@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 +1,389 @@
1
+ import { Vector3, Vector2, Color } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { commonNoiseFunctions } from "./CommonNoiseFunctions.js";
5
+ import { effectsVertexGLSL } from "./effects/EffectsVertexFunctions.glsl.js";
6
+ // Vertex shader - combines ShaderEffects functionality with points
7
+ const vertexShader = /*glsl*/ `
8
+ ${effectsVertexGLSL}
9
+
10
+ uniform float uPointSize;
11
+ varying vec2 vTexCoords;
12
+ uniform float uMorphProgress;
13
+ uniform float uNormalizationScale;
14
+ attribute vec3 targetPosition;
15
+
16
+ // Scale effect uniforms
17
+ uniform bool uScaleEnabled;
18
+ uniform float uScaleIntensity;
19
+ uniform float uMinScale;
20
+ uniform float uMaxScale;
21
+
22
+ // UV attribute for texture mapping
23
+ attribute vec2 aUV;
24
+ varying vec2 vUV;
25
+ varying vec2 vScreenPosition;
26
+ varying vec3 vPosition;
27
+
28
+ void main() {
29
+ // Pass UV and position to fragment shader
30
+ vUV = aUV;
31
+ vPosition = position;
32
+
33
+ vec3 pos = position;
34
+
35
+ #include <begin_vertex>
36
+
37
+ vec3 morphedPos = mix(position, targetPosition, uMorphProgress);
38
+ vec2 rippleCenter = vec2(uGeneralRippleCenterX, uGeneralRippleCenterY);
39
+
40
+ // Apply general effects first (global, always active)
41
+
42
+ // General Wave effect
43
+ if (uGeneralWaveEnabled) {
44
+ float waveInput = 0.0;
45
+ if (uGeneralWaveDirection < 0.5) {
46
+ waveInput = morphedPos.x;
47
+ } else if (uGeneralWaveDirection < 1.5) {
48
+ waveInput = morphedPos.y;
49
+ } else {
50
+ waveInput = morphedPos.x + morphedPos.y;
51
+ }
52
+ morphedPos.z += sin(waveInput * uGeneralWaveFrequency + u_time * uGeneralWaveSpeed) * uGeneralWaveIntensity;
53
+ }
54
+
55
+ // General Vortex effect
56
+ if (uGeneralVortexEnabled) {
57
+ vec2 generalCenter = vec2(uGeneralVortexCenterX, uGeneralVortexCenterY);
58
+ vec2 toCenter = morphedPos.xy - generalCenter;
59
+ float angle = uGeneralVortexIntensity * u_time * uGeneralVortexSpeed;
60
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
61
+ morphedPos.xy = generalCenter + rotation * toCenter;
62
+ }
63
+
64
+ // General Ripple effect
65
+ if (uGeneralRippleEnabled) {
66
+ morphedPos = applyGeneralRipple(morphedPos);
67
+ }
68
+
69
+ // Apply pointer effects
70
+ vec2 scaledPointer = u_pointer * 5.0;
71
+ float dist = distance(morphedPos.xy, scaledPointer);
72
+ float falloff = smoothstep(uPointerEffectRadius, 0.0, dist);
73
+
74
+ // Ripple effect
75
+ if (uRippleEnabled && falloff > 0.0) {
76
+ float wave = sin(dist * 5.0 - u_time * uRippleSpeed) * uRippleIntensity;
77
+ morphedPos.z += wave * falloff * 0.5;
78
+ }
79
+
80
+ // Displacement effect
81
+ if (uDisplacementEnabled && falloff > 0.0) {
82
+ vec2 dir = normalize(morphedPos.xy - scaledPointer);
83
+ morphedPos.xy += dir * uDisplacementIntensity * falloff * 2.0;
84
+ }
85
+
86
+ // Vortex effect
87
+ if (uVortexEnabled && falloff > 0.0) {
88
+ vec2 toPointer = morphedPos.xy - scaledPointer;
89
+ float angle = uVortexIntensity * falloff * u_time * uVortexSpeed;
90
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
91
+ morphedPos.xy = scaledPointer + rotation * toPointer;
92
+ }
93
+
94
+ // Wave effect
95
+ if (uWaveEnabled && falloff > 0.0) {
96
+ morphedPos.z += sin(morphedPos.x * uWaveFrequency + u_time) * uWaveIntensity * falloff * 0.5;
97
+ }
98
+
99
+ vTexCoords = morphedPos.xy;
100
+ transformed = morphedPos;
101
+
102
+ #include <project_vertex>
103
+
104
+ // Scale effect for point size
105
+ float sizeMultiplier = 1.0;
106
+ if (uScaleEnabled && falloff > 0.0) {
107
+ sizeMultiplier = mix(uMinScale, uMaxScale, falloff * uScaleIntensity);
