@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 +1,104 @@
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_coreColor;
16
+ uniform vec3 u_midColor;
17
+ uniform vec3 u_coolColor;
18
+ uniform vec3 u_flareColor;
19
+ uniform float u_speed;
20
+ uniform float u_turbulence;
21
+ varying vec2 vUv;
22
+ varying vec3 vPosition;
23
+
24
+ float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5); }
25
+
26
+ float smoothNoise(vec2 p) {
27
+ vec2 i = floor(p); vec2 f = fract(p);
28
+ f = f * f * (3.0 - 2.0 * f);
29
+ float a = hash(i), b = hash(i + vec2(1, 0));
30
+ float c = hash(i + vec2(0, 1)), d = hash(i + vec2(1, 1));
31
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
32
+ }
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
+
58
+ // 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);
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);
67
+ float spiculeX = fract(along * 20.0 + t * 2.0);
68
+ float spiculeY = across - 0.2;
69
+ float spicule = exp(-abs(spiculeX - 0.5) * 30.0) * exp(-abs(spiculeY) * 15.0)
70
+ * spiculeActive * (1.0 - spiculeX);
71
+
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"}
@@ -0,0 +1,118 @@
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
+ 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 vec2 u_resolution;
16
+ uniform vec3 u_riftColor;
17
+ uniform vec3 u_radiationColor;
18
+ uniform vec3 u_lensColor;
19
+ uniform float u_speed;
20
+ uniform float u_riftWidth;
21
+ uniform float u_radiationDensity;
22
+ varying vec2 vUv;
23
+
24
+ float hash(float n) { return fract(sin(n) * 43758.5453); }
25
+ float hash2d(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5); }
26
+
27
+ float smoothNoise(vec2 p) {
28
+ vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f);
29
+ float a = hash2d(i), b = hash2d(i + vec2(1, 0));
30
+ float c = hash2d(i + vec2(0, 1)), d = hash2d(i + vec2(1, 1));
31
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
32
+ }
33
+
34
+ // Domain-warped noise for the rift edge — makes it breathe and writhe
35
+ float riftNoise(vec2 p, float t) {
36
+ vec2 q = vec2(smoothNoise(p + vec2(t * 0.3, t * 0.2)),
37
+ smoothNoise(p + vec2(t * 0.2, -t * 0.4)));
38
+ vec2 r = vec2(smoothNoise(p + 4.0 * q + vec2(1.7, 9.2)),
39
+ smoothNoise(p + 4.0 * q + vec2(8.3, 2.8)));
40
+ return smoothNoise(p + 4.0 * r);
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
+ // Rift edge — domain-warped so it breathes and writhes
49
+ vec2 riftUV = vec2(along * 4.0 - t * 0.5, across * 2.0);
50
+ float riftWarp = riftNoise(riftUV, t) - 0.5;
51
+ float riftEdge = abs(across - riftWarp * 0.1);
52
+
53
+ float insideRift = 1.0 - smoothstep(0.0, u_riftWidth, riftEdge);
54
+
55
+ // Edge shimmer — lensing distortion halo
56
+ float lensing = exp(-riftEdge * 12.0) * (1.0 - insideRift * 0.7);
57
+ lensing *= 0.5 + 0.5 * sin(along * 30.0 - t * 5.0 + riftWarp * 10.0);
58
+
59
+ // Hawking radiation — sparse bright sparks ejected from the event horizon
60
+ vec3 radCol = vec3(0.0);
61
+ for (float i = 0.0; i < 12.0; i++) {
62
+ if (i >= u_radiationDensity) break;
63
+ float seed = hash(i * 3.7 + floor(t * 2.0));
64
+ float pos = seed;
65
+ float birth = fract(hash(i * 5.3 + floor(t * 4.0)) + t * 0.8);
66
+ float life = 1.0 - birth;
67
+
68
+ // Spark drifts perpendicular to the rift as it ages
69
+ float drift = (hash(i * 9.1) - 0.5) * life * 0.4;
70
