Files
reui-blocks/blocks/shader13.tsx
T

129 lines
3.1 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;
color?: THREE.ColorRepresentation;
timeMultiplier?: number;
}
const Shader13 = ({
vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`,
fragmentShader = `
precision mediump float;
varying vec2 vUv;
uniform float u_time;
uniform vec3 u_resolution;
uniform vec3 u_color;
void mainImage(out vec4 o, vec2 v)
{
o = vec4(0.0);
vec2 u = (v + v - u_resolution.xy) / u_resolution.y;
u /= 0.5 + 0.2 * dot(u, u);
u += 0.2 * cos(u_time) - 7.56;
for (int i = 0; i < 3; i++) {
o[i] = 1.0 - exp(-6.0 / exp(6.0 * length(v + sin(5.0 * v.y - 3.0 * u_time + float(i)) / 4.0)));
v = sin(1.5 * u.yx + 2.0 * cos(u -= 0.01));
}
float brightness = dot(o.rgb, vec3(0.299, 0.587, 0.114));
o.rgb = brightness * u_color;
o.a = 1.0;
}
void main() {
vec4 fragColor;
vec2 fragCoord = vUv * u_resolution.xy;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`,
uniforms = {},
className,
color = "#ff0000",
timeMultiplier = 0.5,
}: ShaderBackgroundProps) => {
const colorUniformValue = useMemo(() => new THREE.Color(color), [color]);
const shaderUniforms = useMemo<Record<string, THREE.IUniform>>(
() => ({
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector3(1, 1, 1) },
...(uniforms ?? {}),
u_color: { value: colorUniformValue },
}),
[uniforms, colorUniformValue],
);
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 { Shader13 };