@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 +1,42 @@
1
+ import { Color } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ // Vertex shader for the shooting star trail
5
+ const vertexShader = /*glsl*/ `
6
+ varying vec2 vUv;
7
+ varying float vProgress;
8
+ attribute float progress;
9
+
10
+ void main() {
11
+ vUv = uv;
12
+ vProgress = progress;
13
+
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
15
+ }
16
+ `;
17
+ // Fragment shader with gradient fade effect
18
+ const fragmentShader = /*glsl*/ `
19
+ uniform vec3 color;
20
+ uniform float opacity;
21
+ varying vec2 vUv;
22
+ varying float vProgress;
23
+
24
+ void main() {
25
+ // Create gradient fade from bright (head) to transparent (tail)
26
+ float alpha = opacity * (1.0 - vProgress) * (1.0 - vProgress);
27
+
28
+ // Add glow effect
29
+ float glow = 1.0 - vProgress;
30
+ vec3 glowColor = color * (1.0 + glow * 0.5);
31
+
32
+ gl_FragColor = vec4(glowColor, alpha);
33
+ }
34
+ `;
35
+ // Create the shader material
36
+ const ShootingStarMaterial = shaderMaterial({
37
+ color: new Color(1.0, 1.0, 1.0),
38
+ opacity: 1.0,
39
+ }, vertexShader, fragmentShader);
40
+ // Extend for React Three Fiber
41
+ extend({ ShootingStarMaterial });
42
+ export { ShootingStarMaterial };
@@ -0,0 +1,76 @@
1
+ import { Color, Vector2, Vector3 } from "three";
2
+ export interface SkyCloudsMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_cloudColor: {
7
+ value: Color;
8
+ };
9
+ u_ambientColor: {
10
+ value: Color;
11
+ };
12
+ u_cameraPos: {
13
+ value: Vector3;
14
+ };
15
+ u_resolution: {
16
+ value: Vector2;
17
+ };
18
+ u_sunPosition: {
19
+ value: Vector3;
20
+ };
21
+ u_cloudCoverage: {
22
+ value: number;
23
+ };
24
+ u_cloudScale: {
25
+ value: number;
26
+ };
27
+ u_softness: {
28
+ value: number;
29
+ };
30
+ u_windDirection: {
31
+ value: Vector2;
32
+ };
33
+ u_silverLining: {
34
+ value: number;
35
+ };
36
+ u_selfShading: {
37
+ value: number;
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;
190
+ }
191
+ `;
192
+ // Create the shader material with uniforms
193
+ const SkyCloudsMaterial = shaderMaterial({
194
+ u_time: 0.0,
195
+ u_cloudColor: new Color(1.0, 1.0, 1.0),
196
+ u_ambientColor: new Color(0.7, 0.7, 0.8),
197
+ u_cameraPos: new Vector3(),
198
+ u_resolution: new Vector2(800, 600),
199
+ u_sunPosition: new Vector3(0.0, 1.0, 0.0),
200
+ u_cloudCoverage: 0.5,
201
+ u_cloudScale: 6.0,
202
+ u_softness: 0.5,
203
+ u_windDirection: new Vector2(1.0, 0.0),
204
+ u_silverLining: 0.0,
205
+ u_selfShading: 0.0,
206
+ u_godRays: 0.0,
207
+ u_storminess: 0.0,
208
+ u_bloomIntensity: 0.0,
209
+ }, vertexShader, fragmentShader);
210
+ // Extend the material for use in React Three Fiber
211
+ extend({ SkyCloudsMaterial });
212
+ export { SkyCloudsMaterial };
@@ -0,0 +1,130 @@
1
+ import { Vector3, Vector2 } from "three";
2
+ import type { Texture } from 'three';
3
+ export interface SkyMaterialUniforms {
4
+ u_time: {
5
+ value: number;
6
+ };
7
+ u_resolution: {
8
+ value: Vector2;
9
+ };
10
+ u_pointer: {
11
+ value: Vector2;
12
+ };
13
+ iChannel0: {
14
+ value: Texture | null;
15
+ };
16
+ R0: {
17
+ value: number;
18
+ };
19
+ 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"}
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+ import { Vector3, Vector2 } 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
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+ const vertexShader = /*glsl*/ `
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+ varying vec2 vUv;
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+ varying vec3 vPosition;
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+ varying vec3 vWorldPosition;
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+
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+ void main() {
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+ vUv = uv;
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+ vPosition = position;
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+ vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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+ }
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+ `;
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+ // Fragment shader - simplified and working version
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+ const fragmentShader = /*glsl*/ `
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+ uniform float u_time;
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+ uniform vec2 u_resolution;
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+ uniform vec2 u_pointer;
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+ uniform sampler2D iChannel0;
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+
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+ // Environment constants
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+ uniform float R0; // planet radius
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+ uniform float Ra; // atmosphere radius
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+ uniform float I; // sun light power
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+ uniform float SI; // sun intensity
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+ uniform float g; // light concentration
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+ uniform float Hr; // Rayleigh scattering top
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+ uniform float Hm; // Mie scattering top
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+
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+ // Scattering coefficients
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+ uniform vec3 bR; // Rayleigh scattering
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+ uniform vec3 bM; // Mie scattering
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+
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+ // Cloud parameters
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+ uniform float cloudy;
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+ uniform float haze;
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+ uniform float rainmulti;
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+ uniform float cameraheight;
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+ uniform float mincloudheight;
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+ uniform float maxcloudheight;
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+ uniform float xaxiscloud;
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+ uniform float yaxiscloud;
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+ uniform float zaxiscloud;
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+ uniform float cloudnoise;
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+
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+ // Rendering parameters
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+ uniform float steps;
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+ uniform float stepss;
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+
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+ // Sun parameters
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+ uniform float fov;
