FEAT: 🎉 New <LaserFlow /> animation

This commit is contained in:
Utkarsh-Singhal-26
2025-09-09 18:56:26 +05:30
parent b2a63c37b2
commit fd1492705d
7 changed files with 811 additions and 4 deletions

View File

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<script setup lang="ts">
import * as THREE from 'three';
import { onBeforeUnmount, onMounted, ref, useTemplateRef, watch, type CSSProperties } from 'vue';
type Props = {
className?: string;
style?: CSSProperties;
wispDensity?: number;
dpr?: number;
mouseSmoothTime?: number;
mouseTiltStrength?: number;
horizontalBeamOffset?: number;
verticalBeamOffset?: number;
flowSpeed?: number;
verticalSizing?: number;
horizontalSizing?: number;
fogIntensity?: number;
fogScale?: number;
wispSpeed?: number;
wispIntensity?: number;
flowStrength?: number;
decay?: number;
falloffStart?: number;
fogFallSpeed?: number;
color?: string;
};
const VERT = `
precision highp float;
attribute vec3 position;
void main(){
gl_Position = vec4(position, 1.0);
}
`;
const FRAG = `
#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
#endif
precision highp float;
precision mediump int;
uniform float iTime;
uniform vec3 iResolution;
uniform vec4 iMouse;
uniform float uWispDensity;
uniform float uTiltScale;
uniform float uFlowTime;
uniform float uFogTime;
uniform float uBeamXFrac;
uniform float uBeamYFrac;
uniform float uFlowSpeed;
uniform float uVLenFactor;
uniform float uHLenFactor;
uniform float uFogIntensity;
uniform float uFogScale;
uniform float uWSpeed;
uniform float uWIntensity;
uniform float uFlowStrength;
uniform float uDecay;
uniform float uFalloffStart;
uniform float uFogFallSpeed;
uniform vec3 uColor;
uniform float uFade;
// Core beam/flare shaping and dynamics
#define PI 3.14159265359
#define TWO_PI 6.28318530718
#define EPS 1e-6
#define EDGE_SOFT (DT_LOCAL*4.0)
#define DT_LOCAL 0.0038
#define TAP_RADIUS 6
#define R_H 150.0
#define R_V 150.0
#define FLARE_HEIGHT 16.0
#define FLARE_AMOUNT 8.0
#define FLARE_EXP 2.0
#define TOP_FADE_START 0.1
#define TOP_FADE_EXP 1.0
#define FLOW_PERIOD 0.5
#define FLOW_SHARPNESS 1.5
// Wisps (animated micro-streaks) that travel along the beam
#define W_BASE_X 1.5
#define W_LAYER_GAP 0.25
#define W_LANES 55
#define W_SIDE_DECAY 0.5
#define W_HALF 0.01
#define W_AA 0.15
#define W_CELL 20.0
#define W_SEG_MIN 0.01
#define W_SEG_MAX 0.55
#define W_CURVE_AMOUNT 15.0
#define W_CURVE_RANGE (FLARE_HEIGHT - 3.0)
#define W_BOTTOM_EXP 10.0
// Volumetric fog controls
#define FOG_ON 1
#define FOG_CONTRAST 1.5
#define FOG_SPEED_U 0.1
#define FOG_SPEED_V -0.1
#define FOG_OCTAVES 5
#define FOG_BOTTOM_BIAS 0.8
#define FOG_TILT_TO_MOUSE 0.05
#define FOG_TILT_DEADZONE 0.01
#define FOG_TILT_MAX_X 0.35
#define FOG_TILT_SHAPE 1.5
#define FOG_BEAM_MIN 0.0
#define FOG_BEAM_MAX 0.75
#define FOG_MASK_GAMMA 0.20
#define FOG_EXPAND_SHAPE 12.2
#define FOG_EDGE_MIX 0.5
// Horizontal vignette for the fog volume
#define HFOG_EDGE_START 0.20
#define HFOG_EDGE_END 0.98
#define HFOG_EDGE_GAMMA 1.4
#define HFOG_Y_RADIUS 25.0
#define HFOG_Y_SOFT 60.0