108
+ }
109
+ gl_PointSize = uPointSize * sizeMultiplier;
110
+
111
+ // Pass screen position for fragment shader
112
+ vScreenPosition = gl_Position.xy / gl_Position.w;
113
+
114
+ #include <logdepthbuf_vertex>
115
+ #include <clipping_planes_vertex>
116
+ #include <worldpos_vertex>
117
+ #include <fog_vertex>
118
+ }
119
+ `;
120
+ // Fragment shader - combines Storm Clouds visual with ShaderEffects functionality
121
+ const fragmentShader = /*glsl*/ `
122
+ // Storm Clouds uniforms
123
+ uniform float u_time;
124
+ uniform float u_stormIntensity;
125
+ uniform float u_lightningFreq;
126
+ uniform vec3 u_darkColor;
127
+ uniform vec3 u_lightColor;
128
+ uniform float u_turbulence;
129
+
130
+ // Shader Effects uniforms
131
+ uniform sampler2D uTexture;
132
+ uniform sampler2D uTargetTexture;
133
+ uniform bool uHasTexture;
134
+ uniform vec3 uColor;
135
+ uniform float uOpacity;
136
+ uniform float uMorphProgress;
137
+ uniform float uParticleUVScale;
138
+
139
+ // Pointer effects
140
+ uniform vec2 u_pointer;
141
+ uniform float uPointerEffectRadius;
142
+
143
+ // Fragment effects
144
+ uniform bool uGlowEnabled;
145
+ uniform float uGlowIntensity;
146
+ uniform vec3 uGlowColor;
147
+ uniform bool uColorShiftEnabled;
148
+ uniform float uColorShiftIntensity;
149
+ uniform vec3 uColorShiftTarget;
150
+ uniform bool uBrightnessEnabled;
151
+ uniform float uBrightnessIntensity;
152
+ uniform bool uPulseEnabled;
153
+ uniform float uPulseIntensity;
154
+ uniform float uPulseSpeed;
155
+
156
+ // Grayscale effects
157
+ uniform bool uGeneralGrayscaleEnabled;
158
+ uniform float uGeneralGrayscaleMode;
159
+ uniform float uGeneralGrayscaleIntensity;
160
+ uniform float uGeneralGrayscaleContrast;
161
+ uniform float uGeneralGrayscaleBrightness;
162
+ uniform float uGeneralGrayscaleWaveFreq;
163
+ uniform float uGeneralGrayscaleWaveSpeed;
164
+ uniform float uGeneralGrayscaleWaveDir;
165
+ uniform float uGeneralGrayscalePulseSpeed;
166
+ uniform float uGeneralGrayscaleRippleSpeed;
167
+ uniform float uGeneralGrayscaleRippleCenterX;
168
+ uniform float uGeneralGrayscaleRippleCenterY;
169
+ uniform bool uPointerGrayscaleEnabled;
170
+ uniform float uPointerGrayscaleIntensity;
171
+ uniform float uPointerGrayscaleContrast;
172
+ uniform float uPointerGrayscaleBrightness;
173
+
174
+ // Varyings
175
+ varying vec2 vTexCoords;
176
+ varying vec2 vUV;
177
+ varying vec2 vScreenPosition;
178
+ varying vec3 vPosition;
179
+
180
+ // Common noise functions for storm clouds
181
+ ${commonNoiseFunctions}
182
+
183
+ float circle(vec2 uv, float border) {
184
+ float radius = 0.5;
185
+ float dist = radius - distance(uv, vec2(0.5));
186
+ return smoothstep(0.0, border, dist);
187
+ }
188
+
189
+ void main() {
190
+ vec2 pointUV = gl_PointCoord;
191
+ vec4 outColor;
192
+
193
+ // Generate storm clouds effect based on particle position
194
+ vec3 spherePos = normalize(vPosition);
195
+
196
+ // Heavy, turbulent cloud formation
197
+ float storm = fbm(spherePos * 2.0 + vec3(u_time * 0.3, u_time * 0.1, 0.0));
198
+ storm += noise(spherePos * 8.0 + vec3(u_time * u_turbulence)) * 0.3;
199
+
200
+ // Lightning flashes
201
+ float lightning = sin(u_time * u_lightningFreq) * sin(u_time * u_lightningFreq * 1.7);
202
+ lightning = max(0.0, lightning);
203
+ lightning *= noise(spherePos * 10.0 + vec3(u_time * 2.0));
204
+
205
+ // Dark storm clouds with bright lightning
206
+ vec3 stormColor = mix(u_darkColor, u_lightColor, lightning * 0.8);
207
+ float density = smoothstep(0.2, 0.8, storm * u_stormIntensity);
208
+
209
+ // Combine with base color
210
+ outColor = vec4(stormColor * uColor, density);
