mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-04-22 09:54:39 -06:00
Component Boom
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@@ -0,0 +1,314 @@
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<template>
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<div ref="containerRef" :class="className" class="relative w-full h-full"></div>
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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 { Renderer, Camera, Geometry, Program, Mesh } from 'ogl'
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interface ParticlesProps {
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particleCount?: number
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particleSpread?: number
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speed?: number
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particleColors?: string[]
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moveParticlesOnHover?: boolean
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particleHoverFactor?: number
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alphaParticles?: boolean
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particleBaseSize?: number
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sizeRandomness?: number
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cameraDistance?: number
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disableRotation?: boolean
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className?: string
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}
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const props = withDefaults(defineProps<ParticlesProps>(), {
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particleCount: 200,
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particleSpread: 10,
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speed: 0.1,
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particleColors: () => ['#ffffff'],
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moveParticlesOnHover: false,
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particleHoverFactor: 1,
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alphaParticles: false,
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particleBaseSize: 100,
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sizeRandomness: 1,
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cameraDistance: 20,
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disableRotation: false,
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className: ''
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})
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const containerRef = ref<HTMLDivElement>()
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const mouseRef = ref({ x: 0, y: 0 })
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let renderer: Renderer | null = null
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let camera: Camera | null = null
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let particles: Mesh | null = null
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let program: Program | null = null
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let animationFrameId: number | null = null
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let lastTime = 0
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let elapsed = 0
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const defaultColors = ['#ffffff', '#ffffff', '#ffffff']
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const hexToRgb = (hex: string): [number, number, number] => {
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hex = hex.replace(/^#/, '')
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if (hex.length === 3) {
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hex = hex.split('').map((c) => c + c).join('')
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}
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const int = parseInt(hex, 16)
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const r = ((int >> 16) & 255) / 255
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const g = ((int >> 8) & 255) / 255
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const b = (int & 255) / 255
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return [r, g, b]
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}
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const vertex = /* glsl */ `
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attribute vec3 position;
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attribute vec4 random;
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attribute vec3 color;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform float uTime;
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uniform float uSpread;
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uniform float uBaseSize;
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uniform float uSizeRandomness;
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varying vec4 vRandom;
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varying vec3 vColor;
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void main() {
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vRandom = random;
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vColor = color;
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vec3 pos = position * uSpread;
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pos.z *= 10.0;
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vec4 mPos = modelMatrix * vec4(pos, 1.0);
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float t = uTime;
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mPos.x += sin(t * random.z + 6.28 * random.w) * mix(0.1, 1.5, random.x);
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mPos.y += sin(t * random.y + 6.28 * random.x) * mix(0.1, 1.5, random.w);
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mPos.z += sin(t * random.w + 6.28 * random.y) * mix(0.1, 1.5, random.z);
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vec4 mvPos = viewMatrix * mPos;
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gl_PointSize = (uBaseSize * (1.0 + uSizeRandomness * (random.x - 0.5))) / length(mvPos.xyz);
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gl_Position = projectionMatrix * mvPos;
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}
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`
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const fragment = /* glsl */ `
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precision highp float;
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uniform float uTime;
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uniform float uAlphaParticles;
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varying vec4 vRandom;
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varying vec3 vColor;
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void main() {
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vec2 uv = gl_PointCoord.xy;
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float d = length(uv - vec2(0.5));
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if(uAlphaParticles < 0.5) {
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if(d > 0.5) {
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discard;
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}
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gl_FragColor = vec4(vColor + 0.2 * sin(uv.yxx + uTime + vRandom.y * 6.28), 1.0);
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} else {
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float circle = smoothstep(0.5, 0.4, d) * 0.8;
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gl_FragColor = vec4(vColor + 0.2 * sin(uv.yxx + uTime + vRandom.y * 6.28), circle);
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}
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}
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`
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const handleMouseMove = (e: MouseEvent) => {
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const container = containerRef.value
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if (!container) return
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const rect = container.getBoundingClientRect()
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const x = ((e.clientX - rect.left) / rect.width) * 2 - 1
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const y = -(((e.clientY - rect.top) / rect.height) * 2 - 1)
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mouseRef.value = { x, y }
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}
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const initParticles = () => {
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const container = containerRef.value
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if (!container) return
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renderer = new Renderer({ depth: false, alpha: true })
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const gl = renderer.gl
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container.appendChild(gl.canvas)
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gl.clearColor(0, 0, 0, 0)
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gl.canvas.style.width = '100%'
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gl.canvas.style.height = '100%'
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gl.canvas.style.display = 'block'
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camera = new Camera(gl, { fov: 15 })
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camera.position.set(0, 0, props.cameraDistance)
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const resize = () => {
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const width = container.clientWidth
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const height = container.clientHeight
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renderer!.setSize(width, height)
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camera!.perspective({ aspect: width / height })
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gl.canvas.style.width = '100%'
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gl.canvas.style.height = '100%'
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gl.canvas.style.display = 'block'