// Beam extents and edge masking
#define EDGE_X0 0.22
#define EDGE_X1 0.995
#define EDGE_X_GAMMA 1.25
#define EDGE_LUMA_T0 0.0
#define EDGE_LUMA_T1 2.0
#define DITHER_STRENGTH 1.0
float g(float x){return x<=0.00031308?12.92*x:1.055*pow(x,1.0/2.4)-0.055;}
float bs(vec2 p,vec2 q,float powr){
float d=distance(p,q),f=powr*uFalloffStart,r=(f*f)/(d*d+EPS);
return powr*min(1.0,r);
}
float bsa(vec2 p,vec2 q,float powr,vec2 s){
vec2 d=p-q; float dd=(d.x*d.x)/(s.x*s.x)+(d.y*d.y)/(s.y*s.y),f=powr*uFalloffStart,r=(f*f)/(dd+EPS);
return powr*min(1.0,r);
}
float tri01(float x){float f=fract(x);return 1.0-abs(f*2.0-1.0);}
float tauWf(float t,float tmin,float tmax){float a=smoothstep(tmin,tmin+EDGE_SOFT,t),b=1.0-smoothstep(tmax-EDGE_SOFT,tmax,t);return max(0.0,a*b);}
float h21(vec2 p){p=fract(p*vec2(123.34,456.21));p+=dot(p,p+34.123);return fract(p.x*p.y);}
float vnoise(vec2 p){
vec2 i=floor(p),f=fract(p);
float a=h21(i),b=h21(i+vec2(1,0)),c=h21(i+vec2(0,1)),d=h21(i+vec2(1,1));
vec2 u=f*f*(3.0-2.0*f);
return mix(mix(a,b,u.x),mix(c,d,u.x),u.y);
}
float fbm2(vec2 p){
float v=0.0,amp=0.6; mat2 m=mat2(0.86,0.5,-0.5,0.86);
for(int i=0;i<FOG_OCTAVES;++i){v+=amp*vnoise(p); p=m*p*2.03+17.1; amp*=0.52;}
return v;
}
float rGate(float x,float l){float a=smoothstep(0.0,W_AA,x),b=1.0-smoothstep(l,l+W_AA,x);return max(0.0,a*b);}
float flareY(float y){float t=clamp(1.0-(clamp(y,0.0,FLARE_HEIGHT)/max(FLARE_HEIGHT,EPS)),0.0,1.0);return pow(t,FLARE_EXP);}
float vWisps(vec2 uv,float topF){
float y=uv.y,yf=(y+uFlowTime*uWSpeed)/W_CELL;
float dRaw=clamp(uWispDensity,0.0,2.0),d=dRaw<=0.0?1.0:dRaw;
float lanesF=floor(float(W_LANES)*min(d,1.0)+0.5); // WebGL1-safe
int lanes=int(max(1.0,lanesF));
float sp=min(d,1.0),ep=max(d-1.0,0.0);
float fm=flareY(max(y,0.0)),rm=clamp(1.0-(y/max(W_CURVE_RANGE,EPS)),0.0,1.0),cm=fm*rm;
const float G=0.05; float xS=1.0+(FLARE_AMOUNT*W_CURVE_AMOUNT*G)*cm;
float sPix=clamp(y/R_V,0.0,1.0),bGain=pow(1.0-sPix,W_BOTTOM_EXP),sum=0.0;
for(int s=0;s<2;++s){
float sgn=s==0?-1.0:1.0;
for(int i=0;i<W_LANES;++i){
if(i>=lanes) break;
float off=W_BASE_X+float(i)*W_LAYER_GAP,xc=sgn*(off*xS);
float dx=abs(uv.x-xc),lat=1.0-smoothstep(W_HALF,W_HALF+W_AA,dx),amp=exp(-off*W_SIDE_DECAY);
float seed=h21(vec2(off,sgn*17.0)),yf2=yf+seed*7.0,ci=floor(yf2),fy=fract(yf2);
float seg=mix(W_SEG_MIN,W_SEG_MAX,h21(vec2(ci,off*2.3)));
float spR=h21(vec2(ci,off+sgn*31.0)),seg1=rGate(fy,seg)*step(spR,sp);
if(ep>0.0){float spR2=h21(vec2(ci*3.1+7.0,off*5.3+sgn*13.0)); float f2=fract(fy+0.5); seg1+=rGate(f2,seg*0.9)*step(spR2,ep);}
sum+=amp*lat*seg1;
}
}
float span=smoothstep(-3.0,0.0,y)*(1.0-smoothstep(R_V-6.0,R_V,y));
return uWIntensity*sum*topF*bGain*span;
}
void mainImage(out vec4 fc,in vec2 frag){
vec2 C=iResolution.xy*.5; float invW=1.0/max(C.x,1.0);
float sc=512.0/iResolution.x*.4;
vec2 uv=(frag-C)*sc,off=vec2(uBeamXFrac*iResolution.x*sc,uBeamYFrac*iResolution.y*sc);
vec2 uvc = uv - off;
float a=0.0,b=0.0;
float basePhase=1.5*PI+uDecay*.5; float tauMin=basePhase-uDecay; float tauMax=basePhase;
