LineWaves
Animated line wave pattern with colorful warped distortion.
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Installation
npx shadcn@latest add https://reactbits.dev/r/LineWaves-TS-TW.json
Dependencies: ogl
Source
'use client';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
import { useEffect, useRef } from 'react';
interface LineWavesProps {
speed?: number;
innerLineCount?: number;
outerLineCount?: number;
warpIntensity?: number;
rotation?: number;
edgeFadeWidth?: number;
colorCycleSpeed?: number;
brightness?: number;
color1?: string;
color2?: string;
color3?: string;
enableMouseInteraction?: boolean;
mouseInfluence?: number;
lightMode?: boolean;
}
function hexToVec3(hex: string): [number, number, number] {
const h = hex.replace('#', '');
return [
parseInt(h.slice(0, 2), 16) / 255,
parseInt(h.slice(2, 4), 16) / 255,
parseInt(h.slice(4, 6), 16) / 255
];
}
const vertexShader = `
attribute vec2 uv;
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0, 1);
}
`;
const fragmentShader = `
precision highp float;
uniform float uTime;
uniform vec3 uResolution;
uniform float uSpeed;
uniform float uInnerLines;
uniform float uOuterLines;
uniform float uWarpIntensity;
uniform float uRotation;
uniform float uEdgeFadeWidth;
uniform float uColorCycleSpeed;
uniform float uBrightness;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform vec3 uColor3;
uniform vec2 uMouse;
uniform float uMouseInfluence;
uniform bool uEnableMouse;
uniform float uLightMode;
#define HALF_PI 1.5707963
float hashF(float n) {
return fract(sin(n * 127.1) * 43758.5453123);
}
float smoothNoise(float x) {
float i = floor(x);
float f = fract(x);
float u = f * f * (3.0 - 2.0 * f);
return mix(hashF(i), hashF(i + 1.0), u);
}
float displaceA(float coord, float t) {
float result = sin(coord * 2.123) * 0.2;
result += sin(coord * 3.234 + t * 4.345) * 0.1;
result += sin(coord * 0.589 + t * 0.934) * 0.5;
return result;
}
float displaceB(float coord, float t) {
float result = sin(coord * 1.345) * 0.3;
result += sin(coord * 2.734 + t * 3.345) * 0.2;
result += sin(coord * 0.189 + t * 0.934) * 0.3;
return result;
}
vec2 rotate2D(vec2 p, float angle) {
float c = cos(angle);
float s = sin(angle);
return vec2(p.x * c - p.y * s, p.x * s + p.y * c);
}
void main() {
vec2 coords = gl_FragCoord.xy / uResolution.xy;
coords = coords * 2.0 - 1.0;
coords = rotate2D(coords, uRotation);
float halfT = uTime * uSpeed * 0.5;
float fullT = uTime * uSpeed;
float mouseWarp = 0.0;
if (uEnableMouse) {
vec2 mPos = rotate2D(uMouse * 2.0 - 1.0, uRotation);
float mDist = length(coords - mPos);
mouseWarp = uMouseInfluence * exp(-mDist * mDist * 4.0);
}
float warpAx = coords.x + displaceA(coords.y, halfT) * uWarpIntensity + mouseWarp;
float warpAy = coords.y - displaceA(coords.x * cos(fullT) * 1.235, halfT) * uWarpIntensity;
float warpBx = coords.x + displaceB(coords.y, halfT) * uWarpIntensity + mouseWarp;
float warpBy = coords.y - displaceB(coords.x * sin(fullT) * 1.235, halfT) * uWarpIntensity;
vec2 fieldA = vec2(warpAx, warpAy);
vec2 fieldB = vec2(warpBx, warpBy);
vec2 blended = mix(fieldA, fieldB, mix(fieldA, fieldB, 0.5));
float fadeTop = smoothstep(uEdgeFadeWidth, uEdgeFadeWidth + 0.4, blended.y);
float fadeBottom = smoothstep(-uEdgeFadeWidth, -(uEdgeFadeWidth + 0.4), blended.y);
float vMask = 1.0 - max(fadeTop, fadeBottom);
float tileCount = mix(uOuterLines, uInnerLines, vMask);
float scaledY = blended.y * tileCount;
float nY = smoothNoise(abs(scaledY));
float ridge = pow(
step(abs(nY - blended.x) * 2.0, HALF_PI) * cos(2.0 * (nY - blended.x)),
5.0
);
float lines = 0.0;
for (float i = 1.0; i < 3.0; i += 1.0) {
lines += pow(max(fract(scaledY), fract(-scaledY)), i * 2.0);
}
float pattern = vMask * lines;
float cycleT = fullT * uColorCycleSpeed;
float rChannel = (pattern + lines * ridge) * (cos(blended.y + cycleT * 0.234) * 0.5 + 1.0);
float gChannel = (pattern + vMask * ridge) * (sin(blended.x + cycleT * 1.745) * 0.5 + 1.0);
float bChannel = (pattern + lines * ridge) * (cos(blended.x + cycleT * 0.534) * 0.5 + 1.0);
vec3 col = (rChannel * uColor1 + gChannel * uColor2 + bChannel * uColor3) * uBrightness;
float alpha = clamp(length(col), 0.0, 1.0);
