@3driseai/3drise-core 1.0.19 → 1.0.21

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Files changed (155) hide show
  1. package/dist/animations/index.d.ts +2 -0
  2. package/dist/animations/index.d.ts.map +1 -0
  3. package/dist/animations/index.js +1 -0
  4. package/dist/animations/trackGenerators.d.ts +140 -0
  5. package/dist/animations/trackGenerators.d.ts.map +1 -0
  6. package/dist/animations/trackGenerators.js +443 -0
  7. package/dist/autoAnimate/bounds.d.ts +7 -0
  8. package/dist/autoAnimate/bounds.d.ts.map +1 -0
  9. package/dist/autoAnimate/bounds.js +23 -0
  10. package/dist/autoAnimate/composer.d.ts +30 -0
  11. package/dist/autoAnimate/composer.d.ts.map +1 -0
  12. package/dist/autoAnimate/composer.js +251 -0
  13. package/dist/autoAnimate/describeScene.d.ts +105 -0
  14. package/dist/autoAnimate/describeScene.d.ts.map +1 -0
  15. package/dist/autoAnimate/describeScene.js +165 -0
  16. package/dist/autoAnimate/draft.d.ts +59 -0
  17. package/dist/autoAnimate/draft.d.ts.map +1 -0
  18. package/dist/autoAnimate/draft.js +2 -0
  19. package/dist/autoAnimate/index.d.ts +14 -0
  20. package/dist/autoAnimate/index.d.ts.map +1 -0
  21. package/dist/autoAnimate/index.js +9 -0
  22. package/dist/autoAnimate/recipes.d.ts +87 -0
  23. package/dist/autoAnimate/recipes.d.ts.map +1 -0
  24. package/dist/autoAnimate/recipes.js +224 -0
  25. package/dist/autoAnimate/rng.d.ts +10 -0
  26. package/dist/autoAnimate/rng.d.ts.map +1 -0
  27. package/dist/autoAnimate/rng.js +16 -0
  28. package/dist/autoAnimate/sceneAnalyzer.d.ts +7 -0
  29. package/dist/autoAnimate/sceneAnalyzer.d.ts.map +1 -0
  30. package/dist/autoAnimate/sceneAnalyzer.js +291 -0
  31. package/dist/autoAnimate/types.d.ts +124 -0
  32. package/dist/autoAnimate/types.d.ts.map +1 -0
  33. package/dist/autoAnimate/types.js +1 -0
  34. package/dist/autoAnimate/validator.d.ts +10 -0
  35. package/dist/autoAnimate/validator.d.ts.map +1 -0
  36. package/dist/autoAnimate/validator.js +59 -0
  37. package/dist/data/effectsDefaults.d.ts +4 -0
  38. package/dist/data/effectsDefaults.d.ts.map +1 -1
  39. package/dist/data/effectsDefaults.js +393 -2
  40. package/dist/data/gridsDefaults.d.ts +5 -0
  41. package/dist/data/gridsDefaults.d.ts.map +1 -0
  42. package/dist/data/gridsDefaults.js +419 -0
  43. package/dist/data/index.d.ts +1 -0
  44. package/dist/data/index.d.ts.map +1 -1
  45. package/dist/data/index.js +1 -0
  46. package/dist/data/particlesDefaults.d.ts +3 -1
  47. package/dist/data/particlesDefaults.d.ts.map +1 -1
  48. package/dist/data/particlesDefaults.js +78 -0
  49. package/dist/environment/cloudConfigs.d.ts +313 -0
  50. package/dist/environment/cloudConfigs.d.ts.map +1 -0
  51. package/dist/environment/cloudConfigs.js +342 -0
  52. package/dist/environment/index.d.ts +5 -0
  53. package/dist/environment/index.d.ts.map +1 -0
  54. package/dist/environment/index.js +6 -0
  55. package/dist/environment/landscapeConfigs.d.ts +220 -0
  56. package/dist/environment/landscapeConfigs.d.ts.map +1 -0
  57. package/dist/environment/landscapeConfigs.js +256 -0
  58. package/dist/environment/oceanConfigs.d.ts +293 -0
  59. package/dist/environment/oceanConfigs.d.ts.map +1 -0
  60. package/dist/environment/oceanConfigs.js +380 -0
  61. package/dist/environment/terrainConfigs.d.ts +254 -0
  62. package/dist/environment/terrainConfigs.d.ts.map +1 -0
