Added FakeGlow Material

+default performance optomizations
anderson-mancini
Anderson Mancini 2024-01-22 13:50:28 -03:00
parent 59bc38d06e
commit 4f3e52b9d7
4 changed files with 328 additions and 263 deletions

View File

@ -1,55 +1,53 @@
import { Canvas } from "@react-three/fiber";
import { Experience } from "./components/Experience";
import { Suspense, useMemo } from "react";
import { Physics } from "@react-three/rapier";
import {
KeyboardControls,
Loader,
OrbitControls,
Preload,
Stats,
} from "@react-three/drei";
import { Canvas } from '@react-three/fiber'
import { Experience } from './components/Experience'
import { Suspense, useMemo } from 'react'
import { Physics } from '@react-three/rapier'
import { KeyboardControls, Loader, OrbitControls, Preload, Stats } from '@react-three/drei'
export const Controls = {
up: "up",
down: "down",
left: "left",
right: "right",
boost: "boost",
shoot: "shoot",
slow: "slow",
reset: "reset",
};
up: 'up',
down: 'down',
left: 'left',
right: 'right',
boost: 'boost',
shoot: 'shoot',
slow: 'slow',
reset: 'reset'
}
function App() {
const map = useMemo(
() => [
{ name: Controls.up, keys: ["KeyW", "ArrowUp"] },
{ name: Controls.down, keys: ["KeyS", "ArrowDown"] },
{ name: Controls.left, keys: ["KeyA", "ArrowLeft"] },
{ name: Controls.right, keys: ["KeyD", "ArrowRight"] },
{ name: Controls.jump, keys: ["Space"] },
{ name: Controls.slow, keys: ["Shift"] },
{ name: Controls.shoot, keys: ["KeyE", "Click"] },
{ name: Controls.reset, keys: ["KeyR"] },
{ name: Controls.up, keys: ['KeyW', 'ArrowUp'] },
{ name: Controls.down, keys: ['KeyS', 'ArrowDown'] },
{ name: Controls.left, keys: ['KeyA', 'ArrowLeft'] },
{ name: Controls.right, keys: ['KeyD', 'ArrowRight'] },
{ name: Controls.jump, keys: ['Space'] },
{ name: Controls.slow, keys: ['Shift'] },
{ name: Controls.shoot, keys: ['KeyE', 'Click'] },
{ name: Controls.reset, keys: ['KeyR'] }
],
[]
);
)
return (
<Canvas shadows>
<Canvas
shadows
dpr={1}
gl={{ antialias: false, stencil: false, powerPreference: 'high-performance' }}
>
<Suspense fallback={null}>
<Physics gravity={[0,-90,0]}>
<Physics
gravity={[0, -90, 0]}
predictionDistance={0.001}
>
<KeyboardControls map={map}>
<Experience />
</KeyboardControls>
{/* <Stats /> */}
</Physics>
</Suspense>
</Canvas>
);
)
}
export default App;
export default App

View File

@ -1,26 +1,23 @@
import {
Environment,
OrbitControls,
PerspectiveCamera,
Lightformer
} from "@react-three/drei";
import { Ground } from "./Ground";
import { RigidBody } from "@react-three/rapier";
import { PlayerController } from "./PlayerController";
import { Track } from "./models/Spafrancorchamps-REALISTIC";
import { Paris } from "./models/Tour_paris_promenade";
import { EffectComposer, N8AO, Bloom, DepthOfField, TiltShift2, HueSaturation, SMAA} from '@react-three/postprocessing'
import { Environment, OrbitControls, PerspectiveCamera, Lightformer } from '@react-three/drei'
import { Ground } from './Ground'
import { RigidBody } from '@react-three/rapier'
import { PlayerController } from './PlayerController'
import { Track } from './models/Spafrancorchamps-REALISTIC'
import { Paris } from './models/Tour_paris_promenade'
import { EffectComposer, N8AO, Bloom, DepthOfField, TiltShift2, HueSaturation, SMAA } from '@react-three/postprocessing'
export const Experience = () => {
return (
<>
<PlayerController />
<Ground position={[0, 0, 0]} />
<Environment resolution={256} preset='lobby'/>
<Environment
resolution={256}
preset='lobby'
/>
<directionalLight
position={[10, 50,-30]}
position={[10, 50, -30]}
