@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 +1,93 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { commonNoiseFunctions } from "./CommonNoiseFunctions.js";
5
+ const volumetricCloudsVertex = /*glsl*/ `
6
+ varying vec2 vUv;
7
+ varying vec3 vPosition;
8
+ varying vec3 vWorldPosition;
9
+
10
+ void main() {
11
+ vUv = uv;
12
+ vPosition = position;
13
+ vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
15
+ }
16
+ `;
17
+ const volumetricCloudsFragment = /*glsl*/ `
18
+ uniform float u_time;
19
+ uniform vec2 u_resolution;
20
+ uniform vec3 u_cameraPos;
21
+ uniform vec3 u_cloudColor;
22
+ uniform vec3 u_lightDirection;
23
+ uniform float u_cloudDensity;
24
+ uniform float u_cloudCoverage;
25
+ uniform float u_cloudScale;
26
+ uniform vec3 u_lightColor;
27
+ uniform vec3 u_shadowColor;
28
+ uniform float u_absorption;
29
+ uniform float u_scattering;
30
+
31
+ varying vec2 vUv;
32
+ varying vec3 vPosition;
33
+ varying vec3 vWorldPosition;
34
+
35
+ ${commonNoiseFunctions}
36
+
37
+ float cloudDensity(vec3 pos) {
38
+ vec3 p = pos * u_cloudScale + vec3(u_time * 0.1, 0.0, u_time * 0.05);
39
+ float density = fbm(p) - u_cloudCoverage;
40
+ return max(0.0, density) * u_cloudDensity;
41
+ }
42
+
43
+ vec3 rayMarch(vec3 rayOrigin, vec3 rayDir, float maxDist) {
44
+ vec3 color = vec3(0.0);
45
+ float transmittance = 1.0;
46
+ float stepSize = maxDist / 32.0;
47
+
48
+ for (int i = 0; i < 32; i++) {
49
+ vec3 pos = rayOrigin + rayDir * float(i) * stepSize;
50
+ float density = cloudDensity(pos);
51
+
52
+ if (density > 0.01) {
53
+ // Light scattering calculation
54
+ float lightDensity = cloudDensity(pos + u_lightDirection * stepSize);
55
+ float scattering = exp(-lightDensity * u_scattering);
56
+
57
+ vec3 lightContrib = u_lightColor * scattering * density * transmittance;
58
+ color += lightContrib * stepSize;
59
+
60
+ transmittance *= exp(-density * u_absorption * stepSize);
61
+
62
+ if (transmittance < 0.01) break;
63
+ }
64
+ }
65
+
66
+ return color + u_shadowColor * (1.0 - transmittance);
67
+ }
68
+
69
+ void main() {
70
+ vec3 rayDir = normalize(vWorldPosition - u_cameraPos);
71
+ vec3 color = rayMarch(vWorldPosition, rayDir, 10.0);
72
+
73
+ // Mix with cloud color
74
+ color = mix(color, u_cloudColor, 0.3);
75
+
76
+ gl_FragColor = vec4(color, 1.0);
77
+ }
78
+ `;
79
+ export const VolumetricCloudsMaterial = shaderMaterial({
80
+ u_time: 0,
81
+ u_resolution: new Vector2(800, 600),
82
+ u_cameraPos: new Vector3(0, 0, 0),
83
+ u_cloudColor: new Vector3(1.0, 1.0, 1.0),
84
+ u_lightDirection: new Vector3(0.5, 1.0, 0.5),
85
+ u_cloudDensity: 0.8,
86
+ u_cloudCoverage: 0.4,
87
+ u_cloudScale: 0.5,
88
+ u_lightColor: new Vector3(1.0, 0.95, 0.8),
89
+ u_shadowColor: new Vector3(0.3, 0.4, 0.6),
90
+ u_absorption: 1.0,
91
+ u_scattering: 0.5
92
+ }, volumetricCloudsVertex, volumetricCloudsFragment);
93
+ extend({ VolumetricCloudsMaterial });
@@ -0,0 +1,73 @@
1
+ import { Vector3, Vector2, Color } from "three";
2
+ export interface VolumetricCloudsPointsMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_cloudDensity: {
7
+ value: number;
8
+ };
9
+ u_cloudCoverage: {
10
+ value: number;
11
+ };
12
+ u_lightColor: {
13
+ value: Vector3;
14
+ };
15
+ u_shadowColor: {
16
+ value: Vector3;
17
+ };
18
+ u_pointer: {
19
+ value: Vector2;
20
+ };
21
+ uPointSize: {
22
+ value: number;
23
+ };
24
+ uColor: {
25
+ value: Color;
26
+ };
27
+ uOpacity: {
28
+ value: number;
29
+ };
30
+ }
31
+ export declare const VolumetricCloudsPointsMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
