@3driseai/3drise-core 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/constants/index.d.ts +22 -0
- package/dist/constants/index.d.ts.map +1 -0
- package/dist/constants/index.js +7 -0
- package/dist/data/allMaterials.d.ts +5 -0
- package/dist/data/allMaterials.d.ts.map +1 -0
- package/dist/data/allMaterials.js +932 -0
- package/dist/data/defaults.d.ts +107 -0
- package/dist/data/defaults.d.ts.map +1 -0
- package/dist/data/defaults.js +99 -0
- package/dist/data/effectsDefaults.d.ts +4 -0
- package/dist/data/effectsDefaults.d.ts.map +1 -0
- package/dist/data/effectsDefaults.js +55 -0
- package/dist/data/images.d.ts +4 -0
- package/dist/data/images.d.ts.map +1 -0
- package/dist/data/images.js +50 -0
- package/dist/data/index.d.ts +10 -0
- package/dist/data/index.d.ts.map +1 -0
- package/dist/data/index.js +9 -0
- package/dist/data/lightPresets.d.ts +99 -0
- package/dist/data/lightPresets.d.ts.map +1 -0
- package/dist/data/lightPresets.js +48 -0
- package/dist/data/particlesSettings.d.ts +13 -0
- package/dist/data/particlesSettings.d.ts.map +1 -0
- package/dist/data/particlesSettings.js +94 -0
- package/dist/data/paths.d.ts +32 -0
- package/dist/data/paths.d.ts.map +1 -0
- package/dist/data/paths.js +2597 -0
- package/dist/data/shaders.d.ts +12 -0
- package/dist/data/shaders.d.ts.map +1 -0
- package/dist/data/shaders.js +342 -0
- package/dist/data/shapeConfig.d.ts +3 -0
- package/dist/data/shapeConfig.d.ts.map +1 -0
- package/dist/data/shapeConfig.js +29 -0
- package/dist/index.d.ts +72 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +70 -0
- package/dist/presets/cloudsPresets.d.ts +32 -0
- package/dist/presets/cloudsPresets.d.ts.map +1 -0
- package/dist/presets/cloudsPresets.js +257 -0
- package/dist/presets/coronaPresets.d.ts +11 -0
- package/dist/presets/coronaPresets.d.ts.map +1 -0
- package/dist/presets/coronaPresets.js +148 -0
- package/dist/presets/crystalPresets.d.ts +38 -0
- package/dist/presets/crystalPresets.d.ts.map +1 -0
- package/dist/presets/crystalPresets.js +265 -0
- package/dist/presets/effectsPresets.d.ts +32 -0
- package/dist/presets/effectsPresets.d.ts.map +1 -0
- package/dist/presets/effectsPresets.js +438 -0
- package/dist/presets/glassPresets.d.ts +36 -0
- package/dist/presets/glassPresets.d.ts.map +1 -0
- package/dist/presets/glassPresets.js +236 -0
- package/dist/presets/index.d.ts +21 -0
- package/dist/presets/index.d.ts.map +1 -0
- package/dist/presets/index.js +52 -0
- package/dist/presets/lavaPresets.d.ts +11 -0
- package/dist/presets/lavaPresets.d.ts.map +1 -0
- package/dist/presets/lavaPresets.js +202 -0
- package/dist/presets/metalPresets.d.ts +33 -0
- package/dist/presets/metalPresets.d.ts.map +1 -0
- package/dist/presets/metalPresets.js +205 -0
- package/dist/presets/oceanPresets.d.ts +37 -0
- package/dist/presets/oceanPresets.d.ts.map +1 -0
- package/dist/presets/oceanPresets.js +120 -0
- package/dist/presets/plasticPresets.d.ts +35 -0
- package/dist/presets/plasticPresets.d.ts.map +1 -0
- package/dist/presets/plasticPresets.js +245 -0
- package/dist/presets/sandPresets.d.ts +11 -0
- package/dist/presets/sandPresets.d.ts.map +1 -0
- package/dist/presets/sandPresets.js +294 -0
- package/dist/presets/skyPresets.d.ts +27 -0
- package/dist/presets/skyPresets.d.ts.map +1 -0
- package/dist/presets/skyPresets.js +93 -0
- package/dist/presets/woodPresets.d.ts +33 -0
- package/dist/presets/woodPresets.d.ts.map +1 -0
- package/dist/presets/woodPresets.js +235 -0
- package/dist/services/AnimationsManager.d.ts +171 -0
- package/dist/services/AnimationsManager.d.ts.map +1 -0
- package/dist/services/AnimationsManager.js +508 -0
- package/dist/services/CubeCameraManager.d.ts +23 -0
- package/dist/services/CubeCameraManager.d.ts.map +1 -0
- package/dist/services/CubeCameraManager.js +84 -0
- package/dist/services/FontManager.d.ts +32 -0
- package/dist/services/FontManager.d.ts.map +1 -0
- package/dist/services/FontManager.js +76 -0
- package/dist/services/MaterialCompiler.d.ts +30 -0
- package/dist/services/MaterialCompiler.d.ts.map +1 -0
- package/dist/services/MaterialCompiler.js +91 -0
- package/dist/services/MaterialRegistry.d.ts +85 -0
- package/dist/services/MaterialRegistry.d.ts.map +1 -0
- package/dist/services/MaterialRegistry.js +362 -0
- package/dist/services/NoiseGenerator.d.ts +93 -0
- package/dist/services/NoiseGenerator.d.ts.map +1 -0
- package/dist/services/NoiseGenerator.js +653 -0
- package/dist/services/ObjectManager.d.ts +71 -0
- package/dist/services/ObjectManager.d.ts.map +1 -0
- package/dist/services/ObjectManager.js +386 -0
- package/dist/services/PositionsCreator.d.ts +26 -0
- package/dist/services/PositionsCreator.d.ts.map +1 -0
- package/dist/services/PositionsCreator.js +263 -0
- package/dist/services/SceneStore.d.ts +20 -0
- package/dist/services/SceneStore.d.ts.map +1 -0
- package/dist/services/SceneStore.js +18 -0
- package/dist/services/ShadersLibrary.d.ts +79 -0
- package/dist/services/ShadersLibrary.d.ts.map +1 -0
- package/dist/services/ShadersLibrary.js +820 -0
- package/dist/services/SkySystemManager.d.ts +57 -0
- package/dist/services/SkySystemManager.d.ts.map +1 -0
- package/dist/services/SkySystemManager.js +190 -0
- package/dist/services/TextureResolver.d.ts +51 -0
- package/dist/services/TextureResolver.d.ts.map +1 -0
- package/dist/services/TextureResolver.js +136 -0
- package/dist/services/TexturesManager.d.ts +17 -0
- package/dist/services/TexturesManager.d.ts.map +1 -0
- package/dist/services/TexturesManager.js +48 -0
- package/dist/services/UniformConverter.d.ts +33 -0
- package/dist/services/UniformConverter.d.ts.map +1 -0
- package/dist/services/UniformConverter.js +252 -0
- package/dist/services/index.d.ts +19 -0
- package/dist/services/index.d.ts.map +1 -0
- package/dist/services/index.js +14 -0
- package/dist/shaders/BasicSkyMaterial.d.ts +49 -0
- package/dist/shaders/BasicSkyMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicSkyMaterial.js +94 -0
- package/dist/shaders/BasicWaterMaterial.d.ts +41 -0
- package/dist/shaders/BasicWaterMaterial.d.ts.map +1 -0
- package/dist/shaders/BasicWaterMaterial.js +155 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts +52 -0
- package/dist/shaders/BubblesPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/BubblesPointsMaterial.js +95 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CartoonCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsMaterial.js +59 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts +65 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CartoonCloudsPointsMaterial.js +138 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts +36 -0
