Plasma
Organic plasma gradients swirl + morph with smooth turbulence.
Live preview
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Installation
npx shadcn@latest add https://reactbits.dev/r/Plasma-TS-TW.json
Dependencies: ogl
Source
'use client';
import React, { useEffect, useRef } from "react";
import { Renderer, Program, Mesh, Triangle } from "ogl";
interface PlasmaProps {
color?: string;
speed?: number;
direction?: "forward" | "reverse" | "pingpong";
scale?: number;
opacity?: number;
mouseInteractive?: boolean;
/** Internal render resolution multiplier. 1 = full res, 0.5 = quarter the pixels. Default 0.55. */
renderScale?: number;
/** Hard cap on devicePixelRatio used for rendering. Default 1.5. */
maxDpr?: number;
/** Target frame rate for the animation loop. Default 30. */
targetFps?: number;
/** Raymarch step count — lower is cheaper, less detailed. Default 60. */
iterations?: number;
lightMode?: boolean;
}
const hexToRgb = (hex: string): [number, number, number] => {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (!result) return [1, 0.5, 0.2];
return [
parseInt(result[1], 16) / 255,
parseInt(result[2], 16) / 255,
parseInt(result[3], 16) / 255,
];
};
const vertex = `#version 300 es
precision highp float;
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const ORIGINAL_QUALITY = 60;
const buildFragment = (iterations: number) => {
return `#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform vec3 uCustomColor;
uniform float uUseCustomColor;
uniform float uSpeed;
uniform float uDirection;
uniform float uScale;
uniform float uOpacity;
uniform vec2 uMouse;
uniform float uMouseInteractive;
uniform float uQuality;
uniform float uStepScale;
uniform float uLightMode;
out vec4 fragColor;
void mainImage(out vec4 o, vec2 C) {
vec2 center = iResolution.xy * 0.5;
C = (C - center) / uScale + center;
vec2 mouseOffset = (uMouse - center) * 0.0002;
C += mouseOffset * length(C - center) * step(0.5, uMouseInteractive);
float i, d, z, T = iTime * uSpeed * uDirection;
vec3 O, p, S;
for (vec2 r = iResolution.xy, Q; ++i < 60.0; O += o.w/d*o.xyz) {
p = z*normalize(vec3(C-.5*r,r.y));
p.z -= 4.;
S = p;
d = p.y-T;
p.x += .4*(1.+p.y)*sin(d + p.x*0.1)*cos(.34*d + p.x*0.05);
Q = p.xz *= mat2(cos(p.y+vec4(0,11,33,0)-T));
z += d = (abs(sqrt(length(Q*Q)) - .25*(5.+S.y))/3.+8e-4) * uStepScale;
o = 1.+sin(S.y+p.z*.5+S.z-length(S-p)+vec4(2,1,0,8));
if (i >= uQuality) break;
}
o.xyz = tanh(O/1e4);
}
bool finite1(float x){ return !(isnan(x) || isinf(x)); }
vec3 sanitize(vec3 c){
return vec3(
finite1(c.r) ? c.r : 0.0,
finite1(c.g) ? c.g : 0.0,
finite1(c.b) ? c.b : 0.0
);
}
void main() {
vec4 o = vec4(0.0);
mainImage(o, gl_FragCoord.xy);
vec3 rgb = sanitize(o.rgb);
float intensity = (rgb.r + rgb.g + rgb.b) / 3.0;
vec3 customColor = intensity * uCustomColor;
vec3 finalColor = mix(rgb, customColor, step(0.5, uUseCustomColor));
float alpha = length(rgb) * uOpacity;
if (uLightMode > 0.5) {
vec3 source = clamp(finalColor, 0.0, 1.0);
float peak = max(source.r, max(source.g, source.b));
float floorColor = min(source.r, min(source.g, source.b));
vec3 chroma = (source - vec3(floorColor)) / max(peak - floorColor, 0.0001);
vec3 pigment = mix(source / max(peak, 0.0001), chroma, 0.68) * 0.72;
float energy = clamp(length(rgb) / 1.7320508, 0.0, 1.0);
float coverage = pow(smoothstep(0.035, 0.72, energy), 0.76) * min(uOpacity, 1.0) * 0.9;
