@3driseai/3drise-core 1.0.10 → 1.0.11
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/data/effectsDefaults.d.ts.map +1 -1
- package/dist/data/effectsDefaults.js +32 -8
- package/dist/shaders/ChladniGridMaterial.d.ts +77 -0
- package/dist/shaders/ChladniGridMaterial.d.ts.map +1 -0
- package/dist/shaders/ChladniGridMaterial.js +301 -0
- package/dist/shaders/FlowNetGridMaterial.d.ts +74 -0
- package/dist/shaders/FlowNetGridMaterial.d.ts.map +1 -0
- package/dist/shaders/FlowNetGridMaterial.js +269 -0
- package/dist/shaders/GirihGridMaterial.d.ts +77 -0
- package/dist/shaders/GirihGridMaterial.d.ts.map +1 -0
- package/dist/shaders/GirihGridMaterial.js +464 -0
- package/dist/shaders/GravWaveGridMaterial.d.ts +77 -0
- package/dist/shaders/GravWaveGridMaterial.d.ts.map +1 -0
- package/dist/shaders/GravWaveGridMaterial.js +479 -0
- package/dist/shaders/HyperbolicGridMaterial.d.ts +74 -0
- package/dist/shaders/HyperbolicGridMaterial.d.ts.map +1 -0
- package/dist/shaders/HyperbolicGridMaterial.js +298 -0
- package/dist/shaders/ReactionDiffusionGridMaterial.d.ts +80 -0
- package/dist/shaders/ReactionDiffusionGridMaterial.d.ts.map +1 -0
- package/dist/shaders/ReactionDiffusionGridMaterial.js +247 -0
- package/dist/shaders/WallpaperGridMaterial.d.ts +134 -0
- package/dist/shaders/WallpaperGridMaterial.d.ts.map +1 -0
- package/dist/shaders/WallpaperGridMaterial.js +433 -0
- package/dist/shaders/index.d.ts +7 -0
- package/dist/shaders/index.d.ts.map +1 -1
- package/dist/shaders/index.js +7 -0
- package/dist/types/gallery.d.ts +21 -0
- package/dist/types/gallery.d.ts.map +1 -1
- package/dist/types/generativeEffects.d.ts +270 -2
- package/dist/types/generativeEffects.d.ts.map +1 -1
- package/dist/types/mesh.d.ts +3 -0
- package/dist/types/mesh.d.ts.map +1 -1
- package/dist/utils/GalleryCreator.d.ts +4 -75
- package/dist/utils/GalleryCreator.d.ts.map +1 -1
- package/dist/utils/GalleryCreator.js +12 -461
- package/dist/utils/LayoutCreator.d.ts +125 -0
- package/dist/utils/LayoutCreator.d.ts.map +1 -0
- package/dist/utils/LayoutCreator.js +521 -0
- package/dist/utils/galleriesUtils.d.ts.map +1 -1
- package/dist/utils/galleriesUtils.js +3 -2
- package/dist/utils/handleTransformEffects.d.ts.map +1 -1
- package/dist/utils/handleTransformEffects.js +5 -3
- package/dist/utils/index.d.ts +1 -0
- package/dist/utils/index.d.ts.map +1 -1
- package/dist/utils/index.js +1 -0
- package/package.json +1 -1
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import * as THREE from 'three';
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import { shaderMaterial } from '@react-three/drei';
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import { extend } from '@react-three/fiber';
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export const flowNetGridMaterialDefaults = {
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u_time: 0,
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u_cellSize: 1.5,
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u_lineWidth: 1,
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u_sectionSize: 5,
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u_sectionWidth: 1.6,
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u_lineColor: new THREE.Color('#3f8fbf'),
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u_sectionColor: new THREE.Color('#9fe3ff'),
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u_cellColor: new THREE.Color('#0c3148'),
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u_glowColor: new THREE.Color('#5fd0ff'),
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u_bgColor: new THREE.Color('#02070b'),
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u_bgOpacity: 0,
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u_lineMode: 2,
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u_cellMode: 1,
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u_animSpeed: 1,
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u_animScale: 0.6,
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u_animIntensity: 0.8,
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u_fadeDistance: 25,
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u_fadeStrength: 0.7,
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u_focus: new THREE.Vector2(0, 0),
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u_mouse: new THREE.Vector2(0, 0),
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u_displace: 0,
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u_reveal: 1.0,
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u_obstacleRadius: 3,
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u_circulation: 2,
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u_flowAngle: 0,
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};
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const vertex = /* glsl */ `
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uniform float u_time;
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uniform float u_cellSize;
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uniform float u_displace;
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uniform float u_animSpeed;
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uniform float u_animScale;
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varying vec2 vGridPos;
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const float PI = 3.14159265359;
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const float TAU = 6.28318530718;
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float hash21(vec2 p){
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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void main(){
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vGridPos = position.xy;
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vec3 pos = position;
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if (u_displace > 0.0){
