@3driseai/3drise-core 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/constants/index.d.ts +22 -0
- package/dist/constants/index.d.ts.map +1 -0
- package/dist/constants/index.js +7 -0
- package/dist/data/allMaterials.d.ts +5 -0
- package/dist/data/allMaterials.d.ts.map +1 -0
- package/dist/data/allMaterials.js +932 -0
- package/dist/data/defaults.d.ts +107 -0
- package/dist/data/defaults.d.ts.map +1 -0
- package/dist/data/defaults.js +99 -0
- package/dist/data/effectsDefaults.d.ts +4 -0
- package/dist/data/effectsDefaults.d.ts.map +1 -0
- package/dist/data/effectsDefaults.js +55 -0
- package/dist/data/images.d.ts +4 -0
- package/dist/data/images.d.ts.map +1 -0
- package/dist/data/images.js +50 -0
- package/dist/data/index.d.ts +10 -0
- package/dist/data/index.d.ts.map +1 -0
- package/dist/data/index.js +9 -0
- package/dist/data/lightPresets.d.ts +99 -0
- package/dist/data/lightPresets.d.ts.map +1 -0
- package/dist/data/lightPresets.js +48 -0
- package/dist/data/particlesSettings.d.ts +13 -0
- package/dist/data/particlesSettings.d.ts.map +1 -0
- package/dist/data/particlesSettings.js +94 -0
- package/dist/data/paths.d.ts +32 -0
- package/dist/data/paths.d.ts.map +1 -0
- package/dist/data/paths.js +2597 -0
- package/dist/data/shaders.d.ts +12 -0
- package/dist/data/shaders.d.ts.map +1 -0
- package/dist/data/shaders.js +342 -0
- package/dist/data/shapeConfig.d.ts +3 -0
- package/dist/data/shapeConfig.d.ts.map +1 -0
- package/dist/data/shapeConfig.js +29 -0
- package/dist/index.d.ts +72 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +70 -0
- package/dist/presets/cloudsPresets.d.ts +32 -0
- package/dist/presets/cloudsPresets.d.ts.map +1 -0
- package/dist/presets/cloudsPresets.js +257 -0
- package/dist/presets/coronaPresets.d.ts +11 -0
- package/dist/presets/coronaPresets.d.ts.map +1 -0
- package/dist/presets/coronaPresets.js +148 -0
- package/dist/presets/crystalPresets.d.ts +38 -0
- package/dist/presets/crystalPresets.d.ts.map +1 -0
- package/dist/presets/crystalPresets.js +265 -0
- package/dist/presets/effectsPresets.d.ts +32 -0
- package/dist/presets/effectsPresets.d.ts.map +1 -0
- package/dist/presets/effectsPresets.js +438 -0
- package/dist/presets/glassPresets.d.ts +36 -0
- package/dist/presets/glassPresets.d.ts.map +1 -0
- package/dist/presets/glassPresets.js +236 -0
- package/dist/presets/index.d.ts +21 -0
- package/dist/presets/index.d.ts.map +1 -0
- package/dist/presets/index.js +52 -0
- package/dist/presets/lavaPresets.d.ts +11 -0
- package/dist/presets/lavaPresets.d.ts.map +1 -0
- package/dist/presets/lavaPresets.js +202 -0
- package/dist/presets/metalPresets.d.ts +33 -0
- package/dist/presets/metalPresets.d.ts.map +1 -0
- package/dist/presets/metalPresets.js +205 -0
- package/dist/presets/oceanPresets.d.ts +37 -0
- package/dist/presets/oceanPresets.d.ts.map +1 -0
- package/dist/presets/oceanPresets.js +120 -0
- package/dist/presets/plasticPresets.d.ts +35 -0
- package/dist/presets/plasticPresets.d.ts.map +1 -0
- package/dist/presets/plasticPresets.js +245 -0
- package/dist/presets/sandPresets.d.ts +11 -0
- package/dist/presets/sandPresets.d.ts.map +1 -0
- package/dist/presets/sandPresets.js +294 -0
- package/dist/presets/skyPresets.d.ts +27 -0
- package/dist/presets/skyPresets.d.ts.map +1 -0
- package/dist/presets/skyPresets.js +93 -0
- package/dist/presets/woodPresets.d.ts +33 -0
- package/dist/presets/woodPresets.d.ts.map +1 -0
- package/dist/presets/woodPresets.js +235 -0
- package/dist/services/AnimationsManager.d.ts +171 -0
- package/dist/services/AnimationsManager.d.ts.map +1 -0
- package/dist/services/AnimationsManager.js +508 -0
- package/dist/services/CubeCameraManager.d.ts +23 -0
- package/dist/services/CubeCameraManager.d.ts.map +1 -0
- package/dist/services/CubeCameraManager.js +84 -0
- package/dist/services/FontManager.d.ts +32 -0
- package/dist/services/FontManager.d.ts.map +1 -0
- package/dist/services/FontManager.js +76 -0
- package/dist/services/MaterialCompiler.d.ts +30 -0
- package/dist/services/MaterialCompiler.d.ts.map +1 -0
- package/dist/services/MaterialCompiler.js +91 -0
- package/dist/services/MaterialRegistry.d.ts +85 -0
- package/dist/services/MaterialRegistry.d.ts.map +1 -0
- package/dist/services/MaterialRegistry.js +362 -0
- package/dist/services/NoiseGenerator.d.ts +93 -0
- package/dist/services/NoiseGenerator.d.ts.map +1 -0
- package/dist/services/NoiseGenerator.js +653 -0
- package/dist/services/ObjectManager.d.ts +71 -0
- package/dist/services/ObjectManager.d.ts.map +1 -0
- package/dist/services/ObjectManager.js +386 -0
- package/dist/services/PositionsCreator.d.ts +26 -0
- package/dist/services/PositionsCreator.d.ts.map +1 -0
- package/dist/services/PositionsCreator.js +263 -0
- package/dist/services/SceneStore.d.ts +20 -0
- package/dist/services/SceneStore.d.ts.map +1 -0
- package/dist/services/SceneStore.js +18 -0
- package/dist/services/ShadersLibrary.d.ts +79 -0
- package/dist/services/ShadersLibrary.d.ts.map +1 -0
- package/dist/services/ShadersLibrary.js +820 -0
- package/dist/services/SkySystemManager.d.ts +57 -0
- package/dist/services/SkySystemManager.d.ts.map +1 -0
- package/dist/services/SkySystemManager.js +190 -0
- package/dist/services/TextureResolver.d.ts +51 -0
- package/dist/services/TextureResolver.d.ts.map +1 -0
- package/dist/services/TextureResolver.js +136 -0
- package/dist/services/TexturesManager.d.ts +17 -0
- package/dist/services/TexturesManager.d.ts.map +1 -0
- package/dist/services/TexturesManager.js +48 -0
- package/dist/services/UniformConverter.d.ts +33 -0
- package/dist/services/UniformConverter.d.ts.map +1 -0
- package/dist/services/UniformConverter.js +252 -0
- package/dist/services/index.d.ts +19 -0
- package/dist/services/index.d.ts.map +1 -0
- package/dist/services/index.js +14 -0
- package/dist/shaders/BasicSkyMaterial.d.ts +49 -0
- package/dist/shaders/BasicSkyMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicSkyMaterial.js +94 -0
- package/dist/shaders/BasicWaterMaterial.d.ts +41 -0
- package/dist/shaders/BasicWaterMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicWaterMaterial.js +155 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts +52 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/BubblesPointsMaterial.js +95 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsMaterial.js +59 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts +65 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.js +138 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsMaterial.js +55 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.js +140 -0
- package/dist/shaders/CloudsMaterial.d.ts +47 -0
- package/dist/shaders/CloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsMaterial.js +124 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts +82 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsPointsMaterial.js +200 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts +2 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts.map +1 -0
- package/dist/shaders/CommonNoiseFunctions.js +41 -0
- package/dist/shaders/CoronaMaterial.d.ts +41 -0
- package/dist/shaders/CoronaMaterial.d.ts.map +1 -0
- package/dist/shaders/CoronaMaterial.js +54 -0
- package/dist/shaders/CustomShaderMaterial.d.ts +10 -0
- package/dist/shaders/CustomShaderMaterial.d.ts.map +1 -0
- package/dist/shaders/CustomShaderMaterial.js +10 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts +28 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthAtmosphereMaterial.js +55 -0
- package/dist/shaders/EarthMaterial.d.ts +40 -0
- package/dist/shaders/EarthMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthMaterial.js +69 -0
- package/dist/shaders/FireMaterial.d.ts +30 -0
- package/dist/shaders/FireMaterial.d.ts.map +1 -0
- package/dist/shaders/FireMaterial.js +154 -0
- package/dist/shaders/FireShellMaterial.d.ts +34 -0
- package/dist/shaders/FireShellMaterial.d.ts.map +1 -0
- package/dist/shaders/FireShellMaterial.js +137 -0
- package/dist/shaders/FlareMaterial.d.ts +79 -0
- package/dist/shaders/FlareMaterial.d.ts.map +1 -0
- package/dist/shaders/FlareMaterial.js +184 -0
- package/dist/shaders/GlowMaterial.d.ts +41 -0
- package/dist/shaders/GlowMaterial.d.ts.map +1 -0
- package/dist/shaders/GlowMaterial.js +54 -0
- package/dist/shaders/GlyphRingMaterial.d.ts +72 -0
- package/dist/shaders/GlyphRingMaterial.d.ts.map +1 -0
- package/dist/shaders/GlyphRingMaterial.js +152 -0
- package/dist/shaders/ImageMaterial.d.ts +294 -0
- package/dist/shaders/ImageMaterial.d.ts.map +1 -0
- package/dist/shaders/ImageMaterial.js +401 -0