  63. package/dist/environment/terrainConfigs.js +292 -0
  64. package/dist/index.d.ts +4 -0
  65. package/dist/index.d.ts.map +1 -1
  66. package/dist/index.js +4 -0
  67. package/dist/properties/index.d.ts +4 -0
  68. package/dist/properties/index.d.ts.map +1 -0
  69. package/dist/properties/index.js +3 -0
  70. package/dist/properties/registry.d.ts +44 -0
  71. package/dist/properties/registry.d.ts.map +1 -0
  72. package/dist/properties/registry.js +343 -0
  73. package/dist/properties/tables/effectsProperties.d.ts +40 -0
  74. package/dist/properties/tables/effectsProperties.d.ts.map +1 -0
  75. package/dist/properties/tables/effectsProperties.js +512 -0
  76. package/dist/properties/tables/geometryProperties.d.ts +38 -0
  77. package/dist/properties/tables/geometryProperties.d.ts.map +1 -0
  78. package/dist/properties/tables/geometryProperties.js +91 -0
  79. package/dist/properties/tables/getPropertyConfig.d.ts +3 -0
  80. package/dist/properties/tables/getPropertyConfig.d.ts.map +1 -0
  81. package/dist/properties/tables/getPropertyConfig.js +16 -0
  82. package/dist/properties/tables/gridProperties.d.ts +6 -0
  83. package/dist/properties/tables/gridProperties.d.ts.map +1 -0
  84. package/dist/properties/tables/gridProperties.js +199 -0
  85. package/dist/properties/tables/index.d.ts +8 -0
  86. package/dist/properties/tables/index.d.ts.map +1 -0
  87. package/dist/properties/tables/index.js +7 -0
  88. package/dist/properties/tables/lightProperties.d.ts +14 -0
  89. package/dist/properties/tables/lightProperties.d.ts.map +1 -0
  90. package/dist/properties/tables/lightProperties.js +263 -0
  91. package/dist/properties/tables/materialBounds.d.ts +33 -0
  92. package/dist/properties/tables/materialBounds.d.ts.map +1 -0
  93. package/dist/properties/tables/materialBounds.js +180 -0
  94. package/dist/properties/tables/optionalProperties.d.ts +83 -0
  95. package/dist/properties/tables/optionalProperties.d.ts.map +1 -0
  96. package/dist/properties/tables/optionalProperties.js +710 -0
  97. package/dist/properties/tables/particlesProperties.d.ts +17 -0
  98. package/dist/properties/tables/particlesProperties.d.ts.map +1 -0
  99. package/dist/properties/tables/particlesProperties.js +334 -0
  100. package/dist/properties/types.d.ts +43 -0
  101. package/dist/properties/types.d.ts.map +1 -0
  102. package/dist/properties/types.js +12 -0
  103. package/dist/services/ShadersLibrary.d.ts +1 -1
  104. package/dist/services/ShadersLibrary.d.ts.map +1 -1
  105. package/dist/shaders/ApollonianGridMaterial.d.ts +70 -0
  106. package/dist/shaders/ApollonianGridMaterial.d.ts.map +1 -0
  107. package/dist/shaders/ApollonianGridMaterial.js +289 -0
  108. package/dist/shaders/ConformalGridMaterial.d.ts +91 -0
  109. package/dist/shaders/ConformalGridMaterial.d.ts.map +1 -0
  110. package/dist/shaders/ConformalGridMaterial.js +335 -0
  111. package/dist/shaders/HilbertGridMaterial.d.ts +79 -0
  112. package/dist/shaders/HilbertGridMaterial.d.ts.map +1 -0
  113. package/dist/shaders/HilbertGridMaterial.js +329 -0
  114. package/dist/shaders/LensingGridMaterial.d.ts +73 -0
  115. package/dist/shaders/LensingGridMaterial.d.ts.map +1 -0
  116. package/dist/shaders/LensingGridMaterial.js +253 -0
  117. package/dist/shaders/ParastichyGridMaterial.d.ts +76 -0