fragColor = vec4(mix(vec3(1.0), pigment, coverage), 1.0);
} else {
fragColor = vec4(finalColor, alpha);
}
}`;
};
export const Plasma: React.FC<PlasmaProps> = ({
color = "#ffffff",
speed = 1,
direction = "forward",
scale = 1,
opacity = 1,
mouseInteractive = true,
renderScale = 0.55,
maxDpr = 1.5,
targetFps = 60,
iterations = 60,
lightMode = false,
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const mousePos = useRef({ x: 0, y: 0 });
const pendingMouse = useRef<{ x: number; y: number } | null>(null);
useEffect(() => {
if (!containerRef.current) return;
const containerEl = containerRef.current;
const prefersReducedMotion =
typeof window !== "undefined" &&
window.matchMedia?.("(prefers-reduced-motion: reduce)").matches;
const useCustomColor = color ? 1.0 : 0.0;
const customColorRgb = color ? hexToRgb(color) : [1, 1, 1];
const directionMultiplier = direction === "reverse" ? -1.0 : 1.0;
let renderer: Renderer;
try {
renderer = new Renderer({
webgl: 2,
alpha: true,
antialias: false,
dpr: Math.min(window.devicePixelRatio || 1, maxDpr),
});
} catch {
return;
}
const gl = renderer.gl;
if (!gl) return;
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.display = "block";
canvas.style.width = "100%";
canvas.style.height = "100%";
// Rendering at renderScale internally, CSS stretches it back up.
containerEl.appendChild(canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vertex,
fragment: buildFragment(iterations),
uniforms: {
iTime: { value: 0 },
iResolution: { value: new Float32Array([1, 1]) },
uCustomColor: { value: new Float32Array(customColorRgb) },
uUseCustomColor: { value: useCustomColor },
uSpeed: { value: speed * 0.4 },
uDirection: { value: directionMultiplier },
uScale: { value: scale },
uOpacity: { value: opacity },
uMouse: { value: new Float32Array([0, 0]) },
uMouseInteractive: { value: mouseInteractive ? 1.0 : 0.0 },
uQuality: { value: iterations },
uStepScale: { value: ORIGINAL_QUALITY / iterations },
uLightMode: { value: lightMode ? 1 : 0 },
},
});
const mesh = new Mesh(gl, { geometry, program });
const handleMouseMove = (e: MouseEvent) => {
if (!mouseInteractive) return;
const rect = containerEl.getBoundingClientRect();
// Store the latest position but don't touch GL state here, the rAF loop picks it up once per rendered frame instead of once per mouse event.
pendingMouse.current = {
x: e.clientX - rect.left,
y: e.clientY - rect.top,
};
};
if (mouseInteractive) {
containerEl.addEventListener("mousemove", handleMouseMove, {
passive: true,
});
}
let resizePending = false;
const setSize = () => {
const rect = containerEl.getBoundingClientRect();
const width = Math.max(1, Math.floor(rect.width * renderScale));
const height = Math.max(1, Math.floor(rect.height * renderScale));
renderer.setSize(width, height);
// renderer.setSize also sets canvas.style.width/height to match the (scaled-down) drawing buffer - override that so the canvas still stretches to fill its container via CSS while the buffer stays small.
canvas.style.width = "100%";
canvas.style.height = "100%";
const res = program.uniforms.iResolution.value as Float32Array;
res[0] = gl.drawingBufferWidth;
res[1] = gl.drawingBufferHeight;
};
const ro = new ResizeObserver(() => {
// Batch rapid resize events (ex. during a window drag) into one setSize per frame.
