@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
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import { Color } from "three";
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import { extend } from "@react-three/fiber";
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import { shaderMaterial } from "@react-three/drei";
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// Vertex shader for the shooting star trail
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const vertexShader = /*glsl*/ `
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varying vec2 vUv;
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varying float vProgress;
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attribute float progress;
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void main() {
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vUv = uv;
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vProgress = progress;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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`;
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uniform vec3 color;
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uniform float opacity;
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varying vec2 vUv;
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varying float vProgress;
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void main() {
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gl_FragColor = vec4(glowColor, alpha);
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}
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`;
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// Create the shader material
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const ShootingStarMaterial = shaderMaterial({
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color: new Color(1.0, 1.0, 1.0),
|
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opacity: 1.0,
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39
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+
}, vertexShader, fragmentShader);
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40
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+
// Extend for React Three Fiber
|
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41
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+
extend({ ShootingStarMaterial });
|
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42
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+
export { ShootingStarMaterial };
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@@ -0,0 +1,76 @@
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1
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+
import { Color, Vector2, Vector3 } from "three";
|
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2
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+
export interface SkyCloudsMaterialUniforms {
|
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3
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+
u_time: {
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4
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+
value: number;
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5
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+
};
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6
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+
u_cloudColor: {
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7
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+
value: Color;
|
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8
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+
};
|
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9
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+
u_ambientColor: {
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10
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+
value: Color;
|
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11
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+
};
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12