211
+
212
+ // If texture is provided, blend it with storm effect
213
+ if (uHasTexture) {
214
+ vec2 scaledUV = pointUV * uParticleUVScale;
215
+ scaledUV.y *= -1.0;
216
+ scaledUV += vUV;
217
+ vec4 colorA = texture2D(uTexture, scaledUV);
218
+ vec4 colorB = texture2D(uTargetTexture, scaledUV);
219
+ vec4 texColor = mix(colorA, colorB, uMorphProgress);
220
+ outColor = mix(outColor, texColor * vec4(stormColor, 1.0), 0.5);
221
+ }
222
+
223
+ // Apply circular shape to points
224
+ float circleAlpha = circle(pointUV, 0.2);
225
+ outColor.a *= circleAlpha;
226
+
227
+ // Apply pointer fragment effects
228
+ vec2 scaledPointer = u_pointer * 5.0;
229
+ float dist = distance(vTexCoords, scaledPointer);
230
+ float falloff = smoothstep(uPointerEffectRadius, 0.0, dist);
231
+
232
+ // Glow effect
233
+ if (uGlowEnabled && falloff > 0.0) {
234
+ outColor.rgb += uGlowColor * uGlowIntensity * falloff;
235
+ }
236
+
237
+ // Brightness effect
238
+ if (uBrightnessEnabled && falloff > 0.0) {
239
+ outColor.rgb *= (1.0 + uBrightnessIntensity * falloff);
240
+ }
241
+
242
+ // Pulse effect
243
+ if (uPulseEnabled && falloff > 0.0) {
244
+ float pulse = sin(u_time * uPulseSpeed) * 0.5 + 0.5;
245
+ outColor.rgb += vec3(pulse * uPulseIntensity * falloff);
246
+ }
247
+
248
+ // Color shift effect
249
+ if (uColorShiftEnabled && falloff > 0.0) {
250
+ outColor.rgb = mix(outColor.rgb, uColorShiftTarget, uColorShiftIntensity * falloff);
251
+ }
252
+
253
+ // Pointer Grayscale effect
254
+ if (uPointerGrayscaleEnabled && falloff > 0.0) {
255
+ float gray = dot(outColor.rgb, vec3(0.299, 0.587, 0.114));
256
+ gray = (gray - 0.5) * uPointerGrayscaleContrast + 0.5 + uPointerGrayscaleBrightness;
257
+ vec3 grayscaleColor = vec3(gray);
258
+ outColor.rgb = mix(outColor.rgb, grayscaleColor, uPointerGrayscaleIntensity * falloff);
259
+ }
260
+
261
+ // General Grayscale effect
262
+ if (uGeneralGrayscaleEnabled) {
263
+ float grayscaleFactor = 0.0;
264
+
265
+ if (uGeneralGrayscaleMode < 0.5) {
266
+ // Mode 0: Static
267
+ grayscaleFactor = uGeneralGrayscaleIntensity;
268
+ } else if (uGeneralGrayscaleMode < 1.5) {
269
+ // Mode 1: Wave
270
+ float wavePos = 0.0;
271
+ if (uGeneralGrayscaleWaveDir < 0.5) {
272
+ wavePos = vTexCoords.x;
273
+ } else if (uGeneralGrayscaleWaveDir < 1.5) {
274
+ wavePos = vTexCoords.y;
275
+ } else {
276
+ wavePos = vTexCoords.x + vTexCoords.y;
277
+ }
278
+ grayscaleFactor = (sin(wavePos * uGeneralGrayscaleWaveFreq + u_time * uGeneralGrayscaleWaveSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
279
+ } else if (uGeneralGrayscaleMode < 2.5) {
280
+ // Mode 2: Pulse
281
+ grayscaleFactor = (sin(u_time * uGeneralGrayscalePulseSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
282
+ } else {
283
+ // Mode 3: Ripple
284
+ vec2 rippleCenter = vec2(uGeneralGrayscaleRippleCenterX, uGeneralGrayscaleRippleCenterY);
285
+ float rippleDist = distance(vTexCoords, rippleCenter);
286
+ grayscaleFactor = (sin(rippleDist * 5.0 - u_time * uGeneralGrayscaleRippleSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
287
+ }
288
+
289
+ float gray = dot(outColor.rgb, vec3(0.299, 0.587, 0.114));
290
+ gray = (gray - 0.5) * uGeneralGrayscaleContrast + 0.5 + uGeneralGrayscaleBrightness;
291
+ vec3 grayscaleColor = vec3(gray);
292
+ outColor.rgb = mix(outColor.rgb, grayscaleColor, grayscaleFactor);
293
+ }
294
+
295
+ outColor.a *= uOpacity;
296
+
297
+ // Soft edges for better blending
298
+ float edgeFade = 1.0 - length(pointUV * 2.0 - 1.0) * 0.3;
299
+ outColor.a *= edgeFade;
300
+
301
+ gl_FragColor = outColor;
302
+ }
303
+ `;
304
+ // Create the shader material with all uniforms
305
