Added <Galaxy /> background

This commit is contained in:
Utkarsh-Singhal-26
2025-07-21 10:24:33 +05:30
parent 3b41d5e43a
commit 6dc1ac4962
5 changed files with 571 additions and 2 deletions

View File

@@ -0,0 +1,357 @@
<script setup lang="ts">
import { Renderer, Program, Mesh, Color, Triangle } from 'ogl';
import { onMounted, onUnmounted, ref, useTemplateRef, watch } from 'vue';
const vertexShader = `
attribute vec2 uv;
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0, 1);
}
`;
const fragmentShader = `
precision highp float;
uniform float uTime;
uniform vec3 uResolution;
uniform vec2 uFocal;
uniform vec2 uRotation;
uniform float uStarSpeed;
uniform float uDensity;
uniform float uHueShift;
uniform float uSpeed;
uniform vec2 uMouse;
uniform float uGlowIntensity;
uniform float uSaturation;
uniform bool uMouseRepulsion;
uniform float uTwinkleIntensity;
uniform float uRotationSpeed;
uniform float uRepulsionStrength;
uniform float uMouseActiveFactor;
uniform float uAutoCenterRepulsion;
uniform bool uTransparent;
varying vec2 vUv;
#define NUM_LAYER 4.0
#define STAR_COLOR_CUTOFF 0.2
#define MAT45 mat2(0.7071, -0.7071, 0.7071, 0.7071)
#define PERIOD 3.0
float Hash21(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
float tri(float x) {
return abs(fract(x) * 2.0 - 1.0);
}
float tris(float x) {
float t = fract(x);
return 1.0 - smoothstep(0.0, 1.0, abs(2.0 * t - 1.0));
}
float trisn(float x) {
float t = fract(x);
return 2.0 * (1.0 - smoothstep(0.0, 1.0, abs(2.0 * t - 1.0))) - 1.0;
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float Star(vec2 uv, float flare) {
float d = length(uv);
float m = (0.05 * uGlowIntensity) / d;
float rays = smoothstep(0.0, 1.0, 1.0 - abs(uv.x * uv.y * 1000.0));
m += rays * flare * uGlowIntensity;
uv *= MAT45;
rays = smoothstep(0.0, 1.0, 1.0 - abs(uv.x * uv.y * 1000.0));
m += rays * 0.3 * flare * uGlowIntensity;
m *= smoothstep(1.0, 0.2, d);
return m;
}
vec3 StarLayer(vec2 uv) {
vec3 col = vec3(0.0);
vec2 gv = fract(uv) - 0.5;
vec2 id = floor(uv);
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 offset = vec2(float(x), float(y));
vec2 si = id + vec2(float(x), float(y));
float seed = Hash21(si);
float size = fract(seed * 345.32);
float glossLocal = tri(uStarSpeed / (PERIOD * seed + 1.0));
float flareSize = smoothstep(0.9, 1.0, size) * glossLocal;
float red = smoothstep(STAR_COLOR_CUTOFF, 1.0, Hash21(si + 1.0)) + STAR_COLOR_CUTOFF;
float blu = smoothstep(STAR_COLOR_CUTOFF, 1.0, Hash21(si + 3.0)) + STAR_COLOR_CUTOFF;
float grn = min(red, blu) * seed;
vec3 base = vec3(red, grn, blu);
float hue = atan(base.g - base.r, base.b - base.r) / (2.0 * 3.14159) + 0.5;
hue = fract(hue + uHueShift / 360.0);
float sat = length(base - vec3(dot(base, vec3(0.299, 0.587, 0.114)))) * uSaturation;
float val = max(max(base.r, base.g), base.b);
base = hsv2rgb(vec3(hue, sat, val));
vec2 pad = vec2(tris(seed * 34.0 + uTime * uSpeed / 10.0), tris(seed * 38.0 + uTime * uSpeed / 30.0)) - 0.5;
float star = Star(gv - offset - pad, flareSize);
vec3 color = base;
float twinkle = trisn(uTime * uSpeed + seed * 6.2831) * 0.5 + 1.0;
