@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
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1
+ // Shared fragment shader functions for all shader effects
2
+ export const effectsFragmentGLSL = /*glsl*/ `
3
+ // ============================================================================
4
+ // UNIFORMS - All fragment effect uniforms
5
+ // ============================================================================
6
+ uniform float u_time;
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+ uniform vec2 u_pointer;
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+ uniform float uPointerEffectRadius;
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+
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+ // General fragment effects - Grayscale
11
+ uniform bool uGeneralGrayscaleEnabled;
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+ uniform float uGeneralGrayscaleMode;
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+ uniform float uGeneralGrayscaleIntensity;
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+ uniform float uGeneralGrayscaleContrast;
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+ uniform float uGeneralGrayscaleBrightness;
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+ uniform float uGeneralGrayscaleWaveFreq;
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+ uniform float uGeneralGrayscaleWaveSpeed;
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+ uniform float uGeneralGrayscaleWaveDir;
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+ uniform float uGeneralGrayscalePulseSpeed;
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+ uniform float uGeneralGrayscaleRippleSpeed;
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+ uniform float uGeneralGrayscaleRippleCenterX;
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+ uniform float uGeneralGrayscaleRippleCenterY;
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+
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+ // Pointer fragment effects
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+ uniform bool uGlowEnabled;
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+ uniform float uGlowIntensity;
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+ uniform vec3 uGlowColor;
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+ uniform bool uColorShiftEnabled;
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+ uniform float uColorShiftIntensity;
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+ uniform vec3 uColorShiftTarget;
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+ uniform bool uBrightnessEnabled;
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+ uniform float uBrightnessIntensity;
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+ uniform bool uPulseEnabled;
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+ uniform float uPulseIntensity;
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+ uniform float uPulseSpeed;
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+ uniform bool uPointerGrayscaleEnabled;
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+ uniform float uPointerGrayscaleIntensity;
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+ uniform float uPointerGrayscaleContrast;
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+ uniform float uPointerGrayscaleBrightness;
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+
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+ // ============================================================================
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+ // HELPER FUNCTIONS
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+ // ============================================================================
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+
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+ // Calculate smooth falloff from pointer position
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+ float getFragmentPointerFalloff(vec2 fragPos, vec2 pointer) {
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+ float dist = distance(fragPos, pointer);
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+ return smoothstep(uPointerEffectRadius, 0.0, dist);
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+ }