- package/dist/shaders/CirrusCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsMaterial.js +55 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CirrusCloudsPointsMaterial.js +140 -0
- package/dist/shaders/CloudsMaterial.d.ts +47 -0
- package/dist/shaders/CloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsMaterial.js +124 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts +82 -0
- package/dist/shaders/CloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/CloudsPointsMaterial.js +200 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts +2 -0
- package/dist/shaders/CommonNoiseFunctions.d.ts.map +1 -0
- package/dist/shaders/CommonNoiseFunctions.js +41 -0
- package/dist/shaders/CoronaMaterial.d.ts +41 -0
- package/dist/shaders/CoronaMaterial.d.ts.map +1 -0
- package/dist/shaders/CoronaMaterial.js +54 -0
- package/dist/shaders/CustomShaderMaterial.d.ts +10 -0
- package/dist/shaders/CustomShaderMaterial.d.ts.map +1 -0
- package/dist/shaders/CustomShaderMaterial.js +10 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts +28 -0
- package/dist/shaders/EarthAtmosphereMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthAtmosphereMaterial.js +55 -0
- package/dist/shaders/EarthMaterial.d.ts +40 -0
- package/dist/shaders/EarthMaterial.d.ts.map +1 -0
- package/dist/shaders/EarthMaterial.js +69 -0
- package/dist/shaders/FireMaterial.d.ts +30 -0
- package/dist/shaders/FireMaterial.d.ts.map +1 -0
- package/dist/shaders/FireMaterial.js +154 -0
- package/dist/shaders/FireShellMaterial.d.ts +34 -0
- package/dist/shaders/FireShellMaterial.d.ts.map +1 -0
- package/dist/shaders/FireShellMaterial.js +137 -0
- package/dist/shaders/FlareMaterial.d.ts +79 -0
- package/dist/shaders/FlareMaterial.d.ts.map +1 -0
- package/dist/shaders/FlareMaterial.js +184 -0
- package/dist/shaders/GlowMaterial.d.ts +41 -0
- package/dist/shaders/GlowMaterial.d.ts.map +1 -0
- package/dist/shaders/GlowMaterial.js +54 -0
- package/dist/shaders/GlyphRingMaterial.d.ts +72 -0
- package/dist/shaders/GlyphRingMaterial.d.ts.map +1 -0
- package/dist/shaders/GlyphRingMaterial.js +152 -0
- package/dist/shaders/ImageMaterial.d.ts +294 -0
- package/dist/shaders/ImageMaterial.d.ts.map +1 -0
- package/dist/shaders/ImageMaterial.js +401 -0
- package/dist/shaders/LavaMaterial.d.ts +69 -0
- package/dist/shaders/LavaMaterial.d.ts.map +1 -0
- package/dist/shaders/LavaMaterial.js +127 -0
- package/dist/shaders/LineEffectsMaterials.d.ts +97 -0
- package/dist/shaders/LineEffectsMaterials.d.ts.map +1 -0
- package/dist/shaders/LineEffectsMaterials.js +242 -0
- package/dist/shaders/LineMaterial.d.ts +37 -0
- package/dist/shaders/LineMaterial.d.ts.map +1 -0
- package/dist/shaders/LineMaterial.js +64 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts +278 -0
- package/dist/shaders/MeshEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/MeshEffectsMaterial.js +312 -0
- package/dist/shaders/MorphingSimulation.d.ts +17 -0
- package/dist/shaders/MorphingSimulation.d.ts.map +1 -0
- package/dist/shaders/MorphingSimulation.js +66 -0
- package/dist/shaders/MyGridMaterial.d.ts +61 -0
- package/dist/shaders/MyGridMaterial.d.ts.map +1 -0
- package/dist/shaders/MyGridMaterial.js +176 -0
- package/dist/shaders/MyParticlesMaterial.d.ts +65 -0
- package/dist/shaders/MyParticlesMaterial.d.ts.map +1 -0
- package/dist/shaders/MyParticlesMaterial.js +126 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts +44 -0
- package/dist/shaders/NebulaCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaCloudsMaterial.js +63 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts +236 -0
- package/dist/shaders/NebulaPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/NebulaPointsMaterial.js +265 -0
- package/dist/shaders/OceanMaterial.d.ts +57 -0
- package/dist/shaders/OceanMaterial.d.ts.map +1 -0
- package/dist/shaders/OceanMaterial.js +240 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts +49 -0
- package/dist/shaders/PainterlyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsMaterial.js +68 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts +69 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/PainterlyCloudsPointsMaterial.js +140 -0
- package/dist/shaders/RainMaterial.d.ts +36 -0
- package/dist/shaders/RainMaterial.d.ts.map +1 -0
- package/dist/shaders/RainMaterial.js +79 -0
- package/dist/shaders/ReflectorMaterial.d.ts +62 -0
- package/dist/shaders/ReflectorMaterial.d.ts.map +1 -0
- package/dist/shaders/ReflectorMaterial.js +167 -0
- package/dist/shaders/SandMaterial.d.ts +58 -0
- package/dist/shaders/SandMaterial.d.ts.map +1 -0
- package/dist/shaders/SandMaterial.js +296 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts +280 -0
- package/dist/shaders/ShaderEffectsMaterial copy.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial copy.js +354 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts +5 -0
- package/dist/shaders/ShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/ShaderEffectsMaterial.js +10 -0
- package/dist/shaders/ShootingStarMaterial.d.ts +9 -0
- package/dist/shaders/ShootingStarMaterial.d.ts.map +1 -0
- package/dist/shaders/ShootingStarMaterial.js +42 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts +76 -0
- package/dist/shaders/SkyCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyCloudsMaterial.js +212 -0
- package/dist/shaders/SkyMaterial.d.ts +130 -0
- package/dist/shaders/SkyMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyMaterial.js +237 -0
- package/dist/shaders/SkyboxMaterial.d.ts +40 -0
- package/dist/shaders/SkyboxMaterial.d.ts.map +1 -0
- package/dist/shaders/SkyboxMaterial.js +64 -0
- package/dist/shaders/SmokeMaterial.d.ts +48 -0
- package/dist/shaders/SmokeMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeMaterial.js +159 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts +48 -0
- package/dist/shaders/SmokeRibbonMaterial.d.ts.map +1 -0
- package/dist/shaders/SmokeRibbonMaterial.js +120 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts +65 -0
- package/dist/shaders/SparklesBurstMaterial.d.ts.map +1 -0
- package/dist/shaders/SparklesBurstMaterial.js +99 -0
- package/dist/shaders/StarsMaterial.d.ts +36 -0
- package/dist/shaders/StarsMaterial.d.ts.map +1 -0
- package/dist/shaders/StarsMaterial.js +74 -0
- package/dist/shaders/StormCloudsMaterial.d.ts +44 -0
- package/dist/shaders/StormCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsMaterial.js +61 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts +303 -0
- package/dist/shaders/StormCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/StormCloudsPointsMaterial.js +389 -0
