MicroSlats
A wall of tiny slats that becomes a rolling sea in perspective, with glinting crests, four presets, a real fluid the cursor stirs and an intro that rolls in from the horizon.
Live preview
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Installation
npx shadcn@latest add https://reactbits.dev/r/MicroSlats-TS-TW.json
Dependencies: ogl
Source
'use client';
import { useEffect, useMemo, useRef } from 'react';
import type { CSSProperties } from 'react';
import { Renderer, Program, Mesh, Triangle, RenderTarget, Texture } from 'ogl';
type SwellPreset = 'swell' | 'tide' | 'storm' | 'signal';
type Rgba = [number, number, number, number];
interface WaveValues {
scale: number;
speed: number;
direction: number;
chop: number;
stretch: number;
glint: number;
contrast: number;
perspective: number;
fog: number;
}
export interface MicroSlatsProps extends Partial<WaveValues> {
preset?: SwellPreset;
color?: string;
glintColor?: string;
backgroundColor?: string;
slatWidth?: number;
slatHeight?: number;
gap?: number;
roundness?: number;
interactive?: boolean;
cursorStrength?: number;
cursorSize?: number;
swirl?: number;
trail?: number;
lean?: number;
intro?: boolean;
introDuration?: number;
paused?: boolean;
className?: string;
style?: CSSProperties;
}
interface Settings extends WaveValues {
color: Rgba;
glintColor: Rgba;
backgroundColor: Rgba;
slatWidth: number;
slatHeight: number;
gap: number;
roundness: number;
interactive: boolean;
cursorStrength: number;
cursorSize: number;
swirl: number;
trail: number;
lean: number;
intro: boolean;
introDuration: number;
paused: boolean;
}
interface GridLayout {
slatW: number;
slatH: number;
tilt: number;
grid: number[];
origin: number[];
}
interface Pair {
read: RenderTarget;
write: RenderTarget;
swap: () => void;
}
interface Fluid {
width: number;
height: number;
velocity: Pair;
ink: Pair;
pressure: Pair;
divergence: RenderTarget;
curl: RenderTarget;
}
type Splat = [number, number, number, number, number | null];
const SWELL_PRESETS: Record<SwellPreset, WaveValues> = {
swell: {
scale: 1.5,
speed: 0.6,
direction: 250,
chop: 0.55,
stretch: 0,
glint: 0.7,
contrast: 1.25,
perspective: 0.55,
fog: 0.55
},
tide: {
scale: 1.3,
speed: 0.5,
direction: 262,
chop: 0.2,
stretch: 0.12,
glint: 0.45,
contrast: 1.1,
perspective: 0.5,
fog: 0.4
},
storm: {
scale: 0.55,
speed: 1.6,
direction: 236,
chop: 1,
stretch: 0.3,
glint: 1.3,
contrast: 1.8,
perspective: 0.8,
fog: 0.35
},
signal: {
scale: 0.85,
speed: 1.2,
direction: 180,
chop: 0.6,
stretch: 0.85,
glint: 0.25,
contrast: 1.2,
perspective: 0,
fog: 0
}
};
const FLUID_SIZE = 96;
const PRESSURE_STEPS = 16;
const SPLAT_FORCE = 6900;
const SPLASH_JETS = 3;
const PIXEL_BUDGET = 4.5e6;
const clamp = (value: number, min: number, max: number) => Math.min(Math.max(value, min), max);
const parseColor = (value: string, fallback: Rgba): Rgba => {
try {
const ctx = document.createElement('canvas').getContext('2d');
if (!ctx) return fallback;
ctx.fillStyle = '#000000';
ctx.fillStyle = value;
const resolved = ctx.fillStyle;
if (resolved.startsWith('#')) {
const n = parseInt(resolved.slice(1), 16);
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255, 1];
}
const parts = resolved.match(/[\d.]+/g);
if (!parts || parts.length < 3) return fallback;
return [Number(parts[0]) / 255, Number(parts[1]) / 255, Number(parts[2]) / 255, parts[3] ? Number(parts[3]) : 1];
} catch {
return fallback;
}
};
const passVertex = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fluidVertex = `#version 300 es