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+
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+ // Convert RGB to grayscale
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+ float rgbToGrayscale(vec3 color) {
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+ return dot(color, vec3(0.299, 0.587, 0.114));
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+ }
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+
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+ // Apply contrast and brightness to grayscale value
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+ float adjustGrayscale(float gray, float contrast, float brightness) {
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+ return (gray - 0.5) * contrast + 0.5 + brightness;
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+ }
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+
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+ // ============================================================================
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+ // GENERAL EFFECTS (Always active when enabled)
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+ // ============================================================================
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+
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+ vec3 applyGeneralGrayscale(vec3 color, vec2 fragPos) {
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+ float grayscaleFactor = 0.0;
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+
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+ if (uGeneralGrayscaleMode < 0.5) {
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+ // Mode 0: Static
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+ grayscaleFactor = uGeneralGrayscaleIntensity;
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+ } else if (uGeneralGrayscaleMode < 1.5) {
72
+ // Mode 1: Wave
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+ float wavePos = 0.0;
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+ if (uGeneralGrayscaleWaveDir < 0.5) {
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+ // Horizontal
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+ wavePos = fragPos.x;
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+ } else if (uGeneralGrayscaleWaveDir < 1.5) {
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+ // Vertical
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+ wavePos = fragPos.y;
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+ } else {
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+ // Diagonal
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+ wavePos = fragPos.x + fragPos.y;
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+ }
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+ grayscaleFactor = (sin(wavePos * uGeneralGrayscaleWaveFreq + u_time * uGeneralGrayscaleWaveSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
85
+ } else if (uGeneralGrayscaleMode < 2.5) {
86
+ // Mode 2: Pulse
87
+ grayscaleFactor = (sin(u_time * uGeneralGrayscalePulseSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
88
+ } else {
89
+ // Mode 3: Ripple
90
+ vec2 rippleCenter = vec2(uGeneralGrayscaleRippleCenterX, uGeneralGrayscaleRippleCenterY);
91
+ float rippleDist = distance(fragPos, rippleCenter);
92
+ grayscaleFactor = (sin(rippleDist * 5.0 - u_time * uGeneralGrayscaleRippleSpeed) * 0.5 + 0.5) * uGeneralGrayscaleIntensity;
93
+ }
94
+
95
+ float gray = rgbToGrayscale(color);
96
+ gray = adjustGrayscale(gray, uGeneralGrayscaleContrast, uGeneralGrayscaleBrightness);
97
+ vec3 grayscaleColor = vec3(gray);
98
+ return mix(color, grayscaleColor, grayscaleFactor);
99
+ }
100
+
101
+ // ============================================================================
102
+ // POINTER EFFECTS (Interactive, based on pointer position)
103
+ // ============================================================================
104
+
105
+ vec3 applyPointerGlow(vec3 color, vec2 fragPos, vec2 pointer) {
106
+ float falloff = getFragmentPointerFalloff(fragPos, pointer);
107
+ if (falloff > 0.0) {
108
+ color += uGlowColor * uGlowIntensity * falloff;
109
+ }
110
+ return color;
111
+ }
112
+
113
+ vec3 applyPointerColorShift(vec3 color, vec2 fragPos, vec2 pointer) {
114
