[ FIX ] : Rearrange <ShapeBlur /> from Backgrounds to Animations

This commit is contained in:
Utkarsh-Singhal-26
2025-07-18 17:35:41 +05:30
parent 94c4cdd704
commit a082600da5
5 changed files with 6 additions and 6 deletions

View File

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