import React, { useEffect, useRef } from 'react'; import * as THREE from 'three'; type Props = { className?: string; style?: React.CSSProperties; wispDensity?: number; dpr?: number; mouseSmoothTime?: number; mouseTiltStrength?: number; horizontalBeamOffset?: number; verticalBeamOffset?: number; flowSpeed?: number; verticalSizing?: number; horizontalSizing?: number; fogIntensity?: number; fogScale?: number; wispSpeed?: number; wispIntensity?: number; flowStrength?: number; decay?: number; falloffStart?: number; fogFallSpeed?: number; color?: string; }; const VERT = ` precision highp float; attribute vec3 position; void main(){ gl_Position = vec4(position, 1.0); } `; const FRAG = ` #ifdef GL_ES #extension GL_OES_standard_derivatives : enable #endif precision highp float; precision mediump int; uniform float iTime; uniform vec3 iResolution; uniform vec4 iMouse; uniform float uWispDensity; uniform float uTiltScale; uniform float uFlowTime; uniform float uFogTime; uniform float uBeamXFrac; uniform float uBeamYFrac; uniform float uFlowSpeed; uniform float uVLenFactor; uniform float uHLenFactor; uniform float uFogIntensity; uniform float uFogScale; uniform float uWSpeed; uniform float uWIntensity; uniform float uFlowStrength; uniform float uDecay; uniform float uFalloffStart; uniform float uFogFallSpeed; uniform vec3 uColor; uniform float uFade; // Core beam/flare shaping and dynamics #define PI 3.14159265359 #define TWO_PI 6.28318530718 #define EPS 1e-6 #define EDGE_SOFT (DT_LOCAL*4.0) #define DT_LOCAL 0.0038 #define TAP_RADIUS 6 #define R_H 150.0 #define R_V 150.0 #define FLARE_HEIGHT 16.0 #define FLARE_AMOUNT 8.0 #define FLARE_EXP 2.0 #define TOP_FADE_START 0.1 #define TOP_FADE_EXP 1.0 #define FLOW_PERIOD 0.5 #define FLOW_SHARPNESS 1.5 // Wisps (animated micro-streaks) that travel along the beam #define W_BASE_X 1.5 #define W_LAYER_GAP 0.25 #define W_LANES 10 #define W_SIDE_DECAY 0.5 #define W_HALF 0.01 #define W_AA 0.15 #define W_CELL 20.0 #define W_SEG_MIN 0.01 #define W_SEG_MAX 0.55 #define W_CURVE_AMOUNT 15.0 #define W_CURVE_RANGE (FLARE_HEIGHT - 3.0) #define W_BOTTOM_EXP 10.0 // Volumetric fog controls #define FOG_ON 1 #define FOG_CONTRAST 1.2 #define FOG_SPEED_U 0.1 #define FOG_SPEED_V -0.1 #define FOG_OCTAVES 5 #define FOG_BOTTOM_BIAS 0.8 #define FOG_TILT_TO_MOUSE 0.05 #define FOG_TILT_DEADZONE 0.01 #define FOG_TILT_MAX_X 0.35 #define FOG_TILT_SHAPE 1.5 #define FOG_BEAM_MIN 0.0 #define FOG_BEAM_MAX 0.75 #define FOG_MASK_GAMMA 0.5 #define FOG_EXPAND_SHAPE 12.2 #define FOG_EDGE_MIX 0.5 // Horizontal vignette for the fog volume #define HFOG_EDGE_START 0.20 #define HFOG_EDGE_END 0.98 #define HFOG_EDGE_GAMMA 1.4 #define HFOG_Y_RADIUS 25.0 #define HFOG_Y_SOFT 60.0 // Beam extents and edge masking #define EDGE_X0 0.22 #define EDGE_X1 0.995 #define EDGE_X_GAMMA 1.25 #define EDGE_LUMA_T0 0.0 #define EDGE_LUMA_T1 2.0 #define DITHER_STRENGTH 1.0 float g(float x){return x<=0.00031308?12.92*x:1.055*pow(x,1.0/2.4)-0.055;} float