Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 4 additions & 0 deletions components.json
Original file line number Diff line number Diff line change
Expand Up @@ -10,11 +10,15 @@
"cssVariables": true,
"prefix": ""
},
"iconLibrary": "lucide",
"aliases": {
"components": "@/components",
"utils": "@/lib/utils",
"ui": "@/components/ui",
"lib": "@/lib",
"hooks": "@/hooks"
},
"registries": {
"@react-bits": "https://reactbits.dev/r/{name}.json"
}
}
1 change: 1 addition & 0 deletions package.json
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@
"sonner": "^1.7.4",
"tailwind-merge": "^2.6.0",
"tailwindcss-animate": "^1.0.7",
"three": "^0.181.2",
"vaul": "^0.9.9",
"zod": "^3.25.76"
},
Expand Down
8 changes: 8 additions & 0 deletions pnpm-lock.yaml

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

308 changes: 308 additions & 0 deletions src/components/ColorBends.tsx
Original file line number Diff line number Diff line change
@@ -0,0 +1,308 @@
import React, { useEffect, useRef } from 'react';
import * as THREE from 'three';

type ColorBendsProps = {
className?: string;
style?: React.CSSProperties;
rotation?: number;
speed?: number;
colors?: string[];
transparent?: boolean;
autoRotate?: number;
scale?: number;
frequency?: number;
warpStrength?: number;
mouseInfluence?: number;
parallax?: number;
noise?: number;
};

const MAX_COLORS = 8 as const;

const frag = `
#define MAX_COLORS ${MAX_COLORS}
uniform vec2 uCanvas;
uniform float uTime;
uniform float uSpeed;
uniform vec2 uRot;
uniform int uColorCount;
uniform vec3 uColors[MAX_COLORS];
uniform int uTransparent;
uniform float uScale;
uniform float uFrequency;
uniform float uWarpStrength;
uniform vec2 uPointer; // in NDC [-1,1]
uniform float uMouseInfluence;
uniform float uParallax;
uniform float uNoise;
varying vec2 vUv;

void main() {
float t = uTime * uSpeed;
vec2 p = vUv * 2.0 - 1.0;
p += uPointer * uParallax * 0.1;
vec2 rp = vec2(p.x * uRot.x - p.y * uRot.y, p.x * uRot.y + p.y * uRot.x);
vec2 q = vec2(rp.x * (uCanvas.x / uCanvas.y), rp.y);
q /= max(uScale, 0.0001);
q /= 0.5 + 0.2 * dot(q, q);
q += 0.2 * cos(t) - 7.56;
vec2 toward = (uPointer - rp);
q += toward * uMouseInfluence * 0.2;

vec3 col = vec3(0.0);
float a = 1.0;

if (uColorCount > 0) {
vec2 s = q;
vec3 sumCol = vec3(0.0);
float cover = 0.0;
for (int i = 0; i < MAX_COLORS; ++i) {
if (i >= uColorCount) break;
s -= 0.01;
vec2 r = sin(1.5 * (s.yx * uFrequency) + 2.0 * cos(s * uFrequency));
float m0 = length(r + sin(5.0 * r.y * uFrequency - 3.0 * t + float(i)) / 4.0);
float kBelow = clamp(uWarpStrength, 0.0, 1.0);
float kMix = pow(kBelow, 0.3); // strong response across 0..1
float gain = 1.0 + max(uWarpStrength - 1.0, 0.0); // allow >1 to amplify displacement
vec2 disp = (r - s) * kBelow;
vec2 warped = s + disp * gain;
float m1 = length(warped + sin(5.0 * warped.y * uFrequency - 3.0 * t + float(i)) / 4.0);
float m = mix(m0, m1, kMix);
float w = 1.0 - exp(-6.0 / exp(6.0 * m));
sumCol += uColors[i] * w;
cover = max(cover, w);
}
col = clamp(sumCol, 0.0, 1.0);
a = uTransparent > 0 ? cover : 1.0;
} else {
vec2 s = q;
for (int k = 0; k < 3; ++k) {
s -= 0.01;
vec2 r = sin(1.5 * (s.yx * uFrequency) + 2.0 * cos(s * uFrequency));
float m0 = length(r + sin(5.0 * r.y * uFrequency - 3.0 * t + float(k)) / 4.0);
float kBelow = clamp(uWarpStrength, 0.0, 1.0);
float kMix = pow(kBelow, 0.3);
float gain = 1.0 + max(uWarpStrength - 1.0, 0.0);
vec2 disp = (r - s) * kBelow;
vec2 warped = s + disp * gain;
float m1 = length(warped + sin(5.0 * warped.y * uFrequency - 3.0 * t + float(k)) / 4.0);
float m = mix(m0, m1, kMix);
col[k] = 1.0 - exp(-6.0 / exp(6.0 * m));
}
a = uTransparent > 0 ? max(max(col.r, col.g), col.b) : 1.0;
}