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float t = u_time * u_animSpeed;
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float d = length(position.xy) / max(u_cellSize, 1e-4);
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pos.z += sin(d * u_animScale - t) * u_displace;
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}
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gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
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}
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`;
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const fragment = /* glsl */ `
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precision highp float;
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uniform float u_time;
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uniform float u_cellSize;
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uniform float u_lineWidth;
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uniform float u_sectionSize;
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uniform float u_sectionWidth;
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uniform vec3 u_lineColor;
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uniform vec3 u_sectionColor;
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uniform vec3 u_cellColor;
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uniform vec3 u_glowColor;
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uniform vec3 u_bgColor;
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uniform float u_bgOpacity;
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uniform float u_lineMode;
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uniform float u_cellMode;
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uniform float u_animSpeed;
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uniform float u_animScale;
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uniform float u_animIntensity;
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uniform float u_fadeDistance;
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uniform float u_fadeStrength;
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uniform vec2 u_focus;
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uniform float u_reveal;
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varying vec2 vGridPos;
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float lineAt(float c, float width, float fp){
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float d = abs(fract(c - 0.5) - 0.5);
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return 1.0 - clamp(d / max(fp * max(width, 0.05), 1e-6), 0.0, 1.0);
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}
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const float PI = 3.14159265359;
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const float TAU = 6.28318530718;
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float hash21(vec2 p){
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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uniform float u_obstacleRadius;
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uniform float u_circulation;
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uniform float u_flowAngle;
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void main(){
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float cs = max(u_cellSize, 1e-4);
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vec2 coord = vGridPos / cs;
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vec2 focus = u_focus / cs;
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float t = u_time * u_animSpeed;
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float pix = length(fwidth(coord)) * 0.7071;
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// Potential flow past a cylinder with circulation (Kutta-Joukowski):
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// W(z) = z + R^2/z - i*G/(2*pi) * log z
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// Re W is the velocity potential and Im W the stream function. They are
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// harmonic conjugates, so their level sets cross at right angles
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// everywhere: a true flow net that bends around the obstacle.
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vec2 z = coord - focus;
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float ca = cos(u_flowAngle), sa = sin(u_flowAngle);
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z = vec2(ca * z.x + sa * z.y, -sa * z.x + ca * z.y);
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float R = max(u_obstacleRadius, 0.05);
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float r2 = max(dot(z, z), 1e-6);
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float r = sqrt(r2);
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float th = atan(z.y, z.x);
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// Whole numbers only: the potential jumps by G across the branch cut of
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// log z, and fract() hides a whole-number jump.
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float G = floor(u_circulation + 0.5);
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float phi = z.x * (1.0 + R * R / r2) - G * th / TAU;
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float psi = z.y * (1.0 - R * R / r2) + G * log(r / R) / TAU;
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// |W'(z)| is the local flow speed, and also how fast both families change
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// per pixel. Using it instead of fwidth() keeps the lines clean across the
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// branch cut.