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+
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+ // Feature toggles
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+ uniform float enableRain;
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+ uniform float simpleSun;
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+ uniform float nicehackSun;
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+ uniform float softSun;
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+
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+ varying vec2 vUv;
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+ varying vec3 vPosition;
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+ varying vec3 vWorldPosition;
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+
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+ #define PI 3.14159265358979323846
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+
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+ // Simple noise function
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+ float hash(vec2 p) {
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+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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+ }
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+
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+ float noise(vec2 p) {
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+ vec2 i = floor(p);
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+ vec2 f = fract(p);
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+ vec2 u = f * f * (3.0 - 2.0 * f);
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+ return mix(mix(hash(i + vec2(0.0, 0.0)),
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+ hash(i + vec2(1.0, 0.0)), u.x),
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+ mix(hash(i + vec2(0.0, 1.0)),
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+ hash(i + vec2(1.0, 1.0)), u.x), u.y);
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+ }
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+
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+ // Fractal noise
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+ float fbm(vec2 p) {
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+ float value = 0.0;
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+ float amplitude = 0.5;
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+ float frequency = 1.0;
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+
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+ for (int i = 0; i < 4; i++) {
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+ value += amplitude * noise(p * frequency);
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+ amplitude *= 0.5;
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+ frequency *= 2.0;
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+ }
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+ return value;
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+ }
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+
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+ // Simple atmospheric scattering
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+ vec3 atmosphere(vec3 rayDir, vec3 sunDir) {
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+ float sunDot = dot(rayDir, sunDir);
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+
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+ // Sky gradient
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+ float skyGradient = 1.0 - abs(rayDir.y);
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+ vec3 skyColor = mix(vec3(0.1, 0.3, 0.8), vec3(0.8, 0.9, 1.0), skyGradient);
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+
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+ // Sun
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+ float sunSize = 1.0 - distance(rayDir, sunDir);
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+ sunSize = max(sunSize, 0.0);
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+ vec3 sunColor = vec3(1.0, 0.8, 0.6) * pow(sunSize, 256.0) * 50.0;
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+
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+ // Sun glow
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+ float sunGlow = 1.0 - distance(rayDir, sunDir);
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+ sunGlow = max(sunGlow, 0.0);
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+ vec3 glowColor = vec3(1.0, 0.6, 0.3) * pow(sunGlow, 8.0) * 0.5;
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+
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+ return skyColor + sunColor + glowColor;
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+ }
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+
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+ // Simple cloud generation
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+ vec3 clouds(vec2 uv, float time) {
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+ vec2 cloudUV = uv * 2.0 + vec2(time * 0.1, 0.0);
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+ float cloudNoise = fbm(cloudUV * 3.0);
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+ cloudNoise = smoothstep(0.4, 0.8, cloudNoise);
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+
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+ vec3 cloudColor = vec3(1.0) * cloudNoise * cloudy;
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+ return cloudColor;
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+ }
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+
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+ // Simple star field
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+ vec3 stars(vec2 uv) {
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+ vec2 starUV = uv * 100.0;
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+ float starNoise = hash(floor(starUV));
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+ starNoise = step(0.99, starNoise);
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+
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+ vec3 starColor = vec3(1.0) * starNoise * 0.5;
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+ return starColor;
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+ }
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+
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+ // Aurora effect
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+ vec3 aurora(vec2 uv, float time) {
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+ vec2 auroraUV = uv + vec2(sin(time * 0.5) * 0.1, 0.0);
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+ float auroraPattern = sin(auroraUV.x * 10.0 + time) * sin(auroraUV.y * 5.0);
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+ auroraPattern = max(auroraPattern, 0.0);
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+ auroraPattern = pow(auroraPattern, 3.0);
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+
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+ vec3 auroraColor = vec3(0.2, 1.0, 0.5) * auroraPattern * 0.3;
