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https://github.com/DavidHDev/vue-bits.git
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Component Boom
This commit is contained in:
290
src/content/Backgrounds/Threads/Threads.vue
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290
src/content/Backgrounds/Threads/Threads.vue
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<template>
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<div ref="containerRef" class="w-full h-full relative" />
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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, Program, Mesh, Triangle, Color } from 'ogl'
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import type { OGLRenderingContext } from 'ogl'
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interface Props {
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color?: [number, number, number]
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amplitude?: number
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distance?: number
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enableMouseInteraction?: boolean
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}
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const props = withDefaults(defineProps<Props>(), {
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color: () => [1, 1, 1] as [number, number, number],
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amplitude: 1,
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distance: 0,
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enableMouseInteraction: false
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})
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const containerRef = ref<HTMLDivElement | null>(null)
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let renderer: Renderer | null = null
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let gl: OGLRenderingContext | null = null
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let program: Program | null = null
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let mesh: Mesh | null = null
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let animationId: number | null = null
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let currentMouse = [0.5, 0.5]
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let targetMouse = [0.5, 0.5]
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const vertexShader = `
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attribute vec2 position;
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attribute vec2 uv;
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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, 0.0, 1.0);
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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 iTime;
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uniform vec3 iResolution;
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uniform vec3 uColor;
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uniform float uAmplitude;
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uniform float uDistance;
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uniform vec2 uMouse;
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#define PI 3.1415926538
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const int u_line_count = 40;
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const float u_line_width = 7.0;
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const float u_line_blur = 10.0;
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float Perlin2D(vec2 P) {
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vec2 Pi = floor(P);
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vec4 Pf_Pfmin1 = P.xyxy - vec4(Pi, Pi + 1.0);
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vec4 Pt = vec4(Pi.xy, Pi.xy + 1.0);
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Pt = Pt - floor(Pt * (1.0 / 71.0)) * 71.0;
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Pt += vec2(26.0, 161.0).xyxy;
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Pt *= Pt;
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Pt = Pt.xzxz * Pt.yyww;
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vec4 hash_x = fract(Pt * (1.0 / 951.135664));
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vec4 hash_y = fract(Pt * (1.0 / 642.949883));
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vec4 grad_x = hash_x - 0.49999;
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vec4 grad_y = hash_y - 0.49999;
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vec4 grad_results = inversesqrt(grad_x * grad_x + grad_y * grad_y)
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* (grad_x * Pf_Pfmin1.xzxz + grad_y * Pf_Pfmin1.yyww);
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grad_results *= 1.4142135623730950;
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vec2 blend = Pf_Pfmin1.xy * Pf_Pfmin1.xy * Pf_Pfmin1.xy
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* (Pf_Pfmin1.xy * (Pf_Pfmin1.xy * 6.0 - 15.0) + 10.0);
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vec4 blend2 = vec4(blend, vec2(1.0 - blend));
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return dot(grad_results, blend2.zxzx * blend2.wwyy);
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}
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float pixel(float count, vec2 resolution) {
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return (1.0 / max(resolution.x, resolution.y)) * count;
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}
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float lineFn(vec2 st, float width, float perc, float offset, vec2 mouse, float time, float amplitude, float distance) {
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float split_offset = (perc * 0.4);
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float split_point = 0.1 + split_offset;
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float amplitude_normal = smoothstep(split_point, 0.7, st.x);
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float amplitude_strength = 0.5;
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float finalAmplitude = amplitude_normal * amplitude_strength
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* amplitude * (1.0 + (mouse.y - 0.5) * 0.2);
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float time_scaled = time / 10.0 + (mouse.x - 0.5) * 1.0;
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float blur = smoothstep(split_point, split_point + 0.05, st.x) * perc;
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float xnoise = mix(
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Perlin2D(vec2(time_scaled, st.x + perc) * 2.5),
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Perlin2D(vec2(time_scaled, st.x + time_scaled) * 3.5) / 1.5,
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st.x * 0.3
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);
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float y = 0.5 + (perc - 0.5) * distance + xnoise / 2.0 * finalAmplitude;
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float line_start = smoothstep(
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y + (width / 2.0) + (u_line_blur * pixel(1.0, iResolution.xy) * blur),
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y,
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st.y
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);
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float line_end = smoothstep(
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y,
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y - (width / 2.0) - (u_line_blur * pixel(1.0, iResolution.xy) * blur),
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st.y
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);
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return clamp(
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(line_start - line_end) * (1.0 - smoothstep(0.0, 1.0, pow(perc, 0.3))),
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0.0,
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1.0
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);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution.xy;
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float line_strength = 1.0;
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for (int i = 0; i < u_line_count; i++) {
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float p = float(i) / float(u_line_count);
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line_strength *= (1.0 - lineFn(
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uv,
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u_line_width * pixel(1.0, iResolution.xy) * (1.0 - p),
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p,
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(PI * 1.0) * p,
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uMouse,
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iTime,