bs(vec2 p,vec2 q,float powr){ float d=distance(p,q),f=powr*uFalloffStart,r=(f*f)/(d*d+EPS); return powr*min(1.0,r); } float bsa(vec2 p,vec2 q,float powr,vec2 s){ vec2 d=p-q; float dd=(d.x*d.x)/(s.x*s.x)+(d.y*d.y)/(s.y*s.y),f=powr*uFalloffStart,r=(f*f)/(dd+EPS); return powr*min(1.0,r); } float tri01(float x){float f=fract(x);return 1.0-abs(f*2.0-1.0);} float tauWf(float t,float tmin,float tmax){float a=smoothstep(tmin,tmin+EDGE_SOFT,t),b=1.0-smoothstep(tmax-EDGE_SOFT,tmax,t);return max(0.0,a*b);} float h21(vec2 p){p=fract(p*vec2(123.34,456.21));p+=dot(p,p+34.123);return fract(p.x*p.y);} float vnoise(vec2 p){ vec2 i=floor(p),f=fract(p); float a=h21(i),b=h21(i+vec2(1,0)),c=h21(i+vec2(0,1)),d=h21(i+vec2(1,1)); vec2 u=f*f*(3.0-2.0*f); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); } float fbm2(vec2 p){ float v=0.0,amp=0.6; mat2 m=mat2(0.86,0.5,-0.5,0.86); for(int i=0;i=lanes) break; float off=W_BASE_X+float(i)*W_LAYER_GAP,xc=sgn*(off*xS); float dx=abs(uv.x-xc),lat=1.0-smoothstep(W_HALF,W_HALF+W_AA,dx),amp=exp(-off*W_SIDE_DECAY); float seed=h21(vec2(off,sgn*17.0)),yf2=yf+seed*7.0,ci=floor(yf2),fy=fract(yf2); float seg=mix(W_SEG_MIN,W_SEG_MAX,h21(vec2(ci,off*2.3))); float spR=h21(vec2(ci,off+sgn*31.0)),seg1=rGate(fy,seg)*step(spR,sp); if(ep>0.0){float spR2=h21(vec2(ci*3.1+7.0,off*5.3+sgn*13.0)); float f2=fract(fy+0.5); seg1+=rGate(f2,seg*0.9)*step(spR2,ep);} sum+=amp*lat*seg1; } } float span=smoothstep(-3.0,0.0,y)*(1.0-smoothstep(R_V-6.0,R_V,y)); return uWIntensity*sum*topF*bGain*span; } void mainImage(out vec4 fc,in vec2 frag){ vec2 C=iResolution.xy*.5; float invW=1.0/max(C.x,1.0); vec2 sc=(512.0/iResolution.xy)*.4; vec2 uv=(frag-C)*sc,off=vec2(uBeamXFrac*iResolution.x*sc.x,uBeamYFrac*iResolution.y*sc.y); vec2 uvc = uv - off; float a=0.0,b=0.0; float basePhase=1.5*PI+uDecay*.5; float tauMin=basePhase-uDecay; float tauMax=basePhase; float cx=clamp(uvc.x/(R_H*uHLenFactor),-1.0,1.0),tH=clamp(TWO_PI-acos(cx),tauMin,tauMax); for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){ float tu=tH+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue; float spd=max(abs(sin(tu)),0.02),u=clamp((basePhase-tu)/max(uDecay,EPS),0.0,1.0),env=pow(1.0-abs(u*2.0-1.0),0.8); vec2 p=vec2((R_H*uHLenFactor)*cos(tu),0.0); a+=wt*bs(uvc,p,env*spd); } float yPix=uvc.y,cy=clamp(-yPix/(R_V*uVLenFactor),-1.0,1.0),tV=clamp(TWO_PI-acos(cy),tauMin,tauMax); for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){ float tu=tV+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue; float yb=(-R_V)*cos(tu),s=clamp(yb/R_V,0.0,1.0),spd=max(abs(sin(tu)),0.02); float env=pow(1.0-s,0.6)*spd; float cap=1.0-smoothstep(TOP_FADE_START,1.0,s); cap=pow(cap,TOP_FADE_EXP); env*=cap; float ph=s/max(FLOW_PERIOD,EPS)+uFlowTime*uFlowSpeed; float fl=pow(tri01(ph),FLOW_SHARPNESS); env*=mix(1.0-uFlowStrength,1.0,fl); float yp=(-R_V*uVLenFactor)*cos(tu),m=pow(smoothstep(FLARE_HEIGHT,0.0,yp),FLARE_EXP),wx=1.0+FLARE_AMOUNT*m; vec2 