if (uLightMode > 0.5) {
vec3 weights = pow(max(vec3(rChannel, gChannel, bChannel), vec3(0.0)), vec3(3.0));
float weightSum = max(weights.r + weights.g + weights.b, 0.0001);
vec3 chroma = (weights.r * uColor1 + weights.g * uColor2 + weights.b * uColor3) / weightSum;
float neutral = min(chroma.r, min(chroma.g, chroma.b));
chroma = max(chroma - vec3(neutral * 0.92), vec3(0.0));
float peak = max(chroma.r, max(chroma.g, chroma.b));
chroma = pow(clamp(chroma / max(peak, 0.0001), 0.0, 1.0), vec3(1.08));
float ink = clamp(max(rChannel, max(gChannel, bChannel)) * uBrightness * 1.15, 0.0, 0.92);
gl_FragColor = vec4(mix(vec3(1.0), chroma, ink), 1.0);
} else {
gl_FragColor = vec4(col, alpha);
}
}
`;
export default function LineWaves({
speed = 0.3,
innerLineCount = 32.0,
outerLineCount = 36.0,
warpIntensity = 1.0,
rotation = -45,
edgeFadeWidth = 0.0,
colorCycleSpeed = 1.0,
brightness = 0.2,
color1 = '#ffffff',
color2 = '#ffffff',
color3 = '#ffffff',
enableMouseInteraction = true,
mouseInfluence = 2.0,
lightMode = false
}: LineWavesProps) {
const containerRef = useRef<HTMLDivElement>(null);
useEffect(() => {
if (!containerRef.current) return;
const container = containerRef.current;
const renderer = new Renderer({ alpha: true, premultipliedAlpha: false });
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 0);
let program: Program;
let currentMouse = [0.5, 0.5];
let targetMouse = [0.5, 0.5];
function handleMouseMove(e: MouseEvent) {
const rect = gl.canvas.getBoundingClientRect();
targetMouse = [
(e.clientX - rect.left) / rect.width,
1.0 - (e.clientY - rect.top) / rect.height
];
}
function handleMouseLeave() {
targetMouse = [0.5, 0.5];
}
function resize() {
renderer.setSize(container.offsetWidth, container.offsetHeight);
if (program) {
program.uniforms.uResolution.value = [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height];
}
}
window.addEventListener('resize', resize);
resize();
const geometry = new Triangle(gl);
const rotationRad = (rotation * Math.PI) / 180;
program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
uTime: { value: 0 },
uResolution: { value: [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height] },
uSpeed: { value: speed },
uInnerLines: { value: innerLineCount },
uOuterLines: { value: outerLineCount },
uWarpIntensity: { value: warpIntensity },
uRotation: { value: rotationRad },
uEdgeFadeWidth: { value: edgeFadeWidth },
uColorCycleSpeed: { value: colorCycleSpeed },
uBrightness: { value: brightness },
uColor1: { value: hexToVec3(color1) },
uColor2: { value: hexToVec3(color2) },
uColor3: { value: hexToVec3(color3) },
uMouse: { value: new Float32Array([0.5, 0.5]) },
uMouseInfluence: { value: mouseInfluence },
uEnableMouse: { value: enableMouseInteraction },
uLightMode: { value: lightMode ? 1 : 0 }
}
});
const mesh = new Mesh(gl, { geometry, program });
container.appendChild(gl.canvas);
if (enableMouseInteraction) {
gl.canvas.addEventListener('mousemove', handleMouseMove);
gl.canvas.addEventListener('mouseleave', handleMouseLeave);
}
let animationFrameId: number;
function update(time: number) {
animationFrameId = requestAnimationFrame(update);
program.uniforms.uTime.value = time * 0.001;
if (enableMouseInteraction) {
currentMouse[0] += 0.05 * (targetMouse[0] - currentMouse[0]);
currentMouse[1] += 0.05 * (targetMouse[1] - currentMouse[1]);
program.uniforms.uMouse.value[0] = currentMouse[0];
program.uniforms.uMouse.value[1] = currentMouse[1];
} else {
program.uniforms.uMouse.value[0] = 0.5;
program.uniforms.uMouse.value[1] = 0.5;
}
renderer.render({ scene: mesh });
}
animationFrameId = requestAnimationFrame(update);
return () => {
cancelAnimationFrame(animationFrameId);
window.removeEventListener('resize', resize);
if (enableMouseInteraction) {
gl.canvas.removeEventListener('mousemove', handleMouseMove);
gl.canvas.removeEventListener('mouseleave', handleMouseLeave);
}
container.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
}, [speed, innerLineCount, outerLineCount, warpIntensity, rotation, edgeFadeWidth, colorCycleSpeed, brightness, color1, color2, color3, enableMouseInteraction, mouseInfluence, lightMode]);
return <div ref={containerRef} className="w-full h-full" />;
}