172 lines
4.6 KiB
TypeScript
172 lines
4.6 KiB
TypeScript
"use client";
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import { Canvas, useFrame, useThree } from "@react-three/fiber";
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import { useMemo, useRef } from "react";
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import * as THREE from "three";
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import { cn } from "@/lib/utils";
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interface ShaderPlaneProps {
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vertexShader: string;
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fragmentShader: string;
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uniforms: Record<string, THREE.IUniform>;
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timeMultiplier: number;
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}
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const ShaderPlane = ({
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vertexShader,
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fragmentShader,
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uniforms,
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timeMultiplier,
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}: ShaderPlaneProps) => {
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const meshRef = useRef<THREE.Mesh>(null);
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const { size } = useThree();
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useFrame((state) => {
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if (meshRef.current) {
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const material = meshRef.current.material as THREE.ShaderMaterial;
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material.uniforms.u_time.value = state.clock.elapsedTime * timeMultiplier;
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material.uniforms.u_resolution.value.set(size.width, size.height, 1.0);
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}
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});
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return (
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<mesh ref={meshRef}>
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<planeGeometry args={[2, 2]} />
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<shaderMaterial
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vertexShader={vertexShader}
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fragmentShader={fragmentShader}
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uniforms={uniforms}
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side={THREE.FrontSide}
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depthTest={false}
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depthWrite={false}
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/>
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</mesh>
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);
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};
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interface ShaderBackgroundProps {
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vertexShader?: string;
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fragmentShader?: string;
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uniforms?: Record<string, THREE.IUniform>;
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className?: string;
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timeMultiplier?: number;
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metaballColor?: THREE.ColorRepresentation;
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backgroundColor?: THREE.ColorRepresentation;
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}
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const Shader20 = ({
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vertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}
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`,
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fragmentShader = `
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precision highp float;
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varying vec2 vUv;
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uniform float u_time;
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uniform vec3 u_resolution;
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uniform vec3 u_metaballColor;
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uniform vec3 u_backgroundColor;
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float metaball(vec2 p, vec2 c, float r) {
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return r * r / dot(p - c, p - c);
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}
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float map(vec2 p) {
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float v = 0.0;
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v += metaball(p, vec2(sin(u_time), cos(u_time * 0.5)), 0.3);
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v += metaball(p, vec2(-cos(u_time * 0.8), sin(u_time * 0.3)), 0.3);
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return 0.5 - v;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 p = (2.0 * fragCoord - u_resolution.xy) / u_resolution.y;
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vec3 rd = vec3(0.0, 0.0, -1.0);
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bool isPortrait = (u_resolution.y > u_resolution.x);
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if (isPortrait) {
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p = vec2(p.y, -p.x);
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}
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float glassSide = isPortrait ? step(p.x, 0.0) : step(0.0, p.x);
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float rod_x = fract(p.x * 8.0) * 2.0 - 1.0;
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float rod_z = sqrt(1.0 - rod_x * rod_x);
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vec3 n = vec3(rod_x, 0.0, -rod_z);
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float refractive_index = 0.4;
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vec3 refracted_ray = mix(n, rd, refractive_index);
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float z_dist = 0.4 / (refracted_ray.z + 0.00001);
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vec3 pos = mix(vec3(p, 0.0), vec3(p, 0.0) + z_dist * refracted_ray, glassSide);
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float metaballMask = smoothstep(-0.05, 0.0, map(pos.xy));
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vec3 baseColor = mix(u_metaballColor, u_backgroundColor, metaballMask);
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float g = 1.0 - abs(n.z);
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g = g * 0.4 / (g * 0.4 - g + 1.0);
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float glass = 1.0 - 0.4 * g;
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vec3 glassColor = baseColor * glass;
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vec3 finalColor = mix(baseColor, glassColor, glassSide);
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fragColor = vec4(finalColor, 1.0);
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}
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void main() {
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vec4 fragColor;
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vec2 fragCoord = vUv * u_resolution.xy;
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mainImage(fragColor, fragCoord);
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gl_FragColor = fragColor;
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}
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`,
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uniforms,
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className = "absolute inset-0 w-full h-screen",
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timeMultiplier = 1,
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metaballColor = "#000000",
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backgroundColor = "#ffffff",
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}: ShaderBackgroundProps) => {
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const metaballColorValue = useMemo(
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() => new THREE.Color(metaballColor),
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[metaballColor],
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);
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const backgroundColorValue = useMemo(
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() => new THREE.Color(backgroundColor),
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[backgroundColor],
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);
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const shaderUniforms = useMemo<Record<string, THREE.IUniform>>(
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() => ({
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u_time: { value: 0 },
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u_resolution: { value: new THREE.Vector3(1, 1, 1) },
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...(uniforms ?? {}),
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u_metaballColor: { value: metaballColorValue },
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u_backgroundColor: { value: backgroundColorValue },
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}),
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[uniforms, metaballColorValue, backgroundColorValue],
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);
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return (
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<section className={cn(className, "absolute inset-0 h-screen w-full")}>
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<Canvas
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gl={{ antialias: true }}
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className={cn(className, "absolute inset-0 h-screen w-full")}
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>
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<ShaderPlane
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vertexShader={vertexShader}
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fragmentShader={fragmentShader}
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uniforms={shaderUniforms}
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timeMultiplier={timeMultiplier}
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/>
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</Canvas>
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</section>
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);
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};
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export { Shader20 };
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