@backbay/glia 0.2.0-alpha.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +22 -0
- package/README.md +492 -0
- package/dist/audio/hooks/index.d.ts +15 -0
- package/dist/audio/hooks/index.d.ts.map +1 -0
- package/dist/audio/hooks/index.js +7 -0
- package/dist/audio/hooks/useAudioOverlay.d.ts +43 -0
- package/dist/audio/hooks/useAudioOverlay.d.ts.map +1 -0
- package/dist/audio/hooks/useAudioOverlay.js +48 -0
- package/dist/audio/hooks/useAudioPlayer.d.ts +14 -0
- package/dist/audio/hooks/useAudioPlayer.d.ts.map +1 -0
- package/dist/audio/hooks/useAudioPlayer.js +96 -0
- package/dist/audio/hooks/useBargeIn.d.ts +27 -0
- package/dist/audio/hooks/useBargeIn.d.ts.map +1 -0
- package/dist/audio/hooks/useBargeIn.js +65 -0
- package/dist/audio/hooks/useCognitionSpeech.d.ts +52 -0
- package/dist/audio/hooks/useCognitionSpeech.d.ts.map +1 -0
- package/dist/audio/hooks/useCognitionSpeech.js +77 -0
- package/dist/audio/hooks/useHybridSpeech.d.ts +24 -0
- package/dist/audio/hooks/useHybridSpeech.d.ts.map +1 -0
- package/dist/audio/hooks/useHybridSpeech.js +40 -0
- package/dist/audio/hooks/useRunSpeechCues.d.ts +28 -0
- package/dist/audio/hooks/useRunSpeechCues.d.ts.map +1 -0
- package/dist/audio/hooks/useRunSpeechCues.js +47 -0
- package/dist/audio/hooks/useSpeechSynthesis.d.ts +58 -0
- package/dist/audio/hooks/useSpeechSynthesis.d.ts.map +1 -0
- package/dist/audio/hooks/useSpeechSynthesis.js +154 -0
- package/dist/audio/index.d.ts +12 -0
- package/dist/audio/index.d.ts.map +1 -0
- package/dist/audio/index.js +24 -0
- package/dist/audio/overlay.d.ts +9 -0
- package/dist/audio/overlay.d.ts.map +1 -0
- package/dist/audio/overlay.js +15 -0
- package/dist/audio/planner.d.ts +51 -0
- package/dist/audio/planner.d.ts.map +1 -0
- package/dist/audio/planner.js +122 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts +33 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts.map +1 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.js +83 -0
- package/dist/audio/schema.d.ts +1741 -0
- package/dist/audio/schema.d.ts.map +1 -0
- package/dist/audio/schema.js +116 -0
- package/dist/audio/types.d.ts +175 -0
- package/dist/audio/types.d.ts.map +1 -0
- package/dist/audio/types.js +18 -0
- package/dist/cognition/controller.d.ts +97 -0
- package/dist/cognition/controller.d.ts.map +1 -0
- package/dist/cognition/controller.js +145 -0
- package/dist/cognition/hooks/index.d.ts +3 -0
- package/dist/cognition/hooks/index.d.ts.map +1 -0
- package/dist/cognition/hooks/index.js +1 -0
- package/dist/cognition/hooks/useCognition.d.ts +36 -0
- package/dist/cognition/hooks/useCognition.d.ts.map +1 -0
- package/dist/cognition/hooks/useCognition.js +88 -0
- package/dist/cognition/index.d.ts +10 -0
- package/dist/cognition/index.d.ts.map +1 -0
- package/dist/cognition/index.js +20 -0
- package/dist/cognition/reducers.d.ts +27 -0
- package/dist/cognition/reducers.d.ts.map +1 -0
- package/dist/cognition/reducers.js +152 -0
- package/dist/cognition/schema.d.ts +594 -0
- package/dist/cognition/schema.d.ts.map +1 -0
- package/dist/cognition/schema.js +102 -0
- package/dist/cognition/types.d.ts +123 -0
- package/dist/cognition/types.d.ts.map +1 -0
- package/dist/cognition/types.js +26 -0
- package/dist/components/AgentPanel.d.ts +71 -0
- package/dist/components/AgentPanel.d.ts.map +1 -0
- package/dist/components/AgentPanel.js +55 -0
- package/dist/components/BBProvider.d.ts +47 -0
- package/dist/components/BBProvider.d.ts.map +1 -0
- package/dist/components/BBProvider.js +80 -0
- package/dist/components/ClusterHero/BriefingPanel.d.ts +15 -0
- package/dist/components/ClusterHero/BriefingPanel.d.ts.map +1 -0
- package/dist/components/ClusterHero/BriefingPanel.js +54 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.d.ts +8 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.js +9 -0
- package/dist/components/ClusterHero/ClusterHero.d.ts +22 -0
- package/dist/components/ClusterHero/ClusterHero.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterHero.js +42 -0
- package/dist/components/ClusterHero/ClusterHeroPage.d.ts +27 -0
- package/dist/components/ClusterHero/ClusterHeroPage.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterHeroPage.js +189 -0
- package/dist/components/ClusterHero/ClusterRail.d.ts +13 -0
- package/dist/components/ClusterHero/ClusterRail.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterRail.js +84 -0
- package/dist/components/ClusterHero/GradientVeil.d.ts +11 -0
- package/dist/components/ClusterHero/GradientVeil.d.ts.map +1 -0
- package/dist/components/ClusterHero/GradientVeil.js +22 -0
- package/dist/components/ClusterHero/HeroContent.d.ts +14 -0
- package/dist/components/ClusterHero/HeroContent.d.ts.map +1 -0
- package/dist/components/ClusterHero/HeroContent.js +49 -0
- package/dist/components/ClusterHero/LiveStrip.d.ts +8 -0
- package/dist/components/ClusterHero/LiveStrip.d.ts.map +1 -0
- package/dist/components/ClusterHero/LiveStrip.js +26 -0
- package/dist/components/ClusterHero/ScrollIndicator.d.ts +10 -0
- package/dist/components/ClusterHero/ScrollIndicator.d.ts.map +1 -0
- package/dist/components/ClusterHero/ScrollIndicator.js +18 -0
- package/dist/components/ClusterHero/SigilMonument.d.ts +13 -0
- package/dist/components/ClusterHero/SigilMonument.d.ts.map +1 -0
- package/dist/components/ClusterHero/SigilMonument.js +87 -0
- package/dist/components/ClusterHero/StructuralElements.d.ts +8 -0
- package/dist/components/ClusterHero/StructuralElements.d.ts.map +1 -0
- package/dist/components/ClusterHero/StructuralElements.js +47 -0
- package/dist/components/ClusterHero/VideoBackground.d.ts +37 -0
- package/dist/components/ClusterHero/VideoBackground.d.ts.map +1 -0
- package/dist/components/ClusterHero/VideoBackground.js +135 -0
- package/dist/components/ClusterHero/config.d.ts +20 -0
- package/dist/components/ClusterHero/config.d.ts.map +1 -0
- package/dist/components/ClusterHero/config.js +289 -0
- package/dist/components/ClusterHero/index.d.ts +17 -0
- package/dist/components/ClusterHero/index.d.ts.map +1 -0
- package/dist/components/ClusterHero/index.js +20 -0
- package/dist/components/ClusterHero/sections/CTASection.d.ts +14 -0
- package/dist/components/ClusterHero/sections/CTASection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/CTASection.js +105 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts +11 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.js +121 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts +15 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.js +187 -0
- package/dist/components/ClusterHero/sections/index.d.ts +4 -0
- package/dist/components/ClusterHero/sections/index.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/index.js +3 -0
- package/dist/components/ClusterHero/types.d.ts +111 -0
- package/dist/components/ClusterHero/types.d.ts.map +1 -0
- package/dist/components/ClusterHero/types.js +1 -0
- package/dist/components/ClusterHero/useVideoPreload.d.ts +28 -0
- package/dist/components/ClusterHero/useVideoPreload.d.ts.map +1 -0
- package/dist/components/ClusterHero/useVideoPreload.js +60 -0
- package/dist/components/PlaySession.d.ts +48 -0
- package/dist/components/PlaySession.d.ts.map +1 -0
- package/dist/components/PlaySession.js +51 -0
- package/dist/components/SyncDocument.d.ts +50 -0