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+
u_cameraPos: {
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13
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+
value: Vector3;
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14
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+
};
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15
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+
u_resolution: {
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16
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+
value: Vector2;
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17
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+
};
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18
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+
u_sunPosition: {
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value: Vector3;
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20
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+
};
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21
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+
u_cloudCoverage: {
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22
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+
value: number;
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23
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+
};
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24
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+
u_cloudScale: {
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25
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+
value: number;
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26
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+
};
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27
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+
u_softness: {
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28
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+
value: number;
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29
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+
};
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30
|
+
u_windDirection: {
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31
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+
value: Vector2;
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32
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+
};
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33
|
+
u_silverLining: {
|
|
34
|
+
value: number;
|
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35
|
+
};
|
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36
|
+
u_selfShading: {
|
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37
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+
value: number;
|
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38
|
+
};
|
|
39
|
+
u_godRays: {
|
|
40
|
+
value: number;
|
|
41
|
+
};
|
|
42
|
+
u_storminess: {
|
|
43
|
+
value: number;
|
|
44
|
+
};
|
|
45
|
+
u_bloomIntensity: {
|
|
46
|
+
value: number;
|
|
47
|
+
};
|
|
48
|
+
}
|
|
49
|
+
declare global {
|
|
50
|
+
namespace JSX {
|
|
51
|
+
interface IntrinsicElements {
|
|
52
|
+
skyCloudsMaterial: any;
|
|
53
|
+
}
|
|
54
|
+
}
|
|
55
|
+
}
|
|
56
|
+
declare const SkyCloudsMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
|
|
57
|
+
u_time: number;
|
|
58
|
+
u_cloudColor: Color;
|
|
59
|
+
u_ambientColor: Color;
|
|
60
|
+
u_cameraPos: Vector3;
|
|
61
|
+
u_resolution: Vector2;
|
|
62
|
+
u_sunPosition: Vector3;
|
|
63
|
+
u_cloudCoverage: number;
|
|
64
|
+
u_cloudScale: number;
|
|
65
|
+
u_softness: number;
|
|
66
|
+
u_windDirection: Vector2;
|
|
67
|
+
u_silverLining: number;
|
|
68
|
+
u_selfShading: number;
|
|
69
|
+
u_godRays: number;
|
|
70
|
+
u_storminess: number;
|
|
71
|
+
u_bloomIntensity: number;
|
|
72
|
+
}> & {
|
|
73
|
+
key: string;
|
|
74
|
+
};
|
|
75
|
+
export { SkyCloudsMaterial };
|
|
76
|
+
