Merge pull request #118 from Utkarsh-Singhal-26/feat/pixel-snow

🎉 New <PixelSnow /> component
This commit is contained in:
David
2025-12-21 22:15:31 +02:00
committed by GitHub
7 changed files with 485 additions and 4 deletions

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@@ -19,10 +19,10 @@
/>
<div class="hero-main-content">
<router-link to="/backgrounds/light-pillar" class="hero-new-badge-container">
<span class="hero-new-badge">New 🎉</span>
<router-link to="/backgrounds/pixel-snow" class="hero-new-badge-container">
<span class="hero-new-badge">Christmas Special 🎁</span>
<div class="hero-new-badge-text">
<span>Light Pillar</span>
<span>Pixel Snow</span>
<i class="pi-arrow-right pi" style="font-size: 0.8rem"></i>
</div>
</router-link>

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@@ -1,5 +1,5 @@
// Highlighted sidebar items
export const NEW = ['Color Bends', 'Ghost Cursor', 'Laser Flow', 'Liquid Ether', 'Pixel Blast', 'Floating Lines', 'Light Pillar'];
export const NEW = ['Color Bends', 'Ghost Cursor', 'Laser Flow', 'Liquid Ether', 'Pixel Blast', 'Floating Lines', 'Light Pillar', 'Pixel Snow'];
export const UPDATED = [];
// Used for main sidebar navigation
@@ -130,6 +130,7 @@ export const CATEGORIES = [
'Orb',
'Particles',
'Pixel Blast',
'Pixel Snow',
'Plasma',
'Prism',
'Prismatic Burst',

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@@ -122,6 +122,7 @@ const backgrounds = {
'color-bends': () => import('../demo/Backgrounds/ColorBendsDemo.vue'),
'floating-lines': () => import('../demo/Backgrounds/FloatingLinesDemo.vue'),
'light-pillar': () => import('../demo/Backgrounds/LightPillarDemo.vue'),
'pixel-snow': () => import('../demo/Backgrounds/PixelSnowDemo.vue'),
};
export const componentMap = {

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@@ -916,5 +916,13 @@ export const componentMetadata: ComponentMetadata = {
name: 'LightPillar',
docsUrl: 'https://vue-bits.dev/backgrounds/light-pillar',
tags: []
},
'Backgrounds/PixelSnow': {
videoUrl: '/assets/videos/pixelsnow.webm',
description: 'Falling pixelated snow effect with customizable density and speed.',
category: 'Backgrounds',
name: 'PixelSnow',
docsUrl: 'https://vue-bits.dev/backgrounds/pixel-snow',
tags: []
}
};

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@@ -0,0 +1,24 @@
import code from '@content/Backgrounds/PixelSnow/PixelSnow.vue?raw';
import { createCodeObject } from '../../../types/code';
export const pixelSnow = createCodeObject(code, 'Backgrounds/PixelSnow', {
installation: `npm install three`,
usage: `<template>
<div style="width: 100%; height: 600px; position: relative">
<PixelSnow
color="#ffffff"
:flakeSize="0.01"
:minFlakeSize="1.25"
:pixelResolution="200"
:speed="1.25"
:density="0.3"
:direction="125"
:brightness="1"
/>
</div>
</template>
<script setup>
import PixelSnow from './PixelSnow.vue'
</script>`
});

