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https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 14:39:30 -07:00
Added <Orb /> background
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310
src/content/Backgrounds/Orb/Orb.vue
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310
src/content/Backgrounds/Orb/Orb.vue
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<script setup lang="ts">
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import { onMounted, onUnmounted, ref, watch } from 'vue';
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import { Renderer, Program, Mesh, Triangle, Vec3 } from 'ogl';
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interface OrbProps {
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hue?: number;
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hoverIntensity?: number;
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rotateOnHover?: boolean;
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forceHoverState?: boolean;
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}
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const props = withDefaults(defineProps<OrbProps>(), {
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hue: 0,
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hoverIntensity: 0.2,
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rotateOnHover: true,
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forceHoverState: false
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});
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const ctnDom = ref<HTMLDivElement | null>(null);
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const vert = /* glsl */ `
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precision highp float;
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attribute vec2 position;
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attribute vec2 uv;
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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 = vec4(position, 0.0, 1.0);
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}
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`;
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const frag = /* glsl */ `
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precision highp float;
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uniform float iTime;
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uniform vec3 iResolution;
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uniform float hue;
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uniform float hover;
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uniform float rot;
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uniform float hoverIntensity;
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varying vec2 vUv;
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vec3 rgb2yiq(vec3 c) {
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float y = dot(c, vec3(0.299, 0.587, 0.114));
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float i = dot(c, vec3(0.596, -0.274, -0.322));
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float q = dot(c, vec3(0.211, -0.523, 0.312));
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return vec3(y, i, q);
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}
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vec3 yiq2rgb(vec3 c) {
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float r = c.x + 0.956 * c.y + 0.621 * c.z;
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float g = c.x - 0.272 * c.y - 0.647 * c.z;
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float b = c.x - 1.106 * c.y + 1.703 * c.z;
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return vec3(r, g, b);
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}
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vec3 adjustHue(vec3 color, float hueDeg) {
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float hueRad = hueDeg * 3.14159265 / 180.0;
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vec3 yiq = rgb2yiq(color);
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float cosA = cos(hueRad);
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float sinA = sin(hueRad);
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float i = yiq.y * cosA - yiq.z * sinA;
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float q = yiq.y * sinA + yiq.z * cosA;
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yiq.y = i;
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yiq.z = q;
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return yiq2rgb(yiq);
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}
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vec3 hash33(vec3 p3) {
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p3 = fract(p3 * vec3(0.1031, 0.11369, 0.13787));
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p3 += dot(p3, p3.yxz + 19.19);
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return -1.0 + 2.0 * fract(vec3(
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p3.x + p3.y,
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p3.x + p3.z,
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p3.y + p3.z
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) * p3.zyx);
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}
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float snoise3(vec3 p) {
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const float K1 = 0.333333333;
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const float K2 = 0.166666667;
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vec3 i = floor(p + (p.x + p.y + p.z) * K1);
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vec3 d0 = p - (i - (i.x + i.y + i.z) * K2);
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vec3 e = step(vec3(0.0), d0 - d0.yzx);
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vec3 i1 = e * (1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy * (1.0 - e);
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vec3 d1 = d0 - (i1 - K2);
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vec3 d2 = d0 - (i2 - K1);
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vec3 d3 = d0 - 0.5;
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vec4 h = max(0.6 - vec4(
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dot(d0, d0),
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dot(d1, d1),
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dot(d2, d2),
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dot(d3, d3)
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), 0.0);
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vec4 n = h * h * h * h * vec4(
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dot(d0, hash33(i)),
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dot(d1, hash33(i + i1)),
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dot(d2, hash33(i + i2)),
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dot(d3, hash33(i + 1.0))
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);
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return dot(vec4(31.316), n);
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}
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vec4 extractAlpha(vec3 colorIn) {
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float a = max(max(colorIn.r, colorIn.g), colorIn.b);
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return vec4(colorIn.rgb / (a + 1e-5), a);
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}
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const vec3 baseColor1 = vec3(0.611765, 0.262745, 0.996078);
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const vec3 baseColor2 = vec3(0.298039, 0.760784, 0.913725);
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const vec3 baseColor3 = vec3(0.062745, 0.078431, 0.600000);
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const float innerRadius = 0.6;
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const float noiseScale = 0.65;
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float light1(float intensity, float attenuation, float dist) {
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return intensity / (1.0 + dist * attenuation);
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}
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float light2(float intensity, float attenuation, float dist) {
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return intensity / (1.0 + dist * dist * attenuation);
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}
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vec4 draw(vec2 uv) {
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vec3 color1 = adjustHue(baseColor1, hue);
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vec3 color2 = adjustHue(baseColor2, hue);
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vec3 color3 = adjustHue(baseColor3, hue);
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float ang = atan(uv.y, uv.x);
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float len = length(uv);
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float invLen = len > 0.0 ? 1.0 / len : 0.0;
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float n0 = snoise3(vec3(uv * noiseScale, iTime * 0.5)) * 0.5 + 0.5;
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float r0 = mix(mix(innerRadius, 1.0, 0.4), mix(innerRadius, 1.0, 0.6), n0);
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float d0 = distance(uv, (r0 * invLen) * uv);
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float v0 = light1(1.0, 10.0, d0);
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v0 *= smoothstep(r0 * 1.05, r0, len);
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float cl = cos(ang + iTime * 2.0) * 0.5 + 0.5;
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float a = iTime * -1.0;
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vec2 pos = vec2(cos(a), sin(a)) * r0;
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float d = distance(uv, pos);
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float v1 = light2(1.5, 5.0, d);
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v1 *= light1(1.0, 50.0, d0);
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float v2 = smoothstep(1.0, mix(innerRadius, 1.0, n0 * 0.5), len);
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float v3 = smoothstep(innerRadius, mix(innerRadius, 1.0, 0.5), len);
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vec3 col = mix(color1, color2, cl);
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col = mix(color3, col, v0);
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col = (col + v1) * v2 * v3;