//# sourceMappingURL=SkyCloudsMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SkyCloudsMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SkyCloudsMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGhD,MAAM,WAAW,yBAAyB;IACtC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,eAAe,EAAE;QACb,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,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,iBAAiB,EAAE,GAAG,CAAC;SAC1B;KACJ;CACJ;AA+LD,QAAA,MAAM,iBAAiB;;;;;;;;;;;;;;;;;;CAgBS,CAAC;AAGjC,OAAO,EAAE,iBAAiB,EAAE,CAAC"}
|
|
@@ -0,0 +1,212 @@
|
|
|
1
|
+
import { Color, Vector2, Vector3 } from "three";
|
|
2
|
+
import { extend } from "@react-three/fiber";
|
|
3
|
+
import { shaderMaterial } from "@react-three/drei";
|
|
4
|
+
// Vertex shader
|
|
5
|
+
const vertexShader = /*glsl*/ `
|
|
6
|
+
varying vec2 vUv;
|
|
7
|
+
varying vec3 vWorldPosition;
|
|
8
|
+
|
|
9
|
+
void main() {
|
|
10
|
+
vUv = uv;
|
|
11
|
+
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
|
|
12
|
+
vWorldPosition = worldPosition.xyz;
|
|
13
|
+
|
|
14
|
+
vec4 pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
15
|
+
gl_Position = pos.xyww;
|
|
16
|
+
}
|
|
17
|
+
`;
|
|
18
|
+
// Fragment shader with simplex noise for procedural clouds
|
|
19
|
+
const fragmentShader = /*glsl*/ `
|
|
20
|
+
uniform float u_time;
|
|
21
|
+
uniform vec3 u_cloudColor;
|
|
22
|
+
uniform vec3 u_ambientColor;
|
|
23
|
+
uniform vec3 u_cameraPos;
|
|
24
|
+
uniform vec2 u_resolution;
|
|
25
|
+
uniform vec3 u_sunPosition;
|
|
26
|
+
uniform float u_cloudCoverage;
|
|
27
|
+
uniform float u_cloudScale;
|
|
28
|
+
uniform float u_softness;
|
|
29
|
+
uniform vec2 u_windDirection;
|
|
30
|
+
uniform float u_silverLining;
|
|
31
|
+
uniform float u_selfShading;
|
|
32
|
+
uniform float u_godRays;
|
|
33
|
+
uniform float u_storminess;
|
|
34
|
+
uniform float u_bloomIntensity;
|
|
35
|
+
|
|
36
|
+
varying vec2 vUv;
|
|
37
|
+
varying vec3 vWorldPosition;
|
|
38
|
+
|
|
39
|
+
// Simplex noise permutation function
|
|
40
|
+
vec3 permute(vec3 x) {
|
|
41
|
+
return mod(((x * 34.0) + 1.0) * x, 289.0);
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
// 2D Simplex noise
|
|
45
|
+
float snoise(vec2 v) {
|
|
46
|
+
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
|
|
47
|
+
vec2 i = floor(v + dot(v, C.yy));
|
|
48
|
+
vec2 x0 = v - i + dot(i, C.xx);
|
|
49
|
+
vec2 i1;
|
|
50
|
+
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
|
51
|
+
vec4 x12 = x0.xyxy + C.xxzz;
|
|
52
|
+
x12.xy -= i1;
|
|
53
|
+
i = mod(i, 289.0);
|
|
54
|
+
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
|
55
|
+
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
|
|
56
|
+
m = m * m;
|
|
57
|
+
m = m * m;
|
|
58
|
+
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
|
59
|
+
vec3 h = abs(x) - 0.5;
|
|
60
|
+
vec3 ox = floor(x + 0.5);
|
|
61
|
+
vec3 a0 = x - ox;
|
|
62
|
+
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
|
63
|
+
vec3 g;
|
|
64
|
+
g.x = a0.x * x0.x + h.x * x0.y;
|
|
65
|
+
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
66
|
+
return 130.0 * dot(m, g);
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
void main() {
|
|
70
|
+
// Wind-driven UV offset (replaces hardcoded X drift)
|
|
71
|
+
vec2 windOffset = u_windDirection * u_time / 100.0;
|
|
72
|
+
|
|
73
|
+
// Cloud UV with camera-based parallax, wind, and scale
|
|
74
|
+
vec2 cloudUV = vUv * u_cloudScale + vec2(
|
|
75
|
+
u_cameraPos.x / 1000.0,
|
|
76
|
+
u_cameraPos.z / 1000.0
|
|
77
|
+
) + windOffset;
|
|
78
|
+
|
|
79
|
+
// Storminess adds turbulent UV distortion
|
|
80
|
+
float stormDistort = u_storminess * 0.3;
|
|
81
|
+
cloudUV += stormDistort * vec2(
|
|
82
|
+
snoise(vUv * 4.0 + u_time * 0.1),
|
|
83
|
+
snoise(vUv * 4.0 + u_time * 0.1 + 100.0)
|
|
84
|
+
);
|
|
85
|
+
|
|
86
|
+
// Multi-octave noise for cloud density
|
|
87
|
+
float n = snoise(cloudUV * 3.0 + u_time / 50.0) * 0.6
|
|
88
|
+
+ snoise(cloudUV * 6.0 + u_time / 40.0) * 0.3
|
|
89
|
+
+ snoise(cloudUV * 12.0 + u_time / 30.0) * 0.1;
|
|
90
|
+
|
|
91
|
+
// Coverage: shift noise range — 0.0 = clear sky, 1.0 = fully overcast
|
|
92
|
+
// Default coverage 0.5 reproduces original look (threshold centered)
|
|
93
|
+