+ float falloff = getFragmentPointerFalloff(fragPos, pointer);
115
+ if (falloff > 0.0) {
116
+ color = mix(color, uColorShiftTarget, uColorShiftIntensity * falloff);
117
+ }
118
+ return color;
119
+ }
120
+
121
+ vec3 applyPointerBrightness(vec3 color, vec2 fragPos, vec2 pointer) {
122
+ float falloff = getFragmentPointerFalloff(fragPos, pointer);
123
+ if (falloff > 0.0) {
124
+ color *= (1.0 + uBrightnessIntensity * falloff);
125
+ }
126
+ return color;
127
+ }
128
+
129
+ vec3 applyPointerPulse(vec3 color, vec2 fragPos, vec2 pointer) {
130
+ float falloff = getFragmentPointerFalloff(fragPos, pointer);
131
+ if (falloff > 0.0) {
132
+ float pulse = sin(u_time * uPulseSpeed) * 0.5 + 0.5;
133
+ color += vec3(pulse * uPulseIntensity * falloff);
134
+ }
135
+ return color;
136
+ }
137
+
138
+ vec3 applyPointerGrayscale(vec3 color, vec2 fragPos, vec2 pointer) {
139
+ float falloff = getFragmentPointerFalloff(fragPos, pointer);
140
+ if (falloff > 0.0) {
141
+ float gray = rgbToGrayscale(color);
142
+ gray = adjustGrayscale(gray, uPointerGrayscaleContrast, uPointerGrayscaleBrightness);
143
+ vec3 grayscaleColor = vec3(gray);
144
+ color = mix(color, grayscaleColor, uPointerGrayscaleIntensity * falloff);
145
+ }
146
+ return color;
147
+ }
148
+
149
+ // ============================================================================
150
+ // APPLY ALL FRAGMENT EFFECTS
151
+ // ============================================================================
152
+
153
+ vec3 applyAllFragmentEffects(vec3 color, vec2 fragPos, vec2 pointer) {
154
+ // Apply pointer effects first (interactive)
155
+ if (uGlowEnabled) {
156
+ color = applyPointerGlow(color, fragPos, pointer);
157
+ }
158
+
159
+ if (uBrightnessEnabled) {
160
+ color = applyPointerBrightness(color, fragPos, pointer);
161
+ }
162
+
163
+ if (uPulseEnabled) {
164
+ color = applyPointerPulse(color, fragPos, pointer);
165
+ }
166
+
167
+ if (uColorShiftEnabled) {
168
+ color = applyPointerColorShift(color, fragPos, pointer);
169
+ }
170
+
171
+ if (uPointerGrayscaleEnabled) {
172
+ color = applyPointerGrayscale(color, fragPos, pointer);
173
+ }
174
+
175
+ // Apply general effects last (global, always active)
176
+ if (uGeneralGrayscaleEnabled) {
177
+ color = applyGeneralGrayscale(color, fragPos);
178
+ }
179
+
180
+ return color;
181
+ }
182
+ `;
@@ -0,0 +1,230 @@
1
+ import { Vector2, Color } from "three";
2
+ export interface EffectsUniforms {
3
+ u_pointer: {
4
+ value: Vector2;
5
+ };
6
+ uPointerEffectRadius: {
7
+ value: number;
8
+ };
9
+ uGeneralWaveEnabled: {
10
+ value: boolean;
11
+ };
12
+ uGeneralWaveIntensity: {
13
+ value: number;
14
+ };
15
+ uGeneralWaveFrequency: {
16
+ value: number;
17
+ };
18
+ uGeneralWaveSpeed: {
19
+ value: number;
20
+ };
21
+ uGeneralWaveDirection: {
22
+ value: number;
23
+ };
24
+ uGeneralVortexEnabled: {
25
+ value: boolean;
26
+ };
27
+ uGeneralVortexIntensity: {
28
+ value: number;
29
+ };
30
+ uGeneralVortexSpeed: {
31
+ value: number;
32
+ };
33
+ uGeneralVortexCenterX: {
34
+ value: number;
35
+ };
36
+ uGeneralVortexCenterY: {
37
+ value: number;
38
+ };
39
+ uGeneralRippleEnabled: {
40
+ value: boolean;
41
+ };
42
+ uGeneralRippleIntensity: {
43
+ value: number;
44
+ };
45
+ uGeneralRippleSpeed: {
46
+ value: number;
47
+ };
48
+ uGeneralRippleFrequency: {
49
+ value: number;
50
+ };
51
+ uGeneralRippleCenterX: {
52
+ value: number;
53
+ };
54
+ uGeneralRippleCenterY: {
55
+ value: number;
56
+ };
57
+ uRippleEnabled: {
58
+ value: boolean;
59
+ };
60
+ uRippleIntensity: {
61
+ value: number;
62
+ };
63
+ uRippleSpeed: {
64
+ value: number;
65
+ };
66
+ uDisplacementEnabled: {
67
+ value: boolean;
68
+ };
69
+ uDisplacementIntensity: {
70
+ value: number;
71
+ };
72
+ uVortexEnabled: {
73
+ value: boolean;
74
+ };
75
+ uVortexIntensity: {
76
+ value: number;
77
+ };
78
+ uVortexSpeed: {
79
+ value: number;
80
+ };
81
+ uWaveEnabled: {
82
+ value: boolean;
83
+ };
84
+ uWaveIntensity: {
85
+ value: number;
86
+ };
87
+ uWaveFrequency: {
88
+ value: number;
89
+ };
90
+ uGeneralGrayscaleEnabled: {
91
+ value: boolean;
92
+ };
93
+ uGeneralGrayscaleMode: {
94
+ value: number;
95
+ };
96
+ uGeneralGrayscaleIntensity: {
97
+ value: number;
98
+ };
99
+ uGeneralGrayscaleContrast: {
100
+ value: number;
101
+ };
102
+ uGeneralGrayscaleBrightness: {
103
+ value: number;
