Lightfall
Colorful light streaks raining down a glowing tunnel with a cursor light.
Live preview
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Installation
npx shadcn@latest add https://reactbits.dev/r/Lightfall-TS-TW.json
Dependencies: ogl
Source
'use client';
import React, { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
export interface LightfallProps {
className?: string;
dpr?: number;
paused?: boolean;
colors?: string[];
backgroundColor?: string;
speed?: number;
streakCount?: number;
streakWidth?: number;
streakLength?: number;
glow?: number;
density?: number;
twinkle?: number;
zoom?: number;
backgroundGlow?: number;
opacity?: number;
mouseInteraction?: boolean;
mouseStrength?: number;
mouseRadius?: number;
mouseDampening?: number;
lightMode?: boolean;
mixBlendMode?: string;
}
type RGB = [number, number, number];
const MAX_COLORS = 8;
const hexToRGB = (hex: string): RGB => {
const c = hex.replace('#', '').padEnd(6, '0');
const r = parseInt(c.slice(0, 2), 16) / 255;
const g = parseInt(c.slice(2, 4), 16) / 255;
const b = parseInt(c.slice(4, 6), 16) / 255;
return [r, g, b];
};
const prepColors = (input?: string[]) => {
const base = (input && input.length ? input : ['#A6C8FF', '#5227FF', '#FF9FFC']).slice(0, MAX_COLORS);
const count = base.length;
const arr: RGB[] = [];
for (let i = 0; i < MAX_COLORS; i++) arr.push(hexToRGB(base[Math.min(i, base.length - 1)]));
const avg: RGB = [0, 0, 0];
for (let i = 0; i < count; i++) {
avg[0] += arr[i][0];
avg[1] += arr[i][1];
avg[2] += arr[i][2];
}
avg[0] /= count;
avg[1] /= count;
avg[2] /= count;
return { arr, count, avg };
};
const vertex = `
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = `
precision highp float;
uniform vec3 iResolution;
uniform vec2 iMouse;
uniform float iTime;
uniform vec3 uColor0;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform vec3 uColor3;
uniform vec3 uColor4;
uniform vec3 uColor5;
uniform vec3 uColor6;
uniform vec3 uColor7;
uniform int uColorCount;
uniform vec3 uBgColor;
uniform vec3 uMouseColor;
uniform float uSpeed;
uniform int uStreakCount;
uniform float uStreakWidth;
uniform float uStreakLength;
uniform float uGlow;
uniform float uDensity;
uniform float uTwinkle;
uniform float uZoom;
uniform float uBgGlow;
uniform float uOpacity;
uniform float uMouseEnabled;
uniform float uMouseStrength;
uniform float uMouseRadius;
uniform float uLightMode;
varying vec2 vUv;
vec3 palette(float h) {
int count = uColorCount;
if (count < 1) count = 1;
int idx = int(floor(clamp(h, 0.0, 0.999999) * float(count)));
if (idx <= 0) return uColor0;
if (idx == 1) return uColor1;
if (idx == 2) return uColor2;
if (idx == 3) return uColor3;
if (idx == 4) return uColor4;
if (idx == 5) return uColor5;
if (idx == 6) return uColor6;
return uColor7;
}
vec3 tanhv(vec3 x) {
vec3 e = exp(-2.0 * x);
return (1.0 - e) / (1.0 + e);
}
vec2 sceneC(vec2 frag, vec2 r) {
vec2 P = (frag + frag - r) / r.x;
float z = 0.0;
float d = 1e3;
vec4 O = vec4(0.0);
for (int k = 0; k < 39; k++) {
if (d <= 1e-4) break;
O = z * normalize(vec4(P, uZoom, 0.0)) - vec4(0.0, 4.0, 1.0, 0.0) / 4.5;
d = 1.0 - sqrt(length(O * O));
z += d;
}
return vec2(O.x, atan(O.z, O.y));
}
void mainImage(out vec4 o, vec2 C) {
vec2 r = iResolution.xy;
vec2 uv0 = (C + C - r) / r.x;
float T = 0.1 * iTime * uSpeed + 9.0;
float angRings = max(1.0, floor(6.28318530718 * max(uDensity, 0.05) + 0.5));
vec2 Y = vec2(5e-3, 6.28318530718 / angRings);
vec2 c0 = sceneC(C, r);
vec2 cdx = sceneC(C + vec2(1.0, 0.0), r);
