@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 +1,551 @@
1
+ import { Vector2, Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ const teslaArcVertex = /*glsl*/ `
5
+ varying vec2 vUv;
6
+ varying vec3 vPosition;
7
+ varying vec3 vWorldPos;
8
+ void main() {
9
+ vUv = uv;
10
+ vPosition = position;
11
+ vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;
12
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
13
+ }
14
+ `;
15
+ const teslaArcFragment = /*glsl*/ `
16
+ uniform float u_time;
17
+ uniform vec2 u_resolution;
18
+ uniform vec3 u_arcColor;
19
+ uniform vec3 u_glowColor;
20
+ uniform float u_speed;
21
+ uniform float u_intensity;
22
+ uniform float u_forkDensity;
23
+ varying vec2 vUv;
24
+ varying vec3 vPosition;
25
+ varying vec3 vWorldPos;
26
+
27
+ // Hash for randomness
28
+ float hash(float n) { return fract(sin(n) * 43758.5453123); }
29
+ float hash2(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
30
+
31
+ // 1D value noise
32
+ float vnoise(float x) {
33
+ float i = floor(x);
34
+ float f = fract(x);
35
+ f = f * f * (3.0 - 2.0 * f);
36
+ return mix(hash(i), hash(i + 1.0), f);
37
+ }
38
+
39
+ // Fractal noise — the core of the lightning texture
40
+ float fbm(float x, int octaves) {
41
+ float v = 0.0;
42
+ float amp = 0.5;
43
+ float freq = 1.0;
44
+ for (int i = 0; i < 8; i++) {
45
+ if (i >= octaves) break;
46
+ v += amp * vnoise(x * freq);
47
+ amp *= 0.5;
48
+ freq *= 2.17;
49
+ }
50
+ return v;
51
+ }
52
+
53
+ void main() {
54
+ float t = u_time * u_speed;
55
+ float along = vUv.x; // 0→1 along the segment
56
+ float across = vUv.y - 0.5; // -0.5→0.5 perpendicular
57
+
58
+ // Primary arc displacement — wiggles the bolt left/right
59
+ float phase = along * 8.0 - t * 3.0;
60
+ float arc = fbm(phase, 6) - 0.5;
61
+ arc += fbm(phase * 2.3 + 17.4, 4) * 0.3;
62
+
63
+ // Fast flicker — mimics real discharge instability
64
+ float flicker = hash(floor(t * 12.0) + floor(along * u_forkDensity));
65
+ arc *= 0.9 + flicker * 0.2;
66
+
67
+ // Distance from the displaced centerline
68
+ float dist = abs(across - arc * 0.3);
69
+
70
+ // Core bolt: very thin, very bright
71
+ float core = exp(-dist * 80.0) * u_intensity;
72
+
73
+ // Inner glow: slightly wider
74
+ float innerGlow = exp(-dist * 25.0) * u_intensity * 0.6;
75
+
76
+ // Outer plasma halo
77
+ float halo = exp(-dist * 8.0) * u_intensity * 0.25;
78
+
79
+ // Micro-forks — secondary branches that shoot off at intervals
80
+ float forkT = floor(along * u_forkDensity * 2.0);
81
+ float forkPhase = hash2(vec2(forkT, floor(t * 8.0)));
82
+ float forkAlong = fract(along * u_forkDensity * 2.0);
83
+ float forkDisplace = (forkPhase - 0.5) * 0.4;
84
+ float forkDist = abs(across - forkDisplace * forkAlong);
85
+ float fork = exp(-forkDist * 60.0) * (1.0 - forkAlong) * step(0.3, forkPhase) * u_intensity * 0.7;
86
+
87
+ // Combine: core white-hot center, color glow, halo
88
+ vec3 col = vec3(0.0);
89
+ col += u_arcColor * (innerGlow + fork);
90
+ col += u_glowColor * halo;
91
+ col += vec3(1.0) * core; // White-hot core overrides color
92
+
93
+ // Pulse the whole thing with a rapid flicker
94
+ float pulse = 0.7 + 0.3 * sin(t * 30.0 + along * 20.0);