+ float sparkDist = length(vec2((along - pos) * 6.0, (across - drift) * 8.0));
71
+ float spark = exp(-sparkDist * sparkDist * 20.0) * life * (1.0 - life) * 4.0;
72
+
73
+ vec3 sparkColor = mix(u_radiationColor, vec3(1.0, 0.6, 0.2), life * 0.6);
74
+ radCol += sparkColor * spark;
75
+ }
76
+
77
+ // Dimensional bleed — strands of an alternate reality bleeding through
78
+ float bleedPhase = along * 15.0 + t * 1.5;
79
+ float bleed = sin(bleedPhase) * sin(bleedPhase * 1.618) * 0.5 + 0.5;
80
+ bleed *= insideRift * 0.3;
81
+ bleed *= smoothNoise(vec2(along * 8.0, t * 0.7));
82
+
83
+ // Dark matter texture inside the rift — not nothing, but OTHER
84
+ float darkMatter = smoothNoise(vec2(along * 20.0 - t, across * 10.0)) * insideRift;
85
+ float antimatter = smoothNoise(vec2(along * 35.0 + t * 1.3, across * 20.0 - t * 0.5)) * insideRift;
86
+
87
+ vec3 col = vec3(0.0);
88
+ col += u_riftColor * insideRift * (0.3 + darkMatter * 0.3 + antimatter * 0.15);
89
+ col += u_lensColor * lensing * 0.8;
90
+ col += vec3(0.6, 0.1, 0.9) * bleed;
91
+ col += radCol;
92
+
93
+ // Edge singularity line — ultra-bright thin line at the rift boundary
94
+ float singularity = exp(-riftEdge * 60.0) * 2.0;
95
+ singularity *= 0.7 + 0.3 * sin(along * 50.0 - t * 8.0);
96
+ col += mix(u_lensColor, vec3(1.0), 0.5) * singularity;
97
+
98
+ float alpha = clamp(
99
+ insideRift * 0.7 + lensing * 0.6 + singularity * 0.8
100
+ + (radCol.r + radCol.g + radCol.b) * 0.4,
101
+ 0.0, 1.0
102
+ );
103
+
104
+ gl_FragColor = vec4(col, alpha);
105
+ }
106
+ `;
107
+ const VoidRiftMaterial = shaderMaterial({
108
+ u_time: 0,
109
+ u_resolution: new Vector2(),
110
+ u_riftColor: new Vector3(0.02, 0.0, 0.06), // Near-void purple-black
111
+ u_radiationColor: new Vector3(0.9, 0.95, 1.0), // Cool white radiation
112
+ u_lensColor: new Vector3(0.5, 0.2, 1.0), // Violet gravitational lens
113
+ u_speed: 0.4,
114
+ u_riftWidth: 0.12,
115
+ u_radiationDensity: 8.0,
116
+ }, vertexShader, fragmentShader);
117
+ extend({ VoidRiftMaterial });
118
+ export { VoidRiftMaterial };
@@ -0,0 +1,11 @@
1
+ export type { TeslaArcMaterialUniforms } from "./TeslaArcMaterial";
2
+ export type { SerpentFlowMaterialUniforms } from "./SerpentFlowMaterial";
3
+ export type { GhostSignalMaterialUniforms } from "./GhostSignalMaterial";
4
+ export type { SolarFilamentMaterialUniforms } from "./SolarFilamentMaterial";
5
+ export type { VoidRiftMaterialUniforms } from "./VoidRiftMaterial";
6
+ export { TeslaArcMaterial } from "./TeslaArcMaterial";
7
+ export { SerpentFlowMaterial } from "./SerpentFlowMaterial";
8
+ export { GhostSignalMaterial } from "./GhostSignalMaterial";
9
+ export { SolarFilamentMaterial } from "./SolarFilamentMaterial";
10
+ export { VoidRiftMaterial } from "./VoidRiftMaterial";
11
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,7 @@
1
+ // Line Shader Materials — barrel export
2
+ // Usage: import { TeslaArcMaterial, SerpentFlowMaterial } from './shaders';
3
+ export { TeslaArcMaterial } from "./TeslaArcMaterial.js";
4
+ export { SerpentFlowMaterial } from "./SerpentFlowMaterial.js";
5
+ export { GhostSignalMaterial } from "./GhostSignalMaterial.js";
6
+ export { SolarFilamentMaterial } from "./SolarFilamentMaterial.js";
7
+ export { VoidRiftMaterial } from "./VoidRiftMaterial.js";
@@ -0,0 +1,2 @@
1
+ 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"}
@@ -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"}