- package/dist/components/SyncDocument.d.ts.map +1 -0
- package/dist/components/SyncDocument.js +37 -0
- package/dist/components/index.d.ts +9 -0
- package/dist/components/index.d.ts.map +1 -0
- package/dist/components/index.js +8 -0
- package/dist/core.d.ts +19 -0
- package/dist/core.d.ts.map +1 -0
- package/dist/core.js +24 -0
- package/dist/desktop/components/desktop/Desktop.d.ts +49 -0
- package/dist/desktop/components/desktop/Desktop.d.ts.map +1 -0
- package/dist/desktop/components/desktop/Desktop.js +110 -0
- package/dist/desktop/components/desktop/DesktopIcon.d.ts +52 -0
- package/dist/desktop/components/desktop/DesktopIcon.d.ts.map +1 -0
- package/dist/desktop/components/desktop/DesktopIcon.js +185 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts +68 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts.map +1 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.js +138 -0
- package/dist/desktop/components/desktop/index.d.ts +9 -0
- package/dist/desktop/components/desktop/index.d.ts.map +1 -0
- package/dist/desktop/components/desktop/index.js +8 -0
- package/dist/desktop/components/index.d.ts +11 -0
- package/dist/desktop/components/index.d.ts.map +1 -0
- package/dist/desktop/components/index.js +13 -0
- package/dist/desktop/components/shell/Clock.d.ts +35 -0
- package/dist/desktop/components/shell/Clock.d.ts.map +1 -0
- package/dist/desktop/components/shell/Clock.js +159 -0
- package/dist/desktop/components/shell/ContextMenu.d.ts +44 -0
- package/dist/desktop/components/shell/ContextMenu.d.ts.map +1 -0
- package/dist/desktop/components/shell/ContextMenu.js +158 -0
- package/dist/desktop/components/shell/Taskbar.d.ts +111 -0
- package/dist/desktop/components/shell/Taskbar.d.ts.map +1 -0
- package/dist/desktop/components/shell/Taskbar.js +182 -0
- package/dist/desktop/components/shell/TaskbarButton.d.ts +54 -0
- package/dist/desktop/components/shell/TaskbarButton.d.ts.map +1 -0
- package/dist/desktop/components/shell/TaskbarButton.js +116 -0
- package/dist/desktop/components/shell/index.d.ts +31 -0
- package/dist/desktop/components/shell/index.d.ts.map +1 -0
- package/dist/desktop/components/shell/index.js +31 -0
- package/dist/desktop/components/window/Window.d.ts +122 -0
- package/dist/desktop/components/window/Window.d.ts.map +1 -0
- package/dist/desktop/components/window/Window.js +416 -0
- package/dist/desktop/components/window/WindowTitlebar.d.ts +71 -0
- package/dist/desktop/components/window/WindowTitlebar.d.ts.map +1 -0
- package/dist/desktop/components/window/WindowTitlebar.js +191 -0
- package/dist/desktop/components/window/index.d.ts +10 -0
- package/dist/desktop/components/window/index.d.ts.map +1 -0
- package/dist/desktop/components/window/index.js +9 -0
- package/dist/desktop/core/desktop/index.d.ts +6 -0
- package/dist/desktop/core/desktop/index.d.ts.map +1 -0
- package/dist/desktop/core/desktop/index.js +5 -0
- package/dist/desktop/core/desktop/types.d.ts +185 -0
- package/dist/desktop/core/desktop/types.d.ts.map +1 -0
- package/dist/desktop/core/desktop/types.js +6 -0
- package/dist/desktop/core/desktop/useSnapZones.d.ts +52 -0
- package/dist/desktop/core/desktop/useSnapZones.d.ts.map +1 -0
- package/dist/desktop/core/desktop/useSnapZones.js +128 -0
- package/dist/desktop/core/index.d.ts +10 -0
- package/dist/desktop/core/index.d.ts.map +1 -0
- package/dist/desktop/core/index.js +9 -0
- package/dist/desktop/core/shell/index.d.ts +6 -0
- package/dist/desktop/core/shell/index.d.ts.map +1 -0
- package/dist/desktop/core/shell/index.js +5 -0
- package/dist/desktop/core/shell/types.d.ts +169 -0
- package/dist/desktop/core/shell/types.d.ts.map +1 -0
- package/dist/desktop/core/shell/types.js +6 -0
- package/dist/desktop/core/shell/useTaskbar.d.ts +65 -0
- package/dist/desktop/core/shell/useTaskbar.d.ts.map +1 -0
- package/dist/desktop/core/shell/useTaskbar.js +221 -0
- package/dist/desktop/core/window/index.d.ts +6 -0
- package/dist/desktop/core/window/index.d.ts.map +1 -0
- package/dist/desktop/core/window/index.js +5 -0
- package/dist/desktop/core/window/types.d.ts +167 -0
- package/dist/desktop/core/window/types.d.ts.map +1 -0
- package/dist/desktop/core/window/types.js +7 -0
- package/dist/desktop/core/window/useWindowManager.d.ts +165 -0
- package/dist/desktop/core/window/useWindowManager.d.ts.map +1 -0
- package/dist/desktop/core/window/useWindowManager.js +953 -0
- package/dist/desktop/index.d.ts +40 -0
- package/dist/desktop/index.d.ts.map +1 -0
- package/dist/desktop/index.js +50 -0
- package/dist/desktop/providers/DesktopOSProvider.d.ts +93 -0
- package/dist/desktop/providers/DesktopOSProvider.d.ts.map +1 -0
- package/dist/desktop/providers/DesktopOSProvider.js +246 -0
- package/dist/desktop/providers/ThemeProvider.d.ts +51 -0
- package/dist/desktop/providers/ThemeProvider.d.ts.map +1 -0
- package/dist/desktop/providers/ThemeProvider.js +93 -0
- package/dist/desktop/providers/index.d.ts +6 -0
- package/dist/desktop/providers/index.d.ts.map +1 -0
- package/dist/desktop/providers/index.js +5 -0
- package/dist/desktop/themes/default.d.ts +18 -0
- package/dist/desktop/themes/default.d.ts.map +1 -0
- package/dist/desktop/themes/default.js +90 -0
- package/dist/desktop/themes/index.d.ts +6 -0
- package/dist/desktop/themes/index.d.ts.map +1 -0
- package/dist/desktop/themes/index.js +5 -0
- package/dist/desktop/themes/types.d.ts +147 -0
- package/dist/desktop/themes/types.d.ts.map +1 -0
- package/dist/desktop/themes/types.js +71 -0
- package/dist/emotion/constants.d.ts +35 -0
- package/dist/emotion/constants.d.ts.map +1 -0
- package/dist/emotion/constants.js +86 -0
- package/dist/emotion/controller.d.ts +97 -0
- package/dist/emotion/controller.d.ts.map +1 -0
- package/dist/emotion/controller.js +203 -0
- package/dist/emotion/hooks/index.d.ts +3 -0
- package/dist/emotion/hooks/index.d.ts.map +1 -0
- package/dist/emotion/hooks/index.js +2 -0
- package/dist/emotion/hooks/useEmotion.d.ts +60 -0
- package/dist/emotion/hooks/useEmotion.d.ts.map +1 -0
- package/dist/emotion/hooks/useEmotion.js +121 -0
- package/dist/emotion/index.d.ts +10 -0
- package/dist/emotion/index.d.ts.map +1 -0
- package/dist/emotion/index.js +13 -0
- package/dist/emotion/mapping.d.ts +55 -0
- package/dist/emotion/mapping.d.ts.map +1 -0
- package/dist/emotion/mapping.js +118 -0
- package/dist/emotion/micro-expressions.d.ts +19 -0
- package/dist/emotion/micro-expressions.d.ts.map +1 -0
- package/dist/emotion/micro-expressions.js +75 -0
- package/dist/emotion/transitions.d.ts +29 -0
- package/dist/emotion/transitions.d.ts.map +1 -0
- package/dist/emotion/transitions.js +74 -0
- package/dist/emotion/types.d.ts +84 -0
- package/dist/emotion/types.d.ts.map +1 -0
- package/dist/emotion/types.js +2 -0
- package/dist/hooks/index.d.ts +9 -0
- package/dist/hooks/index.d.ts.map +1 -0
- package/dist/hooks/index.js +8 -0
- package/dist/hooks/useAgentRun.d.ts +36 -0
- package/dist/hooks/useAgentRun.d.ts.map +1 -0
- package/dist/hooks/useAgentRun.js +140 -0
- package/dist/hooks/useIntensity.d.ts +33 -0
- package/dist/hooks/useIntensity.d.ts.map +1 -0
- package/dist/hooks/useIntensity.js +128 -0
- package/dist/hooks/usePlaySession.d.ts +50 -0
- package/dist/hooks/usePlaySession.d.ts.map +1 -0
- package/dist/hooks/usePlaySession.js +208 -0