in vec2 position;
uniform vec2 uTexel;
out vec2 vUv;
out vec2 vL;
out vec2 vR;
out vec2 vT;
out vec2 vB;
void main() {
vUv = position * 0.5 + 0.5;
vL = vUv - vec2(uTexel.x, 0.0);
vR = vUv + vec2(uTexel.x, 0.0);
vT = vUv + vec2(0.0, uTexel.y);
vB = vUv - vec2(0.0, uTexel.y);
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fluidHead = `#version 300 es
precision highp float;
in vec2 vUv;
in vec2 vL;
in vec2 vR;
in vec2 vT;
in vec2 vB;
out vec4 fragColor;
`;
const splatFragment = `${fluidHead}
uniform sampler2D uTarget;
uniform float uAspect;
uniform vec2 uPoint;
uniform vec3 uValue;
uniform float uRadius;
void main() {
vec2 offset = vUv - uPoint;
offset.x *= uAspect;
float falloff = exp(-dot(offset, offset) / uRadius);
fragColor = vec4(texture(uTarget, vUv).xyz + uValue * falloff, 1.0);
}
`;
const curlFragment = `${fluidHead}
uniform sampler2D uVelocity;
void main() {
float left = texture(uVelocity, vL).y;
float right = texture(uVelocity, vR).y;
float top = texture(uVelocity, vT).x;
float bottom = texture(uVelocity, vB).x;
fragColor = vec4(0.5 * (right - left - top + bottom), 0.0, 0.0, 1.0);
}
`;
const vorticityFragment = `${fluidHead}
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float uSwirl;
uniform float uDt;
void main() {
float left = texture(uCurl, vL).x;
float right = texture(uCurl, vR).x;
float top = texture(uCurl, vT).x;
float bottom = texture(uCurl, vB).x;
float middle = texture(uCurl, vUv).x;
vec2 force = 0.5 * vec2(abs(top) - abs(bottom), abs(right) - abs(left));
force = force / (length(force) + 0.0001) * uSwirl * middle;
force.y = -force.y;
vec2 velocity = texture(uVelocity, vUv).xy + force * uDt;
fragColor = vec4(clamp(velocity, -1000.0, 1000.0), 0.0, 1.0);
}
`;
const divergenceFragment = `${fluidHead}
uniform sampler2D uVelocity;
void main() {
vec2 middle = texture(uVelocity, vUv).xy;
float left = vL.x < 0.0 ? -middle.x : texture(uVelocity, vL).x;
float right = vR.x > 1.0 ? -middle.x : texture(uVelocity, vR).x;
float top = vT.y > 1.0 ? -middle.y : texture(uVelocity, vT).y;
float bottom = vB.y < 0.0 ? -middle.y : texture(uVelocity, vB).y;
fragColor = vec4(0.5 * (right - left + top - bottom), 0.0, 0.0, 1.0);
}
`;
const pressureFragment = `${fluidHead}
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
void main() {
float left = texture(uPressure, vL).x;
float right = texture(uPressure, vR).x;
float top = texture(uPressure, vT).x;
float bottom = texture(uPressure, vB).x;
float divergence = texture(uDivergence, vUv).x;
fragColor = vec4((left + right + top + bottom - divergence) * 0.25, 0.0, 0.0, 1.0);
}
`;
const projectFragment = `${fluidHead}
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
void main() {
float left = texture(uPressure, vL).x;
float right = texture(uPressure, vR).x;
float top = texture(uPressure, vT).x;
float bottom = texture(uPressure, vB).x;
vec2 velocity = texture(uVelocity, vUv).xy - vec2(right - left, top - bottom);
fragColor = vec4(velocity, 0.0, 1.0);
}
`;
const advectFragment = `${fluidHead}
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 uTexel;
uniform float uDt;
uniform float uFade;
void main() {
vec2 from = vUv - uDt * texture(uVelocity, vUv).xy * uTexel;
fragColor = texture(uSource, from) / (1.0 + uFade * uDt);
}
`;
const scaleFragment = `${fluidHead}
uniform sampler2D uSource;
uniform float uValue;
void main() {
fragColor = texture(uSource, vUv) * uValue;
}
`;
const fieldFragment = `#version 300 es
precision highp float;
uniform vec2 uSize;
uniform vec4 uGrid;