+ const StormCloudsPointsMaterial = shaderMaterial({
306
+ // Storm Clouds defaults
307
+ u_time: 0,
308
+ u_stormIntensity: 1.2,
309
+ u_lightningFreq: 3.0,
310
+ u_darkColor: new Vector3(0.1, 0.1, 0.2),
311
+ u_lightColor: new Vector3(0.9, 0.9, 1.0),
312
+ u_turbulence: 0.5,
313
+ // Shader Effects defaults
314
+ uTexture: null,
315
+ uTargetTexture: null,
316
+ uHasTexture: false,
317
+ uPointSize: 5.0,
318
+ u_pointer: new Vector2(),
319
+ uColor: new Color(1.0, 1.0, 1.0),
320
+ uMorphProgress: 0.0,
321
+ uNormalizationScale: 1.0,
322
+ uOpacity: 1.0,
323
+ uParticleUVScale: 0.01,
324
+ // Pointer effects
325
+ uPointerEffectRadius: 2.5,
326
+ // Vertex effects
327
+ uRippleEnabled: false,
328
+ uRippleIntensity: 0.5,
329
+ uRippleSpeed: 2.0,
330
+ uDisplacementEnabled: false,
331
+ uDisplacementIntensity: 0.5,
332
+ uScaleEnabled: false,
333
+ uScaleIntensity: 0.5,
334
+ uMinScale: 0.5,
335
+ uMaxScale: 2.0,
336
+ uVortexEnabled: false,
337
+ uVortexIntensity: 0.5,
338
+ uVortexSpeed: 1.0,
339
+ uWaveEnabled: false,
340
+ uWaveIntensity: 0.5,
341
+ uWaveFrequency: 5.0,
342
+ // Fragment effects
343
+ uGlowEnabled: false,
344
+ uGlowIntensity: 0.5,
345
+ uGlowColor: new Color(1.0, 1.0, 1.0),
346
+ uColorShiftEnabled: false,
347
+ uColorShiftIntensity: 0.5,
348
+ uColorShiftTarget: new Color(1.0, 0.4, 0.0),
349
+ uBrightnessEnabled: false,
350
+ uBrightnessIntensity: 0.5,
351
+ uPulseEnabled: false,
352
+ uPulseIntensity: 0.5,
353
+ uPulseSpeed: 2.0,
354
+ // General effects
355
+ uGeneralWaveEnabled: false,
356
+ uGeneralWaveIntensity: 0.3,
357
+ uGeneralWaveFrequency: 3.0,
358
+ uGeneralWaveSpeed: 1.0,
359
+ uGeneralWaveDirection: 0.0,
360
+ uGeneralVortexEnabled: false,
361
+ uGeneralVortexIntensity: 0.5,
362
+ uGeneralVortexSpeed: 0.5,
363
+ uGeneralVortexCenterX: 0.0,
364
+ uGeneralVortexCenterY: 0.0,
365
+ uGeneralRippleEnabled: false,
366
+ uGeneralRippleIntensity: 0.3,
367
+ uGeneralRippleSpeed: 2.0,
368
+ uGeneralRippleCenterX: 0.0,
369
+ uGeneralRippleCenterY: 0.0,
370
+ // Grayscale effects
371
+ uGeneralGrayscaleEnabled: false,
372
+ uGeneralGrayscaleMode: 0.0,
373
+ uGeneralGrayscaleIntensity: 1.0,
374
+ uGeneralGrayscaleContrast: 1.0,
375
+ uGeneralGrayscaleBrightness: 0.0,
376
+ uGeneralGrayscaleWaveFreq: 3.0,
377
+ uGeneralGrayscaleWaveSpeed: 1.0,
378
+ uGeneralGrayscaleWaveDir: 0.0,
379
+ uGeneralGrayscalePulseSpeed: 2.0,
380
+ uGeneralGrayscaleRippleSpeed: 2.0,
381
+ uGeneralGrayscaleRippleCenterX: 0.0,
382
+ uGeneralGrayscaleRippleCenterY: 0.0,
383
+ uPointerGrayscaleEnabled: false,
384
+ uPointerGrayscaleIntensity: 1.0,
385
+ uPointerGrayscaleContrast: 1.0,
386
+ uPointerGrayscaleBrightness: 0.0,
387
+ }, vertexShader, fragmentShader);
388
+ extend({ StormCloudsPointsMaterial });
389
+ export { StormCloudsPointsMaterial };
@@ -0,0 +1,69 @@
1
+ import { Vector3 } from "three";
2
+ export interface SunCoreMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_speed: {
7
+ value: number;
8
+ };
9
+ u_cellScale: {
10
+ value: number;
11
+ };
12
+ u_warpStrength: {
13
+ value: number;
14
+ };
15
+ u_boilAmplitude: {
16
+ value: number;
17
+ };
18
+ u_crackIntensity: {
19
+ value: number;
20
+ };
21
+ u_spotIntensity: {
22
+ value: number;
23
+ };
24
+ u_rimIntensity: {
25
+ value: number;
26
+ };
27
+ u_brightness: {
28
+ value: number;
29
+ };
30
+ u_rimColor: {
31
+ value: Vector3;
32
+ };
33
+ u_color1: {
34
+ value: Vector3;
35
+ };
36
+ u_color2: {
37
+ value: Vector3;
38
+ };
39
+ u_color3: {
40
+ value: Vector3;
41
+ };
42
+ u_color4: {
43
+ value: Vector3;
44
+ };
45
+ u_color5: {
46
+ value: Vector3;
47
+ };
48
+ }
49
+ declare const SunCoreMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