104
+ };
105
+ uGeneralGrayscaleWaveFreq: {
106
+ value: number;
107
+ };
108
+ uGeneralGrayscaleWaveSpeed: {
109
+ value: number;
110
+ };
111
+ uGeneralGrayscaleWaveDir: {
112
+ value: number;
113
+ };
114
+ uGeneralGrayscalePulseSpeed: {
115
+ value: number;
116
+ };
117
+ uGeneralGrayscaleRippleSpeed: {
118
+ value: number;
119
+ };
120
+ uGeneralGrayscaleRippleCenterX: {
121
+ value: number;
122
+ };
123
+ uGeneralGrayscaleRippleCenterY: {
124
+ value: number;
125
+ };
126
+ uGlowEnabled: {
127
+ value: boolean;
128
+ };
129
+ uGlowIntensity: {
130
+ value: number;
131
+ };
132
+ uGlowColor: {
133
+ value: Color;
134
+ };
135
+ uColorShiftEnabled: {
136
+ value: boolean;
137
+ };
138
+ uColorShiftIntensity: {
139
+ value: number;
140
+ };
141
+ uColorShiftTarget: {
142
+ value: Color;
143
+ };
144
+ uBrightnessEnabled: {
145
+ value: boolean;
146
+ };
147
+ uBrightnessIntensity: {
148
+ value: number;
149
+ };
150
+ uPulseEnabled: {
151
+ value: boolean;
152
+ };
153
+ uPulseIntensity: {
154
+ value: number;
155
+ };
156
+ uPulseSpeed: {
157
+ value: number;
158
+ };
159
+ uPointerGrayscaleEnabled: {
160
+ value: boolean;
161
+ };
162
+ uPointerGrayscaleIntensity: {
163
+ value: number;
164
+ };
165
+ uPointerGrayscaleContrast: {
166
+ value: number;
167
+ };
168
+ uPointerGrayscaleBrightness: {
169
+ value: number;
170
+ };
171
+ }
172
+ export declare const effectsUniforms: {
173
+ u_pointer: Vector2;
174
+ uPointerEffectRadius: number;
175
+ uGeneralWaveEnabled: boolean;
176
+ uGeneralWaveIntensity: number;
177
+ uGeneralWaveFrequency: number;
178
+ uGeneralWaveSpeed: number;
179
+ uGeneralWaveDirection: number;
180
+ uGeneralVortexEnabled: boolean;
181
+ uGeneralVortexIntensity: number;
182
+ uGeneralVortexSpeed: number;
183
+ uGeneralVortexCenterX: number;
184
+ uGeneralVortexCenterY: number;
185
+ uGeneralRippleEnabled: boolean;
186
+ uGeneralRippleIntensity: number;
187
+ uGeneralRippleSpeed: number;
188
+ uGeneralRippleFrequency: number;
189
+ uGeneralRippleCenterX: number;
190
+ uGeneralRippleCenterY: number;
191
+ uRippleEnabled: boolean;
192
+ uRippleIntensity: number;
193
+ uRippleSpeed: number;
194
+ uDisplacementEnabled: boolean;
195
+ uDisplacementIntensity: number;
196
+ uVortexEnabled: boolean;
197
+ uVortexIntensity: number;
198
+ uVortexSpeed: number;
199
+ uWaveEnabled: boolean;
200
+ uWaveIntensity: number;
201
+ uWaveFrequency: number;
202
+ uGeneralGrayscaleEnabled: boolean;
203
+ uGeneralGrayscaleMode: number;
204
+ uGeneralGrayscaleIntensity: number;
205
+ uGeneralGrayscaleContrast: number;
206
+ uGeneralGrayscaleBrightness: number;
207
+ uGeneralGrayscaleWaveFreq: number;
208
+ uGeneralGrayscaleWaveSpeed: number;
209
+ uGeneralGrayscaleWaveDir: number;
210
+ uGeneralGrayscalePulseSpeed: number;
211
+ uGeneralGrayscaleRippleSpeed: number;
212
+ uGeneralGrayscaleRippleCenterX: number;
213
+ uGeneralGrayscaleRippleCenterY: number;
214
+ uGlowEnabled: boolean;
215
+ uGlowIntensity: number;
216
+ uGlowColor: Color;
217
+ uColorShiftEnabled: boolean;
218
+ uColorShiftIntensity: number;
219
+ uColorShiftTarget: Color;
220
+ uBrightnessEnabled: boolean;
221
+ uBrightnessIntensity: number;
222
+ uPulseEnabled: boolean;
223
+ uPulseIntensity: number;
224
+ uPulseSpeed: number;
225
+ uPointerGrayscaleEnabled: boolean;
226
+ uPointerGrayscaleIntensity: number;
227
+ uPointerGrayscaleContrast: number;
228
+ uPointerGrayscaleBrightness: number;
229
+ };
230
+ //# sourceMappingURL=EffectsUniforms.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EffectsUniforms.d.ts","sourceRoot":"","sources":["../../../src/shaders/effects/EffectsUniforms.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,OAAO,CAAC;AACvC,MAAM,WAAW,eAAe;IAC5B,SAAS,EAAE;QACP,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,oBAAoB,EAAE;QAClB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,mBAAmB,EAAE;QACjB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,iBAAiB,EAAE;QACf,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,uBAAuB,EAAE;QACrB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,mBAAmB,EAAE;QACjB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,uBAAuB,EAAE;QACrB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,mBAAmB,EAAE;QACjB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,uBAAuB,EAAE;QACrB