Pattern Waves
A lit field of dots, squares, lines or glyphs rolling over silk, swell or ripple waves, with a cursor ripple. WebGL 2 through ogl.
- ogl
Pattern Waves
Move the pointer. Click for a ripple.
0px
Customize
Spacing9px
Mark size0.95
Depth0.95
Speed0.35
Direction20°
Install
Terminal
$
npx shadcn@latest add @mewo/pattern-wavesNot using the registry directory?
Point the CLI straight at the item URL:
npx shadcn@latest add https://www.mewo-ui.com/r/pattern-waves.json
Props
| Prop | Type | Default | Description |
|---|---|---|---|
preset | "silk" | "ocean" | "pond" | "lines" | "terminal" | "mesh" | "silk" | A starting look. Any other prop overrides what the preset sets for it. |
pattern | "dot" | "square" | "plus" | "line" | "glyph" | from preset | The mark drawn at each cell. |
wave | "silk" | "swell" | "ripple" | from preset | The surface the marks ride on. |
color | string | "#ffffff" | Colour of the marks. |
backgroundColor | string | "#000000" | Fill behind the marks. "transparent" shows what is underneath. |
spacing | number | from preset | Distance between cells, in CSS pixels. |
markSize | number | from preset | Mark size as a fraction of the spacing, 0 to 1. |
depth | number | from preset | How much the surface's slope shades each mark. |
light | number | from preset | Light angle relative to the wave direction, in degrees. |
shine | number | from preset | Specular highlight strength. |
contrast | number | from preset | Tone contrast across the surface. |
speed | number | from preset | Animation speed. 0 renders once and stops. |
scale | number | from preset | Wavelength multiplier. |
direction | number | from preset | Wave direction, in degrees. |
fade | "edges" | "center" | "bottom" | "top" | "none" | "edges" | Where the field fades out. |
fadeSize | number | 0.5 | How far the fade reaches. |
opacity | number | 1 | Overall opacity of the marks. |
characters | string | ".:-=+*#%@" | Glyphs for the "glyph" pattern, dimmest first. |
interactive | boolean | true | Let the pointer ripple the surface. |
cursorSize | number | 50 | Ripple radius, in CSS pixels. |
cursorStrength | number | 0.6 | Ripple strength, 0 to 1. |
intro | boolean | true | Rise in from the centre on mount. |
paused | boolean | false | Freeze the animation. The last frame stays on screen. |
className | string | — | Merged onto the root element, which fills its parent. |
Source
"use client"
import { useEffect, useMemo, useRef, type ComponentProps } from "react"
import { Mesh, Program, RenderTarget, Renderer, Texture, Triangle } from "ogl"
import { cn } from "@/lib/utils"
type SurfacePreset = "silk" | "ocean" | "pond" | "lines" | "terminal" | "mesh"
type PatternKind = "dot" | "square" | "plus" | "line" | "glyph"
type WaveKind = "silk" | "swell" | "ripple"
type FadeKind = "edges" | "center" | "bottom" | "top" | "none"
type Rgba = [number, number, number, number]
interface PresetValues {
pattern: PatternKind
wave: WaveKind
spacing: number
markSize: number
depth: number
light: number
shine: number
contrast: number
speed: number
scale: number
direction: number
}
export type PatternWavesPreset = SurfacePreset
export type PatternWavesPattern = PatternKind
export type PatternWavesWave = WaveKind
export type PatternWavesFade = FadeKind
export interface PatternWavesProps extends Partial<PresetValues>, Omit<ComponentProps<"div">, "color"> {
/** A starting look. Any other prop overrides what the preset sets for it. */
preset?: SurfacePreset
/** Colour of the marks. */
color?: string
/** Fill behind the marks. Use "transparent" to show what is underneath. */
backgroundColor?: string
