Components
Loading preview...
import React, { useRef, useEffect, useCallback } from 'react';
interface ShaderSpiralProps {
width?: number;
height?: number;
className?: string;
}
const ShaderSpiralDemo: React.FC<ShaderSpiralProps> = ({
width = 1200,
height = 800,
className = ''
}) => {
const canvasRef = useRef<HTMLCanvasElement>(null);
const glRef = useRef<WebGL2RenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const animationFrameRef = useRef<number>(0);
const startTimeRef = useRef<number>(Date.now());
const vertexShaderSource = `#version 300 es
in vec4 a_position;
void main() {
gl_Position = a_position;
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
out vec4 O;
uniform vec2 resolution;
uniform float time;
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define MN min(R.x,R.y)
#define S smoothstep
#define beat(a) pow(S(.4,.6,sin(3.1415/a*T)*.5+.5),5.)
float rnd(vec2 p) {
p=fract(p*vec2(12.9898,78.233));
p+=dot(p,p+34.56);
return fract(p.x*p.y);
}
float spirals(vec2 uv) {
float c=.0, d=.0, k=.68;
for (float i=1.;i<8.;i++) {
c+=abs(sin(T/i)*0.07)/length(vec2(uv.y,sin(uv.y+T*i)*k)-uv.yx);
vec2 p=uv;
p.x-=sin(p.y+T*i)*k;
p.y+=T*1.5;
p.y=mod(p.y,.5)-.25;
d+=.008/length(p);
}
c*=abs(d);
return c;
}
vec3 pattern(vec2 uv) {
float k=4./MN;
return sqrt(spirals(uv*.95)*vec3(
spirals(uv-k),
spirals(uv),
spirals(uv+k)
))*0.15;
}
void main(){
vec3 col=vec3(0);
float
tt=beat(3.),
t =beat(6.),
m =S(1e-3,.5,1./(10.+90.*(1.-tt))),
n =S(1e-3,.5,1./(7.+93.*tt));
vec2 uv=(FC-.5*R)/MN;
if (R.x>R.y) uv=vec2(uv.y,-uv.x);
uv*=1.5+sqrt(t*.8);
vec2 p=uv*(1.+.25*sqrt(t));
uv-=uv*mix(.2,1.,rnd(uv))*n;
p-=p*mix(.4,.8,rnd(FC))*m;
col+=vec3(pow(sin(p.x*10.)*cos(p.y*10.),.2))*.2;
col=max(col,pattern(uv));
O=vec4(col,1);
}
`;
const createShader = useCallback((gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | 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 compilation error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}, []);
const createProgram = useCallback((gl: WebGL2RenderingContext): WebGLProgram | null => {
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
if (!vertexShader || !fragmentShader) return null;
const program = gl.createProgram();
if (!program) return null;
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));
gl.deleteProgram(program);
return null;
}
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return program;
}, [createShader, vertexShaderSource, fragmentShaderSource]);
const setupGeometry = useCallback((gl: WebGL2RenderingContext, program: WebGLProgram): void => {
const vertices = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
1.0, 1.0,
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
}, []);
const render = useCallback((gl: WebGL2RenderingContext, program: WebGLProgram): void => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
const timeLocation = gl.getUniformLocation(program, 'time');
const resolutionLocation = gl.getUniformLocation(program, 'resolution');
const currentTime = (Date.now() - startTimeRef.current) / 3000.0;
gl.uniform1f(timeLocation, currentTime);
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}, []);
const animate = useCallback((): void => {
const gl = glRef.current;
const program = programRef.current;
if (gl && program) {
render(gl, program);
animationFrameRef.current = requestAnimationFrame(animate);
}
}, [render]);
const initWebGL = useCallback((): boolean => {
const canvas = canvasRef.current;
if (!canvas) return false;
const gl = canvas.getContext('webgl2');
if (!gl) {
console.error('WebGL2 is not supported');
return false;
}
glRef.current = gl;
const program = createProgram(gl);
if (!program) return false;
programRef.current = program;
setupGeometry(gl, program);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
return true;
}, [createProgram, setupGeometry]);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
canvas.width = width;
canvas.height = height;
if (initWebGL()) {
startTimeRef.current = Date.now();
animate();
}
return () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
}
const gl = glRef.current;
const program = programRef.current;
if (gl && program) {
gl.deleteProgram(program);
}
};
}, [width, height, initWebGL, animate]);
return (
<div className={`w-full h-screen flex items-center justify-center relative overflow-hidden bg-black ${className}`}>
<canvas
ref={canvasRef}
width={width}
height={height}
className="absolute inset-0 w-full h-full object-cover"
style={{
display: 'block',
background: 'radial-gradient(ellipse at center, #1a1a1a 0%, #000000 90%)'
}}
/>
{/* DEATH & TAXES Overlay */}
<div className="absolute inset-0 flex items-center justify-center pointer-events-none z-20">
<div className="text-center select-none">
<h1 className="font-black tracking-wider leading-none text-white"
style={{
fontSize: 'clamp(3rem, 12vw, 14rem)',
fontFamily: 'system-ui, -apple-system, sans-serif',
textShadow: '0 0 20px rgba(255,255,255,0.5), 0 0 40px rgba(255,255,255,0.3), 0 0 80px rgba(255,255,255,0.2)',
animation: 'pulse 5s ease-in-out infinite'
}}
>
DEATH
</h1>
<div className="my-4 text-white/80"
style={{
fontSize: 'clamp(0.8rem, 3vw, 7rem)',
fontWeight: '100',
letterSpacing: '1.0em'
}}
>
&
</div>
<h1 className="font-black tracking-wider leading-none text-white"
style={{
fontSize: 'clamp(3rem, 13vw, 14rem)',
fontFamily: 'system-ui, -apple-system, sans-serif',
textShadow: '0 0 20px rgba(255,255,255,0.5), 0 0 40px rgba(255,255,255,0.3), 0 0 80px rgba(255,255,255,0.2)',
animation: 'pulse 3s ease-in-out infinite'
}}
>
TAXES
</h1>
</div>
</div>
{/* CSS Animation */}
<style jsx>{`
@keyframes pulse {
0%, 100% {
opacity: 10.5;
transform: scale(2.05);
}
50% {
opacity: 10.7;
transform: scale(2.06);
}
}
`}</style>
</div>
);
};
export default ShaderSpiralDemo;Loading preview...