- package/dist/shaders/SunCoreMaterial.d.ts +69 -0
- package/dist/shaders/SunCoreMaterial.d.ts.map +1 -0
- package/dist/shaders/SunCoreMaterial.js +127 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts +56 -0
- package/dist/shaders/VolumetricCloudsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsMaterial.js +93 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts +73 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts.map +1 -0
- package/dist/shaders/VolumetricCloudsPointsMaterial.js +143 -0
- package/dist/shaders/WaterMaterial.d.ts +110 -0
- package/dist/shaders/WaterMaterial.d.ts.map +1 -0
- package/dist/shaders/WaterMaterial.js +228 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsFragmentFunctions.glsl.js +182 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts +230 -0
- package/dist/shaders/effects/EffectsUniforms.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsUniforms.js +66 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts +2 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/EffectsVertexFunctions.glsl.js +167 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseFragment.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseFragment.glsl.js +53 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts +2 -0
- package/dist/shaders/effects/baseVertex.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/baseVertex.glsl.js +60 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts +17 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts.map +1 -0
- package/dist/shaders/effects/buildShaderEffectsMaterial.js +156 -0
- package/dist/shaders/effects/defaults.d.ts +4 -0
- package/dist/shaders/effects/defaults.d.ts.map +1 -0
- package/dist/shaders/effects/defaults.js +27 -0
- package/dist/shaders/effects/index.d.ts +7 -0
- package/dist/shaders/effects/index.d.ts.map +1 -0
- package/dist/shaders/effects/index.js +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts +6 -0
- package/dist/shaders/effects/noiseLib.glsl.d.ts.map +1 -0
- package/dist/shaders/effects/noiseLib.glsl.js +214 -0
- package/dist/shaders/effects/presets.d.ts +20 -0
- package/dist/shaders/effects/presets.d.ts.map +1 -0
- package/dist/shaders/effects/presets.js +288 -0
- package/dist/shaders/effects/registry/brightness.d.ts +3 -0
- package/dist/shaders/effects/registry/brightness.d.ts.map +1 -0
- package/dist/shaders/effects/registry/brightness.js +16 -0
- package/dist/shaders/effects/registry/colorShift.d.ts +3 -0
- package/dist/shaders/effects/registry/colorShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/colorShift.js +21 -0
- package/dist/shaders/effects/registry/depthFade.d.ts +3 -0
- package/dist/shaders/effects/registry/depthFade.d.ts.map +1 -0
- package/dist/shaders/effects/registry/depthFade.js +29 -0
- package/dist/shaders/effects/registry/displacement.d.ts +3 -0
- package/dist/shaders/effects/registry/displacement.d.ts.map +1 -0
- package/dist/shaders/effects/registry/displacement.js +17 -0
- package/dist/shaders/effects/registry/explode.d.ts +3 -0
- package/dist/shaders/effects/registry/explode.d.ts.map +1 -0
- package/dist/shaders/effects/registry/explode.js +43 -0
- package/dist/shaders/effects/registry/flicker.d.ts +3 -0
- package/dist/shaders/effects/registry/flicker.d.ts.map +1 -0
- package/dist/shaders/effects/registry/flicker.js +27 -0
- package/dist/shaders/effects/registry/glow.d.ts +3 -0
- package/dist/shaders/effects/registry/glow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/glow.js +21 -0
- package/dist/shaders/effects/registry/grayscale.d.ts +3 -0
- package/dist/shaders/effects/registry/grayscale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/grayscale.js +105 -0
- package/dist/shaders/effects/registry/hueShift.d.ts +3 -0
- package/dist/shaders/effects/registry/hueShift.d.ts.map +1 -0
- package/dist/shaders/effects/registry/hueShift.js +40 -0
- package/dist/shaders/effects/registry/index.d.ts +9 -0
- package/dist/shaders/effects/registry/index.d.ts.map +1 -0
- package/dist/shaders/effects/registry/index.js +70 -0
- package/dist/shaders/effects/registry/jitter.d.ts +3 -0
- package/dist/shaders/effects/registry/jitter.d.ts.map +1 -0
- package/dist/shaders/effects/registry/jitter.js +31 -0
- package/dist/shaders/effects/registry/magnet.d.ts +3 -0
- package/dist/shaders/effects/registry/magnet.d.ts.map +1 -0
- package/dist/shaders/effects/registry/magnet.js +43 -0
- package/dist/shaders/effects/registry/noise.d.ts +3 -0
- package/dist/shaders/effects/registry/noise.d.ts.map +1 -0
- package/dist/shaders/effects/registry/noise.js +61 -0
- package/dist/shaders/effects/registry/pulse.d.ts +3 -0
- package/dist/shaders/effects/registry/pulse.d.ts.map +1 -0
- package/dist/shaders/effects/registry/pulse.js +24 -0
- package/dist/shaders/effects/registry/rainbow.d.ts +3 -0
- package/dist/shaders/effects/registry/rainbow.d.ts.map +1 -0
- package/dist/shaders/effects/registry/rainbow.js +55 -0
- package/dist/shaders/effects/registry/ripple.d.ts +3 -0
- package/dist/shaders/effects/registry/ripple.d.ts.map +1 -0
- package/dist/shaders/effects/registry/ripple.js +39 -0
- package/dist/shaders/effects/registry/saturation.d.ts +3 -0
- package/dist/shaders/effects/registry/saturation.d.ts.map +1 -0
- package/dist/shaders/effects/registry/saturation.js +19 -0
- package/dist/shaders/effects/registry/scale.d.ts +3 -0
- package/dist/shaders/effects/registry/scale.d.ts.map +1 -0
- package/dist/shaders/effects/registry/scale.js +26 -0
- package/dist/shaders/effects/registry/sparkle.d.ts +3 -0
- package/dist/shaders/effects/registry/sparkle.d.ts.map +1 -0
- package/dist/shaders/effects/registry/sparkle.js +34 -0
- package/dist/shaders/effects/registry/spiral.d.ts +3 -0
- package/dist/shaders/effects/registry/spiral.d.ts.map +1 -0
- package/dist/shaders/effects/registry/spiral.js +46 -0
- package/dist/shaders/effects/registry/twist.d.ts +3 -0
- package/dist/shaders/effects/registry/twist.d.ts.map +1 -0
- package/dist/shaders/effects/registry/twist.js +55 -0
- package/dist/shaders/effects/registry/vortex.d.ts +3 -0
- package/dist/shaders/effects/registry/vortex.d.ts.map +1 -0
- package/dist/shaders/effects/registry/vortex.js +35 -0
- package/dist/shaders/effects/registry/wave.d.ts +3 -0
- package/dist/shaders/effects/registry/wave.d.ts.map +1 -0
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import { Vector3 } from "three";
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const vertexShader = /*glsl*/ `
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}
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33