intensity={1}
shadow-bias={-0.0001}
shadow-mapSize={[4096, 4096]}
@ -34,14 +31,28 @@ export const Experience = () => {
{/* <ambientLight intensity={0.2} /> */}
{/* <spotLight position={[10, 20, 10]} angle={0.12} penumbra={1} intensity={1} castShadow shadow-mapSize={1024} /> */}
<Paris position={[0, 0, 0]} />
<EffectComposer multisampling={4}>
<SMAA/>
<EffectComposer
multisampling={0}
disableNormalPass
>
<SMAA />
{/* <N8AO distanceFalloff={1} aoRadius={1} intensity={4} /> */}
<Bloom luminanceThreshold={0} mipmapBlur luminanceSmoothing={0.01} intensity={0.5} />
<DepthOfField target={[0, 0, 13]} focalLength={0.3} bokehScale={15} height={700} />
<Bloom
luminanceThreshold={0}
mipmapBlur
luminanceSmoothing={0.01}
intensity={0.5}
/>
<DepthOfField
target={[0, 0, 13]}
focalLength={0.3}
bokehScale={20}
// height={700}
resolutionScale={0.3}
/>
{/* <TiltShift2/> */}
<HueSaturation saturation={0.1} />
</EffectComposer>
</>
);
};
)
}

View File

@ -0,0 +1,82 @@
/**
* FakeGlow material component by Anderson Mancini - Dec 2024.
*/
import React, { useRef, useMemo } from 'react'
import { shaderMaterial } from '@react-three/drei'
import { extend, useFrame } from '@react-three/fiber'
import { Color, BackSide, AdditiveBlending } from 'three'
export default function FakeGlowMaterial({ glowCenter = 0.05, edgeIntensity = 6.0, glowColor = '#00ff00', glowOpacity = 1.0, fresnelOpacity = 0.5, fresnelAmount = 0.5, wireframe = false }) {
const FakeGlowMaterial = useMemo(() => {
return shaderMaterial(
{
time: 0,
glowCenter: glowCenter,
edgeIntensity: edgeIntensity,
glowColor: new Color(glowColor),
glowOpacity: glowOpacity,
fresnelOpacity: fresnelOpacity,
fresnelAmount: fresnelAmount
},
/*GLSL */
`
uniform float glowCenter;
uniform float edgeIntensity;
varying float intensity;
varying vec3 vNormel;
varying vec3 vNormal;
uniform float fresnelOpacity;
uniform float fresnelAmount;
void main() {
vec3 viewVector = normalize(vec3(cameraPosition-position));
float fresnelEffect = dot(vNormel, vNormal) * ( fresnelOpacity);
fresnelEffect = clamp(fresnelAmount - fresnelEffect, 0.5, fresnelOpacity);
vec3 vNormal = normalize( normalMatrix * normal );
vec3 vNormel = normalize( normalMatrix * viewVector );
intensity = pow( glowCenter - dot(vNormal, vNormel), edgeIntensity / fresnelEffect );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
/*GLSL */
`
uniform vec3 glowColor;
varying float intensity;
uniform float glowOpacity;
uniform float fresnelOpacity;
uniform float fresnelAmount;
varying vec3 vNormel;
varying vec3 vNormal;
uniform float glowCenter;
uniform float edgeIntensity;
void main()
{
vec3 glow = glowColor * intensity;
float fresnelEffect = - dot(vNormel, vNormal);
fresnelEffect = clamp(fresnelEffect, 0.1, 1.0);
gl_FragColor = vec4( clamp(glow, 0., 1.0), clamp(glowOpacity - intensity * fresnelEffect, 0., 1.0 ));
}`
)
}, [glowCenter, edgeIntensity, glowColor, glowOpacity, fresnelOpacity, fresnelAmount])
extend({ FakeGlowMaterial })
useFrame((state, delta) => {
ref.current.time += delta
})
const ref = useRef()
return (
<fakeGlowMaterial
wireframe={wireframe}
key={FakeGlowMaterial.key}
side={BackSide}
transparent={true}
blending={AdditiveBlending}
depthTest={false}
ref={ref}
/>
)
}

View File

@ -1,294 +1,246 @@
import { Controls } from "../App";
import { RigidBody, useRapier } from "@react-three/rapier";
import {
useKeyboardControls,
PerspectiveCamera,
ContactShadows,
} from "@react-three/drei";
import { useFrame, useThree } from "@react-three/fiber";
import { useRef, useState, useEffect, useCallback } from "react";