- package/dist/shaders/LavaMaterial.d.ts +69 -0
- package/dist/shaders/LavaMaterial.d.ts.map +1 -0
- package/dist/shaders/LavaMaterial.js +127 -0
- package/dist/shaders/LineEffectsMaterials.d.ts +97 -0
- package/dist/shaders/LineEffectsMaterials.d.ts.map +1 -0
- package/dist/shaders/LineEffectsMaterials.js +242 -0
- package/dist/shaders/LineMaterial.d.ts +37 -0
- package/dist/shaders/LineMaterial.d.ts.map +1 -0
- package/dist/shaders/LineMaterial.js +64 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts +278 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/MeshEffectsMaterial.js +312 -0
- package/dist/shaders/MorphingSimulation.d.ts +17 -0
- package/dist/shaders/MorphingSimulation.d.ts.map +1 -0
- package/dist/shaders/MorphingSimulation.js +66 -0
- package/dist/shaders/MyGridMaterial.d.ts +61 -0
- package/dist/shaders/MyGridMaterial.d.ts.map +1 -0
- package/dist/shaders/MyGridMaterial.js +176 -0
- package/dist/shaders/MyParticlesMaterial.d.ts +65 -0
- package/dist/shaders/MyParticlesMaterial.d.ts.map +1 -0
- package/dist/shaders/MyParticlesMaterial.js +126 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts +44 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaCloudsMaterial.js +63 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts +236 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaPointsMaterial.js +265 -0
- package/dist/shaders/OceanMaterial.d.ts +57 -0
- package/dist/shaders/OceanMaterial.d.ts.map +1 -0
- package/dist/shaders/OceanMaterial.js +240 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts +49 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsMaterial.js +68 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.js +140 -0
- package/dist/shaders/RainMaterial.d.ts +36 -0
- package/dist/shaders/RainMaterial.d.ts.map +1 -0
- package/dist/shaders/RainMaterial.js +79 -0
- package/dist/shaders/ReflectorMaterial.d.ts +62 -0
- package/dist/shaders/ReflectorMaterial.d.ts.map +1 -0
- package/dist/shaders/ReflectorMaterial.js +167 -0
- package/dist/shaders/SandMaterial.d.ts +58 -0
- package/dist/shaders/SandMaterial.d.ts.map +1 -0
- package/dist/shaders/SandMaterial.js +296 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts +280 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial copy.js +354 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts +5 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial.js +10 -0
- package/dist/shaders/ShootingStarMaterial.d.ts +9 -0
- package/dist/shaders/ShootingStarMaterial.d.ts.map +1 -0
- package/dist/shaders/ShootingStarMaterial.js +42 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts +76 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyCloudsMaterial.js +212 -0
- package/dist/shaders/SkyMaterial.d.ts +130 -0
- package/dist/shaders/SkyMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyMaterial.js +237 -0
- package/dist/shaders/SkyboxMaterial.d.ts +40 -0
- package/dist/shaders/SkyboxMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyboxMaterial.js +64 -0
- package/dist/shaders/SmokeMaterial.d.ts +48 -0
- package/dist/shaders/SmokeMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeMaterial.js +159 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts +48 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeRibbonMaterial.js +120 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts +65 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts.map +1 -0
- package/dist/shaders/SparklesBurstMaterial.js +99 -0
- package/dist/shaders/StarsMaterial.d.ts +36 -0
- package/dist/shaders/StarsMaterial.d.ts.map +1 -0
- package/dist/shaders/StarsMaterial.js +74 -0
- package/dist/shaders/StormCloudsMaterial.d.ts +44 -0
- package/dist/shaders/StormCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsMaterial.js +61 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts +303 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsPointsMaterial.js +389 -0
- package/dist/shaders/SunCoreMaterial.d.ts +69 -0
- package/dist/shaders/SunCoreMaterial.d.ts.map +1 -0
- package/dist/shaders/SunCoreMaterial.js +127 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts +56 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsMaterial.js +93 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts +73 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.js +143 -0
- package/dist/shaders/WaterMaterial.d.ts +110 -0
- package/dist/shaders/WaterMaterial.d.ts.map +1 -0
- package/dist/shaders/WaterMaterial.js +228 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.js +182 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts +230 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsUniforms.js +66 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.js +167 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseFragment.glsl.js +53 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseVertex.glsl.js +60 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts +17 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.js +156 -0
- package/dist/shaders/effects/defaults.d.ts +4 -0
- package/dist/shaders/effects/defaults.d.ts.map +1 -0
- package/dist/shaders/effects/defaults.js +27 -0
- package/dist/shaders/effects/index.d.ts +7 -0
- package/dist/shaders/effects/index.d.ts.map +1 -0
- package/dist/shaders/effects/index.js +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/noiseLib.glsl.js +214 -0
- package/dist/shaders/effects/presets.d.ts +20 -0
- package/dist/shaders/effects/presets.d.ts.map +1 -0
- package/dist/shaders/effects/presets.js +288 -0
- package/dist/shaders/effects/registry/brightness.d.ts +3 -0
- package/dist/shaders/effects/registry/brightness.d.ts.map +1 -0
- package/dist/shaders/effects/registry/brightness.js +16 -0
- package/dist/shaders/effects/registry/colorShift.d.ts +3 -0
- package/dist/shaders/effects/registry/colorShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/colorShift.js +21 -0
- package/dist/shaders/effects/registry/depthFade.d.ts +3 -0
- package/dist/shaders/effects/registry/depthFade.d.ts.map +1 -0
- package/dist/shaders/effects/registry/depthFade.js +29 -0
- package/dist/shaders/effects/registry/displacement.d.ts +3 -0
- package/dist/shaders/effects/registry/displacement.d.ts.map +1 -0
- package/dist/shaders/effects/registry/displacement.js +17 -0
- package/dist/shaders/effects/registry/explode.d.ts +3 -0
- package/dist/shaders/effects/registry/explode.d.ts.map +1 -0
- package/dist/shaders/effects/registry/explode.js +43 -0
- package/dist/shaders/effects/registry/flicker.d.ts +3 -0
- package/dist/shaders/effects/registry/flicker.d.ts.map +1 -0
- package/dist/shaders/effects/registry/flicker.js +27 -0
- package/dist/shaders/effects/registry/glow.d.ts +3 -0
- package/dist/shaders/effects/registry/glow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/glow.js +21 -0
- package/dist/shaders/effects/registry/grayscale.d.ts +3 -0
- package/dist/shaders/effects/registry/grayscale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/grayscale.js +105 -0
- package/dist/shaders/effects/registry/hueShift.d.ts +3 -0
- package/dist/shaders/effects/registry/hueShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/hueShift.js +40 -0
- package/dist/shaders/effects/registry/index.d.ts +9 -0
- package/dist/shaders/effects/registry/index.d.ts.map +1 -0
- package/dist/shaders/effects/registry/index.js +70 -0
- package/dist/shaders/effects/registry/jitter.d.ts +3 -0
- package/dist/shaders/effects/registry/jitter.d.ts.map +1 -0
- package/dist/shaders/effects/registry/jitter.js +31 -0
- package/dist/shaders/effects/registry/magnet.d.ts +3 -0
- package/dist/shaders/effects/registry/magnet.d.ts.map +1 -0
- package/dist/shaders/effects/registry/magnet.js +43 -0
- package/dist/shaders/effects/registry/noise.d.ts +3 -0
- package/dist/shaders/effects/registry/noise.d.ts.map +1 -0
- package/dist/shaders/effects/registry/noise.js +61 -0
- package/dist/shaders/effects/registry/pulse.d.ts +3 -0
- package/dist/shaders/effects/registry/pulse.d.ts.map +1 -0
- package/dist/shaders/effects/registry/pulse.js +24 -0
- package/dist/shaders/effects/registry/rainbow.d.ts +3 -0
- package/dist/shaders/effects/registry/rainbow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/rainbow.js +55 -0
- package/dist/shaders/effects/registry/ripple.d.ts +3 -0
- package/dist/shaders/effects/registry/ripple.d.ts.map +1 -0
- package/dist/shaders/effects/registry/ripple.js +39 -0
- package/dist/shaders/effects/registry/saturation.d.ts +3 -0
- package/dist/shaders/effects/registry/saturation.d.ts.map +1 -0
