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authorStanisław Zagórowski <hasohasacz@gmail.com>2023-10-05 20:52:47 +0200
committerStanisław Zagórowski <hasohasacz@gmail.com>2023-10-05 20:52:47 +0200
commitd6c36c47f855ac3fd998cedc422a6d91ecbf10f8 (patch)
treed18a31c07e3ebfe90f76c57e3194ed05ed63b59f /front/src/components/animated_bg.tsx
parentdfa93f039a8191bd88d6f39f75730803e4bfba8d (diff)
front: awesome background
Diffstat (limited to 'front/src/components/animated_bg.tsx')
-rw-r--r--front/src/components/animated_bg.tsx114
1 files changed, 114 insertions, 0 deletions
diff --git a/front/src/components/animated_bg.tsx b/front/src/components/animated_bg.tsx
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+++ b/front/src/components/animated_bg.tsx
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+import { Shaders, Node, GLSL } from "gl-react";
+import { Surface } from "gl-react-dom";
+import React from "preact/compat";
+import { PropsWithChildren } from "preact/compat";
+
+const shaders = Shaders.create({
+ letters: {
+ frag: GLSL`
+precision highp float;
+varying vec2 uv;
+uniform vec3 color;
+uniform sampler2D t;
+uniform float time;
+uniform vec2 tiles;
+uniform float symbol_count;
+
+vec2 map_to_symbol_uv(vec2 image_coord, float symbol_index) {
+ float symbol_width = 1.0 / symbol_count;
+ float symbol_height = 1.0;
+ float symbol_x = symbol_index * symbol_width;
+ return vec2(symbol_x + image_coord.x * symbol_width, image_coord.y * symbol_height);
+}
+
+vec2 tile_index(vec2 p, vec2 tiles) {
+ return vec2(floor(p.x * tiles.x), floor(p.y * tiles.y));
+}
+
+vec2 tilefy (vec2 p, vec2 tiles) {
+ return vec2(fract(p.x * tiles.x), fract(p.y * tiles.y));
+}
+
+float randf(float n) {
+ return fract(sin(n) * 43758.5453123);
+}
+
+void main() {
+ vec2 tile = tile_index(uv, tiles);
+ float tilerand = randf(tile.x + tile.y * tiles.x);
+ float v = tilerand + randf(floor(tilerand * time));
+ float diff = fract(tilerand * time);
+ float s = floor(v * 9.0);
+ vec2 tp = tilefy(uv, tiles);
+ vec2 tp_center = vec2(0.5, 0.5);
+ float d = distance(tp, tp_center);
+ float scale = min(sin(diff * 3.1415) * 1.2, 1.0);
+ tp = tp_center + (tp - tp_center) / scale;
+ if (tp.x < 0.0 || tp.x > 1.0 || tp.y < 0.0 || tp.y > 1.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ return;
+ }
+ vec2 p = map_to_symbol_uv(tp, mod(s, symbol_count));
+ vec4 c = texture2D(t, p);
+ c.rgb *= color;
+ c.a *= uv.y * 4.0;
+ gl_FragColor = vec4(c.rgb * c.a, c.a);
+}
+`
+ }
+});
+
+const fps = 60;
+
+const AnimatedBgInternal = ({ tick }: { tick: number }) => {
+ const t = "/assets/images/symbols.png";
+
+ return (
+ <div style={{ position: "absolute", top: 0, left: 0, width: "100%", height: "100%", zIndex: -10 }}>
+ <Surface width={window.innerWidth} height={window.innerHeight / 2}>
+ <Node
+ shader={shaders.letters}
+ uniforms={{
+ t,
+ color: [42 / 255, 42 / 255, 80 / 255],
+ tiles: [Math.ceil(window.innerWidth / 32), Math.ceil(window.innerHeight / 64)],
+ symbol_count: 9,
+ time: tick / 60
+ }}
+ uniformsOptions={{
+ t: { interpolation: "nearest" }
+ }} />
+ </Surface>
+ </div>
+ );
+}
+
+// a higher order component that provides a tick prop
+// that updates every 1/refreshRate seconds
+//
+// accepts a JSX component as an argument
+const timeLoop = (
+ C: (props: PropsWithChildren<{ tick: number }>) => React.JSX.Element,
+ { refreshRate }: { refreshRate: number }
+) => {
+ return class TimeLoop extends React.Component {
+ interval: any;
+ state = { tick: 0 };
+
+ componentDidMount() {
+ this.interval = setInterval(() => {
+ this.setState({ tick: this.state.tick + 1 });
+ }, 1000 / refreshRate);
+ }
+
+ componentWillUnmount() {
+ clearInterval(this.interval);
+ }
+
+ render() {
+ return <C {...this.props} tick={this.state.tick} />;
+ }
+ };
+}
+
+export const AnimatedBg = timeLoop(AnimatedBgInternal, { refreshRate: fps });