ShapeWaves
A WebGPU field of triangles, circles and squares that brighten and grow along rolling waves, with an optional text cutout the waves flow around.
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Installation
npx shadcn@latest add https://reactbits.dev/r/ShapeWaves-TS-TW.json
Dependencies: vgpu
Source
'use client';
// Inspired by https://vercel.com/labs
import { useEffect, useRef, useState } from 'react';
import { effect, frame, init, sampler, storage, surface, target, uniforms } from 'vgpu';
import type { Gpu, StorageBuffer, Texture } from 'vgpu';
type ChargeBuffer = StorageBuffer & { destroy(): void };
const SHAPE_MODES = { mixed: 0, squares: 1, circles: 2, triangles: 3 } as const;
export type ShapeWavesShapes = keyof typeof SHAPE_MODES;
const MAX_DPR = 2;
const MAX_MASK_SIZE = 1024;
const NOISE_CELLS = 32;
const TIME_RATE = 0.1;
const SIMULATION_STEP = 1 / 60;
const WAVE_SPEED = 0.42;
const WAVE_FRICTION = 0.94;
const WAVE_DECAY = 0.972;
const SETTLED_THRESHOLD = 0.01;
const INTRO_BAND = 0.2;
const INTRO_WARP = 0.3;
const INTRO_JITTER = 0.16;
const INTRO_END = 1 + INTRO_WARP + INTRO_JITTER + INTRO_BAND;
const NOISE_WGSL = `
fn mod289v3(x: vec3f) -> vec3f { return x - floor(x * (1.0 / 289.0)) * 289.0; }
fn mod289v4(x: vec4f) -> vec4f { return x - floor(x * (1.0 / 289.0)) * 289.0; }
fn permute(x: vec4f) -> vec4f { return mod289v4(((x * 34.0) + 10.0) * x); }
fn taylorInvSqrt(r: vec4f) -> vec4f { return 1.79284291400159 - 0.85373472095314 * r; }
fn fadeCurve(t: vec3f) -> vec3f { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); }
fn cnoise(P: vec3f) -> f32 {
var Pi0 = floor(P);
var Pi1 = Pi0 + vec3f(1.0);
Pi0 = mod289v3(Pi0);
Pi1 = mod289v3(Pi1);
let Pf0 = fract(P);
let Pf1 = Pf0 - vec3f(1.0);
let ix = vec4f(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
let iy = vec4f(Pi0.yy, Pi1.yy);
let iz0 = Pi0.zzzz;
let iz1 = Pi1.zzzz;
let ixy = permute(permute(ix) + iy);
let ixy0 = permute(ixy + iz0);
let ixy1 = permute(ixy + iz1);
var gx0 = ixy0 * (1.0 / 7.0);
var gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
let gz0 = vec4f(0.5) - abs(gx0) - abs(gy0);
let sz0 = step(gz0, vec4f(0.0));
gx0 -= sz0 * (step(vec4f(0.0), gx0) - 0.5);
gy0 -= sz0 * (step(vec4f(0.0), gy0) - 0.5);
var gx1 = ixy1 * (1.0 / 7.0);
var gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
let gz1 = vec4f(0.5) - abs(gx1) - abs(gy1);
let sz1 = step(gz1, vec4f(0.0));
gx1 -= sz1 * (step(vec4f(0.0), gx1) - 0.5);
gy1 -= sz1 * (step(vec4f(0.0), gy1) - 0.5);
var g000 = vec3f(gx0.x, gy0.x, gz0.x);
var g100 = vec3f(gx0.y, gy0.y, gz0.y);
var g010 = vec3f(gx0.z, gy0.z, gz0.z);
var g110 = vec3f(gx0.w, gy0.w, gz0.w);
var g001 = vec3f(gx1.x, gy1.x, gz1.x);
var g101 = vec3f(gx1.y, gy1.y, gz1.y);
var g011 = vec3f(gx1.z, gy1.z, gz1.z);
var g111 = vec3f(gx1.w, gy1.w, gz1.w);
let norm0 = taylorInvSqrt(vec4f(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
let norm1 = taylorInvSqrt(vec4f(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
let n000 = dot(g000, Pf0);
let n100 = dot(g100, vec3f(Pf1.x, Pf0.yz));
let n010 = dot(g010, vec3f(Pf0.x, Pf1.y, Pf0.z));
let n110 = dot(g110, vec3f(Pf1.xy, Pf0.z));
let n001 = dot(g001, vec3f(Pf0.xy, Pf1.z));
let n101 = dot(g101, vec3f(Pf1.x, Pf0.y, Pf1.z));
let n011 = dot(g011, vec3f(Pf0.x, Pf1.yz));
let n111 = dot(g111, Pf1);
let f = fadeCurve(Pf0);
let nz = mix(vec4f(n000, n100, n010, n110), vec4f(n001, n101, n011, n111), f.z);
let ny = mix(nz.xy, nz.zw, f.y);
return 2.2 * mix(ny.x, ny.y, f.x);
}
fn fbm(p: vec3f) -> f32 {
var total = 0.0;
var amplitude = 1.0;
var weight = 0.0;
var frequency = 1.0;