- package/dist/shaders/effects/registry/saturation.js +19 -0
- package/dist/shaders/effects/registry/scale.d.ts +3 -0
- package/dist/shaders/effects/registry/scale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/scale.js +26 -0
- package/dist/shaders/effects/registry/sparkle.d.ts +3 -0
- package/dist/shaders/effects/registry/sparkle.d.ts.map +1 -0
- package/dist/shaders/effects/registry/sparkle.js +34 -0
- package/dist/shaders/effects/registry/spiral.d.ts +3 -0
- package/dist/shaders/effects/registry/spiral.d.ts.map +1 -0
- package/dist/shaders/effects/registry/spiral.js +46 -0
- package/dist/shaders/effects/registry/twist.d.ts +3 -0
- package/dist/shaders/effects/registry/twist.d.ts.map +1 -0
- package/dist/shaders/effects/registry/twist.js +55 -0
- package/dist/shaders/effects/registry/vortex.d.ts +3 -0
- package/dist/shaders/effects/registry/vortex.d.ts.map +1 -0
- package/dist/shaders/effects/registry/vortex.js +35 -0
- package/dist/shaders/effects/registry/wave.d.ts +3 -0
- package/dist/shaders/effects/registry/wave.d.ts.map +1 -0
- package/dist/shaders/effects/registry/wave.js +44 -0
- package/dist/shaders/effects/types.d.ts +56 -0
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import { Color } from "three";
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export interface SkyboxMaterialUniforms {
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uSunAzimuth: {
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value: number;
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};
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uSunElevation: {
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value: number;
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};
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uSunColor: {
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value: Color;
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};
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uSkyColorLow: {
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value: Color;
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};
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uSkyColorHigh: {
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value: Color;
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};
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uSunSize: {
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declare global {
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namespace JSX {
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interface IntrinsicElements {
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skyboxMaterial: any;
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}
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}
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}
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declare const SkyboxMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
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uSunAzimuth: number;
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uSunElevation: number;
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uSunColor: Color;
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uSkyColorLow: Color;
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uSkyColorHigh: Color;
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uSunSize: number;
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}> & {
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key: string;
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};
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export { SkyboxMaterial };
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//# sourceMappingURL=SkyboxMaterial.d.ts.map
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{"version":3,"file":"SkyboxMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SkyboxMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,OAAO,CAAC;AAG9B,MAAM,WAAW,sBAAsB;IACnC,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,cAAc,EAAE,GAAG,CAAC;SACvB;KACJ;CACJ;AAoDD,QAAA,MAAM,cAAc;;;;;;;;;CAOY,CAAC;AAGjC,OAAO,EAAE,cAAc,EAAE,CAAC"}
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1
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import { Color } from "three";
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2
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import { extend } from "@react-three/fiber";
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3
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import { shaderMaterial } from "@react-three/drei";
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4
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// Vertex shader
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5
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const vertexShader = /*glsl*/ `
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varying vec3 vWorldPosition;
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varying vec3 vDirection;
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8
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void main() {
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vec4 worldPosition = modelMatrix * vec4(position, 1.0);
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vWorldPosition = worldPosition.xyz;
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vDirection = normalize(worldPosition.xyz);
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+
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vec4 pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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gl_Position = pos.xyww;
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}
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`;
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// Fragment shader
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const fragmentShader = /*glsl*/ `
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precision mediump float;
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varying vec3 vWorldPosition;
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varying vec3 vDirection;
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+
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uniform float uSunAzimuth;
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uniform float uSunElevation;
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uniform vec3 uSunColor;
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uniform vec3 uSkyColorLow;
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uniform vec3 uSkyColorHigh;
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uniform float uSunSize;
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void main() {
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vec3 direction = normalize(vWorldPosition);
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+
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// Sky gradient from horizon to zenith
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vec3 skyColor = mix(uSkyColorLow, uSkyColorHigh, clamp(direction.y * 0.5 + 0.5, 0.0, 1.0));
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+
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// Calculate sun direction from azimuth and elevation
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float azimuth = radians(uSunAzimuth);
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float elevation = radians(uSunElevation);
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vec3 sunDirection = normalize(vec3(
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cos(elevation) * sin(azimuth),
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sin(elevation),
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cos(elevation) * cos(azimuth)
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));
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+
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// Sun disc with intensity falloff
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float sunIntensity = pow(max(dot(direction, sunDirection), 0.0), 1000.0 / uSunSize);
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48
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vec3 sunColor = uSunColor * sunIntensity;
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+
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gl_FragColor = vec4(skyColor + sunColor, 1.0);