|
+
|
|
34
|
+
float fbm(vec2 p) {
|
|
35
|
+
float v = 0.0; float amp = 0.5; float freq = 1.0;
|
|
36
|
+
for (int i = 0; i < 6; i++) {
|
|
37
|
+
v += amp * smoothNoise(p * freq);
|
|
38
|
+
amp *= 0.5; freq *= 2.1;
|
|
39
|
+
}
|
|
40
|
+
return v;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
void main() {
|
|
44
|
+
float t = u_time * u_speed;
|
|
45
|
+
float along = vUv.x;
|
|
46
|
+
float across = vUv.y - 0.5;
|
|
47
|
+
|
|
48
|
+
// Convective turbulence — large scale rolls
|
|
49
|
+
vec2 turbUV = vec2(along * 3.0 - t * 0.8, across * 2.0 + t * 0.3);
|
|
50
|
+
float turb = fbm(turbUV) * u_turbulence;
|
|
51
|
+
|
|
52
|
+
// Secondary smaller eddies
|
|
53
|
+
float eddy = fbm(turbUV * 3.0 + vec2(t * 0.5, -t * 0.2)) * u_turbulence * 0.4;
|
|
54
|
+
|
|
55
|
+
float displacement = (turb + eddy - 0.5) * 0.2;
|
|
56
|
+
float dist = abs(across - displacement);
|
|
57
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+
|
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58
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+
// Temperature gradient from center outward — maps to color
|
|
59
|
+
float coreGrad = 1.0 - smoothstep(0.0, 0.08, dist);
|
|
60
|
+
float midGrad = 1.0 - smoothstep(0.05, 0.2, dist);
|
|
61
|
+
float coolGrad = 1.0 - smoothstep(0.1, 0.35, dist);
|
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62
|
+
|
|
63
|
+
// Spicules — thin jets shooting off the surface
|
|
64
|
+
float spiculePhase = floor(along * 20.0 + t * 2.0);
|
|
65
|
+
float spiculeSeed = hash(vec2(spiculePhase, 0.0));
|
|
66
|
+
float spiculeActive = step(0.6, spiculeSeed);
|
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67
|
+
float spiculeX = fract(along * 20.0 + t * 2.0);
|
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68
|
+
float spiculeY = across - 0.2;
|
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69
|
+
float spicule = exp(-abs(spiculeX - 0.5) * 30.0) * exp(-abs(spiculeY) * 15.0)
|
|
70
|
+
* spiculeActive * (1.0 - spiculeX);
|
|
71
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+
|
|
72
|
+
// Flare — occasional intense brightening at a random spot
|
|
73
|
+
float flareTime = floor(t * 0.3);
|
|
74
|
+
float flareSeed = hash(vec2(flareTime, 1.0));
|
|
75
|
+
float flarePos = flareSeed;
|
|
76
|
+
float flareIntensity = smoothstep(0.95, 1.0, fract(t * 0.3)) * 8.0;
|
|
77
|
+
float flare = exp(-abs(along - flarePos) * 15.0) * exp(-dist * 10.0) * flareIntensity;
|
|
78
|
+
|
|
79
|
+
vec3 col = u_coolColor * coolGrad;
|
|
80
|
+
col = mix(col, u_midColor, midGrad);
|
|
81
|
+
col = mix(col, u_coreColor, coreGrad);
|
|
82
|
+
col += u_flareColor * flare;
|
|
83
|
+
col += u_coreColor * spicule * 0.6;
|
|
84
|
+
|
|
85
|
+
// Brightness pulsing — magnetic reconnection events
|
|
86
|
+
float pulse = 0.85 + 0.15 * sin(t * 2.3 + along * 4.0) * sin(t * 1.7);
|
|
87
|
+
col *= pulse;
|
|
88
|
+
|
|
89
|
+
float alpha = clamp(coolGrad * 0.8 + flare * 0.5 + spicule * 0.4, 0.0, 1.0);
|
|
90
|
+
|
|
91
|
+
gl_FragColor = vec4(col, alpha);
|
|
92
|
+
}
|
|
93
|
+
`;
|
|
94
|
+
const SolarFilamentMaterial = shaderMaterial({
|
|
95
|
+
u_time: 0,
|
|
96
|
+
u_coreColor: new Vector3(1.0, 0.98, 0.7), // White-hot
|
|
97
|
+
u_midColor: new Vector3(1.0, 0.55, 0.05), // Solar orange
|
|
98
|
+
u_coolColor: new Vector3(0.7, 0.08, 0.02), // Deep plasma red
|
|
99
|
+
u_flareColor: new Vector3(1.0, 0.9, 0.3), // Bright yellow flare
|
|
100
|
+
u_speed: 0.5,
|
|
101
|
+
u_turbulence: 1.2,
|
|
102
|
+
}, vertexShader, fragmentShader);
|
|
103
|
+
extend({ SolarFilamentMaterial });
|
|
104
|
+
export { SolarFilamentMaterial };
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
import { Vector2, Vector3 } from "three";
|
|
2
|
+
export interface TeslaArcMaterialUniforms {
|
|
3
|
+
u_time: {
|
|
4
|
+
value: number;
|
|
5
|
+
};
|
|
6
|
+
u_resolution: {
|
|
7
|
+
value: Vector2;
|
|
8
|
+
};
|
|
9
|
+
u_arcColor: {
|
|
10
|
+
value: Vector3;
|
|
11
|
+
};
|
|
12
|
+
u_glowColor: {
|
|
13
|
+
value: Vector3;
|
|
14
|
+
};
|
|
15
|
+
u_speed: {
|
|
16
|
+
value: number;
|
|
17
|
+
};
|
|
18
|
+
u_intensity: {
|
|
19
|
+
value: number;
|
|
20
|
+
};
|
|
21
|
+
u_forkDensity: {
|
|
22
|
+
value: number;
|
|
23
|
+
};
|
|
24
|
+
}
|
|
25
|
+
declare const TeslaArcMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
|
|
26
|
+
u_time: number;
|
|
27
|
+
u_resolution: Vector2;
|
|
28
|
+
u_arcColor: Vector3;
|
|
29
|
+
u_glowColor: Vector3;
|
|
30
|
+
u_speed: number;
|
|
31
|
+
u_intensity: number;
|
|
32
|
+
u_forkDensity: number;
|
|
33
|
+
}> & {
|
|
34
|
+
key: string;
|
|
35
|
+
};
|
|
36
|
+
export { TeslaArcMaterial };
|
|
37
|
+
//# sourceMappingURL=TeslaArcMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TeslaArcMaterial.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/TeslaArcMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGzC,MAAM,WAAW,wBAAwB;IACrC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,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,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,aAAa,EAAE;QACX,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAiHD,QAAA,MAAM,gBAAgB;;;;;;;;;;CAQU,CAAC;AAEjC,OAAO,EAAE,gBAAgB,EAAE,CAAC"}
|
|
@@ -0,0 +1,125 @@
|
|
|
1
|
+
import { Vector2, 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
|
+
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 fragmentShader = /*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
|
+
float hash(float n) { return fract(sin(n) * 43758.5453123); }
|
|
28
|
+
float hash2(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
|
|
29
|
+
|
|
30
|
+
float vnoise(float x) {
|
|
31
|
+
float i = floor(x);
|
|
32
|
+
float f = fract(x);
|
|
33
|
+
f = f * f * (3.0 - 2.0 * f);
|
|
34
|
+
return mix(hash(i), hash(i + 1.0), f);
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
float fbm(float x) {
|
|
38
|
+
float v = 0.0; float amp = 0.5; float freq = 1.0;
|
|
39
|
+
for (int i = 0; i < 7; i++) {
|
|
40
|
+
v += amp * vnoise(x * freq);
|
|
41
|
+
amp *= 0.5; freq *= 2.17;
|
|
42
|
+
}
|
|
43
|
+
return v;
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
void main() {
|
|
47
|
+
float t = u_time * u_speed;
|
|
48
|
+
float along = vUv.x;
|
|
49
|
+
float across = vUv.y - 0.5; // -0.5 → +0.5 across the quad
|
|
50
|
+
|
|
51
|
+
vec3 col = vec3(0.0);
|
|
52
|
+
float totalAlpha = 0.0;
|
|
53
|
+
|
|
54
|
+
// ── 3 simultaneous arcs at staggered Y offsets ──────────────
|
|
55
|
+
// Each arc has its own base position, speed variation, and color tint
|
|
56
|
+
// so they look like independent discharge channels, not copies.
