@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 +1,451 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useRef, useMemo, useEffect } from "react";
3
+ import { useFrame, useThree } from "@react-three/fiber";
4
+ import * as THREE from "three";
5
+ // ─────────────────────────────────────────────────────────────────────────────
6
+ // Constants
7
+ // ─────────────────────────────────────────────────────────────────────────────
8
+ const ALL_EFFECTS = [
9
+ "plasma", "electric", "particles", "rainbow", "lava", "frost",
10
+ ];
11
+ const EFFECT_MODE = {
12
+ plasma: 0, electric: 1, particles: 2, rainbow: 3, lava: 4, frost: 5,
13
+ };
14
+ // ─────────────────────────────────────────────────────────────────────────────
15
+ // GLSL — vertex shader
16
+ //
17
+ // Per-particle CPU attributes:
18
+ // aLife — normalised lifetime 0 (just born) → 1 (about to die)
19
+ // aId — stable unique float index, used for per-particle hashing
20
+ // aVelocity — xyz drift direction (unit vector × speed)
21
+ // aSize — base point size scalar
22
+ //
23
+ // The vertex shader handles:
24
+ // • size modulation (pulse, flicker, fade at end of life)
25
+ // • position jitter for electric / frost
26
+ // • orbit wobble
27
+ // ─────────────────────────────────────────────────────────────────────────────
28
+ const VERT = /* glsl */ `
29
+ precision highp float;
30
+
31
+ uniform float uTime;
32
+ uniform float uMode;
33
+ uniform float u_speed;
34
+ uniform float uSize;
35
+ uniform float uRadius;
36
+
37
+ attribute float aLife; // 0 → 1 over particle lifetime
38
+ attribute float aId; // stable unique index per particle
39
+ attribute vec3 aVelocity;
40
+ attribute float aSize;
41
+
42
+ varying float vLife;
43
+ varying float vId;
44
+ varying vec3 vPos;
45
+ varying float vNoise;
46
+
47
+ float hash(float n){ return fract(sin(n)*43758.5453); }
48
+ float hash2(vec2 p){ return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
49
+ float noise(float x){
50
+ float i=floor(x); float f=fract(x);
51
+ float u=f*f*(3.0-2.0*f);
52
+ return mix(hash(i),hash(i+1.0),u);
53
+ }
54
+
55
+ void main(){
56
+ vLife = aLife;
57
+ vId = aId;
58
+ vPos = position;
59
+
60
+ vec3 p = position;
61
+
62
+ // ── per-mode vertex effects ────────────────
63
+ float jitter = 0.0;
64
+
65
+ if(uMode == 1.0){ // electric — spark displacement
66
+ float bolt = noise(uTime*u_speed*18.0 + aId*3.7) * 0.12 - 0.06;
67
+ jitter = bolt;
68
+ p += normalize(p + 0.001) * bolt;
69
+ }
70
+
71
+ if(uMode == 4.0){ // lava — slow thermal rise
72
+ float rise = noise(uTime*u_speed*0.6 + aId*2.3) * 0.05;
73
+ p.y += rise;
74
+ }
75
+
76
+ if(uMode == 5.0){ // frost — crystal drift
77
+ float drift = (noise(uTime*u_speed*0.4 + aId*4.1) - 0.5) * 0.04;
78
+ p += vec3(drift, drift*0.5, -drift*0.3);
79
+ }
80
+
81
+ vNoise = jitter;
82
+
83
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
