## ADDED Requirements ### Requirement: Provide a new chip floor component in the three.js pipeline The system SHALL provide a new shader-driven component that renders a floor-ready chip-surface effect inside the existing tresjs / three preview pipeline. #### Scenario: Render the component with defaults - **WHEN** the new component is rendered with default parameters - **THEN** it MUST display a visible chip-floor effect on a circular ground footprint - **AND** it MUST render through three.js shader logic rather than DOM or CSS effects ### Requirement: Preserve the reference shader language with minimal adaptation The component MUST preserve shader-friendly equivalents of the reference source's chip split pattern, trench glow, moving data trails, neon particles, and silicon dot texture, while adapting the rendering to a top-down floor material driven by the outer scene camera. #### Scenario: Show the reference-style motion - **WHEN** the component animation is running - **THEN** it MUST show trench glow, long data trails, and particle dots without requiring user input #### Scenario: Avoid loose reinterpretation - **WHEN** the component implementation is inspected - **THEN** the core shader flow MUST remain recognizably derived from `chip-floor-codepen.js` - **AND** large visual substitutions MUST NOT replace the supplied shader logic ### Requirement: Expose the remaining reference control groups The component MUST expose the tunable values from the reference `Architecture`, `Silicon Texture`, `Data Trails (Long)`, `Neon Particles (Dots)`, and `Colors` groups, plus a service-level size control. #### Scenario: Adjust service controls - **WHEN** a developer changes size, architecture, silicon texture, trail, particle, or color props - **THEN** the floor MUST update without requiring a remount #### Scenario: Remove camera and performance controls from the exposed config - **WHEN** a developer opens the service config panel for the component - **THEN** the panel MUST NOT expose the reference `Camera & Zoom` controls - **AND** the panel MUST NOT expose the reference `Quality & Performance` controls #### Scenario: Let the service scene camera control the viewing angle - **WHEN** the component is previewed or placed in a scene - **THEN** the visible viewing angle MUST come from the outer tresjs scene camera - **AND** the shader MUST NOT create its own internal camera flight view ### Requirement: Use a circular ground footprint with a soft disappearing boundary The component MUST sit flat on the ground by default, appear as a circular floor surface, and fade toward transparency before the outer edge becomes visually hard. #### Scenario: Place the component on the floor - **WHEN** the service loads the component with its default object transform - **THEN** it MUST sit in a ground-friendly orientation without extra preview wiring #### Scenario: Fade the outer edge - **WHEN** the chip-floor pattern reaches the outer area of the geometry - **THEN** the visible color and alpha MUST soften toward transparency so the floor feels broader than a hard circular cutout ### Requirement: Clamp invalid values safely The component MUST clamp or fallback invalid numeric and color inputs so the shader continues rendering. #### Scenario: Pass extreme values - **WHEN** a developer passes invalid or extreme values into the component props - **THEN** the component MUST clamp them to safe ranges and keep rendering