32
+ u_time: number;
33
+ u_cloudDensity: number;
34
+ u_cloudCoverage: number;
35
+ u_lightColor: Vector3;
36
+ u_shadowColor: Vector3;
37
+ uPointSize: number;
38
+ u_pointer: Vector2;
39
+ uColor: Color;
40
+ uOpacity: number;
41
+ uMorphProgress: number;
42
+ uPointerEffectRadius: number;
43
+ uRippleEnabled: false;
44
+ uRippleIntensity: number;
45
+ uRippleSpeed: number;
46
+ uDisplacementEnabled: false;
47
+ uDisplacementIntensity: number;
48
+ uScaleEnabled: false;
49
+ uScaleIntensity: number;
50
+ uMinScale: number;
51
+ uMaxScale: number;
52
+ uVortexEnabled: false;
53
+ uVortexIntensity: number;
54
+ uVortexSpeed: number;
55
+ uGeneralWaveEnabled: false;
56
+ uGeneralWaveIntensity: number;
57
+ uGeneralWaveFrequency: number;
58
+ uGeneralWaveSpeed: number;
59
+ uGeneralWaveDirection: number;
60
+ uGeneralVortexEnabled: false;
61
+ uGeneralVortexIntensity: number;
62
+ uGeneralVortexSpeed: number;
63
+ uGeneralVortexCenterX: number;
64
+ uGeneralVortexCenterY: number;
65
+ uGeneralRippleEnabled: false;
66
+ uGeneralRippleIntensity: number;
67
+ uGeneralRippleSpeed: number;
68
+ uGeneralRippleCenterX: number;
69
+ uGeneralRippleCenterY: number;
70
+ }> & {
71
+ key: string;
72
+ };
73
+ //# sourceMappingURL=VolumetricCloudsPointsMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VolumetricCloudsPointsMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/VolumetricCloudsPointsMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,OAAO,CAAC;AAKhD,MAAM,WAAW,sCAAsC;IACnD,MAAM,EAAE;QACJ,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,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,MAAM,EAAE;QACJ,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAmGD,eAAO,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCX,CAAC"}
@@ -0,0 +1,143 @@
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
+ const vertexShader = /*glsl*/ `
7
+ ${effectsVertexGLSL}
8
+
9
+ uniform float uPointSize;
10
+ varying vec2 vTexCoords;
11
+ uniform float uMorphProgress;
12
+ attribute vec3 targetPosition;
13
+ uniform bool uScaleEnabled;
14
+ uniform float uScaleIntensity;
15
+ uniform float uMinScale;
16
+ uniform float uMaxScale;
17
+ attribute vec2 aUV;
18
+ varying vec2 vUV;
19
+ varying vec3 vPosition;
20
+
21
+ void main() {
22
+ vUV = aUV;
23
+ vPosition = position;
24
+
25
+ vec3 morphedPos = mix(position, targetPosition, uMorphProgress);
26
+
27
+ if (uGeneralWaveEnabled) {
28
+ float waveInput = uGeneralWaveDirection < 0.5 ? morphedPos.x :
29
+ uGeneralWaveDirection < 1.5 ? morphedPos.y :
30
+ morphedPos.x + morphedPos.y;
31
+ morphedPos.z += sin(waveInput * uGeneralWaveFrequency + u_time * uGeneralWaveSpeed) * uGeneralWaveIntensity;
32
+ }
33
+
34
+ if (uGeneralVortexEnabled) {
35
+ vec2 generalCenter = vec2(uGeneralVortexCenterX, uGeneralVortexCenterY);
36
+ vec2 toCenter = morphedPos.xy - generalCenter;
37
+ float angle = uGeneralVortexIntensity * u_time * uGeneralVortexSpeed;
38
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
39
+ morphedPos.xy = generalCenter + rotation * toCenter;
40
+ }
41
+
42
+ if (uGeneralRippleEnabled) {
43
+ morphedPos = applyGeneralRipple(morphedPos);
44
+ }
45
+
46
+ vec2 scaledPointer = u_pointer * 5.0;
47
+ float dist = distance(morphedPos.xy, scaledPointer);
48
+ float falloff = smoothstep(uPointerEffectRadius, 0.0, dist);
49
+
50
+ if (uRippleEnabled && falloff > 0.0) {
51
+ morphedPos.z += sin(dist * 5.0 - u_time * uRippleSpeed) * uRippleIntensity * falloff * 0.5;
52
+ }
53
+
54
+ if (uDisplacementEnabled && falloff > 0.0) {
55
