@lovo/matter-react 0.4.1 → 0.6.0
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/CHANGELOG.md +16 -2
- package/README.md +1 -1
- package/dist/index.cjs +194 -138
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +23 -129
- package/dist/index.d.ts +23 -129
- package/dist/index.js +188 -133
- package/dist/index.js.map +1 -1
- package/package.json +3 -3
package/dist/index.js.map
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{"version":3,"sources":["../src/components/fallback-boundary/fallback-boundary.tsx","../src/components/shader-monitor/shader-monitor.tsx","../src/context/shader-context.ts","../src/components/shader-scene/shader-scene.tsx","../src/hooks/use-animatable-uniform/use-animatable-uniform.ts","../src/hooks/use-cursor/use-cursor.ts","../src/hooks/use-shader-context/use-shader-context.ts","../src/hooks/use-overlay-pass/use-overlay-pass.ts","../src/hooks/use-resize/use-resize.ts","../src/hooks/use-scroll/use-scroll.ts","../src/hooks/use-shader-material/use-shader-material.ts","../src/hooks/use-static-hint/use-static-hint.ts"],"sourcesContent":["'use client'\n\nimport { type ReactNode, useEffect, useState } from 'react'\n\nexport interface FallbackBoundaryProps {\n /** Rendered until WebGPU/WebGL is available on the client. */\n fallback?: ReactNode\n children: ReactNode\n}\n\n/**\n * Render `fallback` until the component mounts on the client. Gates the\n * children behind client-only mounting so SSR/no-WebGPU users see a\n * sensible static placeholder rather than a flash of nothing.\n */\nexport function FallbackBoundary({ fallback, children }: FallbackBoundaryProps) {\n const [mounted, setMounted] = useState(false)\n\n useEffect(() => {\n setMounted(true)\n }, [])\n\n return <>{mounted ? children : (fallback ?? null)}</>\n}\n","'use client'\n\nimport { type CSSProperties, useContext, useEffect, useRef, useState } from 'react'\n\nimport { ShaderContext } from '../../context/shader-context.js'\n\nexport type MonitorAnchor = 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right'\n\nconst anchorStyle: Record<MonitorAnchor, CSSProperties> = {\n 'top-left': { top: 8, left: 8 },\n 'top-right': { top: 8, right: 8 },\n 'bottom-left': { bottom: 8, left: 8 },\n 'bottom-right': { bottom: 8, right: 8 },\n}\n\nconst baseStyle: CSSProperties = {\n position: 'absolute',\n zIndex: 10,\n padding: '6px 8px',\n borderRadius: 6,\n background: 'rgba(0, 0, 0, 0.6)',\n color: '#fff',\n font: '11px ui-monospace, monospace',\n lineHeight: 1.4,\n pointerEvents: 'none',\n whiteSpace: 'pre',\n}\n\nexport interface ShaderMonitorProps {\n anchor?: MonitorAnchor\n}\n\n/**\n * Dev-only overlay that displays the current scene's FPS, tick count, and\n * paused/idle state. Reads from the surrounding `<ShaderScene>` via context\n * and subscribes to its scheduler. Renders nothing useful if mounted outside\n * a scene.\n */\nexport function ShaderMonitor({ anchor = 'top-right' }: ShaderMonitorProps) {\n const ctx = useContext(ShaderContext)\n const [stats, setStats] = useState({ fps: 0, ticks: 0, frames: 0 })\n const ticksRef = useRef(0)\n const fpsAccumRef = useRef({ frames: 0, lastSampleAt: 0, fps: 0 })\n\n useEffect(() => {\n if (!ctx) return\n const client = (tick: { now: number }) => {\n ticksRef.current += 1\n const acc = fpsAccumRef.current\n\n acc.frames += 1\n if (acc.lastSampleAt === 0) acc.lastSampleAt = tick.now\n const dt = tick.now - acc.lastSampleAt\n\n if (dt >= 500) {\n acc.fps = Math.round((acc.frames * 1000) / dt)\n acc.frames = 0\n acc.lastSampleAt = tick.now\n }\n setStats({ fps: acc.fps, ticks: ticksRef.current, frames: acc.frames })\n }\n\n ctx.scheduler.add(client)\n\n return () => ctx.scheduler.remove(client)\n }, [ctx])\n\n if (!ctx) {\n return (\n <div data-testid=\"matter-monitor\" style={{ ...baseStyle, ...anchorStyle[anchor] }}>\n no scene\n </div>\n )\n }\n\n return (\n <div data-testid=\"matter-monitor\" style={{ ...baseStyle, ...anchorStyle[anchor] }}>\n <span data-testid=\"matter-monitor-fps\">fps: {stats.fps || '—'}</span>\n {'\\n'}\n <span data-testid=\"matter-monitor-ticks\">ticks: {stats.ticks}</span>\n </div>\n )\n}\n","import type { FrameScheduler, GpuRenderer } from '@lovo/matter'\nimport { createContext } from 'react'\nimport type { Camera, Scene } from 'three'\nimport type { ShaderNodeObject } from 'three/tsl'\nimport type { Node } from 'three/webgpu'\n\nexport type OverlayTransform = (input: ShaderNodeObject<Node>) => ShaderNodeObject<Node>\n\nexport interface ShaderContextValue {\n renderer: GpuRenderer\n scene: Scene\n camera: Camera\n scheduler: FrameScheduler\n registerOverlay: (transform: OverlayTransform) => () => void\n}\n\nexport const ShaderContext = createContext<ShaderContextValue | null>(null)\n","'use client'\n\nimport {\n createIntersectionWatcher,\n createRenderer,\n createVisibilityWatcher,\n FrameScheduler,\n} from '@lovo/matter'\nimport { type CSSProperties, type ReactNode, useEffect, useRef, useState } from 'react'\nimport { OrthographicCamera, Scene } from 'three'\nimport { pass } from 'three/tsl'\nimport type { ShaderNodeObject } from 'three/tsl'\nimport { PostProcessing } from 'three/webgpu'\nimport type { Node } from 'three/webgpu'\n\nimport {\n type OverlayTransform,\n ShaderContext,\n type ShaderContextValue,\n} from '../../context/shader-context.js'\n\nexport interface ShaderSceneProps {\n children?: ReactNode\n /** Rendered server-side and during WebGPU init. Default: empty. */\n fallback?: ReactNode\n className?: string\n style?: CSSProperties\n /** Cap on devicePixelRatio. Default: 2. */\n maxDPR?: number\n}\n\nconst defaultStyle: CSSProperties = {\n position: 'absolute',\n inset: 0,\n display: 'block',\n width: '100%',\n height: '100%',\n}\n\n/**\n * Owns a canvas, a Three.js renderer (WebGPU + WebGL2 fallback), an\n * orthographic camera covering the canvas, an empty Scene, and a\n * FrameScheduler. Children consume these via useShaderContext().