|
|
57
|
+
|
|
58
|
+
float arcBaseY[3];
|
|
59
|
+
arcBaseY[0] = -0.15;
|
|
60
|
+
arcBaseY[1] = 0.0;
|
|
61
|
+
arcBaseY[2] = 0.15;
|
|
62
|
+
|
|
63
|
+
vec3 arcTint[3];
|
|
64
|
+
arcTint[0] = vec3(0.3, 0.7, 1.0); // cooler blue
|
|
65
|
+
arcTint[1] = vec3(0.6, 0.9, 1.0); // bright cyan (brightest, center)
|
|
66
|
+
arcTint[2] = vec3(0.1, 0.5, 0.9); // deeper blue
|
|
67
|
+
|
|
68
|
+
for (int k = 0; k < 3; k++) {
|
|
69
|
+
float kf = float(k);
|
|
70
|
+
|
|
71
|
+
// Each arc travels at a slightly different speed so they desync over time
|
|
72
|
+
float speed = t * (2.5 + kf * 0.4);
|
|
73
|
+
|
|
74
|
+
float phase = along * 8.0 + kf * 3.7 - speed;
|
|
75
|
+
float arc = fbm(phase) - 0.5;
|
|
76
|
+
arc += fbm(phase * 2.3 + 17.4) * 0.3;
|
|
77
|
+
|
|
78
|
+
// Per-arc flicker — different seeds so they don't strobe together
|
|
79
|
+
float flicker = hash(floor(t * 12.0) + floor(along * u_forkDensity) + kf * 31.0);
|
|
80
|
+
arc *= 0.9 + flicker * 0.2;
|
|
81
|
+
|
|
82
|
+
float baseY = arcBaseY[k];
|
|
83
|
+
float dist = abs((across - baseY) - arc * 0.28);
|
|
84
|
+
|
|
85
|
+
float core = exp(-dist * 90.0) * u_intensity * 2.0;
|
|
86
|
+
float innerGlow = exp(-dist * 28.0) * u_intensity * 0.7;
|
|
87
|
+
float halo = exp(-dist * 9.0) * u_intensity * 0.2;
|
|
88
|
+
|
|
89
|
+
// Micro-forks per arc
|
|
90
|
+
float forkT = floor(along * u_forkDensity * 2.0);
|
|
91
|
+
float forkPhase = hash2(vec2(forkT + kf * 10.0, floor(t * 8.0)));
|
|
92
|
+
float forkAlong = fract(along * u_forkDensity * 2.0);
|
|
93
|
+
float forkDist = abs((across - baseY) - (forkPhase - 0.5) * 0.4 * forkAlong);
|
|
94
|
+
float fork = exp(-forkDist * 65.0) * (1.0 - forkAlong)
|
|
95
|
+
* step(0.35, forkPhase) * u_intensity * 1.2;
|
|
96
|
+
|
|
97
|
+
// Rapid pulse — each arc has its own phase so they don't all dim at once
|
|
98
|
+
float pulse = 0.75 + 0.25 * sin(t * 28.0 + along * 18.0 + kf * 2.1);
|
|
99
|
+
|
|
100
|
+
col += arcTint[k] * (innerGlow + fork) * pulse;
|
|
101
|
+
col += u_glowColor * halo * pulse;
|
|
102
|
+
col += vec3(1.0) * core * pulse; // white-hot core
|
|
103
|
+
|
|
104
|
+
totalAlpha += innerGlow + halo + core * 0.5 + fork * 0.3;
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
// Faint background glow connecting the three arcs — looks like
|
|
108
|
+
// the electric field between channels
|
|
109
|
+
float bgGlow = exp(-abs(across) * 8.0) * 0.04;
|
|
110
|
+
col += vec3(0.02, 0.05, 0.15) * bgGlow;
|
|
111
|
+
|
|
112
|
+
gl_FragColor = vec4(col, clamp(totalAlpha + bgGlow, 0.0, 1.0));
|
|
113
|
+
}
|
|
114
|
+
`;
|
|
115
|
+
const TeslaArcMaterial = shaderMaterial({
|
|
116
|
+
u_time: 0,
|
|
117
|
+
u_resolution: new Vector2(),
|
|
118
|
+
u_arcColor: new Vector3(0.4, 0.8, 1.0), // Electric cyan
|
|
119
|
+
u_glowColor: new Vector3(0.1, 0.3, 0.9), // Deep blue plasma
|
|
120
|
+
u_speed: 1.0,
|
|
121
|
+
u_intensity: 1.5,
|
|
122
|
+
u_forkDensity: 6.0,
|
|
123
|
+
}, vertexShader, fragmentShader);
|
|
124
|
+
extend({ TeslaArcMaterial });
|
|
125
|
+
export { TeslaArcMaterial };
|
|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
import { Vector2, Vector3 } from "three";
|
|
2
|
+
export interface VoidRiftMaterialUniforms {
|
|
3
|
+
u_time: {
|
|
4
|
+
value: number;
|
|
5
|
+
};
|
|
6
|
+
u_resolution: {
|
|
7
|
+
value: Vector2;
|
|
8
|
+
};
|
|
9
|
+
u_riftColor: {
|
|
10
|
+
value: Vector3;
|
|
11
|
+
};
|
|
12
|
+
u_radiationColor: {
|
|
13
|
+
value: Vector3;
|
|
14
|
+
};
|
|
15
|
+
u_lensColor: {
|
|
16
|
+
value: Vector3;
|
|
17
|
+
};
|
|
18
|
+
u_speed: {
|
|
19
|
+
value: number;
|
|
20
|
+
};
|
|
21
|
+
u_riftWidth: {
|
|
22
|
+
value: number;
|
|
23
|
+
};
|
|
24
|
+
u_radiationDensity: {
|
|
25
|
+
value: number;
|
|
26
|
+
};
|
|
27
|
+
}
|
|
28
|
+
declare const VoidRiftMaterial: import("@react-three/fiber").ConstructorRepresentation<import("three").ShaderMaterial & {
|
|
29
|
+
u_time: number;
|
|
30
|
+
u_resolution: Vector2;
|
|
31
|
+
u_riftColor: Vector3;
|
|
32
|
+
u_radiationColor: Vector3;
|
|
33
|
+
u_lensColor: Vector3;
|
|
34
|
+
u_speed: number;
|
|
35
|
+
u_riftWidth: number;
|
|
36
|
+
u_radiationDensity: number;
|
|
37
|
+
}> & {
|
|
38
|
+
key: string;
|
|
39
|
+
};
|
|
40
|
+
export { VoidRiftMaterial };
|
|
41
|
+
//# sourceMappingURL=VoidRiftMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"VoidRiftMaterial.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/VoidRiftMaterial.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAGzC,MAAM,WAAW,wBAAwB;IACrC,MAAM,EAAE;QACJ,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,YAAY,EAAE;QACV,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,gBAAgB,EAAE;QACd,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,OAAO,CAAC;KAClB,CAAC;IACF,OAAO,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,WAAW,EAAE;QACT,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;IACF,kBAAkB,EAAE;QAChB,KAAK,EAAE,MAAM,CAAC;KACjB,CAAC;CACL;AAyGD,QAAA,MAAM,gBAAgB;;;;;;;;;;;CASU,CAAC;AAEjC,OAAO,EAAE,gBAAgB,EAAE,CAAC"}
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import { Vector2, Vector3 } from "three";
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import { extend } from "@react-three/fiber";
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import { shaderMaterial } from "@react-three/drei";
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const vertexShader = /*glsl*/ `
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vUv = uv;
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vPosition = position;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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const fragmentShader = /*glsl*/ `
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform vec3 u_riftColor;
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uniform vec3 u_radiationColor;
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uniform vec3 u_lensColor;
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uniform float u_speed;
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uniform float u_riftWidth;
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uniform float u_radiationDensity;
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varying vec2 vUv;
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float hash(float n) { return fract(sin(n) * 43758.5453); }
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float hash2d(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5); }
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float smoothNoise(vec2 p) {
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vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f);
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float a = hash2d(i), b = hash2d(i + vec2(1, 0));
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float c = hash2d(i + vec2(0, 1)), d = hash2d(i + vec2(1, 1));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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// Domain-warped noise for the rift edge — makes it breathe and writhe
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float riftNoise(vec2 p, float t) {
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vec2 q = vec2(smoothNoise(p + vec2(t * 0.3, t * 0.2)),
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smoothNoise(p + vec2(t * 0.2, -t * 0.4)));
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vec2 r = vec2(smoothNoise(p + 4.0 * q + vec2(1.7, 9.2)),
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smoothNoise(p + 4.0 * q + vec2(8.3, 2.8)));
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return smoothNoise(p + 4.0 * r);
