diff --git a/.gitignore b/.gitignore index a5e26829..4d8fb2a8 100644 --- a/.gitignore +++ b/.gitignore @@ -41,4 +41,5 @@ storybook-static/ CreateShaderFx/ # exclude private demo -app/private/ \ No newline at end of file +app/private/ +public/private/ diff --git a/README.md b/README.md index 2ca77a06..fb898ed6 100644 --- a/README.md +++ b/README.md @@ -73,7 +73,7 @@ npm install @funtech-inc/use-shader-fx - +
miscuseBeat, useFPSLimiter, usePointer, useDomSynceruseBeat, useFPSLimiter, usePointerTracker, useDomSyncer
@@ -84,7 +84,7 @@ From each `fxHooks`, you can receive [`updateFx`, `setParams`, `fxObject`] in ar 1. `updateFx` - Functions to update parameters and render. 2. `updateParams` - Function to update parameters only. 3. `fxObject` - An object that holds various FX components, such as scene, camera, mesh, renderTarget, and `output`(final rendered texture). -4. `HooksProps` - `size`,`dpr`,`isSizeUpdate`,`onBeforeInit` and `renderTargetOptions` ※ `isSizeUpdate` : Whether to `setSize` the FBO when updating size or dpr(default : `false`). +4. `HooksProps` - `size`,`dpr`,`fboAutoSetSize`,`onBeforeInit` and `renderTargetOptions` ※ `fboAutoSetSize` : Whether to `setSize` the FBO when updating size or dpr(default : `false`). ```js const [updateFx, updateParams, fxObject] = useSomeFx(HooksProps); @@ -409,23 +409,23 @@ type DomSyncerParams = { `updateKey` : Because DOM rendering and React updates occur asynchronously, there may be a lag between updating dependent arrays and setting DOM arrays. That's what the Key is for. If the dependent array is updated but the Key is not, the loop will skip and return an empty texture. By updating the timing key when DOM acquisition is complete, you can perfectly synchronize DOM and Mesh updates. -## usePointer +## usePointerTracker When given the `pointer` vector2 from r3f's `RootState`, it generates an update function that returns {currentPointer, prevPointer, diffPointer, isVelocityUpdate, velocity}. You can also add `lerp` (0~1, lerp intensity (0 to less than 1) , default: 0) ```js -const updatePointer = usePointer(lerp); +const pointerTracker = usePointerTracker(lerp); const { currentPointer, prevPointer, diffPointer, isVelocityUpdate, velocity } = - updatePointer(pointer); + pointerTracker(pointer); ``` You can override the pointer process by passing `pointerValues` to `updateFx` in the `useFrame`. ```ts useFrame((rootState) => { - const pointerValues = updatePointer(rootState.pointer); + const pointerValues = pointerTracker(rootState.pointer); updateBrush(rootState, { pointerValues: pointerValues, }); diff --git a/app/ShaderFx.tsx b/app/ShaderFx.tsx index 5b8fe13a..3ace66a4 100644 --- a/app/ShaderFx.tsx +++ b/app/ShaderFx.tsx @@ -41,7 +41,8 @@ export const ShaderFx = ({ eventPrefix={eventSource ? "client" : "offset"} dpr={dpr} gl={{ preserveDrawingBuffer: preserveDrawingBuffer }} - shadows={shadows}> + shadows={shadows} + linear> { if (preserveDrawingBuffer) { diff --git a/app/_home/Playground.tsx b/app/_home/Playground.tsx index b9e883fd..befee727 100644 --- a/app/_home/Playground.tsx +++ b/app/_home/Playground.tsx @@ -12,10 +12,10 @@ import { HSVParams, MarbleParams, useBlank, -} from "@/packages/use-shader-fx/src"; +} from "@/packages/use-shader-fx/legacy"; import { Environment, OrbitControls } from "@react-three/drei"; -import { OnBeforeInitParameters } from "@/packages/use-shader-fx/src/fxs/types"; +// import { OnBeforeInitParameters } from "@/packages/use-shader-fx/src/fxs/types"; export const CONFIG = { marble: { @@ -102,7 +102,7 @@ export const Playground = ({ height: size.height, }, dpr: viewport.dpr, - onBeforeInit: useCallback((params: OnBeforeInitParameters) => { + onBeforeInit: useCallback((params: any) => { Object.assign(params.uniforms, { u_noise: { value: marble, diff --git a/app/cream/FxMaterial.tsx b/app/cream/FxMaterial.tsx deleted file mode 100644 index 8f28d08b..00000000 --- a/app/cream/FxMaterial.tsx +++ /dev/null @@ -1,41 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - - void main() { - vec2 uv = vUv; - vec4 color = texture2D(u_fx, uv); - gl_FragColor = color; - // gl_FragColor.rgb = color.rgb; - // gl_FragColor.a = color.r + color.g + color.b; - } - ` -); diff --git a/app/cream/Playground.tsx b/app/cream/Playground.tsx deleted file mode 100644 index cc5c4aab..00000000 --- a/app/cream/Playground.tsx +++ /dev/null @@ -1,40 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useEffect, useMemo, useRef, useState } from "react"; -import { useFrame, useThree, extend, useLoader } from "@react-three/fiber"; -import { useFluid } from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; - -extend({ FxMaterial }); - -export const Playground = () => { - const { size } = useThree(); - const [updateFluid, setFluid, { output: fluid }] = useFluid({ - size, - dpr: { - shader: 0.2, - fbo: 0.8, - }, - }); - - setFluid({ - densityDissipation: 0.99, - velocityDissipation: 0.99, - splatRadius: 0.001, - pressureIterations: 1, - }); - - useFrame((state) => { - updateFluid(state); - }); - - return ( - <> - - - - - - ); -}; diff --git a/app/domSyncer/DomSyncer.tsx b/app/domSyncer/DomSyncer.tsx deleted file mode 100644 index 23516103..00000000 --- a/app/domSyncer/DomSyncer.tsx +++ /dev/null @@ -1,166 +0,0 @@ -import * as THREE from "three"; -import { useEffect, useLayoutEffect, useRef } from "react"; -import { useFrame, extend, useThree, useLoader } from "@react-three/fiber"; -import { FxMaterial, FxMaterialProps } from "@/utils/fxMaterial"; -import { - useDomSyncer, - useWave, - useFxTexture, - useCopyTexture, -} from "@/packages/use-shader-fx/src"; -import { WaveParams } from "@/packages/use-shader-fx/src/fxs/effects/useWave"; -import gsap from "gsap"; - -extend({ FxMaterial }); - -const CONFIG: { - textureResolution: THREE.Vector2; - waveArr: WaveParams[]; - waveConfig: WaveParams; -} = { - textureResolution: new THREE.Vector2(1440, 1029), - waveArr: [], - waveConfig: { - epicenter: new THREE.Vector2(0.0, 0.0), - progress: 0.0, - strength: 0.2, - }, -}; - -export const DomSyncer = ({ state }: { state: number }) => { - useEffect(() => { - document.documentElement.style.overflow = "auto"; - }); - - const mainShaderRef = useRef(); - const textureRef = useRef(new THREE.Texture()); - - const [momo] = useLoader(THREE.TextureLoader, ["momo.jpg"]); - - const { size, dpr } = useThree((state) => { - return { size: state.size, dpr: state.viewport.dpr }; - }); - - const [updateFxTexture, , fxTextureObj] = useFxTexture({ size, dpr }); - const [updateWave] = useWave({ size, dpr }); - - const [updateDomSyncer, setDomSyncer, domSyncerObj] = useDomSyncer( - { size, dpr }, - [state] - ); - - const { setFrameloop } = useThree(); - domSyncerObj.useDomView({ - onView: () => { - console.log("play"); - setFrameloop("always"); - }, - onHidden: () => { - console.log("stop"); - setFrameloop("never"); - }, - }); - - const domArr = useRef<(HTMLElement | Element)[]>([]); - const contentArr = useRef([]); - - useLayoutEffect(() => { - CONFIG.waveArr = []; - - if (state === 0) { - domArr.current = [...document.querySelectorAll(".item")!]; - contentArr.current = Array.from( - document.querySelectorAll(".content") - ); - } else { - domArr.current = [...document.querySelectorAll(".item2")!]; - contentArr.current = Array.from( - document.querySelectorAll(".content2") - ); - } - CONFIG.waveArr = [...Array(domArr.current.length)].map(() => ({ - ...CONFIG.waveConfig, - })); - - setDomSyncer({ - dom: domArr.current, - updateKey: performance.now(), - boderRadius: [...Array(domArr.current.length)].map((_, i) => i * 50.0), - rotation: [...Array(domArr.current.length)].map( - (_, i) => new THREE.Euler(0.0, 0.0, i * 0.1) - ), - onIntersect: [...Array(domArr.current.length)].map( - (_, i) => (entry) => { - if ( - entry.isIntersecting && - !domSyncerObj.isIntersecting(i, false) - ) { - gsap.fromTo( - CONFIG.waveArr[i], - { - progress: 0.0, - }, - { - progress: 1.0, - duration: 10.0, - } - ); - } - } - ), - }); - // eslint-disable-next-line react-hooks/exhaustive-deps - }, [state]); - - const [, copyTexture] = useCopyTexture( - { scene: fxTextureObj.scene, camera: fxTextureObj.camera, size, dpr }, - domArr.current.length - ); - - useFrame((state) => { - const syncedTexture = updateDomSyncer(state, { - texture: [...Array(domArr.current.length)].map((_, i) => { - if (domSyncerObj.isIntersecting(i, false)) { - updateFxTexture(state, { - padding: 0.0, - map: updateWave(state, { - epicenter: CONFIG.waveArr[i].epicenter, - progress: CONFIG.waveArr[i].progress, - strength: CONFIG.waveArr[i].strength, - }), - mapIntensity: 0.4, - edgeIntensity: 0.0, - texture0: momo, - }); - - return copyTexture(state.gl, i); - } - return textureRef.current; - }), - }); - - contentArr.current.forEach((content, i) => { - if ( - domSyncerObj.DOMRects[i] && - domSyncerObj.isIntersecting(i, false) - ) { - content.style.opacity = "1.0"; - content.style.top = `${domSyncerObj.DOMRects[i].top}px`; - content.style.left = `${domSyncerObj.DOMRects[i].left}px`; - } - }); - - const main = mainShaderRef.current; - if (main) { - main.u_fx = syncedTexture; - main.u_alpha = 0.0; - } - }); - - return ( - - - - - ); -}; diff --git a/app/domSyncer/page.tsx b/app/domSyncer/page.tsx deleted file mode 100644 index 53e48e79..00000000 --- a/app/domSyncer/page.tsx +++ /dev/null @@ -1,103 +0,0 @@ -"use client"; - -import { useState } from "react"; -import { ShaderFx } from "../ShaderFx"; -import { DomSyncer } from "./DomSyncer"; - -export default function Page() { - const [domSwitch, setDomSwitch] = useState(0); - return ( - <> -
- - - -
- -
- {domSwitch === 0 ? ( - <> - {[...Array(4)].map((_, i) => ( -
-
-
-

title

-

text

-
-
- ))} - - ) : ( - <> - {[...Array(2)].map((_, i) => ( -
-
-
-

title

-

text

-
-
- ))} - - )} -
-
- - ); -} diff --git a/app/expo2025/FxMaterial.tsx b/app/expo2025/FxMaterial.tsx deleted file mode 100644 index d1a9c743..00000000 --- a/app/expo2025/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - - void main() { - gl_FragColor = texture2D(u_fx,vUv); - // gl_FragColor = vec4(1.,1.,0.,1.); - } - ` -); diff --git a/app/expo2025/Playground.tsx b/app/expo2025/Playground.tsx deleted file mode 100644 index b035a57b..00000000 --- a/app/expo2025/Playground.tsx +++ /dev/null @@ -1,179 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useMemo, useRef } from "react"; -import { useFrame, useThree, extend, MeshProps } from "@react-three/fiber"; -import { - useCreateWobble3D, - Wobble3DParams, - WOBBLE3D_PARAMS, -} from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { Environment, Lightformer } from "@react-three/drei"; - -extend({ FxMaterial }); - -const CONFIG: Wobble3DParams = { - ...structuredClone(WOBBLE3D_PARAMS), - wobbleStrength: 0.16, - wobbleTimeFrequency: 0.2, - warpStrength: 0.0, - colorMix: 0, -}; - -const setGUI = (gui: GUI) => { - gui.addColor(CONFIG, "color0"); - gui.addColor(CONFIG, "color1"); - gui.addColor(CONFIG, "color2"); - gui.addColor(CONFIG, "color3"); - gui.add(CONFIG, "wobbleStrength", 0, 2, 0.01); - gui.add(CONFIG, "colorMix", 0, 1, 0.01); - return gui; -}; -const setConfig = () => { - return { - ...CONFIG, - } as Wobble3DParams; -}; - -const MyakuMyaku = (props: MeshProps) => { - const [updateWobble, wobble] = useCreateWobble3D({ - baseMaterial: THREE.MeshStandardMaterial, - materialParameters: useMemo( - () => ({ - color: new THREE.Color(0xd53220), - metalness: 0.16, - roughness: 0.16, - }), - [] - ), - onBeforeInit: (params) => { - Object.assign(params.uniforms, { - uEyeColor: { value: new THREE.Color(0x2469b3) }, - uEyeMoving: { value: new THREE.Vector2(0, 0) }, - }); - params.fragmentShader = params.fragmentShader.replace( - "uniform float uRefractionSamples;", - ` - uniform float uRefractionSamples; - uniform vec2 uEyeMoving; - uniform vec3 uEyeColor; - ` - ); - params.fragmentShader = params.fragmentShader.replace( - "#include ", - ` - float whiteDist = distance(uEyeMoving * 0.4,vPosition); - float blackDist = distance(uEyeMoving * 0.8,vPosition); - if (whiteDist < .8) { - diffuseColor = vec4(vec3(1.), 1.0); - } - if (blackDist < .34) { - diffuseColor = vec4(uEyeColor, 1.0); - } - #include - ` - ); - }, - }); - const pointerVector = useRef(new THREE.Vector2(0, 0)); - const randomness = useMemo(() => Math.random() + 1, []); - useFrame((rootState) => { - updateWobble( - rootState, - { - ...setConfig(), - wobbleStrength: CONFIG.wobbleStrength! * randomness, - wobbleTimeFrequency: CONFIG.wobbleTimeFrequency! * randomness, - }, - { - uEyeMoving: pointerVector.current.lerp(rootState.pointer, 0.24), - } - ); - }); - return ( - - - - ); -}; - -export const Playground = () => { - const updateGUI = useGUI(setGUI); - - const { camera } = useThree(); - - const cameraVec = useRef(new THREE.Vector3(0, 0, 0)); - useFrame((props) => { - camera.position.lerp( - cameraVec.current.set(props.pointer.y * 3, props.pointer.x * 3, 12), - 0.1 - ); - camera.lookAt(0, 0, 0); - - updateGUI(); - }); - - return ( - - - - - - - - - - - - - - - - - - - - - ); -}; diff --git a/app/gradation/FxMaterial.tsx b/app/gradation/FxMaterial.tsx deleted file mode 100644 index 98a03717..00000000 --- a/app/gradation/FxMaterial.tsx +++ /dev/null @@ -1,34 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; -import fragment from "./main.frag"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_noise: THREE.Texture; - u_colorStrata: THREE.Texture; - u_noiseIntensity: number; -}; - -export const FxMaterial = shaderMaterial( - { - u_noise: new THREE.Texture(), - u_colorStrata: new THREE.Texture(), - u_noiseIntensity: 1, - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - fragment -); diff --git a/app/gradation/Playground.tsx b/app/gradation/Playground.tsx deleted file mode 100644 index 35fa8afe..00000000 --- a/app/gradation/Playground.tsx +++ /dev/null @@ -1,100 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useMemo, useRef } from "react"; -import { useFrame, useThree, extend } from "@react-three/fiber"; -import { - useColorStrata, - useMarble, - useHSV, - ColorStrataParams, - HSVParams, - MarbleParams, -} from "@/packages/use-shader-fx/src"; -import { FxMaterial, FxMaterialProps } from "./FxMaterial"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { CONFIG as HomeConfig } from "../_home/Playground"; -import { useDownloadCanvas } from "@/utils/useDownloadCanvas"; - -extend({ FxMaterial }); - -const CONFIG = { - ...HomeConfig, - save: () => {}, -}; -const setGUI = (gui: GUI) => { - gui.add(CONFIG, "random").name("Randomize"); - gui.add(CONFIG, "save").name("Save"); -}; - -const setConfig = (key: "marble" | "colorStrata" | "hsv") => { - return { - ...CONFIG[key], - }; -}; - -export const Playground = () => { - const ref = useRef(); - - const saveImage = useDownloadCanvas(); - - useMemo(() => { - CONFIG.save = saveImage; - CONFIG.random(); - }, [saveImage]); - useGUI(setGUI); - - const { size, viewport } = useThree(); - - const [updateColorStrata, setColorStrata, { output: colorStrata }] = - useColorStrata({ size, dpr: viewport.dpr }); - const [updateMarble, setMarble, { output: marble }] = useMarble({ - size, - dpr: viewport.dpr, - }); - const [updateHSV, setHSV, { output: hsv }] = useHSV({ - size, - dpr: viewport.dpr, - }); - - setMarble({ - ...setConfig("marble"), - timeStrength: 0, - }); - - setColorStrata({ - ...setConfig("colorStrata"), - timeStrength: new THREE.Vector2(0, 0), - }); - - setHSV({ - ...setConfig("hsv"), - texture: colorStrata, - }); - - useFrame((state) => { - updateColorStrata(state, { - ...(setConfig("colorStrata") as ColorStrataParams), - }); - updateHSV(state, { - ...(setConfig("hsv") as HSVParams), - }); - updateMarble(state, { - ...(setConfig("marble") as MarbleParams), - }); - ref.current!.u_noiseIntensity = CONFIG.noiseIntensity; - }); - - return ( - - - - - ); -}; diff --git a/app/gradation/main.frag b/app/gradation/main.frag deleted file mode 100644 index c696b891..00000000 --- a/app/gradation/main.frag +++ /dev/null @@ -1,23 +0,0 @@ -precision highp float; -varying vec2 vUv; -uniform sampler2D u_noise; -uniform float u_noiseIntensity; -uniform sampler2D u_colorStrata; - -float rand(vec2 n) { - return fract(sin(dot(n ,vec2(12.9898,78.233))) * 43758.5453); -} - -void main() { - - vec2 uv = vUv; - float grain = rand(uv) * 0.1; - vec4 noise = texture2D(u_noise, uv); - - uv += grain; - uv += noise.rg * u_noiseIntensity; - vec4 colorStrata = texture2D(u_colorStrata,uv); - - gl_FragColor = colorStrata; - gl_FragColor.a = 1.0; -} \ No newline at end of file diff --git a/app/obscurus/FxMaterial.tsx b/app/obscurus/FxMaterial.tsx deleted file mode 100644 index d1a9c743..00000000 --- a/app/obscurus/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - - void main() { - gl_FragColor = texture2D(u_fx,vUv); - // gl_FragColor = vec4(1.,1.,0.,1.); - } - ` -); diff --git a/app/obscurus/Playground.tsx b/app/obscurus/Playground.tsx deleted file mode 100644 index ed47aed6..00000000 --- a/app/obscurus/Playground.tsx +++ /dev/null @@ -1,210 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useMemo } from "react"; -import { useFrame, useThree, extend, useLoader } from "@react-three/fiber"; -import { - useCreateWobble3D, - Wobble3DParams, - WOBBLE3D_PARAMS, - useCreateMorphParticles, - MorphParticlesParams, - MORPHPARTICLES_PARAMS, -} from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { OrbitControls, Environment } from "@react-three/drei"; - -extend({ FxMaterial }); - -const WOBBLE_CONFIG: Wobble3DParams = { - ...structuredClone(WOBBLE3D_PARAMS), - color0: new THREE.Color(0x000000), - color1: new THREE.Color(0x000000), - color2: new THREE.Color(0x000000), - color3: new THREE.Color(0x000000), - wobbleStrength: 0.35, - wobbleTimeFrequency: 0.2, - warpStrength: 0.2, - colorMix: 0.3, - chromaticAberration: 0.05, - anisotropicBlur: 0.2, - distortion: 0.3, - distortionScale: 0.5, - temporalDistortion: 0.3, -}; - -const MATERIAL_CONFIG: THREE.MeshPhysicalMaterialParameters = { - iridescence: 0.1, - metalness: 0.0, - roughness: 0.0, - transmission: 2, - thickness: 1.2, - transparent: true, -}; - -const PARTICLE_CONFIG: MorphParticlesParams = { - ...structuredClone(MORPHPARTICLES_PARAMS), - blurAlpha: 0.01, - blurRadius: 0.6, - pointSize: 0.4, - sizeRandomIntensity: 1, - sizeRandomMax: 2.5, - sizeRandomMin: 0.8, - sizeRandomTimeFrequency: 1, - color0: new THREE.Color(0x000000), - color1: new THREE.Color(0x000000), - color2: new THREE.Color(0x000000), - color3: new THREE.Color(0x000000), - wobbleStrength: 0.6, - warpStrength: 3, - wobblePositionFrequency: 0.4, - wobbleTimeFrequency: 0.4, - warpTimeFrequency: 0.2, -}; - -const setGUI = (gui: GUI) => { - const wobble = gui.addFolder("Wobble3D"); - wobble.addColor(WOBBLE_CONFIG, "color0"); - wobble.addColor(WOBBLE_CONFIG, "color1"); - wobble.addColor(WOBBLE_CONFIG, "color2"); - wobble.addColor(WOBBLE_CONFIG, "color3"); - wobble.add(WOBBLE_CONFIG, "wobbleStrength", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "wobblePositionFrequency", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "wobbleTimeFrequency", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "warpStrength", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "warpPositionFrequency", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "warpTimeFrequency", 0, 10, 0.01); - // wobble.add(WOBBLE_CONFIG, "wobbleShine", 0, 5, 0.01); - // wobble.add(WOBBLE_CONFIG, "samples", 0, 10, 1); - wobble.add(WOBBLE_CONFIG, "colorMix", 0, 1, 0.01); - wobble.add(WOBBLE_CONFIG, "chromaticAberration", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "anisotropicBlur", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "distortion", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "distortionScale", 0, 10, 0.01); - wobble.add(WOBBLE_CONFIG, "temporalDistortion", 0, 10, 0.01); - - const mpm = gui.addFolder("MeshPhysicalMaterial"); - mpm.add(MATERIAL_CONFIG, "iridescence", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "metalness", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "roughness", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "transmission", 0, 10, 0.01); - mpm.add(MATERIAL_CONFIG, "thickness", 0, 10, 0.01); - - const particle = gui.addFolder("MorphParticles"); - particle.add(PARTICLE_CONFIG, "blurAlpha", 0, 1, 0.01); - particle.add(PARTICLE_CONFIG, "blurRadius", 0, 2, 0.01); - particle.add(PARTICLE_CONFIG, "pointSize", 0.01, 2, 0.01); - particle.addColor(PARTICLE_CONFIG, "color0"); - particle.addColor(PARTICLE_CONFIG, "color1"); - particle.addColor(PARTICLE_CONFIG, "color2"); - particle.addColor(PARTICLE_CONFIG, "color3"); - particle.add(PARTICLE_CONFIG, "wobbleStrength", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "wobblePositionFrequency", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "wobbleTimeFrequency", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "warpStrength", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "warpPositionFrequency", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "warpTimeFrequency", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "displacementIntensity", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "displacementColorIntensity", 0, 40, 0.01); - particle.add(PARTICLE_CONFIG, "sizeRandomIntensity", 0, 10, 0.01); - particle.add(PARTICLE_CONFIG, "sizeRandomTimeFrequency", 0, 3, 0.01); - particle.add(PARTICLE_CONFIG, "sizeRandomMin", 0, 1, 0.01); - particle.add(PARTICLE_CONFIG, "sizeRandomMax", 1, 2, 0.01); - particle.add(PARTICLE_CONFIG, "divergence", -2, 2, 0.1); - return gui; -}; -const setParticleConfig = () => { - return { - ...PARTICLE_CONFIG, - } as MorphParticlesParams; -}; -const setWobbleConfig = () => { - return { - ...WOBBLE_CONFIG, - } as Wobble3DParams; -}; - -export const Playground = () => { - useGUI(setGUI); - const { size, viewport, camera } = useThree(); - const [noise] = useLoader(THREE.TextureLoader, ["/noise.jpg"]); - const [updateWobble, wobble] = useCreateWobble3D({ - geometry: useMemo(() => new THREE.IcosahedronGeometry(2.4, 10), []), - materialParameters: MATERIAL_CONFIG, - isCustomTransmission: true, - }); - const [updateParticle, particles] = useCreateMorphParticles({ - size, - dpr: viewport.dpr, - geometry: useMemo(() => new THREE.IcosahedronGeometry(0.8, 10), []), - }); - useMemo(() => { - particles.points.material.blending = THREE.NormalBlending; - camera.position.z = 8; - }, [particles.points.material, camera]); - useFrame((state) => { - updateWobble(state, { - ...setWobbleConfig(), - }); - const mat = wobble.mesh.material as THREE.MeshPhysicalMaterial; - mat.iridescence = MATERIAL_CONFIG.iridescence!; - mat.metalness = MATERIAL_CONFIG.metalness!; - mat.roughness = MATERIAL_CONFIG.roughness!; - mat.transmission = MATERIAL_CONFIG.transmission!; - mat.thickness = MATERIAL_CONFIG.thickness!; - updateParticle(state, { - ...setParticleConfig(), - alphaMap: noise, - }); - }); - - return ( - - - - - - - ); -}; - -/*=============================================== -simple version -===============================================*/ -// export const Playground = () => { -// const { size, viewport, camera } = useThree(); -// const [noise] = useLoader(THREE.TextureLoader, ["/noise.jpg"]); - -// const [updateWobble, wobble] = useCreateWobble3D({ -// baseMaterial: THREE.MeshPhysicalMaterial, -// geometry: useMemo(() => new THREE.IcosahedronGeometry(2.4, 10), []), -// materialParameters: MATERIAL_CONFIG, -// }); -// const [updateParticle, particles] = useCreateMorphParticles({ -// size, -// dpr: viewport.dpr, -// geometry: useMemo(() => new THREE.IcosahedronGeometry(0.8, 10), []), -// }); - -// useEffect(() => { -// particles.points.material.blending = THREE.NormalBlending; -// camera.position.z = 8; -// updateWobble(null, WOBBLE_CONFIG); -// updateParticle(null, { ...PARTICLE_CONFIG, alphaMap: noise }); -// }, [particles.points.material, camera, updateWobble, updateParticle, noise]); -// useFrame((props) => { -// updateWobble(props); -// updateParticle(props); -// }); - -// return ( -// -// -// -// -// -// -// ); -// }; diff --git a/app/obscurus/page.tsx b/app/obscurus/page.tsx deleted file mode 100644 index 4afc0060..00000000 --- a/app/obscurus/page.tsx +++ /dev/null @@ -1,18 +0,0 @@ -import { ShaderFx } from "../ShaderFx"; -import { Playground } from "./Playground"; - -export default function Page() { - return ( -
- - - -
- ); -} diff --git a/app/playground/FxMaterial.tsx b/app/playground/FxMaterial.tsx deleted file mode 100644 index b87eac16..00000000 --- a/app/playground/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - void main() { - vec2 uv = vUv; - vec4 color = texture2D(u_fx, uv); - gl_FragColor = color; - } - ` -); diff --git a/app/playground/Playground.tsx b/app/playground/Playground.tsx deleted file mode 100644 index 99a4c5b6..00000000 --- a/app/playground/Playground.tsx +++ /dev/null @@ -1,80 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useCallback, useEffect, useMemo, useRef, useState } from "react"; -import { - useFrame, - useThree, - extend, - useLoader, - createPortal, -} from "@react-three/fiber"; -import { useRawBlank } from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import { OrbitControls, useVideoTexture } from "@react-three/drei"; - -extend({ FxMaterial }); - -export const Playground = () => { - const { size, viewport, camera } = useThree(); - - const [funkun] = useLoader(THREE.TextureLoader, ["/funkun.jpg"]); - - const [update, set, { output }] = useRawBlank({ - size, - dpr: 2, - onBeforeInit: (param) => { - Object.assign(param.uniforms, { - uTexture: { value: funkun }, - uTime: { value: 0 }, - }); - param.fragmentShader = param.fragmentShader.replace( - "#usf ", - ` - uniform sampler2D uTexture; - uniform float uTime; - ` - ); - param.fragmentShader = param.fragmentShader.replace( - "#usf
", - ` - vec2 uv = vUv; - vec2 perDivSize = vec2(20.) / uResolution; - vec4 outColor = vec4( - texture2D(uTexture, uv + perDivSize * vec2(-1.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(-1.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(-1.0, 1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, 1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, 1.0)) - ) / 9.0; - usf_FragColor = outColor; - usf_FragColor.r += sin(uTime); - ` - ); - }, - }); - - useFrame((state) => { - update( - state, - { hofsehfgose: 2 }, - { - uTime: state.clock.getElapsedTime(), - } - ); - }); - - return ( - <> - - - - - - ); -}; -// diff --git a/app/shoasakawa-0/FxMaterial.tsx b/app/shoasakawa-0/FxMaterial.tsx deleted file mode 100644 index b87eac16..00000000 --- a/app/shoasakawa-0/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - void main() { - vec2 uv = vUv; - vec4 color = texture2D(u_fx, uv); - gl_FragColor = color; - } - ` -); diff --git a/app/shoasakawa-0/Playground.tsx b/app/shoasakawa-0/Playground.tsx deleted file mode 100644 index 88565d6d..00000000 --- a/app/shoasakawa-0/Playground.tsx +++ /dev/null @@ -1,182 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useCallback, useRef, useState } from "react"; -import { useFrame, useThree, extend, useLoader } from "@react-three/fiber"; -import { useBeat, useBlank } from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import { Environment, OrbitControls } from "@react-three/drei"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { OnBeforeInitParameters } from "@/packages/use-shader-fx/src/fxs/types"; - -extend({ FxMaterial }); - -const CONFIG = { - scale: 0.1, - box: () => {}, -}; - -const setGUI = (gui: GUI) => { - gui.add(CONFIG, "scale", 0.0001, 0.2, 0.0001); - gui.add(CONFIG, "box").name("3D⚡️"); - return gui; -}; - -export const Playground = () => { - const updateGUI = useGUI(setGUI); - const { size, viewport } = useThree(); - const [gear] = useLoader(THREE.TextureLoader, [ - "/shoasakawa/gear/gear.webp", - ]); - const [updateBlank, setBlank, { output: blank }] = useBlank({ - size, - dpr: viewport.dpr, - onBeforeInit: useCallback((params: OnBeforeInitParameters) => { - Object.assign(params.uniforms, { - lerpPointer: { value: new THREE.Vector2(0) }, - tileSize: { value: CONFIG.scale }, - bigRadius: { value: 0.34 }, - smallRadius: { value: 0.12 }, - outerColor0: { value: new THREE.Color("#FF0038") }, - outerColor1: { value: new THREE.Color("#AD00FF") }, - outerColor2: { value: new THREE.Color(0, 0, 0) }, - innerColor0: { value: new THREE.Color("#FFD500") }, - innerColor1: { value: new THREE.Color("#FF0038") }, - innerColor2: { value: new THREE.Color("#008CFF") }, - isBox: { value: false }, - }); - params.fragmentShader = params.fragmentShader.replace( - "#usf ", - ` - uniform float tileSize; - uniform float bigRadius; - uniform float smallRadius; - uniform vec3 outerColor0; - uniform vec3 outerColor1; - uniform vec3 outerColor2; - uniform vec3 innerColor0; - uniform vec3 innerColor1; - uniform vec3 innerColor2; - uniform vec2 lerpPointer; - uniform bool isBox; - - float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } - - vec4 getCircleColor (float d , float r, vec3 c0,vec3 c1, vec3 c2){ - float dist = d / r; - float nDist = dist*2.-1.; - return vec4(mix(mix(c0, c1, nDist),mix(c1, c2, nDist), dist),1.); - } - ` - ); - params.fragmentShader = params.fragmentShader.replace( - "#usf
", - ` - vec2 uv = vUv; - float aspect = uResolution.x / uResolution.y; - uv.x *= isBox ? 1. : aspect; - - float tile = tileSize; - vec2 gridUV = fract(uv / tile); - vec2 gridIndex = floor(uv / tile); - float gridHash = hash(gridIndex); - - float bigDist = distance(gridUV, vec2(.5)); - - if(bigDist>.49){ - discard; - } - - if(bigDist < bigRadius){ - usf_FragColor = getCircleColor(bigDist, bigRadius, outerColor0, outerColor1, outerColor2); - vec2 pointer = lerpPointer*(gridHash+.1); - vec2 offsets[4] = vec2[4]( - vec2(0., -smallRadius*2.2)+pointer*0.2, - vec2(smallRadius*1.6, 0.)+pointer*0.15, - vec2(0., smallRadius*2.2)+pointer*0.1, - vec2(smallRadius*-1.6, 0.)+pointer*0.05 - ); - for (int i = 0; i < 4; i++) { - vec2 smallCenter = vec2(.5)+offsets[i]*.4; - float smallDist = distance(gridUV, smallCenter); - if (smallDist < smallRadius + sin(uTime*(gridHash+.5)+float(i))*.05) { - usf_FragColor = getCircleColor(smallDist, smallRadius, innerColor0, innerColor1, innerColor2); - break; - } - } - }else{ - float angle = uTime*(gridHash+.1)*.2; - float cosAngle = cos(angle); - float sinAngle = sin(angle); - mat2 rotationMatrix = mat2( - cosAngle, -sinAngle, - sinAngle, cosAngle - ); - vec2 texCoord = gridUV-vec2(.5); - texCoord = rotationMatrix * texCoord; - texCoord += vec2(.5); - usf_FragColor = texture2D(uTexture,texCoord); - } - ` - ); - }, []), - }); - - setBlank({ - texture: gear, - }); - - const beater = useBeat(120, "easeInOutQuad"); - const pointerVec = new THREE.Vector2(); - - const [isBox, setIsBox] = useState(false); - - CONFIG.box = () => setIsBox((prev) => !prev); - - const meshRef = useRef(null); - useFrame((state) => { - const { beat } = beater(state.clock); - updateBlank( - state, - { - beat: beat, - }, - { - tileSize: CONFIG.scale, - lerpPointer: pointerVec.lerp(state.pointer, 0.1), - isBox, - } - ); - if (meshRef.current!) { - meshRef.current!.rotation.x += 0.01; - meshRef.current!.rotation.y += 0.01; - meshRef.current!.rotation.z += 0.01; - } - updateGUI(); - }); - - return ( - <> - {isBox ? ( - - - - - - - - - ) : ( - - - - - )} - - ); -}; diff --git a/app/test/001/Playground.tsx b/app/test/001/Playground.tsx new file mode 100644 index 00000000..ca41ed09 --- /dev/null +++ b/app/test/001/Playground.tsx @@ -0,0 +1,66 @@ +"use client"; + +import * as THREE from "three"; +import { useFrame, useThree, extend } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useNoise, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size } = useThree(); + + const [app] = useTexture(["/funkun.jpg"]); + + const noise = useNoise({ + size, + dpr: 1, + scale: 0.02, + timeStrength: 0.4, + mixDst: { + src: app, + uvFactor: 0.1, + alphaFactor: 1, + fit: "contain", + }, + }); + + useFrame((state) => { + noise.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/useBlank/page.tsx b/app/test/001/page.tsx similarity index 89% rename from app/useBlank/page.tsx rename to app/test/001/page.tsx index a84dd222..4961b624 100644 --- a/app/useBlank/page.tsx +++ b/app/test/001/page.tsx @@ -1,4 +1,4 @@ -import { ShaderFx } from "../ShaderFx"; +import { ShaderFx } from "../../ShaderFx"; import { Playground } from "./Playground"; export default function Page() { diff --git a/app/test/002/Playground.tsx b/app/test/002/Playground.tsx new file mode 100644 index 00000000..99177173 --- /dev/null +++ b/app/test/002/Playground.tsx @@ -0,0 +1,65 @@ +"use client"; + +import * as THREE from "three"; +import { useFrame, useThree, extend } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useGaussianBlur, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size } = useThree(); + + const [app] = useTexture(["/funkun.jpg"]); + + const gb = useGaussianBlur({ + size, + dpr: 1, + radius: 12, + sigma: new THREE.Vector2(2, 2), + texture: { + src: app, + fit: 'contain', + resolution: new THREE.Vector2(1080,1080), + } + }) + + useFrame((state) => { + gb.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/gradation/page.tsx b/app/test/002/page.tsx similarity index 73% rename from app/gradation/page.tsx rename to app/test/002/page.tsx index 0d7658ef..c2192443 100644 --- a/app/gradation/page.tsx +++ b/app/test/002/page.tsx @@ -1,5 +1,6 @@ -import { ShaderFx } from "../ShaderFx"; +import { ShaderFx } from "../../ShaderFx"; import { Playground } from "./Playground"; +import Image from "next/image"; export default function Page() { return ( @@ -10,7 +11,7 @@ export default function Page() { height: "100svh", pointerEvents: "none", }}> - + diff --git a/app/test/003/Playground.tsx b/app/test/003/Playground.tsx new file mode 100644 index 00000000..742140db --- /dev/null +++ b/app/test/003/Playground.tsx @@ -0,0 +1,64 @@ +"use client"; + +import { useFrame, useThree, extend } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useBoxBlur, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size } = useThree(); + + const [app] = useTexture(["/funkun.jpg"]); + + const gb = useBoxBlur({ + size, + dpr: 1, + blurSize: 4, + blurIteration: 3, + texture: { + src: app, + fit: 'cover', + } + }) + + + useFrame((state) => { + gb.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/test/003/page.tsx b/app/test/003/page.tsx new file mode 100644 index 00000000..5a64c437 --- /dev/null +++ b/app/test/003/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/app/test/004/Playground.tsx b/app/test/004/Playground.tsx new file mode 100644 index 00000000..3a75e36c --- /dev/null +++ b/app/test/004/Playground.tsx @@ -0,0 +1,105 @@ +"use client"; + +import * as THREE from "three"; +import { useFrame, useThree, extend } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useRGBShift +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; +import { useNoise } from "@/packages/use-shader-fx/src"; +import { useMotionBlur } from "@/packages/use-shader-fx/src/hooks/blur/useMotionBlur"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size } = useThree(); + + const [app] = useTexture(["/dummy2.png"]); + + const noise = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: 0, + }) + + const noise2 = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: .03, + }) + + const noise3 = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: .06, + }) + + const rgbShift = useRGBShift({ + size, + dpr: 2, + shiftScale: .13, + shiftPower: new THREE.Vector2(2, 2), + shiftPowerSrcR: noise.texture, + shiftPowerSrcG: noise2.texture, + shiftPowerSrcB: noise3.texture, + isUseShiftPowerSrcR: true, + isUseShiftPowerSrcG: true, + isUseShiftPowerSrcB: true, + texture: { + src: app, + fit: 'cover', + } + }) + + const motionBlur = useMotionBlur({ + size, + dpr: 1, + texture: { + src: rgbShift.texture, + } + }); + + useFrame((state) => { + noise.render(state); + noise2.render(state); + noise3.render(state); + rgbShift.render(state); + motionBlur.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/cream/page.tsx b/app/test/004/page.tsx similarity index 73% rename from app/cream/page.tsx rename to app/test/004/page.tsx index 4afc0060..c2192443 100644 --- a/app/cream/page.tsx +++ b/app/test/004/page.tsx @@ -1,5 +1,6 @@ -import { ShaderFx } from "../ShaderFx"; +import { ShaderFx } from "../../ShaderFx"; import { Playground } from "./Playground"; +import Image from "next/image"; export default function Page() { return ( @@ -10,7 +11,7 @@ export default function Page() { height: "100svh", pointerEvents: "none", }}> - + diff --git a/app/test/page.tsx b/app/test/page.tsx new file mode 100644 index 00000000..fb0ec7f1 --- /dev/null +++ b/app/test/page.tsx @@ -0,0 +1,23 @@ +import s from './style.module.scss'; +import Link from 'next/link'; + +export default function Page() { + return ( +
+
+
    +
  • + 001: Noise +
  • +
  • + 002: GaussianBlur +
  • +
  • + 003: BoxBlur +
  • +
+ +
+
+ ); +} diff --git a/app/test/style.module.scss b/app/test/style.module.scss new file mode 100644 index 00000000..8dbacb9d --- /dev/null +++ b/app/test/style.module.scss @@ -0,0 +1,21 @@ +.page { + width: 100%; + padding: 6.4rem 2rem; +} + + +.ctt { + width: 100%; + max-width: 78rem; + margin-left: auto; + margin-right: auto; +} + +.item { + color: #fff; + font-size: 1rem; + + &:hover { + text-decoration: underline; + } +} \ No newline at end of file diff --git a/app/useBlank/FxMaterial.tsx b/app/useBlank/FxMaterial.tsx deleted file mode 100644 index b87eac16..00000000 --- a/app/useBlank/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - void main() { - vec2 uv = vUv; - vec4 color = texture2D(u_fx, uv); - gl_FragColor = color; - } - ` -); diff --git a/app/useBlank/Playground.tsx b/app/useBlank/Playground.tsx deleted file mode 100644 index 9a19c213..00000000 --- a/app/useBlank/Playground.tsx +++ /dev/null @@ -1,67 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useCallback, useMemo } from "react"; -import { useFrame, useThree, extend } from "@react-three/fiber"; -import { useBlank, useCoverTexture } from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import { useVideoTexture } from "@react-three/drei"; -import { OnBeforeInitParameters } from "@/packages/use-shader-fx/src/fxs/types"; - -extend({ FxMaterial }); - -export const Playground = () => { - const { size, viewport, gl } = useThree(); - const funkun_mov = useVideoTexture("/FT_Ch02-comp.mp4", { - width: 1280, - height: 720, - }); - const [updateCover, setCover, { output: cover }] = useCoverTexture({ - size, - dpr: 1, - }); - setCover({ - texture: funkun_mov, - }); - const [updateBlank, setBlank, { output: blank }] = useBlank({ - size, - dpr: viewport.dpr, - onBeforeInit: useCallback((params: OnBeforeInitParameters) => { - Object.assign(params.uniforms, { - hoge: { value: 0 }, - }); - params.fragmentShader = params.fragmentShader.replace( - "#usf ", - "uniform float hoge;" - ); - params.fragmentShader = params.fragmentShader.replace( - "#usf
", - `float t=uTime,c;vec2 z,u,n=vec2(cos(t),sin(t));z=vUv*2.-1.;for(int i=0;i<12;i++){if(dot(z,z)>8.)discard;z=vec2(z.x*z.x-z.y*z.y,z.x*z.y)+n;}c=cos(length(z)+log(length(z)));u=vUv;u+=z*hoge;usf_FragColor=vec4(mix(vec3(c),texture2D(uTexture,u).rgb,1.-hoge),1.);` - ); - console.log(params); - }, []), - }); - setBlank({ - texture: cover, - }); - - useFrame((state) => { - updateBlank( - state, - {}, - { - hoge: Math.sin(state.clock.getElapsedTime()), - } - ); - updateCover(state); - }); - - return ( - <> - - - - - - ); -}; diff --git a/app/useMorphParticles/FxMaterial.tsx b/app/useMorphParticles/FxMaterial.tsx deleted file mode 100644 index 2f49a508..00000000 --- a/app/useMorphParticles/FxMaterial.tsx +++ /dev/null @@ -1,30 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; -import fragment from "./main.frag"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - fragment -); diff --git a/app/useMorphParticles/Playground.tsx b/app/useMorphParticles/Playground.tsx deleted file mode 100644 index bbff09ef..00000000 --- a/app/useMorphParticles/Playground.tsx +++ /dev/null @@ -1,192 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { use, useCallback, useEffect, useMemo, useRef } from "react"; -import { - useFrame, - useThree, - extend, - useLoader, - Size, -} from "@react-three/fiber"; -import { - useMorphParticles, - useCreateMorphParticles, - MORPHPARTICLES_PARAMS, - MorphParticlesParams, - useBeat, - useFluid, - usePointer, -} from "@/packages/use-shader-fx/src"; -import { FxMaterial, FxMaterialProps } from "./FxMaterial"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { OrbitControls } from "@react-three/drei"; - -extend({ FxMaterial }); - -const CONFIG: MorphParticlesParams = structuredClone(MORPHPARTICLES_PARAMS); -const setGUI = (gui: GUI) => { - gui.add(CONFIG, "blurAlpha", 0, 1, 0.01); - gui.add(CONFIG, "blurRadius", 0, 2, 0.01); - gui.add(CONFIG, "pointSize", 0.01, 2, 0.01); - // gui.addColor(CONFIG, "color0"); - // gui.addColor(CONFIG, "color1"); - // gui.addColor(CONFIG, "color2"); - // gui.addColor(CONFIG, "color3"); - gui.add(CONFIG, "wobbleStrength", 0, 10, 0.01); - gui.add(CONFIG, "wobblePositionFrequency", 0, 10, 0.01); - gui.add(CONFIG, "wobbleTimeFrequency", 0, 10, 0.01); - gui.add(CONFIG, "warpStrength", 0, 10, 0.01); - gui.add(CONFIG, "warpPositionFrequency", 0, 10, 0.01); - gui.add(CONFIG, "warpTimeFrequency", 0, 10, 0.01); - gui.add(CONFIG, "displacementIntensity", 0, 10, 0.01); - gui.add(CONFIG, "displacementColorIntensity", 0, 40, 0.01); - gui.add(CONFIG, "sizeRandomIntensity", 0, 10, 0.01); - gui.add(CONFIG, "sizeRandomTimeFrequency", 0, 3, 0.01); - gui.add(CONFIG, "sizeRandomMin", 0, 1, 0.01); - gui.add(CONFIG, "sizeRandomMax", 1, 2, 0.01); - gui.add(CONFIG, "divergence", -2, 2, 0.1); -}; -const setConfig = () => { - return { - ...CONFIG, - } as MorphParticlesParams; -}; -const morphList = [ - new THREE.PlaneGeometry(5, 5, 100, 100).attributes.position - .array as Float32Array, - new THREE.TorusGeometry(2.5, 1, 50, 30).attributes.position - .array as Float32Array, -]; -const uvList = [ - new THREE.PlaneGeometry(5, 5, 100, 100).attributes.uv.array as Float32Array, - new THREE.TorusGeometry(2.5, 1, 50, 30).attributes.uv.array as Float32Array, -]; - -export const Playground = () => { - const updateGUI = useGUI(setGUI); - const [funkun, funkunAlpha] = useLoader(THREE.TextureLoader, [ - "/funkun.jpg", - "/funkun-alpha.jpg", - ]); - const { size, viewport, scene } = useThree(); - - const [updateFluid, setFluid, { output: fluid }] = useFluid({ - size, - dpr: 0.1, - }); - - const colorVec = new THREE.Vector3(0, 0, 0); - setFluid({ - fluidColor: (velocity: THREE.Vector2) => { - const rCol = Math.max(0.0, Math.abs(velocity.x) * 200); - const gCol = Math.max(0.0, Math.abs(velocity.y) * 100); - const bCol = Math.max(0.0, (rCol + gCol) / 2); - return colorVec.set(rCol, gCol, bCol); - }, - }); - - const [updatePoints, points] = useCreateMorphParticles({ - scene: false, - size, - dpr: viewport.dpr, - geometry: useMemo(() => new THREE.IcosahedronGeometry(2.5, 50), []), - positions: morphList, - uvs: uvList, - // geometry: new THREE.PlaneGeometry(5, 5, 100, 100), - // onBeforeCompile: useCallback((shader: THREE.Shader) => { - // // shader.vertexShader = shader.vertexShader.replace( - // // "gl_Position = projectedPosition += wobble;", - // // "gl_Position = projectedPosition += wobble + 2.;" - // // ); - // console.log(shader); - // }, []), - }); - - const beat = useBeat(140, "easeOutCubic"); - const updatePointer = usePointer(); - const refPointer = useRef(new THREE.Vector2(0, 0)); - const handlePointerMove = (e: any) => { - if (!e?.pointer) { - return; - } - refPointer.current = e.pointer; - }; - - useFrame((state) => { - const b = beat(state.clock); - updateFluid(state, { - pointerValues: updatePointer(refPointer.current), - }); - updatePoints(state, { - ...setConfig(), - displacement: fluid, - picture: funkun, - alphaPicture: funkunAlpha, - // map: funkun, - // alphaMap: funkunAlpha, - beat: b.beat, - morphProgress: Math.max(Math.sin(state.clock.getElapsedTime() / 2), 0), - // morphProgress: 0.5, - }); - updateGUI(); - }); - - return ( - - - - - - ); -}; - -/*=============================================== -you can also use useMorphParticles (FBO) -===============================================*/ -// export const Playground = () => { -// const { size, viewport, scene, camera } = useThree(); - -// const [updatePoints, setPoints, { output }] = useMorphParticles({ -// camera, -// size, -// dpr: viewport.dpr, -// geometry: new THREE.IcosahedronGeometry(2.5, 50), -// positions: morphList, -// uvs: uvList, -// // geometry: new THREE.PlaneGeometry(5, 5, 100, 100), -// }); - -// const beat = useBeat(140, "easeOutCubic"); -// const updatePointer = usePointer(); -// const refPointer = useRef(new THREE.Vector2(0, 0)); -// const handlePointerMove = (e: any) => { -// if (!e?.pointer) { -// return; -// } -// refPointer.current = e.pointer; -// }; - -// useFrame((state) => { -// const b = beat(state.clock); -// updatePoints(state, { -// ...setConfig(), -// // map: funkun, -// // alphaMap: funkunAlpha, -// beat: b.beat, -// morphProgress: Math.max(Math.sin(state.clock.getElapsedTime() / 2), 0), -// // morphProgress: 0.5, -// }); -// }); - -// return ( -// -// -// -// -// ); -// }; diff --git a/app/useMorphParticles/main.frag b/app/useMorphParticles/main.frag deleted file mode 100644 index bdaf5c1b..00000000 --- a/app/useMorphParticles/main.frag +++ /dev/null @@ -1,7 +0,0 @@ -precision highp float; -varying vec2 vUv; -uniform sampler2D u_fx; - -void main() { - gl_FragColor = texture2D(u_fx,vUv); -} \ No newline at end of file diff --git a/app/useMorphParticles/page.tsx b/app/useMorphParticles/page.tsx deleted file mode 100644 index 4afc0060..00000000 --- a/app/useMorphParticles/page.tsx +++ /dev/null @@ -1,18 +0,0 @@ -import { ShaderFx } from "../ShaderFx"; -import { Playground } from "./Playground"; - -export default function Page() { - return ( -
- - - -
- ); -} diff --git a/app/useWobble3D/FxMaterial.tsx b/app/useWobble3D/FxMaterial.tsx deleted file mode 100644 index d1a9c743..00000000 --- a/app/useWobble3D/FxMaterial.tsx +++ /dev/null @@ -1,38 +0,0 @@ -import * as THREE from "three"; -import { shaderMaterial } from "@react-three/drei"; - -declare global { - namespace JSX { - interface IntrinsicElements { - fxMaterial: any; - } - } -} - -export type FxMaterialProps = { - u_fx: THREE.Texture; -}; - -export const FxMaterial = shaderMaterial( - { - u_fx: new THREE.Texture(), - }, - - ` - varying vec2 vUv; - void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); - } - `, - ` - precision highp float; - varying vec2 vUv; - uniform sampler2D u_fx; - - void main() { - gl_FragColor = texture2D(u_fx,vUv); - // gl_FragColor = vec4(1.,1.,0.,1.); - } - ` -); diff --git a/app/useWobble3D/Playground.tsx b/app/useWobble3D/Playground.tsx deleted file mode 100644 index 1a1a63a8..00000000 --- a/app/useWobble3D/Playground.tsx +++ /dev/null @@ -1,173 +0,0 @@ -"use client"; - -import * as THREE from "three"; -import { useEffect } from "react"; -import { useFrame, useThree, extend, useLoader } from "@react-three/fiber"; -import { - useBeat, - useCreateWobble3D, - Wobble3DParams, - WOBBLE3D_PARAMS, - useWobble3D, -} from "@/packages/use-shader-fx/src"; -import { FxMaterial } from "./FxMaterial"; -import GUI from "lil-gui"; -import { useGUI } from "@/utils/useGUI"; -import { OrbitControls, Environment } from "@react-three/drei"; - -extend({ FxMaterial }); - -const CONFIG: Wobble3DParams = { - ...structuredClone(WOBBLE3D_PARAMS), - color0: new THREE.Color(0x1adb91), - color1: new THREE.Color(0xdbff57), - color2: new THREE.Color(0xdf6bff), - color3: new THREE.Color(0x9eaeff), - wobbleStrength: 0.8, - wobbleTimeFrequency: 0.4, - warpStrength: 0.2, - colorMix: 0.6, - chromaticAberration: 0.8, - anisotropicBlur: 0.2, - distortion: 2, - distortionScale: 0.8, - temporalDistortion: 0.3, - refractionSamples: 6, -}; - -const MATERIAL_CONFIG: THREE.MeshPhysicalMaterialParameters = { - iridescence: 0, - metalness: 0.0, - roughness: 0.0, - transmission: 0.99, - thickness: 0.2, - transparent: true, -}; - -const setGUI = (gui: GUI) => { - gui.addColor(CONFIG, "color0"); - gui.addColor(CONFIG, "color1"); - gui.addColor(CONFIG, "color2"); - gui.addColor(CONFIG, "color3"); - gui.add(CONFIG, "wobbleStrength", 0, 10, 0.01); - gui.add(CONFIG, "wobblePositionFrequency", 0, 10, 0.01); - gui.add(CONFIG, "wobbleTimeFrequency", 0, 10, 0.01); - gui.add(CONFIG, "warpStrength", 0, 10, 0.01); - gui.add(CONFIG, "warpPositionFrequency", 0, 10, 0.01); - gui.add(CONFIG, "warpTimeFrequency", 0, 10, 0.01); - gui.add(CONFIG, "refractionSamples", 0, 10, 1); - gui.add(CONFIG, "colorMix", 0, 1, 0.01); - gui.add(CONFIG, "chromaticAberration", 0, 10, 0.01); - gui.add(CONFIG, "anisotropicBlur", 0, 10, 0.01); - gui.add(CONFIG, "distortion", 0, 10, 0.01); - gui.add(CONFIG, "distortionScale", 0, 10, 0.01); - gui.add(CONFIG, "temporalDistortion", 0, 10, 0.01); - const mpm = gui.addFolder("MeshPhysicalMaterial"); - mpm.add(MATERIAL_CONFIG, "iridescence", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "metalness", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "roughness", 0, 1, 0.01); - mpm.add(MATERIAL_CONFIG, "transmission", 0, 10, 0.01); - mpm.add(MATERIAL_CONFIG, "thickness", 0, 10, 0.01); - return gui; -}; -const setConfig = () => { - return { - ...CONFIG, - } as Wobble3DParams; -}; - -export const Playground = () => { - const updateGUI = useGUI(setGUI); - const [funkun] = useLoader(THREE.TextureLoader, ["/funkun.jpg"]); - - /*=============================================== - example of FBO - ===============================================*/ - // const { size, viewport, camera } = useThree(); - // const [update, _, { output, scene }] = useWobble3D({ - // size, - // dpr: viewport.dpr, - // camera, - // }); - // useEffect(() => { - // const light = new THREE.AmbientLight(0xffffff, 2); - // scene.add(light); - // }, [scene]); - // useFrame((props) => update(props)); - - /*=============================================== - example of primitive - ===============================================*/ - const [updateWobble, wobble] = useCreateWobble3D({ - baseMaterial: THREE.MeshPhysicalMaterial, - materialParameters: MATERIAL_CONFIG, - isCustomTransmission: true, - depth: true, - // onBeforeInit: (params) => { - // console.log(params); - // }, - }); - if (wobble.depthMaterial) { - wobble.mesh.customDepthMaterial = wobble.depthMaterial; - } - wobble.mesh.receiveShadow = true; - wobble.mesh.castShadow = true; - - const beat = useBeat(140, "easeInOutBack"); - - useFrame((state) => { - updateWobble(state, { - ...setConfig(), - beat: beat(state.clock).beat, - }); - const mat = wobble.mesh.material as THREE.MeshPhysicalMaterial; - mat.iridescence = MATERIAL_CONFIG.iridescence!; - mat.metalness = MATERIAL_CONFIG.metalness!; - mat.roughness = MATERIAL_CONFIG.roughness!; - mat.transmission = MATERIAL_CONFIG.transmission!; - mat.thickness = MATERIAL_CONFIG.thickness!; - updateGUI(); - }); - - return ( - - - - - - - - - - {/* - - */} - - ); -}; - -/*=============================================== -simpler example -===============================================*/ -// export const Playground = () => { -// const [updateWobble, wobble] = useCreateWobble3D({ -// baseMaterial: THREE.MeshPhysicalMaterial, -// materialParameters: { -// roughness: 0.0, -// transmission: 1, -// thickness: 1, -// }, -// }); -// useFrame((state) => updateWobble(state)); -// return ( -// -// -// -// -// ); -// }; diff --git a/app/useWobble3D/page.tsx b/app/useWobble3D/page.tsx deleted file mode 100644 index 420e310a..00000000 --- a/app/useWobble3D/page.tsx +++ /dev/null @@ -1,18 +0,0 @@ -import { ShaderFx } from "../ShaderFx"; -import { Playground } from "./Playground"; - -export default function Page() { - return ( -
- - - -
- ); -} diff --git a/app/v2/FxMaterial.tsx b/app/v2/FxMaterial.tsx new file mode 100644 index 00000000..df2cb704 --- /dev/null +++ b/app/v2/FxMaterial.tsx @@ -0,0 +1,121 @@ +import * as THREE from "three"; +import { shaderMaterial } from "@react-three/drei"; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterial: any; + } + } +} + +export type FxMaterialProps = { + u_blur: THREE.Texture; + u_gooey: THREE.Texture; + u_model: THREE.Texture; + u_noise?: THREE.Texture; + u_color0?: THREE.Color; + u_color1?: THREE.Color; +}; + +export const FxMaterial = shaderMaterial( + { + u_blur: new THREE.Texture(), + u_gooey: new THREE.Texture(), + u_model: new THREE.Texture(), + u_noise: new THREE.Texture(), + u_fluid: new THREE.Texture(), + u_color0: new THREE.Color(0xfa1bb1), + u_color1: new THREE.Color(0x4a96ec), + }, + + ` + varying vec2 vUv; + void main() { + vUv = uv; + gl_Position = vec4(position, 1.0); + } + `, + ` + precision highp float; + varying vec2 vUv; + uniform sampler2D u_blur; + uniform sampler2D u_gooey; + uniform sampler2D u_model; + uniform sampler2D u_noise; + uniform sampler2D u_fluid; + uniform vec3 u_color0; + uniform vec3 u_color1; + + float rand(vec2 n) { + return fract(sin(dot(n ,vec2(12.9898,78.233))) * 43758.5453); + } + + //// params //// + + // グラデーション + float gradationColorFactor = 0.5; // color0に寄せるか、color1に寄せるか + float gradationGrainIntensity = -.02; // グラデーションに適用する粒子ノイズの強さ + + // ブラー + float blurGrainIntensity = -0.16; // ブラーに加算する粒子ノイズの強さ + float blurGradationIntensity = 2.4; // ブラーに加算するグラデーションカラーの加算強度 + + // ビネット + float vignetteStrength = .9; // 強度(0.0〜1.0) + float vignetteRadius = 0.5; // 効果が始まる半径(0.0〜1.0) + + // グーイ + float gooeyAlphaContrast = 80.0; + float gooeyAlphaOffset = -20.0; + vec2 gooeyNoisePosition = vec2(0.3, 0.3); + vec2 gooeyNoiseIntensity = vec2(0.4, 0.4); + + // 流体 + float fluidIntensity = 0.08; + + void main() { + vec2 uv = vUv; + float grain = rand(uv); // 0〜1 + + // 流体 + vec4 fluid = texture2D(u_fluid, uv); + vec2 fluidUv = uv - fluid.rg * fluidIntensity; + + // グラデーション + vec4 noise = texture2D(u_noise, fluidUv); + vec3 gradationColor = mix(u_color0, u_color1, length(noise.rg * fluidUv) + gradationColorFactor); + gradationColor += grain * gradationGrainIntensity; + + // ブラー + vec4 blurColor = texture2D(u_blur,fluidUv); + blurColor.rgb += grain * blurGrainIntensity; + blurColor.rgb += gradationColor * blurGradationIntensity; + + // ブラーとノイズを混ぜる + vec3 mixedBlurColor = mix(gradationColor, blurColor.rgb, blurColor.r); + + // モデル + vec4 modelColor = texture2D(u_model,uv); + float gooeyAlpha = texture2D(u_gooey,uv).r; + vec3 mixedModelColor = mix(mixedBlurColor, vec3(0.), clamp(gooeyAlpha * gooeyAlphaContrast + gooeyAlphaOffset, 0., 1.)); + + // ビネット + vec2 position = fluidUv - .5; + + position.x += (noise.g - gooeyNoisePosition.x) * gooeyNoiseIntensity.x; + position.y += (noise.g - gooeyNoisePosition.y) * gooeyNoiseIntensity.y; + + float distance = length(position); + float vignette = smoothstep(vignetteRadius, vignetteRadius - 0.5, distance); + vignette = mix(1.0, vignette, vignetteStrength); + + vec3 finalColor = mixedModelColor * vignette; + + // アウトプット + gl_FragColor = vec4(finalColor, 1.); + + + } + ` +); diff --git a/app/v2/Playground.tsx b/app/v2/Playground.tsx new file mode 100644 index 00000000..f60fe70f --- /dev/null +++ b/app/v2/Playground.tsx @@ -0,0 +1,150 @@ +"use client"; + +import * as THREE from "three"; +import { forwardRef, useEffect, useRef, useState } from "react"; +import { + useFrame, + useThree, + extend, + createPortal, + MeshProps, +} from "@react-three/fiber"; +import { + useNoise, + useSingleFBO, + useGaussianBlur, + useFluid, +} from "@/packages/use-shader-fx/src"; +import { FxMaterial } from "./FxMaterial"; +import { Float } from "@react-three/drei"; + +extend({ FxMaterial }); + +// ここをシングルトンでメソッド化する +const newPosition = [ + new THREE.Vector3(2, 1, -1), + new THREE.Vector3(-2, 2, 0), + new THREE.Vector3(1, 2, 2), +]; + +/** 円 */ +const Sphere = forwardRef((props, ref) => { + return ( + + + + + ); +}); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [offscreenScene] = useState(() => new THREE.Scene()); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene: offscreenScene, + camera, + size, + dpr: viewport.dpr, + depthBuffer: true, + }); + + const blur = useGaussianBlur({ + size, + dpr: 0.2, + texture: { + src: renderTarget.texture, + }, + }); + blur.setValues({ + radius: 24, + }); + + const gooey = useGaussianBlur({ + size, + dpr: 1, + texture: { + src: renderTarget.texture, + }, + }); + gooey.setValues({ + radius: 24, + }); + + const noise = useNoise({ + size, + dpr: 0.1, + }); + noise.setValues({ + scale: 0.03, + timeStrength: 0.3, + }); + + const fluid = useFluid({ + size, + dpr: 0.3, + }); + + const mesh0 = useRef(null); + const mesh1 = useRef(null); + const mesh2 = useRef(null); + const spheres = [mesh0, mesh1, mesh2]; + + // これもシングルトンでメソッド化 + const lerpSpheresPosition = ( + position: THREE.Vector3[], + alpha: number = 0.03 + ) => { + spheres.forEach((sphere, i) => { + sphere.current!.position.lerp(position[i], alpha); + }); + }; + + useFrame((state) => { + blur.render(state); + gooey.render(state); + noise.render(state); + fluid.render(state); + updateRenderTarget({ gl: state.gl }); + // mesh0.current!.position.x -= + // Math.sin(state.clock.getElapsedTime()) * 0.02; + + // positionの設定 + lerpSpheresPosition(newPosition); + }); + + return ( + <> + + + + + {createPortal( + <> + + + + + + + + , + offscreenScene + )} + + ); +}; + +/*=============================================== +必要な機能 +1. マウスでカメラ視点の操作 +2. 数字を与えるとその数字でランダムで位置とカメラワークがlerpする的なの +===============================================*/ diff --git a/app/expo2025/page.tsx b/app/v2/page.tsx similarity index 100% rename from app/expo2025/page.tsx rename to app/v2/page.tsx diff --git a/app/v2_distortion/Playground.tsx b/app/v2_distortion/Playground.tsx new file mode 100644 index 00000000..825af256 --- /dev/null +++ b/app/v2_distortion/Playground.tsx @@ -0,0 +1,136 @@ +"use client"; + +import * as THREE from "three"; +import { useFrame, useThree, extend } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useRGBShift, + useDistortion +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; +import { useCoverTexture } from "@/packages/use-shader-fx/src/hooks/useCoverTexture"; +import { useNoise } from "@/packages/use-shader-fx/src"; +import { useMotionBlur } from "@/packages/use-shader-fx/src/hooks/blur/useMotionBlur"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [app] = useTexture(["/dummy3.png"]); + // const [app] = useTexture(["/funkun.jpg"]); + // const [app] = useTexture(["/private//fv.png"]); + + const coverTexture = useCoverTexture({ + size, + dpr: 1, + src: app, + textureResolution: new THREE.Vector2(app.image.width, app.image.height), + }) + + const noise = useNoise({ + size, + dpr: 1, + scale: 0.002, + timeStrength: 0.01, + timeOffset: 0, + }) + + const noise2 = useNoise({ + size, + dpr: 1, + scale: 0.002, + timeStrength: 0.01, + timeOffset: .1, + }) + + const noise3 = useNoise({ + size, + dpr: 1, + scale: 0.002, + timeStrength: 0.01, + timeOffset: .2, + }) + + const rgbShift = useRGBShift({ + size, + dpr: 2, + shiftScale: .04, + shiftPower: new THREE.Vector2(2, 2), + shiftPowerSrcR: noise.texture, + shiftPowerSrcG: noise2.texture, + shiftPowerSrcB: noise3.texture, + isUseShiftPowerSrcR: true, + isUseShiftPowerSrcG: true, + isUseShiftPowerSrcB: true, + texture: { + src: coverTexture.texture + }, + }) + + + const motionBlur = useMotionBlur({ + size, + dpr: 1, + texture: { + src: rgbShift.texture + }, + }); + + const distortion = useDistortion({ + size, + dpr: 1, + scale: new THREE.Vector2(0.,0.2), + freq: new THREE.Vector2(120.,1.), + powNum: new THREE.Vector2(1.,1.), + timeStrength: new THREE.Vector2(1.0,1.0), + texture: { + src: motionBlur.texture + } + }) + + useFrame((state) => { + + + coverTexture.render(state); + noise.render(state); + noise2.render(state); + noise3.render(state); + rgbShift.render(state); + motionBlur.render(state); + distortion.render(state); + // gbBur.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_distortion/page.tsx b/app/v2_distortion/page.tsx new file mode 100644 index 00000000..6256d104 --- /dev/null +++ b/app/v2_distortion/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/app/v2_fxMaterials/Playground.tsx b/app/v2_fxMaterials/Playground.tsx new file mode 100644 index 00000000..6fcc76ad --- /dev/null +++ b/app/v2_fxMaterials/Playground.tsx @@ -0,0 +1,41 @@ +"use client"; + +import { useRef } from "react"; +import { useFrame, extend } from "@react-three/fiber"; +import { + NoiseMaterial, + NoiseMaterialProps, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; + +extend({ NoiseMaterial }); + +export const Playground = () => { + const ref = useRef(); + useFrame(({ clock }) => { + ref.current.tick = clock.getElapsedTime(); + }); + const [funkun] = useTexture(["/funkun.jpg"]); + return ( + <> + + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + noiseMaterial: NoiseMaterialProps & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/shoasakawa-0/page.tsx b/app/v2_fxMaterials/page.tsx similarity index 51% rename from app/shoasakawa-0/page.tsx rename to app/v2_fxMaterials/page.tsx index 25a23700..cc9a6d74 100644 --- a/app/shoasakawa-0/page.tsx +++ b/app/v2_fxMaterials/page.tsx @@ -1,5 +1,6 @@ import { ShaderFx } from "../ShaderFx"; import { Playground } from "./Playground"; +import Image from "next/image"; export default function Page() { return ( @@ -10,24 +11,22 @@ export default function Page() { height: "100svh", pointerEvents: "none", }}> +
+ +
- - art by{" "} - Sho Asakawa - ); } diff --git a/app/v2_impl/Playground.tsx b/app/v2_impl/Playground.tsx new file mode 100644 index 00000000..264c7763 --- /dev/null +++ b/app/v2_impl/Playground.tsx @@ -0,0 +1,133 @@ +"use client"; + +import * as THREE from "three"; +import { useRef, useState } from "react"; +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + useNoise, + NoiseValues, + useBoxBlur, + useSingleFBO, + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useFluid, + useCoverTexture, +} from "@/packages/use-shader-fx/src"; +import { Float, OrbitControls } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec2 vel = texture2D(src, vUv).xy; + float len = length(vel); + vel = vel * 0.5 + 0.5; + + vec3 color = vec3(vel.x, vel.y, 1.0); + color = mix(vec3(1.0), color, len); + + gl_FragColor = vec4(color, 1.0); + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [offscreenScene] = useState(() => new THREE.Scene()); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene: offscreenScene, + camera, + size, + dpr: viewport.dpr, + depthBuffer: true, + }); + + // const blur = useBoxBlur({ + // size, + // dpr: 1, + // src: renderTarget.texture, + // }); + + const fluid = useFluid({ + size, + dpr: 0.25, + }); + + const noise = useNoise({ + size, + dpr: 1, + scale: 100, + noiseOctaves: 2, + // mixSrc: fluid.texture, + // mixSrcColorFactor: 0.5, + // mixSrcUvFactor: 0.6, + }); + + const cover = useCoverTexture({ + size, + dpr: 1, + src: renderTarget.texture, + mixSrc: { + src: noise.texture, + uvFactor: 0.2, + }, + }); + + // noise.setValues({ + // mixSrc: cover.texture, + // mixSrcColorFactor: 1, + // }); + + useFrame((state) => { + updateRenderTarget({ gl: state.gl }); + noise.render(state); + // blur.render(state); + cover.render(state); + fluid.render(state); + }); + + const ref = useRef(); + + return ( + <> + + + + + {createPortal( + + + + + + + + + , + offscreenScene + )} + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_impl/page.tsx b/app/v2_impl/page.tsx new file mode 100644 index 00000000..6256d104 --- /dev/null +++ b/app/v2_impl/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/app/v2_impl_colorAdjustments/Playground.tsx b/app/v2_impl_colorAdjustments/Playground.tsx new file mode 100644 index 00000000..9fbf3c98 --- /dev/null +++ b/app/v2_impl_colorAdjustments/Playground.tsx @@ -0,0 +1,169 @@ +"use client"; + +import * as THREE from "three"; +import { useRef, useState } from "react"; +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + useNoise, + NoiseValues, + useSingleFBO, + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useFluid, + useCoverTexture, +} from "@/packages/use-shader-fx/src"; +import { Float, OrbitControls, useTexture } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + + vec3 hsv2rgb(vec3 c) +{ + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +vec3 rgb2hsv(vec3 c) +{ + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); + vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + + void main() { + + vec4 fluid = texture2D(src, vUv); + vec2 vel = fluid.rg; + float len = length(vel); // 0~1 + vec4 fluidColor = vec4(len); + + // color balance + fluidColor.r *= clamp(fluidColor.r * 1.1, 0., 1.); + fluidColor.g *= clamp(fluidColor.g * 0.2, 0., 1.); + fluidColor.b *= clamp(fluidColor.b * .6, 0., 1.); + // THINK ここまでがデフォルトのfluidのcolor + + // THINK ここからがbasicFxの色調補正 + // THINK ガンマ補正とコントラストはvec4でやればいいのかも + + vec4 outputColor = fluidColor; + + /*=============================================== + // レベル補正 + ===============================================*/ + float u_shadows = 1.2; // シャドウ値 + float u_midtones = 1.1; // ミッドトーン値 + float u_highlights = 1.4; // ハイライト値 + float u_outputMin = 0.0; // 出力の最小値 + float u_outputMax = 1.0; // 出力の最大値 + + // 入力レベル補正 + outputColor = (outputColor - vec4(u_shadows)) / (vec4(u_highlights) - vec4(u_shadows)); + + // ガンマ補正 + outputColor = pow(outputColor, vec4(1.0 / u_midtones)); + + // 出力レベル補正 + outputColor = outputColor * (vec4(u_outputMax) - vec4(u_outputMin)) + vec4(u_outputMin); + /*=============================================== + // コントラスト TODO これもvec4でuniformを渡す! alphaだけコントラストかけたり! + ===============================================*/ + // コントラスト + float contrastFactor = 20.; + outputColor = clamp(((outputColor-.5)*contrastFactor)+.5, 0., 1.); + + /*=============================================== + // color balance + ===============================================*/ + outputColor.r *= clamp(outputColor.r * 1., 0., 1.); + outputColor.g *= clamp(outputColor.g * 1., 0., 1.); + outputColor.b *= clamp(outputColor.b * 1., 0., 1.); + + /*=============================================== + // saturation・brightness + ===============================================*/ + vec3 hsv = rgb2hsv(outputColor.rgb); + hsv.y *= 1.; // 彩度 + hsv.z *= 2.; // 明度 + outputColor.rgb = hsv2rgb(hsv); + + /*=============================================== + // ポスタライゼーション + ===============================================*/ + float posterizationLevels = 6.; + outputColor.rgb = floor(outputColor.rgb * posterizationLevels) / posterizationLevels; + + /*=============================================== + // black&White + ===============================================*/ + float redWeight = 0.; + float greenWeight = 0.; + float blueWeight = 0.; + float grayscale = dot(outputColor.rgb, vec3(0.299 + redWeight, 0.587 + greenWeight, 0.114 + blueWeight)); + + outputColor.rgb = vec3(grayscale); + + /*=============================================== + // duo tone + ===============================================*/ + vec3 color0 = vec3(0.45, .5, 0.534); + vec3 color1 = vec3(.3, 0.876, 0.579); + // outputColor.rgb = mix(color0, color1, grayscale); + + /*=============================================== + // threshold + ===============================================*/ + float threshold = 0.4; + // outputColor.rgb = grayscale > threshold ? vec3(1.) : vec3(0.); + + // alpha TODO * transparentを選択できるようにする? + float alpha = outputColor.a; + // float alpha = 1.; + gl_FragColor = vec4(outputColor.rgb, alpha); + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [funkun] = useTexture(["/funkun.jpg"]); + + const fluid = useFluid({ + size, + dpr: 0.6, + }); + + useFrame((state) => { + fluid.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_impl_colorAdjustments/page.tsx b/app/v2_impl_colorAdjustments/page.tsx new file mode 100644 index 00000000..6256d104 --- /dev/null +++ b/app/v2_impl_colorAdjustments/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/app/v2_mask/Playground.tsx b/app/v2_mask/Playground.tsx new file mode 100644 index 00000000..61ea315b --- /dev/null +++ b/app/v2_mask/Playground.tsx @@ -0,0 +1,95 @@ +"use client"; + +import * as THREE from "three"; +import { useEffect, useRef, useState } from "react"; +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + createFxMaterialImpl, + FxMaterialImplValues, + useFluid, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; + +const FxMaterialImpl = createFxMaterialImpl({ + uniforms: { + mask: { value: null }, + }, + fragmentShader: ` + uniform sampler2D src; + uniform sampler2D mask; + void main() { + vec2 vel = texture2D(src, vUv).xy; + float len = length(vel); + vel = vel * 0.5 + 0.5; + + vec3 color = vec3(vel.x, vel.y, 1.0); + color = mix(vec3(1.0), color, len); + + // fluid カラー + vec4 fluidColor = vec4(color, 1.0); + + // マスク + vec4 maskColor = texture2D(mask, vUv); + + // チャンネル α + vec4 outPut = fluidColor * maskColor.a; + + // チャンネル r + // vec4 outPut = fluidColor * maskColor.r; + + // チャンネル g + // vec4 outPut = fluidColor * maskColor.g; + + // チャンネル b + // vec4 outPut = fluidColor * maskColor.b; + + + gl_FragColor = outPut; + } +`, +}); + +extend({ MaskMaterialImpl: FxMaterialImpl }); + +/*=============================================== +Idea of Mask in BasicFx +- figmaみたいにmaskをかけることができる +- チャンネルを選択できる[ α | r | g | b ] +===============================================*/ + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [colorMask, alphaMask] = useTexture(["/mask.jpg", "/mask.png"]); + + const fluid = useFluid({ + size, + dpr: 0.5, + }); + + useFrame((state) => { + fluid.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + maskMaterialImpl: { + mask: THREE.Texture | null; + } & FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_mask/page.tsx b/app/v2_mask/page.tsx new file mode 100644 index 00000000..0fad2258 --- /dev/null +++ b/app/v2_mask/page.tsx @@ -0,0 +1,34 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+
+ くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp + くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp + くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp + くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp + くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp + くぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlpくぁwせdrftgyふじこlp +
+ + + +
+ ); +} diff --git a/app/v2_pipe/Playground.tsx b/app/v2_pipe/Playground.tsx new file mode 100644 index 00000000..323715b3 --- /dev/null +++ b/app/v2_pipe/Playground.tsx @@ -0,0 +1,124 @@ +"use client"; + +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + useNoise, + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useFluid, + usePipeline, +} from "@/packages/use-shader-fx/src"; +import { useTexture } from "@react-three/drei"; +import * as THREE from "three"; + +const FxMaterialImpl = createFxMaterialImpl(); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +/*=============================================== +reactive way +- fxの変更をtriggerにkeyを変更することで、reactiveにfxを変更することが可能 +===============================================*/ + +// const Pipeline = ({ +// fxConfig, +// pipelineConfig, +// }: { +// fxConfig: FxConfig[]; +// pipelineConfig: PipelineConfig[]; +// }) => { +// const { texture, render, setPipeline } = usePipeline(...fxConfig); +// setPipeline(...pipelineConfig); +// useFrame((state) => render(state)); +// return ; +// }; + +// export const Playground = () => { +// const { size } = useThree(); + +// const fxConfig = [ +// { fx: useFluid, size, dpr: 0.2 }, +// { +// fx: useNoise, +// size, +// dpr: 0.1, +// mixSrcColorFactor: 0.2, +// }, +// ]; + +// const pipelineConfig: PipelineConfig[] = [{}, { mixSrc: 0 }]; + +// // keyを変更することで、fxの変更をreactiveにすることが可能 +// // UIではGUIの変更を検知して、keyを変更することで、reactiveに変更を反映するなどを想定 +// const [pipelineCache, setPipelineCache] = useState(fxConfig.length); +// const [version, setVersion] = useState(0); +// if (fxConfig.length !== pipelineCache) { +// setPipelineCache(fxConfig.length); +// setVersion(version + 1); +// } + +// return ( +// +// +// +// +// ); +// }; + +/*=============================================== +non-reactive way +- resolutionはreactive + - ただし他のhooksと同様、resolution以外はnon-reactive +===============================================*/ +export const Playground = () => { + const { size } = useThree(); + + const [app] = useTexture(["/app-head.jpg"]); + + const { texture, render, setPipeline } = usePipeline( + { + fx: useFluid, + size, + dpr: 0.5, + }, + { + fx: useNoise, + size, + dpr: 0.8, + fboAutoSetSize: true, + mixSrc: { + uvFactor: 0.7, + colorFactor: 0.2, + }, + } + ); + + setPipeline({}, { mixSrc: 0 }); + + useFrame((state) => render(state)); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/playground/page.tsx b/app/v2_pipe/page.tsx similarity index 100% rename from app/playground/page.tsx rename to app/v2_pipe/page.tsx diff --git a/app/v2_rgbShift/Playground.tsx b/app/v2_rgbShift/Playground.tsx new file mode 100644 index 00000000..af617120 --- /dev/null +++ b/app/v2_rgbShift/Playground.tsx @@ -0,0 +1,128 @@ +"use client"; + +import * as THREE from "three"; +import { useEffect, useRef, useState } from "react"; +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, + useRGBShift, + useGaussianBlur, + useBoxBlur +} from "@/packages/use-shader-fx/src"; +import { Float, OrbitControls, useTexture } from "@react-three/drei"; +import { useCoverTexture } from "@/packages/use-shader-fx/src/hooks/useCoverTexture"; +import { useNoise } from "@/packages/use-shader-fx/src"; +import { useMotionBlur } from "@/packages/use-shader-fx/src/hooks/blur/useMotionBlur"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec4 oC = texture2D(src, vUv); + gl_FragColor = oC; + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [app] = useTexture(["/dummy2.png"]); + + // const coverTexture = useCoverTexture({ + // size, + // dpr: 1, + // src: app, + // textureResolution: new THREE.Vector2(app.image.width, app.image.height), + // }) + + const noise = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: 0, + }) + + const noise2 = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: .03, + }) + + const noise3 = useNoise({ + size, + dpr: 1, + scale: 0.005, + timeOffset: .06, + }) + + const rgbShift = useRGBShift({ + size, + dpr: 2, + shiftScale: .03, + shiftPower: new THREE.Vector2(2, 2), + shiftPowerSrcR: noise.texture, + shiftPowerSrcG: noise2.texture, + shiftPowerSrcB: noise3.texture, + isUseShiftPowerSrcR: true, + isUseShiftPowerSrcG: true, + isUseShiftPowerSrcB: true, + texture: { + src: app, + fit: 'contain', + } + }) + + // const gbBur = useGaussianBlur({ + // size, + // dpr: 1, + // radius: 2, + // sigma: new THREE.Vector2(0, 0), + // texture: { + // src: rgbShift.texture, + // } + // }); + + const motionBlur = useMotionBlur({ + size, + dpr: 1, + texture: { + src: rgbShift.texture, + } + }); + + useFrame((state) => { + // coverTexture.render(state); + noise.render(state); + noise2.render(state); + noise3.render(state); + rgbShift.render(state); + // gbBur.render(state); + motionBlur.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_rgbShift/page.tsx b/app/v2_rgbShift/page.tsx new file mode 100644 index 00000000..6256d104 --- /dev/null +++ b/app/v2_rgbShift/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/app/v2_test/Playground.tsx b/app/v2_test/Playground.tsx new file mode 100644 index 00000000..b85f9505 --- /dev/null +++ b/app/v2_test/Playground.tsx @@ -0,0 +1,76 @@ +"use client"; + +import * as THREE from "three"; +import { useEffect, useRef, useState } from "react"; +import { useFrame, useThree, extend, createPortal } from "@react-three/fiber"; +import { + createFxMaterialImpl, + createBasicFxMaterialImpl, + FxMaterialImplValues, + BasicFxMaterialImplValues, +} from "@/packages/use-shader-fx/src"; +import { Float, OrbitControls, useTexture } from "@react-three/drei"; +import { useGaussianBlur } from "@/packages/use-shader-fx/src/hooks/blur/useGaussianBlur"; + +const FxMaterialImpl = createFxMaterialImpl({ + fragmentShader: ` + uniform sampler2D src; + void main() { + vec2 vel = texture2D(src, vUv).xy; + float len = length(vel); + vel = vel * 0.5 + 0.5; + + vec3 color = vec3(vel.x, vel.y, 1.0); + color = mix(vec3(1.0), color, len); + + gl_FragColor = vec4(color, 1.0); + } +`, +}); +const BasicFxMaterialImpl = createBasicFxMaterialImpl(); + +extend({ FxMaterialImpl, BasicFxMaterialImpl }); + +export const Playground = () => { + const { size, viewport, camera } = useThree(); + + const [app] = useTexture(["/app-head.jpg"]); + + const blur = useGaussianBlur({ + size, + dpr: 1, + radius: 21, + // blurIteration: 1, + // src: app, + texture: { + src: app, + } + }); + + blur.setValues({ + radius: 41, + // blurIteration: 20, + }); + + useFrame((state) => { + blur.render(state); + }); + + return ( + + + + + ); +}; + +declare global { + namespace JSX { + interface IntrinsicElements { + fxMaterialImpl: FxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + BasicFxMaterialImpl: BasicFxMaterialImplValues & + JSX.IntrinsicElements["shaderMaterial"]; + } + } +} diff --git a/app/v2_test/page.tsx b/app/v2_test/page.tsx new file mode 100644 index 00000000..6256d104 --- /dev/null +++ b/app/v2_test/page.tsx @@ -0,0 +1,39 @@ +import { ShaderFx } from "../ShaderFx"; +import { Playground } from "./Playground"; +import Image from "next/image"; + +export default function Page() { + return ( +
+ {/*
+ +
*/} + + + +
+ ); +} diff --git a/packages/use-shader-fx/build/use-shader-fx.js b/packages/use-shader-fx/build/use-shader-fx.js deleted file mode 100644 index 726d0fa2..00000000 --- a/packages/use-shader-fx/build/use-shader-fx.js +++ /dev/null @@ -1,4808 +0,0 @@ -import * as o from "three"; -import { useMemo as y, useEffect as Z, useRef as B, useCallback as _, useState as Be } from "react"; -import { mergeVertices as Ee } from "three-stdlib"; -var Le = "#usf ", $e = `precision highp float; - -uniform sampler2D uBuffer; -uniform sampler2D uTexture; -uniform bool uIsTexture; -uniform sampler2D uMap; -uniform bool uIsMap; -uniform float uMapIntensity; -uniform float uRadius; -uniform float uDissipation; -uniform vec2 uResolution; -uniform float uSmudge; -uniform vec2 uMouse; -uniform vec2 uPrevMouse; -uniform vec2 uVelocity; -uniform vec3 uColor; -uniform float uMotionBlur; -uniform int uMotionSample; -uniform bool uIsCursor; -uniform float uPressureStart; -uniform float uPressureEnd; - -varying vec2 vUv; - -float isOnLine(vec2 point, vec2 start, vec2 end, float radius, float pressureStart, float pressureEnd) { - - float aspect = uResolution.x / uResolution.y; - - point.x *= aspect; - start.x *= aspect; - end.x *= aspect; - - vec2 dir = normalize(end - start); - vec2 n = vec2(dir.y, -dir.x); - vec2 p0 = point - start; - - float distToLine = abs(dot(p0, n)); - float distAlongLine = dot(p0, dir); - float totalLength = length(end - start); - - float progress = clamp(distAlongLine / totalLength, 0.0, 1.0); - float pressure = mix(pressureStart, pressureEnd, progress); - radius = min(radius,radius * pressure); - - float distFromStart = length(point - start); - float distFromEnd = length(point - end); - - bool withinLine = (distToLine < radius && distAlongLine > 0.0 && distAlongLine < totalLength) || distFromStart < radius || distFromEnd < radius; - - return float(withinLine); -} - -vec4 createSmudge(vec2 uv){ - vec2 offsets[9]; - offsets[0] = vec2(-1, -1); offsets[1] = vec2( 0, -1); offsets[2] = vec2( 1, -1); - offsets[3] = vec2(-1, 0); offsets[4] = vec2( 0, 0); offsets[5] = vec2( 1, 0); - offsets[6] = vec2(-1, 1); offsets[7] = vec2( 0, 1); offsets[8] = vec2( 1, 1); - - for(int i = 0; i < 9; i++) { - offsets[i] = (offsets[i] * uSmudge) / uResolution; - } - vec4 smudgedColor = vec4(0.); - for(int i = 0; i < 9; i++) { - smudgedColor += texture2D(uBuffer, uv + offsets[i]); - } - return smudgedColor / 9.0; -} - -vec4 createMotionBlur(vec2 uv , vec4 baseColor, vec2 velocity) { - vec2 scaledV = velocity * uMotionBlur; - for(int i = 1; i < uMotionSample; i++) { - float t = float(i) / float(uMotionSample - 1); - vec2 offset = t * scaledV / uResolution; - baseColor += texture2D(uBuffer, uv + offset); - } - return baseColor / float(uMotionSample); -} - -void main() { - - vec2 uv = vUv; - if(uIsMap){ - vec2 mapColor = texture2D(uMap, uv).rg; - vec2 normalizedMap = mapColor * 2.0 - 1.0; - uv = uv * 2.0 - 1.0; - uv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity); - uv = (uv + 1.0) / 2.0; - } - vec2 suv = uv*2.-1.; - - vec2 velocity = uVelocity * uResolution; - - float radius = max(0.0,uRadius); - - vec4 smudgedColor = uSmudge > 0. ? createSmudge(uv) : texture2D(uBuffer, uv); - - vec4 motionBlurredColor = uMotionBlur > 0. ? createMotionBlur(uv,smudgedColor, velocity) : smudgedColor; - - vec4 bufferColor = motionBlurredColor; - bufferColor.a = bufferColor.a < 1e-10 ? 0.0 : bufferColor.a * uDissipation; - - vec4 brushColor = uIsTexture ? texture2D(uTexture, uv) : vec4(uColor,1.); - - float onLine = isOnLine(suv, uPrevMouse, uMouse, radius, uPressureStart,uPressureEnd); - float isOnLine = length(velocity) > 0. ? onLine : uIsCursor ? onLine : 0.; - - vec4 finalColor = mix(bufferColor, brushColor, isOnLine); - - gl_FragColor = finalColor; -}`; -const K = (e, t = !1) => { - const n = t ? e.width * t : e.width, r = t ? e.height * t : e.height; - return y( - () => new o.Vector2(n, r), - [n, r] - ); -}, R = (e) => (t, n) => { - if (n === void 0) - return; - const r = e.uniforms; - r && r[t] && (r[t].value = n); -}, F = (e) => (t) => { - t !== void 0 && Object.keys(t).forEach((n) => { - const r = e.uniforms; - r && r[n] && (r[n].value = t[n]); - }); -}, E = (e, t, n, r) => { - const s = y(() => { - const l = new r(t, n); - return e && e.add(l), l; - }, [t, n, r, e]); - return Z(() => () => { - e && e.remove(s), t.dispose(), n.dispose(); - }, [e, t, n, s]), s; -}, Re = process.env.NODE_ENV === "development", I = { - transparent: !1, - depthTest: !1, - depthWrite: !1 -}, w = new o.DataTexture( - new Uint8Array([0, 0, 0, 0]), - 1, - 1, - o.RGBAFormat -); -var je = `vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} -float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} -vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} -float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} - -vec4 grad4(float j, vec4 ip) -{ - const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); - vec4 p,s; - - p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p, vec4(0.0))); - p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; - - return p; -} - -float simplexNoise4d(vec4 v) -{ - const vec2 C = vec2( 0.138196601125010504, - 0.309016994374947451); - - vec4 i = floor(v + dot(v, C.yyyy) ); - vec4 x0 = v - i + dot(i, C.xxxx); - - - - - vec4 i0; - - vec3 isX = step( x0.yzw, x0.xxx ); - vec3 isYZ = step( x0.zww, x0.yyz ); - - i0.x = isX.x + isX.y + isX.z; - i0.yzw = 1.0 - isX; - - - i0.y += isYZ.x + isYZ.y; - i0.zw += 1.0 - isYZ.xy; - - i0.z += isYZ.z; - i0.w += 1.0 - isYZ.z; - - - vec4 i3 = clamp( i0, 0.0, 1.0 ); - vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); - vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); - - - vec4 x1 = x0 - i1 + 1.0 * C.xxxx; - vec4 x2 = x0 - i2 + 2.0 * C.xxxx; - vec4 x3 = x0 - i3 + 3.0 * C.xxxx; - vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; - - - i = mod(i, 289.0); - float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); - vec4 j1 = permute( permute( permute( permute ( - i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) - + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) - + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) - + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); - - - - - vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; - - vec4 p0 = grad4(j0, ip); - vec4 p1 = grad4(j1.x, ip); - vec4 p2 = grad4(j1.y, ip); - vec4 p3 = grad4(j1.z, ip); - vec4 p4 = grad4(j1.w, ip); - - - vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - p4 *= taylorInvSqrt(dot(p4,p4)); - - - vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); - vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); - m0 = m0 * m0; - m1 = m1 * m1; - return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) - + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; - -} - -float getWobble(vec3 position) -{ - vec3 warpedPosition = position; - warpedPosition += simplexNoise4d( - vec4( - position * uWarpPositionFrequency, - uTime * uWarpTimeFrequency - ) - ) * uWarpStrength; - - return simplexNoise4d(vec4( - warpedPosition * uWobblePositionFrequency, - uTime * uWobbleTimeFrequency - )) * uWobbleStrength; -}`, qe = `vec3 random3(vec3 c) { - float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); - vec3 r; - r.z = fract(512.0*j); - j *= .125; - r.x = fract(512.0*j); - j *= .125; - r.y = fract(512.0*j); - return r-0.5; -} - -const float F3 = 0.3333333; -const float G3 = 0.1666667; - -float snoise(vec3 p) { - - vec3 s = floor(p + dot(p, vec3(F3))); - vec3 x = p - s + dot(s, vec3(G3)); - - vec3 e = step(vec3(0.0), x - x.yzx); - vec3 i1 = e*(1.0 - e.zxy); - vec3 i2 = 1.0 - e.zxy*(1.0 - e); - - vec3 x1 = x - i1 + G3; - vec3 x2 = x - i2 + 2.0*G3; - vec3 x3 = x - 1.0 + 3.0*G3; - - vec4 w, d; - - w.x = dot(x, x); - w.y = dot(x1, x1); - w.z = dot(x2, x2); - w.w = dot(x3, x3); - - w = max(0.6 - w, 0.0); - - d.x = dot(random3(s), x); - d.y = dot(random3(s + i1), x1); - d.z = dot(random3(s + i2), x2); - d.w = dot(random3(s + 1.0), x3); - - w *= w; - w *= w; - d *= w; - - return dot(d, vec4(52.0)); -} - -float snoiseFractal(vec3 m) { - return 0.5333333* snoise(m) - +0.2666667* snoise(2.0*m) - +0.1333333* snoise(4.0*m) - +0.0666667* snoise(8.0*m); -}`, We = `float screenAspect = uResolution.x / uResolution.y; -float textureAspect = uTextureResolution.x / uTextureResolution.y; -vec2 aspectRatio = vec2( - min(screenAspect / textureAspect, 1.0), - min(textureAspect / screenAspect, 1.0) -); -vec2 uv = vUv * aspectRatio + (1.0 - aspectRatio) * .5;`, Ne = `vec3 mapColor = texture2D(uMap, uv).rgb; -vec3 normalizedMap = mapColor * 2.0 - 1.0; - -uv = uv * 2.0 - 1.0; -uv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity); -uv = (uv + 1.0) / 2.0;`, ke = `precision highp float; - -varying vec2 vUv; - -void main() { - vUv = uv; - gl_Position = vec4(position, 1.0); -}`, Ge = `varying vec2 vUv; - -void main() { - vUv = uv; - gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); -}`, Ke = `vec3 hsv2rgb(vec3 c) -{ - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -}`, He = `vec3 rgb2hsv(vec3 c) -{ - vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); - vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); - - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -}`; -const Xe = Object.freeze({ - wobble3D: je, - snoise: qe, - coverTexture: We, - fxBlending: Ne, - planeVertex: ke, - defaultVertex: Ge, - hsv2rgb: Ke, - rgb2hsv: He -}), Ye = /^[ \t]*#usf +<([\w\d./]+)>/gm; -function Qe(e, t) { - return ye(Xe[t] || ""); -} -function ye(e) { - return e.replace(Ye, Qe); -} -const V = (e, t) => (t && t(e), e.vertexShader = ye(e.vertexShader), e.fragmentShader = ye(e.fragmentShader), e), Ze = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uBuffer: { value: w }, - uResolution: { value: new o.Vector2(0, 0) }, - uTexture: { value: w }, - uIsTexture: { value: !1 }, - uMap: { value: w }, - uIsMap: { value: !1 }, - uMapIntensity: { value: re.mapIntensity }, - uRadius: { value: re.radius }, - uSmudge: { value: re.smudge }, - uDissipation: { value: re.dissipation }, - uMotionBlur: { value: re.motionBlur }, - uMotionSample: { value: re.motionSample }, - uMouse: { value: new o.Vector2(-10, -10) }, - uPrevMouse: { value: new o.Vector2(-10, -10) }, - uVelocity: { value: new o.Vector2(0, 0) }, - uColor: { value: re.color }, - uIsCursor: { value: !1 }, - uPressureStart: { value: 1 }, - uPressureEnd: { value: 1 } - }, - vertexShader: Le, - fragmentShader: $e - }, - r - ), - ...I, - // Must be transparent - transparent: !0 - }), [r]), c = K(t, n); - R(l)("uResolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, Je = (e, t) => { - const n = t, r = e / t, [s, l] = [n * r / 2, n / 2]; - return { width: s, height: l, near: -1e3, far: 1e3 }; -}, L = (e, t = "OrthographicCamera") => { - const n = K(e), { width: r, height: s, near: l, far: c } = Je( - n.x, - n.y - ); - return y(() => t === "OrthographicCamera" ? new o.OrthographicCamera( - -r, - r, - s, - -s, - l, - c - ) : new o.PerspectiveCamera(50, r / s), [r, s, l, c, t]); -}, Se = (e = 0) => { - const t = B(new o.Vector2(0, 0)), n = B(new o.Vector2(0, 0)), r = B(new o.Vector2(0, 0)), s = B(0), l = B(new o.Vector2(0, 0)), c = B(!1); - return _( - (d) => { - const p = performance.now(); - let f; - c.current && e ? (r.current = r.current.lerp( - d, - 1 - e - ), f = r.current.clone()) : (f = d.clone(), r.current = f), s.current === 0 && (s.current = p, t.current = f); - const x = Math.max(1, p - s.current); - s.current = p, l.current.copy(f).sub(t.current).divideScalar(x); - const a = l.current.length() > 0, v = c.current ? t.current.clone() : f; - return !c.current && a && (c.current = !0), t.current = f, { - currentPointer: f, - prevPointer: v, - diffPointer: n.current.subVectors(f, v), - velocity: l.current, - isVelocityUpdate: a - }; - }, - [e] - ); -}, j = (e) => { - const n = B( - ((s) => Object.values(s).some((l) => typeof l == "function"))(e) ? e : structuredClone(e) - ), r = _((s) => { - if (s !== void 0) - for (const l in s) { - const c = l; - c in n.current && s[c] !== void 0 && s[c] !== null ? n.current[c] = s[c] : console.error( - `"${String( - c - )}" does not exist in the params. or "${String( - c - )}" is null | undefined` - ); - } - }, []); - return [n.current, r]; -}, he = { - depthBuffer: !1 -}, _e = ({ - gl: e, - fbo: t, - scene: n, - camera: r, - onBeforeRender: s, - onSwap: l -}) => { - e.setRenderTarget(t), s(), e.clear(), e.render(n, r), l && l(), e.setRenderTarget(null), e.clear(); -}, $ = (e) => { - var x; - const { - scene: t, - camera: n, - size: r, - dpr: s = !1, - isSizeUpdate: l = !1, - depth: c = !1, - ...i - } = e, d = B(), p = K(r, s); - d.current = y( - () => { - const a = new o.WebGLRenderTarget( - p.x, - p.y, - { - ...he, - ...i - } - ); - return c && (a.depthTexture = new o.DepthTexture( - p.x, - p.y, - o.FloatType - )), a; - }, - // eslint-disable-next-line react-hooks/exhaustive-deps - [] - ), l && ((x = d.current) == null || x.setSize(p.x, p.y)), Z(() => { - const a = d.current; - return () => { - a == null || a.dispose(); - }; - }, []); - const f = _( - (a, v) => { - const u = d.current; - return _e({ - gl: a, - fbo: u, - scene: t, - camera: n, - onBeforeRender: () => v && v({ read: u.texture }) - }), u.texture; - }, - [t, n] - ); - return [d.current, f]; -}, se = (e) => { - var x, a; - const { - scene: t, - camera: n, - size: r, - dpr: s = !1, - isSizeUpdate: l = !1, - depth: c = !1, - ...i - } = e, d = K(r, s), p = y(() => { - const v = new o.WebGLRenderTarget(d.x, d.y, { - ...he, - ...i - }), u = new o.WebGLRenderTarget(d.x, d.y, { - ...he, - ...i - }); - return c && (v.depthTexture = new o.DepthTexture( - d.x, - d.y, - o.FloatType - ), u.depthTexture = new o.DepthTexture( - d.x, - d.y, - o.FloatType - )), { - read: v, - write: u, - swap: function() { - let m = this.read; - this.read = this.write, this.write = m; - } - }; - }, []); - l && ((x = p.read) == null || x.setSize(d.x, d.y), (a = p.write) == null || a.setSize(d.x, d.y)), Z(() => { - const v = p; - return () => { - var u, m; - (u = v.read) == null || u.dispose(), (m = v.write) == null || m.dispose(); - }; - }, [p]); - const f = _( - (v, u) => { - var h; - const m = p; - return _e({ - gl: v, - scene: t, - camera: n, - fbo: m.write, - onBeforeRender: () => u && u({ - read: m.read.texture, - write: m.write.texture - }), - onSwap: () => m.swap() - }), (h = m.read) == null ? void 0 : h.texture; - }, - [t, n, p] - ); - return [ - { read: p.read, write: p.write }, - f - ]; -}, U = (e) => typeof e == "number" ? { shader: e, fbo: e } : { - shader: e.shader ?? !1, - fbo: e.fbo ?? !1 -}, re = Object.freeze({ - texture: !1, - map: !1, - mapIntensity: 0.1, - radius: 0.05, - smudge: 0, - dissipation: 1, - motionBlur: 0, - motionSample: 5, - color: new o.Vector3(1, 0, 0), - isCursor: !1, - pressure: 1, - pointerValues: !1 -}), Jn = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Ze({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), f = Se(), [x, a] = se({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [v, u] = j(re), m = B(null), h = R(i), M = F(i), b = _( - (S, C) => { - u(S), M(C); - }, - [u, M] - ); - return [ - _( - (S, C, T) => { - const { gl: A, pointer: z } = S; - b(C, T), v.texture ? (h("uIsTexture", !0), h("uTexture", v.texture)) : h("uIsTexture", !1), v.map ? (h("uIsMap", !0), h("uMap", v.map), h("uMapIntensity", v.mapIntensity)) : h("uIsMap", !1), h("uRadius", v.radius), h("uSmudge", v.smudge), h("uDissipation", v.dissipation), h("uMotionBlur", v.motionBlur), h("uMotionSample", v.motionSample); - const P = v.pointerValues || f(z); - P.isVelocityUpdate && (h("uMouse", P.currentPointer), h("uPrevMouse", P.prevPointer)), h("uVelocity", P.velocity); - const q = typeof v.color == "function" ? v.color(P.velocity) : v.color; - return h("uColor", q), h("uIsCursor", v.isCursor), h("uPressureEnd", v.pressure), m.current === null && (m.current = v.pressure), h("uPressureStart", m.current), m.current = v.pressure, a(A, ({ read: D }) => { - h("uBuffer", D); - }); - }, - [h, f, a, v, b] - ), - b, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: x, - output: x.read.texture - } - ]; -}; -var J = `varying vec2 vUv; -varying vec2 vL; -varying vec2 vR; -varying vec2 vT; -varying vec2 vB; -uniform vec2 texelSize; - -void main () { - vUv = uv; - vL = vUv - vec2(texelSize.x, 0.0); - vR = vUv + vec2(texelSize.x, 0.0); - vT = vUv + vec2(0.0, texelSize.y); - vB = vUv - vec2(0.0, texelSize.y); - gl_Position = vec4(position, 1.0); -}`, et = `precision highp float; - -void main(){ - gl_FragColor = vec4(0.0); -}`; -const tt = () => y(() => new o.ShaderMaterial({ - vertexShader: J, - fragmentShader: et, - ...I -}), []); -var nt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uVelocity; -uniform sampler2D uSource; -uniform vec2 texelSize; -uniform float dt; -uniform float dissipation; - -void main () { - vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; - gl_FragColor = vec4(dissipation * texture2D(uSource, coord).rgb,1.); -}`; -const rt = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uVelocity: { value: w }, - uSource: { value: w }, - texelSize: { value: new o.Vector2() }, - dt: { value: Ae }, - dissipation: { value: 0 } - }, - vertexShader: J, - fragmentShader: nt - }, - e - ), - ...I -}), [e]); -var ot = `precision highp float; - -varying vec2 vUv; -varying vec2 vL; -varying vec2 vR; -varying vec2 vT; -varying vec2 vB; -uniform sampler2D uVelocity; - -vec2 sampleVelocity(in vec2 uv) { - vec2 clampedUV = clamp(uv, 0.0, 1.0); - vec2 multiplier = vec2(1.0, 1.0); - multiplier.x = uv.x < 0.0 || uv.x > 1.0 ? -1.0 : 1.0; - multiplier.y = uv.y < 0.0 || uv.y > 1.0 ? -1.0 : 1.0; - return multiplier * texture2D(uVelocity, clampedUV).xy; -} - -void main () { - float L = sampleVelocity(vL).x; - float R = sampleVelocity(vR).x; - float T = sampleVelocity(vT).y; - float B = sampleVelocity(vB).y; - float div = 0.5 * (R - L + T - B); - gl_FragColor = vec4(div, 0.0, 0.0, 1.0); -}`; -const at = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uVelocity: { value: null }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: ot - }, - e - ), - ...I -}), [e]); -var it = `precision highp float; - -varying vec2 vUv; -varying vec2 vL; -varying vec2 vR; -varying vec2 vT; -varying vec2 vB; -uniform sampler2D uPressure; -uniform sampler2D uDivergence; - -void main () { - float L = texture2D(uPressure, clamp(vL,0.,1.)).x; - float R = texture2D(uPressure, clamp(vR,0.,1.)).x; - float T = texture2D(uPressure, clamp(vT,0.,1.)).x; - float B = texture2D(uPressure, clamp(vB,0.,1.)).x; - float C = texture2D(uPressure, vUv).x; - float divergence = texture2D(uDivergence, vUv).x; - float pressure = (L + R + B + T - divergence) * 0.25; - gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); -}`; -const ut = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uPressure: { value: null }, - uDivergence: { value: null }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: it - }, - e - ), - ...I -}), [e]); -var st = `precision highp float; - -varying vec2 vUv; -varying vec2 vL; -varying vec2 vR; -varying vec2 vT; -varying vec2 vB; -uniform sampler2D uVelocity; - -void main () { - float L = texture2D(uVelocity, vL).y; - float R = texture2D(uVelocity, vR).y; - float T = texture2D(uVelocity, vT).x; - float B = texture2D(uVelocity, vB).x; - float vorticity = R - L - T + B; - gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); -}`; -const lt = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uVelocity: { value: null }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: st - }, - e - ), - ...I -}), [e]); -var ct = `precision highp float; - -varying vec2 vUv; -varying vec2 vT; -varying vec2 vB; -uniform sampler2D uVelocity; -uniform sampler2D uCurl; -uniform float curl; -uniform float dt; - -void main () { - float T = texture2D(uCurl, vT).x; - float B = texture2D(uCurl, vB).x; - float C = texture2D(uCurl, vUv).x; - vec2 force = vec2(abs(T) - abs(B), 0.0); - force *= 1.0 / length(force + 0.00001) * curl * C; - vec2 vel = texture2D(uVelocity, vUv).xy; - gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); -}`; -const vt = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uVelocity: { value: null }, - uCurl: { value: null }, - curl: { value: 0 }, - dt: { value: Ae }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: ct - }, - e - ), - ...I -}), [e]); -var mt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uTexture; -uniform float value; - -void main () { - gl_FragColor = value * texture2D(uTexture, vUv); -}`; -const pt = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - value: { value: 0 }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: mt - }, - e - ), - ...I -}), [e]); -var dt = `precision highp float; - -varying vec2 vUv; -varying vec2 vL; -varying vec2 vR; -varying vec2 vT; -varying vec2 vB; -uniform sampler2D uPressure; -uniform sampler2D uVelocity; - -void main () { - float L = texture2D(uPressure, clamp(vL,0.,1.)).x; - float R = texture2D(uPressure, clamp(vR,0.,1.)).x; - float T = texture2D(uPressure, clamp(vT,0.,1.)).x; - float B = texture2D(uPressure, clamp(vB,0.,1.)).x; - vec2 velocity = texture2D(uVelocity, vUv).xy; - velocity.xy -= vec2(R - L, T - B); - gl_FragColor = vec4(velocity, 0.0, 1.0); -}`; -const ft = ({ - onBeforeInit: e -}) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uPressure: { value: w }, - uVelocity: { value: w }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: dt - }, - e - ), - ...I -}), [e]); -var gt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uTarget; -uniform float aspectRatio; -uniform vec3 color; -uniform vec2 point; -uniform float radius; - -void main () { - vec2 nPoint = (point + vec2(1.0)) * 0.5; - vec2 p = vUv - nPoint.xy; - p.x *= aspectRatio; - vec3 splat = exp(-dot(p, p) / radius) * color; - vec3 base = texture2D(uTarget, vUv).xyz; - gl_FragColor = vec4(base + splat, 1.0); -}`; -const ht = ({ onBeforeInit: e }) => y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTarget: { value: w }, - aspectRatio: { value: 0 }, - color: { value: new o.Vector3() }, - point: { value: new o.Vector2() }, - radius: { value: 0 }, - texelSize: { value: new o.Vector2() } - }, - vertexShader: J, - fragmentShader: gt - }, - e - ), - ...I -}), [e]), X = (e, t) => e(t ?? {}), xt = ({ - scene: e, - size: t, - dpr: n, - customFluidProps: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), { - curl: l, - vorticity: c, - advection: i, - divergence: d, - pressure: p, - clear: f, - gradientSubtract: x, - splat: a - } = r ?? {}, v = X(tt), u = v.clone(), m = X(lt, l), h = X(vt, c), M = X(rt, i), b = X( - at, - d - ), g = X(ut, p), S = X(pt, f), C = X( - ft, - x - ), T = X(ht, a), A = y( - () => ({ - vorticityMaterial: h, - curlMaterial: m, - advectionMaterial: M, - divergenceMaterial: b, - pressureMaterial: g, - clearMaterial: S, - gradientSubtractMaterial: C, - splatMaterial: T - }), - [ - h, - m, - M, - b, - g, - S, - C, - T - ] - ), z = K(t, n); - y(() => { - R(A.splatMaterial)( - "aspectRatio", - z.x / z.y - ); - for (const D of Object.values(A)) - R(D)( - "texelSize", - new o.Vector2(1 / z.x, 1 / z.y) - ); - }, [z, A]); - const P = E(e, s, v, o.Mesh); - y(() => { - v.dispose(), P.material = u; - }, [v, P, u]), Z(() => () => { - for (const D of Object.values(A)) - D.dispose(); - }, [A]); - const q = _( - (D) => { - P.material = D, P.material.needsUpdate = !0; - }, - [P] - ); - return { materials: A, setMeshMaterial: q, mesh: P }; -}, Ae = 0.016, yt = Object.freeze({ - densityDissipation: 0.98, - velocityDissipation: 0.99, - velocityAcceleration: 10, - pressureDissipation: 0.9, - pressureIterations: 20, - curlStrength: 35, - splatRadius: 2e-3, - fluidColor: new o.Vector3(1, 1, 1), - pointerValues: !1 -}), er = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - customFluidProps: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { materials: i, setMeshMaterial: d, mesh: p } = xt({ - scene: c, - size: e, - dpr: l.shader, - customFluidProps: s - }), f = L(e), x = Se(), a = y( - () => ({ - scene: c, - camera: f, - dpr: l.fbo, - size: e, - isSizeUpdate: r, - type: o.HalfFloatType, - ...n - }), - [c, f, e, l.fbo, r, n] - ), [v, u] = se(a), [m, h] = se(a), [M, b] = $(a), [g, S] = $(a), [C, T] = se(a), A = B(new o.Vector2(0, 0)), z = B(new o.Vector3(0, 0, 0)), [P, q] = j(yt), D = y( - () => ({ - advection: R(i.advectionMaterial), - splat: R(i.splatMaterial), - curl: R(i.curlMaterial), - vorticity: R(i.vorticityMaterial), - divergence: R(i.divergenceMaterial), - clear: R(i.clearMaterial), - pressure: R(i.pressureMaterial), - gradientSubtract: R(i.gradientSubtractMaterial) - }), - [i] - ), k = y( - () => ({ - advection: F(i.advectionMaterial), - splat: F(i.splatMaterial), - curl: F(i.curlMaterial), - vorticity: F(i.vorticityMaterial), - divergence: F(i.divergenceMaterial), - clear: F(i.clearMaterial), - pressure: F(i.pressureMaterial), - gradientSubtract: F(i.gradientSubtractMaterial) - }), - [i] - ), H = _( - (te, ne) => { - q(te), ne && Object.keys(ne).forEach((ie) => { - k[ie]( - ne[ie] - ); - }); - }, - [q, k] - ); - return [ - _( - (te, ne, ie) => { - const { gl: G, pointer: Ie, size: Ce } = te; - H(ne, ie); - const xe = u(G, ({ read: N }) => { - d(i.advectionMaterial), D.advection("uVelocity", N), D.advection("uSource", N), D.advection( - "dissipation", - P.velocityDissipation - ); - }), ze = h(G, ({ read: N }) => { - d(i.advectionMaterial), D.advection("uVelocity", xe), D.advection("uSource", N), D.advection( - "dissipation", - P.densityDissipation - ); - }), pe = P.pointerValues || x(Ie); - pe.isVelocityUpdate && (u(G, ({ read: N }) => { - d(i.splatMaterial), D.splat("uTarget", N), D.splat("point", pe.currentPointer); - const le = pe.diffPointer.multiply( - A.current.set(Ce.width, Ce.height).multiplyScalar(P.velocityAcceleration) - ); - D.splat( - "color", - z.current.set(le.x, le.y, 1) - ), D.splat("radius", P.splatRadius); - }), h(G, ({ read: N }) => { - d(i.splatMaterial), D.splat("uTarget", N); - const le = typeof P.fluidColor == "function" ? P.fluidColor(pe.velocity) : P.fluidColor; - D.splat("color", le); - })); - const Ue = b(G, () => { - d(i.curlMaterial), D.curl("uVelocity", xe); - }); - u(G, ({ read: N }) => { - d(i.vorticityMaterial), D.vorticity("uVelocity", N), D.vorticity("uCurl", Ue), D.vorticity("curl", P.curlStrength); - }); - const Oe = S(G, () => { - d(i.divergenceMaterial), D.divergence("uVelocity", xe); - }); - T(G, ({ read: N }) => { - d(i.clearMaterial), D.clear("uTexture", N), D.clear("value", P.pressureDissipation); - }), d(i.pressureMaterial), D.pressure("uDivergence", Oe); - let we; - for (let N = 0; N < P.pressureIterations; N++) - we = T(G, ({ read: le }) => { - D.pressure("uPressure", le); - }); - return u(G, ({ read: N }) => { - d(i.gradientSubtractMaterial), D.gradientSubtract("uPressure", we), D.gradientSubtract("uVelocity", N); - }), ze; - }, - [ - i, - D, - d, - b, - h, - S, - x, - T, - u, - P, - H - ] - ), - H, - { - scene: c, - mesh: p, - materials: i, - camera: f, - renderTarget: { - velocity: v, - density: m, - curl: M, - divergence: g, - pressure: C - }, - output: m.read.texture - } - ]; -}; -var bt = "#usf ", Mt = `precision highp float; - -uniform sampler2D uMap; -uniform float uOpacity; - -varying vec2 vUv; - -void main() { - vec2 uv = vUv; - vec3 color = texture2D(uMap, uv).rgb; - gl_FragColor = vec4(color,uOpacity); -}`; -const St = ({ - scale: e, - max: t, - texture: n, - scene: r, - onBeforeInit: s -}) => { - const l = y( - () => new o.PlaneGeometry(e, e), - [e] - ), c = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uOpacity: { value: 0 }, - uMap: { value: n || w } - }, - vertexShader: bt, - fragmentShader: Mt - }, - s - ), - blending: o.AdditiveBlending, - ...I, - // Must be transparent. - transparent: !0 - }), [n, s]), i = y(() => { - const d = []; - for (let p = 0; p < t; p++) { - const f = c.clone(), x = new o.Mesh(l.clone(), f); - x.rotateZ(2 * Math.PI * Math.random()), x.visible = !1, r.add(x), d.push(x); - } - return d; - }, [l, c, r, t]); - return Z(() => () => { - i.forEach((d) => { - d.geometry.dispose(), Array.isArray(d.material) ? d.material.forEach((p) => p.dispose()) : d.material.dispose(), r.remove(d); - }); - }, [r, i]), i; -}, _t = Object.freeze({ - frequency: 0.01, - rotation: 0.05, - fadeoutSpeed: 0.9, - scale: 0.3, - alpha: 0.6, - pointerValues: !1 -}), tr = ({ - texture: e, - scale: t = 64, - max: n = 100, - size: r, - dpr: s, - renderTargetOptions: l, - isSizeUpdate: c, - onBeforeInit: i -}) => { - const d = U(s), p = y(() => new o.Scene(), []), f = St({ - scale: t, - max: n, - texture: e, - scene: p, - onBeforeInit: i - }), x = L(r), a = Se(), [v, u] = $({ - scene: p, - camera: x, - size: r, - dpr: d.fbo, - isSizeUpdate: c, - ...l - }), [m, h] = j(_t), M = B(0), b = y(() => (S, C) => { - h(S), f.forEach((T) => { - if (T.visible) { - const A = T.material; - T.rotation.z += m.rotation, T.scale.x = m.fadeoutSpeed * T.scale.x + m.scale, T.scale.y = T.scale.x; - const z = A.uniforms.uOpacity.value; - R(A)("uOpacity", z * m.fadeoutSpeed), z < 1e-3 && (T.visible = !1); - } - F(T.material)(C); - }); - }, [f, m, h]); - return [ - _( - (S, C, T) => { - const { gl: A, pointer: z, size: P } = S; - b(C, T); - const q = m.pointerValues || a(z); - if (m.frequency < q.diffPointer.length()) { - const D = f[M.current], k = D.material; - D.visible = !0, D.position.set( - q.currentPointer.x * (P.width / 2), - q.currentPointer.y * (P.height / 2), - 0 - ), D.scale.x = D.scale.y = 0, R(k)("uOpacity", m.alpha), M.current = (M.current + 1) % n; - } - return u(A); - }, - [u, f, a, n, m, b] - ), - b, - { - scene: p, - camera: x, - meshArr: f, - renderTarget: v, - output: v.texture - } - ]; -}; -var Ct = "#usf ", wt = `precision highp float; -precision highp int; - -varying vec2 vUv; -uniform float uTime; -uniform float timeStrength; -uniform int noiseOctaves; -uniform int fbmOctaves; -uniform int warpOctaves; -uniform vec2 warpDirection; -uniform float warpStrength; -uniform float scale; - -const float per = 0.5; -const float PI = 3.14159265359; - -float rnd(vec2 n) { - float a = 0.129898; - float b = 0.78233; - float c = 437.585453; - float dt= dot(n ,vec2(a, b)); - float sn= mod(dt, PI); - return fract(sin(sn) * c); -} - -float interpolate(float a, float b, float x){ - float f = (1.0 - cos(x * PI)) * 0.5; - return a * (1.0 - f) + b * f; -} - -float irnd(vec2 p){ - vec2 i = floor(p); - vec2 f = fract(p); - vec4 v = vec4(rnd(vec2(i.x,i.y)),rnd(vec2(i.x + 1.0,i.y)),rnd(vec2(i.x,i.y + 1.0)),rnd(vec2(i.x + 1.0, i.y + 1.0))); - return interpolate(interpolate(v.x, v.y, f.x), interpolate(v.z, v.w, f.x), f.y); -} - -float noise(vec2 p, float time){ - float t = 0.0; - for(int i = 0; i < noiseOctaves; i++){ - float freq = pow(2.0, float(i)); - float amp = pow(per, float(noiseOctaves - i)); - t += irnd(vec2(p.y / freq + time, p.x / freq + time)) * amp; - } - return t; -} - -float fbm(vec2 x, float time) { - float v = 0.0; - float a = 0.5; - vec2 shift = vec2(100); - mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5)); - float sign = 1.0; - for (int i = 0; i < fbmOctaves; ++i) { - v += a * noise(x, time * sign); - x = rot * x * 2.0 + shift; - a *= 0.5; - sign *= -1.0; - } - return v; -} - -float warp(vec2 x, float g,float time){ - float val = 0.0; - for (int i = 0; i < warpOctaves; i++){ - val = fbm(x + g * vec2(cos(warpDirection.x * val), sin(warpDirection.y * val)), time); - } - return val; -} - -void main() { - float noise = warp(gl_FragCoord.xy * scale ,warpStrength,uTime * timeStrength); - gl_FragColor = vec4(vec3(noise),1.0); -}`; -const Tt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTime: { value: 0 }, - scale: { value: oe.scale }, - timeStrength: { value: oe.timeStrength }, - noiseOctaves: { value: oe.noiseOctaves }, - fbmOctaves: { value: oe.fbmOctaves }, - warpOctaves: { value: oe.warpOctaves }, - warpDirection: { value: oe.warpDirection }, - warpStrength: { value: oe.warpStrength } - }, - vertexShader: Ct, - fragmentShader: wt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, oe = Object.freeze({ - scale: 4e-3, - timeStrength: 0.3, - noiseOctaves: 2, - fbmOctaves: 2, - warpOctaves: 2, - warpDirection: new o.Vector2(2, 2), - warpStrength: 8, - beat: !1 -}), nr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Tt({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(oe), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C, clock: T } = b; - return h(g, S), u("scale", a.scale), u("timeStrength", a.timeStrength), u("noiseOctaves", a.noiseOctaves), u("fbmOctaves", a.fbmOctaves), u("warpOctaves", a.warpOctaves), u("warpDirection", a.warpDirection), u("warpStrength", a.warpStrength), u("uTime", a.beat || T.getElapsedTime()), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Dt = "#usf ", Pt = `precision highp float; -varying vec2 vUv; - -uniform sampler2D uTexture; -uniform bool isTexture; -uniform sampler2D noise; -uniform bool isNoise; -uniform vec2 noiseStrength; -uniform float laminateLayer; -uniform vec2 laminateInterval; -uniform vec2 laminateDetail; -uniform vec2 distortion; -uniform vec3 colorFactor; -uniform float uTime; -uniform vec2 timeStrength; -uniform float scale; - -void main() { - vec2 uv = vUv; - - vec2 pos = isTexture ? texture2D(uTexture, uv).rg : uv * scale; - vec2 noise = isNoise ? texture2D(noise, uv).rg : vec2(0.0); - float alpha = isTexture ? texture2D(uTexture, uv).a : 1.0; - - - alpha = (alpha < 1e-10) ? 