+ vec2 dir = normalize(morphedPos.xy - scaledPointer);
56
+ morphedPos.xy += dir * uDisplacementIntensity * falloff * 2.0;
57
+ }
58
+
59
+ if (uVortexEnabled && falloff > 0.0) {
60
+ vec2 toPointer = morphedPos.xy - scaledPointer;
61
+ float angle = uVortexIntensity * falloff * u_time * uVortexSpeed;
62
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
63
+ morphedPos.xy = scaledPointer + rotation * toPointer;
64
+ }
65
+
66
+ vTexCoords = morphedPos.xy;
67
+
68
+ vec4 mvPosition = modelViewMatrix * vec4(morphedPos, 1.0);
69
+ gl_Position = projectionMatrix * mvPosition;
70
+
71
+ float sizeMultiplier = 1.0;
72
+ if (uScaleEnabled && falloff > 0.0) {
73
+ sizeMultiplier = mix(uMinScale, uMaxScale, falloff * uScaleIntensity);
74
+ }
75
+ gl_PointSize = uPointSize * sizeMultiplier;
76
+ }
77
+ `;
78
+ const fragmentShader = /*glsl*/ `
79
+ uniform float u_time;
80
+ uniform float u_cloudDensity;
81
+ uniform float u_cloudCoverage;
82
+ uniform vec3 u_lightColor;
83
+ uniform vec3 u_shadowColor;
84
+ uniform vec3 uColor;
85
+ uniform float uOpacity;
86
+ varying vec3 vPosition;
87
+
88
+ ${commonNoiseFunctions}
89
+
90
+ float circle(vec2 uv, float border) {
91
+ return smoothstep(0.0, border, 0.5 - distance(uv, vec2(0.5)));
92
+ }
93
+
94
+ void main() {
95
+ vec3 spherePos = normalize(vPosition);
96
+ float density = fbm(spherePos * 2.0 + vec3(u_time * 0.1)) - u_cloudCoverage;
97
+ density = max(0.0, density) * u_cloudDensity;
98
+
99
+ vec3 cloudColor = mix(u_shadowColor, u_lightColor, density);
100
+ gl_FragColor = vec4(cloudColor * uColor, density * uOpacity * circle(gl_PointCoord, 0.2));
101
+ }
102
+ `;
103
+ export const VolumetricCloudsPointsMaterial = shaderMaterial({
104
+ u_time: 0,
105
+ u_cloudDensity: 1.5,
106
+ u_cloudCoverage: 0.5,
107
+ u_lightColor: new Vector3(1.0, 1.0, 1.0),
108
+ u_shadowColor: new Vector3(0.3, 0.3, 0.4),
109
+ uPointSize: 5.0,
110
+ u_pointer: new Vector2(),
111
+ uColor: new Color(1.0, 1.0, 1.0),
112
+ uOpacity: 1.0,
113
+ uMorphProgress: 0.0,
114
+ uPointerEffectRadius: 2.5,
115
+ uRippleEnabled: false,
116
+ uRippleIntensity: 0.5,
117
+ uRippleSpeed: 2.0,
118
+ uDisplacementEnabled: false,
119
+ uDisplacementIntensity: 0.5,
120
+ uScaleEnabled: false,
121
+ uScaleIntensity: 0.5,
122
+ uMinScale: 0.5,
123
+ uMaxScale: 2.0,
124
+ uVortexEnabled: false,
125
+ uVortexIntensity: 0.5,
126
+ uVortexSpeed: 1.0,
127
+ uGeneralWaveEnabled: false,
128
+ uGeneralWaveIntensity: 0.3,
129
+ uGeneralWaveFrequency: 3.0,
130
+ uGeneralWaveSpeed: 1.0,
131
+ uGeneralWaveDirection: 0.0,
132
+ uGeneralVortexEnabled: false,
133
+ uGeneralVortexIntensity: 0.5,
134
+ uGeneralVortexSpeed: 0.5,
135
+ uGeneralVortexCenterX: 0.0,
136
+ uGeneralVortexCenterY: 0.0,
137
+ uGeneralRippleEnabled: false,
138
+ uGeneralRippleIntensity: 0.3,
139
+ uGeneralRippleSpeed: 2.0,
140
+ uGeneralRippleCenterX: 0.0,
141
+ uGeneralRippleCenterY: 0.0,
142
+ }, vertexShader, fragmentShader);
143
+ extend({ VolumetricCloudsPointsMaterial });
@@ -0,0 +1,110 @@
1
+ import { Vector3 } from "three";
2
+ import type { EffectsUniforms } from './effects/EffectsUniforms';
3
+ export interface WaterMaterialUniforms extends EffectsUniforms {
4
+ u_time: {
5
+ value: number;
6
+ };
7
+ u_seaHeight: {
8
+ value: number;
9
+ };
10
+ u_seaChoppy: {
11
+ value: number;
12
+ };
13
+ u_seaSpeed: {
14
+ value: number;
15
+ };
16
+ u_seaFreq: {
17
+ value: number;
18
+ };
19
+ u_seaBaseColor: {
20
+ value: Vector3;
21
+ };
22
+ u_seaWaterColor: {
23
+ value: Vector3;
24
+ };
25
+ u_iterFragment: {
26
+ value: number;
27
+ };
