[ FEAT ] : 🎉 New <Grainient /> Background

This commit is contained in:
Utkarsh-Singhal-26
2026-02-03 18:33:51 +05:30
parent 54c1941143
commit 3b7da99d89
11 changed files with 602 additions and 11 deletions

View File

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<script setup lang="ts">
import { Mesh, Program, Renderer, Triangle } from 'ogl';
import { onBeforeUnmount, onMounted, useTemplateRef, watch } from 'vue';
interface GrainientProps {
timeSpeed?: number;
colorBalance?: number;
warpStrength?: number;
warpFrequency?: number;
warpSpeed?: number;
warpAmplitude?: number;
blendAngle?: number;
blendSoftness?: number;
rotationAmount?: number;
noiseScale?: number;
grainAmount?: number;
grainScale?: number;
grainAnimated?: boolean;
contrast?: number;
gamma?: number;
saturation?: number;
centerX?: number;
centerY?: number;
zoom?: number;
color1?: string;
color2?: string;
color3?: string;
className?: string;
}
const hexToRgb = (hex: string): [number, number, number] => {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (!result) return [1, 1, 1];
return [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255];
};
const vertex = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = `#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uTimeSpeed;
uniform float uColorBalance;
uniform float uWarpStrength;
uniform float uWarpFrequency;
uniform float uWarpSpeed;
uniform float uWarpAmplitude;
uniform float uBlendAngle;
uniform float uBlendSoftness;
uniform float uRotationAmount;
uniform float uNoiseScale;
uniform float uGrainAmount;
uniform float uGrainScale;
uniform float uGrainAnimated;
uniform float uContrast;
uniform float uGamma;
uniform float uSaturation;
uniform vec2 uCenterOffset;
uniform float uZoom;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform vec3 uColor3;
out vec4 fragColor;
#define S(a,b,t) smoothstep(a,b,t)
mat2 Rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}
vec2 hash(vec2 p){p=vec2(dot(p,vec2(2127.1,81.17)),dot(p,vec2(1269.5,283.37)));return fract(sin(p)*43758.5453);}
float noise(vec2 p){vec2 i=floor(p),f=fract(p),u=f*f*(3.0-2.0*f);float n=mix(mix(dot(-1.0+2.0*hash(i+vec2(0.0,0.0)),f-vec2(0.0,0.0)),dot(-1.0+2.0*hash(i+vec2(1.0,0.0)),f-vec2(1.0,0.0)),u.x),mix(dot(-1.0+2.0*hash(i+vec2(0.0,1.0)),f-vec2(0.0,1.0)),dot(-1.0+2.0*hash(i+vec2(1.0,1.0)),f-vec2(1.0,1.0)),u.x),u.y);return 0.5+0.5*n;}
void mainImage(out vec4 o, vec2 C){
float t=iTime*uTimeSpeed;
vec2 uv=C/iResolution.xy;
float ratio=iResolution.x/iResolution.y;
vec2 tuv=uv-0.5+uCenterOffset;
tuv/=max(uZoom,0.001);
float degree=noise(vec2(t*0.1,tuv.x*tuv.y)*uNoiseScale);
tuv.y*=1.0/ratio;
tuv*=Rot(radians((degree-0.5)*uRotationAmount+180.0));
tuv.y*=ratio;
float frequency=uWarpFrequency;
float ws=max(uWarpStrength,0.001);
float amplitude=uWarpAmplitude/ws;
float warpTime=t*uWarpSpeed;
tuv.x+=sin(tuv.y*frequency+warpTime)/amplitude;
tuv.y+=sin(tuv.x*(frequency*1.5)+warpTime)/(amplitude*0.5);
vec3 colLav=uColor1;
vec3 colOrg=uColor2;
vec3 colDark=uColor3;
float b=uColorBalance;
float s=max(uBlendSoftness,0.0);
mat2 blendRot=Rot(radians(uBlendAngle));
float blendX=(tuv*blendRot).x;
float edge0=-0.3-b-s;
float edge1=0.2-b+s;
float v0=0.5-b+s;
float v1=-0.3-b-s;
vec3 layer1=mix(colDark,colOrg,S(edge0,edge1,blendX));
vec3 layer2=mix(colOrg,colLav,S(edge0,edge1,blendX));
vec3 col=mix(layer1,layer2,S(v0,v1,tuv.y));
vec2 grainUv=uv*max(uGrainScale,0.001);
if(uGrainAnimated>0.5){grainUv+=vec2(iTime*0.05);}
float grain=fract(sin(dot(grainUv,vec2(12.9898,78.233)))*43758.5453);
col+=(grain-0.5)*uGrainAmount;
col=(col-0.5)*uContrast+0.5;
float luma=dot(col,vec3(0.2126,0.7152,0.0722));
col=mix(vec3(luma),col,uSaturation);
col=pow(max(col,0.0),vec3(1.0/max(uGamma,0.001)));
