{ "$schema": "https://ui.shadcn.com/schema/registry-item.json", "name": "LineWaves-JS-TW", "title": "LineWaves", "description": "Animated line wave pattern with colorful warped distortion.", "type": "registry:component", "files": [ { "type": "registry:component", "path": "LineWaves/LineWaves.jsx", "content": "import { Renderer, Program, Mesh, Triangle } from 'ogl';\nimport { useEffect, useRef } from 'react';\n\nfunction hexToVec3(hex) {\n const h = hex.replace('#', '');\n return [\n parseInt(h.slice(0, 2), 16) / 255,\n parseInt(h.slice(2, 4), 16) / 255,\n parseInt(h.slice(4, 6), 16) / 255\n ];\n}\n\nconst vertexShader = `\nattribute vec2 uv;\nattribute vec2 position;\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = vec4(position, 0, 1);\n}\n`;\n\nconst fragmentShader = `\nprecision highp float;\n\nuniform float uTime;\nuniform vec3 uResolution;\nuniform float uSpeed;\nuniform float uInnerLines;\nuniform float uOuterLines;\nuniform float uWarpIntensity;\nuniform float uRotation;\nuniform float uEdgeFadeWidth;\nuniform float uColorCycleSpeed;\nuniform float uBrightness;\nuniform vec3 uColor1;\nuniform vec3 uColor2;\nuniform vec3 uColor3;\nuniform vec2 uMouse;\nuniform float uMouseInfluence;\nuniform bool uEnableMouse;\n\n#define HALF_PI 1.5707963\n\nfloat hashF(float n) {\n return fract(sin(n * 127.1) * 43758.5453123);\n}\n\nfloat smoothNoise(float x) {\n float i = floor(x);\n float f = fract(x);\n float u = f * f * (3.0 - 2.0 * f);\n return mix(hashF(i), hashF(i + 1.0), u);\n}\n\nfloat displaceA(float coord, float t) {\n float result = sin(coord * 2.123) * 0.2;\n result += sin(coord * 3.234 + t * 4.345) * 0.1;\n result += sin(coord * 0.589 + t * 0.934) * 0.5;\n return result;\n}\n\nfloat displaceB(float coord, float t) {\n float result = sin(coord * 1.345) * 0.3;\n result += sin(coord * 2.734 + t * 3.345) * 0.2;\n result += sin(coord * 0.189 + t * 0.934) * 0.3;\n return result;\n}\n\nvec2 rotate2D(vec2 p, float angle) {\n float c = cos(angle);\n float s = sin(angle);\n return vec2(p.x * c - p.y * s, p.x * s + p.y * c);\n}\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uResolution.xy;\n coords = coords * 2.0 - 1.0;\n coords = rotate2D(coords, uRotation);\n\n float halfT = uTime * uSpeed * 0.5;\n float fullT = uTime * uSpeed;\n\n float mouseWarp = 0.0;\n if (uEnableMouse) {\n vec2 mPos = rotate2D(uMouse * 2.0 - 1.0, uRotation);\n float mDist = length(coords - mPos);\n mouseWarp = uMouseInfluence * exp(-mDist * mDist * 4.0);\n }\n\n float warpAx = coords.x + displaceA(coords.y, halfT) * uWarpIntensity + mouseWarp;\n float warpAy = coords.y - displaceA(coords.x * cos(fullT) * 1.235, halfT) * uWarpIntensity;\n float warpBx = coords.x + displaceB(coords.y, halfT) * uWarpIntensity + mouseWarp;\n float warpBy = coords.y - displaceB(coords.x * sin(fullT) * 1.235, halfT) * uWarpIntensity;\n\n vec2 fieldA = vec2(warpAx, warpAy);\n vec2 fieldB = vec2(warpBx, warpBy);\n vec2 blended = mix(fieldA, fieldB, mix(fieldA, fieldB, 0.5));\n\n float fadeTop = smoothstep(uEdgeFadeWidth, uEdgeFadeWidth + 0.4, blended.y);\n float fadeBottom = smoothstep(-uEdgeFadeWidth, -(uEdgeFadeWidth + 0.4), blended.y);\n float vMask = 1.0 - max(fadeTop, fadeBottom);\n\n float tileCount = mix(uOuterLines, uInnerLines, vMask);\n float scaledY = blended.y * tileCount;\n float nY = smoothNoise(abs(scaledY));\n\n float ridge = pow(\n step(abs(nY - blended.x) * 2.0, HALF_PI) * cos(2.0 * (nY - blended.x)),\n 5.0\n );\n\n float lines = 0.0;\n for (float i = 1.0; i < 3.0; i += 1.0) {\n lines += pow(max(fract(scaledY), fract(-scaledY)), i * 2.0);\n }\n\n float pattern = vMask * lines;\n\n float cycleT = fullT * uColorCycleSpeed;\n float rChannel = (pattern + lines * ridge) * (cos(blended.y + cycleT * 0.234) * 0.5 + 1.0);\n float gChannel = (pattern + vMask * ridge) * (sin(blended.x + cycleT * 1.745) * 0.5 + 1.0);\n float bChannel = (pattern + lines * ridge) * (cos(blended.x + cycleT * 0.534) * 0.5 + 1.0);\n\n vec3 col = (rChannel * uColor1 + gChannel * uColor2 + bChannel * uColor3) * uBrightness;\n float alpha = clamp(length(col), 0.0, 1.0);\n\n gl_FragColor = vec4(col, alpha);\n}\n`;\n\nexport default function LineWaves({\n speed = 0.3,\n innerLineCount = 32.0,\n outerLineCount = 36.0,\n warpIntensity = 1.0,\n rotation = -45,\n edgeFadeWidth = 0.0,\n colorCycleSpeed = 1.0,\n brightness = 0.2,\n color1 = '#ffffff',\n color2 = '#ffffff',\n color3 = '#ffffff',\n enableMouseInteraction = true,\n mouseInfluence = 2.0\n}) {\n const containerRef = useRef(null);\n\n useEffect(() => {\n if (!containerRef.current) return;\n const container = containerRef.current;\n const renderer = new Renderer({ alpha: true, premultipliedAlpha: false });\n const gl = renderer.gl;\n gl.clearColor(0, 0, 0, 0);\n\n let program;\n let currentMouse = [0.5, 0.5];\n let targetMouse = [0.5, 0.5];\n\n function handleMouseMove(e) {\n const rect = gl.canvas.getBoundingClientRect();\n targetMouse = [\n (e.clientX - rect.left) / rect.width,\n 1.0 - (e.clientY - rect.top) / rect.height\n ];\n }\n\n function handleMouseLeave() {\n targetMouse = [0.5, 0.5];\n }\n\n function resize() {\n renderer.setSize(container.offsetWidth, container.offsetHeight);\n if (program) {\n program.uniforms.uResolution.value = [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height];\n }\n }\n window.addEventListener('resize', resize);\n\n resize();\n\n const geometry = new Triangle(gl);\n const rotationRad = (rotation * Math.PI) / 180;\n program = new Program(gl, {\n vertex: vertexShader,\n fragment: fragmentShader,\n uniforms: {\n uTime: { value: 0 },\n uResolution: { value: [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height] },\n uSpeed: { value: speed },\n uInnerLines: { value: innerLineCount },\n uOuterLines: { value: outerLineCount },\n uWarpIntensity: { value: warpIntensity },\n uRotation: { value: rotationRad },\n uEdgeFadeWidth: { value: edgeFadeWidth },\n uColorCycleSpeed: { value: colorCycleSpeed },\n uBrightness: { value: brightness },\n uColor1: { value: hexToVec3(color1) },\n uColor2: { value: hexToVec3(color2) },\n uColor3: { value: hexToVec3(color3) },\n uMouse: { value: new Float32Array([0.5, 0.5]) },\n uMouseInfluence: { value: mouseInfluence },\n uEnableMouse: { value: enableMouseInteraction }\n }\n });\n\n const mesh = new Mesh(gl, { geometry, program });\n container.appendChild(gl.canvas);\n\n if (enableMouseInteraction) {\n gl.canvas.addEventListener('mousemove', handleMouseMove);\n gl.canvas.addEventListener('mouseleave', handleMouseLeave);\n }\n\n let animationFrameId;\n\n function update(time) {\n animationFrameId = requestAnimationFrame(update);\n program.uniforms.uTime.value = time * 0.001;\n\n if (enableMouseInteraction) {\n currentMouse[0] += 0.05 * (targetMouse[0] - currentMouse[0]);\n currentMouse[1] += 0.05 * (targetMouse[1] - currentMouse[1]);\n program.uniforms.uMouse.value[0] = currentMouse[0];\n program.uniforms.uMouse.value[1] = currentMouse[1];\n } else {\n program.uniforms.uMouse.value[0] = 0.5;\n program.uniforms.uMouse.value[1] = 0.5;\n }\n\n renderer.render({ scene: mesh });\n }\n animationFrameId = requestAnimationFrame(update);\n\n return () => {\n cancelAnimationFrame(animationFrameId);\n window.removeEventListener('resize', resize);\n if (enableMouseInteraction) {\n gl.canvas.removeEventListener('mousemove', handleMouseMove);\n gl.canvas.removeEventListener('mouseleave', handleMouseLeave);\n }\n container.removeChild(gl.canvas);\n gl.getExtension('WEBGL_lose_context')?.loseContext();\n };\n }, [speed, innerLineCount, outerLineCount, warpIntensity, rotation, edgeFadeWidth, colorCycleSpeed, brightness, color1, color2, color3, enableMouseInteraction, mouseInfluence]);\n\n return
;\n}\n" } ], "registryDependencies": [], "dependencies": [ "ogl@^1.0.11" ] }