uniform vec2 uOrigin;
uniform vec2 uSlat;
uniform float uTime;
uniform float uScale;
uniform float uDirection;
uniform float uChop;
uniform float uStretch;
uniform float uGlint;
uniform float uContrast;
uniform float uPerspective;
uniform float uFog;
uniform float uIntro;
uniform sampler2D tVelocity;
uniform sampler2D tInk;
uniform vec2 uFluidTexel;
uniform float uFluid;
uniform float uInk;
uniform float uLean;
out vec4 fragColor;
const float TURN[4] = float[4](0.0, -0.95, 0.78, 1.62);
const float LENGTH[4] = float[4](2.6, 1.7, 1.12, 0.76);
const float HEIGHT[4] = float[4](1.0, 0.75, 0.5, 0.3);
const float SHIFT[4] = float[4](0.0, 2.3, 4.1, 1.1);
void main() {
vec2 cell = floor(gl_FragCoord.xy);
float row = uGrid.y - 1.0 - cell.y;
vec2 center = uOrigin + vec2(cell.x, row) * uGrid.zw + uSlat * 0.5;
float v = clamp(center.y / uSize.y, 0.0, 1.0);
vec2 flow = vec2(0.0);
float ink = 0.0;
if (uFluid > 0.5) {
vec2 fluidUv = clamp(vec2(center.x / uSize.x, 1.0 - center.y / uSize.y), 0.0, 1.0);
flow = texture(tVelocity, fluidUv).xy * uFluidTexel * uSize;
ink = texture(tInk, fluidUv).x;
}
float horizon = mix(8.0, 0.5, uPerspective);
float depth = (1.0 + horizon) / (v + horizon);
vec2 world = vec2((center.x - uSize.x * 0.5) / uSize.y * depth, (depth - 1.0) * horizon * 2.2);
world -= flow * 0.00018 * depth;
world /= max(uScale, 0.05);
float meander = 0.55 * sin(dot(world, vec2(0.23, 0.41)) * 0.9 + uTime * 0.13)
+ 0.3 * sin(dot(world, vec2(-0.37, 0.19)) * 1.4 - uTime * 0.09);
float steep = uChop * 0.45;
float height = 0.0;
float total = 0.0;
for (int i = 0; i < 4; i++) {
float angle = uDirection + TURN[i];
vec2 heading = vec2(cos(angle), sin(angle));
float k = 6.2831853 / LENGTH[i];
float omega = sqrt(9.81 * k) * 0.35;
float theta = k * dot(world, heading) - omega * uTime + SHIFT[i] + meander * (0.6 + 0.3 * float(i));
height += HEIGHT[i] * (cos(theta) + steep * cos(2.0 * theta));
total += HEIGHT[i] * (1.0 + steep);
}
float level = clamp(0.5 + 0.5 * height / (total * 0.85), 0.0, 1.0);
float crest = smoothstep(0.6, 1.0, level);
float glint = crest * crest * uGlint;
float haze = mix(1.0, 1.0 - uFog, pow(1.0 - v, 1.4));
float light = (pow(level, uContrast) + glint * 0.8) * haze;
float glow = 1.0 - exp(-max(ink, 0.0) * uInk * 1.6);
light = 1.0 - (1.0 - clamp(light, 0.0, 1.0)) * (1.0 - glow);
float front = uIntro * 1.35;
float reveal = 1.0 - smoothstep(front - 0.35, front, v);
float sweep = exp(-pow((v - front + 0.22) / 0.07, 2.0)) * (1.0 - uIntro);
light = (light + sweep * 0.8) * reveal;
light = max(light, 0.045 * reveal);
float span = mix(1.0 - uStretch, 1.0, level) + glow * 0.3;
span = clamp(span, 0.08, 1.0) * mix(0.1, 1.0, reveal);
float tint = clamp(max(glint * 1.4, glow * 0.9) + sweep, 0.0, 1.0);
float lean = clamp(flow.x / 1400.0, -1.0, 1.0) * uLean * reveal;
fragColor = vec4(clamp(light, 0.0, 1.0), span, tint, 0.5 + 0.5 * lean);
}
`;
const slatFragment = `#version 300 es
precision highp float;
uniform sampler2D tField;
uniform vec2 uSize;
uniform float uDpr;
uniform vec4 uGrid;
uniform vec2 uOrigin;
uniform vec2 uSlat;
uniform float uRound;
uniform float uTilt;
uniform vec3 uColor;
uniform vec3 uGlintColor;
uniform vec4 uBackground;
out vec4 fragColor;
float pill(vec2 p, vec2 b, float r) {
vec2 q = abs(p) - b + r;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
void main() {
vec2 p = vec2(gl_FragCoord.x, uSize.y * uDpr - gl_FragCoord.y) / uDpr;
vec2 local = p - uOrigin;
vec2 cell = floor(local / uGrid.zw);