for (var i = 0; i < 2; i++) {
total += amplitude * cnoise(p * frequency);
weight += amplitude;
amplitude *= 0.5;
frequency *= 2.0;
}
return total / weight;
}
`;
const SCENE_SHADER = `
struct Params {
resolution: vec4f,
placement: vec4f,
grid: vec4f,
field: vec4f,
motion: vec4f,
color: vec4f,
hover: vec4f,
background: vec4f,
}
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var maskTexture: texture_2d<f32>;
@group(0) @binding(2) var maskSampler: sampler;
@group(0) @binding(3) var<storage, read> charges: array<f32>;
const SEED = vec2f(12.9898, 78.233);
const GLOW_THRESHOLD = 0.6;
${NOISE_WGSL}
fn sdIsoscelesTriangle(point: vec2f, q: vec2f) -> f32 {
let p = vec2f(abs(point.x), point.y);
let a = p - q * clamp(dot(p, q) / dot(q, q), 0.0, 1.0);
let b = p - q * vec2f(clamp(p.x / q.x, 0.0, 1.0), 1.0);
let s = -sign(q.y);
let d = min(vec2f(dot(a, a), s * (p.x * q.y - p.y * q.x)), vec2f(dot(b, b), s * (p.y - q.y)));
return -sqrt(d.x) * sign(d.y);
}
fn shapeDistance(p: vec2f, shape: i32, c: f32) -> f32 {
if (shape == 0) { return max(abs(p.x), abs(p.y)) - c; }
if (shape == 1) { return length(p) - c; }
return sdIsoscelesTriangle(vec2f(p.x, p.y + c), vec2f(c, 2.0 * c));
}
fn hash21(p: vec2f) -> f32 {
return fract(sin(dot(p, vec2f(127.1, 311.7))) * 43758.5453);
}
@fragment fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let resolution = params.resolution.xy;
let cellPx = params.grid.x;
let dotSize = params.grid.y;
let mode = i32(params.grid.z + 0.5);
let cols = i32(params.grid.w + 0.5);
let background = params.background.rgb;
let toSurface = params.hover.w < 0.5;
let pixel = uv * resolution;
let origin = params.placement.xy;
let rows = i32(params.placement.z + 0.5);
let cell = floor((pixel - origin) / cellPx);
if (cell.y < 0.0 || i32(cell.y) >= rows || cell.x < 0.0 || i32(cell.x) >= cols) {
return vec4f(background, select(0.0, 1.0, toSurface));
}
let center = origin + (cell + 0.5) * cellPx;
let local = (pixel - center) / (cellPx * 0.5);
let cellUv = center / resolution;
if (params.motion.z > 0.5 && textureSampleLevel(maskTexture, maskSampler, cellUv, 0.0).r > 0.5) {
return vec4f(background, select(0.0, 1.0, toSurface));
}
var level = 1.0;
let fade = params.motion.w;
if (fade > 0.0) {
let q = abs(uv * 2.0 - 1.0);
let radius = pow(pow(q.x, 2.5) + pow(q.y, 2.5), 1.0 / 2.5) / pow(2.0, 1.0 / 2.5);
level = 1.0 - smoothstep(max(0.0, 1.0 - fade * 2.2), 1.0, radius);
}
let noise = fbm(vec3f((center + params.motion.xy) / params.field.x + SEED, params.field.w));
let tone = clamp((noise * 0.5 + 0.5 - params.field.y) * params.field.z + 0.5, 0.0, 1.0);
let band = i32(min(tone, 0.999999) * 3.0);
var charge = 0.0;
let index = i32(cell.y) * cols + i32(cell.x);
if (index >= 0 && index < i32(arrayLength(&charges))) { charge = charges[index]; }
let stepped = (band + i32(clamp(charge, 0.0, 0.999) * 3.0)) % 3;
var shape = 2 - stepped;
var size = dotSize;
if (mode != 0) {
shape = mode - 1;
size = dotSize * mix(0.45, 1.0, f32(stepped) / 2.0);
}
let introProgress = params.placement.w;
var front = 0.0;
if (introProgress < ${INTRO_END.toFixed(2)}) {
let radial = length((center - resolution * 0.5) / (resolution * 0.5)) * 0.70710678;
let warp = cnoise(vec3f(cellUv * vec2f(3.2, 2.4) + SEED, 4.7)) * ${INTRO_WARP.toFixed(2)};
let jitter = hash21(cell) * ${INTRO_JITTER.toFixed(2)};
let spread = radial + warp + jitter + ${INTRO_WARP.toFixed(2)};
let band = ${INTRO_BAND.toFixed(2)} * (0.6 + 0.8 * hash21(cell + vec2f(17.0, 9.0)));
let t = clamp((introProgress - spread) / band, 0.0, 1.0);
if (t <= 0.0) {
return vec4f(background, select(0.0, 1.0, toSurface));
