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https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 14:39:30 -07:00
Added <MetaBalls /> animation
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267
src/content/Animations/MetaBalls/MetaBalls.vue
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267
src/content/Animations/MetaBalls/MetaBalls.vue
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<script setup lang="ts">
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import { Camera, Mesh, Program, Renderer, Transform, Triangle, Vec3 } from 'ogl';
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import { onMounted, onUnmounted, shallowRef, watch } from 'vue';
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interface MetaBallsProps {
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color?: string;
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speed?: number;
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enableMouseInteraction?: boolean;
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hoverSmoothness?: number;
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animationSize?: number;
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ballCount?: number;
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clumpFactor?: number;
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cursorBallSize?: number;
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cursorBallColor?: string;
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enableTransparency?: boolean;
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}
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type BallParams = {
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st: number;
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dtFactor: number;
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baseScale: number;
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toggle: number;
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radius: number;
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};
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const props = withDefaults(defineProps<MetaBallsProps>(), {
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color: '#27FF64',
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speed: 0.3,
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enableMouseInteraction: true,
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hoverSmoothness: 0.05,
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animationSize: 30,
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ballCount: 15,
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clumpFactor: 1,
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cursorBallSize: 3,
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cursorBallColor: '#27FF64',
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enableTransparency: false
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});
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function parseHexColor(hex: string): [number, number, number] {
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const c = hex.replace('#', '');
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return [parseInt(c.slice(0, 2), 16) / 255, parseInt(c.slice(2, 4), 16) / 255, parseInt(c.slice(4, 6), 16) / 255];
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}
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function fract(x: number) {
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return x - Math.floor(x);
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}
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function hash31(p: number): number[] {
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const r = [p * 0.1031, p * 0.103, p * 0.0973].map(fract);
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const r_yzx = [r[1], r[2], r[0]];
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const dotVal = r[0] * (r_yzx[0] + 33.33) + r[1] * (r_yzx[1] + 33.33) + r[2] * (r_yzx[2] + 33.33);
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return r.map(val => fract(val + dotVal));
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}
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function hash33(v: number[]): number[] {
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const p = [v[0] * 0.1031, v[1] * 0.103, v[2] * 0.0973].map(fract);
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const dotVal = p[0] * (p[1] + 33.33) + p[1] * (p[2] + 33.33) + p[2] * (p[0] + 33.33);
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const r = p.map(val => fract(val + dotVal));
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return r.map((_, i) => fract((r[i % 3] + r[(i + 1) % 3]) * r[(i + 2) % 3]));
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}
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const vertex = `#version 300 es
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precision highp float;
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layout(location = 0) in vec2 position;
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void main() {
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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 fragment = `#version 300 es
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precision highp float;
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uniform vec3 iResolution;
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uniform float iTime;
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uniform vec3 iMouse;
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uniform vec3 iColor;
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uniform vec3 iCursorColor;
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uniform float iAnimationSize;
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uniform int iBallCount;
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uniform float iCursorBallSize;
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uniform vec3 iMetaBalls[50];
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uniform float iClumpFactor;
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uniform bool enableTransparency;
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out vec4 outColor;
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float getMetaBallValue(vec2 c, float r, vec2 p) {
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vec2 d = p - c;
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float dist2 = dot(d, d);
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return (r * r) / dist2;
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}
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void main() {
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vec2 fc = gl_FragCoord.xy;
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float scale = iAnimationSize / iResolution.y;
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vec2 coord = (fc - iResolution.xy * 0.5) * scale;
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vec2 mouseW = (iMouse.xy - iResolution.xy * 0.5) * scale;
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float m1 = 0.0;
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for (int i = 0; i < 50; i++) {
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if (i >= iBallCount) break;
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m1 += getMetaBallValue(iMetaBalls[i].xy, iMetaBalls[i].z, coord);
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}
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float m2 = getMetaBallValue(mouseW, iCursorBallSize, coord);
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float total = m1 + m2;
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float f = smoothstep(-1.0, 1.0, (total - 1.3) / min(1.0, fwidth(total)));
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vec3 cFinal = vec3(0.0);
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if (total > 0.0) {
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float alpha1 = m1 / total;
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float alpha2 = m2 / total;
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cFinal = iColor * alpha1 + iCursorColor * alpha2;
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}
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outColor = vec4(cFinal * f, enableTransparency ? f : 1.0);
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}
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`;
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const containerRef = shallowRef<HTMLDivElement>();
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let cleanUpAnimation: () => void = () => {};
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const setupAnimation = () => {
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const container = containerRef.value;
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if (!container) return;
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const dpr = 1;
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const renderer = new Renderer({ dpr, alpha: true, premultipliedAlpha: false });
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const gl = renderer.gl;
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gl.clearColor(0, 0, 0, props.enableTransparency ? 0 : 1);
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container.appendChild(gl.canvas);
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const camera = new Camera(gl, {