  118. package/dist/shaders/ParastichyGridMaterial.d.ts.map +1 -0
  119. package/dist/shaders/ParastichyGridMaterial.js +282 -0
  120. package/dist/shaders/PhyllotaxisGridMaterial.d.ts +85 -0
  121. package/dist/shaders/PhyllotaxisGridMaterial.d.ts.map +1 -0
  122. package/dist/shaders/PhyllotaxisGridMaterial.js +532 -0
  123. package/dist/shaders/TruchetGridMaterial.d.ts +76 -0
  124. package/dist/shaders/TruchetGridMaterial.d.ts.map +1 -0
  125. package/dist/shaders/TruchetGridMaterial.js +290 -0
  126. package/dist/shaders/WallpaperGridMaterial.d.ts.map +1 -1
  127. package/dist/shaders/WallpaperGridMaterial.js +6 -1
  128. package/dist/shaders/index.d.ts +7 -0
  129. package/dist/shaders/index.d.ts.map +1 -1
  130. package/dist/shaders/index.js +7 -0
  131. package/dist/three/GalleryLayoutV.d.ts.map +1 -1
  132. package/dist/three/GalleryLayoutV.js +0 -10
  133. package/dist/three/SceneBuilderV.d.ts.map +1 -1
  134. package/dist/three/SceneBuilderV.js +1 -7
  135. package/dist/types/generativeEffects.d.ts +0 -4
  136. package/dist/types/generativeEffects.d.ts.map +1 -1
  137. package/dist/types/generativeParticles.d.ts +175 -2
  138. package/dist/types/generativeParticles.d.ts.map +1 -1
  139. package/dist/types/objectSettings.d.ts +45 -4
  140. package/dist/types/objectSettings.d.ts.map +1 -1
  141. package/dist/types/scene3d.d.ts +3 -3
  142. package/dist/types/scene3d.d.ts.map +1 -1
  143. package/dist/utils/generativeAnimatable.d.ts +1 -1
  144. package/dist/utils/generativeAnimatable.d.ts.map +1 -1
  145. package/dist/utils/generativeAnimatable.js +7 -1
  146. package/dist/utils/getAnimatableProperties.d.ts +12 -1
  147. package/dist/utils/getAnimatableProperties.d.ts.map +1 -1
  148. package/dist/utils/getAnimatableProperties.js +35 -138
  149. package/dist/utils/index.d.ts +1 -0
  150. package/dist/utils/index.d.ts.map +1 -1
  151. package/dist/utils/index.js +1 -0
  152. package/dist/utils/objectEffects.d.ts +6 -0
  153. package/dist/utils/objectEffects.d.ts.map +1 -0
  154. package/dist/utils/objectEffects.js +5 -0
  155. package/package.json +1 -1
@@ -0,0 +1,289 @@
1
+ import * as THREE from 'three';
2
+ import { shaderMaterial } from '@react-three/drei';
3
+ import { extend } from '@react-three/fiber';
4
+ export const apollonianGridMaterialDefaults = {
5
+ u_time: 0,
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+ u_cellSize: 2,
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+ u_lineWidth: 1.1,
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+ u_sectionSize: 2,
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+ u_sectionWidth: 2,
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+ u_lineColor: new THREE.Color('#6a90c8'),
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+ u_sectionColor: new THREE.Color('#c9e4ff'),
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+ u_cellColor: new THREE.Color('#1a2f5c'),
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+ u_glowColor: new THREE.Color('#8fb8ff'),
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+ u_bgColor: new THREE.Color('#03050c'),
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+ u_bgOpacity: 0,
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+ u_lineMode: 0,
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+ u_cellMode: 1,
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+ u_animSpeed: 1,
