Files
reui-blocks/blocks/shader19.tsx
T

208 lines
5.9 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;
backgroundColor?: THREE.ColorRepresentation;
objectColor?: THREE.ColorRepresentation;
}
const Shader19 = ({
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_backgroundColor;
uniform vec3 u_objectColor;
vec3 hash(vec3 p) {
p = vec3(
dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6))
);
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float noise(vec3 x) {
x = x * 1.5;
vec3 p = floor(x);
vec3 w = fract(x);
vec3 u = w * w * w * (w * (w * 6.0 - 15.0) + 10.0);
vec3 ga = hash(p + vec3(0.0, 0.0, 0.0));
vec3 gb = hash(p + vec3(1.0, 0.0, 0.0));
vec3 gc = hash(p + vec3(0.0, 1.0, 0.0));
vec3 gd = hash(p + vec3(1.0, 1.0, 0.0));
vec3 ge = hash(p + vec3(0.0, 0.0, 1.0));
vec3 gf = hash(p + vec3(1.0, 0.0, 1.0));
vec3 gg = hash(p + vec3(0.0, 1.0, 1.0));
vec3 gh = hash(p + vec3(1.0, 1.0, 1.0));
float va = dot(ga, w - vec3(0.0, 0.0, 0.0));
float vb = dot(gb, w - vec3(1.0, 0.0, 0.0));
float vc = dot(gc, w - vec3(0.0, 1.0, 0.0));
float vd = dot(gd, w - vec3(1.0, 1.0, 0.0));
float ve = dot(ge, w - vec3(0.0, 0.0, 1.0));
float vf = dot(gf, w - vec3(1.0, 0.0, 1.0));
float vg = dot(gg, w - vec3(0.0, 1.0, 1.0));
float vh = dot(gh, w - vec3(1.0, 1.0, 1.0));
return va +
u.x * (vb - va) +
u.y * (vc - va) +
u.z * (ve - va) +
u.x * u.y * (va - vb - vc + vd) +
u.y * u.z * (va - vc - ve + vg) +
u.z * u.x * (va - vb - ve + vf) +
u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = (2.0 * fragCoord - u_resolution.xy) / u_resolution.y;
float angle = radians(45.0);
mat2 rot = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
p = rot * p;
vec3 rd = vec3(0.0, 0.0, -1.0);
float wave = 0.05 * sin(p.y * 6.0);
float rod_x = fract((p.x + wave) * 5.0) * 2.0 - 1.0;
float rod_z = sqrt(1.0 - rod_x * rod_x);
vec3 n = vec3(rod_x, 0.0, -rod_z);
float refractive_index = 0.4;
vec3 refracted_ray = mix(n, rd, refractive_index);
float z_dist = 0.4 / (refracted_ray.z + 0.00001);
vec3 pos = vec3(p, 0.0) + z_dist * refracted_ray;
float dispersion = 0.015;
float t = u_time * 0.2;
vec2 motion = vec2(t * 0.3, t * 0.2);
float nR = noise(vec3(pos.xy + motion + vec2(dispersion, 0.0), 0.0));
float nG = noise(vec3(pos.xy + motion, 0.0));
float nB = noise(vec3(pos.xy + motion - vec2(dispersion, 0.0), 0.0));
vec3 refract_col = vec3(nR, nG, nB);
refract_col = 1.0 - mix(vec3(0.0), vec3(1.0), smoothstep(-0.5, 0.0, refract_col));
float g = 1.0 - abs(n.z);
g = g * 0.4 / (g * 0.4 - g + 1.0);
float glass = (1.0 - 0.3 * g);
vec3 pattern = clamp(vec3(glass) - refract_col, 0.0, 1.0);
vec3 finalColor = mix(u_objectColor, u_backgroundColor, pattern);
fragColor = vec4(finalColor, 1.0);
}
void main() {
vec4 fragColor;
vec2 fragCoord = vUv * u_resolution.xy;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`,
uniforms,
className = "absolute inset-0 w-full h-screen",
timeMultiplier = 1.5,
backgroundColor = "#ffffff",
objectColor = "#000000",
}: ShaderBackgroundProps) => {
const backgroundColorValue = useMemo(
() => new THREE.Color(backgroundColor),
[backgroundColor],
);
const objectColorValue = useMemo(
() => new THREE.Color(objectColor),
[objectColor],
);
const shaderUniforms = useMemo<Record<string, THREE.IUniform>>(
() => ({
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector3(1, 1, 1) },
...(uniforms ?? {}),
u_backgroundColor: { value: backgroundColorValue },
u_objectColor: { value: objectColorValue },
}),
[uniforms, backgroundColorValue, objectColorValue],
);
return (
<section className={cn(className, "absolute inset-0 h-screen w-full")}>
<Canvas
gl={{ antialias: true }}
className={cn(className, "absolute inset-0 h-screen w-full")}
>
<ShaderPlane
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={shaderUniforms}
timeMultiplier={timeMultiplier}
/>
</Canvas>
</section>
);
};
export { Shader19 };