Scanner
Calm interference bands sweeping across the screen like an oscilloscope.
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Installation
npx shadcn@latest add https://reactbits.dev/r/Scanner-TS-TW.json
Dependencies: ogl
Source
'use client';
import React, { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
export type ScanDirection = 'vertical' | 'horizontal' | 'diagonal';
export interface ScannerProps {
color1?: string;
color2?: string;
color3?: string;
speed?: number;
sweepSpeed?: number;
sweepWidth?: number;
sweepFalloff?: number;
scale?: number;
frequency?: number;
ripple?: number;
bandDensity?: number;
lineSharpness?: number;
glow?: number;
scanDirection?: ScanDirection;
colorSpread?: number;
brightness?: number;
contrast?: number;
softness?: number;
vignette?: number;
scanline?: boolean;
grain?: boolean;
grainIntensity?: number;
opacity?: number;
mouseInteraction?: boolean;
mouseRadius?: number;
mouseStrength?: number;
className?: string;
}
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, 1, 1];
return [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255];
};
const directionToFloat = (dir: ScanDirection): number => (dir === 'horizontal' ? 1.0 : dir === 'diagonal' ? 2.0 : 0.0);
const vertex = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = `#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uSpeed;
uniform float uSweepSpeed;
uniform float uSweepWidth;
uniform float uSweepFalloff;
uniform float uScale;
uniform float uFrequency;
uniform float uRipple;
uniform float uBandDensity;
uniform float uLineSharpness;
uniform float uGlow;
uniform float uColorSpread;
uniform float uBrightness;
uniform float uContrast;
uniform float uSoftness;
uniform float uVignette;
uniform float uOpacity;
uniform float uScanline;
uniform float uGrain;
uniform float uGrainIntensity;
uniform float uDirection;
uniform vec2 uMouse;
uniform float uMouseEnabled;
uniform float uMouseRadius;
uniform float uMouseStrength;
uniform float uMouseActive;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform vec3 uColor3;
out vec4 fragColor;
const float TAU = 6.2831853;
float signalField(vec2 p, float t) {
float w = sin(p.x * 1.3 + t * 0.7);
w += sin(p.y * 1.7 - t * 0.52) * 0.8;
w += sin((p.x + p.y) * 0.9 + t * 0.91) * 0.6;
w += sin((p.x - p.y) * 1.53 - t * 0.63) * 0.42;
return w * 0.35;
}
vec3 palette(float f) {
f = clamp(f, 0.0, 1.0);
f = pow(f, uContrast);
vec3 c = mix(uColor1, uColor2, smoothstep(0.08, 0.6, f));
return mix(c, uColor3, smoothstep(0.68, 1.0, f));
}
float scanBand(float x, float aa, float sharp) {
float v = mix(0.5, 0.5 + 0.5 * cos(x * TAU), aa);
return pow(v, sharp);
}
void main() {
float aspect = iResolution.x / iResolution.y;
vec2 uv0 = (gl_FragCoord.xy * 2.0 - iResolution.xy) / iResolution.y;
vec2 p = uv0 / max(uScale, 0.001);
float t = iTime * uSpeed;
float mouseBoost = 0.0;
if (uMouseEnabled > 0.5) {
vec2 mUv = vec2((uMouse.x * 2.0 - 1.0) * aspect, uMouse.y * 2.0 - 1.0);
vec2 md = uv0 - mUv;
float r = max(uMouseRadius, 0.001);
mouseBoost = exp(-dot(md, md) / (r * r)) * uMouseStrength * uMouseActive;
}
float axis;
if (uDirection < 0.5) axis = p.y;
else if (uDirection < 1.5) axis = p.x;
else axis = (p.x + p.y) * 0.70710678;
float sig = signalField(p * uFrequency, t);
float coord = axis + sig * uRipple;
float phase = coord / max(uSweepWidth, 0.05) - t * uSweepSpeed;
float sweep = pow(0.5 + 0.5 * cos(phase * TAU), max(uSweepFalloff, 0.1));
float lc = coord * uBandDensity;
float aa = 1.0 / (1.0 + uSoftness * fwidth(lc) * 3.0);
aa = clamp(aa * (1.0 + mouseBoost * 0.6), 0.0, 1.0);
float bodyBase = clamp(0.5 + 0.5 * sig, 0.0, 1.0);
float body = bodyBase * bodyBase * uGlow * sweep;
float sharp = max(uLineSharpness, 0.1);
float split = uColorSpread * 0.16;