}
let back = t - 1.0;
size = max(size * (1.0 + 2.70158 * back * back * back + 1.70158 * back * back), 0.02);
front = 1.0 - smoothstep(0.0, 1.0, abs(introProgress - spread) / band);
}
let aa = 2.0 / cellPx;
let coverage = smoothstep(aa, -aa, shapeDistance(local, shape, size));
let tint = mix(params.color.rgb, params.hover.rgb, max(smoothstep(0.15, 0.85, charge), front * 0.35));
let rgb = mix(background, tint, coverage * level);
if (toSurface) { return vec4f(rgb, 1.0); }
let luminance = dot(tint * level, vec3f(0.2126, 0.7152, 0.0722));
let glow = max(0.0, (luminance - GLOW_THRESHOLD) / (1.0 - GLOW_THRESHOLD)) * coverage;
return vec4f(rgb, glow);
}
`;
const BLUR_SHADER = `
struct Blur { direction: vec4f }
@group(0) @binding(0) var<uniform> blur: Blur;
@group(0) @binding(1) var sourceTexture: texture_2d<f32>;
@group(0) @binding(2) var sourceSampler: sampler;
@fragment fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let sigma = blur.direction.z;
let radius = i32(ceil(3.0 * sigma));
var sum = vec3f(0.0);
var weight = 0.0;
for (var i = -radius; i <= radius; i++) {
let offset = f32(i);
let w = exp(-(offset * offset) / (2.0 * sigma * sigma));
let sample = textureSampleLevel(sourceTexture, sourceSampler, uv + offset * blur.direction.xy, 0.0);
sum += select(sample.rgb, sample.rgb * sample.a, blur.direction.w > 0.5) * w;
weight += w;
}
return vec4f(sum / weight, 1.0);
}
`;
const COMPOSITE_SHADER = `
struct Composite { strength: vec4f }
@group(0) @binding(0) var<uniform> composite: Composite;
@group(0) @binding(1) var sceneTexture: texture_2d<f32>;
@group(0) @binding(2) var glowTexture: texture_2d<f32>;
@group(0) @binding(3) var linearSampler: sampler;
@fragment fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let scene = textureSampleLevel(sceneTexture, linearSampler, uv, 0.0).rgb;
let glow = textureSampleLevel(glowTexture, linearSampler, uv, 0.0).rgb;
return vec4f(scene + glow * composite.strength.x, 1.0);
}
`;
const parseColor = (value: string | undefined, fallback: string): [number, number, number] => {
const source = typeof value === 'string' ? value.trim() : '';
const match = /^#?([\da-f]{3}|[\da-f]{6})$/i.exec(source) || /^#?([\da-f]{6})$/i.exec(fallback);
let hex = (match as RegExpExecArray)[1];
if (hex.length === 3) hex = hex.replace(/./g, char => char + char);
return [0, 2, 4].map(offset => parseInt(hex.slice(offset, offset + 2), 16) / 255) as [number, number, number];
};
export interface ShapeWavesProps {
text?: string;
fontFamily?: string;
fontWeight?: string | number;
textSize?: number;
shapes?: ShapeWavesShapes;
cellSize?: number;
dotSize?: number;
color?: string;
hoverColor?: string;
backgroundColor?: string;
speed?: number;
scale?: number;
contrast?: number;
brightness?: number;
flow?: number;
direction?: number;
fade?: number;
interactive?: boolean;
splashRadius?: number;
splashStrength?: number;
glow?: number;
intro?: boolean;
introDuration?: number;
introKey?: string | number;
paused?: boolean;
onError?: (error: Error) => void;
className?: string;
}
interface ShapeWavesSettings {
text: string;
fontFamily: string;
fontWeight: string | number;
textSize: number;
shapes: ShapeWavesShapes;
cellSize: number;
dotSize: number;
color: string;
hoverColor: string;
backgroundColor: string;
speed: number;
scale: number;
contrast: number;
brightness: number;
flow: number;
direction: number;
fade: number;
interactive: boolean;
splashRadius: number;
splashStrength: number;
glow: number;
intro: boolean;
introDuration: number;
introKey: string | number;
paused: boolean;
}
export default function ShapeWaves({