0.0 : alpha; - - vec3 col; - for(float j = 0.0; j < 3.0; j++){ - for(float i = 1.0; i < laminateLayer; i++){ - float timeNoiseSin = sin(uTime / (i + j)) * timeStrength.x + noise.r * noiseStrength.x; - float timeNoiseCos = cos(uTime / (i + j)) * timeStrength.y + noise.g * noiseStrength.y; - pos.x += laminateInterval.x / (i + j) * cos(i * distortion.x * pos.y + timeNoiseSin + sin(i + j)); - pos.y += laminateInterval.y / (i + j) * cos(i * distortion.y * pos.x + timeNoiseCos + sin(i + j)); - } - col[int(j)] = sin(pow(pos.x, 2.) * pow(laminateDetail.x, 2.)) + sin(pow(pos.y, 2.) * pow(laminateDetail.y, 2.)); - } - - col *= colorFactor * alpha; - col = clamp(col, 0.0, 1.0); - - gl_FragColor = vec4(col, alpha); -}`; -const Rt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - isTexture: { value: !1 }, - scale: { value: Y.scale }, - noise: { value: w }, - noiseStrength: { value: Y.noiseStrength }, - isNoise: { value: !1 }, - laminateLayer: { value: Y.laminateLayer }, - laminateInterval: { - value: Y.laminateInterval - }, - laminateDetail: { value: Y.laminateDetail }, - distortion: { value: Y.distortion }, - colorFactor: { value: Y.colorFactor }, - uTime: { value: 0 }, - timeStrength: { value: Y.timeStrength } - }, - vertexShader: Dt, - fragmentShader: Pt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, Y = Object.freeze({ - texture: !1, - scale: 1, - laminateLayer: 1, - laminateInterval: new o.Vector2(0.1, 0.1), - laminateDetail: new o.Vector2(1, 1), - distortion: new o.Vector2(0, 0), - colorFactor: new o.Vector3(1, 1, 1), - timeStrength: new o.Vector2(0, 0), - noise: !1, - noiseStrength: new o.Vector2(0, 0), - beat: !1 -}), rr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Rt({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(Y), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C, clock: T } = b; - return h(g, S), a.texture ? (u("uTexture", a.texture), u("isTexture", !0)) : (u("isTexture", !1), u("scale", a.scale)), a.noise ? (u("noise", a.noise), u("isNoise", !0), u("noiseStrength", a.noiseStrength)) : u("isNoise", !1), u("uTime", a.beat || T.getElapsedTime()), u("laminateLayer", a.laminateLayer), u("laminateInterval", a.laminateInterval), u("laminateDetail", a.laminateDetail), u("distortion", a.distortion), u("colorFactor", a.colorFactor), u("timeStrength", a.timeStrength), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var At = "#usf ", Vt = `precision highp float; - -varying vec2 vUv; -uniform float u_time; -uniform float u_pattern; -uniform float u_complexity; -uniform float u_complexityAttenuation; -uniform float u_iterations; -uniform float u_timeStrength; -uniform float u_scale; - -vec3 marble(vec3 p){ - vec4 n; - for(float i;i { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_time: { value: 0 }, - u_pattern: { value: ue.pattern }, - u_complexity: { value: ue.complexity }, - u_complexityAttenuation: { - value: ue.complexityAttenuation - }, - u_iterations: { value: ue.iterations }, - u_timeStrength: { value: ue.timeStrength }, - u_scale: { value: ue.scale } - }, - vertexShader: At, - fragmentShader: Vt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, ue = Object.freeze({ - pattern: 0, - complexity: 2, - complexityAttenuation: 0.2, - iterations: 8, - timeStrength: 0.2, - scale: 2e-3, - beat: !1 -}), or = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Ft({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(ue), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C, clock: T } = b; - return h(g, S), u("u_pattern", a.pattern), u("u_complexity", a.complexity), u("u_complexityAttenuation", a.complexityAttenuation), u("u_iterations", a.iterations), u("u_timeStrength", a.timeStrength), u("u_scale", a.scale), u("u_time", a.beat || T.getElapsedTime()), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var It = "#usf ", zt = `precision highp float; -precision highp int; - -varying vec2 vUv; -uniform sampler2D uTexture; -uniform vec3 uColor1; -uniform vec3 uColor2; -uniform vec3 uColor3; -uniform vec3 uColor4; -uniform vec3 uRgbWeight; - -vec3 cosPalette( float t, vec3 color1, vec3 color2, vec3 color3, vec3 color4 ){ - return color1 + color2 * cos( 6.28318 * ( color3 * t + color4) ); -} - -void main() { - - vec4 tex = texture2D(uTexture, vUv); - float gray = dot(tex.rgb, uRgbWeight); - - vec3 outColor = cosPalette( - gray, - uColor1, - uColor2, - uColor3, - uColor4 - ); - - gl_FragColor = vec4(outColor, tex.a); -}`; -const Ut = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uRgbWeight: { value: ce.rgbWeight }, - uColor1: { value: ce.color1 }, - uColor2: { value: ce.color2 }, - uColor3: { value: ce.color3 }, - uColor4: { value: ce.color4 } - }, - vertexShader: It, - fragmentShader: zt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, ce = Object.freeze({ - texture: w, - color1: new o.Color().set(0.5, 0.5, 0.5), - color2: new o.Color().set(0.5, 0.5, 0.5), - color3: new o.Color().set(1, 1, 1), - color4: new o.Color().set(0, 0.1, 0.2), - rgbWeight: new o.Vector3(0.299, 0.587, 0.114) -}), ar = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Ut({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(ce), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("uTexture", a.texture), u("uColor1", a.color1), u("uColor2", a.color2), u("uColor3", a.color3), u("uColor4", a.color4), u("uRgbWeight", a.rgbWeight), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Ot = "#usf ", Bt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uTexture; - -uniform vec3 uColor0; -uniform vec3 uColor1; - -void main() { - vec2 uv = vUv; - vec4 texColor = texture2D(uTexture, uv); - float grayscale = dot(texColor.rgb, vec3(0.299, 0.587, 0.114)); - vec3 duotone = mix(uColor0, uColor1, grayscale); - gl_FragColor = vec4(duotone, texColor.a); -}`; -const Et = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uColor0: { value: be.color0 }, - uColor1: { value: be.color1 } - }, - vertexShader: Ot, - fragmentShader: Bt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, be = Object.freeze({ - texture: w, - color0: new o.Color(16777215), - color1: new o.Color(0) -}), ir = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Et({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(be), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("uTexture", a.texture), u("uColor0", a.color0), u("uColor1", a.color1), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Lt = "#usf ", $t = `precision highp float; - -varying vec2 vUv; -uniform sampler2D u_texture; -uniform sampler2D uMap; -uniform bool u_isAlphaMap; -uniform sampler2D u_alphaMap; -uniform float uMapIntensity; -uniform vec3 u_brightness; -uniform float u_min; -uniform float u_max; -uniform vec3 u_dodgeColor; -uniform bool u_isDodgeColor; - -void main() { - vec2 uv = vUv; - - #usf - - - float brightness = dot(mapColor,u_brightness); - vec4 textureMap = texture2D(u_texture, uv); - float blendValue = smoothstep(u_min, u_max, brightness); - - - vec3 dodgeColor = u_isDodgeColor ? u_dodgeColor : mapColor; - vec3 outputColor = blendValue * dodgeColor + (1.0 - blendValue) * textureMap.rgb; - - - float alpha = u_isAlphaMap ? texture2D(u_alphaMap, uv).a : textureMap.a; - float mixValue = u_isAlphaMap ? alpha : 0.0; - vec3 alphaColor = vec3(mix(outputColor,mapColor,mixValue)); - - gl_FragColor = vec4(alphaColor,alpha); -}`; -const jt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: w }, - uMap: { value: w }, - u_alphaMap: { value: w }, - u_isAlphaMap: { value: !1 }, - uMapIntensity: { value: ve.mapIntensity }, - u_brightness: { value: ve.brightness }, - u_min: { value: ve.min }, - u_max: { value: ve.max }, - u_dodgeColor: { value: new o.Color() }, - u_isDodgeColor: { value: !1 } - }, - vertexShader: Lt, - fragmentShader: $t - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, ve = Object.freeze({ - texture: w, - map: w, - alphaMap: !1, - mapIntensity: 0.3, - brightness: new o.Vector3(0.5, 0.5, 0.5), - min: 0, - max: 1, - dodgeColor: !1 -}), ur = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = jt({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(ve), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("u_texture", a.texture), u("uMap", a.map), u("uMapIntensity", a.mapIntensity), a.alphaMap ? (u("u_alphaMap", a.alphaMap), u("u_isAlphaMap", !0)) : u("u_isAlphaMap", !1), u("u_brightness", a.brightness), u("u_min", a.min), u("u_max", a.max), a.dodgeColor ? (u("u_dodgeColor", a.dodgeColor), u("u_isDodgeColor", !0)) : u("u_isDodgeColor", !1), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var qt = "#usf ", Wt = `precision highp float; - -varying vec2 vUv; -uniform vec2 uResolution; -uniform vec2 uTextureResolution; -uniform sampler2D uTexture0; -uniform sampler2D uTexture1; -uniform sampler2D uMap; -uniform float mapIntensity; -uniform float edgeIntensity; -uniform float progress; -uniform float dirX; -uniform float dirY; -uniform vec2 epicenter; -uniform float padding; - -bool isInPaddingArea(vec2 uv) { - return uv.x < padding || uv.x > 1.0 - padding || uv.y < padding || uv.y > 1.0 - padding; -} - -void main() { - #usf - - - vec2 map = texture2D(uMap, uv).rg; - vec2 normalizedMap = map * 2.0 - 1.0; - - - uv = uv * 2.0 - 1.0; - uv *= map * distance(epicenter, uv) * edgeIntensity + 1.0; - uv = (uv + 1.0) / 2.0; - - - if (isInPaddingArea(uv)) { - gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); - return; - } - vec2 paddedUV = uv * (1.0 - 2.0 * padding * -1.) + padding * -1.; - - - vec2 centeredUV = paddedUV - vec2(0.5); - - - centeredUV *= normalizedMap * map * mapIntensity + 1.0; - - - float xOffsetTexture0 = 0.5 - dirX * progress; - float yOffsetTexture0 = 0.5 - dirY * progress; - vec2 samplePosTexture0 = vec2(xOffsetTexture0, yOffsetTexture0) + centeredUV; - - - float xOffsetTexture1 = 0.5 + dirX * (1.0 - progress); - float yOffsetTexture1 = 0.5 + dirY * (1.0 - progress); - vec2 samplePosTexture1 = vec2(xOffsetTexture1, yOffsetTexture1) + centeredUV; - - vec4 color0 = texture2D(uTexture0, samplePosTexture0); - vec4 color1 = texture2D(uTexture1, samplePosTexture1); - - gl_FragColor = mix(color0, color1, progress); - -}`; -const Nt = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => { - var p, f; - return new o.ShaderMaterial({ - ...V( - { - uniforms: { - uResolution: { value: new o.Vector2() }, - uTextureResolution: { value: new o.Vector2() }, - uTexture0: { value: w }, - uTexture1: { value: w }, - padding: { value: ae.padding }, - uMap: { value: w }, - edgeIntensity: { value: ae.edgeIntensity }, - mapIntensity: { value: ae.mapIntensity }, - epicenter: { value: ae.epicenter }, - progress: { value: ae.progress }, - dirX: { value: (p = ae.dir) == null ? void 0 : p.x }, - dirY: { value: (f = ae.dir) == null ? void 0 : f.y } - }, - vertexShader: qt, - fragmentShader: Wt - }, - r - ), - ...I - }); - }, [r]), c = K(t, n); - R(l)("uResolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, ae = Object.freeze({ - texture0: w, - texture1: w, - padding: 0, - map: w, - mapIntensity: 0, - edgeIntensity: 0, - epicenter: new o.Vector2(0, 0), - progress: 0, - dir: new o.Vector2(0, 0) -}), sr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Nt({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - dpr: l.fbo, - size: e, - isSizeUpdate: r, - ...n - }), [a, v] = j(ae), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - var P, q, D, k, H, ee, te, ne; - const { gl: C } = b; - h(g, S), u("uTexture0", a.texture0), u("uTexture1", a.texture1), u("progress", a.progress); - const T = [ - ((q = (P = a.texture0) == null ? void 0 : P.image) == null ? void 0 : q.width) || 0, - ((k = (D = a.texture0) == null ? void 0 : D.image) == null ? void 0 : k.height) || 0 - ], A = [ - ((ee = (H = a.texture1) == null ? void 0 : H.image) == null ? void 0 : ee.width) || 0, - ((ne = (te = a.texture1) == null ? void 0 : te.image) == null ? void 0 : ne.height) || 0 - ], z = T.map((ie, G) => ie + (A[G] - ie) * a.progress); - return u("uTextureResolution", z), u("padding", a.padding), u("uMap", a.map), u("mapIntensity", a.mapIntensity), u("edgeIntensity", a.edgeIntensity), u("epicenter", a.epicenter), u("dirX", a.dir.x), u("dirY", a.dir.y), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var kt = "#usf ", Gt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D u_texture; -uniform vec3 u_brightness; -uniform float u_min; -uniform float u_max; - -void main() { - vec2 uv = vUv; - vec3 color = texture2D(u_texture, uv).rgb; - float brightness = dot(color,u_brightness); - float alpha = clamp(smoothstep(u_min, u_max, brightness),0.0,1.0); - gl_FragColor = vec4(color, alpha); -}`; -const Kt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: w }, - u_brightness: { value: de.brightness }, - u_min: { value: de.min }, - u_max: { value: de.max } - }, - vertexShader: kt, - fragmentShader: Gt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, de = Object.freeze({ - texture: w, - brightness: new o.Vector3(0.5, 0.5, 0.5), - min: 0, - max: 1 -}), lr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Kt({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j( - de - ), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("u_texture", a.texture), u("u_brightness", a.brightness), u("u_min", a.min), u("u_max", a.max), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Ht = "#usf ", Xt = `precision highp float; - -varying vec2 vUv; -uniform sampler2D u_texture; -uniform sampler2D uMap; -uniform float uMapIntensity; - -void main() { - vec2 uv = vUv; - - #usf - - gl_FragColor = texture2D(u_texture, uv); -}`; -const Yt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: w }, - uMap: { value: w }, - uMapIntensity: { value: Ve.mapIntensity } - }, - vertexShader: Ht, - fragmentShader: Xt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, Ve = Object.freeze({ - texture: w, - map: w, - mapIntensity: 0.3 -}), cr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Yt({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(Ve), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("u_texture", a.texture), u("uMap", a.map), u("uMapIntensity", a.mapIntensity), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Qt = "#usf ", Zt = `precision highp float; - -uniform sampler2D uTexture; -uniform sampler2D uMap; - -varying vec2 vUv; - -void main() { - vec2 uv = vUv; - vec4 tex = texture2D(uTexture, uv); - vec4 map = texture2D(uMap, uv); - gl_FragColor = mix(tex,map,map.a); -}`; -const Jt = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uMap: { value: w } - }, - vertexShader: Qt, - fragmentShader: Zt - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, en = Object.freeze({ - texture: w, - map: w -}), vr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Jt({ - scene: c, - size: e, - onBeforeInit: s - }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(en), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("uTexture", a.texture), u("uMap", a.map), x(C); - }, - [u, x, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var tn = "#usf ", nn = `precision highp float; - -varying vec2 vUv; -uniform sampler2D u_texture; -uniform float u_brightness; -uniform float u_saturation; - -#usf - -#usf - -void main() { - vec4 tex = texture2D(u_texture, vUv); - vec3 hsv = rgb2hsv(tex.rgb); - hsv.y *= u_saturation; - hsv.z *= u_brightness; - vec3 final = hsv2rgb(hsv); - gl_FragColor = vec4(final, tex.a); -}`; -const rn = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: w }, - u_brightness: { value: Me.brightness }, - u_saturation: { value: Me.saturation } - }, - vertexShader: tn, - fragmentShader: nn - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, Me = Object.freeze({ - texture: w, - brightness: 1, - saturation: 1 -}), mr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = rn({ - scene: c, - size: e, - onBeforeInit: s - }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(Me), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("u_texture", a.texture), u("u_brightness", a.brightness), u("u_saturation", a.saturation), x(C); - }, - [u, x, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var on = "#usf ", an = `precision highp float; - -varying vec2 vUv; -uniform vec2 uResolution; -uniform vec2 uTextureResolution; -uniform sampler2D uTexture; - -void main() { - #usf - - gl_FragColor = texture2D(uTexture, uv); -}`; -const un = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uResolution: { value: new o.Vector2() }, - uTextureResolution: { value: new o.Vector2() }, - uTexture: { value: w } - }, - vertexShader: on, - fragmentShader: an - }, - r - ), - ...I - }), [r]), c = K(t, n); - R(l)("uResolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, sn = Object.freeze({ - texture: w -}), pr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = un({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - dpr: l.fbo, - size: e, - isSizeUpdate: r, - ...n - }), [a, v] = j(sn), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - var T, A, z, P, q, D; - const { gl: C } = b; - return h(g, S), u("uTexture", a.texture), u("uTextureResolution", [ - ((z = (A = (T = a.texture) == null ? void 0 : T.source) == null ? void 0 : A.data) == null ? void 0 : z.width) || 0, - ((D = (q = (P = a.texture) == null ? void 0 : P.source) == null ? void 0 : q.data) == null ? void 0 : D.height) || 0 - ]), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var ln = "#usf ", cn = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uTexture; -uniform vec2 uResolution; -uniform float uBlurSize; - -void main() { - vec2 uv = vUv; - vec2 perDivSize = uBlurSize / uResolution; - - - vec4 outColor = vec4( - texture2D(uTexture, uv + perDivSize * vec2(-1.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, -1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(-1.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, 0.0)) + - texture2D(uTexture, uv + perDivSize * vec2(-1.0, 1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(0.0, 1.0)) + - texture2D(uTexture, uv + perDivSize * vec2(1.0, 1.0)) - ) / 9.0; - - gl_FragColor = outColor; -}`; -const vn = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uResolution: { value: new o.Vector2(0, 0) }, - uBlurSize: { value: Fe.blurSize } - }, - vertexShader: ln, - fragmentShader: cn - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, Fe = Object.freeze({ - texture: w, - blurSize: 3, - blurPower: 5 -}), dr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = vn({ scene: c, onBeforeInit: s }), p = L(e), f = y( - () => ({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), - [c, p, e, l.fbo, r, n] - ), [x, a] = se(f), [v, u] = j(Fe), m = R(i), h = F(i), M = _( - (g, S) => { - u(g), h(S); - }, - [u, h] - ); - return [ - _( - (g, S, C) => { - var z, P, q, D, k, H; - const { gl: T } = g; - M(S, C), m("uTexture", v.texture), m("uResolution", [ - ((q = (P = (z = v.texture) == null ? void 0 : z.source) == null ? void 0 : P.data) == null ? void 0 : q.width) || 0, - ((H = (k = (D = v.texture) == null ? void 0 : D.source) == null ? void 0 : k.data) == null ? void 0 : H.height) || 0 - ]), m("uBlurSize", v.blurSize); - let A = a(T); - for (let ee = 0; ee < v.blurPower; ee++) - m("uTexture", A), A = a(T); - return A; - }, - [a, m, v, M] - ), - M, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: x, - output: x.read.texture - } - ]; -}; -var mn = "#usf ", pn = `precision highp float; - -varying vec2 vUv; -uniform sampler2D uTexture; -uniform sampler2D uBackbuffer; -uniform vec2 uBegin; -uniform vec2 uEnd; -uniform float uStrength; - -void main() { - vec2 uv = vUv; - vec4 current = texture2D(uTexture, uv + uBegin*.1); - vec4 back = texture2D(uBackbuffer, uv + uEnd*.1); - vec4 mixed = mix(current,back,uStrength); - gl_FragColor = mixed; -}`; -const dn = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uBackbuffer: { value: w }, - uBegin: { value: fe.begin }, - uEnd: { value: fe.end }, - uStrength: { value: fe.strength } - }, - vertexShader: mn, - fragmentShader: pn - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, fe = Object.freeze({ - texture: w, - begin: new o.Vector2(0, 0), - end: new o.Vector2(0, 0), - strength: 0.9 -}), fr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = dn({ scene: c, onBeforeInit: s }), p = L(e), f = y( - () => ({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), - [c, p, e, l.fbo, r, n] - ), [x, a] = se(f), [v, u] = j(fe), m = R(i), h = F(i), M = _( - (g, S) => { - u(g), h(S); - }, - [u, h] - ); - return [ - _( - (g, S, C) => { - const { gl: T } = g; - return M(S, C), m("uTexture", v.texture), m("uBegin", v.begin), m("uEnd", v.end), m("uStrength", v.strength), a(T, ({ read: A }) => { - m("uBackbuffer", A); - }); - }, - [a, m, M, v] - ), - M, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: x, - output: x.read.texture - } - ]; -}; -var fn = "#usf ", gn = `precision highp float; - -varying vec2 vUv; -uniform float uProgress; -uniform float uStrength; -uniform float uWidth; -uniform vec2 uEpicenter; -uniform int uMode; - -float PI = 3.141592653589; - -void main() { - - vec2 uv = vUv; - - float progress = min(uProgress, 1.0); - float progressFactor = sin(progress * PI); - - float border = progress - progress * progressFactor * uWidth; - float blur = uStrength * progressFactor; - - - vec2 normalizeCenter = (uEpicenter + 1.0) / 2.0; - - - float dist = uMode == 0 ? length(uv - normalizeCenter) : uMode == 1 ? length(uv.x - normalizeCenter.x) : length(uv.y - normalizeCenter.y); - - - float maxDistance = max( - length(vec2(0.0, 0.0) - normalizeCenter), - max( - length(vec2(1.0, 0.0) - normalizeCenter), - max( - length(vec2(0.0, 1.0) - normalizeCenter), - length(vec2(1.0, 1.0) - normalizeCenter) - ) - ) - ); - - - dist = maxDistance > 0.0 ? dist / maxDistance : dist; - - vec3 color = vec3(smoothstep(border - blur, border, dist) - - smoothstep(progress, progress + blur, dist)); - - - color *= progressFactor; - - gl_FragColor = vec4(color, 1.0); -}`; -const hn = ({ - scene: e, - onBeforeInit: t -}) => { - const n = y(() => new o.PlaneGeometry(2, 2), []), r = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uEpicenter: { value: me.epicenter }, - uProgress: { value: me.progress }, - uStrength: { value: me.strength }, - uWidth: { value: me.width }, - uMode: { value: 0 } - }, - vertexShader: fn, - fragmentShader: gn - }, - t - ), - ...I - }), [t]), s = E(e, n, r, o.Mesh); - return { material: r, mesh: s }; -}, me = Object.freeze({ - epicenter: new o.Vector2(0, 0), - progress: 0, - width: 0, - strength: 0, - mode: "center" -}), gr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = hn({ scene: c, onBeforeInit: s }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(me), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("uEpicenter", a.epicenter), u("uProgress", a.progress), u("uWidth", a.width), u("uStrength", a.strength), u( - "uMode", - a.mode === "center" ? 0 : a.mode === "horizontal" ? 1 : 2 - ), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var xn = "#usf ", yn = `precision highp float; -varying vec2 vUv; - -uniform sampler2D u_texture; -uniform vec2 u_resolution; -uniform vec3 u_keyColor; -uniform float u_similarity; -uniform float u_smoothness; -uniform float u_spill; - -uniform vec4 u_color; -uniform float u_contrast; -uniform float u_brightness; -uniform float u_gamma; - -vec2 RGBtoUV(vec3 rgb) { - return vec2( - rgb.r * -0.169 + rgb.g * -0.331 + rgb.b * 0.5 + 0.5, - rgb.r * 0.5 + rgb.g * -0.419 + rgb.b * -0.081 + 0.5 - ); -} -float getChromeDist(vec3 texColor){ - float chromaDist = distance(RGBtoUV(texColor), RGBtoUV(u_keyColor)); - return chromaDist; -} - -float getBoxFilteredChromaDist(vec3 rgb, vec2 uv) -{ - vec2 pixel_size = vec2(1.) / u_resolution; - vec2 h_pixel_size = pixel_size / 2.0; - vec2 point_0 = vec2(pixel_size.x, h_pixel_size.y); - vec2 point_1 = vec2(h_pixel_size.x, -pixel_size.y); - float distVal = getChromeDist(texture2D(u_texture,uv-point_0).rgb); - distVal += getChromeDist(texture2D(u_texture,uv+point_0).rgb); - distVal += getChromeDist(texture2D(u_texture,uv-point_1).rgb); - distVal += getChromeDist(texture2D(u_texture,uv+point_1).rgb); - distVal *= 2.0; - distVal += getChromeDist(rgb); - return distVal / 9.0; -} - -vec4 CalcColor(vec4 rgba) -{ - return vec4(pow(rgba.rgb, vec3(u_gamma, u_gamma, u_gamma)) * u_contrast + u_brightness, rgba.a); -} - -void main() { - - vec2 uv = vUv; - - vec4 texColor = texture2D(u_texture, uv); - texColor.rgb *= (texColor.a > 0.) ? (1. / texColor.a) : 0.; - - float chromaDist = getBoxFilteredChromaDist(texColor.rgb,uv); - - float baseMask = chromaDist - u_similarity; - float fullMask = pow(clamp(baseMask / u_smoothness, 0., 1.), 1.5); - - texColor.rgba *= u_color; - texColor.a = fullMask; - - float spillVal = pow(clamp(baseMask / u_spill, 0., 1.), 1.5); - float desat = clamp(texColor.r * 0.2126 + texColor.g * 0.7152 + texColor.b * 0.0722, 0., 1.); - texColor.rgb = mix(vec3(desat, desat, desat), texColor.rgb, spillVal); - - vec4 finColor = CalcColor(texColor); - - gl_FragColor = finColor; -}`; -const bn = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: w }, - u_resolution: { value: new o.Vector2() }, - u_keyColor: { value: Q.color }, - u_similarity: { value: Q.similarity }, - u_smoothness: { value: Q.smoothness }, - u_spill: { value: Q.spill }, - u_color: { value: Q.color }, - u_contrast: { value: Q.contrast }, - u_brightness: { value: Q.brightness }, - u_gamma: { value: Q.gamma } - }, - vertexShader: xn, - fragmentShader: yn - }, - r - ), - ...I - }), [r]), c = K(t, n); - R(l)("u_resolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, Q = Object.freeze({ - texture: w, - keyColor: new o.Color(65280), - similarity: 0.2, - smoothness: 0.1, - spill: 0.2, - color: new o.Vector4(1, 1, 1, 1), - contrast: 1, - brightness: 0, - gamma: 1 -}), hr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = bn({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), [f, x] = $({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), [a, v] = j(Q), u = R(i), m = F(i), h = _( - (b, g) => { - v(b), m(g); - }, - [v, m] - ); - return [ - _( - (b, g, S) => { - const { gl: C } = b; - return h(g, S), u("u_texture", a.texture), u("u_keyColor", a.keyColor), u("u_similarity", a.similarity), u("u_smoothness", a.smoothness), u("u_spill", a.spill), u("u_color", a.color), u("u_contrast", a.contrast), u("u_brightness", a.brightness), u("u_gamma", a.gamma), x(C); - }, - [x, u, a, h] - ), - h, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: f, - output: f.texture - } - ]; -}; -var Mn = `precision highp float; - -varying vec2 vUv; -#usf - -#usf - -void main() { - vec4 usf_Position = vec4(position,1.); - vUv = uv; - - #usf
- - gl_Position = usf_Position; -}`, Sn = `precision highp float; - -varying vec2 vUv; -#usf - -uniform sampler2D uTexture; -uniform sampler2D uBackbuffer; -uniform float uTime; -uniform vec2 uPointer; -uniform vec2 uResolution; - -#usf - -void main() { - vec4 usf_FragColor = vec4(1.); - - #usf
- - gl_FragColor = usf_FragColor; -}`; -const _n = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uTexture: { value: w }, - uBackbuffer: { value: w }, - uTime: { value: 0 }, - uPointer: { value: new o.Vector2() }, - uResolution: { value: new o.Vector2() } - }, - vertexShader: Mn, - fragmentShader: Sn - }, - r - ), - ...I - }), [r]), c = K(t, n); - R(l)("uResolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, Cn = Object.freeze({ - texture: w, - beat: !1 -}), xr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = _n({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), f = y( - () => ({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), - [c, p, e, l.fbo, r, n] - ), [x, a] = se(f), [v, u] = j(Cn), m = R(i), h = F(i), M = _( - (g, S) => { - u(g), h(S); - }, - [u, h] - ); - return [ - _( - (g, S, C) => { - const { gl: T, clock: A, pointer: z } = g; - return M(S, C), m("uPointer", z), m("uTexture", v.texture), m("uTime", v.beat || A.getElapsedTime()), a(T, ({ read: P }) => { - m("uBackbuffer", P); - }); - }, - [a, m, v, M] - ), - M, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: x, - output: x.read.texture - } - ]; -}; -var wn = `precision highp float; - -varying vec2 vUv; -#usf - -#usf - -void main() { - vec4 usf_Position = vec4(position,1.); - vUv = uv; - - #usf
- - gl_Position = usf_Position; -}`, Tn = `precision highp float; - -varying vec2 vUv; -#usf - -uniform vec2 uResolution; - -#usf - -void main() { - vec4 usf_FragColor = vec4(1.); - - #usf
- - gl_FragColor = usf_FragColor; -}`; -const Dn = ({ - scene: e, - size: t, - dpr: n, - onBeforeInit: r -}) => { - const s = y(() => new o.PlaneGeometry(2, 2), []), l = y(() => new o.ShaderMaterial({ - ...V( - { - uniforms: { - uResolution: { value: new o.Vector2() } - }, - vertexShader: wn, - fragmentShader: Tn - }, - r - ), - ...I - }), [r]), c = K(t, n); - R(l)("uResolution", c.clone()); - const i = E(e, s, l, o.Mesh); - return { material: l, mesh: i }; -}, yr = Object.freeze({}), br = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - onBeforeInit: s -}) => { - const l = U(t), c = y(() => new o.Scene(), []), { material: i, mesh: d } = Dn({ - scene: c, - size: e, - dpr: l.shader, - onBeforeInit: s - }), p = L(e), f = y( - () => ({ - scene: c, - camera: p, - size: e, - dpr: l.fbo, - isSizeUpdate: r, - ...n - }), - [c, p, e, l.fbo, r, n] - ), [x, a] = $(f), v = F(i), u = _( - (h, M) => { - v(M); - }, - [v] - ); - return [ - _( - (h, M, b) => { - const { gl: g } = h; - return u(M, b), a(g); - }, - [a, u] - ), - u, - { - scene: c, - mesh: d, - material: i, - camera: p, - renderTarget: x, - output: x.texture - } - ]; -}, Pn = ({ - scene: e, - geometry: t, - material: n -}) => { - const r = E( - e, - t, - n, - o.Points - ), s = E( - e, - y(() => t.clone(), [t]), - y(() => n.clone(), [n]), - o.Mesh - ); - return s.visible = !1, { - points: r, - interactiveMesh: s - }; -}; -var Rn = `uniform vec2 uResolution; -uniform float uMorphProgress; -uniform float uPointSize; - -uniform sampler2D uPicture; -uniform bool uIsPicture; -uniform sampler2D uAlphaPicture; -uniform bool uIsAlphaPicture; - -uniform vec3 uColor0; -uniform vec3 uColor1; -uniform vec3 uColor2; -uniform vec3 uColor3; - -uniform float uTime; - -uniform float uWobblePositionFrequency; -uniform float uWobbleTimeFrequency; -uniform float uWobbleStrength; -uniform float uWarpPositionFrequency; -uniform float uWarpTimeFrequency; -uniform float uWarpStrength; - -uniform sampler2D uDisplacement; -uniform bool uIsDisplacement; -uniform float uDisplacementIntensity; - -uniform float uSizeRandomIntensity; -uniform float uSizeRandomTimeFrequency; -uniform float uSizeRandomMin; -uniform float uSizeRandomMax; - -uniform float uMapArrayLength; - -uniform float uDivergence; -uniform vec3 uDivergencePoint; - -varying vec3 vColor; -varying float vPictureAlpha; -varying vec3 vDisplacementColor; -varying float vDisplacementIntensity; -varying float vMapArrayIndex; - -#usf - -#usf - -#usf - -float random3D(vec3 co) { - return fract(sin(dot(co.xyz ,vec3(12.9898, 78.233, 45.764))) * 43758.5453); -} - -void main() { - vec3 newPosition = position; - vec2 newUv = uv; - - #usf - #usf - - - vec3 displacement = uIsDisplacement ? texture2D(uDisplacement, newUv).rgb : vec3(0.0); - float displacementIntensity = smoothstep(0., 1., displacement.g); - vDisplacementColor = displacement; - vDisplacementIntensity = displacementIntensity; - - - displacement = displacement * 2.-1.; - displacement *= displacementIntensity * uDisplacementIntensity; - newPosition += displacement; - - - vec3 divergenceDir = newPosition - uDivergencePoint; - if (uDivergence > 0.0) { - newPosition += normalize(divergenceDir) * uDivergence; - } else if (uDivergence < 0.0) { - newPosition -= normalize(divergenceDir) * abs(uDivergence); - } - - - vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0); - vec4 viewPosition = viewMatrix * modelPosition; - vec4 projectedPosition = projectionMatrix * viewPosition; - - - float wobble = uWobbleStrength > 0. ? getWobble(projectedPosition.xyz) : 0.0; - - gl_Position = projectedPosition += wobble; - - - vColor = uIsPicture ? texture2D(uPicture, newUv).rgb : mix(mix(uColor0, uColor1, newPosition.x), mix(uColor2, uColor3, newPosition.y), newPosition.z); - - - vPictureAlpha = uIsAlphaPicture ? texture2D(uAlphaPicture, newUv).g : 1.; - - - - float sizeRand = uSizeRandomIntensity > 0. ? mix(uSizeRandomMin,uSizeRandomMax,(simplexNoise4d(vec4(newPosition,uTime * uSizeRandomTimeFrequency))*.5+.5)) * uSizeRandomIntensity : 1.; - gl_PointSize = uPointSize * vPictureAlpha * uResolution.y * sizeRand; - gl_PointSize *= (1.0 / - viewPosition.z); - - - vMapArrayIndex = uMapArrayLength > 0. ? floor(random3D(position) * uMapArrayLength) : 0.; -}`, An = `precision highp float; -precision highp int; - -varying vec3 vColor; -varying float vPictureAlpha; -varying vec3 vDisplacementColor; -varying float vDisplacementIntensity; -varying float vMapArrayIndex; - -uniform float uBlurAlpha; -uniform float uBlurRadius; -uniform sampler2D uMap; -uniform bool uIsMap; -uniform sampler2D uAlphaMap; -uniform bool uIsAlphaMap; -uniform float uDisplacementColorIntensity; -uniform float uPointAlpha; - -#usf - -void main() { - vec2 uv = gl_PointCoord; - uv.y = 1.0 - uv.y; - - - float distanceToCenter = length(uv - .5); - float alpha = clamp(uBlurRadius / distanceToCenter - (1.-uBlurAlpha) , 0. , 1.); - - - vec4 mapArrayColor; - #usf - vec4 mapColor = isMapArray ? mapArrayColor : uIsMap ? texture2D(uMap,uv) : vec4(1.); - vec3 finalColor = isMapArray || uIsMap ? mapColor.rgb : vColor; - - - float mixIntensity = clamp(uDisplacementColorIntensity * vDisplacementIntensity,0.,1.); - finalColor = vDisplacementIntensity > 0. ? mix(finalColor,vDisplacementColor,mixIntensity) : finalColor; - - - float alphaMap = uIsAlphaMap ? texture2D(uAlphaMap,uv).g : 1.; - - gl_FragColor = vec4(finalColor,alpha * vPictureAlpha * alphaMap * mapColor.a * uPointAlpha); -}`; -const Te = (e, t, n, r, s) => { - var f; - const l = n === "position" ? "positionTarget" : "uvTarget", c = n === "position" ? "#usf " : "#usf ", i = n === "position" ? "#usf " : "#usf ", d = n === "position" ? "positionsList" : "uvsList", p = n === "position" ? ` - float scaledProgress = uMorphProgress * ${e.length - 1}.; - int baseIndex = int(floor(scaledProgress)); - baseIndex = clamp(baseIndex, 0, ${e.length - 1}); - float progress = fract(scaledProgress); - int nextIndex = baseIndex + 1; - newPosition = mix(positionsList[baseIndex], positionsList[nextIndex], progress); - ` : "newUv = mix(uvsList[baseIndex], uvsList[nextIndex], progress);"; - if (e.length > 0) { - t.deleteAttribute(n), t.setAttribute( - n, - new o.BufferAttribute(e[0], s) - ); - let x = "", a = ""; - e.forEach((v, u) => { - t.setAttribute( - `${l}${u}`, - new o.BufferAttribute(v, s) - ), x += `attribute vec${s} ${l}${u}; -`, u === 0 ? a += `${l}${u}` : a += `,${l}${u}`; - }), r = r.replace( - `${c}`, - x - ), r = r.replace( - `${i}`, - `vec${s} ${d}[${e.length}] = vec${s}[](${a}); - ${p} - ` - ); - } else - r = r.replace(`${c}`, ""), r = r.replace(`${i}`, ""), (f = t == null ? void 0 : t.attributes[n]) != null && f.array || Re && console.error( - `use-shader-fx:geometry.attributes.${n}.array is not found` - ); - return r; -}, De = (e, t, n, r) => { - var l; - let s = []; - if (e && e.length > 0) { - (l = t == null ? void 0 : t.attributes[n]) != null && l.array ? s = [ - t.attributes[n].array, - ...e - ] : s = e; - const c = Math.max(...s.map((i) => i.length)); - s.forEach((i, d) => { - if (i.length < c) { - const p = (c - i.length) / r, f = [], x = Array.from(i); - for (let a = 0; a < p; a++) { - const v = Math.floor(i.length / r * Math.random()) * r; - for (let u = 0; u < r; u++) - f.push(x[v + u]); - } - s[d] = new Float32Array([...x, ...f]); - } - }); - } - return s; -}, Vn = (e, t) => { - let n = ""; - const r = {}; - let s = "mapArrayColor = "; - return e && e.length > 0 ? (e.forEach((c, i) => { - const d = `vMapArrayIndex < ${i}.1`, p = `texture2D(uMapArray${i}, uv)`; - s += `( ${d} ) ? ${p} : `, n += ` - uniform sampler2D uMapArray${i}; - `, r[`uMapArray${i}`] = { value: c }; - }), s += "vec4(1.);", n += "bool isMapArray = true;", r.uMapArrayLength = { value: e.length }) : (s += "vec4(1.0);", n += "bool isMapArray = false;", r.uMapArrayLength = { value: 0 }), { rewritedFragmentShader: t.replace("#usf ", s).replace("#usf ", n), mapArrayUniforms: r }; -}, Fn = ({ - size: e, - dpr: t, - geometry: n, - positions: r, - uvs: s, - mapArray: l, - onBeforeInit: c -}) => { - const i = y( - () => De(r, n, "position", 3), - [r, n] - ), d = y( - () => De(s, n, "uv", 2), - [s, n] - ), p = y(() => { - i.length !== d.length && Re && console.log("use-shader-fx:positions and uvs are not matched"); - const x = Te( - d, - n, - "uv", - Te( - i, - n, - "position", - Rn, - 3 - ), - 2 - ), { rewritedFragmentShader: a, mapArrayUniforms: v } = Vn(l, An); - return new o.ShaderMaterial({ - ...V( - { - uniforms: { - uResolution: { value: new o.Vector2(0, 0) }, - uMorphProgress: { - value: O.morphProgress - }, - uBlurAlpha: { value: O.blurAlpha }, - uBlurRadius: { value: O.blurRadius }, - uPointSize: { value: O.pointSize }, - uPointAlpha: { value: O.pointAlpha }, - uPicture: { value: w }, - uIsPicture: { value: !1 }, - uAlphaPicture: { value: w }, - uIsAlphaPicture: { value: !1 }, - uColor0: { value: O.color0 }, - uColor1: { value: O.color1 }, - uColor2: { value: O.color2 }, - uColor3: { value: O.color3 }, - uMap: { value: w }, - uIsMap: { value: !1 }, - uAlphaMap: { value: w }, - uIsAlphaMap: { value: !1 }, - uTime: { value: 0 }, - uWobblePositionFrequency: { - value: O.wobblePositionFrequency - }, - uWobbleTimeFrequency: { - value: O.wobbleTimeFrequency - }, - uWobbleStrength: { - value: O.wobbleStrength - }, - uWarpPositionFrequency: { - value: O.warpPositionFrequency - }, - uWarpTimeFrequency: { - value: O.warpTimeFrequency - }, - uWarpStrength: { value: O.warpStrength }, - uDisplacement: { value: w }, - uIsDisplacement: { value: !1 }, - uDisplacementIntensity: { - value: O.displacementIntensity - }, - uDisplacementColorIntensity: { - value: O.displacementColorIntensity - }, - uSizeRandomIntensity: { - value: O.sizeRandomIntensity - }, - uSizeRandomTimeFrequency: { - value: O.sizeRandomTimeFrequency - }, - uSizeRandomMin: { - value: O.sizeRandomMin - }, - uSizeRandomMax: { - value: O.sizeRandomMax - }, - uDivergence: { value: O.divergence }, - uDivergencePoint: { - value: O.divergencePoint - }, - ...v - }, - vertexShader: x, - fragmentShader: a - }, - c - ), - ...I, - blending: o.AdditiveBlending, - // Must be transparent - transparent: !0 - }); - }, [ - n, - i, - d, - l, - c - ]), f = K(e, t); - return R(p)("uResolution", f.clone()), { material: p, modifiedPositions: i, modifiedUvs: d }; -}, In = ({ - size: e, - dpr: t, - scene: n = !1, - geometry: r, - positions: s, - uvs: l, - mapArray: c, - onBeforeInit: i -}) => { - const d = U(t), p = y(() => { - const b = r || new o.SphereGeometry(1, 32, 32); - return b.setIndex(null), b.deleteAttribute("normal"), b; - }, [r]), { material: f, modifiedPositions: x, modifiedUvs: a } = Fn({ - size: e, - dpr: d.shader, - geometry: p, - positions: s, - uvs: l, - mapArray: c, - onBeforeInit: i - }), { points: v, interactiveMesh: u } = Pn({ - scene: n, - geometry: p, - material: f - }), m = R(f), h = F(f); - return [ - _( - (b, g, S) => { - b && m( - "uTime", - (g == null ? void 0 : g.beat) || b.clock.getElapsedTime() - ), g !== void 0 && (m("uMorphProgress", g.morphProgress), m("uBlurAlpha", g.blurAlpha), m("uBlurRadius", g.blurRadius), m("uPointSize", g.pointSize), m("uPointAlpha", g.pointAlpha), g.picture ? (m("uPicture", g.picture), m("uIsPicture", !0)) : g.picture === !1 && m("uIsPicture", !1), g.alphaPicture ? (m("uAlphaPicture", g.alphaPicture), m("uIsAlphaPicture", !0)) : g.alphaPicture === !1 && m("uIsAlphaPicture", !1), m("uColor0", g.color0), m("uColor1", g.color1), m("uColor2", g.color2), m("uColor3", g.color3), g.map ? (m("uMap", g.map), m("uIsMap", !0)) : g.map === !1 && m("uIsMap", !1), g.alphaMap ? (m("uAlphaMap", g.alphaMap), m("uIsAlphaMap", !0)) : g.alphaMap === !1 && m("uIsAlphaMap", !1), m("uWobbleStrength", g.wobbleStrength), m( - "uWobblePositionFrequency", - g.wobblePositionFrequency - ), m("uWobbleTimeFrequency", g.wobbleTimeFrequency), m("uWarpStrength", g.warpStrength), m("uWarpPositionFrequency", g.warpPositionFrequency), m("uWarpTimeFrequency", g.warpTimeFrequency), g.displacement ? (m("uDisplacement", g.displacement), m("uIsDisplacement", !0)) : g.displacement === !1 && m("uIsDisplacement", !1), m("uDisplacementIntensity", g.displacementIntensity), m( - "uDisplacementColorIntensity", - g.displacementColorIntensity - ), m("uSizeRandomIntensity", g.sizeRandomIntensity), m( - "uSizeRandomTimeFrequency", - g.sizeRandomTimeFrequency - ), m("uSizeRandomMin", g.sizeRandomMin), m("uSizeRandomMax", g.sizeRandomMax), m("uDivergence", g.divergence), m("uDivergencePoint", g.divergencePoint), h(S)); - }, - [m, h] - ), - { - points: v, - interactiveMesh: u, - positions: x, - uvs: a - } - ]; -}, O = Object.freeze({ - morphProgress: 0, - blurAlpha: 0.9, - blurRadius: 0.05, - pointSize: 0.05, - pointAlpha: 1, - picture: !1, - alphaPicture: !1, - color0: new o.Color(16711680), - color1: new o.Color(65280), - color2: new o.Color(255), - color3: new o.Color(16776960), - map: !1, - alphaMap: !1, - wobbleStrength: 0, - wobblePositionFrequency: 0.5, - wobbleTimeFrequency: 0.5, - warpStrength: 0, - warpPositionFrequency: 0.5, - warpTimeFrequency: 0.5, - displacement: !1, - displacementIntensity: 1, - displacementColorIntensity: 0, - sizeRandomIntensity: 0, - sizeRandomTimeFrequency: 0.2, - sizeRandomMin: 0.5, - sizeRandomMax: 1.5, - divergence: 0, - divergencePoint: new o.Vector3(0), - beat: !1 -}), Mr = ({ - size: e, - dpr: t, - isSizeUpdate: n, - renderTargetOptions: r, - camera: s, - geometry: l, - positions: c, - uvs: i, - onBeforeInit: d -}) => { - const p = U(t), f = y(() => new o.Scene(), []), [ - x, - { - points: a, - interactiveMesh: v, - positions: u, - uvs: m - } - ] = In({ - scene: f, - size: e, - dpr: t, - geometry: l, - positions: c, - uvs: i, - onBeforeInit: d - }), [h, M] = $({ - scene: f, - camera: s, - size: e, - dpr: p.fbo, - isSizeUpdate: n, - depthBuffer: !0, - ...r - }), b = _( - (S, C, T) => (x(S, C, T), M(S.gl)), - [M, x] - ), g = _( - (S, C) => { - x(null, S, C); - }, - [x] - ); - return [ - b, - g, - { - scene: f, - points: a, - interactiveMesh: v, - renderTarget: h, - output: h.texture, - positions: u, - uvs: m - } - ]; -}, Pe = (e) => { - const t = e.shaderType === "MeshDepthMaterial"; - e.vertexShader = e.vertexShader.replace( - "#include ", - ` - vec3 objectNormal = usf_Normal; - #ifdef USE_TANGENT - vec3 objectTangent = vec3( tangent.xyz ); - #endif - ` - ), e.vertexShader = e.vertexShader.replace( - "#include ", - ` - vec3 transformed = usf_Position; - #ifdef USE_ALPHAHASH - vPosition = vec3( position ); - #endif - ` - ), e.vertexShader = e.vertexShader.replace( - "void main() {", - ` - uniform float uTime; - uniform float uWobblePositionFrequency; - uniform float uWobbleTimeFrequency; - uniform float uWobbleStrength; - uniform float uWarpPositionFrequency; - uniform float uWarpTimeFrequency; - uniform float uWarpStrength; - - ${t ? "attribute vec4 tangent;" : ""} - - varying float vWobble; - varying vec2 vPosition; - - // edge - varying vec3 vEdgeNormal; - varying vec3 vEdgeViewPosition; - - #usf - - void main() { - - vec3 usf_Position = position; - vec3 usf_Normal = normal; - vec3 biTangent = cross(normal, tangent.xyz); - - // Neighbours positions - float shift = 0.01; - vec3 positionA = usf_Position + tangent.xyz * shift; - vec3 positionB = usf_Position + biTangent * shift; - - // wobble - float wobble = (uWobbleStrength > 0.) ? getWobble(usf_Position) : 0.0; - float wobblePositionA = (uWobbleStrength > 0.) ? getWobble(positionA) : 0.0; - float wobblePositionB = (uWobbleStrength > 0.) ? getWobble(positionB) : 0.0; - - usf_Position += wobble * normal; - positionA += wobblePositionA * normal; - positionB += wobblePositionB * normal; - - // Compute normal - vec3 toA = normalize(positionA - usf_Position); - vec3 toB = normalize(positionB - usf_Position); - usf_Normal = cross(toA, toB); - - // Varying - vPosition = usf_Position.xy; - vWobble = wobble/uWobbleStrength; - - vEdgeNormal = normalize(normalMatrix * usf_Normal); - vec4 viewPosition = viewMatrix * modelMatrix * vec4(usf_Position, 1.0); - vEdgeViewPosition = normalize(viewPosition.xyz); - ` - ); -}, zn = (e) => { - e.fragmentShader = e.fragmentShader.replace( - "#include ", - ` - #include - - if (uEdgeThreshold > 0.0) { - float edgeThreshold = dot(vEdgeNormal, -vEdgeViewPosition); - diffuseColor = edgeThreshold < uEdgeThreshold ? vec4(uEdgeColor, 1.0) : mix(diffuseColor, usf_DiffuseColor, uColorMix); - } else { - diffuseColor = mix(diffuseColor, usf_DiffuseColor, uColorMix); - } - ` - ), e.fragmentShader = e.fragmentShader.replace( - "void main() {", - ` - uniform vec3 uColor0; - uniform vec3 uColor1; - uniform vec3 uColor2; - uniform vec3 uColor3; - uniform float uColorMix; - uniform float uEdgeThreshold; - uniform vec3 uEdgeColor; - - // transmission - uniform float uChromaticAberration; - uniform float uAnisotropicBlur; - uniform float uTime; - uniform float uDistortion; - uniform float uDistortionScale; - uniform float uTemporalDistortion; - uniform float uRefractionSamples; - - float rand(float n){return fract(sin(n) * 43758.5453123);} - - #usf - - varying float vWobble; - varying vec2 vPosition; - varying vec3 vEdgeNormal; - varying vec3 vEdgeViewPosition; - - void main(){ - - vec4 usf_DiffuseColor = vec4(1.0); - float colorWobbleMix = smoothstep(-1.,1.,vWobble); - vec2 colorPosMix = vec2(smoothstep(-1.,1.,vPosition.x),smoothstep(-1.,1.,vPosition.y)); - - usf_DiffuseColor.rgb = mix(mix(uColor0, uColor1, colorPosMix.x), mix(uColor2, uColor3, colorPosMix.y), colorWobbleMix); - ` - ); -}; -var Un = `#ifdef USE_TRANSMISSION - - - - - uniform float _transmission; - uniform float thickness; - uniform float attenuationDistance; - uniform vec3 attenuationColor; - - #ifdef USE_TRANSMISSIONMAP - - uniform sampler2D transmissionMap; - - #endif - - #ifdef USE_THICKNESSMAP - - uniform sampler2D thicknessMap; - - #endif - - uniform vec2 transmissionSamplerSize; - uniform sampler2D transmissionSamplerMap; - - uniform mat4 modelMatrix; - uniform mat4 projectionMatrix; - - varying vec3 vWorldPosition; - - - - - float w0( float a ) { - - return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 ); - - } - - float w1( float a ) { - - return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 ); - - } - - float w2( float a ){ - - return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 ); - - } - - float w3( float a ) { - - return ( 1.0 / 6.0 ) * ( a * a * a ); - - } - - - float g0( float a ) { - - return w0( a ) + w1( a ); - - } - - float g1( float a ) { - - return w2( a ) + w3( a ); - - } - - - float h0( float a ) { - - return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) ); - - } - - float h1( float a ) { - - return 1.0 + w3( a ) / ( w2( a ) + w3( a ) ); - - } - - vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) { - - uv = uv * texelSize.zw + 0.5; - - vec2 iuv = floor( uv ); - vec2 fuv = fract( uv ); - - float g0x = g0( fuv.x ); - float g1x = g1( fuv.x ); - float h0x = h0( fuv.x ); - float h1x = h1( fuv.x ); - float h0y = h0( fuv.y ); - float h1y = h1( fuv.y ); - - vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; - vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; - vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; - vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; - - return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) + - g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) ); - - } - - vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) { - - vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) ); - vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) ); - vec2 fLodSizeInv = 1.0 / fLodSize; - vec2 cLodSizeInv = 1.0 / cLodSize; - vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) ); - vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) ); - return mix( fSample, cSample, fract( lod ) ); - - } - - vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) { - - - vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); - - - vec3 modelScale; - modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); - modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); - modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); - - - return normalize( refractionVector ) * thickness * modelScale; - - } - - float applyIorToRoughness( const in float roughness, const in float ior ) { - - - - return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); - - } - - vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) { - - float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); - return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod ); - - } - - vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) { - - if ( isinf( attenuationDistance ) ) { - - - return vec3( 1.0 ); - - } else { - - - vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; - vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); - return transmittance; - - } - - } - - vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor, - const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix, - const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness, - const in vec3 attenuationColor, const in float attenuationDistance ) { - - vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); - vec3 refractedRayExit = position + transmissionRay; - - - vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); - vec2 refractionCoords = ndcPos.xy / ndcPos.w; - refractionCoords += 1.0; - refractionCoords /= 2.0; - - - vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); - - vec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ); - vec3 attenuatedColor = transmittance * transmittedLight.rgb; - - - vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); - - - - float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0; - - return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor ); - - } -#endif`, On = `#ifdef USE_TRANSMISSION - -material.transmission = _transmission; -material.transmissionAlpha = 1.0; -material.thickness = thickness; -material.attenuationDistance = attenuationDistance; -material.attenuationColor = attenuationColor; - -#ifdef USE_TRANSMISSIONMAP - - material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r; - -#endif - -#ifdef USE_THICKNESSMAP - - material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g; - -#endif - -vec3 pos = vWorldPosition; - -vec3 v = normalize( cameraPosition - pos ); -vec3 n = inverseTransformDirection( normal, viewMatrix ); - -vec4 transmitted = getIBLVolumeRefraction( - n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness, - material.attenuationColor, material.attenuationDistance ); - -material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission ); - -float runningSeed = 0.0; -vec3 transmission = vec3(0.0); -float transmissionR, transmissionB, transmissionG; -float randomCoords = rand(runningSeed++); -float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), uAnisotropicBlur); -vec3 distortionNormal = vec3(0.0); -vec3 temporalOffset = vec3(uTime, -uTime, -uTime) * uTemporalDistortion; - -if (uDistortion > 0.0) { - distortionNormal = uDistortion * vec3(snoiseFractal(vec3((pos * uDistortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * uDistortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * uDistortionScale + temporalOffset))); -} - -for (float i = 0.0; i < uRefractionSamples; i ++) { - vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5)) * pow(rand(runningSeed++), 0.33) + distortionNormal); - - transmissionR = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).r; - transmissionG = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + uChromaticAberration * (i + randomCoords) / uRefractionSamples) , material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).g; - transmissionB = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * uChromaticAberration * (i + randomCoords) / uRefractionSamples), material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).b; - transmission.r += transmissionR; - transmission.g += transmissionG; - transmission.b += transmissionB; -} - -transmission /= uRefractionSamples; - -totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission ); - -#endif`; -const Bn = ({ - mat: e, - isCustomTransmission: t, - parameters: n -}) => { - e.type === "MeshPhysicalMaterial" && t && (n.fragmentShader = n.fragmentShader.replace( - "#include ", - `${Un}` - ), n.fragmentShader = n.fragmentShader.replace( - "#include ", - `${On}` - )), e.normalMap || (n.vertexShader = n.vertexShader.replace( - "void main() {", - ` - attribute vec4 tangent; - - void main() { - ` - )); -}, En = ({ - baseMaterial: e, - materialParameters: t, - isCustomTransmission: n = !1, - onBeforeInit: r, - depthOnBeforeInit: s, - depth: l = !1 -}) => { - const { material: c, depthMaterial: i } = y(() => { - const d = new (e || o.MeshPhysicalMaterial)( - t || {} - ); - Object.assign(d.userData, { - uniforms: { - uTime: { value: 0 }, - uWobblePositionFrequency: { - value: W.wobblePositionFrequency - }, - uWobbleTimeFrequency: { - value: W.wobbleTimeFrequency - }, - uWobbleStrength: { value: W.wobbleStrength }, - uWarpPositionFrequency: { - value: W.warpPositionFrequency - }, - uWarpTimeFrequency: { value: W.warpTimeFrequency }, - uWarpStrength: { value: W.warpStrength }, - uColor0: { value: W.color0 }, - uColor1: { value: W.color1 }, - uColor2: { value: W.color2 }, - uColor3: { value: W.color3 }, - uColorMix: { value: W.colorMix }, - uEdgeThreshold: { value: W.edgeThreshold }, - uEdgeColor: { value: W.edgeColor }, - uChromaticAberration: { - value: W.chromaticAberration - }, - uAnisotropicBlur: { value: W.anisotropicBlur }, - uDistortion: { value: W.distortion }, - uDistortionScale: { value: W.distortionScale }, - uTemporalDistortion: { value: W.temporalDistortion }, - uRefractionSamples: { value: W.refractionSamples }, - transmission: { value: 0 }, - _transmission: { value: 1 }, - transmissionMap: { value: null } - } - }), d.onBeforeCompile = (f) => { - Pe(f), zn(f), Bn({ - parameters: f, - mat: d, - isCustomTransmission: n - }); - const x = V( - { - fragmentShader: f.fragmentShader, - vertexShader: f.vertexShader, - // Because wobble3D uses userData to update uniforms. - uniforms: d.userData.uniforms - }, - r - ); - f.fragmentShader = x.fragmentShader, f.vertexShader = x.vertexShader, Object.assign(f.uniforms, x.uniforms); - }, d.needsUpdate = !0; - let p = null; - return l && (p = new o.MeshDepthMaterial({ - depthPacking: o.RGBADepthPacking - }), p.onBeforeCompile = (f) => { - Object.assign(f.uniforms, d.userData.uniforms), Pe(f), V(f, s); - }, p.needsUpdate = !0), { material: d, depthMaterial: p }; - }, [ - t, - e, - r, - s, - n, - l - ]); - return Z(() => () => { - i && i.dispose(); - }, [i]), { - material: c, - depthMaterial: i - }; -}, Ln = ({ - scene: e = !1, - geometry: t, - isCustomTransmission: n, - baseMaterial: r, - materialParameters: s, - depth: l, - onBeforeInit: c, - depthOnBeforeInit: i -}) => { - const d = y(() => { - let h = t || new o.IcosahedronGeometry(2, 20); - return h = Ee(h), h.computeTangents(), h; - }, [t]), { material: p, depthMaterial: f } = En({ - baseMaterial: r, - materialParameters: s, - isCustomTransmission: n, - onBeforeInit: c, - depthOnBeforeInit: i, - depth: l - }), x = E(e, d, p, o.Mesh), a = p.userData, v = R(a), u = F(a); - return [ - _( - (h, M, b) => { - h && v( - "uTime", - (M == null ? void 0 : M.beat) || h.clock.getElapsedTime() - ), M !== void 0 && (v("uWobbleStrength", M.wobbleStrength), v( - "uWobblePositionFrequency", - M.wobblePositionFrequency - ), v("uWobbleTimeFrequency", M.wobbleTimeFrequency), v("uWarpStrength", M.warpStrength), v("uWarpPositionFrequency", M.warpPositionFrequency), v("uWarpTimeFrequency", M.warpTimeFrequency), v("uColor0", M.color0), v("uColor1", M.color1), v("uColor2", M.color2), v("uColor3", M.color3), v("uColorMix", M.colorMix), v("uEdgeThreshold", M.edgeThreshold), v("uEdgeColor", M.edgeColor), v("uChromaticAberration", M.chromaticAberration), v("uAnisotropicBlur", M.anisotropicBlur), v("uDistortion", M.distortion), v("uDistortionScale", M.distortionScale), v("uRefractionSamples", M.refractionSamples), v("uTemporalDistortion", M.temporalDistortion), u(b)); - }, - [v, u] - ), - { - mesh: x, - depthMaterial: f - } - ]; -}, W = Object.freeze({ - wobbleStrength: 0.3, - wobblePositionFrequency: 0.3, - wobbleTimeFrequency: 0.3, - warpStrength: 0.3, - warpPositionFrequency: 0.3, - warpTimeFrequency: 0.3, - color0: new o.Color(16711680), - color1: new o.Color(65280), - color2: new o.Color(255), - color3: new o.Color(16776960), - colorMix: 1, - edgeThreshold: 0, - edgeColor: new o.Color(0), - chromaticAberration: 0.1, - anisotropicBlur: 0.1, - distortion: 0, - distortionScale: 0.1, - temporalDistortion: 0, - refractionSamples: 6, - beat: !1 -}), Sr = ({ - size: e, - dpr: t, - renderTargetOptions: n, - isSizeUpdate: r, - camera: s, - geometry: l, - baseMaterial: c, - materialParameters: i, - isCustomTransmission: d, - onBeforeInit: p, - depthOnBeforeInit: f, - depth: x -}) => { - const a = U(t), v = y(() => new o.Scene(), []), [u, { mesh: m, depthMaterial: h }] = Ln({ - baseMaterial: c, - materialParameters: i, - scene: v, - geometry: l, - isCustomTransmission: d, - onBeforeInit: p, - depthOnBeforeInit: f, - depth: x - }), [M, b] = $({ - scene: v, - camera: s, - size: e, - dpr: a.fbo, - isSizeUpdate: r, - depthBuffer: !0, - ...n - }), g = _( - (C, T, A) => (u(C, T, A), b(C.gl)), - [b, u] - ), S = _( - (C, T) => { - u(null, C, T); - }, - [u] - ); - return [ - g, - S, - { - scene: v, - mesh: m, - depthMaterial: h, - renderTarget: M, - output: M.texture - } - ]; -}, _r = (e, t, n) => { - const r = y(() => { - const s = new o.Mesh(t, n); - return e.add(s), s; - }, [t, n, e]); - return Z(() => () => { - e.remove(r), t.dispose(), n.dispose(); - }, [e, t, n, r]), r; -}, $n = (e, t, n, r, s, l) => { - const c = e < n - s || t < r - s, i = e > n + s || t > r + s; - return l === "smaller" && c || l === "larger" && i || l === "both" && (c || i); -}, Cr = ({ - size: e, - boundFor: t, - threshold: n -}) => { - const r = B(e); - return y(() => { - const { width: l, height: c } = e, { width: i, height: d } = r.current, p = $n( - l, - c, - i, - d, - n, - t - ); - return p && (r.current = e), p; - }, [e, t, n]); -}, ge = Object.freeze({ - easeInSine(e) { - return 1 - Math.cos(e * Math.PI / 2); - }, - easeOutSine(e) { - return Math.sin(e * Math.PI / 2); - }, - easeInOutSine(e) { - return -(Math.cos(Math.PI * e) - 1) / 2; - }, - easeInQuad(e) { - return e * e; - }, - easeOutQuad(e) { - return 1 - (1 - e) * (1 - e); - }, - easeInOutQuad(e) { - return e < 0.5 ? 2 * e * e : 1 - Math.pow(-2 * e + 2, 2) / 2; - }, - easeInCubic(e) { - return e * e * e; - }, - easeOutCubic(e) { - return 1 - Math.pow(1 - e, 3); - }, - easeInOutCubic(e) { - return e < 0.5 ? 4 * e * e * e : 1 - Math.pow(-2 * e + 2, 3) / 2; - }, - easeInQuart(e) { - return e * e * e * e; - }, - easeOutQuart(e) { - return 1 - Math.pow(1 - e, 4); - }, - easeInOutQuart(e) { - return e < 0.5 ? 8 * e * e * e * e : 1 - Math.pow(-2 * e + 2, 4) / 2; - }, - easeInQuint(e) { - return e * e * e * e * e; - }, - easeOutQuint(e) { - return 1 - Math.pow(1 - e, 5); - }, - easeInOutQuint(e) { - return e < 0.5 ? 16 * e * e * e * e * e : 1 - Math.pow(-2 * e + 2, 5) / 2; - }, - easeInExpo(e) { - return e === 0 ? 0 : Math.pow(2, 10 * e - 10); - }, - easeOutExpo(e) { - return e === 1 ? 1 : 1 - Math.pow(2, -10 * e); - }, - easeInOutExpo(e) { - return e === 0 ? 0 : e === 1 ? 1 : e < 0.5 ? Math.pow(2, 20 * e - 10) / 2 : (2 - Math.pow(2, -20 * e + 10)) / 2; - }, - easeInCirc(e) { - return 1 - Math.sqrt(1 - Math.pow(e, 2)); - }, - easeOutCirc(e) { - return Math.sqrt(1 - Math.pow(e - 1, 2)); - }, - easeInOutCirc(e) { - return e < 0.5 ? (1 - Math.sqrt(1 - Math.pow(2 * e, 2))) / 2 : (Math.sqrt(1 - Math.pow(-2 * e + 2, 2)) + 1) / 2; - }, - easeInBack(e) { - return 2.70158 * e * e * e - 1.70158 * e * e; - }, - easeOutBack(e) { - return 1 + 2.70158 * Math.pow(e - 1, 3) + 1.70158 * Math.pow(e - 1, 2); - }, - easeInOutBack(e) { - const n = 2.5949095; - return e < 0.5 ? Math.pow(2 * e, 2) * ((n + 1) * 2 * e - n) / 2 : (Math.pow(2 * e - 2, 2) * ((n + 1) * (e * 2 - 2) + n) + 2) / 2; - }, - easeInElastic(e) { - const t = 2 * Math.PI / 3; - return e === 0 ? 0 : e === 1 ? 1 : -Math.pow(2, 10 * e - 10) * Math.sin((e * 10 - 10.75) * t); - }, - easeOutElastic(e) { - const t = 2 * Math.PI / 3; - return e === 0 ? 0 : e === 1 ? 1 : Math.pow(2, -10 * e) * Math.sin((e * 10 - 0.75) * t) + 1; - }, - easeInOutElastic(e) { - const t = 2 * Math.PI / 4.5; - return e === 0 ? 0 : e === 1 ? 1 : e < 0.5 ? -(Math.pow(2, 20 * e - 10) * Math.sin((20 * e - 11.125) * t)) / 2 : Math.pow(2, -20 * e + 10) * Math.sin((20 * e - 11.125) * t) / 2 + 1; - }, - easeInBounce(e) { - return 1 - ge.easeOutBounce(1 - e); - }, - easeOutBounce(e) { - return e < 1 / 2.75 ? 7.5625 * e * e : e < 2 / 2.75 ? 7.5625 * (e -= 1.5 / 2.75) * e + 0.75 : e < 2.5 / 2.75 ? 7.5625 * (e -= 2.25 / 2.75) * e + 0.9375 : 7.5625 * (e -= 2.625 / 2.75) * e + 0.984375; - }, - easeInOutBounce(e) { - return e < 0.5 ? (1 - ge.easeOutBounce(1 - 2 * e)) / 2 : (1 + ge.easeOutBounce(2 * e - 1)) / 2; - } -}); -function jn(e) { - let t = Math.sin(e * 12.9898) * 43758.5453; - return t - Math.floor(t); -} -const wr = (e, t = "easeOutQuart") => { - const n = e / 60, r = ge[t]; - return _( - (l) => { - let c = l.getElapsedTime() * n; - const i = Math.floor(c), d = r(c - i); - c = d + i; - const p = jn(i); - return { - beat: c, - floor: i, - fract: d, - hash: p - }; - }, - [n, r] - ); -}, Tr = (e = 60) => { - const t = y(() => 1 / Math.max(Math.min(e, 60), 1), [e]), n = B(null); - return _( - (s) => { - const l = s.getElapsedTime(); - return n.current === null || l - n.current >= t ? (n.current = l, !0) : !1; - }, - [t] - ); -}, qn = (e) => { - var r, s; - const t = (r = e.dom) == null ? void 0 : r.length, n = (s = e.texture) == null ? void 0 : s.length; - return !t || !n || t !== n; -}; -var Wn = `varying vec2 vUv; - -void main() { - vUv = uv; - gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0); -}`, Nn = `precision highp float; - -varying vec2 vUv; -uniform sampler2D u_texture; -uniform vec2 u_textureResolution; -uniform vec2 u_resolution; -uniform float u_borderRadius; - -void main() { - - float screenAspect = u_resolution.x / u_resolution.y; - float textureAspect = u_textureResolution.x / u_textureResolution.y; - vec2 ratio = vec2( - min(screenAspect / textureAspect, 1.0), - min(textureAspect / screenAspect, 1.0) - ); - - vec2 adjustedUv = vUv * ratio + (1.0 - ratio) * 0.5; - vec3 textureColor = texture2D(u_texture, adjustedUv).rgb; - float textureAlpha = texture2D(u_texture, adjustedUv).a; - - - float maxSide = max(u_resolution.x, u_resolution.y); - float minSide = min(u_resolution.x, u_resolution.y); - vec2 aspect = u_resolution / maxSide; - vec2 alphaUv = vUv - 0.5; - - float borderRadius = min(u_borderRadius, minSide * 0.5); - vec2 offset = vec2(borderRadius) / u_resolution; - vec2 alphaXY = smoothstep(vec2(0.5 - offset), vec2(0.5 - offset - 0.001), abs(alphaUv)); - float alpha = min(1.0, alphaXY.x + alphaXY.y); - - vec2 alphaUv2 = abs(vUv - 0.5); - float radius = borderRadius / maxSide; - alphaUv2 = (alphaUv2 - 0.5) * aspect + radius; - float roundAlpha = smoothstep(radius + 0.001, radius, length(alphaUv2)); - - alpha = min(1.0, alpha + roundAlpha); - - - alpha *= textureAlpha; - - gl_FragColor = vec4(textureColor, alpha); -}`; -const kn = ({ - params: e, - scene: t, - onBeforeInit: n -}) => { - t.children.length > 0 && (t.children.forEach((r) => { - r instanceof o.Mesh && (r.geometry.dispose(), r.material.dispose()); - }), t.remove(...t.children)), e.texture.forEach((r, s) => { - const l = new o.ShaderMaterial({ - ...V( - { - uniforms: { - u_texture: { value: r }, - u_textureResolution: { - value: new o.Vector2(0, 0) - }, - u_resolution: { value: new o.Vector2(0, 0) }, - u_borderRadius: { - value: e.boderRadius[s] ? e.boderRadius[s] : 0 - } - }, - vertexShader: Wn, - fragmentShader: Nn - }, - n - ), - ...I, - // Must be transparent. - transparent: !0 - }), c = new o.Mesh(new o.PlaneGeometry(1, 1), l); - t.add(c); - }); -}, Gn = () => { - const e = B([]), t = B([]); - return _( - ({ - isIntersectingRef: r, - isIntersectingOnceRef: s, - params: l - }) => { - e.current.length > 0 && e.current.forEach((i, d) => { - i.unobserve(t.current[d]); - }), t.current = [], e.current = []; - const c = new Array(l.dom.length).fill(!1); - r.current = [...c], s.current = [...c], l.dom.forEach((i, d) => { - const p = (x) => { - x.forEach((a) => { - l.onIntersect[d] && l.onIntersect[d](a), r.current[d] = a.isIntersecting; - }); - }, f = new IntersectionObserver(p, { - rootMargin: "0px", - threshold: 0 - }); - f.observe(i), e.current.push(f), t.current.push(i); - }); - }, - [] - ); -}, Kn = () => { - const e = B([]), t = _( - ({ - params: n, - customParams: r, - size: s, - resolutionRef: l, - scene: c, - isIntersectingRef: i - }) => { - c.children.length !== e.current.length && (e.current = new Array(c.children.length)), c.children.forEach((d, p) => { - var a, v, u, m, h, M; - const f = n.dom[p]; - if (!f) - return; - const x = f.getBoundingClientRect(); - if (e.current[p] = x, d.scale.set(x.width, x.height, 1), d.position.set( - x.left + x.width * 0.5 - s.width * 0.5, - -x.top - x.height * 0.5 + s.height * 0.5, - 0 - ), i.current[p] && (n.rotation[p] && d.rotation.copy(n.rotation[p]), d instanceof o.Mesh)) { - const b = d.material, g = R(b), S = F(b); - g("u_texture", n.texture[p]), g("u_textureResolution", [ - ((u = (v = (a = n.texture[p]) == null ? void 0 : a.source) == null ? void 0 : v.data) == null ? void 0 : u.width) || 0, - ((M = (h = (m = n.texture[p]) == null ? void 0 : m.source) == null ? void 0 : h.data) == null ? void 0 : M.height) || 0 - ]), g( - "u_resolution", - l.current.set(x.width, x.height) - ), g( - "u_borderRadius", - n.boderRadius[p] ? n.boderRadius[p] : 0 - ), S(r); - } - }); - }, - [] - ); - return [e.current, t]; -}, Hn = () => { - const e = B([]), t = B([]), n = _((r, s = !1) => { - e.current.forEach((c, i) => { - c && (t.current[i] = !0); - }); - const l = s ? [...t.current] : [...e.current]; - return r < 0 ? l : l[r]; - }, []); - return { - isIntersectingRef: e, - isIntersectingOnceRef: t, - isIntersecting: n - }; -}, Xn = (e) => ({ onView: n, onHidden: r }) => { - const s = B(!1); - Z(() => { - let l; - const c = () => { - e.current.some((i) => i) ? s.current || (n && n(), s.current = !0) : s.current && (r && r(), s.current = !1), l = requestAnimationFrame(c); - }; - return l = requestAnimationFrame(c), () => { - cancelAnimationFrame(l); - }; - }, [n, r]); -}, Yn = { - texture: [], - dom: [], - boderRadius: [], - rotation: [], - onIntersect: [] -}, Dr = ({ size: e, dpr: t, isSizeUpdate: n, renderTargetOptions: r, onBeforeInit: s }, l = []) => { - const c = U(t), i = y(() => new o.Scene(), []), d = L(e), [p, f] = $({ - scene: i, - camera: d, - size: e, - dpr: c.fbo, - isSizeUpdate: n, - ...r - }), [x, a] = j({ - ...Yn, - updateKey: performance.now() - }), [v, u] = Kn(), m = B(new o.Vector2(0, 0)), [h, M] = Be(!0); - y( - () => M(!0), - // eslint-disable-next-line react-hooks/exhaustive-deps - l - ); - const b = B(null), g = y(() => w, []), S = Gn(), { isIntersectingOnceRef: C, isIntersectingRef: T, isIntersecting: A } = Hn(), z = Xn(T), P = y(() => (D, k) => { - a(D), u({ - params: x, - customParams: k, - size: e, - resolutionRef: m, - scene: i, - isIntersectingRef: T - }); - }, [T, a, u, e, i, x]); - return [ - _( - (D, k, H) => { - const { gl: ee, size: te } = D; - if (P(k, H), qn(x)) - return g; - if (h) { - if (b.current === x.updateKey) - return g; - b.current = x.updateKey; - } - return h && (kn({ - params: x, - size: te, - scene: i, - onBeforeInit: s - }), S({ - isIntersectingRef: T, - isIntersectingOnceRef: C, - params: x - }), M(!1)), f(ee); - }, - [ - f, - S, - s, - P, - h, - i, - x, - C, - T, - g - ] - ), - P, - { - scene: i, - camera: d, - renderTarget: p, - output: p.texture, - isIntersecting: A, - DOMRects: v, - intersections: T.current, - useDomView: z - } - ]; -}, Pr = (e, t) => { - const { - scene: n, - camera: r, - size: s, - dpr: l = !1, - isSizeUpdate: c = !1, - depth: i = !1, - ...d - } = e, p = B([]), f = K(s, l); - p.current = y(() => Array.from({ length: t }, () => { - const a = new o.WebGLRenderTarget( - f.x, - f.y, - { - ...he, - ...d - } - ); - return i && (a.depthTexture = new o.DepthTexture( - f.x, - f.y, - o.FloatType - )), a; - }), [t]), c && p.current.forEach( - (a) => a.setSize(f.x, f.y) - ), Z(() => { - const a = p.current; - return () => { - a.forEach((v) => v.dispose()); - }; - }, [t]); - const x = _( - (a, v, u) => { - const m = p.current[v]; - return _e({ - gl: a, - scene: n, - camera: r, - fbo: m, - onBeforeRender: () => u && u({ read: m.texture }) - }), m.texture; - }, - [n, r] - ); - return [p.current, x]; -}, Rr = Object.freeze({ - interpolate(e, t, n, r = 1e-6) { - const s = e + (t - e) * n; - return Math.abs(s) < r ? 0 : s; - }, - smoothstep(e, t, n) { - const r = Math.min(Math.max((n - e) / (t - e), 0), 1); - return r * r * (3 - 2 * r); - } -}); -export { - en as ALPHABLENDING_PARAMS, - Cn as BLANK_PARAMS, - ve as BLENDING_PARAMS, - de as BRIGHTNESSPICKER_PARAMS, - re as BRUSH_PARAMS, - Q as CHROMAKEY_PARAMS, - Y as COLORSTRATA_PARAMS, - ce as COSPALETTE_PARAMS, - sn as COVERTEXTURE_PARAMS, - Ae as DELTA_TIME, - Yn as DOMSYNCER_PARAMS, - be as DUOTONE_PARAMS, - ge as Easing, - he as FBO_DEFAULT_OPTION, - yt as FLUID_PARAMS, - Ve as FXBLENDING_PARAMS, - ae as FXTEXTURE_PARAMS, - Me as HSV_PARAMS, - ue as MARBLE_PARAMS, - O as MORPHPARTICLES_PARAMS, - fe as MOTIONBLUR_PARAMS, - oe as NOISE_PARAMS, - yr as RAWBLANK_PARAMS, - _t as RIPPLE_PARAMS, - Fe as SIMPLEBLUR_PARAMS, - Xe as ShaderChunk, - Rr as Utils, - me as WAVE_PARAMS, - W as WOBBLE3D_PARAMS, - _e as renderFBO, - F as setCustomUniform, - R as setUniform, - _r as useAddMesh, - vr as useAlphaBlending, - wr as useBeat, - xr as useBlank, - ur as useBlending, - lr as useBrightnessPicker, - Jn as useBrush, - L as useCamera, - hr as useChromaKey, - rr as useColorStrata, - Pr as useCopyTexture, - ar as useCosPalette, - pr as useCoverTexture, - In as useCreateMorphParticles, - Ln as useCreateWobble3D, - Dr as useDomSyncer, - se as useDoubleFBO, - ir as useDuoTone, - Tr as useFPSLimiter, - er as useFluid, - cr as useFxBlending, - sr as useFxTexture, - mr as useHSV, - or as useMarble, - Mr as useMorphParticles, - fr as useMotionBlur, - nr as useNoise, - j as useParams, - Se as usePointer, - br as useRawBlank, - Cr as useResizeBoundary, - K as useResolution, - tr as useRipple, - dr as useSimpleBlur, - $ as useSingleFBO, - gr as useWave, - Sr as useWobble3D -}; -//# sourceMappingURL=use-shader-fx.js.map diff --git a/packages/use-shader-fx/build/use-shader-fx.js.map b/packages/use-shader-fx/build/use-shader-fx.js.map deleted file mode 100644 index a4c30435..00000000 --- a/packages/use-shader-fx/build/use-shader-fx.js.map +++ /dev/null @@ -1 +0,0 @@ -{"version":3,"file":"use-shader-fx.js","sources":["../src/fxs/interactions/useBrush/shader/main.vert","../src/fxs/interactions/useBrush/shader/main.frag","../src/utils/useResolution.ts","../src/utils/setUniforms.ts","../src/utils/useAddObject.ts","../src/libs/constants.ts","../src/libs/shaders/shaderChunk/wobble3D.glsl","../src/libs/shaders/shaderChunk/snoise.glsl","../src/libs/shaders/shaderChunk/coverTexture.glsl","../src/libs/shaders/shaderChunk/fxBlending.glsl","../src/libs/shaders/shaderChunk/planeVertex.glsl","../src/libs/shaders/shaderChunk/defaultVertex.glsl","../src/libs/shaders/shaderChunk/hsv2rgb.glsl","../src/libs/shaders/shaderChunk/rgb2hsv.glsl","../src/libs/shaders/ShaderChunk.ts","../src/libs/shaders/resolveShaders.ts","../src/utils/createMaterialParameters.ts","../src/fxs/interactions/useBrush/useMesh.ts","../src/utils/useCamera.ts","../src/misc/usePointer.ts","../src/utils/useParams.ts","../src/utils/useSingleFBO.ts","../src/utils/useDoubleFBO.ts","../src/utils/getDpr.ts","../src/fxs/interactions/useBrush/index.ts","../src/fxs/simulations/useFluid/shaders/main.vert","../src/fxs/simulations/useFluid/shaders/init.frag","../src/fxs/simulations/useFluid/materials/useInitialMaterial.ts","../src/fxs/simulations/useFluid/shaders/advection.frag","../src/fxs/simulations/useFluid/materials/useAdvectionMaterial.ts","../src/fxs/simulations/useFluid/shaders/divergence.frag","../src/fxs/simulations/useFluid/materials/useDivergenceMaterial.ts","../src/fxs/simulations/useFluid/shaders/pressure.frag","../src/fxs/simulations/useFluid/materials/usePressureMaterial.ts","../src/fxs/simulations/useFluid/shaders/curl.frag","../src/fxs/simulations/useFluid/materials/useCurlMaterial.ts","../src/fxs/simulations/useFluid/shaders/vorticity.frag","../src/fxs/simulations/useFluid/materials/useVorticityMaterial.ts","../src/fxs/simulations/useFluid/shaders/clear.frag","../src/fxs/simulations/useFluid/materials/useClearMaterial.ts","../src/fxs/simulations/useFluid/shaders/gradientSubtract.frag","../src/fxs/simulations/useFluid/materials/useGradientSubtractMaterial.ts","../src/fxs/simulations/useFluid/shaders/splat.frag","../src/fxs/simulations/useFluid/materials/useSplatMaterial.ts","../src/fxs/simulations/useFluid/useMesh.ts","../src/fxs/simulations/useFluid/index.ts","../src/fxs/simulations/useRipple/shader/main.vert","../src/fxs/simulations/useRipple/shader/main.frag","../src/fxs/simulations/useRipple/useMesh.ts","../src/fxs/simulations/useRipple/index.ts","../src/fxs/noises/useNoise/shader/main.vert","../src/fxs/noises/useNoise/shader/main.frag","../src/fxs/noises/useNoise/useMesh.ts","../src/fxs/noises/useNoise/index.ts","../src/fxs/noises/useColorStrata/shader/main.vert","../src/fxs/noises/useColorStrata/shader/main.frag","../src/fxs/noises/useColorStrata/useMesh.ts","../src/fxs/noises/useColorStrata/index.ts","../src/fxs/noises/useMarble/shader/main.vert","../src/fxs/noises/useMarble/shader/main.frag","../src/fxs/noises/useMarble/useMesh.ts","../src/fxs/noises/useMarble/index.ts","../src/fxs/noises/useCosPalette/shader/main.vert","../src/fxs/noises/useCosPalette/shader/main.frag","../src/fxs/noises/useCosPalette/useMesh.ts","../src/fxs/noises/useCosPalette/index.ts","../src/fxs/utils/useDuoTone/shader/main.vert","../src/fxs/utils/useDuoTone/shader/main.frag","../src/fxs/utils/useDuoTone/useMesh.ts","../src/fxs/utils/useDuoTone/index.ts","../src/fxs/utils/useBlending/shader/main.vert","../src/fxs/utils/useBlending/shader/main.frag","../src/fxs/utils/useBlending/useMesh.ts","../src/fxs/utils/useBlending/index.ts","../src/fxs/utils/useFxTexture/shader/main.vert","../src/fxs/utils/useFxTexture/shader/main.frag","../src/fxs/utils/useFxTexture/useMesh.ts","../src/fxs/utils/useFxTexture/index.ts","../src/fxs/utils/useBrightnessPicker/shader/main.vert","../src/fxs/utils/useBrightnessPicker/shader/main.frag","../src/fxs/utils/useBrightnessPicker/useMesh.ts","../src/fxs/utils/useBrightnessPicker/index.ts","../src/fxs/utils/useFxBlending/shader/main.vert","../src/fxs/utils/useFxBlending/shader/main.frag","../src/fxs/utils/useFxBlending/useMesh.ts","../src/fxs/utils/useFxBlending/index.ts","../src/fxs/utils/useAlphaBlending/shader/main.vert","../src/fxs/utils/useAlphaBlending/shader/main.frag","../src/fxs/utils/useAlphaBlending/useMesh.ts","../src/fxs/utils/useAlphaBlending/index.ts","../src/fxs/utils/useHSV/shader/main.vert","../src/fxs/utils/useHSV/shader/main.frag","../src/fxs/utils/useHSV/useMesh.ts","../src/fxs/utils/useHSV/index.ts","../src/fxs/utils/useCoverTexture/shader/main.vert","../src/fxs/utils/useCoverTexture/shader/main.frag","../src/fxs/utils/useCoverTexture/useMesh.ts","../src/fxs/utils/useCoverTexture/index.ts","../src/fxs/effects/useSimpleBlur/shader/main.vert","../src/fxs/effects/useSimpleBlur/shader/main.frag","../src/fxs/effects/useSimpleBlur/useMesh.ts","../src/fxs/effects/useSimpleBlur/index.ts","../src/fxs/effects/useMotionBlur/shader/main.vert","../src/fxs/effects/useMotionBlur/shader/main.frag","../src/fxs/effects/useMotionBlur/useMesh.ts","../src/fxs/effects/useMotionBlur/index.ts","../src/fxs/effects/useWave/shader/main.vert","../src/fxs/effects/useWave/shader/main.frag","../src/fxs/effects/useWave/useMesh.ts","../src/fxs/effects/useWave/index.ts","../src/fxs/misc/useChromaKey/shader/main.vert","../src/fxs/misc/useChromaKey/shader/main.frag","../src/fxs/misc/useChromaKey/useMesh.ts","../src/fxs/misc/useChromaKey/index.ts","../src/fxs/blank/useBlank/shader/main.vert","../src/fxs/blank/useBlank/shader/main.frag","../src/fxs/blank/useBlank/useMesh.ts","../src/fxs/blank/useBlank/index.ts","../src/fxs/blank/useRawBlank/shader/main.vert","../src/fxs/blank/useRawBlank/shader/main.frag","../src/fxs/blank/useRawBlank/useMesh.ts","../src/fxs/blank/useRawBlank/index.ts","../src/fxs/3D/useMorphParticles/utils/useCreateObject.ts","../src/fxs/3D/useMorphParticles/shaders/main.vert","../src/fxs/3D/useMorphParticles/shaders/main.frag","../src/fxs/3D/useMorphParticles/utils/rewriteVertexShader.ts","../src/fxs/3D/useMorphParticles/utils/modifyAttributes.ts","../src/fxs/3D/useMorphParticles/utils/rewriteFragmentShader.ts","../src/fxs/3D/useMorphParticles/utils/useMaterial.ts","../src/fxs/3D/useMorphParticles/useCreateMorphParticles.ts","../src/fxs/3D/useMorphParticles/index.ts","../src/fxs/3D/useWobble3D/utils/rewriteVertexShader.ts","../src/fxs/3D/useWobble3D/utils/rewriteFragmentShader.ts","../src/fxs/3D/useWobble3D/shaders/transmission_pars_fragment.glsl","../src/fxs/3D/useWobble3D/shaders/transmission_fragment.glsl","../src/fxs/3D/useWobble3D/utils/resolveEachMaterial.ts","../src/fxs/3D/useWobble3D/useMaterial.ts","../src/fxs/3D/useWobble3D/useCreateWobble3D.ts","../src/fxs/3D/useWobble3D/index.ts","../src/utils/useAddMesh.ts","../src/utils/useResizeBoundary.ts","../src/libs/Easings.ts","../src/misc/useBeat.ts","../src/misc/useFPSLimiter.ts","../src/misc/useDomSyncer/utils/errorHandler.ts","../src/misc/useDomSyncer/shader/main.vert","../src/misc/useDomSyncer/shader/main.frag","../src/misc/useDomSyncer/utils/createMesh.ts","../src/misc/useDomSyncer/utils/useIntersectionHandler.ts","../src/misc/useDomSyncer/utils/useUpdateDomRect.ts","../src/misc/useDomSyncer/utils/useIsIntersecting.ts","../src/misc/useDomSyncer/utils/createUseDomView.ts","../src/misc/useDomSyncer/index.ts","../src/misc/useCopyTexture.ts","../src/libs/Utils.ts"],"sourcesContent":["#usf ","precision highp float;\n\nuniform sampler2D uBuffer;\nuniform sampler2D uTexture;\nuniform bool uIsTexture;\nuniform sampler2D uMap;\nuniform bool uIsMap;\nuniform float uMapIntensity;\nuniform float uRadius;\nuniform float uDissipation;\nuniform vec2 uResolution;\nuniform float uSmudge;\nuniform vec2 uMouse;\nuniform vec2 uPrevMouse;\nuniform vec2 uVelocity;\nuniform vec3 uColor;\nuniform float uMotionBlur;\nuniform int uMotionSample;\nuniform bool uIsCursor;\nuniform float uPressureStart;\nuniform float uPressureEnd;\n\nvarying vec2 vUv;\n\nfloat isOnLine(vec2 point, vec2 start, vec2 end, float radius, float pressureStart, float pressureEnd) {\n\t\n\tfloat aspect = uResolution.x / uResolution.y;\n\n\tpoint.x *= aspect;\n\tstart.x *= aspect;\n\tend.x *= aspect;\n\n\tvec2 dir = normalize(end - start);\n\tvec2 n = vec2(dir.y, -dir.x);\n\tvec2 p0 = point - start;\n\t\n\tfloat distToLine = abs(dot(p0, n));\n\tfloat distAlongLine = dot(p0, dir);\n\tfloat totalLength = length(end - start);\n\n\tfloat progress = clamp(distAlongLine / totalLength, 0.0, 1.0);\n\tfloat pressure = mix(pressureStart, pressureEnd, progress);\n\tradius = min(radius,radius * pressure);\n\n\tfloat distFromStart = length(point - start);\n\tfloat distFromEnd = length(point - end);\n\t\n\tbool withinLine = (distToLine < radius && distAlongLine > 0.0 && distAlongLine < totalLength) || distFromStart < radius || distFromEnd < radius;\n\n\treturn float(withinLine);\n}\n\nvec4 createSmudge(vec2 uv){\n\tvec2 offsets[9];\n\toffsets[0] = vec2(-1, -1); offsets[1] = vec2( 0, -1); offsets[2] = vec2( 1, -1);\n\toffsets[3] = vec2(-1, 0); offsets[4] = vec2( 0, 0); offsets[5] = vec2( 1, 0);\n\toffsets[6] = vec2(-1, 1); offsets[7] = vec2( 0, 1); offsets[8] = vec2( 1, 1);\n\n\tfor(int i = 0; i < 9; i++) {\n\t\toffsets[i] = (offsets[i] * uSmudge) / uResolution;\n\t}\t\n\tvec4 smudgedColor = vec4(0.);\n\tfor(int i = 0; i < 9; i++) {\n\t\tsmudgedColor += texture2D(uBuffer, uv + offsets[i]);\n\t}\n\treturn smudgedColor / 9.0;\n}\n\nvec4 createMotionBlur(vec2 uv , vec4 baseColor, vec2 velocity) {\n\tvec2 scaledV = velocity * uMotionBlur;\n\tfor(int i = 1; i < uMotionSample; i++) {\n\t\tfloat t = float(i) / float(uMotionSample - 1);\n\t\tvec2 offset = t * scaledV / uResolution;\n\t\tbaseColor += texture2D(uBuffer, uv + offset);\n\t}\n\treturn baseColor / float(uMotionSample);\n}\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\tif(uIsMap){\n\t\tvec2 mapColor = texture2D(uMap, uv).rg;\n\t\tvec2 normalizedMap = mapColor * 2.0 - 1.0;\n\t\tuv = uv * 2.0 - 1.0;\n\t\tuv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity);\n\t\tuv = (uv + 1.0) / 2.0;\n\t}\n\tvec2 suv = uv*2.-1.;\n\n\tvec2 velocity = uVelocity * uResolution;\n\n\tfloat radius = max(0.0,uRadius);\n\t\n\tvec4 smudgedColor = uSmudge > 0. ? createSmudge(uv) : texture2D(uBuffer, uv);\n\n\tvec4 motionBlurredColor = uMotionBlur > 0. ? createMotionBlur(uv,smudgedColor, velocity) : smudgedColor;\n\n\tvec4 bufferColor = motionBlurredColor;\n\tbufferColor.a = bufferColor.a < 1e-10 ? 0.0 : bufferColor.a * uDissipation;\n\t\n\tvec4 brushColor = uIsTexture ? texture2D(uTexture, uv) : vec4(uColor,1.);\n\t\n\tfloat onLine = isOnLine(suv, uPrevMouse, uMouse, radius, uPressureStart,uPressureEnd);\n\tfloat isOnLine = length(velocity) > 0. ? onLine : uIsCursor ? onLine : 0.;\n\n\tvec4 finalColor = mix(bufferColor, brushColor, isOnLine);\n\n\tgl_FragColor = finalColor;\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { Size } from \"../fxs/types\";\n\n/**\n * @params dpr if dpr is set, it returns the resolution which is size multiplied by dpr.\n */\nexport const useResolution = (size: Size, dpr: number | false = false) => {\n const _width = dpr ? size.width * dpr : size.width;\n const _height = dpr ? size.height * dpr : size.height;\n\n const resolution = useMemo(\n () => new THREE.Vector2(_width, _height),\n [_width, _height]\n );\n return resolution;\n};\n","import * as THREE from \"three\";\ntype UniformValue =\n | THREE.CubeTexture\n | THREE.Texture\n | Int32Array\n | Float32Array\n | THREE.Matrix4\n | THREE.Matrix3\n | THREE.Quaternion\n | THREE.Vector4\n | THREE.Vector3\n | THREE.Vector2\n | THREE.Color\n | number\n | boolean\n | Array\n | null\n | undefined;\ntype UniformObject = { [key: string]: { value: UniformValue } };\n\nexport const setUniform =\n (material: { uniforms: T }) =>\n (key: keyof T, value: UniformValue) => {\n if (value === undefined) {\n return;\n }\n const uniforms = material.uniforms;\n if (uniforms && uniforms[key]) {\n uniforms[key].value = value;\n }\n };\n\nexport type CustomParams = { [uniform: string]: UniformValue };\nexport const setCustomUniform =\n (material: { uniforms: UniformObject }) =>\n (customParams: CustomParams | undefined) => {\n if (customParams === undefined) {\n return;\n }\n Object.keys(customParams).forEach((key) => {\n const uniforms = material.uniforms;\n if (uniforms && uniforms[key]) {\n uniforms[key].value = customParams[key];\n }\n });\n };\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\n\ntype Object3DConstructor = new (\n geometry: THREE.BufferGeometry,\n material: M\n) => T;\n\n/**\n * Add geometry and material to Object3D and add them to scene.\n */\nexport const useAddObject = <\n T extends THREE.Object3D,\n M extends THREE.Material\n>(\n scene: THREE.Scene | false,\n geometry: THREE.BufferGeometry,\n material: M,\n Proto: Object3DConstructor\n) => {\n const object3D = useMemo(() => {\n const obj = new Proto(geometry, material);\n scene && scene.add(obj);\n return obj;\n }, [geometry, material, Proto, scene]);\n\n useEffect(() => {\n return () => {\n scene && scene.remove(object3D);\n geometry.dispose();\n material.dispose();\n };\n }, [scene, geometry, material, object3D]);\n\n return object3D;\n};\n","import * as THREE from \"three\";\n\nexport const ISDEV = process.env.NODE_ENV === \"development\";\n\nexport const MATERIAL_BASIC_PARAMS = {\n transparent: false,\n depthTest: false,\n depthWrite: false,\n};\n\nexport const DEFAULT_TEXTURE = new THREE.DataTexture(\n new Uint8Array([0, 0, 0, 0]),\n 1,\n 1,\n THREE.RGBAFormat\n);\n","//\tSimplex 4D Noise \n//\tby Ian McEwan, Ashima Arts\n//\nvec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\nfloat permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}\nvec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}\nfloat taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}\n\nvec4 grad4(float j, vec4 ip)\n{\n\tconst vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\tvec4 p,s;\n\n\tp.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\tp.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\ts = vec4(lessThan(p, vec4(0.0)));\n\tp.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\n\treturn p;\n}\n\nfloat simplexNoise4d(vec4 v)\n{\n\tconst vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4\n\t\t\t\t\t\t\t\t\t0.309016994374947451); // (sqrt(5) - 1)/4 F4\n\t// First corner\n\tvec4 i = floor(v + dot(v, C.yyyy) );\n\tvec4 x0 = v - i + dot(i, C.xxxx);\n\n\t// Other corners\n\n\t// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\tvec4 i0;\n\n\tvec3 isX = step( x0.yzw, x0.xxx );\n\tvec3 isYZ = step( x0.zww, x0.yyz );\n\t// i0.x = dot( isX, vec3( 1.0 ) );\n\ti0.x = isX.x + isX.y + isX.z;\n\ti0.yzw = 1.0 - isX;\n\n\t// i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n\ti0.y += isYZ.x + isYZ.y;\n\ti0.zw += 1.0 - isYZ.xy;\n\n\ti0.z += isYZ.z;\n\ti0.w += 1.0 - isYZ.z;\n\n\t// i0 now contains the unique values 0,1,2,3 in each channel\n\tvec4 i3 = clamp( i0, 0.0, 1.0 );\n\tvec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\tvec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n\t// x0 = x0 - 0.0 + 0.0 * C \n\tvec4 x1 = x0 - i1 + 1.0 * C.xxxx;\n\tvec4 x2 = x0 - i2 + 2.0 * C.xxxx;\n\tvec4 x3 = x0 - i3 + 3.0 * C.xxxx;\n\tvec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;\n\n\t// Permutations\n\ti = mod(i, 289.0); \n\tfloat j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n\tvec4 j1 = permute( permute( permute( permute (\n\t\t\t\t\ti.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\t\t\t\t+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\t\t\t\t+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\t\t\t\t+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\t// Gradients\n\t// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)\n\t// 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\n\tvec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n\tvec4 p0 = grad4(j0, ip);\n\tvec4 p1 = grad4(j1.x, ip);\n\tvec4 p2 = grad4(j1.y, ip);\n\tvec4 p3 = grad4(j1.z, ip);\n\tvec4 p4 = grad4(j1.w, ip);\n\n\t// Normalise gradients\n\tvec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\tp0 *= norm.x;\n\tp1 *= norm.y;\n\tp2 *= norm.z;\n\tp3 *= norm.w;\n\tp4 *= taylorInvSqrt(dot(p4,p4));\n\n\t// Mix contributions from the five corners\n\tvec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\tvec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\tm0 = m0 * m0;\n\tm1 = m1 * m1;\n\treturn 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\t\t\t\t\t\t+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n\nfloat getWobble(vec3 position)\n{\n\tvec3 warpedPosition = position;\n\twarpedPosition += simplexNoise4d(\n\t\tvec4(\n\t\t\t\tposition * uWarpPositionFrequency,\n\t\t\t\tuTime * uWarpTimeFrequency\n\t\t)\n\t) * uWarpStrength;\n\n\treturn simplexNoise4d(vec4(\n\t\twarpedPosition * uWobblePositionFrequency, // XYZ\n\t\tuTime * uWobbleTimeFrequency // W\n\t)) * uWobbleStrength;\n}","// \n//\tby Nikita Miropolskiy\n\n/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */\nvec3 random3(vec3 c) {\n\tfloat j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n\tvec3 r;\n\tr.z = fract(512.0*j);\n\tj *= .125;\n\tr.x = fract(512.0*j);\n\tj *= .125;\n\tr.y = fract(512.0*j);\n\treturn r-0.5;\n}\n\nconst float F3 = 0.3333333;\nconst float G3 = 0.1666667;\n\nfloat snoise(vec3 p) {\n\n\tvec3 s = floor(p + dot(p, vec3(F3)));\n\tvec3 x = p - s + dot(s, vec3(G3));\n\t\n\tvec3 e = step(vec3(0.0), x - x.yzx);\n\tvec3 i1 = e*(1.0 - e.zxy);\n\tvec3 i2 = 1.0 - e.zxy*(1.0 - e);\n \t\n\tvec3 x1 = x - i1 + G3;\n\tvec3 x2 = x - i2 + 2.0*G3;\n\tvec3 x3 = x - 1.0 + 3.0*G3;\n\t \n\tvec4 w, d;\n\t \n\tw.x = dot(x, x);\n\tw.y = dot(x1, x1);\n\tw.z = dot(x2, x2);\n\tw.w = dot(x3, x3);\n\t \n\tw = max(0.6 - w, 0.0);\n\t \n\td.x = dot(random3(s), x);\n\td.y = dot(random3(s + i1), x1);\n\td.z = dot(random3(s + i2), x2);\n\td.w = dot(random3(s + 1.0), x3);\n\t \n\tw *= w;\n\tw *= w;\n\td *= w;\n\t \n\treturn dot(d, vec4(52.0));\n}\n\nfloat snoiseFractal(vec3 m) {\n\treturn 0.5333333* snoise(m)\n\t\t\t\t+0.2666667* snoise(2.0*m)\n\t\t\t\t+0.1333333* snoise(4.0*m)\n\t\t\t\t+0.0666667* snoise(8.0*m);\n}","float screenAspect = uResolution.x / uResolution.y;\nfloat textureAspect = uTextureResolution.x / uTextureResolution.y;\nvec2 aspectRatio = vec2(\n\tmin(screenAspect / textureAspect, 1.0),\n\tmin(textureAspect / screenAspect, 1.0)\n);\nvec2 uv = vUv * aspectRatio + (1.0 - aspectRatio) * .5;","vec3 mapColor = texture2D(uMap, uv).rgb;\nvec3 normalizedMap = mapColor * 2.0 - 1.0;\n\nuv = uv * 2.0 - 1.0;\nuv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity);\nuv = (uv + 1.0) / 2.0;","precision highp float;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = vec4(position, 1.0);\n}","varying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}","vec3 hsv2rgb(vec3 c)\n{\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}","vec3 rgb2hsv(vec3 c)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}","import wobble3D from \"./shaderChunk/wobble3D.glsl\";\nimport snoise from \"./shaderChunk/snoise.glsl\";\nimport coverTexture from \"./shaderChunk/coverTexture.glsl\";\nimport fxBlending from \"./shaderChunk/fxBlending.glsl\";\nimport planeVertex from \"./shaderChunk/planeVertex.glsl\";\nimport defaultVertex from \"./shaderChunk/defaultVertex.glsl\";\nimport hsv2rgb from \"./shaderChunk/hsv2rgb.glsl\";\nimport rgb2hsv from \"./shaderChunk/rgb2hsv.glsl\";\n\nexport type ShaderChunkTypes =\n | \"wobble3D\"\n | \"snoise\"\n | \"coverTexture\"\n | \"fxBlending\"\n | \"planeVertex\"\n | \"defaultVertex\"\n | \"hsv2rgb\"\n | \"rgb2hsv\";\n\nexport const ShaderChunk: { [K in ShaderChunkTypes]: string } = Object.freeze({\n wobble3D,\n snoise,\n coverTexture,\n fxBlending,\n planeVertex,\n defaultVertex,\n hsv2rgb,\n rgb2hsv,\n});\n","import { ShaderChunk, ShaderChunkTypes } from \"./ShaderChunk\";\n\nconst includePattern = /^[ \\t]*#usf +<([\\w\\d./]+)>/gm;\n\nfunction includeReplacer(match: string, include: ShaderChunkTypes): string {\n return resolveIncludes(ShaderChunk[include] || \"\");\n}\n\nfunction resolveIncludes(string: string): string {\n return string.replace(includePattern, includeReplacer);\n}\n\nexport { resolveIncludes };\n","import { resolveIncludes } from \"../libs/shaders/resolveShaders\";\nimport { OnBeforeInitParameters } from \"../fxs/types\";\n\nexport const createMaterialParameters = (\n parameters: OnBeforeInitParameters,\n onBeforeInit?: (parameters: OnBeforeInitParameters) => void\n) => {\n onBeforeInit && onBeforeInit(parameters);\n parameters.vertexShader = resolveIncludes(parameters.vertexShader);\n parameters.fragmentShader = resolveIncludes(parameters.fragmentShader);\n return parameters;\n};\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { BRUSH_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BrushMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uBuffer: { value: THREE.Texture };\n uTexture: { value: THREE.Texture };\n uIsTexture: { value: boolean };\n uMap: { value: THREE.Texture };\n uIsMap: { value: boolean };\n uMapIntensity: { value: number };\n uResolution: { value: THREE.Vector2 };\n uRadius: { value: number };\n uSmudge: { value: number };\n uDissipation: { value: number };\n uMotionBlur: { value: number };\n uMotionSample: { value: number };\n uMouse: { value: number };\n uPrevMouse: { value: number };\n uVelocity: { value: number };\n uColor: { value: THREE.Vector3 | THREE.Color };\n uIsCursor: { value: boolean };\n uPressureStart: { value: number };\n uPressureEnd: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uBuffer: { value: DEFAULT_TEXTURE },\n uResolution: { value: new THREE.Vector2(0, 0) },\n uTexture: { value: DEFAULT_TEXTURE },\n uIsTexture: { value: false },\n uMap: { value: DEFAULT_TEXTURE },\n uIsMap: { value: false },\n uMapIntensity: { value: BRUSH_PARAMS.mapIntensity },\n uRadius: { value: BRUSH_PARAMS.radius },\n uSmudge: { value: BRUSH_PARAMS.smudge },\n uDissipation: { value: BRUSH_PARAMS.dissipation },\n uMotionBlur: { value: BRUSH_PARAMS.motionBlur },\n uMotionSample: { value: BRUSH_PARAMS.motionSample },\n uMouse: { value: new THREE.Vector2(-10, -10) },\n uPrevMouse: { value: new THREE.Vector2(-10, -10) },\n uVelocity: { value: new THREE.Vector2(0, 0) },\n uColor: { value: BRUSH_PARAMS.color },\n uIsCursor: { value: false },\n uPressureStart: { value: 1.0 },\n uPressureEnd: { value: 1.0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent\n transparent: true,\n });\n\n return mat;\n }, [onBeforeInit]) as BrushMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useResolution } from \"./useResolution\";\nimport { useMemo } from \"react\";\nimport { Size } from \"../fxs/types\";\n\nconst getCameraProps = (width: number, height: number) => {\n const frustumSize = height;\n const aspect = width / height;\n const [w, h] = [(frustumSize * aspect) / 2, frustumSize / 2];\n return { width: w, height: h, near: -1000, far: 1000 };\n};\n\nexport const useCamera = (\n size: Size,\n cameraType: \"OrthographicCamera\" | \"PerspectiveCamera\" = \"OrthographicCamera\"\n) => {\n const resolution = useResolution(size);\n const { width, height, near, far } = getCameraProps(\n resolution.x,\n resolution.y\n );\n const camera = useMemo(() => {\n return cameraType === \"OrthographicCamera\"\n ? new THREE.OrthographicCamera(\n -width,\n width,\n height,\n -height,\n near,\n far\n )\n : new THREE.PerspectiveCamera(50, width / height);\n }, [width, height, near, far, cameraType]);\n return camera;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useRef } from \"react\";\n\nexport type PointerValues = {\n currentPointer: THREE.Vector2;\n prevPointer: THREE.Vector2;\n diffPointer: THREE.Vector2;\n velocity: THREE.Vector2;\n isVelocityUpdate: boolean;\n};\n\ntype UpdatePointer = (currentPointer: THREE.Vector2) => PointerValues;\n\n/**\n * @description When given the pointer vector2 from r3f's RootState, it generates an update function that returns {`currentPointer`, `prevPointer`, `diffPointer`, `isVelocityUpdate`, `velocity`}.