\n */\nexport function ShaderScene(props: ShaderSceneProps) {\n const { children, fallback, className, style, maxDPR } = props\n const canvasRef = useRef<HTMLCanvasElement>(null)\n const [ctx, setCtx] = useState<ShaderContextValue | null>(null)\n const [error, setError] = useState<Error | null>(null)\n\n useEffect(() => {\n const canvas = canvasRef.current\n\n if (!canvas) return\n\n let cancelled = false\n let cleanup: (() => void) | null = null\n\n const setup = async () => {\n try {\n const renderer = await createRenderer(canvas, { maxDPR })\n\n if (cancelled) {\n renderer.dispose()\n\n return\n }\n const scene = new Scene()\n const camera = new OrthographicCamera(-1, 1, 1, -1, 0.1, 10)\n\n camera.position.z = 1\n const postProcessing = new PostProcessing(renderer.three)\n const scheduler = new FrameScheduler()\n\n const overlays = new Map<symbol, OverlayTransform>()\n\n // Allocate the base PassNode once per setup so rebuilds reuse the same\n // node identity instead of churning a fresh one (and a fresh render\n // target binding) on every register/unregister.\n const basePass = pass(scene, camera)\n\n const rebuildOutputNode = () => {\n // ShaderNodeObject<PassNode> isn't structurally assignable to\n // ShaderNodeObject<Node> (invariant generic methods); a runtime\n // PassNode is still a Node, so the cast at the reduce seed boundary\n // is safe. See CLAUDE.md gotcha #5.\n // eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n const seed = basePass as unknown as ShaderNodeObject<Node>\n\n postProcessing.outputNode = Array.from(overlays.values()).reduce(\n (node, transform) => transform(node),\n seed,\n )\n postProcessing.needsUpdate = true\n }\n\n rebuildOutputNode() // initial: just basePass, no overlays\n\n const registerOverlay = (transform: OverlayTransform): (() => void) => {\n const key = Symbol('overlay')\n\n overlays.set(key, transform)\n rebuildOutputNode()\n\n return () => {\n overlays.delete(key)\n rebuildOutputNode()\n }\n }\n\n scheduler.add(() => postProcessing.render())\n scheduler.start()\n\n const visibility = createVisibilityWatcher()\n const intersection = createIntersectionWatcher(canvas)\n\n const updatePauseState = () => {\n const shouldRun = visibility.isVisible() && intersection.isInView()\n\n if (shouldRun) scheduler.resume()\n else scheduler.pause()\n }\n\n updatePauseState()\n\n const unsubVisibility = visibility.subscribe(updatePauseState)\n const unsubIntersection = intersection.subscribe(updatePauseState)\n\n const onResize = () => renderer.resize()\n\n window.addEventListener('resize', onResize)\n\n cleanup = () => {\n unsubVisibility()\n unsubIntersection()\n visibility.dispose()\n intersection.dispose()\n window.removeEventListener('resize', onResize)\n scheduler.dispose()\n renderer.dispose()\n }\n\n setCtx({ renderer, scene, camera, scheduler, registerOverlay })\n } catch (err) {\n if (cancelled) return\n const e = err instanceof Error ? err : new Error(String(err))\n\n console.error('[ShaderScene] renderer init failed:', e)\n setError(e)\n }\n }\n\n void setup()\n\n return () => {\n cancelled = true\n cleanup?.()\n cleanup = null\n setCtx(null)\n }\n }, [maxDPR])\n\n let content: ReactNode\n\n if (error) {\n content = (\n <div\n style={{\n position: 'absolute',\n inset: 0,\n display: 'flex',\n alignItems: 'center',\n justifyContent: 'center',\n padding: '1rem',\n color: '#fff',\n background: 'rgba(120, 30, 30, 0.85)',\n font: '0.85rem ui-monospace, monospace',\n whiteSpace: 'pre-wrap',\n textAlign: 'center',\n }}\n >\n ShaderScene init failed:\n {'\\n'}\n {error.message}\n </div>\n )\n } else if (ctx) {\n content = <ShaderContext.Provider value={ctx}>{children}</ShaderContext.Provider>\n } else {\n content = fallback ?? null\n }\n\n return (\n <div className={className} style={{ ...defaultStyle, ...style }}>\n <canvas ref={canvasRef} style={{ width: '100%', height: '100%', display: 'block' }} />\n {content}\n </div>\n )\n}\n","'use client'\n\nimport { useEffect, useMemo } from 'react'\nimport { uniform } from 'three/tsl'\nimport type { ShaderNodeObject } from 'three/tsl'\nimport type { Node } from 'three/webgpu'\n\nexport interface AnimatableSignal<T> {\n get(): T\n on(event: 'change', cb: (value: T) => void): () => void\n}\n\nexport type AnimatableProp<T> = T | AnimatableSignal<T>\n\nconst isSignal = <T>(value: AnimatableProp<T>): value is AnimatableSignal<T> => {\n if (typeof value !== 'object' || value === null) return false\n\n return (\n 'get' in value &&\n typeof value.get === 'function' &&\n 'on' in value &&\n typeof value.on === 'function'\n )\n}\n\n/**\n * Bind an AnimatableProp<T> to a TSL uniform. Plain values create a\n * static uniform that updates only when the prop changes (React render\n * path). Signals subscribe via .on('change') and write into the uniform\n * imperatively without re-rendering.\n *\n * Returns a chainable TSL node with `.value: T` exposed for callers that\n * need to read the current uniform value imperatively (e.g., to compute\n * derived JS-side math). The runtime object is a UniformNode<T>; we\n * present it as `ShaderNodeObject<Node> & { value: T }` because TSL's\n * generic invariance blocks the more precise type from flowing through\n * downstream consumers like OverlayTransform.\n */\nexport function useAnimatableUniform<T>(\n value: AnimatableProp<T>,\n): ShaderNodeObject<Node> & { value: T } {\n // Create the uniform once with the initial value; subsequent updates flow\n // through the effect below (either via signal subscription or direct write).\n const uniformNode = useMemo(() => {\n const initial = isSignal(value) ? value.get() : value\n\n return uniform(initial)\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [])\n\n useEffect(() => {\n if (isSignal(value)) {\n const unsub = value.on('change', (next) => {\n uniformNode.value = next\n })\n\n return unsub\n }\n uniformNode.value = value\n\n return undefined\n }, [value, uniformNode])\n\n // TSL's ShaderNodeObject<UniformNode<T>> isn't structurally assignable to\n // ShaderNodeObject<Node> because the ShaderNodeObject proxy has invariant\n // generic methods (label/etc.). Consumers chain `.mul()`/`.add()` which\n // work on either at runtime; the narrower return type is fine to widen.