## ADDED Requirements ### Requirement: Render the referenced blue shield sphere only The system SHALL provide `lightSpeedShieldDeployComponent` that renders the central blue sphere shield effect from the reference video without adding the video's background, subtitles, or unrelated scene objects. #### Scenario: Default render - **GIVEN** the component is rendered with default props - **WHEN** the TresJS canvas displays the component - **THEN** a cyan-blue glowing core and transparent spherical hex shield are visible #### Scenario: No demo scene leakage - **GIVEN** the component is added to a host scene - **WHEN** the component renders - **THEN** it SHALL only create shield/core meshes and SHALL NOT create background geometry, subtitles, cameras, lights, or post-processing chains ### Requirement: Shader-driven deploy animation The component SHALL use `three-custom-shader-material/vanilla` and external vertex/fragment shader files to animate the shield deploy. #### Scenario: Auto deploy loop - **GIVEN** `autoAnimate` is true - **WHEN** time advances - **THEN** the shield SHALL unfold from the center outward, hold, and reset according to the configured durations #### Scenario: Manual deploy progress - **GIVEN** `autoAnimate` is false - **WHEN** `deployProgress` changes - **THEN** the shader uniforms SHALL update without remounting the component #### Scenario: Replay action - **GIVEN** `autoAnimate` is false - **WHEN** `deployToken` changes or `triggerDeployAction` is called - **THEN** the component SHALL replay the deploy animation once and remain fully deployed ### Requirement: Config service integration The component SHALL be registered in `src/dcsConfig.ts` with defaults and configuration controls. #### Scenario: Component appears in service list - **GIVEN** the dynamic component service reads `src/dcsConfig.ts` - **WHEN** the component list is built - **THEN** `lightSpeedShieldDeployComponent` SHALL be available with preview metadata #### Scenario: Runtime config updates - **GIVEN** a user changes colors, opacity, hex density, sweep, pulse, or timing controls - **WHEN** props update - **THEN** existing shader uniforms SHALL update in place