- package/dist/hooks/useRunStream.d.ts +39 -0
- package/dist/hooks/useRunStream.d.ts.map +1 -0
- package/dist/hooks/useRunStream.js +230 -0
- package/dist/hooks/useSync.d.ts +50 -0
- package/dist/hooks/useSync.d.ts.map +1 -0
- package/dist/hooks/useSync.js +336 -0
- package/dist/index.d.ts +23 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +52 -0
- package/dist/lib/motion.d.ts +30 -0
- package/dist/lib/motion.d.ts.map +1 -0
- package/dist/lib/motion.js +21 -0
- package/dist/lib/utils.d.ts +35 -0
- package/dist/lib/utils.d.ts.map +1 -0
- package/dist/lib/utils.js +102 -0
- package/dist/primitives/ambient/DustMotesLayer.d.ts +16 -0
- package/dist/primitives/ambient/DustMotesLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/DustMotesLayer.js +93 -0
- package/dist/primitives/ambient/NebulaStarsLayer.d.ts +12 -0
- package/dist/primitives/ambient/NebulaStarsLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/NebulaStarsLayer.js +99 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.d.ts +15 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.js +23 -0
- package/dist/primitives/ambient/index.d.ts +4 -0
- package/dist/primitives/ambient/index.d.ts.map +1 -0
- package/dist/primitives/ambient/index.js +3 -0
- package/dist/primitives/atoms/AuroraBackground/AuroraBackground.d.ts +8 -0
- package/dist/primitives/atoms/AuroraBackground/AuroraBackground.d.ts.map +1 -0
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- package/dist/primitives/atoms/AuroraBackground/index.d.ts +2 -0
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- package/dist/primitives/atoms/AuroraBackground/index.js +1 -0
- package/dist/primitives/atoms/GlitchText/GlitchText.d.ts +9 -0
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- package/dist/primitives/atoms/GlitchText/GlitchText.js +46 -0
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- package/dist/primitives/atoms/GlowButton/GlowButton.d.ts +19 -0
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- package/dist/primitives/atoms/GlowInput/GlowInput.d.ts +25 -0
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- package/dist/primitives/atoms/HUDProgressRing/HUDProgressRing.d.ts +27 -0
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- package/dist/primitives/atoms/IconPulse/IconPulse.d.ts +25 -0
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- package/dist/primitives/atoms/IconPulse/index.d.ts +2 -0
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- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.d.ts +17 -0
- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.d.ts.map +1 -0
- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.js +340 -0
- package/dist/primitives/atoms/PixelCanvas/index.d.ts +2 -0
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- package/dist/primitives/atoms/StatBadge/StatBadge.d.ts +26 -0
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- package/dist/primitives/atoms/TextGenerateEffect/TextGenerateEffect.d.ts +7 -0
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- package/dist/primitives/atoms/TextGenerateEffect/TextGenerateEffect.js +26 -0
- package/dist/primitives/atoms/TextGenerateEffect/index.d.ts +2 -0
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- package/dist/primitives/atoms/TextGenerateEffect/index.js +1 -0
- package/dist/primitives/atoms/TypingAnimation/TypingAnimation.d.ts +20 -0
- package/dist/primitives/atoms/TypingAnimation/TypingAnimation.d.ts.map +1 -0
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- package/dist/vision/raymond/shared/color.js +12 -0
- package/dist/vision/raymond/shared/material.d.ts +13 -0
- package/dist/vision/raymond/shared/material.d.ts.map +1 -0
- package/dist/vision/raymond/shared/material.js +12 -0
- package/dist/vision/raymond/shared/util.d.ts +2 -0
- package/dist/vision/raymond/shared/util.d.ts.map +1 -0
- package/dist/vision/raymond/shared/util.js +3 -0
- package/dist/vision/raymond/transform.d.ts +24 -0
- package/dist/vision/raymond/transform.d.ts.map +1 -0
- package/dist/vision/raymond/transform.js +86 -0
- package/dist/vision/raymond/types.d.ts +33 -0
- package/dist/vision/raymond/types.d.ts.map +1 -0
- package/dist/vision/raymond/types.js +1 -0
- package/dist/vision/types.d.ts +72 -0
- package/dist/vision/types.d.ts.map +1 -0
- package/dist/vision/types.js +1 -0
- package/dist/workspace/WorkspaceRenderer.d.ts +34 -0
- package/dist/workspace/WorkspaceRenderer.d.ts.map +1 -0
- package/dist/workspace/WorkspaceRenderer.js +292 -0
- package/dist/workspace/componentBindings.d.ts +26 -0
- package/dist/workspace/componentBindings.d.ts.map +1 -0
- package/dist/workspace/componentBindings.js +260 -0
- package/dist/workspace/index.d.ts +28 -0
- package/dist/workspace/index.d.ts.map +1 -0
- package/dist/workspace/index.js +27 -0
- package/dist/workspace/registry/index.d.ts +24 -0
- package/dist/workspace/registry/index.d.ts.map +1 -0
- package/dist/workspace/registry/index.js +23 -0
- package/dist/workspace/registry/manifests/atoms.d.ts +13 -0
- package/dist/workspace/registry/manifests/atoms.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/atoms.js +462 -0
- package/dist/workspace/registry/manifests/index.d.ts +23 -0
- package/dist/workspace/registry/manifests/index.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/index.js +38 -0
- package/dist/workspace/registry/manifests/layouts.d.ts +10 -0
- package/dist/workspace/registry/manifests/layouts.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/layouts.js +268 -0
- package/dist/workspace/registry/manifests/molecules.d.ts +10 -0
- package/dist/workspace/registry/manifests/molecules.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/molecules.js +276 -0
- package/dist/workspace/registry/manifests/organisms.d.ts +10 -0
- package/dist/workspace/registry/manifests/organisms.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/organisms.js +267 -0
- package/dist/workspace/registry/manifests/three.d.ts +9 -0
- package/dist/workspace/registry/manifests/three.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/three.js +210 -0
- package/dist/workspace/registry/registry.d.ts +22 -0
- package/dist/workspace/registry/registry.d.ts.map +1 -0
- package/dist/workspace/registry/registry.js +232 -0
- package/dist/workspace/registry/types.d.ts +133 -0
- package/dist/workspace/registry/types.d.ts.map +1 -0
- package/dist/workspace/registry/types.js +7 -0
- package/dist/workspace/types.d.ts +263 -0
- package/dist/workspace/types.d.ts.map +1 -0
- package/dist/workspace/types.js +7 -0
- package/dist/workspace/validation.d.ts +19 -0
- package/dist/workspace/validation.d.ts.map +1 -0
- package/dist/workspace/validation.js +331 -0
- package/package.json +172 -0
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/**
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* Style C - "Damped Water-Glass Ripple (Liquid/Refraction)"
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*
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* A glassy, watery membrane under the UI. Hover creates small damped ripples;
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* intent etches thin "capillary trails" that fade; click creates an impulse ring
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* with refractive shimmer; latch forms a standing wave node.