\n // eslint-disable-next-line @typescript-eslint/no-unsafe-type-assertion\n return uniformNode as unknown as ShaderNodeObject<Node> & { value: T }\n}\n","'use client'\n\nimport { CursorInput, type CursorInputOptions, type Vec2 } from '@lovo/matter'\nimport { useEffect, useState } from 'react'\n\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js'\n\nexport interface CursorSignal {\n /** Current smoothed cursor position (Vec2 in 0..1 viewport space). */\n get(): Vec2\n /** Subscribe to change events. Returns unsubscribe. */\n on(event: 'change', cb: (value: Vec2) => void): () => void\n}\n\n// Inert stub returned on the first render before the lifecycle effect\n// has created the real CursorInput. Calling .on returns an unsub no-op.\nconst STUB_SIGNAL: CursorSignal = {\n get: () => [0.5, 0.5] as const,\n on: () => () => undefined,\n}\n\n/**\n * React wrapper for CursorInput. Auto-attaches to the parent <ShaderScene>'s\n * scheduler if available; otherwise creates a free-running rAF tick.\n *\n * Lifecycle is in a single effect so React 19 Strict Mode's intentional\n * mount→unmount→mount cycle creates a *fresh* CursorInput per real mount\n * instead of disposing a long-lived one (which would silently break the\n * window mousemove listener and the smoothing tick).\n */\nexport function useCursor(opts: CursorInputOptions = {}): CursorSignal {\n const ctx = useShaderContext()\n const [input, setInput] = useState<CursorInput | null>(null)\n\n useEffect(() => {\n // Plumb the parent <ShaderScene>'s canvas as the cursor's normalization\n // element. Without this, cursor coords are viewport-normalized — fine for\n // a full-page scene but visibly offset when the canvas sits inside a\n // smaller wrapper (e.g., 70vh hero). DotField's cell tiling makes the\n // mismatch obvious; LinearGradient mostly gets away with it. Caller can\n // override by passing `opts.element` explicitly.\n const canvas = ctx?.renderer.three.domElement\n const elementOpt = opts.element ?? (canvas instanceof HTMLElement ? canvas : undefined)\n const fresh = new CursorInput({ ...opts, element: elementOpt })\n\n setInput(fresh)\n\n let detach: (() => void) | null = null\n\n if (ctx?.scheduler) {\n const client = ({ delta }: { delta: number }) => fresh.tick(delta)\n\n ctx.scheduler.add(client)\n detach = () => ctx.scheduler.remove(client)\n } else {\n let raf: number | null = null\n let lastNow = performance.now()\n const loop = (now: number) => {\n const delta = (now - lastNow) / 1000\n\n lastNow = now\n fresh.tick(delta)\n raf = requestAnimationFrame(loop)\n }\n\n raf = requestAnimationFrame(loop)\n detach = () => {\n if (raf !== null) cancelAnimationFrame(raf)\n }\n }\n\n return () => {\n detach()\n fresh.dispose()\n setInput(null)\n }\n // We intentionally only re-create on ctx change, not opts (which is a\n // fresh object literal each render). Smoothing tweaks during dev are\n // applied by remounting the parent component.\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [ctx])\n\n return input ?? STUB_SIGNAL\n}\n","import { useContext } from 'react'\n\nimport { ShaderContext, type ShaderContextValue } from '../../context/shader-context.js'\n\n/**\n * Read the shader scene context. Returns null when called outside a\n * <ShaderScene>; useShaderMaterial and similar hooks check this.\n */\nexport function useShaderContext(): ShaderContextValue | null {\n return useContext(ShaderContext)\n}\n","'use client'\n\nimport { type DependencyList, useEffect } from 'react'\n\nimport type { OverlayTransform } from '../../context/shader-context.js'\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js'\n\n/**\n * Register a TSL transform as an overlay pass on the parent <ShaderScene>.\n *\n * The transform takes the \"color so far\" — base scene + any earlier\n * overlays as a TSL vec4 node — and returns a modified vec4. Registration\n * happens on mount; unregistration on unmount. The hook re-registers\n * whenever any value in `deps` changes (useEffect semantics): use this\n * for structural changes (e.g., a `mode: 'additive' | 'subtractive'`\n * toggle) that swap the transform function itself. Uniforms captured\n * inside the transform mutate in place, so uniform value changes do\n * NOT need to be in deps.\n *\n * When called outside a <ShaderScene> provider, this hook is a no-op.\n * Matches the existing useShaderContext convention.\n */\nexport function useOverlayPass(transform: OverlayTransform, deps: DependencyList): void {\n const ctx = useShaderContext()\n\n useEffect(() => {\n if (!ctx) return\n const unregister = ctx.registerOverlay(transform)\n\n return unregister\n // The transform captures the latest values via the deps array; we re-register\n // when deps change. ctx is included so a remounted ShaderScene re-attaches.\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [ctx, ...deps])\n}\n","'use client'\n\nimport { useEffect, useState } from 'react'\n\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js'\n\nexport type ResizeValue = readonly [width: number, height: number, dpr: number]\n\nexport interface ResizeSignal {\n /** Current size in CSS pixels + devicePixelRatio. */\n get(): ResizeValue\n on(event: 'change', cb: (value: ResizeValue) => void): () => void\n}\n\n// Inert stub returned on the first render before the lifecycle effect has\n// observed the canvas. Subscribing to it returns a no-op unsubscribe.\nconst STUB_SIGNAL: ResizeSignal = {\n get: () => [0, 0, 1] as const,\n on: () => () => undefined,\n}\n\n/**\n * Track the parent <ShaderScene>'s canvas size + DPR. Exposes an AnimatableSignal\n * that components can pass into a TSL uniform to make pixel-aware effects\n * (e.g., DotField's pixel-spacing math).\n *\n * Strict-Mode-safe: lifecycle is in one effect, so React 19's intentional\n * mount→unmount→mount cycle creates a fresh ResizeObserver per real mount\n * (CLAUDE.md gotcha #14).\n *\n * Falls back to the stub signal until the parent context is ready.\n */\nexport function useResize(): ResizeSignal {\n const ctx = useShaderContext()\n const [signal, setSignal] = useState<ResizeSignal | null>(null)\n\n useEffect(() => {\n if (!ctx) return undefined\n\n const canvas = ctx.renderer.three.domElement\n\n if (!