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+ return auroraColor;
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+ }
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+
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+ void main() {
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+ vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
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+
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+ // Mouse position for sun direction
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+ vec2 mouse = u_pointer.xy / u_resolution.xy;
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+ if (mouse.x == 0.0 && mouse.y == 0.0) {
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+ mouse = vec2(0.5, 0.7); // Default sun position
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+ }
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+
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+ // Ray direction
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+ vec3 rayDir = normalize(vec3(uv, -1.0));
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+
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+ // Sun direction
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+ vec3 sunDir = normalize(vec3(
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+ (mouse.x - 0.5) * 2.0,
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+ (mouse.y - 0.5) * 2.0,
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+ -0.5
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+ ));
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+
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+ // Base atmosphere
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+ vec3 color = atmosphere(rayDir, sunDir);
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+
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+ // Add clouds
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+ if (cloudy > 0.0) {
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+ vec3 cloudColor = clouds(uv, u_time);
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+ color = mix(color, color + cloudColor, 0.5);
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+ }
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+
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+ // Add stars (only visible when looking up and sun is low)
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+ if (rayDir.y > 0.0 && mouse.y < 0.3) {
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+ vec3 starColor = stars(uv);
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+ color += starColor;
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+ }
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+
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+ // Add aurora (only when sun is very low)
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+ if (mouse.y < 0.2 && rayDir.y > 0.2) {
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+ vec3 auroraColor = aurora(uv, u_time);
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+ color += auroraColor;
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+ }
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+
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+ // Tone mapping and gamma correction
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+ color = color / (color + vec3(1.0));
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+ color = pow(color, vec3(1.0 / 2.2));
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+
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+ gl_FragColor = vec4(color, 1.0);
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+ }
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+ `;
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+ // Create the shader material with uniforms
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+ const SkyMaterial = shaderMaterial({
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+ u_time: 0,
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+ u_resolution: new Vector2(800, 600),
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+ u_pointer: new Vector2(0, 0),
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+ iChannel0: null,
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+ // Environment constants
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+ R0: 6360e3, // planet radius
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+ Ra: 6380e3, // atmosphere radius
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+ I: 10.0, // sun light power
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+ SI: 5.0, // sun intensity
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+ g: 0.45, // light concentration
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+ Hr: 8e3, // Rayleigh scattering top
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+ Hm: 1.2e3, // Mie scattering top
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+ // Scattering coefficients
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+ bR: new Vector3(5.8e-6, 13.5e-6, 33.1e-6), // Rayleigh scattering (normal earth)
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+ bM: new Vector3(21e-6, 21e-6, 21e-6), // Mie scattering
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+ // Cloud parameters
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+ cloudy: 0.5,
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+ haze: 0.01,
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+ rainmulti: 5.0,
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+ cameraheight: 5e1,
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+ mincloudheight: 5e3,
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+ maxcloudheight: 8e3,
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+ xaxiscloud: 0, // Will be set to t*5e2 in animation
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+ yaxiscloud: 0.0,
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+ zaxiscloud: 0, // Will be set to t*6e2 in animation
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+ cloudnoise: 2e-4,
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+ // Rendering parameters
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+ steps: 16,
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+ stepss: 16,
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+ // Sun parameters
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+ fov: Math.tan(Math.PI / 3), // 60 degrees
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+ // Feature toggles
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+ enableRain: 0,
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+ simpleSun: 0,
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+ nicehackSun: 1,
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+ softSun: 1
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+ }, vertexShader, fragmentShader);
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+ // Extend the material for use in React Three Fiber
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+ extend({ SkyMaterial });
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+ export { SkyMaterial };