95
+ col *= pulse;
96
+
97
+ // Alpha: glow radius for additive blending
98
+ float alpha = clamp(innerGlow + halo + core * 0.5 + fork * 0.3, 0.0, 1.0);
99
+
100
+ gl_FragColor = vec4(col, alpha);
101
+ }
102
+ `;
103
+ export const TeslaArcMaterial = shaderMaterial({
104
+ u_time: 0,
105
+ u_resolution: new Vector2(),
106
+ u_arcColor: new Vector3(0.4, 0.8, 1.0), // Electric cyan
107
+ u_glowColor: new Vector3(0.1, 0.3, 0.9), // Deep blue plasma
108
+ u_speed: 1.0,
109
+ u_intensity: 1.5,
110
+ u_forkDensity: 6.0,
111
+ }, teslaArcVertex, teslaArcFragment);
112
+ extend({ TeslaArcMaterial });
113
+ const serpentFlowVertex = /*glsl*/ `
114
+ varying vec2 vUv;
115
+ varying vec3 vPosition;
116
+ void main() {
117
+ vUv = uv;
118
+ vPosition = position;
119
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
120
+ }
121
+ `;
122
+ const serpentFlowFragment = /*glsl*/ `
123
+ uniform float u_time;
124
+ uniform vec3 u_colorA;
125
+ uniform vec3 u_colorB;
126
+ uniform vec3 u_colorC;
127
+ uniform float u_speed;
128
+ uniform float u_width;
129
+ uniform float u_shimmer;
130
+ varying vec2 vUv;
131
+ varying vec3 vPosition;
132
+
133
+ // Smooth periodic noise
134
+ float sn(float x) {
135
+ return sin(x) * 0.5 + 0.5;
136
+ }
137
+
138
+ // 2D smooth noise
139
+ float smoothNoise(vec2 p) {
140
+ vec2 i = floor(p);
141
+ vec2 f = fract(p);
142
+ f = f * f * (3.0 - 2.0 * f);
143
+ float a = fract(sin(dot(i, vec2(127.1, 311.7))) * 43758.5);
144
+ float b = fract(sin(dot(i + vec2(1,0), vec2(127.1, 311.7))) * 43758.5);
145
+ float c = fract(sin(dot(i + vec2(0,1), vec2(127.1, 311.7))) * 43758.5);
146
+ float d = fract(sin(dot(i + vec2(1,1), vec2(127.1, 311.7))) * 43758.5);
147
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
148
+ }
149
+
150
+ void main() {
151
+ float t = u_time * u_speed;
152
+ float along = vUv.x;
153
+ float across = vUv.y - 0.5;
154
+
155
+ // Undulating centerline — the "serpent" body
156
+ float wave1 = sin(along * 6.28 * 2.0 - t * 2.5) * 0.15;
157
+ float wave2 = sin(along * 6.28 * 3.7 + t * 1.3) * 0.08;
158
+ float wave3 = sin(along * 6.28 * 0.8 - t * 0.7) * 0.12;
159
+ float center = wave1 + wave2 + wave3;
160
+
161
+ float dist = abs(across - center);
162
+
163
+ // Beam falloff — soft ribbon
164
+ float beam = smoothstep(u_width, 0.0, dist);
165
+ float innerBeam = smoothstep(u_width * 0.4, 0.0, dist);
166
+
167
+ // Iridescent color shift along the segment + time
168
+ float hueShift = along * 3.0 - t * 1.5;
169
+ float colorMix1 = sn(hueShift);
170
+ float colorMix2 = sn(hueShift + 2.094); // 120 degrees out of phase
171
+ float colorMix3 = sn(hueShift + 4.189); // 240 degrees out of phase
172
+
173
+ // Normalize to sum to 1
174
+ float total = colorMix1 + colorMix2 + colorMix3;
175
+ vec3 iridescent = (u_colorA * colorMix1 + u_colorB * colorMix2 + u_colorC * colorMix3) / total;
176
+
177
+ // Shimmer — fast noise riding on the beam
178
+ float shimNoise = smoothNoise(vec2(along * 12.0 - t * 4.0, across * 8.0));
179
+ float shimmer = (shimNoise * 0.5 + 0.5) * u_shimmer;
180
+
181
+ // Bright caustic highlights
182
+ float caustic = pow(max(0.0, 1.0 - dist / (u_width * 0.2)), 3.0);