vec4 background = vec4(uBackground.rgb * uBackground.a, uBackground.a);
vec4 slat = vec4(0.0);
int reach = uTilt > 0.0 ? 1 : 0;
for (int dx = -1; dx <= 1; dx++) {
if (abs(dx) > reach) continue;
vec2 neighbour = cell + vec2(float(dx), 0.0);
if (neighbour.x < 0.0 || neighbour.y < 0.0 || neighbour.x >= uGrid.x || neighbour.y >= uGrid.y) continue;
vec4 field = texelFetch(tField, ivec2(int(neighbour.x), int(uGrid.y - 1.0 - neighbour.y)), 0);
vec2 offset = local - neighbour * uGrid.zw - uSlat * 0.5;
float angle = (field.a - 0.5) * 2.0 * uTilt;
float c = cos(angle);
float s = sin(angle);
vec2 turned = vec2(c * offset.x + s * offset.y, c * offset.y - s * offset.x);
vec2 halfSize = vec2(uSlat.x * 0.5, uSlat.y * 0.5 * field.g);
float radius = uRound * min(halfSize.x, halfSize.y);
float alpha = clamp(0.5 - pill(turned, halfSize, radius) * uDpr, 0.0, 1.0) * field.r;
if (alpha > slat.a) slat = vec4(mix(uColor, uGlintColor, field.b) * alpha, alpha);
}
fragColor = slat + background * (1.0 - slat.a);
}
`;
const MicroSlats = ({
preset = 'swell',
color = '#A855F7',
glintColor = '#ffffff',
backgroundColor = '#000000',
slatWidth = 10,
slatHeight = 25,
gap = 3,
roundness = 0.75,
scale,
speed,
direction,
chop,
stretch,
glint,
contrast,
perspective,
fog,
interactive = true,
cursorStrength = 1,
cursorSize = 40,
swirl = 0,
trail = 1.4,
lean = 0,
intro = true,
introDuration = 1.5,
paused = false,
className = '',
style
}: MicroSlatsProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const settingsRef = useRef<Settings | null>(null);
const wakeRef = useRef<(() => void) | null>(null);
const base = SWELL_PRESETS[preset] || SWELL_PRESETS.swell;
const pick = <K extends keyof WaveValues>(value: WaveValues[K] | undefined, key: K): WaveValues[K] =>
value === undefined || value === null ? base[key] : value;
const colors = useMemo(
() => ({
color: parseColor(color, [0.66, 0.33, 0.97, 1]),
glintColor: parseColor(glintColor, [1, 1, 1, 1]),
backgroundColor: parseColor(backgroundColor, [0, 0, 0, 1])
}),
[color, glintColor, backgroundColor]
);
useEffect(() => {
settingsRef.current = {
...colors,
slatWidth,
slatHeight,
gap,
roundness,
scale: pick(scale, 'scale'),
speed: pick(speed, 'speed'),
direction: pick(direction, 'direction'),
chop: pick(chop, 'chop'),
stretch: pick(stretch, 'stretch'),
glint: pick(glint, 'glint'),
contrast: pick(contrast, 'contrast'),
perspective: pick(perspective, 'perspective'),
fog: pick(fog, 'fog'),
interactive,
cursorStrength,
cursorSize,
swirl,
trail,
lean,
intro,
introDuration,
paused
};
wakeRef.current?.();
});
useEffect(() => {
const container = containerRef.current;
if (!container) return undefined;
const renderer = new Renderer({ alpha: true, premultipliedAlpha: true, antialias: false, depth: false });
const gl = renderer.gl;
if (!renderer.isWebgl2) {
gl.getExtension('WEBGL_lose_context')?.loseContext();
return undefined;
}
gl.clearColor(0, 0, 0, 0);
const canvas = gl.canvas;
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.setAttribute('aria-hidden', 'true');
container.appendChild(canvas);
const geometry = new Triangle(gl);
const blank = new Texture(gl);
const floatTargets = !!(
gl.getExtension('EXT_color_buffer_float') || gl.getExtension('EXT_color_buffer_half_float')
);
const dispose = (target: RenderTarget) => {
gl.deleteFramebuffer(target.buffer);
gl.deleteTexture(target.texture.texture);
};
let fieldTarget = new RenderTarget(gl, {
width: 1,
height: 1,
depth: false,
minFilter: gl.NEAREST,
magFilter: gl.NEAREST
});
const fieldUniforms = {
uSize: { value: [1, 1] },
