import { Idea } from "../../../../logic/basis";
import { MeshStandardMaterial } from "three";
export declare const useIdeaMaterial: (idea: Idea | undefined, radius: number) => MeshStandardMaterial;
export declare const vertHead = "\n    // Description : Array and textureless GLSL 2D/3D/4D simplex\n    //               noise functions.\n    //      Author : Ian McEwan, Ashima Arts.\n    //  Maintainer : ijm\n    //     Lastmod : 20110822 (ijm)\n    //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n    //               Distributed under the MIT License. See LICENSE file.\n    //               https://github.com/ashima/webgl-noise\n    //\n    \n    vec3 mod289(vec3 x) {\n      return x - floor(x * (1.0 / 289.0)) * 289.0;\n    }\n    \n    vec4 mod289(vec4 x) {\n      return x - floor(x * (1.0 / 289.0)) * 289.0;\n    }\n    \n    vec4 permute(vec4 x) {\n         return mod289(((x*34.0)+1.0)*x);\n    }\n    \n    vec4 taylorInvSqrt(vec4 r)\n    {\n      return 1.79284291400159 - 0.85373472095314 * r;\n    }\n    \n    float snoise(vec3 v)\n      {\n      const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;\n      const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);\n    \n    // First corner\n      vec3 i  = floor(v + dot(v, C.yyy) );\n      vec3 x0 =   v - i + dot(i, C.xxx) ;\n    \n    // Other corners\n      vec3 g = step(x0.yzx, x0.xyz);\n      vec3 l = 1.0 - g;\n      vec3 i1 = min( g.xyz, l.zxy );\n      vec3 i2 = max( g.xyz, l.zxy );\n    \n      //   x0 = x0 - 0.0 + 0.0 * C.xxx;\n      //   x1 = x0 - i1  + 1.0 * C.xxx;\n      //   x2 = x0 - i2  + 2.0 * C.xxx;\n      //   x3 = x0 - 1.0 + 3.0 * C.xxx;\n      vec3 x1 = x0 - i1 + C.xxx;\n      vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n      vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y\n    \n    // Permutations\n      i = mod289(i);\n      vec4 p = permute( permute( permute(\n                 i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n               + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n               + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n    \n    // Gradients: 7x7 points over a square, mapped onto an octahedron.\n    // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n      float n_ = 0.142857142857; // 1.0/7.0\n      vec3  ns = n_ * D.wyz - D.xzx;\n    \n      vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)\n    \n      vec4 x_ = floor(j * ns.z);\n      vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)\n    \n      vec4 x = x_ *ns.x + ns.yyyy;\n      vec4 y = y_ *ns.x + ns.yyyy;\n      vec4 h = 1.0 - abs(x) - abs(y);\n    \n      vec4 b0 = vec4( x.xy, y.xy );\n      vec4 b1 = vec4( x.zw, y.zw );\n    \n      //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n      //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n      vec4 s0 = floor(b0)*2.0 + 1.0;\n      vec4 s1 = floor(b1)*2.0 + 1.0;\n      vec4 sh = -step(h, vec4(0.0));\n    \n      vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n      vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n    \n      vec3 p0 = vec3(a0.xy,h.x);\n      vec3 p1 = vec3(a0.zw,h.y);\n      vec3 p2 = vec3(a1.xy,h.z);\n      vec3 p3 = vec3(a1.zw,h.w);\n    \n    //Normalise gradients\n      vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n      p0 *= norm.x;\n      p1 *= norm.y;\n      p2 *= norm.z;\n      p3 *= norm.w;\n    \n    // Mix final noise value\n      vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n      m = m * m;\n      return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n                                    dot(p2,x2), dot(p3,x3) ) );\n      }\n              \n    \n    float fsnoise(float val1, float val2, float val3){\n      return snoise(vec3(val1,val2,val3));\n    }\n    \n    vec3 distortFunct(vec3 transformed, float factor) {\n      float radiusVariation = -fsnoise(\n        transformed.x * radiusNoiseFrequency + time,\n        transformed.y * radiusNoiseFrequency + time,\n        transformed.z * radiusNoiseFrequency + time \n      ) * radiusVariationAmplitude * factor;\n      return normalize(transformed) * (radiusVariation + radius);\n    }\n    \n    vec3 orthogonal(vec3 v) {\n      return normalize(abs(v.x) > abs(v.z) ? vec3(-v.y, v.x, 0.0)\n      : vec3(0.0, -v.z, v.y));\n    }\n    \n    vec3 distortNormal(vec3 position, vec3 distortedPosition, vec3 normal){\n      vec3 tangent1 = orthogonal(normal);\n      vec3 tangent2 = normalize(cross(normal, tangent1));\n      vec3 nearby1 = position + tangent1 * 0.1;\n      vec3 nearby2 = position + tangent2 * 0.1;\n      vec3 distorted1 = distortFunct(nearby1, 1.0);\n      vec3 distorted2 = distortFunct(nearby2, 1.0);\n      return normalize(cross(distorted1 - distortedPosition, distorted2 - distortedPosition));\n    }\n";
export declare const vert = "\n    #include <begin_vertex>\n    float updateTime = time / 10.0;\n    transformed = distortFunct(transformed, 1.0);\n    vec3 distortedNormal = distortNormal(position, transformed, normal);\n    vNormal = normal + distortedNormal;\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed,1.);\n";
export declare const frag = "\n    #include <dithering_fragment>\n    float angle = clamp(dot(normalize(vNormal), vec3(0., -1., 0.)), 0., 1.);\n    gl_FragColor = vec4(gl_FragColor.rgb * color, gl_FragColor.a);  \n    gl_FragColor.rgb = mix(gl_FragColor.rgb, mix(color, vec3(0.), 0.5), angle);\n";
