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Splat reveal effects (#153)
* Add splat reveal effects (weather) * Update example title * Added 3 new reveal effects to examples --------- Co-authored-by: Diego Marcos <diego.marcos@gmail.com>
This commit is contained in:
@@ -33,104 +33,236 @@
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
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// Initialize camera with elevated perspective
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camera.position.set(0, 2, 2.5);
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camera.lookAt(0, 0, 0);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement)
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// Animation timing variables
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const animateT = dyno.dynoFloat(0);
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let baseTime = 0; // Variable to reset time
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let splatLoaded = false; // Flag to know if splat has loaded
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let baseTime = 0;
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let splatLoaded = false;
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// Camera orbit parameters
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let cameraAngle = 0;
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const cameraRadius = 3;
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const cameraHeight = 2;
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const rotationSpeed = 0.2;
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// Effect parameters
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// Available visual effects configuration
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const effectParams = {
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effect: "Twister" // "Twister", "Rain"
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effect: "Magic"
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};
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const splatURL = await getAssetFileURL("sutro.zip");
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const splatMesh = new SplatMesh({ url: splatURL });
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splatMesh.quaternion.set(1, 0, 0, 0);
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splatMesh.position.set(0, 0, -1.5);
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splatMesh.scale.set(.5,.5,.5);
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scene.add(splatMesh);
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let splatMesh = null;
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// Wait for splat to load completely
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await splatMesh.loaded;
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splatLoaded = true;
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baseTime = performance.now() / 1000; // Initialize base time when loaded
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/**
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* Loads and configures splat mesh based on selected effect
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* @param {string} effect - The effect type (Magic, Spread, Unroll, Twister, or Rain)
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*/
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async function loadSplatForEffect(effect) {
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// Clean up existing splat mesh
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if (splatMesh) {
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scene.remove(splatMesh);
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splatMesh = null;
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}
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// Create GUI
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const gui = new GUI({ title: "Weather Effects" });
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gui.add(effectParams, "effect", ["Twister", "Rain"]).name("Effect Type").onChange(() => {
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// Reset time when effect changes
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baseTime = performance.now() / 1000;
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splatMesh.updateGenerator();
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});
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// Configure splat file and positioning per effect
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let splatFileName, position;
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if (effect === "Magic") {
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splatFileName = "primerib-tamos.spz";
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position = [0, 0, 0];
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} else if (effect === "Spread") {
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splatFileName = "valley.spz";
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position = [0, 1, 1];
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} else if (effect === "Unroll") {
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splatFileName = "burger-from-amboy.spz";
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position = [0, 0, 0];
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} else if (effect === "Twister" || effect === "Rain") {
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splatFileName = "sutro.zip";
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position = [0, -1, 1];
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}
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// Load and initialize new splat mesh
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const splatURL = await getAssetFileURL(splatFileName);
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splatMesh = new SplatMesh({ url: splatURL });
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splatMesh.quaternion.set(1, 0, 0, 0);
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splatMesh.position.set(position[0], position[1], position[2]);
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// Apply special scaling for Unroll effect
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if (effect === "Unroll") {
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splatMesh.scale.set(1.5, 1.5, 1.5);
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} else if (effect === "Twister" || effect === "Rain") {
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splatMesh.scale.set(0.8, 0.8, 0.8);
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}
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scene.add(splatMesh);
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// Wait for asset loading and reset animation timing
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splatLoaded = false;
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await splatMesh.loaded;
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splatLoaded = true;
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baseTime = 0;
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// Apply visual effects to the loaded splat
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setupSplatModifier();
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}
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// Initialize user interface
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const gui = new GUI();
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const effectFolder = gui.addFolder('Effects');
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// Add reset time button
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gui.add({ resetTime: () => {
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baseTime = performance.now() / 1000;
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splatMesh.updateGenerator();
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}}, "resetTime").name("Reset Time");
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// Effect selector dropdown
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effectFolder.add(effectParams, 'effect', ['Magic', 'Spread', 'Unroll', 'Twister', 'Rain'])
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.name('Effect Type')
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.onChange(async () => {
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await loadSplatForEffect(effectParams.effect);
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});
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// Animation controls
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const guiControls = {