sig=vec2(wx,1.0),p=vec2(0.0,yp); float mask=step(0.0,yp); b+=wt*bsa(uvc,p,mask*env,sig); } float sPix=clamp(yPix/R_V,0.0,1.0),topA=pow(1.0-smoothstep(TOP_FADE_START,1.0,sPix),TOP_FADE_EXP); float L=a+b*topA; float w=vWisps(vec2(uvc.x,yPix),topA); float fog=0.0; #if FOG_ON vec2 fuv=uvc*uFogScale; float mAct=step(1.0,length(iMouse.xy)),nx=((iMouse.x-C.x)*invW)*mAct; float ax = abs(nx); float stMag = mix(ax, pow(ax, FOG_TILT_SHAPE), 0.35); float st = sign(nx) * stMag * uTiltScale; st = clamp(st, -FOG_TILT_MAX_X, FOG_TILT_MAX_X); vec2 dir=normalize(vec2(st,1.0)); fuv+=uFogTime*uFogFallSpeed*dir; vec2 prp=vec2(-dir.y,dir.x); fuv+=prp*(0.08*sin(dot(uvc,prp)*0.08+uFogTime*0.9)); float n=fbm2(fuv+vec2(fbm2(fuv+vec2(7.3,2.1)),fbm2(fuv+vec2(-3.7,5.9)))*0.6); n=pow(clamp(n,0.0,1.0),FOG_CONTRAST); float pixW = 1.0 / max(iResolution.y, 1.0); #ifdef GL_OES_standard_derivatives float wL = max(fwidth(L), pixW); #else float wL = pixW; #endif float m0=pow(smoothstep(FOG_BEAM_MIN - wL, FOG_BEAM_MAX + wL, L),FOG_MASK_GAMMA); float bm=1.0-pow(1.0-m0,FOG_EXPAND_SHAPE); bm=mix(bm*m0,bm,FOG_EDGE_MIX); float yP=1.0-smoothstep(HFOG_Y_RADIUS,HFOG_Y_RADIUS+HFOG_Y_SOFT,abs(yPix)); float nxF=abs((frag.x-C.x)*invW),hE=1.0-smoothstep(HFOG_EDGE_START,HFOG_EDGE_END,nxF); hE=pow(clamp(hE,0.0,1.0),HFOG_EDGE_GAMMA); float hW=mix(1.0,hE,clamp(yP,0.0,1.0)); float bBias=mix(1.0,1.0-sPix,FOG_BOTTOM_BIAS); float browserFogIntensity = uFogIntensity; browserFogIntensity *= 1.8; float radialFade = 1.0 - smoothstep(0.0, 0.7, length(uvc) / 120.0); float safariFog = n * browserFogIntensity * bBias * bm * hW * radialFade; fog = safariFog; #endif float LF=L+fog; float dith=(h21(frag)-0.5)*(DITHER_STRENGTH/255.0); float tone=g(LF+w); vec3 col=tone*uColor+dith; float alpha=clamp(g(L+w*0.6)+dith*0.6,0.0,1.0); float nxE=abs((frag.x-C.x)*invW),xF=pow(clamp(1.0-smoothstep(EDGE_X0,EDGE_X1,nxE),0.0,1.0),EDGE_X_GAMMA); float scene=LF+max(0.0,w)*0.5,hi=smoothstep(EDGE_LUMA_T0,EDGE_LUMA_T1,scene); float eM=mix(xF,1.0,hi); col*=eM; alpha*=eM; col*=uFade; alpha*=uFade; fc=vec4(col,alpha); } void main(){ vec4 fc; mainImage(fc, gl_FragCoord.xy); gl_FragColor = fc; } `; function hexToRGB(hex: string) { let c = hex.trim(); if (c[0] === '#') c = c.slice(1); if (c.length === 3) c = c .split('') .map(x => x + x) .join(''); const n = parseInt(c, 16) || 0xffffff; return { r: ((n >> 16) & 255) / 255, g: ((n >> 8) & 255) / 255, b: (n & 255) / 255 }; } export const LaserFlow: React.FC = ({ className, style, wispDensity = 1, dpr, mouseSmoothTime = 0.0, mouseTiltStrength = 0.01, horizontalBeamOffset = 0.1, verticalBeamOffset = 0.0, flowSpeed = 0.35, verticalSizing = 2.0, horizontalSizing = 0.5, fogIntensity = 0.45, fogScale = 0.3, wispSpeed = 15.0, wispIntensity = 5.0, flowStrength = 0.25, decay = 1.1, falloffStart = 1.2, fogFallSpeed = 0.6, color = '#FF79C6' }) => { const mountRef = useRef(null); const rendererRef = useRef(null); const uniformsRef = useRef(null); const hasFadedRef = useRef(false); const rectRef = useRef(null); const baseDprRef = useRef(1); const currentDprRef = useRef(1); const lastSizeRef = useRef({ width: 0, height: 0, dpr: 0 }); const fpsSamplesRef = useRef([]); const lastFpsCheckRef = useRef(performance.now()); const emaDtRef = useRef(16.7); const pausedRef = useRef(false); const inViewRef = useRef(true); const mouseSmoothTimeRef = useRef(mouseSmoothTime); useEffect(() => { mouseSmoothTimeRef.current = mouseSmoothTime; }, [mouseSmoothTime]); useEffect(() => { const mount = mountRef.current!; const renderer = new THREE.WebGLRenderer({ antialias: false, alpha: false, depth: false, stencil: false, powerPreference: 'high-performance', premultipliedAlpha: false, preserveDrawingBuffer: false, failIfMajorPerformanceCaveat: false, logarithmicDepthBuffer: false }); rendererRef.current = renderer; baseDprRef.current = Math.min(dpr ?? (window.devicePixelRatio || 1), 2); currentDprRef.current = baseDprRef.current; renderer.setPixelRatio(currentDprRef.current); renderer.shadowMap.enabled = false; renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.setClearColor(0x000000, 1); const canvas = renderer.domElement; canvas.style.width = '100%'; canvas.style.height = '100%'; canvas.style.display = 'block'; mount.appendChild(canvas); const scene = new THREE.Scene(); const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); const geometry = new THREE.BufferGeometry(); geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]), 3)); const uniforms = { iTime: { value: 0 }, iResolution: { value: new THREE.Vector3(1, 1, 1) }, iMouse: { value: new THREE.Vector4(0, 0, 0, 0) }, uWispDensity: { value: wispDensity }, uTiltScale: { value: mouseTiltStrength }, uFlowTime: { value: 0 }, uFogTime: { value: 0 }, uBeamXFrac: { value: horizontalBeamOffset }, uBeamYFrac: { value: verticalBeamOffset }, uFlowSpeed: { value: flowSpeed }, uVLenFactor: { value: verticalSizing }, uHLenFactor: { value: horizontalSizing }, uFogIntensity: { value: fogIntensity }, uFogScale: { value: fogScale }, uWSpeed: { value: wispSpeed }, uWIntensity: { value: wispIntensity }, uFlowStrength: { value: flowStrength }, uDecay: { value: decay }, uFalloffStart: { value: falloffStart }, uFogFallSpeed: { value: fogFallSpeed }, uColor: { value: new THREE.Vector3(1, 1, 1) }, uFade: { value: hasFadedRef.current ? 1 : 0 } }; uniformsRef.current = uniforms; const material = new THREE.RawShaderMaterial({ vertexShader: VERT, fragmentShader: FRAG, uniforms, transparent: false, depthTest: false, depthWrite: false, blending: THREE.NormalBlending }); const mesh = new THREE.Mesh(geometry, material); mesh.frustumCulled = false; scene.add(mesh); const clock = new THREE.Clock(); let prevTime = 0; let fade = hasFadedRef.current ? 