(canvas instanceof HTMLCanvasElement)) return undefined\n\n let value: ResizeValue = [\n canvas.clientWidth,\n canvas.clientHeight,\n typeof window !== 'undefined' ? window.devicePixelRatio : 1,\n ]\n const listeners = new Set<(v: ResizeValue) => void>()\n const fresh: ResizeSignal = {\n get: () => value,\n on: (_event, cb) => {\n listeners.add(cb)\n\n return () => {\n listeners.delete(cb)\n }\n },\n }\n\n setSignal(fresh)\n\n const emit = () => {\n const next: ResizeValue = [\n canvas.clientWidth,\n canvas.clientHeight,\n typeof window !== 'undefined' ? window.devicePixelRatio : 1,\n ]\n\n if (next[0] === value[0] && next[1] === value[1] && next[2] === value[2]) return\n value = next\n for (const cb of listeners) cb(next)\n }\n\n const observer = new ResizeObserver(emit)\n\n observer.observe(canvas)\n\n // Cross-browser DPR-change watch. matchMedia(`(resolution: <dpr>dppx)`)\n // matches at the *current* DPR; when the user zooms the page the query\n // stops matching, fires `change`, and we re-arm the watch at the new DPR.\n // We track the current MQL + handler so we can fully detach in cleanup\n // (the handler is captured by the listener — passing a fresh closure to\n // removeEventListener wouldn't actually unregister it).\n let mql: MediaQueryList | null = null\n let mqlHandler: (() => void) | null = null\n const setupDprWatch = () => {\n if (typeof window === 'undefined') return\n const dpr = window.devicePixelRatio\n const next = window.matchMedia(`(resolution: ${dpr}dppx)`)\n const handler = () => {\n emit()\n if (mql && mqlHandler) mql.removeEventListener('change', mqlHandler)\n setupDprWatch()\n }\n\n next.addEventListener('change', handler)\n mql = next\n mqlHandler = handler\n }\n\n setupDprWatch()\n\n return () => {\n observer.disconnect()\n if (mql && mqlHandler) mql.removeEventListener('change', mqlHandler)\n mql = null\n mqlHandler = null\n listeners.clear()\n setSignal(null)\n }\n }, [ctx])\n\n return signal ?? STUB_SIGNAL\n}\n","'use client'\n\nimport { useEffect, useState } from 'react'\n\nexport type ScrollValue = readonly [scrollY: number, progress: number]\n\nexport interface ScrollSignal {\n /** Current scroll Y (px) and normalized progress in [0,1]. */\n get(): ScrollValue\n on(event: 'change', cb: (value: ScrollValue) => void): () => void\n}\n\n// Inert stub returned during SSR + on the first client render before the\n// lifecycle effect attaches. Subscribing to it returns a no-op unsubscribe.\nconst STUB_SIGNAL: ScrollSignal = {\n get: () => [0, 0] as const,\n on: () => () => undefined,\n}\n\n/**\n * Track window scroll position. Exposes an AnimatableSignal of `[scrollY, progress]`\n * where `progress` is `scrollY / max(documentHeight - innerHeight, 1)` clamped\n * to [0, 1]. Listener is rAF-throttled and `passive: true` so it never blocks\n * scrolling.\n *\n * No v1 Tier 1 component consumes this hook; it ships so users can pass\n * `inputs={{ scroll: useScroll() }}` to any Matter component.\n *\n * Strict-Mode-safe: lifecycle is in one effect, so React 19's intentional\n * mount→unmount→mount cycle in dev creates a fresh listener pair per real\n * mount and tears down cleanly on each pseudo-unmount (CLAUDE.md gotcha #14).\n *\n * **Known limitation (v1):** `progress` is computed against whichever\n * `documentHeight` was current when the last scroll fired. If the page grows\n * after mount (async content, font load reflow, expanding panels) without\n * the user scrolling, the denominator goes stale. A future ResizeObserver/\n * MutationObserver pass would close the gap; deferred until a v1 component\n * consumes scroll input.\n */\nexport function useScroll(): ScrollSignal {\n const [signal, setSignal] = useState<ScrollSignal | null>(null)\n\n useEffect(() => {\n if (typeof window === 'undefined') return undefined\n\n const compute = (): ScrollValue => {\n const y = window.scrollY\n // For pages shorter than the viewport, `documentHeight - innerHeight` is\n // <= 0; clamp to 1 to avoid div-by-zero. Progress stays at 0 in that\n // case because scrollY is also 0.\n const max = Math.max(document.documentElement.scrollHeight - window.innerHeight, 1)\n const progress = Math.max(0, Math.min(1, y / max))\n\n return [y, progress]\n }\n\n let value: ScrollValue = compute()\n const listeners = new Set<(v: ScrollValue) => void>()\n const fresh: ScrollSignal = {\n get: () => value,\n on: (_event, cb) => {\n listeners.add(cb)\n\n return () => {\n listeners.delete(cb)\n }\n },\n }\n\n setSignal(fresh)\n\n let rafPending = false\n const onScroll = () => {\n if (rafPending) return\n rafPending = true\n requestAnimationFrame(() => {\n rafPending = false\n const next = compute()\n\n if (next[0] === value[0] && next[1] === value[1]) return\n value = next\n for (const cb of listeners) cb(next)\n })\n }\n\n window.addEventListener('scroll', onScroll, { passive: true })\n\n return () => {\n window.removeEventListener('scroll', onScroll)\n listeners.clear()\n setSignal(null)\n }\n }, [])\n\n return signal ?? STUB_SIGNAL\n}\n","'use client'\n\nimport { useEffect, useMemo } from 'react'\nimport type { ShaderNodeObject } from 'three/tsl'\nimport { MeshBasicNodeMaterial } from 'three/webgpu'\nimport type { Node } from 'three/webgpu'\n\n/** A TSL fragment that produces a color. Accept any Node or TSL-wrapped node. */\nexport type ColorTSL = Node | ShaderNodeObject<Node>\n\n/**\n * Bind a TSL color expression to a NodeMaterial. Returns the material;\n * caller is responsible for adding it to a mesh and disposing when done.\n *\n * The TSL fragment is computed once via `useMemo` and re-applied if the\n * factory function changes. For dynamic uniforms, mutate `.value` on the\n * uniform nodes — don't recreate the TSL fragment per render.\n */\nexport function useShaderMaterial(build: () => ColorTSL): MeshBasicNodeMaterial {\n const material = useMemo(() => {\n const m = new MeshBasicNodeMaterial()\n\n m.colorNode = build()\n\n return m\n }, [build])\n\n useEffect(() => {\n return () => material.dispose()\n }, [material])\n\n return material\n}\n","'use client'\n\nimport { useEffect } from 'react'\n\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js'\n\n/**\n * Opt a component out of the rAF loop while it has no dynamic uniforms.\n *\n * When `hint` is true, the scheduler runs one final flush tick (so any\n * uniform changes since the last frame are rendered) and then halts the\n * rAF loop until either `hint` becomes false or another component in the\n * same scene calls `scheduler.requestRender()`.\n *\n * Use for components whose animation is fully derived from props that don't\n * include `time`, e.g. `<LinearGradient speed={0}>` with no `interactive`.\n */\nexport function useStaticHint(hint: boolean): void {\n const ctx = useShaderContext()\n\n useEffect(() => {\n if (!ctx) return\n ctx.scheduler.setIdle(hint)\n\n return () => ctx.scheduler.setIdle(false)\n }, [ctx, 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+