183
+ caustic *= sn(along * 20.0 - t * 6.0) * sn(along * 13.3 + t * 2.1);
184
+
185
+ vec3 col = iridescent * beam;
186
+ col += iridescent * shimmer * innerBeam;
187
+ col += vec3(1.0) * caustic * 0.8;
188
+
189
+ float alpha = beam + caustic * 0.5;
190
+
191
+ gl_FragColor = vec4(col, clamp(alpha, 0.0, 1.0));
192
+ }
193
+ `;
194
+ export const SerpentFlowMaterial = shaderMaterial({
195
+ u_time: 0,
196
+ u_colorA: new Vector3(1.0, 0.2, 0.8), // Magenta
197
+ u_colorB: new Vector3(0.1, 0.9, 1.0), // Cyan
198
+ u_colorC: new Vector3(0.8, 1.0, 0.2), // Chartreuse
199
+ u_speed: 0.6,
200
+ u_width: 0.35,
201
+ u_shimmer: 0.7,
202
+ }, serpentFlowVertex, serpentFlowFragment);
203
+ extend({ SerpentFlowMaterial });
204
+ const ghostSignalVertex = /*glsl*/ `
205
+ varying vec2 vUv;
206
+ varying vec3 vPosition;
207
+ void main() {
208
+ vUv = uv;
209
+ vPosition = position;
210
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
211
+ }
212
+ `;
213
+ const ghostSignalFragment = /*glsl*/ `
214
+ uniform float u_time;
215
+ uniform vec2 u_resolution;
216
+ uniform vec3 u_signalColor;
217
+ uniform vec3 u_trailColor;
218
+ uniform float u_speed;
219
+ uniform float u_packetCount;
220
+ uniform float u_trailLength;
221
+ uniform float u_glitchIntensity;
222
+ varying vec2 vUv;
223
+
224
+ float hash(float n) { return fract(sin(n) * 43758.5453); }
225
+
226
+ void main() {
227
+ float along = vUv.x;
228
+ float across = vUv.y - 0.5;
229
+
230
+ float totalLight = 0.0;
231
+ vec3 col = vec3(0.0);
232
+
233
+ // Multiple packets racing along the line
234
+ for (float i = 0.0; i < 8.0; i++) {
235
+ if (i >= u_packetCount) break;
236
+
237
+ // Each packet has a unique phase offset and speed variation
238
+ float offset = hash(i * 7.3 + 0.5);
239
+ float speedVar = 0.8 + hash(i * 13.7) * 0.4;
240
+ float pos = fract(offset + u_time * u_speed * speedVar);
241
+
242
+ // Distance of this fragment from the packet head
243
+ float d = along - pos;
244
+
245
+ // Trail: exponential decay behind the packet
246
+ float trail = 0.0;
247
+ if (d < 0.0 && d > -u_trailLength) {
248
+ trail = exp(d / (u_trailLength * 0.3));
249
+ }
250
+
251
+ // Head: sharp bright front
252
+ float head = exp(-abs(d) * 120.0) * 3.0;
253
+
254
+ // Perpendicular falloff
255
+ float perp = exp(-abs(across) * 40.0);
256
+
257
+ // Accumulate contribution
258
+ col += u_trailColor * trail * perp;
259
+ col += u_signalColor * head * perp;
260
+ totalLight += (trail + head) * perp;
261
+ }
262
+
263
+ // Scan-line / glitch interference pattern
264
+ float scanLine = step(0.97, fract(vUv.y * 20.0 + u_time * 0.3));
265
+ float glitchTime = floor(u_time * 8.0);
266
+ float glitchStrip = step(0.92, hash(floor(vUv.x * 15.0) + glitchTime));
267
+ float glitch = scanLine * glitchStrip * u_glitchIntensity;
268
+
269
+ // Noise flicker on glitch bands
270
+ float noiseFlicker = hash(vUv.x * 100.0 + u_time * 50.0);
271
+ col += u_signalColor * glitch * noiseFlicker;
272
+
273
+ // Base wire glow — very subtle so the line is always slightly visible
274
+ float wireGlow = exp(-abs(across) * 25.0) * 0.04;
275
+ col += u_trailColor * wireGlow;
276
+
277