import * as THREE from "three";
import { Model } from "./models/Racing_kart";
import { FrontRightWheel } from "./models/Front_Right_Wheel";
import { FrontLeftWheel } from "./models/Front_Left_Wheel";
import { RearWheels } from "./models/Rear_wheels";
import gsap from "gsap";
import { Mario } from "./models/Mario_kart";
import { Particles1 } from "./Particles1";
import { DriftParticlesLeft } from "./DriftParticlesLeft";
import { DriftParticlesRight } from "./DriftParticlesRight";
import { Controls } from '../App'
import { RigidBody, useRapier } from '@react-three/rapier'
import { useKeyboardControls, PerspectiveCamera, ContactShadows, Sphere } from '@react-three/drei'
import { useFrame, useThree } from '@react-three/fiber'
import { useRef, useState, useEffect, useCallback } from 'react'
import * as THREE from 'three'
import { Model } from './models/Racing_kart'
import { FrontRightWheel } from './models/Front_Right_Wheel'
import { FrontLeftWheel } from './models/Front_Left_Wheel'
import { RearWheels } from './models/Rear_wheels'
import gsap from 'gsap'
import { Mario } from './models/Mario_kart'
import { Particles1 } from './Particles1'
import { DriftParticlesLeft } from './DriftParticlesLeft'
import { DriftParticlesRight } from './DriftParticlesRight'
import FakeGlowMaterial from './FakeGlow/FakeGlowMaterial'
export const PlayerController = () => {
const upPressed = useKeyboardControls((state) => state[Controls.up]);
const downPressed = useKeyboardControls((state) => state[Controls.down]);
const leftPressed = useKeyboardControls((state) => state[Controls.left]);
const rightPressed = useKeyboardControls((state) => state[Controls.right]);
const jumpPressed = useKeyboardControls((state) => state[Controls.jump]);
const [isOnGround, setIsOnGround] = useState(false);
const body = useRef();
const kart = useRef();
const cam = useRef();
const initialSpeed = 0;
const maxSpeed = 30;
const boostSpeed = 50;
const acceleration = 0.1;
const decceleration = 0.2;
const damping = 0.001;
const MaxSteeringSpeed = 0.01;
const [currentSteeringSpeed, setCurrentSteeringSpeed] = useState(0);
const [currentSpeed, setCurrentSpeed] = useState(initialSpeed);
const camMaxOffset = 0.5;
let steeringAngle = 0;
const isOnFloor = useRef(false);
const jumpForce = useRef(0);
const jumpIsHeld = useRef(false);
const driftDirection = useRef(0);
const driftLeft = useRef(false);
const driftRight = useRef(false);
const driftForce = useRef(0);
const mario = useRef();
const accumulatedDriftPower = useRef(0);
const blueTurboThreshold = 10;
const orangeTurboThreshold = 30;
const purpleTurboThreshold = 60;
const [turboColor, setTurboColor] = useState(0xffffff);
const boostDuration = useRef(0);
const isBoosting = useRef(false);
let targetXPosition = 0;
let targetZPosition = 8;
const [steeringAngleWheels, setSteeringAngleWheels] = useState(0);
const upPressed = useKeyboardControls((state) => state[Controls.up])
const downPressed = useKeyboardControls((state) => state[Controls.down])
const leftPressed = useKeyboardControls((state) => state[Controls.left])
const rightPressed = useKeyboardControls((state) => state[Controls.right])
const jumpPressed = useKeyboardControls((state) => state[Controls.jump])
const [isOnGround, setIsOnGround] = useState(false)
const body = useRef()
const kart = useRef()
const cam = useRef()
const initialSpeed = 0
const maxSpeed = 30
const boostSpeed = 50
const acceleration = 0.1
const decceleration = 0.2
const damping = 0.001
const MaxSteeringSpeed = 0.01