float coverageShift = (u_cloudCoverage - 0.5) * 1.6;
|
|
94
|
+
float rawDensity = 0.5 * n + 0.5 + coverageShift;
|
|
95
|
+
|
|
96
|
+
// Softness controls the smoothstep width (0=sharp cumulus, 1=diffuse haze)
|
|
97
|
+
float softLow = mix(0.3, 0.05, u_softness);
|
|
98
|
+
float softHigh = mix(0.7, 0.95, u_softness);
|
|
99
|
+
float cloudDensity = smoothstep(softLow, softHigh, rawDensity);
|
|
100
|
+
|
|
101
|
+
// Storminess boosts density
|
|
102
|
+
cloudDensity = mix(cloudDensity, min(cloudDensity * 1.4, 1.0), u_storminess);
|
|
103
|
+
|
|
104
|
+
// Horizon fade to prevent hard edges
|
|
105
|
+
float horizonFade = smoothstep(0.0, 0.3, 1.0 - abs(vUv.y - 0.5) * 2.0);
|
|
106
|
+
|
|
107
|
+
// Edge fade for smooth blending at cloud boundaries
|
|
108
|
+
float edgeFade = (1.0 - pow(abs(vUv.x - 0.5) * 2.0, 2.0)) *
|
|
109
|
+
(1.0 - pow(abs(vUv.y - 0.5) * 2.0, 2.0));
|
|
110
|
+
|
|
111
|
+
float finalOpacity = cloudDensity * horizonFade * edgeFade * 0.7;
|
|
112
|
+
|
|
113
|
+
// ---- LIGHTING ----
|
|
114
|
+
// Sun direction projected to 2D cloud plane (xz → UV)
|
|
115
|
+
vec3 sunDir = normalize(u_sunPosition);
|
|
116
|
+
vec2 sunDir2D = normalize(sunDir.xz + vec2(0.001));
|
|
117
|
+
|
|
118
|
+
// Noise gradient (finite differences for cheap normal approximation)
|
|
119
|
+
float eps = 0.01;
|
|
120
|
+
float nR = snoise((cloudUV + vec2(eps, 0.0)) * 3.0 + u_time / 50.0);
|
|
121
|
+
float nU = snoise((cloudUV + vec2(0.0, eps)) * 3.0 + u_time / 50.0);
|
|
122
|
+
vec2 noiseGrad = vec2(nR - n * 0.6 / 0.6, nU - n * 0.6 / 0.6) / eps;
|
|
123
|
+
|
|
124
|
+
// Silver lining: bright rim on cloud edges facing the sun
|
|
125
|
+
float gradSunDot = dot(normalize(noiseGrad + vec2(0.001)), sunDir2D);
|
|
126
|
+
float silverLining = smoothstep(0.0, 1.0, gradSunDot) * u_silverLining;
|
|
127
|
+
// Stronger at cloud edges (thin regions)
|
|
128
|
+
float edgeMask = smoothstep(0.05, 0.4, cloudDensity) * (1.0 - smoothstep(0.4, 0.9, cloudDensity));
|
|
129
|
+
silverLining *= edgeMask;
|
|
130
|
+
|
|
131
|
+
// Self-shading: darken underside (opposite sun direction in Y)
|
|
132
|
+
// sunDir.y > 0 means sun is above — bottom of clouds should be darker
|
|
133
|
+
float shadeFactor = u_selfShading * (1.0 - smoothstep(0.0, 0.6, cloudDensity));
|
|
134
|
+
float sunHeight = clamp(sunDir.y, 0.0, 1.0);
|
|
135
|
+
shadeFactor *= sunHeight;
|
|
136
|
+
|
|
137
|
+
// Blend lit color and ambient/shadow color
|
|
138
|
+
vec3 litColor = u_cloudColor;
|
|
139
|
+
vec3 shadowColor = u_ambientColor;
|
|
140
|
+
// Storminess darkens overall color
|
|
141
|
+
litColor = mix(litColor, litColor * 0.4, u_storminess);
|
|
142
|
+
shadowColor = mix(shadowColor, shadowColor * 0.3, u_storminess);
|
|
143
|
+
|
|
144
|
+
vec3 baseColor = mix(litColor, shadowColor, shadeFactor);
|
|
145
|
+
// Add silver lining glow
|
|
146
|
+
baseColor += vec3(silverLining) * litColor * 1.5;
|
|
147
|
+
|
|
148
|
+
// ---- GOD RAYS ----
|
|
149
|
+
if (u_godRays > 0.0) {
|
|
150
|
+
// Project sun to UV space
|
|
151
|
+
vec2 sunUV = sunDir.xz * 0.5 + 0.5;
|
|
152
|
+
vec2 toSun = sunUV - vUv;
|
|
153
|
+
float distToSun = length(toSun);
|
|
154
|
+
|
|
155
|
+
// Radial sampling: accumulate cloud gaps along ray toward sun
|
|
156
|
+
float rayAccum = 0.0;
|
|
157
|
+
const int RAY_STEPS = 8;
|
|
158
|
+
for (int i = 1; i <= RAY_STEPS; i++) {
|
|
159
|
+
vec2 samplePos = vUv + toSun * float(i) / float(RAY_STEPS) * 0.5;
|
|
160
|
+
vec2 sampleCloudUV = samplePos * u_cloudScale + vec2(
|
|
161
|
+
u_cameraPos.x / 1000.0,
|
|
162
|
+
u_cameraPos.z / 1000.0
|
|
163
|
+
) + windOffset;
|
|
164
|
+
float sampleN = snoise(sampleCloudUV * 3.0 + u_time / 50.0) * 0.6
|
|
165
|
+
+ snoise(sampleCloudUV * 6.0 + u_time / 40.0) * 0.3;
|
|
166
|
+
float sampleDensity = smoothstep(softLow, softHigh, 0.5 * sampleN + 0.5 + coverageShift);
|
|
167
|
+
rayAccum += (1.0 - sampleDensity);
|
|
168
|
+
}
|
|
169
|
+
rayAccum /= float(RAY_STEPS);
|
|
170
|
+
|
|
171
|
+
// Rays stronger near sun, fade with distance
|
|
172
|
+
float rayFalloff = exp(-distToSun * 3.0) * sunHeight;