+ float alpha = clamp(totalLight + glitch * 0.5 + wireGlow, 0.0, 1.0);
278
+
279
+ gl_FragColor = vec4(col, alpha);
280
+ }
281
+ `;
282
+ export const GhostSignalMaterial = shaderMaterial({
283
+ u_time: 0,
284
+ u_resolution: new Vector2(),
285
+ u_signalColor: new Vector3(0.2, 1.0, 0.5), // Phosphor green
286
+ u_trailColor: new Vector3(0.05, 0.4, 0.15), // Dim green
287
+ u_speed: 0.4,
288
+ u_packetCount: 3.0,
289
+ u_trailLength: 0.25,
290
+ u_glitchIntensity: 0.6,
291
+ }, ghostSignalVertex, ghostSignalFragment);
292
+ extend({ GhostSignalMaterial });
293
+ const solarFilamentVertex = /*glsl*/ `
294
+ varying vec2 vUv;
295
+ varying vec3 vPosition;
296
+ void main() {
297
+ vUv = uv;
298
+ vPosition = position;
299
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
300
+ }
301
+ `;
302
+ const solarFilamentFragment = /*glsl*/ `
303
+ uniform float u_time;
304
+ uniform vec3 u_coreColor;
305
+ uniform vec3 u_midColor;
306
+ uniform vec3 u_coolColor;
307
+ uniform vec3 u_flareColor;
308
+ uniform float u_speed;
309
+ uniform float u_turbulence;
310
+ varying vec2 vUv;
311
+ varying vec3 vPosition;
312
+
313
+ float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5); }
314
+
315
+ float smoothNoise(vec2 p) {
316
+ vec2 i = floor(p); vec2 f = fract(p);
317
+ f = f*f*(3.0-2.0*f);
318
+ float a = hash(i), b = hash(i+vec2(1,0));
319
+ float c = hash(i+vec2(0,1)), d = hash(i+vec2(1,1));
320
+ return mix(mix(a,b,f.x), mix(c,d,f.x), f.y);
321
+ }
322
+
323
+ float fbm(vec2 p) {
324
+ float v = 0.0; float amp = 0.5; float freq = 1.0;
325
+ for (int i = 0; i < 6; i++) {
326
+ v += amp * smoothNoise(p * freq);
327
+ amp *= 0.5; freq *= 2.1;
328
+ }
329
+ return v;
330
+ }
331
+
332
+ void main() {
333
+ float t = u_time * u_speed;
334
+ float along = vUv.x;
335
+ float across = vUv.y - 0.5;
336
+
337
+ // Convective turbulence — large scale rolls
338
+ vec2 turbUV = vec2(along * 3.0 - t * 0.8, across * 2.0 + t * 0.3);
339
+ float turb = fbm(turbUV) * u_turbulence;
340
+
341
+ // Secondary smaller eddies
342
+ float eddy = fbm(turbUV * 3.0 + vec2(t * 0.5, -t * 0.2)) * u_turbulence * 0.4;
343
+
344
+ float displacement = (turb + eddy - 0.5) * 0.2;
345
+ float dist = abs(across - displacement);
346
+
347
+ // Temperature gradient from center outward — maps to color
348
+ float tempGrad = 1.0 - smoothstep(0.0, 0.3, dist);
349
+ float coreGrad = 1.0 - smoothstep(0.0, 0.08, dist);
350
+ float midGrad = 1.0 - smoothstep(0.05, 0.2, dist);
351
+ float coolGrad = 1.0 - smoothstep(0.1, 0.35, dist);
352
+
353
+ // Spicules — thin jets shooting off the surface
354
+ float spiculePhase = floor(along * 20.0 + t * 2.0);
355
+ float spiculeSeed = hash(vec2(spiculePhase, 0.0));
356
+ float spiculeActive = step(0.6, spiculeSeed);
357
+ float spiculeX = fract(along * 20.0 + t * 2.0);
358
+ float spiculeY = across - 0.2; // Shoot outward
359
+ float spicule = exp(-abs(spiculeX - 0.5) * 30.0) * exp(-abs(spiculeY) * 15.0)
360
+ * spiculeActive * (1.0 - spiculeX);
361
+
362
+ // Flare — occasional intense brightening at a random spot
363
+ float flareTime = floor(t * 0.3);
364
+ float flareSeed = hash(vec2(flareTime, 1.0));
365
+ float flarePos = flareSeed;