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@@ -0,0 +1,277 @@
<script setup lang="ts">
import {
Color,
Mesh,
OrthographicCamera,
PlaneGeometry,
Scene,
ShaderMaterial,
Vector2,
Vector3,
WebGLRenderer
} from 'three';
import { onBeforeUnmount, onMounted, ref, useTemplateRef, watch, type CSSProperties } from 'vue';
const vertexShader = `
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = `
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform float uFlakeSize;
uniform float uMinFlakeSize;
uniform float uPixelResolution;
uniform float uSpeed;
uniform float uDepthFade;
uniform float uFarPlane;
uniform vec3 uColor;
uniform float uBrightness;
uniform float uGamma;
uniform float uDensity;
uniform float uVariant;
uniform float uDirection;
#define M1 1597334677U
#define M2 3812015801U
#define M3 3299493293U
#define F0 (1.0/float(0xffffffffU))
#define hash(n) n*(n^(n>>15))
#define coord3(p) (uvec3(p).x*M1^uvec3(p).y*M2^uvec3(p).z*M3)
vec3 hash3(uint n) {
return vec3(hash(n) * uvec3(0x1U, 0x1ffU, 0x3ffffU)) * F0;
}
float snowflakeDist(vec2 p) {
float r = length(p);
float a = atan(p.y, p.x);
float PI = 3.14159265;
a = abs(mod(a + PI / 6.0, PI / 3.0) - PI / 6.0);
vec2 q = r * vec2(cos(a), sin(a));
float dMain = abs(q.y);
dMain = max(dMain, max(-q.x, q.x - 1.0));
vec2 b1s = vec2(0.4, 0.0);
vec2 b1d = vec2(0.574, 0.819);
float b1t = clamp(dot(q - b1s, b1d), 0.0, 0.4);
float dB1 = length(q - b1s - b1t * b1d);
vec2 b2s = vec2(0.7, 0.0);
float b2t = clamp(dot(q - b2s, b1d), 0.0, 0.25);
float dB2 = length(q - b2s - b2t * b1d);
return min(dMain, min(dB1, dB2)) * 10.0;
}
void main() {
float pixelSize = max(1.0, floor(0.5 + uResolution.x / uPixelResolution));
vec2 fragCoord = floor(gl_FragCoord.xy / pixelSize);
vec2 res = uResolution / pixelSize;
vec3 ray = normalize(vec3((fragCoord - res * 0.5) / res.x, 1.0));
vec3 camK = normalize(vec3(1.0, 1.0, 1.0));
vec3 camI = normalize(vec3(1.0, 0.0, -1.0));
vec3 camJ = cross(camK, camI);
ray = ray.x * camI + ray.y * camJ + ray.z * camK;
float windX = cos(uDirection) * 0.4;
float windY = sin(uDirection) * 0.4;
vec3 camPos = (windX * camI + windY * camJ + 0.1 * camK) * uTime * uSpeed;
vec3 pos = camPos;
vec3 strides = 1.0 / max(abs(ray), vec3(0.001));
vec3 phase = fract(pos) * strides;
phase = mix(strides - phase, phase, step(ray, vec3(0.0)));
float t = 0.0;
for (int i = 0; i < 256; i++) {
if (t >= uFarPlane) break;
vec3 fpos = floor(pos);
float cellHash = hash3(coord3(fpos)).x;
if (cellHash < uDensity) {
vec3 h = hash3(coord3(fpos));
vec3 flakePos = 0.5 - 0.5 * cos(
4.0 * sin(fpos.yzx * 0.073) +
4.0 * sin(fpos.zxy * 0.27) +
2.0 * h +
uTime * uSpeed * 0.1 * vec3(7.0, 8.0, 5.0)
);
flakePos = flakePos * 0.8 + 0.1 + fpos;
float toIntersection = dot(flakePos - pos, camK) / dot(ray, camK);
if (toIntersection > 0.0) {
vec3 testPos = pos + ray * toIntersection - flakePos;
vec2 testUV = abs(vec2(dot(testPos, camI), dot(testPos, camJ)));
float depth = dot(flakePos - camPos, camK);
float flakeSize = max(uFlakeSize, uMinFlakeSize * depth * 0.5 / res.x);
float dist;
if (uVariant < 0.5) dist = max(testUV.x, testUV.y);
else if (uVariant < 1.5) dist = length(testUV);
else dist = snowflakeDist(vec2(dot(testPos, camI), dot(testPos, camJ)) / flakeSize) * flakeSize;
if (dist < flakeSize) {
float intensity = exp2(-(t + toIntersection) / uDepthFade) *
min(1.0, pow(uFlakeSize / flakeSize, 2.0)) * uBrightness;
gl_FragColor = vec4(uColor * pow(vec3(intensity), vec3(uGamma)), 1.0);
return;
}
}
}
float nextStep = min(min(phase.x, phase.y), phase.z);