uGrid: { value: [1, 1, 1, 1] },
uOrigin: { value: [0, 0] },
uSlat: { value: [1, 1] },
uTime: { value: 0 },
uScale: { value: 1 },
uDirection: { value: 0 },
uChop: { value: 0.5 },
uStretch: { value: 0.3 },
uGlint: { value: 1 },
uContrast: { value: 1 },
uPerspective: { value: 0.7 },
uFog: { value: 0.5 },
uIntro: { value: 0 },
tVelocity: { value: blank },
tInk: { value: blank },
uFluidTexel: { value: [1, 1] },
uFluid: { value: 0 },
uInk: { value: 1 },
uLean: { value: 0.5 }
};
const fieldMesh = new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: passVertex,
fragment: fieldFragment,
uniforms: fieldUniforms,
depthTest: false,
depthWrite: false
})
});
const slatUniforms = {
tField: { value: fieldTarget.texture },
uSize: { value: [1, 1] },
uDpr: { value: 1 },
uGrid: { value: [1, 1, 1, 1] },
uOrigin: { value: [0, 0] },
uSlat: { value: [1, 1] },
uRound: { value: 1 },
uTilt: { value: 0 },
uColor: { value: [1, 1, 1] },
uGlintColor: { value: [1, 1, 1] },
uBackground: { value: [0, 0, 0, 1] }
};
const slatMesh = new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: passVertex,
fragment: slatFragment,
uniforms: slatUniforms,
depthTest: false,
depthWrite: false
})
});
const fluidTexel = { value: [1, 1] };
const fluidPass = (fragment: string, uniforms: Record<string, { value: unknown }>) =>
new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: fluidVertex,
fragment,
uniforms: { uTexel: fluidTexel, ...uniforms },
depthTest: false,
depthWrite: false
})
});
const splatPass = fluidPass(splatFragment, {
uTarget: { value: blank },
uAspect: { value: 1 },
uPoint: { value: [0, 0] },
uValue: { value: [0, 0, 0] },
uRadius: { value: 0.01 }
});
const curlPass = fluidPass(curlFragment, { uVelocity: { value: blank } });
const vorticityPass = fluidPass(vorticityFragment, {
uVelocity: { value: blank },
uCurl: { value: blank },
uSwirl: { value: 20 },
uDt: { value: 0.016 }
});
const divergencePass = fluidPass(divergenceFragment, { uVelocity: { value: blank } });
const pressurePass = fluidPass(pressureFragment, { uPressure: { value: blank }, uDivergence: { value: blank } });
const projectPass = fluidPass(projectFragment, { uPressure: { value: blank }, uVelocity: { value: blank } });
const advectPass = fluidPass(advectFragment, {
uVelocity: { value: blank },
uSource: { value: blank },
uDt: { value: 0.016 },
uFade: { value: 1 }
});
const scalePass = fluidPass(scaleFragment, { uSource: { value: blank }, uValue: { value: 0 } });
const reducedMotion = window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
let width = 1;
let height = 1;
let raf = 0;
let last = performance.now();
let time = 0;
let introClock = 0;
let visible = true;
let alive = true;
let fluid: Fluid | null = null;
let fluidUntil = 0;
let fluidDirty = false;
let splashTurn = 0;
const splats: Splat[] = [];
const pointer = { x: 0, y: 0, tracked: false };
const run = (mesh: Mesh, target?: RenderTarget) => renderer.render({ scene: mesh, target, clear: false });
const floatTarget = (w: number, h: number) =>
new RenderTarget(gl, {
width: w,
height: h,
depth: false,
type: (gl as unknown as WebGL2RenderingContext).HALF_FLOAT,
format: gl.RGBA,
internalFormat: (gl as unknown as WebGL2RenderingContext).RGBA16F,
minFilter: gl.LINEAR,
magFilter: gl.LINEAR
});
const swapPair = (w: number, h: number): Pair => ({
read: floatTarget(w, h),
write: floatTarget(w, h),
swap() {
const next = this.read;
this.read = this.write;
this.write = next;
}
});
const disposeFluid = () => {
if (!fluid) return;