366
+ float flareIntensity = smoothstep(0.95, 1.0, fract(t * 0.3)) * 8.0; // sharp burst
367
+ float flare = exp(-abs(along - flarePos) * 15.0) * exp(-dist * 10.0) * flareIntensity;
368
+
369
+ // Assemble color by temperature zone
370
+ vec3 col = u_coolColor * coolGrad;
371
+ col = mix(col, u_midColor, midGrad);
372
+ col = mix(col, u_coreColor, coreGrad);
373
+ col += u_flareColor * flare;
374
+ col += u_coreColor * spicule * 0.6;
375
+
376
+ // Brightness pulsing — magnetic reconnection events
377
+ float pulse = 0.85 + 0.15 * sin(t * 2.3 + along * 4.0) * sin(t * 1.7);
378
+ col *= pulse;
379
+
380
+ float alpha = clamp(coolGrad * 0.8 + flare * 0.5 + spicule * 0.4, 0.0, 1.0);
381
+
382
+ gl_FragColor = vec4(col, alpha);
383
+ }
384
+ `;
385
+ export const SolarFilamentMaterial = shaderMaterial({
386
+ u_time: 0,
387
+ u_coreColor: new Vector3(1.0, 0.98, 0.7), // White-hot
388
+ u_midColor: new Vector3(1.0, 0.55, 0.05), // Solar orange
389
+ u_coolColor: new Vector3(0.7, 0.08, 0.02), // Deep plasma red
390
+ u_flareColor: new Vector3(1.0, 0.9, 0.3), // Bright yellow flare
391
+ u_speed: 0.5,
392
+ u_turbulence: 1.2,
393
+ }, solarFilamentVertex, solarFilamentFragment);
394
+ extend({ SolarFilamentMaterial });
395
+ const voidRiftVertex = /*glsl*/ `
396
+ varying vec2 vUv;
397
+ varying vec3 vPosition;
398
+ void main() {
399
+ vUv = uv;
400
+ vPosition = position;
401
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
402
+ }
403
+ `;
404
+ const voidRiftFragment = /*glsl*/ `
405
+ uniform float u_time;
406
+ uniform vec2 u_resolution;
407
+ uniform vec3 u_riftColor;
408
+ uniform vec3 u_radiationColor;
409
+ uniform vec3 u_lensColor;
410
+ uniform float u_speed;
411
+ uniform float u_riftWidth;
412
+ uniform float u_radiationDensity;
413
+ varying vec2 vUv;
414
+
415
+ float hash(float n) { return fract(sin(n) * 43758.5453); }
416
+ float hash2d(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5); }
417
+
418
+ float smoothNoise(vec2 p) {
419
+ vec2 i = floor(p); vec2 f = fract(p); f = f*f*(3.0-2.0*f);
420
+ float a = hash2d(i), b = hash2d(i+vec2(1,0));
421
+ float c = hash2d(i+vec2(0,1)), d = hash2d(i+vec2(1,1));
422
+ return mix(mix(a,b,f.x), mix(c,d,f.x), f.y);
423
+ }
424
+
425
+ // Domain-warped fbm for the rift edge
426
+ float riftNoise(vec2 p, float t) {
427
+ vec2 q = vec2(smoothNoise(p + vec2(t*0.3, t*0.2)),
428
+ smoothNoise(p + vec2(t*0.2, -t*0.4)));
429
+ vec2 r = vec2(smoothNoise(p + 4.0*q + vec2(1.7, 9.2)),
430
+ smoothNoise(p + 4.0*q + vec2(8.3, 2.8)));
431
+ return smoothNoise(p + 4.0*r);
432
+ }
433
+
434
+ void main() {
435
+ float t = u_time * u_speed;
436
+ float along = vUv.x;
437
+ float across = vUv.y - 0.5;
438
+
439
+ // Rift edge — domain-warped so it breathes and writhes
440
+ vec2 riftUV = vec2(along * 4.0 - t * 0.5, across * 2.0);
441
+ float riftWarp = riftNoise(riftUV, t) - 0.5;
442
+ float riftEdge = abs(across - riftWarp * 0.1);
443
+
444
+ // The void interior
445
+ float insideRift = 1.0 - smoothstep(0.0, u_riftWidth, riftEdge);
446
+
447
+ // Edge shimmer — lensing distortion halo
448
+ float lensing = exp(-riftEdge * 12.0) * (1.0 - insideRift * 0.7);
449
