import { Scene, OrthographicCamera, WebGLRenderer, PlaneGeometry, Mesh, ShaderMaterial, Vector3, Vector2, Clock, } from 'three' const vertexShader = ` precision highp float; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } ` const fragmentShader = ` precision highp float; uniform float iTime; uniform vec3 iResolution; uniform float animationSpeed; uniform bool enableTop; uniform bool enableMiddle; uniform bool enableBottom; uniform int topLineCount; uniform int middleLineCount; uniform int bottomLineCount; uniform float topLineDistance; uniform float middleLineDistance; uniform float bottomLineDistance; uniform vec3 topWavePosition; uniform vec3 middleWavePosition; uniform vec3 bottomWavePosition; uniform vec2 iMouse; uniform bool interactive; uniform float bendRadius; uniform float bendStrength; uniform float bendInfluence; uniform bool parallax; uniform float parallaxStrength; uniform vec2 parallaxOffset; uniform vec3 lineGradient[8]; uniform int lineGradientCount; const vec3 BLACK = vec3(0.0); const vec3 PINK = vec3(233.0, 71.0, 245.0) / 255.0; const vec3 BLUE = vec3(47.0, 75.0, 162.0) / 255.0; mat2 rotate(float r) { return mat2(cos(r), sin(r), -sin(r), cos(r)); } vec3 background_color(vec2 uv) { vec3 col = vec3(0.0); float y = sin(uv.x - 0.2) * 0.3 - 0.1; float m = uv.y - y; col += mix(BLUE, BLACK, smoothstep(0.0, 1.0, abs(m))); col += mix(PINK, BLACK, smoothstep(0.0, 1.0, abs(m - 0.8))); return col * 0.5; } vec3 getLineColor(float t, vec3 baseColor) { if (lineGradientCount <= 0) { return baseColor; } vec3 gradientColor; if (lineGradientCount == 1) { gradientColor = lineGradient[0]; } else { float clampedT = clamp(t, 0.0, 0.9999); float scaled = clampedT * float(lineGradientCount - 1); int idx = int(floor(scaled)); float f = fract(scaled); int idx2 = min(idx + 1, lineGradientCount - 1); vec3 c1 = lineGradient[idx]; vec3 c2 = lineGradient[idx2]; gradientColor = mix(c1, c2, f); } return gradientColor * 0.5; } float wave(vec2 uv, float offset, vec2 screenUv, vec2 mouseUv, bool shouldBend) { float time = iTime * animationSpeed; float x_offset = offset; float x_movement = time * 0.1; float amp = sin(offset + time * 0.2) * 0.3; float y = sin(uv.x + x_offset + x_movement) * amp; if (shouldBend) { vec2 d = screenUv - mouseUv; float influence = exp(-dot(d, d) * bendRadius); float bendOffset = (mouseUv.y - screenUv.y) * influence * bendStrength * bendInfluence; y += bendOffset; } float m = uv.y - y; return 0.0175 / max(abs(m) + 0.01, 1e-3) + 0.01; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 baseUv = (2.0 * fragCoord - iResolution.xy) / iResolution.y; baseUv.y *= -1.0; if (parallax) { baseUv += parallaxOffset; } vec3 col = vec3(0.0); vec3 b = lineGradientCount > 0 ? vec3(0.0) : background_color(baseUv); vec2 mouseUv = vec2(0.0); if (interactive) { mouseUv = (2.0 * iMouse - iResolution.xy) / iResolution.y; mouseUv.y *= -1.0; } if (enableBottom) { for (int i = 0; i < bottomLineCount; ++i) { float fi = float(i); float t = fi / max(float(bottomLineCount - 1), 1.0); vec3 lineCol = getLineColor(t, b); float angle = bottomWavePosition.z * log(length(baseUv) + 1.0); vec2 ruv = baseUv * rotate(angle); col += lineCol * wave( ruv + vec2(bottomLineDistance * fi + bottomWavePosition.x, bottomWavePosition.y), 1.5 + 0.2 * fi, baseUv, mouseUv, interactive ) * 0.2; } } if (enableMiddle) { for (int i = 0; i < middleLineCount; ++i) { float fi = float(i); float t = fi / max(float(middleLineCount - 1), 1.0); vec3 lineCol = getLineColor(t, b); float angle = middleWavePosition.z * log(length(baseUv) + 1.0); vec2 ruv = baseUv * rotate(angle); col += lineCol * wave( ruv + vec2(middleLineDistance * fi + middleWavePosition.x, middleWavePosition.y), 2.0 + 0.15 * fi, baseUv, mouseUv, interactive ); } } if (enableTop) { for (int i = 0; i < topLineCount; ++i) { float fi = float(i); float t = fi / max(float(topLineCount - 1), 1.0); vec3 lineCol = getLineColor(t, b); float angle = topWavePosition.z * log(length(baseUv) + 1.0); vec2 ruv = baseUv * rotate(angle); ruv.x *= -1.0; col += lineCol * wave( ruv + vec2(topLineDistance * fi + topWavePosition.x, topWavePosition.y), 1.0 + 0.2 * fi, baseUv, mouseUv, interactive ) * 0.1; } } fragColor = vec4(col, 1.0); } void main() { vec4 color = vec4(0.0); mainImage(color, gl_FragCoord.xy); gl_FragColor = color; } ` const MAX_GRADIENT_STOPS = 8 function hexToVec3(hex) { let value = hex.trim() if (value.startsWith('#')) { value = value.slice(1) } let r = 255 let g = 255 let b = 255 if (value.length === 3) { r = parseInt(value[0] + value[0], 16) g = parseInt(value[1] + value[1], 16) b = parseInt(value[2] + value[2], 16) } else if (value.length === 6) { r = parseInt(value.slice(0, 2), 16) g = parseInt(value.slice(2, 4), 16) b = parseInt(value.slice(4, 6), 16) } return new Vector3(r / 255, g / 255, b / 255) } export default class FloatingLines { constructor( container, { linesGradient, enabledWaves = ['top', 'middle', 'bottom'], lineCount = [6], lineDistance = [5], topWavePosition, middleWavePosition, bottomWavePosition = { x: 2.0, y: -0.7, rotate: -1 }, animationSpeed = 1, interactive = true, bendRadius = 5.0, bendStrength = -0.5, mouseDamping = 0.05, parallax = true, parallaxStrength = 0.2, mixBlendMode = 'screen', } = {}, ) { this.container = container this.interactive = interactive this.parallax = parallax this.mouseDamping = mouseDamping this.parallaxStrength = parallaxStrength this.targetMouse = new Vector2(-1000, -1000) this.currentMouse = new Vector2(-1000, -1000) this.targetInfluence = 0 this.currentInfluence = 0 this.targetParallax = new Vector2(0, 0) this.currentParallax = new Vector2(0, 0) const getLineCount = (waveType) => { if (typeof lineCount === 'number') return lineCount if (!enabledWaves.includes(waveType)) return 0 const index = enabledWaves.indexOf(waveType) return lineCount[index] ?? 6 } const getLineDistance = (waveType) => { if (typeof lineDistance === 'number') return lineDistance if (!enabledWaves.includes(waveType)) return 0.1 const index = enabledWaves.indexOf(waveType) return lineDistance[index] ?? 0.1 } const topLineCount = enabledWaves.includes('top') ? getLineCount('top') : 0 const middleLineCount = enabledWaves.includes('middle') ? getLineCount('middle') : 0 const bottomLineCount = enabledWaves.includes('bottom') ? getLineCount('bottom') : 0 const topLineDistance = enabledWaves.includes('top') ? getLineDistance('top') * 0.01 : 0.01 const middleLineDistance = enabledWaves.includes('middle') ? getLineDistance('middle') * 0.01 : 0.01 const bottomLineDistance = enabledWaves.includes('bottom') ? getLineDistance('bottom') * 0.01 : 0.01 this.scene = new Scene() this.camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1) this.camera.position.z = 1 this.renderer = new WebGLRenderer({ antialias: true, alpha: false }) this.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)) this.renderer.domElement.style.width = '100%' this.renderer.domElement.style.height = '100%' this.renderer.domElement.style.mixBlendMode = mixBlendMode container.appendChild(this.renderer.domElement) this.uniforms = { iTime: { value: 0 }, iResolution: { value: new Vector3(1, 1, 1) }, animationSpeed: { value: animationSpeed }, enableTop: { value: enabledWaves.includes('top') }, enableMiddle: { value: enabledWaves.includes('middle') }, enableBottom: { value: enabledWaves.includes('bottom') }, topLineCount: { value: topLineCount }, middleLineCount: { value: middleLineCount }, bottomLineCount: { value: bottomLineCount }, topLineDistance: { value: topLineDistance }, middleLineDistance: { value: middleLineDistance }, bottomLineDistance: { value: bottomLineDistance }, topWavePosition: { value: new Vector3( topWavePosition?.x ?? 