50
+ u_time: number;
51
+ u_speed: number;
52
+ u_cellScale: number;
53
+ u_warpStrength: number;
54
+ u_boilAmplitude: number;
55
+ u_crackIntensity: number;
56
+ u_spotIntensity: number;
57
+ u_rimIntensity: number;
58
+ u_brightness: number;
59
+ u_rimColor: Vector3;
60
+ u_color1: Vector3;
61
+ u_color2: Vector3;
62
+ u_color3: Vector3;
63
+ u_color4: Vector3;
64
+ u_color5: Vector3;
65
+ }> & {
66
+ key: string;
67
+ };
68
+ export { SunCoreMaterial };
69
+ //# sourceMappingURL=SunCoreMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SunCoreMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/SunCoreMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAIhC,MAAM,WAAW,uBAAuB;IACpC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;CACL;AAyGD,QAAA,MAAM,eAAe;;;;;;;;;;;;;;;;;;CAgBW,CAAC;AAGjC,OAAO,EAAE,eAAe,EAAE,CAAC"}
@@ -0,0 +1,127 @@
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+ import { Vector3 } from "three";
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+ import { extend } from "@react-three/fiber";
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+ import { shaderMaterial } from "@react-three/drei";
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+ import { NOISE_GLSL } from "./sunNoise.js";
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+ // Vertex shader
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+ const vertexShader = /*glsl*/ `
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+ uniform float u_time;
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+ uniform float u_speed;
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+ uniform float u_boilAmplitude;
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+ varying vec3 vPosition;
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+ varying vec3 vNormal;
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+ varying vec3 vViewDir;
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+
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+ ${NOISE_GLSL}
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+
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+ void main() {
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+ vPosition = position;
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+ vNormal = normalize(normalMatrix * normal);
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+
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+ float t = u_time * u_speed;
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+ float boil = fbm(position * 1.1 + vec3(0.0, t * 0.04, t * 0.03));
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+ vec3 displaced = position + normal * boil * u_boilAmplitude;
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+
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+ vec4 mv = modelViewMatrix * vec4(displaced, 1.0);
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+ vViewDir = normalize(-mv.xyz);
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+ gl_Position = projectionMatrix * mv;
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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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+ uniform float u_time;
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+ uniform float u_speed;
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+ uniform float u_cellScale;
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+ uniform float u_warpStrength;
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+ uniform float u_crackIntensity;
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+ uniform float u_spotIntensity;