text = '',
fontFamily = 'Geist, "Geist Sans", system-ui, sans-serif',
fontWeight = 500,
textSize = 0.6,
shapes = 'mixed',
cellSize = 10,
dotSize = 0.75,
color = '#929292',
hoverColor = '#ffffff',
backgroundColor = '#000000',
speed = 1,
scale = 1,
contrast = 1,
brightness = 0.4,
flow = 0,
direction = 0,
fade = 0.25,
interactive = true,
splashRadius = 40,
splashStrength = 0.4,
glow = 0.35,
intro = true,
introDuration = 1.6,
introKey = 0,
paused = false,
onError,
className = ''
}: ShapeWavesProps) {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const [ready, setReady] = useState(false);
const settingsRef = useRef<ShapeWavesSettings>(null as unknown as ShapeWavesSettings);
const applySettingsRef = useRef<() => void>(() => {});
const applyMaskRef = useRef<() => void>(() => {});
const onErrorRef = useRef<ShapeWavesProps['onError']>(onError);
settingsRef.current = {
text: String(text ?? ''),
fontFamily,
fontWeight,
textSize,
shapes,
cellSize: Math.max(2, cellSize),
dotSize,
color,
hoverColor,
backgroundColor,
speed,
scale: Math.max(0.05, scale),
contrast,
brightness,
flow,
direction,
fade,
interactive,
splashRadius,
splashStrength,
glow,
intro,
introDuration: Math.max(0.1, introDuration),
introKey,
paused
};
onErrorRef.current = onError;
const settingsSignature = [
shapes,
cellSize,
dotSize,
color,
hoverColor,
backgroundColor,
speed,
scale,
contrast,
brightness,
flow,
direction,
fade,
interactive,
splashRadius,
splashStrength,
glow,
intro,
introDuration,
paused
].join('|');
const maskSignature = [text, fontFamily, fontWeight, textSize].join('|');
const replayRef = useRef<() => void>(() => {});
useEffect(() => {
applySettingsRef.current();
}, [settingsSignature]);
useEffect(() => {
applyMaskRef.current();
}, [maskSignature]);
useEffect(() => {
if (introKey) replayRef.current();
}, [introKey]);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return undefined;
let disposed = false;
let failed = false;
let gpu: Gpu | undefined;
let maskTexture: Texture | undefined;
let chargeBuffer: ChargeBuffer | undefined;
let frameId = 0;
let lastFrameTime = 0;
let time = 0;
let drift: [number, number] = [0, 0];
let dpr = 1;
let visible = true;
let presented = false;
let cols = 1;
let rows = 1;
let cellPx = 10;
let gridOrigin: [number, number] = [0, 0];
let charges = new Float32Array(1);
let heights = new Float32Array(1);
let previousHeights = new Float32Array(1);
let simulationBacklog = 0;
let introStart = 0;
let introProgress = INTRO_END;
let introArmed = false;
let chargesActive = false;
let bounds: DOMRect | null = null;
let unsubscribeGpuError: (() => void) | undefined;
let resizeObserver: ResizeObserver | undefined;
let visibilityObserver: IntersectionObserver | undefined;
let wakeRenderer: () => void = () => {};
const pointer = { x: 0, y: 0, at: 0, inside: false };
const reduceMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
const maskCanvas = document.createElement('canvas');
const maskContext = maskCanvas.getContext('2d') as CanvasRenderingContext2D;
const handleWake = () => wakeRenderer();
const invalidateBounds = () => {
bounds = null;
};
const splash = (x: number, y: number, strength: number) => {
const settings = settingsRef.current;
const sigma = Math.max(0.5, ((settings.splashRadius * dpr) / cellPx) * 0.5);
const reach = Math.ceil(sigma * 2.5);
const centerCol = (x * dpr - gridOrigin[0]) / cellPx - 0.5;
const centerRow = (y * dpr - gridOrigin[1]) / cellPx - 0.5;
const minRow = Math.max(0, Math.floor(centerRow - reach));
const maxRow = Math.min(rows - 1, Math.ceil(centerRow + reach));