84
+
85
+ // ── size ──────────────────────────────────
86
+ float fade = smoothstep(0.0,0.08,aLife) * smoothstep(1.0,0.85,aLife);
87
+ float sz = uSize * aSize * fade;
88
+
89
+ if(uMode == 0.0){ // plasma — pulsing orbs
90
+ sz *= 1.0 + 0.4*sin(uTime*u_speed*4.0 + aId*6.28);
91
+ }
92
+ if(uMode == 1.0){ // electric — sharp sparks
93
+ sz *= 0.6 + 0.8*noise(uTime*u_speed*30.0 + aId*5.1);
94
+ }
95
+ if(uMode == 2.0){ // particles — varied sizes
96
+ sz *= 0.5 + 1.5*hash(aId*0.37);
97
+ }
98
+ if(uMode == 3.0){ // rainbow — smooth medium
99
+ sz *= 1.2;
100
+ }
101
+ if(uMode == 4.0){ // lava — large blobs
102
+ sz *= 1.4 + 0.6*sin(uTime*u_speed*1.5 + aId*2.1);
103
+ }
104
+ if(uMode == 5.0){ // frost — small crystals
105
+ sz *= 0.5 + 0.5*hash(aId*0.91);
106
+ }
107
+
108
+ gl_PointSize = max(sz, 1.0);
109
+ }`;
110
+ // ─────────────────────────────────────────────────────────────────────────────
111
+ // GLSL — fragment shader
112
+ //
113
+ // Each mode renders a distinct particle appearance:
114
+ // plasma — glowing orb, HSV hue shifts with time + life
115
+ // electric — sharp white-blue spark with jagged core
116
+ // particles — coloured comet streak (circular sprite with directional tail)
117
+ // rainbow — smooth iridescent disc, hue from life + id
118
+ // lava — dark orange→yellow magma blob with bright hotspot
119
+ // frost — icy white hexagonal shimmer with sparkle
120
+ // ─────────────────────────────────────────────────────────────────────────────
121
+ const FRAG = /* glsl */ `
122
+ precision highp float;
123
+
124
+ uniform float uTime;
125
+ uniform float uMode;
126
+ uniform float u_speed;
127
+ uniform float uIntensity;
128
+
129
+ varying float vLife;
130
+ varying float vId;
131
+ varying vec3 vPos;
132
+ varying float vNoise;
133
+
134
+ float hash(float n){ return fract(sin(n)*43758.5453); }
135
+ float noise(float x){
136
+ float i=floor(x); float f=fract(x);
137
+ float u=f*f*(3.0-2.0*f);
138
+ return mix(hash(i),hash(i+1.0),u);
139
+ }
140
+ vec3 hsv(float h,float s,float v){
141
+ vec3 c=clamp(abs(mod(h*6.0+vec3(0,4,2),6.0)-3.0)-1.0,0.0,1.0);
142
+ return v*mix(vec3(1.0),c,s);
143
+ }
144
+
145
+ // Smooth circular falloff
146
+ float disc(vec2 uv){ return 1.0 - smoothstep(0.35,0.5,length(uv-0.5)); }
147
+
148
+ // Soft glow falloff (wider)
149
+ float glow(vec2 uv, float r){ return exp(-pow(length(uv-0.5)/r,2.0)*6.0); }
150
+
151
+ void main(){
152
+ vec2 uv = gl_PointCoord;
153
+ float t = uTime * u_speed;
154
+ float fade = smoothstep(0.0,0.08,vLife)*smoothstep(1.0,0.82,vLife);
155
+ vec3 col = vec3(0.0);
156
+ float alpha = 0.0;
157
+
158
+ /* ── 0 · PLASMA ──────────────────────────────────────────────────────── */
159
+ if(uMode == 0.0){
160
+ float hue = fract(vId*0.137 + t*0.07 + vLife*0.3);
161
+ col = hsv(hue, 0.85, 1.0);
162
+ float core = glow(uv, 0.18);
163