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col = clamp(col, 0.0, 1.0);
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return extractAlpha(col);
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}
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vec4 mainImage(vec2 fragCoord) {
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vec2 center = iResolution.xy * 0.5;
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float size = min(iResolution.x, iResolution.y);
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vec2 uv = (fragCoord - center) / size * 2.0;
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float angle = rot;
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float s = sin(angle);
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float c = cos(angle);
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uv = vec2(c * uv.x - s * uv.y, s * uv.x + c * uv.y);
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uv.x += hover * hoverIntensity * 0.1 * sin(uv.y * 10.0 + iTime);
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uv.y += hover * hoverIntensity * 0.1 * sin(uv.x * 10.0 + iTime);
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return draw(uv);
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}
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void main() {
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vec2 fragCoord = vUv * iResolution.xy;
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vec4 col = mainImage(fragCoord);
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gl_FragColor = vec4(col.rgb * col.a, col.a);
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}
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`;
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let cleanupAnimation: (() => void) | null = null;
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const setupAnimation = () => {
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const container = ctnDom.value;
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if (!container) return;
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const renderer = new Renderer({ alpha: true, premultipliedAlpha: false });
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const gl = renderer.gl;
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gl.clearColor(0, 0, 0, 0);
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container.appendChild(gl.canvas);
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const geometry = new Triangle(gl);
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const program = new Program(gl, {
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vertex: vert,
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fragment: frag,
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uniforms: {
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iTime: { value: 0 },
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iResolution: {
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value: new Vec3(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height)
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},
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hue: { value: props.hue },
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hover: { value: 0 },
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rot: { value: 0 },
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hoverIntensity: { value: props.hoverIntensity }
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}
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});
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const mesh = new Mesh(gl, { geometry, program });
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function resize() {
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if (!container) return;
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const dpr = window.devicePixelRatio || 1;
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const width = container.clientWidth;
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const height = container.clientHeight;
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renderer.setSize(width * dpr, height * dpr);
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gl.canvas.style.width = width + 'px';
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gl.canvas.style.height = height + 'px';
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program.uniforms.iResolution.value.set(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height);
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}
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window.addEventListener('resize', resize);
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resize();
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let targetHover = 0;
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let lastTime = 0;
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let currentRot = 0;
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const rotationSpeed = 0.3;
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const handleMouseMove = (e: MouseEvent) => {
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const rect = container.getBoundingClientRect();
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const x = e.clientX - rect.left;
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const y = e.clientY - rect.top;
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const width = rect.width;
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const height = rect.height;
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const size = Math.min(width, height);
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const centerX = width / 2;
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const centerY = height / 2;
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const uvX = ((x - centerX) / size) * 2.0;
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const uvY = ((y - centerY) / size) * 2.0;
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if (Math.sqrt(uvX * uvX + uvY * uvY) < 0.8) {
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targetHover = 1;
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} else {
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targetHover = 0;
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}
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};
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const handleMouseLeave = () => {
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targetHover = 0;
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};
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container.addEventListener('mousemove', handleMouseMove);
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container.addEventListener('mouseleave', handleMouseLeave);
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let rafId: number;
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const update = (t: number) => {
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rafId = requestAnimationFrame(update);
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const dt = (t - lastTime) * 0.001;
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lastTime = t;
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program.uniforms.iTime.value = t * 0.001;
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program.uniforms.hue.value = props.hue;
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program.uniforms.hoverIntensity.value = props.hoverIntensity;
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const effectiveHover = props.forceHoverState ? 1 : targetHover;
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program.uniforms.hover.value += (effectiveHover - program.uniforms.hover.value) * 0.1;
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if (props.rotateOnHover && effectiveHover > 0.5) {
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currentRot += dt * rotationSpeed;
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}
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program.uniforms.rot.value = currentRot;
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renderer.render({ scene: mesh });
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};
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rafId = requestAnimationFrame(update);
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cleanupAnimation = () => {
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cancelAnimationFrame(rafId);
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window.removeEventListener('resize', resize);
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container.removeEventListener('mousemove', handleMouseMove);
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container.removeEventListener('mouseleave', handleMouseLeave);
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container.removeChild(gl.canvas);
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gl.getExtension('WEBGL_lose_context')?.loseContext();
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};
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};
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onMounted(() => {
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setupAnimation();
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});
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onUnmounted(() => {
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if (cleanupAnimation) {
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cleanupAnimation();
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cleanupAnimation = null;
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}
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});
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watch(
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() => props,
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() => {
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if (cleanupAnimation) {
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cleanupAnimation();
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cleanupAnimation = null;
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}
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setupAnimation();
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},
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{ deep: true }
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);
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</script>
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<template>
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<div ref="ctnDom" class="w-full h-full" />
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</template>
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