[fluid.velocity, fluid.ink, fluid.pressure].forEach(pair => {
dispose(pair.read);
dispose(pair.write);
});
dispose(fluid.divergence);
dispose(fluid.curl);
fluid = null;
};
const buildFluid = () => {
if (!floatTargets) return;
const aspect = width / height;
const w = Math.max(8, Math.round(aspect >= 1 ? FLUID_SIZE * aspect : FLUID_SIZE));
const h = Math.max(8, Math.round(aspect >= 1 ? FLUID_SIZE : FLUID_SIZE / aspect));
if (fluid && fluid.width === w && fluid.height === h) return;
disposeFluid();
fluid = {
width: w,
height: h,
velocity: swapPair(w, h),
ink: swapPair(w, h),
pressure: swapPair(w, h),
divergence: floatTarget(w, h),
curl: floatTarget(w, h)
};
fluidTexel.value = [1 / w, 1 / h];
};
const resize = () => {
width = Math.max(1, container.clientWidth);
height = Math.max(1, container.clientHeight);
renderer.dpr = Math.min(window.devicePixelRatio || 1, 2, Math.sqrt(PIXEL_BUDGET / (width * height)));
renderer.setSize(width, height);
buildFluid();
start();
};
const layout = (s: Settings): GridLayout => {
const slatW = clamp(s.slatWidth, 1, 64);
const slatH = clamp(s.slatHeight, 2, 240);
const gapSize = clamp(s.gap, 0, 64);
const pitchX = slatW + gapSize;
const pitchY = slatH + gapSize;
const cols = Math.min(2048, Math.ceil((width + gapSize) / pitchX) + 1);
const rows = Math.min(2048, Math.ceil((height + gapSize) / pitchY) + 1);
const originX = (width - (cols * pitchX - gapSize)) / 2;
const originY = (height - (rows * pitchY - gapSize)) / 2;
if (fieldTarget.width !== cols || fieldTarget.height !== rows) {
dispose(fieldTarget);
fieldTarget = new RenderTarget(gl, {
width: cols,
height: rows,
depth: false,
minFilter: gl.NEAREST,
magFilter: gl.NEAREST
});
slatUniforms.tField.value = fieldTarget.texture;
}
const tilt = Math.min(0.42, Math.asin(clamp((pitchX * 1.5 - slatW * 0.5) / (slatH * 0.5), 0, 1)));
return { slatW, slatH, tilt, grid: [cols, rows, pitchX, pitchY], origin: [originX, originY] };
};
const splat = (pair: Pair, point: number[], value: number[], radius: number) => {
const u = splatPass.program.uniforms;
u.uTarget.value = pair.read.texture;
u.uAspect.value = width / height;
u.uPoint.value = point;
u.uValue.value = value;
u.uRadius.value = radius;
run(splatPass, pair.write);
pair.swap();
};
const stepFluid = (f: Fluid, dt: number, s: Settings) => {
if (s.swirl > 0) {
curlPass.program.uniforms.uVelocity.value = f.velocity.read.texture;
run(curlPass, f.curl);
const vorticity = vorticityPass.program.uniforms;
vorticity.uVelocity.value = f.velocity.read.texture;
vorticity.uCurl.value = f.curl.texture;
vorticity.uSwirl.value = clamp(s.swirl, 0, 2) * 40;
vorticity.uDt.value = dt;
run(vorticityPass, f.velocity.write);
f.velocity.swap();
}
divergencePass.program.uniforms.uVelocity.value = f.velocity.read.texture;
run(divergencePass, f.divergence);
scalePass.program.uniforms.uSource.value = f.pressure.read.texture;
scalePass.program.uniforms.uValue.value = 0.8;
run(scalePass, f.pressure.write);
f.pressure.swap();
pressurePass.program.uniforms.uDivergence.value = f.divergence.texture;
for (let i = 0; i < PRESSURE_STEPS; i++) {
pressurePass.program.uniforms.uPressure.value = f.pressure.read.texture;
run(pressurePass, f.pressure.write);
f.pressure.swap();
}
projectPass.program.uniforms.uPressure.value = f.pressure.read.texture;
projectPass.program.uniforms.uVelocity.value = f.velocity.read.texture;
run(projectPass, f.velocity.write);
f.velocity.swap();
const fade = 1 / clamp(s.trail, 0.1, 10);
const advect = advectPass.program.uniforms;
advect.uDt.value = dt;