10.0, topWavePosition?.y ?? 0.5, topWavePosition?.rotate ?? -0.4, ), }, middleWavePosition: { value: new Vector3( middleWavePosition?.x ?? 5.0, middleWavePosition?.y ?? 0.0, middleWavePosition?.rotate ?? 0.2, ), }, bottomWavePosition: { value: new Vector3( bottomWavePosition?.x ?? 2.0, bottomWavePosition?.y ?? -0.7, bottomWavePosition?.rotate ?? 0.4, ), }, iMouse: { value: new Vector2(-1000, -1000) }, interactive: { value: interactive }, bendRadius: { value: bendRadius }, bendStrength: { value: bendStrength }, bendInfluence: { value: 0 }, parallax: { value: parallax }, parallaxStrength: { value: parallaxStrength }, parallaxOffset: { value: new Vector2(0, 0) }, lineGradient: { value: Array.from({ length: MAX_GRADIENT_STOPS }, () => new Vector3(1, 1, 1)), }, lineGradientCount: { value: 0 }, } if (linesGradient && linesGradient.length > 0) { const stops = linesGradient.slice(0, MAX_GRADIENT_STOPS) this.uniforms.lineGradientCount.value = stops.length stops.forEach((hex, i) => { const color = hexToVec3(hex) this.uniforms.lineGradient.value[i].set(color.x, color.y, color.z) }) } const material = new ShaderMaterial({ uniforms: this.uniforms, vertexShader, fragmentShader, }) const geometry = new PlaneGeometry(2, 2) this.mesh = new Mesh(geometry, material) this.scene.add(this.mesh) this.geometry = geometry this.material = material this.clock = new Clock() this._setSize = () => { const width = container.clientWidth || 1 const height = container.clientHeight || 1 this.renderer.setSize(width, height, false) const canvasWidth = this.renderer.domElement.width const canvasHeight = this.renderer.domElement.height this.uniforms.iResolution.value.set(canvasWidth, canvasHeight, 1) } this._setSize() this.ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(this._setSize) : null if (this.ro) this.ro.observe(container) this._handlePointerMove = (event) => { const rect = this.renderer.domElement.getBoundingClientRect() const x = event.clientX - rect.left const y = event.clientY - rect.top const dpr = this.renderer.getPixelRatio() this.targetMouse.set(x * dpr, (rect.height - y) * dpr) this.targetInfluence = 1.0 if (this.parallax) { const centerX = rect.width / 2 const centerY = rect.height / 2 const offsetX = (x - centerX) / rect.width const offsetY = -(y - centerY) / rect.height this.targetParallax.set( offsetX * this.parallaxStrength, offsetY * this.parallaxStrength, ) } } this._handlePointerLeave = () => { this.targetInfluence = 0.0 } this.renderer.domElement.addEventListener('pointermove', this._handlePointerMove) this.renderer.domElement.addEventListener('pointerleave', this._handlePointerLeave) this.raf = 0 const renderLoop = () => { this.uniforms.iTime.value = this.clock.getElapsedTime() if (this.interactive) { this.currentMouse.lerp(this.targetMouse, this.mouseDamping) this.uniforms.iMouse.value.copy(this.currentMouse) this.currentInfluence += (this.targetInfluence - this.currentInfluence) * this.mouseDamping this.uniforms.bendInfluence.value = this.currentInfluence } if (this.parallax) { this.currentParallax.lerp(this.targetParallax, this.mouseDamping) this.uniforms.parallaxOffset.value.copy(this.currentParallax) } this.renderer.render(this.scene, this.camera) this.raf = requestAnimationFrame(renderLoop) } renderLoop() } destroy() { cancelAnimationFrame(this.raf) if (this.ro) this.ro.disconnect() this.renderer.domElement.removeEventListener('pointermove', this._handlePointerMove) this.renderer.domElement.removeEventListener('pointerleave', this._handlePointerLeave) this.geometry.dispose() this.material.dispose() this.renderer.dispose() if (this.renderer.domElement.parentElement) { this.renderer.domElement.parentElement.removeChild(this.renderer.domElement) } } }