twinkle = mix(1.0, twinkle, uTwinkleIntensity);
star *= twinkle;
col += star * size * color;
}
}
return col;
}
void main() {
vec2 focalPx = uFocal * uResolution.xy;
vec2 uv = (vUv * uResolution.xy - focalPx) / uResolution.y;
vec2 mouseNorm = uMouse - vec2(0.5);
if (uAutoCenterRepulsion > 0.0) {
vec2 centerUV = vec2(0.0, 0.0); // Center in UV space
float centerDist = length(uv - centerUV);
vec2 repulsion = normalize(uv - centerUV) * (uAutoCenterRepulsion / (centerDist + 0.1));
uv += repulsion * 0.05;
} else if (uMouseRepulsion) {
vec2 mousePosUV = (uMouse * uResolution.xy - focalPx) / uResolution.y;
float mouseDist = length(uv - mousePosUV);
vec2 repulsion = normalize(uv - mousePosUV) * (uRepulsionStrength / (mouseDist + 0.1));
uv += repulsion * 0.05 * uMouseActiveFactor;
} else {
vec2 mouseOffset = mouseNorm * 0.1 * uMouseActiveFactor;
uv += mouseOffset;
}
float autoRotAngle = uTime * uRotationSpeed;
mat2 autoRot = mat2(cos(autoRotAngle), -sin(autoRotAngle), sin(autoRotAngle), cos(autoRotAngle));
uv = autoRot * uv;
uv = mat2(uRotation.x, -uRotation.y, uRotation.y, uRotation.x) * uv;
vec3 col = vec3(0.0);
for (float i = 0.0; i < 1.0; i += 1.0 / NUM_LAYER) {
float depth = fract(i + uStarSpeed * uSpeed);
float scale = mix(20.0 * uDensity, 0.5 * uDensity, depth);
float fade = depth * smoothstep(1.0, 0.9, depth);
col += StarLayer(uv * scale + i * 453.32) * fade;
}
if (uTransparent) {
float alpha = length(col);
alpha = smoothstep(0.0, 0.3, alpha); // Enhance contrast
alpha = min(alpha, 1.0); // Clamp to maximum 1.0
gl_FragColor = vec4(col, alpha);
} else {
gl_FragColor = vec4(col, 1.0);
}
}
`;
interface GalaxyProps {
focal?: [number, number];
rotation?: [number, number];
starSpeed?: number;
density?: number;
hueShift?: number;
disableAnimation?: boolean;
speed?: number;
mouseInteraction?: boolean;
glowIntensity?: number;
saturation?: number;
mouseRepulsion?: boolean;
twinkleIntensity?: number;
rotationSpeed?: number;
repulsionStrength?: number;
autoCenterRepulsion?: number;
transparent?: boolean;
}
const props = withDefaults(defineProps<GalaxyProps>(), {
focal: () => [0.5, 0.5],
rotation: () => [1.0, 0.0],
starSpeed: 0.5,
density: 1,
hueShift: 140,
disableAnimation: false,
speed: 1.0,
mouseInteraction: true,
glowIntensity: 0.3,
saturation: 0.0,
mouseRepulsion: true,
twinkleIntensity: 0.3,
rotationSpeed: 0.1,
repulsionStrength: 2,
autoCenterRepulsion: 0,
transparent: true
});
const ctnDom = useTemplateRef('ctnDom');
const targetMousePos = ref({ x: 0.5, y: 0.5 });
const smoothMousePos = ref({ x: 0.5, y: 0.5 });
const targetMouseActive = ref(0.0);
const smoothMouseActive = ref(0.0);
let cleanup: (() => void) | null = null;
const setup = () => {
if (!ctnDom.value) return;
const ctn = ctnDom.value;
const renderer = new Renderer({
alpha: props.transparent,
premultipliedAlpha: false
});
const gl = renderer.gl;
if (props.transparent) {
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clearColor(0, 0, 0, 0);
} else {
gl.clearColor(0, 0, 0, 1);
}
let program: Program;
function resize() {
const scale = 1;
renderer.setSize(ctn.offsetWidth * scale, ctn.offsetHeight * scale);