28
+ u_reflectionColor: {
29
+ value: Vector3;
30
+ };
31
+ envMap: {
32
+ value: any;
33
+ };
34
+ envMapIntensity: {
35
+ value: number;
36
+ };
37
+ }
38
+ declare const WaterMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
39
+ uGeneralRippleEnabled: false;
40
+ u_time: number;
41
+ u_seaHeight: number;
42
+ u_seaChoppy: number;
43
+ u_seaSpeed: number;
44
+ u_seaFreq: number;
45
+ u_iterFragment: number;
46
+ u_seaBaseColor: Vector3;
47
+ u_seaWaterColor: Vector3;
48
+ u_reflectionColor: Vector3;
49
+ envMap: any;
50
+ envMapIntensity: number;
51
+ u_pointer: import("three").Vector2;
52
+ uPointerEffectRadius: number;
53
+ uGeneralWaveEnabled: boolean;
54
+ uGeneralWaveIntensity: number;
55
+ uGeneralWaveFrequency: number;
56
+ uGeneralWaveSpeed: number;
57
+ uGeneralWaveDirection: number;
58
+ uGeneralVortexEnabled: boolean;
59
+ uGeneralVortexIntensity: number;
60
+ uGeneralVortexSpeed: number;
61
+ uGeneralVortexCenterX: number;
62
+ uGeneralVortexCenterY: number;
63
+ uGeneralRippleIntensity: number;
64
+ uGeneralRippleSpeed: number;
65
+ uGeneralRippleFrequency: number;
66
+ uGeneralRippleCenterX: number;
67
+ uGeneralRippleCenterY: number;
68
+ uRippleEnabled: boolean;
69
+ uRippleIntensity: number;
70
+ uRippleSpeed: number;
71
+ uDisplacementEnabled: boolean;
72
+ uDisplacementIntensity: number;
73
+ uVortexEnabled: boolean;
74
+ uVortexIntensity: number;
75
+ uVortexSpeed: number;
76
+ uWaveEnabled: boolean;
77
+ uWaveIntensity: number;
78
+ uWaveFrequency: number;
79
+ uGeneralGrayscaleEnabled: boolean;
80
+ uGeneralGrayscaleMode: number;
81
+ uGeneralGrayscaleIntensity: number;
82
+ uGeneralGrayscaleContrast: number;
83
+ uGeneralGrayscaleBrightness: number;
84
+ uGeneralGrayscaleWaveFreq: number;
85
+ uGeneralGrayscaleWaveSpeed: number;
86
+ uGeneralGrayscaleWaveDir: number;
87
+ uGeneralGrayscalePulseSpeed: number;
88
+ uGeneralGrayscaleRippleSpeed: number;
89
+ uGeneralGrayscaleRippleCenterX: number;
90
+ uGeneralGrayscaleRippleCenterY: number;
91
+ uGlowEnabled: boolean;
92
+ uGlowIntensity: number;
93
+ uGlowColor: import("three").Color;
94
+ uColorShiftEnabled: boolean;
95
+ uColorShiftIntensity: number;
96
+ uColorShiftTarget: import("three").Color;
97
+ uBrightnessEnabled: boolean;
98
+ uBrightnessIntensity: number;
99
+ uPulseEnabled: boolean;
100
+ uPulseIntensity: number;
101
+ uPulseSpeed: number;
102
+ uPointerGrayscaleEnabled: boolean;
103
+ uPointerGrayscaleIntensity: number;
104
+ uPointerGrayscaleContrast: number;
105
+ uPointerGrayscaleBrightness: number;
106
+ }> & {
107
+ key: string;
108
+ };
109
+ export { WaterMaterial };
110
+ //# sourceMappingURL=WaterMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WaterMaterial.d.ts","sourceRoot":"","sources":["../../src/shaders/WaterMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAIhC,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAC;AAGjE,MAAM,WAAW,qBAAsB,SAAQ,eAAe;IAC1D,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,iBAAiB,EAAE;QACf,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,MAAM,EAAE;QACJ,KAAK,EAAE,GAAG,CAAC;KACd,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AA2MD,QAAA,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiBa,CAAC;AAGjC,OAAO,EAAE,aAAa,EAAE,CAAC"}
@@ -0,0 +1,228 @@
1
+ import { Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ import { effectsUniforms } from "./effects/EffectsUniforms.js";
5
+ import { effectsVertexGLSL } from "./effects/EffectsVertexFunctions.glsl.js";
6
+ import { effectsFragmentGLSL } from "./effects/EffectsFragmentFunctions.glsl.js";