+ float halo = glow(uv, 0.42) * 0.35;
164
+ float ring = smoothstep(0.22,0.26,length(uv-0.5)) *
165
+ smoothstep(0.30,0.26,length(uv-0.5)) * 0.6;
166
+ alpha = (core + halo + ring) * fade * uIntensity;
167
+ col = mix(col, vec3(1.0), core * 0.5);
168
+ col += hsv(fract(hue+0.5),1.0,0.5) * ring;
169
+
170
+ /* ── 1 · ELECTRIC ────────────────────────────────────────────────────── */
171
+ }else if(uMode == 1.0){
172
+ vec2 c2 = uv - 0.5;
173
+ // Jagged star shape
174
+ float ang = atan(c2.y, c2.x);
175
+ float r = length(c2);
176
+ float star = 0.5 * abs(sin(ang * 4.0 + t*20.0 + vId*3.1)) * 0.08 + 0.08;
177
+ float spark = smoothstep(star + 0.01, star - 0.01, r);
178
+ float core = glow(uv, 0.12);
179
+ float flick = 0.5 + 0.5*sin(t*60.0 + vId*7.3);
180
+ col = mix(vec3(0.3,0.6,1.0), vec3(0.9,0.95,1.0), core);
181
+ col += vec3(0.1,0.3,1.0) * spark * 0.5;
182
+ alpha = (core * 1.2 + spark * 0.6) * flick * fade * uIntensity;
183
+
184
+ /* ── 2 · PARTICLES ───────────────────────────────────────────────────── */
185
+ }else if(uMode == 2.0){
186
+ float hue2 = fract(vId*0.271 + t*0.04);
187
+ col = hsv(hue2, 0.8, 1.0);
188
+ // Elongated comet: bright head at top of sprite, fading trail
189
+ float head = glow(uv, 0.14);
190
+ float trail = smoothstep(0.5, 0.15, uv.y) * (1.0-uv.x*0.4) *
191
+ smoothstep(0.55,0.45,abs(uv.x-0.5));
192
+ col = mix(col, vec3(1.0), head * 0.7);
193
+ alpha = (head * 1.5 + trail * 0.5) * fade * uIntensity;
194
+
195
+ /* ── 3 · RAINBOW ─────────────────────────────────────────────────────── */
196
+ }else if(uMode == 3.0){
197
+ float hue3 = fract(vId*0.193 + t*0.05 + vLife*0.5 + length(uv-0.5)*0.8);
198
+ col = hsv(hue3, 1.0, 1.0);
199
+ col = pow(col, vec3(0.6));
200
+ float disc2 = disc(uv);
201
+ float rim = smoothstep(0.28,0.32,length(uv-0.5)) *
202
+ smoothstep(0.5, 0.32,length(uv-0.5));
203
+ col += hsv(fract(hue3+0.33),1.0,1.0) * rim * 0.8;
204
+ alpha = (disc2 * 0.9 + rim * 0.5) * fade * uIntensity;
205
+
206
+ /* ── 4 · LAVA ────────────────────────────────────────────────────────── */
207
+ }else if(uMode == 4.0){
208
+ float heat = glow(uv, 0.28);
209
+ float hot = glow(uv, 0.10);
210
+ float crust = smoothstep(0.5,0.3,length(uv-0.5)) *
211
+ noise(length(uv-0.5)*20.0 + t*2.0 + vId) * 0.6;
212
+ vec3 dark = vec3(0.12,0.01,0.0);
213
+ vec3 orange = vec3(1.0,0.18,0.0);
214
+ vec3 yellow = vec3(1.0,0.85,0.1);
215
+ col = mix(dark, orange, heat);
216
+ col = mix(col, yellow, hot * 0.9);
217
+ col += orange * crust;
218
+ alpha = (heat * 0.9 + hot * 0.5 + crust * 0.3) * fade * uIntensity;
219
+
220
+ /* ── 5 · FROST ───────────────────────────────────────────────────────── */
221
+ }else{
222
+ vec2 c5 = uv - 0.5;
223
+ float r5 = length(c5);
224
+ float ang5 = atan(c5.y, c5.x);
225
+ // Hexagonal ice crystal shape
226
+ float hex = cos(ang5) * cos(ang5 - 1.047) * cos(ang5 + 1.047);
227