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}
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`;
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53
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// Create the shader material with uniforms
|
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54
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const SkyboxMaterial = shaderMaterial({
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uSunAzimuth: 216,
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uSunElevation: 24.68698059628387,
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uSunColor: new Color(0xffe5b0),
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uSkyColorLow: new Color(0x6fa2ef),
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uSkyColorHigh: new Color(0x2053ff),
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uSunSize: 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({ SkyboxMaterial });
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export { SkyboxMaterial };
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1
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import * as THREE from 'three';
|
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2
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export interface SmokeUniforms {
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3
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u_time: number;
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4
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u_colorDark: THREE.Color;
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5
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+
u_colorLight: THREE.Color;
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6
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+
u_lightColor: THREE.Color;
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7
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+
u_lightDir: THREE.Vector3;
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8
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+
u_speed: number;
|
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9
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+
u_turbulence: number;
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10
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+
u_transition: number;
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11
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+
u_density: number;
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12
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+
u_dissipation: number;
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13
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+
u_spread: number;
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14
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+
u_sway: number;
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15
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+
u_windDir: THREE.Vector2;
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16
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+
u_radius: number;
|
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17
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+
u_height: number;
|
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18
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+
u_mouse: THREE.Vector3;
|
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19
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+
u_mouseStrength: number;
|
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20
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+
}
|
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21
|
+
export type SmokeMaterialImpl = THREE.ShaderMaterial & SmokeUniforms;
|
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22
|
+
declare module '@react-three/fiber' {
|
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23
|
+
interface ThreeElements {
|
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24
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+
smokeMaterial: ThreeElements['shaderMaterial'] & Partial<SmokeUniforms>;
|
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+
}
|
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26
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+
}
|
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27
|
+
export declare const SmokeMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
|
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28
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+
u_colorDark: THREE.Color;
|
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29
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+
u_colorLight: THREE.Color;
|
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30
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+
u_lightColor: THREE.Color;
|
|
31
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+
u_lightDir: THREE.Vector3;
|
|
32
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+
u_windDir: THREE.Vector2;
|
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33
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+
u_mouse: THREE.Vector3;
|
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34
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+
u_time: number;
|
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35
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+
u_speed: number;
|
|
36
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+
u_turbulence: number;
|
|
37
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+
u_transition: number;
|
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38
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+
u_density: number;
|
|
39
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+
u_dissipation: number;
|
|
40
|
+
u_spread: number;
|
|
41
|
+
u_sway: number;
|
|
42
|
+
u_radius: number;
|
|
43
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+
u_height: number;
|
|
44
|
+
u_mouseStrength: number;
|
|
45
|
+
}> & {
|
|
46
|
+
key: string;
|
|
47
|
+
};
|
|
48
|
+
//# sourceMappingURL=SmokeMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
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|
|
1
|
+
{"version":3,"file":"SmokeMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SmokeMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,MAAM,WAAW,aAAa;IAC1B,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,KAAK,CAAC,KAAK,CAAC;IACzB,YAAY,EAAE,KAAK,CAAC,KAAK,CAAC;IAC1B,YAAY,EAAE,KAAK,CAAC,KAAK,CAAC;IAC1B,UAAU,EAAE,KAAK,CAAC,OAAO,CAAC;IAC1B,OAAO,EAAE,MAAM,CAAC;IAChB,YAAY,EAAE,MAAM,CAAC;IACrB,YAAY,EAAE,MAAM,CAAC;IACrB,SAAS,EAAE,MAAM,CAAC;IAClB,aAAa,EAAE,MAAM,CAAC;IACtB,QAAQ,EAAE,MAAM,CAAC;IACjB,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,KAAK,CAAC,OAAO,CAAC;IACzB,QAAQ,EAAE,MAAM,CAAC;IACjB,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,KAAK,CAAC,OAAO,CAAC;IACvB,eAAe,EAAE,MAAM,CAAC;CAC3B;AAED,MAAM,MAAM,iBAAiB,GAAG,KAAK,CAAC,cAAc,GAAG,aAAa,CAAC;AAErE,OAAO,QAAQ,oBAAoB,CAAC;IAChC,UAAU,aAAa;QACnB,aAAa,EAAE,aAAa,CAAC,gBAAgB,CAAC,GAAG,OAAO,CAAC,aAAa,CAAC,CAAC;KAC3E;CACJ;AA2ID,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;CAiBxB,CAAC"}
|
|
@@ -0,0 +1,159 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import { shaderMaterial } from '@react-three/drei';
|
|
3
|
+
import { extend } from '@react-three/fiber';
|
|
4
|
+
const defaults = {
|
|
5
|
+
u_time: 0,
|
|
6
|
+
u_colorDark: new THREE.Color(0.06, 0.06, 0.07),
|
|
7
|
+
u_colorLight: new THREE.Color(0.58, 0.58, 0.62),
|
|
8
|
+
u_lightColor: new THREE.Color(1.0, 0.95, 0.85),
|
|
9
|
+
u_lightDir: new THREE.Vector3(-0.6, 0.7, 0.0),
|
|
10
|
+
u_speed: 0.35,
|
|
11
|
+
u_turbulence: 1.6,
|
|
12
|
+
u_transition: 0.32,
|
|
13
|
+
u_density: 1.0,
|
|
14
|
+
u_dissipation: 0.45,
|
|
15
|
+
u_spread: 0.9,
|
|
16
|
+
u_sway: 0.5,
|
|
17
|
+
u_windDir: new THREE.Vector2(0.3, 0.0),
|
|
18
|
+
u_radius: 1.0,
|
|
19
|
+
u_height: 3.0,
|
|
20
|
+
u_mouse: new THREE.Vector3(0, -1000, 0),
|
|
21
|
+
u_mouseStrength: 0.0,
|
|
22
|
+
};
|
|
23
|
+
const vertexShader = /*glsl*/ `
|
|
24
|
+
uniform float u_radius;
|
|
25
|
+
uniform float u_height;
|
|
26
|
+
|
|
27
|
+
varying vec2 vUv;
|
|
28
|
+
|
|
29
|
+
void main() {
|
|
30
|
+
// x in [-1,1], y in [0,1] — smoke-space, geometry-size independent.
|
|
31
|
+
vUv = vec2(uv.x * 2.0 - 1.0, uv.y);
|
|
32
|
+
|
|
33
|
+
// Cylindrical world-space billboard around the mesh origin, rising on +Y.
