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https://github.com/DavidHDev/vue-bits.git
synced 2026-03-09 00:19:31 -06:00
Migrate <ShapeBlur />
This commit is contained in:
334
src/content/Backgrounds/ShapeBlur/ShapeBlur.vue
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334
src/content/Backgrounds/ShapeBlur/ShapeBlur.vue
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<template>
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<div ref="shapeBlurContainer" class="shape-blur-container" />
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</template>
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<script setup lang="ts">
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import { ref, onMounted, onUnmounted, watch } from 'vue';
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import * as THREE from 'three';
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interface ShapeBlurProps {
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className?: string;
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variation?: number;
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pixelRatioProp?: number;
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shapeSize?: number;
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roundness?: number;
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borderSize?: number;
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circleSize?: number;
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circleEdge?: number;
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}
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const props = withDefaults(defineProps<ShapeBlurProps>(), {
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className: '',
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variation: 0,
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pixelRatioProp: 2,
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shapeSize: 1.2,
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roundness: 0.4,
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borderSize: 0.05,
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circleSize: 0.3,
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circleEdge: 0.5
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});
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const shapeBlurContainer = ref<HTMLDivElement>();
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let animationFrameId: number;
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let time = 0;
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let lastTime = 0;
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let scene: THREE.Scene;
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let camera: THREE.OrthographicCamera;
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let renderer: THREE.WebGLRenderer;
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let material: THREE.ShaderMaterial;
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let quad: THREE.Mesh;
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let resizeObserver: ResizeObserver | null = null;
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const vMouse = new THREE.Vector2();
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const vMouseDamp = new THREE.Vector2();
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const vResolution = new THREE.Vector2();
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let w = 1;
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let h = 1;
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const vertexShader = /* glsl */ `
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varying vec2 v_texcoord;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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v_texcoord = uv;
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}
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`;
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const fragmentShader = /* glsl */ `
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varying vec2 v_texcoord;
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uniform vec2 u_mouse;
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uniform vec2 u_resolution;
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uniform float u_pixelRatio;
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uniform float u_shapeSize;
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uniform float u_roundness;
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uniform float u_borderSize;
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uniform float u_circleSize;
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uniform float u_circleEdge;
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#ifndef PI
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#define PI 3.1415926535897932384626433832795
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#endif
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#ifndef TWO_PI
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#define TWO_PI 6.2831853071795864769252867665590
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#endif
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#ifndef VAR
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#define VAR 0
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#endif
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#ifndef FNC_COORD
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#define FNC_COORD
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vec2 coord(in vec2 p) {
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p = p / u_resolution.xy;
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if (u_resolution.x > u_resolution.y) {
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p.x *= u_resolution.x / u_resolution.y;
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p.x += (u_resolution.y - u_resolution.x) / u_resolution.y / 2.0;
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} else {
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p.y *= u_resolution.y / u_resolution.x;
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p.y += (u_resolution.x - u_resolution.y) / u_resolution.x / 2.0;
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}
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p -= 0.5;
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p *= vec2(-1.0, 1.0);
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return p;
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}
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#endif
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#define st0 coord(gl_FragCoord.xy)
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#define mx coord(u_mouse * u_pixelRatio)
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float sdRoundRect(vec2 p, vec2 b, float r) {
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vec2 d = abs(p - 0.5) * 4.2 - b + vec2(r);
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return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;
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}
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float sdCircle(in vec2 st, in vec2 center) {
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return length(st - center) * 2.0;
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}
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float sdPoly(in vec2 p, in float w, in int sides) {
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float a = atan(p.x, p.y) + PI;
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float r = TWO_PI / float(sides);
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float d = cos(floor(0.5 + a / r) * r - a) * length(max(abs(p) * 1.0, 0.0));
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return d * 2.0 - w;
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}
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float aastep(float threshold, float value) {
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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return smoothstep(threshold - afwidth, threshold + afwidth, value);
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}
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float fill(in float x) { return 1.0 - aastep(0.0, x); }
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float fill(float x, float size, float edge) {
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return 1.0 - smoothstep(size - edge, size + edge, x);
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}
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float stroke(in float d, in float t) { return (1.0 - aastep(t, abs(d))); }
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float stroke(float x, float size, float w, float edge) {
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float d = smoothstep(size - edge, size + edge, x + w * 0.5) - smoothstep(size - edge, size + edge, x - w * 0.5);
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return clamp(d, 0.0, 1.0);
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}
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float strokeAA(float x, float size, float w, float edge) {
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float afwidth = length(vec2(dFdx(x), dFdy(x))) * 0.70710678;
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float d = smoothstep(size - edge - afwidth, size + edge + afwidth, x + w * 0.5)
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- smoothstep(size - edge - afwidth, size + edge + afwidth, x - w * 0.5);
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return clamp(d, 0.0, 1.0);
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}
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void main() {
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vec2 st = st0 + 0.5;
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vec2 posMouse = mx * vec2(1., -1.) + 0.5;
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float size = u_shapeSize;
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float roundness = u_roundness;
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float borderSize = u_borderSize;
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float circleSize = u_circleSize;
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float circleEdge = u_circleEdge;
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float sdfCircle = fill(
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sdCircle(st, posMouse),
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circleSize,
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circleEdge
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);
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float sdf;
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if (VAR == 0) {
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sdf = sdRoundRect(st, vec2(size), roundness);
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sdf = strokeAA(sdf, 0.0, borderSize, sdfCircle) * 4.0;
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} else if (VAR == 1) {
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sdf = sdCircle(st, vec2(0.5));
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sdf = fill(sdf, 0.6, sdfCircle) * 1.2;
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} else if (VAR == 2) {
