|
| 1 | +import { useRef, useEffect } from "react"; |
| 2 | +import "./lightning.css"; |
| 3 | + |
| 4 | +const Lightning = ({ |
| 5 | + hue = 230, |
| 6 | + xOffset = 0, |
| 7 | + speed = 1, |
| 8 | + intensity = 1, |
| 9 | + size = 1, |
| 10 | +}) => { |
| 11 | + const canvasRef = useRef(null); |
| 12 | + |
| 13 | + useEffect(() => { |
| 14 | + const canvas = canvasRef.current; |
| 15 | + if (!canvas) return; |
| 16 | + |
| 17 | + const resizeCanvas = () => { |
| 18 | + canvas.width = canvas.clientWidth; |
| 19 | + canvas.height = canvas.clientHeight; |
| 20 | + }; |
| 21 | + resizeCanvas(); |
| 22 | + window.addEventListener("resize", resizeCanvas); |
| 23 | + |
| 24 | + const gl = canvas.getContext("webgl"); |
| 25 | + if (!gl) { |
| 26 | + console.error("WebGL not supported"); |
| 27 | + return; |
| 28 | + } |
| 29 | + |
| 30 | + const vertexShaderSource = ` |
| 31 | + attribute vec2 aPosition; |
| 32 | + void main() { |
| 33 | + gl_Position = vec4(aPosition, 0.0, 1.0); |
| 34 | + } |
| 35 | + `; |
| 36 | + |
| 37 | + const fragmentShaderSource = ` |
| 38 | + precision mediump float; |
| 39 | + uniform vec2 iResolution; |
| 40 | + uniform float iTime; |
| 41 | + uniform float uHue; |
| 42 | + uniform float uXOffset; |
| 43 | + uniform float uSpeed; |
| 44 | + uniform float uIntensity; |
| 45 | + uniform float uSize; |
| 46 | + |
| 47 | + #define OCTAVE_COUNT 10 |
| 48 | +
|
| 49 | + vec3 hsv2rgb(vec3 c) { |
| 50 | + vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); |
| 51 | + return c.z * mix(vec3(1.0), rgb, c.y); |
| 52 | + } |
| 53 | +
|
| 54 | + float hash11(float p) { |
| 55 | + p = fract(p * .1031); |
| 56 | + p *= p + 33.33; |
| 57 | + p *= p + p; |
| 58 | + return fract(p); |
| 59 | + } |
| 60 | +
|
| 61 | + float hash12(vec2 p) { |
| 62 | + vec3 p3 = fract(vec3(p.xyx) * .1031); |
| 63 | + p3 += dot(p3, p3.yzx + 33.33); |
| 64 | + return fract((p3.x + p3.y) * p3.z); |
| 65 | + } |
| 66 | +
|
| 67 | + mat2 rotate2d(float theta) { |
| 68 | + float c = cos(theta); |
| 69 | + float s = sin(theta); |
| 70 | + return mat2(c, -s, s, c); |
| 71 | + } |
| 72 | +
|
| 73 | + float noise(vec2 p) { |
| 74 | + vec2 ip = floor(p); |
| 75 | + vec2 fp = fract(p); |
| 76 | + float a = hash12(ip); |
| 77 | + float b = hash12(ip + vec2(1.0, 0.0)); |
| 78 | + float c = hash12(ip + vec2(0.0, 1.0)); |
| 79 | + float d = hash12(ip + vec2(1.0, 1.0)); |
| 80 | + |
| 81 | + vec2 t = smoothstep(0.0, 1.0, fp); |
| 82 | + return mix(mix(a, b, t.x), mix(c, d, t.x), t.y); |
| 83 | + } |
| 84 | +
|
| 85 | + float fbm(vec2 p) { |
| 86 | + float value = 0.0; |
| 87 | + float amplitude = 0.5; |
| 88 | + for (int i = 0; i < OCTAVE_COUNT; ++i) { |
| 89 | + value += amplitude * noise(p); |
| 90 | + p *= rotate2d(0.45); |
| 91 | + p *= 2.0; |
| 92 | + amplitude *= 0.5; |
| 93 | + } |
| 94 | + return value; |
| 95 | + } |
| 96 | +
|
| 97 | + void mainImage( out vec4 fragColor, in vec2 fragCoord ) { |
| 98 | + vec2 uv = fragCoord / iResolution.xy; |
| 99 | + uv = 2.0 * uv - 1.0; |
| 100 | + uv.x *= iResolution.x / iResolution.y; |
| 101 | + uv.x += uXOffset; |
| 102 | + |
| 103 | + uv += 2.0 * fbm(uv * uSize + 0.8 * iTime * uSpeed) - 1.0; |
| 104 | + |
| 105 | + float dist = abs(uv.x); |
| 106 | + vec3 baseColor = hsv2rgb(vec3(uHue / 360.0, 0.7, 0.8)); |
| 107 | + vec3 col = baseColor * pow(mix(0.0, 0.07, hash11(iTime * uSpeed)) / dist, 1.0) * uIntensity; |
| 108 | + col = pow(col, vec3(1.0)); |
| 109 | + fragColor = vec4(col, 1.0); |
| 110 | + } |
| 111 | +
|
| 112 | + void main() { |
| 113 | + mainImage(gl_FragColor, gl_FragCoord.xy); |
