Files
reui-blocks/blocks/shader12.tsx
T

171 lines
4.2 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: Record<string, THREE.IUniform>;
timeMultiplier: number;
}
const ShaderPlane = ({
vertexShader,
fragmentShader,
uniforms,
timeMultiplier,
}: 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 * timeMultiplier;
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?: Record<string, THREE.IUniform>;
className?: string;
timeMultiplier?: number;
baseColor?: THREE.ColorRepresentation;
accent?: THREE.ColorRepresentation;
glow?: THREE.ColorRepresentation;
}
const Shader12 = ({
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_baseColor;
uniform vec3 u_accent;
uniform vec3 u_glow;
#define A(a) mat2(cos(a+vec4(0,11,33,0))) // rotate
void mainImage(out vec4 C, vec2 U)
{
float t = u_time * 6.3;
float d = 0.0;
float i = d;
float s;
vec2 R = u_resolution.xy;
vec2 m = -vec2(t / 30.0, 0.3); // kamera w spoczynku
vec3 o = vec3(0.0, 2.0, -15.0); // kamera
vec3 u = normalize(vec3((U - 0.5 * R) / R.y, 0.6)); // kierunek widzenia
vec3 c, p, g;
mat2 v = A(m.y); // pitch
mat2 h = A(m.x); // yaw
for (; i++ < 90.0;)
{
p = o + u * d;
p.yz *= v;
p.xz *= h;
p.y -= pow(length(p.xz), 2.0) * 0.01;
p.y += cos(length(round(p.xz)) - t / 5.5);
g = abs(p - round(p));
s = max(g.x, max(p.y * -sign(m.y), g.z)) - 0.3;
if (s < 0.001 || d > 90.0) break;
d += s * 0.2;
}
vec3 baseColor = u_baseColor;
vec3 accent = u_accent;
vec3 glow = u_glow;
c = mix(baseColor, accent, 2.5 / d);
c += glow * 2.9 / (d * 2.0);
float vignette = smoothstep(0.8, 0.1, length((U - 0.5 * R) / R.y));
c *= vignette;
float noise = fract(sin(dot(U, vec2(12.9898,78.233))) * 43758.5453);
c += noise * 0.02;
c += 1.*s/d;
C = vec4(c, 1.0);
}
void main() {
vec4 fragColor;
vec2 fragCoord = vUv * u_resolution.xy;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`,
uniforms = {},
className,
timeMultiplier = 0.8,
baseColor = "#020304",
accent = "#9a61ff",
glow = "#9a23ff",
}: ShaderBackgroundProps) => {
const baseUniform = useMemo(() => new THREE.Color(baseColor), [baseColor]);
const accentUniform = useMemo(() => new THREE.Color(accent), [accent]);
const glowUniform = useMemo(() => new THREE.Color(glow), [glow]);
const shaderUniforms = useMemo<Record<string, THREE.IUniform>>(
() => ({
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector3(1, 1, 1) },
...(uniforms ?? {}),
u_baseColor: { value: baseUniform },
u_accent: { value: accentUniform },
u_glow: { value: glowUniform },
}),
[uniforms, baseUniform, accentUniform, glowUniform],
);
return (
<section className={cn(className, "absolute inset-0 h-screen w-full")}>
<Canvas>
<ShaderPlane
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={shaderUniforms}
timeMultiplier={timeMultiplier}
/>
</Canvas>
</section>
);
};
export { Shader12 };