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vec2 z2 = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y);
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vec2 dW = vec2(1.0, 0.0) - R * R * vec2(z2.x, -z2.y) / (r2 * r2) + (G / TAU) * vec2(z.y, z.x) / r2;
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float speed = length(dW);
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float fp = max(speed * pix, 1e-6);
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float outside = smoothstep(R - pix, R + pix, r);
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float streams = lineAt(psi, u_lineWidth, fp);
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float equip = lineAt(phi, u_lineWidth * 0.6, fp) * 0.55;
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float lines = max(streams, equip) * outside;
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float accent = 0.0;
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if (u_sectionWidth > 0.0 && u_sectionSize > 0.0){
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float ss = u_sectionSize;
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accent = max(lineAt(psi / ss, u_sectionWidth, fp / ss),
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lineAt(phi / ss, u_sectionWidth, fp / ss) * 0.6) * outside;
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}
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// the cylinder wall is itself a streamline (psi = 0)
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float wall = 1.0 - clamp(abs(r - R) / (pix * max(u_sectionWidth, 1.0) * 1.2), 0.0, 1.0);
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accent = max(accent, wall);
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float cellH = hash21(vec2(floor(phi), floor(psi)) + 0.37);
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float f1 = fract(phi), f2 = fract(psi);
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float dmin = min(min(f1, 1.0 - f1), min(f2, 1.0 - f2));
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float edgeKeep = smoothstep(0.0, 0.16, dmin) * outside;
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float cellDist = r; // ripples radiate from the cylinder
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float flowCoord = phi; // waves ride the potential, so they speed up where the flow does
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float scanCoord = coord.x + coord.y;
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float fadeR = length(vGridPos) / max(u_fadeDistance, 1e-4);
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// Fast flow glows: the stagnation points (speed 0) stay dark and the
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// shoulders of the cylinder, where the flow runs twice as fast, light up.
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vec3 extraCol = u_glowColor * lines * smoothstep(1.0, 2.0, speed) * 0.6;
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float extraA = 0.0;
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float regionMask = 1.0;
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// ---- line animation --------------------------------------------------
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float lineAnim = 1.0;
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if (u_lineMode > 0.5){
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if (u_lineMode < 1.5){
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lineAnim = 0.5 + 0.5 * sin(cellDist * u_animScale - t);
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} else if (u_lineMode < 2.5){
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lineAnim = 0.5 + 0.5 * sin(flowCoord * u_animScale - t);
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} else if (u_lineMode < 3.5){
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float s = fract(scanCoord * 0.05 * u_animScale - t * 0.15);
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lineAnim = 0.25 + smoothstep(0.0, 0.15, s) * (1.0 - smoothstep(0.15, 0.35, s));
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} else {
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lineAnim = 0.5 + 0.5 * sin(t);
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}
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}
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lineAnim = mix(1.0, lineAnim, u_animIntensity);
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// ---- cell fill -------------------------------------------------------
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float cell = 0.0;
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if (u_cellMode > 0.5){
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if (u_cellMode < 1.5){
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cell = 0.5 + 0.5 * sin(flowCoord * 0.5 * u_animScale - t);
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} else if (u_cellMode < 2.5){
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cell = 0.5 + 0.5 * sin(t * (0.6 + cellH) + cellH * TAU);
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} else if (u_cellMode < 3.5){
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cell = smoothstep(0.6, 1.0, sin(cellDist * u_animScale - t));
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} else {
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cell = step(0.5, cellH) * (0.5 + 0.5 * sin(t));
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}
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}
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cell *= u_animIntensity * edgeKeep;
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float tone = step(0.55, cellH);
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vec3 col = u_bgColor * u_bgOpacity;
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float a = u_bgOpacity;
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col += mix(u_cellColor, u_cellColor * 2.2, tone) * cell;
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a = max(a, cell * 0.9);
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float linesI = lines * lineAnim;
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col += u_lineColor * linesI; a = max(a, linesI);
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float accentI = accent * lineAnim;
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col += u_sectionColor * accentI; a = max(a, accentI);
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col += u_glowColor * (linesI * 0.2 + cell * 0.35) * u_animIntensity;
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col = col * regionMask + extraCol;
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a = max(a * regionMask, extraA);
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float fade = 1.0 - smoothstep(1.0 - u_fadeStrength, 1.0, fadeR);
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col *= fade;
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a *= fade;
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// ---- reveal ----------------------------------------------------------
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// The build boundary sweeps outward from the focus point with a bright
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// leading edge, so the grid reads as assembling itself.