opacity?: number
/** Where the field fades out. */
fade?: FadeKind
fadeSize?: number
/** Glyphs for the "glyph" pattern, dimmest first. */
characters?: string
/** Let the pointer ripple the surface. */
interactive?: boolean
cursorSize?: number
cursorStrength?: number
/** Rise in from the centre on mount. */
intro?: boolean
/** Freeze the animation. The last frame stays on screen. */
paused?: boolean
}
interface Settings extends PresetValues {
color: Rgba
background: Rgba
opacity: number
fade: FadeKind
fadeSize: number
characters: string
interactive: boolean
cursorSize: number
cursorStrength: number
intro: boolean
paused: boolean
}
interface RippleField {
width: number
height: number
read: RenderTarget
write: RenderTarget
}
const SURFACE_PRESETS: Record<SurfacePreset, PresetValues> = {
silk: {
pattern: "dot",
wave: "silk",
spacing: 9,
markSize: 0.95,
depth: 0.95,
light: 0,
shine: 0.8,
contrast: 1.2,
speed: 0.35,
scale: 1,
direction: 20,
},
ocean: {
pattern: "dot",
wave: "swell",
spacing: 10,
markSize: 0.9,
depth: 0.42,
light: 0,
shine: 1,
contrast: 1.2,
speed: 0.5,
scale: 1,
direction: 100,
},
pond: {
pattern: "dot",
wave: "ripple",
spacing: 10,
markSize: 0.9,
depth: 0.55,
light: 0,
shine: 1.2,
contrast: 1.2,
speed: 0.5,
scale: 1,
direction: 35,
},
lines: {
pattern: "line",
wave: "silk",
spacing: 12,
markSize: 0.42,
depth: 0.9,
light: 0,
shine: 0.6,
contrast: 1.2,
speed: 0.3,
scale: 1,
direction: 20,
},
terminal: {
pattern: "glyph",
wave: "ripple",
spacing: 13,
markSize: 0.95,
depth: 0.75,
light: 0,
shine: 0.9,
contrast: 1.4,
speed: 0.3,
scale: 1.1,
direction: 200,
},
mesh: {
pattern: "plus",
wave: "silk",
spacing: 14,
markSize: 0.8,
depth: 0.95,
light: 0,
shine: 1,
contrast: 1.45,
speed: 0.4,
scale: 1.1,
direction: 325,
},
}
const PATTERNS: Record<string, number> = { dot: 0, square: 1, plus: 2, line: 3, glyph: 4 }
const WAVES: Record<string, number> = { silk: 0, swell: 1, ripple: 2 }
const FADES: Record<string, number> = { none: 0, edges: 1, center: 2, bottom: 3, top: 4 }
const DEFAULT_CHARACTERS = ".:-=+*#%@"
const GLYPH_FONT = "ui-monospace, SFMono-Regular, Menlo, Consolas, monospace"
const ATLAS_TILE = 128
const WAVE_UNIT = 520
const RIPPLE_CELL = 8
const RIPPLE_RATE = 60
const PIXEL_BUDGET = 4.5e6
const INTRO_SECONDS = 2
// Must match what ogl's Renderer passes to getContext(), so the probe below and ogl share one context.
const CONTEXT_ATTRIBUTES = {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
preserveDrawingBuffer: false,
powerPreference: "default" as const,
}
const clamp = (value: number, min: number, max: number) => Math.min(Math.max(value, min), max)
const luminance = (rgba: number[]) => 0.2126 * rgba[0] + 0.7152 * rgba[1] + 0.0722 * rgba[2]
// One 2D context resolves every CSS colour; a new canvas per parse would be garbage on every render.
let colorProbe: CanvasRenderingContext2D | null = null
const parseColor = (value: string, fallback: Rgba): Rgba => {
try {
colorProbe ??= document.createElement("canvas").getContext("2d")
const ctx = colorProbe
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 buildAtlas = (characters: string) => {
const glyphs = Array.from(characters && characters.length ? characters : DEFAULT_CHARACTERS)
const columns = Math.ceil(Math.sqrt(glyphs.length))
const lines = Math.ceil(glyphs.length / columns)
const canvas = document.createElement("canvas")
canvas.width = columns * ATLAS_TILE
canvas.height = lines * ATLAS_TILE
const ctx = canvas.getContext("2d")
if (!ctx) return null
ctx.fillStyle = "#ffffff"
ctx.textAlign = "center"
ctx.textBaseline = "middle"
ctx.font = `500 ${Math.round(ATLAS_TILE * 0.86)}px ${GLYPH_FONT}`
