WebThreads
Glowing sine threads woven through a luminous convergence point.
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Installation
npx shadcn@latest add https://reactbits.dev/r/WebThreads-TS-TW.json
Dependencies: ogl
Source
'use client';
import React, { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
export type FanMode = 'center' | 'left' | 'right';
export interface WebThreadsProps {
color1?: string;
color2?: string;
color3?: string;
speed?: number;
threadCount?: number;
frequency?: number;
spread?: number;
taper?: number;
position?: number;
fanMode?: FanMode;
glow?: number;
falloff?: number;
thickness?: number;
brightness?: number;
opacity?: number;
mirror?: boolean;
shimmer?: boolean;
grain?: boolean;
grainIntensity?: number;
mouseInteraction?: boolean;
mouseStrength?: number;
backgroundColor?: string;
lightMode?: boolean;
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 FAN_MODE: Record<FanMode, number> = { center: 0, left: 1, right: 2 };
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 uThreadCount;
uniform float uFrequency;
uniform float uSpread;
uniform float uTaper;
uniform float uPosition;
uniform float uFanMode;
uniform float uGlow;
uniform float uFalloff;
uniform float uThickness;
uniform float uBrightness;
uniform float uOpacity;
uniform float uMirror;
uniform float uShimmer;
uniform float uGrain;
uniform float uGrainIntensity;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform vec3 uColor3;
uniform vec3 uBackgroundColor;
uniform bool uLightMode;
uniform vec2 uMouse;
uniform float uMouseStrength;
uniform float uEnableMouse;
uniform float uMouseActive;
out vec4 fragColor;
#define TAU 6.28318530718
#define MAX_THREADS 10
float glow(float x, float str, float dist) {
return dist / pow(max(x, 1e-4), str);
}
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
float n = max(uThreadCount, 1.0);
float pinchX = uFanMode < 0.5 ? 0.5 : (uFanMode < 1.5 ? 0.0 : 1.0);
if (uEnableMouse > 0.5) {
pinchX = mix(pinchX, uMouse.x, clamp(uMouseStrength, 0.0, 1.0) * uMouseActive);
}
float spreadDx = uSpread * abs(uv.x - pinchX);
float baseT = iTime * uSpeed;
float tauOverN = TAU / n;
float mirror = uMirror > 0.5 ? sign(pinchX - uv.x) : 1.0;
bool doShimmer = uShimmer > 0.5;
float shimmerT = iTime * 1.7;
float invThickness = 1.0 / max(uThickness, 0.01);
float xFreq = uv.x * uFrequency;
float yOff = uv.y - uPosition;
float ciScale = n > 1.0 ? 1.0 / (n - 1.0) : 0.0;
vec3 col = vec3(0.0);
float gsum = 0.0;
for (int idx = 0; idx < MAX_THREADS; idx++) {
float i = float(idx);
if (i >= n) break;
float amplitude = spreadDx * (1.0 + i * uTaper);
float shimmer = doShimmer ? sin(shimmerT + i * 1.3) * 0.35 : 0.0;
float phase = (baseT + i * tauOverN) * mirror + shimmer;
float sdf = abs(yOff + sin(xFreq + phase) * amplitude) * invThickness;
float g = glow(sdf, uFalloff, uGlow);
float ci = i * ciScale;
vec3 threadCol = mix(uColor1, uColor2, ci);
col += g * threadCol;
gsum += g;
}
float coreAmt = smoothstep(0.5, 2.2, gsum);
col = mix(col, uColor3 * gsum, coreAmt * 0.5);
float bright = uBrightness;
if (uEnableMouse > 0.5) {
vec2 md = uv - uMouse;
float d2 = dot(md, md);
bright += clamp(uMouseStrength, 0.0, 1.0) * uMouseActive * exp(-d2 * 6.0) * 0.6;
}
col *= bright;
float alpha = clamp(gsum, 0.0, 1.0) * uOpacity;
vec3 outRgb = col * alpha;
if (uGrain > 0.5) {
float gv = (fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233)) + iTime) * 43758.5453) - 0.5) * uGrainIntensity;
outRgb = clamp(outRgb + gv, 0.0, 1.0);
alpha = clamp(alpha + gv, 0.0, 1.0);
}
if (uLightMode) {
vec3 mapped = vec3(1.0) - exp(-max(col, vec3(0.0)) * 1.3);
float rawEnergy = clamp(max(mapped.r, max(mapped.g, mapped.b)) * uOpacity, 0.0, 1.0);
float coverage = smoothstep(0.18, 0.72, rawEnergy);
coverage *= coverage;
vec3 hue = mapped / max(max(mapped.r, max(mapped.g, mapped.b)), 1e-4);
vec3 chroma = pow(clamp(hue, 0.0, 1.0), vec3(0.78));
vec3 pigment = mix(chroma, vec3(0.08), 0.12);
vec3 ink = mix(vec3(0.9), pigment, 0.82 + coverage * 0.18);
fragColor = vec4(mix(uBackgroundColor, ink, coverage), 1.0);
} else {
fragColor = vec4(outRgb, alpha);
}
}
`;
type WebThreadsCtx = {
renderer: InstanceType<typeof Renderer>;
program: InstanceType<typeof Program>;
mesh: InstanceType<typeof Mesh>;
};
const ctxMap = new WeakMap<HTMLDivElement, WebThreadsCtx>();
const WebThreads: React.FC<WebThreadsProps> = ({
color1 = '#5227FF',
color2 = '#FF9FFC',