if (program) {
program.uniforms.uResolution.value = new Color(
gl.canvas.width,
gl.canvas.height,
gl.canvas.width / gl.canvas.height
);
}
}
window.addEventListener('resize', resize, false);
resize();
const geometry = new Triangle(gl);
program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
uTime: { value: 0 },
uResolution: {
value: new Color(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height)
},
uFocal: { value: new Float32Array(props.focal) },
uRotation: { value: new Float32Array(props.rotation) },
uStarSpeed: { value: props.starSpeed },
uDensity: { value: props.density },
uHueShift: { value: props.hueShift },
uSpeed: { value: props.speed },
uMouse: {
value: new Float32Array([smoothMousePos.value.x, smoothMousePos.value.y])
},
uGlowIntensity: { value: props.glowIntensity },
uSaturation: { value: props.saturation },
uMouseRepulsion: { value: props.mouseRepulsion },
uTwinkleIntensity: { value: props.twinkleIntensity },
uRotationSpeed: { value: props.rotationSpeed },
uRepulsionStrength: { value: props.repulsionStrength },
uMouseActiveFactor: { value: 0.0 },
uAutoCenterRepulsion: { value: props.autoCenterRepulsion },
uTransparent: { value: props.transparent }
}
});
const mesh = new Mesh(gl, { geometry, program });
let animateId: number;
function update(t: number) {
animateId = requestAnimationFrame(update);
if (!props.disableAnimation) {
program.uniforms.uTime.value = t * 0.001;
program.uniforms.uStarSpeed.value = (t * 0.001 * props.starSpeed) / 10.0;
}
const lerpFactor = 0.05;
smoothMousePos.value.x += (targetMousePos.value.x - smoothMousePos.value.x) * lerpFactor;
smoothMousePos.value.y += (targetMousePos.value.y - smoothMousePos.value.y) * lerpFactor;
smoothMouseActive.value += (targetMouseActive.value - smoothMouseActive.value) * lerpFactor;
program.uniforms.uMouse.value[0] = smoothMousePos.value.x;
program.uniforms.uMouse.value[1] = smoothMousePos.value.y;
program.uniforms.uMouseActiveFactor.value = smoothMouseActive.value;
renderer.render({ scene: mesh });
}
animateId = requestAnimationFrame(update);
ctn.appendChild(gl.canvas);
function handleMouseMove(e: MouseEvent) {
const rect = ctn.getBoundingClientRect();
const x = (e.clientX - rect.left) / rect.width;
const y = 1.0 - (e.clientY - rect.top) / rect.height;
targetMousePos.value = { x, y };
targetMouseActive.value = 1.0;
}
function handleMouseLeave() {
targetMouseActive.value = 0.0;
}
if (props.mouseInteraction) {
ctn.addEventListener('mousemove', handleMouseMove);
ctn.addEventListener('mouseleave', handleMouseLeave);
}
cleanup = () => {
cancelAnimationFrame(animateId);
window.removeEventListener('resize', resize);
if (props.mouseInteraction) {
ctn.removeEventListener('mousemove', handleMouseMove);
ctn.removeEventListener('mouseleave', handleMouseLeave);
}
ctn.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
};
onMounted(() => {
cleanup?.();
setup();
});
onUnmounted(() => {
cleanup?.();
});
watch(
() => props,
() => {
cleanup?.();
setup();
},
{ deep: true }
);
</script>
<template>
<div ref="ctnDom" class="relative w-full h-full" v-bind="$attrs" />
</template>