glyphs.forEach((glyph, index) => {
const x = (index % columns) * ATLAS_TILE + ATLAS_TILE / 2
const y = Math.floor(index / columns) * ATLAS_TILE + ATLAS_TILE / 2
ctx.fillText(glyph, x, y)
})
return { canvas, columns, lines, count: glyphs.length }
}
const passVertex = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`
const fieldFragment = `#version 300 es
precision highp float;
precision highp int;
uniform vec2 uSize;
uniform float uDpr;
uniform vec2 uOrigin;
uniform vec2 uPitch;
uniform int uWave;
uniform float uTime;
uniform float uUnit;
uniform vec2 uHeading;
uniform float uAmp;
uniform float uDepth;
uniform vec3 uLight;
uniform float uShine;
uniform float uContrast;
uniform float uInk;
uniform float uOpacity;
uniform int uFade;
uniform float uFadeSize;
uniform float uAppear;
uniform sampler2D tRipple;
uniform float uRipple;
out vec4 fragColor;
const float FOLDS = 5.5;
uvec3 scramble(uvec3 v) {
v = v * 1664525u + 1013904223u;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
v ^= v >> 16u;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
return v;
}
vec3 lattice(vec3 corner) {
uvec3 h = scramble(uvec3(ivec3(corner) + 4096));
return vec3(h & 65535u) / 32767.5 - 1.0;
}
float gradientNoise(vec3 p) {
vec3 i = floor(p);
vec3 f = p - i;
vec3 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
float n000 = dot(lattice(i), f);
float n100 = dot(lattice(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0));
float n010 = dot(lattice(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0));
float n110 = dot(lattice(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0));
float n001 = dot(lattice(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0));
float n101 = dot(lattice(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0));
float n011 = dot(lattice(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0));
float n111 = dot(lattice(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0));
return mix(
mix(mix(n000, n100, u.x), mix(n010, n110, u.x), u.y),
mix(mix(n001, n101, u.x), mix(n011, n111, u.x), u.y),
u.z
);
}
vec2 turn(vec2 v, float angle) {
float c = cos(angle);
float s = sin(angle);
return vec2(c * v.x - s * v.y, s * v.x + c * v.y);
}
float surface(vec2 p, float t) {
if (uWave == 0) {
vec2 side = vec2(-uHeading.y, uHeading.x);
float u = dot(p, uHeading);
float v = dot(p, side);
float bend = gradientNoise(vec3(v * 0.85, u * 0.3, t * 0.05)) * 1.7 + 0.4 * sin(v * 1.6 + t * 0.2);
float phase = u * FOLDS + bend - t * 0.45;
float swell = 0.6 + 0.4 * gradientNoise(vec3(u * 0.55 + 3.0, v * 0.45, t * 0.04));
float fold = sin(phase) + 0.32 * sin(2.0 * phase + 1.3);
float ripple = 0.16 * sin(u * FOLDS * 2.5 + bend * 1.9 - t * 0.9 + 2.1);
return (fold + ripple) * swell;
}
if (uWave == 1) {
float bend = gradientNoise(vec3(p * 0.6, t * 0.05)) * 0.6;
float phase = dot(p, uHeading) * 15.0 + bend * 2.2 - t * 1.4;
float swell = sin(phase) + 0.3 * sin(2.0 * phase - 0.8);
float roll = 0.75 + 0.25 * gradientNoise(vec3(p * 0.9 + 11.0, t * 0.05));
return 0.8 * swell * roll;
}
float r = length(p + uHeading * 1.2);
float bend = gradientNoise(vec3(p * 1.2, t * 0.05)) * 0.1;
return sin((r + bend) * 9.0 - t * 1.8) * (0.45 + 0.55 * exp(-(r - 0.6) * 0.8));
}
float heightAt(vec2 css) {
float h = surface((css - 0.5 * uSize) / uUnit, uTime) * uAmp;
if (uRipple > 0.0) h += texture(tRipple, css / uSize).r * uRipple;
return h;
}
void main() {
vec2 cell = floor(gl_FragCoord.xy);
vec2 center = uOrigin + (cell + 0.5) * uPitch;
vec2 css = center / uDpr;
vec2 uv = css / uSize;
float e = max(uPitch.y / uDpr, 4.0);
float h = heightAt(css);