| 114 | + } |
| 115 | + `; |
| 116 | + |
| 117 | + const compileShader = ( |
| 118 | + source, |
| 119 | + type |
| 120 | + ) => { |
| 121 | + const shader = gl.createShader(type); |
| 122 | + if (!shader) return null; |
| 123 | + gl.shaderSource(shader, source); |
| 124 | + gl.compileShader(shader); |
| 125 | + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
| 126 | + console.error("Shader compile error:", gl.getShaderInfoLog(shader)); |
| 127 | + gl.deleteShader(shader); |
| 128 | + return null; |
| 129 | + } |
| 130 | + return shader; |
| 131 | + }; |
| 132 | + |
| 133 | + const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER); |
| 134 | + const fragmentShader = compileShader( |
| 135 | + fragmentShaderSource, |
| 136 | + gl.FRAGMENT_SHADER |
| 137 | + ); |
| 138 | + if (!vertexShader || !fragmentShader) return; |
| 139 | + |
| 140 | + const program = gl.createProgram(); |
| 141 | + if (!program) return; |
| 142 | + gl.attachShader(program, vertexShader); |
| 143 | + gl.attachShader(program, fragmentShader); |
| 144 | + gl.linkProgram(program); |
| 145 | + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
| 146 | + console.error("Program linking error:", gl.getProgramInfoLog(program)); |
| 147 | + return; |
| 148 | + } |
| 149 | + gl.useProgram(program); |
| 150 | + |
| 151 | + const vertices = new Float32Array([ |
| 152 | + -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1, |
| 153 | + ]); |
| 154 | + const vertexBuffer = gl.createBuffer(); |
| 155 | + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
| 156 | + gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); |
| 157 | + |
| 158 | + const aPosition = gl.getAttribLocation(program, "aPosition"); |
| 159 | + gl.enableVertexAttribArray(aPosition); |
| 160 | + gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); |
| 161 | + |
| 162 | + const iResolutionLocation = gl.getUniformLocation(program, "iResolution"); |
| 163 | + const iTimeLocation = gl.getUniformLocation(program, "iTime"); |
| 164 | + const uHueLocation = gl.getUniformLocation(program, "uHue"); |
| 165 | + const uXOffsetLocation = gl.getUniformLocation(program, "uXOffset"); |
| 166 | + const uSpeedLocation = gl.getUniformLocation(program, "uSpeed"); |
| 167 | + const uIntensityLocation = gl.getUniformLocation(program, "uIntensity"); |
| 168 | + const uSizeLocation = gl.getUniformLocation(program, "uSize"); |
| 169 | + |
| 170 | + const startTime = performance.now(); |
| 171 | + const render = () => { |
| 172 | + resizeCanvas(); |
| 173 | + gl.viewport(0, 0, canvas.width, canvas.height); |
| 174 | + gl.uniform2f(iResolutionLocation, canvas.width, canvas.height); |
| 175 | + const currentTime = performance.now(); |
| 176 | + gl.uniform1f(iTimeLocation, (currentTime - startTime) / 1000.0); |
| 177 | + gl.uniform1f(uHueLocation, hue); |
| 178 | + gl.uniform1f(uXOffsetLocation, xOffset); |
| 179 | + gl.uniform1f(uSpeedLocation, speed); |
| 180 | + gl.uniform1f(uIntensityLocation, intensity); |
| 181 | + gl.uniform1f(uSizeLocation, size); |
| 182 | + gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 183 | + requestAnimationFrame(render); |
| 184 | + }; |
| 185 | + requestAnimationFrame(render); |
| 186 | + |
| 187 | + return () => { |
| 188 | + window.removeEventListener("resize", resizeCanvas); |
| 189 | + }; |
| 190 | + }, [hue, xOffset, speed, intensity, size]); |
| 191 | + |
| 192 | + return <canvas ref={canvasRef} className="lightning-container" />; |
| 193 | +}; |
| 194 | + |
| 195 | +export default Lightning; |
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