|
|
34
|
+
vec3 center = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
|
|
35
|
+
vec3 camRight = vec3(viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0]);
|
|
36
|
+
vec3 right = normalize(vec3(camRight.x, 0.0, camRight.z) + vec3(1e-5));
|
|
37
|
+
|
|
38
|
+
vec3 world = center
|
|
39
|
+
+ right * vUv.x * u_radius
|
|
40
|
+
+ vec3(0.0, 1.0, 0.0) * vUv.y * u_height;
|
|
41
|
+
|
|
42
|
+
gl_Position = projectionMatrix * viewMatrix * vec4(world, 1.0);
|
|
43
|
+
}
|
|
44
|
+
`;
|
|
45
|
+
const fragmentShader = /*glsl*/ `
|
|
46
|
+
precision highp float;
|
|
47
|
+
|
|
48
|
+
uniform float u_time;
|
|
49
|
+
uniform vec3 u_colorDark;
|
|
50
|
+
uniform vec3 u_colorLight;
|
|
51
|
+
uniform vec3 u_lightColor;
|
|
52
|
+
uniform vec3 u_lightDir;
|
|
53
|
+
uniform float u_speed;
|
|
54
|
+
uniform float u_turbulence;
|
|
55
|
+
uniform float u_transition;
|
|
56
|
+
uniform float u_density;
|
|
57
|
+
uniform float u_dissipation;
|
|
58
|
+
uniform float u_spread;
|
|
59
|
+
uniform float u_sway;
|
|
60
|
+
uniform vec2 u_windDir;
|
|
61
|
+
uniform vec3 u_mouse;
|
|
62
|
+
uniform float u_mouseStrength;
|
|
63
|
+
|
|
64
|
+
varying vec2 vUv;
|
|
65
|
+
|
|
66
|
+
float hash21(vec2 p){ p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
|
|
67
|
+
float vnoise(vec2 p){
|
|
68
|
+
vec2 i = floor(p), f = fract(p);
|
|
69
|
+
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
70
|
+
return mix(mix(hash21(i), hash21(i+vec2(1,0)), u.x),
|
|
71
|
+
mix(hash21(i+vec2(0,1)), hash21(i+vec2(1,1)), u.x), u.y);
|
|
72
|
+
}
|
|
73
|
+
const mat2 ROT = mat2(0.8, 0.6, -0.6, 0.8);
|
|
74
|
+
float fbm(vec2 p){ float s=0.0, a=0.5; for(int i=0;i<5;i++){ s+=a*vnoise(p); p=ROT*p*2.03+vec2(1.7); a*=0.5; } return s; }
|
|
75
|
+
|
|
76
|
+
// Density of the smoke column at a smoke-space point. Real smoke rises as a
|
|
77
|
+
// coherent LAMINAR thread near the source, then crosses a transition height
|
|
78
|
+
// (u_transition) where it rolls up into TURBULENT vortices — modelled with
|
|
79
|
+
// curl noise (a divergence-free swirl field) whose strength ramps in with
|
|
80
|
+
// height — widening and breaking into puffs before it dissipates.
|
|
81
|
+
float smokeField(vec2 uv){
|
|
82
|
+
float y = clamp(uv.y, 0.0, 1.0);
|
|
83
|
+
float gust = clamp(u_mouseStrength, 0.0, 1.0);
|
|
84
|
+
|
|
85
|
+
// laminar below the transition, turbulent above; the cursor breaks it sooner
|
|
86
|
+
float turbRamp = smoothstep(u_transition, min(u_transition + 0.4, 1.0), y);
|
|
87
|
+
turbRamp = clamp(turbRamp + gust * 0.4, 0.0, 1.0);
|
|
88
|
+
|
|
89
|
+
// thin & coherent at the base, billows out only once it goes turbulent
|
|
90
|
+
float w = 0.16 + u_spread * (0.12 * y + 0.88 * turbRamp * y);
|
|
91
|
+
|
|
92
|
+
// coherent sway (wind + cursor lean) plus a laminar wobble that amplifies
|
|
93
|
+
float lateral = u_windDir.x + u_mouse.x * gust * 1.5;
|
|
94
|
+
float meander = sin(y * 6.0 - u_time * u_speed * 1.2) * 0.05 * turbRamp;
|
|
95
|
+
float x = uv.x + lateral * pow(y, 1.4) * u_sway + meander;
|
|
96
|
+
float lx = x / w;
|
|
97
|
+
|
|
98
|
+
// rising sampling coords; detail enlarges & slows higher up (buoyant)
|
|
99
|
+
float freq = mix(3.4, 1.5, y);
|
|
100
|
+
vec2 p = vec2(lx * freq, y * freq * 1.2 - u_time * u_speed);
|
|
101
|
+
|
|
102
|
+
// curl noise: stream function psi -> perpendicular gradient = a swirling,
|
|
103
|
+
// roughly divergence-free flow. Displace the sample by it to roll up vortices.
|
|
104
|
+
float e = 0.15;
|
|
105
|
+
float psi0 = fbm(p);
|
|
106
|
+
float psiX = fbm(p + vec2(e, 0.0));
|
|
107
|
+
float psiY = fbm(p + vec2(0.0, e));
|
|
108
|
+
vec2 curl = vec2(psiY - psi0, -(psiX - psi0)) / e;
|
|
109
|
+
vec2 ps = p + curl * (u_turbulence * turbRamp) * 0.35;
|
|
110
|
+
|
|
111
|
+
// density from the swirled field, with a light secondary warp for richness
|
|
112
|
+
float q = fbm(ps);
|
|
113
|
+
vec2 r = vec2(fbm(ps + q + vec2(2.1, 5.7)), fbm(ps + q + vec2(7.4, 1.3)));
|
|
114
|
+
float n = fbm(ps + (0.4 + 0.7 * turbRamp) * r);
|
|
115
|
+
|
|
116
|
+
float lat = 1.0 - smoothstep(0.5, 1.05, abs(lx)); // soft round column
|
|
117
|
+
float base = smoothstep(0.0, 0.10, y); // emerge at the source
|
|
118
|
+
float top = 1.0 - smoothstep(1.0 - u_dissipation, 1.0, y);// dissolve into air
|
|
119
|
+
|
|
120
|
+
float dens = n * lat * base * top;
|
|
121
|
+
dens *= mix(0.9, 1.18, turbRamp); // turbulent region reads as discrete billows
|
|
122
|
+
return clamp(dens, 0.0, 1.0);
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
void main() {
|
|
126
|
+
float d = smokeField(vUv);
|
|
127
|
+
if (d <= 0.002) discard;
|
|
128
|
+
|
|
129
|
+
// Soft self-shadow: compare density toward the light. Denser ahead = occluded.
|
|
130
|
+
vec2 lo = normalize(u_lightDir.xy + vec2(1e-4)) * 0.06;
|
|
131
|
+
float dL = smokeField(vUv + lo);
|
|
132
|
+
float shadow = clamp((dL - d) * 3.0, 0.0, 1.0);
|
|
133
|
+
|
|
134
|
+
vec3 lit = u_colorLight * u_lightColor;
|
|
135
|
+
vec3 col = mix(lit, u_colorDark, shadow);
|
|
136
|
+
|
|
137
|
+
float alpha = clamp(d * u_density, 0.0, 1.0);
|
|
138
|
+
gl_FragColor = vec4(col, alpha);
|
|
139
|
+
}
|
|
140
|
+
`;
|
|
141
|
+
export const SmokeMaterial = shaderMaterial({
|
|
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+
...defaults,
|
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u_colorDark: defaults.u_colorDark.clone(),
|
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144
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+
u_colorLight: defaults.u_colorLight.clone(),
|
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+
u_lightColor: defaults.u_lightColor.clone(),
|
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+
u_lightDir: defaults.u_lightDir.clone(),
|
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u_windDir: defaults.u_windDir.clone(),
|
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+
u_mouse: defaults.u_mouse.clone(),
|
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+
}, vertexShader, fragmentShader, (m) => {
|
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+
if (!m)
|
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+
return;
|
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+
// Absorptive translucent smoke: normal alpha blend, no depth write, two-sided.
|
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m.transparent = true;
|
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m.blending = THREE.NormalBlending;
|
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m.depthWrite = false;
|
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m.side = THREE.DoubleSide;
|
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+
// No derivatives extension needed — edges are soft from smoothstep, not bump.