+ float crystal = smoothstep(0.22 + hex*0.06, 0.18 + hex*0.06, r5);
228
+ float shim = noise(r5*30.0 + ang5*4.0 + t*3.0 + vId*5.0);
229
+ float spark = pow(shim, 5.0) * smoothstep(0.25,0.0,r5);
230
+ vec3 ice1 = vec3(0.65,0.88,1.0);
231
+ vec3 ice2 = vec3(0.9, 0.97,1.0);
232
+ col = mix(ice1, ice2, shim);
233
+ col += vec3(1.0) * spark * 2.0;
234
+ alpha = (crystal * 0.7 + spark * 0.8) * fade * uIntensity;
235
+ }
236
+
237
+ if(alpha < 0.01) discard;
238
+ gl_FragColor = vec4(col, clamp(alpha, 0.0, 1.0));
239
+ }`;
240
+ function randomOnSphere(r) {
241
+ const u = Math.random() * 2 - 1;
242
+ const theta = Math.random() * Math.PI * 2;
243
+ const s = Math.sqrt(1 - u * u);
244
+ return [s * Math.cos(theta) * r, u * r, s * Math.sin(theta) * r];
245
+ }
246
+ function spawnParticle(p, posArr, radius, mode) {
247
+ const i3 = p.id * 3;
248
+ let x, y, z;
249
+ if (mode === 4) {
250
+ // lava — spawn near equatorial band, drift upward
251
+ const ang = Math.random() * Math.PI * 2;
252
+ const r = radius * (0.5 + Math.random() * 0.5);
253
+ x = Math.cos(ang) * r;
254
+ y = -radius * 0.3 + Math.random() * radius * 0.3;
255
+ z = Math.sin(ang) * r;
256
+ p.vx = (Math.random() - 0.5) * 0.003;
257
+ p.vy = 0.004 + Math.random() * 0.008;
258
+ p.vz = (Math.random() - 0.5) * 0.003;
259
+ }
260
+ else if (mode === 5) {
261
+ // frost — spawn anywhere, drift gently downward
262
+ [x, y, z] = randomOnSphere(radius * (0.3 + Math.random() * 0.7));
263
+ p.vx = (Math.random() - 0.5) * 0.002;
264
+ p.vy = -0.001 - Math.random() * 0.003;
265
+ p.vz = (Math.random() - 0.5) * 0.002;
266
+ }
267
+ else if (mode === 1) {
268
+ // electric — spawn near surface, dart outward
269
+ [x, y, z] = randomOnSphere(radius * 0.9);
270
+ const nx = x / radius, ny = y / radius, nz = z / radius;
271
+ const spd = 0.008 + Math.random() * 0.012;
272
+ p.vx = nx * spd + (Math.random() - 0.5) * 0.005;
273
+ p.vy = ny * spd + (Math.random() - 0.5) * 0.005;
274
+ p.vz = nz * spd + (Math.random() - 0.5) * 0.005;
275
+ }
276
+ else {
277
+ // default — random position within sphere
278
+ const r = radius * Math.cbrt(Math.random());
279
+ [x, y, z] = randomOnSphere(r);
280
+ const spd = 0.002 + Math.random() * 0.005;
281
+ p.vx = (Math.random() - 0.5) * spd;
282
+ p.vy = (Math.random() - 0.5) * spd;
283
+ p.vz = (Math.random() - 0.5) * spd;
284
+ }
285
+ posArr[i3] = x;
286
+ posArr[i3 + 1] = y;
287
+ posArr[i3 + 2] = z;
288
+ p.life = 0;
289
+ p.lifeSpeed = 0.003 + Math.random() * 0.007;
290
+ p.size = 0.6 + Math.random() * 0.8;
291
+ }
292
+ function buildSim(count, radius, mode) {
293
+ const posArr = new Float32Array(count * 3);
294
+ const lifeArr = new Float32Array(count);
295
+ const idArr = new Float32Array(count);
296
+ const velArr = new Float32Array(count * 3);
297
+ const sizeArr = new Float32Array(count);
298
+ const particles = Array.from({ length: count }, (_, i) => {
299
+ const p = {
300