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*/
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import * as THREE from "three";
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export declare const WATER_VERTEX_SHADER = "\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\nvoid main() {\n vUv = uv;\n vPosition = position;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n";
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export declare const WATER_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform vec2 uResolution;\nuniform sampler2D uHeightTex; // Current height from simulation\nuniform sampler2D uPrevHeightTex; // Previous height (for velocity)\nuniform vec4 uHover;\nuniform float uProbeRadius;\nuniform vec4 uAnchors[8];\nuniform int uAnchorCount;\n\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\nconst float PI = 3.14159265359;\n\n// ============================================================================\n// Normal Reconstruction\n// ============================================================================\n\nvec3 computeNormal(vec2 uv, float texelSize) {\n float hL = texture2D(uHeightTex, uv + vec2(-texelSize, 0.0)).r;\n float hR = texture2D(uHeightTex, uv + vec2(texelSize, 0.0)).r;\n float hU = texture2D(uHeightTex, uv + vec2(0.0, texelSize)).r;\n float hD = texture2D(uHeightTex, uv + vec2(0.0, -texelSize)).r;\n \n float dx = (hR - hL) * 2.0;\n float dy = (hU - hD) * 2.0;\n \n return normalize(vec3(-dx, -dy, 0.1));\n}\n\n// ============================================================================\n// Fresnel Effect\n// ============================================================================\n\nfloat fresnel(vec3 normal, vec3 viewDir, float power) {\n return pow(1.0 - max(dot(normal, viewDir), 0.0), power);\n}\n\n// ============================================================================\n// Chromatic Aberration\n// ============================================================================\n\nvec3 chromaticOffset(vec2 uv, vec3 normal, float amount) {\n vec2 offset = normal.xy * amount;\n \n float r = texture2D(uHeightTex, uv + offset * 1.0).r;\n float g = texture2D(uHeightTex, uv + offset * 0.5).r;\n float b = texture2D(uHeightTex, uv).r;\n \n return vec3(r, g, b);\n}\n\n// ============================================================================\n// Caustics (Simplified)\n// ============================================================================\n\nfloat caustics(vec2 uv, float time) {\n vec2 p = uv * 10.0;\n float c1 = sin(p.x * 3.0 + time * 1.5) * sin(p.y * 3.0 + time * 1.2);\n float c2 = sin(p.x * 4.0 - time * 1.8) * sin(p.y * 4.0 + time * 1.4);\n return (c1 + c2) * 0.5 + 0.5;\n}\n\n// ============================================================================\n// Main Shader\n// ============================================================================\n\nvoid main() {\n vec2 uv = vUv;\n float texelSize = 1.0 / 256.0; // Assuming 256 resolution\n \n // Sample height and compute velocity\n float height = texture2D(uHeightTex, uv).r - 0.5; // Center around 0\n float prevHeight = texture2D(uPrevHeightTex, uv).r - 0.5;\n float velocity = height - prevHeight;\n \n // Compute surface normal\n vec3 normal = computeNormal(uv, texelSize);\n \n // View direction (simplified, looking down Z)\n vec3 viewDir = vec3(0.0, 0.0, 1.0);\n \n // ========================================================================\n // Base Water Color\n // ========================================================================\n \n // Deep blue-teal base\n vec3 deepColor = vec3(0.01, 0.03, 0.06);\n vec3 shallowColor = vec3(0.05, 0.15, 0.2);\n \n // Mix based on height (higher = shallower appearance)\n vec3 waterColor = mix(deepColor, shallowColor, height * 2.0 + 0.5);\n \n // ========================================================================\n // Fresnel Rim\n // ========================================================================\n \n float fresnelValue = fresnel(normal, viewDir, 2.0);\n vec3 rimColor = vec3(0.3, 0.6, 0.8);\n waterColor += rimColor * fresnelValue * 0.3;\n \n // ========================================================================\n // Refraction-like Effect (Chromatic)\n // ========================================================================\n \n vec3 chromatic = chromaticOffset(uv, normal, 0.01);\n float chromaticIntensity = abs(height) * 2.0;\n vec3 refractionColor = vec3(0.2, 0.5, 0.7) * (chromatic - 0.5) * 2.0;\n waterColor += refractionColor * chromaticIntensity * 0.3;\n \n // ========================================================================\n // Gradient Highlighting (Edges where height changes)\n // ========================================================================\n \n float gradient = length(normal.xy);\n vec3 highlightColor = vec3(0.5, 0.8, 1.0);\n waterColor += highlightColor * gradient * 0.4;\n \n // ========================================================================\n // Caustics\n // ========================================================================\n \n float causticsVal = caustics(uv, uTime);\n float causticsZone = smoothstep(0.0, 0.3, abs(height));\n waterColor += vec3(0.2, 0.4, 0.5) * causticsVal * causticsZone * 0.15;\n \n // ========================================================================\n // Velocity-based Sparkle\n // ========================================================================\n \n float sparkle = abs(velocity) * 10.0;\n sparkle = smoothstep(0.0, 1.0, sparkle);\n waterColor += vec3(0.8, 0.9, 1.0) * sparkle * 0.5;\n \n // ========================================================================\n // Hover Indicator\n // ========================================================================\n \n if (uHover.w > 0.5) {\n vec2 hoverUv = uHover.xy;\n float hoverDist = length(uv - hoverUv);\n \n // Soft glow at hover point\n float hoverGlow = smoothstep(uProbeRadius * 1.5, 0.0, hoverDist);\n vec3 hoverColor = uHover.z > 0.5 \n ? vec3(1.0, 0.4, 0.6) // Etch = pink\n : vec3(0.4, 0.8, 1.0); // Probe = cyan\n \n waterColor += hoverColor * hoverGlow * 0.3;\n \n // Ring indicator\n float ring = smoothstep(uProbeRadius * 0.8, uProbeRadius, hoverDist) *\n smoothstep(uProbeRadius * 1.2, uProbeRadius, hoverDist);\n waterColor += hoverColor * ring * 0.4;\n }\n \n // ========================================================================\n // Anchor Indicators (Standing Wave Sources)\n // ========================================================================\n \n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n \n vec2 anchorUv = uAnchors[i].xy;\n float strength = uAnchors[i].z;\n float phase = uAnchors[i].w;\n \n float anchorDist = length(uv - anchorUv);\n \n // Pulsing core\n float pulse = 0.5 + 0.5 * sin(uTime * 4.0 + phase);\n float core = smoothstep(0.03, 0.0, anchorDist) * pulse;\n \n // Emanating rings\n float ringPattern = sin((anchorDist - uTime * 0.3) * 40.0) * 0.5 + 0.5;\n float ringFade = smoothstep(0.2, 0.02, anchorDist);\n float rings = ringPattern * ringFade * strength;\n \n vec3 anchorColor = vec3(0.4, 1.0, 0.7); // Aqua-green\n waterColor += anchorColor * (core + rings * 0.2) * strength;\n }\n \n // ========================================================================\n // Final Adjustments\n // ========================================================================\n \n // Subtle vignette\n vec2 vignetteUv = uv * 2.0 - 1.0;\n float vignette = 1.0 - dot(vignetteUv, vignetteUv) * 0.2;\n waterColor *= vignette;\n \n // Gamma hint\n waterColor = pow(waterColor, vec3(0.95));\n \n gl_FragColor = vec4(waterColor, 1.0);\n}\n";
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export interface WaterUniforms {
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[key: string]: {
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value: unknown;
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};
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uTime: {
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value: number;
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};
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uResolution: {
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value: THREE.Vector2;
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};
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uHeightTex: {
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value: THREE.Texture | null;
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};
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uPrevHeightTex: {
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value: THREE.Texture | null;
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};
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uHover: {
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value: THREE.Vector4;
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};
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uProbeRadius: {
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value: number;
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};
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uAnchors: {
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value: THREE.Vector4[];
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};
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uAnchorCount: {