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resetTime: () => {
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baseTime = 0;
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animateT.value = 0;
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}
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};
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effectFolder.add(guiControls, 'resetTime').name('Reset Time');
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effectFolder.open();
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// Modified shader: weather effects on splat mesh
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splatMesh.objectModifier = dyno.dynoBlock(
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/**
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* Configures visual effects shader for the current splat mesh
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*/
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function setupSplatModifier() {
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splatMesh.objectModifier = dyno.dynoBlock(
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{ gsplat: dyno.Gsplat },
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{ gsplat: dyno.Gsplat },
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({ gsplat }) => {
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const d = new dyno.Dyno({
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inTypes: { gsplat: dyno.Gsplat, t: "float", effectType: "int" },
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outTypes: { gsplat: dyno.Gsplat },
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// GLSL utility functions for effects
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globals: () => [
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dyno.unindent(`
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// Pseudo-random hash function
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vec3 hash(vec3 p) {
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return fract(sin(p*123.456)*123.456);
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p = fract(p * 0.3183099 + 0.1);
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p *= 17.0;
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return fract(vec3(p.x * p.y * p.z, p.x + p.y * p.z, p.x * p.y + p.z));
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}
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// 3D Perlin-style noise function
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vec3 noise(vec3 p) {
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vec3 i = floor(p);
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vec3 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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vec3 n000 = hash(i + vec3(0,0,0));
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vec3 n100 = hash(i + vec3(1,0,0));
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vec3 n010 = hash(i + vec3(0,1,0));
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vec3 n110 = hash(i + vec3(1,1,0));
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vec3 n001 = hash(i + vec3(0,0,1));
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vec3 n101 = hash(i + vec3(1,0,1));
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vec3 n011 = hash(i + vec3(0,1,1));
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vec3 n111 = hash(i + vec3(1,1,1));
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vec3 x0 = mix(n000, n100, f.x);
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vec3 x1 = mix(n010, n110, f.x);
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vec3 x2 = mix(n001, n101, f.x);
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vec3 x3 = mix(n011, n111, f.x);
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vec3 y0 = mix(x0, x1, f.y);
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vec3 y1 = mix(x2, x3, f.y);
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return mix(y0, y1, f.z);
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}
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// 2D rotation matrix
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mat2 rot(float a) {
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float s=sin(a),c=cos(a);
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return mat2(c,-s,s,c);
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}
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// Function that generates a twister effect
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// Twister weather effect
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vec4 twister(vec3 pos, vec3 scale, float t) {
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float h=hash(pos).x+.1;
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float s=smoothstep(0.,8.,t*t*.1-length(pos.xz)*2.);
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if (length(scale)<.05) pos.y=mix(-10.,pos.y,pow(s,2.*h));
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pos.xz=mix(pos.xz*.5,pos.xz,pow(s,2.*h));
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pos.xz*=rot(t*.2+pos.y*20.*(1.-s)*exp(-1.*length(pos.xz)));
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return vec4(pos,s*s*s*s);
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float h = hash(pos).x + .1;
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float s = smoothstep(0., 8., t*t*.1 - length(pos.xz)*2.+2.);
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if (length(scale) < .05) pos.y = mix(-10., pos.y, pow(s, 2.*h));
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pos.xz = mix(pos.xz*.5, pos.xz, pow(s, 2.*h));
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pos.xz *= rot(t*.2 + pos.y*20.*(1.-s)*exp(-1.*length(pos.xz)));
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return vec4(pos, s*s*s*s);
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}
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// Rain weather effect
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vec4 rain(vec3 pos, vec3 scale, float t) {
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vec3 h=hash(pos);
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float s=pow(smoothstep(0.,5.,t*t*.1-length(pos.xz)*2.+1.),.5+h.x);
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float y=pos.y;
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pos.y=min(-10.+s*15.,pos.y);
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pos.xz=mix(pos.xz*.3,pos.xz,s);
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return vec4(pos,smoothstep(-10.,y,pos.y));
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vec3 h = hash(pos);
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float s = pow(smoothstep(0., 5., t*t*.1 - length(pos.xz)*2. + 1.), .5 + h.x);
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float y = pos.y;
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pos.y = min(-10. + s*15., pos.y);
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pos.x += pos.y*.2;
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pos.xz = mix(pos.xz*.3, pos.xz, s);
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pos.xz *= rot(t*.3);
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return vec4(pos, smoothstep(-10., y, pos.y));
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}
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`)
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],
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// Main effect shader logic
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statements: ({ inputs, outputs }) => dyno.unindentLines(`
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${outputs.gsplat} = ${inputs.gsplat};
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float t = ${inputs.t};
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float s = smoothstep(0.,10.,t-4.5)*10.;
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vec3 scales = ${inputs.gsplat}.scales;
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vec3 localPos = ${inputs.gsplat}.center;
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vec3 scale = ${inputs.gsplat}.scales;
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float l = length(localPos.xz);
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vec4 effectResult;
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if (${inputs.effectType} == 1) {
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// Twister effect
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effectResult = twister(localPos, scale, ${inputs.t});
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} else {