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+ u_animScale: 0.5,
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+ u_animIntensity: 0.6,
21
+ u_fadeDistance: 25,
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+ u_fadeStrength: 0.15,
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+ u_focus: new THREE.Vector2(0, 0),
24
+ u_mouse: new THREE.Vector2(0, 0),
25
+ u_displace: 0,
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+ u_reveal: 1,
27
+ u_depth: 12,
28
+ u_morph: 0.25,
29
+ };
30
+ const vertex = /* glsl */ `
31
+ 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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+
37
+ varying vec2 vGridPos;
38
+
39
+
40
+ const float PI = 3.14159265359;
41
+ const float TAU = 6.28318530718;
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+
43
+ float hash21(vec2 p){
44
+ p = fract(p * vec2(123.34, 456.21));
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+ p += dot(p, p + 45.32);
46
+ return fract(p.x * p.y);
47
+ }
48
+
49
+
50
+ void main(){
51
+ vGridPos = position.xy;
52
+ vec3 pos = position;
53
+ if (u_displace > 0.0){
54
+ float t = u_time * u_animSpeed;
55
+ float d = length(position.xy) / max(u_cellSize, 1e-4);
56
+ pos.z += sin(d * u_animScale - t) * u_displace;
57
+ }
58
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
59
+ }
60
+ `;
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+ const fragment = /* glsl */ `
62
+ precision highp float;
63
+
64
+ uniform float u_time;
65
+ uniform float u_cellSize;
66
+ uniform float u_lineWidth;
67
+ uniform float u_sectionSize;
68
+ uniform float u_sectionWidth;
69
+ uniform vec3 u_lineColor;
70
+ uniform vec3 u_sectionColor;
71
+ uniform vec3 u_cellColor;
72
+ uniform vec3 u_glowColor;
73
+ uniform vec3 u_bgColor;
74
+ uniform float u_bgOpacity;
75
+ uniform float u_lineMode;
76
+ uniform float u_cellMode;
77
+ uniform float u_animSpeed;
78
+ uniform float u_animScale;
79
+ uniform float u_animIntensity;
80
+ uniform float u_fadeDistance;
81
+ uniform float u_fadeStrength;
82
+ uniform vec2 u_focus;
83
+ uniform float u_reveal;
84
+
85
+ uniform float u_depth;
86
+ uniform float u_morph;
87
+
88
+ varying vec2 vGridPos;
89
+
90
+
91
+ const float PI = 3.14159265359;
92
+ const float TAU = 6.28318530718;
93
+
94
+ float hash21(vec2 p){
95
+ p = fract(p * vec2(123.34, 456.21));
96
+ p += dot(p, p + 45.32);
97
+ return fract(p.x * p.y);
98
+ }
99
+
100
+
101
+ float lineAt(float c, float width, float fp){
102
+ float d = abs(fract(c - 0.5) - 0.5);
103
+ return 1.0 - clamp(d / max(fp * max(width, 0.05), 1e-6), 0.0, 1.0);
104
+ }
105
+
106
+ vec2 cmul(vec2 a, vec2 b){ return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x); }
107
+ vec2 cdiv(vec2 a, vec2 b){ return vec2(a.x * b.x + a.y * b.y, a.y * b.x - a.x * b.y) / max(dot(b, b), 1e-8); }
108
+
109
+ void main(){
110
+ vec2 coord = vGridPos / max(u_cellSize, 1e-4);
111
+ vec2 focus = u_focus / max(u_cellSize, 1e-4);
112
+ float t = u_time * u_animSpeed;
113
+
114
+ // Apollonian gasket by circle inversion. Inside the unit circle sit three
115
+ // mutually tangent circles of radius 2*sqrt(3)-3. Each of the four
116
+ // curvilinear gaps between the circles is cut out by a "dual" circle through
117
+ // its three tangency points, orthogonal to the circles that bound it.