vec2 cdy = sceneC(C + vec2(0.0, 1.0), r);
vec2 dCx = cdx - c0;
vec2 dCy = cdy - c0;
dCx.y -= 6.28318530718 * floor(dCx.y / 6.28318530718 + 0.5);
dCy.y -= 6.28318530718 * floor(dCy.y / 6.28318530718 + 0.5);
vec2 fw = abs(dCx) + abs(dCy);
C = c0;
vec2 P = vec2(2.0, 1.0) * uv0 - (r / r.x) * vec2(0.0, 1.0);
vec4 O = uLightMode > 0.5
? vec4(0.0)
: vec4(uBgColor * 90.0 * uBgGlow / (1e3 * dot(P, P) + 6.0), 0.0);
float mGlow = 0.0;
if (uMouseEnabled > 0.5) {
vec2 mN = (iMouse + iMouse - r) / r.x;
float md = length(uv0 - mN);
mGlow = exp(-md * md / max(uMouseRadius * uMouseRadius, 1e-4)) * uMouseStrength;
O.rgb += uMouseColor * mGlow * 0.25;
}
float zr = 5e-4 * uStreakWidth;
vec2 rr = vec2(max(length(fw), 1e-5));
float tail = 19.0 / max(uStreakLength, 0.05);
for (int m = 0; m < 16; m++) {
if (m >= uStreakCount) break;
float jf = float(m) + 1.0;
float ic = fract(sin(dot(vec2(jf, floor(C.x / Y.x + 0.5)), vec2(7.0, 11.0)) * 73.0));
vec2 Pp = C - (T + T * ic) * vec2(0.0, 1.0);
Pp -= floor(Pp / Y + 0.5) * Y;
float h = fract(8663.0 * ic);
vec3 col = palette(h);
float weight = mix(1.5, 1.0 + sin(T + 7.0 * h + 4.0), uTwinkle);
weight *= (1.0 + mGlow * 2.0);
vec2 inner = vec2(length(max(Pp, vec2(-1.0, 0.0))), length(Pp) - zr) - zr;
vec2 sm = vec2(1.0) - smoothstep(-rr, rr, inner);
O.rgb += dot(sm, vec2(exp(tail * Pp.y), 3.0)) * col * weight;
C.x += Y.x / 8.0;
}
vec3 colr = sqrt(tanhv(max(O.rgb * uGlow - vec3(0.04, 0.08, 0.02), 0.0)));
if (uLightMode > 0.5) {
float peak = max(colr.r, max(colr.g, colr.b));
float coverage = smoothstep(0.035, 0.58, peak) * uOpacity;
vec3 chroma = clamp(colr / max(peak, 1e-4), 0.0, 1.0);
chroma = pow(chroma, vec3(1.35));
float chromaPeak = max(chroma.r, max(chroma.g, chroma.b));
chroma /= max(chromaPeak, 1e-4);
o = vec4(mix(vec3(1.0), chroma, coverage * 0.94), 1.0);
} else {
o = vec4(colr, uOpacity);
}
}
void main() {
vec4 color;
mainImage(color, vUv * iResolution.xy);
gl_FragColor = color;
}
`;
const Lightfall: React.FC<LightfallProps> = ({
className,
dpr,
paused = false,
colors = ['#A6C8FF', '#5227FF', '#FF9FFC'],
backgroundColor = '#0A29FF',
speed = 0.5,
streakCount = 2,
streakWidth = 1,
streakLength = 1,
glow = 1,
density = 0.6,
twinkle = 1,
zoom = 3,
backgroundGlow = 0.5,
opacity = 1,
mouseInteraction = true,
mouseStrength = 0.5,
mouseRadius = 1,
mouseDampening = 0.15,
lightMode = false,
mixBlendMode
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const rafRef = useRef<number | null>(null);
const programRef = useRef<Program | null>(null);
const meshRef = useRef<Mesh | null>(null);
const geometryRef = useRef<Triangle | null>(null);
const rendererRef = useRef<Renderer | null>(null);
const mouseTargetRef = useRef<[number, number]>([0, 0]);
const lastTimeRef = useRef(0);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const renderer = new Renderer({
dpr: dpr ?? (typeof window !== 'undefined' ? window.devicePixelRatio || 1 : 1),
alpha: true,
antialias: true
});
rendererRef.current = renderer;
const gl = renderer.gl;
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.display = 'block';
container.appendChild(canvas);
const { arr, count, avg } = prepColors(colors);
const uniforms = {
iResolution: { value: [gl.drawingBufferWidth, gl.drawingBufferHeight, 1] },
iMouse: { value: [0, 0] },
iTime: { value: 0 },
uColor0: { value: arr[0] },
uColor1: { value: arr[1] },
uColor2: { value: arr[2] },
uColor3: { value: arr[3] },
uColor4: { value: arr[4] },
uColor5: { value: arr[5] },
uColor6: { value: arr[6] },