1 : 0; const mouseTarget = new THREE.Vector2(0, 0); const mouseSmooth = new THREE.Vector2(0, 0); const setSizeNow = () => { const w = mount.clientWidth || 1; const h = mount.clientHeight || 1; const pr = currentDprRef.current; const last = lastSizeRef.current; const sizeChanged = Math.abs(w - last.width) > 0.5 || Math.abs(h - last.height) > 0.5; const dprChanged = Math.abs(pr - last.dpr) > 0.01; if (!sizeChanged && !dprChanged) return; lastSizeRef.current = { width: w, height: h, dpr: pr }; renderer.setPixelRatio(pr); renderer.setSize(w, h, false); uniforms.iResolution.value.set(w * pr, h * pr, pr); rectRef.current = canvas.getBoundingClientRect(); if (!pausedRef.current) { renderer.render(scene, camera); } }; let resizeRaf = 0; const scheduleResize = () => { if (resizeRaf) cancelAnimationFrame(resizeRaf); resizeRaf = requestAnimationFrame(setSizeNow); }; setSizeNow(); const ro = new ResizeObserver(scheduleResize); ro.observe(mount); const io = new IntersectionObserver( entries => { inViewRef.current = entries[0]?.isIntersecting ?? true; }, { root: null, threshold: 0 } ); io.observe(mount); const onVis = () => { pausedRef.current = document.hidden; }; document.addEventListener('visibilitychange', onVis, { passive: true }); const updateMouse = (clientX: number, clientY: number) => { const rect = rectRef.current; if (!rect) return; const x = clientX - rect.left; const y = clientY - rect.top; const ratio = currentDprRef.current; const hb = rect.height * ratio; mouseTarget.set(x * ratio, hb - y * ratio); }; const onMove = (ev: PointerEvent | MouseEvent) => updateMouse(ev.clientX, ev.clientY); const onLeave = () => mouseTarget.set(0, 0); canvas.addEventListener('pointermove', onMove as any, { passive: true }); canvas.addEventListener('pointerdown', onMove as any, { passive: true }); canvas.addEventListener('pointerenter', onMove as any, { passive: true }); canvas.addEventListener('pointerleave', onLeave as any, { passive: true }); const onCtxLost = (e: Event) => { e.preventDefault(); pausedRef.current = true; }; const onCtxRestored = () => { pausedRef.current = false; scheduleResize(); }; canvas.addEventListener('webglcontextlost', onCtxLost, false); canvas.addEventListener('webglcontextrestored', onCtxRestored, false); let raf = 0; const clamp = (v: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, v)); const dprFloor = 0.6; const lowerThresh = 50; const upperThresh = 58; let lastDprChange = 0; const dprChangeCooldown = 2000; const adjustDprIfNeeded = (now: number) => { const elapsed = now - lastFpsCheckRef.current; if (elapsed < 750) return; const samples = fpsSamplesRef.current; if (samples.length === 0) { lastFpsCheckRef.current = now; return; } const avgFps = samples.reduce((a, b) => a + b, 0) / samples.length; let next = currentDprRef.current; const base = baseDprRef.current; if (avgFps < lowerThresh) { next = clamp(currentDprRef.current * 0.85, dprFloor, base); } else if (avgFps > upperThresh && currentDprRef.current < base) { next = clamp(currentDprRef.current * 1.1, dprFloor, base); } if (Math.abs(next - currentDprRef.current) > 0.01 && now - lastDprChange > dprChangeCooldown) { currentDprRef.current = next; lastDprChange = now; setSizeNow(); } fpsSamplesRef.current = []; lastFpsCheckRef.current = now; }; const animate = () => { raf = requestAnimationFrame(animate); if (pausedRef.current || !inViewRef.current) return; const t = clock.getElapsedTime(); const dt = Math.max(0, t - prevTime); prevTime = t; const dtMs = dt * 1000; emaDtRef.current = emaDtRef.current * 0.9 + dtMs * 0.1; const instFps = 1000 / Math.max(1, emaDtRef.current); fpsSamplesRef.current.push(instFps); uniforms.iTime.value = t; const cdt = Math.min(0.033, Math.max(0.001, dt)); (uniforms.uFlowTime.value as number) += cdt; (uniforms.uFogTime.value as number) += cdt; if (!hasFadedRef.current) { const fadeDur = 1.0; fade = Math.min(1, fade + cdt / fadeDur); uniforms.uFade.value = fade; if (fade >= 1) hasFadedRef.current = true; } const tau = Math.max(1e-3, mouseSmoothTimeRef.current); const alpha = 1 - Math.exp(-cdt / tau); mouseSmooth.lerp(mouseTarget, alpha); uniforms.iMouse.value.set(mouseSmooth.x, mouseSmooth.y, 0, 0); renderer.render(scene, camera); adjustDprIfNeeded(performance.now()); }; animate(); return () => { cancelAnimationFrame(raf); if (resizeRaf) cancelAnimationFrame(resizeRaf); ro.disconnect(); io.disconnect(); document.removeEventListener('visibilitychange', onVis); canvas.removeEventListener('pointermove', onMove as any); canvas.removeEventListener('pointerdown', onMove as any); canvas.removeEventListener('pointerenter', onMove as any); canvas.removeEventListener('pointerleave', onLeave as any); canvas.removeEventListener('webglcontextlost', onCtxLost); canvas.removeEventListener('webglcontextrestored', onCtxRestored); scene.clear(); geometry.dispose(); material.dispose(); renderer.dispose(); renderer.forceContextLoss(); if (mount.contains(canvas)) mount.removeChild(canvas); }; }, [dpr]); useEffect(() => { const uniforms = uniformsRef.current; if (!uniforms) return; uniforms.uWispDensity.value = wispDensity; uniforms.uTiltScale.value = mouseTiltStrength; uniforms.uBeamXFrac.value = horizontalBeamOffset; uniforms.uBeamYFrac.value = verticalBeamOffset; uniforms.uFlowSpeed.value = flowSpeed; uniforms.uVLenFactor.value = verticalSizing; uniforms.uHLenFactor.value = horizontalSizing; uniforms.uFogIntensity.value = fogIntensity; uniforms.uFogScale.value = fogScale; uniforms.uWSpeed.value = wispSpeed; uniforms.uWIntensity.value = wispIntensity; uniforms.uFlowStrength.value = flowStrength; uniforms.uDecay.value = decay; uniforms.uFalloffStart.value = falloffStart; uniforms.uFogFallSpeed.value = fogFallSpeed; const { r, g, b } = hexToRGB(color || '#FFFFFF'); uniforms.uColor.value.set(r, g, b); }, [ wispDensity, mouseTiltStrength, horizontalBeamOffset, verticalBeamOffset, flowSpeed, verticalSizing, horizontalSizing, fogIntensity, fogScale, wispSpeed, wispIntensity, flowStrength, decay, falloffStart, fogFallSpeed, color ]); return
; }; export default LaserFlow;