float hx = (heightAt(css + vec2(e, 0.0)) - heightAt(css - vec2(e, 0.0))) / (2.0 * e);
float hy = (heightAt(css + vec2(0.0, e)) - heightAt(css - vec2(0.0, e))) / (2.0 * e);
vec2 grad = vec2(hx, hy) * uUnit * uDepth * 0.4;
vec3 n = normalize(vec3(-grad, 1.0));
float diffuse = clamp(dot(n, uLight), 0.0, 1.0);
vec3 halfway = normalize(uLight + vec3(0.0, 0.0, 1.0));
float spec = pow(clamp(dot(n, halfway), 0.0, 1.0), 160.0) * uShine * 1.15;
float hollow = 0.7 + 0.3 * clamp(h * 0.5 + 0.5, 0.0, 1.0);
float tone = clamp(diffuse * hollow * 0.78 + spec, 0.0, 1.0);
tone = clamp((tone - 0.42) * uContrast + 0.42, 0.0, 1.0);
float level = uInk > 0.5 ? pow(clamp(1.0 - tone / 0.46, 0.0, 1.0), 2.4) * 0.72 : pow(tone, 2.2);
float emphasis = uInk > 0.5 ? smoothstep(0.55, 0.95, level) : clamp(spec * 1.6, 0.0, 1.0);
float fade = 1.0;
vec2 c = uv * 2.0 - 1.0;
if (uFade == 1) {
fade = 1.0 - smoothstep(1.0 - uFadeSize, 1.18, length(c));
} else if (uFade == 2) {
fade = mix(0.05, 1.0, smoothstep(0.08, 0.08 + uFadeSize, length(c * vec2(1.0, 1.35))));
} else if (uFade == 3) {
fade = smoothstep(0.0, uFadeSize, uv.y);
} else if (uFade == 4) {
fade = smoothstep(0.0, uFadeSize, 1.0 - uv.y);
}
float reach = length(css - 0.5 * uSize) / max(0.5 * length(uSize), 1.0);
float appear = smoothstep(reach - 0.05, reach + 0.3, uAppear * 1.35);
float alpha = uOpacity * fade * appear * (0.22 + 0.78 * level);
float lift = clamp(h * uDepth * 0.42, -0.48, 0.48);
fragColor = vec4(level, alpha, emphasis, lift + 0.5);
}
`
const rippleFragment = `#version 300 es
precision highp float;
uniform sampler2D tState;
uniform vec2 uTexel;
uniform vec2 uSize;
uniform vec2 uFrom;
uniform vec2 uTo;
uniform float uRadius;
uniform float uImpulse;
uniform float uDamping;
out vec4 fragColor;
void main() {
vec2 uv = gl_FragCoord.xy * uTexel;
vec2 state = texture(tState, uv).rg;
float left = texture(tState, uv - vec2(uTexel.x, 0.0)).r;
float right = texture(tState, uv + vec2(uTexel.x, 0.0)).r;
float below = texture(tState, uv - vec2(0.0, uTexel.y)).r;
float above = texture(tState, uv + vec2(0.0, uTexel.y)).r;
float next = ((left + right + below + above) * 0.5 - state.g) * uDamping;
vec2 p = uv * uSize;
vec2 segment = uTo - uFrom;
float along = clamp(dot(p - uFrom, segment) / max(dot(segment, segment), 1e-4), 0.0, 1.0);
float d = length(p - uFrom - segment * along) / uRadius;
next -= uImpulse * exp(-d * d * 2.0);
fragColor = vec4(next, state.r, 0.0, 1.0);
}
`
const markFragment = `#version 300 es
precision highp float;
precision highp int;
uniform sampler2D tField;
uniform sampler2D tAtlas;
uniform vec2 uOrigin;
uniform vec2 uPitch;
uniform vec2 uGrid;
uniform int uPattern;
uniform float uMarkSize;
uniform float uStroke;
uniform vec3 uColor;
uniform vec3 uAccent;
uniform vec4 uBackground;
uniform vec3 uAtlas;
out vec4 fragColor;
float box(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;
}
float coverage(vec2 local, float level) {
float span = uPitch.y * uMarkSize;
float area = max(sqrt(level), 0.14);
if (uPattern == 0) {
return clamp(0.5 - (length(local) - 0.5 * span * area), 0.0, 1.0);
}
if (uPattern == 1) {
float extent = 0.5 * span * area;
return clamp(0.5 - box(local, vec2(extent), extent * 0.3), 0.0, 1.0);
}
if (uPattern == 2) {
float arm = 0.5 * span * mix(0.3, 1.0, level);
float width = 0.5 * uStroke;
return clamp(0.5 - min(box(local, vec2(arm, width), width), box(local, vec2(width, arm), width)), 0.0, 1.0);
}
if (uAtlas.z < 1.0) return 0.0;
vec2 g = local / span + 0.5;
if (g.x < 0.0 || g.y < 0.0 || g.x > 1.0 || g.y > 1.0) return 0.0;
float index = min(floor(level * uAtlas.z), uAtlas.z - 1.0);
