Files
vue-bits/src/content/Backgrounds/Lightning/Lightning.vue
2025-07-12 11:59:33 +03:00

276 lines
7.1 KiB
Vue

<template>
<canvas ref="canvasRef" class="w-full h-full block mix-blend-screen relative"></canvas>
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch } from 'vue';
interface LightningProps {
hue?: number;
xOffset?: number;
speed?: number;
intensity?: number;
size?: number;
}
const props = withDefaults(defineProps<LightningProps>(), {
hue: 230,
xOffset: 0,
speed: 1,
intensity: 1,
size: 1
});
const canvasRef = ref<HTMLCanvasElement>();
let animationId = 0;
let gl: WebGLRenderingContext | null = null;
let program: WebGLProgram | null = null;
let startTime = 0;
const vertexShaderSource = `
attribute vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uHue;
uniform float uXOffset;
uniform float uSpeed;
uniform float uIntensity;
uniform float uSize;
#define OCTAVE_COUNT 10
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z * mix(vec3(1.0), rgb, c.y);
}
float hash11(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
mat2 rotate2d(float theta) {
float c = cos(theta);
float s = sin(theta);
return mat2(c, -s, s, c);
}
float noise(vec2 p) {
vec2 ip = floor(p);
vec2 fp = fract(p);
float a = hash12(ip);
float b = hash12(ip + vec2(1.0, 0.0));
float c = hash12(ip + vec2(0.0, 1.0));
float d = hash12(ip + vec2(1.0, 1.0));
vec2 t = smoothstep(0.0, 1.0, fp);
return mix(mix(a, b, t.x), mix(c, d, t.x), t.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < OCTAVE_COUNT; ++i) {
value += amplitude * noise(p);
p *= rotate2d(0.45);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord / iResolution.xy;
uv = 2.0 * uv - 1.0;
uv.x *= iResolution.x / iResolution.y;
uv.x += uXOffset;
uv += 2.0 * fbm(uv * uSize + 0.8 * iTime * uSpeed) - 1.0;
float dist = abs(uv.x);
vec3 baseColor = hsv2rgb(vec3(uHue / 360.0, 0.7, 0.8));
vec3 col = baseColor * pow(mix(0.0, 0.07, hash11(iTime * uSpeed)) / dist, 1.0) * uIntensity;
col = pow(col, vec3(1.0));
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
`;
const compileShader = (source: string, type: number): WebGLShader | null => {
if (!gl) return null;
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
};
const initWebGL = () => {
const canvas = canvasRef.value;
if (!canvas) return;
const resizeCanvas = () => {
const rect = canvas.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
let width = rect.width;
let height = rect.height;
let parent = canvas.parentElement;
while (parent && (!width || !height)) {
if (parent.offsetWidth && parent.offsetHeight) {
width = parent.offsetWidth;
height = parent.offsetHeight;
break;
}
parent = parent.parentElement;
}
if (!width || !height) {
width = window.innerWidth;
height = window.innerHeight;
}
width = Math.max(width, 300);
height = Math.max(height, 300);
canvas.width = width * dpr;
canvas.height = height * dpr;
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.display = 'block';
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
};
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
gl = canvas.getContext('webgl');
if (!gl) {
console.error('WebGL not supported');
return;
}
const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
if (!vertexShader || !fragmentShader) return;
program = gl.createProgram();
if (!program) return;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program linking error:', gl.getProgramInfoLog(program));
return;
}
gl.useProgram(program);
const vertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const aPosition = gl.getAttribLocation(program, 'aPosition');
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
startTime = performance.now();
render();
return () => {
window.removeEventListener('resize', resizeCanvas);
};
};
const render = () => {
if (!gl || !program || !canvasRef.value) return;
const canvas = canvasRef.value;
const rect = canvas.getBoundingClientRect();
if (canvas.width !== rect.width || canvas.height !== rect.height) {
canvas.width = rect.width;
canvas.height = rect.height;
canvas.style.width = rect.width + 'px';
canvas.style.height = rect.height + 'px';
}
gl.viewport(0, 0, canvas.width, canvas.height);
const iResolutionLocation = gl.getUniformLocation(program, 'iResolution');
const iTimeLocation = gl.getUniformLocation(program, 'iTime');
const uHueLocation = gl.getUniformLocation(program, 'uHue');
const uXOffsetLocation = gl.getUniformLocation(program, 'uXOffset');
const uSpeedLocation = gl.getUniformLocation(program, 'uSpeed');
const uIntensityLocation = gl.getUniformLocation(program, 'uIntensity');
const uSizeLocation = gl.getUniformLocation(program, 'uSize');
gl.uniform2f(iResolutionLocation, canvas.width, canvas.height);
const currentTime = performance.now();
gl.uniform1f(iTimeLocation, (currentTime - startTime) / 1000.0);
gl.uniform1f(uHueLocation, props.hue);
gl.uniform1f(uXOffsetLocation, props.xOffset);
gl.uniform1f(uSpeedLocation, props.speed);
gl.uniform1f(uIntensityLocation, props.intensity);
gl.uniform1f(uSizeLocation, props.size);
gl.drawArrays(gl.TRIANGLES, 0, 6);
animationId = requestAnimationFrame(render);
};
onMounted(() => {
initWebGL();
});
onUnmounted(() => {
if (animationId) {
cancelAnimationFrame(animationId);
}
});
watch(
() => [props.hue, props.xOffset, props.speed, props.intensity, props.size],
() => {}
);
</script>
<style scoped>
canvas {
width: 100% !important;
height: 100% !important;
min-height: 100% !important;
display: block !important;
position: absolute !important;
top: 0 !important;
left: 0 !important;
z-index: 1 !important;
}
</style>