|
|
173
|
+
float rays = rayAccum * rayFalloff * u_godRays;
|
|
174
|
+
|
|
175
|
+
// Add warm light shaft color
|
|
176
|
+
vec3 rayColor = litColor * 1.2;
|
|
177
|
+
baseColor += rayColor * rays * (1.0 - cloudDensity * 0.5);
|
|
178
|
+
finalOpacity = max(finalOpacity, rays * 0.3 * horizonFade * edgeFade);
|
|
179
|
+
}
|
|
180
|
+
|
|
181
|
+
// Bloom: push lit edges above 1.0 for post-processing bloom interaction
|
|
182
|
+
baseColor += vec3(silverLining * u_bloomIntensity * 0.5);
|
|
183
|
+
|
|
184
|
+
vec3 finalColor = baseColor;
|
|
185
|
+
|
|
186
|
+
gl_FragColor = vec4(finalColor, finalOpacity);
|
|
187
|
+
|
|
188
|
+
// Discard nearly transparent fragments for performance
|
|
189
|
+
if (finalOpacity < 0.01) discard;
|
|
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|
+
}
|
|
191
|
+
`;
|
|
192
|
+
// Create the shader material with uniforms
|
|
193
|
+
const SkyCloudsMaterial = shaderMaterial({
|
|
194
|
+
u_time: 0.0,
|
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195
|
+
u_cloudColor: new Color(1.0, 1.0, 1.0),
|
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+
u_ambientColor: new Color(0.7, 0.7, 0.8),
|
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+
u_cameraPos: new Vector3(),
|
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198
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+
u_resolution: new Vector2(800, 600),
|
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+
u_sunPosition: new Vector3(0.0, 1.0, 0.0),
|
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+
u_cloudCoverage: 0.5,
|
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201
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+
u_cloudScale: 6.0,
|
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+
u_softness: 0.5,
|
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203
|
+
u_windDirection: new Vector2(1.0, 0.0),
|
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204
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+
u_silverLining: 0.0,
|
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205
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+
u_selfShading: 0.0,
|
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206
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+
u_godRays: 0.0,
|
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207
|
+
u_storminess: 0.0,
|
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208
|
+
u_bloomIntensity: 0.0,
|
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209
|
+
}, vertexShader, fragmentShader);
|
|
210
|
+
// Extend the material for use in React Three Fiber
|
|
211
|
+
extend({ SkyCloudsMaterial });
|
|
212
|
+
export { SkyCloudsMaterial };
|
|
@@ -0,0 +1,130 @@
|
|
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1
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+
import { Vector3, Vector2 } from "three";
|
|
2
|
+
import type { Texture } from 'three';
|
|
3
|
+
export interface SkyMaterialUniforms {
|
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4
|
+
u_time: {
|
|
5
|
+
value: number;
|
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6
|
+
};
|
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7
|
+
u_resolution: {
|
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8
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+
value: Vector2;
|
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9
|
+
};
|
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10
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+
u_pointer: {
|
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11
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+
value: Vector2;
|
|
12
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+
};
|
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13
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+
iChannel0: {
|
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14
|
+
value: Texture | null;
|
|
15
|
+
};
|
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16
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+
R0: {
|