118
+ // Inverting in a gap's dual circle keeps those circles fixed and maps the
119
+ // fourth circle onto the gap's inscribed circle, so a point is walked out of
120
+ // nested gaps one inversion per level until it lands in a base circle. The
121
+ // number of inversions is its depth; the product of their scale factors takes
122
+ // distances back to the plane, so every circle gets a pixel-true stroke.
123
+ float R = u_fadeDistance * 0.9;
124
+ vec2 z = vGridPos / R;
125
+ float fpz = max(max(fwidth(z.x), fwidth(z.y)), 1e-6);
126
+
127
+ // A Mobius automorphism of the disk, z -> (z - a) / (1 - conj(a) z), maps the
128
+ // gasket onto another Apollonian gasket. Orbiting a slowly makes the packing
129
+ // flow and re-balance while every circle stays a circle and every tangency holds.
130
+ vec2 am = u_morph * 0.8 * vec2(cos(t * 0.13), sin(t * 0.19));
131
+ vec2 den = vec2(1.0, 0.0) - cmul(vec2(am.x, -am.y), z);
132
+ vec2 w = cdiv(z - am, den);
133
+ float J = (1.0 - dot(am, am)) / max(dot(den, den), 1e-8); // |dw/dz|
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+
135
+ const float RHO = 0.46410161514; // 2 sqrt(3) - 3
136
+ const float DC = 0.53589838486; // 1 - RHO: centre distance of the three
137
+ const float SQ3 = 1.73205080757;
138
+ float maxD = clamp(floor(u_depth + 0.5), 1.0, 24.0);
139
+ float depth = 0.0;
140
+ float path = 0.37;
141
+ float term = -1.0;
142
+ vec2 cc = vec2(0.0);
143
+ float cr = 1.0;
144
+ for (int i = 0; i < 25; i++){
145
+ // landed in one of the three base circles (centres at 90, 210, 330 deg)?
146
+ for (int k = 0; k < 3; k++){
147
+ float ak = PI * 0.5 + float(k) * TAU / 3.0;
148
+ vec2 ck = DC * vec2(cos(ak), sin(ak));
149
+ if (length(w - ck) < RHO){ term = float(k) + 1.0; cc = ck; cr = RHO; }
150
+ }
151
+ if (term > 0.0) break;
152
+ if (length(w) > 1.0){ term = 0.0; cc = vec2(0.0); cr = 1.0; break; }
153
+ if (depth >= maxD) break;
154
+ // which gap: the central one, or the outer gap facing 30, 150 or 270 deg
155
+ vec2 dcen; float drad; float gap;
156
+ if (length(w) < DC * 0.5){
157
+ dcen = vec2(0.0); drad = DC * 0.5; gap = 0.0;
158
+ } else {
159
+ float ang = atan(w.y, w.x);
160
+ float kk = floor(mod(ang - PI / 6.0 + PI / 3.0, TAU) / (TAU / 3.0));
161
+ float ag = PI / 6.0 + kk * TAU / 3.0;
162
+ dcen = 2.0 * vec2(cos(ag), sin(ag)); drad = SQ3; gap = kk + 1.0;
163
+ }
164
+ vec2 v = w - dcen;
165
+ float v2 = max(dot(v, v), 1e-10);
166
+ w = dcen + drad * drad * v / v2;
167
+ J *= drad * drad / v2;
168
+ depth += 1.0;
169
+ path = hash21(vec2(path * 17.0 + gap, depth));
170
+ }
171
+
172
+ float found = step(-0.5, term);
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+ float outside = found * step(term, 0.5) * step(depth, 0.5); // beyond the outer circle
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+ float dz = abs(length(w - cc) - cr) / max(J, 1e-12); // distance to this circle, z units
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+ // this circle's radius, z units. Inside an image of the outer circle the point
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+ // can sit near the pole of the inversion, where cr/J collapses; the distance
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+ // to the rim is the safe lower bound there.