7
+ // Vertex shader - pass world position for mesh sync
8
+ const vertexShader = /*glsl*/ `
9
+ ${effectsVertexGLSL}
10
+
11
+ varying vec2 vUv;
12
+ varying vec3 vPosition;
13
+ varying vec3 vWorldPosition;
14
+
15
+ void main() {
16
+ vUv = uv;
17
+
18
+ vec3 pos = position;
19
+
20
+ // Apply general ripple effect to deform water surface
21
+ if (uGeneralRippleEnabled) {
22
+ pos = applyGeneralRipple(pos);
23
+ }
24
+
25
+ vPosition = pos;
26
+
27
+ // Calculate world position using the ripple-modified position
28
+ vec3 worldPos = (modelMatrix * vec4(pos, 1.0)).xyz;
29
+
30
+ vWorldPosition = worldPos;
31
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
32
+ }
33
+ `;
34
+ // Fragment shader - high-quality mesh-based water that reacts to scene lighting
35
+ const fragmentShader = /*glsl*/ `
36
+ ${effectsFragmentGLSL}
37
+
38
+ uniform float u_seaHeight;
39
+ uniform float u_seaChoppy;
40
+ uniform float u_seaSpeed;
41
+ uniform float u_seaFreq;
42
+ uniform vec3 u_seaBaseColor;
43
+ uniform vec3 u_seaWaterColor;
44
+ uniform float u_iterFragment;
45
+ uniform vec3 u_reflectionColor;
46
+
47
+ varying vec2 vUv;
48
+ varying vec3 vPosition;
49
+ varying vec3 vWorldPosition;
50
+
51
+ // Include Three.js lighting and environment mapping
52
+ #include <common>
53
+ #include <lights_pars_begin>
54
+
55
+ // Manual environment mapping uniforms
56
+ uniform samplerCube envMap;
57
+ uniform float envMapIntensity;
58
+
59
+ float hash(vec2 p) {
60
+ float h = dot(p, vec2(127.1, 311.7));
61
+ return fract(sin(h) * 43758.5453123);
62
+ }
63
+
64
+ float noise(in vec2 p) {
65
+ vec2 i = floor(p);
66
+ vec2 f = fract(p);
67
+ vec2 u = f * f * (3.0 - 2.0 * f);
68
+ return -1.0 + 2.0 * mix(
69
+ mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), u.x),
70
+ mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x),
71
+ u.y
72
+ );
73
+ }
74
+
75
+ // High-quality sea wave function from OceanMaterial
76
+ float sea_octave(vec2 uv, float choppy) {
77
+ uv += noise(uv);
78
+ vec2 wv = 1.0 - abs(sin(uv));
79
+ vec2 swv = abs(cos(uv));
80
+ wv = mix(wv, swv, wv);
81
+ return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
82
+ }
83
+
84
+ // Generate detailed water height using world position (5 iterations for quality)
85
+ float getWaterHeight(vec2 worldPos) {
86
+ float freq = u_seaFreq;
87
+ float amp = u_seaHeight;
88
+ float choppy = u_seaChoppy;
89
+
90
+ vec2 uv = worldPos;
91
+ uv.x *= 0.75;
92
+
93
+ float SEA_TIME = 1.0 + u_time * u_seaSpeed;
94
+ mat2 octave_m = mat2(1.6, 1.2, -1.2, 1.6);
95
+
96
+ float d, h = 0.0;
97
+ for(int i = 0; i < 5; i++) {
98
+ if(float(i) >= u_iterFragment) break;
99
+ d = sea_octave((uv + SEA_TIME) * freq, choppy);
100
+ d += sea_octave((uv - SEA_TIME) * freq, choppy);
101
+ h += d * amp;
102
+ uv *= octave_m;
103
+ freq *= 1.9;
104
+ amp *= 0.22;
105
+ choppy = mix(choppy, 1.0, 0.2);
106
+ }
107
+ return h;
108
+ }
109
+
110
+ // Calculate water normal using world position
111
+ vec3 getWaterNormal(vec2 worldPos, float eps) {
112
+ float h = getWaterHeight(worldPos);
113
+ float hx = getWaterHeight(worldPos + vec2(eps, 0.0)) - h;
114
+ float hz = getWaterHeight(worldPos + vec2(0.0, eps)) - h;
115
+ return normalize(vec3(-hx, eps, -hz));
116
+ }
117
+
118
+ // Sky color calculation using environment mapping
119
+ vec3 getSkyColor(vec3 reflectedDir) {
120
+ // Use envMapIntensity to check if environment mapping is enabled
121
+ if (envMapIntensity > 0.0) {
122
+ vec4 envColor = textureCube(envMap, reflectedDir);
123
+ return envColor.rgb * envMapIntensity;