const minCol = Math.max(0, Math.floor(centerCol - reach));
const maxCol = Math.min(cols - 1, Math.ceil(centerCol + reach));
for (let row = minRow; row <= maxRow; row++) {
const dy = row - centerRow;
for (let col = minCol; col <= maxCol; col++) {
const dx = col - centerCol;
const bump = strength * Math.exp(-(dx * dx + dy * dy) / (2 * sigma * sigma));
const index = row * cols + col;
heights[index] = Math.min(1.2, heights[index] + bump);
}
}
chargesActive = true;
};
const handlePointerMove = (event: PointerEvent) => {
if (!settingsRef.current.interactive) return;
if (!bounds) bounds = root.getBoundingClientRect();
const now = performance.now();
const x = event.clientX - bounds.left;
const y = event.clientY - bounds.top;
const inside = x >= 0 && y >= 0 && x <= bounds.width && y <= bounds.height;
if (inside) {
const elapsed = pointer.inside ? Math.max(8, now - pointer.at) : 16;
const travelled = pointer.inside ? Math.hypot(x - pointer.x, y - pointer.y) : 0;
const speed = (travelled / elapsed) * 1000;
splash(x, y, Math.min(1, 0.22 + speed * 0.0006) * settingsRef.current.splashStrength);
wakeRenderer();
}
pointer.x = x;
pointer.y = y;
pointer.at = now;
pointer.inside = inside;
};
const reportFailure = (error: unknown) => {
if (disposed || failed) return;
failed = true;
if (frameId) cancelAnimationFrame(frameId);
frameId = 0;
resizeObserver?.disconnect();
visibilityObserver?.disconnect();
unsubscribeGpuError?.();
applySettingsRef.current = () => {};
applyMaskRef.current = () => {};
const failedGpu = gpu;
gpu = undefined;
failedGpu?.dispose();
setReady(false);
onErrorRef.current?.(error instanceof Error ? error : new Error(String(error)));
};
const measureSurface = (): [number, number] => {
dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
return [Math.max(1, Math.round(canvas.clientWidth * dpr)), Math.max(1, Math.round(canvas.clientHeight * dpr))];
};
void (async () => {
try {
const activeGpu = await init({ powerPreference: 'low-power' });
gpu = activeGpu;
if (disposed) return activeGpu.dispose();
unsubscribeGpuError = activeGpu.onError(reportFailure);
const initialSize = measureSurface();
const outputFormat = (
navigator as Navigator & { gpu: { getPreferredCanvasFormat(): string } }
).gpu.getPreferredCanvasFormat();
const output = surface(activeGpu, canvas, { dpr, size: initialSize, autoResize: false, format: outputFormat });
const params = uniforms(activeGpu, {
resolution: [initialSize[0], initialSize[1], 1 / initialSize[0], 1 / initialSize[1]],
placement: [0, 0, 1, 0],
grid: [10, 0.75, 0, 1],
field: [320, 0.5, 2.8, 0],
motion: [0, 0, 0, 0.25],
color: [0.573, 0.573, 0.573, 1],
hover: [1, 1, 1, 0],
background: [0, 0, 0, 1]
});
const linearSampler = sampler(activeGpu, {
minFilter: 'linear',
magFilter: 'linear',
addressModeU: 'clamp-to-edge',
addressModeV: 'clamp-to-edge'
});
const createMaskTexture = (maskWidth: number, maskHeight: number) =>
activeGpu.device.createTexture({
size: [maskWidth, maskHeight],
format: 'rgba8unorm',
usage: ['texture_binding', 'copy_dst', 'render_attachment'],
label: 'shape-waves-mask'
});
const initialMaskTexture = createMaskTexture(1, 1);
maskTexture = initialMaskTexture;
const initialChargeBuffer = storage(activeGpu, 4, 'read') as ChargeBuffer;
initialChargeBuffer.write(charges);
chargeBuffer = initialChargeBuffer;
const scene = effect(activeGpu, SCENE_SHADER, {
label: 'shape-waves-scene',
set: { params, maskTexture: initialMaskTexture, maskSampler: linearSampler, charges: initialChargeBuffer }
});
const sceneTarget = target(activeGpu, { size: initialSize, format: 'rgba8unorm', label: 'shape-waves-scene' });