col=clamp(col,0.0,1.0);
o=vec4(col,1.0);
}
void main(){
vec4 o=vec4(0.0);
mainImage(o,gl_FragCoord.xy);
fragColor=o;
}
`;
const props = withDefaults(defineProps<GrainientProps>(), {
timeSpeed: 0.25,
colorBalance: 0.0,
warpStrength: 1.0,
warpFrequency: 5.0,
warpSpeed: 2.0,
warpAmplitude: 50.0,
blendAngle: 0.0,
blendSoftness: 0.05,
rotationAmount: 500.0,
noiseScale: 2.0,
grainAmount: 0.1,
grainScale: 2.0,
grainAnimated: false,
contrast: 1.5,
gamma: 1.0,
saturation: 1.0,
centerX: 0.0,
centerY: 0.0,
zoom: 0.9,
color1: '#FF9FFC',
color2: '#5227FF',
color3: '#B19EEF',
className: ''
});
const containerRef = useTemplateRef<HTMLDivElement>('containerRef');
let cleanup: (() => void) | null = null;
const setup = () => {
if (!containerRef.value) return;
const renderer = new Renderer({
webgl: 2,
alpha: true,
antialias: false,
dpr: Math.min(window.devicePixelRatio || 1, 2)
});
const gl = renderer.gl;
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.display = 'block';
const container = containerRef.value;
container.appendChild(canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
iTime: { value: 0 },
iResolution: { value: new Float32Array([1, 1]) },
uTimeSpeed: { value: props.timeSpeed },
uColorBalance: { value: props.colorBalance },
uWarpStrength: { value: props.warpStrength },
uWarpFrequency: { value: props.warpFrequency },
uWarpSpeed: { value: props.warpSpeed },
uWarpAmplitude: { value: props.warpAmplitude },
uBlendAngle: { value: props.blendAngle },
uBlendSoftness: { value: props.blendSoftness },
uRotationAmount: { value: props.rotationAmount },
uNoiseScale: { value: props.noiseScale },
uGrainAmount: { value: props.grainAmount },
uGrainScale: { value: props.grainScale },
uGrainAnimated: { value: props.grainAnimated ? 1.0 : 0.0 },
uContrast: { value: props.contrast },
uGamma: { value: props.gamma },
uSaturation: { value: props.saturation },
uCenterOffset: { value: new Float32Array([props.centerX, props.centerY]) },
uZoom: { value: props.zoom },
uColor1: { value: new Float32Array(hexToRgb(props.color1)) },
uColor2: { value: new Float32Array(hexToRgb(props.color2)) },
uColor3: { value: new Float32Array(hexToRgb(props.color3)) }
}
});
const mesh = new Mesh(gl, { geometry, program });
const setSize = () => {
const rect = container.getBoundingClientRect();
const width = Math.max(1, Math.floor(rect.width));
const height = Math.max(1, Math.floor(rect.height));
renderer.setSize(width, height);
const res = program.uniforms.iResolution.value as Float32Array;
res[0] = gl.drawingBufferWidth;
res[1] = gl.drawingBufferHeight;
};
const ro = new ResizeObserver(setSize);
ro.observe(container);
setSize();
let raf = 0;
const t0 = performance.now();
const loop = (t: number) => {
// eslint-disable-next-line @typescript-eslint/no-explicit-any
(program.uniforms.iTime as any).value = (t - t0) * 0.001;
renderer.render({ scene: mesh });
raf = requestAnimationFrame(loop);
};
raf = requestAnimationFrame(loop);
cleanup = () => {
cancelAnimationFrame(raf);
ro.disconnect();
try {
container.removeChild(canvas);
} catch {
// Ignore
}
};
};
onMounted(setup);
onBeforeUnmount(() => {
cleanup?.();
});
watch(
() => [
props.timeSpeed,
props.colorBalance,
props.warpStrength,
props.warpFrequency,
props.warpSpeed,
props.warpAmplitude,
props.blendAngle,
props.blendSoftness,
props.rotationAmount,
props.noiseScale,
props.grainAmount,
props.grainScale,
props.grainAnimated,
props.contrast,
props.gamma,
props.saturation,
props.centerX,
props.centerY,
props.zoom,
props.color1,
props.color2,
props.color3
],
() => {
cleanup?.();
setup();
},
{
deep: true
}
);
</script>
<template>
<div ref="containerRef" :class="['relative h-full w-full overflow-hidden', className]" />
</template>