vec3 sel = step(phase, vec3(nextStep));
phase = phase - nextStep + strides * sel;
t += nextStep;
pos = mix(pos + ray * nextStep, floor(pos + ray * nextStep + 0.5), sel);
}
gl_FragColor = vec4(0.0);
}
`;
interface PixelSnowProps {
color?: string;
flakeSize?: number;
minFlakeSize?: number;
pixelResolution?: number;
speed?: number;
depthFade?: number;
farPlane?: number;
brightness?: number;
gamma?: number;
density?: number;
variant?: 'square' | 'round' | 'snowflake';
direction?: number;
className?: string;
style?: CSSProperties;
}
const props = withDefaults(defineProps<PixelSnowProps>(), {
color: '#ffffff',
flakeSize: 0.01,
minFlakeSize: 1.25,
pixelResolution: 200,
speed: 1.25,
depthFade: 8,
farPlane: 20,
brightness: 1,
gamma: 0.4545,
density: 0.3,
variant: 'square',
direction: 125,
className: '',
style: () => ({})
});
const containerRef = useTemplateRef<HTMLDivElement>('containerRef');
const animationRef = ref<number>(0);
let cleanupFn: (() => void) | null = null;
const setupFn = () => {
const container = containerRef.value;
if (!container) return;
const scene = new Scene();
const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
const renderer = new WebGLRenderer({
antialias: false,
alpha: true,
premultipliedAlpha: false,
powerPreference: 'high-performance'
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(container.offsetWidth, container.offsetHeight);
renderer.setClearColor(0x000000, 0);
container.appendChild(renderer.domElement);
const threeColor = new Color(props.color);
const material = new ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uTime: { value: 0 },
uResolution: { value: new Vector2(container.offsetWidth, container.offsetHeight) },
uFlakeSize: { value: props.flakeSize },
uMinFlakeSize: { value: props.minFlakeSize },
uPixelResolution: { value: props.pixelResolution },
uSpeed: { value: props.speed },
uDepthFade: { value: props.depthFade },
uFarPlane: { value: props.farPlane },
uColor: { value: new Vector3(threeColor.r, threeColor.g, threeColor.b) },
uBrightness: { value: props.brightness },
uGamma: { value: props.gamma },
uDensity: { value: props.density },
uVariant: { value: props.variant === 'round' ? 1.0 : props.variant === 'snowflake' ? 2.0 : 0.0 },
uDirection: { value: (props.direction * Math.PI) / 180 }
},
transparent: true
});
const geometry = new PlaneGeometry(2, 2);
scene.add(new Mesh(geometry, material));
const handleResize = () => {
const w = container.offsetWidth,
h = container.offsetHeight;
renderer.setSize(w, h);
material.uniforms.uResolution.value.set(w, h);
};
window.addEventListener('resize', handleResize);
const startTime = performance.now();
const animate = () => {
animationRef.value = requestAnimationFrame(animate);
material.uniforms.uTime.value = (performance.now() - startTime) * 0.001;
renderer.render(scene, camera);
};
animate();
cleanupFn = () => {
cancelAnimationFrame(animationRef.value);
window.removeEventListener('resize', handleResize);
container.removeChild(renderer.domElement);
renderer.dispose();
geometry.dispose();
material.dispose();
};
};
onMounted(() => {
setupFn();
});
onBeforeUnmount(() => {
cleanupFn?.();
});
watch(
() => [
props.color,
props.flakeSize,
props.minFlakeSize,
props.pixelResolution,
props.speed,
props.depthFade,
props.farPlane,
props.brightness,
props.gamma,
props.density,
props.variant,
props.direction
],
() => {
cleanupFn?.();
setupFn();
},
{ deep: true }
);
</script>
<template>
<div ref="containerRef" :class="['absolute inset-0 w-full h-full', className]" :style="style"></div>
</template>