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value: number;
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};
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}
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export declare function createWaterUniforms(): WaterUniforms;
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export declare function createWaterMaterial(uniforms: WaterUniforms): THREE.ShaderMaterial;
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//# sourceMappingURL=styleC.d.ts.map
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{"version":3,"file":"styleC.d.ts","sourceRoot":"","sources":["../../../../../src/primitives/three/QuantumField/styles/styleC.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAM/B,eAAO,MAAM,mBAAmB,wLAS/B,CAAC;AAEF,eAAO,MAAM,qBAAqB,isOAqMjC,CAAC;AAMF,MAAM,WAAW,aAAa;IAC5B,CAAC,GAAG,EAAE,MAAM,GAAG;QAAE,KAAK,EAAE,OAAO,CAAA;KAAE,CAAC;IAClC,KAAK,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;IACzB,WAAW,EAAE;QAAE,KAAK,EAAE,KAAK,CAAC,OAAO,CAAA;KAAE,CAAC;IACtC,UAAU,EAAE;QAAE,KAAK,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAA;KAAE,CAAC;IAC5C,cAAc,EAAE;QAAE,KAAK,EAAE,KAAK,CAAC,OAAO,GAAG,IAAI,CAAA;KAAE,CAAC;IAChD,MAAM,EAAE;QAAE,KAAK,EAAE,KAAK,CAAC,OAAO,CAAA;KAAE,CAAC;IACjC,YAAY,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;IAChC,QAAQ,EAAE;QAAE,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE,CAAA;KAAE,CAAC;IACrC,YAAY,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CACjC;AAED,wBAAgB,mBAAmB,IAAI,aAAa,CAenD;AAED,wBAAgB,mBAAmB,CAAC,QAAQ,EAAE,aAAa,GAAG,KAAK,CAAC,cAAc,CAQjF"}
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/**
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* Style C - "Damped Water-Glass Ripple (Liquid/Refraction)"
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*
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* A glassy, watery membrane under the UI. Hover creates small damped ripples;
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* intent etches thin "capillary trails" that fade; click creates an impulse ring
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* with refractive shimmer; latch forms a standing wave node.
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*/
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import * as THREE from "three";
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// -----------------------------------------------------------------------------
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// Shader Code
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// -----------------------------------------------------------------------------
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export const WATER_VERTEX_SHADER = /* glsl */ `
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vUv = uv;
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vPosition = position;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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export const WATER_FRAGMENT_SHADER = /* glsl */ `
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uniform float uTime;
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uniform vec2 uResolution;
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uniform sampler2D uHeightTex; // Current height from simulation
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uniform sampler2D uPrevHeightTex; // Previous height (for velocity)
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uniform vec4 uHover;
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uniform float uProbeRadius;
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uniform vec4 uAnchors[8];
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uniform int uAnchorCount;
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varying vec2 vUv;
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varying vec3 vPosition;
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const float PI = 3.14159265359;
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// ============================================================================
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// Normal Reconstruction
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// ============================================================================
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vec3 computeNormal(vec2 uv, float texelSize) {
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float hL = texture2D(uHeightTex, uv + vec2(-texelSize, 0.0)).r;
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float hR = texture2D(uHeightTex, uv + vec2(texelSize, 0.0)).r;
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float hU = texture2D(uHeightTex, uv + vec2(0.0, texelSize)).r;
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float hD = texture2D(uHeightTex, uv + vec2(0.0, -texelSize)).r;
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float dx = (hR - hL) * 2.0;
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float dy = (hU - hD) * 2.0;
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return normalize(vec3(-dx, -dy, 0.1));
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}
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// ============================================================================
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// Fresnel Effect
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// ============================================================================
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float fresnel(vec3 normal, vec3 viewDir, float power) {
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return pow(1.0 - max(dot(normal, viewDir), 0.0), power);
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}
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// ============================================================================
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// Chromatic Aberration
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// ============================================================================
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vec3 chromaticOffset(vec2 uv, vec3 normal, float amount) {
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vec2 offset = normal.xy * amount;
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float r = texture2D(uHeightTex, uv + offset * 1.0).r;
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float g = texture2D(uHeightTex, uv + offset * 0.5).r;
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float b = texture2D(uHeightTex, uv).r;
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return vec3(r, g, b);
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}
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// ============================================================================
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// Caustics (Simplified)
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// ============================================================================
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float caustics(vec2 uv, float time) {
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vec2 p = uv * 10.0;
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float c1 = sin(p.x * 3.0 + time * 1.5) * sin(p.y * 3.0 + time * 1.2);
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float c2 = sin(p.x * 4.0 - time * 1.8) * sin(p.y * 4.0 + time * 1.4);
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return (c1 + c2) * 0.5 + 0.5;
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}
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// ============================================================================
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// Main Shader
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// ============================================================================
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void main() {
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vec2 uv = vUv;
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float texelSize = 1.0 / 256.0; // Assuming 256 resolution
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// Sample height and compute velocity
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float height = texture2D(uHeightTex, uv).r - 0.5; // Center around 0
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float prevHeight = texture2D(uPrevHeightTex, uv).r - 0.5;
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float velocity = height - prevHeight;
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// Compute surface normal
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vec3 normal = computeNormal(uv, texelSize);
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// View direction (simplified, looking down Z)
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vec3 viewDir = vec3(0.0, 0.0, 1.0);
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// ========================================================================
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// Base Water Color
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// ========================================================================