+ lensing *= 0.5 + 0.5 * sin(along * 30.0 - t * 5.0 + riftWarp * 10.0);
450
+
451
+ // Hawking radiation — sparse bright sparks ejected from the event horizon
452
+ vec3 radCol = vec3(0.0);
453
+ for (float i = 0.0; i < 12.0; i++) {
454
+ if (i >= u_radiationDensity) break;
455
+ float seed = hash(i * 3.7 + floor(t * 2.0));
456
+ float pos = seed; // Position along segment
457
+ float birth = fract(hash(i * 5.3 + floor(t * 4.0)) + t * 0.8);
458
+ float life = 1.0 - birth; // 0=just born, 1=dying
459
+
460
+ // Spark drifts perpendicular to the rift as it ages
461
+ float drift = (hash(i * 9.1) - 0.5) * life * 0.4;
462
+ float sparkDist = length(vec2((along - pos) * 6.0, (across - drift) * 8.0));
463
+ float spark = exp(-sparkDist * sparkDist * 20.0) * life * (1.0 - life) * 4.0;
464
+
465
+ // Sparks glow warmer near the rift, cool and fade as they escape
466
+ vec3 sparkColor = mix(u_radiationColor, vec3(1.0, 0.6, 0.2), life * 0.6);
467
+ radCol += sparkColor * spark;
468
+ }
469
+
470
+ // Dimensional bleed — strands of an alternate reality bleeding through
471
+ float bleedPhase = along * 15.0 + t * 1.5;
472
+ float bleed = 0.0;
473
+ bleed += sin(bleedPhase) * sin(bleedPhase * 1.618) * 0.5 + 0.5;
474
+ bleed *= insideRift * 0.3;
475
+ bleed *= smoothNoise(vec2(along * 8.0, t * 0.7));
476
+
477
+ // Dark matter texture inside the rift — not nothing, but OTHER
478
+ float darkMatter = smoothNoise(vec2(along * 20.0 - t, across * 10.0)) * insideRift;
479
+ float antimatter = smoothNoise(vec2(along * 35.0 + t * 1.3, across * 20.0 - t * 0.5)) * insideRift;
480
+
481
+ // Assemble
482
+ vec3 col = vec3(0.0);
483
+
484
+ // The void: darker than dark, but with subtle structure
485
+ col += u_riftColor * insideRift * (0.3 + darkMatter * 0.3 + antimatter * 0.15);
486
+
487
+ // Lensing halo
488
+ col += u_lensColor * lensing * 0.8;
489
+
490
+ // Dimensional bleed
491
+ col += vec3(0.6, 0.1, 0.9) * bleed;
492
+
493
+ // Hawking radiation sparks
494
+ col += radCol;
495
+
496
+ // Edge singularity line — ultra-bright thin line at the rift boundary
497
+ float singularity = exp(-riftEdge * 60.0) * 2.0;
498
+ singularity *= 0.7 + 0.3 * sin(along * 50.0 - t * 8.0);
499
+ col += mix(u_lensColor, vec3(1.0), 0.5) * singularity;
500
+
501
+ float alpha = clamp(insideRift * 0.7 + lensing * 0.6 + singularity * 0.8 + (radCol.r + radCol.g + radCol.b) * 0.4, 0.0, 1.0);
502
+
503
+ gl_FragColor = vec4(col, alpha);
504
+ }
505
+ `;
506
+ export const VoidRiftMaterial = shaderMaterial({
507
+ u_time: 0,
508
+ u_resolution: new Vector2(),
509
+ u_riftColor: new Vector3(0.02, 0.0, 0.06), // Near-void purple-black
510
+ u_radiationColor: new Vector3(0.9, 0.95, 1.0), // Cool white radiation
511
+ u_lensColor: new Vector3(0.5, 0.2, 1.0), // Violet gravitational lens
512
+ u_speed: 0.4,
513
+ u_riftWidth: 0.12,
514
+ u_radiationDensity: 8.0,
515
+ }, voidRiftVertex, voidRiftFragment);
516
+ extend({ VoidRiftMaterial });
517
+ // ============================================================
518
+ // USAGE GUIDE
519
+ // ============================================================
520
+ //
521
+ // 1. Import desired material and its interface from this file.