\n * @description When calling custom in a `useFrame` loop, you can avoid duplication of execution by passing `pointerValues` to the update function of a Pointer-activated fxHook, such as `useBrush`.\n * @param lerp 0~1, lerp intensity (0 to less than 1) , default : `0`\n */\nexport const usePointer = (lerp: number = 0): UpdatePointer => {\n const prevPointer = useRef(new THREE.Vector2(0, 0));\n const diffPointer = useRef(new THREE.Vector2(0, 0));\n const lerpPointer = useRef(new THREE.Vector2(0, 0));\n const lastUpdateTime = useRef(0);\n const velocity = useRef(new THREE.Vector2(0, 0));\n const isMoved = useRef(false);\n\n const updatePointer = useCallback(\n (currentPointer: THREE.Vector2) => {\n const now = performance.now();\n\n // lerp\n let current: THREE.Vector2;\n if (isMoved.current && lerp) {\n lerpPointer.current = lerpPointer.current.lerp(\n currentPointer,\n 1 - lerp\n );\n current = lerpPointer.current.clone();\n } else {\n current = currentPointer.clone();\n lerpPointer.current = current;\n }\n\n // first frame\n if (lastUpdateTime.current === 0) {\n lastUpdateTime.current = now;\n prevPointer.current = current;\n }\n const deltaTime = Math.max(1, now - lastUpdateTime.current);\n lastUpdateTime.current = now;\n\n // get velocity\n velocity.current\n .copy(current)\n .sub(prevPointer.current)\n .divideScalar(deltaTime);\n const isUpdate = velocity.current.length() > 0;\n\n //set prev temp pos\n const prevTemp = isMoved.current\n ? prevPointer.current.clone()\n : current;\n if (!isMoved.current && isUpdate) {\n isMoved.current = true;\n }\n prevPointer.current = current;\n\n return {\n currentPointer: current,\n prevPointer: prevTemp,\n diffPointer: diffPointer.current.subVectors(current, prevTemp),\n velocity: velocity.current,\n isVelocityUpdate: isUpdate,\n };\n },\n [lerp]\n );\n\n return updatePointer;\n};\n","import { useCallback, useRef } from \"react\";\n\ntype SetParams = (newParams?: Partial) => void;\ntype UseParamsReturn = [T, SetParams];\n\n/**\n * @param params Receives an initial value object. With structuredClone, deep copy and set, but if the object contains a function, just set it.\n */\nexport const useParams = (params: T): UseParamsReturn => {\n const isContainsFunctions = (obj: object): boolean =>\n Object.values(obj).some((value) => typeof value === \"function\");\n const paramsRef = useRef(\n isContainsFunctions(params) ? params : structuredClone(params)\n );\n\n const setParams = useCallback>((newParams) => {\n if (newParams === undefined) {\n return;\n }\n for (const key in newParams) {\n const paramKey = key as keyof T;\n if (\n paramKey in paramsRef.current &&\n newParams[paramKey] !== undefined &&\n newParams[paramKey] !== null\n ) {\n paramsRef.current[paramKey] = newParams[paramKey]!;\n } else {\n console.error(\n `\"${String(\n paramKey\n )}\" does not exist in the params. or \"${String(\n paramKey\n )}\" is null | undefined`\n );\n }\n }\n }, []);\n return [paramsRef.current, setParams];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo, useRef } from \"react\";\nimport { useResolution } from \"./useResolution\";\nimport { Size } from \"../fxs/types\";\n\nexport const FBO_DEFAULT_OPTION: THREE.RenderTargetOptions = {\n depthBuffer: false,\n};\n\nexport type UseFboProps = {\n scene: THREE.Scene;\n camera: THREE.Camera;\n size: Size;\n /** If dpr is set, dpr will be multiplied, default : `false` */\n dpr?: number | false;\n /** Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` */\n isSizeUpdate?: boolean;\n /** If set, the scene depth will be rendered into buffer.depthTexture. default : `false` */\n depth?: boolean;\n} & THREE.RenderTargetOptions;\n\nexport const renderFBO = ({\n gl,\n fbo,\n scene,\n camera,\n onBeforeRender,\n onSwap,\n}: {\n gl: THREE.WebGLRenderer;\n fbo: THREE.WebGLRenderTarget;\n scene: THREE.Scene;\n camera: THREE.Camera;\n onBeforeRender: () => void;\n onSwap?: () => void;\n}) => {\n gl.setRenderTarget(fbo);\n onBeforeRender();\n gl.clear();\n gl.render(scene, camera);\n onSwap && onSwap();\n gl.setRenderTarget(null);\n gl.clear();\n};\n\ntype UpdateRenderTarget = (\n gl: THREE.WebGLRenderer,\n /** call before FBO is rendered */\n onBeforeRender?: ({ read }: { read: THREE.Texture }) => void\n) => THREE.Texture;\n\ntype UseSingleFBOReturn = [THREE.WebGLRenderTarget, UpdateRenderTarget];\n\n/**\n * @param dpr If dpr is set, dpr will be multiplied, default:false\n * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false\n * @param depthBuffer Unlike the default in three.js, the default is `false`.\n * @returns [THREE.WebGLRenderTarget , updateFBO] -Receives the RenderTarget as the first argument and the update function as the second argument.\n */\nexport const useSingleFBO = (props: UseFboProps): UseSingleFBOReturn => {\n const {\n scene,\n camera,\n size,\n dpr = false,\n isSizeUpdate = false,\n depth = false,\n ...renderTargetOptions\n } = props;\n\n const renderTarget = useRef();\n\n const resolution = useResolution(size, dpr);\n\n renderTarget.current = useMemo(\n () => {\n const target = new THREE.WebGLRenderTarget(\n resolution.x,\n resolution.y,\n {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n }\n );\n if (depth) {\n target.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n }\n return target;\n },\n // eslint-disable-next-line react-hooks/exhaustive-deps\n []\n );\n\n if (isSizeUpdate) {\n renderTarget.current?.setSize(resolution.x, resolution.y);\n }\n\n useEffect(() => {\n const temp = renderTarget.current;\n return () => {\n temp?.dispose();\n };\n }, []);\n\n const updateRenderTarget: UpdateRenderTarget = useCallback(\n (gl, onBeforeRender) => {\n const fbo = renderTarget.current!;\n renderFBO({\n gl,\n fbo,\n scene,\n camera,\n onBeforeRender: () =>\n onBeforeRender && onBeforeRender({ read: fbo.texture }),\n });\n return fbo.texture;\n },\n [scene, camera]\n );\n\n return [renderTarget.current, updateRenderTarget];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo } from \"react\";\nimport { FBO_DEFAULT_OPTION, UseFboProps, renderFBO } from \"./useSingleFBO\";\nimport { useResolution } from \"./useResolution\";\n\nexport type DoubleRenderTarget = {\n read: THREE.WebGLRenderTarget;\n write: THREE.WebGLRenderTarget;\n};\n\ninterface WebGLDoubleRenderTarget extends DoubleRenderTarget {\n swap: () => void;\n}\n\ntype FBOUpdateFunction = (\n gl: THREE.WebGLRenderer,\n /** call before FBO is rendered */\n onBeforeRender?: ({\n read,\n write,\n }: {\n read: THREE.Texture;\n write: THREE.Texture;\n }) => void\n) => THREE.Texture;\n\ntype UseDoubleFBOReturn = [\n { read: THREE.WebGLRenderTarget; write: THREE.WebGLRenderTarget },\n FBOUpdateFunction\n];\n\n/**\n * @description Custom hook for setting up double buffering with WebGL render targets.\n * @param UseFboProps same as `useSingleFBO`\n */\nexport const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => {\n const {\n scene,\n camera,\n size,\n dpr = false,\n isSizeUpdate = false,\n depth = false,\n ...renderTargetOptions\n } = props;\n\n const resolution = useResolution(size, dpr);\n\n const renderTarget = useMemo(() => {\n const read = new THREE.WebGLRenderTarget(resolution.x, resolution.y, {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n });\n const write = new THREE.WebGLRenderTarget(resolution.x, resolution.y, {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n });\n\n if (depth) {\n read.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n write.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n }\n\n return {\n read: read,\n write: write,\n swap: function () {\n let temp = this.read;\n this.read = this.write;\n this.write = temp;\n },\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n if (isSizeUpdate) {\n renderTarget.read?.setSize(resolution.x, resolution.y);\n renderTarget.write?.setSize(resolution.x, resolution.y);\n }\n\n useEffect(() => {\n const temp = renderTarget;\n return () => {\n temp.read?.dispose();\n temp.write?.dispose();\n };\n }, [renderTarget]);\n\n const updateRenderTarget: FBOUpdateFunction = useCallback(\n (gl, onBeforeRender) => {\n const fbo = renderTarget;\n renderFBO({\n gl,\n scene,\n camera,\n fbo: fbo.write!,\n onBeforeRender: () =>\n onBeforeRender &&\n onBeforeRender({\n read: fbo.read!.texture,\n write: fbo.write!.texture,\n }),\n onSwap: () => fbo.swap(),\n });\n return fbo.read?.texture as THREE.Texture;\n },\n [scene, camera, renderTarget]\n );\n\n return [\n { read: renderTarget.read, write: renderTarget.write },\n updateRenderTarget,\n ];\n};\n","import { Dpr } from \"../fxs/types\";\n\nexport const getDpr = (\n dpr: Dpr\n): { shader: number | false; fbo: number | false } => {\n if (typeof dpr === \"number\") {\n return { shader: dpr, fbo: dpr };\n }\n return {\n shader: dpr.shader ?? false,\n fbo: dpr.fbo ?? false,\n };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo, useRef } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { PointerValues, usePointer } from \"../../../misc/usePointer\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { DoubleRenderTarget, useDoubleFBO } from \"../../../utils/useDoubleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type BrushParams = {\n /** Texture applied to the brush, If texture is true, it will take precedence over color , default : `false` */\n texture?: THREE.Texture | false;\n /** You can attach an fx map , default : `false` */\n map?: THREE.Texture | false;\n /** map intensity , default : `0.1` */\n mapIntensity?: number;\n /** size of the stamp, percentage of the size ,default : `0.05` */\n radius?: number;\n /** Strength of smudge effect , default : `0.0`*/\n smudge?: number;\n /** dissipation rate. If set to 1, it will remain. , default : `1.0` */\n dissipation?: number;\n /** Strength of motion blur , default : `0.0` */\n motionBlur?: number;\n /** Number of motion blur samples. Affects performance default : `5` */\n motionSample?: number;\n /** brush color , it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */\n color?:\n | ((velocity: THREE.Vector2) => THREE.Vector3)\n | THREE.Vector3\n | THREE.Color;\n /** Follows the cursor even if it loses speed , default : `false` */\n isCursor?: boolean;\n /** brush pressure (0 to 1) , default : `1.0` */\n pressure?: number;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type BrushObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BRUSH_PARAMS: BrushParams = Object.freeze({\n texture: false,\n map: false,\n mapIntensity: 0.1,\n radius: 0.05,\n smudge: 0.0,\n dissipation: 1.0,\n motionBlur: 0.0,\n motionSample: 5,\n color: new THREE.Vector3(1.0, 0.0, 0.0),\n isCursor: false,\n pressure: 1.0,\n pointerValues: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBrush = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n const [renderTarget, updateRenderTarget] = useDoubleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(BRUSH_PARAMS);\n\n const pressureEnd = useRef(null);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BrushParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BrushParams,\n customParams?: CustomParams\n ) => {\n const { gl, pointer } = rootState;\n\n updateParams(newParams, customParams);\n\n if (params.texture!) {\n updateValue(\"uIsTexture\", true);\n updateValue(\"uTexture\", params.texture!);\n } else {\n updateValue(\"uIsTexture\", false);\n }\n\n if (params.map!) {\n updateValue(\"uIsMap\", true);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n } else {\n updateValue(\"uIsMap\", false);\n }\n\n updateValue(\"uRadius\", params.radius!);\n updateValue(\"uSmudge\", params.smudge!);\n updateValue(\"uDissipation\", params.dissipation!);\n updateValue(\"uMotionBlur\", params.motionBlur!);\n updateValue(\"uMotionSample\", params.motionSample!);\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (pointerValues.isVelocityUpdate) {\n updateValue(\"uMouse\", pointerValues.currentPointer);\n updateValue(\"uPrevMouse\", pointerValues.prevPointer);\n }\n updateValue(\"uVelocity\", pointerValues.velocity);\n\n const color: THREE.Vector3 | THREE.Color =\n typeof params.color === \"function\"\n ? params.color(pointerValues.velocity)\n : params.color!;\n updateValue(\"uColor\", color);\n\n updateValue(\"uIsCursor\", params.isCursor!);\n\n // pressure\n updateValue(\"uPressureEnd\", params.pressure!);\n if (pressureEnd.current === null) {\n pressureEnd.current = params.pressure!;\n }\n updateValue(\"uPressureStart\", pressureEnd.current);\n pressureEnd.current = params.pressure!;\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBuffer\", read);\n });\n },\n [updateValue, updatePointer, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","varying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform vec2 texelSize;\n\nvoid main () {\n\tvUv = uv;\n\tvL = vUv - vec2(texelSize.x, 0.0);\n\tvR = vUv + vec2(texelSize.x, 0.0);\n\tvT = vUv + vec2(0.0, texelSize.y);\n\tvB = vUv - vec2(0.0, texelSize.y);\n\tgl_Position = vec4(position, 1.0);\n}","precision highp float;\n\nvoid main(){\n\tgl_FragColor = vec4(0.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/init.frag\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\n\nexport const useInitialMaterial = () => {\n const initialMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, []);\n\n return initialMaterial as THREE.ShaderMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uVelocity;\nuniform sampler2D uSource;\nuniform vec2 texelSize;\nuniform float dt;\nuniform float dissipation;\n\nvoid main () {\n\tvec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n\tgl_FragColor = vec4(dissipation * texture2D(uSource, coord).rgb,1.);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/advection.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../../libs/constants\";\nimport { DELTA_TIME } from \"..\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class AdvectionMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n uSource: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n dt: { value: number };\n dissipation: { value: number };\n };\n}\n\nexport const useAdvectionMaterial = ({ onBeforeInit }: MaterialProps) => {\n const advectionMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: DEFAULT_TEXTURE },\n uSource: { value: DEFAULT_TEXTURE },\n texelSize: { value: new THREE.Vector2() },\n dt: { value: DELTA_TIME },\n dissipation: { value: 0.0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return advectionMaterial as AdvectionMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\n\nvec2 sampleVelocity(in vec2 uv) {\n\tvec2 clampedUV = clamp(uv, 0.0, 1.0);\n\tvec2 multiplier = vec2(1.0, 1.0);\n\tmultiplier.x = uv.x < 0.0 || uv.x > 1.0 ? -1.0 : 1.0;\n\tmultiplier.y = uv.y < 0.0 || uv.y > 1.0 ? -1.0 : 1.0;\n\treturn multiplier * texture2D(uVelocity, clampedUV).xy;\n}\n\nvoid main () {\n\tfloat L = sampleVelocity(vL).x;\n\tfloat R = sampleVelocity(vR).x;\n\tfloat T = sampleVelocity(vT).y;\n\tfloat B = sampleVelocity(vB).y;\n\tfloat div = 0.5 * (R - L + T - B);\n\tgl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/divergence.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class DivergenceMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useDivergenceMaterial = ({ onBeforeInit }: MaterialProps) => {\n const divergenceMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]);\n\n return divergenceMaterial as DivergenceMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uPressure;\nuniform sampler2D uDivergence;\n\nvoid main () {\n\tfloat L = texture2D(uPressure, clamp(vL,0.,1.)).x;\n\tfloat R = texture2D(uPressure, clamp(vR,0.,1.)).x;\n\tfloat T = texture2D(uPressure, clamp(vT,0.,1.)).x;\n\tfloat B = texture2D(uPressure, clamp(vB,0.,1.)).x;\n\tfloat C = texture2D(uPressure, vUv).x;\n\tfloat divergence = texture2D(uDivergence, vUv).x;\n\tfloat pressure = (L + R + B + T - divergence) * 0.25;\n\tgl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/pressure.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class PressureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uPressure: { value: THREE.Texture };\n uDivergence: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const usePressureMaterial = ({ onBeforeInit }: MaterialProps) => {\n const pressureMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uPressure: { value: null },\n uDivergence: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return pressureMaterial as PressureMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\n\nvoid main () {\n\tfloat L = texture2D(uVelocity, vL).y;\n\tfloat R = texture2D(uVelocity, vR).y;\n\tfloat T = texture2D(uVelocity, vT).x;\n\tfloat B = texture2D(uVelocity, vB).x;\n\tfloat vorticity = R - L - T + B;\n\tgl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/curl.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class CurlMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useCurlMaterial = ({ onBeforeInit }: MaterialProps) => {\n const curlMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return curlMaterial as CurlMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\nuniform sampler2D uCurl;\nuniform float curl;\nuniform float dt;\n\nvoid main () {\n\tfloat T = texture2D(uCurl, vT).x;\n\tfloat B = texture2D(uCurl, vB).x;\n\tfloat C = texture2D(uCurl, vUv).x;\n\tvec2 force = vec2(abs(T) - abs(B), 0.0);\n\tforce *= 1.0 / length(force + 0.00001) * curl * C;\n\tvec2 vel = texture2D(uVelocity, vUv).xy;\n\tgl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/vorticity.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { DELTA_TIME } from \"..\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class VorticityMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n uCurl: { value: THREE.Texture };\n curl: { value: number };\n dt: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useVorticityMaterial = ({ onBeforeInit }: MaterialProps) => {\n const vorticityMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n uCurl: { value: null },\n curl: { value: 0 },\n dt: { value: DELTA_TIME },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]);\n\n return vorticityMaterial as VorticityMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float value;\n\nvoid main () {\n\tgl_FragColor = value * texture2D(uTexture, vUv);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/clear.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class ClearMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n value: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useClearMaterial = ({ onBeforeInit }: MaterialProps) => {\n const advectionMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n value: { value: 0.0 },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return advectionMaterial as ClearMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uPressure;\nuniform sampler2D uVelocity;\n\nvoid main () {\n\tfloat L = texture2D(uPressure, clamp(vL,0.,1.)).x;\n\tfloat R = texture2D(uPressure, clamp(vR,0.,1.)).x;\n\tfloat T = texture2D(uPressure, clamp(vT,0.,1.)).x;\n\tfloat B = texture2D(uPressure, clamp(vB,0.,1.)).x;\n\tvec2 velocity = texture2D(uVelocity, vUv).xy;\n\tvelocity.xy -= vec2(R - L, T - B);\n\tgl_FragColor = vec4(velocity, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/gradientSubtract.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class GradientSubtractMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uPressure: { value: THREE.Texture };\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useGradientSubtractMaterial = ({\n onBeforeInit,\n}: MaterialProps) => {\n const gradientSubtractMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uPressure: { value: DEFAULT_TEXTURE },\n uVelocity: { value: DEFAULT_TEXTURE },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return gradientSubtractMaterial as GradientSubtractMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTarget;\nuniform float aspectRatio;\nuniform vec3 color;\nuniform vec2 point;\nuniform float radius;\n\nvoid main () {\n\tvec2 nPoint = (point + vec2(1.0)) * 0.5;\n\tvec2 p = vUv - nPoint.xy;\n\tp.x *= aspectRatio;\n\tvec3 splat = exp(-dot(p, p) / radius) * color;\n\tvec3 base = texture2D(uTarget, vUv).xyz;\n\tgl_FragColor = vec4(base + splat, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/splat.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class SplatMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTarget: { value: THREE.Texture };\n aspectRatio: { value: number };\n color: { value: THREE.Vector3 | THREE.Color };\n point: { value: THREE.Vector2 };\n radius: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useSplatMaterial = ({ onBeforeInit }: MaterialProps) => {\n const splatMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTarget: { value: DEFAULT_TEXTURE },\n aspectRatio: { value: 0 },\n color: { value: new THREE.Vector3() },\n point: { value: new THREE.Vector2() },\n radius: { value: 0.0 },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return splatMaterial as SplatMaterial;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo } from \"react\";\nimport { useInitialMaterial } from \"./materials/useInitialMaterial\";\nimport {\n AdvectionMaterial,\n useAdvectionMaterial,\n} from \"./materials/useAdvectionMaterial\";\nimport {\n DivergenceMaterial,\n useDivergenceMaterial,\n} from \"./materials/useDivergenceMaterial\";\nimport {\n PressureMaterial,\n usePressureMaterial,\n} from \"./materials/usePressureMaterial\";\nimport { CurlMaterial, useCurlMaterial } from \"./materials/useCurlMaterial\";\nimport {\n VorticityMaterial,\n useVorticityMaterial,\n} from \"./materials/useVorticityMaterial\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { ClearMaterial, useClearMaterial } from \"./materials/useClearMaterial\";\nimport {\n GradientSubtractMaterial,\n useGradientSubtractMaterial,\n} from \"./materials/useGradientSubtractMaterial\";\nimport { SplatMaterial, useSplatMaterial } from \"./materials/useSplatMaterial\";\nimport { CustomParams, setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\n\ntype TMaterials =\n | AdvectionMaterial\n | DivergenceMaterial\n | CurlMaterial\n | PressureMaterial\n | ClearMaterial\n | GradientSubtractMaterial\n | SplatMaterial;\n\nexport type FluidMaterials = {\n vorticityMaterial: VorticityMaterial;\n curlMaterial: CurlMaterial;\n advectionMaterial: AdvectionMaterial;\n divergenceMaterial: DivergenceMaterial;\n pressureMaterial: PressureMaterial;\n clearMaterial: ClearMaterial;\n gradientSubtractMaterial: GradientSubtractMaterial;\n splatMaterial: SplatMaterial;\n};\n\nexport type CustomizableKeys =\n | \"advection\"\n | \"splat\"\n | \"curl\"\n | \"vorticity\"\n | \"divergence\"\n | \"clear\"\n | \"pressure\"\n | \"gradientSubtract\";\n\nexport type CustomFluidProps = {\n [K in CustomizableKeys]?: MaterialProps;\n};\nexport type CustomFluidParams = {\n [K in CustomizableKeys]?: CustomParams;\n};\n\nconst useCustomMaterial = (\n materialHook: (materialProps: MaterialProps) => T,\n materialProps?: MaterialProps\n) => {\n return materialHook(materialProps ?? {});\n};\n\n/**\n * Returns the material update function in the second argument\n */\nexport const useMesh = ({\n scene,\n size,\n dpr,\n customFluidProps,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n customFluidProps?: CustomFluidProps;\n}) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n\n const {\n curl,\n vorticity,\n advection,\n divergence,\n pressure,\n clear,\n gradientSubtract,\n splat,\n } = customFluidProps ?? {};\n\n const initialMaterial = useCustomMaterial(useInitialMaterial);\n const updateMaterial = initialMaterial.clone();\n const curlMaterial = useCustomMaterial(useCurlMaterial, curl);\n const vorticityMaterial = useCustomMaterial(useVorticityMaterial, vorticity);\n const advectionMaterial = useCustomMaterial(useAdvectionMaterial, advection);\n const divergenceMaterial = useCustomMaterial(\n useDivergenceMaterial,\n divergence\n );\n const pressureMaterial = useCustomMaterial(usePressureMaterial, pressure);\n const clearMaterial = useCustomMaterial(useClearMaterial, clear);\n const gradientSubtractMaterial = useCustomMaterial(\n useGradientSubtractMaterial,\n gradientSubtract\n );\n const splatMaterial = useCustomMaterial(useSplatMaterial, splat);\n const materials = useMemo(\n () => ({\n vorticityMaterial,\n curlMaterial,\n advectionMaterial,\n divergenceMaterial,\n pressureMaterial,\n clearMaterial,\n gradientSubtractMaterial,\n splatMaterial,\n }),\n [\n vorticityMaterial,\n curlMaterial,\n advectionMaterial,\n divergenceMaterial,\n pressureMaterial,\n clearMaterial,\n gradientSubtractMaterial,\n splatMaterial,\n ]\n );\n\n const resolution = useResolution(size, dpr);\n useMemo(() => {\n setUniform(materials.splatMaterial)(\n \"aspectRatio\",\n resolution.x / resolution.y\n );\n for (const material of Object.values(materials)) {\n setUniform(material)(\n \"texelSize\",\n new THREE.Vector2(1.0 / resolution.x, 1.0 / resolution.y)\n );\n }\n }, [resolution, materials]);\n\n const mesh = useAddObject(scene, geometry, initialMaterial, THREE.Mesh);\n\n useMemo(() => {\n initialMaterial.dispose();\n mesh.material = updateMaterial;\n }, [initialMaterial, mesh, updateMaterial]);\n\n useEffect(() => {\n return () => {\n for (const material of Object.values(materials)) {\n material.dispose();\n }\n };\n }, [materials]);\n\n const setMeshMaterial = useCallback(\n (material: TMaterials) => {\n mesh.material = material;\n mesh.material.needsUpdate = true;\n },\n [mesh]\n );\n\n return { materials, setMeshMaterial, mesh };\n};\n","import * as THREE from \"three\";\nimport {\n CustomizableKeys,\n FluidMaterials,\n CustomFluidProps,\n CustomFluidParams,\n useMesh,\n} from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo, useRef } from \"react\";\nimport { PointerValues, usePointer } from \"../../../misc/usePointer\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { UseFboProps } from \"../../../utils/useSingleFBO\";\nimport { DoubleRenderTarget, useDoubleFBO } from \"../../../utils/useDoubleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport const DELTA_TIME = 0.016;\n\nexport type FluidParams = {\n /** density disspation , default : `0.98` */\n densityDissipation?: number;\n /** velocity dissipation , default : `0.99` */\n velocityDissipation?: number;\n /** velocity acceleration , default : `10.0` */\n velocityAcceleration?: number;\n /** pressure dissipation , default : `0.9` */\n pressureDissipation?: number;\n /** pressure iterations. affects performance , default : `20` */\n pressureIterations?: number;\n /** curl_strength , default : `35` */\n curlStrength?: number;\n /** splat radius , default : `0.002` */\n splatRadius?: number;\n /** Fluid Color.THREE.Vector3 Alternatively, it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */\n fluidColor?:\n | ((velocity: THREE.Vector2) => THREE.Vector3)\n | THREE.Vector3\n | THREE.Color;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type FluidObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n materials: FluidMaterials;\n camera: THREE.Camera;\n renderTarget: {\n velocity: DoubleRenderTarget;\n density: DoubleRenderTarget;\n curl: THREE.WebGLRenderTarget;\n divergence: THREE.WebGLRenderTarget;\n pressure: DoubleRenderTarget;\n };\n output: THREE.Texture;\n};\n\nexport const FLUID_PARAMS: FluidParams = Object.freeze({\n densityDissipation: 0.98,\n velocityDissipation: 0.99,\n velocityAcceleration: 10.0,\n pressureDissipation: 0.9,\n pressureIterations: 20,\n curlStrength: 35,\n splatRadius: 0.002,\n fluidColor: new THREE.Vector3(1.0, 1.0, 1.0),\n pointerValues: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFluid = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n customFluidProps,\n}: {\n /** you can add `onBeforeInit` of the next material.`initial`,`curl`,`vorticity`,`advection`,`divergence`,`pressure`,`clear`,`gradientSubtract`,`splat` \n\t * ```ts\n\t * customFluidProps: {\n vorticity: {\n onBeforeInit: (parameters) => console.log(parameters),\n },\n },\n\t * ```\n\t*/\n customFluidProps?: CustomFluidProps;\n} & HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { materials, setMeshMaterial, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n customFluidProps,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n type: THREE.HalfFloatType,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n );\n const [velocityFBO, updateVelocityFBO] = useDoubleFBO(fboProps);\n const [densityFBO, updateDensityFBO] = useDoubleFBO(fboProps);\n const [curlFBO, updateCurlFBO] = useSingleFBO(fboProps);\n const [divergenceFBO, updateDivergenceFBO] = useSingleFBO(fboProps);\n const [pressureFBO, updatePressureFBO] = useDoubleFBO(fboProps);\n\n const scaledDiffVec = useRef(new THREE.Vector2(0, 0));\n const spaltVec = useRef(new THREE.Vector3(0, 0, 0));\n\n const [params, setParams] = useParams(FLUID_PARAMS);\n\n // setUniform\n const updateParamsList = useMemo(\n () => ({\n advection: setUniform(materials.advectionMaterial),\n splat: setUniform(materials.splatMaterial),\n curl: setUniform(materials.curlMaterial),\n vorticity: setUniform(materials.vorticityMaterial),\n divergence: setUniform(materials.divergenceMaterial),\n clear: setUniform(materials.clearMaterial),\n pressure: setUniform(materials.pressureMaterial),\n gradientSubtract: setUniform(materials.gradientSubtractMaterial),\n }),\n [materials]\n );\n // customSetUniform\n const updateCustomParamsList = useMemo<{\n [K in CustomizableKeys]: (customParams: CustomParams | undefined) => void;\n }>(\n () => ({\n advection: setCustomUniform(materials.advectionMaterial),\n splat: setCustomUniform(materials.splatMaterial),\n curl: setCustomUniform(materials.curlMaterial),\n vorticity: setCustomUniform(materials.vorticityMaterial),\n divergence: setCustomUniform(materials.divergenceMaterial),\n clear: setCustomUniform(materials.clearMaterial),\n pressure: setCustomUniform(materials.pressureMaterial),\n gradientSubtract: setCustomUniform(materials.gradientSubtractMaterial),\n }),\n [materials]\n );\n\n const updateParams = useCallback(\n (newParams?: FluidParams, customParams?: CustomFluidParams) => {\n setParams(newParams);\n if (customParams) {\n Object.keys(customParams).forEach((key) => {\n updateCustomParamsList[key as CustomizableKeys](\n customParams[key as CustomizableKeys]\n );\n });\n }\n },\n [setParams, updateCustomParamsList]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FluidParams,\n customParams?: CustomFluidParams\n ) => {\n const { gl, pointer, size } = rootState;\n\n updateParams(newParams, customParams);\n\n const velocityTex = updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.advectionMaterial);\n updateParamsList.advection(\"uVelocity\", read);\n updateParamsList.advection(\"uSource\", read);\n updateParamsList.advection(\n \"dissipation\",\n params.velocityDissipation!\n );\n });\n\n const densityTex = updateDensityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.advectionMaterial);\n updateParamsList.advection(\"uVelocity\", velocityTex);\n updateParamsList.advection(\"uSource\", read);\n updateParamsList.advection(\n \"dissipation\",\n params.densityDissipation!\n );\n });\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (pointerValues.isVelocityUpdate) {\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.splatMaterial);\n updateParamsList.splat(\"uTarget\", read);\n updateParamsList.splat(\"point\", pointerValues.currentPointer);\n const scaledDiff = pointerValues.diffPointer.multiply(\n scaledDiffVec.current\n .set(size.width, size.height)\n .multiplyScalar(params.velocityAcceleration!)\n );\n updateParamsList.splat(\n \"color\",\n spaltVec.current.set(scaledDiff.x, scaledDiff.y, 1.0)\n );\n updateParamsList.splat(\"radius\", params.splatRadius!);\n });\n updateDensityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.splatMaterial);\n updateParamsList.splat(\"uTarget\", read);\n const color: THREE.Vector3 | THREE.Color =\n typeof params.fluidColor === \"function\"\n ? params.fluidColor(pointerValues.velocity)\n : params.fluidColor!;\n updateParamsList.splat(\"color\", color);\n });\n }\n\n const curlTex = updateCurlFBO(gl, () => {\n setMeshMaterial(materials.curlMaterial);\n updateParamsList.curl(\"uVelocity\", velocityTex);\n });\n\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.vorticityMaterial);\n updateParamsList.vorticity(\"uVelocity\", read);\n updateParamsList.vorticity(\"uCurl\", curlTex);\n updateParamsList.vorticity(\"curl\", params.curlStrength!);\n });\n\n const divergenceTex = updateDivergenceFBO(gl, () => {\n setMeshMaterial(materials.divergenceMaterial);\n updateParamsList.divergence(\"uVelocity\", velocityTex);\n });\n\n updatePressureFBO(gl, ({ read }) => {\n setMeshMaterial(materials.clearMaterial);\n updateParamsList.clear(\"uTexture\", read);\n updateParamsList.clear(\"value\", params.pressureDissipation!);\n });\n\n setMeshMaterial(materials.pressureMaterial);\n updateParamsList.pressure(\"uDivergence\", divergenceTex);\n let pressureTexTemp: THREE.Texture;\n for (let i = 0; i < params.pressureIterations!; i++) {\n pressureTexTemp = updatePressureFBO(gl, ({ read }) => {\n updateParamsList.pressure(\"uPressure\", read);\n });\n }\n\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.gradientSubtractMaterial);\n updateParamsList.gradientSubtract(\"uPressure\", pressureTexTemp);\n updateParamsList.gradientSubtract(\"uVelocity\", read);\n });\n\n return densityTex;\n },\n [\n materials,\n updateParamsList,\n setMeshMaterial,\n updateCurlFBO,\n updateDensityFBO,\n updateDivergenceFBO,\n updatePointer,\n updatePressureFBO,\n updateVelocityFBO,\n params,\n updateParams,\n ]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n materials: materials,\n camera: camera,\n renderTarget: {\n velocity: velocityFBO,\n density: densityFBO,\n curl: curlFBO,\n divergence: divergenceFBO,\n pressure: pressureFBO,\n },\n output: densityFBO.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nuniform sampler2D uMap;\nuniform float uOpacity;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec3 color = texture2D(uMap, uv).rgb;\n\tgl_FragColor = vec4(color,uOpacity);\n}","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { MaterialProps } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\ntype UseMeshProps = {\n scale: number;\n max: number;\n scene: THREE.Scene;\n texture?: THREE.Texture;\n};\n\nexport const useMesh = ({\n scale,\n max,\n texture,\n scene,\n onBeforeInit,\n}: UseMeshProps & MaterialProps) => {\n const geometry = useMemo(\n () => new THREE.PlaneGeometry(scale, scale),\n [scale]\n );\n\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uOpacity: { value: 0.0 },\n uMap: { value: texture || DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n blending: THREE.AdditiveBlending,\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent.\n transparent: true,\n });\n return mat;\n }, [texture, onBeforeInit]);\n\n const meshArr = useMemo(() => {\n const temp = [];\n for (let i = 0; i < max; i++) {\n const clonedMat = material.clone();\n const mesh = new THREE.Mesh(geometry.clone(), clonedMat);\n mesh.rotateZ(2 * Math.PI * Math.random());\n mesh.visible = false;\n scene.add(mesh);\n temp.push(mesh);\n }\n return temp;\n }, [geometry, material, scene, max]);\n\n useEffect(() => {\n return () => {\n meshArr.forEach((mesh) => {\n mesh.geometry.dispose();\n if (Array.isArray(mesh.material)) {\n mesh.material.forEach((material) => material.dispose());\n } else {\n mesh.material.dispose();\n }\n scene.remove(mesh);\n });\n };\n }, [scene, meshArr]);\n\n return meshArr;\n};\n","import { useCallback, useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { usePointer, PointerValues } from \"../../../misc/usePointer\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\n\nexport type RippleParams = {\n /** How often ripples appear, default : `0.01` */\n frequency?: number;\n /** rotation rate, default : `0.05` */\n rotation?: number;\n /** fadeout speed, default : `0.9` */\n fadeoutSpeed?: number;\n /** scale rate, default : `0.3` */\n scale?: number;\n /** alpha, default : `0.6` */\n alpha?: number;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type RippleObject = {\n scene: THREE.Scene;\n meshArr: THREE.Mesh[];\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const RIPPLE_PARAMS: RippleParams = Object.freeze({\n frequency: 0.01,\n rotation: 0.05,\n fadeoutSpeed: 0.9,\n scale: 0.3,\n alpha: 0.6,\n pointerValues: false,\n});\n\ninterface UseRippleProps extends HooksProps {\n /** texture applied to ripple */\n texture?: THREE.Texture;\n /** ripple size, default:64 */\n scale?: number;\n /** ripple max length, default:100 */\n max?: number;\n}\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useRipple = ({\n texture,\n scale = 64,\n max = 100,\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: UseRippleProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const meshArr = useMesh({\n scale: scale,\n max: max,\n texture,\n scene,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(RIPPLE_PARAMS);\n\n const currentWave = useRef(0);\n\n const updateParams = useMemo(() => {\n return (newParams?: RippleParams, customParams?: CustomParams) => {\n setParams(newParams);\n meshArr.forEach((mesh) => {\n if (mesh.visible) {\n const material = mesh.material as THREE.ShaderMaterial;\n mesh.rotation.z += params.rotation!;\n mesh.scale.x =\n params.fadeoutSpeed! * mesh.scale.x + params.scale!;\n mesh.scale.y = mesh.scale.x;\n const opacity = material.uniforms.uOpacity.value;\n setUniform(material)(\"uOpacity\", opacity * params.fadeoutSpeed!);\n if (opacity < 0.001) mesh.visible = false;\n }\n setCustomUniform(mesh.material)(customParams);\n });\n };\n }, [meshArr, params, setParams]);\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: RippleParams,\n customParams?: CustomParams\n ) => {\n const { gl, pointer, size } = rootState;\n\n updateParams(newParams, customParams);\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (params.frequency! < pointerValues.diffPointer.length()) {\n const mesh = meshArr[currentWave.current];\n const material = mesh.material as THREE.ShaderMaterial;\n mesh.visible = true;\n mesh.position.set(\n pointerValues.currentPointer.x * (size.width / 2),\n pointerValues.currentPointer.y * (size.height / 2),\n 0\n );\n mesh.scale.x = mesh.scale.y = 0.0;\n setUniform(material)(\"uOpacity\", params.alpha!);\n currentWave.current = (currentWave.current + 1) % max;\n }\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, meshArr, updatePointer, max, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n camera: camera,\n meshArr: meshArr,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nprecision highp int;\n\nvarying vec2 vUv;\nuniform float uTime;\nuniform float timeStrength;\nuniform int noiseOctaves;\nuniform int fbmOctaves;\nuniform int warpOctaves;\nuniform vec2 warpDirection;\nuniform float warpStrength;\nuniform float scale;\n\nconst float per = 0.5;\nconst float PI = 3.14159265359;\n\nfloat rnd(vec2 n) {\n\tfloat a = 0.129898;\n\tfloat b = 0.78233;\n\tfloat c = 437.585453;\n\tfloat dt= dot(n ,vec2(a, b));\n\tfloat sn= mod(dt, PI);\n\treturn fract(sin(sn) * c);\n}\n\nfloat interpolate(float a, float b, float x){\n float f = (1.0 - cos(x * PI)) * 0.5;\n return a * (1.0 - f) + b * f;\n}\n\nfloat irnd(vec2 p){\n\tvec2 i = floor(p);\n\tvec2 f = fract(p);\n\tvec4 v = vec4(rnd(vec2(i.x,i.y)),rnd(vec2(i.x + 1.0,i.y)),rnd(vec2(i.x,i.y + 1.0)),rnd(vec2(i.x + 1.0, i.y + 1.0)));\n\treturn interpolate(interpolate(v.x, v.y, f.x), interpolate(v.z, v.w, f.x), f.y);\n}\n\n// Based on The Book of Shaders\n// https://thebookofshaders.com/13/\nfloat noise(vec2 p, float time){\n\tfloat t = 0.0;\n\tfor(int i = 0; i < noiseOctaves; i++){\n\t\tfloat freq = pow(2.0, float(i));\n\t\tfloat amp = pow(per, float(noiseOctaves - i));\n\t\tt += irnd(vec2(p.y / freq + time, p.x / freq + time)) * amp;\n\t}\n\treturn t;\n}\n\nfloat fbm(vec2 x, float time) {\n\tfloat v = 0.0;\n\tfloat a = 0.5;\n\tvec2 shift = vec2(100);\n\tmat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));\n\tfloat sign = 1.0;\n\tfor (int i = 0; i < fbmOctaves; ++i) {\n\t\tv += a * noise(x, time * sign);\n\t\tx = rot * x * 2.0 + shift;\n\t\ta *= 0.5;\n\t\tsign *= -1.0;\n\t}\n\treturn v;\n}\n\nfloat warp(vec2 x, float g,float time){\n\tfloat val = 0.0;\n\tfor (int i = 0; i < warpOctaves; i++){\n\t\tval = fbm(x + g * vec2(cos(warpDirection.x * val), sin(warpDirection.y * val)), time);\n\t}\n\treturn val;\n}\n\nvoid main() {\n\tfloat noise = warp(gl_FragCoord.xy * scale ,warpStrength,uTime * timeStrength);\n\tgl_FragColor = vec4(vec3(noise),1.0);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { NOISE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class NoiseMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTime: { value: number };\n scale: { value: number };\n timeStrength: { value: number };\n noiseOctaves: { value: number };\n fbmOctaves: { value: number };\n warpOctaves: { value: number };\n warpDirection: { value: THREE.Vector2 };\n warpStrength: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTime: { value: 0.0 },\n scale: { value: NOISE_PARAMS.scale },\n timeStrength: { value: NOISE_PARAMS.timeStrength },\n noiseOctaves: { value: NOISE_PARAMS.noiseOctaves },\n fbmOctaves: { value: NOISE_PARAMS.fbmOctaves },\n warpOctaves: { value: NOISE_PARAMS.warpOctaves },\n warpDirection: { value: NOISE_PARAMS.warpDirection },\n warpStrength: { value: NOISE_PARAMS.warpStrength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as NoiseMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type NoiseParams = {\n /** noise scale , default : `0.004` */\n scale?: number;\n /** time factor default : `0.3` */\n timeStrength?: number;\n /** noiseOctaves, affects performance default : `2` */\n noiseOctaves?: number;\n /** fbmOctaves, affects performance default : `2` */\n fbmOctaves?: number;\n /** domain warping octaves , affects performance default : `2` */\n warpOctaves?: number;\n /** direction of domain warping , default : `(2.0,2,0)` */\n warpDirection?: THREE.Vector2;\n /** strength of domain warping , default : `8.0` */\n warpStrength?: number;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type NoiseObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const NOISE_PARAMS: NoiseParams = Object.freeze({\n scale: 0.004,\n timeStrength: 0.3,\n noiseOctaves: 2,\n fbmOctaves: 2,\n warpOctaves: 2,\n warpDirection: new THREE.Vector2(2.0, 2.0),\n warpStrength: 8.0,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n *\n * It is a basic value noise with `fbm` and `domain warping`\n */\nexport const useNoise = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(NOISE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: NoiseParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: NoiseParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"scale\", params.scale!);\n updateValue(\"timeStrength\", params.timeStrength!);\n updateValue(\"noiseOctaves\", params.noiseOctaves!);\n updateValue(\"fbmOctaves\", params.fbmOctaves!);\n updateValue(\"warpOctaves\", params.warpOctaves!);\n updateValue(\"warpDirection\", params.warpDirection!);\n updateValue(\"warpStrength\", params.warpStrength!);\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nvarying vec2 vUv;\n\nuniform sampler2D uTexture;\nuniform bool isTexture;\nuniform sampler2D noise;\nuniform bool isNoise;\nuniform vec2 noiseStrength;\nuniform float laminateLayer;\nuniform vec2 laminateInterval;\nuniform vec2 laminateDetail;\nuniform vec2 distortion;\nuniform vec3 colorFactor;\nuniform float uTime;\nuniform vec2 timeStrength;\nuniform float scale;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\tvec2 pos = isTexture ? texture2D(uTexture, uv).rg : uv * scale;\n\tvec2 noise = isNoise ? texture2D(noise, uv).rg : vec2(0.0);\n\tfloat alpha = isTexture ? texture2D(uTexture, uv).a : 1.0;\n\t\n\t// Avoid floating point bugs caused by GPU drivers.\n\talpha = (alpha < 1e-10) ? 0.0 : alpha;\n\n\tvec3 col;\n\tfor(float j = 0.0; j < 3.0; j++){\n\t\tfor(float i = 1.0; i < laminateLayer; i++){\n\t\t\tfloat timeNoiseSin = sin(uTime / (i + j)) * timeStrength.x + noise.r * noiseStrength.x;\n\t\t\tfloat timeNoiseCos = cos(uTime / (i + j)) * timeStrength.y + noise.g * noiseStrength.y;\n\t\t\tpos.x += laminateInterval.x / (i + j) * cos(i * distortion.x * pos.y + timeNoiseSin + sin(i + j));\n\t\t\tpos.y += laminateInterval.y / (i + j) * cos(i * distortion.y * pos.x + timeNoiseCos + sin(i + j));\n\t\t}\n\t\tcol[int(j)] = sin(pow(pos.x, 2.) * pow(laminateDetail.x, 2.)) + sin(pow(pos.y, 2.) * pow(laminateDetail.y, 2.));\n\t}\n\n\tcol *= colorFactor * alpha;\n\tcol = clamp(col, 0.0, 1.0);\n\t\n\tgl_FragColor = vec4(col, alpha);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { COLORSTRATA_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class ColorStrataMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n isTexture: { value: boolean };\n scale: { value: number };\n noise: { value: THREE.Texture };\n noiseStrength: { value: THREE.Vector2 };\n isNoise: { value: boolean };\n laminateLayer: { value: number };\n laminateInterval: { value: THREE.Vector2 };\n laminateDetail: { value: THREE.Vector2 };\n distortion: { value: THREE.Vector2 };\n colorFactor: { value: THREE.Vector3 };\n uTime: { value: number };\n timeStrength: { value: THREE.Vector2 };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n isTexture: { value: false },\n scale: { value: COLORSTRATA_PARAMS.scale },\n noise: { value: DEFAULT_TEXTURE },\n noiseStrength: { value: COLORSTRATA_PARAMS.noiseStrength },\n isNoise: { value: false },\n laminateLayer: { value: COLORSTRATA_PARAMS.laminateLayer },\n laminateInterval: {\n value: COLORSTRATA_PARAMS.laminateInterval,\n },\n laminateDetail: { value: COLORSTRATA_PARAMS.laminateDetail },\n distortion: { value: COLORSTRATA_PARAMS.distortion },\n colorFactor: { value: COLORSTRATA_PARAMS.colorFactor },\n uTime: { value: 0 },\n timeStrength: { value: COLORSTRATA_PARAMS.timeStrength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as ColorStrataMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type ColorStrataParams = {\n /** default : `null` */\n texture?: THREE.Texture | false;\n /** Valid when texture is false. default : `1` */\n scale?: number;\n /** default : `1.0` */\n laminateLayer?: number;\n /** default : `(0.1, 0.1)` */\n laminateInterval?: THREE.Vector2;\n /** default : `(1.0, 1.0)` */\n laminateDetail?: THREE.Vector2;\n /** default : `(0.0, 0.0)` */\n distortion?: THREE.Vector2;\n /** default : `(1.0, 1.0, 1.0)` */\n colorFactor?: THREE.Vector3;\n /** default : `(0.0, 0.0)` */\n timeStrength?: THREE.Vector2;\n /** default : `false` */\n noise?: THREE.Texture | false;\n /** default : `(0.0,0.0)` */\n noiseStrength?: THREE.Vector2;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type ColorStrataObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COLORSTRATA_PARAMS: ColorStrataParams = Object.freeze({\n texture: false,\n scale: 1.0,\n laminateLayer: 1.0,\n laminateInterval: new THREE.Vector2(0.1, 0.1),\n laminateDetail: new THREE.Vector2(1, 1),\n distortion: new THREE.Vector2(0, 0),\n colorFactor: new THREE.Vector3(1, 1, 1),\n timeStrength: new THREE.Vector2(0, 0),\n noise: false,\n noiseStrength: new THREE.Vector2(0, 0),\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useColorStrata = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n ColorStrataParams,\n ColorStrataObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(COLORSTRATA_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: ColorStrataParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: ColorStrataParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n if (params.texture) {\n updateValue(\"uTexture\", params.texture);\n updateValue(\"isTexture\", true);\n } else {\n updateValue(\"isTexture\", false);\n updateValue(\"scale\", params.scale!);\n }\n\n if (params.noise) {\n updateValue(\"noise\", params.noise);\n updateValue(\"isNoise\", true);\n updateValue(\"noiseStrength\", params.noiseStrength!);\n } else {\n updateValue(\"isNoise\", false);\n }\n\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n updateValue(\"laminateLayer\", params.laminateLayer!);\n updateValue(\"laminateInterval\", params.laminateInterval!);\n updateValue(\"laminateDetail\", params.laminateDetail!);\n updateValue(\"distortion\", params.distortion!);\n updateValue(\"colorFactor\", params.colorFactor!);\n updateValue(\"timeStrength\", params.timeStrength!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform float u_time;\nuniform float u_pattern;\nuniform float u_complexity;\nuniform float u_complexityAttenuation;\nuniform float u_iterations;\nuniform float u_timeStrength;\nuniform float u_scale;\n\nvec3 marble(vec3 p){\n\tvec4 n;\n\tfor(float i;i {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_time: { value: 0 },\n u_pattern: { value: MARBLE_PARAMS.pattern },\n u_complexity: { value: MARBLE_PARAMS.complexity },\n u_complexityAttenuation: {\n value: MARBLE_PARAMS.complexityAttenuation,\n },\n u_iterations: { value: MARBLE_PARAMS.iterations },\n u_timeStrength: { value: MARBLE_PARAMS.timeStrength },\n u_scale: { value: MARBLE_PARAMS.scale },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as MarbleMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type MarbleParams = {\n /** You can add random patterns to noise by passing random numbers ,default : `0` */\n pattern?: number;\n /** default : `2` */\n complexity?: number;\n /** default : `0.2` */\n complexityAttenuation?: number;\n /** default : `8` */\n iterations?: number;\n /** default : `0.2` */\n timeStrength?: number;\n /** default : `0.002` */\n scale?: number;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type MarbleObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const MARBLE_PARAMS: MarbleParams = Object.freeze({\n pattern: 0,\n complexity: 2,\n complexityAttenuation: 0.2,\n iterations: 8,\n timeStrength: 0.2,\n scale: 0.002,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useMarble = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(MARBLE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: MarbleParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MarbleParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_pattern\", params.pattern!);\n updateValue(\"u_complexity\", params.complexity!);\n updateValue(\"u_complexityAttenuation\", params.complexityAttenuation!);\n updateValue(\"u_iterations\", params.iterations!);\n updateValue(\"u_timeStrength\", params.timeStrength!);\n updateValue(\"u_scale\", params.scale!);\n updateValue(\"u_time\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nprecision highp int;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec3 uColor1;\nuniform vec3 uColor2;\nuniform vec3 uColor3;\nuniform vec3 uColor4;\nuniform vec3 uRgbWeight;\n\n\n// Based on glsl-cos-palette by Erkaman\n// https://github.com/Erkaman/glsl-cos-palette\nvec3 cosPalette( float t, vec3 color1, vec3 color2, vec3 color3, vec3 color4 ){\n return color1 + color2 * cos( 6.28318 * ( color3 * t + color4) );\n}\n\nvoid main() {\n\n\tvec4 tex = texture2D(uTexture, vUv);\n\tfloat gray = dot(tex.rgb, uRgbWeight);\t\t\n\n\tvec3 outColor = cosPalette(\n\t\tgray,\n\t\tuColor1,\n\t\tuColor2,\n\t\tuColor3,\n\t\tuColor4\n\t);\n\n\tgl_FragColor = vec4(outColor, tex.a);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { COSPALETTE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class CosPaletteMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uRgbWeight: { value: THREE.Vector3 };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uColor4: { value: THREE.Color };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uRgbWeight: { value: COSPALETTE_PARAMS.rgbWeight },\n uColor1: { value: COSPALETTE_PARAMS.color1 },\n uColor2: { value: COSPALETTE_PARAMS.color2 },\n uColor3: { value: COSPALETTE_PARAMS.color3 },\n uColor4: { value: COSPALETTE_PARAMS.color4 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as CosPaletteMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type CosPaletteParams = {\n /** color1, default : `rgb(50%, 50%, 50%)` */\n color1?: THREE.Color;\n /** color2, default : `rgb(50%, 50%, 50%)` */\n color2?: THREE.Color;\n /** color3, default : `rgb(100%, 100%, 100%)` */\n color3?: THREE.Color;\n /** color4, default : `rgb(0%, 10%, 20%)` */\n color4?: THREE.Color;\n /** texture to be used as a palette */\n texture?: THREE.Texture;\n /** weight of the rgb, default : `THREE.Vector3(1.0,0.0,0.0)` */\n rgbWeight?: THREE.Vector3;\n};\n\nexport type ColorPaletteObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COSPALETTE_PARAMS: CosPaletteParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n color1: new THREE.Color().set(0.5, 0.5, 0.5),\n color2: new THREE.Color().set(0.5, 0.5, 0.5),\n color3: new THREE.Color().set(1, 1, 1),\n color4: new THREE.Color().set(0, 0.1, 0.2),\n rgbWeight: new THREE.Vector3(0.299, 0.587, 0.114),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useCosPalette = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n CosPaletteParams,\n ColorPaletteObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(COSPALETTE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: CosPaletteParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: CosPaletteParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uColor1\", params.color1!);\n updateValue(\"uColor2\", params.color2!);\n updateValue(\"uColor3\", params.color3!);\n updateValue(\"uColor4\", params.color4!);\n updateValue(\"uRgbWeight\", params.rgbWeight!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\n\nuniform vec3 uColor0;\nuniform vec3 uColor1;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec4 texColor = texture2D(uTexture, uv);\n\tfloat grayscale = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));\n\tvec3 duotone = mix(uColor0, uColor1, grayscale);\n\tgl_FragColor = vec4(duotone, texColor.a);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { DUOTONE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class DuoToneMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uColor0: { value: DUOTONE_PARAMS.color0 },\n uColor1: { value: DUOTONE_PARAMS.color1 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as DuoToneMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { DuoToneMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type DuoToneParams = {\n /** Make this texture duotone , Default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** 1st color , Default : `THREE.Color(0xffffff)` */\n color0?: THREE.Color;\n /** 2nd color , Default : `THREE.Color(0x000000)` */\n color1?: THREE.Color;\n};\n\nexport type DuoToneObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: DuoToneMaterial;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const DUOTONE_PARAMS: DuoToneParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n color0: new THREE.Color(0xffffff),\n color1: new THREE.Color(0x000000),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useDuoTone = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(DUOTONE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: DuoToneParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: DuoToneParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uColor0\", params.color0!);\n updateValue(\"uColor1\", params.color1!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform sampler2D uMap;\nuniform bool u_isAlphaMap;\nuniform sampler2D u_alphaMap;\nuniform float uMapIntensity;\nuniform vec3 u_brightness;\nuniform float u_min;\nuniform float u_max;\nuniform vec3 u_dodgeColor;\nuniform bool u_isDodgeColor;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\t#usf \n\n\t// color blending\n\tfloat brightness = dot(mapColor,u_brightness);\n\tvec4 textureMap = texture2D(u_texture, uv);\n\tfloat blendValue = smoothstep(u_min, u_max, brightness);\n\n\t// set dodge color\n\tvec3 dodgeColor = u_isDodgeColor ? u_dodgeColor : mapColor;\n\tvec3 outputColor = blendValue * dodgeColor + (1.0 - blendValue) * textureMap.rgb;\n\t\n\t// alpha blending\n\tfloat alpha = u_isAlphaMap ? texture2D(u_alphaMap, uv).a : textureMap.a;\n\tfloat mixValue = u_isAlphaMap ? alpha : 0.0;\n\tvec3 alphaColor = vec3(mix(outputColor,mapColor,mixValue));\n\n\tgl_FragColor = vec4(alphaColor,alpha);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { BLENDING_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n u_alphaMap: { value: THREE.Texture };\n u_isAlphaMap: { value: boolean };\n uMapIntensity: { value: number };\n u_brightness: { value: THREE.Vector3 };\n u_min: { value: number };\n u_max: { value: number };\n u_dodgeColor: { value: THREE.Color };\n u_isDodgeColor: { value: boolean };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n u_alphaMap: { value: DEFAULT_TEXTURE },\n u_isAlphaMap: { value: false },\n uMapIntensity: { value: BLENDING_PARAMS.mapIntensity },\n u_brightness: { value: BLENDING_PARAMS.brightness },\n u_min: { value: BLENDING_PARAMS.min },\n u_max: { value: BLENDING_PARAMS.max },\n u_dodgeColor: { value: new THREE.Color() },\n u_isDodgeColor: { value: false },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as BlendingMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BlendingParams = {\n /** Make this texture Blending , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** map texture, default : `THREE.Texture` */\n map?: THREE.Texture;\n /** map strength , r,g value are affecting , default : `0.3` */\n mapIntensity?: number;\n /** Alpha blending is performed using the alpha of the set texture. , default : `false` */\n alphaMap?: THREE.Texture | false;\n /** default : `(0.5,0.5,0.5)` */\n brightness?: THREE.Vector3;\n /** default : `0.0` */\n min?: number;\n /** default : `1.0` */\n max?: number;\n /** If set, this value will apply color dodge , default : `false` */\n dodgeColor?: THREE.Color | false;\n};\n\nexport type BlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BLENDING_PARAMS: BlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n alphaMap: false,\n mapIntensity: 0.3,\n brightness: new THREE.Vector3(0.5, 0.5, 0.5),\n min: 0.0,\n max: 1.0,\n dodgeColor: false,\n});\n\n/**\n * Blend map to texture. You can set the threshold for blending with brightness. You can set the dodge color by setting color. \nIf you don't want to reflect the map's color, you can use useFxBlending instead.\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(BLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n if (params.alphaMap) {\n updateValue(\"u_alphaMap\", params.alphaMap!);\n updateValue(\"u_isAlphaMap\", true);\n } else {\n updateValue(\"u_isAlphaMap\", false);\n }\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_min\", params.min!);\n updateValue(\"u_max\", params.max!);\n if (params.dodgeColor) {\n updateValue(\"u_dodgeColor\", params.dodgeColor);\n updateValue(\"u_isDodgeColor\", true);\n } else {\n updateValue(\"u_isDodgeColor\", false);\n }\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform vec2 uResolution;\nuniform vec2 uTextureResolution;\nuniform sampler2D uTexture0;\nuniform sampler2D uTexture1;\nuniform sampler2D uMap;\nuniform float mapIntensity;\nuniform float edgeIntensity;\nuniform float progress;\nuniform float dirX;\nuniform float dirY;\nuniform vec2 epicenter;\nuniform float padding;\n\nbool isInPaddingArea(vec2 uv) {\n return uv.x < padding || uv.x > 1.0 - padding || uv.y < padding || uv.y > 1.0 - padding;\n}\n\nvoid main() {\n\t#usf \n\n\t// fx map\n\tvec2 map = texture2D(uMap, uv).rg;\n\tvec2 normalizedMap = map * 2.0 - 1.0;\n\n\t// multiply edge fx\n\tuv = uv * 2.0 - 1.0;\n\tuv *= map * distance(epicenter, uv) * edgeIntensity + 1.0;\n\tuv = (uv + 1.0) / 2.0;\n\n\t// padding\n\tif (isInPaddingArea(uv)) {\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\t\treturn;\n\t}\n\tvec2 paddedUV = uv * (1.0 - 2.0 * padding * -1.) + padding * -1.;\n\n\t// centered uv\n\tvec2 centeredUV = paddedUV - vec2(0.5);\n\n\t// multiply map fx\n\tcenteredUV *= normalizedMap * map * mapIntensity + 1.0;\n\n\t// texture 0\n\tfloat xOffsetTexture0 = 0.5 - dirX * progress;\n\tfloat yOffsetTexture0 = 0.5 - dirY * progress;\n\tvec2 samplePosTexture0 = vec2(xOffsetTexture0, yOffsetTexture0) + centeredUV;\n\n\t//texture 1\n\tfloat xOffsetTexture1 = 0.5 + dirX * (1.0 - progress);\n\tfloat yOffsetTexture1 = 0.5 + dirY * (1.0 - progress);\n\tvec2 samplePosTexture1 = vec2(xOffsetTexture1, yOffsetTexture1) + centeredUV;\n\n\tvec4 color0 = texture2D(uTexture0, samplePosTexture0);\n\tvec4 color1 = texture2D(uTexture1, samplePosTexture1);\n\n\tgl_FragColor = mix(color0, color1, progress);\n\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { FXTEXTURE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxTextureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uTextureResolution: { value: THREE.Vector2 };\n uTexture0: { value: THREE.Texture };\n uTexture1: { value: THREE.Texture };\n padding: { value: number };\n uMap: { value: THREE.Texture };\n edgeIntensity: { value: number };\n mapIntensity: { value: number };\n epicenter: { value: THREE.Vector2 };\n progress: { value: number };\n dirX: { value: number };\n dirY: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n uTextureResolution: { value: new THREE.Vector2() },\n uTexture0: { value: DEFAULT_TEXTURE },\n uTexture1: { value: DEFAULT_TEXTURE },\n padding: { value: FXTEXTURE_PARAMS.padding },\n uMap: { value: DEFAULT_TEXTURE },\n edgeIntensity: { value: FXTEXTURE_PARAMS.edgeIntensity },\n mapIntensity: { value: FXTEXTURE_PARAMS.mapIntensity },\n epicenter: { value: FXTEXTURE_PARAMS.epicenter },\n progress: { value: FXTEXTURE_PARAMS.progress },\n dirX: { value: FXTEXTURE_PARAMS.dir?.x },\n dirY: { value: FXTEXTURE_PARAMS.dir?.y },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxTextureMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type FxTextureParams = {\n /** 1st texture , default : `THREE.Texture()` */\n texture0?: THREE.Texture;\n /** 2nd texture , default : `THREE.Texture()` */\n texture1?: THREE.Texture;\n /** add transparent padding, 0.0 ~ 1.0 , default : `0.0` */\n padding?: number;\n /** The color map. The uv value is affected according to this rbg , default : `THREE.Texture()` */\n map?: THREE.Texture;\n /** intensity of map , r,g value are affecting , default : `0.0` */\n mapIntensity?: number;\n /** Intensity of effect on edges , default : `0.0` */\n edgeIntensity?: number;\n /** epicenter of fx, -1 ~ 1 , default : `vec2(0.0,0.0)` */\n epicenter?: THREE.Vector2;\n /** Switch value to switch between texture0 and texture1 , 0 ~ 1 , default : `0` */\n progress?: number;\n /** direction of transition , default: `THREE.Vector2(0, 0)` */\n dir?: THREE.Vector2;\n};\n\nexport type FxTextureObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const FXTEXTURE_PARAMS: FxTextureParams = Object.freeze({\n texture0: DEFAULT_TEXTURE,\n texture1: DEFAULT_TEXTURE,\n padding: 0.0,\n map: DEFAULT_TEXTURE,\n mapIntensity: 0.0,\n edgeIntensity: 0.0,\n epicenter: new THREE.Vector2(0, 0),\n progress: 0.0,\n dir: new THREE.Vector2(0, 0),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFxTexture = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(FXTEXTURE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: FxTextureParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FxTextureParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture0\", params.texture0!);\n updateValue(\"uTexture1\", params.texture1!);\n updateValue(\"progress\", params.progress!);\n // calculate resolution by linear interpolation.\n const tex0Res = [\n params.texture0!?.image?.width || 0,\n params.texture0!?.image?.height || 0,\n ];\n const tex1Res = [\n params.texture1!?.image?.width || 0,\n params.texture1!?.image?.height || 0,\n ];\n const interpolatedResolution = tex0Res.map((value, index) => {\n return value + (tex1Res[index] - value) * params.progress!;\n });\n updateValue(\"uTextureResolution\", interpolatedResolution);\n updateValue(\"padding\", params.padding!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"mapIntensity\", params.mapIntensity!);\n updateValue(\"edgeIntensity\", params.edgeIntensity!);\n updateValue(\"epicenter\", params.epicenter!);\n updateValue(\"dirX\", params.dir!.x);\n updateValue(\"dirY\", params.dir!.y);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform vec3 u_brightness;\nuniform float u_min;\nuniform float u_max;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec3 color = texture2D(u_texture, uv).rgb;\n\tfloat brightness = dot(color,u_brightness);\n\tfloat alpha = clamp(smoothstep(u_min, u_max, brightness),0.0,1.0);\n\tgl_FragColor = vec4(color, alpha);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { BRIGHTNESSPICKER_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BrightnessPickerMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_brightness: { value: THREE.Vector3 };\n u_min: { value: number };\n u_max: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_brightness: { value: BRIGHTNESSPICKER_PARAMS.brightness },\n u_min: { value: BRIGHTNESSPICKER_PARAMS.min },\n u_max: { value: BRIGHTNESSPICKER_PARAMS.max },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as BrightnessPickerMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BrightnessPickerParams = {\n /** pick brightness from this texture , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** default : `(0.5,0.5,0.5)` */\n brightness?: THREE.Vector3;\n /** default : `0.0` */\n min?: number;\n /** default : `1.0` */\n max?: number;\n};\n\nexport type BrightnessPickerObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BRIGHTNESSPICKER_PARAMS: BrightnessPickerParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n brightness: new THREE.Vector3(0.5, 0.5, 0.5),\n min: 0.0,\n max: 1.0,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBrightnessPicker = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n BrightnessPickerParams,\n BrightnessPickerObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(\n BRIGHTNESSPICKER_PARAMS\n );\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BrightnessPickerParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BrightnessPickerParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_min\", params.min!);\n updateValue(\"u_max\", params.max!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform sampler2D uMap;\nuniform float uMapIntensity;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\t#usf \n\n\tgl_FragColor = texture2D(u_texture, uv);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { FXBLENDING_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxBlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n uMapIntensity: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n uMapIntensity: { value: FXBLENDING_PARAMS.mapIntensity },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxBlendingMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type FxBlendingParams = {\n /** Make this texture Blending , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** map texture, default : `THREE.Texture` */\n map?: THREE.Texture;\n /** map strength , r,g value are affecting , default : `0.3` */\n mapIntensity?: number;\n};\n\nexport type FxBlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const FXBLENDING_PARAMS: FxBlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n mapIntensity: 0.3,\n});\n\n/**\n * Blend map to texture. You can change the intensity of fx applied by the rg value of map. Unlike \"useBlending\", the map color is not reflected.\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFxBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n FxBlendingParams,\n FxBlendingObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(FXBLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: FxBlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FxBlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nuniform sampler2D uTexture;\nuniform sampler2D uMap;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec4 tex = texture2D(uTexture, uv);\n\tvec4 map = texture2D(uMap, uv);\n\tgl_FragColor = mix(tex,map,map.a);\n}\n\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class AlphaBlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as AlphaBlendingMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type AlphaBlendingParams = {\n /** default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** alpha map , default : `THREE.Texture()` */\n map?: THREE.Texture;\n};\n\nexport type AlphaBlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const ALPHABLENDING_PARAMS: AlphaBlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useAlphaBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n AlphaBlendingParams,\n AlphaBlendingObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n onBeforeInit,\n });\n const camera = useCamera(size);\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] =\n useParams(ALPHABLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: AlphaBlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: AlphaBlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n\n return updateRenderTarget(gl);\n },\n [updateValue, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform float u_brightness;\nuniform float u_saturation;\n\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 tex = texture2D(u_texture, vUv);\n\tvec3 hsv = rgb2hsv(tex.rgb);\n\thsv.y *= u_saturation;\n\thsv.z *= u_brightness;\n\tvec3 final = hsv2rgb(hsv);\n\tgl_FragColor = vec4(final, tex.a);\n}\n\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { HSV_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class HSVMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_brightness: { value: number };\n u_saturation: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_brightness: { value: HSV_PARAMS.brightness },\n u_saturation: { value: HSV_PARAMS.saturation },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as HSVMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type HSVParams = {\n /** default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** default : `1` */\n brightness?: number;\n /** default : `1` */\n saturation?: number;\n};\n\nexport type HSVObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const HSV_PARAMS: HSVParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n brightness: 1,\n saturation: 1,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useHSV = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n onBeforeInit,\n });\n const camera = useCamera(size);\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(HSV_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: HSVParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: HSVParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_saturation\", params.saturation!);\n\n return updateRenderTarget(gl);\n },\n [updateValue, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform vec2 uResolution;\nuniform vec2 uTextureResolution;\nuniform sampler2D uTexture;\n\nvoid main() {\n\t#usf \n\t\n\tgl_FragColor = texture2D(uTexture, uv);\n}\n\n","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxTextureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uTextureResolution: { value: THREE.Vector2 };\n uTexture: { value: THREE.Texture };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n uTextureResolution: { value: new THREE.Vector2() },\n uTexture: { value: DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxTextureMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type CoverTextureParams = {\n /** Textures that you want to display exactly on the screen , default : `THREE.Texture()` */\n texture?: THREE.Texture;\n};\n\nexport type CoverTextureObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COVERTEXTURE_PARAMS: CoverTextureParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useCoverTexture = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n CoverTextureParams,\n CoverTextureObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] =\n useParams(COVERTEXTURE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: CoverTextureParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: CoverTextureParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uTextureResolution\", [\n params.texture!?.source?.data?.width || 0,\n params.texture!?.source?.data?.height || 0,\n ]);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec2 uResolution;\nuniform float uBlurSize;\n\nvoid main() {\n\tvec2 uv = vUv;\t\n\tvec2 perDivSize = uBlurSize / uResolution;\n\n\t// calc average color value from adjacent point\n\tvec4 outColor = vec4(\n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, -1.0)) +\n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, -1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, -1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, 1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, 1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, 1.0))\n\t\t) / 9.0;\n\t\n\tgl_FragColor = outColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { SIMPLEBLUR_PARAMS } from \".\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class SampleMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uResolution: { value: THREE.Vector2 };\n uBlurSize: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uResolution: { value: new THREE.Vector2(0, 0) },\n uBlurSize: { value: SIMPLEBLUR_PARAMS.blurSize },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as SampleMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type SimpleBlurParams = {\n /** Make this texture blur , default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** blurSize, default : `3` */\n blurSize?: number;\n /** blurPower, affects performance default : `5` */\n blurPower?: number;\n};\n\nexport type SimpleBlurObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const SIMPLEBLUR_PARAMS: SimpleBlurParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n blurSize: 3,\n blurPower: 5,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useSimpleBlur = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n SimpleBlurParams,\n SimpleBlurObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateTempTexture] = useDoubleFBO(fboProps);\n const [params, setParams] = useParams(SIMPLEBLUR_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: SimpleBlurParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: SimpleBlurParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uResolution\", [\n params.texture!?.source?.data?.width || 0,\n params.texture!?.source?.data?.height || 0,\n ]);\n updateValue(\"uBlurSize\", params.blurSize!);\n\n let _tempTexture: THREE.Texture = updateTempTexture(gl);\n\n for (let i = 0; i < params.blurPower!; i++) {\n updateValue(\"uTexture\", _tempTexture);\n _tempTexture = updateTempTexture(gl);\n }\n\n return _tempTexture;\n },\n [updateTempTexture, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform sampler2D uBackbuffer;\nuniform vec2 uBegin;\nuniform vec2 uEnd;\nuniform float uStrength;\n\nvoid main() {\n\tvec2 uv = vUv;\t\n\tvec4 current = texture2D(uTexture, uv + uBegin*.1);\n\tvec4 back = texture2D(uBackbuffer, uv + uEnd*.1);\n\tvec4 mixed = mix(current,back,uStrength);\n\tgl_FragColor = mixed;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MOTIONBLUR_PARAMS } from \".\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class MotionBlurMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uBackbuffer: { value: THREE.Texture };\n uBegin: { value: THREE.Vector2 };\n uEnd: { value: THREE.Vector2 };\n uStrength: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uBackbuffer: { value: DEFAULT_TEXTURE },\n uBegin: { value: MOTIONBLUR_PARAMS.begin },\n uEnd: { value: MOTIONBLUR_PARAMS.end },\n uStrength: { value: MOTIONBLUR_PARAMS.strength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as MotionBlurMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type MotionBlurParams = {\n /** Make this texture blur, default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** motion begin, default : `THREE.Vector2(0, 0)` */\n begin?: THREE.Vector2;\n /** motion end, default : `THREE.Vector2(0, 0)` */\n end?: THREE.Vector2;\n /** motion strength, default : `0.9` */\n strength?: number;\n};\n\nexport type MotionBlurObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const MOTIONBLUR_PARAMS: MotionBlurParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n begin: new THREE.Vector2(0, 0),\n end: new THREE.Vector2(0, 0),\n strength: 0.9,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useMotionBlur = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n MotionBlurParams,\n MotionBlurObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useDoubleFBO(fboProps);\n\n const [params, setParams] = useParams(MOTIONBLUR_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: MotionBlurParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MotionBlurParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uBegin\", params.begin!);\n updateValue(\"uEnd\", params.end!);\n updateValue(\"uStrength\", params.strength!);\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBackbuffer\", read);\n });\n },\n [updateRenderTarget, updateValue, updateParams, params]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform float uProgress;\nuniform float uStrength;\nuniform float uWidth;\nuniform vec2 uEpicenter;\nuniform int uMode;\n\nfloat PI = 3.141592653589;\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\n\tfloat progress = min(uProgress, 1.0);\n\tfloat progressFactor = sin(progress * PI);\n\n\tfloat border = progress - progress * progressFactor * uWidth;\n\tfloat blur = uStrength * progressFactor;\n\t\n\t// 0 ~ 1\n\tvec2 normalizeCenter = (uEpicenter + 1.0) / 2.0;\n\n\t// 0:center 1:horizontal 2:vertical\n\tfloat dist = uMode == 0 ? length(uv - normalizeCenter) : uMode == 1 ? length(uv.x - normalizeCenter.x) : length(uv.y - normalizeCenter.y);\n\n\t// Calculate the maximum distance to the four corners of the screen\n\tfloat maxDistance = max(\n\t\tlength(vec2(0.0, 0.0) - normalizeCenter),\n\t\tmax(\n\t\t\t\tlength(vec2(1.0, 0.0) - normalizeCenter),\n\t\t\t\tmax(\n\t\t\t\t\tlength(vec2(0.0, 1.0) - normalizeCenter),\n\t\t\t\t\tlength(vec2(1.0, 1.0) - normalizeCenter)\n\t\t\t\t)\n\t\t)\n\t);\n\n\t// Scale distance so that waves extend to the edge of the screen\n\tdist = maxDistance > 0.0 ? dist / maxDistance : dist;\n\n\tvec3 color = vec3(smoothstep(border - blur, border, dist) -\n smoothstep(progress, progress + blur, dist));\n\t\n\t// Ensure color is 0 when progress is 0,1\n\tcolor *= progressFactor;\n\n\tgl_FragColor = vec4(color, 1.0);\n}\n\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { WAVE_PARAMS } from \".\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class WaveMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uEpicenter: { value: THREE.Vector2 };\n uProgress: { value: number };\n uStrength: { value: number };\n uWidth: { value: number };\n uMode: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uEpicenter: { value: WAVE_PARAMS.epicenter },\n uProgress: { value: WAVE_PARAMS.progress },\n uStrength: { value: WAVE_PARAMS.strength },\n uWidth: { value: WAVE_PARAMS.width },\n uMode: { value: 0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as WaveMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type WaveParams = {\n /** -1.0 ~ 1.0 , default : `vec2(0.0,0.0)` */\n epicenter?: THREE.Vector2;\n /** 0.0 ~ 1.0 , default : `0.0` */\n progress?: number;\n /** default : `0.0` */\n width?: number;\n /** default : `0.0` */\n strength?: number;\n /** default : `center` */\n mode?: \"center\" | \"horizontal\" | \"vertical\";\n};\n\nexport type WaveObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const WAVE_PARAMS: WaveParams = Object.freeze({\n epicenter: new THREE.Vector2(0.0, 0.0),\n progress: 0.0,\n width: 0.0,\n strength: 0.0,\n mode: \"center\",\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useWave = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(WAVE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: WaveParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: WaveParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uEpicenter\", params.epicenter!);\n updateValue(\"uProgress\", params.progress!);\n updateValue(\"uWidth\", params.width!);\n updateValue(\"uStrength\", params.strength!);\n updateValue(\n \"uMode\",\n params.mode! === \"center\"\n ? 0\n : params.mode! === \"horizontal\"\n ? 1\n : 2\n );\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nvarying vec2 vUv;\n\nuniform sampler2D u_texture;\nuniform vec2 u_resolution;\nuniform vec3 u_keyColor;\nuniform float u_similarity;\nuniform float u_smoothness;\nuniform float u_spill;\n\nuniform vec4 u_color;\nuniform float u_contrast;\nuniform float u_brightness;\nuniform float u_gamma;\n\n// From https://github.com/libretro/glsl-shaders/blob/master/nnedi3/shaders/rgb-to-yuv.glsl\nvec2 RGBtoUV(vec3 rgb) {\n return vec2(\n rgb.r * -0.169 + rgb.g * -0.331 + rgb.b * 0.5 + 0.5,\n rgb.r * 0.5 + rgb.g * -0.419 + rgb.b * -0.081 + 0.5\n );\n}\nfloat getChromeDist(vec3 texColor){\n\tfloat chromaDist = distance(RGBtoUV(texColor), RGBtoUV(u_keyColor));\n\treturn chromaDist;\n}\n\nfloat getBoxFilteredChromaDist(vec3 rgb, vec2 uv)\n{\n\tvec2 pixel_size = vec2(1.) / u_resolution;\n\tvec2 h_pixel_size = pixel_size / 2.0;\n\tvec2 point_0 = vec2(pixel_size.x, h_pixel_size.y);\n\tvec2 point_1 = vec2(h_pixel_size.x, -pixel_size.y);\n\tfloat distVal = getChromeDist(texture2D(u_texture,uv-point_0).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv+point_0).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv-point_1).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv+point_1).rgb);\n\tdistVal *= 2.0;\n\tdistVal += getChromeDist(rgb);\n\treturn distVal / 9.0;\n}\n\nvec4 CalcColor(vec4 rgba)\n{\n\treturn vec4(pow(rgba.rgb, vec3(u_gamma, u_gamma, u_gamma)) * u_contrast + u_brightness, rgba.a);\n}\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\n\tvec4 texColor = texture2D(u_texture, uv);\n\ttexColor.rgb *= (texColor.a > 0.) ? (1. / texColor.a) : 0.;\n\n\tfloat chromaDist = getBoxFilteredChromaDist(texColor.rgb,uv);\n\t\n\tfloat baseMask = chromaDist - u_similarity;\n\tfloat fullMask = pow(clamp(baseMask / u_smoothness, 0., 1.), 1.5);\n\t\n\ttexColor.rgba *= u_color;\n\ttexColor.a = fullMask;\n\n\tfloat spillVal = pow(clamp(baseMask / u_spill, 0., 1.), 1.5);\n\tfloat desat = clamp(texColor.r * 0.2126 + texColor.g * 0.7152 + texColor.b * 0.0722, 0., 1.);\n\ttexColor.rgb = mix(vec3(desat, desat, desat), texColor.rgb, spillVal);\n\n\tvec4 finColor = CalcColor(texColor);\n\n\tgl_FragColor = finColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { CHROMAKEY_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class ChromaKeyMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_resolution: { value: THREE.Vector2 };\n u_keyColor: { value: THREE.Color };\n u_similarity: { value: number };\n u_smoothness: { value: number };\n u_spill: { value: number };\n u_color: { value: THREE.Vector4 };\n u_contrast: { value: number };\n u_brightness: { value: number };\n u_gamma: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_resolution: { value: new THREE.Vector2() },\n u_keyColor: { value: CHROMAKEY_PARAMS.color },\n u_similarity: { value: CHROMAKEY_PARAMS.similarity },\n u_smoothness: { value: CHROMAKEY_PARAMS.smoothness },\n u_spill: { value: CHROMAKEY_PARAMS.spill },\n u_color: { value: CHROMAKEY_PARAMS.color },\n u_contrast: { value: CHROMAKEY_PARAMS.contrast },\n u_brightness: { value: CHROMAKEY_PARAMS.brightness },\n u_gamma: { value: CHROMAKEY_PARAMS.gamma },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as ChromaKeyMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"u_resolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type ChromaKeyParams = {\n /** Process this texture with chroma key , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** key color for chromakey processing , default: `THREE.Color(0x00ff00)` */\n keyColor?: THREE.Color;\n /** If the similarity with the key color exceeds this value, it becomes transparent. , default : `0.2` */\n similarity?: number;\n /** smoothness , default : `0.1` */\n smoothness?: number;\n /** spill , default : `0.2` */\n spill?: number;\n /** tone correction , default : `THREE.Vector4(1.0, 1.0, 1.0, 1.0)` */\n color?: THREE.Vector4;\n /** contrast , default : `1.0` */\n contrast?: number;\n /** brightness , default : `0.0` */\n brightness?: number;\n /** gamma correction , default : `1.0` */\n gamma?: number;\n};\n\nexport type ChromaKeyObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const CHROMAKEY_PARAMS: ChromaKeyParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n keyColor: new THREE.Color(0x00ff00),\n similarity: 0.2,\n smoothness: 0.1,\n spill: 0.2,\n color: new THREE.Vector4(1.0, 1.0, 1.0, 1.0),\n contrast: 1.0,\n brightness: 0.0,\n gamma: 1.0,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useChromaKey = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(CHROMAKEY_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: ChromaKeyParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: ChromaKeyParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_keyColor\", params.keyColor!);\n updateValue(\"u_similarity\", params.similarity!);\n updateValue(\"u_smoothness\", params.smoothness!);\n updateValue(\"u_spill\", params.spill!);\n updateValue(\"u_color\", params.color!);\n updateValue(\"u_contrast\", params.contrast!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_gamma\", params.gamma!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 usf_Position = vec4(position,1.);\n\tvUv = uv;\n\n\t#usf
\n\t\n\tgl_Position = usf_Position;\n}","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\nuniform sampler2D uTexture;\nuniform sampler2D uBackbuffer;\nuniform float uTime;\nuniform vec2 uPointer;\nuniform vec2 uResolution;\n\n#usf \n\nvoid main() {\n\tvec4 usf_FragColor = vec4(1.);\n\n\t#usf
\n\t\n\tgl_FragColor = usf_FragColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport { setUniform, useResolution } from \"../../..\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BlankMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uBackbuffer: { value: THREE.Texture };\n uTime: { value: number };\n uPointer: { value: THREE.Vector2 };\n uResolution: { value: THREE.Vector2 };\n };\n}\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uBackbuffer: { value: DEFAULT_TEXTURE },\n uTime: { value: 0 },\n uPointer: { value: new THREE.Vector2() },\n uResolution: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as BlankMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { BlankMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BlankParams = {\n /** texture, default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type BlankObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh<\n THREE.BufferGeometry,\n BlankMaterial\n >;\n material: BlankMaterial;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BLANK_PARAMS: BlankParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n beat: false,\n});\n\n/**\n * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`.\n * Fragment shaders have `uTexture`,`uBackbuffer`,`uTime`,`uPointer` and `uResolution` as default uniforms.\n *\n * ※ `usf_FragColor` overrides `gl_FragColor`\n *\n * ※ `usf_Position` overrides `gl_Position`\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBlank = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useDoubleFBO(fboProps);\n\n const [params, setParams] = useParams(BLANK_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BlankParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BlankParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock, pointer } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uPointer\", pointer);\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBackbuffer\", read);\n });\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 usf_Position = vec4(position,1.);\n\tvUv = uv;\n\n\t#usf
\n\t\n\tgl_Position = usf_Position;\n}","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\nuniform vec2 uResolution;\n\n#usf \n\nvoid main() {\n\tvec4 usf_FragColor = vec4(1.);\n\n\t#usf