{"version":3,"sources":["../src/components/fallback-boundary/fallback-boundary.tsx","../src/components/shader-monitor/shader-monitor.tsx","../src/context/shader-context.ts","../src/components/shader-scene/shader-scene.tsx","../src/hooks/use-display-gamut/use-display-gamut.ts","../src/hooks/use-animatable-uniform/use-animatable-uniform.ts","../src/hooks/use-cursor/use-cursor.ts","../src/hooks/use-shader-context/use-shader-context.ts","../src/hooks/use-overlay-pass/use-overlay-pass.ts","../src/hooks/use-resize/use-resize.ts","../src/internal/create-signal.ts","../src/hooks/use-scroll/use-scroll.ts","../src/hooks/use-shader-material/use-shader-material.ts","../src/hooks/use-static-hint/use-static-hint.ts"],"sourcesContent":["'use client';\n\nimport { type ReactNode, useEffect, useState } from 'react';\n\nexport interface FallbackBoundaryProps {\n fallback?: ReactNode;\n children: ReactNode;\n}\n\nexport function FallbackBoundary({ fallback, children }: FallbackBoundaryProps) {\n const [mounted, setMounted] = useState(false);\n\n useEffect(() => {\n setMounted(true);\n }, []);\n\n return <>{mounted ? children : (fallback ?? null)}</>;\n}\n","'use client';\n\nimport { type CSSProperties, useContext, useEffect, useRef, useState } from 'react';\n\nimport { ShaderContext } from '../../context/shader-context.js';\n\nexport type ShaderMonitorAnchor = 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';\n\nconst anchorStyle: Record<ShaderMonitorAnchor, CSSProperties> = {\n 'top-left': { top: 8, left: 8 },\n 'top-right': { top: 8, right: 8 },\n 'bottom-left': { bottom: 8, left: 8 },\n 'bottom-right': { bottom: 8, right: 8 },\n};\n\nconst baseStyle: CSSProperties = {\n position: 'absolute',\n zIndex: 10,\n padding: '6px 8px',\n borderRadius: 6,\n background: 'rgba(0, 0, 0, 0.6)',\n color: '#fff',\n font: '11px ui-monospace, monospace',\n lineHeight: 1.4,\n pointerEvents: 'none',\n whiteSpace: 'pre',\n};\n\nexport interface ShaderMonitorProps {\n anchor?: ShaderMonitorAnchor;\n}\n\nexport function ShaderMonitor({ anchor = 'top-right' }: ShaderMonitorProps) {\n const shaderContext = useContext(ShaderContext);\n const [stats, setStats] = useState({ fps: 0, ticks: 0, frames: 0 });\n const ticksRef = useRef(0);\n const fpsAccumRef = useRef({ frames: 0, lastSampleAt: 0, fps: 0 });\n\n useEffect(() => {\n if (!shaderContext) return;\n const schedulerTickHandler = (tick: { now: number }) => {\n ticksRef.current += 1;\n const fpsAccumulator = fpsAccumRef.current;\n\n fpsAccumulator.frames += 1;\n if (fpsAccumulator.lastSampleAt === 0) fpsAccumulator.lastSampleAt = tick.now;\n const deltaTimeSinceLastSample = tick.now - fpsAccumulator.lastSampleAt;\n\n if (deltaTimeSinceLastSample >= 500) {\n fpsAccumulator.fps = Math.round((fpsAccumulator.frames * 1000) / deltaTimeSinceLastSample);\n fpsAccumulator.frames = 0;\n fpsAccumulator.lastSampleAt = tick.now;\n }\n setStats({ fps: fpsAccumulator.fps, ticks: ticksRef.current, frames: fpsAccumulator.frames });\n };\n\n shaderContext.scheduler.add(schedulerTickHandler);\n\n return () => shaderContext.scheduler.remove(schedulerTickHandler);\n }, [shaderContext]);\n\n if (!shaderContext) {\n return (\n <div data-testid=\"matter-monitor\" style={{ ...baseStyle, ...anchorStyle[anchor] }}>\n no scene\n </div>\n );\n }\n\n return (\n <div data-testid=\"matter-monitor\" style={{ ...baseStyle, ...anchorStyle[anchor] }}>\n <span data-testid=\"matter-monitor-fps\">fps: {stats.fps || '—'}</span>\n {'\\n'}\n <span data-testid=\"matter-monitor-ticks\">ticks: {stats.ticks}</span>\n </div>\n );\n}\n","import { createContext } from 'react';\n\nimport type { FrameScheduler, GpuRenderer } from '@lovo/matter';\nimport type { Camera, Scene } from 'three';\nimport type { ShaderNodeObject } from 'three/tsl';\nimport type { Node } from 'three/webgpu';\n\nexport type PostProcessTransform = (input: ShaderNodeObject<Node>) => ShaderNodeObject<Node>;\n\nexport interface ShaderContextValue {\n renderer: GpuRenderer;\n scene: Scene;\n camera: Camera;\n scheduler: FrameScheduler;\n registerOverlay: (transform: PostProcessTransform) => () => void;\n}\n\nexport const ShaderContext = createContext<ShaderContextValue | null>(null);\n","'use client';\n\nimport { type CSSProperties, type ReactNode, useEffect, useRef, useState } from 'react';\n\nimport {\n createIntersectionWatcher,\n createRenderer,\n createVisibilityWatcher,\n FrameScheduler,\n} from '@lovo/matter';\nimport { OrthographicCamera, Scene } from 'three';\nimport { pass, vec4 } from 'three/tsl';\nimport { PostProcessing } from 'three/webgpu';\n\nimport {\n type PostProcessTransform,\n ShaderContext,\n type ShaderContextValue,\n} from '../../context/shader-context.js';\nimport {\n type GamutPreference,\n useDisplayGamut,\n} from '../../hooks/use-display-gamut/use-display-gamut.js';\n\nexport interface ShaderSceneProps {\n children?: ReactNode;\n fallback?: ReactNode;\n className?: string;\n style?: CSSProperties;\n maxDPR?: number;\n /** Output color gamut. 