color3 = '#FFFFFF',
speed = 0.2,
threadCount = 6,
frequency = 5.0,
spread = 0.18,
taper = 1.0,
position = 0.5,
fanMode = 'center',
glow = 0.02,
falloff = 0.6,
thickness = 1.1,
brightness = 0.6,
opacity = 1.0,
mirror = true,
shimmer = false,
grain = true,
grainIntensity = 0.05,
mouseInteraction = true,
mouseStrength = 0.3,
backgroundColor = '#FFFFFF',
lightMode = false,
className = ''
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const mouseRef = useRef<{ enabled: boolean; strength: number }>({ enabled: true, strength: 0.3 });
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: 0.2 },
uThreadCount: { value: 6 },
uFrequency: { value: 5.0 },
uSpread: { value: 0.18 },
uTaper: { value: 1.0 },
uPosition: { value: 0.5 },
uFanMode: { value: 0 },
uGlow: { value: 0.02 },
uFalloff: { value: 0.6 },
uThickness: { value: 1.1 },
uBrightness: { value: 0.6 },
uOpacity: { value: 1.0 },
uMirror: { value: 1.0 },
uShimmer: { value: 0.0 },
uGrain: { value: 1.0 },
uGrainIntensity: { value: 0.05 },
uColor1: { value: new Float32Array([1, 1, 1]) },
uColor2: { value: new Float32Array([1, 1, 1]) },
uColor3: { value: new Float32Array([1, 1, 1]) },
uBackgroundColor: { value: new Float32Array([1, 1, 1]) },
uLightMode: { value: false },
uMouse: { value: new Float32Array([0.5, 0.5]) },
uMouseStrength: { value: 0.3 },
uEnableMouse: { value: 1.0 },
uMouseActive: { value: 0 }
}
});
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();
const currentMouse: [number, number] = [0.5, 0.5];
const targetMouse: [number, number] = [0.5, 0.5];
let currentActive = 0;
let targetActive = 0;
const onMouseMove = (e: MouseEvent) => {
const rect = canvas.getBoundingClientRect();
targetMouse[0] = (e.clientX - rect.left) / rect.width;
targetMouse[1] = 1.0 - (e.clientY - rect.top) / rect.height;
targetActive = 1;
};
const onMouseEnter = () => {
targetActive = 1;
};
const onMouseLeave = () => {
targetActive = 0;
};
canvas.addEventListener('mousemove', onMouseMove);
canvas.addEventListener('mouseenter', onMouseEnter);
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;
currentMouse[0] += 0.05 * (targetMouse[0] - currentMouse[0]);
currentMouse[1] += 0.05 * (targetMouse[1] - currentMouse[1]);
currentActive += 0.05 * (targetActive - currentActive);
const mouse = (program.uniforms.uMouse as { value: Float32Array }).value;
mouse[0] = currentMouse[0];
mouse[1] = currentMouse[1];
(program.uniforms.uMouseActive as { value: number }).value = currentActive;
(program.uniforms.uEnableMouse as { value: number }).value = mouseRef.current.enabled ? 1.0 : 0.0;
(program.uniforms.uMouseStrength as { value: number }).value = mouseRef.current.strength;
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('mouseenter', onMouseEnter);
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.uThreadCount.value = Math.round(threadCount);
u.uFrequency.value = frequency;
u.uSpread.value = spread;
u.uTaper.value = taper;
u.uPosition.value = position;
u.uFanMode.value = FAN_MODE[fanMode] ?? 0;
u.uGlow.value = glow;
u.uFalloff.value = falloff;
u.uThickness.value = thickness;
u.uBrightness.value = brightness;
u.uOpacity.value = opacity;
u.uMirror.value = mirror ? 1.0 : 0.0;
u.uShimmer.value = shimmer ? 1.0 : 0.0;
u.uGrain.value = grain ? 1.0 : 0.0;
u.uGrainIntensity.value = grainIntensity;
const c1 = u.uColor1.value as Float32Array;
const rgb1 = hexToRgb(color1);
c1[0] = rgb1[0];
c1[1] = rgb1[1];
c1[2] = rgb1[2];
const c2 = u.uColor2.value as Float32Array;
const rgb2 = hexToRgb(color2);
c2[0] = rgb2[0];
c2[1] = rgb2[1];
c2[2] = rgb2[2];
const c3 = u.uColor3.value as Float32Array;
const rgb3 = hexToRgb(color3);
c3[0] = rgb3[0];
c3[1] = rgb3[1];
c3[2] = rgb3[2];
const bg = hexToRgb(backgroundColor);
u.uBackgroundColor.value[0] = bg[0];
u.uBackgroundColor.value[1] = bg[1];
u.uBackgroundColor.value[2] = bg[2];
u.uLightMode.value = lightMode;
u.uMouseStrength.value = mouseStrength;
u.uEnableMouse.value = mouseInteraction ? 1.0 : 0.0;
mouseRef.current.enabled = mouseInteraction;
mouseRef.current.strength = mouseStrength;
}, [
color1,
color2,
color3,
speed,
threadCount,
frequency,
spread,
taper,
position,
fanMode,
glow,
falloff,
thickness,
brightness,
opacity,
mirror,
shimmer,
grain,
grainIntensity,
mouseInteraction,
mouseStrength,
backgroundColor,
lightMode
]);
return <div ref={containerRef} className={`relative h-full w-full overflow-hidden ${className}`.trim()} />;
};
export default WebThreads;