vec2 tile = vec2(mod(index, uAtlas.x), floor(index / uAtlas.x));
vec2 atlasUv = (tile + vec2(g.x, 1.0 - g.y)) / uAtlas.xy;
vec2 texel = 1.0 / (span * uAtlas.xy);
return textureGrad(tAtlas, atlasUv, vec2(texel.x, 0.0), vec2(0.0, texel.y)).a;
}
vec4 lineInk(vec2 rel) {
float fx = rel.x / uPitch.x - 0.5;
float c0 = clamp(floor(fx), 0.0, uGrid.x - 1.0);
float c1 = min(c0 + 1.0, uGrid.x - 1.0);
float t = clamp(fx - c0, 0.0, 1.0);
float row = floor(rel.y / uPitch.y);
vec4 ink = vec4(0.0);
for (int k = -1; k <= 1; k++) {
float cy = row + float(k);
if (cy < 0.0 || cy >= uGrid.y) continue;
vec4 a = texelFetch(tField, ivec2(int(c0), int(cy)), 0);
vec4 b = texelFetch(tField, ivec2(int(c1), int(cy)), 0);
vec4 f = mix(a, b, t);
if (f.g < 0.002) continue;
float y = (cy + 0.5 + f.a - 0.5) * uPitch.y;
float slope = (b.a - a.a) * uPitch.y / uPitch.x;
float thickness = max(uStroke, uPitch.y * uMarkSize * f.r);
float d = abs(rel.y - y) / sqrt(1.0 + slope * slope) - 0.5 * thickness;
float alpha = clamp(0.5 - d, 0.0, 1.0) * f.g;
if (alpha > ink.a) ink = vec4(mix(uColor, uAccent, f.b) * alpha, alpha);
}
return ink;
}
void main() {
vec2 rel = gl_FragCoord.xy - uOrigin;
vec4 background = vec4(uBackground.rgb * uBackground.a, uBackground.a);
vec4 ink = vec4(0.0);
if (uPattern == 3) {
ink = lineInk(rel);
} else {
float cx = floor(rel.x / uPitch.x);
float row = floor(rel.y / uPitch.y);
if (cx >= 0.0 && cx < uGrid.x) {
for (int k = -1; k <= 1; k++) {
float cy = row + float(k);
if (cy < 0.0 || cy >= uGrid.y) continue;
vec4 f = texelFetch(tField, ivec2(int(cx), int(cy)), 0);
if (f.g < 0.002) continue;
vec2 center = (vec2(cx, cy) + 0.5) * uPitch + vec2(0.0, (f.a - 0.5) * uPitch.y);
float alpha = coverage(rel - center, f.r) * f.g;
if (alpha > ink.a) ink = vec4(mix(uColor, uAccent, f.b) * alpha, alpha);
}
}
}
fragColor = ink + background * (1.0 - ink.a);
}
`
export function PatternWaves({
preset = "silk",
pattern,
wave,
spacing,
markSize,
depth,
light,
shine,
contrast,
speed,
scale,
direction,
color = "#ffffff",
backgroundColor = "#000000",
opacity = 1,
fade = "edges",
fadeSize = 0.5,
characters = DEFAULT_CHARACTERS,
interactive = true,
cursorSize = 50,
cursorStrength = 0.6,
intro = true,
paused = false,
className,
style,
...rest
}: PatternWavesProps) {
const containerRef = useRef<HTMLDivElement>(null)
const settingsRef = useRef<Settings | null>(null)
const wakeRef = useRef<(() => void) | null>(null)
const base = SURFACE_PRESETS[preset] || SURFACE_PRESETS.silk
const pick = <K extends keyof PresetValues>(value: PresetValues[K] | undefined, key: K): PresetValues[K] =>
value === undefined || value === null ? base[key] : value
const colors = useMemo(
() => ({
color: parseColor(color, [1, 1, 1, 1]),
background: parseColor(backgroundColor, [0, 0, 0, 1]),
}),
[color, backgroundColor],
)
useEffect(() => {
settingsRef.current = {
...colors,
pattern: pick(pattern, "pattern"),
wave: pick(wave, "wave"),
spacing: pick(spacing, "spacing"),
markSize: pick(markSize, "markSize"),
depth: pick(depth, "depth"),
light: pick(light, "light"),
shine: pick(shine, "shine"),
contrast: pick(contrast, "contrast"),
speed: pick(speed, "speed"),
scale: pick(scale, "scale"),
direction: pick(direction, "direction"),
opacity,
fade,
fadeSize,
characters,
interactive,
cursorSize,
cursorStrength,
intro,
paused,
}
wakeRef.current?.()
})
useEffect(() => {
const container = containerRef.current
if (!container) return undefined
// ogl throws when no context can be created (jsdom, GPU-less browsers), so probe first with the
// same attributes it will use. A second getContext() call then returns that same context.