+ vx: 0, vy: 0, vz: 0,
301
+ life: Math.random(), // stagger initial lifetimes
302
+ lifeSpeed: 0.003 + Math.random() * 0.007,
303
+ size: 0.6 + Math.random() * 0.8,
304
+ id: i,
305
+ };
306
+ spawnParticle(p, posArr, radius, mode);
307
+ p.life = Math.random(); // re-randomise after spawn sets it to 0
308
+ idArr[i] = i;
309
+ sizeArr[i] = p.size;
310
+ return p;
311
+ });
312
+ const geo = new THREE.BufferGeometry();
313
+ geo.setAttribute("position", new THREE.BufferAttribute(posArr, 3).setUsage(THREE.DynamicDrawUsage));
314
+ geo.setAttribute("aLife", new THREE.BufferAttribute(lifeArr, 1).setUsage(THREE.DynamicDrawUsage));
315
+ geo.setAttribute("aId", new THREE.BufferAttribute(idArr, 1));
316
+ geo.setAttribute("aVelocity", new THREE.BufferAttribute(velArr, 3));
317
+ geo.setAttribute("aSize", new THREE.BufferAttribute(sizeArr, 1));
318
+ return {
319
+ particles, posArr, lifeArr, idArr, velArr, sizeArr, geo,
320
+ dispose: () => geo.dispose(),
321
+ };
322
+ }
323
+ function tickSim(sim, delta, radius, mode, speed, orbit) {
324
+ const { particles, posArr, lifeArr } = sim;
325
+ const dt = delta * speed;
326
+ for (let i = 0; i < particles.length; i++) {
327
+ const p = particles[i];
328
+ const i3 = i * 3;
329
+ p.life += p.lifeSpeed * dt * 60;
330
+ if (p.life >= 1.0) {
331
+ spawnParticle(p, posArr, radius, mode);
332
+ continue;
333
+ }
334
+ if (orbit) {
335
+ // Orbit around Y axis — each particle has its own angular speed
336
+ const ang = (p.id * 0.4 + p.life * 2.0) * dt;
337
+ const cosA = Math.cos(ang);
338
+ const sinA = Math.sin(ang);
339
+ const px = posArr[i3];
340
+ const pz = posArr[i3 + 2];
341
+ posArr[i3] = px * cosA - pz * sinA;
342
+ posArr[i3 + 2] = px * sinA + pz * cosA;
343
+ }
344
+ else {
345
+ posArr[i3] += p.vx * dt * 60;
346
+ posArr[i3 + 1] += p.vy * dt * 60;
347
+ posArr[i3 + 2] += p.vz * dt * 60;
348
+ }
349
+ // Respawn if escaped bounding sphere
350
+ const dx = posArr[i3], dy = posArr[i3 + 1], dz = posArr[i3 + 2];
351
+ if (dx * dx + dy * dy + dz * dz > radius * radius * 1.5) {
352
+ spawnParticle(p, posArr, radius, mode);
353
+ }
354
+ lifeArr[i] = p.life;
355
+ }
356
+ sim.geo.attributes.position.needsUpdate = true;
357
+ sim.geo.attributes.aLife.needsUpdate = true;
358
+ }
359
+ function makeLayer(count, radius, mode) {
360
+ const sim = buildSim(count, radius, mode);
361
+ const mat = new THREE.ShaderMaterial({
362
+ vertexShader: VERT,
363
+ fragmentShader: FRAG,
364
+ uniforms: {
365
+ uTime: { value: 0 },
366
+ uMode: { value: mode },
367
+ u_speed: { value: 1 },
368
+ uIntensity: { value: 1 },
369
+ uSize: { value: 80 }, // gl_PointSize base (pixels)
370
+ uRadius: { value: radius },
371
+ },
372
+ transparent: true,
373
+ depthWrite: false,
374
+ blending: THREE.AdditiveBlending,
375
+ });
376
+ const mesh = new THREE.Points(sim.geo, mat);
377
+ mesh.renderOrder = 2;
378