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+ float rz = max(cr / max(J, 1e-12), dz);
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+ float dens = smoothstep(1.0, 3.0, rz / fpz) * found; // circles under ~2px fade out
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+
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+ float lines = (1.0 - clamp(dz / (fpz * max(u_lineWidth, 0.05)), 0.0, 1.0)) * dens;
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+ float accent = 0.0;
183
+ if (u_sectionWidth > 0.0 && depth < u_sectionSize){
184
+ accent = (1.0 - clamp(dz / (fpz * max(u_sectionWidth, 0.05)), 0.0, 1.0)) * dens;
185
+ }
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+
187
+ float dmin = clamp(dz / max(rz, 1e-9), 0.0, 1.0) * dens * (1.0 - outside);
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+ // fills are per circle, so the wave and the ripple both step down the levels
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+ float idAcc = depth * 20.0;
190
+ vec2 cellPos = focus + vec2(depth * 2.0, 0.0);
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+ float cellH = hash21(vec2(path, term + 1.0));
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+ float tone = step(0.55, cellH);
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+
194
+ // a soft inner bevel along every rim, brightest on the shallow circles
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+ float bevel = exp(-pow(dz / max(rz * 0.12, fpz), 2.0)) * dens * (1.0 - outside);
196
+ float lvl = 1.0 / (1.0 + depth * 0.45);
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+ vec3 extraCol = u_glowColor * (bevel * 0.35 + lines * 0.5) * lvl;
198
+ float extraA = bevel * 0.3 * lvl;
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+
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+ // ---- line animation --------------------------------------------------
201
+ float lineAnim = 1.0;
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+ // Mode 0 is static: the chain starts at 0.5 so 0 never falls into flow.
203
+ if (u_lineMode < 0.5){
204
+ } else if (u_lineMode < 1.5){
205
+ lineAnim = 0.5 + 0.5 * sin(length(cellPos - focus) * u_animScale - t);
206
+ } else if (u_lineMode < 2.5){
207
+ lineAnim = 0.5 + 0.5 * sin(dot(cellPos, vec2(0.5, 0.5)) * u_animScale - t);
208
+ } else if (u_lineMode < 3.5){
209
+ float s = fract((coord.x + coord.y) * 0.05 * u_animScale - t * 0.15);
210
+ lineAnim = 0.25 + smoothstep(0.0, 0.15, s) * (1.0 - smoothstep(0.15, 0.35, s));
211
+ } else if (u_lineMode < 4.5){
212
+ lineAnim = 0.5 + 0.5 * sin(t);
213
+ }
214
+ lineAnim = mix(1.0, lineAnim, u_animIntensity);
215
+
216
+ // ---- cell fill -------------------------------------------------------
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+ float cell = 0.0;
218
+ if (u_cellMode < 0.5){
219
+ } else if (u_cellMode < 1.5){
220
+ cell = 0.5 + 0.5 * sin(idAcc * 0.05 * u_animScale - t);
221
+ } else if (u_cellMode < 2.5){
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+ cell = 0.5 + 0.5 * sin(t * (0.6 + cellH) + cellH * TAU);
223
+ } else if (u_cellMode < 3.5){
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+ cell = smoothstep(0.6, 1.0, sin(length(cellPos - focus) * u_animScale - t));