const [currentSteeringSpeed, setCurrentSteeringSpeed] = useState(0)
const [currentSpeed, setCurrentSpeed] = useState(initialSpeed)
const camMaxOffset = 0.5
let steeringAngle = 0
const isOnFloor = useRef(false)
const jumpForce = useRef(0)
const jumpIsHeld = useRef(false)
const driftDirection = useRef(0)
const driftLeft = useRef(false)
const driftRight = useRef(false)
const driftForce = useRef(0)
const mario = useRef()
const accumulatedDriftPower = useRef(0)
const blueTurboThreshold = 10
const orangeTurboThreshold = 30
const purpleTurboThreshold = 60
const [turboColor, setTurboColor] = useState(0xffffff)
const boostDuration = useRef(0)
const isBoosting = useRef(false)
let targetXPosition = 0
let targetZPosition = 8
const [steeringAngleWheels, setSteeringAngleWheels] = useState(0)
const [scale, setScale] = useState(0);
const [scale, setScale] = useState(0)
useFrame(({ pointer, clock }) => {
const time = clock.getElapsedTime();
if (!body.current && !mario.current) return;
const time = clock.getElapsedTime()
if (!body.current && !mario.current) return
// HANDLING AND STEERING
const kartRotation =
kart.current.rotation.y - driftDirection.current * driftForce.current;
const forwardDirection = new THREE.Vector3(
-Math.sin(kartRotation),
0,
-Math.cos(kartRotation)
);
const kartRotation = kart.current.rotation.y - driftDirection.current * driftForce.current
const forwardDirection = new THREE.Vector3(-Math.sin(kartRotation), 0, -Math.cos(kartRotation))
if (leftPressed && currentSpeed > 0) {
steeringAngle = currentSteeringSpeed;
targetXPosition = -camMaxOffset;
steeringAngle = currentSteeringSpeed
targetXPosition = -camMaxOffset
} else if (rightPressed && currentSpeed > 0) {
steeringAngle = -currentSteeringSpeed;
targetXPosition = camMaxOffset;
steeringAngle = -currentSteeringSpeed
targetXPosition = camMaxOffset
} else {
steeringAngle = 0;
targetXPosition = 0;
1;
steeringAngle = 0
targetXPosition = 0
1
}
// mouse steering
steeringAngle = currentSteeringSpeed * -pointer.x;
targetXPosition = -camMaxOffset * -pointer.x;
steeringAngle = currentSteeringSpeed * -pointer.x
targetXPosition = -camMaxOffset * -pointer.x
// ACCELERATING
if (upPressed && currentSpeed < maxSpeed) {
// Accelerate the kart within the maximum speed limit
setCurrentSpeed(Math.min(currentSpeed + acceleration, maxSpeed));
} else if (
upPressed &&
currentSpeed > maxSpeed &&
boostDuration.current > 0
) {
setCurrentSpeed(Math.max(currentSpeed - decceleration, maxSpeed));
setCurrentSpeed(Math.min(currentSpeed + acceleration, maxSpeed))
} else if (upPressed && currentSpeed > maxSpeed && boostDuration.current > 0) {
setCurrentSpeed(Math.max(currentSpeed - decceleration, maxSpeed))
}
if (upPressed) {
if (currentSteeringSpeed < MaxSteeringSpeed) {
setCurrentSteeringSpeed(
Math.min(currentSteeringSpeed + 0.0001, MaxSteeringSpeed)
);
setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.0001, MaxSteeringSpeed))
}
}
// REVERSING
if (downPressed && currentSpeed < -maxSpeed) {
setCurrentSpeed(Math.max(currentSpeed - acceleration, -maxSpeed));
setCurrentSpeed(Math.max(currentSpeed - acceleration, -maxSpeed))
}
// DECELERATING
else if (!upPressed && !downPressed) {
if (currentSteeringSpeed > 0) {
setCurrentSteeringSpeed(Math.max(currentSteeringSpeed - 0.00005, 0));
setCurrentSteeringSpeed(Math.max(currentSteeringSpeed - 0.00005, 0))
} else if (currentSteeringSpeed < 0) {
setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.00005, 0));
setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.00005, 0))
}