float cx=clamp(uvc.x/(R_H*uHLenFactor),-1.0,1.0),tH=clamp(TWO_PI-acos(cx),tauMin,tauMax);
for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){
float tu=tH+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue;
float spd=max(abs(sin(tu)),0.02),u=clamp((basePhase-tu)/max(uDecay,EPS),0.0,1.0),env=pow(1.0-abs(u*2.0-1.0),0.8);
vec2 p=vec2((R_H*uHLenFactor)*cos(tu),0.0);
a+=wt*bs(uvc,p,env*spd);
}
float yPix=uvc.y,cy=clamp(-yPix/(R_V*uVLenFactor),-1.0,1.0),tV=clamp(TWO_PI-acos(cy),tauMin,tauMax);
for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){
float tu=tV+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue;
float yb=(-R_V)*cos(tu),s=clamp(yb/R_V,0.0,1.0),spd=max(abs(sin(tu)),0.02);
float env=pow(1.0-s,0.6)*spd;
float cap=1.0-smoothstep(TOP_FADE_START,1.0,s); cap=pow(cap,TOP_FADE_EXP); env*=cap;
float ph=s/max(FLOW_PERIOD,EPS)+uFlowTime*uFlowSpeed;
float fl=pow(tri01(ph),FLOW_SHARPNESS);
env*=mix(1.0-uFlowStrength,1.0,fl);
float yp=(-R_V*uVLenFactor)*cos(tu),m=pow(smoothstep(FLARE_HEIGHT,0.0,yp),FLARE_EXP),wx=1.0+FLARE_AMOUNT*m;
vec2 sig=vec2(wx,1.0),p=vec2(0.0,yp);
float mask=step(0.0,yp);
b+=wt*bsa(uvc,p,mask*env,sig);
}
float sPix=clamp(yPix/R_V,0.0,1.0),topA=pow(1.0-smoothstep(TOP_FADE_START,1.0,sPix),TOP_FADE_EXP);
float L=a+b*topA;
float w=vWisps(vec2(uvc.x,yPix),topA);
float fog=0.0;
#if FOG_ON
vec2 fuv=uvc*uFogScale;
float mAct=step(1.0,length(iMouse.xy)),nx=((iMouse.x-C.x)*invW)*mAct;
float ax = abs(nx);
float stMag = mix(ax, pow(ax, FOG_TILT_SHAPE), 0.35);
float st = sign(nx) * stMag * uTiltScale;
st = clamp(st, -FOG_TILT_MAX_X, FOG_TILT_MAX_X);
vec2 dir=normalize(vec2(st,1.0));
fuv+=uFogTime*uFogFallSpeed*dir;
vec2 prp=vec2(-dir.y,dir.x);
fuv+=prp*(0.08*sin(dot(uvc,prp)*0.08+uFogTime*0.9));
float n=fbm2(fuv+vec2(fbm2(fuv+vec2(7.3,2.1)),fbm2(fuv+vec2(-3.7,5.9)))*0.6);
n=pow(clamp(n,0.0,1.0),FOG_CONTRAST);
float pixW = 1.0 / max(iResolution.y, 1.0);
#ifdef GL_OES_standard_derivatives
float wL = max(fwidth(L), pixW);
#else
float wL = pixW;
#endif
float m0=pow(smoothstep(FOG_BEAM_MIN - wL, FOG_BEAM_MAX + wL, L),FOG_MASK_GAMMA);
float bm=1.0-pow(1.0-m0,FOG_EXPAND_SHAPE); bm=mix(bm*m0,bm,FOG_EDGE_MIX);
float yP=1.0-smoothstep(HFOG_Y_RADIUS,HFOG_Y_RADIUS+HFOG_Y_SOFT,abs(yPix));
float nxF=abs((frag.x-C.x)*invW),hE=1.0-smoothstep(HFOG_EDGE_START,HFOG_EDGE_END,nxF); hE=pow(clamp(hE,0.0,1.0),HFOG_EDGE_GAMMA);
float hW=mix(1.0,hE,clamp(yP,0.0,1.0));
float bBias=mix(1.0,1.0-sPix,FOG_BOTTOM_BIAS);
fog=n*uFogIntensity*bBias*bm*hW;
#endif
float LF=L+fog;
float dith=(h21(frag)-0.5)*(DITHER_STRENGTH/255.0);
float tone=g(LF+w);
vec3 col=tone*uColor+dith;
float alpha=clamp(g(L+w*0.6)+dith*0.6,0.0,1.0);
float nxE=abs((frag.x-C.x)*invW),xF=pow(clamp(1.0-smoothstep(EDGE_X0,EDGE_X1,nxE),0.0,1.0),EDGE_X_GAMMA);
float scene=LF+max(0.0,w)*0.5,hi=smoothstep(EDGE_LUMA_T0,EDGE_LUMA_T1,scene);
float eM=mix(xF,1.0,hi);
col*=eM; alpha*=eM;
col*=uFade; alpha*=uFade;
fc=vec4(col,alpha);
}
void main(){
vec4 fc;
mainImage(fc, gl_FragCoord.xy);
gl_FragColor = fc;
}
`;
const props = withDefaults(defineProps<Props>(), {