\n\t\n\tgl_FragColor = usf_FragColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport { setUniform, useResolution } from \"../../..\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class RawBlankMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n };\n}\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as RawBlankMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { RawBlankMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { CustomParams, setCustomUniform } from \"../../../utils/setUniforms\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps, useSingleFBO } from \"../../../utils/useSingleFBO\";\n\nexport type RawBlankParams = {};\n\nexport type RawBlankObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh<\n THREE.BufferGeometry,\n RawBlankMaterial\n >;\n material: RawBlankMaterial;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const RAWBLANK_PARAMS: RawBlankParams = Object.freeze({});\n\n/**\n * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`.\n * Fragment shaders have `uResolution` as default uniforms.\n *\n * ※ `usf_FragColor` overrides `gl_FragColor`\n *\n * ※ `usf_Position` overrides `gl_Position`\n * \n * `RawBlankParams` is an empty object. so you can't pass any parameters to second argument. Nothing will happen if you pass them.\n * ```tsx\n * useFrame((state) => {\n update(\n state,\n {},\n {\n uTime: state.clock.getElapsedTime(),\n }\n );\n });\n * ```\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useRawBlank = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useSingleFBO(fboProps);\n\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: RawBlankParams, customParams?: CustomParams) => {\n updateCustomValue(customParams);\n },\n [updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: RawBlankParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n updateParams(newParams, customParams);\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../../utils/useAddObject\";\n\ntype UseCreateObjectProps = {\n scene: THREE.Scene | false;\n geometry: THREE.BufferGeometry;\n material: THREE.ShaderMaterial;\n};\n\nexport type MorphParticlePoints = THREE.Points<\n THREE.BufferGeometry,\n THREE.ShaderMaterial\n>;\nexport type InteractiveMesh = THREE.Mesh<\n THREE.BufferGeometry,\n THREE.ShaderMaterial\n>;\n\nexport const useCreateObject = ({\n scene,\n geometry,\n material,\n}: UseCreateObjectProps) => {\n const points = useAddObject(\n scene,\n geometry,\n material,\n THREE.Points\n ) as MorphParticlePoints;\n\n // Generate a mesh for pointer\n const interactiveMesh = useAddObject(\n scene,\n useMemo(() => geometry.clone(), [geometry]),\n useMemo(() => material.clone(), [material]),\n THREE.Mesh\n ) as InteractiveMesh;\n interactiveMesh.visible = false;\n\n return {\n points,\n interactiveMesh,\n };\n};\n","uniform vec2 uResolution;\nuniform float uMorphProgress;\nuniform float uPointSize;\n\nuniform sampler2D uPicture;\nuniform bool uIsPicture;\nuniform sampler2D uAlphaPicture;\nuniform bool uIsAlphaPicture;\n\nuniform vec3 uColor0;\nuniform vec3 uColor1;\nuniform vec3 uColor2;\nuniform vec3 uColor3;\n\nuniform float uTime;\n\nuniform float uWobblePositionFrequency;\nuniform float uWobbleTimeFrequency;\nuniform float uWobbleStrength;\nuniform float uWarpPositionFrequency;\nuniform float uWarpTimeFrequency;\nuniform float uWarpStrength;\n\nuniform sampler2D uDisplacement;\nuniform bool uIsDisplacement;\nuniform float uDisplacementIntensity;\n\nuniform float uSizeRandomIntensity;\nuniform float uSizeRandomTimeFrequency;\nuniform float uSizeRandomMin;\nuniform float uSizeRandomMax;\n\nuniform float uMapArrayLength;\n\nuniform float uDivergence;\nuniform vec3 uDivergencePoint;\n\nvarying vec3 vColor;\nvarying float vPictureAlpha;\nvarying vec3 vDisplacementColor;\nvarying float vDisplacementIntensity;\nvarying float vMapArrayIndex;\n\n#usf \n\n#usf \n\n#usf \n\nfloat random3D(vec3 co) {\n\treturn fract(sin(dot(co.xyz ,vec3(12.9898, 78.233, 45.764))) * 43758.5453);\n}\n\nvoid main() {\n\tvec3 newPosition = position;\n\tvec2 newUv = uv;\n\t\n\t#usf \n\t#usf \n\n\t// displacement for `newPosition`\n\tvec3 displacement = uIsDisplacement ? texture2D(uDisplacement, newUv).rgb : vec3(0.0);\n\tfloat displacementIntensity = smoothstep(0., 1., displacement.g);\n\tvDisplacementColor = displacement;\n\tvDisplacementIntensity = displacementIntensity;\n\n\t// At this point displacement is 0 ~ 1, so normalize it to -1 ~ 1\n\tdisplacement = displacement * 2.-1.;\n\tdisplacement *= displacementIntensity * uDisplacementIntensity;\n\tnewPosition += displacement;\n\n\t// divergence\n\tvec3 divergenceDir = newPosition - uDivergencePoint;\n\tif (uDivergence > 0.0) {\n\t\tnewPosition += normalize(divergenceDir) * uDivergence;\n\t} else if (uDivergence < 0.0) {\n\t\tnewPosition -= normalize(divergenceDir) * abs(uDivergence);\n\t}\n\n\t// Final position\n\tvec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);\n\tvec4 viewPosition = viewMatrix * modelPosition;\n\tvec4 projectedPosition = projectionMatrix * viewPosition;\n\n\t// wobble ※Do not calculate noise if uWobbleStrength is 0\n\tfloat wobble = uWobbleStrength > 0. ? getWobble(projectedPosition.xyz) : 0.0;\n\n\tgl_Position = projectedPosition += wobble;\n\t\n\t// If picture is true then display picture, otherwise 4 color linear interpolation\n\tvColor = uIsPicture ? texture2D(uPicture, newUv).rgb : mix(mix(uColor0, uColor1, newPosition.x), mix(uColor2, uColor3, newPosition.y), newPosition.z);\n\n\t// Set Alpha on picture's g channel\n\tvPictureAlpha = uIsAlphaPicture ? texture2D(uAlphaPicture, newUv).g : 1.;\n\n\t// Multiply the point size by picturAalpha. The size can also be adjusted with alphaMap.\n\t// If uSizeRandomTimeFrequency is greater than 0, the size will be randomly changed\n\tfloat sizeRand = uSizeRandomIntensity > 0. ? mix(uSizeRandomMin,uSizeRandomMax,(simplexNoise4d(vec4(newPosition,uTime * uSizeRandomTimeFrequency))*.5+.5)) * uSizeRandomIntensity : 1.;\n\tgl_PointSize = uPointSize * vPictureAlpha * uResolution.y * sizeRand;\n\tgl_PointSize *= (1.0 / - viewPosition.z);\n\n\t// mapArrayIndex\n\tvMapArrayIndex = uMapArrayLength > 0. ? floor(random3D(position) * uMapArrayLength) : 0.;\n}","precision highp float;\nprecision highp int;\n\nvarying vec3 vColor;\nvarying float vPictureAlpha;\nvarying vec3 vDisplacementColor;\nvarying float vDisplacementIntensity;\nvarying float vMapArrayIndex;\n\nuniform float uBlurAlpha;\nuniform float uBlurRadius;\nuniform sampler2D uMap;\nuniform bool uIsMap;\nuniform sampler2D uAlphaMap;\nuniform bool uIsAlphaMap;\nuniform float uDisplacementColorIntensity;\nuniform float uPointAlpha;\n\n#usf \n\nvoid main() { \n\tvec2 uv = gl_PointCoord;\n\tuv.y = 1.0 - uv.y;\n \n\t// make it a circle\n\tfloat distanceToCenter = length(uv - .5);\n\tfloat alpha = clamp(uBlurRadius / distanceToCenter - (1.-uBlurAlpha) , 0. , 1.);\n\n\t// Map if there is a map\t\n\tvec4 mapArrayColor;\n\t#usf \n\tvec4 mapColor = isMapArray ? mapArrayColor : uIsMap ? texture2D(uMap,uv) : vec4(1.);\n\tvec3 finalColor = isMapArray || uIsMap ? mapColor.rgb : vColor;\n\n\t// Mix with finalColor if displacement is true\n\tfloat mixIntensity = clamp(uDisplacementColorIntensity * vDisplacementIntensity,0.,1.);\n\tfinalColor = vDisplacementIntensity > 0. ? mix(finalColor,vDisplacementColor,mixIntensity) : finalColor;\n\n\t// get alpha map\n\tfloat alphaMap = uIsAlphaMap ? texture2D(uAlphaMap,uv).g : 1.;\n\n\tgl_FragColor = vec4(finalColor,alpha * vPictureAlpha * alphaMap * mapColor.a * uPointAlpha);\n}\n","import * as THREE from \"three\";\nimport { ISDEV } from \"../../../../libs/constants\";\n\nexport const rewriteVertexShader = (\n modifeidAttributes: Float32Array[],\n targetGeometry: THREE.BufferGeometry,\n targetAttibute: \"position\" | \"uv\",\n vertexShader: string,\n itemSize: number\n) => {\n const vTargetName =\n targetAttibute === \"position\" ? \"positionTarget\" : \"uvTarget\";\n const vAttributeRewriteKey =\n targetAttibute === \"position\"\n ? \"#usf \"\n : \"#usf \";\n const vTransitionRewriteKey =\n targetAttibute === \"position\"\n ? \"#usf \"\n : \"#usf \";\n const vListName =\n targetAttibute === \"position\" ? \"positionsList\" : \"uvsList\";\n const vMorphTransition =\n targetAttibute === \"position\"\n ? `\n\t\t\t\tfloat scaledProgress = uMorphProgress * ${modifeidAttributes.length - 1}.;\n\t\t\t\tint baseIndex = int(floor(scaledProgress));\t\t\n\t\t\t\tbaseIndex = clamp(baseIndex, 0, ${modifeidAttributes.length - 1});\t\t\n\t\t\t\tfloat progress = fract(scaledProgress);\n\t\t\t\tint nextIndex = baseIndex + 1;\n\t\t\t\tnewPosition = mix(positionsList[baseIndex], positionsList[nextIndex], progress);\n\t\t\t`\n : \"newUv = mix(uvsList[baseIndex], uvsList[nextIndex], progress);\";\n\n if (modifeidAttributes.length > 0) {\n // Delete the position at initialization and add the position after normalization\n targetGeometry.deleteAttribute(targetAttibute);\n targetGeometry.setAttribute(\n targetAttibute,\n new THREE.BufferAttribute(modifeidAttributes[0], itemSize)\n );\n\n let stringToAddToMorphAttibutes = \"\";\n let stringToAddToMorphAttibutesList = \"\";\n\n modifeidAttributes.forEach((target, index) => {\n targetGeometry.setAttribute(\n `${vTargetName}${index}`,\n new THREE.BufferAttribute(target, itemSize)\n );\n stringToAddToMorphAttibutes += `attribute vec${itemSize} ${vTargetName}${index};\\n`;\n if (index === 0) {\n stringToAddToMorphAttibutesList += `${vTargetName}${index}`;\n } else {\n stringToAddToMorphAttibutesList += `,${vTargetName}${index}`;\n }\n });\n\n vertexShader = vertexShader.replace(\n `${vAttributeRewriteKey}`,\n stringToAddToMorphAttibutes\n );\n vertexShader = vertexShader.replace(\n `${vTransitionRewriteKey}`,\n `vec${itemSize} ${vListName}[${modifeidAttributes.length}] = vec${itemSize}[](${stringToAddToMorphAttibutesList});\n\t\t\t\t${vMorphTransition}\n\t\t\t`\n );\n } else {\n vertexShader = vertexShader.replace(`${vAttributeRewriteKey}`, \"\");\n vertexShader = vertexShader.replace(`${vTransitionRewriteKey}`, \"\");\n if (!targetGeometry?.attributes[targetAttibute]?.array) {\n ISDEV &&\n console.error(\n `use-shader-fx:geometry.attributes.${targetAttibute}.array is not found`\n );\n }\n }\n\n return vertexShader;\n};\n","import * as THREE from \"three\";\n\n/**\n * Calculate the maximum length of attribute (position and uv) to match the length of all lists. Randomly map missing attributes when matching to maximum length\n * */\nexport const modifyAttributes = (\n attribute: Float32Array[] | undefined,\n targetGeometry: THREE.BufferGeometry,\n targetAttibute: \"position\" | \"uv\",\n itemSize: number\n) => {\n let modifiedAttribute: Float32Array[] = [];\n if (attribute && attribute.length > 0) {\n if (targetGeometry?.attributes[targetAttibute]?.array) {\n modifiedAttribute = [\n targetGeometry.attributes[targetAttibute].array as Float32Array,\n ...attribute,\n ];\n } else {\n modifiedAttribute = attribute;\n }\n\n const maxLength = Math.max(...modifiedAttribute.map((arr) => arr.length));\n\n modifiedAttribute.forEach((arr, i) => {\n if (arr.length < maxLength) {\n const diff = (maxLength - arr.length) / itemSize;\n const addArray = [];\n const oldArray = Array.from(arr);\n for (let i = 0; i < diff; i++) {\n const randomIndex =\n Math.floor((arr.length / itemSize) * Math.random()) *\n itemSize;\n for (let j = 0; j < itemSize; j++) {\n addArray.push(oldArray[randomIndex + j]);\n }\n }\n modifiedAttribute[i] = new Float32Array([...oldArray, ...addArray]);\n }\n });\n }\n return modifiedAttribute;\n};\n","import * as THREE from \"three\";\n\nexport const rewriteFragmentShader = (\n mapArray: THREE.Texture[] | undefined,\n fragmentShader: string\n) => {\n let mapArrayShader = \"\";\n const mapArrayUniforms: any = {};\n let textureSwitcherCode = \"mapArrayColor = \";\n\n if (mapArray && mapArray.length > 0) {\n mapArray.forEach((map, index) => {\n const condition = `vMapArrayIndex < ${index}.1`; // Comparison with a number with .1 added as the handling of floating points may vary between GPU drivers\n const action = `texture2D(uMapArray${index}, uv)`;\n textureSwitcherCode += `( ${condition} ) ? ${action} : `;\n mapArrayShader += `\n uniform sampler2D uMapArray${index};\n `;\n mapArrayUniforms[`uMapArray${index}`] = { value: map };\n });\n textureSwitcherCode += \"vec4(1.);\";\n mapArrayShader += `bool isMapArray = true;`;\n mapArrayUniforms[\"uMapArrayLength\"] = { value: mapArray.length };\n } else {\n textureSwitcherCode += \"vec4(1.0);\";\n mapArrayShader += `bool isMapArray = false;`;\n mapArrayUniforms[\"uMapArrayLength\"] = { value: 0 };\n }\n const rewritedFragmentShader = fragmentShader\n .replace(`#usf `, textureSwitcherCode)\n .replace(`#usf `, mapArrayShader);\n\n return { rewritedFragmentShader, mapArrayUniforms };\n};\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { useResolution } from \"../../../../utils/useResolution\";\nimport { setUniform } from \"../../../../utils/setUniforms\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/main.frag\";\nimport { MORPHPARTICLES_PARAMS } from \"..\";\nimport {\n DEFAULT_TEXTURE,\n ISDEV,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../../libs/constants\";\nimport { rewriteVertexShader } from \"./rewriteVertexShader\";\nimport { modifyAttributes } from \"./modifyAttributes\";\nimport { rewriteFragmentShader } from \"./rewriteFragmentShader\";\nimport { MaterialProps, Size } from \"../../../types\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class MorphParticlesMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uMorphProgress: { value: number };\n uBlurAlpha: { value: number };\n uBlurRadius: { value: number };\n uPointSize: { value: number };\n uPointAlpha: { value: number };\n uPicture: { value: THREE.Texture };\n uIsPicture: { value: boolean };\n uAlphaPicture: { value: THREE.Texture };\n uIsAlphaPicture: { value: boolean };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uMap: { value: THREE.Texture };\n uIsMap: { value: boolean };\n uAlphaMap: { value: THREE.Texture };\n uIsAlphaMap: { value: boolean };\n uTime: { value: number };\n uWobblePositionFrequency: { value: number };\n uWobbleTimeFrequency: { value: number };\n uWobbleStrength: { value: number };\n uWarpPositionFrequency: { value: number };\n uWarpTimeFrequency: { value: number };\n uWarpStrength: { value: number };\n uDisplacement: { value: THREE.Texture };\n uIsDisplacement: { value: boolean };\n uDisplacementIntensity: { value: number };\n uDisplacementColorIntensity: { value: number };\n uSizeRandomIntensity: { value: number };\n uSizeRandomTimeFrequency: { value: number };\n uSizeRandomMin: { value: number };\n uSizeRandomMax: { value: number };\n uDivergence: { value: number };\n uDivergencePoint: { value: THREE.Vector3 };\n };\n}\n\nexport const useMaterial = ({\n size,\n dpr,\n geometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n}: {\n size: Size;\n dpr: number | false;\n geometry: THREE.BufferGeometry;\n positions?: Float32Array[];\n uvs?: Float32Array[];\n mapArray?: THREE.Texture[];\n} & MaterialProps) => {\n const modifiedPositions = useMemo(\n () => modifyAttributes(positions, geometry, \"position\", 3),\n [positions, geometry]\n );\n\n const modifiedUvs = useMemo(\n () => modifyAttributes(uvs, geometry, \"uv\", 2),\n [uvs, geometry]\n );\n\n const material = useMemo(() => {\n if (modifiedPositions.length !== modifiedUvs.length) {\n ISDEV &&\n console.log(\"use-shader-fx:positions and uvs are not matched\");\n }\n\n // vertex\n const rewritedVertexShader = rewriteVertexShader(\n modifiedUvs,\n geometry,\n \"uv\",\n rewriteVertexShader(\n modifiedPositions,\n geometry,\n \"position\",\n vertexShader,\n 3\n ),\n 2\n );\n\n // fragment\n const { rewritedFragmentShader, mapArrayUniforms } =\n rewriteFragmentShader(mapArray, fragmentShader);\n\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2(0, 0) },\n uMorphProgress: {\n value: MORPHPARTICLES_PARAMS.morphProgress,\n },\n uBlurAlpha: { value: MORPHPARTICLES_PARAMS.blurAlpha },\n uBlurRadius: { value: MORPHPARTICLES_PARAMS.blurRadius },\n uPointSize: { value: MORPHPARTICLES_PARAMS.pointSize },\n uPointAlpha: { value: MORPHPARTICLES_PARAMS.pointAlpha },\n uPicture: { value: DEFAULT_TEXTURE },\n uIsPicture: { value: false },\n uAlphaPicture: { value: DEFAULT_TEXTURE },\n uIsAlphaPicture: { value: false },\n uColor0: { value: MORPHPARTICLES_PARAMS.color0 },\n uColor1: { value: MORPHPARTICLES_PARAMS.color1 },\n uColor2: { value: MORPHPARTICLES_PARAMS.color2 },\n uColor3: { value: MORPHPARTICLES_PARAMS.color3 },\n uMap: { value: DEFAULT_TEXTURE },\n uIsMap: { value: false },\n uAlphaMap: { value: DEFAULT_TEXTURE },\n uIsAlphaMap: { value: false },\n uTime: { value: 0 },\n uWobblePositionFrequency: {\n value: MORPHPARTICLES_PARAMS.wobblePositionFrequency,\n },\n uWobbleTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.wobbleTimeFrequency,\n },\n uWobbleStrength: {\n value: MORPHPARTICLES_PARAMS.wobbleStrength,\n },\n uWarpPositionFrequency: {\n value: MORPHPARTICLES_PARAMS.warpPositionFrequency,\n },\n uWarpTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.warpTimeFrequency,\n },\n uWarpStrength: { value: MORPHPARTICLES_PARAMS.warpStrength },\n uDisplacement: { value: DEFAULT_TEXTURE },\n uIsDisplacement: { value: false },\n uDisplacementIntensity: {\n value: MORPHPARTICLES_PARAMS.displacementIntensity,\n },\n uDisplacementColorIntensity: {\n value: MORPHPARTICLES_PARAMS.displacementColorIntensity,\n },\n uSizeRandomIntensity: {\n value: MORPHPARTICLES_PARAMS.sizeRandomIntensity,\n },\n uSizeRandomTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.sizeRandomTimeFrequency,\n },\n uSizeRandomMin: {\n value: MORPHPARTICLES_PARAMS.sizeRandomMin,\n },\n uSizeRandomMax: {\n value: MORPHPARTICLES_PARAMS.sizeRandomMax,\n },\n uDivergence: { value: MORPHPARTICLES_PARAMS.divergence },\n uDivergencePoint: {\n value: MORPHPARTICLES_PARAMS.divergencePoint,\n },\n ...mapArrayUniforms,\n },\n vertexShader: rewritedVertexShader,\n fragmentShader: rewritedFragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n blending: THREE.AdditiveBlending,\n // Must be transparent\n transparent: true,\n });\n\n return mat;\n }, [\n geometry,\n modifiedPositions,\n modifiedUvs,\n mapArray,\n onBeforeInit,\n ]) as MorphParticlesMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n return { material, modifiedPositions, modifiedUvs };\n};\n","import * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n InteractiveMesh,\n MorphParticlePoints,\n useCreateObject,\n} from \"./utils/useCreateObject\";\nimport { useMaterial } from \"./utils/useMaterial\";\nimport { MorphParticlesParams } from \".\";\nimport {\n setUniform,\n CustomParams,\n setCustomUniform,\n} from \"../../../utils/setUniforms\";\nimport { useCallback, useMemo } from \"react\";\nimport { Create3DHooksProps } from \"../types\";\nimport { Dpr, Size } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type UseCreateMorphParticlesProps = {\n size: Size;\n dpr: Dpr;\n /** default : `THREE.SphereGeometry(1, 32, 32)` */\n geometry?: THREE.BufferGeometry;\n positions?: Float32Array[];\n uvs?: Float32Array[];\n /** Array of textures to map to points. Mapped at random. */\n mapArray?: THREE.Texture[];\n};\n\ntype UpdateUniform = (\n rootState: RootState | null,\n newParams?: MorphParticlesParams,\n customParams?: CustomParams\n) => void;\n\ntype UseCreateMorphParticlesReturn = [\n UpdateUniform,\n {\n points: MorphParticlePoints;\n interactiveMesh: InteractiveMesh;\n positions: Float32Array[];\n uvs: Float32Array[];\n }\n];\n\nexport const useCreateMorphParticles = ({\n size,\n dpr,\n scene = false,\n geometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n}: Create3DHooksProps &\n UseCreateMorphParticlesProps): UseCreateMorphParticlesReturn => {\n const _dpr = getDpr(dpr);\n\n const morphGeometry = useMemo(() => {\n const geo = geometry || new THREE.SphereGeometry(1, 32, 32);\n geo.setIndex(null);\n // Since it is a particle, normal is not necessary\n geo.deleteAttribute(\"normal\");\n return geo;\n }, [geometry]);\n\n const { material, modifiedPositions, modifiedUvs } = useMaterial({\n size,\n dpr: _dpr.shader,\n geometry: morphGeometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n });\n\n const { points, interactiveMesh } = useCreateObject({\n scene,\n geometry: morphGeometry,\n material,\n });\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateUniform = useCallback(\n (rootState, newParams, customParams) => {\n if (rootState) {\n updateValue(\n \"uTime\",\n newParams?.beat || rootState.clock.getElapsedTime()\n );\n }\n if (newParams === undefined) {\n return;\n }\n updateValue(\"uMorphProgress\", newParams.morphProgress);\n updateValue(\"uBlurAlpha\", newParams.blurAlpha);\n updateValue(\"uBlurRadius\", newParams.blurRadius);\n updateValue(\"uPointSize\", newParams.pointSize);\n updateValue(\"uPointAlpha\", newParams.pointAlpha);\n if (newParams.picture) {\n updateValue(\"uPicture\", newParams.picture);\n updateValue(\"uIsPicture\", true);\n } else if (newParams.picture === false) {\n updateValue(\"uIsPicture\", false);\n }\n if (newParams.alphaPicture) {\n updateValue(\"uAlphaPicture\", newParams.alphaPicture);\n updateValue(\"uIsAlphaPicture\", true);\n } else if (newParams.alphaPicture === false) {\n updateValue(\"uIsAlphaPicture\", false);\n }\n updateValue(\"uColor0\", newParams.color0);\n updateValue(\"uColor1\", newParams.color1);\n updateValue(\"uColor2\", newParams.color2);\n updateValue(\"uColor3\", newParams.color3);\n if (newParams.map) {\n updateValue(\"uMap\", newParams.map);\n updateValue(\"uIsMap\", true);\n } else if (newParams.map === false) {\n updateValue(\"uIsMap\", false);\n }\n if (newParams.alphaMap) {\n updateValue(\"uAlphaMap\", newParams.alphaMap);\n updateValue(\"uIsAlphaMap\", true);\n } else if (newParams.alphaMap === false) {\n updateValue(\"uIsAlphaMap\", false);\n }\n updateValue(\"uWobbleStrength\", newParams.wobbleStrength);\n updateValue(\n \"uWobblePositionFrequency\",\n newParams.wobblePositionFrequency\n );\n updateValue(\"uWobbleTimeFrequency\", newParams.wobbleTimeFrequency);\n updateValue(\"uWarpStrength\", newParams.warpStrength);\n updateValue(\"uWarpPositionFrequency\", newParams.warpPositionFrequency);\n updateValue(\"uWarpTimeFrequency\", newParams.warpTimeFrequency);\n if (newParams.displacement) {\n updateValue(\"uDisplacement\", newParams.displacement);\n updateValue(\"uIsDisplacement\", true);\n } else if (newParams.displacement === false) {\n updateValue(\"uIsDisplacement\", false);\n }\n updateValue(\"uDisplacementIntensity\", newParams.displacementIntensity);\n updateValue(\n \"uDisplacementColorIntensity\",\n newParams.displacementColorIntensity\n );\n updateValue(\"uSizeRandomIntensity\", newParams.sizeRandomIntensity);\n updateValue(\n \"uSizeRandomTimeFrequency\",\n newParams.sizeRandomTimeFrequency\n );\n updateValue(\"uSizeRandomMin\", newParams.sizeRandomMin);\n updateValue(\"uSizeRandomMax\", newParams.sizeRandomMax);\n updateValue(\"uDivergence\", newParams.divergence);\n updateValue(\"uDivergencePoint\", newParams.divergencePoint);\n\n updateCustomValue(customParams);\n },\n [updateValue, updateCustomValue]\n );\n\n return [\n updateUniform,\n {\n points,\n interactiveMesh,\n positions: modifiedPositions,\n uvs: modifiedUvs,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { HooksReturn } from \"../../types\";\nimport {\n useCreateMorphParticles,\n UseCreateMorphParticlesProps,\n} from \"./useCreateMorphParticles\";\nimport { HooksProps3D } from \"../types\";\nimport { InteractiveMesh, MorphParticlePoints } from \"./utils/useCreateObject\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { CustomParams } from \"../../../utils/setUniforms\";\n\nexport type MorphParticlesParams = {\n /** progress value to morph vertices,0~1 */\n morphProgress?: number;\n blurAlpha?: number;\n blurRadius?: number;\n pointSize?: number;\n /** default : `1` */\n pointAlpha?: number;\n /** Since the color is extracted based on the attribute `uv`, the intended behavior will not occur if there is no uv in the attribute. */\n picture?: THREE.Texture | false;\n /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. It also affects the size of the point. default : `false` */\n alphaPicture?: THREE.Texture | false;\n color0?: THREE.Color;\n color1?: THREE.Color;\n color2?: THREE.Color;\n color3?: THREE.Color;\n /** This maps to point,texture */\n map?: THREE.Texture | false;\n /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. default : `false` */\n alphaMap?: THREE.Texture | false;\n /** If ​​wobbleStrength is set to 0, wobble will stop. It will also affect noise calculation, default : `0` */\n wobbleStrength?: number;\n wobblePositionFrequency?: number;\n wobbleTimeFrequency?: number;\n /** default : `0` */\n warpStrength?: number;\n warpPositionFrequency?: number;\n warpTimeFrequency?: number;\n /** Manipulate the vertices using the color channels of this texture. The strength of the displacement changes depending on the g channel of this texture */\n displacement?: THREE.Texture | false;\n /** Strength of displacement. The strength of displacement depends on g ch, but is the value multiplied by it , default : `1` */\n displacementIntensity?: number;\n /** Strength to reflect color ch of displacement texture */\n displacementColorIntensity?: number;\n /** If set to 0, noise calculation stops, default : `0` */\n sizeRandomIntensity?: number;\n sizeRandomTimeFrequency?: number;\n sizeRandomMin?: number;\n sizeRandomMax?: number;\n /** Divergence rate of a point. Negative cases are dense, positive cases are divergent, default : `0` */\n divergence?: number;\n /** Divergence centre point, default : `THREE.Vector3(0)` */\n divergencePoint?: THREE.Vector3;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type MorphParticlesObject = {\n scene: THREE.Scene;\n points: MorphParticlePoints;\n interactiveMesh: InteractiveMesh;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n positions: Float32Array[];\n uvs: Float32Array[];\n};\n\nexport const MORPHPARTICLES_PARAMS: MorphParticlesParams = Object.freeze({\n morphProgress: 0,\n blurAlpha: 0.9,\n blurRadius: 0.05,\n pointSize: 0.05,\n pointAlpha: 1,\n picture: false,\n alphaPicture: false,\n color0: new THREE.Color(0xff0000),\n color1: new THREE.Color(0x00ff00),\n color2: new THREE.Color(0x0000ff),\n color3: new THREE.Color(0xffff00),\n map: false,\n alphaMap: false,\n wobbleStrength: 0.0,\n wobblePositionFrequency: 0.5,\n wobbleTimeFrequency: 0.5,\n warpStrength: 0.0,\n warpPositionFrequency: 0.5,\n warpTimeFrequency: 0.5,\n displacement: false,\n displacementIntensity: 1,\n displacementColorIntensity: 0,\n sizeRandomIntensity: 0,\n sizeRandomTimeFrequency: 0.2,\n sizeRandomMin: 0.5,\n sizeRandomMax: 1.5,\n divergence: 0,\n divergencePoint: new THREE.Vector3(0),\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useMorphParticles = ({\n size,\n dpr,\n isSizeUpdate,\n renderTargetOptions,\n camera,\n geometry,\n positions,\n uvs,\n onBeforeInit,\n}: HooksProps3D & UseCreateMorphParticlesProps): HooksReturn<\n MorphParticlesParams,\n MorphParticlesObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const [\n updateUniform,\n {\n points,\n interactiveMesh,\n positions: generatedPositions,\n uvs: generatedUvs,\n },\n ] = useCreateMorphParticles({\n scene,\n size,\n dpr,\n geometry,\n positions,\n uvs,\n onBeforeInit,\n });\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n depthBuffer: true,\n ...renderTargetOptions,\n });\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MorphParticlesParams,\n customParams?: CustomParams\n ) => {\n updateUniform(rootState, newParams, customParams);\n return updateRenderTarget(rootState.gl);\n },\n [updateRenderTarget, updateUniform]\n );\n\n const updateParams = useCallback(\n (newParams?: MorphParticlesParams, customParams?: CustomParams) => {\n updateUniform(null, newParams, customParams);\n },\n [updateUniform]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene,\n points,\n interactiveMesh,\n renderTarget,\n output: renderTarget.texture,\n positions: generatedPositions,\n uvs: generatedUvs,\n },\n ];\n};\n","import * as THREE from \"three\";\n\nexport const rewriteVertexShader = (\n parameters: THREE.WebGLProgramParametersWithUniforms\n) => {\n const isDepth = parameters.shaderType === \"MeshDepthMaterial\";\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"#include \",\n `\n\t\t\tvec3 objectNormal = usf_Normal;\n\t\t\t#ifdef USE_TANGENT\n\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t#endif\n\t\t`\n );\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"#include \",\n `\n\t\t\tvec3 transformed = usf_Position;\n\t\t\t#ifdef USE_ALPHAHASH\n\t\t\tvPosition = vec3( position );\n\t\t\t#endif\n\t\t`\n );\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"void main() {\",\n `\n\t\tuniform float uTime;\n\t\tuniform float uWobblePositionFrequency;\n\t\tuniform float uWobbleTimeFrequency;\n\t\tuniform float uWobbleStrength;\n\t\tuniform float uWarpPositionFrequency;\n\t\tuniform float uWarpTimeFrequency;\n\t\tuniform float uWarpStrength;\n\n\t\t${isDepth ? \"attribute vec4 tangent;\" : \"\"}\n\t\t\n\t\tvarying float vWobble;\n\t\tvarying vec2 vPosition;\n\t\t\n\t\t// edge\n\t\tvarying vec3 vEdgeNormal;\n\t\tvarying vec3 vEdgeViewPosition;\n\n\t\t#usf \n\n\t\tvoid main() {\n\t\t\n\t\t\tvec3 usf_Position = position;\n\t\t\tvec3 usf_Normal = normal;\n\t\t\tvec3 biTangent = cross(normal, tangent.xyz);\n\t\t\t\n\t\t\t// Neighbours positions\n\t\t\tfloat shift = 0.01;\n\t\t\tvec3 positionA = usf_Position + tangent.xyz * shift;\n\t\t\tvec3 positionB = usf_Position + biTangent * shift;\n\t\t\t\n\t\t\t// wobble\n\t\t\tfloat wobble = (uWobbleStrength > 0.) ? getWobble(usf_Position) : 0.0;\n\t\t\tfloat wobblePositionA = (uWobbleStrength > 0.) ? getWobble(positionA) : 0.0;\n\t\t\tfloat wobblePositionB = (uWobbleStrength > 0.) ? getWobble(positionB) : 0.0;\n\t\t\t\n\t\t\tusf_Position += wobble * normal;\n\t\t\tpositionA += wobblePositionA * normal;\n\t\t\tpositionB += wobblePositionB * normal;\n\n\t\t\t// Compute normal\n\t\t\tvec3 toA = normalize(positionA - usf_Position);\n\t\t\tvec3 toB = normalize(positionB - usf_Position);\n\t\t\tusf_Normal = cross(toA, toB);\n\t\t\t\n\t\t\t// Varying\n\t\t\tvPosition = usf_Position.xy;\n\t\t\tvWobble = wobble/uWobbleStrength;\n\t\t\t\n\t\t\tvEdgeNormal = normalize(normalMatrix * usf_Normal);\n\t\t\tvec4 viewPosition = viewMatrix * modelMatrix * vec4(usf_Position, 1.0);\n\t\t\tvEdgeViewPosition = normalize(viewPosition.xyz);\n\t\t`\n );\n};\n","import * as THREE from \"three\";\n\nexport const rewriteFragmentShader = (\n parameters: THREE.WebGLProgramParametersWithUniforms\n) => {\n // diffuse color , Manipulate color mixing ratio with `uColorMix`\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `\n\t\t\t#include \n\n\t\t\tif (uEdgeThreshold > 0.0) {\n\t\t\t\tfloat edgeThreshold = dot(vEdgeNormal, -vEdgeViewPosition);\n\t\t\t\tdiffuseColor = edgeThreshold < uEdgeThreshold ? vec4(uEdgeColor, 1.0) : mix(diffuseColor, usf_DiffuseColor, uColorMix);\n\t\t\t} else {\n\t\t\t\tdiffuseColor = mix(diffuseColor, usf_DiffuseColor, uColorMix);\n\t\t\t}\n\t\t`\n );\n\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"void main() {\",\n `\n\t\t\tuniform vec3 uColor0;\n\t\t\tuniform vec3 uColor1;\n\t\t\tuniform vec3 uColor2;\n\t\t\tuniform vec3 uColor3;\n\t\t\tuniform float uColorMix;\n\t\t\tuniform float uEdgeThreshold;\n\t\t\tuniform vec3 uEdgeColor;\n\t\t\t\n\t\t\t// transmission\n\t\t\tuniform float uChromaticAberration; \n\t\t\tuniform float uAnisotropicBlur; \n\t\t\tuniform float uTime;\n\t\t\tuniform float uDistortion;\n\t\t\tuniform float uDistortionScale;\n\t\t\tuniform float uTemporalDistortion;\n\t\t\tuniform float uRefractionSamples;\n\t\t\t\n\t\t\tfloat rand(float n){return fract(sin(n) * 43758.5453123);}\n\t\t\t\n\t\t\t#usf \n\n\t\t\tvarying float vWobble;\n\t\t\tvarying vec2 vPosition;\n\t\t\tvarying vec3 vEdgeNormal;\n\t\t\tvarying vec3 vEdgeViewPosition;\n\t\t\t\n\t\t\tvoid main(){\n\t\t\t\t\n\t\t\t\tvec4 usf_DiffuseColor = vec4(1.0);\n\t\t\t\tfloat colorWobbleMix = smoothstep(-1.,1.,vWobble);\n\t\t\t\tvec2 colorPosMix = vec2(smoothstep(-1.,1.,vPosition.x),smoothstep(-1.,1.,vPosition.y));\n\t\t\t\n\t\t\t\tusf_DiffuseColor.rgb = mix(mix(uColor0, uColor1, colorPosMix.x), mix(uColor2, uColor3, colorPosMix.y), colorWobbleMix);\n\t\t`\n );\n};\n","#ifdef USE_TRANSMISSION\n\n\t// Transmission code is based on glTF-Sampler-Viewer\n\t// https://github.com/KhronosGroup/glTF-Sample-Viewer\n\n\tuniform float _transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tuniform sampler2D transmissionMap;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tuniform sampler2D thicknessMap;\n\n\t#endif\n\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\n\tvarying vec3 vWorldPosition;\n\n\t// Mipped Bicubic Texture Filtering by N8\n\t// https://www.shadertoy.com/view/Dl2SDW\n\n\tfloat w0( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w1( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\n\t}\n\n\tfloat w2( float a ){\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w3( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\n\t}\n\n\t// g0 and g1 are the two amplitude functions\n\tfloat g0( float a ) {\n\n\t\treturn w0( a ) + w1( a );\n\n\t}\n\n\tfloat g1( float a ) {\n\n\t\treturn w2( a ) + w3( a );\n\n\t}\n\n\t// h0 and h1 are the two offset functions\n\tfloat h0( float a ) {\n\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\n\t}\n\n\tfloat h1( float a ) {\n\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\n\t}\n\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\n\t\tuv = uv * texelSize.zw + 0.5;\n\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\n\t}\n\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\n\t}\n\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\n\t\t// Direction of refracted light.\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\n\t\t// Compute rotation-independant scaling of the model matrix.\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\n\t\t// The thickness is specified in local space.\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\n\t}\n\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\n\t\t// Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n\t\t// an IOR of 1.5 results in the default amount of microfacet refraction.\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\n\t}\n\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\n\t}\n\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tif ( isinf( attenuationDistance ) ) {\n\n\t\t\t// Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n\t\t\treturn vec3( 1.0 );\n\n\t\t} else {\n\n\t\t\t// Compute light attenuation using Beer's law.\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n\t\t\treturn transmittance;\n\n\t\t}\n\n\t}\n\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\n\t\t// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\n\t\t// Sample framebuffer to get pixel the refracted ray hits.\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\n\t\t// Get the specular component.\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\n\t\t// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job \n\t\t// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\n\t}\n#endif","#ifdef USE_TRANSMISSION\n\nmaterial.transmission = _transmission;\nmaterial.transmissionAlpha = 1.0;\nmaterial.thickness = thickness;\nmaterial.attenuationDistance = attenuationDistance;\nmaterial.attenuationColor = attenuationColor;\n\n#ifdef USE_TRANSMISSIONMAP\n\n\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\n#endif\n\n#ifdef USE_THICKNESSMAP\n\n\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\n#endif\n\nvec3 pos = vWorldPosition;\n\nvec3 v = normalize( cameraPosition - pos );\nvec3 n = inverseTransformDirection( normal, viewMatrix );\n\nvec4 transmitted = getIBLVolumeRefraction(\n\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\tmaterial.attenuationColor, material.attenuationDistance );\n\nmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\n// Custom from here\nfloat runningSeed = 0.0;\nvec3 transmission = vec3(0.0);\nfloat transmissionR, transmissionB, transmissionG;\nfloat randomCoords = rand(runningSeed++);\nfloat thickness_smear = thickness * max(pow(roughnessFactor, 0.33), uAnisotropicBlur);\nvec3 distortionNormal = vec3(0.0);\nvec3 temporalOffset = vec3(uTime, -uTime, -uTime) * uTemporalDistortion;\n\nif (uDistortion > 0.0) {\n\tdistortionNormal = uDistortion * vec3(snoiseFractal(vec3((pos * uDistortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * uDistortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * uDistortionScale + temporalOffset)));\n}\n\nfor (float i = 0.0; i < uRefractionSamples; i ++) {\n\tvec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5)) * pow(rand(runningSeed++), 0.33) + distortionNormal);\n\t\n\ttransmissionR = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).r;\n\ttransmissionG = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + uChromaticAberration * (i + randomCoords) / uRefractionSamples) , material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).g;\n\ttransmissionB = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * uChromaticAberration * (i + randomCoords) / uRefractionSamples), material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).b;\n\ttransmission.r += transmissionR;\n\ttransmission.g += transmissionG;\n\ttransmission.b += transmissionB;\n}\n\ntransmission /= uRefractionSamples;\n// to here\n\ntotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n\n#endif","import * as THREE from \"three\";\nimport transmission_pars_fragment from \"../shaders/transmission_pars_fragment.glsl\";\nimport transmission_fragment from \"../shaders/transmission_fragment.glsl\";\n\nexport const resolveEachMaterial = ({\n mat,\n isCustomTransmission,\n parameters,\n}: {\n mat: THREE.Material;\n isCustomTransmission: boolean;\n parameters: THREE.WebGLProgramParametersWithUniforms;\n}) => {\n // custom transmission\n if (mat.type === \"MeshPhysicalMaterial\" && isCustomTransmission) {\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `${transmission_pars_fragment}`\n );\n\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `${transmission_fragment}`\n );\n }\n\n // if normalMap is defined, don't add tangent attribute\n if (!(mat as any).normalMap) {\n parameters.vertexShader = parameters.vertexShader.replace(\n \"void main() {\",\n `\n\t\t\t\tattribute vec4 tangent;\n\t\t\t\t\n\t\t\t\tvoid main() {\n\t\t\t`\n );\n }\n};\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\nimport { WOBBLE3D_PARAMS } from \".\";\nimport { MaterialProps, OnBeforeInitParameters } from \"../../types\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\nimport { rewriteVertexShader } from \"./utils/rewriteVertexShader\";\nimport { rewriteFragmentShader } from \"./utils/rewriteFragmentShader\";\nimport { resolveEachMaterial } from \"./utils/resolveEachMaterial\";\n\nexport class Wobble3DMaterial extends THREE.Material {\n uniforms!: {\n uTime: { value: number };\n uWobblePositionFrequency: { value: number };\n uWobbleTimeFrequency: { value: number };\n uWobbleStrength: { value: number };\n uWarpPositionFrequency: { value: number };\n uWarpTimeFrequency: { value: number };\n uWarpStrength: { value: number };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uColorMix: { value: number };\n uEdgeThreshold: { value: number };\n uEdgeColor: { value: THREE.Color };\n uChromaticAberration: { value: number };\n uAnisotropicBlur: { value: number };\n uDistortion: { value: number };\n uDistortionScale: { value: number };\n uTemporalDistortion: { value: number };\n uRefractionSamples: { value: number };\n };\n}\n\nexport type WobbleMaterialConstructor = new (opts: {\n [key: string]: any;\n}) => THREE.Material;\n\ntype WobbleMaterialParams =\n ConstructorParameters[0];\n\nexport interface WobbleMaterialProps\n extends MaterialProps {\n /** default:THREE.MeshPhysicalMaterial */\n baseMaterial?: T;\n materialParameters?: WobbleMaterialParams;\n depthOnBeforeInit?: (parameters: OnBeforeInitParameters) => void;\n /**\n * Whether to apply more advanced `transmission` or not. valid only for `MeshPhysicalMaterial`. This is a function referring to `drei/MeshTransmissionMaterial`, default : `false`\n * @link https://github.com/pmndrs/drei?tab=readme-ov-file#meshtransmissionmaterial\n * */\n isCustomTransmission?: boolean;\n /** Whether to initialise `MeshDepthMaterial` or not , default : `false` */\n depth?: boolean;\n}\n\nexport const useMaterial = ({\n baseMaterial,\n materialParameters,\n isCustomTransmission = false,\n onBeforeInit,\n depthOnBeforeInit,\n depth = false,\n}: WobbleMaterialProps) => {\n const { material, depthMaterial } = useMemo(() => {\n const mat = new (baseMaterial || THREE.MeshPhysicalMaterial)(\n materialParameters || {}\n );\n\n Object.assign(mat.userData, {\n uniforms: {\n uTime: { value: 0 },\n uWobblePositionFrequency: {\n value: WOBBLE3D_PARAMS.wobblePositionFrequency,\n },\n uWobbleTimeFrequency: {\n value: WOBBLE3D_PARAMS.wobbleTimeFrequency,\n },\n uWobbleStrength: { value: WOBBLE3D_PARAMS.wobbleStrength },\n uWarpPositionFrequency: {\n value: WOBBLE3D_PARAMS.warpPositionFrequency,\n },\n uWarpTimeFrequency: { value: WOBBLE3D_PARAMS.warpTimeFrequency },\n uWarpStrength: { value: WOBBLE3D_PARAMS.warpStrength },\n uColor0: { value: WOBBLE3D_PARAMS.color0 },\n uColor1: { value: WOBBLE3D_PARAMS.color1 },\n uColor2: { value: WOBBLE3D_PARAMS.color2 },\n uColor3: { value: WOBBLE3D_PARAMS.color3 },\n uColorMix: { value: WOBBLE3D_PARAMS.colorMix },\n uEdgeThreshold: { value: WOBBLE3D_PARAMS.edgeThreshold },\n uEdgeColor: { value: WOBBLE3D_PARAMS.edgeColor },\n uChromaticAberration: {\n value: WOBBLE3D_PARAMS.chromaticAberration,\n },\n uAnisotropicBlur: { value: WOBBLE3D_PARAMS.anisotropicBlur },\n uDistortion: { value: WOBBLE3D_PARAMS.distortion },\n uDistortionScale: { value: WOBBLE3D_PARAMS.distortionScale },\n uTemporalDistortion: { value: WOBBLE3D_PARAMS.temporalDistortion },\n uRefractionSamples: { value: WOBBLE3D_PARAMS.refractionSamples },\n transmission: { value: 0 },\n _transmission: { value: 1 },\n transmissionMap: { value: null },\n },\n });\n\n mat.onBeforeCompile = (parameters) => {\n rewriteVertexShader(parameters);\n\n rewriteFragmentShader(parameters);\n\n resolveEachMaterial({\n parameters,\n mat,\n isCustomTransmission,\n });\n\n const cutomizedParams = createMaterialParameters(\n {\n fragmentShader: parameters.fragmentShader,\n vertexShader: parameters.vertexShader,\n // Because wobble3D uses userData to update uniforms.\n uniforms: mat.userData.uniforms,\n },\n onBeforeInit\n );\n parameters.fragmentShader = cutomizedParams.fragmentShader;\n parameters.vertexShader = cutomizedParams.vertexShader;\n Object.assign(parameters.uniforms, cutomizedParams.uniforms);\n };\n mat.needsUpdate = true;\n\n /*===============================================\n\t\tdepthMaterial\n\t\t===============================================*/\n let depthMat = null;\n if (depth) {\n depthMat = new THREE.MeshDepthMaterial({\n depthPacking: THREE.RGBADepthPacking,\n });\n depthMat.onBeforeCompile = (parameters) => {\n Object.assign(parameters.uniforms, mat.userData.uniforms);\n rewriteVertexShader(parameters);\n createMaterialParameters(parameters, depthOnBeforeInit);\n };\n depthMat.needsUpdate = true;\n }\n\n return { material: mat, depthMaterial: depthMat };\n }, [\n materialParameters,\n baseMaterial,\n onBeforeInit,\n depthOnBeforeInit,\n isCustomTransmission,\n depth,\n ]);\n\n // Only the depthMaterial is disposed of because the material is disposed of by useAddObject.\n useEffect(() => {\n return () => {\n if (depthMaterial) depthMaterial.dispose();\n };\n }, [depthMaterial]);\n\n return {\n material: material as Wobble3DMaterial,\n depthMaterial,\n };\n};\n","import * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { mergeVertices } from \"three-stdlib\";\nimport {\n useMaterial,\n Wobble3DMaterial,\n WobbleMaterialProps,\n WobbleMaterialConstructor,\n} from \"./useMaterial\";\nimport { Wobble3DParams } from \".\";\nimport {\n setUniform,\n setCustomUniform,\n CustomParams,\n} from \"../../../utils/setUniforms\";\nimport { useCallback, useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { Create3DHooksProps } from \"../types\";\n\nexport type UseCreateWobble3DProps = {\n /** default : `THREE.IcosahedronGeometry(2,20)` */\n geometry?: THREE.BufferGeometry;\n};\n\ntype UpdateUniform = (\n rootState: RootState | null,\n newParams?: Wobble3DParams,\n customParams?: CustomParams\n) => void;\n\ntype UseCreateWobble3DReturn = [\n UpdateUniform,\n {\n mesh: THREE.Mesh;\n depthMaterial: THREE.MeshDepthMaterial | null;\n }\n];\n\nexport const useCreateWobble3D = ({\n scene = false,\n geometry,\n isCustomTransmission,\n baseMaterial,\n materialParameters,\n depth,\n onBeforeInit,\n depthOnBeforeInit,\n}: UseCreateWobble3DProps &\n Create3DHooksProps &\n WobbleMaterialProps): UseCreateWobble3DReturn => {\n const wobbleGeometry = useMemo(() => {\n let geo = geometry || new THREE.IcosahedronGeometry(2, 20);\n geo = mergeVertices(geo);\n geo.computeTangents();\n return geo;\n }, [geometry]);\n const { material, depthMaterial } = useMaterial({\n baseMaterial,\n materialParameters,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n });\n\n const mesh = useAddObject(scene, wobbleGeometry, material, THREE.Mesh);\n\n const userData = material.userData as Wobble3DMaterial;\n\n const updateValue = setUniform(userData);\n const updateCustomValue = setCustomUniform(userData);\n\n const updateUniform = useCallback(\n (rootState, newParams, customParams) => {\n if (rootState) {\n updateValue(\n \"uTime\",\n newParams?.beat || rootState.clock.getElapsedTime()\n );\n }\n if (newParams === undefined) {\n return;\n }\n updateValue(\"uWobbleStrength\", newParams.wobbleStrength);\n updateValue(\n \"uWobblePositionFrequency\",\n newParams.wobblePositionFrequency\n );\n updateValue(\"uWobbleTimeFrequency\", newParams.wobbleTimeFrequency);\n updateValue(\"uWarpStrength\", newParams.warpStrength);\n updateValue(\"uWarpPositionFrequency\", newParams.warpPositionFrequency);\n updateValue(\"uWarpTimeFrequency\", newParams.warpTimeFrequency);\n updateValue(\"uColor0\", newParams.color0);\n updateValue(\"uColor1\", newParams.color1);\n updateValue(\"uColor2\", newParams.color2);\n updateValue(\"uColor3\", newParams.color3);\n updateValue(\"uColorMix\", newParams.colorMix);\n updateValue(\"uEdgeThreshold\", newParams.edgeThreshold);\n updateValue(\"uEdgeColor\", newParams.edgeColor);\n updateValue(\"uChromaticAberration\", newParams.chromaticAberration);\n updateValue(\"uAnisotropicBlur\", newParams.anisotropicBlur);\n updateValue(\"uDistortion\", newParams.distortion);\n updateValue(\"uDistortionScale\", newParams.distortionScale);\n updateValue(\"uRefractionSamples\", newParams.refractionSamples);\n updateValue(\"uTemporalDistortion\", newParams.temporalDistortion);\n\n updateCustomValue(customParams);\n },\n [updateValue, updateCustomValue]\n );\n\n return [\n updateUniform,\n {\n mesh,\n depthMaterial,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { HooksReturn } from \"../../types\";\nimport { useCreateWobble3D, UseCreateWobble3DProps } from \"./useCreateWobble3D\";\nimport { WobbleMaterialProps, WobbleMaterialConstructor } from \"./useMaterial\";\nimport { HooksProps3D } from \"../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { CustomParams } from \"../../../utils/setUniforms\";\n\nexport type Wobble3DParams = {\n /** default : `0.3` */\n wobbleStrength?: number;\n /** default : `0.3` */\n wobblePositionFrequency?: number;\n /** default : `0.3` */\n wobbleTimeFrequency?: number;\n /** default : `0.3` */\n warpStrength?: number;\n /** default : `0.3` */\n warpPositionFrequency?: number;\n /** default : `0.3` */\n warpTimeFrequency?: number;\n color0?: THREE.Color;\n color1?: THREE.Color;\n color2?: THREE.Color;\n color3?: THREE.Color;\n /** Mixing ratio with the material's original output color, 0~1 , defaulat : `1` */\n colorMix?: number;\n /** Threshold of edge. 0 for edge disabled, default : `0` */\n edgeThreshold?: number;\n /** Color of edge. default : `0x000000` */\n edgeColor?: THREE.Color;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n chromaticAberration?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n anisotropicBlur?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */\n distortion?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n distortionScale?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */\n temporalDistortion?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `6` */\n refractionSamples?: number;\n};\n\nexport type Wobble3DObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n depthMaterial: THREE.MeshDepthMaterial | null;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const WOBBLE3D_PARAMS: Wobble3DParams = Object.freeze({\n wobbleStrength: 0.3,\n wobblePositionFrequency: 0.3,\n wobbleTimeFrequency: 0.3,\n warpStrength: 0.3,\n warpPositionFrequency: 0.3,\n warpTimeFrequency: 0.3,\n color0: new THREE.Color(0xff0000),\n color1: new THREE.Color(0x00ff00),\n color2: new THREE.Color(0x0000ff),\n color3: new THREE.Color(0xffff00),\n colorMix: 1,\n edgeThreshold: 0.0,\n edgeColor: new THREE.Color(0x000000),\n chromaticAberration: 0.1,\n anisotropicBlur: 0.1,\n distortion: 0.0,\n distortionScale: 0.1,\n temporalDistortion: 0.0,\n refractionSamples: 6,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useWobble3D = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n camera,\n geometry,\n baseMaterial,\n materialParameters,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n}: HooksProps3D & UseCreateWobble3DProps & WobbleMaterialProps): HooksReturn<\n Wobble3DParams,\n Wobble3DObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const [updateUniform, { mesh, depthMaterial }] = useCreateWobble3D({\n baseMaterial,\n materialParameters,\n scene,\n geometry,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n });\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n depthBuffer: true,\n ...renderTargetOptions,\n });\n\n const updateFx = useCallback(\n (\n RootState: RootState,\n newParams?: Wobble3DParams,\n customParams?: CustomParams\n ) => {\n updateUniform(RootState, newParams, customParams);\n return updateRenderTarget(RootState.gl);\n },\n [updateRenderTarget, updateUniform]\n );\n\n const updateParams = useCallback(\n (newParams?: Wobble3DParams, customParams?: CustomParams) => {\n updateUniform(null, newParams, customParams);\n },\n [updateUniform]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene,\n mesh,\n depthMaterial,\n renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\n\n/** Generate mesh from geometry and material and add to scene */\nexport const useAddMesh = (\n scene: THREE.Scene,\n geometry: THREE.BufferGeometry,\n material: THREE.Material\n) => {\n const mesh = useMemo(() => {\n const mesh = new THREE.Mesh(geometry, material);\n scene.add(mesh);\n return mesh;\n }, [geometry, material, scene]);\n\n useEffect(() => {\n return () => {\n scene.remove(mesh);\n geometry.dispose();\n material.dispose();\n };\n }, [scene, geometry, material, mesh]);\n\n return mesh;\n};\n","import { useMemo, useRef } from \"react\";\nimport { Size } from \"../fxs/types\";\n\nconst checkUpdate = (\n currentW: number,\n currentH: number,\n memoW: number,\n memoH: number,\n threshold: number,\n boundFor: \"smaller\" | \"larger\" | \"both\"\n) => {\n const isSmaller =\n currentW < memoW - threshold || currentH < memoH - threshold;\n const isLarger =\n currentW > memoW + threshold || currentH > memoH + threshold;\n\n return (\n (boundFor === \"smaller\" && isSmaller) ||\n (boundFor === \"larger\" && isLarger) ||\n (boundFor === \"both\" && (isSmaller || isLarger))\n );\n};\n\nexport const useResizeBoundary = ({\n size,\n boundFor,\n threshold,\n}: {\n size: Size;\n boundFor: \"smaller\" | \"larger\" | \"both\";\n threshold: number;\n}) => {\n const memorizedSize = useRef(size);\n\n const isBeyondBoundary = useMemo(() => {\n const { width: currentW, height: currentH } = size;\n const { width: memoW, height: memoH } = memorizedSize.current;\n\n const isUpdate = checkUpdate(\n currentW,\n currentH,\n memoW,\n memoH,\n threshold,\n boundFor\n );\n\n if (isUpdate) {\n memorizedSize.current = size;\n }\n return isUpdate;\n }, [size, boundFor, threshold]);\n\n return isBeyondBoundary;\n};\n","export type EasingTypes =\n | \"easeInSine\"\n | \"easeOutSine\"\n | \"easeInOutSine\"\n | \"easeInQuad\"\n | \"easeOutQuad\"\n | \"easeInOutQuad\"\n | \"easeInCubic\"\n | \"easeOutCubic\"\n | \"easeInOutCubic\"\n | \"easeInQuart\"\n | \"easeOutQuart\"\n | \"easeInOutQuart\"\n | \"easeInQuint\"\n | \"easeOutQuint\"\n | \"easeInOutQuint\"\n | \"easeInExpo\"\n | \"easeOutExpo\"\n | \"easeInOutExpo\"\n | \"easeInCirc\"\n | \"easeOutCirc\"\n | \"easeInOutCirc\"\n | \"easeInBack\"\n | \"easeOutBack\"\n | \"easeInOutBack\"\n | \"easeInElastic\"\n | \"easeOutElastic\"\n | \"easeInOutElastic\"\n | \"easeInBounce\"\n | \"easeOutBounce\"\n | \"easeInOutBounce\";\n\ntype EasingFunctions = {\n [K in EasingTypes]: (x: number) => number;\n};\n\n/**\n * from https://github.com/ai/easings.net\n */\nexport const Easing: EasingFunctions = Object.freeze({\n easeInSine(x: number): number {\n return 1 - Math.cos((x * Math.PI) / 2);\n },\n easeOutSine(x: number): number {\n return Math.sin((x * Math.PI) / 2);\n },\n easeInOutSine(x: number): number {\n return -(Math.cos(Math.PI * x) - 1) / 2;\n },\n easeInQuad(x: number): number {\n return x * x;\n },\n easeOutQuad(x: number): number {\n return 1 - (1 - x) * (1 - x);\n },\n easeInOutQuad(x: number): number {\n return x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2;\n },\n easeInCubic(x: number): number {\n return x * x * x;\n },\n easeOutCubic(x: number): number {\n return 1 - Math.pow(1 - x, 3);\n },\n easeInOutCubic(x: number): number {\n return x < 0.5 ? 4 * x * x * x : 1 - Math.pow(-2 * x + 2, 3) / 2;\n },\n easeInQuart(x: number): number {\n return x * x * x * x;\n },\n easeOutQuart(x: number): number {\n return 1 - Math.pow(1 - x, 4);\n },\n easeInOutQuart(x: number): number {\n return x < 0.5 ? 8 * x * x * x * x : 1 - Math.pow(-2 * x + 2, 4) / 2;\n },\n easeInQuint(x: number): number {\n return x * x * x * x * x;\n },\n easeOutQuint(x: number): number {\n return 1 - Math.pow(1 - x, 5);\n },\n easeInOutQuint(x: number): number {\n return x < 0.5 ? 16 * x * x * x * x * x : 1 - Math.pow(-2 * x + 2, 5) / 2;\n },\n easeInExpo(x: number): number {\n return x === 0 ? 0 : Math.pow(2, 10 * x - 10);\n },\n easeOutExpo(x: number): number {\n return x === 1 ? 1 : 1 - Math.pow(2, -10 * x);\n },\n easeInOutExpo(x: number): number {\n return x === 0\n ? 0\n : x === 1\n ? 1\n : x < 0.5\n ? Math.pow(2, 20 * x - 10) / 2\n : (2 - Math.pow(2, -20 * x + 10)) / 2;\n },\n easeInCirc(x: number): number {\n return 1 - Math.sqrt(1 - Math.pow(x, 2));\n },\n easeOutCirc(x: number): number {\n return Math.sqrt(1 - Math.pow(x - 1, 2));\n },\n easeInOutCirc(x: number): number {\n return x < 0.5\n ? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2\n : (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2;\n },\n easeInBack(x: number): number {\n const c1 = 1.70158;\n const c3 = c1 + 1;\n\n return c3 * x * x * x - c1 * x * x;\n },\n easeOutBack(x: number): number {\n const c1 = 1.70158;\n const c3 = c1 + 1;\n\n return 1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2);\n },\n easeInOutBack(x: number): number {\n const c1 = 1.70158;\n const c2 = c1 * 1.525;\n\n return x < 0.5\n ? (Math.pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2)) / 2\n : (Math.pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;\n },\n easeInElastic(x: number): number {\n const c4 = (2 * Math.PI) / 3;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : -Math.pow(2, 10 * x - 10) * Math.sin((x * 10 - 10.75) * c4);\n },\n easeOutElastic(x: number): number {\n const c4 = (2 * Math.PI) / 3;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : Math.pow(2, -10 * x) * Math.sin((x * 10 - 0.75) * c4) + 1;\n },\n easeInOutElastic(x: number): number {\n const c5 = (2 * Math.PI) / 4.5;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : x < 0.5\n ? -(Math.pow(2, 20 * x - 10) * Math.sin((20 * x - 11.125) * c5)) / 2\n : (Math.pow(2, -20 * x + 10) * Math.sin((20 * x - 11.125) * c5)) / 2 +\n 1;\n },\n easeInBounce(x: number): number {\n return 1 - Easing.easeOutBounce(1 - x);\n },\n easeOutBounce(x: number): number {\n const n1 = 7.5625;\n const d1 = 2.75;\n\n if (x < 1 / d1) {\n return n1 * x * x;\n } else if (x < 2 / d1) {\n return n1 * (x -= 1.5 / d1) * x + 0.75;\n } else if (x < 2.5 / d1) {\n return n1 * (x -= 2.25 / d1) * x + 0.9375;\n } else {\n return n1 * (x -= 2.625 / d1) * x + 0.984375;\n }\n },\n easeInOutBounce(x: number): number {\n return x < 0.5\n ? (1 - Easing.easeOutBounce(1 - 2 * x)) / 2\n : (1 + Easing.easeOutBounce(2 * x - 1)) / 2;\n },\n});\n","import * as THREE from \"three\";\nimport { Easing, EasingTypes } from \"../libs/Easings\";\nimport { useCallback } from \"react\";\n\n/** Returns a unique hash specific to the beat */\nfunction getHash(input: number) {\n let n = Math.sin(input * 12.9898) * 43758.5453;\n return n - Math.floor(n);\n}\n\ntype BeatValues = {\n beat: number;\n floor: number;\n fract: number;\n /** unique hash specific to the beat */\n hash: number;\n};\n\n/**\n * @param ease easing functions are referenced from https://github.com/ai/easings.net , default : \"easeOutQuart\"\n */\nexport const useBeat = (bpm: number, ease: EasingTypes = \"easeOutQuart\") => {\n const rhythm = bpm / 60;\n const easing = Easing[ease];\n const updateBeat = useCallback(\n (clock: THREE.Clock) => {\n let beat = clock.getElapsedTime() * rhythm;\n const floor = Math.floor(beat);\n const fract = easing(beat - floor);\n beat = fract + floor;\n const hash = getHash(floor);\n return {\n beat,\n floor,\n fract,\n hash,\n } as BeatValues;\n },\n [rhythm, easing]\n );\n return updateBeat;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo, useRef } from \"react\";\n\n/**\n * @param fps FPS you want to limit , default : `60`\n *\n * ```tsx\n * const limiter = useFPSLimiter(fps);\n * useFrame((props) => {\n * if (limiter(props.clock)) {\n *\t\t //some code\n * }\n * });\n * ```\n */\nexport const useFPSLimiter = (fps: number = 60) => {\n const interval = useMemo(() => 1 / Math.max(Math.min(fps, 60), 1), [fps]);\n const prevTime = useRef(null);\n\n const limiter = useCallback(\n (clock: THREE.Clock) => {\n const tick = clock.getElapsedTime();\n if (prevTime.current === null) {\n prevTime.current = tick;\n return true;\n }\n const deltaTime = tick - prevTime.current;\n if (deltaTime >= interval) {\n prevTime.current = tick;\n return true;\n }\n return false;\n },\n [interval]\n );\n\n return limiter;\n};\n","import { DomSyncerParams } from \"..\";\n\nexport const errorHandler = (params: DomSyncerParams) => {\n const domLength = params.dom?.length;\n const textureLength = params.texture?.length;\n\n if (!domLength || !textureLength) {\n return true;\n }\n\n if (domLength !== textureLength) {\n return true;\n }\n\n return false;\n};\n","varying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);\n}","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform vec2 u_textureResolution;\nuniform vec2 u_resolution;\nuniform float u_borderRadius;\n\nvoid main() {\n\t// texuture color\n\tfloat screenAspect = u_resolution.x / u_resolution.y;\n\tfloat textureAspect = u_textureResolution.x / u_textureResolution.y;\n\tvec2 ratio = vec2(\n\t\tmin(screenAspect / textureAspect, 1.0),\n\t\tmin(textureAspect / screenAspect, 1.0)\n\t);\n\n\tvec2 adjustedUv = vUv * ratio + (1.0 - ratio) * 0.5;\n\tvec3 textureColor = texture2D(u_texture, adjustedUv).rgb;\n\tfloat textureAlpha = texture2D(u_texture, adjustedUv).a;\n\n\t// Based on https://mofu-dev.com/en/blog/three-dom-alignment/\n\tfloat maxSide = max(u_resolution.x, u_resolution.y);\n\tfloat minSide = min(u_resolution.x, u_resolution.y);\n\tvec2 aspect = u_resolution / maxSide;\n\tvec2 alphaUv = vUv - 0.5;\n\n\tfloat borderRadius = min(u_borderRadius, minSide * 0.5);\n\tvec2 offset = vec2(borderRadius) / u_resolution;\n\tvec2 alphaXY = smoothstep(vec2(0.5 - offset), vec2(0.5 - offset - 0.001), abs(alphaUv));\n\tfloat alpha = min(1.0, alphaXY.x + alphaXY.y);\n\n\tvec2 alphaUv2 = abs(vUv - 0.5);\n\tfloat radius = borderRadius / maxSide;\n\talphaUv2 = (alphaUv2 - 0.5) * aspect + radius;\n\tfloat roundAlpha = smoothstep(radius + 0.001, radius, length(alphaUv2));\n\n\talpha = min(1.0, alpha + roundAlpha);\n\n\t// multiply texture alpha\n\talpha *= textureAlpha;\n\n\tgl_FragColor = vec4(textureColor, alpha);\n}\n","import * as THREE from \"three\";\nimport { DomSyncerParams } from \"../\";\nimport vertexShader from \"../shader/main.vert\";\nimport fragmentShader from \"../shader/main.frag\";\nimport { MaterialProps, Size } from \"../../../fxs/types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class DomSyncerMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_textureResolution: { value: THREE.Vector2 };\n u_resolution: { value: THREE.Vector2 };\n u_borderRadius: { value: number };\n };\n}\n\nexport const createMesh = ({\n params,\n scene,\n onBeforeInit,\n}: {\n params: DomSyncerParams;\n size: Size;\n scene: THREE.Scene;\n} & MaterialProps) => {\n if (scene.children.length > 0) {\n scene.children.forEach((child) => {\n if (child instanceof THREE.Mesh) {\n child.geometry.dispose();\n child.material.dispose();\n }\n });\n scene.remove(...scene.children);\n }\n\n params.texture!.forEach((texture, i) => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: texture },\n u_textureResolution: {\n value: new THREE.Vector2(0, 0),\n },\n u_resolution: { value: new THREE.Vector2(0, 0) },\n u_borderRadius: {\n value: params.boderRadius![i]\n ? params.boderRadius![i]\n : 0.0,\n },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent.\n transparent: true,\n });\n\n const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), mat);\n scene.add(mesh);\n });\n};\n","import { useCallback, useRef } from \"react\";\nimport { DomSyncerParams } from \"..\";\n\nexport const useIntersectionHandler = () => {\n const intersectionObserverRef = useRef([]);\n const intersectionDomRef = useRef<(HTMLElement | Element | null)[]>([]);\n\n const intersectionHandler = useCallback(\n ({\n isIntersectingRef,\n isIntersectingOnceRef,\n params,\n }: {\n isIntersectingRef: React.MutableRefObject;\n isIntersectingOnceRef: React.MutableRefObject;\n params: DomSyncerParams;\n }) => {\n if (intersectionObserverRef.current.length > 0) {\n intersectionObserverRef.current.forEach((observer, i) => {\n observer.unobserve(intersectionDomRef.current[i]!);\n });\n }\n\n intersectionDomRef.current = [];\n intersectionObserverRef.current = [];\n\n const newArr = new Array(params.dom!.length).fill(false);\n isIntersectingRef.current = [...newArr];\n isIntersectingOnceRef.current = [...newArr];\n\n params.dom!.forEach((dom, i) => {\n const callback = (entries: IntersectionObserverEntry[]) => {\n entries.forEach((entry) => {\n params.onIntersect![i] && params.onIntersect![i](entry);\n // Update the judgment after execution so that the judgment of isIntersectin can be used when executing onIntersect\n isIntersectingRef.current[i] = entry.isIntersecting;\n });\n };\n const observer = new IntersectionObserver(callback, {\n rootMargin: \"0px\",\n threshold: 0,\n });\n observer.observe(dom!);\n intersectionObserverRef.current.push(observer);\n intersectionDomRef.current.push(dom!);\n });\n },\n []\n );\n\n return intersectionHandler;\n};\n","import * as THREE from \"three\";\nimport { DomSyncerParams } from \"..\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { DomSyncerMaterial } from \"./createMesh\";\nimport { useCallback, useRef } from \"react\";\nimport { Size } from \"../../../fxs/types\";\n\ntype UpdateDomRect = ({\n params,\n customParams,\n size,\n resolutionRef,\n scene,\n isIntersectingRef,\n}: {\n params: DomSyncerParams;\n customParams?: CustomParams;\n size: Size;\n resolutionRef: React.MutableRefObject;\n scene: THREE.Scene;\n isIntersectingRef: React.MutableRefObject;\n}) => void;\n\ntype UseUpdateDomRectReturn = [DOMRect[], UpdateDomRect];\n\nexport const useUpdateDomRect = (): UseUpdateDomRectReturn => {\n const domRects = useRef([]);\n\n const updateDomRects: UpdateDomRect = useCallback(\n ({\n params,\n customParams,\n size,\n resolutionRef,\n scene,\n isIntersectingRef,\n }) => {\n // Initialize domRects if the number of children in the scene is different from the number of DOMRect\n if (scene.children.length !== domRects.current!.length) {\n domRects.current = new Array(scene.children.length);\n }\n\n scene.children.forEach((mesh, i) => {\n const domElement = params.dom![i];\n if (!domElement) {\n return;\n }\n\n // DOMRect is updated even outside the intersection\n const rect = domElement.getBoundingClientRect();\n domRects.current[i] = rect;\n\n // Intersection cannot be determined accurately depending on the mobile navigation bar, so it seems better to update it constantly\n mesh.scale.set(rect.width, rect.height, 1.0);\n mesh.position.set(\n rect.left + rect.width * 0.5 - size.width * 0.5,\n -rect.top - rect.height * 0.5 + size.height * 0.5,\n 0.0\n );\n\n if (isIntersectingRef.current[i]) {\n if (params.rotation![i]) {\n mesh.rotation.copy(params.rotation![i]);\n }\n\n if (mesh instanceof THREE.Mesh) {\n const material: DomSyncerMaterial = mesh.material;\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n updateValue(\"u_texture\", params.texture![i]);\n updateValue(\"u_textureResolution\", [\n params.texture![i]?.source?.data?.width || 0,\n params.texture![i]?.source?.data?.height || 0,\n ]);\n updateValue(\n \"u_resolution\",\n resolutionRef.current.set(rect.width, rect.height)\n );\n updateValue(\n \"u_borderRadius\",\n params.boderRadius![i] ? params.boderRadius![i] : 0.0\n );\n updateCustomValue(customParams);\n }\n }\n });\n },\n []\n );\n\n return [domRects.current, updateDomRects];\n};\n","import { useCallback, useRef } from \"react\";\n\nexport type IsIntersecting = (\n index: number,\n once?: boolean\n) => boolean[] | boolean;\n\nexport const useIsIntersecting = () => {\n const isIntersectingRef = useRef([]);\n const isIntersectingOnceRef = useRef([]);\n\n const isIntersecting: IsIntersecting = useCallback((index, once = false) => {\n isIntersectingRef.current.forEach((value, i) => {\n if (value) {\n isIntersectingOnceRef.current[i] = true;\n }\n });\n const temp = once\n ? 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o.Color(16711680),color1:new o.Color(65280),color2:new o.Color(255),color3:new o.Color(16776960),map:!1,alphaMap:!1,wobbleStrength:0,wobblePositionFrequency:.5,wobbleTimeFrequency:.5,warpStrength:0,warpPositionFrequency:.5,warpTimeFrequency:.5,displacement:!1,displacementIntensity:1,displacementColorIntensity:0,sizeRandomIntensity:0,sizeRandomTimeFrequency:.2,sizeRandomMin:.5,sizeRandomMax:1.5,divergence:0,divergencePoint:new o.Vector3(0),beat:!1}),Jt=({size:e,dpr:n,isSizeUpdate:t,renderTargetOptions:r,camera:l,geometry:c,positions:m,uvs:i,onBeforeInit:d})=>{const p=O(n),g=a.useMemo(()=>new o.Scene,[]),[M,{points:u,interactiveMesh:v,positions:s,uvs:f}]=Oe({scene:g,size:e,dpr:n,geometry:c,positions:m,uvs:i,onBeforeInit:d}),[x,b]=k({scene:g,camera:l,size:e,dpr:p.fbo,isSizeUpdate:t,depthBuffer:!0,...r}),y=a.useCallback((C,_,w)=>(M(C,_,w),b(C.gl)),[b,M]),h=a.useCallback((C,_)=>{M(null,C,_)},[M]);return[y,h,{scene:g,points:u,interactiveMesh:v,renderTarget:x,output:x.texture,positions:s,uvs:f}]},Ue=e=>{const n=e.shaderType==="MeshDepthMaterial";e.vertexShader=e.vertexShader.replace("#include ",` - vec3 objectNormal = usf_Normal; - #ifdef USE_TANGENT - vec3 objectTangent = vec3( tangent.xyz ); - #endif - `),e.vertexShader=e.vertexShader.replace("#include ",` - vec3 transformed = usf_Position; - #ifdef USE_ALPHAHASH - vPosition = vec3( position ); - #endif - `),e.vertexShader=e.vertexShader.replace("void main() {",` - uniform float uTime; - uniform float uWobblePositionFrequency; - uniform float uWobbleTimeFrequency; - uniform float uWobbleStrength; - uniform float uWarpPositionFrequency; - uniform float uWarpTimeFrequency; - uniform float uWarpStrength; - - ${n?"attribute vec4 tangent;":""} - - varying float vWobble; - varying vec2 vPosition; - - // edge - varying vec3 vEdgeNormal; - varying vec3 vEdgeViewPosition; - - #usf - - void main() { - - vec3 usf_Position = position; - vec3 usf_Normal = normal; - vec3 biTangent = cross(normal, tangent.xyz); - - // Neighbours positions - float shift = 0.01; - vec3 positionA = usf_Position + tangent.xyz * shift; - vec3 positionB = usf_Position + biTangent * shift; - - // wobble - float wobble = (uWobbleStrength > 0.) ? getWobble(usf_Position) : 0.0; - float wobblePositionA = (uWobbleStrength > 0.) ? getWobble(positionA) : 0.0; - float wobblePositionB = (uWobbleStrength > 0.) ? getWobble(positionB) : 0.0; - - usf_Position += wobble * normal; - positionA += wobblePositionA * normal; - positionB += wobblePositionB * normal; - - // Compute normal - vec3 toA = normalize(positionA - usf_Position); - vec3 toB = normalize(positionB - usf_Position); - usf_Normal = cross(toA, toB); - - // Varying - vPosition = usf_Position.xy; - vWobble = wobble/uWobbleStrength; - - vEdgeNormal = normalize(normalMatrix * usf_Normal); - vec4 viewPosition = viewMatrix * modelMatrix * vec4(usf_Position, 1.0); - vEdgeViewPosition = normalize(viewPosition.xyz); - `)},er=e=>{e.fragmentShader=e.fragmentShader.replace("#include ",` - #include - - if (uEdgeThreshold > 0.0) { - float edgeThreshold = dot(vEdgeNormal, -vEdgeViewPosition); - diffuseColor = edgeThreshold < uEdgeThreshold ? vec4(uEdgeColor, 1.0) : mix(diffuseColor, usf_DiffuseColor, uColorMix); - } else { - diffuseColor = mix(diffuseColor, usf_DiffuseColor, uColorMix); - } - `),e.fragmentShader=e.fragmentShader.replace("void main() {",` - uniform vec3 uColor0; - uniform vec3 uColor1; - uniform vec3 uColor2; - uniform vec3 uColor3; - uniform float uColorMix; - uniform float uEdgeThreshold; - uniform vec3 uEdgeColor; - - // transmission - uniform float uChromaticAberration; - uniform float uAnisotropicBlur; - uniform float uTime; - uniform float uDistortion; - uniform float uDistortionScale; - uniform float uTemporalDistortion; - uniform float uRefractionSamples; - - float rand(float n){return fract(sin(n) * 43758.5453123);} - - #usf - - varying float vWobble; - varying vec2 vPosition; - varying vec3 vEdgeNormal; - varying vec3 vEdgeViewPosition; - - void main(){ - - vec4 usf_DiffuseColor = vec4(1.0); - float colorWobbleMix = smoothstep(-1.,1.,vWobble); - vec2 colorPosMix = vec2(smoothstep(-1.,1.,vPosition.x),smoothstep(-1.,1.,vPosition.y)); - - usf_DiffuseColor.rgb = mix(mix(uColor0, uColor1, colorPosMix.x), mix(uColor2, uColor3, colorPosMix.y), colorWobbleMix); - `)};var nr=`#ifdef USE_TRANSMISSION - - - - - uniform float _transmission; - uniform float thickness; - uniform float attenuationDistance; - uniform vec3 attenuationColor; - - #ifdef USE_TRANSMISSIONMAP - - uniform sampler2D transmissionMap; - - #endif - - #ifdef USE_THICKNESSMAP - - uniform sampler2D thicknessMap; - - #endif - - uniform vec2 transmissionSamplerSize; - uniform sampler2D transmissionSamplerMap; - - uniform mat4 modelMatrix; - uniform mat4 projectionMatrix; - - varying vec3 vWorldPosition; - - - - - float w0( float a ) { - - return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 ); - - } - - float w1( float a ) { - - return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 ); - - } - - float w2( float a ){ - - return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 ); - - } - - float w3( float a ) { - - return ( 1.0 / 6.0 ) * ( a * a * a ); - - } - - - float g0( float a ) { - - return w0( a ) + w1( a ); - - } - - float g1( float a ) { - - return w2( a ) + w3( a ); - - } - - - float h0( float a ) { - - return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) ); - - } - - float h1( float a ) { - - return 1.0 + w3( a ) / ( w2( a ) + w3( a ) ); - - } - - vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) { - - uv = uv * texelSize.zw + 0.5; - - vec2 iuv = floor( uv ); - vec2 fuv = fract( uv ); - - float g0x = g0( fuv.x ); - float g1x = g1( fuv.x ); - float h0x = h0( fuv.x ); - float h1x = h1( fuv.x ); - float h0y = h0( fuv.y ); - float h1y = h1( fuv.y ); - - vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; - vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; - vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; - vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; - - return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) + - g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) ); - - } - - vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) { - - vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) ); - vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) ); - vec2 fLodSizeInv = 1.0 / fLodSize; - vec2 cLodSizeInv = 1.0 / cLodSize; - vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) ); - vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) ); - return mix( fSample, cSample, fract( lod ) ); - - } - - vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) { - - - vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); - - - vec3 modelScale; - modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); - modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); - modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); - - - return normalize( refractionVector ) * thickness * modelScale; - - } - - float applyIorToRoughness( const in float roughness, const in float ior ) { - - - - return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); - - } - - vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) { - - float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); - return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod ); - - } - - vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) { - - if ( isinf( attenuationDistance ) ) { - - - return vec3( 1.0 ); - - } else { - - - vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; - vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); - return transmittance; - - } - - } - - vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor, - const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix, - const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness, - const in vec3 attenuationColor, const in float attenuationDistance ) { - - vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); - vec3 refractedRayExit = position + transmissionRay; - - - vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); - vec2 refractionCoords = ndcPos.xy / ndcPos.w; - refractionCoords += 1.0; - refractionCoords /= 2.0; - - - vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); - - vec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ); - vec3 attenuatedColor = transmittance * transmittedLight.rgb; - - - vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); - - - - float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0; - - return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor ); - - } -#endif`,tr=`#ifdef USE_TRANSMISSION - -material.transmission = _transmission; -material.transmissionAlpha = 1.0; -material.thickness = thickness; -material.attenuationDistance = attenuationDistance; -material.attenuationColor = attenuationColor; - -#ifdef USE_TRANSMISSIONMAP - - material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r; - -#endif - -#ifdef USE_THICKNESSMAP - - material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g; - -#endif - -vec3 pos = vWorldPosition; - -vec3 v = normalize( cameraPosition - pos ); -vec3 n = inverseTransformDirection( normal, viewMatrix ); - -vec4 transmitted = getIBLVolumeRefraction( - n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness, - material.attenuationColor, material.attenuationDistance ); - -material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission ); - -float runningSeed = 0.0; -vec3 transmission = vec3(0.0); -float transmissionR, transmissionB, transmissionG; -float randomCoords = rand(runningSeed++); -float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), uAnisotropicBlur); -vec3 distortionNormal = vec3(0.0); -vec3 temporalOffset = vec3(uTime, -uTime, -uTime) * uTemporalDistortion; - -if (uDistortion > 0.0) { - distortionNormal = uDistortion * vec3(snoiseFractal(vec3((pos * uDistortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * uDistortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * uDistortionScale + temporalOffset))); -} - -for (float i = 0.0; i < uRefractionSamples; i ++) { - vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5)) * pow(rand(runningSeed++), 0.33) + distortionNormal); - - transmissionR = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).r; - transmissionG = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + uChromaticAberration * (i + randomCoords) / uRefractionSamples) , material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).g; - transmissionB = getIBLVolumeRefraction( - sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, - pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * uChromaticAberration * (i + randomCoords) / uRefractionSamples), material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples, - material.attenuationColor, material.attenuationDistance - ).b; - transmission.r += transmissionR; - transmission.g += transmissionG; - transmission.b += transmissionB; -} - -transmission /= uRefractionSamples; - -totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission ); - -#endif`;const rr=({mat:e,isCustomTransmission:n,parameters:t})=>{e.type==="MeshPhysicalMaterial"&&n&&(t.fragmentShader=t.fragmentShader.replace("#include ",`${nr}`),t.fragmentShader=t.fragmentShader.replace("#include ",`${tr}`)),e.normalMap||(t.vertexShader=t.vertexShader.replace("void main() {",` - attribute vec4 tangent; - - void main() { - `))},or=({baseMaterial:e,materialParameters:n,isCustomTransmission:t=!1,onBeforeInit:r,depthOnBeforeInit:l,depth:c=!1})=>{const{material:m,depthMaterial:i}=a.useMemo(()=>{const d=new(e||o.MeshPhysicalMaterial)(n||{});Object.assign(d.userData,{uniforms:{uTime:{value:0},uWobblePositionFrequency:{value:$.wobblePositionFrequency},uWobbleTimeFrequency:{value:$.wobbleTimeFrequency},uWobbleStrength:{value:$.wobbleStrength},uWarpPositionFrequency:{value:$.warpPositionFrequency},uWarpTimeFrequency:{value:$.warpTimeFrequency},uWarpStrength:{value:$.warpStrength},uColor0:{value:$.color0},uColor1:{value:$.color1},uColor2:{value:$.color2},uColor3:{value:$.color3},uColorMix:{value:$.colorMix},uEdgeThreshold:{value:$.edgeThreshold},uEdgeColor:{value:$.edgeColor},uChromaticAberration:{value:$.chromaticAberration},uAnisotropicBlur:{value:$.anisotropicBlur},uDistortion:{value:$.distortion},uDistortionScale:{value:$.distortionScale},uTemporalDistortion:{value:$.temporalDistortion},uRefractionSamples:{value:$.refractionSamples},transmission:{value:0},_transmission:{value:1},transmissionMap:{value:null}}}),d.onBeforeCompile=g=>{Ue(g),er(g),rr({parameters:g,mat:d,isCustomTransmission:t});const M=F({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:d.userData.uniforms},r);g.fragmentShader=M.fragmentShader,g.vertexShader=M.vertexShader,Object.assign(g.uniforms,M.uniforms)},d.needsUpdate=!0;let p=null;return c&&(p=new o.MeshDepthMaterial({depthPacking:o.RGBADepthPacking}),p.onBeforeCompile=g=>{Object.assign(g.uniforms,d.userData.uniforms),Ue(g),F(g,l)},p.needsUpdate=!0),{material:d,depthMaterial:p}},[n,e,r,l,t,c]);return a.useEffect(()=>()=>{i&&i.dispose()},[i]),{material:m,depthMaterial:i}},Be=({scene:e=!1,geometry:n,isCustomTransmission:t,baseMaterial:r,materialParameters:l,depth:c,onBeforeInit:m,depthOnBeforeInit:i})=>{const d=a.useMemo(()=>{let x=n||new o.IcosahedronGeometry(2,20);return x=$e.mergeVertices(x),x.computeTangents(),x},[n]),{material:p,depthMaterial:g}=or({baseMaterial:r,materialParameters:l,isCustomTransmission:t,onBeforeInit:m,depthOnBeforeInit:i,depth:c}),M=B(e,d,p,o.Mesh),u=p.userData,v=P(u),s=A(u);return[a.useCallback((x,b,y)=>{x&&v("uTime",(b==null?void 0:b.beat)||x.clock.getElapsedTime()),b!==void 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Math.abs(l)","precision highp float;\n\nuniform sampler2D uBuffer;\nuniform sampler2D uTexture;\nuniform bool uIsTexture;\nuniform sampler2D uMap;\nuniform bool uIsMap;\nuniform float uMapIntensity;\nuniform float uRadius;\nuniform float uDissipation;\nuniform vec2 uResolution;\nuniform float uSmudge;\nuniform vec2 uMouse;\nuniform vec2 uPrevMouse;\nuniform vec2 uVelocity;\nuniform vec3 uColor;\nuniform float uMotionBlur;\nuniform int uMotionSample;\nuniform bool uIsCursor;\nuniform float uPressureStart;\nuniform float uPressureEnd;\n\nvarying vec2 vUv;\n\nfloat isOnLine(vec2 point, vec2 start, vec2 end, float radius, float pressureStart, float pressureEnd) {\n\t\n\tfloat aspect = uResolution.x / uResolution.y;\n\n\tpoint.x *= aspect;\n\tstart.x *= aspect;\n\tend.x *= aspect;\n\n\tvec2 dir = normalize(end - start);\n\tvec2 n = vec2(dir.y, -dir.x);\n\tvec2 p0 = point - start;\n\t\n\tfloat distToLine = abs(dot(p0, n));\n\tfloat distAlongLine = dot(p0, dir);\n\tfloat totalLength = length(end - start);\n\n\tfloat progress = clamp(distAlongLine / totalLength, 0.0, 1.0);\n\tfloat pressure = mix(pressureStart, pressureEnd, progress);\n\tradius = min(radius,radius * pressure);\n\n\tfloat distFromStart = length(point - start);\n\tfloat distFromEnd = length(point - end);\n\t\n\tbool withinLine = (distToLine < radius && distAlongLine > 0.0 && distAlongLine < totalLength) || distFromStart < radius || distFromEnd < radius;\n\n\treturn float(withinLine);\n}\n\nvec4 createSmudge(vec2 uv){\n\tvec2 offsets[9];\n\toffsets[0] = vec2(-1, -1); offsets[1] = vec2( 0, -1); offsets[2] = vec2( 1, -1);\n\toffsets[3] = vec2(-1, 0); offsets[4] = vec2( 0, 0); offsets[5] = vec2( 1, 0);\n\toffsets[6] = vec2(-1, 1); offsets[7] = vec2( 0, 1); offsets[8] = vec2( 1, 1);\n\n\tfor(int i = 0; i < 9; i++) {\n\t\toffsets[i] = (offsets[i] * uSmudge) / uResolution;\n\t}\t\n\tvec4 smudgedColor = vec4(0.);\n\tfor(int i = 0; i < 9; i++) {\n\t\tsmudgedColor += texture2D(uBuffer, uv + offsets[i]);\n\t}\n\treturn smudgedColor / 9.0;\n}\n\nvec4 createMotionBlur(vec2 uv , vec4 baseColor, vec2 velocity) {\n\tvec2 scaledV = velocity * uMotionBlur;\n\tfor(int i = 1; i < uMotionSample; i++) {\n\t\tfloat t = float(i) / float(uMotionSample - 1);\n\t\tvec2 offset = t * scaledV / uResolution;\n\t\tbaseColor += texture2D(uBuffer, uv + offset);\n\t}\n\treturn baseColor / float(uMotionSample);\n}\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\tif(uIsMap){\n\t\tvec2 mapColor = texture2D(uMap, uv).rg;\n\t\tvec2 normalizedMap = mapColor * 2.0 - 1.0;\n\t\tuv = uv * 2.0 - 1.0;\n\t\tuv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity);\n\t\tuv = (uv + 1.0) / 2.0;\n\t}\n\tvec2 suv = uv*2.-1.;\n\n\tvec2 velocity = uVelocity * uResolution;\n\n\tfloat radius = max(0.0,uRadius);\n\t\n\tvec4 smudgedColor = uSmudge > 0. ? createSmudge(uv) : texture2D(uBuffer, uv);\n\n\tvec4 motionBlurredColor = uMotionBlur > 0. ? createMotionBlur(uv,smudgedColor, velocity) : smudgedColor;\n\n\tvec4 bufferColor = motionBlurredColor;\n\tbufferColor.a = bufferColor.a < 1e-10 ? 0.0 : bufferColor.a * uDissipation;\n\t\n\tvec4 brushColor = uIsTexture ? texture2D(uTexture, uv) : vec4(uColor,1.);\n\t\n\tfloat onLine = isOnLine(suv, uPrevMouse, uMouse, radius, uPressureStart,uPressureEnd);\n\tfloat isOnLine = length(velocity) > 0. ? onLine : uIsCursor ? onLine : 0.;\n\n\tvec4 finalColor = mix(bufferColor, brushColor, isOnLine);\n\n\tgl_FragColor = finalColor;\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { Size } from \"../fxs/types\";\n\n/**\n * @params dpr if dpr is set, it returns the resolution which is size multiplied by dpr.\n */\nexport const useResolution = (size: Size, dpr: number | false = false) => {\n const _width = dpr ? size.width * dpr : size.width;\n const _height = dpr ? size.height * dpr : size.height;\n\n const resolution = useMemo(\n () => new THREE.Vector2(_width, _height),\n [_width, _height]\n );\n return resolution;\n};\n","import * as THREE from \"three\";\ntype UniformValue =\n | THREE.CubeTexture\n | THREE.Texture\n | Int32Array\n | Float32Array\n | THREE.Matrix4\n | THREE.Matrix3\n | THREE.Quaternion\n | THREE.Vector4\n | THREE.Vector3\n | THREE.Vector2\n | THREE.Color\n | number\n | boolean\n | Array\n | null\n | undefined;\ntype UniformObject = { [key: string]: { value: UniformValue } };\n\nexport const setUniform =\n (material: { uniforms: T }) =>\n (key: keyof T, value: UniformValue) => {\n if (value === undefined) {\n return;\n }\n const uniforms = material.uniforms;\n if (uniforms && uniforms[key]) {\n uniforms[key].value = value;\n }\n };\n\nexport type CustomParams = { [uniform: string]: UniformValue };\nexport const setCustomUniform =\n (material: { uniforms: UniformObject }) =>\n (customParams: CustomParams | undefined) => {\n if (customParams === undefined) {\n return;\n }\n Object.keys(customParams).forEach((key) => {\n const uniforms = material.uniforms;\n if (uniforms && uniforms[key]) {\n uniforms[key].value = customParams[key];\n }\n });\n };\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\n\ntype Object3DConstructor = new (\n geometry: THREE.BufferGeometry,\n material: M\n) => T;\n\n/**\n * Add geometry and material to Object3D and add them to scene.\n */\nexport const useAddObject = <\n T extends THREE.Object3D,\n M extends THREE.Material\n>(\n scene: THREE.Scene | false,\n geometry: THREE.BufferGeometry,\n material: M,\n Proto: Object3DConstructor\n) => {\n const object3D = useMemo(() => {\n const obj = new Proto(geometry, material);\n scene && scene.add(obj);\n return obj;\n }, [geometry, material, Proto, scene]);\n\n useEffect(() => {\n return () => {\n scene && scene.remove(object3D);\n geometry.dispose();\n material.dispose();\n };\n }, [scene, geometry, material, object3D]);\n\n return object3D;\n};\n","import * as THREE from \"three\";\n\nexport const ISDEV = process.env.NODE_ENV === \"development\";\n\nexport const MATERIAL_BASIC_PARAMS = {\n transparent: false,\n depthTest: false,\n depthWrite: false,\n};\n\nexport const DEFAULT_TEXTURE = new THREE.DataTexture(\n new Uint8Array([0, 0, 0, 0]),\n 1,\n 1,\n THREE.RGBAFormat\n);\n","//\tSimplex 4D Noise \n//\tby Ian McEwan, Ashima Arts\n//\nvec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\nfloat permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}\nvec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}\nfloat taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}\n\nvec4 grad4(float j, vec4 ip)\n{\n\tconst vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\tvec4 p,s;\n\n\tp.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\tp.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\ts = vec4(lessThan(p, vec4(0.0)));\n\tp.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\n\treturn p;\n}\n\nfloat simplexNoise4d(vec4 v)\n{\n\tconst vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4\n\t\t\t\t\t\t\t\t\t0.309016994374947451); // (sqrt(5) - 1)/4 F4\n\t// First corner\n\tvec4 i = floor(v + dot(v, C.yyyy) );\n\tvec4 x0 = v - i + dot(i, C.xxxx);\n\n\t// Other corners\n\n\t// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\tvec4 i0;\n\n\tvec3 isX = step( x0.yzw, x0.xxx );\n\tvec3 isYZ = step( x0.zww, x0.yyz );\n\t// i0.x = dot( isX, vec3( 1.0 ) );\n\ti0.x = isX.x + isX.y + isX.z;\n\ti0.yzw = 1.0 - isX;\n\n\t// i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n\ti0.y += isYZ.x + isYZ.y;\n\ti0.zw += 1.0 - isYZ.xy;\n\n\ti0.z += isYZ.z;\n\ti0.w += 1.0 - isYZ.z;\n\n\t// i0 now contains the unique values 0,1,2,3 in each channel\n\tvec4 i3 = clamp( i0, 0.0, 1.0 );\n\tvec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\tvec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n\t// x0 = x0 - 0.0 + 0.0 * C \n\tvec4 x1 = x0 - i1 + 1.0 * C.xxxx;\n\tvec4 x2 = x0 - i2 + 2.0 * C.xxxx;\n\tvec4 x3 = x0 - i3 + 3.0 * C.xxxx;\n\tvec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;\n\n\t// Permutations\n\ti = mod(i, 289.0); \n\tfloat j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n\tvec4 j1 = permute( permute( permute( permute (\n\t\t\t\t\ti.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\t\t\t\t+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\t\t\t\t+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\t\t\t\t+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\t// Gradients\n\t// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)\n\t// 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\n\tvec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n\tvec4 p0 = grad4(j0, ip);\n\tvec4 p1 = grad4(j1.x, ip);\n\tvec4 p2 = grad4(j1.y, ip);\n\tvec4 p3 = grad4(j1.z, ip);\n\tvec4 p4 = grad4(j1.w, ip);\n\n\t// Normalise gradients\n\tvec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\tp0 *= norm.x;\n\tp1 *= norm.y;\n\tp2 *= norm.z;\n\tp3 *= norm.w;\n\tp4 *= taylorInvSqrt(dot(p4,p4));\n\n\t// Mix contributions from the five corners\n\tvec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\tvec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\tm0 = m0 * m0;\n\tm1 = m1 * m1;\n\treturn 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\t\t\t\t\t\t+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n\nfloat getWobble(vec3 position)\n{\n\tvec3 warpedPosition = position;\n\twarpedPosition += simplexNoise4d(\n\t\tvec4(\n\t\t\t\tposition * uWarpPositionFrequency,\n\t\t\t\tuTime * uWarpTimeFrequency\n\t\t)\n\t) * uWarpStrength;\n\n\treturn simplexNoise4d(vec4(\n\t\twarpedPosition * uWobblePositionFrequency, // XYZ\n\t\tuTime * uWobbleTimeFrequency // W\n\t)) * uWobbleStrength;\n}","// \n//\tby Nikita Miropolskiy\n\n/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */\nvec3 random3(vec3 c) {\n\tfloat j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n\tvec3 r;\n\tr.z = fract(512.0*j);\n\tj *= .125;\n\tr.x = fract(512.0*j);\n\tj *= .125;\n\tr.y = fract(512.0*j);\n\treturn r-0.5;\n}\n\nconst float F3 = 0.3333333;\nconst float G3 = 0.1666667;\n\nfloat snoise(vec3 p) {\n\n\tvec3 s = floor(p + dot(p, vec3(F3)));\n\tvec3 x = p - s + dot(s, vec3(G3));\n\t\n\tvec3 e = step(vec3(0.0), x - x.yzx);\n\tvec3 i1 = e*(1.0 - e.zxy);\n\tvec3 i2 = 1.0 - e.zxy*(1.0 - e);\n \t\n\tvec3 x1 = x - i1 + G3;\n\tvec3 x2 = x - i2 + 2.0*G3;\n\tvec3 x3 = x - 1.0 + 3.0*G3;\n\t \n\tvec4 w, d;\n\t \n\tw.x = dot(x, x);\n\tw.y = dot(x1, x1);\n\tw.z = dot(x2, x2);\n\tw.w = dot(x3, x3);\n\t \n\tw = max(0.6 - w, 0.0);\n\t \n\td.x = dot(random3(s), x);\n\td.y = dot(random3(s + i1), x1);\n\td.z = dot(random3(s + i2), x2);\n\td.w = dot(random3(s + 1.0), x3);\n\t \n\tw *= w;\n\tw *= w;\n\td *= w;\n\t \n\treturn dot(d, vec4(52.0));\n}\n\nfloat snoiseFractal(vec3 m) {\n\treturn 0.5333333* snoise(m)\n\t\t\t\t+0.2666667* snoise(2.0*m)\n\t\t\t\t+0.1333333* snoise(4.0*m)\n\t\t\t\t+0.0666667* snoise(8.0*m);\n}","float screenAspect = uResolution.x / uResolution.y;\nfloat textureAspect = uTextureResolution.x / uTextureResolution.y;\nvec2 aspectRatio = vec2(\n\tmin(screenAspect / textureAspect, 1.0),\n\tmin(textureAspect / screenAspect, 1.0)\n);\nvec2 uv = vUv * aspectRatio + (1.0 - aspectRatio) * .5;","vec3 mapColor = texture2D(uMap, uv).rgb;\nvec3 normalizedMap = mapColor * 2.0 - 1.0;\n\nuv = uv * 2.0 - 1.0;\nuv *= mix(vec2(1.0), abs(normalizedMap.rg), uMapIntensity);\nuv = (uv + 1.0) / 2.0;","precision highp float;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = vec4(position, 1.0);\n}","varying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}","vec3 hsv2rgb(vec3 c)\n{\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}","vec3 rgb2hsv(vec3 c)\n{\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}","import wobble3D from \"./shaderChunk/wobble3D.glsl\";\nimport snoise from \"./shaderChunk/snoise.glsl\";\nimport coverTexture from \"./shaderChunk/coverTexture.glsl\";\nimport fxBlending from \"./shaderChunk/fxBlending.glsl\";\nimport planeVertex from \"./shaderChunk/planeVertex.glsl\";\nimport defaultVertex from \"./shaderChunk/defaultVertex.glsl\";\nimport hsv2rgb from \"./shaderChunk/hsv2rgb.glsl\";\nimport rgb2hsv from \"./shaderChunk/rgb2hsv.glsl\";\n\nexport type ShaderChunkTypes =\n | \"wobble3D\"\n | \"snoise\"\n | \"coverTexture\"\n | \"fxBlending\"\n | \"planeVertex\"\n | \"defaultVertex\"\n | \"hsv2rgb\"\n | \"rgb2hsv\";\n\nexport const ShaderChunk: { [K in ShaderChunkTypes]: string } = Object.freeze({\n wobble3D,\n snoise,\n coverTexture,\n fxBlending,\n planeVertex,\n defaultVertex,\n hsv2rgb,\n rgb2hsv,\n});\n","import { ShaderChunk, ShaderChunkTypes } from \"./ShaderChunk\";\n\nconst includePattern = /^[ \\t]*#usf +<([\\w\\d./]+)>/gm;\n\nfunction includeReplacer(match: string, include: ShaderChunkTypes): string {\n return resolveIncludes(ShaderChunk[include] || \"\");\n}\n\nfunction resolveIncludes(string: string): string {\n return string.replace(includePattern, includeReplacer);\n}\n\nexport { resolveIncludes };\n","import { resolveIncludes } from \"../libs/shaders/resolveShaders\";\nimport { OnBeforeInitParameters } from \"../fxs/types\";\n\nexport const createMaterialParameters = (\n parameters: OnBeforeInitParameters,\n onBeforeInit?: (parameters: OnBeforeInitParameters) => void\n) => {\n onBeforeInit && onBeforeInit(parameters);\n parameters.vertexShader = resolveIncludes(parameters.vertexShader);\n parameters.fragmentShader = resolveIncludes(parameters.fragmentShader);\n return parameters;\n};\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { BRUSH_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BrushMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uBuffer: { value: THREE.Texture };\n uTexture: { value: THREE.Texture };\n uIsTexture: { value: boolean };\n uMap: { value: THREE.Texture };\n uIsMap: { value: boolean };\n uMapIntensity: { value: number };\n uResolution: { value: THREE.Vector2 };\n uRadius: { value: number };\n uSmudge: { value: number };\n uDissipation: { value: number };\n uMotionBlur: { value: number };\n uMotionSample: { value: number };\n uMouse: { value: number };\n uPrevMouse: { value: number };\n uVelocity: { value: number };\n uColor: { value: THREE.Vector3 | THREE.Color };\n uIsCursor: { value: boolean };\n uPressureStart: { value: number };\n uPressureEnd: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uBuffer: { value: DEFAULT_TEXTURE },\n uResolution: { value: new THREE.Vector2(0, 0) },\n uTexture: { value: DEFAULT_TEXTURE },\n uIsTexture: { value: false },\n uMap: { value: DEFAULT_TEXTURE },\n uIsMap: { value: false },\n uMapIntensity: { value: BRUSH_PARAMS.mapIntensity },\n uRadius: { value: BRUSH_PARAMS.radius },\n uSmudge: { value: BRUSH_PARAMS.smudge },\n uDissipation: { value: BRUSH_PARAMS.dissipation },\n uMotionBlur: { value: BRUSH_PARAMS.motionBlur },\n uMotionSample: { value: BRUSH_PARAMS.motionSample },\n uMouse: { value: new THREE.Vector2(-10, -10) },\n uPrevMouse: { value: new THREE.Vector2(-10, -10) },\n uVelocity: { value: new THREE.Vector2(0, 0) },\n uColor: { value: BRUSH_PARAMS.color },\n uIsCursor: { value: false },\n uPressureStart: { value: 1.0 },\n uPressureEnd: { value: 1.0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent\n transparent: true,\n });\n\n return mat;\n }, [onBeforeInit]) as BrushMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useResolution } from \"./useResolution\";\nimport { useMemo } from \"react\";\nimport { Size } from \"../fxs/types\";\n\nconst getCameraProps = (width: number, height: number) => {\n const frustumSize = height;\n const aspect = width / height;\n const [w, h] = [(frustumSize * aspect) / 2, frustumSize / 2];\n return { width: w, height: h, near: -1000, far: 1000 };\n};\n\nexport const useCamera = (\n size: Size,\n cameraType: \"OrthographicCamera\" | \"PerspectiveCamera\" = \"OrthographicCamera\"\n) => {\n const resolution = useResolution(size);\n const { width, height, near, far } = getCameraProps(\n resolution.x,\n resolution.y\n );\n const camera = useMemo(() => {\n return cameraType === \"OrthographicCamera\"\n ? new THREE.OrthographicCamera(\n -width,\n width,\n height,\n -height,\n near,\n far\n )\n : new THREE.PerspectiveCamera(50, width / height);\n }, [width, height, near, far, cameraType]);\n return camera;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useRef } from \"react\";\n\nexport type PointerValues = {\n currentPointer: THREE.Vector2;\n prevPointer: THREE.Vector2;\n diffPointer: THREE.Vector2;\n velocity: THREE.Vector2;\n isVelocityUpdate: boolean;\n};\n\ntype UpdatePointer = (currentPointer: THREE.Vector2) => PointerValues;\n\n/**\n * @description When given the pointer vector2 from r3f's RootState, it generates an update function that returns {`currentPointer`, `prevPointer`, `diffPointer`, `isVelocityUpdate`, `velocity`}.\n * @description When calling custom in a `useFrame` loop, you can avoid duplication of execution by passing `pointerValues` to the update function of a Pointer-activated fxHook, such as `useBrush`.\n * @param lerp 0~1, lerp intensity (0 to less than 1) , default : `0`\n */\nexport const usePointer = (lerp: number = 0): UpdatePointer => {\n const prevPointer = useRef(new THREE.Vector2(0, 0));\n const diffPointer = useRef(new THREE.Vector2(0, 0));\n const lerpPointer = useRef(new THREE.Vector2(0, 0));\n const lastUpdateTime = useRef(0);\n const velocity = useRef(new THREE.Vector2(0, 0));\n const isMoved = useRef(false);\n\n const updatePointer = useCallback(\n (currentPointer: THREE.Vector2) => {\n const now = performance.now();\n\n // lerp\n let current: THREE.Vector2;\n if (isMoved.current && lerp) {\n lerpPointer.current = lerpPointer.current.lerp(\n currentPointer,\n 1 - lerp\n );\n current = lerpPointer.current.clone();\n } else {\n current = currentPointer.clone();\n lerpPointer.current = current;\n }\n\n // first frame\n if (lastUpdateTime.current === 0) {\n lastUpdateTime.current = now;\n prevPointer.current = current;\n }\n const deltaTime = Math.max(1, now - lastUpdateTime.current);\n lastUpdateTime.current = now;\n\n // get velocity\n velocity.current\n .copy(current)\n .sub(prevPointer.current)\n .divideScalar(deltaTime);\n const isUpdate = velocity.current.length() > 0;\n\n //set prev temp pos\n const prevTemp = isMoved.current\n ? prevPointer.current.clone()\n : current;\n if (!isMoved.current && isUpdate) {\n isMoved.current = true;\n }\n prevPointer.current = current;\n\n return {\n currentPointer: current,\n prevPointer: prevTemp,\n diffPointer: diffPointer.current.subVectors(current, prevTemp),\n velocity: velocity.current,\n isVelocityUpdate: isUpdate,\n };\n },\n [lerp]\n );\n\n return updatePointer;\n};\n","import { useCallback, useRef } from \"react\";\n\ntype SetParams = (newParams?: Partial) => void;\ntype UseParamsReturn = [T, SetParams];\n\n/**\n * @param params Receives an initial value object. With structuredClone, deep copy and set, but if the object contains a function, just set it.\n */\nexport const useParams = (params: T): UseParamsReturn => {\n const isContainsFunctions = (obj: object): boolean =>\n Object.values(obj).some((value) => typeof value === \"function\");\n const paramsRef = useRef(\n isContainsFunctions(params) ? params : structuredClone(params)\n );\n\n const setParams = useCallback>((newParams) => {\n if (newParams === undefined) {\n return;\n }\n for (const key in newParams) {\n const paramKey = key as keyof T;\n if (\n paramKey in paramsRef.current &&\n newParams[paramKey] !== undefined &&\n newParams[paramKey] !== null\n ) {\n paramsRef.current[paramKey] = newParams[paramKey]!;\n } else {\n console.error(\n `\"${String(\n paramKey\n )}\" does not exist in the params. or \"${String(\n paramKey\n )}\" is null | undefined`\n );\n }\n }\n }, []);\n return [paramsRef.current, setParams];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo, useRef } from \"react\";\nimport { useResolution } from \"./useResolution\";\nimport { Size } from \"../fxs/types\";\n\nexport const FBO_DEFAULT_OPTION: THREE.RenderTargetOptions = {\n depthBuffer: false,\n};\n\nexport type UseFboProps = {\n scene: THREE.Scene;\n camera: THREE.Camera;\n size: Size;\n /** If dpr is set, dpr will be multiplied, default : `false` */\n dpr?: number | false;\n /** Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` */\n isSizeUpdate?: boolean;\n /** If set, the scene depth will be rendered into buffer.depthTexture. default : `false` */\n depth?: boolean;\n} & THREE.RenderTargetOptions;\n\nexport const renderFBO = ({\n gl,\n fbo,\n scene,\n camera,\n onBeforeRender,\n onSwap,\n}: {\n gl: THREE.WebGLRenderer;\n fbo: THREE.WebGLRenderTarget;\n scene: THREE.Scene;\n camera: THREE.Camera;\n onBeforeRender: () => void;\n onSwap?: () => void;\n}) => {\n gl.setRenderTarget(fbo);\n onBeforeRender();\n gl.clear();\n gl.render(scene, camera);\n onSwap && onSwap();\n gl.setRenderTarget(null);\n gl.clear();\n};\n\ntype UpdateRenderTarget = (\n gl: THREE.WebGLRenderer,\n /** call before FBO is rendered */\n onBeforeRender?: ({ read }: { read: THREE.Texture }) => void\n) => THREE.Texture;\n\ntype UseSingleFBOReturn = [THREE.WebGLRenderTarget, UpdateRenderTarget];\n\n/**\n * @param dpr If dpr is set, dpr will be multiplied, default:false\n * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false\n * @param depthBuffer Unlike the default in three.js, the default is `false`.\n * @returns [THREE.WebGLRenderTarget , updateFBO] -Receives the RenderTarget as the first argument and the update function as the second argument.\n */\nexport const useSingleFBO = (props: UseFboProps): UseSingleFBOReturn => {\n const {\n scene,\n camera,\n size,\n dpr = false,\n isSizeUpdate = false,\n depth = false,\n ...renderTargetOptions\n } = props;\n\n const renderTarget = useRef();\n\n const resolution = useResolution(size, dpr);\n\n renderTarget.current = useMemo(\n () => {\n const target = new THREE.WebGLRenderTarget(\n resolution.x,\n resolution.y,\n {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n }\n );\n if (depth) {\n target.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n }\n return target;\n },\n // eslint-disable-next-line react-hooks/exhaustive-deps\n []\n );\n\n if (isSizeUpdate) {\n renderTarget.current?.setSize(resolution.x, resolution.y);\n }\n\n useEffect(() => {\n const temp = renderTarget.current;\n return () => {\n temp?.dispose();\n };\n }, []);\n\n const updateRenderTarget: UpdateRenderTarget = useCallback(\n (gl, onBeforeRender) => {\n const fbo = renderTarget.current!;\n renderFBO({\n gl,\n fbo,\n scene,\n camera,\n onBeforeRender: () =>\n onBeforeRender && onBeforeRender({ read: fbo.texture }),\n });\n return fbo.texture;\n },\n [scene, camera]\n );\n\n return [renderTarget.current, updateRenderTarget];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo } from \"react\";\nimport { FBO_DEFAULT_OPTION, UseFboProps, renderFBO } from \"./useSingleFBO\";\nimport { useResolution } from \"./useResolution\";\n\nexport type DoubleRenderTarget = {\n read: THREE.WebGLRenderTarget;\n write: THREE.WebGLRenderTarget;\n};\n\ninterface WebGLDoubleRenderTarget extends DoubleRenderTarget {\n swap: () => void;\n}\n\ntype FBOUpdateFunction = (\n gl: THREE.WebGLRenderer,\n /** call before FBO is rendered */\n onBeforeRender?: ({\n read,\n write,\n }: {\n read: THREE.Texture;\n write: THREE.Texture;\n }) => void\n) => THREE.Texture;\n\ntype UseDoubleFBOReturn = [\n { read: THREE.WebGLRenderTarget; write: THREE.WebGLRenderTarget },\n FBOUpdateFunction\n];\n\n/**\n * @description Custom hook for setting up double buffering with WebGL render targets.\n * @param UseFboProps same as `useSingleFBO`\n */\nexport const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => {\n const {\n scene,\n camera,\n size,\n dpr = false,\n isSizeUpdate = false,\n depth = false,\n ...renderTargetOptions\n } = props;\n\n const resolution = useResolution(size, dpr);\n\n const renderTarget = useMemo(() => {\n const read = new THREE.WebGLRenderTarget(resolution.x, resolution.y, {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n });\n const write = new THREE.WebGLRenderTarget(resolution.x, resolution.y, {\n ...FBO_DEFAULT_OPTION,\n ...renderTargetOptions,\n });\n\n if (depth) {\n read.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n write.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n }\n\n return {\n read: read,\n write: write,\n swap: function () {\n let temp = this.read;\n this.read = this.write;\n this.write = temp;\n },\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n if (isSizeUpdate) {\n renderTarget.read?.setSize(resolution.x, resolution.y);\n renderTarget.write?.setSize(resolution.x, resolution.y);\n }\n\n useEffect(() => {\n const temp = renderTarget;\n return () => {\n temp.read?.dispose();\n temp.write?.dispose();\n };\n }, [renderTarget]);\n\n const updateRenderTarget: FBOUpdateFunction = useCallback(\n (gl, onBeforeRender) => {\n const fbo = renderTarget;\n renderFBO({\n gl,\n scene,\n camera,\n fbo: fbo.write!,\n onBeforeRender: () =>\n onBeforeRender &&\n onBeforeRender({\n read: fbo.read!.texture,\n write: fbo.write!.texture,\n }),\n onSwap: () => fbo.swap(),\n });\n return fbo.read?.texture as THREE.Texture;\n },\n [scene, camera, renderTarget]\n );\n\n return [\n { read: renderTarget.read, write: renderTarget.write },\n updateRenderTarget,\n ];\n};\n","import { Dpr } from \"../fxs/types\";\n\nexport const getDpr = (\n dpr: Dpr\n): { shader: number | false; fbo: number | false } => {\n if (typeof dpr === \"number\") {\n return { shader: dpr, fbo: dpr };\n }\n return {\n shader: dpr.shader ?? false,\n fbo: dpr.fbo ?? false,\n };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo, useRef } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { PointerValues, usePointer } from \"../../../misc/usePointer\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { DoubleRenderTarget, useDoubleFBO } from \"../../../utils/useDoubleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type BrushParams = {\n /** Texture applied to the brush, If texture is true, it will take precedence over color , default : `false` */\n texture?: THREE.Texture | false;\n /** You can attach an fx map , default : `false` */\n map?: THREE.Texture | false;\n /** map intensity , default : `0.1` */\n mapIntensity?: number;\n /** size of the stamp, percentage of the size ,default : `0.05` */\n radius?: number;\n /** Strength of smudge effect , default : `0.0`*/\n smudge?: number;\n /** dissipation rate. If set to 1, it will remain. , default : `1.0` */\n dissipation?: number;\n /** Strength of motion blur , default : `0.0` */\n motionBlur?: number;\n /** Number of motion blur samples. Affects performance default : `5` */\n motionSample?: number;\n /** brush color , it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */\n color?:\n | ((velocity: THREE.Vector2) => THREE.Vector3)\n | THREE.Vector3\n | THREE.Color;\n /** Follows the cursor even if it loses speed , default : `false` */\n isCursor?: boolean;\n /** brush pressure (0 to 1) , default : `1.0` */\n pressure?: number;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type BrushObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BRUSH_PARAMS: BrushParams = Object.freeze({\n texture: false,\n map: false,\n mapIntensity: 0.1,\n radius: 0.05,\n smudge: 0.0,\n dissipation: 1.0,\n motionBlur: 0.0,\n motionSample: 5,\n color: new THREE.Vector3(1.0, 0.0, 0.0),\n isCursor: false,\n pressure: 1.0,\n pointerValues: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBrush = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n const [renderTarget, updateRenderTarget] = useDoubleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(BRUSH_PARAMS);\n\n const pressureEnd = useRef(null);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BrushParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BrushParams,\n customParams?: CustomParams\n ) => {\n const { gl, pointer } = rootState;\n\n updateParams(newParams, customParams);\n\n if (params.texture!) {\n updateValue(\"uIsTexture\", true);\n updateValue(\"uTexture\", params.texture!);\n } else {\n updateValue(\"uIsTexture\", false);\n }\n\n if (params.map!) {\n updateValue(\"uIsMap\", true);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n } else {\n updateValue(\"uIsMap\", false);\n }\n\n updateValue(\"uRadius\", params.radius!);\n updateValue(\"uSmudge\", params.smudge!);\n updateValue(\"uDissipation\", params.dissipation!);\n updateValue(\"uMotionBlur\", params.motionBlur!);\n updateValue(\"uMotionSample\", params.motionSample!);\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (pointerValues.isVelocityUpdate) {\n updateValue(\"uMouse\", pointerValues.currentPointer);\n updateValue(\"uPrevMouse\", pointerValues.prevPointer);\n }\n updateValue(\"uVelocity\", pointerValues.velocity);\n\n const color: THREE.Vector3 | THREE.Color =\n typeof params.color === \"function\"\n ? params.color(pointerValues.velocity)\n : params.color!;\n updateValue(\"uColor\", color);\n\n updateValue(\"uIsCursor\", params.isCursor!);\n\n // pressure\n updateValue(\"uPressureEnd\", params.pressure!);\n if (pressureEnd.current === null) {\n pressureEnd.current = params.pressure!;\n }\n updateValue(\"uPressureStart\", pressureEnd.current);\n pressureEnd.current = params.pressure!;\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBuffer\", read);\n });\n },\n [updateValue, updatePointer, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","varying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform vec2 texelSize;\n\nvoid main () {\n\tvUv = uv;\n\tvL = vUv - vec2(texelSize.x, 0.0);\n\tvR = vUv + vec2(texelSize.x, 0.0);\n\tvT = vUv + vec2(0.0, texelSize.y);\n\tvB = vUv - vec2(0.0, texelSize.y);\n\tgl_Position = vec4(position, 1.0);\n}","precision highp float;\n\nvoid main(){\n\tgl_FragColor = vec4(0.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/init.frag\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\n\nexport const useInitialMaterial = () => {\n const initialMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, []);\n\n return initialMaterial as THREE.ShaderMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uVelocity;\nuniform sampler2D uSource;\nuniform vec2 texelSize;\nuniform float dt;\nuniform float dissipation;\n\nvoid main () {\n\tvec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n\tgl_FragColor = vec4(dissipation * texture2D(uSource, coord).rgb,1.);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/advection.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../../libs/constants\";\nimport { DELTA_TIME } from \"..\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class AdvectionMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n uSource: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n dt: { value: number };\n dissipation: { value: number };\n };\n}\n\nexport const useAdvectionMaterial = ({ onBeforeInit }: MaterialProps) => {\n const advectionMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: DEFAULT_TEXTURE },\n uSource: { value: DEFAULT_TEXTURE },\n texelSize: { value: new THREE.Vector2() },\n dt: { value: DELTA_TIME },\n dissipation: { value: 0.0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return advectionMaterial as AdvectionMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\n\nvec2 sampleVelocity(in vec2 uv) {\n\tvec2 clampedUV = clamp(uv, 0.0, 1.0);\n\tvec2 multiplier = vec2(1.0, 1.0);\n\tmultiplier.x = uv.x < 0.0 || uv.x > 1.0 ? -1.0 : 1.0;\n\tmultiplier.y = uv.y < 0.0 || uv.y > 1.0 ? -1.0 : 1.0;\n\treturn multiplier * texture2D(uVelocity, clampedUV).xy;\n}\n\nvoid main () {\n\tfloat L = sampleVelocity(vL).x;\n\tfloat R = sampleVelocity(vR).x;\n\tfloat T = sampleVelocity(vT).y;\n\tfloat B = sampleVelocity(vB).y;\n\tfloat div = 0.5 * (R - L + T - B);\n\tgl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/divergence.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class DivergenceMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useDivergenceMaterial = ({ onBeforeInit }: MaterialProps) => {\n const divergenceMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]);\n\n return divergenceMaterial as DivergenceMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uPressure;\nuniform sampler2D uDivergence;\n\nvoid main () {\n\tfloat L = texture2D(uPressure, clamp(vL,0.,1.)).x;\n\tfloat R = texture2D(uPressure, clamp(vR,0.,1.)).x;\n\tfloat T = texture2D(uPressure, clamp(vT,0.,1.)).x;\n\tfloat B = texture2D(uPressure, clamp(vB,0.,1.)).x;\n\tfloat C = texture2D(uPressure, vUv).x;\n\tfloat divergence = texture2D(uDivergence, vUv).x;\n\tfloat pressure = (L + R + B + T - divergence) * 0.25;\n\tgl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/pressure.