225
+ } else if (u_cellMode < 4.5){
226
+ cell = step(0.5, cellH) * (0.5 + 0.5 * sin(t));
227
+ }
228
+ cell *= u_animIntensity;
229
+ cell *= smoothstep(0.0, 0.16, dmin); // keep the fill off its own edges
230
+
231
+ float r = length(vGridPos) / max(u_fadeDistance, 1e-4);
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+ float fade = 1.0 - smoothstep(1.0 - u_fadeStrength, 1.0, r);
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+
234
+ vec3 col = u_bgColor * u_bgOpacity;
235
+ float a = u_bgOpacity;
236
+
237
+ col += mix(u_cellColor, u_cellColor * 2.2, tone) * cell;
238
+ a = max(a, cell * 0.9);
239
+ float linesI = lines * lineAnim;
240
+ col += u_lineColor * linesI; a = max(a, linesI);
241
+ float accentI = accent * lineAnim;
242
+ col += u_sectionColor * accentI; a = max(a, accentI);
243
+ col += u_glowColor * (linesI * 0.2 + cell * 0.35) * u_animIntensity;
244
+ col += extraCol; a = max(a, extraA);
245
+
246
+ col *= fade;
247
+ a *= fade;
248
+
249
+ // ---- reveal ----------------------------------------------------------
250
+ if (u_reveal < 0.999){
251
+ float rd = length(vGridPos - u_focus) / max(u_fadeDistance, 1e-4);
252
+ float edge = u_reveal * 1.1;
253
+ float mask = 1.0 - smoothstep(edge - 0.05, edge, rd);
254
+ float front = mask * smoothstep(edge - 0.22, edge - 0.05, rd);
255
+ col = col * mask + u_glowColor * front * (a * 1.8 + 0.08);
256
+ a = max(a * mask, front * 0.10);
257
+ }
258
+
259
+ if (a < 0.002) discard;
260
+ gl_FragColor = vec4(col, a);
261
+ }
262
+ `;
263
+ export const ApollonianGridMaterial = shaderMaterial({
264
+ u_time: apollonianGridMaterialDefaults.u_time,
265
+ u_cellSize: apollonianGridMaterialDefaults.u_cellSize,
266
+ u_lineWidth: apollonianGridMaterialDefaults.u_lineWidth,
267
+ u_sectionSize: apollonianGridMaterialDefaults.u_sectionSize,
268
+ u_sectionWidth: apollonianGridMaterialDefaults.u_sectionWidth,
269
+ u_lineColor: apollonianGridMaterialDefaults.u_lineColor.clone(),
270
+ u_sectionColor: apollonianGridMaterialDefaults.u_sectionColor.clone(),
271
+ u_cellColor: apollonianGridMaterialDefaults.u_cellColor.clone(),
272
+ u_glowColor: apollonianGridMaterialDefaults.u_glowColor.clone(),
273
+ u_bgColor: apollonianGridMaterialDefaults.u_bgColor.clone(),
274
+ u_bgOpacity: apollonianGridMaterialDefaults.u_bgOpacity,
275
+ u_lineMode: apollonianGridMaterialDefaults.u_lineMode,
276
+ u_cellMode: apollonianGridMaterialDefaults.u_cellMode,
277
+ u_animSpeed: apollonianGridMaterialDefaults.u_animSpeed,
278
+ u_animScale: apollonianGridMaterialDefaults.u_animScale,
279
+ u_animIntensity: apollonianGridMaterialDefaults.u_animIntensity,
280
+ u_fadeDistance: apollonianGridMaterialDefaults.u_fadeDistance,
281
+ u_fadeStrength: apollonianGridMaterialDefaults.u_fadeStrength,
282
+ u_focus: apollonianGridMaterialDefaults.u_focus.clone(),
283
+ u_mouse: apollonianGridMaterialDefaults.u_mouse.clone(),
284
+ u_displace: apollonianGridMaterialDefaults.u_displace,
285
+ u_reveal: apollonianGridMaterialDefaults.u_reveal,
286
+ u_depth: apollonianGridMaterialDefaults.u_depth,
287
+ u_morph: apollonianGridMaterialDefaults.u_morph,
288
+ }, vertex, fragment);
289
+ extend({ ApollonianGridMaterial });
@@ -0,0 +1,91 @@
1
+ import * as THREE from 'three';