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left: -1,
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right: 1,
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top: 1,
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bottom: -1,
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near: 0.1,
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far: 10
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});
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camera.position.z = 1;
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const geometry = new Triangle(gl);
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const [r1, g1, b1] = parseHexColor(props.color);
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const [r2, g2, b2] = parseHexColor(props.cursorBallColor);
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const metaBallsUniform: Vec3[] = Array.from({ length: 50 }, () => new Vec3());
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const program = new Program(gl, {
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vertex,
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fragment,
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uniforms: {
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iTime: { value: 0 },
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iResolution: { value: new Vec3() },
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iMouse: { value: new Vec3() },
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iColor: { value: new Vec3(r1, g1, b1) },
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iCursorColor: { value: new Vec3(r2, g2, b2) },
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iAnimationSize: { value: props.animationSize },
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iBallCount: { value: props.ballCount },
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iCursorBallSize: { value: props.cursorBallSize },
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iMetaBalls: { value: metaBallsUniform },
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iClumpFactor: { value: props.clumpFactor },
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enableTransparency: { value: props.enableTransparency }
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}
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});
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const mesh = new Mesh(gl, { geometry, program });
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mesh.setParent(new Transform());
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const effectiveBallCount = Math.min(props.ballCount, 50);
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const ballParams: BallParams[] = Array.from({ length: effectiveBallCount }, (_, i) => {
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const h1 = hash31(i + 1);
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const h2 = hash33(h1);
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return {
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st: h1[0] * 2 * Math.PI,
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dtFactor: 0.1 * Math.PI + h1[1] * (0.3 * Math.PI),
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baseScale: 5.0 + h1[1] * 5.0,
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toggle: Math.floor(h2[0] * 2),
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radius: 0.5 + h2[2] * 1.5
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};
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});
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const mouseBallPos = { x: 0, y: 0 };
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let pointerInside = false,
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pointerX = 0,
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pointerY = 0;
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function resize() {
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if (!container) return;
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const { clientWidth, clientHeight } = container;
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renderer.setSize(clientWidth * dpr, clientHeight * dpr);
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gl.canvas.style.width = `${clientWidth}px`;
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gl.canvas.style.height = `${clientHeight}px`;
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program.uniforms.iResolution.value.set(gl.canvas.width, gl.canvas.height, 0);
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}
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window.addEventListener('resize', resize);
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resize();
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container.addEventListener('pointermove', e => {
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if (!props.enableMouseInteraction) return;
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const rect = container.getBoundingClientRect();
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pointerX = ((e.clientX - rect.left) / rect.width) * gl.canvas.width;
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pointerY = (1 - (e.clientY - rect.top) / rect.height) * gl.canvas.height;
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});
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container.addEventListener('pointerenter', () => (pointerInside = true));
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container.addEventListener('pointerleave', () => (pointerInside = false));
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const startTime = performance.now();
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let animationFrameId: number;
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function update(time: number) {
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animationFrameId = requestAnimationFrame(update);
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const elapsed = (time - startTime) * 0.001;
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program.uniforms.iTime.value = elapsed;
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for (let i = 0; i < effectiveBallCount; i++) {
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const { st, dtFactor, baseScale, toggle, radius } = ballParams[i];
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const dt = elapsed * props.speed * dtFactor;
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const angle = st + dt;
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const x = Math.cos(angle);
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const y = Math.sin(angle + dt * toggle);
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metaBallsUniform[i].set(x * baseScale * props.clumpFactor, y * baseScale * props.clumpFactor, radius);
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}
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const targetX = pointerInside
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? pointerX
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: gl.canvas.width * 0.5 + Math.cos(elapsed * props.speed) * gl.canvas.width * 0.15;
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const targetY = pointerInside
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? pointerY
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: gl.canvas.height * 0.5 + Math.sin(elapsed * props.speed) * gl.canvas.height * 0.15;
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mouseBallPos.x += (targetX - mouseBallPos.x) * props.hoverSmoothness;
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mouseBallPos.y += (targetY - mouseBallPos.y) * props.hoverSmoothness;
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program.uniforms.iMouse.value.set(mouseBallPos.x, mouseBallPos.y, 0);
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renderer.render({ scene: mesh.parent!, camera });
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}
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animationFrameId = requestAnimationFrame(update);
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cleanUpAnimation = () => {
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cancelAnimationFrame(animationFrameId);
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window.removeEventListener('resize', resize);
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container.removeEventListener('pointermove', () => {});
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container.removeEventListener('pointerenter', () => {});
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container.removeEventListener('pointerleave', () => {});
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if (container.contains(gl.canvas)) container.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(setupAnimation);
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onUnmounted(() => cleanUpAnimation?.());
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watch(
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() => props,
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() => {
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cleanUpAnimation();
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setupAnimation();
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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="containerRef" class="relative w-full h-full" />
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</template>
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