const canvas = document.createElement("canvas")
if (!canvas.getContext("webgl2", CONTEXT_ATTRIBUTES)) return undefined
const renderer = new Renderer({ canvas, ...CONTEXT_ATTRIBUTES })
const gl = renderer.gl
if (!renderer.isWebgl2) {
gl.getExtension("WEBGL_lose_context")?.loseContext()
return undefined
}
gl.clearColor(0, 0, 0, 0)
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")
const dispose = (target: RenderTarget) => {
gl.deleteFramebuffer(target.buffer)
gl.deleteTexture(target.texture.texture)
}
const fieldTargetFor = (w: number, h: number) =>
new RenderTarget(gl, { width: w, height: h, depth: false, minFilter: gl.NEAREST, magFilter: gl.NEAREST })
const rippleTargetFor = (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,
})
let fieldTarget = fieldTargetFor(1, 1)
let ripple: RippleField | null = null
const atlasTexture = new Texture(gl, {
generateMipmaps: true,
minFilter: gl.LINEAR_MIPMAP_LINEAR,
magFilter: gl.LINEAR,
flipY: false,
})
const fieldUniforms = {
uSize: { value: [1, 1] },
uDpr: { value: 1 },
uOrigin: { value: [0, 0] },
uPitch: { value: [1, 1] },
uWave: { value: 0 },
uTime: { value: 0 },
uUnit: { value: WAVE_UNIT },
uHeading: { value: [1, 0] },
uAmp: { value: 0 },
uDepth: { value: 0.5 },
uLight: { value: [0, 0, 1] },
uShine: { value: 0.8 },
uContrast: { value: 1 },
uInk: { value: 0 },
uOpacity: { value: 1 },
uFade: { value: 0 },
uFadeSize: { value: 0.5 },
uAppear: { value: 0 },
tRipple: { value: blank },
uRipple: { value: 0 },
}
const fieldMesh = new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: passVertex,
fragment: fieldFragment,
uniforms: fieldUniforms,
depthTest: false,
depthWrite: false,
}),
})
const rippleUniforms = {
tState: { value: blank },
uTexel: { value: [1, 1] },
uSize: { value: [1, 1] },
uFrom: { value: [0, 0] },
uTo: { value: [0, 0] },
uRadius: { value: 40 },
uImpulse: { value: 0 },
uDamping: { value: 0.975 },
}
const rippleMesh = new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: passVertex,
fragment: rippleFragment,
uniforms: rippleUniforms,
depthTest: false,
depthWrite: false,
}),
})
const markUniforms = {
tField: { value: fieldTarget.texture },
tAtlas: { value: atlasTexture },
uOrigin: { value: [0, 0] },
uPitch: { value: [1, 1] },
uGrid: { value: [1, 1] },
uPattern: { value: 0 },
uMarkSize: { value: 0.9 },
uStroke: { value: 2 },
uColor: { value: [1, 1, 1] },
uAccent: { value: [1, 1, 1] },
uBackground: { value: [0, 0, 0, 1] },
uAtlas: { value: [1, 1, 0] },
}
const markMesh = new Mesh(gl, {
geometry,
program: new Program(gl, {
vertex: passVertex,
fragment: markFragment,
uniforms: markUniforms,
depthTest: false,
depthWrite: false,
}),
})
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 dirty = true
let rippleUntil = 0
let rippleLive = false
let rippleClock = 0
let atlasKey = ""
const pointer = { x: 0, y: 0, inside: false, placed: false, lastX: 0, lastY: 0, burst: 0 }
const buildRipple = () => {
if (!floatTargets) return
const w = clamp(Math.ceil(width / RIPPLE_CELL), 4, 512)
const h = clamp(Math.ceil(height / RIPPLE_CELL), 4, 512)
if (ripple && ripple.width === w && ripple.height === h) return
if (ripple) {
dispose(ripple.read)
dispose(ripple.write)
}
ripple = { width: w, height: h, read: rippleTargetFor(w, h), write: rippleTargetFor(w, h) }
rippleLive = false
}
const clearRipple = () => {
if (!ripple) return
;[ripple.read, ripple.write].forEach((target) => {
renderer.bindFramebuffer(target)
