mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 22:49:31 -07:00
Added <Galaxy /> background
This commit is contained in:
357
src/content/Backgrounds/Galaxy/Galaxy.vue
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357
src/content/Backgrounds/Galaxy/Galaxy.vue
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@@ -0,0 +1,357 @@
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<script setup lang="ts">
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import { Renderer, Program, Mesh, Color, Triangle } from 'ogl';
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import { onMounted, onUnmounted, ref, useTemplateRef, watch } from 'vue';
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const vertexShader = `
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attribute vec2 uv;
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attribute vec2 position;
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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, 1);
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}
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`;
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const fragmentShader = `
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precision highp float;
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uniform float uTime;
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uniform vec3 uResolution;
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uniform vec2 uFocal;
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uniform vec2 uRotation;
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uniform float uStarSpeed;
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uniform float uDensity;
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uniform float uHueShift;
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uniform float uSpeed;
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uniform vec2 uMouse;
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uniform float uGlowIntensity;
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uniform float uSaturation;
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uniform bool uMouseRepulsion;
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uniform float uTwinkleIntensity;
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uniform float uRotationSpeed;
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uniform float uRepulsionStrength;
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uniform float uMouseActiveFactor;
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uniform float uAutoCenterRepulsion;
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uniform bool uTransparent;
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varying vec2 vUv;
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#define NUM_LAYER 4.0
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#define STAR_COLOR_CUTOFF 0.2
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#define MAT45 mat2(0.7071, -0.7071, 0.7071, 0.7071)
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#define PERIOD 3.0
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float Hash21(vec2 p) {
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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float tri(float x) {
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return abs(fract(x) * 2.0 - 1.0);
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}
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float tris(float x) {
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float t = fract(x);
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return 1.0 - smoothstep(0.0, 1.0, abs(2.0 * t - 1.0));
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}
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float trisn(float x) {
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float t = fract(x);
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return 2.0 * (1.0 - smoothstep(0.0, 1.0, abs(2.0 * t - 1.0))) - 1.0;
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float Star(vec2 uv, float flare) {
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float d = length(uv);
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float m = (0.05 * uGlowIntensity) / d;
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float rays = smoothstep(0.0, 1.0, 1.0 - abs(uv.x * uv.y * 1000.0));
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m += rays * flare * uGlowIntensity;
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uv *= MAT45;
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rays = smoothstep(0.0, 1.0, 1.0 - abs(uv.x * uv.y * 1000.0));
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m += rays * 0.3 * flare * uGlowIntensity;
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m *= smoothstep(1.0, 0.2, d);
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return m;
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}
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vec3 StarLayer(vec2 uv) {
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vec3 col = vec3(0.0);
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vec2 gv = fract(uv) - 0.5;
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vec2 id = floor(uv);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 offset = vec2(float(x), float(y));
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vec2 si = id + vec2(float(x), float(y));
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float seed = Hash21(si);
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float size = fract(seed * 345.32);
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float glossLocal = tri(uStarSpeed / (PERIOD * seed + 1.0));
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float flareSize = smoothstep(0.9, 1.0, size) * glossLocal;
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float red = smoothstep(STAR_COLOR_CUTOFF, 1.0, Hash21(si + 1.0)) + STAR_COLOR_CUTOFF;
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float blu = smoothstep(STAR_COLOR_CUTOFF, 1.0, Hash21(si + 3.0)) + STAR_COLOR_CUTOFF;
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float grn = min(red, blu) * seed;
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vec3 base = vec3(red, grn, blu);
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float hue = atan(base.g - base.r, base.b - base.r) / (2.0 * 3.14159) + 0.5;
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hue = fract(hue + uHueShift / 360.0);
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float sat = length(base - vec3(dot(base, vec3(0.299, 0.587, 0.114)))) * uSaturation;
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float val = max(max(base.r, base.g), base.b);
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base = hsv2rgb(vec3(hue, sat, val));
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vec2 pad = vec2(tris(seed * 34.0 + uTime * uSpeed / 10.0), tris(seed * 38.0 + uTime * uSpeed / 30.0)) - 0.5;
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float star = Star(gv - offset - pad, flareSize);
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vec3 color = base;
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float twinkle = trisn(uTime * uSpeed + seed * 6.2831) * 0.5 + 1.0;
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twinkle = mix(1.0, twinkle, uTwinkleIntensity);
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star *= twinkle;
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col += star * size * color;
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}
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}
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return col;
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}
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void main() {
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vec2 focalPx = uFocal * uResolution.xy;