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,oBAAoB,EAAE;QAClB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,sBAAsB,EAAE;QACpB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,wBAAwB,EAAE;QACtB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,qBAAqB,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,0BAA0B,EAAE;QACxB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,yBAAyB,EAAE;QACvB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,2BAA2B,EAAE;QACzB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,yBAAyB,EAAE;QACvB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,0BAA0B,EAAE;QACxB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,wBAAwB,EAAE;QACtB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,2BAA2B,EAAE;QACzB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,4BAA4B,EAAE;QAC1B,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,8BAA8B,EAAE;QAC5B,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,8BAA8B,EAAE;QAC5B,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,cAAc,EAAE;QACZ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,kBAAkB,EAAE;QAChB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,oBAAoB,EAAE;QAClB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,iBAAiB,EAAE;QACf,KAAK,EAAE,KAAK,CAAC;KAChB,CAAC;IACF,kBAAkB,EAAE;QAChB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,oBAAoB,EAAE;QAClB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,eAAe,EAAE;QACb,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,wBAAwB,EAAE;QACtB,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,0BAA0B,EAAE;QACxB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,yBAAyB,EAAE;QACvB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,2BAA2B,EAAE;QACzB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAGD,eAAO,MAAM,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+D3B,CAAC"}
@@ -0,0 +1,66 @@
1
+ import { Vector2, Color } from "three";
2
+ // Shared uniform definitions for all shader effects
3
+ export const effectsUniforms = {
4
+ // Pointer tracking
5
+ u_pointer: new Vector2(0, 0),
6
+ // Pointer effects global settings
7
+ uPointerEffectRadius: 2.5,
8
+ // Vertex effects - General (always active when enabled)
9
+ uGeneralWaveEnabled: false,
10
+ uGeneralWaveIntensity: 0.3,
11
+ uGeneralWaveFrequency: 3.0,
12
+ uGeneralWaveSpeed: 1.0,
13
+ uGeneralWaveDirection: 0.0, // 0=horizontal, 1=vertical, 2=diagonal
14
+ uGeneralVortexEnabled: false,
15
+ uGeneralVortexIntensity: 0.5,
16
+ uGeneralVortexSpeed: 0.5,
17
+ uGeneralVortexCenterX: 0.0,
18
+ uGeneralVortexCenterY: 0.0,
19
+ uGeneralRippleEnabled: false,
20
+ uGeneralRippleIntensity: 0.3,
21
+ uGeneralRippleSpeed: 2.0,
22
+ uGeneralRippleFrequency: 5.0,
23
+ uGeneralRippleCenterX: 0.0,
24
+ uGeneralRippleCenterY: 0.0,
25
+ // Vertex effects - Pointer (interactive)
26
+ uRippleEnabled: false,
27
+ uRippleIntensity: 0.5,
28
+ uRippleSpeed: 2.0,
29
+ uDisplacementEnabled: false,
30
+ uDisplacementIntensity: 0.5,
31
+ uVortexEnabled: false,
32
+ uVortexIntensity: 0.5,
33
+ uVortexSpeed: 1.0,
34
+ uWaveEnabled: false,
35
+ uWaveIntensity: 0.5,
36
+ uWaveFrequency: 5.0,
37
+ // Fragment effects - General
38
+ uGeneralGrayscaleEnabled: false,
39
+ uGeneralGrayscaleMode: 0.0, // 0=static, 1=wave, 2=pulse, 3=ripple
40
+ uGeneralGrayscaleIntensity: 1.0,
41
+ uGeneralGrayscaleContrast: 1.0,
42
+ uGeneralGrayscaleBrightness: 0.0,
43
+ uGeneralGrayscaleWaveFreq: 3.0,
44
+ uGeneralGrayscaleWaveSpeed: 1.0,
45
+ uGeneralGrayscaleWaveDir: 0.0, // 0=horizontal, 1=vertical, 2=diagonal
46
+ uGeneralGrayscalePulseSpeed: 2.0,
47
+ uGeneralGrayscaleRippleSpeed: 2.0,
48
+ uGeneralGrayscaleRippleCenterX: 0.0,
49
+ uGeneralGrayscaleRippleCenterY: 0.0,
50
+ // Fragment effects - Pointer
51
+ uGlowEnabled: false,
52
+ uGlowIntensity: 0.5,
53
+ uGlowColor: new Color(1.0, 1.0, 1.0),
54
+ uColorShiftEnabled: false,
55
+ uColorShiftIntensity: 0.5,
56
+ uColorShiftTarget: new Color(1.0, 0.4, 0.0),
57
+ uBrightnessEnabled: false,
58
+ uBrightnessIntensity: 0.5,
59
+ uPulseEnabled: false,
60
+ uPulseIntensity: 0.5,
61
+ uPulseSpeed: 2.0,
62
+ uPointerGrayscaleEnabled: false,
63
+ uPointerGrayscaleIntensity: 1.0,
64
+ uPointerGrayscaleContrast: 1.0,
65
+ uPointerGrayscaleBrightness: 0.0,
66
+ };
@@ -0,0 +1,2 @@
1