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17
|
+
value: number;
|
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18
|
+
};
|
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19
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+
Ra: {
|
|
20
|
+
value: number;
|
|
21
|
+
};
|
|
22
|
+
I: {
|
|
23
|
+
value: number;
|
|
24
|
+
};
|
|
25
|
+
SI: {
|
|
26
|
+
value: number;
|
|
27
|
+
};
|
|
28
|
+
g: {
|
|
29
|
+
value: number;
|
|
30
|
+
};
|
|
31
|
+
Hr: {
|
|
32
|
+
value: number;
|
|
33
|
+
};
|
|
34
|
+
Hm: {
|
|
35
|
+
value: number;
|
|
36
|
+
};
|
|
37
|
+
bR: {
|
|
38
|
+
value: Vector3;
|
|
39
|
+
};
|
|
40
|
+
bM: {
|
|
41
|
+
value: Vector3;
|
|
42
|
+
};
|
|
43
|
+
cloudy: {
|
|
44
|
+
value: number;
|
|
45
|
+
};
|
|
46
|
+
haze: {
|
|
47
|
+
value: number;
|
|
48
|
+
};
|
|
49
|
+
rainmulti: {
|
|
50
|
+
value: number;
|
|
51
|
+
};
|
|
52
|
+
cameraheight: {
|
|
53
|
+
value: number;
|
|
54
|
+
};
|
|
55
|
+
mincloudheight: {
|
|
56
|
+
value: number;
|
|
57
|
+
};
|
|
58
|
+
maxcloudheight: {
|
|
59
|
+
value: number;
|
|
60
|
+
};
|
|
61
|
+
xaxiscloud: {
|
|
62
|
+
value: number;
|
|
63
|
+
};
|
|
64
|
+
yaxiscloud: {
|
|
65
|
+
value: number;
|
|
66
|
+
};
|
|
67
|
+
zaxiscloud: {
|
|
68
|
+
value: number;
|
|
69
|
+
};
|
|
70
|
+
cloudnoise: {
|
|
71
|
+
value: number;
|
|
72
|
+
};
|
|
73
|
+
steps: {
|
|
74
|
+
value: number;
|
|
75
|
+
};
|
|
76
|
+
stepss: {
|
|
77
|
+
value: number;
|
|
78
|
+
};
|
|
79
|
+
fov: {
|
|
80
|
+
value: number;
|
|
81
|
+
};
|
|
82
|
+
enableRain: {
|
|
83
|
+
value: number;
|
|
84
|
+
};
|
|
85
|
+
simpleSun: {
|
|
86
|
+
value: number;
|
|
87
|
+
};
|
|
88
|
+
nicehackSun: {
|
|
89
|
+
value: number;
|
|
90
|
+
};
|
|
91
|
+
softSun: {
|
|
92
|
+
value: number;
|
|
93
|
+
};
|
|
94
|
+
}
|
|
95
|
+
declare const SkyMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
|
|
96
|
+
u_time: number;
|
|
97
|
+
u_resolution: Vector2;
|
|
98
|
+
u_pointer: Vector2;
|
|
99
|
+
iChannel0: any;
|
|
100
|
+
R0: number;
|
|
101
|
+
Ra: number;
|
|
102
|
+
I: number;
|
|
103
|
+
SI: number;
|
|
104
|
+
g: number;
|
|
105
|
+
Hr: number;
|
|
106
|
+
Hm: number;
|
|
107
|
+
bR: Vector3;
|
|
108
|
+
bM: Vector3;
|
|
109
|
+
cloudy: number;
|
|
110
|
+
haze: number;
|
|
111
|
+
rainmulti: number;
|
|
112
|
+
cameraheight: number;
|
|
113
|
+
mincloudheight: number;
|
|
114
|
+
maxcloudheight: number;
|
|
115
|
+
xaxiscloud: number;
|
|
116
|
+
yaxiscloud: number;
|
|
117
|
+
zaxiscloud: number;
|
|
118
|
+
cloudnoise: number;
|
|
119
|
+
steps: number;
|
|
120
|
+
stepss: number;
|
|
121
|
+
fov: number;
|
|
122
|
+
enableRain: number;
|
|
123
|
+
simpleSun: number;
|
|
124
|
+
nicehackSun: number;
|
|
125
|
+
softSun: number;
|
|
126
|
+
}> & {
|
|
127
|
+
key: string;
|
|
128
|
+
};
|
|
129
|
+
export { SkyMaterial };
|
|
130
|
+
//# sourceMappingURL=SkyMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SkyMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SkyMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGrC,MAAM,WAAW,mBAAmB;IAChC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;KACzB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,CAAC,EAAE;QACC,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,CAAC,EAAE;QACC,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,EAAE,EAAE;QACA,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,IAAI,EAAE;QACF,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,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,KAAK,EAAE;QACH,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,GAAG,EAAE;QACD,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,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,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAmMD,QAAA,MAAM,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCe,CAAC;AAGjC,OAAO,EAAE,WAAW,EAAE,CAAC"}
|
|
@@ -0,0 +1,237 @@
|
|
|
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
|
+
varying vec3 vWorldPosition;
|
|
9
|
+
|
|
10
|
+
void main() {
|
|
11
|
+
vUv = uv;
|
|
12
|
+
vPosition = position;
|
|
13
|
+