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}
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void main() {
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float t = u_time * u_speed;
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float along = vUv.x;
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float across = vUv.y - 0.5;
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// Rift edge — domain-warped so it breathes and writhes
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vec2 riftUV = vec2(along * 4.0 - t * 0.5, across * 2.0);
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float riftWarp = riftNoise(riftUV, t) - 0.5;
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float riftEdge = abs(across - riftWarp * 0.1);
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float insideRift = 1.0 - smoothstep(0.0, u_riftWidth, riftEdge);
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+
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// Edge shimmer — lensing distortion halo
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float lensing = exp(-riftEdge * 12.0) * (1.0 - insideRift * 0.7);
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lensing *= 0.5 + 0.5 * sin(along * 30.0 - t * 5.0 + riftWarp * 10.0);
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+
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59
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// Hawking radiation — sparse bright sparks ejected from the event horizon
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vec3 radCol = vec3(0.0);
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for (float i = 0.0; i < 12.0; i++) {
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if (i >= u_radiationDensity) break;
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float seed = hash(i * 3.7 + floor(t * 2.0));
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64
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float pos = seed;
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65
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float birth = fract(hash(i * 5.3 + floor(t * 4.0)) + t * 0.8);
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float life = 1.0 - birth;
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67
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+
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// Spark drifts perpendicular to the rift as it ages
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float drift = (hash(i * 9.1) - 0.5) * life * 0.4;
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float sparkDist = length(vec2((along - pos) * 6.0, (across - drift) * 8.0));
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float spark = exp(-sparkDist * sparkDist * 20.0) * life * (1.0 - life) * 4.0;
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vec3 sparkColor = mix(u_radiationColor, vec3(1.0, 0.6, 0.2), life * 0.6);
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radCol += sparkColor * spark;
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}
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76
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+
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// Dimensional bleed — strands of an alternate reality bleeding through
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float bleedPhase = along * 15.0 + t * 1.5;
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float bleed = sin(bleedPhase) * sin(bleedPhase * 1.618) * 0.5 + 0.5;
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80
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bleed *= insideRift * 0.3;
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81
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bleed *= smoothNoise(vec2(along * 8.0, t * 0.7));
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82
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+
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83
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// Dark matter texture inside the rift — not nothing, but OTHER
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84
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float darkMatter = smoothNoise(vec2(along * 20.0 - t, across * 10.0)) * insideRift;
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85
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float antimatter = smoothNoise(vec2(along * 35.0 + t * 1.3, across * 20.0 - t * 0.5)) * insideRift;
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86
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+
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87
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vec3 col = vec3(0.0);
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col += u_riftColor * insideRift * (0.3 + darkMatter * 0.3 + antimatter * 0.15);
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89
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col += u_lensColor * lensing * 0.8;
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90
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col += vec3(0.6, 0.1, 0.9) * bleed;
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91
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col += radCol;
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92
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+
|
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93
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+
// Edge singularity line — ultra-bright thin line at the rift boundary
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94
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float singularity = exp(-riftEdge * 60.0) * 2.0;
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95
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singularity *= 0.7 + 0.3 * sin(along * 50.0 - t * 8.0);
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96
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col += mix(u_lensColor, vec3(1.0), 0.5) * singularity;
|
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97
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+
|
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98
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float alpha = clamp(
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99
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insideRift * 0.7 + lensing * 0.6 + singularity * 0.8
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+ (radCol.r + radCol.g + radCol.b) * 0.4,
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0.0, 1.0
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);
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103
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+
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gl_FragColor = vec4(col, alpha);
|
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105
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+
}
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106
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+
`;
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107
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const VoidRiftMaterial = shaderMaterial({
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108
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u_time: 0,
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109
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u_resolution: new Vector2(),
