Files
reui-blocks/blocks/shader6.tsx
T

144 lines
3.8 KiB
TypeScript

"use client";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import { useMemo, useRef } from "react";
import * as THREE from "three";
import { cn } from "@/lib/utils";
interface ShaderPlaneProps {
vertexShader: string;
fragmentShader: string;
uniforms: { [key: string]: { value: unknown } };
}
const ShaderPlane = ({
vertexShader,
fragmentShader,
uniforms,
}: ShaderPlaneProps) => {
const meshRef = useRef<THREE.Mesh>(null);
const { size } = useThree();
useFrame((state) => {
if (meshRef.current) {
const material = meshRef.current.material as THREE.ShaderMaterial;
material.uniforms.u_time.value = state.clock.elapsedTime * 0.5;
material.uniforms.u_resolution.value.set(size.width, size.height, 1.0);
}
});
return (
<mesh ref={meshRef}>
<planeGeometry args={[2, 2]} />
<shaderMaterial
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
side={THREE.FrontSide}
depthTest={false}
depthWrite={false}
/>
</mesh>
);
};
interface ShaderBackgroundProps {
vertexShader?: string;
fragmentShader?: string;
uniforms?: { [key: string]: { value: unknown } };
className?: string;
color?: string;
backgroundColor?: string;
}
const Shader6 = ({
vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`,
fragmentShader = `
precision highp float;
varying vec2 vUv;
uniform float u_time;
uniform vec3 u_resolution;
uniform vec3 u_color;
uniform vec3 u_bg_color;
float bayerDither(vec2 fragCoord) {
float scale = 4.0;
int x = int(mod(floor(fragCoord.x / scale), 4.0));
int y = int(mod(floor(fragCoord.y / scale), 4.0));
int idx = x + y * 4;
float bayer[16];
bayer[0] = 0.0; bayer[1] = 8.0; bayer[2] = 2.0; bayer[3] = 10.0;
bayer[4] = 12.0; bayer[5] = 4.0; bayer[6] = 14.0; bayer[7] = 6.0;
bayer[8] = 3.0; bayer[9] = 11.0; bayer[10] = 1.0; bayer[11] = 9.0;
bayer[12] = 15.0; bayer[13] = 7.0; bayer[14] = 13.0; bayer[15] = 5.0;
return bayer[idx] / 16.0;
}
#define SPECULAR
void mainImage(out vec4 col, in vec2 pc)
{
float time = u_time / 3.0;
vec2 a = vec2(u_resolution.x / u_resolution.y, 1.0);
vec2 c = pc.xy / u_resolution.xy * a * 3.5 + time * 0.3;
float k = 0.1 + cos(c.y + sin(0.148 - time)) + 2.4 * time;
float w = 0.9 + sin(c.x + cos(0.628 + time)) - 0.7 * time;
float d = length(c);
float s = 7.0 * cos(d + w) * sin(k + w);
col = vec4(0.5 + 0.5 * cos(s + vec3(0.2, 0.5, 0.9)), 1.0);
}
void main() {
vec2 fragCoord = vUv * u_resolution.xy;
vec4 col;
mainImage(col, fragCoord);
float gray = dot(col.rgb, vec3(0.299, 0.587, 0.114));
float threshold = bayerDither(fragCoord);
float bw = step(threshold, gray);
col.rgb = mix(u_bg_color, u_color, bw);
gl_FragColor = col;
}
`,
uniforms = {},
className,
color = "#ffaa08",
backgroundColor = "#000000",
}: ShaderBackgroundProps) => {
const shaderUniforms = useMemo(
() => ({
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector3(1, 1, 1) },
u_color: { value: new THREE.Color(color) },
u_bg_color: { value: new THREE.Color(backgroundColor) },
...uniforms,
}),
[uniforms, color, backgroundColor],
);
return (
<section className={cn(className, "absolute inset-0 h-screen w-full")}>
<Canvas>
<ShaderPlane
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={shaderUniforms}
/>
</Canvas>
</section>
);
};
export { Shader6 };