124
+ } else {
125
+ // Fallback sky color
126
+ vec3 e = normalize(reflectedDir);
127
+ e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8;
128
+ return vec3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1;
129
+ }
130
+ }
131
+
132
+ // Lighting from OceanMaterial
133
+ float diffuse(vec3 n, vec3 l, float p) {
134
+ return pow(dot(n, l) * 0.4 + 0.6, p);
135
+ }
136
+
137
+ float specular(vec3 n, vec3 l, vec3 e, float s) {
138
+ float nrm = (s + 8.0) / (PI * 8.0);
139
+ return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm;
140
+ }
141
+
142
+ void main() {
143
+ // Use world position for wave calculations (syncs with mesh)
144
+ vec2 waterPos = vWorldPosition.xz;
145
+
146
+ // Calculate water height and normal with high detail
147
+ float waterHeight = getWaterHeight(waterPos);
148
+ vec3 normal = getWaterNormal(waterPos, 0.1);
149
+
150
+ // Calculate view direction
151
+ vec3 viewDir = normalize(cameraPosition - vWorldPosition);
152
+
153
+ // Fresnel effect
154
+ float fresnel = clamp(1.0 - dot(normal, viewDir), 0.0, 1.0);
155
+ fresnel = min(fresnel * fresnel * fresnel, 0.5);
156
+
157
+ // Simple default lighting for now - will be enhanced with scene lights
158
+ vec3 lightDir = normalize(vec3(0.5, 1.0, 0.3));
159
+ float NdotL = max(dot(normal, lightDir), 0.0);
160
+ vec3 totalLight = vec3(0.3, 0.4, 0.5) + vec3(1.0, 0.95, 0.8) * NdotL * 0.7;
161
+
162
+ // Add environment-based lighting if available
163
+ if (envMapIntensity > 0.0) {
164
+ vec3 envAmbient = textureCube(envMap, normal).rgb * 0.2 * envMapIntensity;
165
+ totalLight += envAmbient;
166
+ }
167
+
168
+ // Calculate reflections using environment map or fallback to sky color
169
+ vec3 reflectedDir = reflect(-viewDir, normal);
170
+ vec3 reflected;
171
+
172
+ if (envMapIntensity > 0.0) {
173
+ // Use environment map for reflections (captures scene objects)
174
+ // Transform reflection direction to world space for cube texture sampling
175
+ vec3 worldReflectedDir = normalize(reflectedDir);
176
+ reflected = textureCube(envMap, worldReflectedDir).rgb;
177
+
178
+ // Apply intensity and ensure we see the reflection
179
+ reflected *= envMapIntensity;
180
+ } else {
181
+ // Fallback to sky color
182
+ reflected = getSkyColor(reflectedDir);
183
+ }
184
+
185
+ // Base refracted color
186
+ vec3 refracted = u_seaBaseColor + u_seaWaterColor * 0.12;
187
+
188
+ // Mix refracted and reflected based on fresnel
189
+ // Boost reflection visibility for testing
190
+ float reflectionStrength = envMapIntensity > 0.0 ? max(fresnel, 0.3) : fresnel;
191
+ vec3 color = mix(refracted, reflected, reflectionStrength);
192
+
193
+ // Add depth variation based on wave height
194
+ color += u_seaWaterColor * waterHeight * 0.18;
195
+
196
+ // Apply lighting
197
+ color *= totalLight;
198
+
199
+ // Apply fragment effects ONLY (no vortex effects in this shader)
200
+ // Use world position directly - effects functions will handle pointer scaling
201
+ color = applyAllFragmentEffects(color, waterPos, u_pointer);
202
+
203
+ // Post processing (gamma correction like OceanMaterial)
204
+ gl_FragColor = vec4(pow(color, vec3(0.65)), 1.0);
205
+ }
206
+ `;
207
+ // Create the shader material with uniforms
208
+ const WaterMaterial = shaderMaterial({
209
+ // Spread effects uniforms
210
+ ...effectsUniforms,
211
+ uGeneralRippleEnabled: false,
212
+ // Water-specific uniforms
213
+ u_time: 0,
214
+ u_seaHeight: 0.6,
215
+ u_seaChoppy: 4.0,
216
+ u_seaSpeed: 0.8,
217
+ u_seaFreq: 0.16,
218
+ u_iterFragment: 5,
219