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class PressureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uPressure: { value: THREE.Texture };\n uDivergence: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const usePressureMaterial = ({ onBeforeInit }: MaterialProps) => {\n const pressureMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uPressure: { value: null },\n uDivergence: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return pressureMaterial as PressureMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\n\nvoid main () {\n\tfloat L = texture2D(uVelocity, vL).y;\n\tfloat R = texture2D(uVelocity, vR).y;\n\tfloat T = texture2D(uVelocity, vT).x;\n\tfloat B = texture2D(uVelocity, vB).x;\n\tfloat vorticity = R - L - T + B;\n\tgl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/curl.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class CurlMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useCurlMaterial = ({ onBeforeInit }: MaterialProps) => {\n const curlMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return curlMaterial as CurlMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uVelocity;\nuniform sampler2D uCurl;\nuniform float curl;\nuniform float dt;\n\nvoid main () {\n\tfloat T = texture2D(uCurl, vT).x;\n\tfloat B = texture2D(uCurl, vB).x;\n\tfloat C = texture2D(uCurl, vUv).x;\n\tvec2 force = vec2(abs(T) - abs(B), 0.0);\n\tforce *= 1.0 / length(force + 0.00001) * curl * C;\n\tvec2 vel = texture2D(uVelocity, vUv).xy;\n\tgl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/vorticity.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../../libs/constants\";\nimport { DELTA_TIME } from \"..\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class VorticityMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uVelocity: { value: THREE.Texture };\n uCurl: { value: THREE.Texture };\n curl: { value: number };\n dt: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useVorticityMaterial = ({ onBeforeInit }: MaterialProps) => {\n const vorticityMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uVelocity: { value: null },\n uCurl: { value: null },\n curl: { value: 0 },\n dt: { value: DELTA_TIME },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]);\n\n return vorticityMaterial as VorticityMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform float value;\n\nvoid main () {\n\tgl_FragColor = value * texture2D(uTexture, vUv);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/clear.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class ClearMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n value: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useClearMaterial = ({ onBeforeInit }: MaterialProps) => {\n const advectionMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n value: { value: 0.0 },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return advectionMaterial as ClearMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nvarying vec2 vL;\nvarying vec2 vR;\nvarying vec2 vT;\nvarying vec2 vB;\nuniform sampler2D uPressure;\nuniform sampler2D uVelocity;\n\nvoid main () {\n\tfloat L = texture2D(uPressure, clamp(vL,0.,1.)).x;\n\tfloat R = texture2D(uPressure, clamp(vR,0.,1.)).x;\n\tfloat T = texture2D(uPressure, clamp(vT,0.,1.)).x;\n\tfloat B = texture2D(uPressure, clamp(vB,0.,1.)).x;\n\tvec2 velocity = texture2D(uVelocity, vUv).xy;\n\tvelocity.xy -= vec2(R - L, T - B);\n\tgl_FragColor = vec4(velocity, 0.0, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/gradientSubtract.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class GradientSubtractMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uPressure: { value: THREE.Texture };\n uVelocity: { value: THREE.Texture };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useGradientSubtractMaterial = ({\n onBeforeInit,\n}: MaterialProps) => {\n const gradientSubtractMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uPressure: { value: DEFAULT_TEXTURE },\n uVelocity: { value: DEFAULT_TEXTURE },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return gradientSubtractMaterial as GradientSubtractMaterial;\n};\n","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTarget;\nuniform float aspectRatio;\nuniform vec3 color;\nuniform vec2 point;\nuniform float radius;\n\nvoid main () {\n\tvec2 nPoint = (point + vec2(1.0)) * 0.5;\n\tvec2 p = vUv - nPoint.xy;\n\tp.x *= aspectRatio;\n\tvec3 splat = exp(-dot(p, p) / radius) * color;\n\tvec3 base = texture2D(uTarget, vUv).xyz;\n\tgl_FragColor = vec4(base + splat, 1.0);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/splat.frag\";\nimport { MaterialProps } from \"../../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class SplatMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTarget: { value: THREE.Texture };\n aspectRatio: { value: number };\n color: { value: THREE.Vector3 | THREE.Color };\n point: { value: THREE.Vector2 };\n radius: { value: number };\n texelSize: { value: THREE.Vector2 };\n };\n}\n\nexport const useSplatMaterial = ({ onBeforeInit }: MaterialProps) => {\n const splatMaterial = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTarget: { value: DEFAULT_TEXTURE },\n aspectRatio: { value: 0 },\n color: { value: new THREE.Vector3() },\n point: { value: new THREE.Vector2() },\n radius: { value: 0.0 },\n texelSize: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]);\n\n return splatMaterial as SplatMaterial;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo } from \"react\";\nimport { useInitialMaterial } from \"./materials/useInitialMaterial\";\nimport {\n AdvectionMaterial,\n useAdvectionMaterial,\n} from \"./materials/useAdvectionMaterial\";\nimport {\n DivergenceMaterial,\n useDivergenceMaterial,\n} from \"./materials/useDivergenceMaterial\";\nimport {\n PressureMaterial,\n usePressureMaterial,\n} from \"./materials/usePressureMaterial\";\nimport { CurlMaterial, useCurlMaterial } from \"./materials/useCurlMaterial\";\nimport {\n VorticityMaterial,\n useVorticityMaterial,\n} from \"./materials/useVorticityMaterial\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { ClearMaterial, useClearMaterial } from \"./materials/useClearMaterial\";\nimport {\n GradientSubtractMaterial,\n useGradientSubtractMaterial,\n} from \"./materials/useGradientSubtractMaterial\";\nimport { SplatMaterial, useSplatMaterial } from \"./materials/useSplatMaterial\";\nimport { CustomParams, setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\n\ntype TMaterials =\n | AdvectionMaterial\n | DivergenceMaterial\n | CurlMaterial\n | PressureMaterial\n | ClearMaterial\n | GradientSubtractMaterial\n | SplatMaterial;\n\nexport type FluidMaterials = {\n vorticityMaterial: VorticityMaterial;\n curlMaterial: CurlMaterial;\n advectionMaterial: AdvectionMaterial;\n divergenceMaterial: DivergenceMaterial;\n pressureMaterial: PressureMaterial;\n clearMaterial: ClearMaterial;\n gradientSubtractMaterial: GradientSubtractMaterial;\n splatMaterial: SplatMaterial;\n};\n\nexport type CustomizableKeys =\n | \"advection\"\n | \"splat\"\n | \"curl\"\n | \"vorticity\"\n | \"divergence\"\n | \"clear\"\n | \"pressure\"\n | \"gradientSubtract\";\n\nexport type CustomFluidProps = {\n [K in CustomizableKeys]?: MaterialProps;\n};\nexport type CustomFluidParams = {\n [K in CustomizableKeys]?: CustomParams;\n};\n\nconst useCustomMaterial = (\n materialHook: (materialProps: MaterialProps) => T,\n materialProps?: MaterialProps\n) => {\n return materialHook(materialProps ?? {});\n};\n\n/**\n * Returns the material update function in the second argument\n */\nexport const useMesh = ({\n scene,\n size,\n dpr,\n customFluidProps,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n customFluidProps?: CustomFluidProps;\n}) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n\n const {\n curl,\n vorticity,\n advection,\n divergence,\n pressure,\n clear,\n gradientSubtract,\n splat,\n } = customFluidProps ?? {};\n\n const initialMaterial = useCustomMaterial(useInitialMaterial);\n const updateMaterial = initialMaterial.clone();\n const curlMaterial = useCustomMaterial(useCurlMaterial, curl);\n const vorticityMaterial = useCustomMaterial(useVorticityMaterial, vorticity);\n const advectionMaterial = useCustomMaterial(useAdvectionMaterial, advection);\n const divergenceMaterial = useCustomMaterial(\n useDivergenceMaterial,\n divergence\n );\n const pressureMaterial = useCustomMaterial(usePressureMaterial, pressure);\n const clearMaterial = useCustomMaterial(useClearMaterial, clear);\n const gradientSubtractMaterial = useCustomMaterial(\n useGradientSubtractMaterial,\n gradientSubtract\n );\n const splatMaterial = useCustomMaterial(useSplatMaterial, splat);\n const materials = useMemo(\n () => ({\n vorticityMaterial,\n curlMaterial,\n advectionMaterial,\n divergenceMaterial,\n pressureMaterial,\n clearMaterial,\n gradientSubtractMaterial,\n splatMaterial,\n }),\n [\n vorticityMaterial,\n curlMaterial,\n advectionMaterial,\n divergenceMaterial,\n pressureMaterial,\n clearMaterial,\n gradientSubtractMaterial,\n splatMaterial,\n ]\n );\n\n const resolution = useResolution(size, dpr);\n useMemo(() => {\n setUniform(materials.splatMaterial)(\n \"aspectRatio\",\n resolution.x / resolution.y\n );\n for (const material of Object.values(materials)) {\n setUniform(material)(\n \"texelSize\",\n new THREE.Vector2(1.0 / resolution.x, 1.0 / resolution.y)\n );\n }\n }, [resolution, materials]);\n\n const mesh = useAddObject(scene, geometry, initialMaterial, THREE.Mesh);\n\n useMemo(() => {\n initialMaterial.dispose();\n mesh.material = updateMaterial;\n }, [initialMaterial, mesh, updateMaterial]);\n\n useEffect(() => {\n return () => {\n for (const material of Object.values(materials)) {\n material.dispose();\n }\n };\n }, [materials]);\n\n const setMeshMaterial = useCallback(\n (material: TMaterials) => {\n mesh.material = material;\n mesh.material.needsUpdate = true;\n },\n [mesh]\n );\n\n return { materials, setMeshMaterial, mesh };\n};\n","import * as THREE from \"three\";\nimport {\n CustomizableKeys,\n FluidMaterials,\n CustomFluidProps,\n CustomFluidParams,\n useMesh,\n} from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo, useRef } from \"react\";\nimport { PointerValues, usePointer } from \"../../../misc/usePointer\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { UseFboProps } from \"../../../utils/useSingleFBO\";\nimport { DoubleRenderTarget, useDoubleFBO } from \"../../../utils/useDoubleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport const DELTA_TIME = 0.016;\n\nexport type FluidParams = {\n /** density disspation , default : `0.98` */\n densityDissipation?: number;\n /** velocity dissipation , default : `0.99` */\n velocityDissipation?: number;\n /** velocity acceleration , default : `10.0` */\n velocityAcceleration?: number;\n /** pressure dissipation , default : `0.9` */\n pressureDissipation?: number;\n /** pressure iterations. affects performance , default : `20` */\n pressureIterations?: number;\n /** curl_strength , default : `35` */\n curlStrength?: number;\n /** splat radius , default : `0.002` */\n splatRadius?: number;\n /** Fluid Color.THREE.Vector3 Alternatively, it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */\n fluidColor?:\n | ((velocity: THREE.Vector2) => THREE.Vector3)\n | THREE.Vector3\n | THREE.Color;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type FluidObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n materials: FluidMaterials;\n camera: THREE.Camera;\n renderTarget: {\n velocity: DoubleRenderTarget;\n density: DoubleRenderTarget;\n curl: THREE.WebGLRenderTarget;\n divergence: THREE.WebGLRenderTarget;\n pressure: DoubleRenderTarget;\n };\n output: THREE.Texture;\n};\n\nexport const FLUID_PARAMS: FluidParams = Object.freeze({\n densityDissipation: 0.98,\n velocityDissipation: 0.99,\n velocityAcceleration: 10.0,\n pressureDissipation: 0.9,\n pressureIterations: 20,\n curlStrength: 35,\n splatRadius: 0.002,\n fluidColor: new THREE.Vector3(1.0, 1.0, 1.0),\n pointerValues: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFluid = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n customFluidProps,\n}: {\n /** you can add `onBeforeInit` of the next material.`initial`,`curl`,`vorticity`,`advection`,`divergence`,`pressure`,`clear`,`gradientSubtract`,`splat` \n\t * ```ts\n\t * customFluidProps: {\n vorticity: {\n onBeforeInit: (parameters) => console.log(parameters),\n },\n },\n\t * ```\n\t*/\n customFluidProps?: CustomFluidProps;\n} & HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { materials, setMeshMaterial, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n customFluidProps,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n type: THREE.HalfFloatType,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n );\n const [velocityFBO, updateVelocityFBO] = useDoubleFBO(fboProps);\n const [densityFBO, updateDensityFBO] = useDoubleFBO(fboProps);\n const [curlFBO, updateCurlFBO] = useSingleFBO(fboProps);\n const [divergenceFBO, updateDivergenceFBO] = useSingleFBO(fboProps);\n const [pressureFBO, updatePressureFBO] = useDoubleFBO(fboProps);\n\n const scaledDiffVec = useRef(new THREE.Vector2(0, 0));\n const spaltVec = useRef(new THREE.Vector3(0, 0, 0));\n\n const [params, setParams] = useParams(FLUID_PARAMS);\n\n // setUniform\n const updateParamsList = useMemo(\n () => ({\n advection: setUniform(materials.advectionMaterial),\n splat: setUniform(materials.splatMaterial),\n curl: setUniform(materials.curlMaterial),\n vorticity: setUniform(materials.vorticityMaterial),\n divergence: setUniform(materials.divergenceMaterial),\n clear: setUniform(materials.clearMaterial),\n pressure: setUniform(materials.pressureMaterial),\n gradientSubtract: setUniform(materials.gradientSubtractMaterial),\n }),\n [materials]\n );\n // customSetUniform\n const updateCustomParamsList = useMemo<{\n [K in CustomizableKeys]: (customParams: CustomParams | undefined) => void;\n }>(\n () => ({\n advection: setCustomUniform(materials.advectionMaterial),\n splat: setCustomUniform(materials.splatMaterial),\n curl: setCustomUniform(materials.curlMaterial),\n vorticity: setCustomUniform(materials.vorticityMaterial),\n divergence: setCustomUniform(materials.divergenceMaterial),\n clear: setCustomUniform(materials.clearMaterial),\n pressure: setCustomUniform(materials.pressureMaterial),\n gradientSubtract: setCustomUniform(materials.gradientSubtractMaterial),\n }),\n [materials]\n );\n\n const updateParams = useCallback(\n (newParams?: FluidParams, customParams?: CustomFluidParams) => {\n setParams(newParams);\n if (customParams) {\n Object.keys(customParams).forEach((key) => {\n updateCustomParamsList[key as CustomizableKeys](\n customParams[key as CustomizableKeys]\n );\n });\n }\n },\n [setParams, updateCustomParamsList]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FluidParams,\n customParams?: CustomFluidParams\n ) => {\n const { gl, pointer, size } = rootState;\n\n updateParams(newParams, customParams);\n\n const velocityTex = updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.advectionMaterial);\n updateParamsList.advection(\"uVelocity\", read);\n updateParamsList.advection(\"uSource\", read);\n updateParamsList.advection(\n \"dissipation\",\n params.velocityDissipation!\n );\n });\n\n const densityTex = updateDensityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.advectionMaterial);\n updateParamsList.advection(\"uVelocity\", velocityTex);\n updateParamsList.advection(\"uSource\", read);\n updateParamsList.advection(\n \"dissipation\",\n params.densityDissipation!\n );\n });\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (pointerValues.isVelocityUpdate) {\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.splatMaterial);\n updateParamsList.splat(\"uTarget\", read);\n updateParamsList.splat(\"point\", pointerValues.currentPointer);\n const scaledDiff = pointerValues.diffPointer.multiply(\n scaledDiffVec.current\n .set(size.width, size.height)\n .multiplyScalar(params.velocityAcceleration!)\n );\n updateParamsList.splat(\n \"color\",\n spaltVec.current.set(scaledDiff.x, scaledDiff.y, 1.0)\n );\n updateParamsList.splat(\"radius\", params.splatRadius!);\n });\n updateDensityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.splatMaterial);\n updateParamsList.splat(\"uTarget\", read);\n const color: THREE.Vector3 | THREE.Color =\n typeof params.fluidColor === \"function\"\n ? params.fluidColor(pointerValues.velocity)\n : params.fluidColor!;\n updateParamsList.splat(\"color\", color);\n });\n }\n\n const curlTex = updateCurlFBO(gl, () => {\n setMeshMaterial(materials.curlMaterial);\n updateParamsList.curl(\"uVelocity\", velocityTex);\n });\n\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.vorticityMaterial);\n updateParamsList.vorticity(\"uVelocity\", read);\n updateParamsList.vorticity(\"uCurl\", curlTex);\n updateParamsList.vorticity(\"curl\", params.curlStrength!);\n });\n\n const divergenceTex = updateDivergenceFBO(gl, () => {\n setMeshMaterial(materials.divergenceMaterial);\n updateParamsList.divergence(\"uVelocity\", velocityTex);\n });\n\n updatePressureFBO(gl, ({ read }) => {\n setMeshMaterial(materials.clearMaterial);\n updateParamsList.clear(\"uTexture\", read);\n updateParamsList.clear(\"value\", params.pressureDissipation!);\n });\n\n setMeshMaterial(materials.pressureMaterial);\n updateParamsList.pressure(\"uDivergence\", divergenceTex);\n let pressureTexTemp: THREE.Texture;\n for (let i = 0; i < params.pressureIterations!; i++) {\n pressureTexTemp = updatePressureFBO(gl, ({ read }) => {\n updateParamsList.pressure(\"uPressure\", read);\n });\n }\n\n updateVelocityFBO(gl, ({ read }) => {\n setMeshMaterial(materials.gradientSubtractMaterial);\n updateParamsList.gradientSubtract(\"uPressure\", pressureTexTemp);\n updateParamsList.gradientSubtract(\"uVelocity\", read);\n });\n\n return densityTex;\n },\n [\n materials,\n updateParamsList,\n setMeshMaterial,\n updateCurlFBO,\n updateDensityFBO,\n updateDivergenceFBO,\n updatePointer,\n updatePressureFBO,\n updateVelocityFBO,\n params,\n updateParams,\n ]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n materials: materials,\n camera: camera,\n renderTarget: {\n velocity: velocityFBO,\n density: densityFBO,\n curl: curlFBO,\n divergence: divergenceFBO,\n pressure: pressureFBO,\n },\n output: densityFBO.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nuniform sampler2D uMap;\nuniform float uOpacity;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec3 color = texture2D(uMap, uv).rgb;\n\tgl_FragColor = vec4(color,uOpacity);\n}","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { MaterialProps } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\ntype UseMeshProps = {\n scale: number;\n max: number;\n scene: THREE.Scene;\n texture?: THREE.Texture;\n};\n\nexport const useMesh = ({\n scale,\n max,\n texture,\n scene,\n onBeforeInit,\n}: UseMeshProps & MaterialProps) => {\n const geometry = useMemo(\n () => new THREE.PlaneGeometry(scale, scale),\n [scale]\n );\n\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uOpacity: { value: 0.0 },\n uMap: { value: texture || DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n blending: THREE.AdditiveBlending,\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent.\n transparent: true,\n });\n return mat;\n }, [texture, onBeforeInit]);\n\n const meshArr = useMemo(() => {\n const temp = [];\n for (let i = 0; i < max; i++) {\n const clonedMat = material.clone();\n const mesh = new THREE.Mesh(geometry.clone(), clonedMat);\n mesh.rotateZ(2 * Math.PI * Math.random());\n mesh.visible = false;\n scene.add(mesh);\n temp.push(mesh);\n }\n return temp;\n }, [geometry, material, scene, max]);\n\n useEffect(() => {\n return () => {\n meshArr.forEach((mesh) => {\n mesh.geometry.dispose();\n if (Array.isArray(mesh.material)) {\n mesh.material.forEach((material) => material.dispose());\n } else {\n mesh.material.dispose();\n }\n scene.remove(mesh);\n });\n };\n }, [scene, meshArr]);\n\n return meshArr;\n};\n","import { useCallback, useMemo, useRef } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { usePointer, PointerValues } from \"../../../misc/usePointer\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\n\nexport type RippleParams = {\n /** How often ripples appear, default : `0.01` */\n frequency?: number;\n /** rotation rate, default : `0.05` */\n rotation?: number;\n /** fadeout speed, default : `0.9` */\n fadeoutSpeed?: number;\n /** scale rate, default : `0.3` */\n scale?: number;\n /** alpha, default : `0.6` */\n alpha?: number;\n /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */\n pointerValues?: PointerValues | false;\n};\n\nexport type RippleObject = {\n scene: THREE.Scene;\n meshArr: THREE.Mesh[];\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const RIPPLE_PARAMS: RippleParams = Object.freeze({\n frequency: 0.01,\n rotation: 0.05,\n fadeoutSpeed: 0.9,\n scale: 0.3,\n alpha: 0.6,\n pointerValues: false,\n});\n\ninterface UseRippleProps extends HooksProps {\n /** texture applied to ripple */\n texture?: THREE.Texture;\n /** ripple size, default:64 */\n scale?: number;\n /** ripple max length, default:100 */\n max?: number;\n}\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useRipple = ({\n texture,\n scale = 64,\n max = 100,\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: UseRippleProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const meshArr = useMesh({\n scale: scale,\n max: max,\n texture,\n scene,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const updatePointer = usePointer();\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(RIPPLE_PARAMS);\n\n const currentWave = useRef(0);\n\n const updateParams = useMemo(() => {\n return (newParams?: RippleParams, customParams?: CustomParams) => {\n setParams(newParams);\n meshArr.forEach((mesh) => {\n if (mesh.visible) {\n const material = mesh.material as THREE.ShaderMaterial;\n mesh.rotation.z += params.rotation!;\n mesh.scale.x =\n params.fadeoutSpeed! * mesh.scale.x + params.scale!;\n mesh.scale.y = mesh.scale.x;\n const opacity = material.uniforms.uOpacity.value;\n setUniform(material)(\"uOpacity\", opacity * params.fadeoutSpeed!);\n if (opacity < 0.001) mesh.visible = false;\n }\n setCustomUniform(mesh.material)(customParams);\n });\n };\n }, [meshArr, params, setParams]);\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: RippleParams,\n customParams?: CustomParams\n ) => {\n const { gl, pointer, size } = rootState;\n\n updateParams(newParams, customParams);\n\n const pointerValues = params.pointerValues! || updatePointer(pointer);\n\n if (params.frequency! < pointerValues.diffPointer.length()) {\n const mesh = meshArr[currentWave.current];\n const material = mesh.material as THREE.ShaderMaterial;\n mesh.visible = true;\n mesh.position.set(\n pointerValues.currentPointer.x * (size.width / 2),\n pointerValues.currentPointer.y * (size.height / 2),\n 0\n );\n mesh.scale.x = mesh.scale.y = 0.0;\n setUniform(material)(\"uOpacity\", params.alpha!);\n currentWave.current = (currentWave.current + 1) % max;\n }\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, meshArr, updatePointer, max, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n camera: camera,\n meshArr: meshArr,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nprecision highp int;\n\nvarying vec2 vUv;\nuniform float uTime;\nuniform float timeStrength;\nuniform int noiseOctaves;\nuniform int fbmOctaves;\nuniform int warpOctaves;\nuniform vec2 warpDirection;\nuniform float warpStrength;\nuniform float scale;\n\nconst float per = 0.5;\nconst float PI = 3.14159265359;\n\nfloat rnd(vec2 n) {\n\tfloat a = 0.129898;\n\tfloat b = 0.78233;\n\tfloat c = 437.585453;\n\tfloat dt= dot(n ,vec2(a, b));\n\tfloat sn= mod(dt, PI);\n\treturn fract(sin(sn) * c);\n}\n\nfloat interpolate(float a, float b, float x){\n float f = (1.0 - cos(x * PI)) * 0.5;\n return a * (1.0 - f) + b * f;\n}\n\nfloat irnd(vec2 p){\n\tvec2 i = floor(p);\n\tvec2 f = fract(p);\n\tvec4 v = vec4(rnd(vec2(i.x,i.y)),rnd(vec2(i.x + 1.0,i.y)),rnd(vec2(i.x,i.y + 1.0)),rnd(vec2(i.x + 1.0, i.y + 1.0)));\n\treturn interpolate(interpolate(v.x, v.y, f.x), interpolate(v.z, v.w, f.x), f.y);\n}\n\n// Based on The Book of Shaders\n// https://thebookofshaders.com/13/\nfloat noise(vec2 p, float time){\n\tfloat t = 0.0;\n\tfor(int i = 0; i < noiseOctaves; i++){\n\t\tfloat freq = pow(2.0, float(i));\n\t\tfloat amp = pow(per, float(noiseOctaves - i));\n\t\tt += irnd(vec2(p.y / freq + time, p.x / freq + time)) * amp;\n\t}\n\treturn t;\n}\n\nfloat fbm(vec2 x, float time) {\n\tfloat v = 0.0;\n\tfloat a = 0.5;\n\tvec2 shift = vec2(100);\n\tmat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));\n\tfloat sign = 1.0;\n\tfor (int i = 0; i < fbmOctaves; ++i) {\n\t\tv += a * noise(x, time * sign);\n\t\tx = rot * x * 2.0 + shift;\n\t\ta *= 0.5;\n\t\tsign *= -1.0;\n\t}\n\treturn v;\n}\n\nfloat warp(vec2 x, float g,float time){\n\tfloat val = 0.0;\n\tfor (int i = 0; i < warpOctaves; i++){\n\t\tval = fbm(x + g * vec2(cos(warpDirection.x * val), sin(warpDirection.y * val)), time);\n\t}\n\treturn val;\n}\n\nvoid main() {\n\tfloat noise = warp(gl_FragCoord.xy * scale ,warpStrength,uTime * timeStrength);\n\tgl_FragColor = vec4(vec3(noise),1.0);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { NOISE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class NoiseMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTime: { value: number };\n scale: { value: number };\n timeStrength: { value: number };\n noiseOctaves: { value: number };\n fbmOctaves: { value: number };\n warpOctaves: { value: number };\n warpDirection: { value: THREE.Vector2 };\n warpStrength: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTime: { value: 0.0 },\n scale: { value: NOISE_PARAMS.scale },\n timeStrength: { value: NOISE_PARAMS.timeStrength },\n noiseOctaves: { value: NOISE_PARAMS.noiseOctaves },\n fbmOctaves: { value: NOISE_PARAMS.fbmOctaves },\n warpOctaves: { value: NOISE_PARAMS.warpOctaves },\n warpDirection: { value: NOISE_PARAMS.warpDirection },\n warpStrength: { value: NOISE_PARAMS.warpStrength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as NoiseMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type NoiseParams = {\n /** noise scale , default : `0.004` */\n scale?: number;\n /** time factor default : `0.3` */\n timeStrength?: number;\n /** noiseOctaves, affects performance default : `2` */\n noiseOctaves?: number;\n /** fbmOctaves, affects performance default : `2` */\n fbmOctaves?: number;\n /** domain warping octaves , affects performance default : `2` */\n warpOctaves?: number;\n /** direction of domain warping , default : `(2.0,2,0)` */\n warpDirection?: THREE.Vector2;\n /** strength of domain warping , default : `8.0` */\n warpStrength?: number;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type NoiseObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const NOISE_PARAMS: NoiseParams = Object.freeze({\n scale: 0.004,\n timeStrength: 0.3,\n noiseOctaves: 2,\n fbmOctaves: 2,\n warpOctaves: 2,\n warpDirection: new THREE.Vector2(2.0, 2.0),\n warpStrength: 8.0,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n *\n * It is a basic value noise with `fbm` and `domain warping`\n */\nexport const useNoise = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(NOISE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: NoiseParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: NoiseParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"scale\", params.scale!);\n updateValue(\"timeStrength\", params.timeStrength!);\n updateValue(\"noiseOctaves\", params.noiseOctaves!);\n updateValue(\"fbmOctaves\", params.fbmOctaves!);\n updateValue(\"warpOctaves\", params.warpOctaves!);\n updateValue(\"warpDirection\", params.warpDirection!);\n updateValue(\"warpStrength\", params.warpStrength!);\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nvarying vec2 vUv;\n\nuniform sampler2D uTexture;\nuniform bool isTexture;\nuniform sampler2D noise;\nuniform bool isNoise;\nuniform vec2 noiseStrength;\nuniform float laminateLayer;\nuniform vec2 laminateInterval;\nuniform vec2 laminateDetail;\nuniform vec2 distortion;\nuniform vec3 colorFactor;\nuniform float uTime;\nuniform vec2 timeStrength;\nuniform float scale;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\tvec2 pos = isTexture ? texture2D(uTexture, uv).rg : uv * scale;\n\tvec2 noise = isNoise ? texture2D(noise, uv).rg : vec2(0.0);\n\tfloat alpha = isTexture ? texture2D(uTexture, uv).a : 1.0;\n\t\n\t// Avoid floating point bugs caused by GPU drivers.\n\talpha = (alpha < 1e-10) ? 0.0 : alpha;\n\n\tvec3 col;\n\tfor(float j = 0.0; j < 3.0; j++){\n\t\tfor(float i = 1.0; i < laminateLayer; i++){\n\t\t\tfloat timeNoiseSin = sin(uTime / (i + j)) * timeStrength.x + noise.r * noiseStrength.x;\n\t\t\tfloat timeNoiseCos = cos(uTime / (i + j)) * timeStrength.y + noise.g * noiseStrength.y;\n\t\t\tpos.x += laminateInterval.x / (i + j) * cos(i * distortion.x * pos.y + timeNoiseSin + sin(i + j));\n\t\t\tpos.y += laminateInterval.y / (i + j) * cos(i * distortion.y * pos.x + timeNoiseCos + sin(i + j));\n\t\t}\n\t\tcol[int(j)] = sin(pow(pos.x, 2.) * pow(laminateDetail.x, 2.)) + sin(pow(pos.y, 2.) * pow(laminateDetail.y, 2.));\n\t}\n\n\tcol *= colorFactor * alpha;\n\tcol = clamp(col, 0.0, 1.0);\n\t\n\tgl_FragColor = vec4(col, alpha);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { COLORSTRATA_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class ColorStrataMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n isTexture: { value: boolean };\n scale: { value: number };\n noise: { value: THREE.Texture };\n noiseStrength: { value: THREE.Vector2 };\n isNoise: { value: boolean };\n laminateLayer: { value: number };\n laminateInterval: { value: THREE.Vector2 };\n laminateDetail: { value: THREE.Vector2 };\n distortion: { value: THREE.Vector2 };\n colorFactor: { value: THREE.Vector3 };\n uTime: { value: number };\n timeStrength: { value: THREE.Vector2 };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n isTexture: { value: false },\n scale: { value: COLORSTRATA_PARAMS.scale },\n noise: { value: DEFAULT_TEXTURE },\n noiseStrength: { value: COLORSTRATA_PARAMS.noiseStrength },\n isNoise: { value: false },\n laminateLayer: { value: COLORSTRATA_PARAMS.laminateLayer },\n laminateInterval: {\n value: COLORSTRATA_PARAMS.laminateInterval,\n },\n laminateDetail: { value: COLORSTRATA_PARAMS.laminateDetail },\n distortion: { value: COLORSTRATA_PARAMS.distortion },\n colorFactor: { value: COLORSTRATA_PARAMS.colorFactor },\n uTime: { value: 0 },\n timeStrength: { value: COLORSTRATA_PARAMS.timeStrength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as ColorStrataMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type ColorStrataParams = {\n /** default : `null` */\n texture?: THREE.Texture | false;\n /** Valid when texture is false. default : `1` */\n scale?: number;\n /** default : `1.0` */\n laminateLayer?: number;\n /** default : `(0.1, 0.1)` */\n laminateInterval?: THREE.Vector2;\n /** default : `(1.0, 1.0)` */\n laminateDetail?: THREE.Vector2;\n /** default : `(0.0, 0.0)` */\n distortion?: THREE.Vector2;\n /** default : `(1.0, 1.0, 1.0)` */\n colorFactor?: THREE.Vector3;\n /** default : `(0.0, 0.0)` */\n timeStrength?: THREE.Vector2;\n /** default : `false` */\n noise?: THREE.Texture | false;\n /** default : `(0.0,0.0)` */\n noiseStrength?: THREE.Vector2;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type ColorStrataObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COLORSTRATA_PARAMS: ColorStrataParams = Object.freeze({\n texture: false,\n scale: 1.0,\n laminateLayer: 1.0,\n laminateInterval: new THREE.Vector2(0.1, 0.1),\n laminateDetail: new THREE.Vector2(1, 1),\n distortion: new THREE.Vector2(0, 0),\n colorFactor: new THREE.Vector3(1, 1, 1),\n timeStrength: new THREE.Vector2(0, 0),\n noise: false,\n noiseStrength: new THREE.Vector2(0, 0),\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useColorStrata = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n ColorStrataParams,\n ColorStrataObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(COLORSTRATA_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: ColorStrataParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: ColorStrataParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n if (params.texture) {\n updateValue(\"uTexture\", params.texture);\n updateValue(\"isTexture\", true);\n } else {\n updateValue(\"isTexture\", false);\n updateValue(\"scale\", params.scale!);\n }\n\n if (params.noise) {\n updateValue(\"noise\", params.noise);\n updateValue(\"isNoise\", true);\n updateValue(\"noiseStrength\", params.noiseStrength!);\n } else {\n updateValue(\"isNoise\", false);\n }\n\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n updateValue(\"laminateLayer\", params.laminateLayer!);\n updateValue(\"laminateInterval\", params.laminateInterval!);\n updateValue(\"laminateDetail\", params.laminateDetail!);\n updateValue(\"distortion\", params.distortion!);\n updateValue(\"colorFactor\", params.colorFactor!);\n updateValue(\"timeStrength\", params.timeStrength!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform float u_time;\nuniform float u_pattern;\nuniform float u_complexity;\nuniform float u_complexityAttenuation;\nuniform float u_iterations;\nuniform float u_timeStrength;\nuniform float u_scale;\n\nvec3 marble(vec3 p){\n\tvec4 n;\n\tfor(float i;i {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_time: { value: 0 },\n u_pattern: { value: MARBLE_PARAMS.pattern },\n u_complexity: { value: MARBLE_PARAMS.complexity },\n u_complexityAttenuation: {\n value: MARBLE_PARAMS.complexityAttenuation,\n },\n u_iterations: { value: MARBLE_PARAMS.iterations },\n u_timeStrength: { value: MARBLE_PARAMS.timeStrength },\n u_scale: { value: MARBLE_PARAMS.scale },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as MarbleMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type MarbleParams = {\n /** You can add random patterns to noise by passing random numbers ,default : `0` */\n pattern?: number;\n /** default : `2` */\n complexity?: number;\n /** default : `0.2` */\n complexityAttenuation?: number;\n /** default : `8` */\n iterations?: number;\n /** default : `0.2` */\n timeStrength?: number;\n /** default : `0.002` */\n scale?: number;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type MarbleObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const MARBLE_PARAMS: MarbleParams = Object.freeze({\n pattern: 0,\n complexity: 2,\n complexityAttenuation: 0.2,\n iterations: 8,\n timeStrength: 0.2,\n scale: 0.002,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useMarble = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(MARBLE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: MarbleParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MarbleParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_pattern\", params.pattern!);\n updateValue(\"u_complexity\", params.complexity!);\n updateValue(\"u_complexityAttenuation\", params.complexityAttenuation!);\n updateValue(\"u_iterations\", params.iterations!);\n updateValue(\"u_timeStrength\", params.timeStrength!);\n updateValue(\"u_scale\", params.scale!);\n updateValue(\"u_time\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nprecision highp int;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec3 uColor1;\nuniform vec3 uColor2;\nuniform vec3 uColor3;\nuniform vec3 uColor4;\nuniform vec3 uRgbWeight;\n\n\n// Based on glsl-cos-palette by Erkaman\n// https://github.com/Erkaman/glsl-cos-palette\nvec3 cosPalette( float t, vec3 color1, vec3 color2, vec3 color3, vec3 color4 ){\n return color1 + color2 * cos( 6.28318 * ( color3 * t + color4) );\n}\n\nvoid main() {\n\n\tvec4 tex = texture2D(uTexture, vUv);\n\tfloat gray = dot(tex.rgb, uRgbWeight);\t\t\n\n\tvec3 outColor = cosPalette(\n\t\tgray,\n\t\tuColor1,\n\t\tuColor2,\n\t\tuColor3,\n\t\tuColor4\n\t);\n\n\tgl_FragColor = vec4(outColor, tex.a);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { COSPALETTE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class CosPaletteMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uRgbWeight: { value: THREE.Vector3 };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uColor4: { value: THREE.Color };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uRgbWeight: { value: COSPALETTE_PARAMS.rgbWeight },\n uColor1: { value: COSPALETTE_PARAMS.color1 },\n uColor2: { value: COSPALETTE_PARAMS.color2 },\n uColor3: { value: COSPALETTE_PARAMS.color3 },\n uColor4: { value: COSPALETTE_PARAMS.color4 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as CosPaletteMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type CosPaletteParams = {\n /** color1, default : `rgb(50%, 50%, 50%)` */\n color1?: THREE.Color;\n /** color2, default : `rgb(50%, 50%, 50%)` */\n color2?: THREE.Color;\n /** color3, default : `rgb(100%, 100%, 100%)` */\n color3?: THREE.Color;\n /** color4, default : `rgb(0%, 10%, 20%)` */\n color4?: THREE.Color;\n /** texture to be used as a palette */\n texture?: THREE.Texture;\n /** weight of the rgb, default : `THREE.Vector3(1.0,0.0,0.0)` */\n rgbWeight?: THREE.Vector3;\n};\n\nexport type ColorPaletteObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COSPALETTE_PARAMS: CosPaletteParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n color1: new THREE.Color().set(0.5, 0.5, 0.5),\n color2: new THREE.Color().set(0.5, 0.5, 0.5),\n color3: new THREE.Color().set(1, 1, 1),\n color4: new THREE.Color().set(0, 0.1, 0.2),\n rgbWeight: new THREE.Vector3(0.299, 0.587, 0.114),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useCosPalette = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n CosPaletteParams,\n ColorPaletteObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(COSPALETTE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: CosPaletteParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: CosPaletteParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uColor1\", params.color1!);\n updateValue(\"uColor2\", params.color2!);\n updateValue(\"uColor3\", params.color3!);\n updateValue(\"uColor4\", params.color4!);\n updateValue(\"uRgbWeight\", params.rgbWeight!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\n\nuniform vec3 uColor0;\nuniform vec3 uColor1;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec4 texColor = texture2D(uTexture, uv);\n\tfloat grayscale = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));\n\tvec3 duotone = mix(uColor0, uColor1, grayscale);\n\tgl_FragColor = vec4(duotone, texColor.a);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { DUOTONE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class DuoToneMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uColor0: { value: DUOTONE_PARAMS.color0 },\n uColor1: { value: DUOTONE_PARAMS.color1 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as DuoToneMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { DuoToneMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type DuoToneParams = {\n /** Make this texture duotone , Default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** 1st color , Default : `THREE.Color(0xffffff)` */\n color0?: THREE.Color;\n /** 2nd color , Default : `THREE.Color(0x000000)` */\n color1?: THREE.Color;\n};\n\nexport type DuoToneObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: DuoToneMaterial;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const DUOTONE_PARAMS: DuoToneParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n color0: new THREE.Color(0xffffff),\n color1: new THREE.Color(0x000000),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useDuoTone = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(DUOTONE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: DuoToneParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: DuoToneParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uColor0\", params.color0!);\n updateValue(\"uColor1\", params.color1!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform sampler2D uMap;\nuniform bool u_isAlphaMap;\nuniform sampler2D u_alphaMap;\nuniform float uMapIntensity;\nuniform vec3 u_brightness;\nuniform float u_min;\nuniform float u_max;\nuniform vec3 u_dodgeColor;\nuniform bool u_isDodgeColor;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\t#usf \n\n\t// color blending\n\tfloat brightness = dot(mapColor,u_brightness);\n\tvec4 textureMap = texture2D(u_texture, uv);\n\tfloat blendValue = smoothstep(u_min, u_max, brightness);\n\n\t// set dodge color\n\tvec3 dodgeColor = u_isDodgeColor ? u_dodgeColor : mapColor;\n\tvec3 outputColor = blendValue * dodgeColor + (1.0 - blendValue) * textureMap.rgb;\n\t\n\t// alpha blending\n\tfloat alpha = u_isAlphaMap ? texture2D(u_alphaMap, uv).a : textureMap.a;\n\tfloat mixValue = u_isAlphaMap ? alpha : 0.0;\n\tvec3 alphaColor = vec3(mix(outputColor,mapColor,mixValue));\n\n\tgl_FragColor = vec4(alphaColor,alpha);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { BLENDING_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n u_alphaMap: { value: THREE.Texture };\n u_isAlphaMap: { value: boolean };\n uMapIntensity: { value: number };\n u_brightness: { value: THREE.Vector3 };\n u_min: { value: number };\n u_max: { value: number };\n u_dodgeColor: { value: THREE.Color };\n u_isDodgeColor: { value: boolean };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n u_alphaMap: { value: DEFAULT_TEXTURE },\n u_isAlphaMap: { value: false },\n uMapIntensity: { value: BLENDING_PARAMS.mapIntensity },\n u_brightness: { value: BLENDING_PARAMS.brightness },\n u_min: { value: BLENDING_PARAMS.min },\n u_max: { value: BLENDING_PARAMS.max },\n u_dodgeColor: { value: new THREE.Color() },\n u_isDodgeColor: { value: false },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as BlendingMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BlendingParams = {\n /** Make this texture Blending , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** map texture, default : `THREE.Texture` */\n map?: THREE.Texture;\n /** map strength , r,g value are affecting , default : `0.3` */\n mapIntensity?: number;\n /** Alpha blending is performed using the alpha of the set texture. , default : `false` */\n alphaMap?: THREE.Texture | false;\n /** default : `(0.5,0.5,0.5)` */\n brightness?: THREE.Vector3;\n /** default : `0.0` */\n min?: number;\n /** default : `1.0` */\n max?: number;\n /** If set, this value will apply color dodge , default : `false` */\n dodgeColor?: THREE.Color | false;\n};\n\nexport type BlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BLENDING_PARAMS: BlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n alphaMap: false,\n mapIntensity: 0.3,\n brightness: new THREE.Vector3(0.5, 0.5, 0.5),\n min: 0.0,\n max: 1.0,\n dodgeColor: false,\n});\n\n/**\n * Blend map to texture. You can set the threshold for blending with brightness. You can set the dodge color by setting color. \nIf you don't want to reflect the map's color, you can use useFxBlending instead.\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(BLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n if (params.alphaMap) {\n updateValue(\"u_alphaMap\", params.alphaMap!);\n updateValue(\"u_isAlphaMap\", true);\n } else {\n updateValue(\"u_isAlphaMap\", false);\n }\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_min\", params.min!);\n updateValue(\"u_max\", params.max!);\n if (params.dodgeColor) {\n updateValue(\"u_dodgeColor\", params.dodgeColor);\n updateValue(\"u_isDodgeColor\", true);\n } else {\n updateValue(\"u_isDodgeColor\", false);\n }\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform vec2 uResolution;\nuniform vec2 uTextureResolution;\nuniform sampler2D uTexture0;\nuniform sampler2D uTexture1;\nuniform sampler2D uMap;\nuniform float mapIntensity;\nuniform float edgeIntensity;\nuniform float progress;\nuniform float dirX;\nuniform float dirY;\nuniform vec2 epicenter;\nuniform float padding;\n\nbool isInPaddingArea(vec2 uv) {\n return uv.x < padding || uv.x > 1.0 - padding || uv.y < padding || uv.y > 1.0 - padding;\n}\n\nvoid main() {\n\t#usf \n\n\t// fx map\n\tvec2 map = texture2D(uMap, uv).rg;\n\tvec2 normalizedMap = map * 2.0 - 1.0;\n\n\t// multiply edge fx\n\tuv = uv * 2.0 - 1.0;\n\tuv *= map * distance(epicenter, uv) * edgeIntensity + 1.0;\n\tuv = (uv + 1.0) / 2.0;\n\n\t// padding\n\tif (isInPaddingArea(uv)) {\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\t\treturn;\n\t}\n\tvec2 paddedUV = uv * (1.0 - 2.0 * padding * -1.) + padding * -1.;\n\n\t// centered uv\n\tvec2 centeredUV = paddedUV - vec2(0.5);\n\n\t// multiply map fx\n\tcenteredUV *= normalizedMap * map * mapIntensity + 1.0;\n\n\t// texture 0\n\tfloat xOffsetTexture0 = 0.5 - dirX * progress;\n\tfloat yOffsetTexture0 = 0.5 - dirY * progress;\n\tvec2 samplePosTexture0 = vec2(xOffsetTexture0, yOffsetTexture0) + centeredUV;\n\n\t//texture 1\n\tfloat xOffsetTexture1 = 0.5 + dirX * (1.0 - progress);\n\tfloat yOffsetTexture1 = 0.5 + dirY * (1.0 - progress);\n\tvec2 samplePosTexture1 = vec2(xOffsetTexture1, yOffsetTexture1) + centeredUV;\n\n\tvec4 color0 = texture2D(uTexture0, samplePosTexture0);\n\tvec4 color1 = texture2D(uTexture1, samplePosTexture1);\n\n\tgl_FragColor = mix(color0, color1, progress);\n\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { FXTEXTURE_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxTextureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uTextureResolution: { value: THREE.Vector2 };\n uTexture0: { value: THREE.Texture };\n uTexture1: { value: THREE.Texture };\n padding: { value: number };\n uMap: { value: THREE.Texture };\n edgeIntensity: { value: number };\n mapIntensity: { value: number };\n epicenter: { value: THREE.Vector2 };\n progress: { value: number };\n dirX: { value: number };\n dirY: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n uTextureResolution: { value: new THREE.Vector2() },\n uTexture0: { value: DEFAULT_TEXTURE },\n uTexture1: { value: DEFAULT_TEXTURE },\n padding: { value: FXTEXTURE_PARAMS.padding },\n uMap: { value: DEFAULT_TEXTURE },\n edgeIntensity: { value: FXTEXTURE_PARAMS.edgeIntensity },\n mapIntensity: { value: FXTEXTURE_PARAMS.mapIntensity },\n epicenter: { value: FXTEXTURE_PARAMS.epicenter },\n progress: { value: FXTEXTURE_PARAMS.progress },\n dirX: { value: FXTEXTURE_PARAMS.dir?.x },\n dirY: { value: FXTEXTURE_PARAMS.dir?.y },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxTextureMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type FxTextureParams = {\n /** 1st texture , default : `THREE.Texture()` */\n texture0?: THREE.Texture;\n /** 2nd texture , default : `THREE.Texture()` */\n texture1?: THREE.Texture;\n /** add transparent padding, 0.0 ~ 1.0 , default : `0.0` */\n padding?: number;\n /** The color map. The uv value is affected according to this rbg , default : `THREE.Texture()` */\n map?: THREE.Texture;\n /** intensity of map , r,g value are affecting , default : `0.0` */\n mapIntensity?: number;\n /** Intensity of effect on edges , default : `0.0` */\n edgeIntensity?: number;\n /** epicenter of fx, -1 ~ 1 , default : `vec2(0.0,0.0)` */\n epicenter?: THREE.Vector2;\n /** Switch value to switch between texture0 and texture1 , 0 ~ 1 , default : `0` */\n progress?: number;\n /** direction of transition , default: `THREE.Vector2(0, 0)` */\n dir?: THREE.Vector2;\n};\n\nexport type FxTextureObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const FXTEXTURE_PARAMS: FxTextureParams = Object.freeze({\n texture0: DEFAULT_TEXTURE,\n texture1: DEFAULT_TEXTURE,\n padding: 0.0,\n map: DEFAULT_TEXTURE,\n mapIntensity: 0.0,\n edgeIntensity: 0.0,\n epicenter: new THREE.Vector2(0, 0),\n progress: 0.0,\n dir: new THREE.Vector2(0, 0),\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFxTexture = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(FXTEXTURE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: FxTextureParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FxTextureParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture0\", params.texture0!);\n updateValue(\"uTexture1\", params.texture1!);\n updateValue(\"progress\", params.progress!);\n // calculate resolution by linear interpolation.\n const tex0Res = [\n params.texture0!?.image?.width || 0,\n params.texture0!?.image?.height || 0,\n ];\n const tex1Res = [\n params.texture1!?.image?.width || 0,\n params.texture1!?.image?.height || 0,\n ];\n const interpolatedResolution = tex0Res.map((value, index) => {\n return value + (tex1Res[index] - value) * params.progress!;\n });\n updateValue(\"uTextureResolution\", interpolatedResolution);\n updateValue(\"padding\", params.padding!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"mapIntensity\", params.mapIntensity!);\n updateValue(\"edgeIntensity\", params.edgeIntensity!);\n updateValue(\"epicenter\", params.epicenter!);\n updateValue(\"dirX\", params.dir!.x);\n updateValue(\"dirY\", params.dir!.y);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform vec3 u_brightness;\nuniform float u_min;\nuniform float u_max;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec3 color = texture2D(u_texture, uv).rgb;\n\tfloat brightness = dot(color,u_brightness);\n\tfloat alpha = clamp(smoothstep(u_min, u_max, brightness),0.0,1.0);\n\tgl_FragColor = vec4(color, alpha);\n}","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { BRIGHTNESSPICKER_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BrightnessPickerMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_brightness: { value: THREE.Vector3 };\n u_min: { value: number };\n u_max: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_brightness: { value: BRIGHTNESSPICKER_PARAMS.brightness },\n u_min: { value: BRIGHTNESSPICKER_PARAMS.min },\n u_max: { value: BRIGHTNESSPICKER_PARAMS.max },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as BrightnessPickerMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BrightnessPickerParams = {\n /** pick brightness from this texture , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** default : `(0.5,0.5,0.5)` */\n brightness?: THREE.Vector3;\n /** default : `0.0` */\n min?: number;\n /** default : `1.0` */\n max?: number;\n};\n\nexport type BrightnessPickerObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BRIGHTNESSPICKER_PARAMS: BrightnessPickerParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n brightness: new THREE.Vector3(0.5, 0.5, 0.5),\n min: 0.0,\n max: 1.0,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBrightnessPicker = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n BrightnessPickerParams,\n BrightnessPickerObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(\n BRIGHTNESSPICKER_PARAMS\n );\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BrightnessPickerParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BrightnessPickerParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_min\", params.min!);\n updateValue(\"u_max\", params.max!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform sampler2D uMap;\nuniform float uMapIntensity;\n\nvoid main() {\n\tvec2 uv = vUv;\n\n\t#usf \n\n\tgl_FragColor = texture2D(u_texture, uv);\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { FXBLENDING_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxBlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n uMapIntensity: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n uMapIntensity: { value: FXBLENDING_PARAMS.mapIntensity },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxBlendingMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type FxBlendingParams = {\n /** Make this texture Blending , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** map texture, default : `THREE.Texture` */\n map?: THREE.Texture;\n /** map strength , r,g value are affecting , default : `0.3` */\n mapIntensity?: number;\n};\n\nexport type FxBlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const FXBLENDING_PARAMS: FxBlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n mapIntensity: 0.3,\n});\n\n/**\n * Blend map to texture. You can change the intensity of fx applied by the rg value of map. Unlike \"useBlending\", the map color is not reflected.\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useFxBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n FxBlendingParams,\n FxBlendingObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(FXBLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: FxBlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: FxBlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n updateValue(\"uMapIntensity\", params.mapIntensity!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nuniform sampler2D uTexture;\nuniform sampler2D uMap;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvec2 uv = vUv;\n\tvec4 tex = texture2D(uTexture, uv);\n\tvec4 map = texture2D(uMap, uv);\n\tgl_FragColor = mix(tex,map,map.a);\n}\n\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n DEFAULT_TEXTURE,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class AlphaBlendingMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uMap: { value: THREE.Texture };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uMap: { value: DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as AlphaBlendingMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type AlphaBlendingParams = {\n /** default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** alpha map , default : `THREE.Texture()` */\n map?: THREE.Texture;\n};\n\nexport type AlphaBlendingObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const ALPHABLENDING_PARAMS: AlphaBlendingParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n map: DEFAULT_TEXTURE,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useAlphaBlending = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n AlphaBlendingParams,\n AlphaBlendingObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n onBeforeInit,\n });\n const camera = useCamera(size);\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] =\n useParams(ALPHABLENDING_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: AlphaBlendingParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: AlphaBlendingParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uMap\", params.map!);\n\n return updateRenderTarget(gl);\n },\n [updateValue, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform float u_brightness;\nuniform float u_saturation;\n\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 tex = texture2D(u_texture, vUv);\n\tvec3 hsv = rgb2hsv(tex.rgb);\n\thsv.y *= u_saturation;\n\thsv.z *= u_brightness;\n\tvec3 final = hsv2rgb(hsv);\n\tgl_FragColor = vec4(final, tex.a);\n}\n\n","import * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { HSV_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class HSVMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_brightness: { value: number };\n u_saturation: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_brightness: { value: HSV_PARAMS.brightness },\n u_saturation: { value: HSV_PARAMS.saturation },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as HSVMaterial;\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type HSVParams = {\n /** default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** default : `1` */\n brightness?: number;\n /** default : `1` */\n saturation?: number;\n};\n\nexport type HSVObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const HSV_PARAMS: HSVParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n brightness: 1,\n saturation: 1,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useHSV = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n onBeforeInit,\n });\n const camera = useCamera(size);\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(HSV_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: HSVParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: HSVParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_saturation\", params.saturation!);\n\n return updateRenderTarget(gl);\n },\n [updateValue, updateRenderTarget, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform vec2 uResolution;\nuniform vec2 uTextureResolution;\nuniform sampler2D uTexture;\n\nvoid main() {\n\t#usf \n\t\n\tgl_FragColor = texture2D(uTexture, uv);\n}\n\n","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class FxTextureMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uTextureResolution: { value: THREE.Vector2 };\n uTexture: { value: THREE.Texture };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n uTextureResolution: { value: new THREE.Vector2() },\n uTexture: { value: DEFAULT_TEXTURE },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as FxTextureMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type CoverTextureParams = {\n /** Textures that you want to display exactly on the screen , default : `THREE.Texture()` */\n texture?: THREE.Texture;\n};\n\nexport type CoverTextureObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const COVERTEXTURE_PARAMS: CoverTextureParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useCoverTexture = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n CoverTextureParams,\n CoverTextureObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n dpr: _dpr.fbo,\n size,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] =\n useParams(COVERTEXTURE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: CoverTextureParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: CoverTextureParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uTextureResolution\", [\n params.texture!?.source?.data?.width || 0,\n params.texture!?.source?.data?.height || 0,\n ]);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform vec2 uResolution;\nuniform float uBlurSize;\n\nvoid main() {\n\tvec2 uv = vUv;\t\n\tvec2 perDivSize = uBlurSize / uResolution;\n\n\t// calc average color value from adjacent point\n\tvec4 outColor = vec4(\n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, -1.0)) +\n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, -1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, -1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, 0.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(-1.0, 1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(0.0, 1.0)) + \n\t\ttexture2D(uTexture, uv + perDivSize * vec2(1.0, 1.0))\n\t\t) / 9.0;\n\t\n\tgl_FragColor = outColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { SIMPLEBLUR_PARAMS } from \".\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class SampleMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uResolution: { value: THREE.Vector2 };\n uBlurSize: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uResolution: { value: new THREE.Vector2(0, 0) },\n uBlurSize: { value: SIMPLEBLUR_PARAMS.blurSize },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as SampleMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type SimpleBlurParams = {\n /** Make this texture blur , default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** blurSize, default : `3` */\n blurSize?: number;\n /** blurPower, affects performance default : `5` */\n blurPower?: number;\n};\n\nexport type SimpleBlurObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const SIMPLEBLUR_PARAMS: SimpleBlurParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n blurSize: 3,\n blurPower: 5,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useSimpleBlur = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n SimpleBlurParams,\n SimpleBlurObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateTempTexture] = useDoubleFBO(fboProps);\n const [params, setParams] = useParams(SIMPLEBLUR_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: SimpleBlurParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: SimpleBlurParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uResolution\", [\n params.texture!?.source?.data?.width || 0,\n params.texture!?.source?.data?.height || 0,\n ]);\n updateValue(\"uBlurSize\", params.blurSize!);\n\n let _tempTexture: THREE.Texture = updateTempTexture(gl);\n\n for (let i = 0; i < params.blurPower!; i++) {\n updateValue(\"uTexture\", _tempTexture);\n _tempTexture = updateTempTexture(gl);\n }\n\n return _tempTexture;\n },\n [updateTempTexture, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform sampler2D uBackbuffer;\nuniform vec2 uBegin;\nuniform vec2 uEnd;\nuniform float uStrength;\n\nvoid main() {\n\tvec2 uv = vUv;\t\n\tvec4 current = texture2D(uTexture, uv + uBegin*.1);\n\tvec4 back = texture2D(uBackbuffer, uv + uEnd*.1);\n\tvec4 mixed = mix(current,back,uStrength);\n\tgl_FragColor = mixed;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MOTIONBLUR_PARAMS } from \".\";\nimport { MaterialProps } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class MotionBlurMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uBackbuffer: { value: THREE.Texture };\n uBegin: { value: THREE.Vector2 };\n uEnd: { value: THREE.Vector2 };\n uStrength: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uBackbuffer: { value: DEFAULT_TEXTURE },\n uBegin: { value: MOTIONBLUR_PARAMS.begin },\n uEnd: { value: MOTIONBLUR_PARAMS.end },\n uStrength: { value: MOTIONBLUR_PARAMS.strength },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as MotionBlurMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type MotionBlurParams = {\n /** Make this texture blur, default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** motion begin, default : `THREE.Vector2(0, 0)` */\n begin?: THREE.Vector2;\n /** motion end, default : `THREE.Vector2(0, 0)` */\n end?: THREE.Vector2;\n /** motion strength, default : `0.9` */\n strength?: number;\n};\n\nexport type MotionBlurObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const MOTIONBLUR_PARAMS: MotionBlurParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n begin: new THREE.Vector2(0, 0),\n end: new THREE.Vector2(0, 0),\n strength: 0.9,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useMotionBlur = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn<\n MotionBlurParams,\n MotionBlurObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useDoubleFBO(fboProps);\n\n const [params, setParams] = useParams(MOTIONBLUR_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: MotionBlurParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MotionBlurParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uBegin\", params.begin!);\n updateValue(\"uEnd\", params.end!);\n updateValue(\"uStrength\", params.strength!);\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBackbuffer\", read);\n });\n },\n [updateRenderTarget, updateValue, updateParams, params]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","#usf ","precision highp float;\n\nvarying vec2 vUv;\nuniform float uProgress;\nuniform float uStrength;\nuniform float uWidth;\nuniform vec2 uEpicenter;\nuniform int uMode;\n\nfloat PI = 3.141592653589;\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\n\tfloat progress = min(uProgress, 1.0);\n\tfloat progressFactor = sin(progress * PI);\n\n\tfloat border = progress - progress * progressFactor * uWidth;\n\tfloat blur = uStrength * progressFactor;\n\t\n\t// 0 ~ 1\n\tvec2 normalizeCenter = (uEpicenter + 1.0) / 2.0;\n\n\t// 0:center 1:horizontal 2:vertical\n\tfloat dist = uMode == 0 ? length(uv - normalizeCenter) : uMode == 1 ? length(uv.x - normalizeCenter.x) : length(uv.y - normalizeCenter.y);\n\n\t// Calculate the maximum distance to the four corners of the screen\n\tfloat maxDistance = max(\n\t\tlength(vec2(0.0, 0.0) - normalizeCenter),\n\t\tmax(\n\t\t\t\tlength(vec2(1.0, 0.0) - normalizeCenter),\n\t\t\t\tmax(\n\t\t\t\t\tlength(vec2(0.0, 1.0) - normalizeCenter),\n\t\t\t\t\tlength(vec2(1.0, 1.0) - normalizeCenter)\n\t\t\t\t)\n\t\t)\n\t);\n\n\t// Scale distance so that waves extend to the edge of the screen\n\tdist = maxDistance > 0.0 ? dist / maxDistance : dist;\n\n\tvec3 color = vec3(smoothstep(border - blur, border, dist) -\n smoothstep(progress, progress + blur, dist));\n\t\n\t// Ensure color is 0 when progress is 0,1\n\tcolor *= progressFactor;\n\n\tgl_FragColor = vec4(color, 1.0);\n}\n\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { WAVE_PARAMS } from \".\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps } from \"../../types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class WaveMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uEpicenter: { value: THREE.Vector2 };\n uProgress: { value: number };\n uStrength: { value: number };\n uWidth: { value: number };\n uMode: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n onBeforeInit,\n}: { scene: THREE.Scene } & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uEpicenter: { value: WAVE_PARAMS.epicenter },\n uProgress: { value: WAVE_PARAMS.progress },\n uStrength: { value: WAVE_PARAMS.strength },\n uWidth: { value: WAVE_PARAMS.width },\n uMode: { value: 0 },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as WaveMaterial;\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { useMesh } from \"./useMesh\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type WaveParams = {\n /** -1.0 ~ 1.0 , default : `vec2(0.0,0.0)` */\n epicenter?: THREE.Vector2;\n /** 0.0 ~ 1.0 , default : `0.0` */\n progress?: number;\n /** default : `0.0` */\n width?: number;\n /** default : `0.0` */\n strength?: number;\n /** default : `center` */\n mode?: \"center\" | \"horizontal\" | \"vertical\";\n};\n\nexport type WaveObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const WAVE_PARAMS: WaveParams = Object.freeze({\n epicenter: new THREE.Vector2(0.0, 0.0),\n progress: 0.0,\n width: 0.0,\n strength: 0.0,\n mode: \"center\",\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useWave = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({ scene, onBeforeInit });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(WAVE_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: WaveParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: WaveParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uEpicenter\", params.epicenter!);\n updateValue(\"uProgress\", params.progress!);\n updateValue(\"uWidth\", params.width!);\n updateValue(\"uStrength\", params.strength!);\n updateValue(\n \"uMode\",\n params.mode! === \"center\"\n ? 0\n : params.mode! === \"horizontal\"\n ? 1\n : 2\n );\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","#usf ","precision highp float;\nvarying vec2 vUv;\n\nuniform sampler2D u_texture;\nuniform vec2 u_resolution;\nuniform vec3 u_keyColor;\nuniform float u_similarity;\nuniform float u_smoothness;\nuniform float u_spill;\n\nuniform vec4 u_color;\nuniform float u_contrast;\nuniform float u_brightness;\nuniform float u_gamma;\n\n// From https://github.com/libretro/glsl-shaders/blob/master/nnedi3/shaders/rgb-to-yuv.glsl\nvec2 RGBtoUV(vec3 rgb) {\n return vec2(\n rgb.r * -0.169 + rgb.g * -0.331 + rgb.b * 0.5 + 0.5,\n rgb.r * 0.5 + rgb.g * -0.419 + rgb.b * -0.081 + 0.5\n );\n}\nfloat getChromeDist(vec3 texColor){\n\tfloat chromaDist = distance(RGBtoUV(texColor), RGBtoUV(u_keyColor));\n\treturn chromaDist;\n}\n\nfloat getBoxFilteredChromaDist(vec3 rgb, vec2 uv)\n{\n\tvec2 pixel_size = vec2(1.) / u_resolution;\n\tvec2 h_pixel_size = pixel_size / 2.0;\n\tvec2 point_0 = vec2(pixel_size.x, h_pixel_size.y);\n\tvec2 point_1 = vec2(h_pixel_size.x, -pixel_size.y);\n\tfloat distVal = getChromeDist(texture2D(u_texture,uv-point_0).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv+point_0).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv-point_1).rgb);\n\tdistVal += getChromeDist(texture2D(u_texture,uv+point_1).rgb);\n\tdistVal *= 2.0;\n\tdistVal += getChromeDist(rgb);\n\treturn distVal / 9.0;\n}\n\nvec4 CalcColor(vec4 rgba)\n{\n\treturn vec4(pow(rgba.rgb, vec3(u_gamma, u_gamma, u_gamma)) * u_contrast + u_brightness, rgba.a);\n}\n\nvoid main() {\n\n\tvec2 uv = vUv;\n\n\tvec4 texColor = texture2D(u_texture, uv);\n\ttexColor.rgb *= (texColor.a > 0.) ? (1. / texColor.a) : 0.;\n\n\tfloat chromaDist = getBoxFilteredChromaDist(texColor.rgb,uv);\n\t\n\tfloat baseMask = chromaDist - u_similarity;\n\tfloat fullMask = pow(clamp(baseMask / u_smoothness, 0., 1.), 1.5);\n\t\n\ttexColor.rgba *= u_color;\n\ttexColor.a = fullMask;\n\n\tfloat spillVal = pow(clamp(baseMask / u_spill, 0., 1.), 1.5);\n\tfloat desat = clamp(texColor.r * 0.2126 + texColor.g * 0.7152 + texColor.b * 0.0722, 0., 1.);\n\ttexColor.rgb = mix(vec3(desat, desat, desat), texColor.rgb, spillVal);\n\n\tvec4 finColor = CalcColor(texColor);\n\n\tgl_FragColor = finColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { setUniform } from \"../../../utils/setUniforms\";\nimport { useResolution } from \"../../../utils/useResolution\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { CHROMAKEY_PARAMS } from \".\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class ChromaKeyMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_resolution: { value: THREE.Vector2 };\n u_keyColor: { value: THREE.Color };\n u_similarity: { value: number };\n u_smoothness: { value: number };\n u_spill: { value: number };\n u_color: { value: THREE.Vector4 };\n u_contrast: { value: number };\n u_brightness: { value: number };\n u_gamma: { value: number };\n };\n}\n\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: DEFAULT_TEXTURE },\n u_resolution: { value: new THREE.Vector2() },\n u_keyColor: { value: CHROMAKEY_PARAMS.color },\n u_similarity: { value: CHROMAKEY_PARAMS.similarity },\n u_smoothness: { value: CHROMAKEY_PARAMS.smoothness },\n u_spill: { value: CHROMAKEY_PARAMS.spill },\n u_color: { value: CHROMAKEY_PARAMS.color },\n u_contrast: { value: CHROMAKEY_PARAMS.contrast },\n u_brightness: { value: CHROMAKEY_PARAMS.brightness },\n u_gamma: { value: CHROMAKEY_PARAMS.gamma },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n\n return mat;\n }, [onBeforeInit]) as ChromaKeyMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"u_resolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { HooksProps, HooksReturn } from \"../../types\";\nimport { useParams } from \"../../../utils/useParams\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type ChromaKeyParams = {\n /** Process this texture with chroma key , default : `THREE.Texture` */\n texture?: THREE.Texture;\n /** key color for chromakey processing , default: `THREE.Color(0x00ff00)` */\n keyColor?: THREE.Color;\n /** If the similarity with the key color exceeds this value, it becomes transparent. , default : `0.2` */\n similarity?: number;\n /** smoothness , default : `0.1` */\n smoothness?: number;\n /** spill , default : `0.2` */\n spill?: number;\n /** tone correction , default : `THREE.Vector4(1.0, 1.0, 1.0, 1.0)` */\n color?: THREE.Vector4;\n /** contrast , default : `1.0` */\n contrast?: number;\n /** brightness , default : `0.0` */\n brightness?: number;\n /** gamma correction , default : `1.0` */\n gamma?: number;\n};\n\nexport type ChromaKeyObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n material: THREE.Material;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const CHROMAKEY_PARAMS: ChromaKeyParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n keyColor: new THREE.Color(0x00ff00),\n similarity: 0.2,\n smoothness: 0.1,\n spill: 0.2,\n color: new THREE.Vector4(1.0, 1.0, 1.0, 1.0),\n contrast: 1.0,\n brightness: 0.0,\n gamma: 1.0,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useChromaKey = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n\n const [params, setParams] = useParams(CHROMAKEY_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: ChromaKeyParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: ChromaKeyParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"u_texture\", params.texture!);\n updateValue(\"u_keyColor\", params.keyColor!);\n updateValue(\"u_similarity\", params.similarity!);\n updateValue(\"u_smoothness\", params.smoothness!);\n updateValue(\"u_spill\", params.spill!);\n updateValue(\"u_color\", params.color!);\n updateValue(\"u_contrast\", params.contrast!);\n updateValue(\"u_brightness\", params.brightness!);\n updateValue(\"u_gamma\", params.gamma!);\n\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 usf_Position = vec4(position,1.);\n\tvUv = uv;\n\n\t#usf
\n\t\n\tgl_Position = usf_Position;\n}","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\nuniform sampler2D uTexture;\nuniform sampler2D uBackbuffer;\nuniform float uTime;\nuniform vec2 uPointer;\nuniform vec2 uResolution;\n\n#usf \n\nvoid main() {\n\tvec4 usf_FragColor = vec4(1.);\n\n\t#usf
\n\t\n\tgl_FragColor = usf_FragColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport { setUniform, useResolution } from \"../../..\";\nimport {\n MATERIAL_BASIC_PARAMS,\n DEFAULT_TEXTURE,\n} from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class BlankMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uTexture: { value: THREE.Texture };\n uBackbuffer: { value: THREE.Texture };\n uTime: { value: number };\n uPointer: { value: THREE.Vector2 };\n uResolution: { value: THREE.Vector2 };\n };\n}\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uTexture: { value: DEFAULT_TEXTURE },\n uBackbuffer: { value: DEFAULT_TEXTURE },\n uTime: { value: 0 },\n uPointer: { value: new THREE.Vector2() },\n uResolution: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as BlankMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { BlankMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { useDoubleFBO, DoubleRenderTarget } from \"../../../utils/useDoubleFBO\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { useParams } from \"../../../utils/useParams\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps } from \"../../..\";\nimport { DEFAULT_TEXTURE } from \"../../../libs/constants\";\n\nexport type BlankParams = {\n /** texture, default : `THREE.Texture()` */\n texture?: THREE.Texture;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type BlankObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh<\n THREE.BufferGeometry,\n BlankMaterial\n >;\n material: BlankMaterial;\n camera: THREE.Camera;\n renderTarget: DoubleRenderTarget;\n output: THREE.Texture;\n};\n\nexport const BLANK_PARAMS: BlankParams = Object.freeze({\n texture: DEFAULT_TEXTURE,\n beat: false,\n});\n\n/**\n * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`.\n * Fragment shaders have `uTexture`,`uBackbuffer`,`uTime`,`uPointer` and `uResolution` as default uniforms.\n *\n * ※ `usf_FragColor` overrides `gl_FragColor`\n *\n * ※ `usf_Position` overrides `gl_Position`\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useBlank = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useDoubleFBO(fboProps);\n\n const [params, setParams] = useParams(BLANK_PARAMS);\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: BlankParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateCustomValue(customParams);\n },\n [setParams, updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: BlankParams,\n customParams?: CustomParams\n ) => {\n const { gl, clock, pointer } = rootState;\n\n updateParams(newParams, customParams);\n\n updateValue(\"uPointer\", pointer);\n updateValue(\"uTexture\", params.texture!);\n updateValue(\"uTime\", params.beat || clock.getElapsedTime());\n\n return updateRenderTarget(gl, ({ read }) => {\n updateValue(\"uBackbuffer\", read);\n });\n },\n [updateRenderTarget, updateValue, params, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.read.texture,\n },\n ];\n};\n","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\n#usf \n\nvoid main() {\n\tvec4 usf_Position = vec4(position,1.);\n\tvUv = uv;\n\n\t#usf
\n\t\n\tgl_Position = usf_Position;\n}","precision highp float;\n\nvarying vec2 vUv;\n#usf \n\nuniform vec2 uResolution;\n\n#usf \n\nvoid main() {\n\tvec4 usf_FragColor = vec4(1.);\n\n\t#usf
\n\t\n\tgl_FragColor = usf_FragColor;\n}","import { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport vertexShader from \"./shader/main.vert\";\nimport fragmentShader from \"./shader/main.frag\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { MaterialProps, Size } from \"../../types\";\nimport { setUniform, useResolution } from \"../../..\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class RawBlankMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n };\n}\nexport const useMesh = ({\n scene,\n size,\n dpr,\n onBeforeInit,\n}: {\n scene: THREE.Scene;\n size: Size;\n dpr: number | false;\n} & MaterialProps) => {\n const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2), []);\n const material = useMemo(() => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2() },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n });\n return mat;\n }, [onBeforeInit]) as RawBlankMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n const mesh = useAddObject(scene, geometry, material, THREE.Mesh);\n\n return { material, mesh };\n};\n","import { useCallback, useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { RawBlankMaterial, useMesh } from \"./useMesh\";\nimport { useCamera } from \"../../../utils/useCamera\";\nimport { CustomParams, setCustomUniform } from \"../../../utils/setUniforms\";\nimport type { HooksProps, HooksReturn } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { UseFboProps, useSingleFBO } from \"../../../utils/useSingleFBO\";\n\nexport type RawBlankParams = {};\n\nexport type RawBlankObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh<\n THREE.BufferGeometry,\n RawBlankMaterial\n >;\n material: RawBlankMaterial;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const RAWBLANK_PARAMS: RawBlankParams = Object.freeze({});\n\n/**\n * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`.\n * Fragment shaders have `uResolution` as default uniforms.\n *\n * ※ `usf_FragColor` overrides `gl_FragColor`\n *\n * ※ `usf_Position` overrides `gl_Position`\n * \n * `RawBlankParams` is an empty object. so you can't pass any parameters to second argument. Nothing will happen if you pass them.\n * ```tsx\n * useFrame((state) => {\n update(\n state,\n {},\n {\n uTime: state.clock.getElapsedTime(),\n }\n );\n });\n * ```\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage\n */\nexport const useRawBlank = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n onBeforeInit,\n}: HooksProps): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const { material, mesh } = useMesh({\n scene,\n size,\n dpr: _dpr.shader,\n onBeforeInit,\n });\n\n const camera = useCamera(size);\n\n const fboProps = useMemo(\n () => ({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n }),\n [scene, camera, size, _dpr.fbo, isSizeUpdate, renderTargetOptions]\n ) as UseFboProps;\n\n const [renderTarget, updateRenderTarget] = useSingleFBO(fboProps);\n\n const updateCustomValue = setCustomUniform(material);\n\n const updateParams = useCallback(\n (newParams?: RawBlankParams, customParams?: CustomParams) => {\n updateCustomValue(customParams);\n },\n [updateCustomValue]\n );\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: RawBlankParams,\n customParams?: CustomParams\n ) => {\n const { gl } = rootState;\n updateParams(newParams, customParams);\n return updateRenderTarget(gl);\n },\n [updateRenderTarget, updateParams]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene: scene,\n mesh: mesh,\n material: material,\n camera: camera,\n renderTarget: renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { useAddObject } from \"../../../../utils/useAddObject\";\n\ntype UseCreateObjectProps = {\n scene: THREE.Scene | false;\n geometry: THREE.BufferGeometry;\n material: THREE.ShaderMaterial;\n};\n\nexport type MorphParticlePoints = THREE.Points<\n THREE.BufferGeometry,\n THREE.ShaderMaterial\n>;\nexport type InteractiveMesh = THREE.Mesh<\n THREE.BufferGeometry,\n THREE.ShaderMaterial\n>;\n\nexport const useCreateObject = ({\n scene,\n geometry,\n material,\n}: UseCreateObjectProps) => {\n const points = useAddObject(\n scene,\n geometry,\n material,\n THREE.Points\n ) as MorphParticlePoints;\n\n // Generate a mesh for pointer\n const interactiveMesh = useAddObject(\n scene,\n useMemo(() => geometry.clone(), [geometry]),\n useMemo(() => material.clone(), [material]),\n THREE.Mesh\n ) as InteractiveMesh;\n interactiveMesh.visible = false;\n\n return {\n points,\n interactiveMesh,\n };\n};\n","uniform vec2 uResolution;\nuniform float uMorphProgress;\nuniform float uPointSize;\n\nuniform sampler2D uPicture;\nuniform bool uIsPicture;\nuniform sampler2D uAlphaPicture;\nuniform bool uIsAlphaPicture;\n\nuniform vec3 uColor0;\nuniform vec3 uColor1;\nuniform vec3 uColor2;\nuniform vec3 uColor3;\n\nuniform float uTime;\n\nuniform float uWobblePositionFrequency;\nuniform float uWobbleTimeFrequency;\nuniform float uWobbleStrength;\nuniform float uWarpPositionFrequency;\nuniform float uWarpTimeFrequency;\nuniform float uWarpStrength;\n\nuniform sampler2D uDisplacement;\nuniform bool uIsDisplacement;\nuniform float uDisplacementIntensity;\n\nuniform float uSizeRandomIntensity;\nuniform float uSizeRandomTimeFrequency;\nuniform float uSizeRandomMin;\nuniform float uSizeRandomMax;\n\nuniform float uMapArrayLength;\n\nuniform float uDivergence;\nuniform vec3 uDivergencePoint;\n\nvarying vec3 vColor;\nvarying float vPictureAlpha;\nvarying vec3 vDisplacementColor;\nvarying float vDisplacementIntensity;\nvarying float vMapArrayIndex;\n\n#usf \n\n#usf \n\n#usf \n\nfloat random3D(vec3 co) {\n\treturn fract(sin(dot(co.xyz ,vec3(12.9898, 78.233, 45.764))) * 43758.5453);\n}\n\nvoid main() {\n\tvec3 newPosition = position;\n\tvec2 newUv = uv;\n\t\n\t#usf \n\t#usf \n\n\t// displacement for `newPosition`\n\tvec3 displacement = uIsDisplacement ? texture2D(uDisplacement, newUv).rgb : vec3(0.0);\n\tfloat displacementIntensity = smoothstep(0., 1., displacement.g);\n\tvDisplacementColor = displacement;\n\tvDisplacementIntensity = displacementIntensity;\n\n\t// At this point displacement is 0 ~ 1, so normalize it to -1 ~ 1\n\tdisplacement = displacement * 2.-1.;\n\tdisplacement *= displacementIntensity * uDisplacementIntensity;\n\tnewPosition += displacement;\n\n\t// divergence\n\tvec3 divergenceDir = newPosition - uDivergencePoint;\n\tif (uDivergence > 0.0) {\n\t\tnewPosition += normalize(divergenceDir) * uDivergence;\n\t} else if (uDivergence < 0.0) {\n\t\tnewPosition -= normalize(divergenceDir) * abs(uDivergence);\n\t}\n\n\t// Final position\n\tvec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);\n\tvec4 viewPosition = viewMatrix * modelPosition;\n\tvec4 projectedPosition = projectionMatrix * viewPosition;\n\n\t// wobble ※Do not calculate noise if uWobbleStrength is 0\n\tfloat wobble = uWobbleStrength > 0. ? getWobble(projectedPosition.xyz) : 0.0;\n\n\tgl_Position = projectedPosition += wobble;\n\t\n\t// If picture is true then display picture, otherwise 4 color linear interpolation\n\tvColor = uIsPicture ? texture2D(uPicture, newUv).rgb : mix(mix(uColor0, uColor1, newPosition.x), mix(uColor2, uColor3, newPosition.y), newPosition.z);\n\n\t// Set Alpha on picture's g channel\n\tvPictureAlpha = uIsAlphaPicture ? texture2D(uAlphaPicture, newUv).g : 1.;\n\n\t// Multiply the point size by picturAalpha. The size can also be adjusted with alphaMap.\n\t// If uSizeRandomTimeFrequency is greater than 0, the size will be randomly changed\n\tfloat sizeRand = uSizeRandomIntensity > 0. ? mix(uSizeRandomMin,uSizeRandomMax,(simplexNoise4d(vec4(newPosition,uTime * uSizeRandomTimeFrequency))*.5+.5)) * uSizeRandomIntensity : 1.;\n\tgl_PointSize = uPointSize * vPictureAlpha * uResolution.y * sizeRand;\n\tgl_PointSize *= (1.0 / - viewPosition.z);\n\n\t// mapArrayIndex\n\tvMapArrayIndex = uMapArrayLength > 0. ? floor(random3D(position) * uMapArrayLength) : 0.;\n}","precision highp float;\nprecision highp int;\n\nvarying vec3 vColor;\nvarying float vPictureAlpha;\nvarying vec3 vDisplacementColor;\nvarying float vDisplacementIntensity;\nvarying float vMapArrayIndex;\n\nuniform float uBlurAlpha;\nuniform float uBlurRadius;\nuniform sampler2D uMap;\nuniform bool uIsMap;\nuniform sampler2D uAlphaMap;\nuniform bool uIsAlphaMap;\nuniform float uDisplacementColorIntensity;\nuniform float uPointAlpha;\n\n#usf \n\nvoid main() { \n\tvec2 uv = gl_PointCoord;\n\tuv.y = 1.0 - uv.y;\n \n\t// make it a circle\n\tfloat distanceToCenter = length(uv - .5);\n\tfloat alpha = clamp(uBlurRadius / distanceToCenter - (1.-uBlurAlpha) , 0. , 1.);\n\n\t// Map if there is a map\t\n\tvec4 mapArrayColor;\n\t#usf \n\tvec4 mapColor = isMapArray ? mapArrayColor : uIsMap ? texture2D(uMap,uv) : vec4(1.);\n\tvec3 finalColor = isMapArray || uIsMap ? mapColor.rgb : vColor;\n\n\t// Mix with finalColor if displacement is true\n\tfloat mixIntensity = clamp(uDisplacementColorIntensity * vDisplacementIntensity,0.,1.);\n\tfinalColor = vDisplacementIntensity > 0. ? mix(finalColor,vDisplacementColor,mixIntensity) : finalColor;\n\n\t// get alpha map\n\tfloat alphaMap = uIsAlphaMap ? texture2D(uAlphaMap,uv).g : 1.;\n\n\tgl_FragColor = vec4(finalColor,alpha * vPictureAlpha * alphaMap * mapColor.a * uPointAlpha);\n}\n","import * as THREE from \"three\";\nimport { ISDEV } from \"../../../../libs/constants\";\n\nexport const rewriteVertexShader = (\n modifeidAttributes: Float32Array[],\n targetGeometry: THREE.BufferGeometry,\n targetAttibute: \"position\" | \"uv\",\n vertexShader: string,\n itemSize: number\n) => {\n const vTargetName =\n targetAttibute === \"position\" ? \"positionTarget\" : \"uvTarget\";\n const vAttributeRewriteKey =\n targetAttibute === \"position\"\n ? \"#usf \"\n : \"#usf \";\n const vTransitionRewriteKey =\n targetAttibute === \"position\"\n ? \"#usf \"\n : \"#usf \";\n const vListName =\n targetAttibute === \"position\" ? \"positionsList\" : \"uvsList\";\n const vMorphTransition =\n targetAttibute === \"position\"\n ? `\n\t\t\t\tfloat scaledProgress = uMorphProgress * ${modifeidAttributes.length - 1}.;\n\t\t\t\tint baseIndex = int(floor(scaledProgress));\t\t\n\t\t\t\tbaseIndex = clamp(baseIndex, 0, ${modifeidAttributes.length - 1});\t\t\n\t\t\t\tfloat progress = fract(scaledProgress);\n\t\t\t\tint nextIndex = baseIndex + 1;\n\t\t\t\tnewPosition = mix(positionsList[baseIndex], positionsList[nextIndex], progress);\n\t\t\t`\n : \"newUv = mix(uvsList[baseIndex], uvsList[nextIndex], progress);\";\n\n if (modifeidAttributes.length > 0) {\n // Delete the position at initialization and add the position after normalization\n targetGeometry.deleteAttribute(targetAttibute);\n targetGeometry.setAttribute(\n targetAttibute,\n new THREE.BufferAttribute(modifeidAttributes[0], itemSize)\n );\n\n let stringToAddToMorphAttibutes = \"\";\n let stringToAddToMorphAttibutesList = \"\";\n\n modifeidAttributes.forEach((target, index) => {\n targetGeometry.setAttribute(\n `${vTargetName}${index}`,\n new THREE.BufferAttribute(target, itemSize)\n );\n stringToAddToMorphAttibutes += `attribute vec${itemSize} ${vTargetName}${index};\\n`;\n if (index === 0) {\n stringToAddToMorphAttibutesList += `${vTargetName}${index}`;\n } else {\n stringToAddToMorphAttibutesList += `,${vTargetName}${index}`;\n }\n });\n\n vertexShader = vertexShader.replace(\n `${vAttributeRewriteKey}`,\n stringToAddToMorphAttibutes\n );\n vertexShader = vertexShader.replace(\n `${vTransitionRewriteKey}`,\n `vec${itemSize} ${vListName}[${modifeidAttributes.length}] = vec${itemSize}[](${stringToAddToMorphAttibutesList});\n\t\t\t\t${vMorphTransition}\n\t\t\t`\n );\n } else {\n vertexShader = vertexShader.replace(`${vAttributeRewriteKey}`, \"\");\n vertexShader = vertexShader.replace(`${vTransitionRewriteKey}`, \"\");\n if (!targetGeometry?.attributes[targetAttibute]?.array) {\n ISDEV &&\n console.error(\n `use-shader-fx:geometry.attributes.${targetAttibute}.array is not found`\n );\n }\n }\n\n return vertexShader;\n};\n","import * as THREE from \"three\";\n\n/**\n * Calculate the maximum length of attribute (position and uv) to match the length of all lists. Randomly map missing attributes when matching to maximum length\n * */\nexport const modifyAttributes = (\n attribute: Float32Array[] | undefined,\n targetGeometry: THREE.BufferGeometry,\n targetAttibute: \"position\" | \"uv\",\n itemSize: number\n) => {\n let modifiedAttribute: Float32Array[] = [];\n if (attribute && attribute.length > 0) {\n if (targetGeometry?.attributes[targetAttibute]?.array) {\n modifiedAttribute = [\n targetGeometry.attributes[targetAttibute].array as Float32Array,\n ...attribute,\n ];\n } else {\n modifiedAttribute = attribute;\n }\n\n const maxLength = Math.max(...modifiedAttribute.map((arr) => arr.length));\n\n modifiedAttribute.forEach((arr, i) => {\n if (arr.length < maxLength) {\n const diff = (maxLength - arr.length) / itemSize;\n const addArray = [];\n const oldArray = Array.from(arr);\n for (let i = 0; i < diff; i++) {\n const randomIndex =\n Math.floor((arr.length / itemSize) * Math.random()) *\n itemSize;\n for (let j = 0; j < itemSize; j++) {\n addArray.push(oldArray[randomIndex + j]);\n }\n }\n modifiedAttribute[i] = new Float32Array([...oldArray, ...addArray]);\n }\n });\n }\n return modifiedAttribute;\n};\n","import * as THREE from \"three\";\n\nexport const rewriteFragmentShader = (\n mapArray: THREE.Texture[] | undefined,\n fragmentShader: string\n) => {\n let mapArrayShader = \"\";\n const mapArrayUniforms: any = {};\n let textureSwitcherCode = \"mapArrayColor = \";\n\n if (mapArray && mapArray.length > 0) {\n mapArray.forEach((map, index) => {\n const condition = `vMapArrayIndex < ${index}.1`; // Comparison with a number with .1 added as the handling of floating points may vary between GPU drivers\n const action = `texture2D(uMapArray${index}, uv)`;\n textureSwitcherCode += `( ${condition} ) ? ${action} : `;\n mapArrayShader += `\n uniform sampler2D uMapArray${index};\n `;\n mapArrayUniforms[`uMapArray${index}`] = { value: map };\n });\n textureSwitcherCode += \"vec4(1.);\";\n mapArrayShader += `bool isMapArray = true;`;\n mapArrayUniforms[\"uMapArrayLength\"] = { value: mapArray.length };\n } else {\n textureSwitcherCode += \"vec4(1.0);\";\n mapArrayShader += `bool isMapArray = false;`;\n mapArrayUniforms[\"uMapArrayLength\"] = { value: 0 };\n }\n const rewritedFragmentShader = fragmentShader\n .replace(`#usf `, textureSwitcherCode)\n .replace(`#usf `, mapArrayShader);\n\n return { rewritedFragmentShader, mapArrayUniforms };\n};\n","import * as THREE from \"three\";\nimport { useMemo } from \"react\";\nimport { useResolution } from \"../../../../utils/useResolution\";\nimport { setUniform } from \"../../../../utils/setUniforms\";\nimport vertexShader from \"../shaders/main.vert\";\nimport fragmentShader from \"../shaders/main.frag\";\nimport { MORPHPARTICLES_PARAMS } from \"..\";\nimport {\n DEFAULT_TEXTURE,\n ISDEV,\n MATERIAL_BASIC_PARAMS,\n} from \"../../../../libs/constants\";\nimport { rewriteVertexShader } from \"./rewriteVertexShader\";\nimport { modifyAttributes } from \"./modifyAttributes\";\nimport { rewriteFragmentShader } from \"./rewriteFragmentShader\";\nimport { MaterialProps, Size } from \"../../../types\";\nimport { createMaterialParameters } from \"../../../../utils/createMaterialParameters\";\n\nexport class MorphParticlesMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n uResolution: { value: THREE.Vector2 };\n uMorphProgress: { value: number };\n uBlurAlpha: { value: number };\n uBlurRadius: { value: number };\n uPointSize: { value: number };\n uPointAlpha: { value: number };\n uPicture: { value: THREE.Texture };\n uIsPicture: { value: boolean };\n uAlphaPicture: { value: THREE.Texture };\n uIsAlphaPicture: { value: boolean };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uMap: { value: THREE.Texture };\n uIsMap: { value: boolean };\n uAlphaMap: { value: THREE.Texture };\n uIsAlphaMap: { value: boolean };\n uTime: { value: number };\n uWobblePositionFrequency: { value: number };\n uWobbleTimeFrequency: { value: number };\n uWobbleStrength: { value: number };\n uWarpPositionFrequency: { value: number };\n uWarpTimeFrequency: { value: number };\n uWarpStrength: { value: number };\n uDisplacement: { value: THREE.Texture };\n uIsDisplacement: { value: boolean };\n uDisplacementIntensity: { value: number };\n uDisplacementColorIntensity: { value: number };\n uSizeRandomIntensity: { value: number };\n uSizeRandomTimeFrequency: { value: number };\n uSizeRandomMin: { value: number };\n uSizeRandomMax: { value: number };\n uDivergence: { value: number };\n uDivergencePoint: { value: THREE.Vector3 };\n };\n}\n\nexport const useMaterial = ({\n size,\n dpr,\n geometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n}: {\n size: Size;\n dpr: number | false;\n geometry: THREE.BufferGeometry;\n positions?: Float32Array[];\n uvs?: Float32Array[];\n mapArray?: THREE.Texture[];\n} & MaterialProps) => {\n const modifiedPositions = useMemo(\n () => modifyAttributes(positions, geometry, \"position\", 3),\n [positions, geometry]\n );\n\n const modifiedUvs = useMemo(\n () => modifyAttributes(uvs, geometry, \"uv\", 2),\n [uvs, geometry]\n );\n\n const material = useMemo(() => {\n if (modifiedPositions.length !== modifiedUvs.length) {\n ISDEV &&\n console.log(\"use-shader-fx:positions and uvs are not matched\");\n }\n\n // vertex\n const rewritedVertexShader = rewriteVertexShader(\n modifiedUvs,\n geometry,\n \"uv\",\n rewriteVertexShader(\n modifiedPositions,\n geometry,\n \"position\",\n vertexShader,\n 3\n ),\n 2\n );\n\n // fragment\n const { rewritedFragmentShader, mapArrayUniforms } =\n rewriteFragmentShader(mapArray, fragmentShader);\n\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n uResolution: { value: new THREE.Vector2(0, 0) },\n uMorphProgress: {\n value: MORPHPARTICLES_PARAMS.morphProgress,\n },\n uBlurAlpha: { value: MORPHPARTICLES_PARAMS.blurAlpha },\n uBlurRadius: { value: MORPHPARTICLES_PARAMS.blurRadius },\n uPointSize: { value: MORPHPARTICLES_PARAMS.pointSize },\n uPointAlpha: { value: MORPHPARTICLES_PARAMS.pointAlpha },\n uPicture: { value: DEFAULT_TEXTURE },\n uIsPicture: { value: false },\n uAlphaPicture: { value: DEFAULT_TEXTURE },\n uIsAlphaPicture: { value: false },\n uColor0: { value: MORPHPARTICLES_PARAMS.color0 },\n uColor1: { value: MORPHPARTICLES_PARAMS.color1 },\n uColor2: { value: MORPHPARTICLES_PARAMS.color2 },\n uColor3: { value: MORPHPARTICLES_PARAMS.color3 },\n uMap: { value: DEFAULT_TEXTURE },\n uIsMap: { value: false },\n uAlphaMap: { value: DEFAULT_TEXTURE },\n uIsAlphaMap: { value: false },\n uTime: { value: 0 },\n uWobblePositionFrequency: {\n value: MORPHPARTICLES_PARAMS.wobblePositionFrequency,\n },\n uWobbleTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.wobbleTimeFrequency,\n },\n uWobbleStrength: {\n value: MORPHPARTICLES_PARAMS.wobbleStrength,\n },\n uWarpPositionFrequency: {\n value: MORPHPARTICLES_PARAMS.warpPositionFrequency,\n },\n uWarpTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.warpTimeFrequency,\n },\n uWarpStrength: { value: MORPHPARTICLES_PARAMS.warpStrength },\n uDisplacement: { value: DEFAULT_TEXTURE },\n uIsDisplacement: { value: false },\n uDisplacementIntensity: {\n value: MORPHPARTICLES_PARAMS.displacementIntensity,\n },\n uDisplacementColorIntensity: {\n value: MORPHPARTICLES_PARAMS.displacementColorIntensity,\n },\n uSizeRandomIntensity: {\n value: MORPHPARTICLES_PARAMS.sizeRandomIntensity,\n },\n uSizeRandomTimeFrequency: {\n value: MORPHPARTICLES_PARAMS.sizeRandomTimeFrequency,\n },\n uSizeRandomMin: {\n value: MORPHPARTICLES_PARAMS.sizeRandomMin,\n },\n uSizeRandomMax: {\n value: MORPHPARTICLES_PARAMS.sizeRandomMax,\n },\n uDivergence: { value: MORPHPARTICLES_PARAMS.divergence },\n uDivergencePoint: {\n value: MORPHPARTICLES_PARAMS.divergencePoint,\n },\n ...mapArrayUniforms,\n },\n vertexShader: rewritedVertexShader,\n fragmentShader: rewritedFragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n blending: THREE.AdditiveBlending,\n // Must be transparent\n transparent: true,\n });\n\n return mat;\n }, [\n geometry,\n modifiedPositions,\n modifiedUvs,\n mapArray,\n onBeforeInit,\n ]) as MorphParticlesMaterial;\n\n const resolution = useResolution(size, dpr);\n setUniform(material)(\"uResolution\", resolution.clone());\n\n return { material, modifiedPositions, modifiedUvs };\n};\n","import * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport {\n InteractiveMesh,\n MorphParticlePoints,\n useCreateObject,\n} from \"./utils/useCreateObject\";\nimport { useMaterial } from \"./utils/useMaterial\";\nimport { MorphParticlesParams } from \".