advect.uVelocity.value = f.velocity.read.texture;
advect.uSource.value = f.velocity.read.texture;
advect.uFade.value = fade * 1.4;
run(advectPass, f.velocity.write);
f.velocity.swap();
advect.uVelocity.value = f.velocity.read.texture;
advect.uSource.value = f.ink.read.texture;
advect.uFade.value = fade;
run(advectPass, f.ink.write);
f.ink.swap();
};
const clearFluid = (f: Fluid) => {
scalePass.program.uniforms.uValue.value = 0;
[f.velocity, f.ink, f.pressure].forEach(pair => {
scalePass.program.uniforms.uSource.value = pair.read.texture;
run(scalePass, pair.write);
pair.swap();
});
};
const frame = (now: number) => {
raf = 0;
if (!alive) return;
const s = settingsRef.current;
const dt = Math.min(0.05, Math.max(0, (now - last) / 1000));
last = now;
if (!s) return;
if (!s.paused && !reducedMotion) time += dt * s.speed;
introClock = s.intro && !reducedMotion ? introClock + dt / Math.max(0.2, s.introDuration) : 1;
const introLinear = Math.min(introClock, 1);
const introEase =
introLinear < 0.5 ? 4 * introLinear * introLinear * introLinear : 1 - Math.pow(-2 * introLinear + 2, 3) / 2;
if (fluid && splats.length) {
const radius = Math.pow(clamp(s.cursorSize, 4, 600) / height, 2) * 0.35;
const aspect = width / height;
for (const [u, v, du, dv, turn] of splats) {
if (turn === null) {
splat(fluid.velocity, [u, v], [du * SPLAT_FORCE, dv * SPLAT_FORCE, 0], radius);
splat(fluid.ink, [u, v], [0.13, 0, 0], radius);
continue;
}
const jet = radius * 0.55;
const reach = Math.sqrt(jet * 0.5) * 1.9;
const push = SPLAT_FORCE * 0.08;
for (let i = 0; i < SPLASH_JETS; i++) {
const angle = turn + (i / SPLASH_JETS) * Math.PI * 2;
const dx = Math.cos(angle);
const dy = Math.sin(angle);
const point = [u + (dx * reach) / aspect, v + dy * reach];
const spin = [(dx - dy) * Math.SQRT1_2 * push, (dy + dx) * Math.SQRT1_2 * push, 0];
splat(fluid.velocity, point, spin, jet);
splat(fluid.ink, point, [0.75, 0, 0], jet);
}
splat(fluid.ink, [u, v], [0.45, 0, 0], radius);
}
splats.length = 0;
fluidDirty = true;
}
const fluidActive = fluid !== null && now < fluidUntil;
if (fluid) {
if (fluidActive) stepFluid(fluid, Math.min(Math.max(dt, 1 / 240), 1 / 30), s);
else if (fluidDirty) {
clearFluid(fluid);
fluidDirty = false;
}
}
const grid = layout(s);
fieldUniforms.uSize.value = [width, height];
fieldUniforms.uGrid.value = grid.grid;
fieldUniforms.uOrigin.value = grid.origin;
fieldUniforms.uSlat.value = [grid.slatW, grid.slatH];
fieldUniforms.uTime.value = time;
fieldUniforms.uScale.value = s.scale;
fieldUniforms.uDirection.value = (s.direction * Math.PI) / 180;
fieldUniforms.uChop.value = clamp(s.chop, 0, 1.5);
fieldUniforms.uStretch.value = clamp(s.stretch, 0, 0.95);
fieldUniforms.uGlint.value = Math.max(0, s.glint);
fieldUniforms.uContrast.value = clamp(s.contrast, 0.2, 4);
fieldUniforms.uPerspective.value = clamp(s.perspective, 0, 1);
fieldUniforms.uFog.value = clamp(s.fog, 0, 1);
fieldUniforms.uIntro.value = introEase;
fieldUniforms.uFluid.value = fluidActive ? 1 : 0;
fieldUniforms.tVelocity.value = fluid ? fluid.velocity.read.texture : blank;
fieldUniforms.tInk.value = fluid ? fluid.ink.read.texture : blank;
fieldUniforms.uFluidTexel.value = fluidTexel.value;
fieldUniforms.uInk.value = clamp(s.cursorStrength, 0, 3);
fieldUniforms.uLean.value = clamp(s.lean, 0, 1);
renderer.render({ scene: fieldMesh, target: fieldTarget });
slatUniforms.uSize.value = [width, height];
slatUniforms.uDpr.value = renderer.dpr;
slatUniforms.uGrid.value = grid.grid;
slatUniforms.uOrigin.value = grid.origin;