wispDensity: 1,
mouseSmoothTime: 0.0,
mouseTiltStrength: 0.01,
horizontalBeamOffset: 0.1,
verticalBeamOffset: 0.0,
flowSpeed: 0.35,
verticalSizing: 2.0,
horizontalSizing: 0.5,
fogIntensity: 0.45,
fogScale: 0.3,
wispSpeed: 15.0,
wispIntensity: 5.0,
flowStrength: 0.25,
decay: 1.1,
falloffStart: 1.2,
fogFallSpeed: 0.6,
color: '#A0FFBC'
});
const mountRef = useTemplateRef('mountRef');
const hasFadedRef = ref(false);
let cleanup: (() => void) | null = null;
const setup = () => {
const mount = mountRef.value!;
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: false,
powerPreference: 'high-performance',
premultipliedAlpha: false
});
renderer.setClearColor(0x000000, 1);
renderer.domElement.style.width = '100%';
renderer.domElement.style.height = '100%';
renderer.domElement.style.display = 'block';
mount.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]), 3));
const uniforms = {
iTime: { value: 0 },
iResolution: { value: new THREE.Vector3(1, 1, 1) },
iMouse: { value: new THREE.Vector4(0, 0, 0, 0) },
uWispDensity: { value: props.wispDensity },
uTiltScale: { value: props.mouseTiltStrength },
uFlowTime: { value: 0 },
uFogTime: { value: 0 },
uBeamXFrac: { value: props.horizontalBeamOffset },
uBeamYFrac: { value: props.verticalBeamOffset },
uFlowSpeed: { value: props.flowSpeed },
uVLenFactor: { value: props.verticalSizing },
uHLenFactor: { value: props.horizontalSizing },
uFogIntensity: { value: props.fogIntensity },
uFogScale: { value: props.fogScale },
uWSpeed: { value: props.wispSpeed },
uWIntensity: { value: props.wispIntensity },
uFlowStrength: { value: props.flowStrength },
uDecay: { value: props.decay },
uFalloffStart: { value: props.falloffStart },
uFogFallSpeed: { value: props.fogFallSpeed },
uColor: { value: new THREE.Vector3(1, 1, 1) },
uFade: { value: hasFadedRef.value ? 1 : 0 }
};
const material = new THREE.RawShaderMaterial({
vertexShader: VERT,
fragmentShader: FRAG,
uniforms,
transparent: false,
depthTest: false,
depthWrite: false,
blending: THREE.NormalBlending
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
const clock = new THREE.Clock();
let prevTime = 0;
let flowTime = 0;
let fogTime = 0;
let fade = hasFadedRef.value ? 1 : 0;
const mouseTarget = new THREE.Vector2(0, 0);
const mouseSmooth = new THREE.Vector2(0, 0);
const setSize = () => {
const { clientWidth: w, clientHeight: h } = mount;
const pixelRatio = Math.min(props.dpr ?? window.devicePixelRatio ?? 1, 2);
renderer.setPixelRatio(pixelRatio);
renderer.setSize(w, h, false);
uniforms.iResolution.value.set(w * pixelRatio, h * pixelRatio, pixelRatio);
};
setSize();
const ro = new ResizeObserver(setSize);
ro.observe(mount);
const updateMouse = (clientX: number, clientY: number) => {
const rect = renderer.domElement.getBoundingClientRect();
const x = clientX - rect.left;
const y = clientY - rect.top;
const ratio = renderer.getPixelRatio();
const hb = rect.height * ratio;
mouseTarget.set(x * ratio, hb - y * ratio);
};
const onMove = (ev: PointerEvent | MouseEvent) => updateMouse(ev.clientX, ev.clientY);