\";\nimport {\n setUniform,\n CustomParams,\n setCustomUniform,\n} from \"../../../utils/setUniforms\";\nimport { useCallback, useMemo } from \"react\";\nimport { Create3DHooksProps } from \"../types\";\nimport { Dpr, Size } from \"../../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\n\nexport type UseCreateMorphParticlesProps = {\n size: Size;\n dpr: Dpr;\n /** default : `THREE.SphereGeometry(1, 32, 32)` */\n geometry?: THREE.BufferGeometry;\n positions?: Float32Array[];\n uvs?: Float32Array[];\n /** Array of textures to map to points. Mapped at random. */\n mapArray?: THREE.Texture[];\n};\n\ntype UpdateUniform = (\n rootState: RootState | null,\n newParams?: MorphParticlesParams,\n customParams?: CustomParams\n) => void;\n\ntype UseCreateMorphParticlesReturn = [\n UpdateUniform,\n {\n points: MorphParticlePoints;\n interactiveMesh: InteractiveMesh;\n positions: Float32Array[];\n uvs: Float32Array[];\n }\n];\n\nexport const useCreateMorphParticles = ({\n size,\n dpr,\n scene = false,\n geometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n}: Create3DHooksProps &\n UseCreateMorphParticlesProps): UseCreateMorphParticlesReturn => {\n const _dpr = getDpr(dpr);\n\n const morphGeometry = useMemo(() => {\n const geo = geometry || new THREE.SphereGeometry(1, 32, 32);\n geo.setIndex(null);\n // Since it is a particle, normal is not necessary\n geo.deleteAttribute(\"normal\");\n return geo;\n }, [geometry]);\n\n const { material, modifiedPositions, modifiedUvs } = useMaterial({\n size,\n dpr: _dpr.shader,\n geometry: morphGeometry,\n positions,\n uvs,\n mapArray,\n onBeforeInit,\n });\n\n const { points, interactiveMesh } = useCreateObject({\n scene,\n geometry: morphGeometry,\n material,\n });\n\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n\n const updateUniform = useCallback(\n (rootState, newParams, customParams) => {\n if (rootState) {\n updateValue(\n \"uTime\",\n newParams?.beat || rootState.clock.getElapsedTime()\n );\n }\n if (newParams === undefined) {\n return;\n }\n updateValue(\"uMorphProgress\", newParams.morphProgress);\n updateValue(\"uBlurAlpha\", newParams.blurAlpha);\n updateValue(\"uBlurRadius\", newParams.blurRadius);\n updateValue(\"uPointSize\", newParams.pointSize);\n updateValue(\"uPointAlpha\", newParams.pointAlpha);\n if (newParams.picture) {\n updateValue(\"uPicture\", newParams.picture);\n updateValue(\"uIsPicture\", true);\n } else if (newParams.picture === false) {\n updateValue(\"uIsPicture\", false);\n }\n if (newParams.alphaPicture) {\n updateValue(\"uAlphaPicture\", newParams.alphaPicture);\n updateValue(\"uIsAlphaPicture\", true);\n } else if (newParams.alphaPicture === false) {\n updateValue(\"uIsAlphaPicture\", false);\n }\n updateValue(\"uColor0\", newParams.color0);\n updateValue(\"uColor1\", newParams.color1);\n updateValue(\"uColor2\", newParams.color2);\n updateValue(\"uColor3\", newParams.color3);\n if (newParams.map) {\n updateValue(\"uMap\", newParams.map);\n updateValue(\"uIsMap\", true);\n } else if (newParams.map === false) {\n updateValue(\"uIsMap\", false);\n }\n if (newParams.alphaMap) {\n updateValue(\"uAlphaMap\", newParams.alphaMap);\n updateValue(\"uIsAlphaMap\", true);\n } else if (newParams.alphaMap === false) {\n updateValue(\"uIsAlphaMap\", false);\n }\n updateValue(\"uWobbleStrength\", newParams.wobbleStrength);\n updateValue(\n \"uWobblePositionFrequency\",\n newParams.wobblePositionFrequency\n );\n updateValue(\"uWobbleTimeFrequency\", newParams.wobbleTimeFrequency);\n updateValue(\"uWarpStrength\", newParams.warpStrength);\n updateValue(\"uWarpPositionFrequency\", newParams.warpPositionFrequency);\n updateValue(\"uWarpTimeFrequency\", newParams.warpTimeFrequency);\n if (newParams.displacement) {\n updateValue(\"uDisplacement\", newParams.displacement);\n updateValue(\"uIsDisplacement\", true);\n } else if (newParams.displacement === false) {\n updateValue(\"uIsDisplacement\", false);\n }\n updateValue(\"uDisplacementIntensity\", newParams.displacementIntensity);\n updateValue(\n \"uDisplacementColorIntensity\",\n newParams.displacementColorIntensity\n );\n updateValue(\"uSizeRandomIntensity\", newParams.sizeRandomIntensity);\n updateValue(\n \"uSizeRandomTimeFrequency\",\n newParams.sizeRandomTimeFrequency\n );\n updateValue(\"uSizeRandomMin\", newParams.sizeRandomMin);\n updateValue(\"uSizeRandomMax\", newParams.sizeRandomMax);\n updateValue(\"uDivergence\", newParams.divergence);\n updateValue(\"uDivergencePoint\", newParams.divergencePoint);\n\n updateCustomValue(customParams);\n },\n [updateValue, updateCustomValue]\n );\n\n return [\n updateUniform,\n {\n points,\n interactiveMesh,\n positions: modifiedPositions,\n uvs: modifiedUvs,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { HooksReturn } from \"../../types\";\nimport {\n useCreateMorphParticles,\n UseCreateMorphParticlesProps,\n} from \"./useCreateMorphParticles\";\nimport { HooksProps3D } from \"../types\";\nimport { InteractiveMesh, MorphParticlePoints } from \"./utils/useCreateObject\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { CustomParams } from \"../../../utils/setUniforms\";\n\nexport type MorphParticlesParams = {\n /** progress value to morph vertices,0~1 */\n morphProgress?: number;\n blurAlpha?: number;\n blurRadius?: number;\n pointSize?: number;\n /** default : `1` */\n pointAlpha?: number;\n /** Since the color is extracted based on the attribute `uv`, the intended behavior will not occur if there is no uv in the attribute. */\n picture?: THREE.Texture | false;\n /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. It also affects the size of the point. default : `false` */\n alphaPicture?: THREE.Texture | false;\n color0?: THREE.Color;\n color1?: THREE.Color;\n color2?: THREE.Color;\n color3?: THREE.Color;\n /** This maps to point,texture */\n map?: THREE.Texture | false;\n /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. default : `false` */\n alphaMap?: THREE.Texture | false;\n /** If ​​wobbleStrength is set to 0, wobble will stop. It will also affect noise calculation, default : `0` */\n wobbleStrength?: number;\n wobblePositionFrequency?: number;\n wobbleTimeFrequency?: number;\n /** default : `0` */\n warpStrength?: number;\n warpPositionFrequency?: number;\n warpTimeFrequency?: number;\n /** Manipulate the vertices using the color channels of this texture. The strength of the displacement changes depending on the g channel of this texture */\n displacement?: THREE.Texture | false;\n /** Strength of displacement. The strength of displacement depends on g ch, but is the value multiplied by it , default : `1` */\n displacementIntensity?: number;\n /** Strength to reflect color ch of displacement texture */\n displacementColorIntensity?: number;\n /** If set to 0, noise calculation stops, default : `0` */\n sizeRandomIntensity?: number;\n sizeRandomTimeFrequency?: number;\n sizeRandomMin?: number;\n sizeRandomMax?: number;\n /** Divergence rate of a point. Negative cases are dense, positive cases are divergent, default : `0` */\n divergence?: number;\n /** Divergence centre point, default : `THREE.Vector3(0)` */\n divergencePoint?: THREE.Vector3;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n};\n\nexport type MorphParticlesObject = {\n scene: THREE.Scene;\n points: MorphParticlePoints;\n interactiveMesh: InteractiveMesh;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n positions: Float32Array[];\n uvs: Float32Array[];\n};\n\nexport const MORPHPARTICLES_PARAMS: MorphParticlesParams = Object.freeze({\n morphProgress: 0,\n blurAlpha: 0.9,\n blurRadius: 0.05,\n pointSize: 0.05,\n pointAlpha: 1,\n picture: false,\n alphaPicture: false,\n color0: new THREE.Color(0xff0000),\n color1: new THREE.Color(0x00ff00),\n color2: new THREE.Color(0x0000ff),\n color3: new THREE.Color(0xffff00),\n map: false,\n alphaMap: false,\n wobbleStrength: 0.0,\n wobblePositionFrequency: 0.5,\n wobbleTimeFrequency: 0.5,\n warpStrength: 0.0,\n warpPositionFrequency: 0.5,\n warpTimeFrequency: 0.5,\n displacement: false,\n displacementIntensity: 1,\n displacementColorIntensity: 0,\n sizeRandomIntensity: 0,\n sizeRandomTimeFrequency: 0.2,\n sizeRandomMin: 0.5,\n sizeRandomMax: 1.5,\n divergence: 0,\n divergencePoint: new THREE.Vector3(0),\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useMorphParticles = ({\n size,\n dpr,\n isSizeUpdate,\n renderTargetOptions,\n camera,\n geometry,\n positions,\n uvs,\n onBeforeInit,\n}: HooksProps3D & UseCreateMorphParticlesProps): HooksReturn<\n MorphParticlesParams,\n MorphParticlesObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const [\n updateUniform,\n {\n points,\n interactiveMesh,\n positions: generatedPositions,\n uvs: generatedUvs,\n },\n ] = useCreateMorphParticles({\n scene,\n size,\n dpr,\n geometry,\n positions,\n uvs,\n onBeforeInit,\n });\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n depthBuffer: true,\n ...renderTargetOptions,\n });\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: MorphParticlesParams,\n customParams?: CustomParams\n ) => {\n updateUniform(rootState, newParams, customParams);\n return updateRenderTarget(rootState.gl);\n },\n [updateRenderTarget, updateUniform]\n );\n\n const updateParams = useCallback(\n (newParams?: MorphParticlesParams, customParams?: CustomParams) => {\n updateUniform(null, newParams, customParams);\n },\n [updateUniform]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene,\n points,\n interactiveMesh,\n renderTarget,\n output: renderTarget.texture,\n positions: generatedPositions,\n uvs: generatedUvs,\n },\n ];\n};\n","import * as THREE from \"three\";\n\nexport const rewriteVertexShader = (\n parameters: THREE.WebGLProgramParametersWithUniforms\n) => {\n const isDepth = parameters.shaderType === \"MeshDepthMaterial\";\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"#include \",\n `\n\t\t\tvec3 objectNormal = usf_Normal;\n\t\t\t#ifdef USE_TANGENT\n\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t#endif\n\t\t`\n );\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"#include \",\n `\n\t\t\tvec3 transformed = usf_Position;\n\t\t\t#ifdef USE_ALPHAHASH\n\t\t\tvPosition = vec3( position );\n\t\t\t#endif\n\t\t`\n );\n\n parameters.vertexShader = parameters.vertexShader.replace(\n \"void main() {\",\n `\n\t\tuniform float uTime;\n\t\tuniform float uWobblePositionFrequency;\n\t\tuniform float uWobbleTimeFrequency;\n\t\tuniform float uWobbleStrength;\n\t\tuniform float uWarpPositionFrequency;\n\t\tuniform float uWarpTimeFrequency;\n\t\tuniform float uWarpStrength;\n\n\t\t${isDepth ? \"attribute vec4 tangent;\" : \"\"}\n\t\t\n\t\tvarying float vWobble;\n\t\tvarying vec2 vPosition;\n\t\t\n\t\t// edge\n\t\tvarying vec3 vEdgeNormal;\n\t\tvarying vec3 vEdgeViewPosition;\n\n\t\t#usf \n\n\t\tvoid main() {\n\t\t\n\t\t\tvec3 usf_Position = position;\n\t\t\tvec3 usf_Normal = normal;\n\t\t\tvec3 biTangent = cross(normal, tangent.xyz);\n\t\t\t\n\t\t\t// Neighbours positions\n\t\t\tfloat shift = 0.01;\n\t\t\tvec3 positionA = usf_Position + tangent.xyz * shift;\n\t\t\tvec3 positionB = usf_Position + biTangent * shift;\n\t\t\t\n\t\t\t// wobble\n\t\t\tfloat wobble = (uWobbleStrength > 0.) ? getWobble(usf_Position) : 0.0;\n\t\t\tfloat wobblePositionA = (uWobbleStrength > 0.) ? getWobble(positionA) : 0.0;\n\t\t\tfloat wobblePositionB = (uWobbleStrength > 0.) ? getWobble(positionB) : 0.0;\n\t\t\t\n\t\t\tusf_Position += wobble * normal;\n\t\t\tpositionA += wobblePositionA * normal;\n\t\t\tpositionB += wobblePositionB * normal;\n\n\t\t\t// Compute normal\n\t\t\tvec3 toA = normalize(positionA - usf_Position);\n\t\t\tvec3 toB = normalize(positionB - usf_Position);\n\t\t\tusf_Normal = cross(toA, toB);\n\t\t\t\n\t\t\t// Varying\n\t\t\tvPosition = usf_Position.xy;\n\t\t\tvWobble = wobble/uWobbleStrength;\n\t\t\t\n\t\t\tvEdgeNormal = normalize(normalMatrix * usf_Normal);\n\t\t\tvec4 viewPosition = viewMatrix * modelMatrix * vec4(usf_Position, 1.0);\n\t\t\tvEdgeViewPosition = normalize(viewPosition.xyz);\n\t\t`\n );\n};\n","import * as THREE from \"three\";\n\nexport const rewriteFragmentShader = (\n parameters: THREE.WebGLProgramParametersWithUniforms\n) => {\n // diffuse color , Manipulate color mixing ratio with `uColorMix`\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `\n\t\t\t#include \n\n\t\t\tif (uEdgeThreshold > 0.0) {\n\t\t\t\tfloat edgeThreshold = dot(vEdgeNormal, -vEdgeViewPosition);\n\t\t\t\tdiffuseColor = edgeThreshold < uEdgeThreshold ? vec4(uEdgeColor, 1.0) : mix(diffuseColor, usf_DiffuseColor, uColorMix);\n\t\t\t} else {\n\t\t\t\tdiffuseColor = mix(diffuseColor, usf_DiffuseColor, uColorMix);\n\t\t\t}\n\t\t`\n );\n\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"void main() {\",\n `\n\t\t\tuniform vec3 uColor0;\n\t\t\tuniform vec3 uColor1;\n\t\t\tuniform vec3 uColor2;\n\t\t\tuniform vec3 uColor3;\n\t\t\tuniform float uColorMix;\n\t\t\tuniform float uEdgeThreshold;\n\t\t\tuniform vec3 uEdgeColor;\n\t\t\t\n\t\t\t// transmission\n\t\t\tuniform float uChromaticAberration; \n\t\t\tuniform float uAnisotropicBlur; \n\t\t\tuniform float uTime;\n\t\t\tuniform float uDistortion;\n\t\t\tuniform float uDistortionScale;\n\t\t\tuniform float uTemporalDistortion;\n\t\t\tuniform float uRefractionSamples;\n\t\t\t\n\t\t\tfloat rand(float n){return fract(sin(n) * 43758.5453123);}\n\t\t\t\n\t\t\t#usf \n\n\t\t\tvarying float vWobble;\n\t\t\tvarying vec2 vPosition;\n\t\t\tvarying vec3 vEdgeNormal;\n\t\t\tvarying vec3 vEdgeViewPosition;\n\t\t\t\n\t\t\tvoid main(){\n\t\t\t\t\n\t\t\t\tvec4 usf_DiffuseColor = vec4(1.0);\n\t\t\t\tfloat colorWobbleMix = smoothstep(-1.,1.,vWobble);\n\t\t\t\tvec2 colorPosMix = vec2(smoothstep(-1.,1.,vPosition.x),smoothstep(-1.,1.,vPosition.y));\n\t\t\t\n\t\t\t\tusf_DiffuseColor.rgb = mix(mix(uColor0, uColor1, colorPosMix.x), mix(uColor2, uColor3, colorPosMix.y), colorWobbleMix);\n\t\t`\n );\n};\n","#ifdef USE_TRANSMISSION\n\n\t// Transmission code is based on glTF-Sampler-Viewer\n\t// https://github.com/KhronosGroup/glTF-Sample-Viewer\n\n\tuniform float _transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tuniform sampler2D transmissionMap;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tuniform sampler2D thicknessMap;\n\n\t#endif\n\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\n\tvarying vec3 vWorldPosition;\n\n\t// Mipped Bicubic Texture Filtering by N8\n\t// https://www.shadertoy.com/view/Dl2SDW\n\n\tfloat w0( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w1( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\n\t}\n\n\tfloat w2( float a ){\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\n\t}\n\n\tfloat w3( float a ) {\n\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\n\t}\n\n\t// g0 and g1 are the two amplitude functions\n\tfloat g0( float a ) {\n\n\t\treturn w0( a ) + w1( a );\n\n\t}\n\n\tfloat g1( float a ) {\n\n\t\treturn w2( a ) + w3( a );\n\n\t}\n\n\t// h0 and h1 are the two offset functions\n\tfloat h0( float a ) {\n\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\n\t}\n\n\tfloat h1( float a ) {\n\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\n\t}\n\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\n\t\tuv = uv * texelSize.zw + 0.5;\n\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\n\t}\n\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\n\t}\n\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\n\t\t// Direction of refracted light.\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\n\t\t// Compute rotation-independant scaling of the model matrix.\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\n\t\t// The thickness is specified in local space.\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\n\t}\n\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\n\t\t// Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n\t\t// an IOR of 1.5 results in the default amount of microfacet refraction.\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\n\t}\n\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\n\t}\n\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tif ( isinf( attenuationDistance ) ) {\n\n\t\t\t// Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n\t\t\treturn vec3( 1.0 );\n\n\t\t} else {\n\n\t\t\t// Compute light attenuation using Beer's law.\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n\t\t\treturn transmittance;\n\n\t\t}\n\n\t}\n\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\n\t\t// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\n\t\t// Sample framebuffer to get pixel the refracted ray hits.\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\n\t\t// Get the specular component.\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\n\t\t// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job \n\t\t// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\n\t}\n#endif","#ifdef USE_TRANSMISSION\n\nmaterial.transmission = _transmission;\nmaterial.transmissionAlpha = 1.0;\nmaterial.thickness = thickness;\nmaterial.attenuationDistance = attenuationDistance;\nmaterial.attenuationColor = attenuationColor;\n\n#ifdef USE_TRANSMISSIONMAP\n\n\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\n#endif\n\n#ifdef USE_THICKNESSMAP\n\n\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\n#endif\n\nvec3 pos = vWorldPosition;\n\nvec3 v = normalize( cameraPosition - pos );\nvec3 n = inverseTransformDirection( normal, viewMatrix );\n\nvec4 transmitted = getIBLVolumeRefraction(\n\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\tmaterial.attenuationColor, material.attenuationDistance );\n\nmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\n// Custom from here\nfloat runningSeed = 0.0;\nvec3 transmission = vec3(0.0);\nfloat transmissionR, transmissionB, transmissionG;\nfloat randomCoords = rand(runningSeed++);\nfloat thickness_smear = thickness * max(pow(roughnessFactor, 0.33), uAnisotropicBlur);\nvec3 distortionNormal = vec3(0.0);\nvec3 temporalOffset = vec3(uTime, -uTime, -uTime) * uTemporalDistortion;\n\nif (uDistortion > 0.0) {\n\tdistortionNormal = uDistortion * vec3(snoiseFractal(vec3((pos * uDistortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * uDistortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * uDistortionScale + temporalOffset)));\n}\n\nfor (float i = 0.0; i < uRefractionSamples; i ++) {\n\tvec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5)) * pow(rand(runningSeed++), 0.33) + distortionNormal);\n\t\n\ttransmissionR = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).r;\n\ttransmissionG = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + uChromaticAberration * (i + randomCoords) / uRefractionSamples) , material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).g;\n\ttransmissionB = getIBLVolumeRefraction(\n\t\tsampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * uChromaticAberration * (i + randomCoords) / uRefractionSamples), material.thickness + thickness_smear * (i + randomCoords) / uRefractionSamples,\n\t\tmaterial.attenuationColor, material.attenuationDistance\n\t).b;\n\ttransmission.r += transmissionR;\n\ttransmission.g += transmissionG;\n\ttransmission.b += transmissionB;\n}\n\ntransmission /= uRefractionSamples;\n// to here\n\ntotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n\n#endif","import * as THREE from \"three\";\nimport transmission_pars_fragment from \"../shaders/transmission_pars_fragment.glsl\";\nimport transmission_fragment from \"../shaders/transmission_fragment.glsl\";\n\nexport const resolveEachMaterial = ({\n mat,\n isCustomTransmission,\n parameters,\n}: {\n mat: THREE.Material;\n isCustomTransmission: boolean;\n parameters: THREE.WebGLProgramParametersWithUniforms;\n}) => {\n // custom transmission\n if (mat.type === \"MeshPhysicalMaterial\" && isCustomTransmission) {\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `${transmission_pars_fragment}`\n );\n\n parameters.fragmentShader = parameters.fragmentShader.replace(\n \"#include \",\n `${transmission_fragment}`\n );\n }\n\n // if normalMap is defined, don't add tangent attribute\n if (!(mat as any).normalMap) {\n parameters.vertexShader = parameters.vertexShader.replace(\n \"void main() {\",\n `\n\t\t\t\tattribute vec4 tangent;\n\t\t\t\t\n\t\t\t\tvoid main() {\n\t\t\t`\n );\n }\n};\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\nimport { WOBBLE3D_PARAMS } from \".\";\nimport { MaterialProps, OnBeforeInitParameters } from \"../../types\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\nimport { rewriteVertexShader } from \"./utils/rewriteVertexShader\";\nimport { rewriteFragmentShader } from \"./utils/rewriteFragmentShader\";\nimport { resolveEachMaterial } from \"./utils/resolveEachMaterial\";\n\nexport class Wobble3DMaterial extends THREE.Material {\n uniforms!: {\n uTime: { value: number };\n uWobblePositionFrequency: { value: number };\n uWobbleTimeFrequency: { value: number };\n uWobbleStrength: { value: number };\n uWarpPositionFrequency: { value: number };\n uWarpTimeFrequency: { value: number };\n uWarpStrength: { value: number };\n uColor0: { value: THREE.Color };\n uColor1: { value: THREE.Color };\n uColor2: { value: THREE.Color };\n uColor3: { value: THREE.Color };\n uColorMix: { value: number };\n uEdgeThreshold: { value: number };\n uEdgeColor: { value: THREE.Color };\n uChromaticAberration: { value: number };\n uAnisotropicBlur: { value: number };\n uDistortion: { value: number };\n uDistortionScale: { value: number };\n uTemporalDistortion: { value: number };\n uRefractionSamples: { value: number };\n };\n}\n\nexport type WobbleMaterialConstructor = new (opts: {\n [key: string]: any;\n}) => THREE.Material;\n\ntype WobbleMaterialParams =\n ConstructorParameters[0];\n\nexport interface WobbleMaterialProps\n extends MaterialProps {\n /** default:THREE.MeshPhysicalMaterial */\n baseMaterial?: T;\n materialParameters?: WobbleMaterialParams;\n depthOnBeforeInit?: (parameters: OnBeforeInitParameters) => void;\n /**\n * Whether to apply more advanced `transmission` or not. valid only for `MeshPhysicalMaterial`. This is a function referring to `drei/MeshTransmissionMaterial`, default : `false`\n * @link https://github.com/pmndrs/drei?tab=readme-ov-file#meshtransmissionmaterial\n * */\n isCustomTransmission?: boolean;\n /** Whether to initialise `MeshDepthMaterial` or not , default : `false` */\n depth?: boolean;\n}\n\nexport const useMaterial = ({\n baseMaterial,\n materialParameters,\n isCustomTransmission = false,\n onBeforeInit,\n depthOnBeforeInit,\n depth = false,\n}: WobbleMaterialProps) => {\n const { material, depthMaterial } = useMemo(() => {\n const mat = new (baseMaterial || THREE.MeshPhysicalMaterial)(\n materialParameters || {}\n );\n\n Object.assign(mat.userData, {\n uniforms: {\n uTime: { value: 0 },\n uWobblePositionFrequency: {\n value: WOBBLE3D_PARAMS.wobblePositionFrequency,\n },\n uWobbleTimeFrequency: {\n value: WOBBLE3D_PARAMS.wobbleTimeFrequency,\n },\n uWobbleStrength: { value: WOBBLE3D_PARAMS.wobbleStrength },\n uWarpPositionFrequency: {\n value: WOBBLE3D_PARAMS.warpPositionFrequency,\n },\n uWarpTimeFrequency: { value: WOBBLE3D_PARAMS.warpTimeFrequency },\n uWarpStrength: { value: WOBBLE3D_PARAMS.warpStrength },\n uColor0: { value: WOBBLE3D_PARAMS.color0 },\n uColor1: { value: WOBBLE3D_PARAMS.color1 },\n uColor2: { value: WOBBLE3D_PARAMS.color2 },\n uColor3: { value: WOBBLE3D_PARAMS.color3 },\n uColorMix: { value: WOBBLE3D_PARAMS.colorMix },\n uEdgeThreshold: { value: WOBBLE3D_PARAMS.edgeThreshold },\n uEdgeColor: { value: WOBBLE3D_PARAMS.edgeColor },\n uChromaticAberration: {\n value: WOBBLE3D_PARAMS.chromaticAberration,\n },\n uAnisotropicBlur: { value: WOBBLE3D_PARAMS.anisotropicBlur },\n uDistortion: { value: WOBBLE3D_PARAMS.distortion },\n uDistortionScale: { value: WOBBLE3D_PARAMS.distortionScale },\n uTemporalDistortion: { value: WOBBLE3D_PARAMS.temporalDistortion },\n uRefractionSamples: { value: WOBBLE3D_PARAMS.refractionSamples },\n transmission: { value: 0 },\n _transmission: { value: 1 },\n transmissionMap: { value: null },\n },\n });\n\n mat.onBeforeCompile = (parameters) => {\n rewriteVertexShader(parameters);\n\n rewriteFragmentShader(parameters);\n\n resolveEachMaterial({\n parameters,\n mat,\n isCustomTransmission,\n });\n\n const cutomizedParams = createMaterialParameters(\n {\n fragmentShader: parameters.fragmentShader,\n vertexShader: parameters.vertexShader,\n // Because wobble3D uses userData to update uniforms.\n uniforms: mat.userData.uniforms,\n },\n onBeforeInit\n );\n parameters.fragmentShader = cutomizedParams.fragmentShader;\n parameters.vertexShader = cutomizedParams.vertexShader;\n Object.assign(parameters.uniforms, cutomizedParams.uniforms);\n };\n mat.needsUpdate = true;\n\n /*===============================================\n\t\tdepthMaterial\n\t\t===============================================*/\n let depthMat = null;\n if (depth) {\n depthMat = new THREE.MeshDepthMaterial({\n depthPacking: THREE.RGBADepthPacking,\n });\n depthMat.onBeforeCompile = (parameters) => {\n Object.assign(parameters.uniforms, mat.userData.uniforms);\n rewriteVertexShader(parameters);\n createMaterialParameters(parameters, depthOnBeforeInit);\n };\n depthMat.needsUpdate = true;\n }\n\n return { material: mat, depthMaterial: depthMat };\n }, [\n materialParameters,\n baseMaterial,\n onBeforeInit,\n depthOnBeforeInit,\n isCustomTransmission,\n depth,\n ]);\n\n // Only the depthMaterial is disposed of because the material is disposed of by useAddObject.\n useEffect(() => {\n return () => {\n if (depthMaterial) depthMaterial.dispose();\n };\n }, [depthMaterial]);\n\n return {\n material: material as Wobble3DMaterial,\n depthMaterial,\n };\n};\n","import * as THREE from \"three\";\nimport { RootState } from \"@react-three/fiber\";\nimport { mergeVertices } from \"three-stdlib\";\nimport {\n useMaterial,\n Wobble3DMaterial,\n WobbleMaterialProps,\n WobbleMaterialConstructor,\n} from \"./useMaterial\";\nimport { Wobble3DParams } from \".\";\nimport {\n setUniform,\n setCustomUniform,\n CustomParams,\n} from \"../../../utils/setUniforms\";\nimport { useCallback, useMemo } from \"react\";\nimport { useAddObject } from \"../../../utils/useAddObject\";\nimport { Create3DHooksProps } from \"../types\";\n\nexport type UseCreateWobble3DProps = {\n /** default : `THREE.IcosahedronGeometry(2,20)` */\n geometry?: THREE.BufferGeometry;\n};\n\ntype UpdateUniform = (\n rootState: RootState | null,\n newParams?: Wobble3DParams,\n customParams?: CustomParams\n) => void;\n\ntype UseCreateWobble3DReturn = [\n UpdateUniform,\n {\n mesh: THREE.Mesh;\n depthMaterial: THREE.MeshDepthMaterial | null;\n }\n];\n\nexport const useCreateWobble3D = ({\n scene = false,\n geometry,\n isCustomTransmission,\n baseMaterial,\n materialParameters,\n depth,\n onBeforeInit,\n depthOnBeforeInit,\n}: UseCreateWobble3DProps &\n Create3DHooksProps &\n WobbleMaterialProps): UseCreateWobble3DReturn => {\n const wobbleGeometry = useMemo(() => {\n let geo = geometry || new THREE.IcosahedronGeometry(2, 20);\n geo = mergeVertices(geo);\n geo.computeTangents();\n return geo;\n }, [geometry]);\n const { material, depthMaterial } = useMaterial({\n baseMaterial,\n materialParameters,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n });\n\n const mesh = useAddObject(scene, wobbleGeometry, material, THREE.Mesh);\n\n const userData = material.userData as Wobble3DMaterial;\n\n const updateValue = setUniform(userData);\n const updateCustomValue = setCustomUniform(userData);\n\n const updateUniform = useCallback(\n (rootState, newParams, customParams) => {\n if (rootState) {\n updateValue(\n \"uTime\",\n newParams?.beat || rootState.clock.getElapsedTime()\n );\n }\n if (newParams === undefined) {\n return;\n }\n updateValue(\"uWobbleStrength\", newParams.wobbleStrength);\n updateValue(\n \"uWobblePositionFrequency\",\n newParams.wobblePositionFrequency\n );\n updateValue(\"uWobbleTimeFrequency\", newParams.wobbleTimeFrequency);\n updateValue(\"uWarpStrength\", newParams.warpStrength);\n updateValue(\"uWarpPositionFrequency\", newParams.warpPositionFrequency);\n updateValue(\"uWarpTimeFrequency\", newParams.warpTimeFrequency);\n updateValue(\"uColor0\", newParams.color0);\n updateValue(\"uColor1\", newParams.color1);\n updateValue(\"uColor2\", newParams.color2);\n updateValue(\"uColor3\", newParams.color3);\n updateValue(\"uColorMix\", newParams.colorMix);\n updateValue(\"uEdgeThreshold\", newParams.edgeThreshold);\n updateValue(\"uEdgeColor\", newParams.edgeColor);\n updateValue(\"uChromaticAberration\", newParams.chromaticAberration);\n updateValue(\"uAnisotropicBlur\", newParams.anisotropicBlur);\n updateValue(\"uDistortion\", newParams.distortion);\n updateValue(\"uDistortionScale\", newParams.distortionScale);\n updateValue(\"uRefractionSamples\", newParams.refractionSamples);\n updateValue(\"uTemporalDistortion\", newParams.temporalDistortion);\n\n updateCustomValue(customParams);\n },\n [updateValue, updateCustomValue]\n );\n\n return [\n updateUniform,\n {\n mesh,\n depthMaterial,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo } from \"react\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../../utils/useSingleFBO\";\nimport { HooksReturn } from \"../../types\";\nimport { useCreateWobble3D, UseCreateWobble3DProps } from \"./useCreateWobble3D\";\nimport { WobbleMaterialProps, WobbleMaterialConstructor } from \"./useMaterial\";\nimport { HooksProps3D } from \"../types\";\nimport { getDpr } from \"../../../utils/getDpr\";\nimport { CustomParams } from \"../../../utils/setUniforms\";\n\nexport type Wobble3DParams = {\n /** default : `0.3` */\n wobbleStrength?: number;\n /** default : `0.3` */\n wobblePositionFrequency?: number;\n /** default : `0.3` */\n wobbleTimeFrequency?: number;\n /** default : `0.3` */\n warpStrength?: number;\n /** default : `0.3` */\n warpPositionFrequency?: number;\n /** default : `0.3` */\n warpTimeFrequency?: number;\n color0?: THREE.Color;\n color1?: THREE.Color;\n color2?: THREE.Color;\n color3?: THREE.Color;\n /** Mixing ratio with the material's original output color, 0~1 , defaulat : `1` */\n colorMix?: number;\n /** Threshold of edge. 0 for edge disabled, default : `0` */\n edgeThreshold?: number;\n /** Color of edge. default : `0x000000` */\n edgeColor?: THREE.Color;\n /** you can get into the rhythm ♪ , default : `false` */\n beat?: number | false;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n chromaticAberration?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n anisotropicBlur?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */\n distortion?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */\n distortionScale?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */\n temporalDistortion?: number;\n /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `6` */\n refractionSamples?: number;\n};\n\nexport type Wobble3DObject = {\n scene: THREE.Scene;\n mesh: THREE.Mesh;\n depthMaterial: THREE.MeshDepthMaterial | null;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n};\n\nexport const WOBBLE3D_PARAMS: Wobble3DParams = Object.freeze({\n wobbleStrength: 0.3,\n wobblePositionFrequency: 0.3,\n wobbleTimeFrequency: 0.3,\n warpStrength: 0.3,\n warpPositionFrequency: 0.3,\n warpTimeFrequency: 0.3,\n color0: new THREE.Color(0xff0000),\n color1: new THREE.Color(0x00ff00),\n color2: new THREE.Color(0x0000ff),\n color3: new THREE.Color(0xffff00),\n colorMix: 1,\n edgeThreshold: 0.0,\n edgeColor: new THREE.Color(0x000000),\n chromaticAberration: 0.1,\n anisotropicBlur: 0.1,\n distortion: 0.0,\n distortionScale: 0.1,\n temporalDistortion: 0.0,\n refractionSamples: 6,\n beat: false,\n});\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx\n */\nexport const useWobble3D = ({\n size,\n dpr,\n renderTargetOptions,\n isSizeUpdate,\n camera,\n geometry,\n baseMaterial,\n materialParameters,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n}: HooksProps3D & UseCreateWobble3DProps & WobbleMaterialProps): HooksReturn<\n Wobble3DParams,\n Wobble3DObject,\n CustomParams\n> => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n\n const [updateUniform, { mesh, depthMaterial }] = useCreateWobble3D({\n baseMaterial,\n materialParameters,\n scene,\n geometry,\n isCustomTransmission,\n onBeforeInit,\n depthOnBeforeInit,\n depth,\n });\n\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n depthBuffer: true,\n ...renderTargetOptions,\n });\n\n const updateFx = useCallback(\n (\n RootState: RootState,\n newParams?: Wobble3DParams,\n customParams?: CustomParams\n ) => {\n updateUniform(RootState, newParams, customParams);\n return updateRenderTarget(RootState.gl);\n },\n [updateRenderTarget, updateUniform]\n );\n\n const updateParams = useCallback(\n (newParams?: Wobble3DParams, customParams?: CustomParams) => {\n updateUniform(null, newParams, customParams);\n },\n [updateUniform]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene,\n mesh,\n depthMaterial,\n renderTarget,\n output: renderTarget.texture,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useEffect, useMemo } from \"react\";\n\n/** Generate mesh from geometry and material and add to scene */\nexport const useAddMesh = (\n scene: THREE.Scene,\n geometry: THREE.BufferGeometry,\n material: THREE.Material\n) => {\n const mesh = useMemo(() => {\n const mesh = new THREE.Mesh(geometry, material);\n scene.add(mesh);\n return mesh;\n }, [geometry, material, scene]);\n\n useEffect(() => {\n return () => {\n scene.remove(mesh);\n geometry.dispose();\n material.dispose();\n };\n }, [scene, geometry, material, mesh]);\n\n return mesh;\n};\n","import { useMemo, useRef } from \"react\";\nimport { Size } from \"../fxs/types\";\n\nconst checkUpdate = (\n currentW: number,\n currentH: number,\n memoW: number,\n memoH: number,\n threshold: number,\n boundFor: \"smaller\" | \"larger\" | \"both\"\n) => {\n const isSmaller =\n currentW < memoW - threshold || currentH < memoH - threshold;\n const isLarger =\n currentW > memoW + threshold || currentH > memoH + threshold;\n\n return (\n (boundFor === \"smaller\" && isSmaller) ||\n (boundFor === \"larger\" && isLarger) ||\n (boundFor === \"both\" && (isSmaller || isLarger))\n );\n};\n\nexport const useResizeBoundary = ({\n size,\n boundFor,\n threshold,\n}: {\n size: Size;\n boundFor: \"smaller\" | \"larger\" | \"both\";\n threshold: number;\n}) => {\n const memorizedSize = useRef(size);\n\n const isBeyondBoundary = useMemo(() => {\n const { width: currentW, height: currentH } = size;\n const { width: memoW, height: memoH } = memorizedSize.current;\n\n const isUpdate = checkUpdate(\n currentW,\n currentH,\n memoW,\n memoH,\n threshold,\n boundFor\n );\n\n if (isUpdate) {\n memorizedSize.current = size;\n }\n return isUpdate;\n }, [size, boundFor, threshold]);\n\n return isBeyondBoundary;\n};\n","export type EasingTypes =\n | \"easeInSine\"\n | \"easeOutSine\"\n | \"easeInOutSine\"\n | \"easeInQuad\"\n | \"easeOutQuad\"\n | \"easeInOutQuad\"\n | \"easeInCubic\"\n | \"easeOutCubic\"\n | \"easeInOutCubic\"\n | \"easeInQuart\"\n | \"easeOutQuart\"\n | \"easeInOutQuart\"\n | \"easeInQuint\"\n | \"easeOutQuint\"\n | \"easeInOutQuint\"\n | \"easeInExpo\"\n | \"easeOutExpo\"\n | \"easeInOutExpo\"\n | \"easeInCirc\"\n | \"easeOutCirc\"\n | \"easeInOutCirc\"\n | \"easeInBack\"\n | \"easeOutBack\"\n | \"easeInOutBack\"\n | \"easeInElastic\"\n | \"easeOutElastic\"\n | \"easeInOutElastic\"\n | \"easeInBounce\"\n | \"easeOutBounce\"\n | \"easeInOutBounce\";\n\ntype EasingFunctions = {\n [K in EasingTypes]: (x: number) => number;\n};\n\n/**\n * from https://github.com/ai/easings.net\n */\nexport const Easing: EasingFunctions = Object.freeze({\n easeInSine(x: number): number {\n return 1 - Math.cos((x * Math.PI) / 2);\n },\n easeOutSine(x: number): number {\n return Math.sin((x * Math.PI) / 2);\n },\n easeInOutSine(x: number): number {\n return -(Math.cos(Math.PI * x) - 1) / 2;\n },\n easeInQuad(x: number): number {\n return x * x;\n },\n easeOutQuad(x: number): number {\n return 1 - (1 - x) * (1 - x);\n },\n easeInOutQuad(x: number): number {\n return x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2;\n },\n easeInCubic(x: number): number {\n return x * x * x;\n },\n easeOutCubic(x: number): number {\n return 1 - Math.pow(1 - x, 3);\n },\n easeInOutCubic(x: number): number {\n return x < 0.5 ? 4 * x * x * x : 1 - Math.pow(-2 * x + 2, 3) / 2;\n },\n easeInQuart(x: number): number {\n return x * x * x * x;\n },\n easeOutQuart(x: number): number {\n return 1 - Math.pow(1 - x, 4);\n },\n easeInOutQuart(x: number): number {\n return x < 0.5 ? 8 * x * x * x * x : 1 - Math.pow(-2 * x + 2, 4) / 2;\n },\n easeInQuint(x: number): number {\n return x * x * x * x * x;\n },\n easeOutQuint(x: number): number {\n return 1 - Math.pow(1 - x, 5);\n },\n easeInOutQuint(x: number): number {\n return x < 0.5 ? 16 * x * x * x * x * x : 1 - Math.pow(-2 * x + 2, 5) / 2;\n },\n easeInExpo(x: number): number {\n return x === 0 ? 0 : Math.pow(2, 10 * x - 10);\n },\n easeOutExpo(x: number): number {\n return x === 1 ? 1 : 1 - Math.pow(2, -10 * x);\n },\n easeInOutExpo(x: number): number {\n return x === 0\n ? 0\n : x === 1\n ? 1\n : x < 0.5\n ? Math.pow(2, 20 * x - 10) / 2\n : (2 - Math.pow(2, -20 * x + 10)) / 2;\n },\n easeInCirc(x: number): number {\n return 1 - Math.sqrt(1 - Math.pow(x, 2));\n },\n easeOutCirc(x: number): number {\n return Math.sqrt(1 - Math.pow(x - 1, 2));\n },\n easeInOutCirc(x: number): number {\n return x < 0.5\n ? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2\n : (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2;\n },\n easeInBack(x: number): number {\n const c1 = 1.70158;\n const c3 = c1 + 1;\n\n return c3 * x * x * x - c1 * x * x;\n },\n easeOutBack(x: number): number {\n const c1 = 1.70158;\n const c3 = c1 + 1;\n\n return 1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2);\n },\n easeInOutBack(x: number): number {\n const c1 = 1.70158;\n const c2 = c1 * 1.525;\n\n return x < 0.5\n ? (Math.pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2)) / 2\n : (Math.pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;\n },\n easeInElastic(x: number): number {\n const c4 = (2 * Math.PI) / 3;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : -Math.pow(2, 10 * x - 10) * Math.sin((x * 10 - 10.75) * c4);\n },\n easeOutElastic(x: number): number {\n const c4 = (2 * Math.PI) / 3;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : Math.pow(2, -10 * x) * Math.sin((x * 10 - 0.75) * c4) + 1;\n },\n easeInOutElastic(x: number): number {\n const c5 = (2 * Math.PI) / 4.5;\n\n return x === 0\n ? 0\n : x === 1\n ? 1\n : x < 0.5\n ? -(Math.pow(2, 20 * x - 10) * Math.sin((20 * x - 11.125) * c5)) / 2\n : (Math.pow(2, -20 * x + 10) * Math.sin((20 * x - 11.125) * c5)) / 2 +\n 1;\n },\n easeInBounce(x: number): number {\n return 1 - Easing.easeOutBounce(1 - x);\n },\n easeOutBounce(x: number): number {\n const n1 = 7.5625;\n const d1 = 2.75;\n\n if (x < 1 / d1) {\n return n1 * x * x;\n } else if (x < 2 / d1) {\n return n1 * (x -= 1.5 / d1) * x + 0.75;\n } else if (x < 2.5 / d1) {\n return n1 * (x -= 2.25 / d1) * x + 0.9375;\n } else {\n return n1 * (x -= 2.625 / d1) * x + 0.984375;\n }\n },\n easeInOutBounce(x: number): number {\n return x < 0.5\n ? (1 - Easing.easeOutBounce(1 - 2 * x)) / 2\n : (1 + Easing.easeOutBounce(2 * x - 1)) / 2;\n },\n});\n","import * as THREE from \"three\";\nimport { Easing, EasingTypes } from \"../libs/Easings\";\nimport { useCallback } from \"react\";\n\n/** Returns a unique hash specific to the beat */\nfunction getHash(input: number) {\n let n = Math.sin(input * 12.9898) * 43758.5453;\n return n - Math.floor(n);\n}\n\ntype BeatValues = {\n beat: number;\n floor: number;\n fract: number;\n /** unique hash specific to the beat */\n hash: number;\n};\n\n/**\n * @param ease easing functions are referenced from https://github.com/ai/easings.net , default : \"easeOutQuart\"\n */\nexport const useBeat = (bpm: number, ease: EasingTypes = \"easeOutQuart\") => {\n const rhythm = bpm / 60;\n const easing = Easing[ease];\n const updateBeat = useCallback(\n (clock: THREE.Clock) => {\n let beat = clock.getElapsedTime() * rhythm;\n const floor = Math.floor(beat);\n const fract = easing(beat - floor);\n beat = fract + floor;\n const hash = getHash(floor);\n return {\n beat,\n floor,\n fract,\n hash,\n } as BeatValues;\n },\n [rhythm, easing]\n );\n return updateBeat;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo, useRef } from \"react\";\n\n/**\n * @param fps FPS you want to limit , default : `60`\n *\n * ```tsx\n * const limiter = useFPSLimiter(fps);\n * useFrame((props) => {\n * if (limiter(props.clock)) {\n *\t\t //some code\n * }\n * });\n * ```\n */\nexport const useFPSLimiter = (fps: number = 60) => {\n const interval = useMemo(() => 1 / Math.max(Math.min(fps, 60), 1), [fps]);\n const prevTime = useRef(null);\n\n const limiter = useCallback(\n (clock: THREE.Clock) => {\n const tick = clock.getElapsedTime();\n if (prevTime.current === null) {\n prevTime.current = tick;\n return true;\n }\n const deltaTime = tick - prevTime.current;\n if (deltaTime >= interval) {\n prevTime.current = tick;\n return true;\n }\n return false;\n },\n [interval]\n );\n\n return limiter;\n};\n","import { DomSyncerParams } from \"..\";\n\nexport const errorHandler = (params: DomSyncerParams) => {\n const domLength = params.dom?.length;\n const textureLength = params.texture?.length;\n\n if (!domLength || !textureLength) {\n return true;\n }\n\n if (domLength !== textureLength) {\n return true;\n }\n\n return false;\n};\n","varying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);\n}","precision highp float;\n\nvarying vec2 vUv;\nuniform sampler2D u_texture;\nuniform vec2 u_textureResolution;\nuniform vec2 u_resolution;\nuniform float u_borderRadius;\n\nvoid main() {\n\t// texuture color\n\tfloat screenAspect = u_resolution.x / u_resolution.y;\n\tfloat textureAspect = u_textureResolution.x / u_textureResolution.y;\n\tvec2 ratio = vec2(\n\t\tmin(screenAspect / textureAspect, 1.0),\n\t\tmin(textureAspect / screenAspect, 1.0)\n\t);\n\n\tvec2 adjustedUv = vUv * ratio + (1.0 - ratio) * 0.5;\n\tvec3 textureColor = texture2D(u_texture, adjustedUv).rgb;\n\tfloat textureAlpha = texture2D(u_texture, adjustedUv).a;\n\n\t// Based on https://mofu-dev.com/en/blog/three-dom-alignment/\n\tfloat maxSide = max(u_resolution.x, u_resolution.y);\n\tfloat minSide = min(u_resolution.x, u_resolution.y);\n\tvec2 aspect = u_resolution / maxSide;\n\tvec2 alphaUv = vUv - 0.5;\n\n\tfloat borderRadius = min(u_borderRadius, minSide * 0.5);\n\tvec2 offset = vec2(borderRadius) / u_resolution;\n\tvec2 alphaXY = smoothstep(vec2(0.5 - offset), vec2(0.5 - offset - 0.001), abs(alphaUv));\n\tfloat alpha = min(1.0, alphaXY.x + alphaXY.y);\n\n\tvec2 alphaUv2 = abs(vUv - 0.5);\n\tfloat radius = borderRadius / maxSide;\n\talphaUv2 = (alphaUv2 - 0.5) * aspect + radius;\n\tfloat roundAlpha = smoothstep(radius + 0.001, radius, length(alphaUv2));\n\n\talpha = min(1.0, alpha + roundAlpha);\n\n\t// multiply texture alpha\n\talpha *= textureAlpha;\n\n\tgl_FragColor = vec4(textureColor, alpha);\n}\n","import * as THREE from \"three\";\nimport { DomSyncerParams } from \"../\";\nimport vertexShader from \"../shader/main.vert\";\nimport fragmentShader from \"../shader/main.frag\";\nimport { MaterialProps, Size } from \"../../../fxs/types\";\nimport { MATERIAL_BASIC_PARAMS } from \"../../../libs/constants\";\nimport { createMaterialParameters } from \"../../../utils/createMaterialParameters\";\n\nexport class DomSyncerMaterial extends THREE.ShaderMaterial {\n uniforms!: {\n u_texture: { value: THREE.Texture };\n u_textureResolution: { value: THREE.Vector2 };\n u_resolution: { value: THREE.Vector2 };\n u_borderRadius: { value: number };\n };\n}\n\nexport const createMesh = ({\n params,\n scene,\n onBeforeInit,\n}: {\n params: DomSyncerParams;\n size: Size;\n scene: THREE.Scene;\n} & MaterialProps) => {\n if (scene.children.length > 0) {\n scene.children.forEach((child) => {\n if (child instanceof THREE.Mesh) {\n child.geometry.dispose();\n child.material.dispose();\n }\n });\n scene.remove(...scene.children);\n }\n\n params.texture!.forEach((texture, i) => {\n const mat = new THREE.ShaderMaterial({\n ...createMaterialParameters(\n {\n uniforms: {\n u_texture: { value: texture },\n u_textureResolution: {\n value: new THREE.Vector2(0, 0),\n },\n u_resolution: { value: new THREE.Vector2(0, 0) },\n u_borderRadius: {\n value: params.boderRadius![i]\n ? params.boderRadius![i]\n : 0.0,\n },\n },\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n },\n onBeforeInit\n ),\n ...MATERIAL_BASIC_PARAMS,\n // Must be transparent.\n transparent: true,\n });\n\n const mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), mat);\n scene.add(mesh);\n });\n};\n","import { useCallback, useRef } from \"react\";\nimport { DomSyncerParams } from \"..\";\n\nexport const useIntersectionHandler = () => {\n const intersectionObserverRef = useRef([]);\n const intersectionDomRef = useRef<(HTMLElement | Element | null)[]>([]);\n\n const intersectionHandler = useCallback(\n ({\n isIntersectingRef,\n isIntersectingOnceRef,\n params,\n }: {\n isIntersectingRef: React.MutableRefObject;\n isIntersectingOnceRef: React.MutableRefObject;\n params: DomSyncerParams;\n }) => {\n if (intersectionObserverRef.current.length > 0) {\n intersectionObserverRef.current.forEach((observer, i) => {\n observer.unobserve(intersectionDomRef.current[i]!);\n });\n }\n\n intersectionDomRef.current = [];\n intersectionObserverRef.current = [];\n\n const newArr = new Array(params.dom!.length).fill(false);\n isIntersectingRef.current = [...newArr];\n isIntersectingOnceRef.current = [...newArr];\n\n params.dom!.forEach((dom, i) => {\n const callback = (entries: IntersectionObserverEntry[]) => {\n entries.forEach((entry) => {\n params.onIntersect![i] && params.onIntersect![i](entry);\n // Update the judgment after execution so that the judgment of isIntersectin can be used when executing onIntersect\n isIntersectingRef.current[i] = entry.isIntersecting;\n });\n };\n const observer = new IntersectionObserver(callback, {\n rootMargin: \"0px\",\n threshold: 0,\n });\n observer.observe(dom!);\n intersectionObserverRef.current.push(observer);\n intersectionDomRef.current.push(dom!);\n });\n },\n []\n );\n\n return intersectionHandler;\n};\n","import * as THREE from \"three\";\nimport { DomSyncerParams } from \"..\";\nimport {\n CustomParams,\n setCustomUniform,\n setUniform,\n} from \"../../../utils/setUniforms\";\nimport { DomSyncerMaterial } from \"./createMesh\";\nimport { useCallback, useRef } from \"react\";\nimport { Size } from \"../../../fxs/types\";\n\ntype UpdateDomRect = ({\n params,\n customParams,\n size,\n resolutionRef,\n scene,\n isIntersectingRef,\n}: {\n params: DomSyncerParams;\n customParams?: CustomParams;\n size: Size;\n resolutionRef: React.MutableRefObject;\n scene: THREE.Scene;\n isIntersectingRef: React.MutableRefObject;\n}) => void;\n\ntype UseUpdateDomRectReturn = [DOMRect[], UpdateDomRect];\n\nexport const useUpdateDomRect = (): UseUpdateDomRectReturn => {\n const domRects = useRef([]);\n\n const updateDomRects: UpdateDomRect = useCallback(\n ({\n params,\n customParams,\n size,\n resolutionRef,\n scene,\n isIntersectingRef,\n }) => {\n // Initialize domRects if the number of children in the scene is different from the number of DOMRect\n if (scene.children.length !== domRects.current!.length) {\n domRects.current = new Array(scene.children.length);\n }\n\n scene.children.forEach((mesh, i) => {\n const domElement = params.dom![i];\n if (!domElement) {\n return;\n }\n\n // DOMRect is updated even outside the intersection\n const rect = domElement.getBoundingClientRect();\n domRects.current[i] = rect;\n\n // Intersection cannot be determined accurately depending on the mobile navigation bar, so it seems better to update it constantly\n mesh.scale.set(rect.width, rect.height, 1.0);\n mesh.position.set(\n rect.left + rect.width * 0.5 - size.width * 0.5,\n -rect.top - rect.height * 0.5 + size.height * 0.5,\n 0.0\n );\n\n if (isIntersectingRef.current[i]) {\n if (params.rotation![i]) {\n mesh.rotation.copy(params.rotation![i]);\n }\n\n if (mesh instanceof THREE.Mesh) {\n const material: DomSyncerMaterial = mesh.material;\n const updateValue = setUniform(material);\n const updateCustomValue = setCustomUniform(material);\n updateValue(\"u_texture\", params.texture![i]);\n updateValue(\"u_textureResolution\", [\n params.texture![i]?.source?.data?.width || 0,\n params.texture![i]?.source?.data?.height || 0,\n ]);\n updateValue(\n \"u_resolution\",\n resolutionRef.current.set(rect.width, rect.height)\n );\n updateValue(\n \"u_borderRadius\",\n params.boderRadius![i] ? params.boderRadius![i] : 0.0\n );\n updateCustomValue(customParams);\n }\n }\n });\n },\n []\n );\n\n return [domRects.current, updateDomRects];\n};\n","import { useCallback, useRef } from \"react\";\n\nexport type IsIntersecting = (\n index: number,\n once?: boolean\n) => boolean[] | boolean;\n\nexport const useIsIntersecting = () => {\n const isIntersectingRef = useRef([]);\n const isIntersectingOnceRef = useRef([]);\n\n const isIntersecting: IsIntersecting = useCallback((index, once = false) => {\n isIntersectingRef.current.forEach((value, i) => {\n if (value) {\n isIntersectingOnceRef.current[i] = true;\n }\n });\n const temp = once\n ? [...isIntersectingOnceRef.current]\n : [...isIntersectingRef.current];\n return index < 0 ? temp : temp[index];\n }, []);\n\n return {\n isIntersectingRef,\n isIntersectingOnceRef,\n isIntersecting,\n };\n};\n","import { useEffect, useRef } from \"react\";\n\nexport type UseDomViewProps = {\n onView?: () => void;\n onHidden?: () => void;\n};\n\nexport type UseDomView = (props: UseDomViewProps) => void;\n\nexport const createUseDomView = (\n isIntersectingRef: React.MutableRefObject\n): UseDomView => {\n const useDomView = ({ onView, onHidden }: UseDomViewProps) => {\n const isView = useRef(false);\n useEffect(() => {\n let id: number;\n const filterIntersection = () => {\n if (isIntersectingRef.current.some((item) => item)) {\n if (!isView.current) {\n onView && onView();\n isView.current = true;\n }\n } else {\n if (isView.current) {\n onHidden && onHidden();\n isView.current = false;\n }\n }\n id = requestAnimationFrame(filterIntersection);\n };\n id = requestAnimationFrame(filterIntersection);\n return () => {\n cancelAnimationFrame(id);\n };\n }, [onView, onHidden]);\n };\n return useDomView;\n};\n","import * as THREE from \"three\";\nimport { useCallback, useMemo, useRef, useState, Key } from \"react\";\nimport { useCamera } from \"../../utils/useCamera\";\nimport { RootState } from \"@react-three/fiber\";\nimport { useSingleFBO } from \"../../utils/useSingleFBO\";\nimport { HooksProps, HooksReturn } from \"../../fxs/types\";\nimport { useParams } from \"../../utils/useParams\";\nimport { errorHandler } from \"./utils/errorHandler\";\nimport { createMesh } from \"./utils/createMesh\";\nimport { useIntersectionHandler } from \"./utils/useIntersectionHandler\";\nimport { useUpdateDomRect } from \"./utils/useUpdateDomRect\";\nimport { useIsIntersecting, IsIntersecting } from \"./utils/useIsIntersecting\";\nimport { UseDomView, createUseDomView } from \"./utils/createUseDomView\";\nimport { getDpr } from \"../../utils/getDpr\";\nimport { CustomParams } from \"../../utils/setUniforms\";\nimport { DEFAULT_TEXTURE } from \"../../libs/constants\";\n\nexport type DomSyncerParams = {\n /** DOM array you want to synchronize */\n dom?: (HTMLElement | Element | null)[];\n /** Texture array that you want to synchronize with the DOM rectangle */\n texture?: THREE.Texture[];\n /** default : `0.0[]` */\n boderRadius?: number[];\n /** the angle you want to rotate */\n rotation?: THREE.Euler[];\n /** Array of callback functions when crossed */\n onIntersect?: ((entry: IntersectionObserverEntry) => void)[];\n /** Because DOM rendering and React updates occur asynchronously, there may be a lag between updating dependent arrays and setting DOM arrays. That's what the Key is for. If the dependent array is updated but the Key is not, the loop will skip and return an empty texture. By updating the timing key when DOM acquisition is complete, you can perfectly synchronize DOM and Mesh updates.updateKey must be a unique value for each update, for example `performance.now()`.*/\n updateKey?: Key;\n};\n\nexport type DomSyncerObject = {\n scene: THREE.Scene;\n camera: THREE.Camera;\n renderTarget: THREE.WebGLRenderTarget;\n output: THREE.Texture;\n /**\n * A function that returns a determination whether the DOM intersects or not.\n * The boolean will be updated after executing the onIntersect function.\n * @param index - Index of the dom for which you want to return an intersection decision. -1 will return the entire array.\n * @param once - If set to true, it will continue to return true once crossed.\n */\n isIntersecting: IsIntersecting;\n /** target's DOMRect[] */\n DOMRects: DOMRect[];\n /** target's intersetions boolean[] */\n intersections: boolean[];\n /** You can set callbacks for when at least one DOM is visible and when it is completely hidden. */\n useDomView: UseDomView;\n};\n\nexport const DOMSYNCER_PARAMS: DomSyncerParams = {\n texture: [],\n dom: [],\n boderRadius: [],\n rotation: [],\n onIntersect: [],\n};\n\n/**\n * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usedomsyncer\n * @param dependencies - When this dependency array is changed, the mesh and intersection judgment will be updated according to the passed DOM array.\n */\nexport const useDomSyncer = (\n { size, dpr, isSizeUpdate, renderTargetOptions, onBeforeInit }: HooksProps,\n dependencies: React.DependencyList = []\n): HooksReturn => {\n const _dpr = getDpr(dpr);\n\n const scene = useMemo(() => new THREE.Scene(), []);\n const camera = useCamera(size);\n const [renderTarget, updateRenderTarget] = useSingleFBO({\n scene,\n camera,\n size,\n dpr: _dpr.fbo,\n isSizeUpdate,\n ...renderTargetOptions,\n });\n const [params, setParams] = useParams({\n ...DOMSYNCER_PARAMS,\n updateKey: performance.now(),\n });\n\n const [DOMRects, updateDomRects] = useUpdateDomRect();\n\n // Avoid instancing vec2 every frame\n const resolutionRef = useRef(new THREE.Vector2(0, 0));\n\n // Update monitored doms according to the dependency array\n const [refreshTrigger, setRefreshTrigger] = useState(true);\n useMemo(\n () => setRefreshTrigger(true),\n // eslint-disable-next-line react-hooks/exhaustive-deps\n dependencies\n );\n\n // If the dependencies have been updated but the key has not been updated, skip processing and return an empty texture\n const updateKey = useRef(null);\n const emptyTexture = useMemo(() => DEFAULT_TEXTURE, []);\n\n // set intersection\n const intersectionHandler = useIntersectionHandler();\n const { isIntersectingOnceRef, isIntersectingRef, isIntersecting } =\n useIsIntersecting();\n\n // create useDomView\n const useDomView = createUseDomView(isIntersectingRef);\n\n const updateParams = useMemo(() => {\n return (newParams?: DomSyncerParams, customParams?: CustomParams) => {\n setParams(newParams);\n updateDomRects({\n params,\n customParams,\n size,\n resolutionRef,\n scene,\n isIntersectingRef,\n });\n };\n }, [isIntersectingRef, setParams, updateDomRects, size, scene, params]);\n\n const updateFx = useCallback(\n (\n rootState: RootState,\n newParams?: DomSyncerParams,\n customParams?: CustomParams\n ) => {\n const { gl, size } = rootState;\n\n updateParams(newParams, customParams);\n\n if (errorHandler(params)) {\n return emptyTexture;\n }\n\n if (refreshTrigger) {\n if (updateKey.current === params.updateKey) {\n return emptyTexture;\n } else {\n updateKey.current = params.updateKey!;\n }\n }\n\n if (refreshTrigger) {\n createMesh({\n params,\n size,\n scene,\n onBeforeInit,\n });\n\n intersectionHandler({\n isIntersectingRef,\n isIntersectingOnceRef,\n params,\n });\n\n setRefreshTrigger(false);\n }\n\n return updateRenderTarget(gl);\n },\n [\n updateRenderTarget,\n intersectionHandler,\n onBeforeInit,\n updateParams,\n refreshTrigger,\n scene,\n params,\n isIntersectingOnceRef,\n isIntersectingRef,\n emptyTexture,\n ]\n );\n\n return [\n updateFx,\n updateParams,\n {\n scene,\n camera,\n renderTarget,\n output: renderTarget.texture,\n isIntersecting,\n DOMRects,\n intersections: isIntersectingRef.current,\n useDomView,\n },\n ];\n};\n","import * as THREE from \"three\";\nimport { useCallback, useEffect, useMemo, useRef } from \"react\";\nimport { useResolution } from \"../utils/useResolution\";\nimport {\n UseFboProps,\n renderFBO,\n FBO_DEFAULT_OPTION,\n} from \"../utils/useSingleFBO\";\n\ntype UpdateCopyFunction = (\n gl: THREE.WebGLRenderer,\n index: number,\n /** call before FBO is rendered */\n onBeforeRender?: ({ read }: { read: THREE.Texture }) => void\n) => THREE.Texture;\n\ntype UseCopyTextureReturn = [THREE.WebGLRenderTarget[], UpdateCopyFunction];\n\n/**\n * Generate an FBO array to copy the texture.\n * @param dpr If dpr is set, dpr will be multiplied, default : `false`\n * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false`\n * @param length The number of FBOs to create\n * @returns [THREE.WebGLRenderTarget[] , updateCopyTexture] - Receives the RenderTarget array as the first argument and the update function as the second argument. `updateCopyTexture()` receives gl as the first argument and the index of the texture you want to copy as the second argument.\n */\nexport const useCopyTexture = (\n props: UseFboProps,\n length: number\n): UseCopyTextureReturn => {\n const {\n scene,\n camera,\n size,\n dpr = false,\n isSizeUpdate = false,\n depth = false,\n ...targetSettings\n } = props;\n\n const renderTargetArr = useRef([]);\n const resolution = useResolution(size, dpr);\n\n renderTargetArr.current = useMemo(() => {\n return Array.from({ length }, () => {\n const target = new THREE.WebGLRenderTarget(\n resolution.x,\n resolution.y,\n {\n ...FBO_DEFAULT_OPTION,\n ...targetSettings,\n }\n );\n if (depth) {\n target.depthTexture = new THREE.DepthTexture(\n resolution.x,\n resolution.y,\n THREE.FloatType\n );\n }\n return target;\n });\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [length]);\n\n if (isSizeUpdate) {\n renderTargetArr.current.forEach((fbo) =>\n fbo.setSize(resolution.x, resolution.y)\n );\n }\n\n useEffect(() => {\n const temp = renderTargetArr.current;\n return () => {\n temp.forEach((fbo) => fbo.dispose());\n };\n }, [length]);\n\n const updateCopyTexture: UpdateCopyFunction = useCallback(\n (gl, index, onBeforeRender) => {\n const fbo = renderTargetArr.current[index];\n renderFBO({\n gl,\n scene,\n camera,\n fbo,\n onBeforeRender: () =>\n onBeforeRender && onBeforeRender({ read: fbo.texture }),\n });\n return fbo.texture;\n },\n [scene, camera]\n );\n\n return [renderTargetArr.current, updateCopyTexture];\n};\n","type Utils = {\n interpolate: (\n startValue: number,\n endValue: number,\n progress: number,\n threshold?: number\n ) => number;\n smoothstep: (edge0: number, edge1: number, x: number) => number;\n};\n\nexport const Utils: Utils = Object.freeze({\n interpolate(startValue, endValue, progress, threshold = 1e-6): number {\n const t = startValue + (endValue - startValue) * progress;\n return Math.abs(t) < threshold ? 0 : t;\n },\n smoothstep(edge0, edge1, x) {\n const t = Math.min(Math.max((x - edge0) / (edge1 - edge0), 0), 1);\n return t * t * (3 - 2 * t);\n 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\ No newline at end of file diff --git a/packages/use-shader-fx/src/fxs/3D/types/index.ts b/packages/use-shader-fx/legacy/fxs/3D/types/index.ts similarity index 100% rename from packages/use-shader-fx/src/fxs/3D/types/index.ts rename to packages/use-shader-fx/legacy/fxs/3D/types/index.ts diff --git a/packages/use-shader-fx/src/fxs/3D/useMorphParticles/index.ts b/packages/use-shader-fx/legacy/fxs/3D/useMorphParticles/index.ts similarity index 100% rename from packages/use-shader-fx/src/fxs/3D/useMorphParticles/index.ts rename to packages/use-shader-fx/legacy/fxs/3D/useMorphParticles/index.ts diff --git a/packages/use-shader-fx/src/fxs/3D/useMorphParticles/shaders/main.frag b/packages/use-shader-fx/legacy/fxs/3D/useMorphParticles/shaders/main.frag similarity index 100% rename from packages/use-shader-fx/src/fxs/3D/useMorphParticles/shaders/main.frag rename to packages/use-shader-fx/legacy/fxs/3D/useMorphParticles/shaders/main.frag diff --git 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b/packages/use-shader-fx/legacy/fxs/utils/useFxTexture/useMesh.ts similarity index 100% rename from packages/use-shader-fx/src/fxs/utils/useFxTexture/useMesh.ts rename to packages/use-shader-fx/legacy/fxs/utils/useFxTexture/useMesh.ts diff --git a/packages/use-shader-fx/src/fxs/utils/useHSV/index.ts b/packages/use-shader-fx/legacy/fxs/utils/useHSV/index.ts similarity index 100% rename from packages/use-shader-fx/src/fxs/utils/useHSV/index.ts rename to packages/use-shader-fx/legacy/fxs/utils/useHSV/index.ts diff --git a/packages/use-shader-fx/src/fxs/utils/useHSV/shader/main.frag b/packages/use-shader-fx/legacy/fxs/utils/useHSV/shader/main.frag similarity index 100% rename from packages/use-shader-fx/src/fxs/utils/useHSV/shader/main.frag rename to packages/use-shader-fx/legacy/fxs/utils/useHSV/shader/main.frag diff --git a/packages/use-shader-fx/src/fxs/utils/useHSV/shader/main.vert b/packages/use-shader-fx/legacy/fxs/utils/useHSV/shader/main.vert similarity index 100% rename from packages/use-shader-fx/src/fxs/utils/useHSV/shader/main.vert rename to packages/use-shader-fx/legacy/fxs/utils/useHSV/shader/main.vert diff --git a/packages/use-shader-fx/src/fxs/utils/useHSV/useMesh.ts b/packages/use-shader-fx/legacy/fxs/utils/useHSV/useMesh.ts similarity index 100% rename from packages/use-shader-fx/src/fxs/utils/useHSV/useMesh.ts rename to packages/use-shader-fx/legacy/fxs/utils/useHSV/useMesh.ts diff --git a/packages/use-shader-fx/types/index.d.ts b/packages/use-shader-fx/legacy/index.js similarity index 69% rename from packages/use-shader-fx/types/index.d.ts rename to packages/use-shader-fx/legacy/index.js index 1b96d681..be08983b 100644 --- a/packages/use-shader-fx/types/index.d.ts +++ b/packages/use-shader-fx/legacy/index.js @@ -1,10 +1,20 @@ +/*=============================================== +FXs +===============================================*/ +// interactions export * from "./fxs/interactions/useBrush"; + +// simulations export * from "./fxs/simulations/useFluid"; export * from "./fxs/simulations/useRipple"; + +// noises export * from "./fxs/noises/useNoise"; export * from "./fxs/noises/useColorStrata"; export * from "./fxs/noises/useMarble"; export * from "./fxs/noises/useCosPalette"; + +// utils export * from "./fxs/utils/useDuoTone"; export * from "./fxs/utils/useBlending"; export * from "./fxs/utils/useFxTexture"; @@ -13,16 +23,28 @@ export * from "./fxs/utils/useFxBlending"; export * from "./fxs/utils/useAlphaBlending"; export * from "./fxs/utils/useHSV"; export * from "./fxs/utils/useCoverTexture"; + +// effects export * from "./fxs/effects/useSimpleBlur"; export * from "./fxs/effects/useMotionBlur"; export * from "./fxs/effects/useWave"; + +// misc export * from "./fxs/misc/useChromaKey"; + +// blank export * from "./fxs/blank/useBlank"; export * from "./fxs/blank/useRawBlank"; + +// 3D export * from "./fxs/3D/useMorphParticles"; export * from "./fxs/3D/useMorphParticles/useCreateMorphParticles"; export * from "./fxs/3D/useWobble3D"; export * from "./fxs/3D/useWobble3D/useCreateWobble3D"; + +/*=============================================== +utils +===============================================*/ export * from "./utils/setUniforms"; export * from "./utils/useAddMesh"; export * from "./utils/useCamera"; @@ -31,11 +53,27 @@ export * from "./utils/useParams"; export * from "./utils/useResolution"; export * from "./utils/useSingleFBO"; export * from "./utils/useResizeBoundary"; + +/*=============================================== +misc +===============================================*/ export * from "./misc/usePointer"; export * from "./misc/useBeat"; export * from "./misc/useFPSLimiter"; export * from "./misc/useDomSyncer"; export * from "./misc/useCopyTexture"; + +/*=============================================== +Easing +===============================================*/ export * from "./libs/Easings"; + +/*=============================================== +Utils +===============================================*/ export * from "./libs/Utils"; + +/*=============================================== +ShaderChunk +===============================================*/ export * from "./libs/shaders/ShaderChunk"; diff --git a/packages/use-shader-fx/legacy/libs/Easings.ts b/packages/use-shader-fx/legacy/libs/Easings.ts new file mode 100644 index 00000000..86bf755b --- /dev/null +++ b/packages/use-shader-fx/legacy/libs/Easings.ts @@ -0,0 +1,184 @@ +export type EasingTypes = + | "easeInSine" + | "easeOutSine" + | "easeInOutSine" + | "easeInQuad" + | "easeOutQuad" + | "easeInOutQuad" + | "easeInCubic" + | "easeOutCubic" + | "easeInOutCubic" + | "easeInQuart" + | "easeOutQuart" + | "easeInOutQuart" + | "easeInQuint" + | "easeOutQuint" + | "easeInOutQuint" + | "easeInExpo" + | "easeOutExpo" + | "easeInOutExpo" + | "easeInCirc" + | "easeOutCirc" + | "easeInOutCirc" + | "easeInBack" + | "easeOutBack" + | "easeInOutBack" + | "easeInElastic" + | "easeOutElastic" + | "easeInOutElastic" + | "easeInBounce" + | "easeOutBounce" + | "easeInOutBounce"; + +type EasingFunctions = { + [K in EasingTypes]: (x: number) => number; +}; + +/** + * from https://github.com/ai/easings.net + */ +export const Easing: EasingFunctions = Object.freeze({ + easeInSine(x: number): number { + return 1 - Math.cos((x * Math.PI) / 2); + }, + easeOutSine(x: number): number { + return Math.sin((x * Math.PI) / 2); + }, + easeInOutSine(x: number): number { + return -(Math.cos(Math.PI * x) - 1) / 2; + }, + easeInQuad(x: number): number { + return x * x; + }, + easeOutQuad(x: number): number { + return 1 - (1 - x) * (1 - x); + }, + easeInOutQuad(x: number): number { + return x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2; + }, + easeInCubic(x: number): number { + return x * x * x; + }, + easeOutCubic(x: number): number { + return 1 - Math.pow(1 - x, 3); + }, + easeInOutCubic(x: number): number { + return x < 0.5 ? 4 * x * x * x : 1 - Math.pow(-2 * x + 2, 3) / 2; + }, + easeInQuart(x: number): number { + return x * x * x * x; + }, + easeOutQuart(x: number): number { + return 1 - Math.pow(1 - x, 4); + }, + easeInOutQuart(x: number): number { + return x < 0.5 ? 8 * x * x * x * x : 1 - Math.pow(-2 * x + 2, 4) / 2; + }, + easeInQuint(x: number): number { + return x * x * x * x * x; + }, + easeOutQuint(x: number): number { + return 1 - Math.pow(1 - x, 5); + }, + easeInOutQuint(x: number): number { + return x < 0.5 ? 16 * x * x * x * x * x : 1 - Math.pow(-2 * x + 2, 5) / 2; + }, + easeInExpo(x: number): number { + return x === 0 ? 0 : Math.pow(2, 10 * x - 10); + }, + easeOutExpo(x: number): number { + return x === 1 ? 1 : 1 - Math.pow(2, -10 * x); + }, + easeInOutExpo(x: number): number { + return x === 0 + ? 0 + : x === 1 + ? 1 + : x < 0.5 + ? Math.pow(2, 20 * x - 10) / 2 + : (2 - Math.pow(2, -20 * x + 10)) / 2; + }, + easeInCirc(x: number): number { + return 1 - Math.sqrt(1 - Math.pow(x, 2)); + }, + easeOutCirc(x: number): number { + return Math.sqrt(1 - Math.pow(x - 1, 2)); + }, + easeInOutCirc(x: number): number { + return x < 0.5 + ? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2 + : (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2; + }, + easeInBack(x: number): number { + const c1 = 1.70158; + const c3 = c1 + 1; + + return c3 * x * x * x - c1 * x * x; + }, + easeOutBack(x: number): number { + const c1 = 1.70158; + const c3 = c1 + 1; + + return 1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2); + }, + easeInOutBack(x: number): number { + const c1 = 1.70158; + const c2 = c1 * 1.525; + + return x < 0.5 + ? (Math.pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2)) / 2 + : (Math.pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2; + }, + easeInElastic(x: number): number { + const c4 = (2 * Math.PI) / 3; + + return x === 0 + ? 0 + : x === 1 + ? 1 + : -Math.pow(2, 10 * x - 10) * Math.sin((x * 10 - 10.75) * c4); + }, + easeOutElastic(x: number): number { + const c4 = (2 * Math.PI) / 3; + + return x === 0 + ? 0 + : x === 1 + ? 1 + : Math.pow(2, -10 * x) * Math.sin((x * 10 - 0.75) * c4) + 1; + }, + easeInOutElastic(x: number): number { + const c5 = (2 * Math.PI) / 4.5; + + return x === 0 + ? 0 + : x === 1 + ? 1 + : x < 0.5 + ? -(Math.pow(2, 20 * x - 10) * Math.sin((20 * x - 11.125) * c5)) / 2 + : (Math.pow(2, -20 * x + 10) * Math.sin((20 * x - 11.125) * c5)) / 2 + + 1; + }, + easeInBounce(x: number): number { + return 1 - Easing.easeOutBounce(1 - x); + }, + easeOutBounce(x: number): number { + const n1 = 7.5625; + const d1 = 2.75; + + if (x < 1 / d1) { + return n1 * x * x; + } else if (x < 2 / d1) { + return n1 * (x -= 1.5 / d1) * x + 0.75; + } else if (x < 2.5 / d1) { + return n1 * (x -= 2.25 / d1) * x + 0.9375; + } else { + return n1 * (x -= 2.625 / d1) * x + 0.984375; + } + }, + easeInOutBounce(x: number): number { + return x < 0.5 + ? (1 - Easing.easeOutBounce(1 - 2 * x)) / 2 + : (1 + Easing.easeOutBounce(2 * x - 1)) / 2; + }, +}); diff --git a/packages/use-shader-fx/src/libs/Utils.ts b/packages/use-shader-fx/legacy/libs/Utils.ts similarity index 100% rename from packages/use-shader-fx/src/libs/Utils.ts rename to packages/use-shader-fx/legacy/libs/Utils.ts diff --git a/packages/use-shader-fx/legacy/libs/constants.ts b/packages/use-shader-fx/legacy/libs/constants.ts new file mode 100644 index 00000000..ab338087 --- /dev/null +++ b/packages/use-shader-fx/legacy/libs/constants.ts @@ -0,0 +1,16 @@ +import * as THREE from "three"; + +export const ISDEV = process.env.NODE_ENV === "development"; + +export const MATERIAL_BASIC_PARAMS = { + transparent: false, + depthTest: false, + depthWrite: false, +}; + +export const DEFAULT_TEXTURE = new THREE.DataTexture( + new Uint8Array([0, 0, 0, 0]), + 1, + 1, + THREE.RGBAFormat +); diff --git a/packages/use-shader-fx/src/libs/shaders/ShaderChunk.ts b/packages/use-shader-fx/legacy/libs/shaders/ShaderChunk.ts similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/ShaderChunk.ts rename to packages/use-shader-fx/legacy/libs/shaders/ShaderChunk.ts diff --git a/packages/use-shader-fx/src/libs/shaders/resolveShaders.ts b/packages/use-shader-fx/legacy/libs/shaders/resolveShaders.ts similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/resolveShaders.ts rename to packages/use-shader-fx/legacy/libs/shaders/resolveShaders.ts diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/coverTexture.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/coverTexture.glsl similarity index 53% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/coverTexture.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/coverTexture.glsl index 765bfc93..9d4d5243 100644 --- a/packages/use-shader-fx/src/libs/shaders/shaderChunk/coverTexture.glsl +++ b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/coverTexture.glsl @@ -1,7 +1,7 @@ -float screenAspect = uResolution.x / uResolution.y; +float aspectRatio = uResolution.x / uResolution.y; float textureAspect = uTextureResolution.x / uTextureResolution.y; vec2 aspectRatio = vec2( - min(screenAspect / textureAspect, 1.0), - min(textureAspect / screenAspect, 1.0) + min(aspectRatio / textureAspect, 1.0), + min(textureAspect / aspectRatio, 1.0) ); vec2 uv = vUv * aspectRatio + (1.0 - aspectRatio) * .5; \ No newline at end of file diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/defaultVertex.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/defaultVertex.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/defaultVertex.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/defaultVertex.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/fxBlending.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/fxBlending.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/fxBlending.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/fxBlending.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/hsv2rgb.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/hsv2rgb.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/hsv2rgb.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/hsv2rgb.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/planeVertex.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/planeVertex.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/planeVertex.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/planeVertex.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/rgb2hsv.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/rgb2hsv.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/rgb2hsv.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/rgb2hsv.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/snoise.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/snoise.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/snoise.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/snoise.glsl diff --git a/packages/use-shader-fx/src/libs/shaders/shaderChunk/wobble3D.glsl b/packages/use-shader-fx/legacy/libs/shaders/shaderChunk/wobble3D.glsl similarity index 100% rename from packages/use-shader-fx/src/libs/shaders/shaderChunk/wobble3D.glsl rename to packages/use-shader-fx/legacy/libs/shaders/shaderChunk/wobble3D.glsl diff --git a/packages/use-shader-fx/legacy/misc/useBeat.ts b/packages/use-shader-fx/legacy/misc/useBeat.ts new file mode 100644 index 00000000..73c98953 --- /dev/null +++ b/packages/use-shader-fx/legacy/misc/useBeat.ts @@ -0,0 +1,42 @@ +import * as THREE from "three"; +import { Easing, EasingTypes } from "../libs/Easings"; +import { useCallback } from "react"; + +/** Returns a unique hash specific to the beat */ +function getHash(input: number) { + let n = Math.sin(input * 12.9898) * 43758.5453; + return n - Math.floor(n); +} + +type BeatValues = { + beat: number; + floor: number; + fract: number; + /** unique hash specific to the beat */ + hash: number; +}; + +/** + * @param ease easing functions are referenced from https://github.com/ai/easings.net , default : "easeOutQuart" + */ +export const useBeat = (bpm: number, ease: EasingTypes = "easeOutQuart") => { + const rhythm = bpm / 60; + const easing = Easing[ease]; + const updateBeat = useCallback( + (clock: THREE.Clock) => { + let beat = clock.getElapsedTime() * rhythm; + const floor = Math.floor(beat); + const fract = easing(beat - floor); + beat = fract + floor; + const hash = getHash(floor); + return { + beat, + floor, + fract, + hash, + } as BeatValues; + }, + [rhythm, easing] + ); + return updateBeat; +}; diff --git a/packages/use-shader-fx/src/misc/useCopyTexture.ts b/packages/use-shader-fx/legacy/misc/useCopyTexture.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useCopyTexture.ts rename to packages/use-shader-fx/legacy/misc/useCopyTexture.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/index.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/index.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/index.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/index.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/shader/main.frag b/packages/use-shader-fx/legacy/misc/useDomSyncer/shader/main.frag similarity index 90% rename from packages/use-shader-fx/src/misc/useDomSyncer/shader/main.frag rename to packages/use-shader-fx/legacy/misc/useDomSyncer/shader/main.frag index 67922351..f5f84c39 100644 --- a/packages/use-shader-fx/src/misc/useDomSyncer/shader/main.frag +++ b/packages/use-shader-fx/legacy/misc/useDomSyncer/shader/main.frag @@ -8,11 +8,11 @@ uniform float u_borderRadius; void main() { // texuture color - float screenAspect = u_resolution.x / u_resolution.y; + float aspectRatio = u_resolution.x / u_resolution.y; float textureAspect = u_textureResolution.x / u_textureResolution.y; vec2 ratio = vec2( - min(screenAspect / textureAspect, 1.0), - min(textureAspect / screenAspect, 1.0) + min(aspectRatio / textureAspect, 1.0), + min(textureAspect / aspectRatio, 1.0) ); vec2 adjustedUv = vUv * ratio + (1.0 - ratio) * 0.5; diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/shader/main.vert b/packages/use-shader-fx/legacy/misc/useDomSyncer/shader/main.vert similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/shader/main.vert rename to packages/use-shader-fx/legacy/misc/useDomSyncer/shader/main.vert diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/createMesh.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/createMesh.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/createMesh.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/createMesh.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/createUseDomView.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/createUseDomView.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/createUseDomView.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/createUseDomView.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/errorHandler.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/errorHandler.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/errorHandler.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/errorHandler.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/useIntersectionHandler.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useIntersectionHandler.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/useIntersectionHandler.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useIntersectionHandler.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/useIsIntersecting.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useIsIntersecting.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/useIsIntersecting.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useIsIntersecting.ts diff --git a/packages/use-shader-fx/src/misc/useDomSyncer/utils/useUpdateDomRect.ts b/packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useUpdateDomRect.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useDomSyncer/utils/useUpdateDomRect.ts rename to packages/use-shader-fx/legacy/misc/useDomSyncer/utils/useUpdateDomRect.ts diff --git a/packages/use-shader-fx/src/misc/useFPSLimiter.ts b/packages/use-shader-fx/legacy/misc/useFPSLimiter.ts similarity index 100% rename from packages/use-shader-fx/src/misc/useFPSLimiter.ts rename to packages/use-shader-fx/legacy/misc/useFPSLimiter.ts diff --git a/packages/use-shader-fx/src/misc/usePointer.ts b/packages/use-shader-fx/legacy/misc/usePointer.ts similarity index 100% rename from packages/use-shader-fx/src/misc/usePointer.ts rename to packages/use-shader-fx/legacy/misc/usePointer.ts diff --git a/packages/use-shader-fx/src/utils/createMaterialParameters.ts b/packages/use-shader-fx/legacy/utils/createMaterialParameters.ts similarity index 100% rename from packages/use-shader-fx/src/utils/createMaterialParameters.ts rename to packages/use-shader-fx/legacy/utils/createMaterialParameters.ts diff --git a/packages/use-shader-fx/legacy/utils/getDpr.ts b/packages/use-shader-fx/legacy/utils/getDpr.ts new file mode 100644 index 00000000..88caeef8 --- /dev/null +++ b/packages/use-shader-fx/legacy/utils/getDpr.ts @@ -0,0 +1,13 @@ +import { Dpr } from "../fxs/types"; + +export const getDpr = ( + dpr: Dpr +): { shader: number | false; fbo: number | false } => { + if (typeof dpr === "number") { + return { shader: dpr, fbo: dpr }; + } + return { + shader: dpr.shader ?? false, + fbo: dpr.fbo ?? false, + }; +}; diff --git a/packages/use-shader-fx/src/utils/setUniforms.ts b/packages/use-shader-fx/legacy/utils/setUniforms.ts similarity index 100% rename from packages/use-shader-fx/src/utils/setUniforms.ts rename to packages/use-shader-fx/legacy/utils/setUniforms.ts diff --git a/packages/use-shader-fx/src/utils/useAddMesh.ts b/packages/use-shader-fx/legacy/utils/useAddMesh.ts similarity index 100% rename from packages/use-shader-fx/src/utils/useAddMesh.ts rename to packages/use-shader-fx/legacy/utils/useAddMesh.ts diff --git a/packages/use-shader-fx/src/utils/useAddObject.ts b/packages/use-shader-fx/legacy/utils/useAddObject.ts similarity index 100% rename from packages/use-shader-fx/src/utils/useAddObject.ts rename to packages/use-shader-fx/legacy/utils/useAddObject.ts diff --git a/packages/use-shader-fx/legacy/utils/useCamera.ts b/packages/use-shader-fx/legacy/utils/useCamera.ts new file mode 100644 index 00000000..8da37f48 --- /dev/null +++ b/packages/use-shader-fx/legacy/utils/useCamera.ts @@ -0,0 +1,35 @@ +import * as THREE from "three"; +import { useResolution } from "./useResolution"; +import { useMemo } from "react"; +import { Size } from "../fxs/types"; + +const getCameraProps = (width: number, height: number) => { + const frustumSize = height; + const aspect = width / height; + const [w, h] = [(frustumSize * aspect) / 2, frustumSize / 2]; + return { width: w, height: h, near: -1000, far: 1000 }; +}; + +export const useCamera = ( + size: Size, + cameraType: "OrthographicCamera" | "PerspectiveCamera" = "OrthographicCamera" +) => { + const resolution = useResolution(size); + const { width, height, near, far } = getCameraProps( + resolution.x, + resolution.y + ); + const camera = useMemo(() => { + return cameraType === "OrthographicCamera" + ? new THREE.OrthographicCamera( + -width, + width, + height, + -height, + near, + far + ) + : new THREE.PerspectiveCamera(50, width / height); + }, [width, height, near, far, cameraType]); + return camera; +}; diff --git a/packages/use-shader-fx/legacy/utils/useDoubleFBO.ts b/packages/use-shader-fx/legacy/utils/useDoubleFBO.ts new file mode 100644 index 00000000..ddfb11d0 --- /dev/null +++ b/packages/use-shader-fx/legacy/utils/useDoubleFBO.ts @@ -0,0 +1,122 @@ +import * as THREE from "three"; +import { useCallback, useEffect, useMemo } from "react"; +import { FBO_DEFAULT_OPTION, UseFboProps, renderFBO } from "./useSingleFBO"; +import { useResolution } from "./useResolution"; + +export type DoubleRenderTarget = { + read: THREE.WebGLRenderTarget; + write: THREE.WebGLRenderTarget; +}; + +interface WebGLDoubleRenderTarget extends DoubleRenderTarget { + swap: () => void; +} + +type FBOUpdateFunction = ( + gl: THREE.WebGLRenderer, + /** call before FBO is rendered */ + onBeforeRender?: ({ + read, + write, + }: { + read: THREE.Texture; + write: THREE.Texture; + }) => void +) => THREE.Texture; + +type UseDoubleFBOReturn = [ + { read: THREE.WebGLRenderTarget; write: THREE.WebGLRenderTarget }, + FBOUpdateFunction +]; + +/** + * @description Custom hook for setting up double buffering with WebGL render targets. + * @param UseFboProps same as `useSingleFBO` + */ +export const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => { + const { + scene, + camera, + size, + dpr = false, + isSizeUpdate = false, + depth = false, + ...renderTargetOptions + } = props; + + const resolution = useResolution(size, dpr); + + const renderTarget = useMemo(() => { + const read = new THREE.WebGLRenderTarget(resolution.x, resolution.y, { + ...FBO_DEFAULT_OPTION, + ...renderTargetOptions, + }); + const write = new THREE.WebGLRenderTarget(resolution.x, resolution.y, { + ...FBO_DEFAULT_OPTION, + ...renderTargetOptions, + }); + + if (depth) { + read.depthTexture = new THREE.DepthTexture( + resolution.x, + resolution.y, + THREE.FloatType + ); + write.depthTexture = new THREE.DepthTexture( + resolution.x, + resolution.y, + THREE.FloatType + ); + } + + return { + read: read, + write: write, + swap: function () { + let temp = this.read; + this.read = this.write; + this.write = temp; + }, + }; + // eslint-disable-next-line react-hooks/exhaustive-deps + }, []); + + if (isSizeUpdate) { + renderTarget.read?.setSize(resolution.x, resolution.y); + renderTarget.write?.setSize(resolution.x, resolution.y); + } + + useEffect(() => { + const temp = renderTarget; + return () => { + temp.read?.dispose(); + temp.write?.dispose(); + }; + }, [renderTarget]); + + const updateRenderTarget: FBOUpdateFunction = useCallback( + (gl, onBeforeRender) => { + const fbo = renderTarget; + renderFBO({ + gl, + scene, + camera, + fbo: fbo.write!, + onBeforeRender: () => + onBeforeRender && + onBeforeRender({ + read: fbo.read!.texture, + write: fbo.write!.texture, + }), + onSwap: () => fbo.swap(), + }); + return fbo.read?.texture as THREE.Texture; + }, + [scene, camera, renderTarget] + ); + + return [ + { read: renderTarget.read, write: renderTarget.write }, + updateRenderTarget, + ]; +}; diff --git a/packages/use-shader-fx/src/utils/useParams.ts b/packages/use-shader-fx/legacy/utils/useParams.ts similarity index 96% rename from packages/use-shader-fx/src/utils/useParams.ts rename to packages/use-shader-fx/legacy/utils/useParams.ts index a8e2f2ff..afe52ae6 100644 --- a/packages/use-shader-fx/src/utils/useParams.ts +++ b/packages/use-shader-fx/legacy/utils/useParams.ts @@ -18,6 +18,7 @@ export const useParams = (params: T): UseParamsReturn => { return; } for (const key in newParams) { + // hasOwnPropertyで保証するべき const paramKey = key as keyof T; if ( paramKey in paramsRef.current && diff --git a/packages/use-shader-fx/src/utils/useResizeBoundary.ts b/packages/use-shader-fx/legacy/utils/useResizeBoundary.ts similarity index 100% rename from packages/use-shader-fx/src/utils/useResizeBoundary.ts rename to packages/use-shader-fx/legacy/utils/useResizeBoundary.ts diff --git a/packages/use-shader-fx/legacy/utils/useResolution.ts b/packages/use-shader-fx/legacy/utils/useResolution.ts new file mode 100644 index 00000000..1ae2c633 --- /dev/null +++ b/packages/use-shader-fx/legacy/utils/useResolution.ts @@ -0,0 +1,17 @@ +import * as THREE from "three"; +import { useMemo } from "react"; +import { Size } from "../fxs/types"; + +/** + * @params dpr if dpr is set, it returns the resolution which is size multiplied by dpr. + */ +export const useResolution = (size: Size, dpr: number | false = false) => { + const _width = dpr ? size.width * dpr : size.width; + const _height = dpr ? size.height * dpr : size.height; + + const resolution = useMemo( + () => new THREE.Vector2(_width, _height), + [_width, _height] + ); + return resolution; +}; diff --git a/packages/use-shader-fx/legacy/utils/useSingleFBO.ts b/packages/use-shader-fx/legacy/utils/useSingleFBO.ts new file mode 100644 index 00000000..8dc8f6fc --- /dev/null +++ b/packages/use-shader-fx/legacy/utils/useSingleFBO.ts @@ -0,0 +1,126 @@ +import * as THREE from "three"; +import { useCallback, useEffect, useMemo, useRef } from "react"; +import { useResolution } from "./useResolution"; +import { Size } from "../fxs/types"; + +export const FBO_DEFAULT_OPTION: THREE.RenderTargetOptions = { + depthBuffer: false, +}; + +export type UseFboProps = { + scene: THREE.Scene; + camera: THREE.Camera; + size: Size; + /** If dpr is set, dpr will be multiplied, default : `false` */ + dpr?: number | false; + /** Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` */ + isSizeUpdate?: boolean; + /** If set, the scene depth will be rendered into buffer.depthTexture. default : `false` */ + depth?: boolean; +} & THREE.RenderTargetOptions; + +export const renderFBO = ({ + gl, + fbo, + scene, + camera, + onBeforeRender, + onSwap, +}: { + gl: THREE.WebGLRenderer; + fbo: THREE.WebGLRenderTarget; + scene: THREE.Scene; + camera: THREE.Camera; + onBeforeRender: () => void; + onSwap?: () => void; +}) => { + gl.setRenderTarget(fbo); + onBeforeRender(); + gl.clear(); + gl.render(scene, camera); + onSwap && onSwap(); + gl.setRenderTarget(null); + gl.clear(); +}; + +type UpdateRenderTarget = ( + gl: THREE.WebGLRenderer, + /** call before FBO is rendered */ + onBeforeRender?: ({ read }: { read: THREE.Texture }) => void +) => THREE.Texture; + +type UseSingleFBOReturn = [THREE.WebGLRenderTarget, UpdateRenderTarget]; + +/** + * @param dpr If dpr is set, dpr will be multiplied, default:false + * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false + * @param depthBuffer Unlike the default in three.js, the default is `false`. + * @returns [THREE.WebGLRenderTarget , updateFBO] -Receives the RenderTarget as the first argument and the update function as the second argument. + */ +export const useSingleFBO = (props: UseFboProps): UseSingleFBOReturn => { + const { + scene, + camera, + size, + dpr = false, + isSizeUpdate = false, + depth = false, + ...renderTargetOptions + } = props; + + const renderTarget = useRef(); + + const resolution = useResolution(size, dpr); + + renderTarget.current = useMemo( + () => { + const target = new THREE.WebGLRenderTarget( + resolution.x, + resolution.y, + { + ...FBO_DEFAULT_OPTION, + ...renderTargetOptions, + } + ); + if (depth) { + target.depthTexture = new THREE.DepthTexture( + resolution.x, + resolution.y, + THREE.FloatType + ); + } + return target; + }, + // eslint-disable-next-line react-hooks/exhaustive-deps + [] + ); + + if (isSizeUpdate) { + renderTarget.current?.setSize(resolution.x, resolution.y); + } + + useEffect(() => { + const temp = renderTarget.current; + return () => { + temp?.dispose(); + }; + }, []); + + const updateRenderTarget: UpdateRenderTarget = useCallback( + (gl, onBeforeRender) => { + const fbo = renderTarget.current!; + renderFBO({ + gl, + fbo, + scene, + camera, + onBeforeRender: () => + onBeforeRender && onBeforeRender({ read: fbo.texture }), + }); + return fbo.texture; + }, + [scene, camera] + ); + + return [renderTarget.current, updateRenderTarget]; +}; diff --git a/packages/use-shader-fx/src/hooks/blur/useBoxBlur/index.ts b/packages/use-shader-fx/src/hooks/blur/useBoxBlur/index.ts new file mode 100644 index 00000000..e6d6246b --- /dev/null +++ b/packages/use-shader-fx/src/hooks/blur/useBoxBlur/index.ts @@ -0,0 +1,107 @@ +import { useCallback } from "react"; +import { HooksProps, HooksReturn } from "../../types"; +import { + getDpr, + useFxScene, + useDoubleFBO, + useMutableState, +} from "../../../utils"; +import { RootState } from "../../types"; +import { BoxBlurMaterial, BoxBlurValues } from "../../../materials"; + +type BoxBlurConfig = { + blurIteration?: number; +}; + +type BoxBlurValuesAndConfig = BoxBlurValues & BoxBlurConfig; +export type BoxBlurProps = HooksProps & BoxBlurValuesAndConfig; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useBoxBlur = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + blurIteration = 5, + ...uniformValues +}: BoxBlurProps): HooksReturn => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: BoxBlurMaterial, + uniformValues, + materialParameters, + }); + + const [renderTarget, updateRenderTarget] = useDoubleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const [config, setConfig] = useMutableState({ + blurIteration, + }); + + const setValues = useCallback( + (newValues: BoxBlurValuesAndConfig) => { + const { blurIteration, ...rest } = newValues; + if (blurIteration) setConfig({ blurIteration }); + material.setUniformValues(rest); + }, + [material, setConfig] + ); + + const render = useCallback( + (rootState: RootState, newValues?: BoxBlurValuesAndConfig) => { + const { gl } = rootState; + newValues && setValues(newValues); + + const srcCache = material.uniforms.texture_src?.value; + material.uniforms.renderCount.value = 0; + + updateRenderTarget({ gl }); + + for ( + let i = 0; + i < (config.current.blurIteration || blurIteration); + i++ + ) { + updateRenderTarget({ gl }, ({ read }) => { + material.uniforms.texture_src.value = read; + material.uniforms.renderCount.value++; + }); + } + + material.uniforms.texture_src.value = srcCache; + + return renderTarget.read.texture; + }, + [ + setValues, + updateRenderTarget, + material, + renderTarget, + config, + blurIteration, + ] + ); + + return { + render, + setValues, + texture: renderTarget.read.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/blur/useGaussianBlur/index.ts b/packages/use-shader-fx/src/hooks/blur/useGaussianBlur/index.ts new file mode 100644 index 00000000..c1bb2f46 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/blur/useGaussianBlur/index.ts @@ -0,0 +1,112 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { HooksProps, HooksReturn } from "../../types"; +import { + getDpr, + useFxScene, + useDoubleFBO, + useMutableState, +} from "../../../utils"; +import { RootState } from "../../types"; +import { GaussianBlurMaterial, GaussianBlurValues } from "../../../materials"; + +type GaussianBlurConfig = { + radius?: number; +}; + +type GaussianBlurValuesAndConfig = GaussianBlurValues & GaussianBlurConfig; + +export type GaussianBlurProps = HooksProps & GaussianBlurValuesAndConfig; + +export const useGaussianBlur = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + radius = 1, + ...uniformValues +}: GaussianBlurProps): HooksReturn< + GaussianBlurValuesAndConfig, + GaussianBlurMaterial +> => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: GaussianBlurMaterial, + uniformValues, + materialParameters: { + ...materialParameters, + defines: { + KERNEL_SIZE: radius, + }, + }, + }); + + const [renderTarget, updateRenderTarget] = useDoubleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const [_, setConfig] = useMutableState({ + radius, + }); + + const setValues = useCallback( + (newValues: GaussianBlurValuesAndConfig) => { + const { radius, ...rest } = newValues; + if (radius) { + setConfig((prev) => { + if (radius !== prev.radius) material.setBlurRadius(radius); + return { radius }; + }); + } + material.setUniformValues(rest); + }, + [material, setConfig] + ); + + const render = useCallback( + (rootState: RootState, newValues?: GaussianBlurValuesAndConfig) => { + const { gl } = rootState; + newValues && setValues(newValues); + + updateRenderTarget({ gl }, () => { + material.uniforms.renderCount.value = 0; + material.uniforms.texture_src.value = uniformValues.texture?.src || new THREE.Texture(); + material.uniforms.stepSize.value.set(0, 1); + }); + + updateRenderTarget({ gl }, ({ read }) => { + material.uniforms.texture_src.value = read; + material.uniforms.stepSize.value.set(1, 0); + material.uniforms.renderCount.value = 1; + }); + + return renderTarget.read.texture; + }, + [ + setValues, + updateRenderTarget, + material, + renderTarget, + uniformValues.texture?.src, + ] + ); + + return { + render, + setValues, + texture: renderTarget.read.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/blur/useMotionBlur/index.tsx b/packages/use-shader-fx/src/hooks/blur/useMotionBlur/index.tsx new file mode 100644 index 00000000..3d38f3e8 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/blur/useMotionBlur/index.tsx @@ -0,0 +1,83 @@ +import { useCallback } from "react"; +import { HooksProps, HooksReturn } from "../../types"; +import { + getDpr, + useDoubleFBO, + useFxScene, +} from "../../../utils"; +import { RootState } from "../../types"; +import { MotionBlurMaterial, MotionBlurValues } from "../../../materials"; +import * as THREE from 'three'; + +type MotionBlurConfig = { +}; + +type MotionBlurValuesAndConfig = MotionBlurValues & MotionBlurConfig; + +export type MotionBlurProps = HooksProps & MotionBlurValuesAndConfig; + +export const useMotionBlur = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + ...uniformValues +}: MotionBlurProps): HooksReturn< + MotionBlurValuesAndConfig, + MotionBlurMaterial +> => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: MotionBlurMaterial, + uniformValues, + materialParameters: { + ...materialParameters, + }, + }); + + const [renderTarget, updateRenderTarget] = useDoubleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: MotionBlurValuesAndConfig) => { + const { ...rest } = newValues; + material.setUniformValues(rest); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: MotionBlurValuesAndConfig) => { + const { gl } = rootState; + newValues && setValues(newValues); + + updateRenderTarget({gl}, ({read}) => { + material.uniforms.backBuffer.value = read; + material.updateFx(); + }); + + return renderTarget.read.texture; + }, + [setValues, updateRenderTarget, material, renderTarget, uniformValues.texture?.src] + ); + + return { + render, + setValues, + texture: renderTarget.read.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/index.ts b/packages/use-shader-fx/src/hooks/index.ts new file mode 100644 index 00000000..024884d0 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/index.ts @@ -0,0 +1,51 @@ +import { useBoxBlur, BoxBlurProps } from "./blur/useBoxBlur"; +import { useGaussianBlur, GaussianBlurProps } from "./blur/useGaussianBlur"; +import { useMotionBlur, MotionBlurProps } from "./blur/useMotionBlur"; +import { useCoverTexture, CoverTextureProps } from "./useCoverTexture"; +import { DistortionProps, useDistortion } from "./useDistortion"; +import { useFluid, FluidProps } from "./useFluid"; +import { useNoise, NoiseProps } from "./useNoise"; +import { useRawBlank, RawBlankProps } from "./useRawBlank"; +import { useRGBShift, RGBShiftProps } from "./useRGBShift"; + +export type FxTypes = + | typeof useBoxBlur + | typeof useCoverTexture + | typeof useFluid + | typeof useNoise + | typeof useRawBlank + | typeof useRGBShift + | typeof useMotionBlur + | typeof useGaussianBlur + | typeof useDistortion; + +export type FxProps = + T extends typeof useBoxBlur + ? BoxBlurProps + : T extends typeof useCoverTexture + ? CoverTextureProps + : T extends typeof useNoise + ? NoiseProps + : T extends typeof useFluid + ? FluidProps + : T extends typeof useRawBlank + ? RGBShiftProps + : T extends typeof useRGBShift + ? RawBlankProps + : T extends typeof useMotionBlur + ? MotionBlurProps + : T extends typeof useGaussianBlur + ? MotionBlurProps + : T extends typeof useDistortion + ? DistortionProps + : never; + +export * from "./blur/useBoxBlur"; +export * from "./useCoverTexture"; +export * from "./useFluid"; +export * from "./useNoise"; +export * from "./useRawBlank"; +export * from "./useRGBShift"; +export * from "./blur/useMotionBlur"; +export * from "./blur/useGaussianBlur"; +export * from "./useDistortion"; diff --git a/packages/use-shader-fx/src/hooks/types/index.ts b/packages/use-shader-fx/src/hooks/types/index.ts new file mode 100644 index 00000000..5065ede5 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/types/index.ts @@ -0,0 +1,79 @@ +import * as THREE from "three"; +import { BasicFxMaterial } from "../../materials/core/BasicFxMaterial"; +import { DoubleRenderTarget } from "../../utils"; + +export type Size = { + width: number; + height: number; + top: number; + left: number; + updateStyle?: boolean; +}; + +export type Dpr = + | number + | { + /** you can set whether `dpr` affects `shader`. default : `false` */ + shader?: false | number; + /** you can set whether `dpr` affects `fbo`. default : `false` */ + fbo?: false | number; + }; + +export type RootState = { + /** The instance of the renderer */ + gl: THREE.WebGLRenderer; + /** Default clock */ + clock: THREE.Clock; + /** Normalized event coordinates */ + pointer: THREE.Vector2; + /** Reactive pixel-size of the canvas */ + size: Size; +}; + +/** + * sceneやmaterialなどはミュータブルなオブジェクトであり、non-reactiveであるべき + */ +export interface HooksProps { + /** Width,Height in pixels, or `size` from r3f */ + size: Size; + /** Pixel-ratio, use `window.devicePixelRatio` or viewport.dpr from r3f */ + dpr: Dpr; + /** Whether to `setSize` the FBO when updating size or dpr. default : `false` */ + fboAutoSetSize?: boolean; + /** + * @type `THREE.RenderTargetOptions` + * @param depthBuffer Unlike the default in three.js, the default is `false`. + */ + renderTargetOptions?: THREE.RenderTargetOptions; + materialParameters?: THREE.ShaderMaterialParameters; +} + +/** + * @returns {HooksReturn} + * render - Functions to update parameters and render. + * setValues - Function to update parameters only. + * texture - テクスチャー + * material - material + * scene - scene + * + * @template V The type for the FX parameters. + * @template O The type for the material. + */ +export type HooksReturn = { + /** + * Functions to update parameters and render. + * @param rootState RootState + * @param newValues params of fxHooks + */ + render: (rootState: RootState, newValues?: V) => THREE.Texture; + /** + * Function to update parameters only. + * @param newValues params of fxHooks + */ + setValues: (newValues: V) => void; + texture: THREE.Texture; + material: M; + scene: THREE.Scene; + camera: THREE.Camera; + renderTarget: THREE.WebGLRenderTarget | DoubleRenderTarget; +}; diff --git a/packages/use-shader-fx/src/hooks/useCoverTexture/index.ts b/packages/use-shader-fx/src/hooks/useCoverTexture/index.ts new file mode 100644 index 00000000..c600f619 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useCoverTexture/index.ts @@ -0,0 +1,69 @@ +import { useCallback } from "react"; +import { useSingleFBO, getDpr, useFxScene } from "../../utils"; +import { HooksProps, HooksReturn, RootState } from "../types"; +import { CoverTextureMaterial, CoverTextureValues } from "../../materials"; + +export type CoverTextureProps = HooksProps & CoverTextureValues; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useCoverTexture = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + ...uniformValues +}: CoverTextureProps): HooksReturn< + CoverTextureValues, + CoverTextureMaterial +> => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: CoverTextureMaterial, + uniformValues, + materialParameters, + }); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: CoverTextureValues) => { + material.setUniformValues(newValues); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: CoverTextureValues) => { + const { gl } = rootState; + newValues && setValues(newValues); + + material.updateFx(); + + return updateRenderTarget({ gl }); + }, + [setValues, updateRenderTarget, material] + ); + + return { + render, + setValues, + texture: renderTarget.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/useDistortion/index.tsx b/packages/use-shader-fx/src/hooks/useDistortion/index.tsx new file mode 100644 index 00000000..0ba96628 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useDistortion/index.tsx @@ -0,0 +1,71 @@ +import { useCallback } from "react"; +import { HooksProps, HooksReturn } from "../types"; +import { getDpr } from "../../utils/getDpr"; +import { RootState } from "../types"; +import { DistortionMaterial, DistortionValues } from "../../materials"; +import { useFxScene } from "../../utils/useFxScene"; +import { useSingleFBO } from "../../utils/useSingleFBO"; + +type DistortionValuesAndConfig = DistortionValues; +export type DistortionProps = HooksProps & DistortionValuesAndConfig; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useDistortion = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + ...uniformValues +}: DistortionProps): HooksReturn => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: DistortionMaterial, + uniformValues, + materialParameters, + }); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: DistortionValuesAndConfig) => { + const { ...rest } = newValues; + material.setUniformValues(rest); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: DistortionValuesAndConfig) => { + const { gl } = rootState; + newValues && setValues(newValues); + material.uniforms.time.value = rootState.clock.getElapsedTime(); + material.updateFx(); + updateRenderTarget({ gl }); + return renderTarget.texture; + }, + [setValues, updateRenderTarget, material, renderTarget] + ); + + return { + render, + setValues, + texture: renderTarget.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/index.ts b/packages/use-shader-fx/src/hooks/useFluid/index.ts new file mode 100644 index 00000000..da26317b --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/index.ts @@ -0,0 +1,124 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { useSingleFBO, useDoubleFBO, getDpr } from "../../utils"; +import { HooksProps, HooksReturn, RootState } from "../types"; +import { useAdvection } from "./scenes/useAdvection"; +import { useSplat } from "./scenes/useSplat"; +import { useDivergence } from "./scenes/useDivergence"; +import { usePoisson } from "./scenes/usePoisson"; +import { usePressure } from "./scenes/usePressure"; + +export type FluidValues = { + /*=============================================== + TODO * + - 出力でcolormapとvelocitymapを選択できるみたいな仕組みにする + - colormapはBasicFxmaterial + - params + - velocity dissipation + - color dissipation (color map / pressure disippation的なこと?)  + + ===============================================*/ +}; + +export type FluidProps = HooksProps & FluidValues; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useFluid = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + ...values +}: FluidProps): HooksReturn => { + const _dpr = getDpr(dpr); + + // fbos + const fboProps = { + dpr: _dpr.fbo, + size, + fboAutoSetSize, + type: THREE.HalfFloatType, + ...renderTargetOptions, + }; + const [velocity_0, updateVelocity_0] = useSingleFBO(fboProps); + const [velocity_1, updateVelocity_1] = useSingleFBO(fboProps); + const [divergenceFBO, updateDivergenceFBO] = useSingleFBO(fboProps); + const [pressureFBO, updatePressureFBO] = useDoubleFBO(fboProps); + + // scenes + const SceneSize = { size, dpr: _dpr.shader }; + const advection = useAdvection( + { + ...SceneSize, + velocity: velocity_0.texture, + }, + updateVelocity_1 + ); + const splat = useSplat(SceneSize, updateVelocity_1); + const divergence = useDivergence( + { + ...SceneSize, + velocity: velocity_1.texture, + }, + updateDivergenceFBO + ); + const poisson = usePoisson( + { + ...SceneSize, + divergence: divergenceFBO.texture, + }, + updatePressureFBO + ); + const pressure = usePressure( + { + ...SceneSize, + velocity: velocity_1.texture, + pressure: pressureFBO.read.texture, + }, + updateVelocity_0 + ); + + const setValues = useCallback((newValues: FluidValues) => { + // splat.material.force = newValues.force; + // bounce の設定 + divergence.material.uniforms.isBounce.value = false; + poisson.material.uniforms.isBounce.value = false; + pressure.material.uniforms.isBounce.value = false; + }, []); + + // bounce の設定 一旦OFFに + divergence.material.uniforms.isBounce.value = false; + poisson.material.uniforms.isBounce.value = false; + pressure.material.uniforms.isBounce.value = false; + + const render = useCallback( + (rootState: RootState, newValues?: FluidValues) => { + newValues && setValues(newValues); + + [advection, splat, divergence, poisson, pressure].forEach((shader) => { + shader.render(rootState); + }); + + return velocity_0.texture; + }, + [ + setValues, + velocity_0.texture, + advection, + splat, + divergence, + poisson, + pressure, + ] + ); + + return { + render, + setValues, + texture: velocity_0.texture, + // material, + // scene, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/scenes/useAdvection.ts b/packages/use-shader-fx/src/hooks/useFluid/scenes/useAdvection.ts new file mode 100644 index 00000000..d531c834 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/scenes/useAdvection.ts @@ -0,0 +1,35 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { RootState, Size } from "../../types"; +import { AdvectionMaterial } from "../../../materials"; +import { SingleFBOUpdateFunction, useFxScene } from "../../../utils"; + +export const useAdvection = ( + { + size, + dpr, + ...values + }: { + size: Size; + dpr: number | false; + velocity: THREE.Texture; + }, + updateRenderTarget: SingleFBOUpdateFunction +) => { + const { scene, material, camera } = useFxScene({ + size, + dpr, + material: AdvectionMaterial, + uniformValues: values, + }); + + const render = useCallback( + (rootState: RootState) => { + const { gl } = rootState; + updateRenderTarget({ gl, scene, camera }); + }, + [updateRenderTarget, scene, camera] + ); + + return { render, material }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/scenes/useDivergence.ts b/packages/use-shader-fx/src/hooks/useFluid/scenes/useDivergence.ts new file mode 100644 index 00000000..7e41a826 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/scenes/useDivergence.ts @@ -0,0 +1,35 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { RootState, Size } from "../../types"; +import { DivergenceMaterial } from "../../../materials"; +import { useFxScene, SingleFBOUpdateFunction } from "../../../utils"; + +export const useDivergence = ( + { + size, + dpr, + ...values + }: { + size: Size; + dpr: number | false; + velocity: THREE.Texture; + }, + updateRenderTarget: SingleFBOUpdateFunction +) => { + const { scene, material, camera } = useFxScene({ + size, + dpr, + material: DivergenceMaterial, + uniformValues: values, + }); + + const render = useCallback( + (rootState: RootState) => { + const { gl } = rootState; + updateRenderTarget({ gl, scene, camera }); + }, + [updateRenderTarget, scene, camera] + ); + + return { render, material }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/scenes/usePoisson.ts b/packages/use-shader-fx/src/hooks/useFluid/scenes/usePoisson.ts new file mode 100644 index 00000000..8d4c1410 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/scenes/usePoisson.ts @@ -0,0 +1,39 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { RootState, Size } from "../../types"; +import { SingleFBOUpdateFunction, useFxScene } from "../../../utils"; +import { PoissonMaterial } from "../../../materials"; + +export const usePoisson = ( + { + size, + dpr, + ...values + }: { + size: Size; + dpr: number | false; + divergence: THREE.Texture; + }, + updateRenderTarget: SingleFBOUpdateFunction +) => { + const { scene, material, camera } = useFxScene({ + size, + dpr, + material: PoissonMaterial, + uniformValues: values, + }); + + const render = useCallback( + (rootState: RootState) => { + const { gl } = rootState; + for (let i = 0; i < material.iteration; i++) { + updateRenderTarget({ gl, scene, camera }, ({ read }) => { + material.uniforms.pressure.value = read; + }); + } + }, + [updateRenderTarget, material, scene, camera] + ); + + return { render, material }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/scenes/usePressure.ts b/packages/use-shader-fx/src/hooks/useFluid/scenes/usePressure.ts new file mode 100644 index 00000000..85248cc8 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/scenes/usePressure.ts @@ -0,0 +1,36 @@ +import * as THREE from "three"; +import { useCallback } from "react"; +import { RootState, Size } from "../../types"; +import { SingleFBOUpdateFunction, useFxScene } from "../../../utils"; +import { PressureMaterial } from "../../../materials"; + +export const usePressure = ( + { + size, + dpr, + ...values + }: { + size: Size; + dpr: number | false; + velocity: THREE.Texture; + pressure: THREE.Texture; + }, + updateRenderTarget: SingleFBOUpdateFunction +) => { + const { scene, material, camera } = useFxScene({ + size, + dpr, + material: PressureMaterial, + uniformValues: values, + }); + + const render = useCallback( + (rootState: RootState) => { + const { gl } = rootState; + updateRenderTarget({ gl, scene, camera }); + }, + [updateRenderTarget, scene, camera] + ); + + return { render, material }; +}; diff --git a/packages/use-shader-fx/src/hooks/useFluid/scenes/useSplat.ts b/packages/use-shader-fx/src/hooks/useFluid/scenes/useSplat.ts new file mode 100644 index 00000000..5edde699 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useFluid/scenes/useSplat.ts @@ -0,0 +1,45 @@ +import { useCallback } from "react"; +import { RootState, Size } from "../../types"; +import { SingleFBOUpdateFunction, useFxScene } from "../../../utils"; +import { SplatMaterial } from "../../../materials"; +import { usePointerTracker } from "../../../misc/usePointerTracker"; + +export const useSplat = ( + { + size, + dpr, + }: { + size: Size; + dpr: number | false; + }, + updateRenderTarget: SingleFBOUpdateFunction +) => { + const { scene, material, camera } = useFxScene({ + size, + dpr, + material: SplatMaterial, + geometrySize: { + width: 1, + height: 1, + }, + }); + + const pointerTracker = usePointerTracker(); + + const render = useCallback( + (rootState: RootState) => { + const { gl, pointer } = rootState; + const { currentPointer, diffPointer } = pointerTracker(pointer); + + material.uniforms.center.value.copy(currentPointer); + material.uniforms.force.value.copy( + diffPointer.multiplyScalar(material.forceBias) + ); + + updateRenderTarget({ gl, scene, camera, clear: false }); + }, + [updateRenderTarget, material, pointerTracker, scene, camera] + ); + + return { render, material }; +}; diff --git a/packages/use-shader-fx/src/hooks/useNoise/index.ts b/packages/use-shader-fx/src/hooks/useNoise/index.ts new file mode 100644 index 00000000..b195655e --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useNoise/index.ts @@ -0,0 +1,72 @@ +import { useCallback } from "react"; +import { useSingleFBO, getDpr, useFxScene } from "../../utils"; +import { HooksProps, HooksReturn, RootState } from "../types"; +import { + NoiseMaterial, + NoiseMaterialProps, + NoiseValues, +} from "../../materials"; + +export type NoiseProps = HooksProps & NoiseValues; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useNoise = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + ...uniformValues +}: NoiseProps): HooksReturn< + NoiseValues, + NoiseMaterial & NoiseMaterialProps +> => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: NoiseMaterial, + uniformValues, + materialParameters, + }); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: NoiseValues) => { + material.setUniformValues(newValues); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: NoiseValues) => { + const { gl, clock } = rootState; + newValues && setValues(newValues); + material.uniforms.tick.value = + newValues?.tick || clock.getElapsedTime(); + return updateRenderTarget({ gl }); + }, + [setValues, updateRenderTarget, material] + ); + + return { + render, + setValues, + texture: renderTarget.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/useRGBShift/index.tsx b/packages/use-shader-fx/src/hooks/useRGBShift/index.tsx new file mode 100644 index 00000000..60de8d4b --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useRGBShift/index.tsx @@ -0,0 +1,70 @@ +import { useCallback } from "react"; +import { HooksProps, HooksReturn } from "../types"; +import { getDpr } from "../../utils/getDpr"; +import { RootState } from "../types"; +import { RGBShiftMaterial, RGBShiftValues } from "../../materials"; +import { useFxScene } from "../../utils/useFxScene"; +import { useSingleFBO } from "../../utils/useSingleFBO"; + +type RGBShiftValuesAndConfig = RGBShiftValues; +export type RGBShiftProps = HooksProps & RGBShiftValuesAndConfig; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useRGBShift = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + ...uniformValues +}: RGBShiftProps): HooksReturn => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: RGBShiftMaterial, + uniformValues, + materialParameters, + }); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: RGBShiftValuesAndConfig) => { + const { ...rest } = newValues; + material.setUniformValues(rest); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: RGBShiftValuesAndConfig) => { + const { gl } = rootState; + newValues && setValues(newValues); + material.updateFx(); + updateRenderTarget({ gl }); + return renderTarget.texture; + }, + [setValues, updateRenderTarget, material, renderTarget] + ); + + return { + render, + setValues, + texture: renderTarget.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/hooks/useRawBlank/index.ts b/packages/use-shader-fx/src/hooks/useRawBlank/index.ts new file mode 100644 index 00000000..3a12e470 --- /dev/null +++ b/packages/use-shader-fx/src/hooks/useRawBlank/index.ts @@ -0,0 +1,72 @@ +import { useCallback } from "react"; +import { useSingleFBO, useFxScene, getDpr } from "../../utils"; +import { HooksProps, HooksReturn, RootState } from "../types"; +import { RawBlankMaterial, RawBlankValues } from "../../materials"; +import { ShaderWithUniforms } from "../../shaders/uniformsUtils"; + +type RawBlankConfig = ShaderWithUniforms; + +export type RawBlankProps = HooksProps & RawBlankValues & RawBlankConfig; + +/** + * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage + */ +export const useRawBlank = ({ + size, + dpr, + fboAutoSetSize, + renderTargetOptions, + materialParameters, + uniforms, + vertexShader, + fragmentShader, + ...uniformValues +}: RawBlankProps): HooksReturn => { + const _dpr = getDpr(dpr); + + const { scene, material, camera } = useFxScene({ + size, + dpr: _dpr.shader, + material: RawBlankMaterial, + uniformValues, + materialParameters, + uniforms, + vertexShader, + fragmentShader, + }); + + const [renderTarget, updateRenderTarget] = useSingleFBO({ + scene, + camera, + size, + dpr: _dpr.fbo, + fboAutoSetSize, + ...renderTargetOptions, + }); + + const setValues = useCallback( + (newValues: RawBlankValues) => { + material.setUniformValues(newValues); + }, + [material] + ); + + const render = useCallback( + (rootState: RootState, newValues?: RawBlankValues) => { + const { gl } = rootState; + newValues && setValues(newValues); + return updateRenderTarget({ gl }); + }, + [setValues, updateRenderTarget] + ); + + return { + render, + setValues, + texture: renderTarget.texture, + material, + scene, + camera, + renderTarget, + }; +}; diff --git a/packages/use-shader-fx/src/index.js b/packages/use-shader-fx/src/index.js index be08983b..471b506a 100644 --- a/packages/use-shader-fx/src/index.js +++ b/packages/use-shader-fx/src/index.js @@ -1,79 +1,7 @@ -/*=============================================== -FXs -===============================================*/ -// interactions -export * from "./fxs/interactions/useBrush"; +export * from "./hooks"; -// simulations -export * from "./fxs/simulations/useFluid"; -export * from "./fxs/simulations/useRipple"; +export * from "./materials"; -// noises -export * from "./fxs/noises/useNoise"; -export * from "./fxs/noises/useColorStrata"; -export * from "./fxs/noises/useMarble"; -export * from "./fxs/noises/useCosPalette"; +export { useDoubleFBO, useSingleFBO } from "./utils"; -// utils -export * from "./fxs/utils/useDuoTone"; -export * from "./fxs/utils/useBlending"; -export * from "./fxs/utils/useFxTexture"; -export * from "./fxs/utils/useBrightnessPicker"; -export * from "./fxs/utils/useFxBlending"; -export * from "./fxs/utils/useAlphaBlending"; -export * from "./fxs/utils/useHSV"; -export * from "./fxs/utils/useCoverTexture"; - -// effects -export * from "./fxs/effects/useSimpleBlur"; -export * from "./fxs/effects/useMotionBlur"; -export * from "./fxs/effects/useWave"; - -// misc -export * from "./fxs/misc/useChromaKey"; - -// blank -export * from "./fxs/blank/useBlank"; -export * from "./fxs/blank/useRawBlank"; - -// 3D -export * from "./fxs/3D/useMorphParticles"; -export * from "./fxs/3D/useMorphParticles/useCreateMorphParticles"; -export * from "./fxs/3D/useWobble3D"; -export * from "./fxs/3D/useWobble3D/useCreateWobble3D"; - -/*=============================================== -utils -===============================================*/ -export * from "./utils/setUniforms"; -export * from "./utils/useAddMesh"; -export * from "./utils/useCamera"; -export * from "./utils/useDoubleFBO"; -export * from "./utils/useParams"; -export * from "./utils/useResolution"; -export * from "./utils/useSingleFBO"; -export * from "./utils/useResizeBoundary"; - -/*=============================================== -misc -===============================================*/ -export * from "./misc/usePointer"; -export * from "./misc/useBeat"; -export * from "./misc/useFPSLimiter"; -export * from "./misc/useDomSyncer"; -export * from "./misc/useCopyTexture"; - -/*=============================================== -Easing -===============================================*/ -export * from "./libs/Easings"; - -/*=============================================== -Utils -===============================================*/ -export * from "./libs/Utils"; - -/*=============================================== -ShaderChunk -===============================================*/ -export * from "./libs/shaders/ShaderChunk"; +export * from "./misc"; diff --git a/packages/use-shader-fx/src/libs/constants.ts b/packages/use-shader-fx/src/libs/constants.ts index ab338087..78e950be 100644 --- a/packages/use-shader-fx/src/libs/constants.ts +++ b/packages/use-shader-fx/src/libs/constants.ts @@ -14,3 +14,24 @@ export const DEFAULT_TEXTURE = new THREE.DataTexture( 1, THREE.RGBAFormat ); + +export const APP_NAME = "use-shader-fx"; + +export const THREE_TYPES = new Set([ + THREE.Color, + THREE.Matrix3, + THREE.Matrix4, + THREE.Vector2, + THREE.Vector3, + THREE.Vector4, + THREE.Texture, + THREE.Quaternion, + THREE.WebGLRenderTarget, + THREE.Euler, + THREE.BufferGeometry, + THREE.Material, + THREE.Camera, + THREE.Light, + THREE.Object3D, + THREE.Bone, +]); diff --git a/packages/use-shader-fx/src/materials/core/BasicFxMaterial.ts b/packages/use-shader-fx/src/materials/core/BasicFxMaterial.ts new file mode 100644 index 00000000..fac61301 --- /dev/null +++ b/packages/use-shader-fx/src/materials/core/BasicFxMaterial.ts @@ -0,0 +1,343 @@ +import * as THREE from "three"; +import { FxMaterial, FxMaterialProps, DefaultUniforms } from "./FxMaterial"; +import { TexturePipelineSrc } from "../../misc"; +import { + NestUniformValues, + flattenUniformValues, +} from "../../shaders/uniformsUtils"; +import { + joinShaderPrefix +} from '../../shaders/mergeShaderLib'; +import { mergeShaderLib, ShaderLibType } from "../../shaders/mergeShaderLib"; + +export type FitType = "fill" | "cover" | "contain"; + +type BasicFxUniformsUnique = { + // mixSrc + mixSrc_src: { value: TexturePipelineSrc }; + mixSrc_resolution: { value: THREE.Vector2 }; + mixSrc_uvFactor: { value: number }; + mixSrc_alphaFactor: { value: number }; + mixSrc_colorFactor: { value: number }; + mixSrc_fit: { value: FitType }; + + // mixDst + mixDst_src: { value: TexturePipelineSrc }; + mixDst_resolution: { value: THREE.Vector2 }; + mixDst_uvFactor: { value: number }; + mixDst_alphaFactor: { value: number }; + mixDst_colorFactor: { value: number }; + mixDst_fit: { value: FitType }; +}; + +export type BasicFxUniforms = { + mixSrc_aspectRatio: { value: number }; + mixSrc_fitScale: { value: THREE.Vector2 }; + mixDst_aspectRatio: { value: number }; + mixDst_fitScale: { value: THREE.Vector2 }; +} & BasicFxUniformsUnique & DefaultUniforms; + +type FxValues = NestUniformValues; +export type BasicFxValues = FxValues; + +export type FxFlag = { + srcSystem: boolean; // is active srcSystem + mixSrc: boolean; + mixDst: boolean; +}; + +export class BasicFxMaterial extends FxMaterial { + + static readonly DEFAULT_VALUES = { + // mixSrc + mixSrc_src: { value: null }, + mixSrc_resolution: { value: new THREE.Vector2() }, + mixSrc_uvFactor: { value: 0 }, + mixSrc_alphaFactor: { value: 0 }, + mixSrc_colorFactor: { value: 0 }, + mixSrc_fit: { value: "fill" }, + mixSrc_aspectRatio: { value: 0 }, // private + mixSrc_fitScale: { value: new THREE.Vector2(1, 1) }, // private + + // mixDst + mixDst_src: { value: null }, + mixDst_resolution: { value: new THREE.Vector2() }, + mixDst_uvFactor: { value: 0 }, + mixDst_alphaFactor: { value: 0 }, + mixDst_colorFactor: { value: 0 }, + mixDst_fit: { value: "fill" }, + mixDst_aspectRatio: { value: 0 }, // private + mixDst_fitScale: { value: new THREE.Vector2(1, 1) }, // private + } + + static readonly SHADER_PREFIX = { + srcSystem: "#define USF_USE_SRC_SYSTEM", + mixSrc: "#define USF_USE_MIXSRC", + mixDst: "#define USF_USE_MIXDST", + } + + fxFlag: FxFlag; + + uniforms!: BasicFxUniforms; + + vertexShaderCache: string; + vertexPrefixCache: string; + fragmentShaderCache: string; + fragmentPrefixCache: string; + programCache: number; + + constructor({ + uniformValues, + materialParameters = {}, + uniforms, + vertexShader, + fragmentShader, + }: FxMaterialProps = {}) { + super({ + uniformValues, + materialParameters, + uniforms: THREE.UniformsUtils.merge([ + BasicFxMaterial.DEFAULT_VALUES, + uniforms || {}, + ]), + }); + + + this.vertexShaderCache = this.vertexShader; + this.fragmentShaderCache = this.fragmentShader; + this.vertexPrefixCache = ""; + this.fragmentPrefixCache = ""; + this.programCache = 0; + + this.fxFlag = this.setupDefaultFlag(uniformValues); + + this.setupFxShaders(vertexShader, fragmentShader); + } + + updateFx() { + // shaderのsetup前は実行しない + if (!this.fxFlag) return; + + const _cache = this.programCache; + + const { validCount, updatedFlag } = this.handleUpdateFx( + this.uniforms, + this.fxFlag + ); + + this.programCache += validCount; + this.fxFlag = updatedFlag; + + if (_cache !== this.programCache) { + this.updateFxPrefix(); + this.updateShader(); + this.version++; // same as this.needsUpdate = true; + } + } + + updateFxPrefix() { + const { prefixVertex, prefixFragment } = + this.handleUpdateFxPrefix(this.fxFlag); + this.vertexPrefixCache = prefixVertex; + this.fragmentPrefixCache = prefixFragment; + } + + updateShader() { + this.vertexShader = this.vertexPrefixCache + this.vertexShaderCache; + this.fragmentShader = this.fragmentPrefixCache + this.fragmentShaderCache; + } + + setupFxShaders(vertexShader?: string, fragmentShader?: string, shaderType: ShaderLibType = "basicFx") { + if (!vertexShader && !fragmentShader) return; + + this.updateFxPrefix(); + + const [vertex, fragment] = mergeShaderLib( + vertexShader, + fragmentShader, + shaderType + ); + + super.setupDefaultShaders(vertex, fragment); + + this.vertexShaderCache = this.vertexShader; + this.fragmentShaderCache = this.fragmentShader; + + this.updateShader(); + } + + /*=============================================== + override super class method + ===============================================*/ + setUniformValues(values?: { [key: string]: any }) { + // THINK : `flattenUniformValues`するのはこのレイヤーの方がいいかも + super.setUniformValues(values); + // THINK : flattenUniformValuesしたあとで、isContainsFxValuesに渡せばいい。isContainsFxValuesでflattenUniformValuesを実行してるので、二度手間になっている + if (this.isContainsFxValues(values)) { + this.updateFx(); + } + } + + calcAspectRatio(type: FitType, src?: TexturePipelineSrc, srcResolution?: THREE.Vector2): { + srcAspectRatio: number; + fitScale: THREE.Vector2; + } { + const baseAspectRatio = this.uniforms.aspectRatio.value; + let srcAspectRatio = 1; + let fitScale = new THREE.Vector2(1, 1); + + // srcがない場合はbaseのアスペクト比を返す + if(!src) { + srcAspectRatio = baseAspectRatio; + } + // それ以外の場合は、resolutionのアスペクト比を返す + else if(srcResolution?.x && srcResolution?.y) { + srcAspectRatio = srcResolution.x / srcResolution.y; + } + // srcがあり、 resolutionがないまたは、0,0の場合は、srcのサイズを返す + else if(!srcResolution || !srcResolution.x || !srcResolution.y) { + srcAspectRatio = src.image.width / src.image.height; + } + + if(type === 'fill') { + fitScale = new THREE.Vector2( + 1, + 1 + ); + } + else if(type === 'cover') { + fitScale = new THREE.Vector2( + Math.min(baseAspectRatio / srcAspectRatio, 1), + Math.min(srcAspectRatio / baseAspectRatio, 1) + ); + } + else if(type === 'contain') { + fitScale = new THREE.Vector2( + Math.max(baseAspectRatio / srcAspectRatio, 1), + Math.max(srcAspectRatio / baseAspectRatio, 1) + ); + } + + return { + srcAspectRatio, + fitScale, + }; + } + + updateResolution(resolution: THREE.Vector2) { + super.updateResolution(resolution); + + const mixSrcAspect = this.calcAspectRatio( + this.uniforms.mixSrc_fit?.value, + this.uniforms.mixSrc_src?.value, + this.uniforms.mixSrc_resolution?.value + ); + this.uniforms.mixSrc_aspectRatio.value = mixSrcAspect.srcAspectRatio; + this.uniforms.mixSrc_fitScale.value = mixSrcAspect.fitScale; + + const mixDstAspect = this.calcAspectRatio( + this.uniforms.mixDst_fit?.value, + this.uniforms.mixDst_src?.value, + this.uniforms.mixDst_resolution?.value + ); + this.uniforms.mixDst_aspectRatio.value = mixDstAspect.srcAspectRatio; + this.uniforms.mixDst_fitScale.value = mixDstAspect.fitScale; + } + + defineUniformAccessors(onSet?: () => void) { + super.defineUniformAccessors(() => { + this.updateFx(); + onSet?.(); + }); + } + + // + /** valuesのkeyにbasicFxが含まれているかどうかの判定 */ + isContainsFxValues(values?: { [key: string]: any }): boolean { + if (!values) return false; + // THINK : ここでflattenUniformValuesを呼び出すべき? + const _values = flattenUniformValues(values); + return Object.keys(_values).some((key) => + Object.keys(BasicFxMaterial.DEFAULT_VALUES).includes(key as keyof FxValues) + ); + } + + setupDefaultFlag(uniformValues?: BasicFxValues): FxFlag { + const isMixSrc = uniformValues?.mixSrc ? true : false; + const isMixDst = uniformValues?.mixDst ? true : false; + const isSrcSystem = isMixSrc || isMixDst; + return { + // THINK : `handleUpdateFx`での判定は、uniformの値で行っている.例えばsaturation・brightnessとかはどう判定する? + // THINK : `isMixSrc` みたいなuniform値をつくる? uniformValues?.mixSrcを判定するイメージ + mixSrc: isMixSrc, + mixDst: isMixDst, + srcSystem: isSrcSystem, + }; + } + + handleUpdateFx( + uniforms: BasicFxUniforms, + fxFlag: FxFlag + ): { + validCount: number; + updatedFlag: FxFlag; + } { + // THINK : `handleUpdateFx`での判定は、uniformの値で行っている.例えばsaturation・brightnessとかはどう判定する? + // THINK : `isMixSrc` みたいなuniform値をつくる? uniformValues?.mixSrcを判定するイメージ + const isMixSrc = uniforms.mixSrc_src.value ? true : false; + const isMixDst = uniforms.mixDst_src.value ? true : false; + const isSrcSystem = (isMixSrc || isMixDst); + + const { mixSrc, mixDst, srcSystem } = fxFlag; + + const updatedFlag = fxFlag; + + let validCount = 0; + + if (mixSrc !== isMixSrc) { + updatedFlag.mixSrc = isMixSrc; + validCount++; + } + + if (mixDst !== isMixDst) { + updatedFlag.mixDst = isMixDst; + validCount++; + } + + if(srcSystem !== isSrcSystem){ + updatedFlag.srcSystem = isSrcSystem; + validCount++; + } + + return { + validCount, + updatedFlag, + }; + } + + + handleUpdateFxPrefix(fxFlag: FxFlag): { + prefixVertex: string; + prefixFragment: string; + } { + const { mixSrc, mixDst, srcSystem} = fxFlag; + const SHADER_PREFIX = BasicFxMaterial.SHADER_PREFIX; + const prefixVertex = joinShaderPrefix([ + srcSystem ? SHADER_PREFIX.srcSystem : "", + mixSrc ? SHADER_PREFIX.mixSrc : "", + mixDst ? SHADER_PREFIX.mixDst : "", + "\n", + ]); + const prefixFragment = joinShaderPrefix([ + srcSystem ? SHADER_PREFIX.srcSystem : "", + mixSrc ? SHADER_PREFIX.mixSrc : "", + mixDst ? SHADER_PREFIX.mixDst : "", + "\n", + ]); + + return { + prefixVertex, + prefixFragment, + }; + } +} diff --git a/packages/use-shader-fx/src/materials/core/FxMaterial.ts b/packages/use-shader-fx/src/materials/core/FxMaterial.ts new file mode 100644 index 00000000..023af107 --- /dev/null +++ b/packages/use-shader-fx/src/materials/core/FxMaterial.ts @@ -0,0 +1,114 @@ +import * as THREE from "three"; +import { resolveIncludes } from "../../shaders/resolveShaders"; +import { mergeShaderLib } from "../../shaders/mergeShaderLib"; +import { + flattenUniformValues, + ShaderWithUniforms, +} from "../../shaders/uniformsUtils"; +import { warn } from "../../utils"; + +export type DefaultUniforms = { + resolution: { value: THREE.Vector2 }; + texelSize: { value: THREE.Vector2 }; + aspectRatio: { value: number }; + maxAspect: { value: THREE.Vector2 }; + renderCount: { value: number }; +}; + +export type FxMaterialProps = { + uniformValues?: T; + materialParameters?: THREE.ShaderMaterialParameters; +} & ShaderWithUniforms; + +export class FxMaterial extends THREE.ShaderMaterial { + public static readonly key: string = THREE.MathUtils.generateUUID(); + + constructor({ + uniformValues, + materialParameters = {}, + uniforms, + vertexShader, + fragmentShader, + }: FxMaterialProps = {}) { + super(materialParameters); + + this.uniforms = THREE.UniformsUtils.merge([ + { + resolution: { value: new THREE.Vector2() }, + texelSize: { value: new THREE.Vector2() }, + aspectRatio: { value: 0 }, + maxAspect: { value: new THREE.Vector2() }, + renderCount: { value: 0 }, + }, + uniforms || {}, + ]) as DefaultUniforms; + + this.setupDefaultShaders(vertexShader, fragmentShader); + + this.setUniformValues(uniformValues); + + this.defineUniformAccessors(); + } + + /** This is updated in useFxScene */ + updateResolution(resolution: THREE.Vector2) { + const { width, height } = resolution; + const maxAspect = Math.max(width, height); + this.uniforms.resolution.value.set(width, height); + this.uniforms.texelSize.value.set(1 / width, 1 / height); + this.uniforms.aspectRatio.value = width / height; + this.uniforms.maxAspect.value.set(maxAspect / width, maxAspect / height); + } + + setupDefaultShaders(vertexShader?: string, fragmentShader?: string) { + if (!vertexShader && !fragmentShader) return; + + const [vertex, fragment] = mergeShaderLib( + vertexShader, + fragmentShader, + "default" + ); + this.vertexShader = vertex ? resolveIncludes(vertex) : this.vertexShader; + this.fragmentShader = fragment + ? resolveIncludes(fragment) + : this.fragmentShader; + } + + setUniformValues(values?: { [key: string]: any }) { + if (values === undefined) return; + const _values = flattenUniformValues(values); + + for (const [key, value] of Object.entries(_values)) { + if (value === undefined) { + warn(`parameter '${key}' has value of undefined.`); + continue; + } + + const curretUniform = this.uniforms[key]; + + if (curretUniform === undefined) { + warn(`'${key}' is not a uniform property of ${this.type}.`); + continue; + } + + curretUniform.value = value; + } + } + + /** define getter/setters */ + defineUniformAccessors(onSet?: () => void) { + for (const key of Object.keys(this.uniforms)) { + if (this.hasOwnProperty(key)) { + warn(`'${key}' is already defined in ${this.type}.`); + continue; + } + Object.defineProperty(this, key, { + get: () => this.uniforms[key].value, + set: (v) => { + this.uniforms[key].value = v; + onSet?.(); + }, + }); + } + } +} diff --git a/packages/use-shader-fx/src/materials/core/SamplingFxMaterial.ts b/packages/use-shader-fx/src/materials/core/SamplingFxMaterial.ts new file mode 100644 index 00000000..edcdb5c5 --- /dev/null +++ b/packages/use-shader-fx/src/materials/core/SamplingFxMaterial.ts @@ -0,0 +1,193 @@ +import * as THREE from "three"; +import { FxMaterialProps } from "./FxMaterial"; +import { TexturePipelineSrc } from "../../misc"; +import { + NestUniformValues, + flattenUniformValues, +} from "../../shaders/uniformsUtils"; +import { joinShaderPrefix } from "../../shaders/mergeShaderLib"; +import { + BasicFxMaterial, + BasicFxValues, + BasicFxUniforms, + FxFlag as BasicFxFlag, + FitType, +} from "./BasicFxMaterial"; + +type SamplingFxUniformsUnique = { + // texture + texture_src: { value: TexturePipelineSrc }; + texture_resolution: { value: THREE.Vector2 }; + texture_fit: { value: FitType }; +} & typeof BasicFxMaterial.DEFAULT_VALUES; + +export type SamplingFxUniforms = { + texture_aspectRatio: { value: number }; + texture_fitScale: { value: THREE.Vector2 }; +} & SamplingFxUniformsUnique & + BasicFxUniforms; + +type FxValues = NestUniformValues & BasicFxValues; +export type SamplingFxValues = FxValues; + +export type FxFlag = { + texture: boolean; +} & BasicFxFlag; + +export class SamplingFxMaterial extends BasicFxMaterial { + static readonly DEFAULT_VALUES = { + ...BasicFxMaterial.DEFAULT_VALUES, + // texture + texture_src: { value: null }, + texture_resolution: { value: new THREE.Vector2() }, + texture_fit: { value: "fill" }, + texture_aspectRatio: { value: 0 }, // private + texture_fitScale: { value: new THREE.Vector2() }, // private + }; + + static readonly SHADER_PREFIX = { + ...BasicFxMaterial.SHADER_PREFIX, + texture: "#define USF_USE_TEXTURE", + }; + + fxFlag: FxFlag; + + uniforms!: SamplingFxUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + uniforms, + vertexShader, + fragmentShader, + }: FxMaterialProps) { + super({ + uniformValues, + materialParameters, + uniforms: THREE.UniformsUtils.merge([ + SamplingFxMaterial.DEFAULT_VALUES, + uniforms || {}, + ]), + }); + + this.vertexShaderCache = this.vertexShader; + this.fragmentShaderCache = this.fragmentShader; + + this.fxFlag = this.setupDefaultFlag(uniformValues); + + this.setupFxShaders(vertexShader, fragmentShader, "samplingFx"); + } + + // + isContainsFxValues(values?: { [key: string]: any }): boolean { + if (!values) return false; + // THINK : ここでflattenUniformValuesを呼び出すべき? + const _values = flattenUniformValues(values); + return Object.keys(_values).some((key) => + Object.keys(SamplingFxMaterial.DEFAULT_VALUES).includes( + key as keyof FxValues + ) + ); + } + + updateResolution(resolution: THREE.Vector2) { + super.updateResolution(resolution); + + const textureAspect = this.calcAspectRatio( + this.uniforms.texture_fit?.value, + this.uniforms.texture_src?.value, + this.uniforms.texture_resolution?.value + ); + + this.uniforms.texture_aspectRatio.value = textureAspect.srcAspectRatio; + this.uniforms.texture_fitScale.value = textureAspect.fitScale; + } + + setupDefaultFlag(uniformValues?: FxValues): FxFlag { + const isMixSrc = uniformValues?.mixSrc ? true : false; + const isMixDst = uniformValues?.mixDst ? true : false; + const isTexture = uniformValues?.texture ? true : false; + const isSrcSystem = isMixSrc || isMixDst || isTexture; + return { + mixSrc: isMixSrc, + mixDst: isMixDst, + texture: isTexture, + srcSystem: isSrcSystem, + }; + } + + handleUpdateFx( + uniforms: SamplingFxUniforms, + fxFlag: FxFlag + ): { + validCount: number; + updatedFlag: FxFlag; + } { + const { validCount: parentValidCount, updatedFlag: parentUpdateFlag } = + super.handleUpdateFx( + uniforms as BasicFxUniforms, + fxFlag as BasicFxFlag + ); + + let localValidCount = 0; + fxFlag = { + ...parentUpdateFlag, + ...fxFlag, + }; + + const { texture } = fxFlag; + + // textureの判定 + const isTexture = uniforms.texture_src.value ? true : false; + if (texture !== isTexture) { + fxFlag.texture = isTexture; + localValidCount++; + } + + // srcSystemの再判定 (mixSrc, mixDst, textureがいずれかtrueならsrcSystem) + const { mixSrc, mixDst } = fxFlag; + const isSrcSystem = mixSrc || mixDst || isTexture; + if (fxFlag.srcSystem !== isSrcSystem) { + fxFlag.srcSystem = isSrcSystem; + localValidCount++; + } + + return { + validCount: parentValidCount + localValidCount, + updatedFlag: fxFlag, + }; + } + + handleUpdateFxPrefix(fxFlag: FxFlag): { + prefixVertex: string; + prefixFragment: string; + } { + // 親の処理を実行 + const { + prefixVertex: parentPrefixVertex, + prefixFragment: parentPrefixFragment, + } = super.handleUpdateFxPrefix(fxFlag); + + // texture用prefixの追加 + const texturePrefix = fxFlag.texture + ? SamplingFxMaterial.SHADER_PREFIX.texture + : ""; + + const prefixVertex = joinShaderPrefix([ + parentPrefixVertex.trim(), + texturePrefix, + "\n", + ]); + + const prefixFragment = joinShaderPrefix([ + parentPrefixFragment.trim(), + texturePrefix, + "\n", + ]); + + return { + prefixVertex, + prefixFragment, + }; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/BasicFxMaterialImpl.ts b/packages/use-shader-fx/src/materials/impl/BasicFxMaterialImpl.ts new file mode 100644 index 00000000..7b978e43 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/BasicFxMaterialImpl.ts @@ -0,0 +1,77 @@ +import * as THREE from "three"; +import { FxMaterialProps } from "../core/FxMaterial"; +import { ShaderLib } from "../../shaders/ShaderLib"; +import { BasicFxMaterial } from "../core/BasicFxMaterial"; +import { BasicFxUniforms, BasicFxValues } from "../core/BasicFxMaterial"; +import { + NestUniformValues, + ShaderWithUniforms, +} from "../../shaders/uniformsUtils"; + +type BasicFxMaterialImplUniforms = { + src: { value: THREE.Texture }; +} & BasicFxUniforms; + +export type BasicFxMaterialImplValues = + NestUniformValues & BasicFxValues; + +const DEFAULT_VERTEX = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +const DEFAULT_FRAGMENT = ` + uniform sampler2D src; + void main() { + + vec2 usf_Uv = vUv; + + ${ShaderLib.basicFx_fragment_begin} + + vec4 usf_FragColor = texture2D(src, usf_Uv); + + ${ShaderLib.basicFx_fragment_end} + + gl_FragColor = usf_FragColor; + + } +`; + +export const createBasicFxMaterialImpl = ({ + uniforms, + vertexShader = DEFAULT_VERTEX, + fragmentShader = DEFAULT_FRAGMENT, +}: ShaderWithUniforms = {}) => { + class BasicFxMaterialImpl extends BasicFxMaterial { + public static readonly key: string = THREE.MathUtils.generateUUID(); + + static get type() { + return "BasicFxMaterialImpl"; + } + + uniforms!: BasicFxMaterialImplUniforms; + + constructor(props: FxMaterialProps) { + super({ + vertexShader: props?.vertexShader || vertexShader, + fragmentShader: props?.fragmentShader || fragmentShader, + uniformValues: props?.uniformValues, + materialParameters: props?.materialParameters, + uniforms: THREE.UniformsUtils.merge([ + { + src: { value: null }, + }, + uniforms || {}, + props?.uniforms || {}, + ]), + }); + + this.type = BasicFxMaterialImpl.type; + } + } + + return BasicFxMaterialImpl as typeof BasicFxMaterialImpl & { + key: string; + }; +}; diff --git a/packages/use-shader-fx/src/materials/impl/FxMaterialImpl.ts b/packages/use-shader-fx/src/materials/impl/FxMaterialImpl.ts new file mode 100644 index 00000000..a77fb76d --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/FxMaterialImpl.ts @@ -0,0 +1,69 @@ +import * as THREE from "three"; +import { + DefaultUniforms, + FxMaterial, + FxMaterialProps, +} from "../core/FxMaterial"; +import { ShaderLib } from "../../shaders/ShaderLib"; +import { DEFAULT_TEXTURE } from "../../libs/constants"; +import { + ShaderWithUniforms, + NestUniformValues, +} from "../../shaders/uniformsUtils"; + +type FxMaterialImplUniforms = { + src: { value: THREE.Texture }; +} & DefaultUniforms; + +export type FxMaterialImplValues = NestUniformValues; + +const DEFAULT_VERTEX = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +const DEFAULT_FRAGMENT = ` + uniform sampler2D src; + void main() { + gl_FragColor = texture2D(src, vUv); + } +`; + +export const createFxMaterialImpl = ({ + uniforms, + vertexShader = DEFAULT_VERTEX, + fragmentShader = DEFAULT_FRAGMENT, +}: ShaderWithUniforms = {}) => { + class FxMaterialImpl extends FxMaterial { + public static readonly key: string = THREE.MathUtils.generateUUID(); + + static get type() { + return "FxMaterialImpl"; + } + + uniforms!: FxMaterialImplUniforms; + + constructor(props: FxMaterialProps) { + super({ + vertexShader: props?.vertexShader || vertexShader, + fragmentShader: props?.fragmentShader || fragmentShader, + uniformValues: props?.uniformValues, + materialParameters: props?.materialParameters, + uniforms: THREE.UniformsUtils.merge([ + { + src: { value: DEFAULT_TEXTURE }, + }, + uniforms || {}, + props?.uniforms || {}, + ]), + }); + + this.type = FxMaterialImpl.type; + } + } + + return FxMaterialImpl as typeof FxMaterialImpl & { + key: string; + }; +}; diff --git a/packages/use-shader-fx/src/materials/impl/blur/boxBlur/BoxBlurMaterial.ts b/packages/use-shader-fx/src/materials/impl/blur/boxBlur/BoxBlurMaterial.ts new file mode 100644 index 00000000..4faf5166 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/boxBlur/BoxBlurMaterial.ts @@ -0,0 +1,36 @@ +import { fragment, vertex } from "./boxBlur.glsl"; +import { FxMaterialProps } from "../../../core/FxMaterial"; +import { SamplingFxMaterial, SamplingFxUniforms, SamplingFxValues } from '../../../core/SamplingFxMaterial'; +import { NestUniformValues } from "../../../../shaders/uniformsUtils"; + +type BoxBlurUniforms = { + /** */ + blurSize: { value: number }; +} & SamplingFxUniforms; + +export type BoxBlurValues = NestUniformValues & SamplingFxValues; + +export class BoxBlurMaterial extends SamplingFxMaterial { + static get type() { + return "BoxBlurMaterial"; + } + + uniforms!: BoxBlurUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + blurSize: { value: 5 }, + } as BoxBlurUniforms, + }); + + this.type = BoxBlurMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/blur/boxBlur/boxBlur.glsl.ts b/packages/use-shader-fx/src/materials/impl/blur/boxBlur/boxBlur.glsl.ts new file mode 100644 index 00000000..ce214f70 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/boxBlur/boxBlur.glsl.ts @@ -0,0 +1,38 @@ +import { ShaderLib } from "../../../../shaders/ShaderLib"; + +export const vertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + uniform float blurSize; + + void main() { + + ${ShaderLib.samplingFx_fragment_begin} + + vec2 perDivSize = blurSize / resolution; + vec2 uv = (renderCount == 0) ? vTextureCoverUv : vUv; + + + vec4 outColor = vec4( + texture2D(texture_src, uv + perDivSize * vec2(-1.0, -1.0)) + + texture2D(texture_src, uv + perDivSize * vec2(0.0, -1.0)) + + texture2D(texture_src, uv + perDivSize * vec2(1.0, -1.0)) + + texture2D(texture_src, uv + perDivSize * vec2(-1.0, 0.0)) + + texture2D(texture_src, uv + perDivSize * vec2(0.0, 0.0)) + + texture2D(texture_src, uv + perDivSize * vec2(1.0, 0.0)) + + texture2D(texture_src, uv + perDivSize * vec2(-1.0, 1.0)) + + texture2D(texture_src, uv + perDivSize * vec2(0.0, 1.0)) + + texture2D(texture_src, uv + perDivSize * vec2(1.0, 1.0)) + ) / 9.0; + + vec4 usf_FragColor = outColor; + + ${ShaderLib.samplingFx_fragment_end} + + gl_FragColor = usf_FragColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/GaussianBlurMaterial.ts b/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/GaussianBlurMaterial.ts new file mode 100644 index 00000000..e3abf6d8 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/GaussianBlurMaterial.ts @@ -0,0 +1,89 @@ +import * as THREE from "three"; +import { fragment, vertex } from "./gaussianBlur.glsl"; +import { FxMaterialProps } from "../../../core/FxMaterial"; +import { NestUniformValues } from "../../../../shaders/uniformsUtils"; +import { + SamplingFxMaterial, + SamplingFxUniforms, + SamplingFxValues, +} from "../../../core/SamplingFxMaterial"; + +type GaussianBlurUniforms = { + /** */ + sigma: { + value: THREE.Vector2; + }; +} & SamplingFxUniforms; + +// 内部的な型 +type GaussianBlurValuesAndConfig = { + weights: { + value: number[]; + }; + stepSize: { + value: THREE.Vector2; + }; +} + +export type GaussianBlurValues = NestUniformValues & + SamplingFxValues; + +export class GaussianBlurMaterial extends SamplingFxMaterial { + static get type() { + return "GaussianBlurMaterial"; + } + + uniforms!: GaussianBlurUniforms & GaussianBlurValuesAndConfig; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + sigma: { + value: new THREE.Vector2(1, 1), + }, + weights: { + value: [0], + }, + stepSize: { + value: new THREE.Vector2(0), + }, + } as GaussianBlurUniforms & GaussianBlurValuesAndConfig, + }); + + // 初期化時に更新 + this.setBlurRadius(materialParameters.defines.KERNEL_SIZE); + + this.type = GaussianBlurMaterial.type; + } + + setBlurRadius(kernelSize: number) { + const weights = []; + let t = 0.0; + + for (let i = kernelSize - 1; i >= 0; i--) { + let r = 1.0 + 2.0 * i; + let w = Math.exp((-0.5 * (r * r)) / (kernelSize * kernelSize)); + weights.push(w); + if (i > 0) { + w *= 2.0; + } + t += w; + } + + for (let i = 0; i < weights.length; i++) { + weights[i] /= t; + } + + // materiaに反映して更新を通知 + this.defines.KERNEL_SIZE = kernelSize; + this.uniforms.weights.value = weights; + this.needsUpdate = true; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/gaussianBlur.glsl.ts b/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/gaussianBlur.glsl.ts new file mode 100644 index 00000000..ed4af09a --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/gaussianBlur/gaussianBlur.glsl.ts @@ -0,0 +1,59 @@ +import { ShaderLib } from "../../../../shaders/ShaderLib"; + +export const vertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + precision highp int; + +uniform vec2 stepSize; + uniform vec2 sigma; + uniform float weights[KERNEL_SIZE]; + + void main() { + + float count = float(KERNEL_SIZE) - 1.0; + + vec4 color = vec4(0.0); + vec4 sum = vec4(0.0); + float w; + float sumW = 0.0; + float actualWeight; + vec2 stepSize = stepSize * sigma; + + vec2 uv = (renderCount == 0) ? vTextureCoverUv : vUv; + + for(int i = 0; i < KERNEL_SIZE - 1; i++){ + + w = weights[i]; + color = texture2D( texture_src, uv - count * texelSize * stepSize ); + actualWeight = w * color.a; + sum.rgb += color.rgb * actualWeight; + sum.a += color.a * w; + sumW += actualWeight; + + color = texture2D( texture_src, uv + count * texelSize * stepSize ); + actualWeight = w * color.a; + sum.rgb += color.rgb * actualWeight; + sum.a += color.a * w; + sumW += actualWeight; + + count--; + } + + w = weights[KERNEL_SIZE - 1]; + + color = texture2D( texture_src, uv ); + actualWeight = w * color.a; + sum.rgb += color.rgb * actualWeight; + sum.a += color.a * w; + sumW += actualWeight; + + vec4 usf_FragColor = vec4(sum.rgb / sumW, sum.a); + + gl_FragColor = usf_FragColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/blur/motionBlur/MotionBlurMaterial.ts b/packages/use-shader-fx/src/materials/impl/blur/motionBlur/MotionBlurMaterial.ts new file mode 100644 index 00000000..a4c778fe --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/motionBlur/MotionBlurMaterial.ts @@ -0,0 +1,49 @@ +import * as THREE from "three"; +import { fragment, vertex } from "./motionBlur.glsl"; +import { FxMaterialProps } from "../../../core/FxMaterial"; +import { NestUniformValues } from "../../../../shaders/uniformsUtils"; +import { TexturePipelineSrc } from "../../../../misc"; +import { SamplingFxMaterial, SamplingFxUniforms, SamplingFxValues } from "../../../core/SamplingFxMaterial"; + +type MotionBlurUniforms = { + /** */ + backBuffer: { + value: TexturePipelineSrc + }; + mixRatio: { + value: number; + }; +} & SamplingFxUniforms; + +export type MotionBlurValues = NestUniformValues & + SamplingFxValues; + +export class MotionBlurMaterial extends SamplingFxMaterial { + static get type() { + return "MotionBlurMaterial"; + } + + uniforms!: MotionBlurUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + backBuffer: { + value: new THREE.Texture(), + }, + mixRatio: { + value: 0.06, + }, + } as MotionBlurUniforms, + }); + + this.type = MotionBlurMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/blur/motionBlur/motionBlur.glsl.ts b/packages/use-shader-fx/src/materials/impl/blur/motionBlur/motionBlur.glsl.ts new file mode 100644 index 00000000..79102fe5 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/blur/motionBlur/motionBlur.glsl.ts @@ -0,0 +1,25 @@ +import { ShaderLib } from "../../../../shaders/ShaderLib"; + +export const vertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + uniform sampler2D backBuffer; + uniform float mixRatio; + + void main() { + ${ShaderLib.samplingFx_fragment_begin} + + vec4 currentColor = texture2D(texture_src, vTextureCoverUv); + vec4 prevColor = texture2D(backBuffer, vTextureCoverUv); + + vec4 usf_FragColor = mix(prevColor, currentColor, mixRatio); + + ${ShaderLib.samplingFx_fragment_end} + + gl_FragColor = usf_FragColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/cover/CoverTextureMaterial.ts b/packages/use-shader-fx/src/materials/impl/cover/CoverTextureMaterial.ts new file mode 100644 index 00000000..8a6c7eaa --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/cover/CoverTextureMaterial.ts @@ -0,0 +1,43 @@ +import * as THREE from "three"; +import { fragment, vertex } from "./coverTexture.glsl"; +import { BasicFxMaterial } from "../../core/BasicFxMaterial"; +import { FxMaterialProps } from "../../core/FxMaterial"; +import { BasicFxUniforms, BasicFxValues } from "../../core/BasicFxMaterial"; +import { TexturePipelineSrc } from "../../../misc"; +import { NestUniformValues } from "../../../shaders/uniformsUtils"; + +type CoverTextureUniforms = { + /** */ + src: { value: TexturePipelineSrc }; + /** */ + textureResolution: { value: THREE.Vector2 }; +} & BasicFxUniforms; + +export type CoverTextureValues = NestUniformValues & + BasicFxValues; + +export class CoverTextureMaterial extends BasicFxMaterial { + static get type() { + return "NoiseMaterial"; + } + + uniforms!: CoverTextureUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps = {}) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + src: { value: null }, + textureResolution: { value: new THREE.Vector2() }, + } as CoverTextureUniforms, + }); + + this.type = CoverTextureMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/cover/coverTexture.glsl.ts b/packages/use-shader-fx/src/materials/impl/cover/coverTexture.glsl.ts new file mode 100644 index 00000000..16201be5 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/cover/coverTexture.glsl.ts @@ -0,0 +1,36 @@ +import { ShaderLib } from "../../../shaders/ShaderLib"; + +export const vertex = ` + uniform vec2 textureResolution; + varying vec2 vCoverTextureUv; + + void main() { + float textureAspect = textureResolution.x / textureResolution.y; + vec2 aspectRatio = vec2( + min(aspectRatio / textureAspect, 1.0), + min(textureAspect / aspectRatio, 1.0) + ); + vCoverTextureUv = vUv * aspectRatio + (1.0 - aspectRatio) * .5; + + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + uniform sampler2D src; + varying vec2 vCoverTextureUv; + + void main() { + + vec2 usf_Uv = vCoverTextureUv; + ${ShaderLib.basicFx_fragment_begin} + + vec4 texColor = texture2D(src, usf_Uv); + + vec4 usf_FragColor = texColor; + + ${ShaderLib.basicFx_fragment_end} + + gl_FragColor = usf_FragColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/distortion/DistortionMaterial.ts b/packages/use-shader-fx/src/materials/impl/distortion/DistortionMaterial.ts new file mode 100644 index 00000000..4680b89a --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/distortion/DistortionMaterial.ts @@ -0,0 +1,55 @@ +import * as THREE from 'three'; +import { fragment, vertex } from "./distortion.glsl"; +import { FxMaterialProps } from "../../core/FxMaterial"; +import { NestUniformValues } from "../../../shaders/uniformsUtils"; +import { SamplingFxMaterial, SamplingFxUniforms, SamplingFxValues } from "../../core/SamplingFxMaterial"; + +type DistortionUniforms = { + /** */ + time: { value: number }; + scale: { value: THREE.Vector2 }; + freq: { value: THREE.Vector2 }; + timeStrength: { value: THREE.Vector2 }; + timeOffset: { value: number }; + powNum: { value: THREE.Vector2 }; + glitchSpeed: { value: number }; + glitchPower: { value: number }; + glitchThreshold: { value: number }; + glitchFreq: { value: THREE.Vector2 }; +} & SamplingFxUniforms + +export type DistortionValues = NestUniformValues & SamplingFxValues; + +export class DistortionMaterial extends SamplingFxMaterial { + static get type() { + return "DistortionMaterial"; + } + + uniforms!: DistortionUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + time: { value: 0 }, + scale: { value: new THREE.Vector2(1,1) }, + freq: { value: new THREE.Vector2(1,1) }, + timeStrength: { value: new THREE.Vector2(1,1) }, + timeOffset: { value: 0 }, + powNum: { value: new THREE.Vector2(1,1) }, + glitchSpeed: { value: 1 }, + glitchPower: { value: 1.0 }, + glitchFreq: { value: new THREE.Vector2(100,10) }, + glitchThreshold: { value: 0.2 }, + } as DistortionUniforms, + }); + + this.type = DistortionMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/distortion/distortion.glsl.ts b/packages/use-shader-fx/src/materials/impl/distortion/distortion.glsl.ts new file mode 100644 index 00000000..7dcaace9 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/distortion/distortion.glsl.ts @@ -0,0 +1,194 @@ +import { ShaderLib } from "../../../shaders/ShaderLib"; + +export const vertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + uniform float time; + uniform vec2 scale; + uniform vec2 freq; + uniform vec2 timeStrength; + uniform float timeOffset; + uniform vec2 powNum; + + + uniform float glitchSpeed; + uniform float glitchPower; + uniform vec2 glitchFreq; + uniform float glitchThreshold; + + + // noise functions + // + // Description : Array and textureless GLSL 2D/3D/4D simplex + // noise functions. + // Author : Ian McEwan, Ashima Arts. + // Maintainer : ijm + // Lastmod : 20110822 (ijm) + // License : Copyright (C) 2011 Ashima Arts. All rights reserved. + // Distributed under the MIT License. See LICENSE file. + // https://github.com/ashima/webgl-noise + // + + vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + vec4 permute(vec4 x) { + return mod289(((x*34.0)+1.0)*x); + } + + vec4 taylorInvSqrt(vec4 r) + { + return 1.79284291400159 - 0.85373472095314 * r; + } + + float snoise(vec3 v) { + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + + // First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + + // Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0.0 + 0.0 * C.xxx; + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + vec3 x1 = x0 - i1 + C.xxx; + vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y + vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y + + // Permutations + i = mod289(i); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float n_ = 0.142857142857; // 1.0/7.0 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; + //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + + //Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + + // Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + } + // end noise functions + + void main() { + + float _time = time + timeOffset; + vec2 _scale = scale * 0.01; + + vec2 shiftUv = vUv; + + shiftUv.x = + snoise( + vec3( + vUv.y * freq.y, + vUv.x + time * timeStrength.x, + _time * timeStrength.x + 20. + ) + ) * _scale.x; + + shiftUv.y = + snoise( + vec3( + vUv.x * freq.x, + vUv.y + time * timeStrength.y + 10., + _time * timeStrength.y + ) + ) * _scale.y; + + // 符号を保ったままpowを計算 + shiftUv = sign(shiftUv) * pow(abs(shiftUv), powNum); + + vec2 dUv = vUv + shiftUv; + vec4 outColor = texture2D(texture_src, dUv); + + + if(glitchPower > 0.0) { + + float cTime1 = ceil(time * 10. * glitchSpeed); + float cTime2 = ceil(time * 7. * glitchSpeed) + 13.; + + float gnx = (snoise(vec3( + floor(vUv.x * glitchFreq.x) / glitchFreq.x, + cTime2, + vUv.x * glitchFreq.x + )) + 1.0) * 0.5; + + float gny = (snoise(vec3( + floor(vUv.y * glitchFreq.y) / glitchFreq.y, + cTime2, + floor(vUv.y * glitchFreq.y) + )) + 1.0) * 0.5; + + float gn = (snoise(vec3( + cTime1, + floor(vUv.x * glitchFreq.x) / glitchFreq.x * gnx, + floor(vUv.y * glitchFreq.y) / glitchFreq.y * gny + )) + 1.0) * 0.5; + + vec2 d2Uv = dUv; + if(gn < glitchThreshold) { + d2Uv += vec2( + snoise(vec3(dUv.x + cTime2, vUv.y, cTime2 + gny)), + snoise(vec3(dUv.y + cTime1, vUv.x, cTime1 + gnx)) + ) * glitchPower * vec2(0.01); + outColor = texture2D(texture_src, d2Uv); + } + } + + + gl_FragColor = outColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/fluid/AdvectionMaterial.ts b/packages/use-shader-fx/src/materials/impl/fluid/AdvectionMaterial.ts new file mode 100644 index 00000000..d68bf0e0 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/AdvectionMaterial.ts @@ -0,0 +1,36 @@ +import * as THREE from "three"; +import vertex from "./shaders/vertex"; +import fragment from "./shaders/advection.frag"; +import { + FxMaterial, + FxMaterialProps, +} from "../../../materials/core/FxMaterial"; +import { DEFAULT_TEXTURE } from "../../../libs/constants"; +import { DeltaTime } from "."; + +type AdvectionUniforms = { + velocity: { value: THREE.Texture }; + dt: { value: number }; +}; + +export class AdvectionMaterial extends FxMaterial { + static get type() { + return "AdvectionMaterial"; + } + + uniforms!: AdvectionUniforms; + + constructor({ uniformValues, materialParameters = {} }: FxMaterialProps) { + super({ + vertexShader: vertex.advection, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + velocity: { value: DEFAULT_TEXTURE }, + dt: { value: DeltaTime }, + } as AdvectionUniforms, + }); + this.type = AdvectionMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/DivergenceMaterial.ts b/packages/use-shader-fx/src/materials/impl/fluid/DivergenceMaterial.ts new file mode 100644 index 00000000..fec614e1 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/DivergenceMaterial.ts @@ -0,0 +1,39 @@ +import * as THREE from "three"; +import vertex from "./shaders/vertex"; +import fragment from "./shaders/divergence.frag"; +import { + FxMaterial, + FxMaterialProps, +} from "../../../materials/core/FxMaterial"; +import { DEFAULT_TEXTURE } from "../../../libs/constants"; +import { DeltaTime } from "."; + +type DivergenceUniforms = { + isBounce: { value: boolean }; + velocity: { value: THREE.Texture }; + dt: { value: number }; +}; + +export class DivergenceMaterial extends FxMaterial { + static get type() { + return "DivergenceMaterial"; + } + + uniforms!: DivergenceUniforms; + + constructor({ uniformValues, materialParameters = {} }: FxMaterialProps) { + super({ + vertexShader: vertex.main, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + isBounce: { value: true }, + velocity: { value: DEFAULT_TEXTURE }, + dt: { value: DeltaTime }, + } as DivergenceUniforms, + }); + + this.type = DivergenceMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/PoissonMaterial.ts b/packages/use-shader-fx/src/materials/impl/fluid/PoissonMaterial.ts new file mode 100644 index 00000000..fbe2ef41 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/PoissonMaterial.ts @@ -0,0 +1,40 @@ +import * as THREE from "three"; +import vertex from "./shaders/vertex"; +import fragment from "./shaders/poisson.frag"; +import { + FxMaterial, + FxMaterialProps, +} from "../../../materials/core/FxMaterial"; +import { DEFAULT_TEXTURE } from "../../../libs/constants"; + +type PoissonUniforms = { + isBounce: { value: boolean }; + pressure: { value: THREE.Texture }; + divergence: { value: THREE.Texture }; +}; + +export class PoissonMaterial extends FxMaterial { + static get type() { + return "PoissonMaterial"; + } + + uniforms!: PoissonUniforms; + + iteration: number; + + constructor({ uniformValues, materialParameters = {} }: FxMaterialProps) { + super({ + vertexShader: vertex.poisson, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + isBounce: { value: true }, + pressure: { value: DEFAULT_TEXTURE }, + divergence: { value: DEFAULT_TEXTURE }, + } as PoissonUniforms, + }); + this.type = PoissonMaterial.type; + this.iteration = 32; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/PressureMaterial.ts b/packages/use-shader-fx/src/materials/impl/fluid/PressureMaterial.ts new file mode 100644 index 00000000..0f77b484 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/PressureMaterial.ts @@ -0,0 +1,41 @@ +import * as THREE from "three"; +import vertex from "./shaders/vertex"; +import fragment from "./shaders/pressure.frag"; +import { + FxMaterial, + FxMaterialProps, +} from "../../../materials/core/FxMaterial"; +import { DEFAULT_TEXTURE } from "../../../libs/constants"; +import { DeltaTime } from "."; + +type PressureUniforms = { + isBounce: { value: boolean }; + pressure: { value: THREE.Texture }; + velocity: { value: THREE.Texture }; + dt: { value: number }; +}; + +export class PressureMaterial extends FxMaterial { + static get type() { + return "PressureMaterial"; + } + + uniforms!: PressureUniforms; + + constructor({ uniformValues, materialParameters = {} }: FxMaterialProps) { + super({ + vertexShader: vertex.main, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + isBounce: { value: true }, + pressure: { value: DEFAULT_TEXTURE }, + velocity: { value: DEFAULT_TEXTURE }, + dt: { value: DeltaTime }, + } as PressureUniforms, + }); + + this.type = PressureMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/SplatMaterial.ts b/packages/use-shader-fx/src/materials/impl/fluid/SplatMaterial.ts new file mode 100644 index 00000000..df751258 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/SplatMaterial.ts @@ -0,0 +1,43 @@ +import * as THREE from "three"; +import vertex from "./shaders/vertex"; +import fragment from "./shaders/splat.frag"; +import { + FxMaterial, + FxMaterialProps, +} from "../../../materials/core/FxMaterial"; + +type SplatUniforms = { + force: { value: THREE.Vector2 }; + center: { value: THREE.Vector2 }; + scale: { value: THREE.Vector2 }; +}; + +export class SplatMaterial extends FxMaterial { + static get type() { + return "SplatMaterial"; + } + + forceBias: number; + + uniforms!: SplatUniforms; + + constructor({ uniformValues, materialParameters = {} }: FxMaterialProps) { + super({ + vertexShader: vertex.splat, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + force: { value: new THREE.Vector2(0, 0) }, + center: { value: new THREE.Vector2(0, 0) }, + scale: { value: new THREE.Vector2(60, 60) }, + } as SplatUniforms, + }); + + this.type = SplatMaterial.type; + + this.forceBias = 20; + + this.blending = THREE.AdditiveBlending; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/index.js b/packages/use-shader-fx/src/materials/impl/fluid/index.js new file mode 100644 index 00000000..15d84156 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/index.js @@ -0,0 +1,7 @@ +export * from "./AdvectionMaterial"; +export * from "./DivergenceMaterial"; +export * from "./PressureMaterial"; +export * from "./PoissonMaterial"; +export * from "./SplatMaterial"; + +export const DeltaTime = 0.008; diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/advection.frag b/packages/use-shader-fx/src/materials/impl/fluid/shaders/advection.frag new file mode 100644 index 00000000..7eb67db5 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/advection.frag @@ -0,0 +1,11 @@ +uniform float dt; +uniform sampler2D velocity; + +float dissipation = .99; // TODO disipationを追加する + +void main(){ + vec2 vel = texture2D(velocity, vUv).xy; + vec2 uv2 = vUv - vel * dt * maxAspect; + vec2 newVel = texture2D(velocity, uv2).xy; + gl_FragColor = vec4(dissipation * newVel, 0.0, 0.0); +} \ No newline at end of file diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/divergence.frag b/packages/use-shader-fx/src/materials/impl/fluid/shaders/divergence.frag new file mode 100644 index 00000000..9450edd7 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/divergence.frag @@ -0,0 +1,17 @@ +uniform float dt; +uniform sampler2D velocity; + +varying vec2 vL; +varying vec2 vR; +varying vec2 vT; +varying vec2 vB; + +void main(){ + float L = texture2D(velocity, vL).r; + float R = texture2D(velocity, vR).r; + float B = texture2D(velocity, vB).g; + float T = texture2D(velocity, vT).g; + + float divergence = (R-L + T-B) / 2.0; + gl_FragColor = vec4(divergence / dt); +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/poisson.frag b/packages/use-shader-fx/src/materials/impl/fluid/shaders/poisson.frag new file mode 100644 index 00000000..67590e0a --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/poisson.frag @@ -0,0 +1,21 @@ +uniform sampler2D pressure; +uniform sampler2D divergence; + +varying vec2 vL; +varying vec2 vR; +varying vec2 vT; +varying vec2 vB; + +void main(){ + + float L = texture2D(pressure, vL).r; + float R = texture2D(pressure, vR).r; + float B = texture2D(pressure, vB).r; + float T = texture2D(pressure, vT).r; + + float div = texture2D(divergence, vUv).r; + + float newP = (L + R + B + T) / 4.0 - div; + + gl_FragColor = vec4(newP); +} diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/pressure.frag b/packages/use-shader-fx/src/materials/impl/fluid/shaders/pressure.frag new file mode 100644 index 00000000..2a656c63 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/pressure.frag @@ -0,0 +1,23 @@ +uniform float dt; +uniform sampler2D pressure; +uniform sampler2D velocity; + +varying vec2 vL; +varying vec2 vR; +varying vec2 vT; +varying vec2 vB; + +void main(){ + + float L = texture2D(pressure, vL).r; + float R = texture2D(pressure, vR).r; + float B = texture2D(pressure, vB).r; + float T = texture2D(pressure, vT).r; + + vec2 v = texture2D(velocity, vUv).xy; + vec2 gradP = vec2(R - L, T - B) * 0.5; + v = v - gradP * dt; + + gl_FragColor = vec4(v, 0.0, 1.0); + +} \ No newline at end of file diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/splat.frag b/packages/use-shader-fx/src/materials/impl/fluid/shaders/splat.frag new file mode 100644 index 00000000..a3900824 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/splat.frag @@ -0,0 +1,9 @@ +uniform vec2 force; +uniform vec2 center; + +void main(){ + vec2 circle = (vUv - 0.5) * 2.0; + float d = 1.0-min(length(circle), 1.0); + d *= d; + gl_FragColor = vec4(force * d, 0., 1.); +} \ No newline at end of file diff --git a/packages/use-shader-fx/src/materials/impl/fluid/shaders/vertex.ts b/packages/use-shader-fx/src/materials/impl/fluid/shaders/vertex.ts new file mode 100644 index 00000000..dec2d5ee --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/fluid/shaders/vertex.ts @@ -0,0 +1,70 @@ +const boxVarying = ` + uniform bool isBounce; + varying vec2 vL; + varying vec2 vR; + varying vec2 vT; + varying vec2 vB; +`; + +const getPosition = (isBounce: boolean = true) => { + return ` + vec3 pos = position; + vec2 scale = ${ + isBounce + ? "isBounce ? vec2(1.,1.) : 1.-texelSize*2." + : "1.-texelSize*2." + }; + pos.xy = pos.xy * scale; + vUv = vec2(.5)+(pos.xy)*.5; + `; +}; + +const getBoxCompute = (diff: string) => { + return ` + vL = vUv - vec2(texelSize.x * ${diff}, 0.0); + vR = vUv + vec2(texelSize.x * ${diff}, 0.0); + vT = vUv + vec2(0.0, texelSize.y * ${diff}); + vB = vUv - vec2(0.0, texelSize.y * ${diff}); + `; +}; + +const vertex = { + main: ` + ${boxVarying} + + void main(){ + + ${getPosition()} + ${getBoxCompute("1.")} + + gl_Position = vec4(pos, 1.0); + } + `, + poisson: ` + ${boxVarying} + + void main(){ + + ${getPosition()} + ${getBoxCompute("2.")} + + gl_Position = vec4(pos, 1.0); + } + `, + advection: ` + void main(){ + ${getPosition(false)} + gl_Position = vec4(pos, 1.0); + } + `, + splat: ` + uniform vec2 center; + uniform vec2 scale; + void main(){ + vec2 pos = position.xy * scale * 2.0 * texelSize + center; + gl_Position = vec4(pos, 0.0, 1.0); + } + `, +}; + +export default vertex; diff --git a/packages/use-shader-fx/src/materials/impl/noise/NoiseMaterial.ts b/packages/use-shader-fx/src/materials/impl/noise/NoiseMaterial.ts new file mode 100644 index 00000000..f0b5998b --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/noise/NoiseMaterial.ts @@ -0,0 +1,68 @@ +import * as THREE from "three"; +import { noiseFragment, noiseVertex } from "./noise.glsl"; +import { BasicFxMaterial } from "../../core/BasicFxMaterial"; +import { FxMaterialProps } from "../../core/FxMaterial"; +import { BasicFxUniforms, BasicFxValues } from "../../core/BasicFxMaterial"; +import { + ExtractUniformValues, + NestUniformValues, +} from "../../../shaders/uniformsUtils"; + +type NoiseUniforms = { + /** useBeatを渡せば、リズムを変えられる。 */ + tick: { value: number }; + /** noise scale , default : `0.004` */ + scale: { value: number }; + /** time factor default : `0.3` */ + timeStrength: { value: number }; + /** noiseOctaves, affects performance default : `2` */ + noiseOctaves: { value: number }; + /** fbmOctaves, affects performance default : `2` */ + fbmOctaves: { value: number }; + /** domain warping octaves , affects performance default : `2` */ + warpOctaves: { value: number }; + /** direction of domain warping , default : `(2.0,2,0)` */ + warpDirection: { value: THREE.Vector2 }; + /** strength of domain warping , default : `8.0` */ + warpStrength: { value: number }; + /** offset of the time */ + timeOffset: { value: number }; +} & BasicFxUniforms; + +export type NoiseValues = NestUniformValues & BasicFxValues; + +export type NoiseMaterialProps = ExtractUniformValues; + +export class NoiseMaterial extends BasicFxMaterial { + public static readonly key: string = THREE.MathUtils.generateUUID(); + + static get type() { + return "NoiseMaterial"; + } + + uniforms!: NoiseUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps = {}) { + super({ + uniformValues, + materialParameters, + vertexShader: noiseVertex, + fragmentShader: noiseFragment, + uniforms: { + tick: { value: 0.0 }, + scale: { value: 0.03 }, + timeStrength: { value: 0.3 }, + noiseOctaves: { value: 2 }, + fbmOctaves: { value: 2 }, + warpOctaves: { value: 2 }, + warpDirection: { value: new THREE.Vector2(2.0, 2.0) }, + warpStrength: { value: 8 }, + timeOffset: { value: 0 }, + } as NoiseUniforms, + }); + this.type = NoiseMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/noise/noise.glsl.ts b/packages/use-shader-fx/src/materials/impl/noise/noise.glsl.ts new file mode 100644 index 00000000..72a3818c --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/noise/noise.glsl.ts @@ -0,0 +1,97 @@ +import { ShaderLib } from "../../../shaders/ShaderLib"; + +export const noiseVertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const noiseFragment = ` + precision highp int; + + uniform float tick; + uniform float timeStrength; + uniform int noiseOctaves; + uniform int fbmOctaves; + uniform int warpOctaves; + uniform vec2 warpDirection; + uniform float warpStrength; + uniform float scale; + uniform float timeOffset; + + const float per = 0.5; + const float PI = 3.14159265359; + + float rnd(vec2 n) { + float a = 0.129898; + float b = 0.78233; + float c = 437.585453; + float dt= dot(n ,vec2(a, b)); + float sn= mod(dt, PI); + return fract(sin(sn) * c); + } + + float interpolate(float a, float b, float x){ + float f = (1.0 - cos(x * PI)) * 0.5; + return a * (1.0 - f) + b * f; + } + + float irnd(vec2 p){ + vec2 i = floor(p); + vec2 f = fract(p); + vec4 v = vec4(rnd(vec2(i.x,i.y)),rnd(vec2(i.x + 1.0,i.y)),rnd(vec2(i.x,i.y + 1.0)),rnd(vec2(i.x + 1.0, i.y + 1.0))); + return interpolate(interpolate(v.x, v.y, f.x), interpolate(v.z, v.w, f.x), f.y); + } + + // Based on The Book of Shaders + // https://thebookofshaders.com/13/ + float noise(vec2 p, float time){ + float _time = time + timeOffset; + float t = 0.0; + for(int i = 0; i < noiseOctaves; i++){ + float freq = pow(2.0, float(i)); + float amp = pow(per, float(noiseOctaves - i)); + t += irnd(vec2(p.y / freq + _time, p.x / freq + _time)) * amp; + } + return t; + } + + float fbm(vec2 x, float time) { + float v = 0.0; + float a = 0.5; + vec2 shift = vec2(100); + mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5)); + float sign = 1.0; + for (int i = 0; i < fbmOctaves; ++i) { + v += a * noise(x, time * sign); + x = rot * x * 2.0 + shift; + a *= 0.5; + sign *= -1.0; + } + return v; + } + + float warp(vec2 x, float g,float time){ + float val = 0.0; + for (int i = 0; i < warpOctaves; i++){ + val = fbm(x + g * vec2(cos(warpDirection.x * val), sin(warpDirection.y * val)), time); + } + return val; + } + + void main() { + + vec2 usf_Uv = gl_FragCoord.xy; + + ${ShaderLib.basicFx_fragment_begin} + + float noise = warp(usf_Uv * scale ,warpStrength,tick * timeStrength); + vec4 noiseColor = vec4(vec3(noise),1.0); + + vec4 usf_FragColor = noiseColor; + + ${ShaderLib.basicFx_fragment_end} + + gl_FragColor = usf_FragColor; + } +`; diff --git a/packages/use-shader-fx/src/materials/impl/rawBlank/RawBlankMaterial.ts b/packages/use-shader-fx/src/materials/impl/rawBlank/RawBlankMaterial.ts new file mode 100644 index 00000000..6662104c --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/rawBlank/RawBlankMaterial.ts @@ -0,0 +1,13 @@ +import { FxMaterial, FxMaterialProps } from "../../core/FxMaterial"; + +export type RawBlankValues = {}; + +export class RawBlankMaterial extends FxMaterial { + static get type() { + return "RawBlankMaterial"; + } + constructor(props: FxMaterialProps) { + super(props); + this.type = RawBlankMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/rgbShift/RGBShiftMaterial.ts b/packages/use-shader-fx/src/materials/impl/rgbShift/RGBShiftMaterial.ts new file mode 100644 index 00000000..a56c828e --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/rgbShift/RGBShiftMaterial.ts @@ -0,0 +1,51 @@ +import * as THREE from 'three'; +import { SamplingFxUniforms, SamplingFxValues, SamplingFxMaterial } from "../../core/SamplingFxMaterial"; +import { fragment, vertex } from "./rgbShift.glsl"; +import { FxMaterialProps } from "../../core/FxMaterial"; +import { NestUniformValues } from "../../../shaders/uniformsUtils"; +import { TexturePipelineSrc } from "../../../misc"; + +type RGBShiftUniforms = { + shiftPower: { value: THREE.Vector2 }; + shiftPowerSrcR: { value: TexturePipelineSrc }; + isUseShiftPowerSrcR: { value: boolean }; + shiftPowerSrcG: { value: TexturePipelineSrc }; + isUseShiftPowerSrcG: { value: boolean }; + shiftPowerSrcB: { value: TexturePipelineSrc }; + isUseShiftPowerSrcB: { value: boolean }; + shiftScale: { value: number }; +} & SamplingFxUniforms; + +export type RGBShiftValues = NestUniformValues & SamplingFxValues; + +export class RGBShiftMaterial extends SamplingFxMaterial { + static get type() { + return "RGBShiftMaterial"; + } + + uniforms!: RGBShiftUniforms; + + constructor({ + uniformValues, + materialParameters = {}, + }: FxMaterialProps) { + super({ + vertexShader: vertex, + fragmentShader: fragment, + uniformValues, + materialParameters, + uniforms: { + shiftPower: { value: new THREE.Vector2(1, 1) }, + shiftPowerSrcR: { value: null }, + isUseShiftPowerSrcR: { value: false }, + shiftPowerSrcG: { value: null }, + isUseShiftPowerSrcG: { value: false }, + shiftPowerSrcB: { value: null }, + isUseShiftPowerSrcB: { value: false }, + shiftScale: { value: 0.01 }, + } as RGBShiftUniforms, + }); + + this.type = RGBShiftMaterial.type; + } +} diff --git a/packages/use-shader-fx/src/materials/impl/rgbShift/rgbShift.glsl.ts b/packages/use-shader-fx/src/materials/impl/rgbShift/rgbShift.glsl.ts new file mode 100644 index 00000000..6ba65d23 --- /dev/null +++ b/packages/use-shader-fx/src/materials/impl/rgbShift/rgbShift.glsl.ts @@ -0,0 +1,64 @@ +import { ShaderLib } from "../../../shaders/ShaderLib"; + +export const vertex = ` + void main() { + ${ShaderLib.plane_vertex} + } +`; + +export const fragment = ` + + // uniform sampler2D src; + uniform vec2 shiftPower; + + uniform sampler2D shiftPowerSrcR; + uniform bool isUseShiftPowerSrcR; + uniform sampler2D shiftPowerSrcG; + uniform bool isUseShiftPowerSrcG; + uniform sampler2D shiftPowerSrcB; + uniform bool isUseShiftPowerSrcB; + uniform float shiftScale; + + void main() { + vec2 usf_Uv = gl_FragCoord.xy; + + ${ShaderLib.basicFx_fragment_begin} + + vec2 shift = shiftPower * shiftScale; + vec2 uv = vTextureCoverUv; + + float r = 0.0; + if(isUseShiftPowerSrcR){ + vec2 shiftR = (texture2D(shiftPowerSrcR, uv).rg * 4.0 - 1.0) * shiftScale; + r = texture2D(texture_src, uv + shiftR).r; + } else { + r = texture2D(texture_src, uv + shift).r; + } + + float g = 0.0; + if(isUseShiftPowerSrcG){ + vec2 shiftG = (texture2D(shiftPowerSrcG, uv).rg * 4.0 - 1.0) * shiftScale; + g = texture2D(texture_src, uv + shiftG).g; + } else { + g = texture2D(texture_src, uv + shift).g; + } + + float b = 0.0; + if(isUseShiftPowerSrcB){ + vec2 shiftB = (texture2D(shiftPowerSrcB, uv).rg * 4.0 - 1.0) * shiftScale; + b = texture2D(texture_src, uv + shiftB).b; + } else { + b = texture2D(texture_src, uv + shift).b; + } + + + vec4 outColor = vec4(r, g, b, 1.0); + + vec4 usf_FragColor = outColor; + + ${ShaderLib.basicFx_fragment_end} + + gl_FragColor = outColor; + + } +`; diff --git a/packages/use-shader-fx/src/materials/index.js b/packages/use-shader-fx/src/materials/index.js new file mode 100644 index 00000000..8a5d5ce0 --- /dev/null +++ b/packages/use-shader-fx/src/materials/index.js @@ -0,0 +1,12 @@ +export * from "./impl/FxMaterialImpl"; +export * from "./impl/BasicFxMaterialImpl"; + +export * from "./impl/noise/NoiseMaterial"; +export * from "./impl/rawBlank/RawBlankMaterial"; +export * from "./impl/fluid"; +export * from "./impl/blur/boxBlur/BoxBlurMaterial"; +export * from "./impl/blur/gaussianBlur/GaussianBlurMaterial"; +export * from "./impl/blur/motionBlur/MotionBlurMaterial"; +export * from "./impl/cover/CoverTextureMaterial"; +export * from "./impl/rgbShift/RGBShiftMaterial"; +export * from "./impl/distortion/DistortionMaterial"; diff --git a/packages/use-shader-fx/src/misc/index.js b/packages/use-shader-fx/src/misc/index.js new file mode 100644 index 00000000..6a9694b0 --- /dev/null +++ b/packages/use-shader-fx/src/misc/index.js @@ -0,0 +1,4 @@ +export * from "./useBeat"; +export * from "./usePointerTracker"; +export * from "./useWindowPointer"; +export * from "./usePipeline"; diff --git a/packages/use-shader-fx/src/misc/usePipeline.ts b/packages/use-shader-fx/src/misc/usePipeline.ts new file mode 100644 index 00000000..c8a421e5 --- /dev/null +++ b/packages/use-shader-fx/src/misc/usePipeline.ts @@ -0,0 +1,131 @@ +import * as THREE from "three"; +import { useCallback, useState } from "react"; +import { RootState } from "../hooks/types"; +import { FxTypes, FxProps } from "../hooks"; +import { warn } from "../utils"; + +export type FxConfig = { + fx: T; +} & FxProps; + +export type TexturePipelineSrc = THREE.Texture | null; + +export type PipelineConfig = { + src?: number | TexturePipelineSrc; + mixSrc?: number | TexturePipelineSrc; + mixDst?: number | TexturePipelineSrc; +}; +export type PipelineValues = { + src?: TexturePipelineSrc; + mixSrc?: { + src?: TexturePipelineSrc; + }; + mixDst?: { + src?: TexturePipelineSrc; + }; +}; + +const WARN_TEXT = { + args: `fx and args length mismatch. fx is non-reactive; update by changing the key to reset state.`, + pipeline: `fx and pipeline length mismatch. fx is non-reactive; update by changing the key to reset state.`, + pipelineValue: (val: number, pipelineIndex: number, key: string) => + `texture(index:${val}) is missing, at "${key}" of pipeline(index:${pipelineIndex}).`, +}; + +export const usePipeline = ( + ...args: { [K in keyof T]: FxConfig } +) => { + // hooks are non-reactive + const [hooks] = useState(() => args.map(({ fx }) => fx)); + + // to update the resolution, make the args reactive. + let _args = args.map(({ fx, ...rest }) => rest); + + const argsDiff = hooks.length - _args.length; + + if (argsDiff !== 0) { + warn(WARN_TEXT.args); + // adjust length of args + if (argsDiff < 0) { + _args = _args.slice(0, hooks.length); + } else { + _args = _args.concat(Array(argsDiff).fill(_args.at(-1))); + } + } + + const pipeline = hooks.map((hook, i) => hook(_args[i])); + + const render = useCallback( + (state: RootState) => pipeline.forEach((fx) => fx.render(state)), + [pipeline] + ); + + const setValues = useCallback( + (...values: {}[]) => pipeline.forEach((fx, i) => fx.setValues(values[i])), + [pipeline] + ); + + const textures = pipeline.map((fx) => fx.texture); + + const setPipeline = useCallback( + (...args: PipelineConfig[]) => { + if (args.length !== pipeline.length) { + warn(WARN_TEXT.pipeline); + return; + } + args.forEach((arg, i) => + pipeline[i].setValues(getPipelineValues(arg, textures, i)) + ); + }, + [pipeline, textures] + ); + + return { + render, + setValues, + setPipeline, + texture: pipeline.at(-1)?.texture, + textures, + pipeline, + }; +}; + +function getPipelineValues( + config: PipelineConfig, + textures: THREE.Texture[], + pipelineIndex: number +) { + const value: PipelineValues = {}; + + const setValue = (key: keyof PipelineConfig, val: TexturePipelineSrc) => { + if (key === "src") { + value[key] = val; + return; + } + value[key] = { src: val }; + }; + + for (const [key, val] of Object.entries(config)) { + const _key = key as keyof PipelineConfig; + + if (val == null) { + setValue(_key, null); + continue; + } + + if (typeof val === "number") { + const _tex = textures[val]; + if (!_tex) { + warn(WARN_TEXT.pipelineValue(val, pipelineIndex, key)); + setValue(_key, null); + continue; + } + setValue(_key, _tex); + continue; + } + + setValue(_key, val); + } + + return value; +} diff --git a/packages/use-shader-fx/src/misc/usePointerTracker.ts b/packages/use-shader-fx/src/misc/usePointerTracker.ts new file mode 100644 index 00000000..9077b688 --- /dev/null +++ b/packages/use-shader-fx/src/misc/usePointerTracker.ts @@ -0,0 +1,80 @@ +import * as THREE from "three"; +import { useCallback, useRef } from "react"; + +export type PointerValues = { + currentPointer: THREE.Vector2; + prevPointer: THREE.Vector2; + diffPointer: THREE.Vector2; + velocity: THREE.Vector2; + isVelocityUpdate: boolean; +}; + +type PointerTracker = (currentPointer: THREE.Vector2) => PointerValues; + +/** + * @description When given the pointer vector2 from r3f's RootState, it generates an update function that returns {`currentPointer`, `prevPointer`, `diffPointer`, `isVelocityUpdate`, `velocity`}. + * @description When calling custom in a `useFrame` loop, you can avoid duplication of execution by passing `pointerValues` to the update function of a Pointer-activated fxHook, such as `useBrush`. + * @param lerp 0~1, lerp intensity (0 to less than 1) , default : `0` + */ +export const usePointerTracker = (lerp: number = 0): PointerTracker => { + const prevPointer = useRef(new THREE.Vector2(0, 0)); + const diffPointer = useRef(new THREE.Vector2(0, 0)); + const lerpPointer = useRef(new THREE.Vector2(0, 0)); + const lastUpdateTime = useRef(0); + const velocity = useRef(new THREE.Vector2(0, 0)); + const isMoved = useRef(false); + + const pointerTracker = useCallback( + (currentPointer: THREE.Vector2) => { + const now = performance.now(); + + // lerp + let current: THREE.Vector2; + if (isMoved.current && lerp) { + lerpPointer.current = lerpPointer.current.lerp( + currentPointer, + 1 - lerp + ); + current = lerpPointer.current.clone(); + } else { + current = currentPointer.clone(); + lerpPointer.current = current; + } + + // first frame + if (lastUpdateTime.current === 0) { + lastUpdateTime.current = now; + prevPointer.current = current; + } + const deltaTime = Math.max(1, now - lastUpdateTime.current); + lastUpdateTime.current = now; + + // get velocity + velocity.current + .copy(current) + .sub(prevPointer.current) + .divideScalar(deltaTime); + const isUpdate = velocity.current.length() > 0; + + //set prev temp pos + const prevTemp = isMoved.current + ? prevPointer.current.clone() + : current; + if (!isMoved.current && isUpdate) { + isMoved.current = true; + } + prevPointer.current = current; + + return { + currentPointer: current, + prevPointer: prevTemp, + diffPointer: diffPointer.current.subVectors(current, prevTemp), + velocity: velocity.current, + isVelocityUpdate: isUpdate, + }; + }, + [lerp] + ); + + return pointerTracker; +}; diff --git a/packages/use-shader-fx/src/misc/useWindowPointer.ts b/packages/use-shader-fx/src/misc/useWindowPointer.ts new file mode 100644 index 00000000..d1d20c12 --- /dev/null +++ b/packages/use-shader-fx/src/misc/useWindowPointer.ts @@ -0,0 +1,39 @@ +import { useEffect, useRef } from "react"; +import * as THREE from "three"; +import { Size } from "../hooks/types"; + +const PASSIVE = { passive: true }; + +/** + * @param size Size + * @returns THREE.Vector2 + */ +export const useWindowPointer = (size: Size) => { + const windowPointer = useRef(new THREE.Vector2(0)); + + useEffect(() => { + const compute = (x: number, y: number) => { + windowPointer.current.set( + ((x - size.left) / size.width) * 2 - 1, + -((y - size.top) / size.height) * 2 + 1 + ); + }; + const handleTouchMove = (event: TouchEvent) => { + const touch = event.touches[0]; + compute(touch.clientX, touch.clientY); + }; + const handlePointerMove = (event: PointerEvent) => { + compute(event.clientX, event.clientY); + }; + + window.addEventListener("touchmove", handleTouchMove, PASSIVE); + window.addEventListener("pointermove", handlePointerMove, PASSIVE); + + return () => { + window.removeEventListener("touchmove", handleTouchMove); + window.removeEventListener("pointermove", handlePointerMove); + }; + }, [size]); + + return windowPointer.current; +}; diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk.ts b/packages/use-shader-fx/src/shaders/ShaderChunk.ts new file mode 100644 index 00000000..fa80e1f7 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk.ts @@ -0,0 +1,61 @@ +import plane_vertex from "./ShaderChunk/plane_vertex.glsl"; +import src_libs_vertex from './ShaderChunk/src_libs_vertex.glsl'; +import default_vertex from "./ShaderChunk/default_vertex.glsl"; +import default_pars_vertex from "./ShaderChunk/default_pars_vertex.glsl"; +import default_pars_fragment from "./ShaderChunk/default_pars_fragment.glsl"; +import mixSrc_pars_vertex from "./ShaderChunk/mixSrc_pars_vertex.glsl"; +import mixSrc_vertex from "./ShaderChunk/mixSrc_vertex.glsl"; +import mixSrc_pars_fragment from "./ShaderChunk/mixSrc_pars_fragment.glsl"; +import mixSrc_fragment_begin from "./ShaderChunk/mixSrc_fragment_begin.glsl"; +import mixSrc_fragment_end from "./ShaderChunk/mixSrc_fragment_end.glsl"; +import mixDst_pars_vertex from "./ShaderChunk/mixDst_pars_vertex.glsl"; +import mixDst_vertex from "./ShaderChunk/mixDst_vertex.glsl"; +import mixDst_pars_fragment from "./ShaderChunk/mixDst_pars_fragment.glsl"; +import mixDst_fragment from "./ShaderChunk/mixDst_fragment.glsl"; +import texture_vertex from "./ShaderChunk/texture_vertex.glsl"; +import texture_pars_vertex from "./ShaderChunk/texture_pars_vertex.glsl"; +import texture_pars_fragment from "./ShaderChunk/texture_pars_fragment.glsl"; +import texture_fragment_begin from './ShaderChunk/texture_fragment_begin.glsl'; +import texture_fragment_end from './ShaderChunk/texture_fragment_end.glsl'; + +export type ShaderChunkTypes = + | "default_pars_fragment" + | "src_libs_vertex" + | "default_pars_vertex" + | "default_vertex" + | "plane_vertex" + | "mixSrc_fragment_begin" + | "mixSrc_fragment_end" + | "mixSrc_pars_fragment" + | "mixSrc_pars_vertex" + | "mixSrc_vertex" + | "mixDst_fragment" + | "mixDst_pars_fragment" + | "mixDst_pars_vertex" + | "mixDst_vertex" + | "texture_pars_fragment" + | "texture_pars_vertex" + | "texture_vertex" + | "texture_fragment_begin" + ; + +export const ShaderChunk: { [K in ShaderChunkTypes]: string } = Object.freeze({ + plane_vertex, + src_libs_vertex, + default_vertex, + default_pars_vertex, + default_pars_fragment, + mixSrc_vertex, + mixSrc_pars_vertex, + mixSrc_pars_fragment, + mixSrc_fragment_begin, + mixSrc_fragment_end, + mixDst_pars_vertex, + mixDst_vertex, + mixDst_pars_fragment, + mixDst_fragment, + texture_vertex, + texture_pars_vertex, + texture_pars_fragment, + texture_fragment_begin, +}); diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_fragment.glsl new file mode 100644 index 00000000..2ac77bf5 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_fragment.glsl @@ -0,0 +1,8 @@ +precision highp float; + +varying vec2 vUv; +uniform vec2 resolution; +uniform vec2 texelSize; +uniform float aspectRatio; +uniform vec2 maxAspect; +uniform int renderCount; \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_vertex.glsl new file mode 100644 index 00000000..b251fdeb --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/default_pars_vertex.glsl @@ -0,0 +1,7 @@ +precision highp float; + +varying vec2 vUv; +uniform vec2 resolution; +uniform vec2 texelSize; +uniform float aspectRatio; +uniform vec2 maxAspect; \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/default_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/default_vertex.glsl new file mode 100644 index 00000000..06d19f37 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/default_vertex.glsl @@ -0,0 +1 @@ +vUv = uv; \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_fragment.glsl new file mode 100644 index 00000000..6ae3873d --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_fragment.glsl @@ -0,0 +1,9 @@ +#ifdef USF_USE_MIXDST + + vec4 mixDstColor = texture2D(mixDst_src, mix(vMixDstCoverUv,usf_FragColor.rg,mixDst_uvFactor)); + + usf_FragColor = mix(usf_FragColor, mixDstColor, mixDst_colorFactor); + + usf_FragColor = mix(usf_FragColor, mixDstColor, mixDstColor.a * mixDst_alphaFactor); + +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_fragment.glsl new file mode 100644 index 00000000..893a7287 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_fragment.glsl @@ -0,0 +1,7 @@ +#ifdef USF_USE_MIXDST + varying vec2 vMixDstCoverUv; + uniform sampler2D mixDst_src; + uniform float mixDst_uvFactor; + uniform float mixDst_alphaFactor; + uniform float mixDst_colorFactor; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_vertex.glsl new file mode 100644 index 00000000..88ec6b3e --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_pars_vertex.glsl @@ -0,0 +1,6 @@ +#ifdef USF_USE_MIXDST + varying vec2 vMixDstCoverUv; + uniform vec2 mixDst_resolution; + uniform float mixDst_aspectRatio; + uniform vec2 mixDst_fitScale; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_vertex.glsl new file mode 100644 index 00000000..74c4607e --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixDst_vertex.glsl @@ -0,0 +1,3 @@ +#ifdef USF_USE_MIXDST + vMixDstCoverUv = calcCoverUv(vUv, mixDst_fitScale); +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_begin.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_begin.glsl new file mode 100644 index 00000000..de081873 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_begin.glsl @@ -0,0 +1,6 @@ +#ifdef USF_USE_MIXSRC + + vec4 mixSrcColor = texture2D(mixSrc_src, vMixSrcCoverUv); + usf_Uv = mix(usf_Uv, mixSrcColor.rg, mixSrc_uvFactor); + +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_end.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_end.glsl new file mode 100644 index 00000000..750f41cf --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_fragment_end.glsl @@ -0,0 +1,7 @@ +#ifdef USF_USE_MIXSRC + + usf_FragColor = mix(usf_FragColor, mixSrcColor, mixSrc_colorFactor); + + usf_FragColor = mix(usf_FragColor, mixSrcColor, mixSrcColor.a * mixSrc_alphaFactor); + +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_fragment.glsl new file mode 100644 index 00000000..53c06c46 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_fragment.glsl @@ -0,0 +1,7 @@ +#ifdef USF_USE_MIXSRC + varying vec2 vMixSrcCoverUv; + uniform sampler2D mixSrc_src; + uniform float mixSrc_uvFactor; + uniform float mixSrc_alphaFactor; + uniform float mixSrc_colorFactor; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_vertex.glsl new file mode 100644 index 00000000..694f0cfd --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_pars_vertex.glsl @@ -0,0 +1,6 @@ +#ifdef USF_USE_MIXSRC + varying vec2 vMixSrcCoverUv; + uniform vec2 mixSrc_resolution; + uniform float mixSrc_aspectRatio; + uniform vec2 mixSrc_fitScale; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_vertex.glsl new file mode 100644 index 00000000..64c5e2e4 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/mixSrc_vertex.glsl @@ -0,0 +1,3 @@ +#ifdef USF_USE_MIXSRC + vMixSrcCoverUv = calcCoverUv(vUv, mixSrc_fitScale); +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/plane_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/plane_vertex.glsl new file mode 100644 index 00000000..bd687d85 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/plane_vertex.glsl @@ -0,0 +1 @@ +gl_Position = vec4(position, 1.0); \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/src_libs_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/src_libs_vertex.glsl new file mode 100644 index 00000000..d7f61d8c --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/src_libs_vertex.glsl @@ -0,0 +1,7 @@ +#ifdef USF_USE_SRC_SYSTEM + + vec2 calcCoverUv(vec2 uv, vec2 srcAspectRatio) { + return uv * srcAspectRatio + (1.0 - srcAspectRatio) * .5; + } + +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/texture_fragment_begin.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_fragment_begin.glsl new file mode 100644 index 00000000..7ac9b01b --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_fragment_begin.glsl @@ -0,0 +1,3 @@ +#ifdef USF_USE_TEXTURE + vec4 textureColor = texture2D(texture_src, vTextureCoverUv); +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_fragment.glsl new file mode 100644 index 00000000..b8c87f77 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_fragment.glsl @@ -0,0 +1,6 @@ +#ifdef USF_USE_TEXTURE + varying vec2 vTextureCoverUv; + uniform sampler2D texture_src; + uniform float texture_aspectRatio; + uniform vec2 texture_resolution; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_vertex.glsl new file mode 100644 index 00000000..ed246f1c --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_pars_vertex.glsl @@ -0,0 +1,6 @@ +#ifdef USF_USE_TEXTURE + varying vec2 vTextureCoverUv; + uniform vec2 texture_resolution; + uniform float texture_aspectRatio; + uniform vec2 texture_fitScale; +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderChunk/texture_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_vertex.glsl new file mode 100644 index 00000000..fc6ca408 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderChunk/texture_vertex.glsl @@ -0,0 +1,3 @@ +#ifdef USF_USE_TEXTURE + vTextureCoverUv = calcCoverUv(vUv, texture_fitScale); +#endif \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib.ts b/packages/use-shader-fx/src/shaders/ShaderLib.ts new file mode 100644 index 00000000..532535f5 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib.ts @@ -0,0 +1,47 @@ +import plane_vertex from "./ShaderLib/plane_vertex.glsl"; +import default_vertex from "./ShaderLib/default_vertex.glsl"; +import default_pars_vertex from "./ShaderLib/default_pars_vertex.glsl"; +import default_pars_fragment from "./ShaderLib/default_pars_fragment.glsl"; +import basicFx_vertex from "./ShaderLib/basicFx_vertex.glsl"; +import basicFx_pars_vertex from "./ShaderLib/basicFx_pars_vertex.glsl"; +import basicFx_pars_fragment from "./ShaderLib/basicFx_pars_fragment.glsl"; +import basicFx_fragment_begin from "./ShaderLib/basicFx_fragment_begin.glsl"; +import basicFx_fragment_end from "./ShaderLib/basicFx_fragment_end.glsl"; +import samplingFx_vertex from "./ShaderLib/samplingFx_vertex.glsl" +import samplingFx_pars_vertex from "./ShaderLib/samplingFx_pars_vertex.glsl" +import samplingFx_pars_fragment from "./ShaderLib/samplingFx_pars_fragment.glsl" +import samplingFx_fragment_begin from "./ShaderLib/samplingFx_fragment_begin.glsl" +import samplingFx_fragment_end from "./ShaderLib/samplingFx_fragment_end.glsl" + +export type ShaderLibTypes = + | "plane_vertex" + | "default_vertex" + | "default_pars_vertex" + | "default_pars_fragment" + | "basicFx_vertex" + | "basicFx_pars_vertex" + | "basicFx_pars_fragment" + | "basicFx_fragment_begin" + | "basicFx_fragment_end" + | "samplingFx_vertex" + | "samplingFx_pars_vertex" + | "samplingFx_pars_fragment" + | "samplingFx_fragment_begin" + | "samplingFx_fragment_end"; + +export const ShaderLib: { [K in ShaderLibTypes]: string } = Object.freeze({ + plane_vertex, + default_vertex, + default_pars_vertex, + default_pars_fragment, + basicFx_vertex, + basicFx_pars_vertex, + basicFx_pars_fragment, + basicFx_fragment_begin, + basicFx_fragment_end, + samplingFx_vertex, + samplingFx_pars_vertex, + samplingFx_pars_fragment, + samplingFx_fragment_begin, + samplingFx_fragment_end +}); diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_begin.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_begin.glsl new file mode 100644 index 00000000..ae4979ef --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_begin.glsl @@ -0,0 +1 @@ +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_end.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_end.glsl new file mode 100644 index 00000000..313908db --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_fragment_end.glsl @@ -0,0 +1,2 @@ +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_fragment.glsl new file mode 100644 index 00000000..d559b6ba --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_fragment.glsl @@ -0,0 +1,2 @@ +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_vertex.glsl new file mode 100644 index 00000000..50ef67aa --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_pars_vertex.glsl @@ -0,0 +1,3 @@ +#usf +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_vertex.glsl new file mode 100644 index 00000000..30529c1e --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/basicFx_vertex.glsl @@ -0,0 +1,2 @@ +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_fragment.glsl new file mode 100644 index 00000000..8971a903 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_fragment.glsl @@ -0,0 +1 @@ +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_vertex.glsl new file mode 100644 index 00000000..a8f35a66 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/default_pars_vertex.glsl @@ -0,0 +1 @@ +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/default_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/default_vertex.glsl new file mode 100644 index 00000000..69d54c90 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/default_vertex.glsl @@ -0,0 +1 @@ +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/plane_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/plane_vertex.glsl new file mode 100644 index 00000000..a2b40495 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/plane_vertex.glsl @@ -0,0 +1 @@ +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_begin.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_begin.glsl new file mode 100644 index 00000000..17c22265 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_begin.glsl @@ -0,0 +1,2 @@ +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_end.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_end.glsl new file mode 100644 index 00000000..313908db --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_fragment_end.glsl @@ -0,0 +1,2 @@ +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_fragment.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_fragment.glsl new file mode 100644 index 00000000..d7d32555 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_fragment.glsl @@ -0,0 +1,3 @@ +#usf +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_vertex.glsl new file mode 100644 index 00000000..365e74ea --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_pars_vertex.glsl @@ -0,0 +1,4 @@ +#usf +#usf +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_vertex.glsl b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_vertex.glsl new file mode 100644 index 00000000..2f0f7404 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/ShaderLib/samplingFx_vertex.glsl @@ -0,0 +1,3 @@ +#usf +#usf +#usf \ No newline at end of file diff --git a/packages/use-shader-fx/src/shaders/mergeShaderLib.ts b/packages/use-shader-fx/src/shaders/mergeShaderLib.ts new file mode 100644 index 00000000..ea5f7f3d --- /dev/null +++ b/packages/use-shader-fx/src/shaders/mergeShaderLib.ts @@ -0,0 +1,63 @@ +import { ShaderLib } from "./ShaderLib"; + +/** + * 共通でパースするShaderの共有部分を解決する + * basicFx_fragment_begin, basicFx_fragment_endは含まない。これらは各FXでカスタマイズする必要があるため。 + */ +export type ShaderLibType = "default" | "basicFx" | 'samplingFx'; +export function mergeShaderLib( + vertexShader: string | undefined, + fragmentShader: string | undefined, + type: ShaderLibType +): [string | undefined, string | undefined] { + let vertex, + fragment = undefined; + + const ShaderLibs = { + default: { + vertexPars: ShaderLib.default_pars_vertex, + vertexMain: ShaderLib.default_vertex, + fragmentPars: ShaderLib.default_pars_fragment, + }, + basicFx: { + vertexPars: ShaderLib.basicFx_pars_vertex, + vertexMain: ShaderLib.basicFx_vertex, + fragmentPars: ShaderLib.basicFx_pars_fragment, + }, + samplingFx: { + vertexPars: ShaderLib.samplingFx_pars_vertex, + vertexMain: ShaderLib.samplingFx_vertex, + fragmentPars: ShaderLib.samplingFx_pars_fragment, + } + }; + + const vertexPars = ShaderLibs[type].vertexPars; + const vertexMain = ShaderLibs[type].vertexMain; + const fragmentPars = ShaderLibs[type].fragmentPars; + + if (vertexShader) { + vertex = vertexPars + `\n` + vertexShader; + vertex = vertex.replace( + /void\s+main\s*\(\)\s*\{/, + `void main() {\n${vertexMain}` + ); + } + + if (fragmentShader) { + fragment = fragmentPars + `\n` + fragmentShader; + } + + return [vertex, fragment]; +} + + +/** + * Shaderのprefixを結合する + */ +export function joinShaderPrefix(prefix: string[]):string { + return prefix + .filter((string) => { + return string !== ""; + }) + .join("\n"); +} diff --git a/packages/use-shader-fx/src/shaders/resolveShaders.ts b/packages/use-shader-fx/src/shaders/resolveShaders.ts new file mode 100644 index 00000000..27452a4d --- /dev/null +++ b/packages/use-shader-fx/src/shaders/resolveShaders.ts @@ -0,0 +1,12 @@ +import { ShaderChunk, ShaderChunkTypes } from "./ShaderChunk"; + +export const includePattern = /^[ \t]*#usf +<([\w\d./]+)>/gm; + +function includeReplacer(match: string, include: ShaderChunkTypes): string { + return resolveIncludes(ShaderChunk[include] || ""); +} + +function resolveIncludes(string: string): string { + return string.replace(includePattern, includeReplacer); +} +export { resolveIncludes }; diff --git a/packages/use-shader-fx/src/shaders/uniformsUtils.ts b/packages/use-shader-fx/src/shaders/uniformsUtils.ts new file mode 100644 index 00000000..6f5e3e65 --- /dev/null +++ b/packages/use-shader-fx/src/shaders/uniformsUtils.ts @@ -0,0 +1,70 @@ +import * as THREE from "three"; +import { warn } from "../utils"; +import { THREE_TYPES } from "../libs/constants"; + +export type Uniforms = { [uniform: string]: THREE.IUniform }; + +export type ShaderWithUniforms = { + uniforms?: Uniforms; + vertexShader?: string; + fragmentShader?: string; +}; + +/** + * test:{value:number} => test:number + * materialのprops型を定義する + * materialにはuniformsのsetter/getterが定義されている.その型推論のため. + */ +export type ExtractUniformValues = { + [K in keyof T]?: T[K] extends { value: infer U } ? U : never; +}; + +/** + * test_test:{value:number} => { test: { test: number } } + */ +type Nest = K extends `${infer First}_${infer Rest}` + ? { [P in First]?: Nest } + : { [P in K]?: V }; + +type UnionToIntersection = (U extends any ? (k: U) => void : never) extends ( + k: infer I +) => void + ? I + : never; +export type NestUniformValues = UnionToIntersection< + { [K in keyof U]: Nest, U[K]["value"]> }[keyof U] +>; + +/** + * {test:{test:1}} => {test_test:1} + */ +function isTHREE(property: any) { + return property && THREE_TYPES.has(property.constructor); +} +export function flattenUniformValues( + obj: Record +): Record { + const flatObject: Record = {}; + + const flatten = (currentObj: any, parentKey = ""): void => { + for (const [key, val] of Object.entries(currentObj)) { + const newKey = parentKey ? `${parentKey}_${key}` : key; + if ( + val && + typeof val === "object" && + !Array.isArray(val) && + !isTHREE(val) + ) { + flatten(val, newKey); + } else { + if (flatObject.hasOwnProperty(newKey)) { + warn(`${newKey} already exists and will be overwritten.`); + } + flatObject[newKey] = val; + } + } + }; + + flatten(obj); + return flatObject; +} diff --git a/packages/use-shader-fx/src/utils/getDpr.ts b/packages/use-shader-fx/src/utils/getDpr.ts index 88caeef8..20f28eff 100644 --- a/packages/use-shader-fx/src/utils/getDpr.ts +++ b/packages/use-shader-fx/src/utils/getDpr.ts @@ -1,4 +1,4 @@ -import { Dpr } from "../fxs/types"; +import { Dpr } from "../hooks/types"; export const getDpr = ( dpr: Dpr diff --git a/packages/use-shader-fx/src/utils/index.ts b/packages/use-shader-fx/src/utils/index.ts new file mode 100644 index 00000000..6218cb41 --- /dev/null +++ b/packages/use-shader-fx/src/utils/index.ts @@ -0,0 +1,9 @@ +export * from "./getDpr"; +export * from "./useCamera"; +export * from "./useDoubleFBO"; +export * from "./useFxScene"; +export * from "./useMutableState"; +export * from "./useObject3D"; +export * from "./useResolution"; +export * from "./useSingleFBO"; +export * from "./warn"; diff --git a/packages/use-shader-fx/src/utils/useCamera.ts b/packages/use-shader-fx/src/utils/useCamera.ts index 8da37f48..187fb416 100644 --- a/packages/use-shader-fx/src/utils/useCamera.ts +++ b/packages/use-shader-fx/src/utils/useCamera.ts @@ -1,7 +1,7 @@ import * as THREE from "three"; import { useResolution } from "./useResolution"; -import { useMemo } from "react"; -import { Size } from "../fxs/types"; +import { useState } from "react"; +import { Size } from "../hooks/types"; const getCameraProps = (width: number, height: number) => { const frustumSize = height; @@ -19,7 +19,8 @@ export const useCamera = ( resolution.x, resolution.y ); - const camera = useMemo(() => { + + const [camera] = useState(() => { return cameraType === "OrthographicCamera" ? new THREE.OrthographicCamera( -width, @@ -30,6 +31,20 @@ export const useCamera = ( far ) : new THREE.PerspectiveCamera(50, width / height); - }, [width, height, near, far, cameraType]); + }); + + if (camera instanceof THREE.OrthographicCamera) { + camera.left = -width; + camera.right = width; + camera.top = height; + camera.bottom = -height; + camera.near = near; + camera.far = far; + camera.updateProjectionMatrix(); + } else if (camera instanceof THREE.PerspectiveCamera) { + camera.aspect = width / height; + camera.updateProjectionMatrix(); + } + return camera; }; diff --git a/packages/use-shader-fx/src/utils/useDoubleFBO.ts b/packages/use-shader-fx/src/utils/useDoubleFBO.ts index ddfb11d0..a5df25c1 100644 --- a/packages/use-shader-fx/src/utils/useDoubleFBO.ts +++ b/packages/use-shader-fx/src/utils/useDoubleFBO.ts @@ -1,6 +1,11 @@ import * as THREE from "three"; -import { useCallback, useEffect, useMemo } from "react"; -import { FBO_DEFAULT_OPTION, UseFboProps, renderFBO } from "./useSingleFBO"; +import { useCallback, useEffect, useState } from "react"; +import { + FBO_DEFAULT_OPTION, + UseFboProps, + renderFBO, + RenderProps, +} from "./useSingleFBO"; import { useResolution } from "./useResolution"; export type DoubleRenderTarget = { @@ -12,8 +17,8 @@ interface WebGLDoubleRenderTarget extends DoubleRenderTarget { swap: () => void; } -type FBOUpdateFunction = ( - gl: THREE.WebGLRenderer, +export type DoubleFBOUpdateFunction = ( + renderProps: RenderProps, /** call before FBO is rendered */ onBeforeRender?: ({ read, @@ -26,7 +31,7 @@ type FBOUpdateFunction = ( type UseDoubleFBOReturn = [ { read: THREE.WebGLRenderTarget; write: THREE.WebGLRenderTarget }, - FBOUpdateFunction + DoubleFBOUpdateFunction ]; /** @@ -39,14 +44,14 @@ export const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => { camera, size, dpr = false, - isSizeUpdate = false, + fboAutoSetSize = false, depth = false, ...renderTargetOptions } = props; const resolution = useResolution(size, dpr); - const renderTarget = useMemo(() => { + const [renderTarget] = useState(() => { const read = new THREE.WebGLRenderTarget(resolution.x, resolution.y, { ...FBO_DEFAULT_OPTION, ...renderTargetOptions, @@ -78,10 +83,9 @@ export const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => { this.write = temp; }, }; - // eslint-disable-next-line react-hooks/exhaustive-deps - }, []); + }); - if (isSizeUpdate) { + if (fboAutoSetSize) { renderTarget.read?.setSize(resolution.x, resolution.y); renderTarget.write?.setSize(resolution.x, resolution.y); } @@ -94,17 +98,16 @@ export const useDoubleFBO = (props: UseFboProps): UseDoubleFBOReturn => { }; }, [renderTarget]); - const updateRenderTarget: FBOUpdateFunction = useCallback( - (gl, onBeforeRender) => { + const updateRenderTarget: DoubleFBOUpdateFunction = useCallback( + (renderProps, onBeforeRender) => { const fbo = renderTarget; renderFBO({ - gl, - scene, - camera, + ...renderProps, + scene: renderProps.scene || scene, + camera: renderProps.camera || camera, fbo: fbo.write!, onBeforeRender: () => - onBeforeRender && - onBeforeRender({ + onBeforeRender?.