refined the overlay animation
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23be78a855
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@ -8,9 +8,9 @@ const FluidSimShader = {
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iTime: { value: 0.0 },
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mouse: { value: new THREE.Vector3(-1, -1, 0.0) },
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dissipation: { value: 0.950 }, // Slightly more persistent for trails
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tension: { value: 1.5 }, // Higher tension for stronger ripples
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radius: { value: 10.0 }, // Larger splat radius
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trailLength: { value: 3 }, // Number of trailing ripples
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tension: { value: 2.0 }, // Higher tension for stronger ripples
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radius: { value: 20.0 }, // Larger splat radius
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trailLength: { value: 5 }, // Number of trailing ripples
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},
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vertexShader: `
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varying vec2 vUv;
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@ -59,7 +59,7 @@ distortionPass.material.uniforms.chromaticAmount.value = 0.002; // Enhanced chro
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distortionPass.material.uniforms.lightIntensity.value = 1.5;
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distortionPass.material.uniforms.lightColor.value.set(1, 1, 1); // Cool blue-white
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distortionPass.material.uniforms.normalStrength.value = 2.0;
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distortionPass.material.uniforms.ambientLight.value = 0.15;
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distortionPass.material.uniforms.ambientLight.value = 1;
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composer.addPass(distortionPass);
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@ -1,7 +1,7 @@
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import * as THREE from 'three';
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export function createStarfield(scene) {
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const starCount = 8000;
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const starCount = 12000;
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const starDistance = 300;
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// Create geometry for stars
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@ -124,9 +124,9 @@ export function createStarfield(scene) {
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const interpolationSpeed = 5;
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// NEW: Cursor brightness parameters
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const brightnessRadius = 60; // Radius for size increase effect
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const maxSizeMultiplier = 4.0; // Maximum size increase (4x original size)
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const sizeInterpolationSpeed = 3.0; // Speed of size changes
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const brightnessRadius = 600; // Radius for size increase effect
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const maxSizeMultiplier = 400.0; // Maximum size increase (4x original size)
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const sizeInterpolationSpeed = 100.0; // Speed of size changes
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// Raycaster for mouse position in 3D space
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const raycaster = new THREE.Raycaster();
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