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110
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u_riftColor: new Vector3(0.02, 0.0, 0.06), // Near-void purple-black
|
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111
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u_radiationColor: new Vector3(0.9, 0.95, 1.0), // Cool white radiation
|
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112
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u_lensColor: new Vector3(0.5, 0.2, 1.0), // Violet gravitational lens
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113
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u_speed: 0.4,
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114
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u_riftWidth: 0.12,
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115
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u_radiationDensity: 8.0,
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116
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+
}, vertexShader, fragmentShader);
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117
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+
extend({ VoidRiftMaterial });
|
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118
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+
export { VoidRiftMaterial };
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1
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export type { TeslaArcMaterialUniforms } from "./TeslaArcMaterial";
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2
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export type { SerpentFlowMaterialUniforms } from "./SerpentFlowMaterial";
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3
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export type { GhostSignalMaterialUniforms } from "./GhostSignalMaterial";
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4
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export type { SolarFilamentMaterialUniforms } from "./SolarFilamentMaterial";
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5
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export type { VoidRiftMaterialUniforms } from "./VoidRiftMaterial";
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6
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export { TeslaArcMaterial } from "./TeslaArcMaterial";
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7
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export { SerpentFlowMaterial } from "./SerpentFlowMaterial";
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8
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export { GhostSignalMaterial } from "./GhostSignalMaterial";
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9
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+
export { SolarFilamentMaterial } from "./SolarFilamentMaterial";
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10
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export { VoidRiftMaterial } from "./VoidRiftMaterial";
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11
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//# sourceMappingURL=index.d.ts.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/shaders/lineShaders/index.ts"],"names":[],"mappings":"AAAA,YAAY,EAAE,wBAAwB,EAAE,MAAM,oBAAoB,CAAC;AAEnE,YAAY,EAAE,2BAA2B,EAAE,MAAM,uBAAuB,CAAC;AAEzE,YAAY,EAAE,2BAA2B,EAAE,MAAM,uBAAuB,CAAC;AAEzE,YAAY,EAAE,6BAA6B,EAAE,MAAM,yBAAyB,CAAC;AAE7E,YAAY,EAAE,wBAAwB,EAAE,MAAM,oBAAoB,CAAC;AAGnE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAChE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC"}
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@@ -0,0 +1,7 @@
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1
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+
// Line Shader Materials — barrel export
|
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2
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+
// Usage: import { TeslaArcMaterial, SerpentFlowMaterial } from './shaders';
|
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3
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+
export { TeslaArcMaterial } from "./TeslaArcMaterial.js";
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4
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+
export { SerpentFlowMaterial } from "./SerpentFlowMaterial.js";
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5
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+
export { GhostSignalMaterial } from "./GhostSignalMaterial.js";
|
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6
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+
export { SolarFilamentMaterial } from "./SolarFilamentMaterial.js";
|
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7
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+
export { VoidRiftMaterial } from "./VoidRiftMaterial.js";
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@@ -0,0 +1,2 @@
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1
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export declare const NOISE_GLSL = "\n // Simplex 3D noise (Ashima Arts / Stefan Gustavson, MIT)\n vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }\n vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }\n\n float snoise(vec3 v){\n const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n vec3 i = floor(v + dot(v, C.yyy));\n vec3 x0 = v - i + dot(i, C.xxx);\n\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min(g.xyz, l.zxy);\n vec3 i2 = max(g.xyz, l.zxy);\n\n vec3 x1 = x0 - i1 + 1.0 * C.xxx;\n vec3 x2 = x0 - i2 + 2.0 * C.xxx;\n vec3 x3 = x0 - 1.0 + 3.0 * C.xxx;\n\n i = mod(i, 289.0);\n vec4 p = permute(permute(permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0));\n\n float n_ = 1.0/7.0;\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_);\n\n vec4 x = x_ * ns.x + ns.yyyy;\n vec4 y = y_ * ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4(x.xy, y.xy);\n vec4 b1 = vec4(x.zw, y.zw);\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;\n\n vec3 p0 = vec3(a0.xy, h.x);\n vec3 p1 = vec3(a0.zw, h.y);\n vec3 p2 = vec3(a1.xy, h.z);\n vec3 p3 = vec3(a1.zw, h.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));\n p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;\n\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));\n }\n\n float fbm(vec3 p) {\n const mat3 R = mat3(\n 0.00, 0.80, 0.60,\n -0.80, 0.36, -0.48,\n -0.60, -0.48, 0.64\n );\n float f = 0.0;\n float a = 0.5;\n for (int i = 0; i < 5; i++) {\n f += a * snoise(p);\n p = R * p * 2.02 + vec3(0.0, 0.0, 0.07);\n a *= 0.5;\n }\n return f;\n }\n\n float ridgedFbm(vec3 p) {\n float f = 0.0;\n float a = 0.55;\n for (int i = 0; i < 4; i++) {\n f += a * (1.0 - abs(snoise(p)));\n p = p * 2.1 + vec3(1.7);\n a *= 0.5;\n }\n return f;\n }\n";
|
|
2
|
+
//# sourceMappingURL=sunNoise.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"sunNoise.d.ts","sourceRoot":"","sources":["../../src/shaders/sunNoise.ts"],"names":[],"mappings":"AAEA,eAAO,MAAM,UAAU,65EAwFtB,CAAC"}
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|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
// Shared GLSL noise chunk for the sun materials.
|
|
2
|
+
// Provides: snoise (simplex 3D), fbm (5 octaves), ridgedFbm (4 octaves).
|
|
3
|
+
export const NOISE_GLSL = /*glsl*/ `
|
|
4
|
+
// Simplex 3D noise (Ashima Arts / Stefan Gustavson, MIT)
|
|
5
|
+
vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }
|
|
6
|
+