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// Rain effect
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effectResult = rain(localPos, scale, ${inputs.t});
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// Magic Effect: Complex twister with noise and radial reveal
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float border = abs(s-l-.5);
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localPos *= 1.-.2*exp(-20.*border);
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vec3 finalScales = mix(scales,vec3(0.002),smoothstep(s-.5,s,l+.5));
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${outputs.gsplat}.center = localPos + .1*noise(localPos.xyz*2.+t*.5)*smoothstep(s-.5,s,l+.5);
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${outputs.gsplat}.scales = finalScales;
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float at = atan(localPos.x,localPos.z)/3.1416;
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${outputs.gsplat}.rgba *= step(at,t-3.1416);
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${outputs.gsplat}.rgba += exp(-20.*border) + exp(-50.*abs(t-at-3.1416))*.5;
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} else if (${inputs.effectType} == 2) {
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// Spread Effect: Gentle radial emergence with scaling
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float tt = t*t*.4+.5;
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localPos.xz *= min(1.,.3+max(0.,tt*.05));
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${outputs.gsplat}.center = localPos;
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${outputs.gsplat}.scales = max(mix(vec3(0.0),scales,min(tt-7.-l*2.5,1.)),mix(vec3(0.0),scales*.2,min(tt-1.-l*2.,1.)));
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${outputs.gsplat}.rgba = mix(vec4(.3),${inputs.gsplat}.rgba,clamp(tt-l*2.5-3.,0.,1.));
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} else if (${inputs.effectType} == 3) {
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// Unroll Effect: Rotating helix with vertical reveal
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localPos.xz *= rot((localPos.y*50.-20.)*exp(-t));
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${outputs.gsplat}.center = localPos * (1.-exp(-t)*2.);
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${outputs.gsplat}.scales = mix(vec3(0.002),scales,smoothstep(.3,.7,t+localPos.y-2.));
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${outputs.gsplat}.rgba = ${inputs.gsplat}.rgba*step(0.,t*.5+localPos.y-.5);
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} else if (${inputs.effectType} == 4) {
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// Twister Effect: swirling weather reveal
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vec4 effectResult = twister(localPos, scales, t);
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${outputs.gsplat}.center = effectResult.xyz;
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${outputs.gsplat}.scales = mix(vec3(.005), scales, pow(effectResult.w, 30.));
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${outputs.gsplat}.rgba.a = pow(effectResult.w, .7) * smoothstep(30., 0., length(localPos.xz));
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} else if (${inputs.effectType} == 5) {
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// Rain Effect: falling streaks
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vec4 effectResult = rain(localPos, scales, t);
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${outputs.gsplat}.center = effectResult.xyz;
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${outputs.gsplat}.scales = mix(vec3(.005), scales, pow(effectResult.w, 30.));
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${outputs.gsplat}.rgba.a = pow(effectResult.w, .7) * smoothstep(30., 0., length(localPos.xz));
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}
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${outputs.gsplat}.center = effectResult.xyz;
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${outputs.gsplat}.scales = mix(vec3(.005),scale,pow(effectResult.w,30.));
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${outputs.gsplat}.rgba.a = pow(effectResult.w,.7)*smoothstep(30.,0.,length(localPos.xz));
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`),
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});
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// Convert effect name to integer for shader
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const effectType = effectParams.effect === "Twister" ? 1 : 2;
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// Map effect names to shader integer constants
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const effectType = effectParams.effect === "Magic" ? 1 :
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effectParams.effect === "Spread" ? 2 :
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effectParams.effect === "Unroll" ? 3 :
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effectParams.effect === "Twister" ? 4 : 5;
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gsplat = d.apply({
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gsplat,
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@@ -142,18 +274,44 @@
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}
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);
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// Update generator
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splatMesh.updateGenerator();
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// Apply shader modifications to splat mesh
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splatMesh.updateGenerator();
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}
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// Initialize with default effect
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await loadSplatForEffect(effectParams.effect);
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// Initialize camera controls and start render loop
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const controls = new SparkControls({ canvas: renderer.domElement });
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renderer.setAnimationLoop(function animate(time) {
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// Update animation timing
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if (splatLoaded) {
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animateT.value = (time / 1000) - baseTime;
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baseTime += 1/60;
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animateT.value = baseTime;
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} else {
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animateT.value = 0;
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}
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splatMesh.updateVersion();
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splatMesh.position.set(0,-.7,-2.5);
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// Orbit camera only for non-weather effects
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cameraAngle += rotationSpeed * (1/60);
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if (effectParams.effect == "Twister" || effectParams.effect == "Rain") cameraAngle = 0;
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camera.position.x = Math.cos(cameraAngle) * cameraRadius;
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camera.position.z = Math.sin(cameraAngle) * cameraRadius;
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camera.position.y = cameraHeight;
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// Adjust camera target based on current effect
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if (effectParams.effect === "Spread") {
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camera.lookAt(0, 1, 0);
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} else {
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camera.lookAt(0, 0, 0);
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}
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// Update splat rendering if available
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if (splatMesh) {
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splatMesh.updateVersion();
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}
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controls.update(camera);
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renderer.render(scene, camera);
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});
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