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// Deep blue-teal base
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vec3 deepColor = vec3(0.01, 0.03, 0.06);
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vec3 shallowColor = vec3(0.05, 0.15, 0.2);
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// Mix based on height (higher = shallower appearance)
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vec3 waterColor = mix(deepColor, shallowColor, height * 2.0 + 0.5);
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// ========================================================================
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// Fresnel Rim
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// ========================================================================
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float fresnelValue = fresnel(normal, viewDir, 2.0);
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vec3 rimColor = vec3(0.3, 0.6, 0.8);
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waterColor += rimColor * fresnelValue * 0.3;
|
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|
+
|
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124
|
+
// ========================================================================
|
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125
|
+
// Refraction-like Effect (Chromatic)
|
|
126
|
+
// ========================================================================
|
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127
|
+
|
|
128
|
+
vec3 chromatic = chromaticOffset(uv, normal, 0.01);
|
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129
|
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float chromaticIntensity = abs(height) * 2.0;
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|
+
vec3 refractionColor = vec3(0.2, 0.5, 0.7) * (chromatic - 0.5) * 2.0;
|
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waterColor += refractionColor * chromaticIntensity * 0.3;
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+
|
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// ========================================================================
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// Gradient Highlighting (Edges where height changes)
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+
// ========================================================================
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136
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+
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float gradient = length(normal.xy);
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vec3 highlightColor = vec3(0.5, 0.8, 1.0);
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waterColor += highlightColor * gradient * 0.4;
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|
+
|
|
141
|
+
// ========================================================================
|
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142
|
+
// Caustics
|
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|
+
// ========================================================================
|
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144
|
+
|
|
145
|
+
float causticsVal = caustics(uv, uTime);
|
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|
+
float causticsZone = smoothstep(0.0, 0.3, abs(height));
|
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waterColor += vec3(0.2, 0.4, 0.5) * causticsVal * causticsZone * 0.15;
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|
+
|
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+
// ========================================================================
|
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|
+
// Velocity-based Sparkle
|
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|
+
// ========================================================================
|
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152
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+
|
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153
|
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float sparkle = abs(velocity) * 10.0;
|
|
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|
+
sparkle = smoothstep(0.0, 1.0, sparkle);
|
|
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|
+
waterColor += vec3(0.8, 0.9, 1.0) * sparkle * 0.5;
|
|
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|
+
|
|
157
|
+
// ========================================================================
|
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158
|
+
// Hover Indicator
|
|
159
|
+
// ========================================================================
|
|
160
|
+
|
|
161
|
+
if (uHover.w > 0.5) {
|
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vec2 hoverUv = uHover.xy;
|
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|
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float hoverDist = length(uv - hoverUv);
|
|
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|
+
|
|
165
|
+
// Soft glow at hover point
|
|
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|
+
float hoverGlow = smoothstep(uProbeRadius * 1.5, 0.0, hoverDist);
|
|
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|
+
vec3 hoverColor = uHover.z > 0.5
|
|
168
|
+
? vec3(1.0, 0.4, 0.6) // Etch = pink
|
|
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|
+
: vec3(0.4, 0.8, 1.0); // Probe = cyan
|
|
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|
+
|
|
171
|
+
waterColor += hoverColor * hoverGlow * 0.3;
|
|
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|
+
|
|
173
|
+
// Ring indicator
|
|
174
|
+
float ring = smoothstep(uProbeRadius * 0.8, uProbeRadius, hoverDist) *
|
|
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|
+
smoothstep(uProbeRadius * 1.2, uProbeRadius, hoverDist);
|
|
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|
+
waterColor += hoverColor * ring * 0.4;
|
|
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|
+
}
|
|
178
|
+
|
|
179
|
+
// ========================================================================
|
|
180
|
+
// Anchor Indicators (Standing Wave Sources)
|
|
181
|
+
// ========================================================================
|
|
182
|
+
|
|
183
|
+
for (int i = 0; i < 8; i++) {
|
|
184
|
+
if (i >= uAnchorCount) break;
|
|
185
|
+
|
|
186
|
+
vec2 anchorUv = uAnchors[i].xy;
|
|
187
|
+
float strength = uAnchors[i].z;
|
|
188
|
+
float phase = uAnchors[i].w;
|
|
189
|
+
|
|
190
|
+
float anchorDist = length(uv - anchorUv);
|
|
191
|
+
|
|
192
|
+
// Pulsing core
|
|
193
|
+
float pulse = 0.5 + 0.5 * sin(uTime * 4.0 + phase);
|
|
194
|
+
float core = smoothstep(0.03, 0.0, anchorDist) * pulse;
|
|
195
|
+
|
|
196
|
+
// Emanating rings
|
|
197
|
+
float ringPattern = sin((anchorDist - uTime * 0.3) * 40.0) * 0.5 + 0.5;
|
|
198
|
+
float ringFade = smoothstep(0.2, 0.02, anchorDist);
|
|
199
|
+
float rings = ringPattern * ringFade * strength;
|
|
200
|
+
|
|
201
|
+
vec3 anchorColor = vec3(0.4, 1.0, 0.7); // Aqua-green
|
|
202
|
+
waterColor += anchorColor * (core + rings * 0.2) * strength;
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
// ========================================================================
|
|
206
|
+
// Final Adjustments
|
|
207
|
+
// ========================================================================
|
|
208
|
+
|
|
209
|
+
// Subtle vignette
|
|
210
|
+
vec2 vignetteUv = uv * 2.0 - 1.0;
|
|
211
|
+
float vignette = 1.0 - dot(vignetteUv, vignetteUv) * 0.2;
|
|
212
|
+
waterColor *= vignette;
|
|
213
|
+
|
|
214
|
+
// Gamma hint
|
|
215
|
+
waterColor = pow(waterColor, vec3(0.95));
|
|
216
|
+
|
|
217
|
+
gl_FragColor = vec4(waterColor, 1.0);
|
|
218
|
+
}
|
|
219
|
+
`;
|
|
220
|
+
export function createWaterUniforms() {
|
|
221
|
+
return {
|
|
222
|
+
uTime: { value: 0 },
|
|
223
|
+
uResolution: { value: new THREE.Vector2(1920, 1080) },
|
|
224
|
+
uHeightTex: { value: null },
|
|
225
|
+
uPrevHeightTex: { value: null },
|
|
226
|
+
uHover: { value: new THREE.Vector4(0.5, 0.5, 0, 0) },
|
|
227
|
+
uProbeRadius: { value: 0.08 },
|
|
228
|
+
uAnchors: {
|
|
229
|
+
value: Array(8)
|
|
230
|
+
.fill(null)
|
|
231
|
+
.map(() => new THREE.Vector4(0, 0, 0, 0)),
|
|
232
|
+
},
|
|
233
|
+
uAnchorCount: { value: 0 },
|
|
234
|
+
};
|
|
235
|
+
}
|
|
236
|
+
export function createWaterMaterial(uniforms) {
|
|
237
|
+
return new THREE.ShaderMaterial({
|
|
238
|
+
vertexShader: WATER_VERTEX_SHADER,
|
|
239
|
+
fragmentShader: WATER_FRAGMENT_SHADER,
|
|
240
|
+
uniforms,
|
|
241
|
+
transparent: true,
|
|
242
|
+
depthWrite: false,
|
|
243
|
+
});
|
|
244
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* QuantumField Theme Presets
|
|
3
|
+
*
|
|
4
|
+
* Pre-configured theme settings for different visual aesthetics.
|
|
5
|
+
* Includes Techno-Gothic themes designed for the Backbay design system.
|
|
6
|
+
*/
|
|
7
|
+
import type { FieldConfig } from "./types";
|
|
8
|
+
export interface FieldThemePreset {
|
|
9
|
+
name: string;
|
|
10
|
+
description: string;
|
|
11
|
+
config: Partial<FieldConfig>;
|
|
12
|
+
}
|
|
13
|
+
export declare function applyTheme(preset: FieldThemePreset): FieldConfig;
|
|
14
|
+
/**
|
|
15
|
+
* Gothic Cathedral - Stained glass aesthetics with ecclesiastical purple and sacred gold.
