCoord to -0.5..0.5 centered UV
37
+ vec2 uv = gl_PointCoord - vec2(0.5);
38
+
39
+ // Rotate UV by wind angle so streaks tilt with the wind
40
+ // Default streak direction is vertical (falling down = screen Y)
41
+ // windAngle rotates the streak in screen-space
42
+ float angle = windAngle * windTilt;
43
+ float ca = cos(angle);
44
+ float sa = sin(angle);
45
+ vec2 rotUv = vec2(
46
+ uv.x * ca - uv.y * sa,
47
+ uv.x * sa + uv.y * ca
48
+ );
49
+
50
+ // Elongate vertically: stretch X (cross-axis) to make a thin streak
51
+ // streakLength controls how elongated (higher = thinner & longer)
52
+ float aspectRatio = max(streakLength, 1.0);
53
+ rotUv.x *= aspectRatio;
54
+
55
+ float dist = length(rotUv);
56
+
57
+ // Soft raindrop shape: bright center, fading outward
58
+ float core = 1.0 - smoothstep(0.0, 0.15, dist);
59
+ float glow = (1.0 - smoothstep(0.1, 0.4, dist)) * 0.3;
60
+ float alpha = (core + glow) * opacity;
61
+
62
+ // Slight vertical gradient: brighter at leading edge (bottom)
63
+ float gradient = smoothstep(-0.5, 0.2, rotUv.y) * 0.3 + 0.7;
64
+ alpha *= gradient;
65
+
66
+ if (alpha < 0.01) discard;
67
+
68
+ gl_FragColor = vec4(uColor, alpha);
69
+ }
70
+ `;
71
+ const RainMaterial = shaderMaterial({
72
+ uColor: new THREE.Color(0.7, 0.75, 0.85),
73
+ opacity: 0.5,
74
+ windAngle: 0.0,
75
+ windTilt: 0.0,
76
+ streakLength: 3.0,
77
+ }, vertexShader, fragmentShader);
78
+ extend({ RainMaterial });
79
+ export { RainMaterial };