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}
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window.addEventListener('resize', resize, false)
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resize()
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if (props.moveParticlesOnHover) {
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container.addEventListener('mousemove', handleMouseMove)
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}
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const count = props.particleCount
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const positions = new Float32Array(count * 3)
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const randoms = new Float32Array(count * 4)
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const colors = new Float32Array(count * 3)
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const palette = props.particleColors && props.particleColors.length > 0 ? props.particleColors : defaultColors
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for (let i = 0; i < count; i++) {
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let x: number, y: number, z: number, len: number
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do {
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x = Math.random() * 2 - 1
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y = Math.random() * 2 - 1
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z = Math.random() * 2 - 1
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len = x * x + y * y + z * z
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} while (len > 1 || len === 0)
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const r = Math.cbrt(Math.random())
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positions.set([x * r, y * r, z * r], i * 3)
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randoms.set([Math.random(), Math.random(), Math.random(), Math.random()], i * 4)
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const col = hexToRgb(palette[Math.floor(Math.random() * palette.length)])
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colors.set(col, i * 3)
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}
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const geometry = new Geometry(gl, {
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position: { size: 3, data: positions },
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random: { size: 4, data: randoms },
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color: { size: 3, data: colors },
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})
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program = new Program(gl, {
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vertex,
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fragment,
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uniforms: {
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uTime: { value: 0 },
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uSpread: { value: props.particleSpread },
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uBaseSize: { value: props.particleBaseSize },
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uSizeRandomness: { value: props.sizeRandomness },
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uAlphaParticles: { value: props.alphaParticles ? 1 : 0 },
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},
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transparent: true,
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depthTest: false,
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})
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particles = new Mesh(gl, { mode: gl.POINTS, geometry, program })
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lastTime = performance.now()
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elapsed = 0
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const update = (t: number) => {
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if (!animationFrameId) return
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animationFrameId = requestAnimationFrame(update)
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const delta = t - lastTime
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lastTime = t
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elapsed += delta * props.speed
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if (program) {
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program.uniforms.uTime.value = elapsed * 0.001
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program.uniforms.uSpread.value = props.particleSpread
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program.uniforms.uBaseSize.value = props.particleBaseSize
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program.uniforms.uSizeRandomness.value = props.sizeRandomness
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program.uniforms.uAlphaParticles.value = props.alphaParticles ? 1 : 0
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}
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if (particles) {
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if (props.moveParticlesOnHover) {
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particles.position.x = -mouseRef.value.x * props.particleHoverFactor
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particles.position.y = -mouseRef.value.y * props.particleHoverFactor
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} else {
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particles.position.x = 0
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particles.position.y = 0
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}
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if (!props.disableRotation) {
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particles.rotation.x = Math.sin(elapsed * 0.0002) * 0.1
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particles.rotation.y = Math.cos(elapsed * 0.0005) * 0.15
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particles.rotation.z += 0.01 * props.speed
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}
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}
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if (renderer && camera && particles) {
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renderer.render({ scene: particles, camera })
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}
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}
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animationFrameId = requestAnimationFrame(update)
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return () => {
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window.removeEventListener('resize', resize)
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if (props.moveParticlesOnHover) {
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container.removeEventListener('mousemove', handleMouseMove)
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}
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if (animationFrameId) {
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cancelAnimationFrame(animationFrameId)
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animationFrameId = null
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}
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if (container.contains(gl.canvas)) {
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container.removeChild(gl.canvas)
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}
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}
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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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animationFrameId = null
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}
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if (renderer) {
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const container = containerRef.value
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const gl = renderer.gl
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if (container && gl.canvas.parentNode === container) {
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container.removeChild(gl.canvas)
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}
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gl.getExtension('WEBGL_lose_context')?.loseContext()
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}
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renderer = null
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camera = null
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particles = null
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program = null
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}
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onMounted(() => {
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initParticles()
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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.particleCount, props.particleColors],
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() => {
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cleanup()
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initParticles()
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},
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{ deep: true }
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)
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watch(
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() => [
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props.particleSpread,
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props.speed,
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props.particleBaseSize,
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props.sizeRandomness,
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props.alphaParticles,
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props.moveParticlesOnHover,
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props.particleHoverFactor,
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props.disableRotation
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],
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() => {}
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)
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</script>
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