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vec2 uv = (vUv * uResolution.xy - focalPx) / uResolution.y;
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vec2 mouseNorm = uMouse - vec2(0.5);
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if (uAutoCenterRepulsion > 0.0) {
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vec2 centerUV = vec2(0.0, 0.0); // Center in UV space
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float centerDist = length(uv - centerUV);
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vec2 repulsion = normalize(uv - centerUV) * (uAutoCenterRepulsion / (centerDist + 0.1));
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uv += repulsion * 0.05;
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} else if (uMouseRepulsion) {
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vec2 mousePosUV = (uMouse * uResolution.xy - focalPx) / uResolution.y;
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float mouseDist = length(uv - mousePosUV);
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vec2 repulsion = normalize(uv - mousePosUV) * (uRepulsionStrength / (mouseDist + 0.1));
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uv += repulsion * 0.05 * uMouseActiveFactor;
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} else {
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vec2 mouseOffset = mouseNorm * 0.1 * uMouseActiveFactor;
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uv += mouseOffset;
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}
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float autoRotAngle = uTime * uRotationSpeed;
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mat2 autoRot = mat2(cos(autoRotAngle), -sin(autoRotAngle), sin(autoRotAngle), cos(autoRotAngle));
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uv = autoRot * uv;
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uv = mat2(uRotation.x, -uRotation.y, uRotation.y, uRotation.x) * uv;
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vec3 col = vec3(0.0);
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for (float i = 0.0; i < 1.0; i += 1.0 / NUM_LAYER) {
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float depth = fract(i + uStarSpeed * uSpeed);
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float scale = mix(20.0 * uDensity, 0.5 * uDensity, depth);
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float fade = depth * smoothstep(1.0, 0.9, depth);
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col += StarLayer(uv * scale + i * 453.32) * fade;
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}
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if (uTransparent) {
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float alpha = length(col);
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alpha = smoothstep(0.0, 0.3, alpha); // Enhance contrast
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alpha = min(alpha, 1.0); // Clamp to maximum 1.0
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gl_FragColor = vec4(col, alpha);
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} else {
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gl_FragColor = vec4(col, 1.0);
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}
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}
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`;
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interface GalaxyProps {
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focal?: [number, number];
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rotation?: [number, number];
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starSpeed?: number;
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density?: number;
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hueShift?: number;
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disableAnimation?: boolean;
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speed?: number;
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mouseInteraction?: boolean;
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glowIntensity?: number;
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saturation?: number;
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mouseRepulsion?: boolean;
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twinkleIntensity?: number;
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rotationSpeed?: number;
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repulsionStrength?: number;
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autoCenterRepulsion?: number;
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transparent?: boolean;
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}
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const props = withDefaults(defineProps<GalaxyProps>(), {
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focal: () => [0.5, 0.5],
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rotation: () => [1.0, 0.0],
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starSpeed: 0.5,
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density: 1,
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hueShift: 140,
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disableAnimation: false,
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speed: 1.0,
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mouseInteraction: true,
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glowIntensity: 0.3,
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saturation: 0.0,
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mouseRepulsion: true,
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twinkleIntensity: 0.3,
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rotationSpeed: 0.1,
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repulsionStrength: 2,
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autoCenterRepulsion: 0,
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transparent: true
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});
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const ctnDom = useTemplateRef('ctnDom');
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const targetMousePos = ref({ x: 0.5, y: 0.5 });
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const smoothMousePos = ref({ x: 0.5, y: 0.5 });
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const targetMouseActive = ref(0.0);
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const smoothMouseActive = ref(0.0);
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let cleanup: (() => void) | null = null;
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const setup = () => {
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if (!ctnDom.value) return;
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const ctn = ctnDom.value;
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const renderer = new Renderer({
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alpha: props.transparent,
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premultipliedAlpha: false
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});
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const gl = renderer.gl;
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if (props.transparent) {
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clearColor(0, 0, 0, 0);
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} else {
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gl.clearColor(0, 0, 0, 1);
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}
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let program: Program;
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function resize() {
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const scale = 1;
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renderer.setSize(ctn.offsetWidth * scale, ctn.offsetHeight * scale);
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if (program) {