+ u_seaBaseColor: new Vector3(0.0, 0.09, 0.18),
220
+ u_seaWaterColor: new Vector3(0.8 * 0.6, 0.9 * 0.6, 0.6 * 0.6),
221
+ u_reflectionColor: new Vector3(0.5, 0.7, 1.0),
222
+ // Environment mapping uniforms
223
+ envMap: null,
224
+ envMapIntensity: 0.0
225
+ }, vertexShader, fragmentShader);
226
+ // Extend the material for use in React Three Fiber
227
+ extend({ WaterMaterial });
228
+ export { WaterMaterial };
@@ -0,0 +1,2 @@
1
+ export declare const effectsFragmentGLSL = "\n // ============================================================================\n // UNIFORMS - All fragment effect uniforms\n // ============================================================================\n uniform float u_time;\n uniform vec2 u_pointer;\n uniform float uPointerEffectRadius;\n \n // General fragment effects - Grayscale\n uniform bool uGeneralGrayscaleEnabled;\n uniform float uGeneralGrayscaleMode;\n uniform float uGeneralGrayscaleIntensity;\n uniform float uGeneralGrayscaleContrast;\n uniform float uGeneralGrayscaleBrightness;\n uniform float uGeneralGrayscaleWaveFreq;\n uniform float uGeneralGrayscaleWaveSpeed;\n uniform float uGeneralGrayscaleWaveDir;\n uniform float uGeneralGrayscalePulseSpeed;\n uniform float uGeneralGrayscaleRippleSpeed;\n uniform float uGeneralGrayscaleRippleCenterX;\n uniform float uGeneralGrayscaleRippleCenterY;\n \n // Pointer fragment effects\n uniform bool uGlowEnabled;\n uniform float uGlowIntensity;\n uniform vec3 uGlowColor;\n uniform bool uColorShiftEnabled;\n uniform float uColorShiftIntensity;\n uniform vec3 uColorShiftTarget;\n uniform bool uBrightnessEnabled;\n uniform float uBrightnessIntensity;\n uniform bool uPulseEnabled;\n uniform float uPulseIntensity;\n uniform float uPulseSpeed;\n uniform bool uPointerGrayscaleEnabled;\n uniform float uPointerGrayscaleIntensity;\n uniform float uPointerGrayscaleContrast;\n uniform float uPointerGrayscaleBrightness;\n \n // ============================================================================\n // HELPER FUNCTIONS\n // ============================================================================\n \n // Calculate smooth falloff from pointer position\n float getFragmentPointerFalloff(vec2 fragPos, vec2 pointer) {\n float dist = distance(fragPos, pointer);\n return smoothstep(uPointerEffectRadius, 0.0, dist);\n }\n \n // Convert RGB to grayscale\n float rgbToGrayscale(vec3 color) {\n return dot(color, vec3(0.299, 0.587, 0.114));\n }\n \n // Apply contrast and brightness to grayscale value\n float adjustGrayscale(float gray, float contrast, float brightness) {\n return (gray - 0.5) * contrast + 0.5 + brightness;\n }\n \n // ============================================================================\n // GENERAL EFFECTS (Always active when enabled)\n // ============================================================================\n \n vec3 applyGeneralGrayscale(vec3 color, vec2 fragPos) {\n float grayscaleFactor = 0.0;\n \n if (uGeneralGrayscaleMode < 0.5) {\n // Mode 0: Static\n grayscaleFactor = uGeneralGrayscaleIntensity;\n } else if (uGeneralGrayscaleMode < 1.5) {\n // Mode 1: Wave\n float wavePos = 0.0;\n if (uGeneralGrayscaleWaveDir < 0.5) {\n // Horizontal\n wavePos = fragPos.x;\n } else if (uGeneralGrayscaleWaveDir < 1.5) {\n // Vertical\n wavePos = fragPos.y;\n } else {\n // Diagonal\n wavePos = fragPos.x + fragPos.y;\n }\n grayscaleFactor = (sin(wavePos * uGeneralGrayscaleWaveFreq + u_time * uGeneralGrayscaleWaveSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;\n } else if (uGeneralGrayscaleMode < 2.5) {\n // Mode 