'auto' (default) uses the widest the display supports. */\n gamut?: GamutPreference;\n}\n\nconst defaultStyle: CSSProperties = {\n position: 'absolute',\n inset: 0,\n display: 'block',\n width: '100%',\n height: '100%',\n};\n\nexport function ShaderScene(props: ShaderSceneProps) {\n const { children, fallback, className, style, maxDPR, gamut = 'auto' } = props;\n const resolvedGamut = useDisplayGamut(gamut);\n const canvasRef = useRef<HTMLCanvasElement>(null);\n const [shaderContext, setShaderContext] = useState<ShaderContextValue | null>(null);\n const [error, setError] = useState<Error | null>(null);\n // Stays false until the renderer has actually painted a frame containing the\n // shader. The fallback is held until then so there's no gap between dropping\n // the fallback and the first shader frame (which would otherwise flash the\n // canvas's clear state).\n const [firstFramePainted, setFirstFramePainted] = useState(false);\n\n useEffect(() => {\n const canvas = canvasRef.current;\n\n if (!canvas) return;\n\n let cancelled = false;\n let cleanup: (() => void) | null = null;\n let firstPaintRaf: number | null = null;\n\n const setup = async () => {\n try {\n const renderer = await createRenderer(canvas, { maxDPR, gamut: resolvedGamut });\n\n if (cancelled) {\n renderer.dispose();\n\n return;\n }\n const scene = new Scene();\n const camera = new OrthographicCamera(-1, 1, 1, -1, 0.1, 10);\n\n camera.position.z = 1;\n const postProcessing = new PostProcessing(renderer.three);\n const scheduler = new FrameScheduler();\n\n const overlays = new Map<symbol, PostProcessTransform>();\n\n const basePassNode = vec4(pass(scene, camera));\n\n const rebuildOutputNode = () => {\n postProcessing.outputNode = Array.from(overlays.values()).reduce(\n (currentPipeline, transform) => transform(currentPipeline),\n basePassNode,\n );\n postProcessing.needsUpdate = true;\n };\n\n rebuildOutputNode(); // initial: just basePass, no overlays\n\n const registerOverlay = (transform: PostProcessTransform): (() => void) => {\n const key = Symbol('overlay');\n\n overlays.set(key, transform);\n rebuildOutputNode();\n\n return () => {\n overlays.delete(key);\n rebuildOutputNode();\n };\n };\n\n // Signal \"first paint\" only once the scene actually has something to\n // draw (a base shader mesh, or at least an overlay pass) — the scheduler\n // renders empty frames before the child shader mounts its mesh, and we\n // don't want to drop the fallback over an empty canvas. Defer the state\n // flip by one rAF so the just-submitted frame composites before the\n // fallback is removed.\n let firstPaintSignaled = false;\n const renderFrame = () => {\n postProcessing.render();\n\n if (!firstPaintSignaled && (scene.children.length > 0 || overlays.size > 0)) {\n firstPaintSignaled = true;\n firstPaintRaf = requestAnimationFrame(() => {\n firstPaintRaf = null;\n if (!cancelled) setFirstFramePainted(true);\n });\n }\n };\n\n scheduler.add(renderFrame);\n scheduler.start();\n\n const visibility = createVisibilityWatcher();\n const intersection = createIntersectionWatcher(canvas);\n\n const updatePauseState = () => {\n const shouldRun = visibility.isVisible() && intersection.isInView();\n\n if (shouldRun) scheduler.resume();\n else scheduler.pause();\n };\n\n updatePauseState();\n\n const unsubVisibility = visibility.subscribe(updatePauseState);\n const unsubIntersection = intersection.subscribe(updatePauseState);\n\n // Track the canvas's actual box size, not just window 'resize'. The\n // canvas commonly gets its real size from layout AFTER renderer init\n // (with no window resize firing), which would otherwise leave the\n // renderer stuck at the default 300x150 and render the scene into an\n // undersized target — compressing every shader's output. ResizeObserver\n // fires once on observe() and on every subsequent box change.\n const resizeObserver = new ResizeObserver(() => renderer.resize());\n\n resizeObserver.observe(canvas);\n\n cleanup = () => {\n unsubVisibility();\n unsubIntersection();\n visibility.dispose();\n intersection.dispose();\n resizeObserver.disconnect();\n scheduler.dispose();\n renderer.dispose();\n };\n\n setShaderContext({ renderer, scene, camera, scheduler, registerOverlay });\n } catch (caughtError) {\n if (cancelled) return;\n const normalizedError =\n caughtError instanceof Error ? caughtError : new Error(String(caughtError));\n\n console.error('[ShaderScene] renderer init failed:', normalizedError);\n setError(normalizedError);\n }\n };\n\n void setup();\n\n return () => {\n cancelled = true;\n if (firstPaintRaf !== null) {\n cancelAnimationFrame(firstPaintRaf);\n firstPaintRaf = null;\n }\n cleanup?.();\n cleanup = null;\n setShaderContext(null);\n // A fresh renderer (e.g. on gamut change) must re-prove its first paint,\n // so show the fallback again until it does.\n setFirstFramePainted(false);\n };\n }, [maxDPR, resolvedGamut]);\n\n let content: ReactNode;\n\n if (error) {\n content = (\n <div\n style={{\n position: 'absolute',\n inset: 0,\n display: 'flex',\n alignItems: 'center',\n justifyContent: 'center',\n padding: '1rem',\n color: '#fff',\n background: 'rgba(120, 30, 30, 0.85)',\n font: '0.85rem ui-monospace, monospace',\n whiteSpace: 'pre-wrap',\n textAlign: 'center',\n }}\n >\n ShaderScene init failed:\n {'\\n'}\n {error.message}\n </div>\n );\n } else {\n // Mount the children as soon as the context exists so the shader can build\n // and paint, but keep the fallback overlaid on top until that first frame\n // lands. The children render no visible DOM of their own (they drive the\n // canvas), so the fallback sits above the canvas and is removed only once\n // the shader is actually on screen.\n content = (\n <>\n {shaderContext && (\n <ShaderContext.Provider value={shaderContext}>{children}</ShaderContext.Provider>\n )}\n {!firstFramePainted && (fallback ?? null)}\n </>\n );\n }\n\n return (\n <div className={className} style={{ ...defaultStyle, ...style }}>\n <canvas ref={canvasRef} style={{ width: '100%', height: '100%', display: 'block' }} />\n {content}\n </div>\n );\n}\n","import { useEffect, useState } from 'react';\n\nimport type { OutputGamut } from '@lovo/matter';\n\n/** What the consumer asks for: a fixed gamut, or 'auto' to detect the display. */\nexport type GamutPreference = 'auto' | OutputGamut;\n\nconst P3_QUERY = '(color-gamut: p3)';\n\nfunction detectGamut(): OutputGamut {\n if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') {\n return 'srgb';\n }\n\n return window.matchMedia(P3_QUERY).matches ? 