const glowSize = (size: readonly [number, number]): [number, number] => [
Math.max(1, Math.ceil(size[0] / 2)),
Math.max(1, Math.ceil(size[1] / 2))
];
const glowA = target(activeGpu, {
size: glowSize(initialSize),
format: 'rgba8unorm',
label: 'shape-waves-glow-a'
});
const glowB = target(activeGpu, {
size: glowSize(initialSize),
format: 'rgba8unorm',
label: 'shape-waves-glow-b'
});
const blurParamsX = uniforms(activeGpu, { direction: [0, 0, 4, 1] });
const blurParamsY = uniforms(activeGpu, { direction: [0, 0, 4, 0] });
const blurX = effect(activeGpu, BLUR_SHADER, {
label: 'shape-waves-glow-x',
set: { blur: blurParamsX, sourceTexture: sceneTarget, sourceSampler: linearSampler }
});
const blurY = effect(activeGpu, BLUR_SHADER, {
label: 'shape-waves-glow-y',
set: { blur: blurParamsY, sourceTexture: glowA, sourceSampler: linearSampler }
});
const compositeParams = uniforms(activeGpu, { strength: [2, 0, 0, 0] });
const composite = effect(activeGpu, COMPOSITE_SHADER, {
label: 'shape-waves-composite',
set: { composite: compositeParams, sceneTexture: sceneTarget, glowTexture: glowB, linearSampler }
});
await Promise.all([
scene.compile({ colors: [outputFormat] }),
scene.compile(sceneTarget),
blurX.compile(glowA),
blurY.compile(glowB),
composite.compile({ colors: [outputFormat] })
]);
if (disposed) return;
const glowEnabled = () => settingsRef.current.glow > 0;
let lastIntro = false;
const configureGrid = () => {
const settings = settingsRef.current;
const [width, height] = output.size;
const nextCols = Math.max(1, Math.round(width / (settings.cellSize * dpr)));
cellPx = width / nextCols;
const nextRows = Math.max(1, Math.floor(height / cellPx));
gridOrigin = [0, (height - nextRows * cellPx) / 2];
if (nextCols === cols && nextRows === rows && charges.length === cols * rows) return;
cols = nextCols;
rows = nextRows;
charges = new Float32Array(cols * rows);
heights = new Float32Array(cols * rows);
previousHeights = new Float32Array(cols * rows);
chargesActive = false;
const nextBuffer = storage(activeGpu, charges.byteLength, 'read') as ChargeBuffer;
nextBuffer.write(charges);
scene.set({ charges: nextBuffer });
chargeBuffer?.destroy();
chargeBuffer = nextBuffer;
};
const stepRipples = () => {
const lastCol = cols - 1;
const lastRow = rows - 1;
let peak = 0;
for (let row = 0; row < rows; row++) {
const up = (row === 0 ? row : row - 1) * cols;
const down = (row === lastRow ? row : row + 1) * cols;
const base = row * cols;
for (let col = 0; col < cols; col++) {
const index = base + col;
const left = base + (col === 0 ? col : col - 1);
const right = base + (col === lastCol ? col : col + 1);
const height = heights[index];
const laplacian = heights[left] + heights[right] + heights[up + col] + heights[down + col] - 4 * height;
const velocity = (height - previousHeights[index]) * WAVE_FRICTION;
const next = (height + velocity + WAVE_SPEED * laplacian) * WAVE_DECAY;
previousHeights[index] = next;
const charge = Math.min(1, Math.max(0, next));
charges[index] = charge;
if (charge > peak) peak = charge;
}
}
const swap = heights;
heights = previousHeights;
previousHeights = swap;
return peak;
};
const updateCharges = (deltaSeconds: number) => {
if (!chargesActive) return false;
simulationBacklog = Math.min(simulationBacklog + deltaSeconds, SIMULATION_STEP * 4);
let peak = 1;
while (simulationBacklog >= SIMULATION_STEP) {
simulationBacklog -= SIMULATION_STEP;
peak = stepRipples();
}
if (peak < SETTLED_THRESHOLD) {
heights.fill(0);
previousHeights.fill(0);
charges.fill(0);
chargesActive = false;
}