|
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+
});
|
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159
|
+
extend({ SmokeMaterial });
|
|
@@ -0,0 +1,48 @@
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1
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+
import * as THREE from 'three';
|
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2
|
+
export interface SmokeRibbonUniforms {
|
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3
|
+
u_time: number;
|
|
4
|
+
u_color: THREE.Color;
|
|
5
|
+
u_colorTop: THREE.Color;
|
|
6
|
+
u_speed: number;
|
|
7
|
+
u_detail: number;
|
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8
|
+
u_remapLow: number;
|
|
9
|
+
u_remapHigh: number;
|
|
10
|
+
u_edgeX: number;
|
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11
|
+
u_edgeY: number;
|
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12
|
+
u_density: number;
|
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13
|
+
u_twistStrength: number;
|
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14
|
+
u_twistSpeed: number;
|
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15
|
+
u_twistScale: number;
|
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16
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+
u_twistStart: number;
|
|
17
|
+
u_windDir: THREE.Vector2;
|
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18
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+
u_mouse: THREE.Vector2;
|
|
19
|
+
u_mouseStrength: number;
|
|
20
|
+
}
|
|
21
|
+
export type SmokeRibbonMaterialImpl = THREE.ShaderMaterial & SmokeRibbonUniforms;
|
|
22
|
+
declare module '@react-three/fiber' {
|
|
23
|
+
interface ThreeElements {
|
|
24
|
+
smokeRibbonMaterial: ThreeElements['shaderMaterial'] & Partial<SmokeRibbonUniforms>;
|
|
25
|
+
}
|
|
26
|
+
}
|
|
27
|
+
export declare const SmokeRibbonMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
|
|
28
|
+
u_color: THREE.Color;
|
|
29
|
+
u_colorTop: THREE.Color;
|
|
30
|
+
u_windDir: THREE.Vector2;
|
|
31
|
+
u_mouse: THREE.Vector2;
|
|
32
|
+
u_time: number;
|
|
33
|
+
u_speed: number;
|
|
34
|
+
u_detail: number;
|
|
35
|
+
u_remapLow: number;
|
|
36
|
+
u_remapHigh: number;
|
|
37
|
+
u_edgeX: number;
|
|
38
|
+
u_edgeY: number;
|
|
39
|
+
u_density: number;
|
|
40
|
+
u_twistStrength: number;
|
|
41
|
+
u_twistSpeed: number;
|
|
42
|
+
u_twistScale: number;
|
|
43
|
+
u_twistStart: number;
|
|
44
|
+
u_mouseStrength: number;
|
|
45
|
+
}> & {
|
|
46
|
+
key: string;
|
|
47
|
+
};
|
|
48
|
+
//# sourceMappingURL=SmokeRibbonMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SmokeRibbonMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SmokeRibbonMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,MAAM,WAAW,mBAAmB;IAChC,MAAM,EAAE,MAAM,CAAC;IACf,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC;IACrB,UAAU,EAAE,KAAK,CAAC,KAAK,CAAC;IACxB,OAAO,EAAE,MAAM,CAAC;IAChB,QAAQ,EAAE,MAAM,CAAC;IACjB,UAAU,EAAE,MAAM,CAAC;IACnB,WAAW,EAAE,MAAM,CAAC;IACpB,OAAO,EAAE,MAAM,CAAC;IAChB,OAAO,EAAE,MAAM,CAAC;IAChB,SAAS,EAAE,MAAM,CAAC;IAClB,eAAe,EAAE,MAAM,CAAC;IACxB,YAAY,EAAE,MAAM,CAAC;IACrB,YAAY,EAAE,MAAM,CAAC;IACrB,YAAY,EAAE,MAAM,CAAC;IACrB,SAAS,EAAE,KAAK,CAAC,OAAO,CAAC;IACzB,OAAO,EAAE,KAAK,CAAC,OAAO,CAAC;IACvB,eAAe,EAAE,MAAM,CAAC;CAC3B;AAED,MAAM,MAAM,uBAAuB,GAAG,KAAK,CAAC,cAAc,GAAG,mBAAmB,CAAC;AAEjF,OAAO,QAAQ,oBAAoB,CAAC;IAChC,UAAU,aAAa;QACnB,mBAAmB,EAAE,aAAa,CAAC,gBAAgB,CAAC,GAAG,OAAO,CAAC,mBAAmB,CAAC,CAAC;KACvF;CACJ;AAwGD,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;;;;;;;CAa9B,CAAC"}
|
|
@@ -0,0 +1,120 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import { shaderMaterial } from '@react-three/drei';
|
|
3
|
+
import { extend } from '@react-three/fiber';
|
|
4
|
+
const defaults = {
|
|
5
|
+
u_time: 0,
|
|
6
|
+
u_color: new THREE.Color(0.95, 0.95, 0.97),
|
|
7
|
+
u_colorTop: new THREE.Color(0.7, 0.72, 0.78),
|
|
8
|
+
u_speed: 0.18,
|
|
9
|
+
u_detail: 1.4,
|
|
10
|
+
u_remapLow: 0.38,
|
|
11
|
+
u_remapHigh: 1.0,
|
|
12
|
+
u_edgeX: 0.4,
|
|
13
|
+
u_edgeY: 0.32,
|
|
14
|
+
u_density: 1.0,
|
|
15
|
+
u_twistStrength: 9.0,
|
|
16
|
+
u_twistSpeed: 0.4,
|
|
17
|
+
u_twistScale: 0.9,
|
|
18
|
+
u_twistStart: 0.18,
|
|
19
|
+
u_windDir: new THREE.Vector2(0.15, 0.0),
|
|
20
|
+
u_mouse: new THREE.Vector2(0, 0),
|
|
21
|
+
u_mouseStrength: 0.0,
|
|
22
|
+
};
|
|
23
|
+
// Shared GLSL noise (kept identical in both stages so twist & density agree).