slatUniforms.uSlat.value = [grid.slatW, grid.slatH];
slatUniforms.uRound.value = clamp(s.roundness, 0, 1);
slatUniforms.uTilt.value = fluidActive && s.lean > 0 ? grid.tilt : 0;
slatUniforms.uColor.value = s.color.slice(0, 3);
slatUniforms.uGlintColor.value = s.glintColor.slice(0, 3);
slatUniforms.uBackground.value = s.backgroundColor;
renderer.render({ scene: slatMesh });
const moving = (!s.paused && !reducedMotion && s.speed !== 0) || introClock < 1;
if (visible && (moving || fluidActive || fluidDirty)) raf = requestAnimationFrame(frame);
};
const start = () => {
if (raf || !visible || !alive) return;
last = performance.now();
raf = requestAnimationFrame(frame);
};
const locate = (e: PointerEvent) => {
const rect = container.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const w = Math.max(1, rect.width);
const h = Math.max(1, rect.height);
return { x, y, u: x / w, v: 1 - y / h, h, inside: x >= 0 && y >= 0 && x <= w && y <= h };
};
const queue = (u: number, v: number, du: number, dv: number, turn: number | null) => {
if (splats.length > 32) splats.shift();
splats.push([u, v, du, dv, turn]);
const s = settingsRef.current;
fluidUntil = performance.now() + Math.max(1.5, (s ? s.trail : 1.4) * 5) * 1000;
start();
};
const onPointerMove = (e: PointerEvent) => {
const s = settingsRef.current;
const spot = locate(e);
if (!fluid || !s || !s.interactive || reducedMotion || !spot.inside) {
pointer.tracked = false;
return;
}
if (pointer.tracked && (spot.x !== pointer.x || spot.y !== pointer.y)) {
queue(spot.u, spot.v, (spot.x - pointer.x) / spot.h, (pointer.y - spot.y) / spot.h, null);
}
pointer.x = spot.x;
pointer.y = spot.y;
pointer.tracked = true;
};
const onPointerDown = (e: PointerEvent) => {
const s = settingsRef.current;
const spot = locate(e);
if (!fluid || !s || !s.interactive || reducedMotion || !spot.inside) return;
splashTurn += 2.39996;
queue(spot.u, spot.v, 0, 0, splashTurn);
};
const onPointerLeave = () => {
pointer.tracked = false;
};
const onPointerOut = (e: PointerEvent) => {
if (!e.relatedTarget) onPointerLeave();
};
const onVisibility = () => {
if (!document.hidden) start();
};
window.addEventListener('pointermove', onPointerMove, { passive: true });
window.addEventListener('pointerdown', onPointerDown, { passive: true });
window.addEventListener('pointerout', onPointerOut, { passive: true });
window.addEventListener('blur', onPointerLeave);
document.addEventListener('visibilitychange', onVisibility);
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(container);
const intersectionObserver = new IntersectionObserver(([entry]) => {
visible = entry.isIntersecting;
start();
});
intersectionObserver.observe(container);
wakeRef.current = start;
resize();
return () => {
alive = false;
visible = false;
cancelAnimationFrame(raf);
resizeObserver.disconnect();
intersectionObserver.disconnect();
window.removeEventListener('pointermove', onPointerMove);
window.removeEventListener('pointerdown', onPointerDown);
window.removeEventListener('pointerout', onPointerOut);
window.removeEventListener('blur', onPointerLeave);
document.removeEventListener('visibilitychange', onVisibility);
wakeRef.current = null;
disposeFluid();
dispose(fieldTarget);
gl.getExtension('WEBGL_lose_context')?.loseContext();
if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
};
}, []);
return (
<div ref={containerRef} className={`relative h-full w-full overflow-hidden ${className}`.trim()} style={style} />
);
};
export default MicroSlats;