Files
reui-blocks/blocks/shader4.tsx
T

171 lines
4.3 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;
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;
}
const Shader4 = ({
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 float u_aberration;
float lightImpulses(vec2 v, float time) {
float streak = 0.0;
for (int j = 0; j < 4; j++) {
float seed = float(j) * 1.37;
float phase = dot(v, normalize(vec2(sin(seed*12.3), cos(seed*4.7))));
float speed = 0.4 + fract(sin(seed*77.7)*43758.5);
float pulse = exp(-30.0 * pow(fract(phase*0.2 + time*speed) - 0.5, 2.0));
streak += pulse;
}
return streak;
}
vec4 getScene(vec2 fragCoord, vec2 resolution) {
float i = .13, a;
vec2 r = resolution;
vec2 p = (fragCoord+fragCoord - r) / r.y / .9;
vec2 d = vec2(-1,1);
vec2 b = p - i*d;
vec2 c = p * mat2(1, 1, d/(.1 + i/dot(b,b)));
vec2 v = c * mat2(cos(.5*log(a=dot(c,c))))/i;
vec2 w = vec2(0.0);
for(; i++<9.; w += 1.1+sin(v))
v += 0.9* sin(v.yx/i+u_time) / i + .3;
i = length(5.0);
vec4 base = 0.9 - exp( -exp( c.x * vec4(0.0,0.0,0,0) )
/ vec4(length(w))
/ ( 2. + i*i/4. - i )
/ ( .5 + 1. / a )
/ ( .03 + abs( length(p)-.7 ) )
);
float streak = lightImpulses(v, u_time);
base.rgb += streak * 0.015;
return base;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 r = u_resolution.xy;
vec2 uv = fragCoord / r;
float u_aberration = 10.0;
float ChromaticAberration = u_aberration;
vec2 texel = 1.0 / r;
vec2 coords = (uv - 0.5) * 2.0;
float coordDot = dot(coords, coords);
vec2 precompute = ChromaticAberration * coordDot * coords;
vec2 uvR = uv - texel * precompute;
vec2 uvB = uv + texel * precompute;
vec2 fragCoordR = uvR * r;
vec2 fragCoordB = uvB * r;
vec4 colR = getScene(fragCoordR, r);
vec4 colG = getScene(fragCoord , r);
vec4 colB = getScene(fragCoordB, r);
fragColor = vec4(colR.r, colG.g, colB.b, 1.0);
}
void main() {
vec4 fragColor;
vec2 fragCoord = vUv * u_resolution.xy;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}
`,
uniforms = {},
className,
}: ShaderBackgroundProps) => {
const shaderUniforms = useMemo(
() => ({
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector3(1, 1, 1) },
...uniforms,
}),
[uniforms],
);
return (
<section className={cn(className, "absolute inset-0 h-screen w-full")}>
<Canvas>
<ShaderPlane
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={shaderUniforms}
/>
</Canvas>
</section>
);
};
export { Shader4 };