uColor7: { value: arr[7] },
uColorCount: { value: count },
uBgColor: { value: hexToRGB(backgroundColor) },
uMouseColor: { value: avg },
uSpeed: { value: speed },
uStreakCount: { value: Math.max(1, Math.min(16, Math.round(streakCount))) },
uStreakWidth: { value: streakWidth },
uStreakLength: { value: streakLength },
uGlow: { value: glow },
uDensity: { value: density },
uTwinkle: { value: twinkle },
uZoom: { value: zoom },
uBgGlow: { value: backgroundGlow },
uOpacity: { value: opacity },
uMouseEnabled: { value: mouseInteraction ? 1 : 0 },
uMouseStrength: { value: mouseStrength },
uMouseRadius: { value: mouseRadius },
uLightMode: { value: lightMode ? 1 : 0 }
};
const program = new Program(gl, { vertex, fragment, uniforms });
programRef.current = program;
const geometry = new Triangle(gl);
geometryRef.current = geometry;
const mesh = new Mesh(gl, { geometry, program });
meshRef.current = mesh;
const resize = () => {
const rect = container.getBoundingClientRect();
renderer.setSize(rect.width, rect.height);
uniforms.iResolution.value = [gl.drawingBufferWidth, gl.drawingBufferHeight, 1];
};
resize();
const ro = new ResizeObserver(resize);
ro.observe(container);
const onPointerMove = (e: PointerEvent) => {
const rect = canvas.getBoundingClientRect();
const scale = renderer.dpr || 1;
const x = (e.clientX - rect.left) * scale;
const y = (rect.height - (e.clientY - rect.top)) * scale;
mouseTargetRef.current = [x, y];
if (mouseDampening <= 0) {
uniforms.iMouse.value = [x, y];
}
};
if (mouseInteraction) {
canvas.addEventListener('pointermove', onPointerMove);
}
const loop = (t: number) => {
rafRef.current = requestAnimationFrame(loop);
uniforms.iTime.value = t * 0.001;
if (mouseDampening > 0) {
if (!lastTimeRef.current) lastTimeRef.current = t;
const dt = (t - lastTimeRef.current) / 1000;
lastTimeRef.current = t;
const tau = Math.max(1e-4, mouseDampening);
let factor = 1 - Math.exp(-dt / tau);
if (factor > 1) factor = 1;
const target = mouseTargetRef.current;
const cur = uniforms.iMouse.value as number[];
cur[0] += (target[0] - cur[0]) * factor;
cur[1] += (target[1] - cur[1]) * factor;
} else {
lastTimeRef.current = t;
}
if (!paused && programRef.current && meshRef.current) {
try {
renderer.render({ scene: meshRef.current });
} catch (e) {
console.error(e);
}
}
};
rafRef.current = requestAnimationFrame(loop);
return () => {
if (rafRef.current) cancelAnimationFrame(rafRef.current);
if (mouseInteraction) canvas.removeEventListener('pointermove', onPointerMove);
ro.disconnect();
if (canvas.parentElement === container) {
container.removeChild(canvas);
}
const callIfFn = (obj: unknown, key: string) => {
const fn = obj && (obj as Record<string, unknown>)[key];
if (typeof fn === 'function') {
(fn as () => void).call(obj);
}
};
callIfFn(programRef.current, 'remove');
callIfFn(geometryRef.current, 'remove');
callIfFn(meshRef.current, 'remove');
callIfFn(rendererRef.current, 'destroy');
programRef.current = null;
geometryRef.current = null;
meshRef.current = null;
rendererRef.current = null;
};
}, [
dpr,
paused,
colors,
backgroundColor,
speed,
streakCount,
streakWidth,
streakLength,
glow,
density,
twinkle,
zoom,
backgroundGlow,
opacity,
mouseInteraction,
mouseStrength,
mouseRadius,
mouseDampening,
lightMode
]);
return (
<div
ref={containerRef}
className={`w-full h-full overflow-hidden relative ${className ?? ''}`}
style={{
...(mixBlendMode && { mixBlendMode: mixBlendMode as React.CSSProperties['mixBlendMode'] })
}}
/>
);
};
export default Lightfall;