setCurrentSpeed(Math.max(currentSpeed - decceleration, 0));
setCurrentSpeed(Math.max(currentSpeed - decceleration, 0))
}
// Update the kart's rotation based on the steering angle
kart.current.rotation.y += steeringAngle;
kart.current.rotation.y += steeringAngle
// Apply damping to simulate slowdown when no keys are pressed
body.current.applyImpulse(
{
x: -body.current.linvel().x * (1 - damping),
y: 0,
z: -body.current.linvel().z * (1 - damping),
z: -body.current.linvel().z * (1 - damping)
},
true
);
const bodyPosition = body.current.translation();
kart.current.position.set(
bodyPosition.x,
bodyPosition.y - 1,
bodyPosition.z
);
)
const bodyPosition = body.current.translation()
kart.current.position.set(bodyPosition.x, bodyPosition.y - 1, bodyPosition.z)
// JUMPING
if (jumpPressed && isOnFloor.current && !jumpIsHeld.current) {
jumpForce.current += 11;
isOnFloor.current = false;
jumpIsHeld.current = true;
jumpForce.current += 11
isOnFloor.current = false
jumpIsHeld.current = true
}
if (!isOnFloor.current && jumpForce.current > 0) {
jumpForce.current -= 1;
jumpForce.current -= 1
}
if (!jumpPressed) {
jumpIsHeld.current = false;
driftDirection.current = 0;
driftForce.current = 0;
driftLeft.current = false;
driftRight.current = false;
jumpIsHeld.current = false
driftDirection.current = 0
driftForce.current = 0
driftLeft.current = false
driftRight.current = false
}
// DRIFTING
if (
jumpIsHeld.current &&
currentSteeringSpeed > 0 &&
pointer.x < -0.24 &&
!driftRight.current
) {
driftLeft.current = true;
if (jumpIsHeld.current && currentSteeringSpeed > 0 && pointer.x < -0.24 && !driftRight.current) {
driftLeft.current = true
}
if (
jumpIsHeld.current &&
currentSteeringSpeed > 0 &&
pointer.x > 0.24 &&
!driftLeft.current
) {
driftRight.current = true;
if (jumpIsHeld.current && currentSteeringSpeed > 0 && pointer.x > 0.24 && !driftLeft.current) {
driftRight.current = true
}
if (!jumpIsHeld.current && !driftLeft.current && !driftRight.current) {
mario.current.rotation.y = THREE.MathUtils.lerp(
mario.current.rotation.y,
0,
0.001
);
setTurboColor(0xffffff);
accumulatedDriftPower.current = 0;
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, 0, 0.001)
setTurboColor(0xffffff)
accumulatedDriftPower.current = 0
}
if (driftLeft.current) {
driftDirection.current = 1;
driftForce.current = 0.4;
mario.current.rotation.y = THREE.MathUtils.lerp(
mario.current.rotation.y,
steeringAngle * 50 + 0.5,
0.1
);
accumulatedDriftPower.current += 0.1 * (steeringAngle + 1);
driftDirection.current = 1
driftForce.current = 0.4
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, steeringAngle * 50 + 0.5, 0.1)
accumulatedDriftPower.current += 0.1 * (steeringAngle + 1)
}
if (driftRight.current) {
driftDirection.current = -1;
driftForce.current = 0.4;
mario.current.rotation.y = THREE.MathUtils.lerp(
mario.current.rotation.y,
-(-steeringAngle * 50 + 0.5),
0.1
);
accumulatedDriftPower.current += 0.1 * (-steeringAngle + 1);
driftDirection.current = -1
driftForce.current = 0.4
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, -(-steeringAngle * 50 + 0.5), 0.1)
accumulatedDriftPower.current += 0.1 * (-steeringAngle + 1)
}
if (!driftLeft.current && !driftRight.current) {
mario.current.rotation.y = THREE.MathUtils.lerp(
mario.current.rotation.y,
steeringAngle * 30,
0.1
);
setScale(0);
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, steeringAngle * 30, 0.1)
setScale(0)
}
if (accumulatedDriftPower.current > blueTurboThreshold) {
setTurboColor(0x00ffff);
boostDuration.current = 50;
setTurboColor(0x00ffff)