float fr = clamp(scanBand(lc + split, aa, sharp) * sweep + body, 0.0, 1.0);
float fg = clamp(scanBand(lc, aa, sharp) * sweep + body, 0.0, 1.0);
float fb = clamp(scanBand(lc - split, aa, sharp) * sweep + body, 0.0, 1.0);
vec3 col = vec3(palette(fr).r, palette(fg).g, palette(fb).b);
float inten = (fr + fg + fb) * 0.3333333 * uBrightness;
inten *= 1.0 + mouseBoost * 0.9;
if (uScanline > 0.5) {
inten *= 1.0 - 0.18 * (0.5 + 0.5 * cos(gl_FragCoord.y * 1.7));
}
if (uGrain > 0.5) {
float g = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233)) + iTime) * 43758.5453);
inten += (g - 0.5) * uGrainIntensity;
}
inten *= clamp(1.0 - uVignette * smoothstep(0.55, 1.65, length(uv0)), 0.0, 1.0);
inten = clamp(inten, 0.0, 1.0);
float a = clamp(inten * uOpacity, 0.0, 1.0);
fragColor = vec4(clamp(col, 0.0, 1.0) * a, a);
}
`;
type ScannerCtx = {
renderer: InstanceType<typeof Renderer>;
program: InstanceType<typeof Program>;
mesh: InstanceType<typeof Mesh>;
};
const ctxMap = new WeakMap<HTMLDivElement, ScannerCtx>();
const Scanner: React.FC<ScannerProps> = ({
color1 = '#5227FF',
color2 = '#FF9FFC',
color3 = '#FFFFFF',
speed = 0.5,
sweepSpeed = 0.25,
sweepWidth = 1.6,
sweepFalloff = 6,
scale = 1.5,
frequency = 2,
ripple = 0.22,
bandDensity = 11,
lineSharpness = 5.5,
glow = 0.22,
scanDirection = 'vertical',
colorSpread = 0.7,
brightness = 1.0,
contrast = 1.15,
softness = 1.4,
vignette = 0.45,
scanline = true,
grain = true,
grainIntensity = 0.05,
opacity = 1.0,
mouseInteraction = true,
mouseRadius = 0.5,
mouseStrength = 0.5,
className = ''
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const mouseEnabledRef = useRef<boolean>(mouseInteraction);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const renderer = new Renderer({
webgl: 2,
alpha: true,
premultipliedAlpha: true,
antialias: false,
dpr: Math.min(window.devicePixelRatio || 1, 2)
});
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 0);
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.display = 'block';
container.appendChild(canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
iTime: { value: 0 },
iResolution: { value: new Float32Array([1, 1]) },
uSpeed: { value: 0.5 },
uSweepSpeed: { value: 0.25 },
uSweepWidth: { value: 1.6 },
uSweepFalloff: { value: 6 },
uScale: { value: 1.5 },
uFrequency: { value: 2 },
uRipple: { value: 0.22 },
uBandDensity: { value: 11 },
uLineSharpness: { value: 5.5 },
uGlow: { value: 0.22 },
uColorSpread: { value: 0.7 },
uBrightness: { value: 1.0 },
uContrast: { value: 1.15 },
uSoftness: { value: 1.4 },
uVignette: { value: 0.45 },
uOpacity: { value: 1.0 },
uScanline: { value: 1.0 },
uGrain: { value: 1.0 },
uGrainIntensity: { value: 0.05 },
uDirection: { value: 0.0 },
uMouse: { value: new Float32Array([0.5, 0.5]) },
uMouseEnabled: { value: 1.0 },
uMouseRadius: { value: 0.5 },
uMouseStrength: { value: 0.5 },
uMouseActive: { value: 0.0 },
uColor1: { value: new Float32Array([1, 1, 1]) },
uColor2: { value: new Float32Array([1, 1, 1]) },
uColor3: { value: new Float32Array([1, 1, 1]) }
}
});
const mesh = new Mesh(gl, { geometry, program });
ctxMap.set(container, { renderer, program, mesh });
const setSize = () => {
const rect = container.getBoundingClientRect();
const w = Math.max(1, Math.floor(rect.width));
const h = Math.max(1, Math.floor(rect.height));
renderer.setSize(w, h);
const res = (program.uniforms.iResolution as { value: Float32Array }).value;
res[0] = gl.drawingBufferWidth;
res[1] = gl.drawingBufferHeight;
renderer.render({ scene: mesh });
};
const ro = new ResizeObserver(setSize);
ro.observe(container);
setSize();
let currentMouse: [number, number] = [0.5, 0.5];
let targetMouse: [number, number] = [0.5, 0.5];
let mouseActive = 0;
let targetMouseActive = 0;
const onMouseMove = (e: MouseEvent) => {