|
|
24
|
+
const noiseGLSL = /*glsl*/ `
|
|
25
|
+
float hash21(vec2 p){ p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
|
|
26
|
+
float vnoise(vec2 p){
|
|
27
|
+
vec2 i = floor(p), f = fract(p);
|
|
28
|
+
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
29
|
+
return mix(mix(hash21(i), hash21(i+vec2(1,0)), u.x),
|
|
30
|
+
mix(hash21(i+vec2(0,1)), hash21(i+vec2(1,1)), u.x), u.y);
|
|
31
|
+
}
|
|
32
|
+
`;
|
|
33
|
+
const vertexShader = /*glsl*/ `
|
|
34
|
+
uniform float u_time;
|
|
35
|
+
uniform float u_twistStrength;
|
|
36
|
+
uniform float u_twistSpeed;
|
|
37
|
+
uniform float u_twistScale;
|
|
38
|
+
uniform float u_twistStart;
|
|
39
|
+
uniform vec2 u_windDir;
|
|
40
|
+
uniform vec2 u_mouse;
|
|
41
|
+
uniform float u_mouseStrength;
|
|
42
|
+
|
|
43
|
+
varying vec2 vUv;
|
|
44
|
+
|
|
45
|
+
${noiseGLSL}
|
|
46
|
+
|
|
47
|
+
vec2 rotate2D(vec2 v, float a){ float s = sin(a), c = cos(a); return mat2(c, s, -s, c) * v; }
|
|
48
|
+
|
|
49
|
+
void main() {
|
|
50
|
+
vUv = uv;
|
|
51
|
+
float y = uv.y; // 0 at the source, 1 at the tip
|
|
52
|
+
float gust = clamp(u_mouseStrength, 0.0, 1.0);
|
|
53
|
+
|
|
54
|
+
// twist ramps in with height -> coherent stem, spiralling top
|
|
55
|
+
float ramp = smoothstep(u_twistStart, 1.0, y);
|
|
56
|
+
float nv = vnoise(vec2(0.37, y * u_twistScale - u_time * u_twistSpeed));
|
|
57
|
+
float angle = (nv - 0.5) * u_twistStrength * (ramp + gust * 0.5);
|
|
58
|
+
|
|
59
|
+
vec3 pos = position;
|
|
60
|
+
pos.xz = rotate2D(pos.xz, angle);
|
|
61
|
+
|
|
62
|
+
// lateral drift: wind + a lean toward the cursor, growing toward the top
|
|
63
|
+
float lean = u_windDir.x + u_mouse.x * gust * 1.5;
|
|
64
|
+
pos.x += lean * pow(y, 1.5);
|
|
65
|
+
|
|
66
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
|
|
67
|
+
}
|
|
68
|
+
`;
|
|
69
|
+
const fragmentShader = /*glsl*/ `
|
|
70
|
+
precision highp float;
|
|
71
|
+
|
|
72
|
+
uniform float u_time;
|
|
73
|
+
uniform vec3 u_color;
|
|
74
|
+
uniform vec3 u_colorTop;
|
|
75
|
+
uniform float u_speed;
|
|
76
|
+
uniform float u_detail;
|
|
77
|
+
uniform float u_remapLow;
|
|
78
|
+
uniform float u_remapHigh;
|
|
79
|
+
uniform float u_edgeX;
|
|
80
|
+
uniform float u_edgeY;
|
|
81
|
+
uniform float u_density;
|
|
82
|
+
|
|
83
|
+
varying vec2 vUv;
|
|
84
|
+
|
|
85
|
+
${noiseGLSL}
|
|
86
|
+
|
|
87
|
+
const mat2 ROT = mat2(0.8, 0.6, -0.6, 0.8);
|
|
88
|
+
float fbm(vec2 p){ float s=0.0, a=0.5; for(int i=0;i<5;i++){ s+=a*vnoise(p); p=ROT*p*2.03+vec2(1.7); a*=0.5; } return s; }
|
|
89
|
+
|
|
90
|
+
void main() {
|
|
91
|
+
// procedural density, scrolling upward; detail enlarges a touch with height
|
|
92
|
+
vec2 p = vec2(vUv.x * u_detail * 4.0, vUv.y * u_detail * 3.4 - u_time * u_speed);
|
|
93
|
+
float n = fbm(p);
|
|
94
|
+
n = smoothstep(u_remapLow, u_remapHigh, n);
|
|
95
|
+
|
|
96
|
+
// fade all four edges so the ribbon dissolves at its borders
|
|
97
|
+
float fade = smoothstep(0.0, u_edgeX, vUv.x) * smoothstep(1.0, 1.0 - u_edgeX, vUv.x)
|
|
98
|
+
* smoothstep(0.0, u_edgeY, vUv.y) * smoothstep(1.0, 1.0 - u_edgeY, vUv.y);
|
|
99
|
+
|
|
100
|
+
float alpha = clamp(n * fade * u_density, 0.0, 1.0);
|
|
101
|
+
vec3 col = mix(u_color, u_colorTop, vUv.y);
|
|
102
|
+
|
|
103
|
+
gl_FragColor = vec4(col, alpha);
|
|
104
|
+
}
|
|
105
|
+
`;
|
|
106
|
+
export const SmokeRibbonMaterial = shaderMaterial({
|
|
107
|
+
...defaults,
|
|
108
|
+
u_color: defaults.u_color.clone(),
|
|
109
|
+
u_colorTop: defaults.u_colorTop.clone(),
|
|
110
|
+
u_windDir: defaults.u_windDir.clone(),
|
|
111
|
+
u_mouse: defaults.u_mouse.clone(),
|
|
112
|
+
}, vertexShader, fragmentShader, (m) => {
|
|
113
|
+
if (!m)
|
|
114
|
+
return;
|
|
115
|
+
m.transparent = true;
|
|
116
|
+
m.blending = THREE.NormalBlending;
|
|
117
|
+
m.depthWrite = false;
|
|
118
|
+
m.side = THREE.DoubleSide;
|
|
119
|
+
});
|
|
120
|
+
extend({ SmokeRibbonMaterial });
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
import * as THREE from "three";
|
|
2
|
+
export interface SparklesBurstMaterialUniforms {
|
|
3
|
+
uTime: {
|
|
4
|
+
value: number;
|
|
5
|
+
};
|
|
6
|
+
/** 0→1 over `durationMs`; JS-driven. */
|
|
7
|
+
uProgress: {
|
|
8
|
+
value: number;
|
|
9
|
+
};
|
|
10
|
+
uRayCount: {
|
|
11
|
+
value: number;
|
|
12
|
+
};
|
|
13
|
+
uCoreColor: {
|
|
14
|
+
value: THREE.Color;
|
|
15
|
+
};
|
|
16
|
+
uBurstColor: {
|
|
17
|
+
value: THREE.Color;
|
|
18
|
+
};
|
|
19
|
+
uIntensity: {
|
|
20
|
+
value: number;
|
|
21
|
+
};
|
|
22
|
+
uOpacity: {
|
|
23
|
+
value: number;
|
|
24
|
+
};
|
|
25
|
+
/** Color a burst shifts toward when the cursor is hovering near it. */
|
|
26
|
+
uHoverColor: {
|
|
27
|
+
value: THREE.Color;
|
|
28
|
+
};
|
|
29
|
+
/** Radius of the hover-glow falloff in NDC units. */
|
|
30
|
+
uHoverRadius: {
|
|
31
|
+
value: number;
|
|
32
|
+
};
|
|
33
|
+
/** Strength of the hover effect. 0 = off. */
|
|
34
|
+
uHoverIntensity: {
|
|
35
|
+
value: number;
|
|
36
|
+
};
|
|
37
|
+
/** Auto-populated each frame by animateUniforms (NDC pointer, -1..1). */
|
|
38
|
+
u_mouse: {
|
|
39
|
+
value: THREE.Vector2;
|
|
40
|
+
};
|
|
41
|
+
}
|
|
42
|
+
declare global {
|
|
43
|
+
namespace JSX {
|
|
44
|
+
interface IntrinsicElements {
|
|
45
|
+
sparklesBurstMaterial: any;
|
|
46
|
+
}
|
|
47
|
+
}
|
|
48
|
+
}
|
|
49
|
+
declare const SparklesBurstMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
|
|
50
|
+
uTime: number;
|
|
51
|
+
uProgress: number;
|
|
52
|
+
uRayCount: number;
|
|
53
|
+
uCoreColor: THREE.Color;
|
|
54