boostDuration.current = 50
}
if (accumulatedDriftPower.current > orangeTurboThreshold) {
setTurboColor(0xffcf00);
boostDuration.current = 100;
setTurboColor(0xffcf00)
boostDuration.current = 100
}
if (accumulatedDriftPower.current > purpleTurboThreshold) {
setTurboColor(0xff00ff);
boostDuration.current = 250;
setTurboColor(0xff00ff)
boostDuration.current = 250
}
if (driftLeft.current || driftRight.current) {
const oscillation = Math.sin(time * 1000) * 0.1;
const oscillation = Math.sin(time * 1000) * 0.1
const vibration = oscillation + 0.9;
setScale(vibration);
const vibration = oscillation + 0.9
setScale(vibration)
}
// RELEASING DRIFT
if (boostDuration.current > 1 && !jumpIsHeld.current) {
setCurrentSpeed(boostSpeed);
boostDuration.current -= 1;
targetZPosition = 10;
setCurrentSpeed(boostSpeed)
boostDuration.current -= 1
targetZPosition = 10
} else if (boostDuration.current <= 1) {
targetZPosition = 8;
targetZPosition = 8
}
// CAMERA WORK
cam.current.updateMatrixWorld();
cam.current.updateMatrixWorld()
cam.current.position.x = THREE.MathUtils.lerp(
cam.current.position.x,
targetXPosition,
0.01
);
cam.current.position.x = THREE.MathUtils.lerp(cam.current.position.x, targetXPosition, 0.01)
cam.current.position.z = THREE.MathUtils.lerp(
cam.current.position.z,
targetZPosition,
0.01
);
cam.current.updateMatrixWorld();
cam.current.position.z = THREE.MathUtils.lerp(cam.current.position.z, targetZPosition, 0.01)
cam.current.updateMatrixWorld()
body.current.applyImpulse(
{
x: forwardDirection.x * currentSpeed,
y: 0 + jumpForce.current,
z: forwardDirection.z * currentSpeed,
z: forwardDirection.z * currentSpeed
},
true
);
)
// Update the kart's rotation based on the steering angle
setSteeringAngleWheels(steeringAngle * 25);
});
setSteeringAngleWheels(steeringAngle * 25)
})
return (
<group>
<RigidBody
ref={body}
type="dynamic"
colliders={"ball"}
type='dynamic'
colliders={'ball'}
position={[0, 20, 0]}
centerOfMass={[0, -1, 0]}
onCollisionEnter={(event) => {
isOnFloor.current = true;
isOnFloor.current = true
}}
>
<mesh transparent>
<sphereGeometry args={[1, 6, 6]} />
<meshStandardMaterial color="blue" transparent opacity={0} />
<meshStandardMaterial
color='blue'
transparent
opacity={0}
/>
</mesh>
</RigidBody>
@ -298,13 +250,25 @@ export const PlayerController = () => {
currentSpeed={currentSpeed}
steeringAngleWheels={steeringAngleWheels}
/>
<pointLight
{/* <pointLight
position={[0.6, 0.05, 0.5]}
intensity={scale}
color={turboColor}
distance={1}
/> */}
<Sphere
args={[1, 16, 16]}
position={[0.6, 0.05, 0.5]}
>
<FakeGlowMaterial
glowCenter={0.1}
edgeIntensity={6.2}
/>
<mesh position={[0.6, 0.05, 0.5]} scale={scale}>
</Sphere>
<mesh
position={[0.6, 0.05, 0.5]}
scale={scale}
>
<sphereGeometry args={[0.1, 16, 16]} />
<meshStandardMaterial
emissive={turboColor}
@ -320,7 +284,10 @@ export const PlayerController = () => {
color={turboColor}
distance={1}
/>
<mesh position={[-0.6, 0.05, 0.5]} scale={scale}>
<mesh
position={[-0.6, 0.05, 0.5]}
scale={scale}
>
<sphereGeometry args={[0.1, 16, 16]} />
<meshStandardMaterial
emissive={turboColor}
@ -330,8 +297,15 @@ export const PlayerController = () => {
opacity={1}
/>
</mesh>
<DriftParticlesLeft turboColor={turboColor} scale={scale}/>
<DriftParticlesRight turboColor={turboColor} scale={scale}/>
<DriftParticlesLeft
turboColor={turboColor}
scale={scale}
/>
<DriftParticlesRight
turboColor={turboColor}
scale={scale}
/>
</group>
{/* <ContactShadows frames={1} /> */}
@ -343,5 +317,5 @@ export const PlayerController = () => {
/>
</group>
</group>
);
};
)
}