2: Pulse\n grayscaleFactor = (sin(u_time * uGeneralGrayscalePulseSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;\n } else {\n // Mode 3: Ripple\n vec2 rippleCenter = vec2(uGeneralGrayscaleRippleCenterX, uGeneralGrayscaleRippleCenterY);\n float rippleDist = distance(fragPos, rippleCenter);\n grayscaleFactor = (sin(rippleDist * 5.0 - u_time * uGeneralGrayscaleRippleSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;\n }\n \n float gray = rgbToGrayscale(color);\n gray = adjustGrayscale(gray, uGeneralGrayscaleContrast, uGeneralGrayscaleBrightness);\n vec3 grayscaleColor = vec3(gray);\n return mix(color, grayscaleColor, grayscaleFactor);\n }\n \n // ============================================================================\n // POINTER EFFECTS (Interactive, based on pointer position)\n // ============================================================================\n \n vec3 applyPointerGlow(vec3 color, vec2 fragPos, vec2 pointer) {\n float falloff = getFragmentPointerFalloff(fragPos, pointer);\n if (falloff > 0.0) {\n color += uGlowColor * uGlowIntensity * falloff;\n }\n return color;\n }\n \n vec3 applyPointerColorShift(vec3 color, vec2 fragPos, vec2 pointer) {\n float falloff = getFragmentPointerFalloff(fragPos, pointer);\n if (falloff > 0.0) {\n color = mix(color, uColorShiftTarget, uColorShiftIntensity * falloff);\n }\n return color;\n }\n \n vec3 applyPointerBrightness(vec3 color, vec2 fragPos, vec2 pointer) {\n float falloff = getFragmentPointerFalloff(fragPos, pointer);\n if (falloff > 0.0) {\n color *= (1.0 + uBrightnessIntensity * falloff);\n }\n return color;\n }\n \n vec3 applyPointerPulse(vec3 color, vec2 fragPos, vec2 pointer) {\n float falloff = getFragmentPointerFalloff(fragPos, pointer);\n if (falloff > 0.0) {\n float pulse = sin(u_time * uPulseSpeed) * 0.5 + 0.5;\n color += vec3(pulse * uPulseIntensity * falloff);\n }\n return color;\n }\n \n vec3 applyPointerGrayscale(vec3 color, vec2 fragPos, vec2 pointer) {\n float falloff = getFragmentPointerFalloff(fragPos, pointer);\n if (falloff > 0.0) {\n float gray = rgbToGrayscale(color);\n gray = adjustGrayscale(gray, uPointerGrayscaleContrast, uPointerGrayscaleBrightness);\n vec3 grayscaleColor = vec3(gray);\n color = mix(color, grayscaleColor, uPointerGrayscaleIntensity * falloff);\n }\n return color;\n }\n \n // ============================================================================\n // APPLY ALL FRAGMENT EFFECTS\n // ============================================================================\n \n vec3 applyAllFragmentEffects(vec3 color, vec2 fragPos, vec2 pointer) {\n // Apply pointer effects first (interactive)\n if (uGlowEnabled) {\n color = applyPointerGlow(color, fragPos, pointer);\n }\n \n if (uBrightnessEnabled) {\n color = applyPointerBrightness(color, fragPos, pointer);\n }\n \n if (uPulseEnabled) {\n color = applyPointerPulse(color, fragPos, pointer);\n }\n \n if (uColorShiftEnabled) {\n color = applyPointerColorShift(color, fragPos, pointer);\n }\n \n if (uPointerGrayscaleEnabled) {\n color = applyPointerGrayscale(color, fragPos, pointer);\n }\n \n // Apply general effects last (global, always active)\n if (uGeneralGrayscaleEnabled) {\n color = applyGeneralGrayscale(color, fragPos);\n }\n \n return color;\n }\n";
2
+ //# sourceMappingURL=EffectsFragmentFunctions.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EffectsFragmentFunctions.glsl.d.ts","sourceRoot":"","sources":["../../../src/shaders/effects/EffectsFragmentFunctions.glsl.ts"],"names":[],"mappings":"AACA,eAAO,MAAM,mBAAmB,6nNAoL/B,CAAC"}