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sdf = sdCircle(st, vec2(0.5));
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sdf = strokeAA(sdf, 0.58, 0.02, sdfCircle) * 4.0;
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} else if (VAR == 3) {
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sdf = sdPoly(st - vec2(0.5, 0.45), 0.3, 3);
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sdf = fill(sdf, 0.05, sdfCircle) * 1.4;
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}
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vec3 color = vec3(1.0);
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float alpha = sdf;
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gl_FragColor = vec4(color.rgb, alpha);
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}
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`;
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const onPointerMove = (e: PointerEvent | MouseEvent) => {
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const mount = shapeBlurContainer.value;
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if (!mount) return;
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const rect = mount.getBoundingClientRect();
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vMouse.set(e.clientX - rect.left, e.clientY - rect.top);
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};
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const resize = () => {
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const container = shapeBlurContainer.value;
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if (!container) return;
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w = container.clientWidth;
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h = container.clientHeight;
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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renderer.setSize(w, h, false);
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renderer.setPixelRatio(dpr);
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camera.left = -w / 2;
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camera.right = w / 2;
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camera.top = h / 2;
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camera.bottom = -h / 2;
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camera.updateProjectionMatrix();
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quad.scale.set(w, h, 1);
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vResolution.set(w, h).multiplyScalar(dpr);
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material.uniforms.u_pixelRatio.value = dpr;
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};
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const update = () => {
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time = performance.now() * 0.001;
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const dt = time - lastTime;
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lastTime = time;
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vMouseDamp.x = THREE.MathUtils.damp(vMouseDamp.x, vMouse.x, 8, dt);
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vMouseDamp.y = THREE.MathUtils.damp(vMouseDamp.y, vMouse.y, 8, dt);
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renderer.render(scene, camera);
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animationFrameId = requestAnimationFrame(update);
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};
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const initShapeBlur = () => {
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const mount = shapeBlurContainer.value;
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if (!mount) return;
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scene = new THREE.Scene();
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camera = new THREE.OrthographicCamera();
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camera.position.z = 1;
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renderer = new THREE.WebGLRenderer({ alpha: true });
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renderer.setClearColor(0x000000, 0);
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renderer.domElement.style.width = '100%';
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renderer.domElement.style.height = '100%';
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renderer.domElement.style.display = 'block';
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mount.appendChild(renderer.domElement);
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const geo = new THREE.PlaneGeometry(1, 1);
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material = new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms: {
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u_mouse: { value: vMouseDamp },
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u_resolution: { value: vResolution },
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u_pixelRatio: { value: props.pixelRatioProp },
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u_shapeSize: { value: props.shapeSize },
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u_roundness: { value: props.roundness },
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u_borderSize: { value: props.borderSize },
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u_circleSize: { value: props.circleSize },
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u_circleEdge: { value: props.circleEdge }
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},
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defines: { VAR: props.variation },
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transparent: true
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});
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quad = new THREE.Mesh(geo, material);
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scene.add(quad);
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document.addEventListener('mousemove', onPointerMove);
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document.addEventListener('pointermove', onPointerMove);
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resize();
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if (typeof ResizeObserver !== 'undefined') {
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resizeObserver = new ResizeObserver(resize);
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resizeObserver.observe(mount);
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} else {
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window.addEventListener('resize', resize);
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}
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update();
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};
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const cleanup = () => {
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if (animationFrameId) {
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cancelAnimationFrame(animationFrameId);
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}
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if (resizeObserver) {
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resizeObserver.disconnect();
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} else {
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window.removeEventListener('resize', resize);
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}
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document.removeEventListener('mousemove', onPointerMove);
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document.removeEventListener('pointermove', onPointerMove);
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const mount = shapeBlurContainer.value;
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if (mount && renderer) {
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mount.removeChild(renderer.domElement);
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renderer.dispose();
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}
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};
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watch(
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() => [
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props.variation,
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props.pixelRatioProp,
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props.shapeSize,
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props.roundness,
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props.borderSize,
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props.circleSize,
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props.circleEdge
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],
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() => {
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if (material) {
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material.uniforms.u_pixelRatio.value = props.pixelRatioProp;
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material.uniforms.u_shapeSize.value = props.shapeSize;
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material.uniforms.u_roundness.value = props.roundness;
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material.uniforms.u_borderSize.value = props.borderSize;
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material.uniforms.u_circleSize.value = props.circleSize;
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material.uniforms.u_circleEdge.value = props.circleEdge;
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material.defines.VAR = props.variation;
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material.needsUpdate = true;
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}
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},
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{ deep: true }
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);
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onMounted(() => {
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initShapeBlur();
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});
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onUnmounted(() => {
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cleanup();
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});
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</script>
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<style scoped>
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.shape-blur-container {
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width: 100%;
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height: 100%;
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position: relative;
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overflow: hidden;
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}
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.shape-blur-container :deep(canvas) {
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width: 100% !important;
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height: 100% !important;
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display: block;
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}
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</style>
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