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
|
|
14
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
15
|
+
}
|
|
16
|
+
`;
|
|
17
|
+
// Fragment shader - simplified and working version
|
|
18
|
+
const fragmentShader = /*glsl*/ `
|
|
19
|
+
uniform float u_time;
|
|
20
|
+
uniform vec2 u_resolution;
|
|
21
|
+
uniform vec2 u_pointer;
|
|
22
|
+
uniform sampler2D iChannel0;
|
|
23
|
+
|
|
24
|
+
// Environment constants
|
|
25
|
+
uniform float R0; // planet radius
|
|
26
|
+
uniform float Ra; // atmosphere radius
|
|
27
|
+
uniform float I; // sun light power
|
|
28
|
+
uniform float SI; // sun intensity
|
|
29
|
+
uniform float g; // light concentration
|
|
30
|
+
uniform float Hr; // Rayleigh scattering top
|
|
31
|
+
uniform float Hm; // Mie scattering top
|
|
32
|
+
|
|
33
|
+
// Scattering coefficients
|
|
34
|
+
uniform vec3 bR; // Rayleigh scattering
|
|
35
|
+
uniform vec3 bM; // Mie scattering
|
|
36
|
+
|
|
37
|
+
// Cloud parameters
|
|
38
|
+
uniform float cloudy;
|
|
39
|
+
uniform float haze;
|
|
40
|
+
uniform float rainmulti;
|
|
41
|
+
uniform float cameraheight;
|
|
42
|
+
uniform float mincloudheight;
|
|
43
|
+
uniform float maxcloudheight;
|
|
44
|
+
uniform float xaxiscloud;
|
|
45
|
+
uniform float yaxiscloud;
|
|
46
|
+
uniform float zaxiscloud;
|
|
47
|
+
uniform float cloudnoise;
|
|
48
|
+
|
|
49
|
+
// Rendering parameters
|
|
50
|
+
uniform float steps;
|
|
51
|
+
uniform float stepss;
|
|
52
|
+
|
|
53
|
+
// Sun parameters
|
|
54
|
+
uniform float fov;
|
|
55
|
+
|
|
56
|
+
// Feature toggles
|
|
57
|
+
uniform float enableRain;
|
|
58
|
+
uniform float simpleSun;
|
|
59
|
+
uniform float nicehackSun;
|
|
60
|
+
uniform float softSun;
|
|
61
|
+
|
|
62
|
+
varying vec2 vUv;
|
|
63
|
+
varying vec3 vPosition;
|
|
64
|
+
varying vec3 vWorldPosition;
|
|
65
|
+
|
|
66
|
+
#define PI 3.14159265358979323846
|
|
67
|
+
|
|
68
|
+
// Simple noise function
|
|
69
|
+
float hash(vec2 p) {
|
|
70
|
+
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
float noise(vec2 p) {
|
|
74
|
+
vec2 i = floor(p);
|
|
75
|
+
vec2 f = fract(p);
|
|
76
|
+
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
77
|
+
return mix(mix(hash(i + vec2(0.0, 0.0)),
|
|
78
|
+
hash(i + vec2(1.0, 0.0)), u.x),
|
|
79
|
+
mix(hash(i + vec2(0.0, 1.0)),
|
|
80
|
+
hash(i + vec2(1.0, 1.0)), u.x), u.y);
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
// Fractal noise
|
|
84
|
+
float fbm(vec2 p) {
|
|
85
|
+
float value = 0.0;
|
|
86
|
+
float amplitude = 0.5;
|
|
87
|
+
float frequency = 1.0;
|
|
88
|
+
|
|
89
|
+
for (int i = 0; i < 4; i++) {
|
|
90
|
+
value += amplitude * noise(p * frequency);
|
|
91
|
+
amplitude *= 0.5;
|
|
92
|
+
frequency *= 2.0;
|
|
93
|
+
}
|
|
94
|
+
return value;
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
// Simple atmospheric scattering
|
|
98
|
+
vec3 atmosphere(vec3 rayDir, vec3 sunDir) {
|
|
99
|
+
float sunDot = dot(rayDir, sunDir);
|
|
100
|
+
|
|
101
|
+
// Sky gradient
|
|
102
|
+
float skyGradient = 1.0 - abs(rayDir.y);
|
|
103
|
+
vec3 skyColor = mix(vec3(0.1, 0.3, 0.8), vec3(0.8, 0.9, 1.0), skyGradient);
|
|
104
|
+
|
|
105
|
+
// Sun
|
|
106
|
+
float sunSize = 1.0 - distance(rayDir, sunDir);
|
|
107
|
+
sunSize = max(sunSize, 0.0);
|
|
108
|
+
vec3 sunColor = vec3(1.0, 0.8, 0.6) * pow(sunSize, 256.0) * 50.0;
|
|
109
|
+
|
|
110
|
+
// Sun glow
|
|
111
|
+
float sunGlow = 1.0 - distance(rayDir, sunDir);
|
|
112
|
+
sunGlow = max(sunGlow, 0.0);
|
|
113
|
+
vec3 glowColor = vec3(1.0, 0.6, 0.3) * pow(sunGlow, 8.0) * 0.5;
|
|
114
|
+
|
|
115
|
+
return skyColor + sunColor + glowColor;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
// Simple cloud generation
|
|
119
|
+
vec3 clouds(vec2 uv, float time) {
|
|
120
|
+
vec2 cloudUV = uv * 2.0 + vec2(time * 0.1, 0.0);
|
|
121
|
+
float cloudNoise = fbm(cloudUV * 3.0);
|
|
122
|
+
cloudNoise = smoothstep(0.4, 0.8, cloudNoise);
|
|
123
|
+
|
|
124
|
+
vec3 cloudColor = vec3(1.0) * cloudNoise * cloudy;
|
|
125
|
+
return cloudColor;
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
// Simple star field
|
|