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uAmplitude,
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uDistance
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));
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}
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float colorVal = 1.0 - line_strength;
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fragColor = vec4(uColor * colorVal, colorVal);
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}
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void main() {
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mainImage(gl_FragColor, gl_FragCoord.xy);
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}
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`
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const resize = () => {
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if (!containerRef.value || !renderer || !program) return
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const container = containerRef.value
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const { clientWidth, clientHeight } = container
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renderer.setSize(clientWidth, clientHeight)
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program.uniforms.iResolution.value.r = clientWidth
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program.uniforms.iResolution.value.g = clientHeight
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program.uniforms.iResolution.value.b = clientWidth / clientHeight
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}
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const handleMouseMove = (e: MouseEvent) => {
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if (!containerRef.value) return
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const rect = containerRef.value.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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targetMouse = [x, y]
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}
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const handleMouseLeave = () => {
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targetMouse = [0.5, 0.5]
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}
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const update = (t: number) => {
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if (!program || !renderer || !mesh) return
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if (props.enableMouseInteraction) {
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const smoothing = 0.05
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currentMouse[0] += smoothing * (targetMouse[0] - currentMouse[0])
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currentMouse[1] += smoothing * (targetMouse[1] - currentMouse[1])
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program.uniforms.uMouse.value[0] = currentMouse[0]
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program.uniforms.uMouse.value[1] = currentMouse[1]
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} else {
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program.uniforms.uMouse.value[0] = 0.5
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program.uniforms.uMouse.value[1] = 0.5
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}
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program.uniforms.iTime.value = t * 0.001
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renderer.render({ scene: mesh })
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animationId = requestAnimationFrame(update)
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}
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const initializeScene = () => {
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if (!containerRef.value) return
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cleanup()
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const container = containerRef.value
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renderer = new Renderer({ alpha: true })
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gl = renderer.gl
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gl.clearColor(0, 0, 0, 0)
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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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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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iTime: { value: 0 },
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iResolution: {
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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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uColor: { value: new Color(...props.color) },
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uAmplitude: { value: props.amplitude },
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uDistance: { value: props.distance },
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uMouse: { value: new Float32Array([0.5, 0.5]) }
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}
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})
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mesh = new Mesh(gl, { geometry, program })
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const canvas = gl.canvas as HTMLCanvasElement
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canvas.style.width = '100%'
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canvas.style.height = '100%'
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canvas.style.display = 'block'
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container.appendChild(canvas)
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window.addEventListener('resize', resize)
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if (props.enableMouseInteraction) {
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container.addEventListener('mousemove', handleMouseMove)
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container.addEventListener('mouseleave', handleMouseLeave)
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}
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resize()
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animationId = requestAnimationFrame(update)
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}
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const cleanup = () => {
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if (animationId) {
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cancelAnimationFrame(animationId)
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animationId = null
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}
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window.removeEventListener('resize', resize)
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if (containerRef.value) {
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containerRef.value.removeEventListener('mousemove', handleMouseMove)
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containerRef.value.removeEventListener('mouseleave', handleMouseLeave)
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const canvas = containerRef.value.querySelector('canvas')
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if (canvas) {
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containerRef.value.removeChild(canvas)
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}
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}
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if (gl) {
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gl.getExtension('WEBGL_lose_context')?.loseContext()
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}
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renderer = null
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gl = null
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program = null
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mesh = null
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currentMouse = [0.5, 0.5]
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targetMouse = [0.5, 0.5]
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}
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onMounted(() => {
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initializeScene()
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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.color, () => props.amplitude, () => props.distance, () => props.enableMouseInteraction],
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() => {
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initializeScene()
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},
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{ deep: true }
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)
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</script>
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Reference in New Issue
Block a user