'p3' : 'srgb';\n}\n\n/**\n * Resolve a gamut preference to a concrete output gamut. Explicit 'srgb'/'p3'\n * pass through untouched; 'auto' queries `(color-gamut: p3)` and re-resolves\n * when the display capability changes (e.g. window dragged to another monitor).\n */\nexport function useDisplayGamut(preference: GamutPreference): OutputGamut {\n const [resolved, setResolved] = useState<OutputGamut>(() =>\n preference === 'auto' ? detectGamut() : preference,\n );\n\n useEffect(() => {\n if (preference !== 'auto') {\n setResolved(preference);\n\n return;\n }\n\n if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') {\n setResolved('srgb');\n\n return;\n }\n\n const mediaQuery = window.matchMedia(P3_QUERY);\n const update = () => setResolved(mediaQuery.matches ? 'p3' : 'srgb');\n\n update();\n mediaQuery.addEventListener('change', update);\n\n return () => mediaQuery.removeEventListener('change', update);\n }, [preference]);\n\n return resolved;\n}\n","'use client';\n\nimport { useEffect, useMemo } from 'react';\n\nimport { uniform } from 'three/tsl';\n\nexport interface AnimatableSignal<T> {\n get(): T;\n on(event: 'change', cb: (value: T) => void): () => void;\n}\n\nexport type AnimatableProp<T> = T | AnimatableSignal<T>;\n\nconst isSignal = <T>(value: AnimatableProp<T>): value is AnimatableSignal<T> => {\n if (typeof value !== 'object' || value === null) return false;\n\n return (\n 'get' in value &&\n typeof value.get === 'function' &&\n 'on' in value &&\n typeof value.on === 'function'\n );\n};\n\nexport function useAnimatableUniform<T>(value: AnimatableProp<T>): ReturnType<typeof uniform<T>> {\n const uniformNode = useMemo(() => {\n const initial = isSignal(value) ? value.get() : value;\n\n return uniform(initial);\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n useEffect(() => {\n if (isSignal(value)) {\n const unsub = value.on('change', (next) => {\n uniformNode.value = next;\n });\n\n return unsub;\n }\n uniformNode.value = value;\n\n return undefined;\n }, [value, uniformNode]);\n\n return uniformNode;\n}\n","'use client';\n\nimport { useEffect, useState } from 'react';\n\nimport { CursorInput, type CursorInputOptions, type Vector2 } from '@lovo/matter';\n\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js';\n\nexport interface CursorSignal {\n get(): Vector2;\n on(event: 'change', cb: (value: Vector2) => void): () => void;\n}\n\nconst STUB_SIGNAL: CursorSignal = {\n get: () => [0.5, 0.5] as const,\n on: () => () => undefined,\n};\n\nexport function useCursor(opts: CursorInputOptions = {}): CursorSignal {\n const shaderContext = useShaderContext();\n const [input, setInput] = useState<CursorInput | null>(null);\n\n useEffect(() => {\n const canvas = shaderContext?.renderer.three.domElement;\n const resolvedElement = opts.element ?? (canvas instanceof HTMLElement ? canvas : undefined);\n const newCursorInput = new CursorInput({ ...opts, element: resolvedElement });\n\n setInput(newCursorInput);\n\n let detach: (() => void) | null = null;\n\n if (shaderContext?.scheduler) {\n const schedulerTickHandler = ({ delta }: { delta: number }) => newCursorInput.tick(delta);\n\n shaderContext.scheduler.add(schedulerTickHandler);\n detach = () => shaderContext.scheduler.remove(schedulerTickHandler);\n } else {\n let animationFrameId: number | null = null;\n let lastNow = performance.now();\n const loop = (now: number) => {\n const delta = (now - lastNow) / 1000;\n\n lastNow = now;\n newCursorInput.tick(delta);\n animationFrameId = requestAnimationFrame(loop);\n };\n\n animationFrameId = requestAnimationFrame(loop);\n detach = () => {\n if (animationFrameId !== null) cancelAnimationFrame(animationFrameId);\n };\n }\n\n return () => {\n detach();\n newCursorInput.dispose();\n setInput(null);\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [shaderContext]);\n\n return input ?? STUB_SIGNAL;\n}\n","import { useContext } from 'react';\n\nimport { ShaderContext, type ShaderContextValue } from '../../context/shader-context.js';\n\nexport function useShaderContext(): ShaderContextValue | null {\n return useContext(ShaderContext);\n}\n","'use client';\n\nimport { type DependencyList, useEffect } from 'react';\n\nimport type { PostProcessTransform } from '../../context/shader-context.js';\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js';\n\nexport function usePostProcessPass(transform: PostProcessTransform, deps: DependencyList): void {\n const shaderContext = useShaderContext();\n\n useEffect(() => {\n if (!shaderContext) return;\n const unregister = shaderContext.registerOverlay(transform);\n\n return unregister;\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [shaderContext, ...deps]);\n}\n","'use client';\n\nimport { useEffect, useState } from 'react';\n\nimport { createSignal } from '../../internal/create-signal.js';\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js';\n\nexport type ResizeValue = readonly [width: number, height: number, dpr: number];\n\nexport interface ResizeSignal {\n get(): ResizeValue;\n on(event: 'change', cb: (value: ResizeValue) => void): () => void;\n}\n\nconst STUB_SIGNAL: ResizeSignal = {\n get: () => [0, 0, 1] as const,\n on: () => () => undefined,\n};\n\nexport function useResize(): ResizeSignal {\n const shaderContext = useShaderContext();\n const [signal, setSignal] = useState<ResizeSignal | null>(null);\n\n useEffect(() => {\n if (!shaderContext) return undefined;\n\n const canvas = shaderContext.renderer.three.domElement;\n\n if (!(canvas instanceof HTMLCanvasElement)) return undefined;\n\n let value: ResizeValue = [\n canvas.clientWidth,\n canvas.clientHeight,\n typeof window !== 'undefined' ? window.devicePixelRatio : 1,\n ];\n const { signal: newSignal, listeners } = createSignal<ResizeValue>(() => value);\n\n setSignal(newSignal);\n\n const emit = () => {\n const next: ResizeValue = [\n canvas.clientWidth,\n canvas.clientHeight,\n typeof window !