agentglow 0.2.9 → 0.2.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (28) hide show
  1. package/dist/chunks/{KitScene-Bm1I35Zc.js → KitScene-DG_pcnWW.js} +1273 -1195
  2. package/dist/chunks/{index-COLbf8XM.js → index-Agh7jdYu.js} +182 -182
  3. package/dist/chunks/{index-CGTp73GN.js → index-B2EHxcBQ.js} +400 -400
  4. package/dist/chunks/{index-D-r9aJ4u.js → index-B4Cqo621.js} +33 -33
  5. package/dist/chunks/index-BfQsJ0TH.js +751 -0
  6. package/dist/chunks/index-BmBGYhJS.js +891 -0
  7. package/dist/chunks/index-Bnn-x-aE.js +767 -0
  8. package/dist/chunks/{index-BWsSd_Wm.js → index-CTQTtm9q.js} +212 -212
  9. package/dist/chunks/{index-_IwfbZy7.js → index-CTZbUTDY.js} +62 -62
  10. package/dist/chunks/{index-cRPj-lzn.js → index-CdKvybsL.js} +284 -284
  11. package/dist/chunks/index-CeiIEWek.js +818 -0
  12. package/dist/chunks/{index-D4Wlmsay.js → index-Ci8tSMhc.js} +15 -15
  13. package/dist/chunks/{index-C2vLpNCb.js → index-Cls_VZdb.js} +100 -100
  14. package/dist/chunks/index-DFFRhihO.js +892 -0
  15. package/dist/chunks/index-DMCETM4H.js +605 -0
  16. package/dist/chunks/{index-AugvjZJN.js → index-URn4zDHp.js} +223 -223
  17. package/dist/chunks/index-u4rYZ1UO.js +495 -0
  18. package/dist/index.js +1 -1
  19. package/dist/style.css +1 -1
  20. package/dist/types/world.d.ts +30 -5
  21. package/package.json +1 -1
  22. package/dist/chunks/index-BAQDf-0T.js +0 -492
  23. package/dist/chunks/index-BRnLrSfZ.js +0 -605
  24. package/dist/chunks/index-CKyn9lcT.js +0 -753
  25. package/dist/chunks/index-CnoB0ZDk.js +0 -889
  26. package/dist/chunks/index-KmczAvvY.js +0 -818
  27. package/dist/chunks/index-Z4vdWCok.js +0 -763
  28. package/dist/chunks/index-uZGu9jzU.js +0 -887
@@ -1,887 +0,0 @@
1
- import { jsxs as v, jsx as o, Fragment as ht } from "react/jsx-runtime";
2
- import { MeshReflectorMaterial as mt, Grid as gt, Trail as rt, Stars as yt } from "@react-three/drei";
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- import { useFrame as ie, useThree as Mt } from "@react-three/fiber";
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- import { EffectComposer as vt, Bloom as wt, Vignette as xt, Noise as bt } from "@react-three/postprocessing";
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- import * as n from "three";
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- import { useRef as x, useMemo as i, useEffect as Le, useState as St } from "react";
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- import { k as te, y as At, f as Me, z as Gt, w as J, a as Ct, i as Bt, h as Ke, c as Et, K as Pt, m as Lt, T as xe, L as Ye, G as zt, n as Rt, q as _e, S as we, x as Ae, R as Ft, A as Tt, r as ue, d as kt, b as Ue, g as Vt, l as It, e as st, p as _t, j as Wt, B as Ot } from "./KitScene-Bm1I35Zc.js";
8
- const Dt = (
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- /* glsl */
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- `
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- varying vec3 vLocal;
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- varying vec3 vN;
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- varying float vFogDepth;
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- void main() {
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- vec4 p = vec4(position, 1.0);
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- vec3 n = normal;
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- #ifdef USE_INSTANCING
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- p = instanceMatrix * p;
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- n = mat3(instanceMatrix) * n;
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- #endif
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- vLocal = p.xyz;
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- vN = normalize(n);
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- vec4 mv = modelViewMatrix * p;
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- vFogDepth = -mv.z;
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- gl_Position = projectionMatrix * mv;
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- }`
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- ), Ut = (
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- /* glsl */
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- `
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- uniform vec3 uColor; // window colour (agent type)
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- uniform vec3 uEdge; // neon edge colour (run)
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- uniform float uEdgeAmt;
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- uniform vec2 uHalf; // half width / depth (object space)
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- uniform float uH; // height
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- uniform float uTime;
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- uniform float uLit; // fraction of windows lit
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- uniform float uWork; // 0..1 thinking: scroll band + flicker
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- uniform float uEnergy; // LLM pulse
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- uniform float uCascade; // 0..1 lights go out from the top
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- uniform float uScaffold; // 0..1 birth: glowing grid lines
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- uniform float uFiller; // 1 = background skyline (per-window palette, no edges)
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- uniform float uOpacity;
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- uniform vec3 uFogColor;
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- uniform float uFogNear;
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- uniform float uFogFar;
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- varying vec3 vLocal;
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- varying vec3 vN;
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- varying float vFogDepth;
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-
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- float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
51
-
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- void main() {
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- vec3 body = vec3(0.012, 0.016, 0.03);
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- vec3 col = body;
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- bool roof = vN.y > 0.5;
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- float side = abs(vN.x) > 0.5 ? vLocal.z : vLocal.x;