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+ uniform float u_rimIntensity;
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+ uniform float u_brightness;
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+ uniform vec3 u_rimColor;
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+ uniform vec3 u_color1;
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+ uniform vec3 u_color2;
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+ uniform vec3 u_color3;
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+ uniform vec3 u_color4;
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+ uniform vec3 u_color5;
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+ varying vec3 vPosition;
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+ varying vec3 vNormal;
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+ varying vec3 vViewDir;
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+
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+ ${NOISE_GLSL}
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+
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+ vec3 sunRamp(float t) {
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+ t = clamp(t, 0.0, 1.0);
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+ vec3 col = mix(u_color1, u_color2, smoothstep(0.00, 0.28, t));
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+ col = mix(col, u_color3, smoothstep(0.28, 0.55, t));
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+ col = mix(col, u_color4, smoothstep(0.55, 0.78, t));
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+ col = mix(col, u_color5, smoothstep(0.78, 1.00, t));
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+ return col;
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+ }
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+
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+ void main() {
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+ float t = u_time * u_speed;
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+
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+ vec3 p = vPosition * u_cellScale;
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+
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+ // Double domain warp: plasma smears and curls instead of scrolling.
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+ vec3 q = vec3(
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+ fbm(p + vec3(0.0, 0.0, t * 0.07)),
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+ fbm(p + vec3(5.2, 1.3, t * 0.06)),
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+ fbm(p + vec3(2.8, 8.3, -t * 0.06))
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+ );
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+
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+ vec3 r = vec3(
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+ fbm(p + 1.8 * u_warpStrength * q + vec3(1.7, 9.2, t * 0.12)),
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+ fbm(p + 1.8 * u_warpStrength * q + vec3(8.3, 2.8, t * 0.11)),
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+ fbm(p + 1.8 * u_warpStrength * q + vec3(4.1, 5.6, t * 0.10))
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+ );
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+
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+ float flow = fbm(p + 2.0 * u_warpStrength * r + vec3(0.0, 0.0, t * 0.04));
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+ flow = flow * 0.5 + 0.5;
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+
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+ // Bright filament cracks between convection cells.