522
+ //
523
+ // 2. In your component:
524
+ // import { TeslaArcMaterial } from './LineShaderMaterials.js';
525
+ //
526
+ // 3. In your geometry setup — LineSegments require UV coordinates!
527
+ // const geo = new THREE.BufferGeometry();
528
+ // // ... add positions
529
+ // // Add UVs: x=0 at segment start, x=1 at end; y=0 at bottom, y=1 at top
530
+ // geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
531
+ //
532
+ // 4. In JSX:
533
+ // <lineSegments geometry={geo}>
534
+ // <teslaArcMaterial
535
+ // u_time={clock.getElapsedTime()}
536
+ // u_arcColor={new Vector3(0.4, 0.8, 1.0)}
537
+ // transparent
538
+ // depthWrite={false}
539
+ // blending={THREE.AdditiveBlending}
540
+ // />
541
+ // </lineSegments>
542
+ //
543
+ // 5. Animate in useFrame:
544
+ // useFrame(({ clock }) => {
545
+ // mat.current.u_time = clock.getElapsedTime();
546
+ // });
547
+ //
548
+ // NOTE: For additive glow effects, set:
549
+ // blending={THREE.AdditiveBlending}
550
+ // transparent={true}
551
+ // depthWrite={false}
@@ -0,0 +1,39 @@
1
+ export type EffectType = "plasma" | "electric" | "particles" | "rainbow" | "lava" | "frost";
2
+ export interface ParticleEffectsProps {
3
+ /**
4
+ * One or more effects rendered simultaneously.
5
+ * Each active effect spawns its own independent particle layer.
6
+ *
7
+ * @example
8
+ * <ParticleEffects effectTypes={["plasma"]} />
9
+ * <ParticleEffects effectTypes={["electric", "lava"]} count={3000} />
10
+ */
11
+ effectTypes: EffectType[];
12
+ /**
13
+ * Total number of particles per effect layer.
14
+ * Default: 2000
15
+ */
16
+ count?: number;
17
+ /**
18
+ * Bounding radius — particles spawn and roam within a sphere of this size.
19
+ * Default: 2.5
20
+ */
21
+ radius?: number;
22
+ /** Animation speed multiplier — 0.2 – 3.0, default 1 */
23
+ speed?: number;
24
+ /** Brightness / alpha multiplier — 0.2 – 2.0, default 1 */
25
+ intensity?: number;
26
+ /**
27
+ * Base particle size in world units.
28
+ * Default: 0.06
29
+ */
30
+ particleSize?: number;
31
+ /**
32
+ * When true particles orbit around the origin.
33
+ * When false they drift freely and respawn.
34
+ * Default: false
35
+ */
36
+ orbit?: boolean;
37
+ }
38
+ export default function ParticleEffects({ effectTypes, count, radius, speed, intensity, particleSize, orbit, }: ParticleEffectsProps): import("react").JSX.Element;
39
+ //# sourceMappingURL=ParticleEffects.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleEffects.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/ParticleEffects.tsx"],"names":[],"mappings":"AAGA,MAAM,MAAM,UAAU,GAAG,QAAQ,GAAG,UAAU,GAAG,WAAW,GAAG,SAAS,GAAG,MAAM,GAAG,OAAO,CAAC;AAE5F,MAAM,WAAW,oBAAoB;IACjC;;;;;;;OAOG;IACH,WAAW,EAAE,UAAU,EAAE,CAAC;IAC1B;;;OAGG;IACH,KAAK,CAAC,EAAE,MAAM,CAAC;IACf;;;OAGG;IACH,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,wDAAwD;IACxD,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,2DAA2D;IAC3D,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB;;;OAGG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB;;;;OAIG;IACH,KAAK,CAAC,EAAE,OAAO,CAAC;CACnB;AA0YD,MAAM,CAAC,OAAO,UAAU,eAAe,CAAC,EAAE,WAAW,EAAE,KAAY,EAAE,MAAY,EAAE,KAAS,EAAE,SAAa,EAAE,YAAmB,EAAE,KAAa,GAAG,EAAE,oBAAoB,+BAsDvK"}