+ export declare const effectsVertexGLSL = "\n // ============================================================================\n // UNIFORMS - All effect uniforms\n // ============================================================================\n uniform float u_time;\n uniform vec2 u_pointer;\n uniform float uPointerEffectRadius;\n \n // General vortex effects\n uniform bool uGeneralWaveEnabled;\n uniform float uGeneralWaveIntensity;\n uniform float uGeneralWaveFrequency;\n uniform float uGeneralWaveSpeed;\n uniform float uGeneralWaveDirection;\n uniform bool uGeneralVortexEnabled;\n uniform float uGeneralVortexIntensity;\n uniform float uGeneralVortexSpeed;\n uniform float uGeneralVortexCenterX;\n uniform float uGeneralVortexCenterY;\n uniform bool uGeneralRippleEnabled;\n uniform float uGeneralRippleIntensity;\n uniform float uGeneralRippleSpeed;\n uniform float uGeneralRippleFrequency;\n uniform float uGeneralRippleCenterX;\n uniform float uGeneralRippleCenterY;\n \n // Pointer vortex effects\n uniform bool uRippleEnabled;\n uniform float uRippleIntensity;\n uniform float uRippleSpeed;\n uniform bool uDisplacementEnabled;\n uniform float uDisplacementIntensity;\n uniform bool uVortexEnabled;\n uniform float uVortexIntensity;\n uniform float uVortexSpeed;\n uniform bool uWaveEnabled;\n uniform float uWaveIntensity;\n uniform float uWaveFrequency;\n \n // ============================================================================\n // HELPER FUNCTIONS\n // ============================================================================\n \n // Calculate smooth falloff from pointer position\n float getPointerFalloff(vec3 position, vec2 pointer) {\n float dist = distance(position.xy, pointer);\n return smoothstep(uPointerEffectRadius, 0.0, dist);\n }\n \n // ============================================================================\n // GENERAL EFFECTS (Always active when enabled)\n // ============================================================================\n \n vec3 applyGeneralWave(vec3 pos) {\n float waveInput = 0.0;\n if (uGeneralWaveDirection < 0.5) {\n // Horizontal\n waveInput = pos.x;\n } else if (uGeneralWaveDirection < 1.5) {\n // Vertical\n waveInput = pos.y;\n } else {\n // Diagonal\n waveInput = pos.x + pos.y;\n }\n pos.z += sin(waveInput * uGeneralWaveFrequency + u_time * uGeneralWaveSpeed) * uGeneralWaveIntensity;\n return pos;\n }\n \n vec3 applyGeneralVortex(vec3 pos) {\n vec2 center = vec2(uGeneralVortexCenterX, uGeneralVortexCenterY);\n vec2 toCenter = pos.xy - center;\n float angle = uGeneralVortexIntensity * u_time * uGeneralVortexSpeed;\n mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));\n pos.xy = center + rotation * toCenter;\n return pos;\n }\n \n vec3 applyGeneralRipple(vec3 pos) {\n vec2 center = vec2(uGeneralRippleCenterX, uGeneralRippleCenterY);\n float rippleDist = distance(pos.xy, center);\n float rippleWave = sin(rippleDist * uGeneralRippleFrequency - u_time * uGeneralRippleSpeed) * uGeneralRippleIntensity;\n pos.z += rippleWave;\n return pos;\n }\n \n // ============================================================================\n // POINTER EFFECTS (Interactive, based on pointer position)\n // ============================================================================\n \n vec3 applyPointerRipple(vec3 pos, vec2 pointer) {\n float falloff = getPointerFalloff(pos, pointer);\n if (falloff > 0.0) {\n float dist = distance(pos.xy, pointer);\n float wave = sin(dist * 5.0 - u_time * uRippleSpeed) * uRippleIntensity;\n pos.z += wave * falloff * 0.5;\n }\n return pos;\n }\n \n vec3 applyPointerDisplacement(vec3 pos, vec2 pointer) {\n float falloff = getPointerFalloff(pos, pointer);\n if (falloff > 0.0) {\n vec2 dir = normalize(pos.xy - pointer);\n pos.xy += dir * uDisplacementIntensity * falloff * 2.0;\n }\n return pos;\n }\n \n vec3 applyPointerVortex(vec3 pos, vec2 pointer) {\n float falloff = getPointerFalloff(pos, pointer);\n if (falloff > 0.0) {\n vec2 toPointer = pos.xy - pointer;\n float angle = uVortexIntensity * falloff * u_time * uVortexSpeed;\n mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));\n pos.xy = pointer + rotation * toPointer;\n }\n return pos;\n }\n \n vec3 applyPointerWave(vec3 pos, vec2 pointer) {\n float falloff = getPointerFalloff(pos, pointer);\n if (falloff > 0.0) {\n pos.z += sin(pos.x * uWaveFrequency + u_time) * uWaveIntensity * falloff * 0.5;\n }\n return pos;\n }\n \n // ============================================================================\n // APPLY ALL VERTEX EFFECTS\n // ============================================================================\n \n vec3 applyAllVertexEffects(vec3 pos, vec2 pointer) {\n // Apply general effects first (global, always active)\n if (uGeneralWaveEnabled) {\n pos = applyGeneralWave(pos);\n }\n \n if (uGeneralVortexEnabled) {\n pos = applyGeneralVortex(pos);\n }\n \n if (uGeneralRippleEnabled) {\n pos = applyGeneralRipple(pos);\n }\n \n // Apply pointer effects (interactive)\n if (uRippleEnabled) {\n pos = applyPointerRipple(pos, pointer);\n }\n \n if (uDisplacementEnabled) {\n pos = applyPointerDisplacement(pos, pointer);\n }\n \n if (uVortexEnabled) {\n pos = applyPointerVortex(pos, pointer);\n }\n \n if (uWaveEnabled) {\n pos = applyPointerWave(pos, pointer);\n }\n \n return pos;\n }\n";
2
+ //# sourceMappingURL=EffectsVertexFunctions.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EffectsVertexFunctions.glsl.d.ts","sourceRoot":"","sources":["../../../src/shaders/effects/EffectsVertexFunctions.glsl.ts"],"names":[],"mappings":"AACA,eAAO,MAAM,iBAAiB,kiLAqK7B,CAAC"}
@@ -0,0 +1,167 @@
1
+ // Shared vortex shader functions for all shader effects
2
+ export const effectsVertexGLSL = /*glsl*/ `
3
+ // ============================================================================
4
+ // UNIFORMS - All effect uniforms
5
+ // ============================================================================
6
+ uniform float u_time;
7
+ uniform vec2 u_pointer;
8
+ uniform float uPointerEffectRadius;
9
+
10
+ // General vortex effects
11
+ uniform bool uGeneralWaveEnabled;
12
+ uniform float uGeneralWaveIntensity;
13
+ uniform float uGeneralWaveFrequency;
14
+ uniform float uGeneralWaveSpeed;
15
+ uniform float uGeneralWaveDirection;
16
+ uniform bool uGeneralVortexEnabled;
17
+ uniform float uGeneralVortexIntensity;
18
+ uniform float uGeneralVortexSpeed;
19
+ uniform float uGeneralVortexCenterX;
20
+ uniform float uGeneralVortexCenterY;
21
+ uniform bool uGeneralRippleEnabled;
22
+ uniform float uGeneralRippleIntensity;
23
+ uniform float uGeneralRippleSpeed;
24
+ uniform float uGeneralRippleFrequency;
25
+ uniform float uGeneralRippleCenterX;
26
+ uniform float uGeneralRippleCenterY;
27
+
28
+ // Pointer vortex effects
29
+ uniform bool uRippleEnabled;
30
+ uniform float uRippleIntensity;
31
+ uniform float uRippleSpeed;
32
+ uniform bool uDisplacementEnabled;
33
+ uniform float uDisplacementIntensity;
34
+ uniform bool uVortexEnabled;
35
+ uniform float uVortexIntensity;
36
+ uniform float uVortexSpeed;
37
+ uniform bool uWaveEnabled;
38
+ uniform float uWaveIntensity;
39
+ uniform float uWaveFrequency;
40
+
41
+ // ============================================================================
42
+ // HELPER FUNCTIONS
43
+ // ============================================================================
44
+
45
+ // Calculate smooth falloff from pointer position
46
+ float getPointerFalloff(vec3 position, vec2 pointer) {
47
+ float dist = distance(position.xy, pointer);
48
+ return smoothstep(uPointerEffectRadius, 0.0, dist);
49
+ }
50
+
51
+ // ============================================================================
52
+ // GENERAL EFFECTS (Always active when enabled)
53
+ // ============================================================================
54
+
55
+ vec3 applyGeneralWave(vec3 pos) {
56
+ float waveInput = 0.0;
57
+ if (uGeneralWaveDirection < 0.5) {
58
+ // Horizontal
59
+ waveInput = pos.x;
60
+ } else if (uGeneralWaveDirection < 1.5) {
61
+ // Vertical
62
+ waveInput = pos.y;
63
+ } else {
64
+ // Diagonal
65
+ waveInput = pos.x + pos.y;
66
+ }
67
+ pos.z += sin(waveInput * uGeneralWaveFrequency + u_time * uGeneralWaveSpeed) * uGeneralWaveIntensity;
68
+ return pos;
69
+ }
70
+
71
+ vec3 applyGeneralVortex(vec3 pos) {
72
+ vec2 center = vec2(uGeneralVortexCenterX, uGeneralVortexCenterY);
73
+ vec2 toCenter = pos.xy - center;
74
+ float angle = uGeneralVortexIntensity * u_time * uGeneralVortexSpeed;
75
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
76
+ pos.xy = center + rotation * toCenter;
77
+ return pos;
78
+ }
79
+
80
+ vec3 applyGeneralRipple(vec3 pos) {
81
+ vec2 center = vec2(uGeneralRippleCenterX, uGeneralRippleCenterY);
