/* eslint-disable react-hooks/immutability */ "use client"; import React, { useRef, useMemo } from 'react'; import { Canvas, useFrame } from '@react-three/fiber'; import * as THREE from 'three'; const fragmentShader = ` uniform float u_time; uniform float u_audio; varying vec2 vUv; // Perlin noise function vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { vec2 pos = vUv * 2.0; // Create organic movement driven by time and audio float noise1 = snoise(pos + u_time * 0.2) * (1.0 + u_audio * 2.0); float noise2 = snoise(pos - u_time * 0.3 + noise1) * (1.0 + u_audio * 1.5); // Sapphire blue base colors vec3 color1 = vec3(0.0, 0.05, 0.15); // Deep dark blue vec3 color2 = vec3(0.0, 0.2, 0.5); // Mid sapphire vec3 color3 = vec3(0.0, 0.5, 0.9); // Bright sapphire highlight vec3 finalColor = mix(color1, color2, noise1 + 0.5); finalColor = mix(finalColor, color3, smoothstep(0.3, 1.0, noise2) * u_audio); gl_FragColor = vec4(finalColor, 1.0); } `; const vertexShader = ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; function FluidMesh({ audioRef }: { audioRef: React.MutableRefObject }) { const meshRef = useRef(null); const uniforms = useMemo(() => ({ u_time: { value: 0 }, u_audio: { value: 0 }, }), []); useFrame((state) => { uniforms.u_time.value = state.clock.elapsedTime; // Smooth the audio value to avoid jitter uniforms.u_audio.value += (audioRef.current - uniforms.u_audio.value) * 0.1; }); return ( ); } export function QuantumFluidBackground({ audioRef }: { audioRef: React.MutableRefObject }) { return (
); }