gl.viewport(0, 0, target.width, target.height)
gl.clear(gl.COLOR_BUFFER_BIT)
})
renderer.bindFramebuffer()
}
const refreshAtlas = (s: Settings) => {
if (s.characters === atlasKey) return
atlasKey = s.characters
const built = buildAtlas(s.characters)
if (!built) return
atlasTexture.image = built.canvas
markUniforms.uAtlas.value = [built.columns, built.lines, built.count]
}
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)
buildRipple()
dirty = true
start()
}
const stepRipple = (field: RippleField, s: Settings, dt: number) => {
rippleClock = Math.min(rippleClock + dt * RIPPLE_RATE, 4)
const strength = clamp(s.cursorStrength, 0, 1)
const moved = Math.hypot(pointer.x - pointer.lastX, pointer.y - pointer.lastY)
let impulse = (pointer.inside ? Math.min(moved / 14, 1) * 0.35 * strength : 0) + pointer.burst * strength
pointer.burst = 0
rippleUniforms.uTexel.value = [1 / field.width, 1 / field.height]
rippleUniforms.uSize.value = [width, height]
rippleUniforms.uFrom.value = [pointer.lastX, height - pointer.lastY]
rippleUniforms.uTo.value = [pointer.x, height - pointer.y]
rippleUniforms.uRadius.value = clamp(s.cursorSize, 8, 400)
while (rippleClock >= 1) {
rippleClock -= 1
rippleUniforms.tState.value = field.read.texture
rippleUniforms.uImpulse.value = impulse
renderer.render({ scene: rippleMesh, target: field.write, clear: false })
const next = field.read
field.read = field.write
field.write = next
impulse = 0
}
pointer.lastX = pointer.x
pointer.lastY = pointer.y
}
const frame = (now: number) => {
raf = 0
if (!alive) return
const s = settingsRef.current
const dt = Math.min(0.05, Math.max(1 / 240, (now - last) / 1000))
last = now
if (!s) return
const moving = !s.paused && !reducedMotion && s.speed !== 0
if (moving) time += dt * s.speed
introClock = s.intro && !reducedMotion ? Math.min(1, introClock + dt / INTRO_SECONDS) : 1
const appear = 1 - Math.pow(1 - clamp(introClock / 0.75, 0, 1), 3)
const rise = clamp((introClock - 0.1) / 0.9, 0, 1)
const amp = rise * rise * (3 - 2 * rise)
const rippling = s.interactive && !reducedMotion && !!ripple && s.cursorStrength > 0
if (rippling && pointer.inside && !pointer.placed) {
pointer.lastX = pointer.x
pointer.lastY = pointer.y
pointer.placed = true
}
if (rippling && (pointer.inside || pointer.burst > 0)) rippleUntil = now + 5000
const rippleActive = rippling && now < rippleUntil
if (rippleActive && ripple) {
stepRipple(ripple, s, dt)
rippleLive = true
} else if (rippleLive) {
clearRipple()
rippleLive = false
}
const patternIndex = PATTERNS[s.pattern] ?? 0
if (patternIndex === 4) refreshAtlas(s)
const canvasW = gl.canvas.width
const canvasH = gl.canvas.height
const dpr = canvasW / width
const pitchY = Math.max(4, Math.round(clamp(s.spacing, 4, 120) * dpr))
const pitchX = patternIndex === 3 ? Math.max(2, Math.round(pitchY / 4)) : pitchY
const cols = Math.min(4096, Math.ceil(canvasW / pitchX) + 1)
const rows = Math.min(4096, Math.ceil(canvasH / pitchY) + 2)
const origin = [Math.floor((canvasW - cols * pitchX) / 2), Math.floor((canvasH - rows * pitchY) / 2)]
if (fieldTarget.width !== cols || fieldTarget.height !== rows) {
dispose(fieldTarget)
fieldTarget = fieldTargetFor(cols, rows)
markUniforms.tField.value = fieldTarget.texture
}
const heading = (s.direction * Math.PI) / 180
const lightAngle = ((s.direction + 180 + clamp(s.light, -90, 90)) * Math.PI) / 180
const background = s.background
const ink = background[3] > 0.02 ? luminance(s.color) < luminance(background) : luminance(s.color) < 0.5