+ mesh.frustumCulled = false;
379
+ return {
380
+ mesh, mat, sim,
381
+ dispose: () => { mat.dispose(); sim.dispose(); },
382
+ };
383
+ }
384
+ // ─────────────────────────────────────────────────────────────────────────────
385
+ // Component
386
+ //
387
+ // Usage inside any R3F scene or parent group:
388
+ //
389
+ // // Standalone, fills a sphere of radius 2.5
390
+ // <ParticleEffects effectTypes={["plasma", "electric"]} />
391
+ //
392
+ // // Inside a mesh parent — inherits its transform
393
+ // <group position={[0, 1, 0]}>
394
+ // <ParticleEffects effectTypes={["lava"]} radius={1.5} count={1500} />
395
+ // </group>
396
+ // ─────────────────────────────────────────────────────────────────────────────
397
+ export default function ParticleEffects({ effectTypes, count = 2000, radius = 2.5, speed = 1, intensity = 1, particleSize = 0.06, orbit = false, }) {
398
+ const { scene } = useThree();
399
+ const parentRef = useRef(null);
400
+ // Live prop refs
401
+ const effectTypesRef = useRef(effectTypes);
402
+ const speedRef = useRef(speed);
403
+ const intensityRef = useRef(intensity);
404
+ const orbitRef = useRef(orbit);
405
+ effectTypesRef.current = effectTypes;
406
+ speedRef.current = speed;
407
+ intensityRef.current = intensity;
408
+ orbitRef.current = orbit;
409
+ // pixel size: convert world-unit particleSize to a reasonable gl_PointSize base
410
+ const pixelSize = particleSize * 1200;
411
+ const layers = useMemo(() => {
412
+ return Object.fromEntries(ALL_EFFECTS.map((fx) => [fx, makeLayer(count, radius, EFFECT_MODE[fx])]));
413
+ // eslint-disable-next-line react-hooks/exhaustive-deps
414
+ }, [count, radius]);
415
+ useEffect(() => {
416
+ const meshes = ALL_EFFECTS.map((fx) => layers[fx].mesh);
417
+ meshes.forEach((m) => scene.add(m));
418
+ return () => {
419
+ meshes.forEach((m) => scene.remove(m));
420
+ ALL_EFFECTS.forEach((fx) => layers[fx].dispose());
421
+ };
422
+ }, [scene, layers]);
423
+ useFrame(({ clock }, delta) => {
424
+ const t = clock.getElapsedTime();
425
+ const sp = speedRef.current;
426
+ const it = intensityRef.current;
427
+ const active = effectTypesRef.current;
428
+ for (const fx of ALL_EFFECTS) {
429
+ const layer = layers[fx];
430
+ const visible = active.includes(fx);
431
+ layer.mesh.visible = visible;
432
+ if (!visible)
433
+ continue;
434
+ // Inherit parent world transform
435
+ if (parentRef.current) {
436
+ layer.mesh.matrixWorld.copy(parentRef.current.matrixWorld);
437
+ layer.mesh.matrixAutoUpdate = false;
438
+ }
439
+ // Tick CPU simulation
440
+ tickSim(layer.sim, Math.min(delta, 0.05), radius, EFFECT_MODE[fx], sp, orbitRef.current);
441
+ layer.mat.uniforms.uTime.value = t;
442
+ layer.mat.uniforms.u_speed.value = sp;
443
+ layer.mat.uniforms.uIntensity.value = it;
444
+ layer.mat.uniforms.uSize.value = pixelSize;
445
+ }
446
+ });
447
+ return (_jsx("group", { ref: (g) => {
