@toriistudio/shader-ui 0.0.5 → 0.0.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.mts CHANGED
@@ -224,4 +224,85 @@ declare const WANDY_HAND_DEFAULTS: {
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  };
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  declare function WandyHand({ text, fontUrl, fontSize, durationMs, strokeWidth, penOpacity, strokeColor, lineCap, lineJoin, samplesPerCurve, strokeMode, canvasPadding, backgroundColor, imperfectionsEnabled, size, animate, onDrawn, }: WandyHandProps): react_jsx_runtime.JSX.Element;
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- export { AnimatedDrawingSVG, EFECTO_ASCII_COMPONENT_DEFAULTS, EFECTO_ASCII_POST_PROCESSING_DEFAULTS, Efecto, type EfectoAsciiColorPalette, type EfectoAsciiStyle, type PublicPostProcessingSettings as EfectoPublicAsciiPostProcessingSettings, FractalFlower, MenuGlitch, type MenuGlitchUniforms, OranoParticles, type OranoParticlesUniforms, ShaderArt, type ShaderArtUniforms, Snow, WANDY_HAND_DEFAULTS, WandyHand };
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+ type RippleWaveProps = {
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+ width?: string | number;
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+ height?: string | number;
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+ intensity?: number;
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+ zoom?: number;
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+ speed?: number;
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+ hexColors?: string[];
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+ };
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+ declare function RippleWave({ width, height, intensity, zoom, speed, hexColors, }: RippleWaveProps): react_jsx_runtime.JSX.Element;
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+
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+ type BorderBeamPassUniforms = {
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+ /** Border thickness in UV space (Unicorn-ish: 0.02 for inner, 0.08 for outer) */
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+ thickness: number;
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+ /** Multiplier on the glow */
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+ intensity: number;
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+ /** RGB beam color */
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+ color: [number, number, number];
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+ /** Add tiny dithering noise */
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+ dither: boolean;
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+ /** Dither strength (default: 1/128) */
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+ ditherStrength: number;
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+ /** Apply tanh tonemap (matches Unicorn) */
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+ tonemap: boolean;
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+ /** Alpha multiplier (lets you control contribution later) */
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+ alpha: number;
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+ };
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+
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+ type BlurPassUniforms = {
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+ trackMouse: boolean;
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+ blurRadius: number;
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+ };
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+
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+ type DiffusePassUniforms = {
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+ trackMouse: boolean;
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+ diffuseRadius: number;
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+ };
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+
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+ type ExpandingRingPassUniforms = {
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+ /** RGB ring color */
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+ color: [number, number, number];
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+ /** Center position in UV space */
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+ position: [number, number];
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+ /** Ring cycles per second */
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+ speed: number;
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+ /** Alpha multiplier */
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+ alpha: number;
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+ };
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+
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+ type NoiseWarpPassUniforms = {
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+ trackMouse: boolean;
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+ strength: number;
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+ radius: number;
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+ };
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+
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+ type DitherPulseRingProps = {
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+ spriteTextureSrc?: string;
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+ glyphDitherEnabled?: boolean;
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+ diffuseEnabled?: boolean;
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+ blurEnabled?: boolean;
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+ noiseWarpEnabled?: boolean;
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+ noiseWarpRadius?: NoiseWarpPassUniforms["radius"];
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+ noiseWarpStrength?: NoiseWarpPassUniforms["strength"];
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+ diffuseRadius?: DiffusePassUniforms["diffuseRadius"];
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+ blurRadius?: BlurPassUniforms["blurRadius"];
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+ borderThickness?: number;
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+ borderIntensity?: number;
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+ borderColor?: BorderBeamPassUniforms["color"];
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+ borderDitherStrength?: number;
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+ borderTonemap?: boolean;
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+ borderAlpha?: number;
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+ ringColor?: ExpandingRingPassUniforms["color"];
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+ ringSpeed?: number;
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+ ringPosition?: ExpandingRingPassUniforms["position"];
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+ ringAlpha?: ExpandingRingPassUniforms["alpha"];
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+ width?: string | number;
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+ height?: string | number;
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+ className?: string;
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+ style?: React.CSSProperties;
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+ };
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+ declare function DitherPulseRing({ spriteTextureSrc, glyphDitherEnabled, diffuseEnabled, blurEnabled, noiseWarpEnabled, noiseWarpRadius, noiseWarpStrength, diffuseRadius, blurRadius, borderThickness, borderIntensity, borderColor, borderDitherStrength, borderTonemap, borderAlpha, ringColor, ringSpeed, ringPosition, ringAlpha, width, height, className, style, }: DitherPulseRingProps): react_jsx_runtime.JSX.Element;
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+
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+ export { AnimatedDrawingSVG, DitherPulseRing, EFECTO_ASCII_COMPONENT_DEFAULTS, EFECTO_ASCII_POST_PROCESSING_DEFAULTS, Efecto, type EfectoAsciiColorPalette, type EfectoAsciiStyle, type PublicPostProcessingSettings as EfectoPublicAsciiPostProcessingSettings, FractalFlower, MenuGlitch, type MenuGlitchUniforms, OranoParticles, type OranoParticlesUniforms, RippleWave, ShaderArt, type ShaderArtUniforms, Snow, WANDY_HAND_DEFAULTS, WandyHand };