2
+ export interface ConformalGridMaterialUniforms {
3
+ /** elapsed seconds (useGridSurface) */
4
+ u_time: number;
5
+ /** size of one cell, in world units */
6
+ u_cellSize: number;
7
+ /** line thickness, in pixels */
8
+ u_lineWidth: number;
9
+ u_sectionSize: number;
10
+ /** accent thickness, in pixels; 0 disables the layer */
11
+ u_sectionWidth: number;
12
+ u_lineColor: THREE.Color;
13
+ u_sectionColor: THREE.Color;
14
+ u_cellColor: THREE.Color;
15
+ u_glowColor: THREE.Color;
16
+ u_bgColor: THREE.Color;
17
+ u_bgOpacity: number;
18
+ u_lineMode: number;
19
+ u_cellMode: number;
20
+ u_animSpeed: number;
21
+ u_animScale: number;
22
+ u_animIntensity: number;
23
+ u_fadeDistance: number;
24
+ u_fadeStrength: number;
25
+ /** ripple / reveal origin; stays at the origin */
26
+ u_focus: THREE.Vector2;
27
+ u_mouse: THREE.Vector2;
28
+ u_displace: number;
29
+ /** 0..1 assemble / dissolve */
30
+ u_reveal: number;
31
+ /** The flow: 0 source + sink, 1 spiral vortex, 2 spinning cylinder, 3 corner */
32
+ u_flowMap: number;
33
+ /** Distance from the centre to the poles, or the cylinder radius, in world units */
34
+ u_poleSpread: number;
35
+ /** Lattice lines per turn round a pole (whole number, so the log seam closes) */
36
+ u_spokes: number;
37
+ /** Spiral arms of the vortex flow; 0 gives a plain polar web */
38
+ u_arms: number;
39
+ /** Circulation round the cylinder (lift); at ±2 both stagnation points meet */
40
+ u_circulation: number;
41
+ /** How fast the lattice streams along the flow; negative reverses it */
42
+ u_drift: number;
43
+ /** Strength of the speed-coloured stream-tube fill */
44
+ u_fill: number;
45
+ /** Brightness of the dashes carried along the streamlines */
46
+ u_dye: number;
47
+ /** accumulated on the CPU from drift (never multiplied by time in the shader) */
48
+ u_flowPhase: number;
49
+ }
50
+ declare module '@react-three/fiber' {
51
+ interface ThreeElements {
52
+ conformalGridMaterial: ThreeElements['shaderMaterial'] & Partial<ConformalGridMaterialUniforms>;
53
+ }
54
+ }
55
+ export declare const conformalGridMaterialDefaults: ConformalGridMaterialUniforms;
56
+ export declare const ConformalGridMaterial: import("@react-three/fiber").ConstructorRepresentation<THREE.ShaderMaterial & {
57
+ u_time: number;
58
+ u_cellSize: number;
59
+ u_lineWidth: number;
60
+ u_sectionSize: number;
61
+ u_sectionWidth: number;
62
+ u_lineColor: THREE.Color;
63
+ u_sectionColor: THREE.Color;
64
+ u_cellColor: THREE.Color;
65
+ u_glowColor: THREE.Color;
66
+ u_bgColor: THREE.Color;
67
+ u_bgOpacity: number;
68
+ u_lineMode: number;
69
+ u_cellMode: number;
70
+ u_animSpeed: number;
71
+ u_animScale: number;
72
+ u_animIntensity: number;
73
+ u_fadeDistance: number;
74
+ u_fadeStrength: number;
75
+ u_focus: THREE.Vector2;
76
+ u_mouse: THREE.Vector2;
77
+ u_displace: number;
78
+ u_reveal: number;
79
+ u_flowMap: number;
80
+ u_poleSpread: number;
81
+ u_spokes: number;
82
+ u_arms: number;
83
+ u_circulation: number;
84
+ u_drift: number;
85
+ u_fill: number;
86
+ u_dye: number;
87
+ u_flowPhase: number;
88
+ }> & {
89
+ key: string;
90
+ };
91
+ //# sourceMappingURL=ConformalGridMaterial.d.ts.map
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