448
+ if (g)
449
+ parentRef.current = g.parent;
450
+ } }));
451
+ }
@@ -0,0 +1,37 @@
1
+ import { Vector3 } from "three";
2
+ export interface SerpentFlowMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_colorA: {
7
+ value: Vector3;
8
+ };
9
+ u_colorB: {
10
+ value: Vector3;
11
+ };
12
+ u_colorC: {
13
+ value: Vector3;
14
+ };
15
+ u_speed: {
16
+ value: number;
17
+ };
18
+ u_width: {
19
+ value: number;
20
+ };
21
+ u_shimmer: {
22
+ value: number;
23
+ };
24
+ }
25
+ declare const SerpentFlowMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
26
+ u_time: number;
27
+ u_colorA: Vector3;
28
+ u_colorB: Vector3;
29
+ u_colorC: Vector3;
30
+ u_speed: number;
31
+ u_width: number;
32
+ u_shimmer: number;
33
+ }> & {
34
+ key: string;
35
+ };
36
+ export { SerpentFlowMaterial };
37
+ //# sourceMappingURL=SerpentFlowMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SerpentFlowMaterial.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/SerpentFlowMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGhC,MAAM,WAAW,2BAA2B;IACxC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,QAAQ,EAAE;QACN,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,SAAS,EAAE;QACP,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AA+ED,QAAA,MAAM,mBAAmB;;;;;;;;;;CAQO,CAAC;AAEjC,OAAO,EAAE,mBAAmB,EAAE,CAAC"}
@@ -0,0 +1,91 @@
1
+ import { Vector3 } from "three";
2
+ import { extend } from "@react-three/fiber";
3
+ import { shaderMaterial } from "@react-three/drei";
4
+ const vertexShader = /*glsl*/ `
5
+ varying vec2 vUv;
6
+ varying vec3 vPosition;
7
+ void main() {
8
+ vUv = uv;
9
+ vPosition = position;
10
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
11
+ }
12
+ `;
13
+ const fragmentShader = /*glsl*/ `
14
+ uniform float u_time;
15
+ uniform vec3 u_colorA;
16
+ uniform vec3 u_colorB;
17
+ uniform vec3 u_colorC;
18
+ uniform float u_speed;
19
+ uniform float u_width;
20
+ uniform float u_shimmer;
21
+ varying vec2 vUv;
22
+ varying vec3 vPosition;
23
+
24
+ float sn(float x) {
25
+ return sin(x) * 0.5 + 0.5;
26
+ }
27
+
28
+ float smoothNoise(vec2 p) {
29
+ vec2 i = floor(p);
30
+ vec2 f = fract(p);
31
+ f = f * f * (3.0 - 2.0 * f);
32
+ float a = fract(sin(dot(i, vec2(127.1, 311.7))) * 43758.5);
33
+ float b = fract(sin(dot(i + vec2(1,0), vec2(127.1, 311.7))) * 43758.5);
34
+ float c = fract(sin(dot(i + vec2(0,1), vec2(127.1, 311.7))) * 43758.5);
35
+ float d = fract(sin(dot(i + vec2(1,1), vec2(127.1, 311.7))) * 43758.5);
36
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
37
+ }
38
+
39
+ void main() {
40
+ float t = u_time * u_speed;
41
+ float along = vUv.x;
42
+ float across = vUv.y - 0.5;
43
+
44
+ // Undulating centerline — the "serpent" body
45
+ float wave1 = sin(along * 6.28 * 2.0 - t * 2.5) * 0.15;
46
+ float wave2 = sin(along * 6.28 * 3.7 + t * 1.3) * 0.08;
47
+ float wave3 = sin(along * 6.28 * 0.8 - t * 0.7) * 0.12;