chargeBuffer?.write(charges);
return chargesActive;
};
const isAnimating = () => {
const settings = settingsRef.current;
return visible && !document.hidden && !settings.paused && settings.speed > 0 && !reduceMotion.matches;
};
const render = (now: number) => {
frameId = 0;
if (disposed || failed) return;
const settings = settingsRef.current;
const deltaSeconds = lastFrameTime ? Math.min(0.1, (now - lastFrameTime) / 1000) : 0;
lastFrameTime = now;
const animating = isAnimating();
if (animating) {
time += deltaSeconds * TIME_RATE * settings.speed;
const angle = (settings.direction * Math.PI) / 180;
const distance = settings.flow * cellPx * deltaSeconds;
drift = [drift[0] + Math.cos(angle) * distance, drift[1] + Math.sin(angle) * distance];
}
const hovering = visible && !document.hidden && updateCharges(deltaSeconds);
if (introArmed) {
introArmed = false;
introStart = now;
introProgress = 0;
}
const introPlaying = introProgress < INTRO_END;
if (introPlaying) {
introProgress = Math.min(INTRO_END, ((now - introStart) / 1000 / settings.introDuration) * INTRO_END);
}
params.set({ placement: [gridOrigin[0], gridOrigin[1], rows, introProgress] });
params.set({
field: [
NOISE_CELLS * cellPx * settings.scale,
0.5 - (settings.brightness - 0.5) * 0.4,
2.8 * settings.contrast,
time
]
});
params.set({ motion: [drift[0], drift[1], settings.text.trim() ? 1 : 0, settings.fade] });
try {
frame(activeGpu, currentFrame => {
if (!glowEnabled()) {
currentFrame.pass(output, scene);
return;
}
currentFrame.pass(sceneTarget, scene);
currentFrame.pass(glowA, blurX);
currentFrame.pass(glowB, blurY);
currentFrame.pass(output, composite);
});
} catch (error) {
reportFailure(error);
return;
}
if (!presented) {
presented = true;
setReady(true);
}
if (animating || hovering || introPlaying) frameId = requestAnimationFrame(render);
else lastFrameTime = 0;
};
wakeRenderer = () => {
if (disposed || failed || frameId) return;
frameId = requestAnimationFrame(render);
};
const drawMask = () => {
const settings = settingsRef.current;
const content = settings.text.trim();
const [surfaceWidth, surfaceHeight] = output.size;
const hasText = content.length > 0;
const maskScale = hasText ? Math.min(1, MAX_MASK_SIZE / Math.max(surfaceWidth, surfaceHeight)) : 0;
const maskWidth = hasText ? Math.max(1, Math.round(surfaceWidth * maskScale)) : 1;
const maskHeight = hasText ? Math.max(1, Math.round(surfaceHeight * maskScale)) : 1;
maskCanvas.width = maskWidth;
maskCanvas.height = maskHeight;
maskContext.fillStyle = '#000';
maskContext.fillRect(0, 0, maskWidth, maskHeight);
if (hasText) {
let fontPx = Math.max(1, settings.textSize * maskHeight);
maskContext.font = `${settings.fontWeight} ${fontPx}px ${settings.fontFamily}`;
const measured = maskContext.measureText(content).width;
const maxWidth = maskWidth * 0.9;
if (measured > maxWidth) {
fontPx = Math.max(1, (fontPx * maxWidth) / measured);
maskContext.font = `${settings.fontWeight} ${fontPx}px ${settings.fontFamily}`;
}
maskContext.textAlign = 'center';
maskContext.textBaseline = 'middle';
maskContext.fillStyle = '#fff';
maskContext.fillText(content, maskWidth / 2, maskHeight / 2);
}
const nextTexture = createMaskTexture(maskWidth, maskHeight);
activeGpu.gpu.queue.copyExternalImageToTexture({ source: maskCanvas }, { texture: nextTexture.gpu }, [
maskWidth,
maskHeight
]);
scene.set({ maskTexture: nextTexture });
maskTexture?.destroy();
maskTexture = nextTexture;
};
const applySettings = () => {
if (disposed || failed) return;
const settings = settingsRef.current;
configureGrid();
params.set({