const onLeave = () => mouseTarget.set(0, 0);
renderer.domElement.addEventListener('pointermove', onMove as any);
renderer.domElement.addEventListener('pointerdown', onMove as any);
renderer.domElement.addEventListener('pointerenter', onMove as any);
renderer.domElement.addEventListener('pointerleave', onLeave as any);
window.addEventListener('mousemove', onMove);
let raf = 0;
const animate = () => {
const t = clock.getElapsedTime();
const dt = Math.max(0, t - prevTime);
prevTime = t;
uniforms.iTime.value = t;
uniforms.uTiltScale.value = props.mouseTiltStrength;
uniforms.uWispDensity.value = props.wispDensity;
uniforms.uBeamXFrac.value = props.horizontalBeamOffset;
uniforms.uBeamYFrac.value = props.verticalBeamOffset;
uniforms.uFlowSpeed.value = props.flowSpeed;
uniforms.uVLenFactor.value = props.verticalSizing;
uniforms.uHLenFactor.value = props.horizontalSizing;
uniforms.uFogIntensity.value = props.fogIntensity;
uniforms.uFogScale.value = props.fogScale;
uniforms.uWSpeed.value = props.wispSpeed;
uniforms.uWIntensity.value = props.wispIntensity;
uniforms.uFlowStrength.value = props.flowStrength;
uniforms.uDecay.value = props.decay;
uniforms.uFalloffStart.value = props.falloffStart;
uniforms.uFogFallSpeed.value = props.fogFallSpeed;
(function () {
let c = props.color || '#ffffff';
c = c.trim();
if (c[0] === '#') c = c.slice(1);
if (c.length === 3)
c = c
.split('')
.map(x => x + x)
.join('');
let n = parseInt(c, 16);
if (isNaN(n)) n = 0xffffff;
const r = ((n >> 16) & 255) / 255;
const g = ((n >> 8) & 255) / 255;
const b = (n & 255) / 255;
uniforms.uColor.value.set(r, g, b);
})();
const cdt = Math.min(0.033, Math.max(0.001, dt));
flowTime += cdt;
fogTime += cdt;
uniforms.uFlowTime.value = flowTime;
uniforms.uFogTime.value = fogTime;
if (!hasFadedRef.value) {
const fadeDur = 1.0;
fade = Math.min(1, fade + cdt / fadeDur);
uniforms.uFade.value = fade;
if (fade >= 1) hasFadedRef.value = true;
} else if (uniforms.uFade.value !== 1) {
uniforms.uFade.value = 1;
}
const tau = Math.max(1e-3, props.mouseSmoothTime);
const alpha = 1 - Math.exp(-cdt / tau);
mouseSmooth.lerp(mouseTarget, alpha);
uniforms.iMouse.value.set(mouseSmooth.x, mouseSmooth.y, 0, 0);
renderer.render(scene, camera);
raf = requestAnimationFrame(animate);
};
animate();
cleanup = () => {
cancelAnimationFrame(raf);
ro.disconnect();
renderer.domElement.removeEventListener('pointermove', onMove as any);
renderer.domElement.removeEventListener('pointerdown', onMove as any);
renderer.domElement.removeEventListener('pointerenter', onMove as any);
renderer.domElement.removeEventListener('pointerleave', onLeave as any);
window.removeEventListener('mousemove', onMove);
geometry.dispose();
material.dispose();
renderer.dispose();
mount.removeChild(renderer.domElement);
};
};
onMounted(() => {
setup();
});
onBeforeUnmount(() => {
cleanup?.();
});
watch(
props,
() => {
cleanup?.();
setup();
},
{ deep: true }
);
</script>
<template>
<div ref="mountRef" :class="['w-full h-full relative', className]" :style="style" />
</template>