if (uNoise > 0.0001) {
float n = fract(sin(dot(gl_FragCoord.xy + vec2(uTime), vec2(12.9898, 78.233))) * 43758.5453123);
col += (n - 0.5) * uNoise;
col = clamp(col, 0.0, 1.0);
}

vec3 rgb = (uTransparent > 0) ? col * a : col;
gl_FragColor = vec4(rgb, a);
}
`;

const vert = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`;

export default function ColorBends({
className,
style,
rotation = 45,
speed = 0.2,
colors = [],
transparent = true,
autoRotate = 0,
scale = 1,
frequency = 1,
warpStrength = 1,
mouseInfluence = 1,
parallax = 0.5,
noise = 0.1
}: ColorBendsProps) {
const containerRef = useRef<HTMLDivElement | null>(null);
const rendererRef = useRef<THREE.WebGLRenderer | null>(null);
const rafRef = useRef<number | null>(null);
const materialRef = useRef<THREE.ShaderMaterial | null>(null);
const resizeObserverRef = useRef<ResizeObserver | null>(null);
const rotationRef = useRef<number>(rotation);
const autoRotateRef = useRef<number>(autoRotate);
const pointerTargetRef = useRef<THREE.Vector2>(new THREE.Vector2(0, 0));
const pointerCurrentRef = useRef<THREE.Vector2>(new THREE.Vector2(0, 0));
const pointerSmoothRef = useRef<number>(8);

useEffect(() => {
const container = containerRef.current!;
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);

const geometry = new THREE.PlaneGeometry(2, 2);
const uColorsArray = Array.from({ length: MAX_COLORS }, () => new THREE.Vector3(0, 0, 0));
const material = new THREE.ShaderMaterial({
vertexShader: vert,
fragmentShader: frag,
uniforms: {
uCanvas: { value: new THREE.Vector2(1, 1) },
uTime: { value: 0 },
uSpeed: { value: speed },
uRot: { value: new THREE.Vector2(1, 0) },
uColorCount: { value: 0 },
uColors: { value: uColorsArray },
uTransparent: { value: transparent ? 1 : 0 },
uScale: { value: scale },
uFrequency: { value: frequency },
uWarpStrength: { value: warpStrength },
uPointer: { value: new THREE.Vector2(0, 0) },
uMouseInfluence: { value: mouseInfluence },
uParallax: { value: parallax },
uNoise: { value: noise }
},
premultipliedAlpha: true,
transparent: true
});
materialRef.current = material;

const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);

const renderer = new THREE.WebGLRenderer({
antialias: false,
powerPreference: 'high-performance',
alpha: true
});
rendererRef.current = renderer;
(renderer as any).outputColorSpace = (THREE as any).SRGBColorSpace;
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
renderer.setClearColor(0x000000, transparent ? 0 : 1);
renderer.domElement.style.width = '100%';
renderer.domElement.style.height = '100%';
renderer.domElement.style.display = 'block';
container.appendChild(renderer.domElement);