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program.uniforms.uResolution.value = new Color(
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gl.canvas.width,
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gl.canvas.height,
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gl.canvas.width / gl.canvas.height
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);
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}
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}
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window.addEventListener('resize', resize, false);
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resize();
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const geometry = new Triangle(gl);
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program = new Program(gl, {
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vertex: vertexShader,
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fragment: fragmentShader,
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uniforms: {
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uTime: { value: 0 },
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uResolution: {
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value: new Color(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height)
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},
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uFocal: { value: new Float32Array(props.focal) },
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uRotation: { value: new Float32Array(props.rotation) },
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uStarSpeed: { value: props.starSpeed },
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uDensity: { value: props.density },
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uHueShift: { value: props.hueShift },
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uSpeed: { value: props.speed },
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uMouse: {
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value: new Float32Array([smoothMousePos.value.x, smoothMousePos.value.y])
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},
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uGlowIntensity: { value: props.glowIntensity },
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uSaturation: { value: props.saturation },
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uMouseRepulsion: { value: props.mouseRepulsion },
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uTwinkleIntensity: { value: props.twinkleIntensity },
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uRotationSpeed: { value: props.rotationSpeed },
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uRepulsionStrength: { value: props.repulsionStrength },
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uMouseActiveFactor: { value: 0.0 },
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uAutoCenterRepulsion: { value: props.autoCenterRepulsion },
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uTransparent: { value: props.transparent }
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}
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});
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const mesh = new Mesh(gl, { geometry, program });
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let animateId: number;
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function update(t: number) {
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animateId = requestAnimationFrame(update);
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if (!props.disableAnimation) {
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program.uniforms.uTime.value = t * 0.001;
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program.uniforms.uStarSpeed.value = (t * 0.001 * props.starSpeed) / 10.0;
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}
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const lerpFactor = 0.05;
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smoothMousePos.value.x += (targetMousePos.value.x - smoothMousePos.value.x) * lerpFactor;
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smoothMousePos.value.y += (targetMousePos.value.y - smoothMousePos.value.y) * lerpFactor;
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smoothMouseActive.value += (targetMouseActive.value - smoothMouseActive.value) * lerpFactor;
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program.uniforms.uMouse.value[0] = smoothMousePos.value.x;
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program.uniforms.uMouse.value[1] = smoothMousePos.value.y;
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program.uniforms.uMouseActiveFactor.value = smoothMouseActive.value;
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renderer.render({ scene: mesh });
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}
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animateId = requestAnimationFrame(update);
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ctn.appendChild(gl.canvas);
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function handleMouseMove(e: MouseEvent) {
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const rect = ctn.getBoundingClientRect();
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const x = (e.clientX - rect.left) / rect.width;
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const y = 1.0 - (e.clientY - rect.top) / rect.height;
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targetMousePos.value = { x, y };
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targetMouseActive.value = 1.0;
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}
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function handleMouseLeave() {
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targetMouseActive.value = 0.0;
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}
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if (props.mouseInteraction) {
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ctn.addEventListener('mousemove', handleMouseMove);
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ctn.addEventListener('mouseleave', handleMouseLeave);
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}
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cleanup = () => {
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cancelAnimationFrame(animateId);
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window.removeEventListener('resize', resize);
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if (props.mouseInteraction) {
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ctn.removeEventListener('mousemove', handleMouseMove);
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ctn.removeEventListener('mouseleave', handleMouseLeave);
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}
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ctn.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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cleanup?.();
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setup();
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});
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onUnmounted(() => {
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cleanup?.();
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});
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watch(
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() => props,
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() => {
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cleanup?.();
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setup();
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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="relative w-full h-full" v-bind="$attrs" />
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</template>
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Reference in New Issue
Block a user