const rect = canvas.getBoundingClientRect();
targetMouse = [(e.clientX - rect.left) / rect.width, 1.0 - (e.clientY - rect.top) / rect.height];
targetMouseActive = 1;
};
const onMouseLeave = () => {
targetMouseActive = 0;
};
canvas.addEventListener('mousemove', onMouseMove);
canvas.addEventListener('mouseleave', onMouseLeave);
let raf = 0;
let isVisible = true;
let isPageVisible = !document.hidden;
const t0 = performance.now();
const loop = (t: number) => {
(program.uniforms.iTime as { value: number }).value = (t - t0) * 0.001;
if (!mouseEnabledRef.current) {
targetMouseActive = 0;
}
currentMouse[0] += 0.05 * (targetMouse[0] - currentMouse[0]);
currentMouse[1] += 0.05 * (targetMouse[1] - currentMouse[1]);
const m = (program.uniforms.uMouse as { value: Float32Array }).value;
m[0] = currentMouse[0];
m[1] = currentMouse[1];
mouseActive += 0.05 * (targetMouseActive - mouseActive);
(program.uniforms.uMouseActive as { value: number }).value = mouseActive;
renderer.render({ scene: mesh });
raf = requestAnimationFrame(loop);
};
const tryStart = () => {
if (isVisible && isPageVisible && raf === 0) raf = requestAnimationFrame(loop);
};
const tryStop = () => {
if (raf !== 0) {
cancelAnimationFrame(raf);
raf = 0;
}
};
const io = new IntersectionObserver(
([entry]) => {
isVisible = entry.isIntersecting;
isVisible ? tryStart() : tryStop();
},
{ threshold: 0 }
);
io.observe(container);
const onVisibility = () => {
isPageVisible = !document.hidden;
isPageVisible ? tryStart() : tryStop();
};
document.addEventListener('visibilitychange', onVisibility);
tryStart();
return () => {
tryStop();
ro.disconnect();
io.disconnect();
document.removeEventListener('visibilitychange', onVisibility);
canvas.removeEventListener('mousemove', onMouseMove);
canvas.removeEventListener('mouseleave', onMouseLeave);
ctxMap.delete(container);
try {
container.removeChild(canvas);
} catch {}
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
}, []);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const ctx = ctxMap.get(container);
if (!ctx) return;
const { program } = ctx;
const u = program.uniforms as Record<string, { value: any }>;
u.uSpeed.value = speed;
u.uSweepSpeed.value = sweepSpeed;
u.uSweepWidth.value = sweepWidth;
u.uSweepFalloff.value = sweepFalloff;
u.uScale.value = scale;
u.uFrequency.value = frequency;
u.uRipple.value = ripple;
u.uBandDensity.value = bandDensity;
u.uLineSharpness.value = lineSharpness;
u.uGlow.value = glow;
u.uColorSpread.value = colorSpread;
u.uBrightness.value = brightness;
u.uContrast.value = contrast;
u.uSoftness.value = softness;
u.uVignette.value = vignette;
u.uOpacity.value = opacity;
u.uScanline.value = scanline ? 1.0 : 0.0;
u.uGrain.value = grain ? 1.0 : 0.0;
u.uGrainIntensity.value = grainIntensity;
u.uDirection.value = directionToFloat(scanDirection);
u.uMouseEnabled.value = mouseInteraction ? 1.0 : 0.0;
u.uMouseRadius.value = mouseRadius;
u.uMouseStrength.value = mouseStrength;
const c1 = hexToRgb(color1);
const c2 = hexToRgb(color2);
const c3 = hexToRgb(color3);
u.uColor1.value[0] = c1[0];
u.uColor1.value[1] = c1[1];
u.uColor1.value[2] = c1[2];
u.uColor2.value[0] = c2[0];
u.uColor2.value[1] = c2[1];
u.uColor2.value[2] = c2[2];
u.uColor3.value[0] = c3[0];
u.uColor3.value[1] = c3[1];
u.uColor3.value[2] = c3[2];
mouseEnabledRef.current = mouseInteraction;
}, [
speed,
sweepSpeed,
sweepWidth,
sweepFalloff,
scale,
frequency,
ripple,
bandDensity,
lineSharpness,
glow,
colorSpread,
brightness,
contrast,
softness,
vignette,
opacity,
scanline,
grain,
grainIntensity,
scanDirection,
mouseInteraction,
mouseRadius,
mouseStrength,
color1,
color2,
color3
]);
return <div ref={containerRef} className={`relative h-full w-full overflow-hidden ${className}`.trim()} />;
};
export default Scanner;