|
|
16
|
+
* Inspired by medieval rose windows and cathedral architecture.
|
|
17
|
+
*/
|
|
18
|
+
export declare const THEME_GOTHIC_CATHEDRAL: FieldThemePreset;
|
|
19
|
+
/**
|
|
20
|
+
* Gothic Void - Abyssal darkness with arterial red accents.
|
|
21
|
+
* Inspired by gothic horror, the abyss, and blood rituals.
|
|
22
|
+
*/
|
|
23
|
+
export declare const THEME_GOTHIC_VOID: FieldThemePreset;
|
|
24
|
+
/**
|
|
25
|
+
* Gothic Sanctum - Oxidized bronze cathedral with verdigris patina.
|
|
26
|
+
* Inspired by ancient bronze doors, oxidized metal, and sacred spaces.
|
|
27
|
+
*/
|
|
28
|
+
export declare const THEME_GOTHIC_SANCTUM: FieldThemePreset;
|
|
29
|
+
/**
|
|
30
|
+
* Gothic Rose - Deep crimson with gilded gold tracery.
|
|
31
|
+
* Inspired by rose windows, blood roses, and medieval illumination.
|
|
32
|
+
*/
|
|
33
|
+
export declare const THEME_GOTHIC_ROSE: FieldThemePreset;
|
|
34
|
+
/**
|
|
35
|
+
* Gothic Pool - Dark sanctum pool with bioluminescent ripples.
|
|
36
|
+
* Like candlelight reflecting on dark sacred waters.
|
|
37
|
+
*/
|
|
38
|
+
export declare const THEME_GOTHIC_POOL: FieldThemePreset;
|
|
39
|
+
/**
|
|
40
|
+
* Gothic Stars - Fractured constellation like shattered stained glass.
|
|
41
|
+
*/
|
|
42
|
+
export declare const THEME_GOTHIC_STARS: FieldThemePreset;
|
|
43
|
+
export declare const GOTHIC_THEMES: {
|
|
44
|
+
readonly cathedral: FieldThemePreset;
|
|
45
|
+
readonly void: FieldThemePreset;
|
|
46
|
+
readonly sanctum: FieldThemePreset;
|
|
47
|
+
readonly rose: FieldThemePreset;
|
|
48
|
+
readonly pool: FieldThemePreset;
|
|
49
|
+
readonly stars: FieldThemePreset;
|
|
50
|
+
};
|
|
51
|
+
export type GothicThemeName = keyof typeof GOTHIC_THEMES;
|
|
52
|
+
/**
|
|
53
|
+
* Get a gothic theme preset by name
|
|
54
|
+
*/
|
|
55
|
+
export declare function getGothicTheme(name: GothicThemeName): FieldThemePreset;
|
|
56
|
+
/**
|
|
57
|
+
* Get all available gothic theme names
|
|
58
|
+
*/
|
|
59
|
+
export declare function getGothicThemeNames(): GothicThemeName[];
|
|
60
|
+
//# sourceMappingURL=themes.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"themes.d.ts","sourceRoot":"","sources":["../../../../src/primitives/three/QuantumField/themes.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,KAAK,EAAE,WAAW,EAAe,MAAM,SAAS,CAAC;AAOxD,MAAM,WAAW,gBAAgB;IAC/B,IAAI,EAAE,MAAM,CAAC;IACb,WAAW,EAAE,MAAM,CAAC;IACpB,MAAM,EAAE,OAAO,CAAC,WAAW,CAAC,CAAC;CAC9B;AAMD,wBAAgB,UAAU,CAAC,MAAM,EAAE,gBAAgB,GAAG,WAAW,CAEhE;AAMD;;;GAGG;AACH,eAAO,MAAM,sBAAsB,EAAE,gBAqBpC,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,iBAAiB,EAAE,gBAqB/B,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,gBAqBlC,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,iBAAiB,EAAE,gBAyB/B,CAAC;AAMF;;;GAGG;AACH,eAAO,MAAM,iBAAiB,EAAE,gBAU/B,CAAC;AAMF;;GAEG;AACH,eAAO,MAAM,kBAAkB,EAAE,gBAUhC,CAAC;AAMF,eAAO,MAAM,aAAa;;;;;;;CAOhB,CAAC;AAEX,MAAM,MAAM,eAAe,GAAG,MAAM,OAAO,aAAa,CAAC;AAEzD;;GAEG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,eAAe,GAAG,gBAAgB,CAEtE;AAED;;GAEG;AACH,wBAAgB,mBAAmB,IAAI,eAAe,EAAE,CAEvD"}
|
|
@@ -0,0 +1,182 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* QuantumField Theme Presets
|
|
3
|
+
*
|
|
4
|
+
* Pre-configured theme settings for different visual aesthetics.
|
|
5
|
+
* Includes Techno-Gothic themes designed for the Backbay design system.
|
|
6
|
+
*/
|
|
7
|
+
import { DEFAULT_FIELD_CONFIG } from "./types";
|
|
8
|
+
// -----------------------------------------------------------------------------
|
|
9
|
+
// Utility to apply theme
|
|
10
|
+
// -----------------------------------------------------------------------------
|
|
11
|
+
export function applyTheme(preset) {
|
|
12
|
+
return { ...DEFAULT_FIELD_CONFIG, ...preset.config };
|
|
13
|
+
}
|
|
14
|
+
// -----------------------------------------------------------------------------
|
|
15
|
+
// Techno-Gothic Theme Presets
|
|
16
|
+
// -----------------------------------------------------------------------------
|
|
17
|
+
/**
|
|
18
|
+
* Gothic Cathedral - Stained glass aesthetics with ecclesiastical purple and sacred gold.
|
|
19
|
+
* Inspired by medieval rose windows and cathedral architecture.
|
|
20
|
+
*/
|
|
21
|
+
export const THEME_GOTHIC_CATHEDRAL = {
|
|
22
|
+
name: "Gothic Cathedral",
|
|
23
|
+
description: "Stained glass aesthetics with ecclesiastical purple and sacred gold",
|
|
24
|
+
config: {
|
|
25
|
+
style: "pcb",
|
|
26
|
+
paletteMode: "gothic-cathedral",
|
|
27
|
+
latticeMode: "hex", // Hexagonal lattice like rose window geometry
|
|
28
|
+
accentIntensity: 1.3,
|
|
29
|
+
iridescenceStrength: 0.5, // Strong iridescence like light through stained glass
|
|
30
|
+
iridescenceScale: 18,
|
|
31
|
+
exposure: 0.9,
|
|
32
|
+
filmic: 0.9,
|
|
33
|
+
grainStrength: 0.025, // Subtle grain for aged glass texture
|
|
34
|
+
crtStrength: 0.15,
|
|
35
|
+
copperStrength: 0.25,
|
|
36
|
+
baseVisibility: 0.08,
|
|
37
|
+
revealStrength: 1.2,
|
|
38
|
+
microGrid1: 48,
|
|
39
|
+
microGrid2: 144,
|
|
40
|
+
microWarp: 0.02,
|
|
41
|
+
},
|
|
42
|
+
};
|
|
43
|
+
/**
|
|
44
|
+
* Gothic Void - Abyssal darkness with arterial red accents.
|
|
45
|
+
* Inspired by gothic horror, the abyss, and blood rituals.
