103 lines
3.1 KiB
TypeScript
103 lines
3.1 KiB
TypeScript
/* eslint-disable react-hooks/immutability */
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"use client";
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import React, { useRef, useMemo } from 'react';
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import { Canvas, useFrame } from '@react-three/fiber';
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import * as THREE from 'three';
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const fragmentShader = `
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uniform float u_time;
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uniform float u_audio;
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varying vec2 vUv;
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// Perlin noise function
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
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float snoise(vec2 v) {
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const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod289(i);
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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void main() {
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vec2 pos = vUv * 2.0;
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// Create organic movement driven by time and audio
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float noise1 = snoise(pos + u_time * 0.2) * (1.0 + u_audio * 2.0);
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float noise2 = snoise(pos - u_time * 0.3 + noise1) * (1.0 + u_audio * 1.5);
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// Sapphire blue base colors
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vec3 color1 = vec3(0.0, 0.05, 0.15); // Deep dark blue
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vec3 color2 = vec3(0.0, 0.2, 0.5); // Mid sapphire
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vec3 color3 = vec3(0.0, 0.5, 0.9); // Bright sapphire highlight
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vec3 finalColor = mix(color1, color2, noise1 + 0.5);
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finalColor = mix(finalColor, color3, smoothstep(0.3, 1.0, noise2) * u_audio);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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`;
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const 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 = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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function FluidMesh({ audioRef }: { audioRef: React.MutableRefObject<number> }) {
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const meshRef = useRef<THREE.Mesh>(null);
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const uniforms = useMemo(() => ({
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u_time: { value: 0 },
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u_audio: { value: 0 },
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}), []);
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useFrame((state) => {
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uniforms.u_time.value = state.clock.elapsedTime;
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// Smooth the audio value to avoid jitter
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uniforms.u_audio.value += (audioRef.current - uniforms.u_audio.value) * 0.1;
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});
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return (
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<mesh ref={meshRef} position={[0, 0, 0]}>
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<planeGeometry args={[20, 20]} />
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<shaderMaterial
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fragmentShader={fragmentShader}
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vertexShader={vertexShader}
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uniforms={uniforms}
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/>
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</mesh>
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);
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}
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export function QuantumFluidBackground({ audioRef }: { audioRef: React.MutableRefObject<number> }) {
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return (
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<div className="fixed inset-0 z-[-1] pointer-events-none bg-[#000510]">
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<Canvas camera={{ position: [0, 0, 1] }}>
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<FluidMesh audioRef={audioRef} />
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</Canvas>
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</div>
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);
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}
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