129
|
+
vec3 stars(vec2 uv) {
|
|
130
|
+
vec2 starUV = uv * 100.0;
|
|
131
|
+
float starNoise = hash(floor(starUV));
|
|
132
|
+
starNoise = step(0.99, starNoise);
|
|
133
|
+
|
|
134
|
+
vec3 starColor = vec3(1.0) * starNoise * 0.5;
|
|
135
|
+
return starColor;
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
// Aurora effect
|
|
139
|
+
vec3 aurora(vec2 uv, float time) {
|
|
140
|
+
vec2 auroraUV = uv + vec2(sin(time * 0.5) * 0.1, 0.0);
|
|
141
|
+
float auroraPattern = sin(auroraUV.x * 10.0 + time) * sin(auroraUV.y * 5.0);
|
|
142
|
+
auroraPattern = max(auroraPattern, 0.0);
|
|
143
|
+
auroraPattern = pow(auroraPattern, 3.0);
|
|
144
|
+
|
|
145
|
+
vec3 auroraColor = vec3(0.2, 1.0, 0.5) * auroraPattern * 0.3;
|
|
146
|
+
return auroraColor;
|
|
147
|
+
}
|
|
148
|
+
|
|
149
|
+
void main() {
|
|
150
|
+
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
|
|
151
|
+
|
|
152
|
+
// Mouse position for sun direction
|
|
153
|
+
vec2 mouse = u_pointer.xy / u_resolution.xy;
|
|
154
|
+
if (mouse.x == 0.0 && mouse.y == 0.0) {
|
|
155
|
+
mouse = vec2(0.5, 0.7); // Default sun position
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
// Ray direction
|
|
159
|
+
vec3 rayDir = normalize(vec3(uv, -1.0));
|
|
160
|
+
|
|
161
|
+
// Sun direction
|
|
162
|
+
vec3 sunDir = normalize(vec3(
|
|
163
|
+
(mouse.x - 0.5) * 2.0,
|
|
164
|
+
(mouse.y - 0.5) * 2.0,
|
|
165
|
+
-0.5
|
|
166
|
+
));
|
|
167
|
+
|
|
168
|
+
// Base atmosphere
|
|
169
|
+
vec3 color = atmosphere(rayDir, sunDir);
|
|
170
|
+
|
|
171
|
+
// Add clouds
|
|
172
|
+
if (cloudy > 0.0) {
|
|
173
|
+
vec3 cloudColor = clouds(uv, u_time);
|
|
174
|
+
color = mix(color, color + cloudColor, 0.5);
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
// Add stars (only visible when looking up and sun is low)
|
|
178
|
+
if (rayDir.y > 0.0 && mouse.y < 0.3) {
|
|
179
|
+
vec3 starColor = stars(uv);
|
|
180
|
+
color += starColor;
|
|
181
|
+
}
|
|
182
|
+
|
|
183
|
+
// Add aurora (only when sun is very low)
|
|
184
|
+
if (mouse.y < 0.2 && rayDir.y > 0.2) {
|
|
185
|
+
vec3 auroraColor = aurora(uv, u_time);
|
|
186
|
+
color += auroraColor;
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
// Tone mapping and gamma correction
|
|
190
|
+
color = color / (color + vec3(1.0));
|
|
191
|
+
color = pow(color, vec3(1.0 / 2.2));
|
|
192
|
+
|
|
193
|
+
gl_FragColor = vec4(color, 1.0);
|
|
194
|
+
}
|
|
195
|
+
`;
|
|
196
|
+
// Create the shader material with uniforms
|
|
197
|
+
const SkyMaterial = shaderMaterial({
|
|
198
|
+
u_time: 0,
|
|
199
|
+
u_resolution: new Vector2(800, 600),
|
|
200
|
+
u_pointer: new Vector2(0, 0),
|
|
201
|
+
iChannel0: null,
|
|
202
|
+
// Environment constants
|
|
203
|
+
R0: 6360e3, // planet radius
|
|
204
|
+
Ra: 6380e3, // atmosphere radius
|
|
205
|
+
I: 10.0, // sun light power
|
|
206
|
+
SI: 5.0, // sun intensity
|
|
207
|
+
g: 0.45, // light concentration
|
|
208
|
+
Hr: 8e3, // Rayleigh scattering top
|
|
209
|
+
Hm: 1.2e3, // Mie scattering top
|
|
210
|
+
// Scattering coefficients
|
|
211
|
+
bR: new Vector3(5.8e-6, 13.5e-6, 33.1e-6), // Rayleigh scattering (normal earth)
|
|
212
|
+
bM: new Vector3(21e-6, 21e-6, 21e-6), // Mie scattering
|
|
213
|
+
// Cloud parameters
|
|
214
|
+
cloudy: 0.5,
|
|
215
|
+
haze: 0.01,
|
|
216
|
+
rainmulti: 5.0,
|
|
217
|
+
cameraheight: 5e1,
|
|
218
|
+
mincloudheight: 5e3,
|
|
219
|
+
maxcloudheight: 8e3,
|
|
220
|
+
xaxiscloud: 0, // Will be set to t*5e2 in animation
|
|
221
|
+
yaxiscloud: 0.0,
|
|
222
|
+
zaxiscloud: 0, // Will be set to t*6e2 in animation
|
|
223
|
+
cloudnoise: 2e-4,
|
|
224
|
+
// Rendering parameters
|
|
225
|
+
steps: 16,
|
|
226
|
+
stepss: 16,
|
|
227
|
+
// Sun parameters
|
|
228
|
+
fov: Math.tan(Math.PI / 3), // 60 degrees
|
|
229
|
+
// Feature toggles
|
|
230
|
+
enableRain: 0,
|
|
231
|
+
simpleSun: 0,
|
|
232
|
+
nicehackSun: 1,
|
|
233
|
+
softSun: 1
|
|
234
|
+
}, vertexShader, fragmentShader);
|
|
235
|
+
// Extend the material for use in React Three Fiber
|
|
236
|
+
extend({ SkyMaterial });
|
|
237
|
+
export { SkyMaterial };
|