|
+
uBurstColor: THREE.Color;
|
|
55
|
+
uIntensity: number;
|
|
56
|
+
uOpacity: number;
|
|
57
|
+
uHoverColor: THREE.Color;
|
|
58
|
+
uHoverRadius: number;
|
|
59
|
+
uHoverIntensity: number;
|
|
60
|
+
u_mouse: THREE.Vector2;
|
|
61
|
+
}> & {
|
|
62
|
+
key: string;
|
|
63
|
+
};
|
|
64
|
+
export { SparklesBurstMaterial };
|
|
65
|
+
//# sourceMappingURL=SparklesBurstMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SparklesBurstMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SparklesBurstMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,MAAM,WAAW,6BAA6B;IAC1C,KAAK,EAAE;QACH,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,wCAAwC;IACxC,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,uEAAuE;IACvE,WAAW,EAAE;QACT,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;KACtB,CAAC;IACF,qDAAqD;IACrD,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,6CAA6C;IAC7C,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,yEAAyE;IACzE,OAAO,EAAE;QACL,KAAK,EAAE,KAAK,CAAC,OAAO,CAAC;KACxB,CAAC;CACL;AAED,OAAO,CAAC,MAAM,CAAC;IACX,UAAU,GAAG,CAAC;QACV,UAAU,iBAAiB;YACvB,qBAAqB,EAAE,GAAG,CAAC;SAC9B;KACJ;CACJ;AAmFD,QAAA,MAAM,qBAAqB;;;;;;;;;;;;;;CAYK,CAAC;AAEjC,OAAO,EAAE,qBAAqB,EAAE,CAAC"}
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
import { extend } from "@react-three/fiber";
|
|
2
|
+
import { shaderMaterial } from "@react-three/drei";
|
|
3
|
+
import * as THREE from "three";
|
|
4
|
+
const vertexShader = /* glsl */ `
|
|
5
|
+
varying vec2 vUv;
|
|
6
|
+
varying vec4 vClipPos;
|
|
7
|
+
void main() {
|
|
8
|
+
vUv = uv;
|
|
9
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
10
|
+
vClipPos = gl_Position;
|
|
11
|
+
}
|
|
12
|
+
`;
|
|
13
|
+
const fragmentShader = /* glsl */ `
|
|
14
|
+
uniform float uTime;
|
|
15
|
+
uniform float uProgress;
|
|
16
|
+
uniform float uRayCount;
|
|
17
|
+
uniform vec3 uCoreColor;
|
|
18
|
+
uniform vec3 uBurstColor;
|
|
19
|
+
uniform float uIntensity;
|
|
20
|
+
uniform float uOpacity;
|
|
21
|
+
uniform vec3 uHoverColor;
|
|
22
|
+
uniform float uHoverRadius;
|
|
23
|
+
uniform float uHoverIntensity;
|
|
24
|
+
uniform vec2 u_mouse;
|
|
25
|
+
varying vec2 vUv;
|
|
26
|
+
varying vec4 vClipPos;
|
|
27
|
+
|
|
28
|
+
#define PI 3.14159265359
|
|
29
|
+
|
|
30
|
+
void main() {
|
|
31
|
+
// Polar coords centered on the quad
|
|
32
|
+
vec2 p = (vUv - 0.5) * 2.0;
|
|
33
|
+
float r = length(p);
|
|
34
|
+
float theta = atan(p.y, p.x);
|
|
35
|
+
|
|
36
|
+
// Ease-out cubic expansion: front of the wave reaches r=1 at uProgress=1
|
|
37
|
+
float expand = 1.0 - pow(1.0 - uProgress, 3.0);
|
|
38
|
+
|
|
39
|
+
// N rays radiating outward, each as a tapered bright slice
|
|
40
|
+
float angularPhase = theta * uRayCount * 0.5 / PI;
|
|
41
|
+
float rays = pow(0.5 + 0.5 * cos(angularPhase * 2.0 * PI), 12.0);
|
|
42
|
+
|
|
43
|
+
// Thin wavefront ring at r = expand
|
|
44
|
+
float wf = smoothstep(expand - 0.04, expand - 0.005, r)
|
|
45
|
+
* (1.0 - smoothstep(expand + 0.005, expand + 0.04, r));
|
|
46
|
+
|
|
47
|
+
// Tapered ray length: bright at base, fades at the leading edge
|
|
48
|
+
float rayLen = rays
|
|
49
|
+
* smoothstep(0.02, 0.18, r)
|
|
50
|
+
* (1.0 - smoothstep(expand * 0.4, expand * 1.05, r));
|
|
51
|
+
|
|
52
|
+
// Bright soft core that fades during the latter half
|
|
53
|
+
float core = pow(max(0.0, 1.0 - r * 4.0), 4.0)
|
|
54
|
+
* (1.0 - smoothstep(0.25, 0.7, uProgress));
|
|
55
|
+
|
|
56
|
+
// Tiny sparkles travelling outward along each ray
|
|
57
|
+
float sparkleR = fract(r * 4.5 - uTime * 1.2);
|
|
58
|
+
float sparkle = pow(1.0 - 2.0 * abs(sparkleR - 0.5), 18.0) * rays;
|
|
59
|
+
|
|
60
|
+
float intensity = wf * 1.4 + rayLen * 1.0 + core * 1.2 + sparkle * 0.9;
|
|
61
|
+
|
|
62
|
+
// Color gradient: hot core color inner → outer burst color
|
|
63
|
+
vec3 col = mix(uCoreColor, uBurstColor, smoothstep(0.05, expand * 0.9, r));
|
|
64
|
+
col *= 1.0 + intensity * 0.9 * uIntensity;
|
|
65
|
+
|
|
66
|
+
// Hover: per-fragment NDC distance to the cursor with smoothstep falloff
|
|
67
|
+
// — 1.0 at cursor, 0.0 at the radius edge. Color and brightness both
|
|
68
|
+
// use the gradient; gated off when uHoverIntensity == 0.
|
|
69
|
+
vec2 fragNdc = vClipPos.xy / vClipPos.w;
|
|
70
|
+
float mouseDist = length(fragNdc - u_mouse);
|
|
71
|
+
float radius = max(uHoverRadius, 0.0001);
|
|
72
|
+
float hoverActive = step(0.0001, uHoverIntensity);
|
|
73
|
+
float hoverFalloff = (1.0 - smoothstep(0.0, radius, mouseDist)) * hoverActive;
|
|
74
|
+
float hoverEffect = hoverFalloff * uHoverIntensity;
|
|
75
|
+
col = mix(col, uHoverColor, hoverFalloff);
|
|
76
|
+
col *= 1.0 + hoverEffect * 2.0;
|
|
77
|
+
|
|
78
|
+
// Overall fade-out across the action lifetime
|
|
79
|
+
float fade = 1.0 - smoothstep(0.7, 1.0, uProgress);
|
|
80
|
+
float alpha = intensity * fade * uOpacity;
|
|
81
|
+
if (alpha < 0.005) discard;
|
|
82
|
+
gl_FragColor = vec4(col, alpha);
|
|
83
|
+
}
|
|
84
|
+
`;
|
|
85
|
+
const SparklesBurstMaterial = shaderMaterial({
|
|
86
|
+
uTime: 0,
|
|
87
|
+
uProgress: 0,
|
|
88
|
+
uRayCount: 8,
|
|
89
|
+
uCoreColor: new THREE.Color('#ffffff'),
|
|
90
|
+
uBurstColor: new THREE.Color('#ffaa00'),
|
|
91
|
+
uIntensity: 1.0,
|
|
92
|
+
uOpacity: 1.0,
|
|
93
|
+
uHoverColor: new THREE.Color('#ffffff'),
|
|
94
|
+
uHoverRadius: 0.3,
|
|
95
|
+
uHoverIntensity: 0.0,
|
|
96
|
+
u_mouse: new THREE.Vector2(0, 0),
|
|
97
|
+
}, vertexShader, fragmentShader);
|
|
98
|
+
extend({ SparklesBurstMaterial });
|
|
99
|
+
export { SparklesBurstMaterial };
|