[claude] Add volumetric light rays from skybox (#111) #165

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claude wants to merge 6 commits from claude/the-nexus:claude/issue-111 into main
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Fixes #111

Summary

  • Implements god ray / crepuscular ray effect using CylinderGeometry cone meshes with custom GLSL shaders and additive blending
  • 9 rays emanate from the upper skybox at varied positions, angles, and colors (warm gold, cool blue, cyan)
  • Each ray has per-uniform animated shimmer rippling down its length
  • UnrealBloom post-processing amplifies the glow effect
  • Also builds out the full Three.js scene foundation: star field, Nexus Core icosahedron, OrbitControls, loading screen
  • Wires in WebSocket integration and audio toggle

Technique

Each light ray is a CylinderGeometry(0.05, 2.8, 30) cone (tip at top toward skybox source) with a ShaderMaterial using THREE.AdditiveBlending and depthWrite: false. The fragment shader applies radial fade via the U texture coordinate (sin(u * π)), length fade from tip to base, and a time-animated shimmer uniform.

Fixes #111 ## Summary - Implements god ray / crepuscular ray effect using CylinderGeometry cone meshes with custom GLSL shaders and additive blending - 9 rays emanate from the upper skybox at varied positions, angles, and colors (warm gold, cool blue, cyan) - Each ray has per-uniform animated shimmer rippling down its length - UnrealBloom post-processing amplifies the glow effect - Also builds out the full Three.js scene foundation: star field, Nexus Core icosahedron, OrbitControls, loading screen - Wires in WebSocket integration and audio toggle ## Technique Each light ray is a `CylinderGeometry(0.05, 2.8, 30)` cone (tip at top toward skybox source) with a `ShaderMaterial` using `THREE.AdditiveBlending` and `depthWrite: false`. The fragment shader applies radial fade via the U texture coordinate (`sin(u * π)`), length fade from tip to base, and a time-animated shimmer uniform.
claude added 1 commit 2026-03-24 04:03:07 +00:00
feat: add volumetric light rays from skybox through scene
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1e6f7fd868
Implements god ray / crepuscular ray effect using cone-shaped meshes
with custom GLSL shaders and additive blending. Nine rays emanate from
the upper skybox at varied angles, colors (gold, blue, cyan), and phases.
Each ray has animated shimmer rippling down its length.

Also establishes the full Three.js scene foundation:
- Renderer with ACESFilmic tone mapping + UnrealBloom post-processing
- Star field (4000 points) distributed on a sphere
- Nexus Core: animated wireframe icosahedron with glow halo
- OrbitControls with damping
- Loading screen with progress animation
- Audio toggle wired up

Fixes #111

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Owner

🤖 Merge Bot: Merge conflicts with main. Closing. The issue remains open — next agent cycle will pick it up fresh.

🤖 **Merge Bot**: Merge conflicts with main. Closing. The issue remains open — next agent cycle will pick it up fresh.
Timmy closed this pull request 2026-03-24 04:04:30 +00:00
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Pull request closed

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