|
|
46
|
+
*/
|
|
47
|
+
export const THEME_GOTHIC_VOID = {
|
|
48
|
+
name: "Gothic Void",
|
|
49
|
+
description: "Abyssal darkness with arterial red accents",
|
|
50
|
+
config: {
|
|
51
|
+
style: "pcb",
|
|
52
|
+
paletteMode: "gothic-void",
|
|
53
|
+
latticeMode: "tri", // Triangular for sharp, aggressive geometry
|
|
54
|
+
accentIntensity: 1.5,
|
|
55
|
+
iridescenceStrength: 0.2, // Minimal iridescence - raw and stark
|
|
56
|
+
iridescenceScale: 8,
|
|
57
|
+
exposure: 0.75, // Darker exposure
|
|
58
|
+
filmic: 0.95,
|
|
59
|
+
grainStrength: 0.04, // Heavy grain for gritty texture
|
|
60
|
+
crtStrength: 0.3, // Strong CRT for decay/corruption effect
|
|
61
|
+
copperStrength: 0.35,
|
|
62
|
+
baseVisibility: 0.03, // Very dark base
|
|
63
|
+
revealStrength: 1.4,
|
|
64
|
+
microGrid1: 72,
|
|
65
|
+
microGrid2: 220,
|
|
66
|
+
microWarp: 0.03, // More warp for organic corruption
|
|
67
|
+
},
|
|
68
|
+
};
|
|
69
|
+
/**
|
|
70
|
+
* Gothic Sanctum - Oxidized bronze cathedral with verdigris patina.
|
|
71
|
+
* Inspired by ancient bronze doors, oxidized metal, and sacred spaces.
|
|
72
|
+
*/
|
|
73
|
+
export const THEME_GOTHIC_SANCTUM = {
|
|
74
|
+
name: "Gothic Sanctum",
|
|
75
|
+
description: "Oxidized bronze cathedral with verdigris patina",
|
|
76
|
+
config: {
|
|
77
|
+
style: "pcb",
|
|
78
|
+
paletteMode: "gothic-sanctum",
|
|
79
|
+
latticeMode: "rect", // Rectangular like door panels and ribbed vaults
|
|
80
|
+
accentIntensity: 1.1,
|
|
81
|
+
iridescenceStrength: 0.4, // Moderate iridescence for patina shimmer
|
|
82
|
+
iridescenceScale: 12,
|
|
83
|
+
exposure: 0.95,
|
|
84
|
+
filmic: 0.85,
|
|
85
|
+
grainStrength: 0.02,
|
|
86
|
+
crtStrength: 0.2,
|
|
87
|
+
copperStrength: 0.45, // Strong copper for bronze effect
|
|
88
|
+
baseVisibility: 0.06,
|
|
89
|
+
revealStrength: 1.0,
|
|
90
|
+
microGrid1: 56,
|
|
91
|
+
microGrid2: 168,
|
|
92
|
+
microWarp: 0.018,
|
|
93
|
+
},
|
|
94
|
+
};
|
|
95
|
+
/**
|
|
96
|
+
* Gothic Rose - Deep crimson with gilded gold tracery.
|
|
97
|
+
* Inspired by rose windows, blood roses, and medieval illumination.
|
|
98
|
+
*/
|
|
99
|
+
export const THEME_GOTHIC_ROSE = {
|
|
100
|
+
name: "Gothic Rose",
|
|
101
|
+
description: "Deep crimson with gilded gold tracery",
|
|
102
|
+
config: {
|
|
103
|
+
style: "pcb",
|
|
104
|
+
paletteMode: "gothic-rose",
|
|
105
|
+
latticeMode: "hex", // Hexagonal for rose petal geometry
|
|
106
|
+
accentIntensity: 1.4,
|
|
107
|
+
iridescenceStrength: 0.45,
|
|
108
|
+
iridescenceScale: 16,
|
|
109
|
+
exposure: 0.85,
|
|
110
|
+
filmic: 0.9,
|
|
111
|
+
grainStrength: 0.02,
|
|
112
|
+
crtStrength: 0.18,
|
|
113
|
+
copperStrength: 0.3,
|
|
114
|
+
baseVisibility: 0.07,
|
|
115
|
+
revealStrength: 1.3,
|
|
116
|
+
microGrid1: 52,
|
|
117
|
+
microGrid2: 156,
|
|
118
|
+
microWarp: 0.022,
|
|
119
|
+
// Lens settings for dramatic cursor effect
|
|
120
|
+
lensEnabled: true,
|
|
121
|
+
lensRadius: 0.15,
|
|
122
|
+
lensChromatic: 0.45,
|
|
123
|
+
},
|
|
124
|
+
};
|
|
125
|
+
// -----------------------------------------------------------------------------
|
|
126
|
+
// Water Style Gothic Themes (for WaterField)
|
|
127
|
+
// -----------------------------------------------------------------------------
|
|
128
|
+
/**
|
|
129
|
+
* Gothic Pool - Dark sanctum pool with bioluminescent ripples.
|
|
130
|
+
* Like candlelight reflecting on dark sacred waters.
|
|
131
|
+
*/
|
|
132
|
+
export const THEME_GOTHIC_POOL = {
|
|
133
|
+
name: "Gothic Pool",
|
|
134
|
+
description: "Dark sanctum pool with bioluminescent ripples",
|
|
135
|
+
config: {
|
|
136
|
+
style: "water",
|
|
137
|
+
// Water style doesn't use paletteMode, but we can set related params
|
|
138
|
+
exposure: 0.7,
|
|
139
|
+
filmic: 0.95,
|
|
140
|
+
grainStrength: 0.015,
|
|
141
|
+
},
|
|
142
|
+
};
|
|
143
|
+
// -----------------------------------------------------------------------------
|
|
144
|
+
// Constellation Style Gothic Themes (for ConstellationField)
|
|
145
|
+
// -----------------------------------------------------------------------------
|
|
146
|
+
/**
|
|
147
|
+
* Gothic Stars - Fractured constellation like shattered stained glass.
|
|
148
|
+
*/
|
|
149
|
+
export const THEME_GOTHIC_STARS = {
|
|
150
|
+
name: "Gothic Stars",
|
|
151
|
+
description: "Fractured constellation like shattered stained glass",
|
|
152
|
+
config: {
|
|
153
|
+
style: "constellation",
|
|
154
|
+
pointsCount: 8000, // Dense star field
|
|
155
|
+
exposure: 0.8,
|
|
156
|
+
filmic: 0.9,
|
|
157
|
+
grainStrength: 0.02,
|
|
158
|
+
},
|
|
159
|
+
};
|
|
160
|
+
// -----------------------------------------------------------------------------
|
|
161
|
+
// All Gothic Themes
|
|
162
|
+
// -----------------------------------------------------------------------------
|
|
163
|
+
export const GOTHIC_THEMES = {
|
|
164
|
+
cathedral: THEME_GOTHIC_CATHEDRAL,
|
|
165
|
+
void: THEME_GOTHIC_VOID,
|
|
166
|
+
sanctum: THEME_GOTHIC_SANCTUM,
|
|
167
|
+
rose: THEME_GOTHIC_ROSE,
|
|
168
|
+
pool: THEME_GOTHIC_POOL,
|
|
169
|
+
stars: THEME_GOTHIC_STARS,
|
|
170
|
+
};
|
|
171
|
+
/**
|
|
172
|
+
* Get a gothic theme preset by name
|
|
173
|
+
*/
|
|
174
|
+
export function getGothicTheme(name) {
|
|
175
|
+
return GOTHIC_THEMES[name];
|
|
176
|
+
}
|
|
177
|
+
/**
|
|
178
|
+
* Get all available gothic theme names
|
|
179
|
+
*/
|
|
180
|
+
export function getGothicThemeNames() {
|
|
181
|
+
return Object.keys(GOTHIC_THEMES);
|
|
182
|
+
}
|