48
+ float center = wave1 + wave2 + wave3;
49
+
50
+ float dist = abs(across - center);
51
+
52
+ float beam = smoothstep(u_width, 0.0, dist);
53
+ float innerBeam = smoothstep(u_width * 0.4, 0.0, dist);
54
+
55
+ // Iridescent color shift — three hues 120° out of phase
56
+ float hueShift = along * 3.0 - t * 1.5;
57
+ float colorMix1 = sn(hueShift);
58
+ float colorMix2 = sn(hueShift + 2.094);
59
+ float colorMix3 = sn(hueShift + 4.189);
60
+
61
+ float total = colorMix1 + colorMix2 + colorMix3;
62
+ vec3 iridescent = (u_colorA * colorMix1 + u_colorB * colorMix2 + u_colorC * colorMix3) / total;
63
+
64
+ // Shimmer — fast noise riding on the beam
65
+ float shimNoise = smoothNoise(vec2(along * 12.0 - t * 4.0, across * 8.0));
66
+ float shimmer = (shimNoise * 0.5 + 0.5) * u_shimmer;
67
+
68
+ // Bright caustic highlights
69
+ float caustic = pow(max(0.0, 1.0 - dist / (u_width * 0.2)), 3.0);
70
+ caustic *= sn(along * 20.0 - t * 6.0) * sn(along * 13.3 + t * 2.1);
71
+
72
+ vec3 col = iridescent * beam;
73
+ col += iridescent * shimmer * innerBeam;
74
+ col += vec3(1.0) * caustic * 0.8;
75
+
76
+ float alpha = beam + caustic * 0.5;
77
+
78
+ gl_FragColor = vec4(col, clamp(alpha, 0.0, 1.0));
79
+ }
80
+ `;
81
+ const SerpentFlowMaterial = shaderMaterial({
82
+ u_time: 0,
83
+ u_colorA: new Vector3(1.0, 0.2, 0.8), // Magenta
84
+ u_colorB: new Vector3(0.1, 0.9, 1.0), // Cyan
85
+ u_colorC: new Vector3(0.8, 1.0, 0.2), // Chartreuse
86
+ u_speed: 0.6,
87
+ u_width: 0.35,
88
+ u_shimmer: 0.7,
89
+ }, vertexShader, fragmentShader);
90
+ extend({ SerpentFlowMaterial });
91
+ export { SerpentFlowMaterial };
@@ -0,0 +1,37 @@
1
+ import { Vector3 } from "three";
2
+ export interface SolarFilamentMaterialUniforms {
3
+ u_time: {
4
+ value: number;
5
+ };
6
+ u_coreColor: {
7
+ value: Vector3;
8
+ };
9
+ u_midColor: {
10
+ value: Vector3;
11
+ };
12
+ u_coolColor: {
13
+ value: Vector3;
14
+ };
15
+ u_flareColor: {
16
+ value: Vector3;
17
+ };
18
+ u_speed: {
19
+ value: number;
20
+ };
21
+ u_turbulence: {
22
+ value: number;
23
+ };
24
+ }
25
+ declare const SolarFilamentMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
26
+ u_time: number;
27
+ u_coreColor: Vector3;
28
+ u_midColor: Vector3;
29
+ u_coolColor: Vector3;
30
+ u_flareColor: Vector3;
31
+ u_speed: number;
32
+ u_turbulence: number;
33
+ }> & {
34
+ key: string;
35
+ };
36
+ export { SolarFilamentMaterial };
37
+ //# sourceMappingURL=SolarFilamentMaterial.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SolarFilamentMaterial.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/SolarFilamentMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGhC,MAAM,WAAW,6BAA6B;IAC1C,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,UAAU,EAAE;QACR,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AA4FD,QAAA,MAAM,qBAAqB;;;;;;;;;;CAQK,CAAC;AAEjC,OAAO,EAAE,qBAAqB,EAAE,CAAC"}