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index.tsx
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index.tsx
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// heavily inspired by ggsim's raymarching experiments https://github.com/gsimone/r3f-raymarching :)
import glsl from "glslify";
import React, { useCallback, useState } from "react";
import type { ShaderRendererSettings, ShaderSetupFn } from "Renderers/WebGL";
import { ShaderRenderer } from "Renderers/WebGL";
import { ControlsContainer, RefreshButton } from "components/SketchControls";
import { lerpVector } from "Utils/math";
import { createHex, inRange, inSquare } from "Utils/random";
import { hexToVec3 } from "Utils/shaders";
// `createSketch` function used with react state to ensure pixelation value
// refreshes on component remount (just helpful for DX - otherwise the canvas
// size varies when the code changes)
const createSketch = (PIXELATION: number) => {
const sketch: ShaderSetupFn = ({ width, height, aspect }) => {
const actualWidth = width * PIXELATION;
const actualHeight = height * PIXELATION;
let idleMousePosition = inSquare(actualWidth, actualHeight);
return {
uniforms: {
aspect: { value: aspect },
time: { value: inRange(200, 600), type: "1f" },
resolution: { value: [actualWidth, actualHeight], type: "2f" },
mousePosition: { value: [0, actualHeight], type: "2f" },
baseShape: {
value: inRange(0, 5, { isInteger: true }),
type: "1i",
},
colorStart: { value: hexToVec3(createHex()), type: "3f" },
colorEnd: { value: hexToVec3(createHex()), type: "3f" },
noiseScale: { value: inRange(11, 20), type: "1f" },
},
frag: glsl`
precision highp float;
#pragma glslify: rotate = require("../../../utils/shaders/rotate.glsl");
#pragma glslify: filmGrain = require("../../../utils/shaders/grain.glsl");
#define PI 3.1415
#define TAU 2.0 * PI
varying vec2 vUv;
uniform float time;
uniform float aspect;
uniform vec2 resolution;
uniform vec2 mousePosition;
uniform vec3 colorStart;
uniform vec3 colorEnd;
uniform float noiseScale;
uniform int baseShape;
#pragma glslify: sdEllipsoid = require("../../../utils/shaders/sdShapes/3d/sdEllipsoid.glsl");
#pragma glslify: sdSphere = require("../../../utils/shaders/sdShapes/3d/sdSphere.glsl");
#pragma glslify: sdOctahedron = require("../../../utils/shaders/sdShapes/3d/sdOctahedron.glsl");
#pragma glslify: sdTorus = require("../../../utils/shaders/sdShapes/3d/sdTorus.glsl");
#pragma glslify: sdCappedCone = require("../../../utils/shaders/sdShapes/3d/sdCappedCone.glsl");
#pragma glslify: sdPyramid = require("../../../utils/shaders/sdShapes/3d/sdPyramid.glsl");
float sineNoise(vec3 p) {
return 1.0 - (sin(p.x) + sin(p.y) + sin(p.z)) / 3.0;
}
float sdf(vec3 pos) {
vec3 p1 = rotate(pos, vec3(1.0, 1.0, 0.0), time * TAU);
float shape = 0.0;
if (baseShape == 0) {
shape = sdSphere(p1, 0.45);
} else if (baseShape == 1) {
shape = sdEllipsoid(p1, vec3(0.45, 0.2, 0.32));
} else if (baseShape == 2) {
p1 = rotate(pos, vec3(0.0, 1.0, 0.0), time * TAU);
shape = sdOctahedron(p1, 0.45);
} else if (baseShape == 3) {
shape = sdTorus(p1, vec2(0.45, 0.2));
} else if (baseShape == 4) {
shape = sdCappedCone(p1, 0.45, 0.4, 0.25);
} else if (baseShape == 5) {
shape = sdPyramid(p1, 0.45);
}
vec3 p2 = rotate(pos, vec3(mousePosition, 1.0), -time * TAU);
float sineNoiseValue = (0.83 - sineNoise((p2 + vec3(0.0, 0.2, 0.0)) * noiseScale)) / noiseScale;
return max(shape, sineNoiseValue);
}
vec3 getColor(vec3 pos) {
float amount = clamp((1.5 - length(pos)) / 2.3, 0.0, 1.0);
vec3 color = 0.588 + 0.708 * cos(TAU * (colorStart + amount * colorEnd));
return color * amount;
}
void main() {
vec2 uv = vUv * vec2(aspect, 1.0) + vec2((1.0 - aspect) / 2.0, 0.0);
vec3 camPos = vec3(0.0, 0.0, 2.0);
vec2 pos = uv - vec2(0.5);
vec3 ray = normalize(vec3(pos, -1.0));
vec3 currentRayPos = camPos;
float curDist = 0.0;
float rayLength = 0.0;
vec3 finalColor = vec3(0.0);
for (int i = 0; i <= 256; i++) {
curDist = sdf(currentRayPos);
rayLength += 0.536 * curDist;
currentRayPos = camPos + ray * rayLength;
if (curDist < 0.001 || curDist > 2.0) {
break;
}
finalColor += (0.052 * getColor(currentRayPos));
}
vec3 color = finalColor;
if (curDist > 0.1) {
color = max(finalColor, 0.0);
}
float grainAmount = filmGrain(vUv * time) * 0.08;
gl_FragColor = vec4(color - grainAmount, 1.0);
}
`,
onFrame: ({ uniforms, mousePosition, mouseIsIdle, frameCount }) => {
uniforms.time.value += 0.002;
if (frameCount % 180 === 0) {
idleMousePosition = inSquare(actualWidth, actualHeight);
}
uniforms.mousePosition.value = lerpVector(
uniforms.mousePosition.value,
!mouseIsIdle ? mousePosition : idleMousePosition,
0.05
);
},
};
};
return sketch;
};
const S080121 = () => {
const [pixelation] = useState(() => inRange(1, 6.2));
const settings: ShaderRendererSettings = {
dimensions: [window.innerWidth / pixelation, window.innerHeight / pixelation],
};
// eslint-disable-next-line react-hooks/exhaustive-deps
const sketch = useCallback(createSketch(pixelation), [pixelation]);
return (
<>
<ShaderRenderer
sketch={sketch}
settings={settings}
style={{ width: "100%", height: "100vh" }}
/>
<ControlsContainer>
<RefreshButton>Re-generate scene</RefreshButton>
</ControlsContainer>
</>
);
};
export default S080121;
export { default as metaImage } from "./meta-image.png";