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
|
|
7
|
+
|
|
8
|
+
float snoise(vec3 v){
|
|
9
|
+
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
|
|
10
|
+
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
|
11
|
+
|
|
12
|
+
vec3 i = floor(v + dot(v, C.yyy));
|
|
13
|
+
vec3 x0 = v - i + dot(i, C.xxx);
|
|
14
|
+
|
|
15
|
+
vec3 g = step(x0.yzx, x0.xyz);
|
|
16
|
+
vec3 l = 1.0 - g;
|
|
17
|
+
vec3 i1 = min(g.xyz, l.zxy);
|
|
18
|
+
vec3 i2 = max(g.xyz, l.zxy);
|
|
19
|
+
|
|
20
|
+
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
|
|
21
|
+
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
|
|
22
|
+
vec3 x3 = x0 - 1.0 + 3.0 * C.xxx;
|
|
23
|
+
|
|
24
|
+
i = mod(i, 289.0);
|
|
25
|
+
vec4 p = permute(permute(permute(
|
|
26
|
+
i.z + vec4(0.0, i1.z, i2.z, 1.0))
|
|
27
|
+
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
|
|
28
|
+
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
|
|
29
|
+
|
|
30
|
+
float n_ = 1.0/7.0;
|
|
31
|
+
vec3 ns = n_ * D.wyz - D.xzx;
|
|
32
|
+
|
|
33
|
+
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
|
|
34
|
+
|
|
35
|
+
vec4 x_ = floor(j * ns.z);
|
|
36
|
+
vec4 y_ = floor(j - 7.0 * x_);
|
|
37
|
+
|
|
38
|
+
vec4 x = x_ * ns.x + ns.yyyy;
|
|
39
|
+
vec4 y = y_ * ns.x + ns.yyyy;
|
|
40
|
+
vec4 h = 1.0 - abs(x) - abs(y);
|
|
41
|
+
|
|
42
|
+
vec4 b0 = vec4(x.xy, y.xy);
|
|
43
|
+
vec4 b1 = vec4(x.zw, y.zw);
|
|
44
|
+
|
|
45
|
+
vec4 s0 = floor(b0)*2.0 + 1.0;
|
|
46
|
+
vec4 s1 = floor(b1)*2.0 + 1.0;
|
|
47
|
+
vec4 sh = -step(h, vec4(0.0));
|
|
48
|
+
|
|
49
|
+
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
|
|
50
|
+
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
|
|
51
|
+
|
|
52
|
+
vec3 p0 = vec3(a0.xy, h.x);
|
|
53
|
+
vec3 p1 = vec3(a0.zw, h.y);
|
|
54
|
+
vec3 p2 = vec3(a1.xy, h.z);
|
|
55
|
+
vec3 p3 = vec3(a1.zw, h.w);
|
|
56
|
+
|
|
57
|
+
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
|
|
58
|
+
p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
|
|
59
|
+
|
|
60
|
+
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
|
61
|
+
m = m * m;
|
|
62
|
+
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
float fbm(vec3 p) {
|
|
66
|
+
const mat3 R = mat3(
|
|
67
|
+
0.00, 0.80, 0.60,
|
|
68
|
+
-0.80, 0.36, -0.48,
|
|
69
|
+
-0.60, -0.48, 0.64
|
|
70
|
+
);
|
|
71
|
+
float f = 0.0;
|
|
72
|
+
float a = 0.5;
|
|
73
|
+
for (int i = 0; i < 5; i++) {
|
|
74
|
+
f += a * snoise(p);
|
|
75
|
+
p = R * p * 2.02 + vec3(0.0, 0.0, 0.07);
|
|
76
|
+
a *= 0.5;
|
|
77
|
+
}
|
|
78
|
+
return f;
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
float ridgedFbm(vec3 p) {
|
|
82
|
+
float f = 0.0;
|
|
83
|
+
float a = 0.55;
|
|
84
|
+
for (int i = 0; i < 4; i++) {
|
|
85
|
+
f += a * (1.0 - abs(snoise(p)));
|
|
86
|
+
p = p * 2.1 + vec3(1.7);
|
|
87
|
+
a *= 0.5;
|
|
88
|
+
}
|
|
89
|
+
return f;
|
|
90
|
+
}
|
|
91
|
+
`;
|
|
@@ -0,0 +1,71 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import type { PathConfig } from "../types/animations";
|
|
3
|
+
export interface AnimatedObjectVOptions {
|
|
4
|
+
position?: [number, number, number];
|
|
5
|
+
scale?: [number, number, number];
|
|
6
|
+
rotation?: [number, number, number];
|
|
7
|
+
}
|
|
8
|
+
export interface TransitionOptions {
|
|
9
|
+
from?: {
|
|
10
|
+
position?: [number, number, number];
|
|
11
|
+
scale?: [number, number, number];
|
|
12
|
+
rotation?: [number, number, number];
|
|
13
|
+
};
|
|
14
|
+
to: {
|
|
15
|
+
position?: [number, number, number];
|
|
16
|
+
scale?: [number, number, number];
|
|
17
|
+
rotation?: [number, number, number];
|
|
18
|
+
};
|
|
19
|
+
duration?: number;
|
|
20
|
+
ease?: string;
|
|
21
|
+
onComplete?: () => void;
|
|
22
|
+
}
|
|
23
|
+
export interface PathAnimationOptions {
|
|
24
|
+
ease?: string;
|
|
25
|
+
loop?: boolean;
|
|
26
|
+
yoyo?: boolean;
|
|
27
|
+
speed?: number;
|
|
28
|
+
faceDirection?: boolean;
|
|
29
|
+
applyRotation?: boolean;
|
|
30
|
+
offset?: [number, number, number];
|
|
31
|
+
onComplete?: () => void;
|
|
32
|
+
}
|
|
33
|
+
export declare class AnimatedObjectV {
|
|
34
|
+
readonly group: THREE.Group;
|
|
35
|
+
private parent;
|
|
36
|
+
private fromPos;
|
|
37
|
+
private fromScale;
|
|
38
|
+
private fromRot;
|
|
39
|
+
private toPos;
|
|
40
|
+
private toScale;
|
|
41
|
+
private toRot;
|
|
42
|
+
private transProgress;
|
|
43
|
+
private transDuration;
|
|
44
|
+
private transEase;
|
|
45
|
+
private transElapsed;
|
|
46
|
+
private transOnComplete;
|
|
47
|
+
private pathPoints;
|
|
48
|
+
private pathSpline;
|
|
49
|
+
private pathProgress;
|
|
50
|
+
private pathDuration;
|
|
51
|
+
private pathSpeed;
|
|
52
|
+
private pathEase;
|
|
53
|
+
private pathLoop;
|
|
54
|
+
private pathYoyo;
|
|
55
|
+
private pathDirection;
|
|
56
|
+
private pathActive;
|
|
57
|
+
private pathFaceDir;
|
|
58
|
+
private pathApplyRot;
|
|
59
|
+
private pathOffset;
|
|
60
|
+
private pathOnComplete;
|
|
61
|
+
private targetQuat;
|
|
62
|
+
constructor(parent: THREE.Object3D, options?: AnimatedObjectVOptions);
|
|
63
|
+
startTransition(options: TransitionOptions): void;
|
|
64
|
+
startPathAnimation(pathConfig: PathConfig, duration: number, options?: PathAnimationOptions): boolean;
|
|
65
|
+
stopAnimation(): void;
|
|
66
|
+
private updateTransition;
|
|
67
|
+
private updatePath;
|
|
68
|
+
update(_elapsed: number, delta?: number): void;
|
|
69
|
+
dispose(removeFromScene?: boolean): void;
|
|
70
|
+
}
|
|
71
|
+
//# sourceMappingURL=AnimatedObjectV.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AnimatedObjectV.d.ts","sourceRoot":"","sources":["../../src/three/AnimatedObjectV.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACtD,MAAM,WAAW,sBAAsB;IACnC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACpC,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACvC;AAED,MAAM,WAAW,iBAAiB;IAC9B,IAAI,CAAC,EAAE;QACH,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACpC,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACjC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;KACvC,CAAC;IACF,EAAE,EAAE;QACA,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACpC,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACjC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;KACvC,CAAC;IACF,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;CAC3B;AAED,MAAM,WAAW,oBAAoB;IACjC,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,IAAI,CAAC,EAAE,OAAO,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB,MAAM,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAClC,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;CAC3B;AAGD,qBAAa,eAAe;IACxB,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;IAC5B,OAAO,CAAC,MAAM,CAAC;IAEf,OAAO,CAAC,OAAO,CAAuB;IACtC,OAAO,CAAC,SAAS,CAA8B;IAC/C,OAAO,CAAC,OAAO,CAAqB;IACpC,OAAO,CAAC,KAAK,CAAuB;IACpC,OAAO,CAAC,OAAO,CAA8B;IAC7C,OAAO,CAAC,KAAK,CAAqB;IAClC,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,SAAS,CAAY;IAC7B,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,eAAe,CAAQ;IAE/B,OAAO,CAAC,UAAU,CAAM;IACxB,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,SAAS,CAAK;IACtB,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,YAAY,CAAQ;IAC5B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAA0B;gBAChC,MAAM,EAAE,KAAK,CAAC,QAAQ,EAAE,OAAO,GAAE,sBAA2B;IAWxE,eAAe,CAAC,OAAO,EAAE,iBAAiB,GAAG,IAAI;IAcjD,kBAAkB,CAAC,UAAU,EAAE,UAAU,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,GAAE,oBAAyB,GAAG,OAAO;IAuBzG,aAAa,IAAI,IAAI;IAIrB,OAAO,CAAC,gBAAgB;IAcxB,OAAO,CAAC,UAAU;IA2DlB,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAE,MAAc,GAAG,IAAI;IAIrD,OAAO,CAAC,eAAe,GAAE,OAAc,GAAG,IAAI;CAKjD"}
|