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if (u_reveal < 0.999){
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float rd = length(vGridPos - u_focus) / max(u_fadeDistance, 1e-4);
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float edge = u_reveal * 1.1;
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float mask = 1.0 - smoothstep(edge - 0.05, edge, rd);
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float front = mask * smoothstep(edge - 0.22, edge - 0.05, rd);
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col = col * mask + u_glowColor * front * (a * 1.8 + 0.08);
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a = max(a * mask, front * 0.10);
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}
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if (a < 0.002) discard;
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gl_FragColor = vec4(col, a);
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}
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`;
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export const FlowNetGridMaterial = shaderMaterial({
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u_time: flowNetGridMaterialDefaults.u_time,
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u_cellSize: flowNetGridMaterialDefaults.u_cellSize,
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u_lineWidth: flowNetGridMaterialDefaults.u_lineWidth,
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u_sectionSize: flowNetGridMaterialDefaults.u_sectionSize,
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u_sectionWidth: flowNetGridMaterialDefaults.u_sectionWidth,
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u_lineColor: flowNetGridMaterialDefaults.u_lineColor.clone(),
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u_sectionColor: flowNetGridMaterialDefaults.u_sectionColor.clone(),
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u_cellColor: flowNetGridMaterialDefaults.u_cellColor.clone(),
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u_glowColor: flowNetGridMaterialDefaults.u_glowColor.clone(),
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u_bgColor: flowNetGridMaterialDefaults.u_bgColor.clone(),
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u_bgOpacity: flowNetGridMaterialDefaults.u_bgOpacity,
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u_lineMode: flowNetGridMaterialDefaults.u_lineMode,
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u_cellMode: flowNetGridMaterialDefaults.u_cellMode,
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+
u_animSpeed: flowNetGridMaterialDefaults.u_animSpeed,
|
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257
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+
u_animScale: flowNetGridMaterialDefaults.u_animScale,
|
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258
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+
u_animIntensity: flowNetGridMaterialDefaults.u_animIntensity,
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259
|
+
u_fadeDistance: flowNetGridMaterialDefaults.u_fadeDistance,
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260
|
+
u_fadeStrength: flowNetGridMaterialDefaults.u_fadeStrength,
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261
|
+
u_focus: flowNetGridMaterialDefaults.u_focus.clone(),
|
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262
|
+
u_mouse: flowNetGridMaterialDefaults.u_mouse.clone(),
|
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263
|
+
u_displace: flowNetGridMaterialDefaults.u_displace,
|
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264
|
+
u_reveal: flowNetGridMaterialDefaults.u_reveal,
|
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265
|
+
u_obstacleRadius: flowNetGridMaterialDefaults.u_obstacleRadius,
|
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266
|
+
u_circulation: flowNetGridMaterialDefaults.u_circulation,
|
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267
|
+
u_flowAngle: flowNetGridMaterialDefaults.u_flowAngle,
|
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268
|
+
}, vertex, fragment);
|
|
269
|
+
extend({ FlowNetGridMaterial });
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
/**
|
|
3
|
+
* An Islamic star pattern drawn by Hankin polygons-in-contact. One ray per dihedral sector, from the edge midpoint to the sector bisector, generates the whole interlaced star-and-rosette strapwork over an octagon-square, hexagonal or trihexagonal tiling.
|
|
4
|
+
*
|
|
5
|
+
* Shares the grid vocabulary with the other shader-plane grids (lineMode /
|
|
6
|
+
* cellMode 0..4, fade, reveal, focus), so the same controller drives it.