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@@ -0,0 +1,170 @@
<template>
<TabbedLayout>
<template #preview>
<div class="relative p-0 h-[600px] overflow-hidden demo-container">
<PixelSnow
:color="color"
:flake-size="flakeSize"
:min-flake-size="minFlakeSize"
:pixel-resolution="pixelResolution"
:speed="speed"
:depth-fade="depthFade"
:far-plane="farPlane"
:brightness="brightness"
:gamma="gamma"
:density="density"
:variant="variant"
:direction="direction"
/>
<BackgroundContent pill-text="New Background" headline="Oh, the weather outside is frightful!" />
</div>
<Customize>
<PreviewSelect title="Variant" v-model="variant" :options="variantOptions" />
<PreviewColor title="Color" v-model="color" />
<PreviewSlider title="Pixel Resolution" v-model="pixelResolution" :min="50" :max="500" :step="10" />
<PreviewSlider title="Speed" v-model="speed" :min="0" :max="5" :step="0.1" />
<PreviewSlider title="Density" v-model="density" :min="0.1" :max="1" :step="0.05" />
<PreviewSlider title="Flake Size" v-model="flakeSize" :min="0.001" :max="0.05" :step="0.001" />
<PreviewSlider title="Brightness" v-model="brightness" :min="0.1" :max="3" :step="0.1" />
<PreviewSlider title="Depth Fade" v-model="depthFade" :min="1" :max="20" :step="0.5" />
<PreviewSlider title="Far Plane" v-model="farPlane" :min="5" :max="50" :step="1" />
<PreviewSlider title="Direction" v-model="direction" :min="0" :max="360" :step="5" />
</Customize>
<PropTable :data="propData" />
<Dependencies :dependency-list="['three']" />
</template>
<template #code>
<CodeExample :code-object="pixelSnow" />
</template>
<template #cli>
<CliInstallation :command="pixelSnow.cli" />
</template>
</TabbedLayout>
</template>
<script setup lang="ts">
import { pixelSnow } from '@/constants/code/Backgrounds/pixelSnowCode';
import PixelSnow from '@/content/Backgrounds/PixelSnow/PixelSnow.vue';
import { ref } from 'vue';
import CliInstallation from '../../components/code/CliInstallation.vue';
import CodeExample from '../../components/code/CodeExample.vue';
import Dependencies from '../../components/code/Dependencies.vue';
import BackgroundContent from '../../components/common/BackgroundContent.vue';
import Customize from '../../components/common/Customize.vue';
import PreviewColor from '../../components/common/PreviewColor.vue';
import PreviewSelect from '../../components/common/PreviewSelect.vue';
import PreviewSlider from '../../components/common/PreviewSlider.vue';
import PropTable from '../../components/common/PropTable.vue';
import TabbedLayout from '../../components/common/TabbedLayout.vue';
const color = ref('#FFFFFF');
const flakeSize = ref(0.01);
const minFlakeSize = ref(1.25);
const pixelResolution = ref(200);
const speed = ref(1.25);
const depthFade = ref(8);
const farPlane = ref(20);
const brightness = ref(1);
const gamma = ref(0.4545);
const density = ref(0.3);
const variant = ref<'square' | 'round'>('square');
const direction = ref(125);
const variantOptions = [
{ label: 'Square', value: 'square' },
{ label: 'Round', value: 'round' },
{ label: 'Snowflake', value: 'snowflake' }
];
const propData = [
{
name: 'color',
type: 'string',
default: '"#ffffff"',
description: 'Color of the snowflakes (hex or CSS color)'
},
{
name: 'flakeSize',
type: 'number',
default: '0.01',
description: 'Size of snowflakes in scene units'
},
{
name: 'minFlakeSize',
type: 'number',
default: '1.25',
description: 'Minimum flake size in pixels on screen'
},
{
name: 'pixelResolution',
type: 'number',
default: '200',
description: 'Pixel resolution - lower values create larger pixels for a more retro look'
},
{
name: 'speed',
type: 'number',
default: '1.25',
description: 'Animation speed multiplier'
},
{
name: 'depthFade',
type: 'number',
default: '8',
description: 'Depth fade intensity - higher values make distant flakes fade faster'
},
{
name: 'farPlane',
type: 'number',
default: '20',
description: 'Far plane distance for rendering - higher values show more distant flakes'
},
{
name: 'brightness',
type: 'number',
default: '1',
description: 'Overall brightness multiplier'
},
{
name: 'gamma',
type: 'number',
default: '0.4545',
description: 'Gamma correction value for final color output'
},
{
name: 'density',
type: 'number',
default: '0.3',
description: 'Probability of snowflakes appearing (0-1) - lower values = fewer flakes'
},
{
name: 'variant',
type: '"square" | "round" | "snowflake"',
default: '"square"',
description: 'Shape of the snowflakes - square, round, or snowflake pattern'
},
{
name: 'direction',
type: 'number',
default: '125',
description: 'Wind direction angle in degrees (0-360)'
},
{
name: 'className',
type: 'string',
default: '""',
description: 'Additional CSS class name'
},
{
name: 'style',
type: 'object',
default: '{}',
description: 'Additional inline styles'
}
];
</script>