if (resizePending) return;
resizePending = true;
requestAnimationFrame(() => {
resizePending = false;
setSize();
});
});
ro.observe(containerEl);
setSize();
let raf = 0;
let contextLost = false;
let isVisible = true;
let tabVisible = document.visibilityState !== "hidden";
const t0 = performance.now();
const frameInterval = 1000 / targetFps;
let lastFrameTime = 0;
const renderStaticFrame = () => {
(program.uniforms.iTime as any).value = 0;
renderer.render({ scene: mesh });
};
const loop = (t: number) => {
if (contextLost || !isVisible || !tabVisible) return;
if (t - lastFrameTime < frameInterval) {
raf = requestAnimationFrame(loop);
return;
}
lastFrameTime = t;
if (pendingMouse.current) {
mousePos.current = pendingMouse.current;
pendingMouse.current = null;
const mouseUniform = program.uniforms.uMouse.value as Float32Array;
mouseUniform[0] = mousePos.current.x;
mouseUniform[1] = mousePos.current.y;
}
let timeValue = (t - t0) * 0.001;
if (direction === "pingpong") {
const pingpongDuration = 10;
const segmentTime = timeValue % pingpongDuration;
const isForward = Math.floor(timeValue / pingpongDuration) % 2 === 0;
const u = segmentTime / pingpongDuration;
const smooth = u * u * (3 - 2 * u);
const pingpongTime = isForward
? smooth * pingpongDuration
: (1 - smooth) * pingpongDuration;
(program.uniforms.uDirection as any).value = 1.0;
(program.uniforms.iTime as any).value = pingpongTime;
} else {
(program.uniforms.iTime as any).value = timeValue;
}
renderer.render({ scene: mesh });
raf = requestAnimationFrame(loop);
};
const handleContextLost = (e: Event) => {
e.preventDefault();
contextLost = true;
cancelAnimationFrame(raf);
};
const handleContextRestored = () => {
contextLost = false;
if (isVisible && tabVisible && !prefersReducedMotion) {
cancelAnimationFrame(raf);
raf = requestAnimationFrame(loop);
}
};
canvas.addEventListener("webglcontextlost", handleContextLost);
canvas.addEventListener("webglcontextrestored", handleContextRestored);
const io = new IntersectionObserver(
([entry]) => {
const wasVisible = isVisible;
isVisible = entry.isIntersecting;
if (
isVisible &&
!wasVisible &&
!contextLost &&
tabVisible &&
!prefersReducedMotion
) {
cancelAnimationFrame(raf);
raf = requestAnimationFrame(loop);
}
},
{ threshold: 0 },
);
io.observe(containerEl);
const handleVisibilityChange = () => {
tabVisible = document.visibilityState !== "hidden";
if (tabVisible && isVisible && !contextLost && !prefersReducedMotion) {
cancelAnimationFrame(raf);
lastFrameTime = 0;
raf = requestAnimationFrame(loop);
} else {
cancelAnimationFrame(raf);
}
};
document.addEventListener("visibilitychange", handleVisibilityChange);
// Respect prefers-reduced-motion: paint one frame and stop, rather than running a perpetual animation loop for users who've asked not to see motion.
if (prefersReducedMotion) {
renderStaticFrame();
} else {
raf = requestAnimationFrame(loop);
}
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
io.disconnect();
document.removeEventListener("visibilitychange", handleVisibilityChange);
canvas.removeEventListener("webglcontextlost", handleContextLost);
canvas.removeEventListener("webglcontextrestored", handleContextRestored);
if (mouseInteractive && containerEl) {
containerEl.removeEventListener("mousemove", handleMouseMove);
}
try {
containerEl?.removeChild(canvas);
} catch {}
};
}, [
color,
speed,
direction,
scale,
opacity,
mouseInteractive,
renderScale,
maxDpr,
targetFps,
iterations,
lightMode,
]);
return (
<div
ref={containerRef}
className="w-full h-full relative overflow-hidden"
/>
);
};
export default Plasma;