|
|
7
|
+
*/
|
|
8
|
+
export interface GirihGridMaterialUniforms {
|
|
9
|
+
u_time: number;
|
|
10
|
+
u_cellSize: number;
|
|
11
|
+
u_lineWidth: number;
|
|
12
|
+
u_sectionSize: number;
|
|
13
|
+
u_sectionWidth: number;
|
|
14
|
+
u_lineColor: THREE.Color;
|
|
15
|
+
u_sectionColor: THREE.Color;
|
|
16
|
+
u_cellColor: THREE.Color;
|
|
17
|
+
u_glowColor: THREE.Color;
|
|
18
|
+
u_bgColor: THREE.Color;
|
|
19
|
+
u_bgOpacity: number;
|
|
20
|
+
u_lineMode: number;
|
|
21
|
+
u_cellMode: number;
|
|
22
|
+
u_animSpeed: number;
|
|
23
|
+
u_animScale: number;
|
|
24
|
+
u_animIntensity: number;
|
|
25
|
+
u_fadeDistance: number;
|
|
26
|
+
u_fadeStrength: number;
|
|
27
|
+
u_focus: THREE.Vector2;
|
|
28
|
+
u_mouse: THREE.Vector2;
|
|
29
|
+
u_displace: number;
|
|
30
|
+
/** 0..1 assemble/dissolve. The build boundary sweeps outward from u_focus with a bright leading edge; 1 is fully built, 0 is gone. */
|
|
31
|
+
u_reveal: number;
|
|
32
|
+
/** base tiling: 0 = 4.8.8, 1 = regular hexagons, 2 = 3.6.3.6 (trihexagonal) */
|
|
33
|
+
u_tiling: number;
|
|
34
|
+
/** Hankin contact angle in degrees (20..85); 67.5 is the classic 8-point star */
|
|
35
|
+
u_contactAngle: number;
|
|
36
|
+
/** width of the strapwork band, in cell units */
|
|
37
|
+
u_strapWidth: number;
|
|
38
|
+
/** degrees the contact angle drifts around its value, morphing the pattern */
|
|
39
|
+
u_angleDrift: number;
|
|
40
|
+
}
|
|
41
|
+
declare module '@react-three/fiber' {
|
|
42
|
+
interface ThreeElements {
|
|
43
|
+
girihGridMaterial: ThreeElements['shaderMaterial'] & Partial<GirihGridMaterialUniforms>;
|
|
44
|
+
}
|
|
45
|
+
}
|
|
46
|
+
export declare const girihGridMaterialDefaults: GirihGridMaterialUniforms;
|
|
47
|
+
export declare const GirihGridMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
|
|
48
|
+
u_time: number;
|
|
49
|
+
u_cellSize: number;
|
|
50
|
+
u_lineWidth: number;
|
|
51
|
+
u_sectionSize: number;
|
|
52
|
+
u_sectionWidth: number;
|
|
53
|
+
u_lineColor: THREE.Color;
|
|
54
|
+
u_sectionColor: THREE.Color;
|
|
55
|
+
u_cellColor: THREE.Color;
|
|
56
|
+
u_glowColor: THREE.Color;
|
|
57
|
+
u_bgColor: THREE.Color;
|
|
58
|
+
u_bgOpacity: number;
|
|
59
|
+
u_lineMode: number;
|
|
60
|
+
u_cellMode: number;
|
|
61
|
+
u_animSpeed: number;
|
|
62
|
+
u_animScale: number;
|
|
63
|
+
u_animIntensity: number;
|
|
64
|
+
u_fadeDistance: number;
|
|
65
|
+
u_fadeStrength: number;
|
|
66
|
+
u_focus: THREE.Vector2;
|
|
67
|
+
u_mouse: THREE.Vector2;
|
|
68
|
+
u_displace: number;
|
|
69
|
+
u_reveal: number;
|
|
70
|
+
u_tiling: number;
|
|
71
|
+
u_contactAngle: number;
|
|
72
|
+
u_strapWidth: number;
|
|
73
|
+
u_angleDrift: number;
|
|
74
|
+
}> & {
|
|
75
|
+
key: string;
|
|
76
|
+
};
|
|
77
|
+
//# sourceMappingURL=GirihGridMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|