@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 +1,40 @@
1
+ import { Color } from "three";
2
+ export interface SkyboxMaterialUniforms {
3
+ uSunAzimuth: {
4
+ value: number;
5
+ };
6
+ uSunElevation: {
7
+ value: number;
8
+ };
9
+ uSunColor: {
10
+ value: Color;
11
+ };
12
+ uSkyColorLow: {
13
+ value: Color;
14
+ };
15
+ uSkyColorHigh: {
16
+ value: Color;
17
+ };
18
+ uSunSize: {
19
+ value: number;
20
+ };
21
+ }
22
+ declare global {
23
+ namespace JSX {
24
+ interface IntrinsicElements {
25
+ skyboxMaterial: any;
26
+ }
27
+ }
28
+ }
29
+ declare const SkyboxMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
30
+ uSunAzimuth: number;
31
+ uSunElevation: number;
32
+ uSunColor: Color;
33
+ uSkyColorLow: Color;
34
+ uSkyColorHigh: Color;
35
+ uSunSize: number;
36
+ }> & {
37
+ key: string;
38
+ };
39
+ export { SkyboxMaterial };
40
+ //# sourceMappingURL=SkyboxMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,64 @@
1
+ import { Color } 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 vec3 vWorldPosition;
7
+ varying vec3 vDirection;
8
+
9
+ void main() {
10
+ vec4 worldPosition = modelMatrix * vec4(position, 1.0);
11
+ vWorldPosition = worldPosition.xyz;
12
+ vDirection = normalize(worldPosition.xyz);
13
+
14
+ vec4 pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
15
+ gl_Position = pos.xyww;
16
+ }
17
+ `;
18
+ // Fragment shader
19
+ const fragmentShader = /*glsl*/ `
20
+ precision mediump float;
21
+ varying vec3 vWorldPosition;
22
+ varying vec3 vDirection;
23
+
24
+ uniform float uSunAzimuth;
25
+ uniform float uSunElevation;
26
+ uniform vec3 uSunColor;
27
+ uniform vec3 uSkyColorLow;
28
+ uniform vec3 uSkyColorHigh;
29
+ uniform float uSunSize;
30
+
31
+ void main() {
32
+ vec3 direction = normalize(vWorldPosition);
33
+
34
+ // Sky gradient from horizon to zenith
35
+ vec3 skyColor = mix(uSkyColorLow, uSkyColorHigh, clamp(direction.y * 0.5 + 0.5, 0.0, 1.0));
36
+
37
+ // Calculate sun direction from azimuth and elevation
38
+ float azimuth = radians(uSunAzimuth);
39
+ float elevation = radians(uSunElevation);
40
+ vec3 sunDirection = normalize(vec3(
41
+ cos(elevation) * sin(azimuth),
42
+ sin(elevation),
43
+ cos(elevation) * cos(azimuth)
44
+ ));
45
+
46
+ // Sun disc with intensity falloff
47
+ float sunIntensity = pow(max(dot(direction, sunDirection), 0.0), 1000.0 / uSunSize);
48
+ vec3 sunColor = uSunColor * sunIntensity;
49
+
50
+ gl_FragColor = vec4(skyColor + sunColor, 1.0);
51
+ }
52
+ `;
53
+ // Create the shader material with uniforms
54
+ const SkyboxMaterial = shaderMaterial({
55
+ uSunAzimuth: 216,
56
+ uSunElevation: 24.68698059628387,
57
+ uSunColor: new Color(0xffe5b0),
58
+ uSkyColorLow: new Color(0x6fa2ef),
59
+ uSkyColorHigh: new Color(0x2053ff),
60
+ uSunSize: 1
61
+ }, vertexShader, fragmentShader);
62
+ // Extend the material for use in React Three Fiber
63
+ extend({ SkyboxMaterial });
64
+ export { SkyboxMaterial };
@@ -0,0 +1,48 @@
1
+ import * as THREE from 'three';
2
+ export interface SmokeUniforms {
3
+ u_time: number;
4
+ u_colorDark: THREE.Color;
5
+ u_colorLight: THREE.Color;
6
+ u_lightColor: THREE.Color;
7
+ u_lightDir: THREE.Vector3;
8
+ u_speed: number;
9
+ u_turbulence: number;
10
+ u_transition: number;
11
+ u_density: number;
12
+ u_dissipation: number;
13
+ u_spread: number;
14
+ u_sway: number;
15
+ u_windDir: THREE.Vector2;
16
+ u_radius: number;
17
+ u_height: number;
18
+ u_mouse: THREE.Vector3;
19
+ u_mouseStrength: number;
20
+ }
21
+ export type SmokeMaterialImpl = THREE.ShaderMaterial & SmokeUniforms;
22
+ declare module '@react-three/fiber' {
23
+ interface ThreeElements {
24
+ smokeMaterial: ThreeElements['shaderMaterial'] & Partial<SmokeUniforms>;
25
+ }
26
+ }
27
+ export declare const SmokeMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
28
+ u_colorDark: THREE.Color;
29
+ u_colorLight: THREE.Color;
30
+ u_lightColor: THREE.Color;
31
+ u_lightDir: THREE.Vector3;
32
+ u_windDir: THREE.Vector2;
33
+ u_mouse: THREE.Vector3;
34
+ u_time: number;
35
+ u_speed: number;
36
+ u_turbulence: number;
37
+ u_transition: number;
38
+ u_density: number;
39
+ u_dissipation: number;
40
+ u_spread: number;
41
+ u_sway: number;
42
+ u_radius: number;
43
+ u_height: number;
44
+ u_mouseStrength: number;
45
+ }> & {
46
+ key: string;
47
+ };
48
+ //# sourceMappingURL=SmokeMaterial.d.ts.map
@@ -0,0 +1 @@
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({
142
+ ...defaults,
143
+ u_colorDark: defaults.u_colorDark.clone(),
144
+ u_colorLight: defaults.u_colorLight.clone(),
145
+ u_lightColor: defaults.u_lightColor.clone(),
146
+ u_lightDir: defaults.u_lightDir.clone(),
147
+ u_windDir: defaults.u_windDir.clone(),
148
+ u_mouse: defaults.u_mouse.clone(),
149
+ }, vertexShader, fragmentShader, (m) => {
150
+ if (!m)
151
+ return;
152
+ // Absorptive translucent smoke: normal alpha blend, no depth write, two-sided.
153
+ m.transparent = true;
154
+ m.blending = THREE.NormalBlending;
155
+ m.depthWrite = false;
156
+ m.side = THREE.DoubleSide;
157
+ // No derivatives extension needed — edges are soft from smoothstep, not bump.
158
+ });
159
+ extend({ SmokeMaterial });
@@ -0,0 +1,48 @@
1
+ import * as THREE from 'three';
2
+ export interface SmokeRibbonUniforms {
3
+ u_time: number;
4
+ u_color: THREE.Color;
5
+ u_colorTop: THREE.Color;
6
+ u_speed: number;
7
+ u_detail: number;
8
+ u_remapLow: number;
9
+ u_remapHigh: number;
10
+ u_edgeX: number;
11
+ u_edgeY: number;
12
+ u_density: number;
13
+ u_twistStrength: number;
14
+ u_twistSpeed: number;
15
+ u_twistScale: number;
16
+ u_twistStart: number;
17
+ u_windDir: THREE.Vector2;
18
+ 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 };