placement: [gridOrigin[0], gridOrigin[1], rows, introProgress],
grid: [cellPx, Math.min(1, Math.max(0.1, settings.dotSize)), SHAPE_MODES[settings.shapes] ?? 0, cols],
color: [...parseColor(settings.color, '#929292'), 1],
hover: [...parseColor(settings.hoverColor, '#ffffff'), glowEnabled() ? 1 : 0],
background: [...parseColor(settings.backgroundColor, '#000000'), 1]
});
compositeParams.set({ strength: [2 * settings.glow, 0, 0, 0] });
if (settings.intro !== lastIntro) {
lastIntro = settings.intro;
if (settings.intro && !reduceMotion.matches) introArmed = true;
}
if (!settings.interactive && chargesActive) {
heights.fill(0);
previousHeights.fill(0);
charges.fill(0);
chargesActive = false;
chargeBuffer?.write(charges);
}
wakeRenderer();
};
const applyMask = () => {
if (disposed || failed) return;
drawMask();
applySettings();
const settings = settingsRef.current;
if (!settings.text.trim() || !document.fonts?.load) return;
document.fonts
.load(`${settings.fontWeight} 32px ${settings.fontFamily}`)
.then(() => {
if (disposed || failed) return;
drawMask();
wakeRenderer();
})
.catch(() => {});
};
const resize = () => {
if (disposed || failed) return;
invalidateBounds();
const nextSize = measureSurface();
if (nextSize[0] !== output.size[0] || nextSize[1] !== output.size[1]) output.resize(nextSize);
const [width, height] = output.size;
sceneTarget.resize([width, height]);
const half = glowSize([width, height]);
glowA.resize(half);
glowB.resize(half);
blurParamsX.set({ direction: [1 / half[0], 0, 4, 1] });
blurParamsY.set({ direction: [0, 1 / half[1], 4, 0] });
params.set({ resolution: [width, height, 1 / width, 1 / height] });
drawMask();
applySettings();
};
applySettingsRef.current = applySettings;
applyMaskRef.current = applyMask;
replayRef.current = () => {
if (disposed || failed || !settingsRef.current.intro || reduceMotion.matches) return;
introArmed = true;
wakeRenderer();
};
resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(root);
visibilityObserver = new IntersectionObserver(
entries => {
visible = entries.some(entry => entry.isIntersecting);
if (visible) wakeRenderer();
},
{ threshold: 0 }
);
visibilityObserver.observe(root);
document.addEventListener('visibilitychange', handleWake);
reduceMotion.addEventListener('change', handleWake);
window.addEventListener('pointermove', handlePointerMove, { passive: true });
window.addEventListener('scroll', invalidateBounds, { capture: true, passive: true });
resize();
applyMask();
} catch (error) {
reportFailure(error);
}
})();
return () => {
disposed = true;
wakeRenderer = () => {};
applySettingsRef.current = () => {};
applyMaskRef.current = () => {};
replayRef.current = () => {};
document.removeEventListener('visibilitychange', handleWake);
reduceMotion.removeEventListener('change', handleWake);
window.removeEventListener('pointermove', handlePointerMove);
window.removeEventListener('scroll', invalidateBounds, { capture: true } as EventListenerOptions);
resizeObserver?.disconnect();
visibilityObserver?.disconnect();
unsubscribeGpuError?.();
if (frameId) cancelAnimationFrame(frameId);
maskTexture?.destroy();
chargeBuffer?.destroy();
gpu?.dispose();
};
}, []);
return (
<div
ref={rootRef}
className={`pointer-events-none relative isolate h-full w-full overflow-hidden ${className}`}
data-ready={ready}
style={{ backgroundColor }}
aria-hidden="true"
>
<canvas
ref={canvasRef}
className={`pointer-events-none absolute inset-0 block h-full w-full transition-opacity duration-[600ms] ease-[cubic-bezier(0.22,1,0.36,1)] motion-reduce:transition-none ${ready ? 'opacity-100' : 'opacity-0'}`}
/>
</div>
);
}