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+ float cracks = ridgedFbm(p * 0.9 + r * 1.2 + vec3(0.0, t * 0.05, 0.0));
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+ cracks = smoothstep(1.05, 1.55, cracks);
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+
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+ // Sunspots: rare dark patches with a dimmed penumbra ring.
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+ float spotField = fbm(vPosition * 1.1 + vec3(13.7, 7.1, t * 0.015));
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+ float spots = smoothstep(0.42, 0.72, spotField);
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+ float penumbra = smoothstep(0.30, 0.42, spotField) - spots;
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+
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+ float temp = flow * 0.85 + length(q) * 0.18;
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+ temp += cracks * u_crackIntensity;
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+ temp -= spots * 0.85 * u_spotIntensity;
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+ temp -= penumbra * 0.35 * u_spotIntensity;
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+
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+ vec3 col = sunRamp(temp);
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+
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+ float fresnel = pow(1.0 - clamp(dot(normalize(vNormal), normalize(vViewDir)), 0.0, 1.0), 2.5);
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+ col += u_rimColor * fresnel * u_rimIntensity;
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+ col += vec3(1.0, 0.85, 0.55) * cracks * u_crackIntensity * 0.6;
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+
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+ col *= u_brightness;
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+ col = col / (1.0 + 0.18 * col);
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+
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+ gl_FragColor = vec4(col, 1.0);
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+ }
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+ `;
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+ // Create the shader material with uniforms
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+ const SunCoreMaterial = shaderMaterial({
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+ u_time: 0,
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+ u_speed: 0.1,
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+ u_cellScale: 1.3,
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+ u_warpStrength: 1.0,
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+ u_boilAmplitude: 0.028,
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+ u_crackIntensity: 0.3,
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+ u_spotIntensity: 1.0,
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+ u_rimIntensity: 1.6,
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+ u_brightness: 1.0,
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+ u_rimColor: new Vector3(1.0, 0.45, 0.08),
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+ u_color1: new Vector3(0.18, 0.005, 0.0),
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+ u_color2: new Vector3(0.62, 0.07, 0.005),
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+ u_color3: new Vector3(1.0, 0.34, 0.02),
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+ u_color4: new Vector3(1.0, 0.72, 0.18),
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+ u_color5: new Vector3(1.0, 0.97, 0.78)
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+ }, vertexShader, fragmentShader);
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+ // Extend the material for use in React Three Fiber
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+ extend({ SunCoreMaterial });
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+ export { SunCoreMaterial };
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+ import { Vector2, Vector3 } from "three";
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+ export interface VolumetricCloudsUniforms {
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+ u_time: {
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+ value: number;
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+ };
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+ u_resolution: {
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+ value: Vector2;
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+ };
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+ u_cameraPos: {
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+ value: Vector3;
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+ };
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+ u_cloudColor: {
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+ value: Vector3;
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+ };
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+ u_lightDirection: {
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+ value: Vector3;
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+ };
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+ u_cloudDensity: {
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+ value: number;
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+ };
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+ u_cloudCoverage: {
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+ value: number;
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+ };
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+ u_cloudScale: {
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+ value: number;
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+ };
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+ u_lightColor: {
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+ value: Vector3;
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+ };
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+ u_shadowColor: {
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+ value: Vector3;
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+ };
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+ u_absorption: {
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+ value: number;
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+ };
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+ u_scattering: {
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+ value: number;
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+ };
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+ }
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+ export declare const VolumetricCloudsMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
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+ u_time: number;
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+ u_resolution: Vector2;
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+ u_cameraPos: Vector3;
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+ u_cloudColor: Vector3;
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+ u_lightDirection: Vector3;
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+ u_cloudDensity: number;
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+ u_cloudCoverage: number;
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+ u_cloudScale: number;
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+ u_lightColor: Vector3;
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+ u_shadowColor: Vector3;
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+ u_absorption: number;
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+ u_scattering: number;
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+ }> & {
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+ key: string;
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+ };
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+ //# sourceMappingURL=VolumetricCloudsMaterial.d.ts.map
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