fieldUniforms.uSize.value = [width, height]
fieldUniforms.uDpr.value = dpr
fieldUniforms.uOrigin.value = origin
fieldUniforms.uPitch.value = [pitchX, pitchY]
fieldUniforms.uWave.value = WAVES[s.wave] ?? 0
fieldUniforms.uTime.value = time
fieldUniforms.uUnit.value = WAVE_UNIT * clamp(s.scale, 0.2, 5)
fieldUniforms.uHeading.value = [Math.cos(heading), Math.sin(heading)]
fieldUniforms.uAmp.value = amp
fieldUniforms.uDepth.value = clamp(s.depth, 0, 1.5)
fieldUniforms.uLight.value = [Math.cos(lightAngle) * 0.78, Math.sin(lightAngle) * 0.78, 0.62]
fieldUniforms.uShine.value = clamp(s.shine, 0, 2)
fieldUniforms.uContrast.value = clamp(s.contrast, 0.3, 3)
fieldUniforms.uInk.value = ink ? 1 : 0
fieldUniforms.uOpacity.value = clamp(s.opacity, 0, 1)
fieldUniforms.uFade.value = FADES[s.fade] ?? 0
fieldUniforms.uFadeSize.value = clamp(s.fadeSize, 0.05, 1)
fieldUniforms.uAppear.value = appear
fieldUniforms.tRipple.value = ripple && rippleLive ? ripple.read.texture : blank
fieldUniforms.uRipple.value = rippleLive ? 0.32 : 0
renderer.render({ scene: fieldMesh, target: fieldTarget })
markUniforms.uOrigin.value = origin
markUniforms.uPitch.value = [pitchX, pitchY]
markUniforms.uGrid.value = [cols, rows]
markUniforms.uPattern.value = patternIndex
markUniforms.uMarkSize.value = clamp(s.markSize, 0.05, 1)
markUniforms.uStroke.value = patternIndex === 3 ? 0.9 * dpr : Math.max(1.1 * dpr, pitchY * 0.08)
const tint = ink ? 0 : 1
const blend = ink ? 0.35 : 0.55
markUniforms.uColor.value = s.color.slice(0, 3)
markUniforms.uAccent.value = s.color.slice(0, 3).map((channel) => channel + (tint - channel) * blend)
markUniforms.uBackground.value = background
renderer.render({ scene: markMesh })
dirty = false
if (visible && (moving || introClock < 1 || rippleActive || dirty)) 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
return { x, y, inside: x >= 0 && y >= 0 && x <= rect.width && y <= rect.height }
}
const onPointerMove = (e: PointerEvent) => {
const spot = locate(e)
pointer.x = spot.x
pointer.y = spot.y
if (spot.inside !== pointer.inside) pointer.placed = false
pointer.inside = spot.inside
if (spot.inside) start()
}
const onPointerDown = (e: PointerEvent) => {
const spot = locate(e)
if (!spot.inside) return
pointer.x = spot.x
pointer.y = spot.y
if (!pointer.inside) {
pointer.lastX = spot.x
pointer.lastY = spot.y
}
pointer.burst = 1.2
start()
}
const onPointerLeave = () => {
pointer.inside = false
pointer.placed = false
start()
}
const onPointerOut = (e: PointerEvent) => {
if (!e.relatedTarget) onPointerLeave()
}
const onPointerUp = (e: PointerEvent) => {
if (e.pointerType === "touch") 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("pointerup", onPointerUp, { 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 = () => {
dirty = true
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("pointerup", onPointerUp)
window.removeEventListener("blur", onPointerLeave)
document.removeEventListener("visibilitychange", onVisibility)
wakeRef.current = null
if (ripple) {
dispose(ripple.read)
dispose(ripple.write)
}
dispose(fieldTarget)
gl.deleteTexture(atlasTexture.texture)
gl.getExtension("WEBGL_lose_context")?.loseContext()
if (canvas.parentNode) canvas.parentNode.removeChild(canvas)
}
}, [])
return (
<div
ref={containerRef}
data-slot="pattern-waves"
className={cn("relative h-full w-full overflow-hidden", className)}
style={style}
{...rest}
/>
)
}