({ read: fbo.read!.texture, write: fbo.write!.texture, }), diff --git a/packages/use-shader-fx/src/utils/useFxScene.ts b/packages/use-shader-fx/src/utils/useFxScene.ts new file mode 100644 index 00000000..d8534fbb --- /dev/null +++ b/packages/use-shader-fx/src/utils/useFxScene.ts @@ -0,0 +1,54 @@ +import * as THREE from "three"; +import { useEffect, useState } from "react"; +import { useObject3D } from "./useObject3D"; +import { Size } from "../hooks/types"; +import { useResolution } from "./useResolution"; +import { FxMaterial, FxMaterialProps } from "../materials/core/FxMaterial"; +import { useCamera } from "./useCamera"; + +type MaterialConstructor = new (props: FxMaterialProps) => M; + +type GeometryConstructor = new ( + width: number, + height: number +) => THREE.BufferGeometry; + +export const useFxScene = ({ + size, + dpr, + material, + geometry = THREE.PlaneGeometry, + geometrySize, + ...materialProps +}: { + size: Size; + dpr: number | false; + material: MaterialConstructor; + geometry?: GeometryConstructor; + geometrySize?: { + width: number; + height: number; + }; +} & FxMaterialProps) => { + // Mutable THREE objects should retain their values in useState + // https://github.com/FunTechInc/use-shader-fx/issues/145 + const [scene] = useState(() => new THREE.Scene()); + const [_geometry] = useState( + () => new geometry(geometrySize?.width || 2, geometrySize?.height || 2) + ); + const [_material] = useState(() => new material(materialProps)); + + // materialのresolutionはreactiveに更新する + const resolution = useResolution(size, dpr); + _material.updateResolution(resolution); + + useObject3D(scene, _geometry, _material, THREE.Mesh); + + const camera = useCamera(size); + + return { + scene, + material: _material, + camera, + }; +}; diff --git a/packages/use-shader-fx/src/utils/useMutableState.ts b/packages/use-shader-fx/src/utils/useMutableState.ts new file mode 100644 index 00000000..352604eb --- /dev/null +++ b/packages/use-shader-fx/src/utils/useMutableState.ts @@ -0,0 +1,13 @@ +import { useCallback, useRef } from "react"; + +export const useMutableState = (state: S) => { + const ref = useRef(state); + const setRef = useCallback((value: S | ((prevState: S) => S)) => { + ref.current = + typeof value === "function" + ? (value as (prevState: S) => S)(ref.current) + : value; + }, []); + + return [ref, setRef] as const; +}; diff --git a/packages/use-shader-fx/src/utils/useObject3D.ts b/packages/use-shader-fx/src/utils/useObject3D.ts new file mode 100644 index 00000000..46fbdd40 --- /dev/null +++ b/packages/use-shader-fx/src/utils/useObject3D.ts @@ -0,0 +1,30 @@ +import * as THREE from "three"; +import { useEffect, useState } from "react"; + +type Object3DConstructor = new ( + geometry: THREE.BufferGeometry, + material: M +) => T; + +/** + * Add geometry and material to Object3D and add them to scene. + */ +export const useObject3D = ( + scene: THREE.Scene | false, + geometry: THREE.BufferGeometry, + material: M, + Proto: Object3DConstructor +) => { + const [object3D] = useState(() => new Proto(geometry, material)); + + useEffect(() => { + scene && scene.add(object3D); + return () => { + scene && scene.remove(object3D); + geometry.dispose(); + material.dispose(); + }; + }, [scene, geometry, material, object3D]); + + return object3D; +}; diff --git a/packages/use-shader-fx/src/utils/useResolution.ts b/packages/use-shader-fx/src/utils/useResolution.ts index 1ae2c633..e4d1a1bc 100644 --- a/packages/use-shader-fx/src/utils/useResolution.ts +++ b/packages/use-shader-fx/src/utils/useResolution.ts @@ -1,6 +1,6 @@ import * as THREE from "three"; -import { useMemo } from "react"; -import { Size } from "../fxs/types"; +import { useState } from "react"; +import { Size } from "../hooks/types"; /** * @params dpr if dpr is set, it returns the resolution which is size multiplied by dpr. @@ -9,9 +9,8 @@ export const useResolution = (size: Size, dpr: number | false = false) => { const _width = dpr ? size.width * dpr : size.width; const _height = dpr ? size.height * dpr : size.height; - const resolution = useMemo( - () => new THREE.Vector2(_width, _height), - [_width, _height] - ); + const [resolution] = useState(() => new THREE.Vector2(_width, _height)); + resolution.set(_width, _height); + return resolution; }; diff --git a/packages/use-shader-fx/src/utils/useSingleFBO.ts b/packages/use-shader-fx/src/utils/useSingleFBO.ts index 8dc8f6fc..fa90f932 100644 --- a/packages/use-shader-fx/src/utils/useSingleFBO.ts +++ b/packages/use-shader-fx/src/utils/useSingleFBO.ts @@ -1,59 +1,66 @@ import * as THREE from "three"; -import { useCallback, useEffect, useMemo, useRef } from "react"; +import { useCallback, useEffect, useState } from "react"; import { useResolution } from "./useResolution"; -import { Size } from "../fxs/types"; +import { Size } from "../hooks/types"; export const FBO_DEFAULT_OPTION: THREE.RenderTargetOptions = { depthBuffer: false, }; export type UseFboProps = { - scene: THREE.Scene; - camera: THREE.Camera; + scene?: THREE.Scene; + camera?: THREE.Camera; size: Size; /** If dpr is set, dpr will be multiplied, default : `false` */ dpr?: number | false; /** Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` */ - isSizeUpdate?: boolean; + fboAutoSetSize?: boolean; /** If set, the scene depth will be rendered into buffer.depthTexture. default : `false` */ depth?: boolean; } & THREE.RenderTargetOptions; +export type RenderProps = { + gl: THREE.WebGLRenderer; + scene?: THREE.Scene; + camera?: THREE.Camera; + clear?: boolean; +}; + export const renderFBO = ({ gl, fbo, scene, camera, + clear = true, onBeforeRender, onSwap, }: { - gl: THREE.WebGLRenderer; fbo: THREE.WebGLRenderTarget; - scene: THREE.Scene; - camera: THREE.Camera; onBeforeRender: () => void; onSwap?: () => void; -}) => { +} & RenderProps) => { + if (!scene || !camera) return; + const clearCache = gl.autoClear; + gl.autoClear = clear; gl.setRenderTarget(fbo); onBeforeRender(); - gl.clear(); gl.render(scene, camera); onSwap && onSwap(); gl.setRenderTarget(null); - gl.clear(); + gl.autoClear = clearCache; }; -type UpdateRenderTarget = ( - gl: THREE.WebGLRenderer, +export type SingleFBOUpdateFunction = ( + renderProps: RenderProps, /** call before FBO is rendered */ - onBeforeRender?: ({ read }: { read: THREE.Texture }) => void + onBeforeRender?: ({ read }: { read: THREE.Texture }) => void, ) => THREE.Texture; -type UseSingleFBOReturn = [THREE.WebGLRenderTarget, UpdateRenderTarget]; +type UseSingleFBOReturn = [THREE.WebGLRenderTarget, SingleFBOUpdateFunction]; /** * @param dpr If dpr is set, dpr will be multiplied, default:false - * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false + * @param fboAutoSetSize Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false * @param depthBuffer Unlike the default in three.js, the default is `false`. * @returns [THREE.WebGLRenderTarget , updateFBO] -Receives the RenderTarget as the first argument and the update function as the second argument. */ @@ -63,64 +70,53 @@ export const useSingleFBO = (props: UseFboProps): UseSingleFBOReturn => { camera, size, dpr = false, - isSizeUpdate = false, + fboAutoSetSize = false, depth = false, ...renderTargetOptions } = props; - const renderTarget = useRef(); - const resolution = useResolution(size, dpr); - renderTarget.current = useMemo( - () => { - const target = new THREE.WebGLRenderTarget( + const [renderTarget] = useState(() => { + const target = new THREE.WebGLRenderTarget(resolution.x, resolution.y, { + ...FBO_DEFAULT_OPTION, + ...renderTargetOptions, + }); + if (depth) { + target.depthTexture = new THREE.DepthTexture( resolution.x, resolution.y, - { - ...FBO_DEFAULT_OPTION, - ...renderTargetOptions, - } + THREE.FloatType ); - if (depth) { - target.depthTexture = new THREE.DepthTexture( - resolution.x, - resolution.y, - THREE.FloatType - ); - } - return target; - }, - // eslint-disable-next-line react-hooks/exhaustive-deps - [] - ); + } + return target; + }); - if (isSizeUpdate) { - renderTarget.current?.setSize(resolution.x, resolution.y); + if (fboAutoSetSize) { + renderTarget.setSize(resolution.x, resolution.y); } useEffect(() => { - const temp = renderTarget.current; + const temp = renderTarget; return () => { temp?.dispose(); }; - }, []); + }, [renderTarget]); - const updateRenderTarget: UpdateRenderTarget = useCallback( - (gl, onBeforeRender) => { - const fbo = renderTarget.current!; + const updateRenderTarget: SingleFBOUpdateFunction = useCallback( + (renderProps, onBeforeRender) => { + const fbo = renderTarget!; renderFBO({ - gl, + ...renderProps, + scene: renderProps.scene || scene, + camera: renderProps.camera || camera, fbo, - scene, - camera, - onBeforeRender: () => - onBeforeRender && onBeforeRender({ read: fbo.texture }), + onBeforeRender: () => onBeforeRender?.({ read: fbo.texture }), }); return fbo.texture; }, - [scene, camera] + [scene, camera, renderTarget] ); - return [renderTarget.current, updateRenderTarget]; + return [renderTarget, updateRenderTarget]; }; diff --git a/packages/use-shader-fx/src/utils/warn.ts b/packages/use-shader-fx/src/utils/warn.ts new file mode 100644 index 00000000..518fb1cc --- /dev/null +++ b/packages/use-shader-fx/src/utils/warn.ts @@ -0,0 +1,7 @@ +import { APP_NAME, ISDEV } from "../libs/constants"; + +export const warn = (text: string) => { + if (ISDEV) { + console.warn(`${APP_NAME}: ${text}`); + } +}; diff --git a/packages/use-shader-fx/types/fxs/3D/types/index.d.ts b/packages/use-shader-fx/types/fxs/3D/types/index.d.ts deleted file mode 100644 index 1af2ca28..00000000 --- a/packages/use-shader-fx/types/fxs/3D/types/index.d.ts +++ /dev/null @@ -1,10 +0,0 @@ -import * as THREE from "three"; -import { HooksProps, MaterialProps } from "../../types"; -export interface HooksProps3D extends HooksProps { - /** For 3D series, you should use the r3f camera as it is as the camera passed to renderTarget. */ - camera: THREE.Camera; -} -export interface Create3DHooksProps extends MaterialProps { - /** You can put the r3f scene in, or if you don't want to add to any scene, you can pass nothing and it will just return the object without putting it in the scene, default : `false` */ - scene?: THREE.Scene | false; -} diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/index.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/index.d.ts deleted file mode 100644 index 00a6fb0b..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/index.d.ts +++ /dev/null @@ -1,66 +0,0 @@ -import * as THREE from "three"; -import { HooksReturn } from "../../types"; -import { UseCreateMorphParticlesProps } from "./useCreateMorphParticles"; -import { HooksProps3D } from "../types"; -import { InteractiveMesh, MorphParticlePoints } from "./utils/useCreateObject"; -import { CustomParams } from "../../../utils/setUniforms"; -export type MorphParticlesParams = { - /** progress value to morph vertices,0~1 */ - morphProgress?: number; - blurAlpha?: number; - blurRadius?: number; - pointSize?: number; - /** default : `1` */ - pointAlpha?: number; - /** Since the color is extracted based on the attribute `uv`, the intended behavior will not occur if there is no uv in the attribute. */ - picture?: THREE.Texture | false; - /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. It also affects the size of the point. default : `false` */ - alphaPicture?: THREE.Texture | false; - color0?: THREE.Color; - color1?: THREE.Color; - color2?: THREE.Color; - color3?: THREE.Color; - /** This maps to point,texture */ - map?: THREE.Texture | false; - /** The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). use the green channel when sampling this texture. default : `false` */ - alphaMap?: THREE.Texture | false; - /** If ​​wobbleStrength is set to 0, wobble will stop. It will also affect noise calculation, default : `0` */ - wobbleStrength?: number; - wobblePositionFrequency?: number; - wobbleTimeFrequency?: number; - /** default : `0` */ - warpStrength?: number; - warpPositionFrequency?: number; - warpTimeFrequency?: number; - /** Manipulate the vertices using the color channels of this texture. The strength of the displacement changes depending on the g channel of this texture */ - displacement?: THREE.Texture | false; - /** Strength of displacement. The strength of displacement depends on g ch, but is the value multiplied by it , default : `1` */ - displacementIntensity?: number; - /** Strength to reflect color ch of displacement texture */ - displacementColorIntensity?: number; - /** If set to 0, noise calculation stops, default : `0` */ - sizeRandomIntensity?: number; - sizeRandomTimeFrequency?: number; - sizeRandomMin?: number; - sizeRandomMax?: number; - /** Divergence rate of a point. Negative cases are dense, positive cases are divergent, default : `0` */ - divergence?: number; - /** Divergence centre point, default : `THREE.Vector3(0)` */ - divergencePoint?: THREE.Vector3; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; -}; -export type MorphParticlesObject = { - scene: THREE.Scene; - points: MorphParticlePoints; - interactiveMesh: InteractiveMesh; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; - positions: Float32Array[]; - uvs: Float32Array[]; -}; -export declare const MORPHPARTICLES_PARAMS: MorphParticlesParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx - */ -export declare const useMorphParticles: ({ size, dpr, isSizeUpdate, renderTargetOptions, camera, geometry, positions, uvs, onBeforeInit, }: HooksProps3D & UseCreateMorphParticlesProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/useCreateMorphParticles.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/useCreateMorphParticles.d.ts deleted file mode 100644 index 6c36a5da..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/useCreateMorphParticles.d.ts +++ /dev/null @@ -1,29 +0,0 @@ -import * as THREE from "three"; -import { RootState } from "@react-three/fiber"; -import { InteractiveMesh, MorphParticlePoints } from "./utils/useCreateObject"; -import { MorphParticlesParams } from "."; -import { CustomParams } from "../../../utils/setUniforms"; -import { Create3DHooksProps } from "../types"; -import { Dpr, Size } from "../../types"; -export type UseCreateMorphParticlesProps = { - size: Size; - dpr: Dpr; - /** default : `THREE.SphereGeometry(1, 32, 32)` */ - geometry?: THREE.BufferGeometry; - positions?: Float32Array[]; - uvs?: Float32Array[]; - /** Array of textures to map to points. Mapped at random. */ - mapArray?: THREE.Texture[]; -}; -type UpdateUniform = (rootState: RootState | null, newParams?: MorphParticlesParams, customParams?: CustomParams) => void; -type UseCreateMorphParticlesReturn = [ - UpdateUniform, - { - points: MorphParticlePoints; - interactiveMesh: InteractiveMesh; - positions: Float32Array[]; - uvs: Float32Array[]; - } -]; -export declare const useCreateMorphParticles: ({ size, dpr, scene, geometry, positions, uvs, mapArray, onBeforeInit, }: Create3DHooksProps & UseCreateMorphParticlesProps) => UseCreateMorphParticlesReturn; -export {}; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/modifyAttributes.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/modifyAttributes.d.ts deleted file mode 100644 index 241902bc..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/modifyAttributes.d.ts +++ /dev/null @@ -1,5 +0,0 @@ -import * as THREE from "three"; -/** - * Calculate the maximum length of attribute (position and uv) to match the length of all lists. Randomly map missing attributes when matching to maximum length - * */ -export declare const modifyAttributes: (attribute: Float32Array[] | undefined, targetGeometry: THREE.BufferGeometry, targetAttibute: "position" | "uv", itemSize: number) => Float32Array[]; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteFragmentShader.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteFragmentShader.d.ts deleted file mode 100644 index c46d824e..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteFragmentShader.d.ts +++ /dev/null @@ -1,5 +0,0 @@ -import * as THREE from "three"; -export declare const rewriteFragmentShader: (mapArray: THREE.Texture[] | undefined, fragmentShader: string) => { - rewritedFragmentShader: string; - mapArrayUniforms: any; -}; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteVertexShader.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteVertexShader.d.ts deleted file mode 100644 index 90866e6c..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/rewriteVertexShader.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import * as THREE from "three"; -export declare const rewriteVertexShader: (modifeidAttributes: Float32Array[], targetGeometry: THREE.BufferGeometry, targetAttibute: "position" | "uv", vertexShader: string, itemSize: number) => string; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useCreateObject.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useCreateObject.d.ts deleted file mode 100644 index b3ff18d9..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useCreateObject.d.ts +++ /dev/null @@ -1,13 +0,0 @@ -import * as THREE from "three"; -type UseCreateObjectProps = { - scene: THREE.Scene | false; - geometry: THREE.BufferGeometry; - material: THREE.ShaderMaterial; -}; -export type MorphParticlePoints = THREE.Points, THREE.ShaderMaterial>; -export type InteractiveMesh = THREE.Mesh, THREE.ShaderMaterial>; -export declare const useCreateObject: ({ scene, geometry, material, }: UseCreateObjectProps) => { - points: MorphParticlePoints; - interactiveMesh: InteractiveMesh; -}; -export {}; diff --git a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useMaterial.d.ts b/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useMaterial.d.ts deleted file mode 100644 index 8f0ec7e1..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useMorphParticles/utils/useMaterial.d.ts +++ /dev/null @@ -1,123 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../../types"; -export declare class MorphParticlesMaterial extends THREE.ShaderMaterial { - uniforms: { - uResolution: { - value: THREE.Vector2; - }; - uMorphProgress: { - value: number; - }; - uBlurAlpha: { - value: number; - }; - uBlurRadius: { - value: number; - }; - uPointSize: { - value: number; - }; - uPointAlpha: { - value: number; - }; - uPicture: { - value: THREE.Texture; - }; - uIsPicture: { - value: boolean; - }; - uAlphaPicture: { - value: THREE.Texture; - }; - uIsAlphaPicture: { - value: boolean; - }; - uColor0: { - value: THREE.Color; - }; - uColor1: { - value: THREE.Color; - }; - uColor2: { - value: THREE.Color; - }; - uColor3: { - value: THREE.Color; - }; - uMap: { - value: THREE.Texture; - }; - uIsMap: { - value: boolean; - }; - uAlphaMap: { - value: THREE.Texture; - }; - uIsAlphaMap: { - value: boolean; - }; - uTime: { - value: number; - }; - uWobblePositionFrequency: { - value: number; - }; - uWobbleTimeFrequency: { - value: number; - }; - uWobbleStrength: { - value: number; - }; - uWarpPositionFrequency: { - value: number; - }; - uWarpTimeFrequency: { - value: number; - }; - uWarpStrength: { - value: number; - }; - uDisplacement: { - value: THREE.Texture; - }; - uIsDisplacement: { - value: boolean; - }; - uDisplacementIntensity: { - value: number; - }; - uDisplacementColorIntensity: { - value: number; - }; - uSizeRandomIntensity: { - value: number; - }; - uSizeRandomTimeFrequency: { - value: number; - }; - uSizeRandomMin: { - value: number; - }; - uSizeRandomMax: { - value: number; - }; - uDivergence: { - value: number; - }; - uDivergencePoint: { - value: THREE.Vector3; - }; - }; -} -export declare const useMaterial: ({ size, dpr, geometry, positions, uvs, mapArray, onBeforeInit, }: { - size: Size; - dpr: number | false; - geometry: THREE.BufferGeometry; - positions?: Float32Array[] | undefined; - uvs?: Float32Array[] | undefined; - mapArray?: THREE.Texture[] | undefined; -} & MaterialProps) => { - material: MorphParticlesMaterial; - modifiedPositions: Float32Array[]; - modifiedUvs: Float32Array[]; -}; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/index.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/index.d.ts deleted file mode 100644 index f14e080e..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/index.d.ts +++ /dev/null @@ -1,56 +0,0 @@ -import * as THREE from "three"; -import { HooksReturn } from "../../types"; -import { UseCreateWobble3DProps } from "./useCreateWobble3D"; -import { WobbleMaterialProps, WobbleMaterialConstructor } from "./useMaterial"; -import { HooksProps3D } from "../types"; -import { CustomParams } from "../../../utils/setUniforms"; -export type Wobble3DParams = { - /** default : `0.3` */ - wobbleStrength?: number; - /** default : `0.3` */ - wobblePositionFrequency?: number; - /** default : `0.3` */ - wobbleTimeFrequency?: number; - /** default : `0.3` */ - warpStrength?: number; - /** default : `0.3` */ - warpPositionFrequency?: number; - /** default : `0.3` */ - warpTimeFrequency?: number; - color0?: THREE.Color; - color1?: THREE.Color; - color2?: THREE.Color; - color3?: THREE.Color; - /** Mixing ratio with the material's original output color, 0~1 , defaulat : `1` */ - colorMix?: number; - /** Threshold of edge. 0 for edge disabled, default : `0` */ - edgeThreshold?: number; - /** Color of edge. default : `0x000000` */ - edgeColor?: THREE.Color; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */ - chromaticAberration?: number; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */ - anisotropicBlur?: number; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */ - distortion?: number; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.1` */ - distortionScale?: number; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `0.0` */ - temporalDistortion?: number; - /** valid only for `MeshPhysicalMaterial` && `isCustomTransmission:true` , default : `6` */ - refractionSamples?: number; -}; -export type Wobble3DObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - depthMaterial: THREE.MeshDepthMaterial | null; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const WOBBLE3D_PARAMS: Wobble3DParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx - */ -export declare const useWobble3D: ({ size, dpr, renderTargetOptions, isSizeUpdate, camera, geometry, baseMaterial, materialParameters, isCustomTransmission, onBeforeInit, depthOnBeforeInit, depth, }: HooksProps3D & UseCreateWobble3DProps & WobbleMaterialProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/useCreateWobble3D.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/useCreateWobble3D.d.ts deleted file mode 100644 index 193a4117..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/useCreateWobble3D.d.ts +++ /dev/null @@ -1,20 +0,0 @@ -import * as THREE from "three"; -import { RootState } from "@react-three/fiber"; -import { WobbleMaterialProps, WobbleMaterialConstructor } from "./useMaterial"; -import { Wobble3DParams } from "."; -import { CustomParams } from "../../../utils/setUniforms"; -import { Create3DHooksProps } from "../types"; -export type UseCreateWobble3DProps = { - /** default : `THREE.IcosahedronGeometry(2,20)` */ - geometry?: THREE.BufferGeometry; -}; -type UpdateUniform = (rootState: RootState | null, newParams?: Wobble3DParams, customParams?: CustomParams) => void; -type UseCreateWobble3DReturn = [ - UpdateUniform, - { - mesh: THREE.Mesh; - depthMaterial: THREE.MeshDepthMaterial | null; - } -]; -export declare const useCreateWobble3D: ({ scene, geometry, isCustomTransmission, baseMaterial, materialParameters, depth, onBeforeInit, depthOnBeforeInit, }: UseCreateWobble3DProps & Create3DHooksProps & WobbleMaterialProps) => UseCreateWobble3DReturn; -export {}; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/useMaterial.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/useMaterial.d.ts deleted file mode 100644 index e5c91386..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/useMaterial.d.ts +++ /dev/null @@ -1,88 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, OnBeforeInitParameters } from "../../types"; -export declare class Wobble3DMaterial extends THREE.Material { - uniforms: { - uTime: { - value: number; - }; - uWobblePositionFrequency: { - value: number; - }; - uWobbleTimeFrequency: { - value: number; - }; - uWobbleStrength: { - value: number; - }; - uWarpPositionFrequency: { - value: number; - }; - uWarpTimeFrequency: { - value: number; - }; - uWarpStrength: { - value: number; - }; - uColor0: { - value: THREE.Color; - }; - uColor1: { - value: THREE.Color; - }; - uColor2: { - value: THREE.Color; - }; - uColor3: { - value: THREE.Color; - }; - uColorMix: { - value: number; - }; - uEdgeThreshold: { - value: number; - }; - uEdgeColor: { - value: THREE.Color; - }; - uChromaticAberration: { - value: number; - }; - uAnisotropicBlur: { - value: number; - }; - uDistortion: { - value: number; - }; - uDistortionScale: { - value: number; - }; - uTemporalDistortion: { - value: number; - }; - uRefractionSamples: { - value: number; - }; - }; -} -export type WobbleMaterialConstructor = new (opts: { - [key: string]: any; -}) => THREE.Material; -type WobbleMaterialParams = ConstructorParameters[0]; -export interface WobbleMaterialProps extends MaterialProps { - /** default:THREE.MeshPhysicalMaterial */ - baseMaterial?: T; - materialParameters?: WobbleMaterialParams; - depthOnBeforeInit?: (parameters: OnBeforeInitParameters) => void; - /** - * Whether to apply more advanced `transmission` or not. valid only for `MeshPhysicalMaterial`. This is a function referring to `drei/MeshTransmissionMaterial`, default : `false` - * @link https://github.com/pmndrs/drei?tab=readme-ov-file#meshtransmissionmaterial - * */ - isCustomTransmission?: boolean; - /** Whether to initialise `MeshDepthMaterial` or not , default : `false` */ - depth?: boolean; -} -export declare const useMaterial: ({ baseMaterial, materialParameters, isCustomTransmission, onBeforeInit, depthOnBeforeInit, depth, }: WobbleMaterialProps) => { - material: Wobble3DMaterial; - depthMaterial: THREE.MeshDepthMaterial | null; -}; -export {}; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/resolveEachMaterial.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/resolveEachMaterial.d.ts deleted file mode 100644 index 9e4975f1..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/resolveEachMaterial.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -import * as THREE from "three"; -export declare const resolveEachMaterial: ({ mat, isCustomTransmission, parameters, }: { - mat: THREE.Material; - isCustomTransmission: boolean; - parameters: THREE.WebGLProgramParametersWithUniforms; -}) => void; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteFragmentShader.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteFragmentShader.d.ts deleted file mode 100644 index 0d5994e6..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteFragmentShader.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import * as THREE from "three"; -export declare const rewriteFragmentShader: (parameters: THREE.WebGLProgramParametersWithUniforms) => void; diff --git a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteVertexShader.d.ts b/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteVertexShader.d.ts deleted file mode 100644 index 5292a364..00000000 --- a/packages/use-shader-fx/types/fxs/3D/useWobble3D/utils/rewriteVertexShader.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import * as THREE from "three"; -export declare const rewriteVertexShader: (parameters: THREE.WebGLProgramParametersWithUniforms) => void; diff --git a/packages/use-shader-fx/types/fxs/blank/useBlank/index.d.ts b/packages/use-shader-fx/types/fxs/blank/useBlank/index.d.ts deleted file mode 100644 index 82f30972..00000000 --- a/packages/use-shader-fx/types/fxs/blank/useBlank/index.d.ts +++ /dev/null @@ -1,30 +0,0 @@ -import * as THREE from "three"; -import { BlankMaterial } from "./useMesh"; -import { DoubleRenderTarget } from "../../../utils/useDoubleFBO"; -import { CustomParams } from "../../../utils/setUniforms"; -import type { HooksProps, HooksReturn } from "../../types"; -export type BlankParams = { - /** texture, default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; -}; -export type BlankObject = { - scene: THREE.Scene; - mesh: THREE.Mesh, BlankMaterial>; - material: BlankMaterial; - camera: THREE.Camera; - renderTarget: DoubleRenderTarget; - output: THREE.Texture; -}; -export declare const BLANK_PARAMS: BlankParams; -/** - * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`. - * Fragment shaders have `uTexture`,`uBackbuffer`,`uTime`,`uPointer` and `uResolution` as default uniforms. - * - * ※ `usf_FragColor` overrides `gl_FragColor` - * - * ※ `usf_Position` overrides `gl_Position` - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useBlank: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/blank/useBlank/useMesh.d.ts b/packages/use-shader-fx/types/fxs/blank/useBlank/useMesh.d.ts deleted file mode 100644 index c155da6e..00000000 --- a/packages/use-shader-fx/types/fxs/blank/useBlank/useMesh.d.ts +++ /dev/null @@ -1,29 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class BlankMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uBackbuffer: { - value: THREE.Texture; - }; - uTime: { - value: number; - }; - uPointer: { - value: THREE.Vector2; - }; - uResolution: { - value: THREE.Vector2; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: BlankMaterial; - mesh: THREE.Mesh, BlankMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/blank/useRawBlank/index.d.ts b/packages/use-shader-fx/types/fxs/blank/useRawBlank/index.d.ts deleted file mode 100644 index dba38ea9..00000000 --- a/packages/use-shader-fx/types/fxs/blank/useRawBlank/index.d.ts +++ /dev/null @@ -1,37 +0,0 @@ -import * as THREE from "three"; -import { RawBlankMaterial } from "./useMesh"; -import { CustomParams } from "../../../utils/setUniforms"; -import type { HooksProps, HooksReturn } from "../../types"; -export type RawBlankParams = {}; -export type RawBlankObject = { - scene: THREE.Scene; - mesh: THREE.Mesh, RawBlankMaterial>; - material: RawBlankMaterial; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const RAWBLANK_PARAMS: RawBlankParams; -/** - * By default, it is a blank canvas with nothing drawn on it. You can customise the shaders using `onBeforeCompile`. - * Fragment shaders have `uResolution` as default uniforms. - * - * ※ `usf_FragColor` overrides `gl_FragColor` - * - * ※ `usf_Position` overrides `gl_Position` - * - * `RawBlankParams` is an empty object. so you can't pass any parameters to second argument. Nothing will happen if you pass them. - * ```tsx - * useFrame((state) => { - update( - state, - {}, - { - uTime: state.clock.getElapsedTime(), - } - ); - }); - * ``` - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useRawBlank: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/blank/useRawBlank/useMesh.d.ts b/packages/use-shader-fx/types/fxs/blank/useRawBlank/useMesh.d.ts deleted file mode 100644 index 7cb21f71..00000000 --- a/packages/use-shader-fx/types/fxs/blank/useRawBlank/useMesh.d.ts +++ /dev/null @@ -1,17 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class RawBlankMaterial extends THREE.ShaderMaterial { - uniforms: { - uResolution: { - value: THREE.Vector2; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: RawBlankMaterial; - mesh: THREE.Mesh, RawBlankMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/effects/useMotionBlur/index.d.ts b/packages/use-shader-fx/types/fxs/effects/useMotionBlur/index.d.ts deleted file mode 100644 index f23e6f3e..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useMotionBlur/index.d.ts +++ /dev/null @@ -1,27 +0,0 @@ -import * as THREE from "three"; -import { DoubleRenderTarget } from "../../../utils/useDoubleFBO"; -import { CustomParams } from "../../../utils/setUniforms"; -import type { HooksProps, HooksReturn } from "../../types"; -export type MotionBlurParams = { - /** Make this texture blur, default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** motion begin, default : `THREE.Vector2(0, 0)` */ - begin?: THREE.Vector2; - /** motion end, default : `THREE.Vector2(0, 0)` */ - end?: THREE.Vector2; - /** motion strength, default : `0.9` */ - strength?: number; -}; -export type MotionBlurObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: DoubleRenderTarget; - output: THREE.Texture; -}; -export declare const MOTIONBLUR_PARAMS: MotionBlurParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useMotionBlur: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/effects/useMotionBlur/useMesh.d.ts b/packages/use-shader-fx/types/fxs/effects/useMotionBlur/useMesh.d.ts deleted file mode 100644 index 03518e41..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useMotionBlur/useMesh.d.ts +++ /dev/null @@ -1,27 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class MotionBlurMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uBackbuffer: { - value: THREE.Texture; - }; - uBegin: { - value: THREE.Vector2; - }; - uEnd: { - value: THREE.Vector2; - }; - uStrength: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: MotionBlurMaterial; - mesh: THREE.Mesh, MotionBlurMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/index.d.ts b/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/index.d.ts deleted file mode 100644 index 4e495940..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/index.d.ts +++ /dev/null @@ -1,25 +0,0 @@ -import * as THREE from "three"; -import { DoubleRenderTarget } from "../../../utils/useDoubleFBO"; -import { CustomParams } from "../../../utils/setUniforms"; -import type { HooksProps, HooksReturn } from "../../types"; -export type SimpleBlurParams = { - /** Make this texture blur , default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** blurSize, default : `3` */ - blurSize?: number; - /** blurPower, affects performance default : `5` */ - blurPower?: number; -}; -export type SimpleBlurObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: DoubleRenderTarget; - output: THREE.Texture; -}; -export declare const SIMPLEBLUR_PARAMS: SimpleBlurParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useSimpleBlur: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/useMesh.d.ts b/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/useMesh.d.ts deleted file mode 100644 index 0c56bfc7..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useSimpleBlur/useMesh.d.ts +++ /dev/null @@ -1,21 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class SampleMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uResolution: { - value: THREE.Vector2; - }; - uBlurSize: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: SampleMaterial; - mesh: THREE.Mesh, SampleMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/effects/useWave/index.d.ts b/packages/use-shader-fx/types/fxs/effects/useWave/index.d.ts deleted file mode 100644 index c4321d0d..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useWave/index.d.ts +++ /dev/null @@ -1,28 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type WaveParams = { - /** -1.0 ~ 1.0 , default : `vec2(0.0,0.0)` */ - epicenter?: THREE.Vector2; - /** 0.0 ~ 1.0 , default : `0.0` */ - progress?: number; - /** default : `0.0` */ - width?: number; - /** default : `0.0` */ - strength?: number; - /** default : `center` */ - mode?: "center" | "horizontal" | "vertical"; -}; -export type WaveObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const WAVE_PARAMS: WaveParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx - */ -export declare const useWave: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/effects/useWave/useMesh.d.ts b/packages/use-shader-fx/types/fxs/effects/useWave/useMesh.d.ts deleted file mode 100644 index f0852d01..00000000 --- a/packages/use-shader-fx/types/fxs/effects/useWave/useMesh.d.ts +++ /dev/null @@ -1,27 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class WaveMaterial extends THREE.ShaderMaterial { - uniforms: { - uEpicenter: { - value: THREE.Vector2; - }; - uProgress: { - value: number; - }; - uStrength: { - value: number; - }; - uWidth: { - value: number; - }; - uMode: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: WaveMaterial; - mesh: THREE.Mesh, WaveMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/interactions/useBrush/index.d.ts b/packages/use-shader-fx/types/fxs/interactions/useBrush/index.d.ts deleted file mode 100644 index 2f5e7c6f..00000000 --- a/packages/use-shader-fx/types/fxs/interactions/useBrush/index.d.ts +++ /dev/null @@ -1,44 +0,0 @@ -import * as THREE from "three"; -import { PointerValues } from "../../../misc/usePointer"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -import { DoubleRenderTarget } from "../../../utils/useDoubleFBO"; -export type BrushParams = { - /** Texture applied to the brush, If texture is true, it will take precedence over color , default : `false` */ - texture?: THREE.Texture | false; - /** You can attach an fx map , default : `false` */ - map?: THREE.Texture | false; - /** map intensity , default : `0.1` */ - mapIntensity?: number; - /** size of the stamp, percentage of the size ,default : `0.05` */ - radius?: number; - /** Strength of smudge effect , default : `0.0`*/ - smudge?: number; - /** dissipation rate. If set to 1, it will remain. , default : `1.0` */ - dissipation?: number; - /** Strength of motion blur , default : `0.0` */ - motionBlur?: number; - /** Number of motion blur samples. Affects performance default : `5` */ - motionSample?: number; - /** brush color , it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */ - color?: ((velocity: THREE.Vector2) => THREE.Vector3) | THREE.Vector3 | THREE.Color; - /** Follows the cursor even if it loses speed , default : `false` */ - isCursor?: boolean; - /** brush pressure (0 to 1) , default : `1.0` */ - pressure?: number; - /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */ - pointerValues?: PointerValues | false; -}; -export type BrushObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: DoubleRenderTarget; - output: THREE.Texture; -}; -export declare const BRUSH_PARAMS: BrushParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useBrush: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/interactions/useBrush/useMesh.d.ts b/packages/use-shader-fx/types/fxs/interactions/useBrush/useMesh.d.ts deleted file mode 100644 index c7bec4a8..00000000 --- a/packages/use-shader-fx/types/fxs/interactions/useBrush/useMesh.d.ts +++ /dev/null @@ -1,71 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class BrushMaterial extends THREE.ShaderMaterial { - uniforms: { - uBuffer: { - value: THREE.Texture; - }; - uTexture: { - value: THREE.Texture; - }; - uIsTexture: { - value: boolean; - }; - uMap: { - value: THREE.Texture; - }; - uIsMap: { - value: boolean; - }; - uMapIntensity: { - value: number; - }; - uResolution: { - value: THREE.Vector2; - }; - uRadius: { - value: number; - }; - uSmudge: { - value: number; - }; - uDissipation: { - value: number; - }; - uMotionBlur: { - value: number; - }; - uMotionSample: { - value: number; - }; - uMouse: { - value: number; - }; - uPrevMouse: { - value: number; - }; - uVelocity: { - value: number; - }; - uColor: { - value: THREE.Vector3 | THREE.Color; - }; - uIsCursor: { - value: boolean; - }; - uPressureStart: { - value: number; - }; - uPressureEnd: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: BrushMaterial; - mesh: THREE.Mesh, BrushMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/misc/useChromaKey/index.d.ts b/packages/use-shader-fx/types/fxs/misc/useChromaKey/index.d.ts deleted file mode 100644 index d495d93b..00000000 --- a/packages/use-shader-fx/types/fxs/misc/useChromaKey/index.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type ChromaKeyParams = { - /** Process this texture with chroma key , default : `THREE.Texture` */ - texture?: THREE.Texture; - /** key color for chromakey processing , default: `THREE.Color(0x00ff00)` */ - keyColor?: THREE.Color; - /** If the similarity with the key color exceeds this value, it becomes transparent. , default : `0.2` */ - similarity?: number; - /** smoothness , default : `0.1` */ - smoothness?: number; - /** spill , default : `0.2` */ - spill?: number; - /** tone correction , default : `THREE.Vector4(1.0, 1.0, 1.0, 1.0)` */ - color?: THREE.Vector4; - /** contrast , default : `1.0` */ - contrast?: number; - /** brightness , default : `0.0` */ - brightness?: number; - /** gamma correction , default : `1.0` */ - gamma?: number; -}; -export type ChromaKeyObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const CHROMAKEY_PARAMS: ChromaKeyParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useChromaKey: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/misc/useChromaKey/useMesh.d.ts b/packages/use-shader-fx/types/fxs/misc/useChromaKey/useMesh.d.ts deleted file mode 100644 index 5db856df..00000000 --- a/packages/use-shader-fx/types/fxs/misc/useChromaKey/useMesh.d.ts +++ /dev/null @@ -1,44 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class ChromaKeyMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - u_resolution: { - value: THREE.Vector2; - }; - u_keyColor: { - value: THREE.Color; - }; - u_similarity: { - value: number; - }; - u_smoothness: { - value: number; - }; - u_spill: { - value: number; - }; - u_color: { - value: THREE.Vector4; - }; - u_contrast: { - value: number; - }; - u_brightness: { - value: number; - }; - u_gamma: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: ChromaKeyMaterial; - mesh: THREE.Mesh, ChromaKeyMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/noises/useColorStrata/index.d.ts b/packages/use-shader-fx/types/fxs/noises/useColorStrata/index.d.ts deleted file mode 100644 index c3697d6c..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useColorStrata/index.d.ts +++ /dev/null @@ -1,40 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type ColorStrataParams = { - /** default : `null` */ - texture?: THREE.Texture | false; - /** Valid when texture is false. default : `1` */ - scale?: number; - /** default : `1.0` */ - laminateLayer?: number; - /** default : `(0.1, 0.1)` */ - laminateInterval?: THREE.Vector2; - /** default : `(1.0, 1.0)` */ - laminateDetail?: THREE.Vector2; - /** default : `(0.0, 0.0)` */ - distortion?: THREE.Vector2; - /** default : `(1.0, 1.0, 1.0)` */ - colorFactor?: THREE.Vector3; - /** default : `(0.0, 0.0)` */ - timeStrength?: THREE.Vector2; - /** default : `false` */ - noise?: THREE.Texture | false; - /** default : `(0.0,0.0)` */ - noiseStrength?: THREE.Vector2; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; -}; -export type ColorStrataObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const COLORSTRATA_PARAMS: ColorStrataParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useColorStrata: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/noises/useColorStrata/useMesh.d.ts b/packages/use-shader-fx/types/fxs/noises/useColorStrata/useMesh.d.ts deleted file mode 100644 index c37211b1..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useColorStrata/useMesh.d.ts +++ /dev/null @@ -1,51 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class ColorStrataMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - isTexture: { - value: boolean; - }; - scale: { - value: number; - }; - noise: { - value: THREE.Texture; - }; - noiseStrength: { - value: THREE.Vector2; - }; - isNoise: { - value: boolean; - }; - laminateLayer: { - value: number; - }; - laminateInterval: { - value: THREE.Vector2; - }; - laminateDetail: { - value: THREE.Vector2; - }; - distortion: { - value: THREE.Vector2; - }; - colorFactor: { - value: THREE.Vector3; - }; - uTime: { - value: number; - }; - timeStrength: { - value: THREE.Vector2; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: ColorStrataMaterial; - mesh: THREE.Mesh, ColorStrataMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/noises/useCosPalette/index.d.ts b/packages/use-shader-fx/types/fxs/noises/useCosPalette/index.d.ts deleted file mode 100644 index cccbfeb3..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useCosPalette/index.d.ts +++ /dev/null @@ -1,30 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type CosPaletteParams = { - /** color1, default : `rgb(50%, 50%, 50%)` */ - color1?: THREE.Color; - /** color2, default : `rgb(50%, 50%, 50%)` */ - color2?: THREE.Color; - /** color3, default : `rgb(100%, 100%, 100%)` */ - color3?: THREE.Color; - /** color4, default : `rgb(0%, 10%, 20%)` */ - color4?: THREE.Color; - /** texture to be used as a palette */ - texture?: THREE.Texture; - /** weight of the rgb, default : `THREE.Vector3(1.0,0.0,0.0)` */ - rgbWeight?: THREE.Vector3; -}; -export type ColorPaletteObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const COSPALETTE_PARAMS: CosPaletteParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useCosPalette: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/noises/useCosPalette/useMesh.d.ts b/packages/use-shader-fx/types/fxs/noises/useCosPalette/useMesh.d.ts deleted file mode 100644 index 9d4f03f8..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useCosPalette/useMesh.d.ts +++ /dev/null @@ -1,30 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class CosPaletteMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uRgbWeight: { - value: THREE.Vector3; - }; - uColor1: { - value: THREE.Color; - }; - uColor2: { - value: THREE.Color; - }; - uColor3: { - value: THREE.Color; - }; - uColor4: { - value: THREE.Color; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: CosPaletteMaterial; - mesh: THREE.Mesh, CosPaletteMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/noises/useMarble/index.d.ts b/packages/use-shader-fx/types/fxs/noises/useMarble/index.d.ts deleted file mode 100644 index 5516e108..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useMarble/index.d.ts +++ /dev/null @@ -1,32 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type MarbleParams = { - /** You can add random patterns to noise by passing random numbers ,default : `0` */ - pattern?: number; - /** default : `2` */ - complexity?: number; - /** default : `0.2` */ - complexityAttenuation?: number; - /** default : `8` */ - iterations?: number; - /** default : `0.2` */ - timeStrength?: number; - /** default : `0.002` */ - scale?: number; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; -}; -export type MarbleObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const MARBLE_PARAMS: MarbleParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useMarble: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/noises/useMarble/useMesh.d.ts b/packages/use-shader-fx/types/fxs/noises/useMarble/useMesh.d.ts deleted file mode 100644 index c0ef7e18..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useMarble/useMesh.d.ts +++ /dev/null @@ -1,33 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class MarbleMaterial extends THREE.ShaderMaterial { - uniforms: { - u_time: { - value: number; - }; - u_pattern: { - value: number; - }; - u_complexity: { - value: number; - }; - u_complexityAttenuation: { - value: number; - }; - u_iterations: { - value: number; - }; - u_timeStrength: { - value: number; - }; - u_scale: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: MarbleMaterial; - mesh: THREE.Mesh, MarbleMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/noises/useNoise/index.d.ts b/packages/use-shader-fx/types/fxs/noises/useNoise/index.d.ts deleted file mode 100644 index d0075a61..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useNoise/index.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type NoiseParams = { - /** noise scale , default : `0.004` */ - scale?: number; - /** time factor default : `0.3` */ - timeStrength?: number; - /** noiseOctaves, affects performance default : `2` */ - noiseOctaves?: number; - /** fbmOctaves, affects performance default : `2` */ - fbmOctaves?: number; - /** domain warping octaves , affects performance default : `2` */ - warpOctaves?: number; - /** direction of domain warping , default : `(2.0,2,0)` */ - warpDirection?: THREE.Vector2; - /** strength of domain warping , default : `8.0` */ - warpStrength?: number; - /** you can get into the rhythm ♪ , default : `false` */ - beat?: number | false; -}; -export type NoiseObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const NOISE_PARAMS: NoiseParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - * - * It is a basic value noise with `fbm` and `domain warping` - */ -export declare const useNoise: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/noises/useNoise/useMesh.d.ts b/packages/use-shader-fx/types/fxs/noises/useNoise/useMesh.d.ts deleted file mode 100644 index 4ec1ff06..00000000 --- a/packages/use-shader-fx/types/fxs/noises/useNoise/useMesh.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class NoiseMaterial extends THREE.ShaderMaterial { - uniforms: { - uTime: { - value: number; - }; - scale: { - value: number; - }; - timeStrength: { - value: number; - }; - noiseOctaves: { - value: number; - }; - fbmOctaves: { - value: number; - }; - warpOctaves: { - value: number; - }; - warpDirection: { - value: THREE.Vector2; - }; - warpStrength: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: NoiseMaterial; - mesh: THREE.Mesh, NoiseMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/index.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/index.d.ts deleted file mode 100644 index ad0696cb..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/index.d.ts +++ /dev/null @@ -1,56 +0,0 @@ -import * as THREE from "three"; -import { FluidMaterials, CustomFluidProps, CustomFluidParams } from "./useMesh"; -import { PointerValues } from "../../../misc/usePointer"; -import { HooksProps, HooksReturn } from "../../types"; -import { DoubleRenderTarget } from "../../../utils/useDoubleFBO"; -export declare const DELTA_TIME = 0.016; -export type FluidParams = { - /** density disspation , default : `0.98` */ - densityDissipation?: number; - /** velocity dissipation , default : `0.99` */ - velocityDissipation?: number; - /** velocity acceleration , default : `10.0` */ - velocityAcceleration?: number; - /** pressure dissipation , default : `0.9` */ - pressureDissipation?: number; - /** pressure iterations. affects performance , default : `20` */ - pressureIterations?: number; - /** curl_strength , default : `35` */ - curlStrength?: number; - /** splat radius , default : `0.002` */ - splatRadius?: number; - /** Fluid Color.THREE.Vector3 Alternatively, it accepts a function that returns THREE.Vector3.The function takes velocity:THREE.Vector2 as an argument. , default : `THREE.Vector3(1.0, 1.0, 1.0)` */ - fluidColor?: ((velocity: THREE.Vector2) => THREE.Vector3) | THREE.Vector3 | THREE.Color; - /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */ - pointerValues?: PointerValues | false; -}; -export type FluidObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - materials: FluidMaterials; - camera: THREE.Camera; - renderTarget: { - velocity: DoubleRenderTarget; - density: DoubleRenderTarget; - curl: THREE.WebGLRenderTarget; - divergence: THREE.WebGLRenderTarget; - pressure: DoubleRenderTarget; - }; - output: THREE.Texture; -}; -export declare const FLUID_PARAMS: FluidParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useFluid: ({ size, dpr, renderTargetOptions, isSizeUpdate, customFluidProps, }: { - /** you can add `onBeforeInit` of the next material.`initial`,`curl`,`vorticity`,`advection`,`divergence`,`pressure`,`clear`,`gradientSubtract`,`splat` - * ```ts - * customFluidProps: { - vorticity: { - onBeforeInit: (parameters) => console.log(parameters), - }, - }, - * ``` - */ - customFluidProps?: CustomFluidProps | undefined; -} & HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useAdvectionMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useAdvectionMaterial.d.ts deleted file mode 100644 index 4063a869..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useAdvectionMaterial.d.ts +++ /dev/null @@ -1,22 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class AdvectionMaterial extends THREE.ShaderMaterial { - uniforms: { - uVelocity: { - value: THREE.Texture; - }; - uSource: { - value: THREE.Texture; - }; - texelSize: { - value: THREE.Vector2; - }; - dt: { - value: number; - }; - dissipation: { - value: number; - }; - }; -} -export declare const useAdvectionMaterial: ({ onBeforeInit }: MaterialProps) => AdvectionMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useClearMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useClearMaterial.d.ts deleted file mode 100644 index 33100e41..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useClearMaterial.d.ts +++ /dev/null @@ -1,16 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class ClearMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - value: { - value: number; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useClearMaterial: ({ onBeforeInit }: MaterialProps) => ClearMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useCurlMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useCurlMaterial.d.ts deleted file mode 100644 index bface9d9..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useCurlMaterial.d.ts +++ /dev/null @@ -1,13 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class CurlMaterial extends THREE.ShaderMaterial { - uniforms: { - uVelocity: { - value: THREE.Texture; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useCurlMaterial: ({ onBeforeInit }: MaterialProps) => CurlMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useDivergenceMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useDivergenceMaterial.d.ts deleted file mode 100644 index 87fc99a0..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useDivergenceMaterial.d.ts +++ /dev/null @@ -1,13 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class DivergenceMaterial extends THREE.ShaderMaterial { - uniforms: { - uVelocity: { - value: THREE.Texture; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useDivergenceMaterial: ({ onBeforeInit }: MaterialProps) => DivergenceMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useGradientSubtractMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useGradientSubtractMaterial.d.ts deleted file mode 100644 index 06af8242..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useGradientSubtractMaterial.d.ts +++ /dev/null @@ -1,16 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class GradientSubtractMaterial extends THREE.ShaderMaterial { - uniforms: { - uPressure: { - value: THREE.Texture; - }; - uVelocity: { - value: THREE.Texture; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useGradientSubtractMaterial: ({ onBeforeInit, }: MaterialProps) => GradientSubtractMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useInitialMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useInitialMaterial.d.ts deleted file mode 100644 index 6322827a..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useInitialMaterial.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import * as THREE from "three"; -export declare const useInitialMaterial: () => THREE.ShaderMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/usePressureMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/usePressureMaterial.d.ts deleted file mode 100644 index 798aa583..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/usePressureMaterial.d.ts +++ /dev/null @@ -1,16 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class PressureMaterial extends THREE.ShaderMaterial { - uniforms: { - uPressure: { - value: THREE.Texture; - }; - uDivergence: { - value: THREE.Texture; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const usePressureMaterial: ({ onBeforeInit }: MaterialProps) => PressureMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useSplatMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useSplatMaterial.d.ts deleted file mode 100644 index 0a641bcc..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useSplatMaterial.d.ts +++ /dev/null @@ -1,25 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class SplatMaterial extends THREE.ShaderMaterial { - uniforms: { - uTarget: { - value: THREE.Texture; - }; - aspectRatio: { - value: number; - }; - color: { - value: THREE.Vector3 | THREE.Color; - }; - point: { - value: THREE.Vector2; - }; - radius: { - value: number; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useSplatMaterial: ({ onBeforeInit }: MaterialProps) => SplatMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useVorticityMaterial.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useVorticityMaterial.d.ts deleted file mode 100644 index 71994220..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/materials/useVorticityMaterial.d.ts +++ /dev/null @@ -1,22 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../../types"; -export declare class VorticityMaterial extends THREE.ShaderMaterial { - uniforms: { - uVelocity: { - value: THREE.Texture; - }; - uCurl: { - value: THREE.Texture; - }; - curl: { - value: number; - }; - dt: { - value: number; - }; - texelSize: { - value: THREE.Vector2; - }; - }; -} -export declare const useVorticityMaterial: ({ onBeforeInit }: MaterialProps) => VorticityMaterial; diff --git a/packages/use-shader-fx/types/fxs/simulations/useFluid/useMesh.d.ts b/packages/use-shader-fx/types/fxs/simulations/useFluid/useMesh.d.ts deleted file mode 100644 index a6d2cd12..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useFluid/useMesh.d.ts +++ /dev/null @@ -1,52 +0,0 @@ -import * as THREE from "three"; -import { AdvectionMaterial } from "./materials/useAdvectionMaterial"; -import { DivergenceMaterial } from "./materials/useDivergenceMaterial"; -import { PressureMaterial } from "./materials/usePressureMaterial"; -import { CurlMaterial } from "./materials/useCurlMaterial"; -import { VorticityMaterial } from "./materials/useVorticityMaterial"; -import { ClearMaterial } from "./materials/useClearMaterial"; -import { GradientSubtractMaterial } from "./materials/useGradientSubtractMaterial"; -import { SplatMaterial } from "./materials/useSplatMaterial"; -import { CustomParams } from "../../../utils/setUniforms"; -import { MaterialProps, Size } from "../../types"; -type TMaterials = AdvectionMaterial | DivergenceMaterial | CurlMaterial | PressureMaterial | ClearMaterial | GradientSubtractMaterial | SplatMaterial; -export type FluidMaterials = { - vorticityMaterial: VorticityMaterial; - curlMaterial: CurlMaterial; - advectionMaterial: AdvectionMaterial; - divergenceMaterial: DivergenceMaterial; - pressureMaterial: PressureMaterial; - clearMaterial: ClearMaterial; - gradientSubtractMaterial: GradientSubtractMaterial; - splatMaterial: SplatMaterial; -}; -export type CustomizableKeys = "advection" | "splat" | "curl" | "vorticity" | "divergence" | "clear" | "pressure" | "gradientSubtract"; -export type CustomFluidProps = { - [K in CustomizableKeys]?: MaterialProps; -}; -export type CustomFluidParams = { - [K in CustomizableKeys]?: CustomParams; -}; -/** - * Returns the material update function in the second argument - */ -export declare const useMesh: ({ scene, size, dpr, customFluidProps, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; - customFluidProps?: CustomFluidProps | undefined; -}) => { - materials: { - vorticityMaterial: VorticityMaterial; - curlMaterial: CurlMaterial; - advectionMaterial: AdvectionMaterial; - divergenceMaterial: DivergenceMaterial; - pressureMaterial: PressureMaterial; - clearMaterial: ClearMaterial; - gradientSubtractMaterial: GradientSubtractMaterial; - splatMaterial: SplatMaterial; - }; - setMeshMaterial: (material: TMaterials) => void; - mesh: THREE.Mesh, THREE.ShaderMaterial, THREE.Object3DEventMap>; -}; -export {}; diff --git a/packages/use-shader-fx/types/fxs/simulations/useRipple/index.d.ts b/packages/use-shader-fx/types/fxs/simulations/useRipple/index.d.ts deleted file mode 100644 index f622b745..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useRipple/index.d.ts +++ /dev/null @@ -1,39 +0,0 @@ -import * as THREE from "three"; -import { PointerValues } from "../../../misc/usePointer"; -import { HooksProps, HooksReturn } from "../../types"; -import { CustomParams } from "../../../utils/setUniforms"; -export type RippleParams = { - /** How often ripples appear, default : `0.01` */ - frequency?: number; - /** rotation rate, default : `0.05` */ - rotation?: number; - /** fadeout speed, default : `0.9` */ - fadeoutSpeed?: number; - /** scale rate, default : `0.3` */ - scale?: number; - /** alpha, default : `0.6` */ - alpha?: number; - /** When calling usePointer in a frame loop, setting PointerValues ​​to this value prevents double calls , default : `false` */ - pointerValues?: PointerValues | false; -}; -export type RippleObject = { - scene: THREE.Scene; - meshArr: THREE.Mesh[]; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const RIPPLE_PARAMS: RippleParams; -interface UseRippleProps extends HooksProps { - /** texture applied to ripple */ - texture?: THREE.Texture; - /** ripple size, default:64 */ - scale?: number; - /** ripple max length, default:100 */ - max?: number; -} -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useRipple: ({ texture, scale, max, size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: UseRippleProps) => HooksReturn; -export {}; diff --git a/packages/use-shader-fx/types/fxs/simulations/useRipple/useMesh.d.ts b/packages/use-shader-fx/types/fxs/simulations/useRipple/useMesh.d.ts deleted file mode 100644 index 1888db40..00000000 --- a/packages/use-shader-fx/types/fxs/simulations/useRipple/useMesh.d.ts +++ /dev/null @@ -1,10 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -type UseMeshProps = { - scale: number; - max: number; - scene: THREE.Scene; - texture?: THREE.Texture; -}; -export declare const useMesh: ({ scale, max, texture, scene, onBeforeInit, }: UseMeshProps & MaterialProps) => THREE.Mesh[]; -export {}; diff --git a/packages/use-shader-fx/types/fxs/types/index.d.ts b/packages/use-shader-fx/types/fxs/types/index.d.ts deleted file mode 100644 index 481c2aa0..00000000 --- a/packages/use-shader-fx/types/fxs/types/index.d.ts +++ /dev/null @@ -1,68 +0,0 @@ -import * as THREE from "three"; -import { RootState } from "@react-three/fiber"; -export type Size = { - width: number; - height: number; -}; -export type Dpr = number | { - /** you can set whether `dpr` affects `shader`. default : `false` */ - shader?: false | number; - /** you can set whether `dpr` affects `fbo`. default : `false` */ - fbo?: false | number; -}; -export type OnBeforeInitParameters = { - uniforms: { - [uniform: string]: THREE.IUniform; - }; - fragmentShader: string; - vertexShader: string; -}; -export type MaterialProps = { - /** - * An optional callback that is executed immediately before the shader program is initialised. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials. - * @param parameters {fragmentShader, vertexShader, uniforms} - */ - onBeforeInit?: (parameters: OnBeforeInitParameters) => void; -}; -export interface HooksProps extends MaterialProps { - /** Width,Height in pixels, or `size` from r3f */ - size: Size; - /** Pixel-ratio, use `window.devicePixelRatio` or viewport.dpr from r3f */ - dpr: Dpr; - /** Whether to `setSize` the FBO when updating size or dpr. default : `false` */ - isSizeUpdate?: boolean; - /** - * @type `THREE.RenderTargetOptions` - * @param depthBuffer Unlike the default in three.js, the default is `false`. - */ - renderTargetOptions?: THREE.RenderTargetOptions; -} -/** - * @returns {HooksReturn} - * updateFx - Functions to update parameters and render. - * updateParams - Function to update parameters only. - * fxObject - An object containing various FX components such as scene, camera, material, and render target. - * - * @template T The type for the parameters of the hooks. - * @template O The type for the FX object. - * @template C The type for the custom parameters. - */ -export type HooksReturn = [ - /** - * Functions to update parameters and render. - * @param rootState RootState - * @param newParams params of fxHooks - * @param customParams custom params, added to `uniforms` during initialisation - */ - (rootState: RootState, newParams?: T, customParams?: C) => THREE.Texture, - /** - * Function to update parameters only. - * @param newParams params of fxHooks - * @param customParams custom params, added to `uniforms` during initialisation - */ - (newParams?: T, customParams?: C) => void, - /** - * Contains each part of FX such as scene, camera, material, render target, etc. - */ - O -]; diff --git a/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/index.d.ts deleted file mode 100644 index 9de52271..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/index.d.ts +++ /dev/null @@ -1,22 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type AlphaBlendingParams = { - /** default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** alpha map , default : `THREE.Texture()` */ - map?: THREE.Texture; -}; -export type AlphaBlendingObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const ALPHABLENDING_PARAMS: AlphaBlendingParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useAlphaBlending: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/useMesh.d.ts deleted file mode 100644 index a68773a1..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useAlphaBlending/useMesh.d.ts +++ /dev/null @@ -1,19 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class AlphaBlendingMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uMap: { - value: THREE.Texture; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; -} & MaterialProps) => { - material: AlphaBlendingMaterial; - mesh: THREE.Mesh, AlphaBlendingMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useBlending/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useBlending/index.d.ts deleted file mode 100644 index d1ad89e4..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useBlending/index.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type BlendingParams = { - /** Make this texture Blending , default : `THREE.Texture` */ - texture?: THREE.Texture; - /** map texture, default : `THREE.Texture` */ - map?: THREE.Texture; - /** map strength , r,g value are affecting , default : `0.3` */ - mapIntensity?: number; - /** Alpha blending is performed using the alpha of the set texture. , default : `false` */ - alphaMap?: THREE.Texture | false; - /** default : `(0.5,0.5,0.5)` */ - brightness?: THREE.Vector3; - /** default : `0.0` */ - min?: number; - /** default : `1.0` */ - max?: number; - /** If set, this value will apply color dodge , default : `false` */ - dodgeColor?: THREE.Color | false; -}; -export type BlendingObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const BLENDING_PARAMS: BlendingParams; -/** - * Blend map to texture. You can set the threshold for blending with brightness. You can set the dodge color by setting color. -If you don't want to reflect the map's color, you can use useFxBlending instead. - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useBlending: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useBlending/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useBlending/useMesh.d.ts deleted file mode 100644 index eed654ff..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useBlending/useMesh.d.ts +++ /dev/null @@ -1,42 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class BlendingMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - uMap: { - value: THREE.Texture; - }; - u_alphaMap: { - value: THREE.Texture; - }; - u_isAlphaMap: { - value: boolean; - }; - uMapIntensity: { - value: number; - }; - u_brightness: { - value: THREE.Vector3; - }; - u_min: { - value: number; - }; - u_max: { - value: number; - }; - u_dodgeColor: { - value: THREE.Color; - }; - u_isDodgeColor: { - value: boolean; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: BlendingMaterial; - mesh: THREE.Mesh, BlendingMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/index.d.ts deleted file mode 100644 index d8bfd85b..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/index.d.ts +++ /dev/null @@ -1,26 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type BrightnessPickerParams = { - /** pick brightness from this texture , default : `THREE.Texture` */ - texture?: THREE.Texture; - /** default : `(0.5,0.5,0.5)` */ - brightness?: THREE.Vector3; - /** default : `0.0` */ - min?: number; - /** default : `1.0` */ - max?: number; -}; -export type BrightnessPickerObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const BRIGHTNESSPICKER_PARAMS: BrightnessPickerParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useBrightnessPicker: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/useMesh.d.ts deleted file mode 100644 index f1dd1032..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useBrightnessPicker/useMesh.d.ts +++ /dev/null @@ -1,24 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class BrightnessPickerMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - u_brightness: { - value: THREE.Vector3; - }; - u_min: { - value: number; - }; - u_max: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: BrightnessPickerMaterial; - mesh: THREE.Mesh, BrightnessPickerMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useCoverTexture/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useCoverTexture/index.d.ts deleted file mode 100644 index 733c456e..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useCoverTexture/index.d.ts +++ /dev/null @@ -1,20 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type CoverTextureParams = { - /** Textures that you want to display exactly on the screen , default : `THREE.Texture()` */ - texture?: THREE.Texture; -}; -export type CoverTextureObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const COVERTEXTURE_PARAMS: CoverTextureParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useCoverTexture: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useCoverTexture/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useCoverTexture/useMesh.d.ts deleted file mode 100644 index ba9a6d88..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useCoverTexture/useMesh.d.ts +++ /dev/null @@ -1,23 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class FxTextureMaterial extends THREE.ShaderMaterial { - uniforms: { - uResolution: { - value: THREE.Vector2; - }; - uTextureResolution: { - value: THREE.Vector2; - }; - uTexture: { - value: THREE.Texture; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: FxTextureMaterial; - mesh: THREE.Mesh, FxTextureMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useDuoTone/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useDuoTone/index.d.ts deleted file mode 100644 index b83a69bb..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useDuoTone/index.d.ts +++ /dev/null @@ -1,25 +0,0 @@ -import * as THREE from "three"; -import { DuoToneMaterial } from "./useMesh"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type DuoToneParams = { - /** Make this texture duotone , Default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** 1st color , Default : `THREE.Color(0xffffff)` */ - color0?: THREE.Color; - /** 2nd color , Default : `THREE.Color(0x000000)` */ - color1?: THREE.Color; -}; -export type DuoToneObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: DuoToneMaterial; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const DUOTONE_PARAMS: DuoToneParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useDuoTone: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useDuoTone/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useDuoTone/useMesh.d.ts deleted file mode 100644 index 6806b5eb..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useDuoTone/useMesh.d.ts +++ /dev/null @@ -1,21 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class DuoToneMaterial extends THREE.ShaderMaterial { - uniforms: { - uTexture: { - value: THREE.Texture; - }; - uColor0: { - value: THREE.Color; - }; - uColor1: { - value: THREE.Color; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: DuoToneMaterial; - mesh: THREE.Mesh, DuoToneMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useFxBlending/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useFxBlending/index.d.ts deleted file mode 100644 index a7124b15..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useFxBlending/index.d.ts +++ /dev/null @@ -1,25 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type FxBlendingParams = { - /** Make this texture Blending , default : `THREE.Texture` */ - texture?: THREE.Texture; - /** map texture, default : `THREE.Texture` */ - map?: THREE.Texture; - /** map strength , r,g value are affecting , default : `0.3` */ - mapIntensity?: number; -}; -export type FxBlendingObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const FXBLENDING_PARAMS: FxBlendingParams; -/** - * Blend map to texture. You can change the intensity of fx applied by the rg value of map. Unlike "useBlending", the map color is not reflected. - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useFxBlending: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useFxBlending/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useFxBlending/useMesh.d.ts deleted file mode 100644 index ddfbee3f..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useFxBlending/useMesh.d.ts +++ /dev/null @@ -1,21 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps } from "../../types"; -export declare class FxBlendingMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - uMap: { - value: THREE.Texture; - }; - uMapIntensity: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; -} & MaterialProps) => { - material: FxBlendingMaterial; - mesh: THREE.Mesh, FxBlendingMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useFxTexture/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useFxTexture/index.d.ts deleted file mode 100644 index 014422ad..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useFxTexture/index.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type FxTextureParams = { - /** 1st texture , default : `THREE.Texture()` */ - texture0?: THREE.Texture; - /** 2nd texture , default : `THREE.Texture()` */ - texture1?: THREE.Texture; - /** add transparent padding, 0.0 ~ 1.0 , default : `0.0` */ - padding?: number; - /** The color map. The uv value is affected according to this rbg , default : `THREE.Texture()` */ - map?: THREE.Texture; - /** intensity of map , r,g value are affecting , default : `0.0` */ - mapIntensity?: number; - /** Intensity of effect on edges , default : `0.0` */ - edgeIntensity?: number; - /** epicenter of fx, -1 ~ 1 , default : `vec2(0.0,0.0)` */ - epicenter?: THREE.Vector2; - /** Switch value to switch between texture0 and texture1 , 0 ~ 1 , default : `0` */ - progress?: number; - /** direction of transition , default: `THREE.Vector2(0, 0)` */ - dir?: THREE.Vector2; -}; -export type FxTextureObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const FXTEXTURE_PARAMS: FxTextureParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useFxTexture: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useFxTexture/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useFxTexture/useMesh.d.ts deleted file mode 100644 index 8294b65b..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useFxTexture/useMesh.d.ts +++ /dev/null @@ -1,50 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class FxTextureMaterial extends THREE.ShaderMaterial { - uniforms: { - uResolution: { - value: THREE.Vector2; - }; - uTextureResolution: { - value: THREE.Vector2; - }; - uTexture0: { - value: THREE.Texture; - }; - uTexture1: { - value: THREE.Texture; - }; - padding: { - value: number; - }; - uMap: { - value: THREE.Texture; - }; - edgeIntensity: { - value: number; - }; - mapIntensity: { - value: number; - }; - epicenter: { - value: THREE.Vector2; - }; - progress: { - value: number; - }; - dirX: { - value: number; - }; - dirY: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, size, dpr, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; - dpr: number | false; -} & MaterialProps) => { - material: FxTextureMaterial; - mesh: THREE.Mesh, FxTextureMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/fxs/utils/useHSV/index.d.ts b/packages/use-shader-fx/types/fxs/utils/useHSV/index.d.ts deleted file mode 100644 index 6df11829..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useHSV/index.d.ts +++ /dev/null @@ -1,24 +0,0 @@ -import * as THREE from "three"; -import { CustomParams } from "../../../utils/setUniforms"; -import { HooksProps, HooksReturn } from "../../types"; -export type HSVParams = { - /** default : `THREE.Texture()` */ - texture?: THREE.Texture; - /** default : `1` */ - brightness?: number; - /** default : `1` */ - saturation?: number; -}; -export type HSVObject = { - scene: THREE.Scene; - mesh: THREE.Mesh; - material: THREE.Material; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; -}; -export declare const HSV_PARAMS: HSVParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usage - */ -export declare const useHSV: ({ size, dpr, renderTargetOptions, isSizeUpdate, onBeforeInit, }: HooksProps) => HooksReturn; diff --git a/packages/use-shader-fx/types/fxs/utils/useHSV/useMesh.d.ts b/packages/use-shader-fx/types/fxs/utils/useHSV/useMesh.d.ts deleted file mode 100644 index 6b47a3cd..00000000 --- a/packages/use-shader-fx/types/fxs/utils/useHSV/useMesh.d.ts +++ /dev/null @@ -1,22 +0,0 @@ -import * as THREE from "three"; -import { MaterialProps, Size } from "../../types"; -export declare class HSVMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - u_brightness: { - value: number; - }; - u_saturation: { - value: number; - }; - }; -} -export declare const useMesh: ({ scene, onBeforeInit, }: { - scene: THREE.Scene; - size: Size; -} & MaterialProps) => { - material: HSVMaterial; - mesh: THREE.Mesh, HSVMaterial, THREE.Object3DEventMap>; -}; diff --git a/packages/use-shader-fx/types/libs/Easings.d.ts b/packages/use-shader-fx/types/libs/Easings.d.ts deleted file mode 100644 index 41ba49de..00000000 --- a/packages/use-shader-fx/types/libs/Easings.d.ts +++ /dev/null @@ -1,9 +0,0 @@ -export type EasingTypes = "easeInSine" | "easeOutSine" | "easeInOutSine" | "easeInQuad" | "easeOutQuad" | "easeInOutQuad" | "easeInCubic" | "easeOutCubic" | "easeInOutCubic" | "easeInQuart" | "easeOutQuart" | "easeInOutQuart" | "easeInQuint" | "easeOutQuint" | "easeInOutQuint" | "easeInExpo" | "easeOutExpo" | "easeInOutExpo" | "easeInCirc" | "easeOutCirc" | "easeInOutCirc" | "easeInBack" | "easeOutBack" | "easeInOutBack" | "easeInElastic" | "easeOutElastic" | "easeInOutElastic" | "easeInBounce" | "easeOutBounce" | "easeInOutBounce"; -type EasingFunctions = { - [K in EasingTypes]: (x: number) => number; -}; -/** - * from https://github.com/ai/easings.net - */ -export declare const Easing: EasingFunctions; -export {}; diff --git a/packages/use-shader-fx/types/libs/Utils.d.ts b/packages/use-shader-fx/types/libs/Utils.d.ts deleted file mode 100644 index c3c7a9f0..00000000 --- a/packages/use-shader-fx/types/libs/Utils.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -type Utils = { - interpolate: (startValue: number, endValue: number, progress: number, threshold?: number) => number; - smoothstep: (edge0: number, edge1: number, x: number) => number; -}; -export declare const Utils: Utils; -export {}; diff --git a/packages/use-shader-fx/types/libs/constants.d.ts b/packages/use-shader-fx/types/libs/constants.d.ts deleted file mode 100644 index abd77be4..00000000 --- a/packages/use-shader-fx/types/libs/constants.d.ts +++ /dev/null @@ -1,8 +0,0 @@ -import * as THREE from "three"; -export declare const ISDEV: boolean; -export declare const MATERIAL_BASIC_PARAMS: { - transparent: boolean; - depthTest: boolean; - depthWrite: boolean; -}; -export declare const DEFAULT_TEXTURE: THREE.DataTexture; diff --git a/packages/use-shader-fx/types/libs/shaders/ShaderChunk.d.ts b/packages/use-shader-fx/types/libs/shaders/ShaderChunk.d.ts deleted file mode 100644 index 42a057bd..00000000 --- a/packages/use-shader-fx/types/libs/shaders/ShaderChunk.d.ts +++ /dev/null @@ -1,4 +0,0 @@ -export type ShaderChunkTypes = "wobble3D" | "snoise" | "coverTexture" | "fxBlending" | "planeVertex" | "defaultVertex" | "hsv2rgb" | "rgb2hsv"; -export declare const ShaderChunk: { - [K in ShaderChunkTypes]: string; -}; diff --git a/packages/use-shader-fx/types/libs/shaders/resolveShaders.d.ts b/packages/use-shader-fx/types/libs/shaders/resolveShaders.d.ts deleted file mode 100644 index a4f3f34b..00000000 --- a/packages/use-shader-fx/types/libs/shaders/resolveShaders.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -declare function resolveIncludes(string: string): string; -export { resolveIncludes }; diff --git a/packages/use-shader-fx/types/misc/useBeat.d.ts b/packages/use-shader-fx/types/misc/useBeat.d.ts deleted file mode 100644 index aaf65a33..00000000 --- a/packages/use-shader-fx/types/misc/useBeat.d.ts +++ /dev/null @@ -1,14 +0,0 @@ -import * as THREE from "three"; -import { EasingTypes } from "../libs/Easings"; -type BeatValues = { - beat: number; - floor: number; - fract: number; - /** unique hash specific to the beat */ - hash: number; -}; -/** - * @param ease easing functions are referenced from https://github.com/ai/easings.net , default : "easeOutQuart" - */ -export declare const useBeat: (bpm: number, ease?: EasingTypes) => (clock: THREE.Clock) => BeatValues; -export {}; diff --git a/packages/use-shader-fx/types/misc/useCopyTexture.d.ts b/packages/use-shader-fx/types/misc/useCopyTexture.d.ts deleted file mode 100644 index 2ca5360f..00000000 --- a/packages/use-shader-fx/types/misc/useCopyTexture.d.ts +++ /dev/null @@ -1,17 +0,0 @@ -import * as THREE from "three"; -import { UseFboProps } from "../utils/useSingleFBO"; -type UpdateCopyFunction = (gl: THREE.WebGLRenderer, index: number, -/** call before FBO is rendered */ -onBeforeRender?: ({ read }: { - read: THREE.Texture; -}) => void) => THREE.Texture; -type UseCopyTextureReturn = [THREE.WebGLRenderTarget[], UpdateCopyFunction]; -/** - * Generate an FBO array to copy the texture. - * @param dpr If dpr is set, dpr will be multiplied, default : `false` - * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` - * @param length The number of FBOs to create - * @returns [THREE.WebGLRenderTarget[] , updateCopyTexture] - Receives the RenderTarget array as the first argument and the update function as the second argument. `updateCopyTexture()` receives gl as the first argument and the index of the texture you want to copy as the second argument. - */ -export declare const useCopyTexture: (props: UseFboProps, length: number) => UseCopyTextureReturn; -export {}; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/index.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/index.d.ts deleted file mode 100644 index 1443e756..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/index.d.ts +++ /dev/null @@ -1,45 +0,0 @@ -import * as THREE from "three"; -import { Key } from "react"; -import { HooksProps, HooksReturn } from "../../fxs/types"; -import { IsIntersecting } from "./utils/useIsIntersecting"; -import { UseDomView } from "./utils/createUseDomView"; -import { CustomParams } from "../../utils/setUniforms"; -export type DomSyncerParams = { - /** DOM array you want to synchronize */ - dom?: (HTMLElement | Element | null)[]; - /** Texture array that you want to synchronize with the DOM rectangle */ - texture?: THREE.Texture[]; - /** default : `0.0[]` */ - boderRadius?: number[]; - /** the angle you want to rotate */ - rotation?: THREE.Euler[]; - /** Array of callback functions when crossed */ - onIntersect?: ((entry: IntersectionObserverEntry) => void)[]; - /** Because DOM rendering and React updates occur asynchronously, there may be a lag between updating dependent arrays and setting DOM arrays. That's what the Key is for. If the dependent array is updated but the Key is not, the loop will skip and return an empty texture. By updating the timing key when DOM acquisition is complete, you can perfectly synchronize DOM and Mesh updates.updateKey must be a unique value for each update, for example `performance.now()`.*/ - updateKey?: Key; -}; -export type DomSyncerObject = { - scene: THREE.Scene; - camera: THREE.Camera; - renderTarget: THREE.WebGLRenderTarget; - output: THREE.Texture; - /** - * A function that returns a determination whether the DOM intersects or not. - * The boolean will be updated after executing the onIntersect function. - * @param index - Index of the dom for which you want to return an intersection decision. -1 will return the entire array. - * @param once - If set to true, it will continue to return true once crossed. - */ - isIntersecting: IsIntersecting; - /** target's DOMRect[] */ - DOMRects: DOMRect[]; - /** target's intersetions boolean[] */ - intersections: boolean[]; - /** You can set callbacks for when at least one DOM is visible and when it is completely hidden. */ - useDomView: UseDomView; -}; -export declare const DOMSYNCER_PARAMS: DomSyncerParams; -/** - * @link https://github.com/FunTechInc/use-shader-fx?tab=readme-ov-file#usedomsyncer - * @param dependencies - When this dependency array is changed, the mesh and intersection judgment will be updated according to the passed DOM array. - */ -export declare const useDomSyncer: ({ size, dpr, isSizeUpdate, renderTargetOptions, onBeforeInit }: HooksProps, dependencies?: import("react").DependencyList) => HooksReturn; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/createMesh.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/createMesh.d.ts deleted file mode 100644 index aa9e2ec5..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/createMesh.d.ts +++ /dev/null @@ -1,24 +0,0 @@ -import * as THREE from "three"; -import { DomSyncerParams } from "../"; -import { MaterialProps, Size } from "../../../fxs/types"; -export declare class DomSyncerMaterial extends THREE.ShaderMaterial { - uniforms: { - u_texture: { - value: THREE.Texture; - }; - u_textureResolution: { - value: THREE.Vector2; - }; - u_resolution: { - value: THREE.Vector2; - }; - u_borderRadius: { - value: number; - }; - }; -} -export declare const createMesh: ({ params, scene, onBeforeInit, }: { - params: DomSyncerParams; - size: Size; - scene: THREE.Scene; -} & MaterialProps) => void; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/createUseDomView.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/createUseDomView.d.ts deleted file mode 100644 index 7e5535e2..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/createUseDomView.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -export type UseDomViewProps = { - onView?: () => void; - onHidden?: () => void; -}; -export type UseDomView = (props: UseDomViewProps) => void; -export declare const createUseDomView: (isIntersectingRef: React.MutableRefObject) => UseDomView; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/errorHandler.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/errorHandler.d.ts deleted file mode 100644 index 657c3b43..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/errorHandler.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import { DomSyncerParams } from ".."; -export declare const errorHandler: (params: DomSyncerParams) => boolean; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIntersectionHandler.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIntersectionHandler.d.ts deleted file mode 100644 index cd25a98a..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIntersectionHandler.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -import { DomSyncerParams } from ".."; -export declare const useIntersectionHandler: () => ({ isIntersectingRef, isIntersectingOnceRef, params, }: { - isIntersectingRef: React.MutableRefObject; - isIntersectingOnceRef: React.MutableRefObject; - params: DomSyncerParams; -}) => void; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIsIntersecting.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIsIntersecting.d.ts deleted file mode 100644 index ccc3f896..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useIsIntersecting.d.ts +++ /dev/null @@ -1,7 +0,0 @@ -/// -export type IsIntersecting = (index: number, once?: boolean) => boolean[] | boolean; -export declare const useIsIntersecting: () => { - isIntersectingRef: import("react").MutableRefObject; - isIntersectingOnceRef: import("react").MutableRefObject; - isIntersecting: IsIntersecting; -}; diff --git a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useUpdateDomRect.d.ts b/packages/use-shader-fx/types/misc/useDomSyncer/utils/useUpdateDomRect.d.ts deleted file mode 100644 index 7f942ba5..00000000 --- a/packages/use-shader-fx/types/misc/useDomSyncer/utils/useUpdateDomRect.d.ts +++ /dev/null @@ -1,16 +0,0 @@ -/// -import * as THREE from "three"; -import { DomSyncerParams } from ".."; -import { CustomParams } from "../../../utils/setUniforms"; -import { Size } from "../../../fxs/types"; -type UpdateDomRect = ({ params, customParams, size, resolutionRef, scene, isIntersectingRef, }: { - params: DomSyncerParams; - customParams?: CustomParams; - size: Size; - resolutionRef: React.MutableRefObject; - scene: THREE.Scene; - isIntersectingRef: React.MutableRefObject; -}) => void; -type UseUpdateDomRectReturn = [DOMRect[], UpdateDomRect]; -export declare const useUpdateDomRect: () => UseUpdateDomRectReturn; -export {}; diff --git a/packages/use-shader-fx/types/misc/useFPSLimiter.d.ts b/packages/use-shader-fx/types/misc/useFPSLimiter.d.ts deleted file mode 100644 index d3433567..00000000 --- a/packages/use-shader-fx/types/misc/useFPSLimiter.d.ts +++ /dev/null @@ -1,14 +0,0 @@ -import * as THREE from "three"; -/** - * @param fps FPS you want to limit , default : `60` - * - * ```tsx - * const limiter = useFPSLimiter(fps); - * useFrame((props) => { - * if (limiter(props.clock)) { - * //some code - * } - * }); - * ``` - */ -export declare const useFPSLimiter: (fps?: number) => (clock: THREE.Clock) => boolean; diff --git a/packages/use-shader-fx/types/misc/usePointer.d.ts b/packages/use-shader-fx/types/misc/usePointer.d.ts deleted file mode 100644 index 3d13a115..00000000 --- a/packages/use-shader-fx/types/misc/usePointer.d.ts +++ /dev/null @@ -1,16 +0,0 @@ -import * as THREE from "three"; -export type PointerValues = { - currentPointer: THREE.Vector2; - prevPointer: THREE.Vector2; - diffPointer: THREE.Vector2; - velocity: THREE.Vector2; - isVelocityUpdate: boolean; -}; -type UpdatePointer = (currentPointer: THREE.Vector2) => PointerValues; -/** - * @description When given the pointer vector2 from r3f's RootState, it generates an update function that returns {`currentPointer`, `prevPointer`, `diffPointer`, `isVelocityUpdate`, `velocity`}. - * @description When calling custom in a `useFrame` loop, you can avoid duplication of execution by passing `pointerValues` to the update function of a Pointer-activated fxHook, such as `useBrush`. - * @param lerp 0~1, lerp intensity (0 to less than 1) , default : `0` - */ -export declare const usePointer: (lerp?: number) => UpdatePointer; -export {}; diff --git a/packages/use-shader-fx/types/utils/createMaterialParameters.d.ts b/packages/use-shader-fx/types/utils/createMaterialParameters.d.ts deleted file mode 100644 index 70f35f3f..00000000 --- a/packages/use-shader-fx/types/utils/createMaterialParameters.d.ts +++ /dev/null @@ -1,2 +0,0 @@ -import { OnBeforeInitParameters } from "../fxs/types"; -export declare const createMaterialParameters: (parameters: OnBeforeInitParameters, onBeforeInit?: ((parameters: OnBeforeInitParameters) => void) | undefined) => OnBeforeInitParameters; diff --git a/packages/use-shader-fx/types/utils/getDpr.d.ts b/packages/use-shader-fx/types/utils/getDpr.d.ts deleted file mode 100644 index fb38dcca..00000000 --- a/packages/use-shader-fx/types/utils/getDpr.d.ts +++ /dev/null @@ -1,5 +0,0 @@ -import { Dpr } from "../fxs/types"; -export declare const getDpr: (dpr: Dpr) => { - shader: number | false; - fbo: number | false; -}; diff --git a/packages/use-shader-fx/types/utils/setUniforms.d.ts b/packages/use-shader-fx/types/utils/setUniforms.d.ts deleted file mode 100644 index 306c48b8..00000000 --- a/packages/use-shader-fx/types/utils/setUniforms.d.ts +++ /dev/null @@ -1,17 +0,0 @@ -import * as THREE from "three"; -type UniformValue = THREE.CubeTexture | THREE.Texture | Int32Array | Float32Array | THREE.Matrix4 | THREE.Matrix3 | THREE.Quaternion | THREE.Vector4 | THREE.Vector3 | THREE.Vector2 | THREE.Color | number | boolean | Array | null | undefined; -type UniformObject = { - [key: string]: { - value: UniformValue; - }; -}; -export declare const setUniform: (material: { - uniforms: T; -}) => (key: keyof T, value: UniformValue) => void; -export type CustomParams = { - [uniform: string]: UniformValue; -}; -export declare const setCustomUniform: (material: { - uniforms: UniformObject; -}) => (customParams: CustomParams | undefined) => void; -export {}; diff --git a/packages/use-shader-fx/types/utils/useAddMesh.d.ts b/packages/use-shader-fx/types/utils/useAddMesh.d.ts deleted file mode 100644 index e00d3d01..00000000 --- a/packages/use-shader-fx/types/utils/useAddMesh.d.ts +++ /dev/null @@ -1,3 +0,0 @@ -import * as THREE from "three"; -/** Generate mesh from geometry and material and add to scene */ -export declare const useAddMesh: (scene: THREE.Scene, geometry: THREE.BufferGeometry, material: THREE.Material) => THREE.Mesh, THREE.Material, THREE.Object3DEventMap>; diff --git a/packages/use-shader-fx/types/utils/useAddObject.d.ts b/packages/use-shader-fx/types/utils/useAddObject.d.ts deleted file mode 100644 index 99a407f6..00000000 --- a/packages/use-shader-fx/types/utils/useAddObject.d.ts +++ /dev/null @@ -1,7 +0,0 @@ -import * as THREE from "three"; -type Object3DConstructor = new (geometry: THREE.BufferGeometry, material: M) => T; -/** - * Add geometry and material to Object3D and add them to scene. - */ -export declare const useAddObject: , M extends THREE.Material>(scene: THREE.Scene | false, geometry: THREE.BufferGeometry, material: M, Proto: Object3DConstructor) => T; -export {}; diff --git a/packages/use-shader-fx/types/utils/useCamera.d.ts b/packages/use-shader-fx/types/utils/useCamera.d.ts deleted file mode 100644 index 4d01d7eb..00000000 --- a/packages/use-shader-fx/types/utils/useCamera.d.ts +++ /dev/null @@ -1,3 +0,0 @@ -import * as THREE from "three"; -import { Size } from "../fxs/types"; -export declare const useCamera: (size: Size, cameraType?: "OrthographicCamera" | "PerspectiveCamera") => THREE.OrthographicCamera | THREE.PerspectiveCamera; diff --git a/packages/use-shader-fx/types/utils/useDoubleFBO.d.ts b/packages/use-shader-fx/types/utils/useDoubleFBO.d.ts deleted file mode 100644 index bcd8554f..00000000 --- a/packages/use-shader-fx/types/utils/useDoubleFBO.d.ts +++ /dev/null @@ -1,25 +0,0 @@ -import * as THREE from "three"; -import { UseFboProps } from "./useSingleFBO"; -export type DoubleRenderTarget = { - read: THREE.WebGLRenderTarget; - write: THREE.WebGLRenderTarget; -}; -type FBOUpdateFunction = (gl: THREE.WebGLRenderer, -/** call before FBO is rendered */ -onBeforeRender?: ({ read, write, }: { - read: THREE.Texture; - write: THREE.Texture; -}) => void) => THREE.Texture; -type UseDoubleFBOReturn = [ - { - read: THREE.WebGLRenderTarget; - write: THREE.WebGLRenderTarget; - }, - FBOUpdateFunction -]; -/** - * @description Custom hook for setting up double buffering with WebGL render targets. - * @param UseFboProps same as `useSingleFBO` - */ -export declare const useDoubleFBO: (props: UseFboProps) => UseDoubleFBOReturn; -export {}; diff --git a/packages/use-shader-fx/types/utils/useParams.d.ts b/packages/use-shader-fx/types/utils/useParams.d.ts deleted file mode 100644 index 012d0b59..00000000 --- a/packages/use-shader-fx/types/utils/useParams.d.ts +++ /dev/null @@ -1,7 +0,0 @@ -type SetParams = (newParams?: Partial) => void; -type UseParamsReturn = [T, SetParams]; -/** - * @param params Receives an initial value object. With structuredClone, deep copy and set, but if the object contains a function, just set it. - */ -export declare const useParams: (params: T) => UseParamsReturn; -export {}; diff --git a/packages/use-shader-fx/types/utils/useResizeBoundary.d.ts b/packages/use-shader-fx/types/utils/useResizeBoundary.d.ts deleted file mode 100644 index c25f350d..00000000 --- a/packages/use-shader-fx/types/utils/useResizeBoundary.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -import { Size } from "../fxs/types"; -export declare const useResizeBoundary: ({ size, boundFor, threshold, }: { - size: Size; - boundFor: "smaller" | "larger" | "both"; - threshold: number; -}) => boolean; diff --git a/packages/use-shader-fx/types/utils/useResolution.d.ts b/packages/use-shader-fx/types/utils/useResolution.d.ts deleted file mode 100644 index 9b2c7080..00000000 --- a/packages/use-shader-fx/types/utils/useResolution.d.ts +++ /dev/null @@ -1,6 +0,0 @@ -import * as THREE from "three"; -import { Size } from "../fxs/types"; -/** - * @params dpr if dpr is set, it returns the resolution which is size multiplied by dpr. - */ -export declare const useResolution: (size: Size, dpr?: number | false) => THREE.Vector2; diff --git a/packages/use-shader-fx/types/utils/useSingleFBO.d.ts b/packages/use-shader-fx/types/utils/useSingleFBO.d.ts deleted file mode 100644 index 9c1256c1..00000000 --- a/packages/use-shader-fx/types/utils/useSingleFBO.d.ts +++ /dev/null @@ -1,36 +0,0 @@ -import * as THREE from "three"; -import { Size } from "../fxs/types"; -export declare const FBO_DEFAULT_OPTION: THREE.RenderTargetOptions; -export type UseFboProps = { - scene: THREE.Scene; - camera: THREE.Camera; - size: Size; - /** If dpr is set, dpr will be multiplied, default : `false` */ - dpr?: number | false; - /** Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default : `false` */ - isSizeUpdate?: boolean; - /** If set, the scene depth will be rendered into buffer.depthTexture. default : `false` */ - depth?: boolean; -} & THREE.RenderTargetOptions; -export declare const renderFBO: ({ gl, fbo, scene, camera, onBeforeRender, onSwap, }: { - gl: THREE.WebGLRenderer; - fbo: THREE.WebGLRenderTarget; - scene: THREE.Scene; - camera: THREE.Camera; - onBeforeRender: () => void; - onSwap?: (() => void) | undefined; -}) => void; -type UpdateRenderTarget = (gl: THREE.WebGLRenderer, -/** call before FBO is rendered */ -onBeforeRender?: ({ read }: { - read: THREE.Texture; -}) => void) => THREE.Texture; -type UseSingleFBOReturn = [THREE.WebGLRenderTarget, UpdateRenderTarget]; -/** - * @param dpr If dpr is set, dpr will be multiplied, default:false - * @param isSizeUpdate Whether to resize when resizing occurs. If isDpr is true, set FBO to setSize even if dpr is changed, default:false - * @param depthBuffer Unlike the default in three.js, the default is `false`. - * @returns [THREE.WebGLRenderTarget , updateFBO] -Receives the RenderTarget as the first argument and the update function as the second argument. - */ -export declare const useSingleFBO: (props: UseFboProps) => UseSingleFBOReturn; -export {}; diff --git a/public/dummy.png b/public/dummy.png new file mode 100644 index 00000000..8b85dd7b Binary files /dev/null and b/public/dummy.png differ diff --git a/public/dummy2.png b/public/dummy2.png new file mode 100644 index 00000000..11ef2f22 Binary files /dev/null and b/public/dummy2.png differ diff --git a/public/dummy3.png b/public/dummy3.png new file mode 100644 index 00000000..ef4e9fe6 Binary files /dev/null and b/public/dummy3.png differ diff --git a/public/mask.jpg b/public/mask.jpg new file mode 100644 index 00000000..b6d1a22d Binary files /dev/null and b/public/mask.jpg differ diff 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a/public/stickers/webp/wrinkle0.webp and /dev/null differ diff --git a/public/stickers/webp/wrinkle1.webp b/public/stickers/webp/wrinkle1.webp deleted file mode 100644 index d9d086ea..00000000 Binary files a/public/stickers/webp/wrinkle1.webp and /dev/null differ diff --git a/todo b/todo new file mode 100644 index 00000000..a2d866c3 --- /dev/null +++ b/todo @@ -0,0 +1,18 @@ +- createMaterialImpl + - createMaterialImplにして、引数に関数で引数にチャンクとれるみたいな。第二引数でマテリアルの種類選べるみたいな。 + - 実装クラスを生成する関数 + +- fluid + - advectionのdisipationを追加する + - deltaTimeも操作できるように + - transparencyを選択できるように + - transparencyにして、0~1でmixする方式で + - 粘性の追加! + +- basic fx + - basicFxに色調補正系 + - fluid contrastを参考に + - micSrc => 色調補正系 => micDstの順 + + +- NoiseMaterialPropsみたいにMaterialのprops型をつくって、HooksReturnのMaterialに&しちゃおう diff --git a/utils/useGUI.ts b/utils/useGUI.ts index b79d9b7c..4fe0f5f2 100644 --- a/utils/useGUI.ts +++ b/utils/useGUI.ts @@ -1,8 +1,9 @@ -import { useCallback, useEffect, useMemo } from "react"; +import { useCallback, useEffect, useState } from "react"; import GUI from "lil-gui"; export const useGUI = (setGUI: (gui: GUI) => void) => { - const gui = useMemo(() => new GUI({ closeFolders: true, width: 240 }), []); + const [gui] = useState(() => new GUI({ closeFolders: true, width: 240 })); + useEffect(() => { setGUI(gui); return () => {