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- float faceId = abs(vN.x) > 0.5 ? sign(vN.x) * 3.0 : sign(vN.z) * 7.0;
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- vec2 cell = vec2(0.34, 0.46);
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- vec2 g = vec2(side, vLocal.y) / cell;
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- vec2 id = floor(g) + vec2(faceId * 13.0, 0.0);
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- vec2 f = fract(g);
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- float win = step(0.2, f.x) * step(f.x, 0.8) * step(0.22, f.y) * step(f.y, 0.74);
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- float r = hash(id);
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- float tick = floor(uTime * 7.0);
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- // flicker while working: a few windows toggle each tick
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- float flick = step(hash(id + tick * 0.37), 0.12) * uWork;
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- float lit = step(r, uLit);
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- lit = abs(lit - flick);
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- // scrolling band of light moving up the facade while thinking
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- float band = smoothstep(0.82, 1.0, 1.0 - abs(fract(vLocal.y / max(uH, 0.001) * 1.4 - uTime * 0.55) - 0.5) * 2.0) * uWork;
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- // lights-out cascade from the top
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- float alive = step(vLocal.y, uH * (1.0 - uCascade) + 0.001);
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- vec3 wc = uColor;
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- if (uFiller > 0.5) {
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- wc = mix(vec3(1.0, 0.62, 0.32), vec3(0.45, 0.8, 1.0), step(0.55, hash(id * 1.7 + 3.1)));
76
- wc = mix(wc, vec3(0.95, 0.4, 0.9), step(0.93, hash(id * 2.3)));
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- }
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- float bright = (0.55 + 0.9 * r) * (1.0 + uEnergy * 1.6);
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- if (!roof && vLocal.y > 0.25) {
80
- col += win * alive * (lit * bright + band * 2.2) * wc * (uFiller > 0.5 ? 0.6 : 1.6);
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- // energy flash: whole facade glows briefly
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- col += win * alive * uEnergy * 0.35 * mix(wc, vec3(1.0), 0.4);
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- }
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- // neon corner edges + rim at the roof line
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- vec2 a = abs(vLocal.xz);
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- float corner = step(uHalf.x - 0.06, a.x) * step(uHalf.y - 0.06, a.y);
87
- float rim = roof ? step(uHalf.x - 0.08, a.x) + step(uHalf.y - 0.08, a.y) : 0.0;
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- col += uEdge * uEdgeAmt * (corner * 1.6 + min(rim, 1.0) * 1.2) * (0.6 + 0.4 * alive);
89
- // birth scaffold: glowing floor lines + vertical ribs
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- float lines = max(step(0.9, fract(vLocal.y / 0.46)), step(0.88, fract(side / 0.34)));
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- col += uScaffold * lines * uColor * 3.0;
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- col = mix(col, uColor * 0.25, uScaffold * 0.35);
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- float fogF = smoothstep(uFogNear, uFogFar, vFogDepth);
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- col = mix(col, uFogColor, fogF);
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- gl_FragColor = vec4(col, uOpacity);
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- }`
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- ), be = { color: new n.Color("#05040d"), near: 34, far: 110 }, Te = { near: { value: be.near }, far: { value: be.far } };
98
- function at(t = {}) {
99
- return new n.ShaderMaterial({
100
- vertexShader: Dt,
101
- fragmentShader: Ut,
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- toneMapped: !1,
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- transparent: !1,
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- uniforms: {
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- uColor: { value: new n.Color(t.color ?? "#ffffff") },
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- uEdge: { value: new n.Color(t.edge ?? "#818cf8") },
107
- uEdgeAmt: { value: t.filler ? 0 : 1 },
108
- uHalf: { value: new n.Vector2(1, 1) },
109
- uH: { value: 1 },
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- uTime: { value: 0 },
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- uLit: { value: t.filler ? 0.32 : 0.5 },
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- uWork: { value: 0 },
113
- uEnergy: { value: 0 },
114
- uCascade: { value: 0 },
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- uScaffold: { value: 0 },
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- uFiller: { value: t.filler ? 1 : 0 },
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- uOpacity: { value: 1 },
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- uFogColor: { value: be.color },
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- uFogNear: Te.near,
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- uFogFar: Te.far
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- }
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- });
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- }
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- function $t(t) {
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- return () => (t = t * 16807 % 2147483647, (t - 1) / 2147483646);
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- }
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- const ze = 1.1, ct = () => Math.hypot(te.core.hw, te.core.hh) + 2.4;
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- function Nt() {
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- /* @__PURE__ */ v("mesh", { rotation: [-Math.PI / 2, 0, 0], position: [0, 0, 0], children: [
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- depthScale: 0.6,
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- a() < 0.3 || w.push({ x: p, z: S, w: 1.6 + a() * 1.8, d: 1.6 + a() * 1.8, h: 0, ry: a() * 0.6 - 0.3, tall: Math.pow(a(), 2.2), spike: a() < 0.06 ? 10 : 0 });
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