package/dist/index.d.ts CHANGED
@@ -224,4 +224,85 @@ declare const WANDY_HAND_DEFAULTS: {
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  };
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  declare function WandyHand({ text, fontUrl, fontSize, durationMs, strokeWidth, penOpacity, strokeColor, lineCap, lineJoin, samplesPerCurve, strokeMode, canvasPadding, backgroundColor, imperfectionsEnabled, size, animate, onDrawn, }: WandyHandProps): react_jsx_runtime.JSX.Element;
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- export { AnimatedDrawingSVG, EFECTO_ASCII_COMPONENT_DEFAULTS, EFECTO_ASCII_POST_PROCESSING_DEFAULTS, Efecto, type EfectoAsciiColorPalette, type EfectoAsciiStyle, type PublicPostProcessingSettings as EfectoPublicAsciiPostProcessingSettings, FractalFlower, MenuGlitch, type MenuGlitchUniforms, OranoParticles, type OranoParticlesUniforms, ShaderArt, type ShaderArtUniforms, Snow, WANDY_HAND_DEFAULTS, WandyHand };
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+ type RippleWaveProps = {
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+ width?: string | number;
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+ height?: string | number;
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+ intensity?: number;
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+ zoom?: number;
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+ speed?: number;
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+ hexColors?: string[];
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+ };
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+ declare function RippleWave({ width, height, intensity, zoom, speed, hexColors, }: RippleWaveProps): react_jsx_runtime.JSX.Element;
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+
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+ type BorderBeamPassUniforms = {
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+ /** Border thickness in UV space (Unicorn-ish: 0.02 for inner, 0.08 for outer) */
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+ thickness: number;
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+ /** Multiplier on the glow */
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+ intensity: number;
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+ /** RGB beam color */
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+ color: [number, number, number];
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+ /** Add tiny dithering noise */
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+ dither: boolean;
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+ /** Dither strength (default: 1/128) */
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+ ditherStrength: number;
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+ /** Apply tanh tonemap (matches Unicorn) */
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+ tonemap: boolean;
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+ /** Alpha multiplier (lets you control contribution later) */
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+ alpha: number;
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+ };
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+
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+ type BlurPassUniforms = {
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+ trackMouse: boolean;
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+ blurRadius: number;
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+ };
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+
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+ type DiffusePassUniforms = {
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+ trackMouse: boolean;
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+ diffuseRadius: number;
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+ };
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+
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+ type ExpandingRingPassUniforms = {
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+ /** RGB ring color */
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+ color: [number, number, number];
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+ /** Center position in UV space */
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+ position: [number, number];
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+ /** Ring cycles per second */
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+ speed: number;
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+ /** Alpha multiplier */
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+ alpha: number;
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+ };
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+
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+ type NoiseWarpPassUniforms = {
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+ trackMouse: boolean;
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+ strength: number;
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+ radius: number;
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+ };
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+
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+ type DitherPulseRingProps = {
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+ spriteTextureSrc?: string;
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+ glyphDitherEnabled?: boolean;
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+ diffuseEnabled?: boolean;
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+ blurEnabled?: boolean;
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+ noiseWarpEnabled?: boolean;
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+ noiseWarpRadius?: NoiseWarpPassUniforms["radius"];
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+ noiseWarpStrength?: NoiseWarpPassUniforms["strength"];
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+ diffuseRadius?: DiffusePassUniforms["diffuseRadius"];
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+ blurRadius?: BlurPassUniforms["blurRadius"];
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+ borderThickness?: number;
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+ borderIntensity?: number;
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+ borderColor?: BorderBeamPassUniforms["color"];
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+ borderDitherStrength?: number;
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+ borderTonemap?: boolean;
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+ borderAlpha?: number;
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+ ringColor?: ExpandingRingPassUniforms["color"];
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+ ringSpeed?: number;
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+ ringPosition?: ExpandingRingPassUniforms["position"];
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+ ringAlpha?: ExpandingRingPassUniforms["alpha"];
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+ width?: string | number;
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+ height?: string | number;
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+ className?: string;
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+ style?: React.CSSProperties;
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+ };
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+ declare function DitherPulseRing({ spriteTextureSrc, glyphDitherEnabled, diffuseEnabled, blurEnabled, noiseWarpEnabled, noiseWarpRadius, noiseWarpStrength, diffuseRadius, blurRadius, borderThickness, borderIntensity, borderColor, borderDitherStrength, borderTonemap, borderAlpha, ringColor, ringSpeed, ringPosition, ringAlpha, width, height, className, style, }: DitherPulseRingProps): react_jsx_runtime.JSX.Element;
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+
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+ export { AnimatedDrawingSVG, DitherPulseRing, EFECTO_ASCII_COMPONENT_DEFAULTS, EFECTO_ASCII_POST_PROCESSING_DEFAULTS, Efecto, type EfectoAsciiColorPalette, type EfectoAsciiStyle, type PublicPostProcessingSettings as EfectoPublicAsciiPostProcessingSettings, FractalFlower, MenuGlitch, type MenuGlitchUniforms, OranoParticles, type OranoParticlesUniforms, RippleWave, ShaderArt, type ShaderArtUniforms, Snow, WANDY_HAND_DEFAULTS, WandyHand };