const clock = new THREE.Clock();

const handleResize = () => {
const w = container.clientWidth || 1;
const h = container.clientHeight || 1;
renderer.setSize(w, h, false);
(material.uniforms.uCanvas.value as THREE.Vector2).set(w, h);
};

handleResize();

if ('ResizeObserver' in window) {
const ro = new ResizeObserver(handleResize);
ro.observe(container);
resizeObserverRef.current = ro;
} else {
(window as Window).addEventListener('resize', handleResize);
}

const loop = () => {
const dt = clock.getDelta();
const elapsed = clock.elapsedTime;
material.uniforms.uTime.value = elapsed;

const deg = (rotationRef.current % 360) + autoRotateRef.current * elapsed;
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
(material.uniforms.uRot.value as THREE.Vector2).set(c, s);

const cur = pointerCurrentRef.current;
const tgt = pointerTargetRef.current;
const amt = Math.min(1, dt * pointerSmoothRef.current);
cur.lerp(tgt, amt);
(material.uniforms.uPointer.value as THREE.Vector2).copy(cur);
renderer.render(scene, camera);
rafRef.current = requestAnimationFrame(loop);
};
rafRef.current = requestAnimationFrame(loop);

return () => {
if (rafRef.current !== null) cancelAnimationFrame(rafRef.current);
if (resizeObserverRef.current) resizeObserverRef.current.disconnect();
else (window as Window).removeEventListener('resize', handleResize);
geometry.dispose();
material.dispose();
renderer.dispose();
if (renderer.domElement && renderer.domElement.parentElement === container) {
container.removeChild(renderer.domElement);
}
};
}, []);

useEffect(() => {
const material = materialRef.current;
const renderer = rendererRef.current;
if (!material) return;

rotationRef.current = rotation;
autoRotateRef.current = autoRotate;
material.uniforms.uSpeed.value = speed;
material.uniforms.uScale.value = scale;
material.uniforms.uFrequency.value = frequency;
material.uniforms.uWarpStrength.value = warpStrength;
material.uniforms.uMouseInfluence.value = mouseInfluence;
material.uniforms.uParallax.value = parallax;
material.uniforms.uNoise.value = noise;

const toVec3 = (hex: string) => {
const h = hex.replace('#', '').trim();
const v =
h.length === 3
? [parseInt(h[0] + h[0], 16), parseInt(h[1] + h[1], 16), parseInt(h[2] + h[2], 16)]
: [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16)];
return new THREE.Vector3(v[0] / 255, v[1] / 255, v[2] / 255);
};

const arr = (colors || []).filter(Boolean).slice(0, MAX_COLORS).map(toVec3);
for (let i = 0; i < MAX_COLORS; i++) {
const vec = (material.uniforms.uColors.value as THREE.Vector3[])[i];
if (i < arr.length) vec.copy(arr[i]);
else vec.set(0, 0, 0);
}
material.uniforms.uColorCount.value = arr.length;

material.uniforms.uTransparent.value = transparent ? 1 : 0;
if (renderer) renderer.setClearColor(0x000000, transparent ? 0 : 1);
}, [
rotation,
autoRotate,
speed,
scale,
frequency,
warpStrength,
mouseInfluence,
parallax,
noise,
colors,
transparent
]);

useEffect(() => {
const material = materialRef.current;
const container = containerRef.current;
if (!material || !container) return;

const handlePointerMove = (e: PointerEvent) => {
const rect = container.getBoundingClientRect();
const x = ((e.clientX - rect.left) / (rect.width || 1)) * 2 - 1;
const y = -(((e.clientY - rect.top) / (rect.height || 1)) * 2 - 1);
pointerTargetRef.current.set(x, y);
};

container.addEventListener('pointermove', handlePointerMove);
return () => {
container.removeEventListener('pointermove', handlePointerMove);
};
}, []);

return <div ref={containerRef} className={`w-full h-full relative overflow-hidden ${className}`} style={style} />;
}
Loading