== 'undefined' ? window.devicePixelRatio : 1,\n ];\n\n if (next[0] === value[0] && next[1] === value[1] && next[2] === value[2]) return;\n value = next;\n for (const listener of listeners) listener(next);\n };\n\n const observer = new ResizeObserver(emit);\n\n observer.observe(canvas);\n\n let mediaQueryList: MediaQueryList | null = null;\n let mediaQueryListener: (() => void) | null = null;\n const setupDprWatch = () => {\n if (typeof window === 'undefined') return;\n const dpr = window.devicePixelRatio;\n const nextMediaQueryList = window.matchMedia(`(resolution: ${dpr}dppx)`);\n const nextMediaQueryListener = () => {\n emit();\n if (mediaQueryList && mediaQueryListener)\n mediaQueryList.removeEventListener('change', mediaQueryListener);\n setupDprWatch();\n };\n\n nextMediaQueryList.addEventListener('change', nextMediaQueryListener);\n mediaQueryList = nextMediaQueryList;\n mediaQueryListener = nextMediaQueryListener;\n };\n\n setupDprWatch();\n\n return () => {\n observer.disconnect();\n if (mediaQueryList && mediaQueryListener)\n mediaQueryList.removeEventListener('change', mediaQueryListener);\n mediaQueryList = null;\n mediaQueryListener = null;\n listeners.clear();\n setSignal(null);\n };\n }, [shaderContext]);\n\n return signal ?? STUB_SIGNAL;\n}\n","'use client';\n\nexport function createSignal<T>(getValue: () => T): {\n signal: { get(): T; on(event: string, listener: (v: T) => void): () => void };\n listeners: Set<(v: T) => void>;\n} {\n const listeners = new Set<(v: T) => void>();\n\n return {\n listeners,\n signal: {\n get: getValue,\n on: (_event, listener) => {\n listeners.add(listener);\n\n return () => {\n listeners.delete(listener);\n };\n },\n },\n };\n}\n","'use client';\n\nimport { useEffect, useState } from 'react';\n\nimport { createSignal } from '../../internal/create-signal.js';\n\nexport type ScrollValue = readonly [scrollY: number, progress: number];\n\nexport interface ScrollSignal {\n get(): ScrollValue;\n on(event: 'change', cb: (value: ScrollValue) => void): () => void;\n}\n\nconst STUB_SIGNAL: ScrollSignal = {\n get: () => [0, 0] as const,\n on: () => () => undefined,\n};\n\nexport function useScroll(): ScrollSignal {\n const [signal, setSignal] = useState<ScrollSignal | null>(null);\n\n useEffect(() => {\n if (typeof window === 'undefined') return undefined;\n\n const compute = (): ScrollValue => {\n const scrollYPosition = window.scrollY;\n\n const max = Math.max(document.documentElement.scrollHeight - window.innerHeight, 1);\n const progress = Math.max(0, Math.min(1, scrollYPosition / max));\n\n return [scrollYPosition, progress];\n };\n\n let value: ScrollValue = compute();\n const { signal: newSignal, listeners } = createSignal<ScrollValue>(() => value);\n\n setSignal(newSignal);\n\n let rafPending = false;\n const onScroll = () => {\n if (rafPending) return;\n rafPending = true;\n requestAnimationFrame(() => {\n rafPending = false;\n const next = compute();\n\n if (next[0] === value[0] && next[1] === value[1]) return;\n value = next;\n for (const listener of listeners) listener(next);\n });\n };\n\n window.addEventListener('scroll', onScroll, { passive: true });\n\n return () => {\n window.removeEventListener('scroll', onScroll);\n listeners.clear();\n setSignal(null);\n };\n }, []);\n\n return signal ?? STUB_SIGNAL;\n}\n","'use client';\n\nimport { useEffect, useMemo } from 'react';\n\nimport type { ShaderNodeObject } from 'three/tsl';\nimport { MeshBasicNodeMaterial } from 'three/webgpu';\nimport type { Node } from 'three/webgpu';\n\nexport type ColorTSL = Node | ShaderNodeObject<Node>;\n\nexport function useShaderMaterial(build: () => ColorTSL): MeshBasicNodeMaterial {\n const material = useMemo(() => {\n const nodeMaterial = new MeshBasicNodeMaterial();\n\n nodeMaterial.colorNode = build();\n\n return nodeMaterial;\n }, [build]);\n\n useEffect(() => {\n return () => material.dispose();\n }, [material]);\n\n return material;\n}\n","'use client';\n\nimport { useEffect } from 'react';\n\nimport { useShaderContext } from '../use-shader-context/use-shader-context.js';\n\nexport function useStaticSceneHint(isStatic: boolean): void {\n const shaderContext = useShaderContext();\n\n useEffect(() => {\n if (!shaderContext) return;\n\n return shaderContext.scheduler.setIdle(isStatic);\n }, [shaderContext, 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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@lovo/matter-react",
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3
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-
"version": "0.
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3
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+
"version": "0.6.0",
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4
4
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"description": "React binding for Matter — MatterScene, useShaderMaterial, input hooks.",
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5
5
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"keywords": [
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6
6
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"components",
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@@ -57,7 +57,7 @@
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57
57
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"typescript": "^5.6.0",
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58
58
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"vite": "^8.0.14",
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59
59
|
"vitest": "^4.1.7",
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|
60
|
-
"@lovo/matter": "0.
|
|
60
|
+
"@lovo/matter": "0.6.0",
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|
61
61
|
"@matter/tsconfig": "0.0.0"
|
|
62
62
|
},
|
|
63
63
|
"peerDependencies": {
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|
@@ -69,7 +69,7 @@
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|
69
69
|
"build": "tsup",
|
|
70
70
|
"dev": "tsup --watch",
|
|
71
71
|
"typecheck": "tsc --noEmit",
|
|
72
|
-
"lint": "eslint
|
|
72
|
+
"lint": "eslint .",
|
|
73
73
|
"test": "vitest run",
|
|
74
74
|
"test:watch": "vitest",
|
|
75
75
|
"clean": "rm -rf dist .turbo *.tsbuildinfo"
|