82
+ float rippleDist = distance(pos.xy, center);
83
+ float rippleWave = sin(rippleDist * uGeneralRippleFrequency - u_time * uGeneralRippleSpeed) * uGeneralRippleIntensity;
84
+ pos.z += rippleWave;
85
+ return pos;
86
+ }
87
+
88
+ // ============================================================================
89
+ // POINTER EFFECTS (Interactive, based on pointer position)
90
+ // ============================================================================
91
+
92
+ vec3 applyPointerRipple(vec3 pos, vec2 pointer) {
93
+ float falloff = getPointerFalloff(pos, pointer);
94
+ if (falloff > 0.0) {
95
+ float dist = distance(pos.xy, pointer);
96
+ float wave = sin(dist * 5.0 - u_time * uRippleSpeed) * uRippleIntensity;
97
+ pos.z += wave * falloff * 0.5;
98
+ }
99
+ return pos;
100
+ }
101
+
102
+ vec3 applyPointerDisplacement(vec3 pos, vec2 pointer) {
103
+ float falloff = getPointerFalloff(pos, pointer);
104
+ if (falloff > 0.0) {
105
+ vec2 dir = normalize(pos.xy - pointer);
106
+ pos.xy += dir * uDisplacementIntensity * falloff * 2.0;
107
+ }
108
+ return pos;
109
+ }
110
+
111
+ vec3 applyPointerVortex(vec3 pos, vec2 pointer) {
112
+ float falloff = getPointerFalloff(pos, pointer);
113
+ if (falloff > 0.0) {
114
+ vec2 toPointer = pos.xy - pointer;
115
+ float angle = uVortexIntensity * falloff * u_time * uVortexSpeed;
116
+ mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
117
+ pos.xy = pointer + rotation * toPointer;
118
+ }
119
+ return pos;
120
+ }
121
+
122
+ vec3 applyPointerWave(vec3 pos, vec2 pointer) {
123
+ float falloff = getPointerFalloff(pos, pointer);
124
+ if (falloff > 0.0) {
125
+ pos.z += sin(pos.x * uWaveFrequency + u_time) * uWaveIntensity * falloff * 0.5;
126
+ }
127
+ return pos;
128
+ }
129
+
130
+ // ============================================================================
131
+ // APPLY ALL VERTEX EFFECTS
132
+ // ============================================================================
133
+
134
+ vec3 applyAllVertexEffects(vec3 pos, vec2 pointer) {
135
+ // Apply general effects first (global, always active)
136
+ if (uGeneralWaveEnabled) {
137
+ pos = applyGeneralWave(pos);
138
+ }
139
+
140
+ if (uGeneralVortexEnabled) {
141
+ pos = applyGeneralVortex(pos);
142
+ }
143
+
144
+ if (uGeneralRippleEnabled) {
145
+ pos = applyGeneralRipple(pos);
146
+ }
147
+
148
+ // Apply pointer effects (interactive)
149
+ if (uRippleEnabled) {
150
+ pos = applyPointerRipple(pos, pointer);
151
+ }
152
+
153
+ if (uDisplacementEnabled) {
154
+ pos = applyPointerDisplacement(pos, pointer);
155
+ }
156
+
157
+ if (uVortexEnabled) {
158
+ pos = applyPointerVortex(pos, pointer);
159
+ }
160
+
161
+ if (uWaveEnabled) {
162
+ pos = applyPointerWave(pos, pointer);
163
+ }
164
+
165
+ return pos;
166
+ }
167
+ `;
@@ -0,0 +1,2 @@
1
+ export declare const baseFragmentTemplate = "\nprecision highp float;\n\nuniform sampler2D uTexture;\nuniform sampler2D uTargetTexture;\nuniform bool uHasTexture;\nuniform vec3 uColor;\nuniform float uOpacity;\nuniform float uTextureMorph;\nuniform float u_time;\nuniform vec2 u_pointer;\nuniform float uPointerEffectRadius;\nuniform float uParticleUVScale;\n\nvarying vec2 vTexCoords;\nvarying vec2 vUV;\nvarying vec2 vScreenPosition;\nvarying float vPointerFalloff;\n\n// __EFFECT_HELPERS__\n// __EFFECT_UNIFORMS__\n\nfloat circle(vec2 uv, float border) {\n float radius = 0.5;\n float dist = radius - distance(uv, vec2(0.5));\n return smoothstep(0.0, border, dist);\n}\n\nvoid main() {\n vec4 outColor;\n\n if (uHasTexture) {\n vec2 scaledUV = gl_PointCoord * uParticleUVScale;\n scaledUV.y *= -1.0;\n scaledUV += vUV;\n vec4 colorA = texture2D(uTexture, scaledUV) * vec4(uColor, 1.0);\n vec4 colorB = texture2D(uTargetTexture, scaledUV) * vec4(uColor, 1.0);\n outColor = mix(colorA, colorB, uTextureMorph);\n } else {\n outColor = vec4(uColor, 1.0);\n }\n\n outColor.a *= circle(gl_PointCoord, 0.2);\n\n float falloff = vPointerFalloff;\n\n // __EFFECT_FRAGMENT_BODY__\n\n outColor.a *= uOpacity;\n\n gl_FragColor = outColor;\n}\n";
2
+ //# sourceMappingURL=baseFragment.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"baseFragment.glsl.d.ts","sourceRoot":"","sources":["../../../src/shaders/effects/baseFragment.glsl.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,oBAAoB,2sCAoDhC,CAAC"}